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We’ve finally arrived at the big moment: The PCs are going to discover what really happened to the holy city of Elturel and then they’re going to descend into the depths of Hell!

(If we were to look at the campaign in terms of three-point plotting, the destruction of Elturel is the DISRUPTION that the characters MUST deal with and the revelations at Candlekeep are the REVERSAL, the moment where the whole campaign becomes an entirely different campaign.)

There are a couple of problems we need to address here.

First, as discussed in Part 3, we lack a clear vision of how the pact that sent Elturel to Hell works. On the one hand, the metaphysics of the pact (literally how it works) is simply underdeveloped to the point where it’s mostly just vigorous handwaving. On the other hand, the historical background on how it happened (who made the pact, what their relationship was with Elturel, when the pact was made, etc.) is riddled with continuity errors (both in terms of Descent Into Avernus itself and also in relation to preexisting continuity).

Second: We’ve reached the point where the PCs plane shift to the Nine Hells!

The book so blithely presents this as the next thing that happens (it’s the name of the book!) that it might take you a moment to realize that the PCs have absolutely no reason to do this.

“But they’ve just learned that the city of Elturel has been transported to Hell!”

Uh huh. So what?

They’re 5th level PCs. They have no special resources or knowledge that put them in a unique position to solve this problem and we’ve already established that Elturel is filled with high-level paladins, spellcasters, and others that obviously haven’t been able to solve the problem. In fact, since the PCs have no idea how to solve the problem, the solution could just as easily be found in Waterdeep or the Elturian crater or Iriaebor as in Avernus!

Frodo taking the One Ring to Mordor? Sure. He has a unique vector for destroying Sauron’s power that no one else in the world has.

Some random halfling without the One Ring heading to Mordor to “save the day”? It makes no sense. It’s suicide.

Yes, there are some NPCs standing right there who can say, “I have received a message from the Great DM in the Sky! Thou art supposed to get on the train!” if the players haven’t intuited the rails. But we can do better than that.

LORE OF THE PACT OF ELTUREL

Note: As with other “Lore” sections of the Remix, this material should be considered authoritative. Any place where it contradicts the published version of Descent Into Avernus is a deliberate change. Ignore the published version and use the continuity described here.

At this point we’re going to be providing a broad overview for both the metaphysics of Elturel’s fall (providing a framework for how this could be done to any city) and the history of Elturel’s fall (i.e., the specific events for how it actually happened).

As we dive into the history of Elturel, it may be useful to know that a lot of this is based on a mistake: When writing the 4th Edition Forgotten Realms Campaign Guide, Rich Baker confused Elversult (which had an artificial sun) with Elturel (which now ended up with an artificial sun). See Addendum: A Textual History of Elturel for more details.

THE HISTORY OF ELTUREL’S FALL

In 1439 DR, High Rider Klav Ikaia led an expedition of Hellriders into the High Moor. A feral vampire had begun turning large numbers of orcs, trolls, and ogres into vampire spawn which were threatening the peace of border communities that had been placed under the protection of Elturel’s Guard. The expedition was a success and the feral vampire, along with most of its spawn, was destroyed. Unbeknownst to the rest of the expedition, however, High Rider Ikaia had become infected.

The new vampire lord of Elturel kept his true nature hidden, but the darkness of his curse ate at the city like a cancer. In 1444 DR, the secret was discovered by Naja Bellandi, the High Watcher of Helm. Naja managed to escape from the High Hall before she was turned into a vampire herself, fled through the moonlit shadows of the Garden, and ultimately eluded the vampires hunting her by diving from the Maiden’s Leap into the canal below.

Naja’s discovery and subsequent escape triggered the Night of the Red Coup: High Rider Ikaia and his vampires had already infiltrated the highest ranks of the government; now they swept through what remained, killing or converting dozens. The Hellriders themselves were betrayed, caught off guard, and slaughtered in a vampiric frenzy.

Naja Bellandi, having dragged herself from the canal, returned to Helm’s Shieldhall only to find it an abattoir. She gathered any survivors she could find and sent word to the patrols still operating outside the city. A siege was raised, but the Hellriders were ill-equipped for such an action and their one-time allies had been alienated by High Rider Ikaia’s imperial actions (even before he became a vampire). Inside the city walls, Bellandi ran one of several guerilla resistance groups, but for fourteen days a reign of vampiric terror gripped the city.

THE CULT OF ZARIEL: There was a Cult of Zariel in Elturel at this time, being led by Gargauth. In this chaos Gargauth saw an opportunity. Members of the cult approached High Watcher Bellandi and told her that Zariel could help her… all she had to do was agree to a Pact.

Bellandi initially rebuffed their offer, but then came the High Harvest Slaughter: Vampires broke into High Harvest Home, the temple of Chauntea, and murdered the entire congregation which had taken refuge there. Hundreds of men, women, and children were killed and the worship of Chauntea in the city was virtually wiped out.

The Zarielites came again, and this time Bellandi accepted their offer. She formed a Pact with Zariel, accepting the Archduchess’ help in overthrowing High Rider Ikaia. In return, the entire city would be forfeit to Zariel in fifty years. (Bellandi believed she had bargained well in gaining the fifty years, but in reality Zariel needed that time anyway to secure her grip on the city.)

That night the Companion arrived in the sky above Elturel. The vampires were taken by surprise and most were destroyed by its “holy” light, although High Rider Ikaia himself escaped into the catacombs beneath the city.

Note: The inner mystery of the Cult of Zariel claims that they have been secret puppetmasters in Elturel ever since Zariel first rode into Avernus in the Charge of the Hellriders. Although it is perhaps possible that the local cult dates back that far in one form or another, if they had actually been pulling strings the entire time, the city probably would have fallen to Hell long ago.

AFTER THE COMPANION: High Watcher Bellandi became High Observer Bellandi and began the painful process of reconstruction. Only she and the Cult of Zariel knew of the Pact that had been made, and in her hubris Bellandi believed that in the fifty years she had left that she would either be able to find a way of breaking the Pact or, perhaps, evacuate the city or find some other solution for the people to escape Zariel’s snare.

In 1446 DR, the Cult of Zariel had Bellandi assassinated.

Bellandi was replaced by High Observer Cathasach Restat, one of the founding members of the Order of the Companion. Restat was a good man, completely ignorant of the Pact that had been made. In 1448 DR he converted to the religion of Torm, a god of order and righteousness who was growing popular in a city desperately craving such things. It was under Restat that Elturel became increasingly theocratic, with the Order of the Companion becoming ascendant over the Hellriders, the High Hall reconsecrated as a temple to Torm, and Restat himself becoming not merely the High Observer, but the High Observer of Torm.

The reign of High Rider Ikaia had been a true gift to the Cult of Zariel. With the vampires’ death, all the upper levels of the Elturian government had been stripped away. The cult stepped into the power vacuum, placing their people in key positions throughout the new government. Although High Observer Restat was not a Zarielite, this process only accelerated after Bellandi’s assassination, and they also established auxiliary cults in the cities conquered by the newly christened empire of Elturgard. Eventually they were ready to take the next step.

High Observer Restat’s heir apparent was a popular paladin named Tamal Thent. In 1479 DR, she and her entire retinue mysteriously disappeared near the Boareskyr Bridge. (They were ambushed by a company of Zarielite Hellriders.) When Restat died in 1481 DR, Thavius Kreeg, a member of the Cult of Zariel, became the new High Observer instead. He’s ruled the city for the past thirteen years.

Design Note: If you wanted to keep more strictly consistent with the idea from Sword Coast Adventurer’s Guide that Thavius Kreeg has been High Observer for forty years, you can eliminate Cathasach Restat from this timeline: Bellandi is assassinated, it looks like Tamal Thent is going to succeed her, but then she mysteriously vanishes and Kreeg gets the position instead.

Since the continuity is a mess anyway, I felt comfortable making this change, however. Primarily I think it’s more interesting if the person who makes the pact with Zariel ISN’T a cultist, but then that person can’t stick around too long. I also think it’s more interesting if Thavius Kreeg is a younger man and the heir of a decades-long scheme, rather than the mastermind who has orchestrated Elturel’s fall from the beginning. This creates a gap which has to be filled, and I also think Elturgard has a bit more heft as a political entity if there’s an actual succession of rulers (as opposed to it being a one-generation gimmick). I also found it was a lot easier to explain the rise of Torm in Elturel once Restat was in the picture.

I also played with the idea of simply abandoning the city’s unexplained conversion from Helm to Torm, particularly once I realized how natural the High Watcher → High Observer progression was. But the Torm stuff is pretty baked in at this point, and I think this version works well.

