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2993800-Rescuing Lulu From Elturel V2
2993800-Rescuing Lulu From Elturel V2
Credits
Author & Layout: Hunter Stardust
Cartographer: Meshon “Elturel’s Mapmaker” Cantrill
Cover Illustrator: Tony Tam-Sing / anthony.tamsing @ gmail.com / www.visualmenace.com
Co-Editors: Hunter Stardust & Scott Weiland
Playtesters: The QUAIL LODGE: Finn Tiburon, Andor Windraven, Meriele Moonwhisper, Elasha Valjor, Dasciana, Finnia Brushgather
Layout Sources: Template By :Zeek0 & Akshat Bhatnagar; Fonts by /u/Solbera; general layout credit to /r/UnearthedArcana
Artists: Dana Braga (@danaxbraga www.danabraga.com); [Pixabay: Darkmoon_Art, Brend/Momentmal, Twilightzone, Scott Webb,
xusenru, PMarinas, Scarlet_Letter, D_Poltoradnev, Tama66, Sammay-Sander, Seaq68, John_Nature_Photos, MostafaElTurkey36,
analogicus, Mejabel Creaciones, Johnnairis]
About the Author: Hunter Stardust is a Political History, Philosophy and Social Justice Professor in the Rocky Mountain region, as well as
an avid rock climber and mountaineer. After a decade of publishing academic scholarship, including his upcoming second book
The Politics of Domestic Mass Murder, Hunter has begun to transition into crafting historically researched D&D adventures
that honor the stories of our past by linking popular campaigns together in innovative and magical ways.
Content Warnings: This adventure includes situations involving abduction, potential violent situations and blood, sex-positive philosophy,
adult flirtation and sexuality, nonbinary characters and grammar, references to intoxicants, characters lacking ethics, mild cursing
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Hunter Stardust and Hunter Stardust LLC, authored and published under the
Community Content Agreement for Dungeon Masters Guild.
1
Table of Contents Central Pier……. …......………………….38
South Pier………......……………………..38
E21. Hunt Quivery………..……........…..………...39
Credits 1 E22. Shiarra’s Market…………………....………..39
Table of Contents 2 Pebblechuck Bakers……...….……………39
Whilhemina’s Flying Apparatuses……..…39
Introduction 3 Ragron Blacksmithing.……..…..…………40
Background……...…………………………......3 E23. Dragoneye Docks.……..…………....………..40
Overview…..….……………….…………….....3 E22. Dragoneye Dock House.…………....………..40
Eyes of Golor…..……….……………….…......5 Map 5: Dragoneye Dock House,,…………41
Prelude: Who Abducted Lulu?............................5 E25. Dragoneye Coaster….………………………..42
2
Introduction
Rescuing Lulu from Elturel is designed for four-to-seven
4th-level characters, and creates a seamless way to connect
your Waterdeep: Dragon Heist (WDH) campaign to
Baldur’s Gate: Descent into Avernus (DIA) and beyond.
Tyranny of Dragons
After completing “Chapter 3: Dragon Hatchery,” Governor
Nighthill informs the PCs the Cult of the Dragon (which
replaces the Cult of Zariel in this adventure) has abducted
Leosin Erlanthar and plan to sacrifice him at a dragon
mask ceremony in Elturel. Nighthill provides them horses
and begs them to race to meet Ontharr Frume in Elturel.
