The Alexandrian

Posts tagged ‘descent into avernus’

Descent Into Avernus - Haruman's Hill

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As the PCs leave Elturel, I think the time has come to take a step back and look at the big picture: They’re in Avernus now. So what are they trying to do, exactly?

This post takes a close look at how the adventure is currently structured (and the problems I have with that structure). Then the rest of Part 6 is going to present the big picture of how we’re going to remix this structure. We’ll want this big picture to get us oriented in Part 7: Exploring Avernus and keep us pointed in the right direction as we wrap things up in Part 8: The End.

QUICK SUMMARY: THE ORIGINAL CAMPAIGN

  1. The PCs indirectly get a vision from Torm which reveals that (a) Lulu helped hide the Sword of Zariel before she lost her memories and (b) she talked to a couple of kenku at some point after doing so. (The NPCs are all convinced the Sword of Zariel will save Elturel, although it is not explained how or why.)
  2. Lulu remembers that she met the kenku at Fort Knucklebones, so the PCs go there.
  3. Lulu remembers that the Sword of Zariel was at Haruman’s Hill, so the PCs go there. (It isn’t.)
  4. Lulu remembers two other locations that will lead to the Sword of Zariel, so the PCs choose one of them and go there.
  5. Each location is the starting point of a different linear railroad. If the PCs follow the railroad they’ve selected, they eventually get the Sword of Zariel.

THE PROBLEM WITH LULU’S MEMORIES

As you can see above, recovering/following Lulu’s memories is the key to the entire adventure.

When the PCs first meet Lulu and she starts tagging along with them, we’re given the back story of what actually happened (DIA, p. 51) and a little table of random memories that she can intermittently recover during the adventure. This is clever, giving the DM a simple tool for keeping this central theme/plot gimmick consistently in focus as the campaign progresses.

Descent Into Avernus - LuluHaving made Lulu’s memories the central plot gimmick of Descent Into Avernus, however, you might conclude that the designers would make sure that her back story is crystal clear to the DM, ensuring that this absolutely vital continuity is easily handled without error.

You would be wrong.

In fact, Lulu’s back story doesn’t even make sense. For example, the vision from Torm says, “The elephant knows! After hiding the Sword she met some kenku!” And Lulu says: “I remember! The kenku live at Fort Knucklebones! Let’s go!”

But:

  1. If you flip back to the summary of Lulu’s story (DIA, p. 51), neither the kenku nor Fort Knucklebones appears. This is an egregious oversight. However, you can eventually conclude that her visit there MUST have happened when “Lulu wandered Avernus for months” after Zariel’s fall.
  2. Those kenku, although still alive, should definitely be dead. Zariel’s fall happened in 1354 DR and Lulu “wandered Avernus for months.” That means she met the kenku 140 years ago. Kenku only live for 60 years.
  3. The kenku are at Fort Knucklebones because they work for Mad Maggie. But when Mad Maggie first came to Avernus (and before going to Knucklebones), “she “found pieces of a beautiful tapestry that chronicled the fall of Zariel.”

So within a few months of Zariel’s fall:

  • Someone made a tapestry;
  • The tapestry was ripped to shreds;
  • Mad Maggie found the tapestry;
  • Mad Maggie founded Fort Knucklebones; and then
  • Lulu came to Fort Knucklebones (meeting some kenku who are, I guess, immortal).

You can kind of shuffle things around so that this makes sense (change it so that Maggie didn’t find the tapestry and become interested in Zariel lore until recently, long after founding Fort Knucklebones; which also explains why she didn’t pump Lulu for all the information she knows about Zariel the FIRST time she met Lulu), but it’s still a massive continuity glitch sitting right in the middle of a crucial scenario hook in the middle of the campaign.

And this is just one example! Lulu’s timeline is filled with contradictions and inconsistencies!

Descent Into Avernus positions this as THE central mystery of the campaign, but then it basically doesn’t have a coherent solution to the mystery. It’s like a murder mystery that can’t quite make up its mind about who committed the murder.

DIA: You MUST figure this out!

Players: Yes! We NEED to find the answers to this!

DIA: Find the answers to what now?

We’ll be sorting this out in Part 6D: Lulu’s Memories.

THE KENKU PROBLEM

Descent Into Avernus - Kenku

Remember those kenku?

Descent Into Avernus says, “Find the kenku! They knew Lulu back in Ye Olde Days! They’ll have valuable information that will help you to find the Sword!”

So the PCs go to Fort Knucklebones. They find the kenku. The adventure says, “The kenku Chukka and Clonk instantly recognize Lulu, since they’ve met her previously.” And then… nothing.

Literally nothing.

The kenku remembering Lulu is, as far as I can tell, never mentioned again. And if the players decide to push the issue and try to get the valuable information they were promised, there’s absolutely nothing for the DM to give them.

This isn’t just a dead end either: Remember that the kenku DO remember Lulu. Even if they don’t have any vital information, there’s still a story to be told here — a lost fragment of Lulu’s memories to recover in a scenario which has been explicitly positioned as being about recovering Lulu’s memories. It’s not that Descent Into Avernus says “nothing to find here”; it’s that Descent Into Avernus just completely forgets the reason the PCs came to Fort Knucklebones.

It was almost incomprehensible to me that such an egregious oversight could have made it into print… until I took a step back and tried to understand the designers’ mental paradigm.

What we are, in fact, talking about here is the scenario structure. I’ve talked in the past about the fact that D&D (and RPGs in general) do a pretty terrible job of teaching scenario structures to new DMs. In fact, they’ve historically only taught one (dungeoncrawling), and in 5th Edition they’ve even failed to do that. (5th Edition notably doesn’t teach a new DM how to key a map — or even provide an example of a keyed map! — let alone teach them how to use it in play.)

Without primary sources, new DMs are largely learning their scenario structures from published examples. But it’s been decades now and the communal knowledgebase is atrophying. It’s gotten so bad that even a lot of professional designers don’t know how scenarios are supposed to be structured, so even the published examples that DMs used to be able to learn from are degenerating.

Which brings us to Descent Into Avernus: The designers don’t actually have a functional scenario structure. They’ve instead flailed themselves into a sort of malformed scenario structure which consists entirely of:

  1. An NPC tells the PCs where to go.
  2. The PCs go there.

The entire campaign is just this one “structure” repeated infinitely: An NPC tells you where to go. You go there and you find another NPC who tells you where to go.