THE METAPHYSICS OF ELTUREL’S FALL

The goal of Zariel and Gargauth is to have a mass recruitment of new devils for the Blood War. They do this in two ways:

  1. They corrupt the oaths of the Hellriders and the Order of the Companion. When the Pact’s term comes due, any high knights in Elturel are immediately claimed by Zariel. As detailed in Part 3B, this is also true for any of these knights (or their descendants) who die on the Material Plane before Elturel sinks into the Styx (and the Pact is completed).
  2. When Elturel sinks into the Styx, the waters of the river will wash over the city. Not only will everyone in the city be drowned, but their minds will be wiped clean. Dying in this immediate state of tabula rasa at the very moment that the Pact completes will allow Zariel to scoop up the souls of everyone in Elturel, giving her 40,000 new foot soldiers to throw into the Blood War.

THE COMPANION: The role of the Companion in Zariel’s scheme is multifaceted. First, of course, it was the price paid to High Watcher Bellandi to form the Pact, and its light was, indeed, malefic to the undead.

Second, the Companion was the source for all the “holy” spells cast by the false clerics and “paladins” of the Cult of Zariel. Although this could only be done within the Companion’s light, it allowed them to infiltrate churches and organizations in Elturgard that would have otherwise been inaccessible to them. (Note that the Companion could be seen as far away as Boareskyr Bridge and Berdusk as a bright star hanging low in the sky.) This effect was achieved due to the planetar trapped within the Solar Insidiator (aka, the Companion): The artifact effectively “borrowed” the planetar’s energy signature, harvesting and manipulating it not only to create the “holy” spells, but also to mask Zarielites from common divinations that would otherwise have exposed them.

Third, transporting an entire city to another plane takes a lot of magical mojo. The Companion’s light, having bathed Elturel for fifty years, slowly infused the buildings, streets, and even people. This created an incredibly huge negative etheric charge. When the Pact came to an end, Zariel flipped the “polarity” of the Companion, snapping the charge back to neutral in an instant and releasing a huge wave of energy that helped propel the entire city into Hell.

Note: This effect, although quite vast, was also quite subtle. It’s possible that various arcanists became aware of something strange in the Ethereal Plane around Elturel, particularly in later years. Some might have even begun researching it. If so, they would have been either assassinated or discredited by the Cult of Zariel.

RELIGIOUS SUBVERSION: There was one last and extremely vital requirement for Zariel’s plan: Elturel had to be stripped of its divine protection. If the forces of Hell just swoop down, kidnap thousands of a god’s followers, and whisk them off to Avernus, they’re inviting the god (and probably a bunch of their pantheonic friends) to intervene. Maybe you can do it in a pinch, but it’s a lot easier if you can first nudge those people out of the god’s column so that the god no longer has divine standing (like legal standing, but more complicated) to come stomp on Avernus.

Of course, you also have to be subtle about all of this. Otherwise, gods like Helm and Torm will send visions to their meddlesome priests and tell them to start looking that second gift sun in the mouth. So Zariel’s plan proceeded gradually across several years:

  • Start by sowing confusion about the origin of the Companion. Let every god just kind of assume that some other god must have been responsible.
  • Institutionalize and escalate this with the Creed Resolute, which — in the name of Unity — forbids any who take the oath from claiming that the Companion was the gift of any particular god. Let that belief seep into the general populace: The Companion was a gift from all because it was a gift from none. It is simultaneously divine, but not of any god.
  • Spend decades infiltrating every major religion in Elturel. Slowly corrupt their religious services (either from the top down or bottom up) so that they are venerating the Companion. (A fairly typical form is to give some form of thanks to the divine gift of the second sun, which “walks beside us every day, a constant companion to us in times of trouble.” Importantly, it’s a divine gift which custom and, increasingly, engrained belief says you cannot ascribe to your own god. So your religious rites are now venerating a “divine” thing which is not your god.)

To seal the deal, three years ago in 1491 DR Thavius Kreeg passed the Unity Laws. These subtly torqued the, by now well-established, Elturian belief that Unity meant not ascribing the Companion to any god so that Unity now meant explicitly giving thanks to the Companion before your god.

Unity Prayers were to be given before any public event. These were initially limited to non-religious events, but, without any explicit government action, the Zarielites within the churches soon added them to most religious services, too. Their forms varied, but were typically something like:

Before all, we give thanks to the Companion, whose light gives us the bounty of the fields and shields us from the dark; whose eternal presence is a constant ally against all those who would threaten Elturgard. Let all those who stand within its blessing remember that it is a beacon of righteousness, which we will follow to our greater glory.

Unity Tributes were erected in various public spaces — small sculptures of the Companion or the emblazoning of the twin sun heraldry of the Order of the Companion. Although labeled “tributes,” it would be more accurate to call them shrines. Coins were often dropped into unity fountains for good fortune. In some cases, people would “pay tribute” by leaving small effigies of themselves under an idol of the Companion — a custom which started with knights leaving Elturel to go on patrol (so that they could symbolically always be within the Companion’s light), was picked up by merchants similarly leaving the city on various journeys, and eventually spread to the population in general even if they weren’t going anywhere. Eventually, these tributes were added outside (or even inside) churches and temples throughout the city.

You can’t quite legislate a requirement that people say things like, “Bless the Companion!” when they receive good fortune; or “We thank the Companion for our refection” before a meal; or “If Sajra agrees to marry me, I swear I’ll never leave the Companion’s light!”, but you can certainly lead the horse to water.

The end result of all this was that the churches of Elturgard were suborned into a form of idolatry aimed at the Companion. To be clear, at the time of Elturel’s Fall there were many people who actually were still true and faithful followers of various gods (and many more who thought they were faithful followers and could probably be guided back onto the true path if given the right leadership). Just not enough of them. Distanced from Elturel so slowly that they didn’t even notice it was happening, none of the gods saw what was coming and none were left with divine standing when the final hour came.

Design Note: The religious subversion stuff is getting a lot more attention here than seems immediately warranted. It doesn’t play an essential role in the Fall of Elturel and, unlike the other metaphysical aspects, the PCs don’t really need to understand any of this to make the scenario work. However, I found it interesting. I think it will also have an impact as the PCs begin exploring Elturel; and I think it also ends up being insightful for roleplaying Elturian characters.

THE PACT

On this, the fifteenth day of Flamerule, in the one thousandth, four hundredth, and forty-fourth year of the Dale Reckoning, I, Naja Bellandi, by my authority as the High Watcher of Helm and the highest surviving mortal authority in the city of Elturel, do swear this Oath to pledge my soul and the entire city of Elturel unto the Archduchess Zariel, to be so passed into her custody at the end of fifty years, the latter to be transported to Avernus and the former to be taken into her service.

In exchange for which, Zariel, the Archduchess of Avernus and faithful representative of Asmodeus, the Archfiend, Lord of the Ninth and Nessus, Supreme Master of the Nine Hells, bestows the Gift of the Companion, a Solar Insidiator which shall be placed in the sky above Elturel for at least the term of this agreement and whose light will scourge the undead from the city. She further swears to render whatever aid may be necessary to end High Rider Klav Ikaia’s reign if the Gift of the Companion prove insufficient to this task.

In consideration and honor of these mutual covenants, we sign in blood upon the day and year first written above,

Zariel, Archduchess of Avernus

High Watcher Naja Bellandi of Elturel

CREED RESOLUTE: The Creed Resolute was the founding document of the Order of the Companions, but in the 1470’s it was also “adopted” by the Hellriders. (This was actually somewhat controversial at the time, and it was more forced on them by the High Observer of Torm than freely taken up. By 1494 DR, however, this controversy is largely forgotten and the Hellriders mostly embrace the Creed enthusiastically.) The full Creed is actually a lengthy document proscribing and prescribing various courses of action that are “right and proper” for a knight. This includes some guidance that’s ethical and moral (mostly chivalric code-type stuff), and other guidance that’s more practical (like codes of dress and the list of arms and armor which any follower of the Creed must maintain). Even Elturians who haven’t sworn the oath to uphold the Creed Resolute will often say things like “recall the Creed.”

The crucial bit in terms of Elturel’s Fall, however, is the oath the knights swear to uphold the Creed:

I solemnly pledge my soul and blood and blade to serve as a knight of Elturel and share the Oath of the High Observer in honoring the Gift of the Companion. I shall guard the realm of Elturgard and all those lands which lie under Elturel’s Shield, upholding the laws of Elturgard and the commands of the High Observer. I shall live my life in strict accord to the Creed Resolute, placing it and this oath above all other doctrines. I shall be bound to all others who swear this oath, declaring them now and forevermore, whether in life or beyond the veil of death, to be my brothers in arms. To ensure the perfect harmony of our brotherhood, I shall permit no difference in faith to come between us, but rather hold the Companion, which I shall never attribute to one god or another, as our common star.

Metaphysically, there are two important things to note:

  • They pledge their soul to “share the Oath of the High Observer.” The implication is that this is the oath to uphold the Creed Resolute, but, of course, that’s not the case. It’s actually the oath that High Observer Bellandi made to Zariel in the Pact. Everyone swearing this Oath sells their soul to Zariel, just like Bellandi did.
  • They also pledge their “blood.” This is the clause that damns all of their offspring and leads directly to the murders described in Part 3.