Rescue Lulu from Blue Alley
One simple alteration of perhaps the greatest Waterdeep
Visiting Elturel in any Campaign one-shot of all time, the classic Blue Alley (BA),
This adventure transforms the Elturel into a DM sandbox seamlessly incorporates Lulu into the PCs lives in WDH in
with twenty-five fully-developed historical locations, and a powerful way: replace the statue of a Celestine Unicorn
is thus a great resource for any campaign visiting Elturel as with a statue of a Golden Hollyphant (BA, 11; Room 25).
they traverse the Sword Coast. The character “Lulu” can
easily be substituted for any abducted friend of the PCs, When the PCs leave Room 25 with the statue, they are
and the cult of Zariel can be any group of bad guys. The startled when it comes to life and introduces itself as
adventure begins with “Chapter 2: Exploring Elturel.” “Lulu,” but has no memory of how she got there or that
she was previously a statue. It is vital that the DM roleplay
Background the confused Lulu as a deeply loveable and cute as a button
NPC to ensure that the PCs quickly form strong bonds
Rescuing Lulu From Elturel takes place after either the with Lulu and decide not to give her to Mirt the
raid on the Gralhund Villa (WDH, 50-56), or after the PCs Moneylender after escaping Blue Alley. The
have captured no more than one of the Eyes of Golor as a repercussions of possibly alienating Mirt early on (BA, 13)
result of having heisted their first villains lair if you are is a great way to establish the complex socio-political
running the Alexandrian Remix of Waterdeep: Dragon terrain of the City of Splendors. A tenday or two later,
Heist (ARW, 4A-4E). Lulu will recall her first memory of the past (DIA, 51), the
timing of which is at the DM’s discretion.
When the PCs return to Trollskull Tavern after either of
these missions, they discover that their beloved friend Lulu Lulu’s incorporation into WDH in Blue Alley also
has been abducted! In the midst of their confusion and provides strong historical continuity for transitioning to
sadness, their acquaintance, Reya Mantlemorn, bursts Decent into Avernus. Long ago the powerful wizard
through the door with information that Lulu’s abductors Keilier was deep in concentration on an interplanar spell
are rushing south to Elturel to use her as a sacrifice in a in an effort to find an adequate prize for his masterpiece
fiendish cult ritual. If there is any chance of saving Lulu, dungeon, Blue Alley (BA, 2). At that same moment, Lulu
the PCs must make plans to journey, posthaste, towards was pouring all her celestial energy into protecting Zariel’s
Elturel! sword with her friend Yael from the fast approaching
Yeenoghu (DIA, 51). The incredible energy signatures of
Two simple additions need to be made to the first three Keilier’s search and Lulu’s efforts crossed rays (re:
chapters of Waterdeep: Dragon Heist to incorporate Ghostbusters), and the result was both Keilier’s
Rescuing Lulu from Elturel into your campaign. These disappearance from the Material Plane, and the
simple additions will establish a clear reason for the party transportation and solidification of Lulu into a statue that
to leave for Elturel, and will later create a smooth materialized as the penultimate prize of Blue Alley.
transition to Baldur’s Gate: Descent to Avernus.
3
Primary Sources
WDH: Waterdeep: Dragon Heist, Christopher Perkins et. al.
DIA: Baldur’s Gate: Descent into Avernus, Adam Lee et. al.
ARW: Waterdeep: Dragon Heist—The Alexandrian
Remix, Justin Alexander
ARA: Baldur’s Gate: Descent to Avernus—The
Alexandrian Remix, Justin Alexander
HT: Hellturel, James Introcaso (DMs Guild)
BA: Blue Alley, M.T. Black & Alan Patrick (DMs Guild)
HK: The Hellrider’s Keep, Carter VanHuss (DMs Guild)
GS: Ghosts of Saltmarsh, Mike Mearls, Kate Welsch et. al.
Supplemental Sources
VSC: Volo’s Guide to the Sword Coast, Ed Greenwood
TOD: Tyranny of Dragons, Steve Winter et. al.
DMG: Dungeon Master’s Guide, Mike Merals et. al.
PHB: Players Handbook, Mike Merals et. al.
STK: Storm Kings Thunder, Christopher Perkins et. al.
Overview
The adventure takes place across four chapters that,
depending on the PCs desire to explore and roleplay, will
last from three to five 3-4 hour sessions at the table,
dependent on the party’s engagement while Elturel.