So when it comes to the kenku, the designers aren’t designing a situation; they aren’t thinking of the game world as a real place. They aren’t even thinking about what the players’ actual experience will be (what they’ll be thinking, what they’ll want, etc.). They’re thinking of the kenku strictly as another McGuffin in a long string of McGuffins: They needed a mechanism to move the PCs from Elturel to Fort Knucklebones. The kenku were that device. The PCs are now at the Fort. Therefore, the kenku are done.

And, thus, the kenku are immediately dropped.

Furthermore, because this malformed structure is apparently ALL THEY HAVE, it seems to have become a kind of cargo cult for them:  They know that NPC A has to give some sort of “explanation” for why the PCs need to go to NPC B, but they frankly don’t care what the explanation is.

And they assume the players won’t care either. The presumption is that the players are onboard; that the players share their understanding that “the NPC tells me where to go and then I go there” is the one and only way that things work.

The designers expect that players to immediately transition to the “make Mad Maggie happy” mini-game they’ve designed without ever questioning the kenku about the thing they came here to question the kenku about because they literally never gave a shit about the ostensible reason the PCs were looking for the kenku.

I call this the Kenku Problem. And once you’ve seen it, you really can’t unsee it. It explains A LOT of the problems Descent Into Avernus has:

  • Why do they keep putting Must Have Encounters™ behind secret doors? Because if the PCs haven’t found the NPC to tell them where to go next, clearly the players will know to keep looking until they find them!
  • Why are the PCs told to go talk to people without being given any reason for doing so? Because the REASON is irrelevant. It’s white noise surrounding the operative phrase of “go talk to <insert name>.”
  • Why are the PCs told what will be inside the puzzlebox by the same guy who tells them to “go talk to <insert name> to have the puzzlebox opened” (thus murdering the pay-off for doing so)? Because they don’t care about the mystery and they don’t think you’ll care either. The only reason the “mystery” exists is so that you’ll go talk to <insert name>.
  • Why does the adventure assume the PCs will simply plane shift to Hell without having any reason to do so? Because an NPC told them to! (Why not have the NPC give them a coherent reason? Because it doesn’t matter!)

This superficially makes it seem as if the NPCs are all-important! But, ironically, they’re not. They’re just cogs in the machine; their sole function to point you to the next cog. This is why the adventure doesn’t care enough about Kreeg’s history to make it consistent. Nor Zariel’s. Nor Lulu’s. Nor Ravengard’s. Nor the kenku. Nor… well, anybody.

Ravengard tells you to talk to the kenku. The kenku tell you to talk to Mad Maggie.

Nothing else matters.

Note: There are twenty-nine (!) writers credited in Descent Into Avernus. It is quite plausible that when I’m ascribing creative decisions to the “designers” here what I’m actually doing is anthropomorphizing artifacts from whatever development process was used to create and stitch together all of those contributions. By the same token, the book still managed to get to press without anybody saying, “Hey… What do those kenku know about Lulu? Isn’t that the whole reason the PCs came here?” And it won’t stop a DM from getting wrong-footed by the adventure-as-written in actual play.

THE KNUCKLEBONES PROBLEM

Fort Knucklebones itself suffers from a common problem I see in adventure design: Interstitial content that’s not supported by the main line of activity.

The fort is filled with encounters that all start with some variation of, “While the PCs are here…”

  • “At some point during their visit, the characters see the kenku…”
  • “Characters who witness this can…”
  • “As events play out in Fort Knucklebone, the characters notice…”

And so forth.

There’s absolutely nothing wrong with interstitial content: The world should not be strictly reactive (the PCs do something and the world reacts); it should also be proactive (stuff happens in the world and the PCs can react to it).

But for interstitial content to work, there MUST be enough stuff for the PCs to actively engage with so that there’s enough time for the interstitial encounters to be triggered. And this is not the case here. Instead, as soon as the PCs enter Fort Knucklebones this happens:

Descent Into Avernus - Arrival at Ft. Knucklebones

They immediately meet Mad Maggie. They tell her what they want. She immediately takes them to a dream machine and recovers Lulu’s memories. Lulu immediately declares she knows where the Sword is. The PCs will then immediately leave. (Why wouldn’t they?)

No narrative space is given for the PCs to just hang out at Fort Knucklebone, which means that all of the “hanging out at Fort Knucklebone” encounters will never happen.

It’s possible that the fort was originally intended to be some sort of hub or home base for the PCs so that these interstitial encounters would play out over the course of several visits, but as written it isn’t. In any case, the encounters as written are supposed to play out before Maggie gives them supplies (because their outcome is supposed to influence that), even though there’s a continual stream of uninterrupted interaction with Maggie from the moment they enter the base until she gives them the supplies.

You can kind of half-ass a solution by simply injecting extra time into the main line of Maggie’s activities. For example:

  • Instead of immediately meeting the kenku and having them immediately bring Maggie to the PCs, the PCs have to find the kenku and then go to Maggie (so that they explore the fort a bit and meet some of the people there before meeting her).
  • It will take Maggie some time to assemble the dream machine. Probably a few hours should suffice, during which time the PCs can do all the other things.

If you want to full-ass a solution, though, you’ll want to figure out some sort of active agenda the PCs could be pursuing at the fort while waiting for Maggie to finish the machine. Otherwise they’re just twiddling their thumbs. Instead of Maggie automatically giving them supplies, for example, maybe they need to get properly outfitted for Avernus here.

As described in Part 6C: Quest of the Dream Machine, the Remix will, in fact, make Fort Knucklebones a de facto hub that the PCs are likely to make their homebase and return to multiple times.

THE CHOOSE YOUR RAILROAD PROBLEM

Let’s be blunt: Choose Your Railroad is a terrible scenario structure.

It’s almost an oxymoron. You recognize that choice is important, but then you immediately discard it in favor of a long string of Kenku Problem interactions lightly spiced with meaningless fetch quests.

(A quick digression on fetch quests: A fetch quest is any time an NPC tells a PC to get a Plot Coupon and return it to them; or, vice versa, when the NPC gives the PC a Plot Coupon and tells them to take it some place else. A meaningful fetch quest is one where the PCs care about the Plot Coupon and its disposition. A meaningless fetch quest is one where only the NPC cares about the Plot Coupon and the only reason the PCs are delivering it is because they want the NPC to do something else for them; as a result, the actual Plot Coupon and what you’re doing with it is inconsequential and could easily be swapped out for any other arbitrary items/locations.)

This is very much a variation of the broken Choose Your Own Adventure design technique, and it’s particularly painful here because Descent Into Avernus actually promises to deliver this incredible, open-ended exploration of Avernus before yanking it away.

But the problems with the adventure’s Choose Your Railroad go much deeper than the fact that it’s just a bad idea in principle. It’s actually difficult to explain how poorly this is done.