Pro tip, kids: Don’t swear to oaths you’ve never seen.

Design Note: I don’t know if this was intentional (I don’t think it was), but in Middle English the word “resolute” also meant “paid,” in the sense that one had paid a debt.

TOME OF THE CREED RESOLUTE

Tome of the Creed Resolute

Everyone who swears the formal oath to the Creed Resolute pricks their thumb and places their blood-mark in the Tome of the Creed Resolute. Their signature then magically appears within the book (which also magically gains pages whenever needed). The Tome dates back to the founding of the Order of the Companion and thus contains the signature and blood-mark of every knight who has ever sworn the oath.

The first page of the Tome has the text of the Oath. The next several pages contain the current text of the full Creed Resolute. The particulars of the Creed (but not the Oath) can be modified by the High Observer and the High Knights of Elturel, and has been on several occasions over the last several decades.

What no one living knows is that if you rip the Tome apart, you will find the full text of the Pact between Zariel and Naja Bellandi written in golden ink (actually the blood of a celestial) on the inside of the book’s spine. The Tome of the Creed Resolute is not a true infernal pact, but it is an important focus for binding the soul and blood of those who swear the Oath to the original Pact. Importantly, it prevents anyone who has sworn the oath from forswearing it and, thus, escaping Zariel’s claim to their soul.

If you destroy the Tome of the Creed Resolute, it will not free those who have already been claimed by Zariel. But it will:

  • Free the descendants of Elturian knights.
  • Stop Elturian knights from turning into devils the moment that they die in Avernus (see Part 5).
  • Allow Elturian knights to free themselves entirely by forswearing the oath they swore and receiving the benefit of a remove curse

Pherria Jynks currently has the Tome of the Creed Resolute in the High Hall of Elturel.

Go to Part 4C: At the Threshold of Hell

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In working on the Alexandrian Remix of Descent Into Avernus, I ended up doing a lot of research into the history of Elturel. It’s rather a tangled mess, and I thought there might be some benefit in briefly summarizing what I found.

FORGOTTEN REALMS CAMPAIGN SETTING – 1st EDITION

Elturel’s first appearance in print receives five paragraphs. The year is 1358 DR:

  • It is divided between the Dock District and the High District (located on a bluff overlooking the River Chionthar).
  • It’s a “huge city,” similar in size and capability to Scornubel and Iriaebor.
  • Ruled by the High Rider, currently a cavalier named Lord Dhelt (a former leader of the Hellriders).
  • It is a member of the Lords’ Alliance.
  • It has a way-base for the Dragoneye Dealing Costers (a merchant company).

The HELLRIDERS are:

  • Well-equipped, mounted troops who patrol and provide caravan escorts from Waterdeep to Iriaebor.
  • Take their name from the story that a company of Riders had ridden into Avernus. (Note that this is specifically characterized as a story that took place in the apparently legendary past from a current date of 1358 DR.)
  • A mixture of warriors and clerics.
  • Led by a Marshal.
  • They ride in plate armor of crimson and white, marked with an upturned crescent.

FORGOTTEN REALMS ADVENTURES

The city is greatly expanded with a two page entry. Notable new details include:

  • Population of 29,000 in winter and about 33,000 in the summer. Warehouses and cellars beneath the city allow it to briefly hold up to 400,000 during times of siege. Note that this means it has actually shrunk. It was previously the same size as Iriaebor (now 81,000 to 119,000) and Scornubel (50,000).
  • Lord Dhelt has leveled up and is now a 16th level paladin of Helm.
  • Helm’s Shieldhall is the most powerful church in the city and ruled by a High Watcher.
  • The Dragoneye way-base has become the huge Dragoneye Docks.
  • The people are “Elturians” (not “Elturelian”).

The city is given its first MAP.

The HELLRIDERS are:

  • 2,000 strong.
  • Ride in patrols of 30, with guardhouses and regular patrols throughout the Fields of the Dead. There are also warning beacons set across the farmlands north, east, and west of the city.
  • Lord Dhelt is no longer described as a former Hellrider and now leads major expeditions himself.
  • Berelduin Shondar (“Bereld the Just”), the patriarch of Helm’s Shieldhall, leads as many Hellrider patrols as Lord Dhelt.
  • There are additional shrines to Ilmater, Tempus, Tymora, and Waukeen.

FORGOTTEN REALMS CAMPAIGN SETTING – 2nd EDITION

The date is now 1367 DR. The short city entry from the first boxed set is expanded with material from Forgotten Realms Adventures and updated with a smattering of new details:

  • The Chionthar is narrow and shallow here; it can be crossed with poling barges.
  • It is now a “major center” for the Dragoneye Dealing Coster (following in line with the Dragoneye Docks).
  • The shrine to Waukeen has become a shrine to Lliira.

The HELLRIDERS:

  • Are named “from the story that a company of Riders had in the past ridden into Avernus, first of the layers of the Nine Hells, to rescue a companion.” (emphasis added to the new lore)
  • Ride in patrols of 30 warriors accompanied by at least one priest of Helm and led by a Marshal. (Note that the Marshal now leads the patrol, not the whole organization. Also note that they have still not been referred to as knights up to this point.)
  • Lord Dhelt is back to being a former leader of the Hellriders, but still leads major expeditions.
  • One-tenth of their earnings go directly into Elturel’s coffers.
  • The total Hellrider force numbers around 2,000 women and men.

VOLO’S GUIDE TO THE SWORD COAST

The Elturel entry here mostly rewrites material from Forgotten Realms Adventures and then describes two taverns (the Bent Helm and Pair of Black Antlers) and two inns (Gallowgar’s Inn and Phontyr’s Unicorn) at greater length.

There are a few interesting tidbits:

  • Lord Dhelt is back to being the current leader of the Hellriders.
  • The text diegetically creates a third district: The “more prosperous and orderly homes and shops west of the heights are still part of the Dock District, but are increasingly referred to as Westerly.” (Westerly is never mentioned again in subsequent sources.)
  • Raulavin Oregh, who was the Harvestmaster of High Harvest Home in the Forgotten Realms Adventures, has become Baulavin Oregh.

FORGOTTEN REALMS CAMPAIGN SETTING – 3rd EDITION

The date is now 1372 DR. Elturel’s entry has been shrunk down to a single paragraph:

  • The population has fallen to 22,600.
  • Lord Dhelt has leveled up again. He is now a 17th level paladin.

The HELLRIDERS:

  • Are now only 200 strong (instead of 2,000).

If we were to interpret these changes diegetically, clearly some horrific tragedy has struck the city: Thousands are dead and the Hellriders have been reduced to one-tenth their former strength. That does not, however, appear to be the case. These changes are retcons, not updates.

FORGOTTEN REALMS CAMPAIGN GUIDE – 4th EDITION

We have now leaped forward in time to 1479 DR.

It’s probably useful to note that everything from this point forward is based on a mistake: When writing the 4th Edition Forgotten Realms Campaign Guide, Rich Baker confused Elversult (which had an artificial sun) with Elturel (which now gained one).

Let’s talk about the city:

  • It is now the capital of an imperial theocracy. Elturgard, also known as the Land With Two Suns, has conquered Iriaebor, Scornubel, Triel, and Berdusk.
  • There is now a state religion dedicated to Torm.
  • The ruler is now the High Observer of Torm.
  • Elturel’s population has shrunk again, this time to 17,000. (This might be intentionally diegetic given the Spellplague. But, oddly, the text repeatedly refers to people fleeing to Elturel and the population swelling as a result of its imperial expansion.)
  • The Dungeon of the Inquisitor is a vast, subterranean maze that lies deep beneath the streets of Elturel. (Parts of this complex consist of natural caverns, the full extent of which have not been determined. Some of the prisoners work in mines down there. The strong implication is that there’s a connection to the Underdark.)

The HELLRIDERS: Don’t seem to exist. They are not mentioned in the text and appear to have been completely replaced by the PALADINS OF ELTURGARD (who are a knighthood led by the High Observer).

  • Despite Elturgard having a state religion, many of the paladins “do not serve the same god.”
  • All of the Paladins of Elturgard wear the “blazing insignia of the Companion.”

THE COMPANION: “The heatless second sun is called the Companion or Amaunator’s Gift, though no one but the High Observer knows if the object was truly bestowed by the sun god.”

  • Undead cannot “abide its sight.” (Exactly what that means is unclear, but even people suffering from mummy’s curses seem to find respite here.)

Note: Even beyond the Elversult/Elturel mix-up, there’s a lot going on here that I can’t really wrap my head around. Somehow the city has abandoned Helm and become an intolerant theocracy of Torm worshipers while SIMULTANEOUSLY receiving a second sun that reputedly comes from Amaunator. Also the religiously intolerant Torm worshipers wear Amaunator’s holy symbol on their chests and are tolerant of paladins from any old god serving in the Paladins of Elturgard?

SWORD COAST ADVENTURER’S GUIDE

The year is now 1489 DR (or possibly 1490 DR).