4
Narrating the Adventure
5
Chapter 1: Journey to Elturel
Rescuing Lulu will require two treks to Elturel and back—one of which will go by land,
and another which will go by sea—with the help of two very unlikely allies: The Cassalanters and Jarlaxle Baenre!
It is at the DM’s discretion which order the PCs travel to, and return from, Elturel.
The Cassalanters
conclusion of their time in Elturel and offers to take them
Despite Zariel’s allegiance to Asmodeus, the Cassalanters
back to Waterdeep by sea on the Hellraiser.
hold a deep disdain for Thalamra Vanthampur ever since
she joked about the condition of their son Osvaldo at a cult
gathering a few years back. Knowing that Thalamra plans By Land
to sacrifice Lulu to hasten Elturel’s fall, the Cassalanter’s The trip to Elturel by land takes approximately fifteen days
want nothing more than to sabotage the Vanthampur’s and has four possible encounters, at the DM’s discretion.
plans. Brantor Stonefingers, a servant of the Cassalanters, The Cassalanter’s provide the PCs with a pack mule and a
arrives at Trollskull and shares that his masters heard about dwarven guide (commoner) named Brantor Stonefingers.
Lulu’s abduction too late, but offers to guide them south to Brantor encourages the PCs with the weakest Constitution
Elturel. If the PCs go to Elturel by sea, (see below), in the party to load their belongings on the mule in order to
Brantor arrives at the end of their time in Elturel and offers help them travel quickly. If the PCs decline, they make a
to guide them back to Waterdeep. CON save every five days, or gain a level of exhaustion
(blisters and fatigue) that slows the party significantly.
Jarlaxel Baenre
The PCs meeting Zardoz Zord’s during the nimblewright Devils Near Daggerford
search is vital for running Rescuing Lulu (DH, 48-49). This On the Trade Way south of Daggerford along the edge of
encounter tips Jarlaxel off to the PC’s involvement in the Misty Forest, an apprentice wizard named Astercook
affairs he is monitoring (and possibly even about the Littleman, controlling two spined devils, has been tasked
“Grand Game” (ARW, 5C)). Either way, his drow by (the villain you selected) to keep lookout for the PCs
gunslingers begin monitoring the PCs and Trollskull and to slow them down by attacking them and stealing
Tavern from this point forward. After the abduction of their belongings. Astercook commands the devils to
Lulu, Zardoz seeks to ingratiate himself to the PCs (and attempt to ambush the party and steal the pack mule, but
gain information to hopefully gain the upper hand in keeps himself 15 feet away from the PCs to maintain his
Waterdeep politics) by offering them the aptly named concentration on charm monster—a spell he doesn’t fully
Hellraiser to take them swiftly down to Elturel by sea and understand. If Astercook loses any hit points during the
river. If the PCs go to Elturel by land (see above), one of encounter, he loses concentration and the enraged devils
Jarlaxel’s drow gunslingers intercepts the PCs at the immediately turn on him and tear him to shreds.
6
Mounds Near Dragonspear Castle DM can add obstacles on the chase map or use the
“Wilderness Chase Complications” table (DMG, 254),
As Dragonspear Castle first comes into view far on the rolling one time for the pursuer, and one time for the
eastern horizon, you notice that the meadow before you quarry (the PCs). In the final 300ft before the walls of
has a number of bizarre linear mounds racing across it in Elturel, the terrain levels out as the PCs reaches Skullbask
a crisscrossing pattern. While gazing across the plain, the Road. Add +5ft walk/+10 dash for all PCs and NPCs who
ground seems to shake momentarily, but perhaps it was reach the road (finish line adrenaline!). 60 ft out from the
just your imagination... West Gate of Elturel, the Companion’s magical repulsion
of the undead causes them to be incinerated on the spot.
Will the party make it in time?
1d4 rounds after reading this, a bulette leaps from the
earth and shoots 15 feet in the air to attack the strongest If returning to Waterdeep by land, alter this description to
(Strength) PC. After the first round of combat, if there are “600 ft from the Winding River” and have the chase end at
any halflings in the party, the bulette targets them to eat the water (which the undead will not enter for fear that it
their yummy flesh. The bulette fights to the death. might be holy water), only to have the exhausted PCs run
into the venom troll on the other bank of the river!