So the PCs have Mad Maggie use her dream machine on Lulu. Lulu wakes up and says, “The sword! The sword! I know where it is!”

(Spoilers: She doesn’t.)

Her “dreams lead the characters on a wild goose chase to Haruman’s Hill.”

First: There’s no clear reason given for why Lulu thinks Haruman’s Hill is where the sword is.

Second: Given the timeline, it’s fairly clear that Haruman’s Hill did not and could not exist when Lulu was in Avernus.

But, OK. Fine. This thing that makes no sense happens. The PCs go adventuring at Haruman’s Hill for a little while, they figure out that Lulu took them to the wrong place, and Lulu says:

“I’m so sorry! My memory is a little hazier than I thought! Having pondered my dreams further, I think there are two sites in Avernus that are important to finding the sword! Choose between a place where demons manifest and one where demons are destroyed.”

These are, of course, the two railroads.

But, once again, there’s no reason given for why Lulu thinks either of these locations have anything to do with the Sword.

And that’s because they don’t.

They have nothing to do with the Sword. They have nothing to do with Lulu’s memories.

THERE IS NO REASON FOR LULU TO SAY YOU SHOULD GO TO THESE TWO LOCATIONS.

And this becomes abundantly clear as soon as the PCs go to them.

The first one is a harvesting station for abyssal chickens. Four (presumably redneck) devils are harvesting the chickens and bullying another devil who is mentally impaired. These guys explicitly know absolutely nothing about what the PCs are trying to do, but if the PCs bribe them they can tell them where to find a guy who MIGHT know something that can help them.

Okay. What about the other location?

Here the PCs meet a devil who knows absolutely nothing about what they’re trying to do, but if they go on a meaningless fetch quest for him he’ll give them a letter of introduction to another guy who MIGHT help them do a thing that they’re NOT doing.

So to briefly recap here:

  1. Lulu takes you to the wrong location.
  2. Lulu tells you two more locations to go to, but can give no reason why you should.
  3. If you go to those locations, it is immediately clear that there’s no coherent reason for you to be there.

So Lulu:

  1. Demonstrates she can’t be trusted to give accurate directions.
  2. Fails to give accurate directions AGAIN.
  3. Descent Into Avernus than assumes the PCs will just continue along the “Path” they’ve “chosen,” even though there’s no discernible reason for them to do so.

And obviously this is a “reasonable” assumption because there are, after all, NPCs telling the PCs where to go and this is a Kenku Problem.

Fixing this was non-trivial. I wasn’t sure there WAS a fix without starting over from scratch, because the adventure had really backed itself into a corner here.

If I hadn’t solved it, of course, then we wouldn’t be doing this Remix at all.

The actual railroads themselves are filled with a plethora of problems (as railroads always are), but since we’re defenestrating the whole structure there’s not a lot of value in breaking it down point by point. Our alternative structure will be laid out in Part 6C: Quest of the Dream Machine, and Part 7: Exploring Avernus will look at how to run Avernus as a true exploration campaign.

Go to Part 6B: The Avernian Quest

Hellturel Map Patches

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When you’re remixing published material you are, of course, deviating from the original version of the material: Some stuff will be thrown out. Some stuff will be changed. Some stuff will be added.

In addition to changes in the text (which are easy enough to do), this can also impact the graphical elements of the scenario. For example, the Alexandrian Remix of Dragon Heist added the idea that the Stone of Golorr would be missing its three eyes when the PCs discover it. Since this wasn’t the case in the original adventure, all the published images of the Stone naturally featured it having all three of its Eyes.

This can, obviously, also affect maps: Once you start adding new locations or moving locations around, the map is, ipso facto, changing.

When this is GM-facing material, this is relatively trivial to deal with: Just jot a quick note or scribble something onto the map to remind yourself of the change. For example, when I sketched up the point-map of Elturel, I didn’t worry too much about places where the published map had minor deviations from the Remix material. It was close enough for the GM to use it without any confusion.

When it comes to player-facing material, on the other hand, you may want to make a greater effort to seamlessly align what they’re seeing with what you’re describing. For example, you might Photoshop the image of the Stone of Golorr to show it in its blinded state so that you can use it as a handout for the players without having to say, “It looks like this, except it’s missing these bits.”

THE MAP OF ELTUREL

In the case of Elturel, we’re planning on handing the PCs a beautiful poster map of Elturel. We’re also adding a bunch of new material to the city. How can we align those things?

First, when adding locations to the city you can scan the map and try to identify existing buildings that are close enough to the location you’re adding. For example, I knew that Symbril’s House fronted the Garden, so I just looked along the edge of the Garden until I found a building that “fit” my image of Symbril’s House. Similarly, I wanted Helm’s Shieldhall to be located in the northwest section of the city. So I scanned the whole region until I found a compound that I felt was close enough to what I wanted.

Finding buildings on a beautifully detailed map like Jared Blando’s map of Elturel can also feed back into the location itself. For example, the look and location of the building I identified for the Old High Harvest Home inspired my vision of the old temple having a huge balcony/patio on every floor looking out over the lower city.

But sometimes that can only take you so far. That’s when you either need to:

  • Simply say something like, “You won’t see this on the map, but…” or “This is a little bit different than what the map shows…” (And this is frequently just fine. Players are flexible and they recognize that the map is not the territory.)
  • Fire up good ol’ Photoshop.

If you recall, we did this previously with the Poisoned Poseidon in Baldur’s Gate. Now we’re going to do it again with a handful of locations in Elturel.

USING THE PATCHES

For obvious ethical and legal reasons, I’m not going to present a high-resolution version of the full Elturel map with these changes made to it. Instead, I’m going to offer small patches that can be easily added to your copy of the map using any image manipulation program.

To make this process as seamless as possible, you should buy a digital copy of Jared Blando’s map from his online store. The patches I present below maintain the same resolution, so you should be able to align them onto the image with just a few seconds of work.

(You can get versions of the map at considerably lower resolutions through various VTT packages, but it will be harder to seamlessly apply the patch.)

KEEP OF THE TWIN SUNS

Let’s start with the Keep of the Twin Suns. I placed this just inside the Dusk Gate on the east side of the city and described it as arching above the street to act almost like a second gatehouse.

You can see here how I simply expanded the existing buildings to make structure more explicit.

MAIDEN’S LEAP

If you look at the older reference material for Elturel, you’ll discover references to the Maidens’ Leap or Maiden’s Leap: A waterfall at the north end of the High District that cascades down into a lake below that flow into the city’s canals. I thought this was cool and actually worked that image of High Watcher Bellandi leaping from the Maiden’s Leap into the Night of the Red Coup before belatedly noticing that the cliff face had been eliminated from the new map.