  • City is still ruled by the High Observer, but he’s no longer referred to as the High Observer of Torm (just “High Observer”). The current High Observer is a cleric of Torm (Thavius Kreeg).
  • Elturgard is now known as the Kingdom of the Two Suns (instead of the Land of the Two Suns).
  • It is no longer a member of the Lords’ Alliance. (The textual history here is complicated: As far as I can tell, no explicit list of Lords’ Alliance cities was given in 3rd Edition; Elturel did not appear on the explicitly incomplete lists which did appear. The Lords’ Alliance isn’t mentioned at all in 4th Edition, with the rather strong implication, in my opinion, that it no longer exists. In the Sword Coast Adventurer’s Guide, however, the Lords’ Alliance is affirmed to have existed continuously since its founding, but Elturgard and several other cities have been explicitly given the boot.)

COMPANIONS OF ELTURGARD: These appear to be the same thing as the Paladins of Elturgard referred to in 4th Edition.

  • Made up of paladins of gods such as Tyr, Torm, Helm, and Amaunator.
  • They wear the “symbol of Elturgard.”
  • Crest of ElturgardTheir heraldry (which may or may not be the same as the symbol of Elturgard, but probably is) is now a pair of suns: The larger sun and a smaller sun with blazing light around it.
  • Led by the High Observer.
  • They’re also referred to as the “Order of the Companion.”
  • Creed Resolute: Created by the first High Observer. A series of oaths and maxims that, among others things, prohibits the Companions from ascribing the Companion to any one god.

HELLRIDERS: They’re back!

  • The Hellriders “aspire to join the Companions.” But they are also a separate organization. They are also referred to as “knights” for the first time.
  • They wear the same heraldry as the Companions of Elturgard.
  • At some point they also began swearing the Creed Resolute.
  • They are named Hellriders because “long ago warriors of Elturel literally rode through a gate into the Nine Hells to pursue and destroy devils that had been plaguing their people.” (emphasis added to the lore change).

THE COMPANION:

  • A golden orb that gives a warm, golden light. It can be seen as far away as Boareskyr Bridge and Berdusk.
  • Vampires “burn away to dust” in its light, while “other undead quailed in its illumination.”
  • Still referred to as “Amaunator’s Gift,” but no one knows where it actually came from and it’s “ascribed to one deity or another.”
  • Called the Companion because it’s a companion to both the sun and the city.

RISE OF ELTURGARD:

  • 1439 DR: Elturel had conquered territory belonging to several neighbors and put them under “Elturel’s Guard.” The High Rider was then revealed to be a vampire.
  • Undead swarmed the city.
  • The Companion showed up in the middle of the night. High Rider and his vampire spawn were outside at the time and instantly destroyed.
  • The first High Observer created the Creed Resolute.
  • Modern Elturgard refers to the lands that lie under “Elturel’s Shield” (meaning anywhere the light of the Companion touches; although that includes neighboring kingdoms that aren’t amused by the claim).

RISE OF THAVIUS KREEG:

  • The heir apparent to the post of High Observer, a paladin named Tamal Thent, went missing with her entire retinue near Fort Tamal near the Boareskyr Bridge. This cleared the way for Thavius Kreeg to become High Observer.
  • 1449 DR: Thavius Kreeg becomes High Observer.
  • It’s possible that, after becoming High Observer, Kreeg was assigning paladins who might be a threat to him to Fort Tamal at the Boareskyr Bridge (far from Elturel itself).

Note: The changes between 4th Edition and 5th Edition, in my opinion, do not appear to be diegetic. The theocratic elements of Elturel appear to have been deliberately toned down using retcons, particularly the central importance of Torm. To at least some extent, this also appears to be an effort to straighten out the confusing contradictions from 4th Edition.

DESCENT INTO AVERNUS

There’s a lot of lore pertaining to Elturel to be found in Descent Into Avernus, although it is not as clearly presented as the previous sources we’ve looked at (and I may easily overlook something in this summary). Upon reflection, it is interesting to note that Elturel is probably more thoroughly and usefully described in the two pages of Forgotten Realms Adventures than in all of the blather in Descent Into Avernus.

The current year is 1494 DR. Regarding Elturel:

  • It is a holy city.
  • The vampire lord now conquered Elturel in 1444 DR instead of 1439 DR. (This is because the Sword Coast Adventurer’s Guide described it as happening 50 years ago… and apparently it ALWAYS happens 50 years ago, no matter what the current year actually is.)
  • The appearance of the Companion did NOT destroy the vampire lord. (It instead “sent the vampire lord scrambling for the shadows and laid waste to his undead army.”)
  • The city is now led by the High Overseer instead of the High Observer. (This is not a diegetic change: In contradiction of previous sources, the ruler has been the High Overseer since the Companion first appeared.)
  • The list of gods venerated in the city is now Lathander, Torm, Helm, and Tyr. (The Lathander/Amaunator stuff is a wormhole to go down at another time.)

The MAP of fallen Elturel is the first map of the city since Forgotten Realms Adventures. It’s clearly based on the previous map (right down to the outlines of individual buildings, suggesting — somewhat implausibly — that the city has seen essentially no new construction in the past 136 years). Most of the changes appear apocalyptic in nature, but there are a couple of significant exceptions:

  • The Grand Cemetery has been added to the west side of the city.
  • A ravine has been added to the east side of the bluff. (You may, at first glance, assume this to be an apocalyptic scar, but the text confirms that the bridges of Torm’s Blade and Torm’s Reach crossed a ravine here before Elturel went to Hell. A direct comparison also reveals that the streets around the bridges have been redrawn to accommodate them. If you wanted to explain this diegetically, we could perhaps theorize that the ravine was the result of damage inflicted during the Spellplague.)

THE ORDER OF THE COMPANION: Is not mentioned.

HELLRIDERS: The Hellriders are described in various places as now being followers of Torm. (This may be a diegetic shift, but it appears more likely that the authors have simply retconned the Hellriders and Order of the Companion into a single, muddled organization.)

  • In the mid-14th century, Zariel came to Elturel and trained the original Riders.
  • In 1354 DR, Yeenoghu (a demon lord from the Abyss) attacked the village of Idyllglen. The Riders of Elturel stopped the attack and Zariel herself threw Yeenoghu through a portal that sent him back to the Abyss, but not before several villagers had been killed.
  • Swearing vengeance against Yeenoghu (again: a demon lord from the Abyss), Zariel and the Riders of Elturel opened a portal to Avernus and rode through to wage a holy war in the… Nine Hells?
  • Or, according to a different section of the book, Zariel tracked the demons (still from the Abyss) back to the portal they’d originally came through… a portal which then took the Riders to the Nine Hells!
  • Many of the Riders became panicked when they reached the Nine Hells and fled back through the gate, sealing it behind them and trapping Zariel and the other Riders. Those who fled in shame became the famous Hellriders; the others were slaughtered upon the fields of Avernus and Zariel was corrupted into the Archduchess.

Note: None of this, of course, makes any goddamn sense.

THE COMPANION:

  • Is actually a Solar Insidiator, created by Zariel (see DIA, p. 153-4 for more details).
  • Contains an imprisoned planetar.

RISE OF THAVIUS KREEG:

  • Thavius Kreeg was a priest of Torm who appealed to any power to save the holy city. Zariel answered and provided the Companion. Thavius Kreeg took credit for the Companion and became the first High Overseer (presumably in 1444 DR), not an heir to the position.
  • Or, according to a different section of the book, Thavius Kreeg was already High Overseer when he struck the bargain with Zariel.

Go to the Avernus Remix

Candlekeep

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THE CANDLEKEEP REVELATIONS

In order for Descent Into Avernus to continue beyond this point, the PCs need to go to Candlekeep and have Sylvira Salkiras open the infernal puzzlebox. (Theoretically they could also figure out an alternative way of opening the puzzlebox and also an alternative method of getting to Hellturel after they do so. More power to them.)

There are two things that are required for this to happen.

FIRST: The PCs must have possession of the infernal puzzlebox. In Part 3C: The Vanthampur Revelations we added multiple clues pointing to the existence (and importance) of the puzzlebox specifically so that the PCs would know to look for it when they went to Vanthampur Manor. (If they brief Zodge or Marshal Portyr on this information, they will also encourage the PCs to seize the puzzlebox due to its obvious importance to the cultists.)

SECOND: The PCs must know to take it to Candlekeep in order to open it. There are three ways for the PCs to learn this:

  • Falaster Fisk can recognize the puzzlebox and tell them that Sylvira Salkiras has opened similar boxes in the past.
  • If the PCs research the puzzlebox (with an Intelligence (Arcana or Religion) check), they can learn the basic properties of the puzzlebox and also be pointed in the direction of Candlekeep as a place where they could learn even more. (This wouldn’t necessarily identify Sylvira, but could. If it doesn’t, they’ll be pointed in her direction once they start making inquiries at Candlekeep.)
  • Marshal Portyr will order them to take the puzzlebox to Candlekeep to find out what it is (or strongly support that action if they’ve already proposed it). (As also discussed in Part 3C and Part 3J, she will be interested in getting the PCs out of Baldur’s Gate until the political heat from the assassination of the Vanthampurs dies down. This is as good a reason as any and the puzzlebox is an enigma she’d like solved in any case.)