A River Runs Through It
When crossing the Winding Water on either side of The
Trollclaws (or, of course, at a bridge), the PCs encounter a
venom troll who lives in a well disguised cave (DC 17
passive Perception) and zealously guards the river as if
those who try to cross it are violating its home. When the
first PC is halfway across their fording of the river, they
think they hear something say “It burns,” but none of the
other players hear anything. The troll attacks the first
person to reach the other side of the river, and continues to
shriek “it burns” throughout combat, driven mad by the
sting of the poison that courses through its veins.
7
Two Optional Rules for the Voyage The stowaways wait for an opportunity to abduct one of
First, start with a “crew quality score” of +4 (GS, 196) and the PCs when they are separated from their companions,
adjust daily to illustrate that the mood and commitment of and timing and severity of this encounter should be run at
the crew can change dramatically throughout the voyage. the DM’s discretion. The stowaways demand that the ship
turn back or they will execute the captive, and their goal is
Second, if the Hellblazer takes more than 60 points of to delay the voyage as long as possible, with little concern
damage (see “Orc Ballista Ambush” below), its speed is for their own lives. While the PCs will no doubt be
halved and it will take one day of work form the entire concerned, Dalgus Darkwater (aka Fel’rekt Lafeen) and
crew, while docked or anchored, to get it back to full speed the entire crew of the Hellraiser are infuriated with this
and into seafaring condition. deception and quietly scheme for an opportunity to disarm
the stowaways. If/when the stowaways are separated from
the hostage, Dalgus will very publicly show everyone
aboard the vessel what happens to those who dare to
double cross the Bregan D’aerthe!
8
Chapter 2: Exploring Elturel
The goal of the Rescuing Lulu from Elturel is to familiarize the PCs with the places and citizens of Elturel in order
to deepen their experience (and shock!) when they return after the city falls into Avernus. This adventure
transforms Elturel into a sandbox with twenty-five historical locations for the PCs to explore.
9
While no single location is vital, the largest amount of
clues (six) point towards the three most important
locations in the adventure: A Pair of Black Antlers (E18),
to meet Ontharr Frume at an infamous pub; Dragoneye
Dockhouse (E24), to meet Marisiam Rathanda; and High
Hall (E14), for Grand Duke Ulder Ravengard’s historic
ceremony. All the clues for the adventure are listed by
location and source in “Appendix I: Clues by Location.”
Day Three
All roads point to the Furrowbrow’s wedding at Maiden’s
Leap—a private event for cult of Zariel members only.
The PCs need to scout out Maiden’s Leap and create a
heist strategy to infiltrate the wedding. For the final
encounter, Reya and the PCs will be joined by Ontharr
Frume and Marisiam Rathanda, who’s intel has led them to
the wedding for similar reasons. These NPCs enable the
party to split into two groups, because rescuing Lulu will
require being in two places at one time! Will the party
make it before Lulu is sacrificed?
10
Zarielite Response team Rescuing Lulu is designed to give the PCs insider
Any PCs who excessively threaten, forcefully interrogate, knowledge of where valuable stashes and items are for
or kill any Zarielites will trigger an alert across the city when they return to Elturel after it falls into Avernus. But
that sets in motion an encounter with a Zarielite Response the weapons, treasure and magic stored in Elturel are too
Team 1d4 hours after said violation. The encounter will powerful for the PCs at this stage in their adventure. The
occur in a side alley while the PCs travel from one point to DM is thus encouraged to ensure that the party knows the
another, and no locals will appear during the attack. The stakes in violating the laws and power of the Order of
response team consists of its leader Belevius, a well- Elturel.
dressed black abishai assigned by Zariel herself to ensure
nothing goes amiss in the period before the fall, and four The Value of Roleplaying
cult fanatics, all of whom have shaved heads. Underlying this adventure is the philosophy that fighting
and seeking coin is easy, but memorable roleplaying is
If Belevius is reduced to less than 20 hp, he casts Creeping hard to find. As such, a majority of the locations that
Darkness and flees, while the cult fanatics fight to the follow were designed to create the foundation for quality
death. The last response team member to die will shout, roleplaying—i.e. a great deal of detail about each situation.