If you look at the digital version of the map WotC scanned from Forgotten Realms Adventures, it’s pretty easy to see how this happened:

Forgotten Realms Adventures - Map of Elturel (Selection)

Although the falls are keyed (#3), it does sort of look as if you could just walk around the lake and up into the Gardens. The Forgotten Realms Interactive Atlas makes it clear, however, that this is not the case:

Forgotten Realm Interactive Atlas - Elturel Map (Maidens' Leap)

(A version of Elturel where the Gardens actually DO slope down through the High District bluff, with cliff walls to either side of the Gardens getting higher and higher the father north you go is also potentially cool. But the Hellturel map doesn’t really depict that, either.)

In any case, this patch should be sufficient to make it clear to the players that their PCs can’t just walk up into the High District from the north side (without climbing a sheer cliff).

THE CANAL

A key question for me looking at the map of Hellturel was, “Where is the lava coming from?” I decided to answer that question by postulating that the spring beneath the High Hall had been fiendishly transformed by the transition to Avernus so that it now spewed lava instead.

However, the original map depicted lava pouring into the rift from both sides, thus negating the explanation for how lava was reaching the east side of the city.

This was my solution: The rift must have been created during the Spellplague (for reasons previously discussed in the Remix), and it follows logically that the Elturians must have built a canal bridge spanning the rift in order to keep water flowing into the canals. Ergo, the lava could just cross this same canal bridge and continue into the Dock District canals.

Someone with better Photoshop skills than I could probably make this idea more explicitly clear on the map itself. But this patch is enough for my purposes.

THE RIVER OF FIRE

Speaking of the lava spring beneath the High Hall, I wanted to add the river of lava running down the center of the Garden because… well… it’s awesome.

The Maiden’s Leap is included in this patch. I present it separately above for anyone who wants to keep the cliff face but is indifferent to the river of fire.

THE DOCK WALLS

Finally, here’s something that I decided to just leave alone.

See those rivers of lava? They really shouldn’t be rivers of lava.

If you look at the original maps of Elturel, it’s once again not hard to see what happened:

Forgotten Realms Adventures - Elturel Map (Dragoneye Docks)

Forgotten Realms Interactive Atlas - Elturel Map (Dragoneye Docks)

Those blue lines were interpreted as water. But they’re not: Those are the walls around the Dragoneye Dealing Coster. That bright blue color is used throughout the Forgotten Realms Adventures to denote walled compounds and major structures (that’s why the buildings are also bright blue). You can see a similar example on the map of Daerlun a few pages earlier, for example:

Forgotten Realms Adventures - Daerlun Map (Castle)

Why not fix it?

Several reasons:

  • I felt the amount of work required to revise the map outweighed any potential gain.
  • I don’t think my Photoshop skills are good enough to make the alteration aesthetically seamless. (I would compromise the quality of the map.)
  • I don’t think it matters that much. Whether it’s lava canals or a wall, the place is geographically distinct and somewhat fortified. This isn’t a major focus of the scenario for me.
  • I, personally, think the walled Dragoneye Coster compound is probably about two times larger than it should be compared to the rest of the docks. (I want room for there to be some other coster companies, too, plus some independent operators.) I’d be happier with something like this (where the Dragoneye still have personal access to the Market, but they don’t chew up the entire dock front):

Elturel - Dragoneye Docks (Modified Compound)

Your mileage might vary on any of these, of course.

 

Go to the Avernus Remix

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We only have a few minor tweaks for the Grand Cemetery.

THE ABYSSAL PORTAL

The abyssal portal in Area G12 (described on page 65 of Descent Into Avernus) is how Liashandra’s Demons were inserted into Elturel.

GIDEON LIGHTWARD

Lightward serves Zariel and he wants the demonic incursion stopped. He may be quite willing to negotiate with the PCs and use them as his pawns to do so.

If the PCs don’t destroy Lightward, then he could develop into an emerging faction in Elturel on future visits: They return to find that his undead have laid siege to the High Hall. Or that the Zariel cults have unified under his leadership. The PCs might discover that Ravengard’s forces have been pushed up into the High District (where they are starving from lack of supplies), while the lower city is divided between the undead horde of Westerly and the vampiric servants of the Dock District.

THREE CLUE RULE TO THE CEMETERY

In the adventure as written, the PCs are funneled towards the High Hall and from there are directed to the Grand Cemetery. But this isn’t a necessary structure. In addition to the PCs simply navigating to the Grand Cemetery on their own through the Elturel pointcrawl, you could seed the scenario with additional clues that could pull them in that direction independently.

Any or all of the following could be used:

  • Grand Duke Ravengard sends them.
  • Liashandra’s demons come from here. Other factions may know that, or clues could be followed from the Dragoneye Dealing Coster.
  • Alternatively, a random encounter with Liashandra’s demons could be a new group of reinforcements traveling from the cemetery to the coster. Perhaps they are carrying a map drawn by Ophurkh (DIA, p. 69) to show them the way?
  • A group of Hell Knights the PCs wipe out are carrying written orders to destroy the portal beneath the chapel.
  • Before they leave for Elturel, Traxigor mentions that he once worked with a priest of Lathander named Gideon Lightward who now works at the chapel in the Grand Cemetery.

REMOVING RAVENGARD

As noted in Part 5D, Ravengard never mounts an expedition to retrieve the Helm of Torm’s Sight. Removing all traces of this expedition has surprisingly little effect on the location and can probably be done on-the-fly. But here’s a quick guide to the changes:

  • Area G7: Remove tracks.
  • Area G11: Remove tracks. The golden Helm of Torm’s Sight still rests on the statue here.
  • Area G12: Remove Ravengard and the bodies of the fallen guards. (I also like the imagery of the portal being placed under the rotating pool with demons emerging up through its surface, their bodies gleaming with steaming water. But I digress.)

RITUAL OF RETURNING: If a PC puts on the Helm of Torm’s Sight, they’ll be afflicted just as Ravengard is in the adventure. As written, the group will need to return to Pherria to perform the Ritual of Returning. Ophurkh might suggest Liashandra could also help them. (Which may or may not be true.)

We’ll discuss the precise vision the PC wearing the helm receives as part of the general discussion of Lulu’s memories in Part 6D.

THE COLLAPSED TUNNEL

Collapsed Tunnel - Descent Into Avernus

In the ossuary beneath the chapel, there is a secret, collapsed tunnel described as going “To the Cathedral.” This is odd because:

  • There is no matching tunnel at the High Hall Cathedral.
  • The High Hall Cathedral is nowhere nearby and also in the opposite direction.