It would also be useful for the PCs to learn that they need to donate a unique book as an entrance gift in order to gain entry to Candlekeep before they leave Baldur’s Gate (because this will give them an opportunity to obtain one). Any of the leads above (Fisk, research pointing them to Candlekeep, Portyr) can and should inform them of this.

DOWN THE COAST WAY

Forgotten Realms - The Coast Way

The thing that I immediately notice about the “Journey to Candlekeep” (DIA, p. 43-44) is the obvious missed opportunity: The refugees from Elturel.

If refugees are pouring down the Chionthar River and then being turned away from Baldur’s Gate, then they’re going to start heading north and south along the Coast Way. As we discussed in Part 1, the plight of the refugees is the emotional connection that the PCs (and players) have to Elturel. At this point we’re heading straight towards the campaign-changing revelation that ELTUREL WAS NOT DESTROYED, so this is the perfect time to refresh the thematic work we laid down at the beginning of the campaign.

As written in Descent Into Avernus there are three encounters along the road. None of them currently feature the refugees, but with a few simple tweaks all of them COULD.

WYRM’S CROSSING

Wyrm’s Crossing is a cutpurse’s paradise, and every traveler here runs the risk of being pickpocketed. As the characters make their way from one end of Wyrm’s Crossing to the other, have each player roll a d20. (Don’t roll for NPCs traveling with the party.) The character or character with the lowest roll are targeted by a pickpocket.

(Tangentially: If you want to randomly pick one of the PCs, just roll a die on your side of the screen. Asking the whole table to roll d20s, then collecting and comparing that data is a terrible technique. You’re wasting your players’ time with busy work.)

As written, the pickpocket is a generic encounter that’s resolved, one way or another, without interaction from the PC who’s targeted:

Use a character’s passive Wisdom (Perception) score to determine whether a theft made against that character is successful. If the character’s score is 11 or higher, the theft is detected and thwarted. Otherwise, the thief makes off with one item weighing 1 pound or less (such as a coin pouch or potion).

REFUGEE TWIST: The pick pocket is a refugee. A kid named Frens Nölruth (bandit, MM p. 343). If at all possible, he’s not grabbing money, but snatching rations.

If the PCs catch Frens, they’ll have to decide what to do with a refugee who’s simply hungry and desperate. If they don’t then when they discover the theft they’ll reflect on the fact that someone in the pressing throngs of refugees could have taken their coin purse, but instead took their bread.

Baldur's Gate - Wyrm's Crossing

KNIGHTS OF THE SHIELD

In this road encounter, the PCs are ambushed by a devil disguised as a local farmer.

Coming up the road toward you is a human farmer riding on the front of a hay-filled wagon pulled by two draft horses. The farmer gives you a friendly wave as the wagon draws near.

REFUGEE TWIST: The bad guys aren’t disguised as local farmers. They’re disguised as refugees; one of the many families or small groups that the PCs have been passing on the road all day.

(These small clots of refugees are an additional encounter in their own right: Describe them. Give the PCs a chance to respond to them — providing succor where they can, riding past while studiously ignoring them, whatever — and then after that describe the devil leaping out of a group they pass further down the road.)

Design Note: As scripted, these are Knights of the Shield ambushing the PCs in an effort to grab the Shield of the Hidden Lord. There’s a bunch of ways that this might not make sense (the PCs might not have the Shield or they may not have encountered any Knights who could report that they had the Shield), but it’s not terribly hard to justify: Marshal Portyr might have a leak in her organization, for example.

On the other hand, the essential beat here is “trouble is following you from Baldur’s Gate.” It’s a minor beat, but it provides a nice sense of pressure on the group. You can achieve this same effect by having some other faction that the PCs have pissed off attempt to ambush them (remnants of either Cult of Zariel are an obvious choice).

Avoid the Quantum Ogre, however: If the PCs specifically take efforts to sneak out of Baldur’s Gate undetected, use some kind of appropriate counter-intelligence resolution to see if they’re successful. (And, of course, if they are, they can’t be ambushed.)

TALE OF THE HELLRIDERS

The final encounter has Reya Mantlemorn share the history of the Hellriders with the PCs while they’re gathered around the campfire.

REFUGEE TWIST: If you’ve eliminated Reya Mantlemorn as a GMPC (see Part 2) this is actually a great time to leverage the character. She’s been riding up and down the road helping refugees in need; seeing their campfire she approaches, thinking at first they might be refugees, but then welcoming a chance to rest for a little while.

Alternatively, if Reya IS journeying with the PCs, their camp can be similarly approached by another Hellrider (Bran Nestoon). Reya is excited to share news with a fellow Hellrider. Later, or prompted by something in that shared news, Reya and Bran share the history of the Hellriders with the PCs.

REVISED TALE: One important revision to how lore is being handled in the Remix is that it is NOT widely known that Zariel, the Archduchess of Avernus, was once the same angel who led the Charge of the Hellriders.

We’ll be delving into the full history of the Charge of the Hellriders (as I call it) in Part 6D of the Remix, where we’ll also be straightening out the continuity glitches around it. The key thing for right now is that Zariel is nameless, so that her role in the Charge can come as a revelation (see Part 4C).

ARRIVING AT CANDLEKEEP

Elminster's Candlekeep CompanionIf you really want the PCs’ brief sojourn at Candlekeep to pop, I recommend checking out Elminster’s Candlekeep Companion on the Dungeon Masters Guild. It features a ton of play-oriented material that not only highlights the stuff that’s cool about the Castle of Tomes, but also gives you the tools to inject those cool things directly into your game.

Start with the PCs arriving at Candlekeep: The book gives you plentiful detail on the procedures around the presentation of the entrance gift. (And when the PCs are looking for potential entrance gifts back in Baldur’s Gate, the Candlekeep Companion also includes a random table of books that you can use.)

Once they’ve gained admittance, build their journey through the tangled halls of Candlekeep. The Companion features a number of random tables for determining the rooms, towers, and passages they go through while traveling from one place to another.

(The Candlekeep Companion also features a beautiful poster map of Candlekeep by Marco Bernardini that’s well worth using.)

Note: If the PCs weren’t guided to Candlekeep by Falaster Fisk, they won’t be looking for Sylvira when they arrive. This isn’t really a problem: The minute they start making inquiries about infernal affairs or the infernal puzzlebox, they’ll be pointed in her direction.

RESEARCH AT CANDLEKEEP: The Companion also includes guidelines for conducting research at Candlekeep. If you want to make sure the PCs have the full Candlekeep experience, I recommend tweaking Sylvira’s ritual for opening the infernal puzzlebox so that it takes most or all of a tenday (we can imagine the puzzlebox suspended in the energy fields of some strange, technomantic device as its fractal layers are slowly unraveled one by one).

SYLVIRA & TRAXIGOR

As designed, this section of Descent Into Avernus is:

  • The PCs are told to travel to a loremaster who lives in a castle.
  • They do so.
  • The PCs are told to travel to a loremaster who lives in a tower.
  • They do so.

It’s kind of repetitive and also feels fairly pointless. The adventure even goes so far as to say:

Although Sylvira can prepare the plane shift spell, there’s no point, as magical wards placed on Candlekeep prevent creatures from using such means to go to or from the library.

Which is just silly because… walk out the front gates and cast the spell.

I’d recommend either conflating these two characters into one (in which case I’d pick Traxigor as I find the magical otter to be an infinitely more interesting character) or simply put them both in the same lab at Candlekeep as partners.

The rough sequence probably looks like this:

  • PCs meet Sylvira and Traxigor.
  • The PCs show them the infernal artifact(s) they have.
  • Sylvira and Traxigor begin sharing their lore on those (see Part 4B).
  • At some point during this, Lulu comes flying into the room. She’s here sharing her memories of Hell with Sylvira and Traxigor, aiding them in their research. She might even have something to add on the infernal puzzlebox or Gargauth’s history. (This, of course, assumes that Lulu isn’t being played as a PC, see Part 2.)
  • Sylvira opens the infernal puzzlebox.
  • They establish why the PCs need to go to Avernus (see Part 4B).
  • The PCs help Traxigor look for his lost tuning fork.
  • Traxigor leads the PCs out of Candlekeep (when they’re ready) and plane shifts them to Hellturel.

LAB RUMMAGING:

Characters can help Traxigor search for his missing tuning fork, which is keyed to the Nine Hells. Whoever rolls the highest Wisdom (Perception) check finds the tuning fork. Whoever rolls the lowest finds a random trinket, determined by rolling on the Trinkets table in chapter 5 of the Player’s Handbook. Traxigor doesn’t care if the characters keep the trinket or not, and doesn’t remember how or when he acquired it.