“Your efforts are of no use, your precious Lulu will be The DM is encouraged to use what you want and ignore
served on a platter tomorrow! I’ll see you in hell!” After what you don’t find useful in making Elturel your own.
the fight, all cultists in Elturel have been alerted to the
party and will refuse to talk to any PCs, but will not be Additionally, combat and treasure in the exploration of
hostile in public. If, however, they can lure the PCs inside Elturel are sparse. The dual location battle royale in the
one of their strongholds, they will attack. final chapter and the unique (and stunningly difficult)
treasures at Phontyr’s Unicorn (E2), are meaningful
While it has no implications for this adventure, it is examples of both. For the DM who wants more combat,
important to note for the Descent from Waterdeep Series, please add what you deem necessary. If you want more
that while Belevius is loyal to Zariel currently, he is, as all treasure, consult “Random Treasure” (DMG p.133-149).
Abishai are, loyal first and foremost to Tiamat. He will
relay relevant information gathered to Arkhan the Cruel
(DIA, 111-113) to pass to Tiamat, as Arkham sees fit.
11
12
Locations in Elturel
13
male Calishite human scouts; HT 17). After introducing
her old friends to her new ones, the Hellriders inform Reya
Unicorn’s Magical Hideaways
of the recent murders of two Hellriders, and the mood at Developed from VSC, 100-101
the table drops as one of the murdered Hellriders, Katja
Krol, was a good friend. Phontyr’s Unicorn appears approximately 20 times a year,
so each night after sunset, there will be two locals waiting
What the Hellriders know. Dalmen tells the group that outside the tavern to spot the unicorn too (one neutral
“Marisiam Rathanda, the Dragoneye Dockmaster (E24) is good, one neutral evil). Have a PC or NPC call a number
the Hellrider who has been charged with investigating the between 1-20, and then roll a d20. If the number is guessed
murders, and I’ve heard she recently uncovered something correctly, the unicorn appears and the chase is on!
important, but I haven’t heard what yet.” Alfons tells Reya
that he was invited to a wedding of Cal and Rhem The Chase. For the chase, every PC and NPC rolls for
Furrowbrow at Maidens Bridge (E8—Day Three), and is themselves and must succeed on three consecutive DC 10
surprised at this invitation because he’s only had his checks: Athletics (STR) to run after the unicorn,
clothes tailored at the couples shop twice, but he plans to Acrobatics (DEX) to jump the fence that the beast floats
go so as to not be rude. over, and a final Nature (INT) to be able to follow it
through the magical forest beyond the fence. NPCs roll all
The invitation was made maliciously, as the Furrowbrow’s these checks with advantage (they are locals and are
and the cult of Zariel plan to use Alfons as a Hellrider prepared). Anyone who succeeds on all three ability
sacrifice prior to sacrificing Lulu. checks cross through a shimmering portal that appears in
the forest. The portal separates all who cross through into
two groups based on their alignment (see below).
14
Investigating the Hold. Any PC who walks the Tomb of the Dark Wood Mage
circumference of the room, along the wall, notices that it is (All evil assignments & chaotic neutral)
in fact split into four quadrants. As they approach the wall
at the center of each quadrant, the runes glow and
converge and the vision of a three-dimensional magical You walk through the portal, which remains after you
item appears two feet inside of the stone. The PC can reach exit, and enter an octagonal crypt with ceilings and walls
through the stone and grab the weapon freely. There are made of completely interwoven petrified wood branches.
four weapons/offensive magic items, one in each in each Eight coffins without lids sit ten feet out from the
quadrant of the room. For characters 1-6 level: the intersection of each side of the crypt in a flower-like
weapons are rare; 7-12 level: the weapons are very rare; shape. In the middle of the room is a table with a great
13-20 level: the weapons are legendary. All weapons are sword, a bottle of potion, and __ burlap sack(s). As you
selected at the DM’s discretion. get your bearings, you notice that you are clothed, but
every item you had on you previously is missing.
