In the Remix, there are four “memory dives”:
- The Vision From Torm
- The Dream Machine
- Claiming the Sword
- Zariel’s Spark
In each case, the players are given the opportunity to play through the events of the past. In some of the memory dives, the players will take on the roles of NPCs in those scenes. In others, it will seem as if the PCs themselves are part of the memory (as if they had been somehow transported into the past). Regardless of method or methodology, we’ll refer to this as the dreamscape. While in the dreamscape:
- PCs cannot be killed. Characters taking damage in the dreamscape suffer psychic damage and if reduced to 0 hp are rendered unconscious but stable.
- The past cannot actually be changed: These are morphable (and, it should be noted, therefore unreliable) visions of what happened. The PCs are not actually travelling through time. The dreamscape experiences are strongly guided and, if the players deviate too far from the course of history, it’s likely that the dreamscape will adjust itself. (Alternatively, the memory dive might end abruptly and need to be restarted.)
GM Note: Although the past cannot be changed by the PCs, it’s up to you how much the players can non-diegetically define what “really” happened. If it doesn’t contradict something previously established in the campaign and/or alter essential continuity, there’s no reason not to assume that how things play out at the table is how those things happened in the past. (For example, one of the players might improvise a battle cry during a memory dive, and then, later, one of the former Hellriders might make the same battle cry or talk about hearing it on the field of battle that day.
THE VISION FROM TORM
When a PC puts on the Helm of Torm’s Sight in the Grand Cemetery of Elturel (see Part 5D), they’ll enter a comatose state until someone, most likely Pherria Jynks, performs a ritual to free them. As that ritual completes, flashback to the moment of them putting on the Helm and then play through the visions they’re shown.
If the players make note of the gauntlet imagery found throughout these visions, they can make a skill check:
- Religion (DC 12): A right-handed gauntlet, held upright, is Torm’s holy symbol.
Snippets are non-interactive. Visions are interactive, as noted.
SNIPPET – THE BEGINNING OF ZARIEL’S FALL. There is a kind of inky darkness; a nauseous veil of swirling shadows. Then a beam of golden light. The light slowly grows in intensity and the shadows are ripped apart, like a caul parting before your eyes. At the point where the light is almost blinding, it turns reddish and becomes hot. Dry and hot. A dry, hot wind.
As your vision clears, you’re standing on a field of battle beneath the blood red sky of Avernus. A huge mound of devils lies dead. Other devils, still living, are hauling bodies off the mound, chittering amongst themselves.
All the way at the bottom of the mound, as one last corpse is pinioned on a pitchfork and flung to one side, the body of an angel is revealed. Her skin is porcelain white. Her hair the golden light of an evening sun. Her wings bloodstained ivory.
The devils draw back. Some of them are cackling, but then one glances back over their shoulder and suddenly drops prostrate to the ground. Others, too, following the first’s gaze, throw themselves to the ground.
A tall devil with skin of maroon and crimson, dressed in robes of black and gold, strides in amongst the scattered corpses. He is possessed of a leonid beauty, with two almost impossibly long, dark horns curving gracefully from his forehead.
The devil’s eyes smolder as he looks down at the angel. As he pulls off a gauntlet-like glove from his left hand, revealing the talons beneath, he turns and asks, in a smooth voice of elegance and grace, “Where is her Sword?”
The caul of gilded night sweeps over your vision.
VISION – THE THREE GENERALS. You are standing at attention in some sort of ceremonial uniform in a small group of similarly dressed knights. Each has a small badge on their left shoulder, depicting a pair of twin suns. Before you, on a grassy field, are arrayed three riders wearing identical badges: A woman with dark hair upon a black charger. A bearded man on a white horse. And the angel you saw lying beneath the mound of corpses riding a golden-furred, winged mammoth. Approaching from across the field is another mounted man, this one flanked by an honor guard.
GM Note: This is an interactive vision, but it’s designed to introduce the concept. If the player says they want to take an action, let them. Otherwise, the vision just plays out.
As the man draws near the trio before you, he brings his horse to a stop and then dismounts. The trio does likewise. A herald steps forward and announces, “Haruman, Lord Knight of the Far Hills greets Lord Olanthius.”
The beaded man smiles. “Hail to you, Lord Haruman. And welcome to Elturel. I am pleased to introduce you to Lady Yael of Idyllglen and Zariel, solar of Celestia.”
“And I’m Lulu!” trumpets the mammoth.
Haruman removes his left gauntlet and extends his hand, shaking each of the others in turn — and also, with a laugh, Lulu’s trunk! Escorted by Lord Olanthius, he proceeds down the line. In a few moments he stops before you and extends his hand. What do you do?
(As they grip Haruman’s hand or within a few moments either way, the vision shifts again.)
SNIPPET – ZARIEL’S REQUEST. The red heat of Avernus sweeps over you. So do the sounds of battle, but only at a distance. There is a trumpeting and the shadows are swept away like mist in a strong wind, you see the angel Zariel kneeling in the dust. Lady Yael, arrayed for battle in battered, bloody, and dust-covered armor kneels on the ground next to her. Zariel is pushing her glowing sword into Lady Yael’s hands.
GM Note: The trumpeting is Lulu stomping some devils a little distance away.
Yael: I refuse. Do not ask me of this.