I really like this mechanical interaction: It’s a nice, subtle touch to reward the low roll in addition to the high roll, coupled to imagery that reinforces the environment. If you want to add a little more sizzle, consider using 101 Curious Items or the random oddities tables from Arcana of the Ancients. (If you want to add A LOT of sizzle, use the random cypher tables from Arcana of the Ancients.)

Go to Part 4B: The Road to Avernus

Go to Table of Contents

At the Dungeon of the Dead Three, the PCs discover that Duke Vanthampur has ordered the assassination of Duke Dillard Portyr during a speech he’s giving at a charity event for the Confraternity of Refugee Relief.

DUKE DILLARD PORTYR: See Descent Into Avernus, p. 162. He was once the Grand Duke (see Murder in Baldur’s Gate, p. 36), but now isn’t for some reason. He’s the uncle of Marshal Liara Portyr.

CONFRATERNITY OF REFUGEE RELIEF: Established by Duke Portyr, this secular charitable organization seeks to raise funds and provide relief to the Elturian refugees. Whereas other figures of power in the city are panicked about the disruptive force of the refugees, Portyr is both legitimately concerned about them and has also made the mental calculation that, if Elturel has truly fallen, the refugees probably aren’t going anywhere — there’s going to end up being a Little Elturgard outside the city walls and a significant chunk of the city’s population will be made up of former refugees. If they all have a friendly opinion of or even feel indebted to the Portyrs, that could be a lasting political legacy.

THE EVENT: The confraternity has been organizing free meals for refugees and has commandeered (under Portyr’s authority) a section of the Wide around the statue of the Beloved Ranger to do so:

Baldur's Gate - The Wide

Today, Duke Portyr plans to stand on the base of the Beloved Ranger and give a speech pledging his support and the support of Baldur’s Gate to succor the refugees.

THE ASSASSINATION

As the PCs rush into the Wide, they see Duke Portyr mount the Beloved Ranger and begin giving his speech.

I would like to lead my fellow citizens of Baldur’s Gate in welcoming our Elturian friends! I know that times are difficult now, but we will find a way to persevere — TOGETHER!

There have always been those who thought the people of Baldur’s Gate and the people of Elturel must live in strife. But Amaunator has given us a gift of time; the gift of a precious moment in which to see that we are not rivals, but rather brothers joined by the waters of the Chionthar. And if we stand together—

THE INFERNAL ARROW: That’s as far as Duke Portyr gets before a blood-red arrow, glowing with infernal light, streaks from the crowd from and strikes him in the chest. The Duke staggers, The Beloved Ranger - Minsc and Boogasps, and then explodes in a shower of blood and gore. Several devils climb out of his putrid remains before tearing into his guards with vile glee.

If the infernal arrow is recovered it will be found to still glow red hot (1d4 fire damage if picked up without gloves) for 1 minute, but its one-use conjuration effect has been used up.

THE DEVILS: Two imps (MM, p. 76) and four nupperibo (Mordenkainen’s Tome of Foes, p. 168). They’ll attack Portyr’s guards and then the crowd, unleashing panic across the Wide. At the start of each round, roll 1d6 to determine a random complication:

  1. A young child falls nearby and is in danger of being trampled to death unless someone takes an action to save them.
  2. The riotous crowd swirls around the group, reducing their speed by 10 feet.
  3. A member of the crowd grapples (+0) a character (escape DC 10), screaming for help.
  4. A random character stumbles on a pothole and must succeed on a DC 15 Dexterity saving throw or fall prone.
  5. An overzealous guard (MM, p. 347) thinks the PCs are working with the assassins or devils or both and attacks!
  6. The statue of the Beloved Ranger is toppling over. A random character must make a DC 14 Dexterity saving throw or be crushed beneath it for 2d6 bludgeoning damage (they also fall prone and a DC 18 Strength check is required to lift the statue off of them).

THE ASSASSINS: The shot was taken by a night blade (DIA, p. 233) accompanied by four fists of Bane (DIA, p. 232). They strategically located themselves near an entrance to the Undercellar (DIA, p. 182) and will attempt to escape through its labyrinthine depths.

CHASE THROUGH THE UNDERCELLAR: If the PCs give chase, the assassins may try to split up. Use the chase rules from the DMG (p. 252). Complications can include:

  1. The chase goes through the middle of a pit fight between two giant weasels (MM, p. 329). You either need to circle the pit (40 feet of additional movement) or suffer an opportunity attack from a weasel.
  2. A crowd blocks the way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. On a failure, the crowd counts as 10 feet of difficult terrain.
  3. A maze of barrels, crates, or similar obstacles stands in the way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check to navigate the maze. On a failed check, it counts as 10 feet of difficult terrain.
  4. The ground is slipper with rain, spilled oil, or some other liquid. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone.
  5. The assassins slam and lock an iron gate shut as they pass through it. It costs them 10 feet of movement, but it will require a DC 18 Strength check to smash through it without slowing down. On a failure, no progress is made this round. A Dexterity check using Thieves’ Tools can undo the lock.
  6. The assassins cut through a brothel or indulgence den. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check to weave through. On a failure, the brothel counts as 20 feet of difficult terrain.
  7. A storage corral collapses as the assassins run over the top of it. A huge plume of flour fills the air. Make a DC 12 Wisdom (Perception) test or treat the cloud as 10 feet of difficult terrain.
  8. A beggar blocks your way. Make a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check to get past. On a failed check, the beggar counts as 5 feet of difficult terrain.
  9. You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 bludgeoning damage.
  10. A portcullis ahead of you begins to shut. Make a DC 15 Dexterity (Acrobatics) check to slide under it. Otherwise it requires a DC 12 Strength check to lift it, and you lost 10 feet of movement (but can hold it for others behind you so that they don’t lose speed).

11-20. No complications.

AFTERMATH

As noted in “Portyr Politics” (Part 3C), when Marshal Portyr learned that Duke Vanthampur is responsible for her uncle’s death, she will ask the PCs to wipe out the Vanthampur family. For political reasons they’ll be disavowed, but if they succeed, she’ll offer them either promotions within the Flaming Fist or a big cash reward (whatever appeals to them more).

If the PCs don’t find the clues revealing that Duke Portyr is about to be assassinated (and kill Mortlock before he can shout something like, “You’re too late! Nothing can save Portyr now!”), or if they simply don’t act on them, then the assassination will obviously still happen even in their absence. In this scenario, Duke Portyr’s guards managed to kill one of the assassins and they’ve been identified as a Dead Three cultist. If the PCs don’t already have evidence of Vanthampur’s complicity in the assassination itself, the evidence they have of her working with the Dead Three cultists will nevertheless make Liara Portyr suspect it: She’ll order the PCs into Vanthampur Manor to find evidence implicating Duke Vanthampur.

(If the PCs share none of this with Liara Portyr — which is quite plausible if they’re not working with the Flaming Fist and don’t or can’t attempt to prevent the assassination — then the assassination will just be a backdrop event.)

DESIGN NOTES

The continuity around Duke Portyr’s assassination is taken from Inglorious Redemption, Season 9 of the Adventurers’ League. As I’ve noted previously, I think the current political situation in Baldur’s Gate is really interesting, and this canonical assassination plays a big part in it.

With that being said, I’ve shifted the continuity here slightly. Like other seasons of the Adventurers’ League, Inglorious Redemption reflects the events of that year’s major campaign book, in this case Descent Into Avernus. But in this case it reflects them rather more closely than other seasons I’m familiar with. Inglorious Redemption, quite implausibly, features a different Cult of Zariel in Baldur’s Gate murdering refugees for a different reason while being instructed by a different devil whose name starts with G (Gharizol).

When I first looked at the Adventurers’ League material I was actually hoping it might provide the basis for a second track that could complicate the Vanthampur Investigations and draw the PCs even more deeply in to Baldur’s Gate. Once I saw it was going to feature more Cult of Zariel stuff, I thought it might be good source of material to enrich the Vanthampur Investigations. The samey-samey design, though, doesn’t offer much of value to work with, and would probably just create a sense of either déjà vu or unnecessary repetition.

So the only thing I ended up grabbing was this assassination, which I adapted so that it was part of Duke Vanthampur’s schemes instead of being unrelated. It’s specifically taken from M.T. Black’s DDAL09-04 – The Day of the Devil: The infernal arrow and crowd combat complications (with modifications) are taken from there. You can blame me for the confraternity and the Undercellar chase.

TIME OF DAY: Note that the specific meal the confraternity is providing here is left undefined. This gives you a good deal of flexibility (breakfast, second breakfast, lunch, afternoon event, dinner) depending on what time the PCs discover the clues in the Dungeon of the Dead Three and go rushing forth to stop the assassination. (If they went in at night, for example, the sun can just be rising for the breakfast event as they emerge back onto the city streets!)

SAVING THE DAY: If you’d rather give the PCs an opportunity to prevent the assassination, that works, too. That will probably require tweaking the set-up a bit to give them some meaningful structure of taking security precautions.