Note: the number of burlap sacks is equal to the
PCs/NPCs that came through the portal. The bottle is a
scentless potion of poison.
15
Filling Burlap Sacks. If a character starts filling up the
burlap sacks with coins from one coffin, it takes them a
minute of scooping and they are physically unable to
remove a single coin past one hundred pounds and/or any
coins (or gems) from another coffin. Due to Phontyr’s
magic, they cannot determine how many coins are in the
sack in any way—by counting, looking inside, dumping
the coins back into the coffin and observing, etc.—but it
does “feel like about one hundred pounds of coins” with
passive perception. Likewise, a PC can only take all the
gems from one coffin and place them in the burlap sack,
and will be physically unable to put other gems (or coins)
from another coffin into the sack.
Evil Is As Evil Does. The PC can only walk back through The PCs arrive at an important moment, with Gideon
the portal with one bag of coins or gems following the Lightward (LE human priest, DIA 65) attending to the
rules above. If, however, there are multiple PCs/NPCs that dying Opallita the Devout (LG human acolyte, DIA 65).
made it into the tomb, a player (as a result of their Despite having been corrupted by devils and now serving
evil/chaotic neutral alignment) can take the sack(s) of the Zariel, Gideon has, for the moment, put aside his service to
other characters through the portal if, and only if, they Zariel to care for Opallita—who was his mentor—in her
attack the other PC(s) and reduce them to zero hit points dying days. While not used in this adventure, Gideon’s
and/or kill them. If a PC who stole a sack enters the portal, Journal is open on his desk in (G5) “Gideon’s Quarters”
any PCs or NPCs still in the tomb who are at zero hit (see DIA, 67-68 for information in the journal).
points are killed instantaneously.
G1. Walk of Bravery
In the portal, the PC sees the unicorn and Phontyr Gideon is sitting on the steps of the Walk of Bravery
embracing, before finding themselves standing outside of taking a break from caring for Opallita. Surprised by the
the Inn with all of their old gear returned. Their sudden PCs arrival, he tells them, “I am sorry, I am not able to
appearance will startle anyone outside the inn, but not as give any tours today.” If the PCs inquire why, he tells them
much as the fact that their burlap sack has disappeared and “I am caring for my sick mentor who is a religious icon
all the coins/gems they gathered are now bouncing around here in Elturel.” Reya Mantlemorn will ask if he is talking
on the cobblestones for everyone outside the inn to see! about Opallita the Devout with great surprise. While
Gideon is not excited to have a Hellrider around, he is
moved by her concern for Opallita. Reya and/or any PC
who wants to see Opallita must succeed on a DC 12
Religion (INT) check to convince Gideon they are genuine
in their concern. If they pass, he takes them to the
Vestment Chamber (G4).
16
As they are leaving, Opallita blurts “I don’t need the Helm
of Torm’s Sight to know that Symbril’s is decaying!” Now
even more uncomfortable, Gideon tries to avoid talking
about Symbril’s House (where his fellow Zarielites are
gathering) by talking about the details of the Helm (see
DIA, 70). He will also tell them details about Torm’s
portal down in the Ossuary (DIA 65; G12), but will not
take them there because he is very busy.