Zariel (smiling sadly): I must. I do. Look beyond this forsaken day. One last time, I need you to dream a little bigger.
Yael weeps and then, unable to speak, nods, taking Zariel’s sword.
There’s another trumpet and Zariel’s golden mammoth comes charging up. “I drove them off, but there’s another group drawing near.”
Zariel pulls off her left gauntlet and buries her hand in the mammoth’s fur, taking a moment of comfort. “My old friend. Goodbye. Perhaps we shall meet again, but I do not think so. I need you to go with Yael. Help her make certain my Sword is not captured by the forces of Hell. Let it become a symbol of everything we have fought for. Even if it has ended in folly, let our deeds have meaning.”
As the veil formed from shadows of gold wraps itself around you again, slowly blotting out everything except the sword still glowing in Yael’s hand, Zariel’s voice continues: “This is the last thing I will ever ask of you. Protect Yael.”
VISION – YEENOGHU’S GAMBIT. Through the shadows, the sounds of battle intensify. Your vision clears to reveal yourself riding on horseback at a full gallop. The sun hanging high in the blue sky momentarily blinds you. Your companions are with you: [insert PC names] Ahead of you, on the back of a golden mammoth and leading your charge, is the angelic Zariel. You’re surrounded by a massive battle – an army of mostly human knights are fighting a horde of gnolls.
[Call for initiative checks.]
A wall of black-furred gnolls come loping up over the top of the hill in front of you. Dozens of them. Maybe hundreds. Zariel calls back over her shoulder: “Guard the flanks! I’ll cut us a path through!” Then she spurs her mount to an even higher speed; the mammoth’s feet actually glide off the ground.
[Collect initiative scores and start combat.]
Combat Encounter: As Zariel instructs, she’s got the gnolls in front. (If one of the PCs is playing Lulu, give them the Hollyphant Elder stat block from Lulu’s Guide to Hollyphants. They can help Zariel on the front lines, probably attacking gnoll pack lords. Alternatively, have Zariel order her to help guard the flanks and add an extra Fang and four gnolls to the fight.)
- Left Flank: Gnoll Fang of Yeenoghu, Gnoll Pack Lord, 8 Gnolls
- Right Flank: 2 Gnoll Pack Lords, 8 Gnolls
At some point during this, Zariel will almost certainly refer to Lulu by name and the penny will drop (if it hasn’t already).
After Combat: After the fight, the PCs can rally to Zariel and ride up over the top of the hill. From there they can look out over farm fields churned and ruined by the battle, sowed with a carpet of the dead. Off to their left is a small village. Some of the buildings are on fire.
A few hundred yards away across a field stands a twelve-foot-tall demon gnoll. It holds aloft a dark-haired woman — Lady Yael – by the neck. Seeing Zariel across the field of battle, it turns and with a slash of its claws rends a purple, roiling gash in the air. With a hyena-like cackle which crackles across the field like black lightning, it leaps through the portal with Lady Yael still clutched in its gauntleted right hand.
SNIPPET – ZARIEL’S COURT. As the demon vanishes, the energy of the portal turns red and then seems to turn into swirls of shadow and gold. Through the darkness you hear two voices.
The first voice, as if played from a cracked record, asks, “Where is the Sword?”
And the second voice, weak and disoriented, replies, “I don’t know… I don’t… I used to know, but I don’t any more. I don’t.”
SNIPPET – MESSAGE FROM TORM. A hand — or, rather, a gauntlet — reaches through the shadows and sweeps them away. An immense light which seems as if it should be blinding in its intensity but which is instead a soothing comfort to your eyes emanates from the gauntlet… or perhaps from a point behind the gauntlet.
A booming voice emanates seemingly from all directions: “Seek ye Zariel’s blade. It is the key to her heart and her greatest desire. With it, Elturel’s chains can be severed.”
The gauntlet clenches into a fist as the voice speaks. Then it opens and, upon the palm of the gauntlet, a tiny golden elephant — Lulu — is flying in miniature. “Even from my sight is the Sword hidden. There is only one who knows and she knows not.”
The gauntlet closes again, then opens to reveal two black-feathered, birdlike humanoids standing next to a strange vehicle of blackened iron. “She must seek the kenku. In her memory they speak.”
The gauntlet closes for a third time. You hear a different voice chanting as if from a great distance.
[This is the voice of whoever is casting the spell. The PC might recognize this voice.]
The booming voice speaks again, but it, too, seems to come from a distance now as the other voice grows stronger: “Seek the kenku!”
The light now truly becomes blinding and—
[The PC wakes up.]
Note: As per p. 72 of Descent Into Avernus, when the PC who received the vision tells Lulu what they saw, it will trigger a memory of meeting two kenku at a place called Fort Knucklebones. Realizing it was near the Dock of Fallen Cities, she’ll swoop up into the sky and then return, declaring that it’s only a dozen miles off and she can lead the PCs there.
If Lulu is a PC in your campaign, you might want to prep a brief handout describing the kenku and Fort Knucklebones, and also telling Lulu’s player that she knows how to get there across the Avernian plains.
If it WAS Lulu who put on the Helm, modify Torm’s final vision. He’ll say something like, “Among all living creatures, only you know where it was hidden.” He might also show her Fort Knucklebones in miniature, triggering her memory of the kenku there.