Part 4A: The Road to Candlekeep

Vanthampur Manor

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Compared to the Dungeon of the Dead Three, we’re going to have a fairly light touch on Vanthampur Manor. For the most part, we’ll just be tying off some of the loose ends created while we were remixing other scenarios in Part 3, with a particular look at how this effects the various denizens of the manor.

MANOR vs. VILLA: The published book refers to this location as Vanthampur Villa, but I’ve changed it to Vanthampur Manor. Why?

Short version: Waterdeep has villas. Baldur’s Gate has manors.

Feels like a minor thing (and I get the appeal of the alliteration), but this is actually baked pretty deep into Baldur’s Gate, which features things like the Manor Gate, which leads to the Manorborn neighborhood, which is filled with the Patriar Manors.

The other option would be to push strongly in the opposite direction and have the fact that the Vanthampurs own a “villa” instead of a “manor” be a commentary on how Thalamra Vanthampur wasn’t born into privilege (she wasn’t “manorborn”) and is instead a self-made woman. But (a) that’s a theme which would require a lot of extra work to meaningfully bring forward in the adventure and (b) I’m not really that interested in a theme that boils down to “the real problem with Baldur’s Gate is not the entrenched greed of its upper class, it’s the low-class upstarts trying to rise above their station.”

Also, minor though it may be, this does seem to subliminally draw a distinction between the noble culture of Waterdeep and the noble culture of Baldur’s Gate that I think helps to distinguish the two cities, particularly if you just recently got done running Waterdeep: Dragon Heist for your players.

THAVIUS KREEG: Thavius Kreeg’s role in the manor is largely unchanged, but it may be useful to remember, as we discussed at the beginning of Part 3, that there are some substantial contradictions and problems with Kreeg’s back story. We’ll be straightening those out in Part 4B of the Remix, but the changes should be kept in mind here.

I also recommend dropping the whole “Kreeg has the shadow of a pudgy devil” thing:

  • It’s a cool concept, but it doesn’t really make sense. (Why him and none of the other cultists?)
  • If it works as intended (the PCs immediately realize he’s evil), I think that’s less interesting than having ambiguity and the PCs either (a) figuring it out or (b) getting gulled.
  • But I think there’s a pretty big risk it WON’T work as intended and the PCs, instead of concluding that Thavius Kreeg is evil, will conclude that this ISN’T Thavius Kreeg and is actually a devil in disguise. This will thoroughly muddy a fairly key revelation.
  • If you still have Reya Mantlemorn involved, this detail is simultaneously scripted to be painfully obvious to the PCs and, for some reason, completely irrelevant to Mantlemorn. (“His altered shadow is not damning enough evidence.”) This is likely to result in a really frustrating interaction.

As I was typing this up, I think I figured out where we can repurpose this cool idea.

THE TRUTH OF ELTUREL’S FALL: Duke Vanthampur, High Observer Kreeg, and Gargauth all know the truth of what happened to Elturel (it was taken to Hell). Everyone else in the manor (who know anything about the cult’s business at all) are under the impression that devils under the command of Zariel laid siege to the city and destroyed it. They believe that their unholy mission is to similarly prepare Baldur’s Gate for Zariel’s scourge.

Even Vanthampur, Kreeg, and Gargauth will not readily give up the truth. All three of them will, instead, lie obliquely, by referring to “Elturel’s Fall.” If they’re pushed on the point (if caught in a zone of truth, for example), they’ll talk about how the legions of Zariel “fell upon the city” (and similar euphemisms and half-truths).

The dramatic goal here is for the players to NOT know Elturel’s true fate until the infernal puzzlebox is opened in Candlekeep. This is not absolutely essential (so if the PCs get clever or are particularly efficacious in hammering in on this point, there’s no problem in letting them get the truth out of one of the NPCs), but you will get a MUCH bigger impact from the puzzlebox if that’s the moment that the PCs discover the truth of Elturel’s fall.

RAID, HEIST, OR CRAWL? As written, Vanthampur Manor is largely designed to function as a dungeoncrawl, although adroit players might be able to turn at least the first part into a raid. The Remix, however, does open up the possibility of approaching the whole thing into a heist.

Let’s take a second to distinguish these three concepts: A dungeoncrawl features a room-and-key design which the PCs largely explore blind. A raid is similarly based on a room-and-key design, but the locations is designed so that the PCs can grok the entire floorplan and some (or all) of its defensive measures. A heist is similar to a raid, but the floorplan and defenses can’t be easily observed, so there are additional phases of play in which that information must be gathered. (It’s also fairly typical for a heist to be focused on achieving a specific goal while minimizing open conflict, whereas raids are often about planning a full-out assault with the goal of tactically clearing the location. But there can be a lot of overlap here.)

Check out Scenario Structure Challenge: Raiding the Death Star and Scenario Structure Challenge: Heists for a more detailed overview of these structures.

The opposition in Vanthampur Manor isn’t so overwhelming that the PCs can’t just kick down the front door and start clearing the place room by room: That’s what I mean when I say it’s designed as a dungeoncrawl.

However, it takes no significant effort to carefully observe the manor house itself and figure out the layout of the first and second floor, the location (and patrols) of guards, etc. So this first chunk of the scenario can easily operate as a raid (with smart PCs who take this course of action likely benefiting from their planning) up to the point where they find the entrance to the dungeon lair below, at which point they’ll have to descend into the unknown.

The Remix, however, creates the opportunity to approach Vanthampur Manor as a heist, with the PCs likely planning to either steal the infernal puzzlebox, kill the Vanthampurs, or both. To briefly review the five steps of the heist:

  1. Identify the score.
  2. Gather information.
  3. Onsite surveillance.
  4. Prep work.
  5. The Operation.

There are enough cultists and associates of the Vanthampurs wandering around this section of the campaign that PCs will almost certainly be able to grill them for information about the manor. Pursuing official records might also give them the layout of the manor, and the records of the Master of Drains and Underways could reveal that Duke Vanthampur had the sewers under her mansion sealed off and redirected. (The latter could carry some risk, however, as Duke Vanthampur was once the Master of Drains and Underways and the department still remains under her thumb.)

Onsite surveillance opportunities are trickier to imagine: Arranging a meeting with Thurstwell Vanthampur (after he contacts them via imp) might offer an opportunity, though. (Or could simply serve as the opportunity for the heist itself.)

It is important to note that this is not a choice you need to make as the DM. Or should make. Step back and let the players figure out how they want to approach the manor, and then follow their lead.

ADVERSARY ROSTER

MANOR HOUSE
3 x 3 GuardsV1. Yard(patrolling counter-clockwise)
Groundskeeper Sarvinder Peck (01-75%)V2. Stable House
4 impsV3. Foyer(invisible)
Gray, Peck, D'Vaelan, Fallwater (76-00%)V4. Servants' Quarters(resting or sleeping here)
Cook Gabourey D'VaelanV5. Kitchen
Duke Vanthampur (01-05%)V8. Parlor
Butler Fendrick Gray (01-75%)V10. Gallery
5 GuardsV11. Upstairs Hall
Thurstwell VanthampurV13. Thurstwell's Bedroom
Duke Vanthampur (06-10%)V16, V17, or V18. Master Suite(50% sleeping)
Helmed HorrorV18. Duke's Study(must be summoned by Vanthampur)
2 impsV19. Tower Peak(invisible)
DUNGEON
3 spined devilsV20. Cellar(ordered to guard this chamber)
3 x 2 CultistsV22. Sewer Tunnels(patrolling counter-clockwise)
1d4 cultists (50%)V24. Dining Room(subtract from V33)
Barbed Devil + 4 CultistsV26. Temple of Zariel
Duke Vanthampur (11-25%)V26. Temple of Zariel
Duke Vanthampur (26-00%)V28. Secret Shrine
Bearded DevilV29. Prison(ordered to guard prisoners)
2 cultistsV32. Connecting Tunnel
6 cultistsV33. Cultists' Quarters
1d3-1 cultistsV34. Ritual Chamber(subtract from V33)
Thavius KreegV36. Vanthampur Vault(unlikely to leave sanctuary)

RANDOM ENCOUNTERS – MANOR:

  • 1 in 10 chance that Amrik is unexpectedly visiting during the day.
  • 1 in 20 chance that Mortlock is unexpectedly visiting during the day.
  • 1 in 6 chance per room that Slobberchops (DIA, p. 34) is there.
  • 1 in 10 chance per room of encountering an imp.
  • If not in V4. Servants’ Quarters, randomly determine Maid Ambra Fallwater’s by rolling 1d20.

SCHEDULE: Vanthampurs all gather for dinner (V9. Dining Room) once per tenday.

PRISONERS & ENEMIES OF VANTHAMPUR

There are several friendly characters in (and around) Vanthampur Manor that need to be tweaked slightly. Most of these are prisoners being held by the Vanthampurs.