I think this is actually an abortive attempt at a video game-style quick exit from the dungeon. (The text now separately recommends that you don’t have any encounters back to High Hall, which is advice I recommend ignoring.) Or possibly they originally intended for the cemetery (which did not previously appear in maps of Elturel) to be placed directly next to the High Hall, but changed their minds at the last minute?

My recommendation is that this tunnel provides a potential exit from the city: It leads west, under the wall, and hits the edge of the earthmote that Elturel is floating on. Directly in front of the tunnel’s end, one of the large chains descends to the Dock of Fallen Cities below.

GIDEON’S TESTAMENT

Gideon's Testament

This book is a testament written by a man named Gideon Lightward. It is written in three overlapping parts. The first part describes a series holy visions sent to him from “a divinity beyond divinity.” The second part is a series of transcribed dialogues between Gideon and another individual called the Woman in White. In the beginning, it seems as if the woman is a pupil who has come to Gideon for religious guidance. Over time, however, their roles seem to invert and now it is Gideon who seems to be seeking guidance from her regarding the visions he has been receiving and, eventually, deeper questions of metaphysical and philosophical import. The third part of the text is Gideon’s own philosophical ruminations upon his experiences and the conclusions he has drawn.

The overwhelming theme of the book regards the evils of demons:

The Woman: Tell me, O Master, of what is the greatest evil.

Gideon: It is that of the Abyss. It is the teemless horde of chaos which seeks to rip down civilization.

The Woman: And why should civilization be not destroyed?

Gideon: Civilization is that which gives life meaning. It is the font of morality and thought. Of art and of science.

Great praises are heaped upon those divinities which stand stalwart against this demonic threat.

It is the gods’ place to stand between Man and Chaos. It is their aegis which is their ultimate purpose, for behind their shield we create greatness and dedicate it to their honor.

One night, however, Gideon awakens from a strange and formless dream and sees a disturbing vision in his bedchamber:

There I beheld her. Her beauty was so great it seemed to burn my eyes. And yet through my blindness I could see her with greater clarity than any other sight that I have ever beheld.

Two great wings of white she had. And a sword of celestial steel so sharp that I could hear the hum of its edge. A weapon made to cleave the division between soul and mind.

But then I saw this essence of perfection cast away her sword. Her wings turned black. Her eyes turned to pits of fire. And a great and terrible purpose furrowed her brow.

The next day he speaks with the Woman in White, who tells him that she, too, has had a vision of this angelic being, and that its name is Zariel.

Gideon: But why should she have turned from the light?

The Woman: She turned from the light because it blinded her.

Gideon: Does not the light let us see?

The Woman: That is the lie of the light. We think only of what it illuminates, but not of what it conceals from us.

Gideon realizes that the Great Blindness – the Great Lie — is that the gods protect man from chaos.

… but it is not so! Helm? Torm? Tyr? Lathander? None of them battle the Abyss. They claim the glory of that war, but shed no blood in it!

This is why Zariel turned from Heaven. She saw the truth of her holy purpose; the Great Need to stand against Chaos. And she saw that her “holy” power was powerless because her gods had willed it so. Thus she allied herself with Hell! For it is Hell who fights chaos! It is Hell which sacrifices itself in the Blood War! Hell which fights eternal so that we poor mortals may eke out a few years of freedom upon the mortal plane!

Zariel is, thus, the inordinate exemplar of both sacrifice and service. Gideon has nothing but praise for her, for the choice she made, and for the great work which she does in the service not only of the mortal races, but for the balance of the entire multiverse.

Without her, all would become Chaos. And all those who do not stand with her are servants and abettors of Chaos, though they know it not.

Go to Part 6: The Rest of the Remix

High Hall - Descent Into Avernus

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There are three different versions of the High Hall depicted in Descent Into Avernus. The first is the fantastic graphical image above.

The second is depicted on the city map of Elturel:

High Hall Map - Descent Into Avernus

You can immediately see that the map and image don’t line up.

The third version of High Hall is the one mapped on p. 61-62 of the book:

High Hall Interior Map - Descent Into Avernus

Now, if you kind of squint (and ignore the windows and compass rose), you could probably make the map of High Hall roughly match this bit of the Elturel city map:

High Hall (Map Highlight) - Descent Into Avernus

But if that’s the case, then what’s going on with these bits:

High Hall (Map Detail) - Descent Into Avernus

What’s going on in those towers?

For me, personally, the most interesting version of High Hall is almost certainly the image: All those floating bits of wreckage held aloft by some strange magical interaction between the holy temple, the meteor, the ritual, and possibly just the strange nature of Avernus itself are tantalizing and unique.

I bring this up mostly because we’re going to be talking, in part, about stuff we’d like to add to the High Hall, and you can seize any or all of this inconsistency as opportunity, inspiration, or both when figuring out how to slot that stuff in.

ABUSING SECRET DOORS

In Part 3F of the Remix, we talked about why putting a Must Have Encounter™ on the opposite side of a secret door is a bad idea.

The basic structure of the scenario here is that the PCs need to go to High Hall and, once there, speak with Pherria Jynks, who will send them on a quest to find Grand Duke Ravengard (who has gone to the Grand Cemetery to retrieve the Helm of Torm’s Sight).

And, yup, they’ve got Pherria behind another secret door:

High Hall (Secret Door) - Descent Into Avernus

I thought this secret door might exist because the designers were trying to justify why Jynks and the refugees she’s protecting haven’t been killed by devils yet (because the devils haven’t found the secret door), but that’s not it: The catacombs are already crawling with devils.

As we discussed in Part 3F, the easiest solution for this sort of thing is usually to just remove the secret door. I’d basically do the same thing here, but with a twist: We’re going to leave the existing secret door in place, but have it lead directly to Area H16 where Jynks and the refugees are:

High Hall (Secret Door) - Descent Into Avernus

Finding the secret door is now a reward for the PCs: If you find it, you can skip the devil-infested catacombs.

Meanwhile, back up on the top level there are actually TWO altars: The one in H6 has been desecrated by devils.

High Hall (Rear Altar) - Descent Into Avernus

So what we can do is make “stairways hidden in altars” a design feature of the High Hall. The secret door in the desecrated altar has been ripped open by the devils (it’s no longer secret and actually serves as a clue that there might be stairs hidden in the other altar) and leads down to the ORIGINAL stairs on the map of the catacombs:

High Hall (Secret Stairs) - Descent Into Avernus

We now know how the devils got into the catacombs and we’ve eliminated the secret door chokepoint.