This warehouse is a front for the Zhentarim, which control Bèr Nölmein (NG, elven wizard, ARA, 5C-C) is at the
most of the contraband and smuggling going through the back of the tower (which seems far larger inside than it did
West Docks, to the dismay of the Dockmaster. Despite this outside) and currently has no fewer than four glowing
being the city’s worst kept secret, the Order of Elturel have portals open and suspended in the air. It is a sight to
been unable to secure the evidence necessary to shut this behold. If any PC interrupts him, they are sucked into one
smuggling operation down. The Zhentarim also control the of the portals. They return, unharmed, via a different portal
Dragoneye Coaster (E25) at the Dragoneye Docks (E23). one minute later. None of this is noticed by Bèr Nölmein.
17
What Iolanthe Knows. Iolanthe shares “my brother
Wembra Oshrat just left two days ago at the invitation of
the Baldur’s Gate Council of Four, to attend an arcane
conference. It’s strange that they are doing that while the
Grand Duke of Baldur’s Gate is here for the first time,
he’s actually speaking at High Hall at noon today.”
Iolanthe doesn’t know that Baldur’s Gate Councilmember
Thalamra Vanthampur scheduled this conference at the
same time as Grand Duke Ravengard’s visit to Elturel, as a
means of executing as many Elturian mages as possible so
that they can’t help when Elturel falls.
If the PCs tell Iolanthe about their search for Lulu and
describe the hollyphant, she is visibly stunned. After
regaining her composure, she shares:
Gyraya, Shevna, and Ravarra (LE female Rashemi When the PCs enter, Lora is bizarrely looking at her young
human cult fanatics) are the women trying to sing outside (30 year old) arms with huge smile on her face and doesn’t
the door to the butcher shop. A successful DC12 even notice their entry until someone says something,
Perception (WIS) check reveals that underneath Sheyna’s which startles her, “Oh my, welcome to the Owlbear
hood, she has shaved her head. They will not discuss the Butcher Shop, what can I prepare for you on this
lyrics with anyone but fellow Zarielites. If they are wonderful day?” Lora continues to marvel at her new body
questioned about anything, they begin flirting with female throughout the encounter, awkwardly. If asked about the
or non-binary PCs. They are happy to follow through and stacks of covered serving dishes, Lora will share that they
will take the interested PCs to the Meat Storeroom (O3) are for a “wedding of the Furrowbrow’s, my dearest
for some fiendish fun. friends, at Maidens Leap tomorrow! Everyone loves cake!”
18
Nootie’s Surprise. If the PCs stay for more than three
rounds, a local, Noortie Ramaek, arrives and asks when
Lora will be in. Lora replies, “Well don’t be silly Noortie,
it’s me, Lora!” Noortie’s face goes white, as the last time
she was in a tendays ago, Lora was an older woman. She
quickly orders some pâté du griffon and leaves the shop,
clearly bewildered. If any PC follows her into the street
and asks about the interaction, Noortie plays it off saying
“I don’t know, things are just bizarre in Elturel recently.”
If she is pushed for more details, a successful DC 12
Persuasion (CHA) check leads to her revealing, “Lora
Zurag is 60 years old… I must just be losing my mind, I’m
sorry, I need to go,” before rushing off down the street.
Like all Zarielites, Lora and the three female “singers” act
strangely and point everyone the talk to towards the four
Zarielite strongholds and the Furrowbrow Wedding on E8. Helm’s Shieldhall
Day Three. Consult “Appendix II: Zarielite Stronghold
Clues” for a multitude of lines of strange dialogue! DM Note: If the PCs arrive after sundown on Day Two,
the private dinner for Ravengard’s delegation is taking
O2. Butcher Shop place, two Hellrider knights are stationed at all three outer
A table in the center of the room has a huge platter with a wall entrances, and no one is allowed inside. It requires a
stuffed and roasted barghest with an apple in its mouth. DC22 Stealth or Deception check to get inside, and any PC
This is the centerpiece of the Furrowbrow wedding dinner. caught inside initiates the Order of Elturel Response Team.