REYA MANTLEMORN: As previously discussed, having Reya Mantlemorn tell the PCs that Thavius Kreeg is alive (instead of having the PCs discover that for themselves) is a bad choice. So if you still want Reya to show up, you need a different explanation. Fortunately, this is pretty simply: Reya knows that the devils of Avernus were responsible for the fall of Elturel. There’s nothing she can do for lost Elturel (particularly since she believes it destroyed), but she’ll honor her oaths as a Hellrider by seeking vengeance: Following her own leads, she’s discovered that the Vanthampurs are part of some sort of Zariel cult. (This will almost certainly not be news to the PCs at this point.) She wants to break into the manor to continue her investigation (and probably kill the Vanthampurs and any other cultists inside).

Option: If you don’t want to run Reya as a GMPC here, but do like the idea of her investigating the Vanthampurs, you can split the difference by having her locked up in Area V19. She investigated, she came, she got caught, she got locked up. Duke Vanthampur is trying to figure out how to safely ship her to the Poisoned Poseidon to be murdered.

FALASTER FISK: In the adventure as written, Falaster Fisk tells the PCs to take the infernal puzzlebox to Sylvira Savikas in Candlekeep to have it opened. He also, for some godforsaken reason, tells them exactly what’s in it before they do so. As with Reya, the adventure is shooting itself in the foot by needlessly deprotagonizing the PCs.

So what is Fisk doing here? This only requires a slight adjustment: Sylvira Savikas, like Reya Mantlemorn, followed independent leads and came to suspect that Duke Vanthampur is secretly a Zarielite. She sent Fisk to investigate. He got into the manor by pretending to interview for the recently vacant housekeeper position (DIA, p. 33), but got careless and was caught. Duke Vanthampur is still trying to get him to confess who sent him and how much they know.

If Falaster sees the infernal puzzlebox, he’ll recognize it for what it is as a result of his work with Sylvira. He’ll still recommend that the PCs take it to her in Candlekeep: She’s an expert in such devices and will know how to safely open it. (He can also warn them of the disastrous psychic consequences of a failed attempt to open it.)

SATIIR THIONE-HHUNE: Satiir Thion-Hhune is described in Descent Into Avernus as a seventy-year-old aristocratic human woman. My brain somehow parsed that as seventeen-year-old, and I ended up picturing her as basically a young Claudia Christian:

Satiir Thione-Hhune (the Younger)

It’s a strong visual image, so it’s probably going to stick for me. (The seventy-year-old Satiir can be her grandmother.) As previously discussed in Part 3F, she was kidnapped by Bhaal cultists who were looting a Hhune treasury and taken to the Dungeon of the Dead Three, then transferred to Vanthampur Manor to be used as political leverage against the Hhune family when Vanthampur makes her move to become Grand Duke.

I put in some effort to untangle the Hhune family lore, but largely gave up when it became clear the effort involved was probably not worth it for what will almost certainly be a very minor character (see “Design Notes,” below, if you’re interested in taking up the project). The one important thing to note is that the Hhune family were once (and possibly still are) part of the inner cabal of the Knights of the Shield that venerated the Shield of the Hidden Lord and knew its true identity (see “Lore of Gargauth” in Part 3B of the Remix). This means that Satiir is likely to recognize the Shield of the Hidden Lord. This could take several forms:

  • She could be a true believer and member of the inner cabal. As a Gargauth cultist, she’ll know the Shield of the Hidden Lord for what it is. She will either attempt to convince the PCs that the Shield was stolen from the Hhune treasury so that they will “return” it to her, or she’ll report back to her family that the PCs have it (and the family will send Knights of the Shield to take it).
  • She could be a true believer and NOT a member of the inner cabal. She’ll recognize the shield from its depictions, but believe that it’s the Shield of Silvam. (Possibly to similar effect as the above. Or maybe she just fan-girls over it, misleading the PCs as to its true identity. Gargauth will happily play into being a stolen royal relic.)
  • In either of the scenarios above, Gargauth might telepathically communicate with Satiir and prompt her to similar (or different) effect according to his current agenda.
  • For something completely different, Satiir could be a rebellious teenager who’s familiar with the family’s secret worship of Gargauth, but has rejected it. This version of Satiir would recognize the Shield and warn the PCs that the Shield “speaks with the voice of Gargauth”, filling them in on at least part of its true history.

Design Notes: In the 14th century, Duke Inselm Hhune was the leader of the Knights of the Shield. He was somehow related to the Illehhune family. (Duke Tithkar Illehhune was responsible for first bringing the Shield of the Hidden Lord into the Knights of the Shield.) Duke Inselm was married to Lucia Thione-Hhune.

Duke Inselm was a self-made noble who bought his Tethyrian title of nobility and ALSO had a nephew who was part of the nobility (see Murder in Baldur’s Gate, p. 51). He arranged a marriage between his nephew and the heir of a patriar family in Baldur’s Gate. He then purchased the patriar family’s estate, and this somehow made the Hhunes a patriar family. (The estate also became the headquarters of the Knights of the Shield.)

At this point, logically, you’d have the Thione-Hhunes as Tethyrian nobles descending from Duke Inselm’s line and the Hhunes of Baldur’s Gate who would be descended from Inselm’s nephew.

But in Descent Into Avernus, you have both Satiir Thione-Hhune (who is being held “as leverage in the event that the Hhunes find out who stole the Shield of the Hidden Lord”) and Lady Lutecia Hhune, the head of the Hhune patriars who has no heirs and “faces the prospect of leaving her family home to a detested branch of the family when she dies.”

The Thione-Hhunes must be the detested branch, right? But if so, why would Duke Vanthampur kidnap one of them for “leverage”?

“Ah ha!”  It must be that the Thione-Hhunes, being descended from Lord Inselm, have continued as Gargauth cultists while the patriar Hhunes have broken away from that. Lady Lutecia detests the evil branch of the family. Vanthampur stole the Shield from the Thione-Hhunes and that’s why Satiir would give meaningful leverage to—

No. They stole the Shield from Lady Lutecia. Lutecia keeps the Shield locked up and wants it forgotten, but is also still a member of the Knights of the Shield and has devils working for her. Also the Knights are now a completely secret organization that nobody knows exists (instead of being a public organization with a secret cabal inside of it).

This is the point where I gave up.

SHALEEN ZORAZ: Shaleen is locked up because she discovered that Duke Vanthampur had rerouted the sewers to seize control of the Dungeon of the Dead Three. Minor tweak, but I recommend that Shaleen dug a little deeper and ALSO discovered that Vanthampur had similarly rerouted the sewers beneath her own manor.

KAEJIL ORUNMAR: Kaejil is also locked up with Shaleen in Area V19. No changes required.

THURSTWELL VANTHAMPUR

Thurstwell is a crippled spider stuck in his home, able to exercise his will upon the world only through his imp servitors while jealously observing his able-bodied siblings going out and about in the world.

Thurstwell VanthampurThurstwell’s imp spies can be found throughout the Vanthampur Investigations. As previously discussed, you’ll want him to take meaningful action in response to what his imps see. Options include:

  • He sends an imp to barter with the PCs. (He’d probably like them to kill one or both of his brothers. If he’s feeling daring, or if the PCs have already succeeded at eliminating his brothers, he might even ask them to kill his mother so that he can take her place at the head of the family. If the PCs were to go all in on this, you could have an alternate trajectory where, the job done, he asks them to take the infernal puzzlebox to Candlekeep and have it opened.)
  • He sends a murder squad of Dead Three Cultists (Descent Into Avernus, p. 28) to kill the PCs.
  • He sends an abduction squad to kidnap a refugee that the PCs care about so that he can use them as leverage. (Maybe to leverage them into an alliance. Maybe to force them to back off.)

V13. THURSTWELL’S BEDROOM

In addition to the normal key entry for his room (DIA, p. 35), this room includes a work table covered in papers, books, and other items. On this table can be found:

  • The infernal puzzlebox.
  • The Thurstwell’s Correspondence
  • A draconic mask made of bronze with a strange glaze upon its face. The mask shimmers different colors depending on the angle you look at it, varying from black to blue to green to red to white. (GM Note: This mask taken from the Tiamat relics stolen from the Hhunes, see the Dungeon of the Dead Three.)

THURSTWELL’S CORRESPONDENCE

My dear Thirsty,

It’s done. I’ve sent word to Vaaz. We’ll be rid of the oaf soon enough.

I could use more of your divinations, though. My research using Elturgard’s armorial rolls suggest that the Majerus family were quite bountiful with their loins both during and after their service to the Companion. Given how many brats they seem to have had, they were probably rutting in their saddles. It’s likely they have any number of heirs in the refugee camps, so I think it’ll be well worth your time to cast forth your seventh eye or whatever and identify them for me.

                                                                                                                Amrik


GM NOTE: The armorial rolls identify the name, coat of arms, and date of accolade for every knight in the Order of the Companion and the Riders of Elturel. See Part 3H: Trafficking Amrik.

Go to Part 3J: The Portyr Assassination

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