FIXING SECRET DOORS:

  • Secret door at H3 leads to H16.
  • Add “secret” door (ripped open) to H6, leading to the stairs west of H15.

GRAND DUKE RAVENGARD

As noted, in the adventure as published Grand Duke Ravengard has left the High Hall and gone to the Grand Cemetery to retrieve the Helm of Torm’s Sight. Pherria Jynks tells the PCs where he’s gone. They follow him and find him having a metaphysical fit with the helmet on his head. They bring him back to Pherria, she performs a ritual which cures the metaphysical ailment, and Ravengard tells them about the cool vision the helmet gave him.

The net effect of all this is to needlessly deprotagonize the PCs: Instead of getting to be the awesome heroes who fetch the artifact and receive a cool divine vision, they’re the ones who get to go pick up the hero and then hear about the cool vision he got.

This can be fixed by simply NOT having Ravengard go to get the Helm of Torm’s Sight. Instead, Ravengard is still in the High Hall when the PCs arrive. He and/or Pherria Jynks know about the Helm of Torm’s Sight, but they haven’t been able to spare the resources to retrieve it. Oh, hey! PCs!

(This notably requires almost no changes to the Grand Cemetery except to ignore the descriptions of Ravengard and his men. We’ll look at this in more detail in Part 5E.)

THE RAVENGARD SITUATION: Ravengard came to Elturel on a diplomatic mission to discuss the rise of cultists in the Fields of the Dead. (This includes the Cult of the Dead Three and Tiamat’s Cult of the Dragon.) When Elturel was sucked into Hell, the wary Ravengard managed to rally his men and cut his way out of an ambush by the newly erupted Hell Knights. Gathering a motley band of lower-ranking hellriders and paladins who had not been immediately transformed, Ravengard managed to secure the High Hall in the confusion following a meteor strike that wiped out a third of the fortress.

Ravengard came to Elturel with twenty men. Only twelve of them survive, but his ranks have been strengthened with Elturian knights. His current force – which has come to be known as Ravengard’s Peacekeepers — numbers slightly over forty, but most of them are out in the city (gathering supplies, seeking additional allies, trying to secure the city and bring succor its citizens). At the moment only six other knights are with him here in the High Hall.

Ravengard actually stretched his forces too thin. When a group of devils assaulted the High Hall, he realized he didn’t have the strength to repel them and retreated into the crypts (Area H16). He’s waiting for some of the peacekeepers out in the city to return in enough strength to drive the devils out… but, hey, the PCs work, too.

Design Note: The devils can be either a force of Hell Knights or a surprisingly large group of Avernian raiders. Mechanically, it doesn’t make any difference.

Alternatively, skip the whole thing and just have Ravengard and his peacekeepers firmly in control of the High Hall when the PCs arrive.

RAVENGARD’S COUNCIL: Ravengard has rallied what local leadership he can (although between the meteor and the eruption of the Hell Knights, it’s pretty thin):

  • Pherria Jynks is effectively the highest ranking member of the Church of Torm in Elturel. She’s the spiritual bedrock for her people right now. Some have talked about making her High Observer, but she’s quashed those discussions. She knows that High Observer Kreeg had left the city shortly before its fall and hopes that he will somehow return to them with aid. (Note that Pherria carries the Tome of the Creed Resolute, as described in Part 4B, with her everywhere she goes. “Recall the Creed,” she says, as a bedrock of certainty in horrifically uncertain times.)
  • Wöbaer Triest was an undersecretary of the Elturian treasury. Now self-billed as the Acting Secretary, he’s more or less the civilian government of Elturel.
  • Lor Ryken was the Elturian ambassador for Iriaebor. He’d returned to Elturel to deliver a recently negotiated trade treaty. Ryken has been handling a lot of the logistics in terms of supplies for the peacekeepers.
  • Hilde Kaas is the highest ranking Elturian knight to have survived the cataclysm. There are some who question why Ravengard, a foreigner, should be in charge. Hilde isn’t one of them, and her staunch, unwavering support helps to hold the peacekeepers together.

WHAT THEY KNOW:

  • The High Knights became the Hell Knights when the Companion was transformed. They also know that when Elturian knights are killed, they transform into devils, but that Ravengard’s men do not. (Many of them actually saw the knights erupt into devils. They don’t know why.)
  • Elturel is hovering above the Styx and seems to be slowly sinking. There are huge chains attached around the perimeter of the city. (However, they don’t know the full truth of how or why Elturel fell.)
  • There’s somebody organizing supplies in the east out of Shiarra’s Market. (They don’t know it’s High Rider Ikaia, or even that it’s vampiric.)
  • There are devils wandering the streets, but they don’t seem particularly organized.
  • Ravengard has gotten enough reports of Zarielite cultists that he suspects a vast fifth column has infiltrated the city and is probably somehow responsible for their current predicament.

They do NOT know about Liashandra’s Demons.

DEVILS AT THE BARRICADES: Add barricades to the two hallways leading into Area H16. If the PCs didn’t wipe out all the devils on their way in, have them launch an assault on the barricades while the PCs are in the middle of speaking with Ravengard and his council.

ZARIEL CULTIST IN SHEEP’S CLOTHING: One of the refugees is actually a Zarielite cultist. Choose an opportune/dramatic moment for them to reveal themselves. Options include:

  • When the devils attack the barricades, they take advantage of the confusion to attempt to assassinate Ravengard.
  • They secretly poison the water supplies. Refugees get sick, but between Pherria and the PCs it’s likely no one dies. However, they need to secure a new supply of water.
  • They attempt to steal or destroy the Helm of Torm’s Sight. Or perhaps seek to disrupt the ritual to free the wearer.

NEW LOCATIONS

As you’re fleshing out your version of the High Hall, here are a few things you might think about adding.

The Secret Exit. Area H17 of the High Hall is an escape tunnel that goes… nowhere. It currently dead ends at the edge of the earthmote that Elturel is floating on. Couple thoughts:

  • You could re-characterize this as having originally led down into the Maze.
  • It could still lead into the Maze.
  • It could be a legitimate escape tunnel leading to a secret entrance near the West Docks. This would add a hidden route to the Elturel pointcrawl.

Thavius Kreeg’s Office. Kreeg probably destroyed or took with him anything meaningful or incriminating here. But perhaps not if there’s a revelation that the PCs are still struggling to figure out. Either way, this will provide a nice bit of direct connection to the Baldur’s Gate portion of the adventure. Details might include Kreeg’s portrait on the wall, perhaps arrayed with portraits of the previous High Observers.

Sanctum of the Cult of the Companion. It would be nice to have a secret sanctum where Zarielites in Elturel’s government held secret religious rites. I recommend adding secret doors to Area H14 and putting it there. (Move the Council Chambers upstairs or to one of the surviving outer towers.)

Supply Cache. The peacekeepers have been collecting supplies, both for the refugees housed at the High Hall and for distribution throughout the city. They may have converted one of the surviving towers to this purpose, in which case it would be demesne of Ambassador Ryken.

Floating Shrine. Going back to the picture of High Hall, I’m drawn to the idea of having a shrine to Torm located in the floating cupola. (Perhaps that’s why it’s floating! The holinesss of Torm’s shrine resisting the corruption and draw of Avernus.) You could place another holy artifact of Torm up here to reward PCs who go exploring. (And if it is the holiness of the shrine + artifact that’s keeping the place afloat, as soon as the PCs grab the artifact the whole thing is going to come crashing down!)

Go to Part 5E: The Grand Cemetery

Elturel - The High Hall

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LOCATIONS IN ELTUREL

This is a brief overview of the points on our point-map. As indicated, some of these are sourced from Hellturel by James Introcaso and The Hellriders’ Keep by Carter VanHuss from the Dungeon Masters Guild. You’ll want to flesh these out or, as with the random encounters, adapt them to the new lore of Elturel. (This is one of the places in the Remix where, as I mentioned at the beginning, a little homework is required.)

As you’re fleshing these locations out, I recommend adding leads that point to other locations. I’ve indicated a few of these below, but as you’re fleshing out the locations look for opportunities to add more. Keep in mind that this is a ‘crawl, so just like you don’t need three clues pointing to every room in a dungeon, you don’t need three clues pointing to every point in a pointcrawl. Basic navigation carries some of the load here. This also means that leads to locations that are multiple points away pack more punch than adjacent points, because the PCs will travel through multiple points to get there.

You’ll also want to think about stocking the pointcrawl with clues to the current situation in Elturel. Your revelation list here is going to be largely congruent to the list of factions (above), and I’d probably add the Creed Resolute, too. And for these, you will want to adhere to the Three Clue Rule.

1. ARRIVAL POINT: The PCs arrive at a nondescript point in the Dock District. Streetcrawling will flesh out this area.

2. SHIARRA’S MARKET: Shiarra was the near-legendary first High Rider of Elturel. It’s said that the market is located on the very spot where she called a concord of the local lordlings after driving the Ogre Lord out of the crude stone bastion which then stood atop the tor. (Some tales tell that the Ogre had taken her son. Others that it had stolen her sword.) These lordlings pledged fealty to each other and formed the Riders of Elturel (they wouldn’t become the Hellriders for many more years).

Shiarra’s Market is lined by marble-faced banks and austere slate-gray trading houses and, before the city’s fall, was crammed with busy market stalls. Below the Market there’s access to subterranean storehouses that are part of the Maze.

The market is now where High Rider Ikaia holds court. He’s able to bring supplies up through the Market’s access to the Maze and distribute them. There’s a soup kitchen running more or less 24/7, and the market stalls are slowly being converted into a tent city for those who have nowhere else to go. Ikaia is also beginning to organize armed patrols (most accompanied by a vampiric Son or Daughter) to distribute supplies to those who can’t reach the Market.

Elturel - Shiarra's Market

3. DRAGONEYE DOCKS: The main docks of Elturel. In addition to the Dragoneye Coster that the docks take their names from (see below), there were a number of other costers active here, including the Thousand-Heads Trading Coster and a regional house maintained by the Seven Suns Coster (which is based out of Baldur’s Gate). One of the six-wagon ferries that used to cross the river here was flipped upside down onto the Dockside Trot when Elturel was sucked into Hell.

4. DRAGONEYE DEALING COSTER. The Dragoneye Coster has dominated trade in Elturel for centuries. They have an entire walled compound in the city’s docks, which has been commandeered by Liashandra’s demon platoon.

5. THE DOCK HOUSE. The estate of Marisima Rathanda, a former Hellrider and the harbormaster who ran the Dragoneye Docks. This location is described in Hellturel.

6. LAVA DOCKS. A river of lava pours through the canals on the east side of town. Most of the Canal Docks have been destroyed by fire.

7. KEEP OF THE TWIN SUNS. The Dusk Road, which runs northeast from Elturel to Triel, entered the city through the Dusk Gate. The stronghold of the Keep of the Twin Suns was built directly on the opposite side of the canal from Dusk Gate, and actually arched above the Dusk Road, acting almost like a second gatehouse.

The Keep was badly damaged during the initial fighting after Elturel’s fall (when Hell Knights erupted and began slaughtering their comrades) and by the canal-side fires that followed. A small band of knights from the Order of the Companion have holed up inside the west tower. They’re scared, confused, and leaderless.

8. A PAIR OF BLACK ANTLERS. Located on the west side of Maidensbridge Street, just south of where it swings westward to cross first Torm’s Bridges and then the Maidens Bridge. This was the best-known of Elturel’s taverns. A dimly lit, wood-paneled place adorned with a pair of stag’s antlers fully twenty feet across, along with many adventurers’ relics and paraphernalia.

The tavern was described in Volo’s Guide to the Sword Coast. There’s also a version in Hellturel, in which a group of besieging devils have trapped a group of demons inside. If you use this version, I recommend making the devils outside Hell Knights. The demons inside belong to Liashandra’s mission and were out scouting when they got cornered here.

9. TORM’S BRIDGES. These bridges are described in Descent Into Avernus (p. 58). The ravine which they cross was created during the Spellplague.

Your choice whether the devils here are Hell Knights (seeking to keep the city divided) or a group of Avernian devil raiders (charging a steep toll; perhaps even demanding soul coins). Or both. Different factions could control each bridge. The factions controlling each bridge could even change over time (perhaps with assistance from the PCs).

Note that Torm’s Blade goes from the Dock Districts directly to the top of the bluff, so the angle of the bridge must be incredibly steep.

10. MAIDEN’S BRIDGE: Not far from where the waters of Maiden’s Leap plunge into the canals of the Dock District, the Maiden’s Bridge crosses the canal. The canal is now filled with lava, but the bridge still stands, joining the western and eastern halves of the city.

Note: Although this is visually confusing on the Hellturel poster map, you can’t simply walk up into the Gardens from the north. You have to cross at Torm’s Blade from the east or work your way up the switchback in the west.

11. HELM’S SHIELDHALL: Helm’s Shieldhall is a fortress temple dedicated to the god Helm and the citadel of the Hellriders. It has been completely taken over by the Hell Knights and serves as their base of operations in Elturel.

The Shieldhall is also another opportunity to highlight the history of the city and, importantly, the Hellriders themselves. Much of this will be the publicly known history of the famous Hellride (see the tale told in Part 4A: The Road to Candlekeep), but you can build on that knowledge now with more specifics. (For example, you might include a few statues of famous knights known to have perished on the ride — i.e., those they’ll meet later who are now damned to Hell.) Hiding away a Secret History of the Knights of Elturel that confirms Lulu’s memories of Zariel leading the knights is also an option.

Elturel - Helm's Shieldhall

12. WEST GATE: The West Gate used to lead to Skulbask Road, heading northwest into the Fields of the Dead. Now it looks out almost directly onto one of the chains dragging Elturel down towards the Styx.

13. OWLBEAR BUTCHER SHOP: Cultists of Zariel have taken over an exotic meats butcher shop. This location is detailed in Hellturel.

14. TOWER OF BÈR NÖLMIEN: This is a ruined wizard’s tower that belonged to Bèr Nölmien. Iolanthe Oshrat — whose brother, Wembra Oshrat, was murdered in Baldur’s Gate — was Nölmien’s apprentice. The remains of the teleportation circle Nölmien was using to evacuate people during Elturel’s fall can still be found in the ruins. Nölmien’s body can also be found here. Hell Knights assaulted the tower and killed him.

This is one of several sites where powerful spellcasters were targeted and killed. It also provides the other side of Iolanthe’s story if the PCs spoke with her.

15. GRAND CEMETERY: Described in Descent Into Avernus (p. 64) and Part 5E.

16. WEST DOCKS: The West Docks are smaller and separately managed from the Dragoneye Docks. As noted above, most travelers arriving at the city via the river came in through the West Docks, so they’re surrounded by a lot of inns and travelhouses. The Redeye Costers unofficially ran the West Docks. They weren’t actually a proper coster; it’s an ironic name for an organized crime group. The docks themselves were almost completely destroyed, having split off from the mass of Elturel and plummeted into the Dock of Fallen Cities below.

17. WESTERN SWITCHBACK: To reach the High District from Westerly, you have to take a switchback road up the western face of the tor.

18. THE GARDENS: As you can see on the map, the Gardens run the entire length of the bluff. Their design emphasizes dark-leafed bowers; a touch of the natural in the heart of the city. At night, the soft glimmer of glow-lilies that curl liana-like around the tree-trunks filled the Gardens. A stream erupted from the cliff-face beneath the High Hall, sending a bubbling brook down the middle of the Gardens to eventually plunge over the Maiden’s Leap.

All of that is gone now: The spring beneath High Hall has been transformed by the trip to Hell and now belches forth a stream of lava. The natural growth has wilted beneath the strange skies of Avernus or been burnt away by the lava.

There is a procession of statues dedicated to the High Observers through the park:

  • Naja Bellandi’s statue stands near the Maiden’s Leap (at the spot where she leapt on the Night of the Red Coup).
  • Cathasach Restat’s statue is found near the midpoint of the Gardens.
  • Thavius Kreeg’s statue stands on a rocky outcropping in the middle of the stream near the spring of its headwaters. Now it’s surrounded by lava, its features basking in a demonic red light.

19. MAIDEN’S LEAP: The Maiden’s Leap is a cascade at the north end of the Gardens atop the bluff. A spectacular series of falls plunge down the face of the bluff and into the canals below. Both the cascade and the canals are now lava.

20. SYMBRIL’S HOUSE: A small, cozy inn near Maiden’s Leap in the High District. It overlooks (and opens into) the Garden. A Zarielite cult had rented rooms here to ride Elturel into Hell, and now they’ve taken over the joint. They might waylay travelers in the Gardens and/or be plotting to sabotage Ravengard’s efforts in the High Hall in some way.

Note: This location is taken from Forgotten Realms Adventures, but it’s a very brief entry and there’s no additional details beyond what I’ve provided here.

Elturel - Symbril's House

21. OLD HIGH HARVEST HOME: High Harvest Home was once a temple dedicated to Chauntea. During the High Harvest Slaughter, High Rider Ikaia’s vampires broke into the temple and murdered the entire congregation which had taken refuge there. Hundreds were killed and Chauntea worship in the city was virtually wiped out.

Old High Harvest Home was converted into administrative offices, eventually housing the Imperial Commission (which managed the administration of the other cities of Elturgard). The old sanctuary, however, became a memorial to the Slaughter. It contains hundreds of featureless, life-size statues of white ash, each representing one of those killed here.

Every floor of the building has a huge balcony/patio looking on the western face of the building, looking out over the lower city.

There are currently a number of dead bodies in the upstairs offices: A Hell Knight erupted here and killed a number of people in the initial chaos.

Elturel - Old High Harvest Home

22. THE HIGH HALL: Described in Descent Into Avernus (p. 58) and Part 5D.

UNUSED LOCATIONS

These are canonical locations in Elturel that I chose not to use for the pointcrawl. Most of these locations were last described in the 14th century (in 2nd Edition products) and there’s no particular reason to think that they’d still exist. But they might!

  • Hondarkar’s House, a large inn in the heart of the High District. (Forgotten Realms Adventures)
  • Gallowglar’s Inn, a warm but well-worn, low-beamed place that sprawls amid the aromatic stockyards. (Forgotten Realms Adventures)
  • The Oar and Wagon Wheel Inn, a raucous, drafty barn of a place, always crowded and never quiet. (Forgotten Realms Adventures)
  • The Bent Helm, a dockside establishment favored by smugglers and other shady sorts, and often visited by 20-storng Hellrider foot patrols, called in to quell yet another brawl. (Forgotten Realms Adventures / Volo’s Guide to the Sword Coast)
  • Gallowgar’s Inn, a ramshackle, well-worn inn in the middle of the dockside stockyards. (Volo’s Guide to the Sword Coast)
  • Phontyr’s Unicorn, a converted former factory, which is ramshackle, eccentric, and friendly, the scene of shady deals and much late-night business. (Forgotten Realms Adventures) Or a pleasure palace built on the site where Phontyr’s house burned down and dedicated to a unicorn who was once Phontyr’s companion and is now seen in furtive sightings around the inn. (Volo’s Guide to the Sword Coast)

There used to be shrines to Ilmater, Tempus, Tymora, and Lliira in the city, and these may or may not still exist (Forgotten Realms Adventures). More recently the city has venerated Lathander, Torm, Helm, Tyr, and (possibly) Amaunator. (Forgotten Realms Campaign Guide)

Go to Part 5D: The High Hall

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