19
20
M5. Chapel of Helm Yalte will gladly excuse herself from this boring ceremony
The Chapel is empty except for two clergy people training to talk to the PCs privately, if asked. So long as she is not
for a ceremony near the altar on the raised stage. The made aware of the PCs search for Lulu and/or that the PCs
leaders are the High Priest of Helm, Darro Voat and his have not already done something to alert the cult of Zariel
apprentice Yalte Zicma, who Darro recently promoted to (she will know if they have). Consult “Appendix II:
full priest with the intention that she will become his Zarielite Stronghold Clues” for a multitude of lines of
successor. Darro is irritated with Yalte’s lack of attention outlandish discourse for Yalte to use in the conversation.
to his instruction today, and more generally, feels as
though he might have mistakenly promoted Yalte, who If the PCs try to talk to both priests at the same time, Darro
since the promotion has been aloof, late to training, and will be noticeably irritated with Yalte, who will be
often even arrogant. condescending and rude in return. If the PCs ask any
questions in front of both priests regarding Lulu or state
Darro Voat (LG male human priest; HT, 18) is happy to anything negative about the cult of Zariel, Yalte will
talk to the PCs alone in the Feast Hall (M8) if they ask. As initiate the Zarielite Response Team immediately after
the High Priest of Helm, he has complete knowledge of the they leave Helm’s Shieldhall.
history of the Hellriders, deep concern for the recent
murders of two Hellriders, and is aware of nearly M6. Storage Room
everything going on in town. He will warn the PCs not to “This room holds incense, candles, prayer books, and
go into the caverns below the city if they ask, but will wooden holy symbols of Torm used during services in the
instead suggest that they talk to Ontharr Frume, who can temple.” (HT, 15)
probably be found drinking at the Pair of Black Antlers
tavern. He will concur with the feeling of many citizens M7. Armory
that something is amiss in Elturel and will comment that This room is locked and no one in the Shieldhall will open
many strange people have been coming to Elturel recently. it for the PCs. They will, however, explain that it contains
If the PCs mention Spurnyte Mal, Darro will warn them “an extensive range of weapons for arming the entire
that he is up to no good, but Darro is not yet aware that… Hellrider legion in the case of an assault on the city.” If the
PCs attempt to break in and/or steal any of the weapons
from the Armory, all NPCs including Reya will warn them
not to. If the party breaks in, initiate The Order of Elturel
Response Team.
21
Emerald Enclave. Seltern is a member of the Emerald
Enclave, and will share the following only with fellow
members: Their good friend Marisiam Rathanda, a
Hellrider and the Dockmaster of the Dragoneye Docks
(E21) has been investigating the recent murders of two
Hellriders, and sent them a message this morning that she
wanted to talk. They plan to go there after their practice
completes. Seltern is worried too, “something is certainly
off about Elturel recently.”
22
Respect the Wedding. All the workers (and Reya) warn If Reya Mantlemorn is with the group (she should be), she
the PCs not to disrupt the set-up of the wedding. If the PCs recounts the story to the PCs of the Hellriders descent with
cause any problems, 10 cultists and 6 cult fanatics will Zariel into Avernus that she was told as a child (which is a
rush the party and grapple them until the Order of Elturel lie):
arrives. Unlike the traditional Order of Elturel encounter,
however, the Hellriders who arrest the PCs say “why on “Hundreds of brave Elturian soldiers followed Zariel
earth would assault workers setting up the wedding of into Hell to destroy Yeenougu and the creatures of the
well-respected locals? Perhaps some time in jail will help Abyss. They fought valiantly but ultimately lost their
you get your wits about yourself.” Any arrested PCs are general and narrowly escaped with their lives before the
held for three hours and fined 50gp before being released. portal closed. Their ‘valiant’ efforts led to them being
Upon their release they are warned “You’re not allowed at coined “Hellriders” and thus initiated a 150 year old
Maiden’s Leap for the duration of your stay in Elturel, and linage of Elturel’s most respected military force, of
if you are found there, you will be immediately expelled which I am a proud member.”
from the city.” If the PCs break in behind the stage, initiate
the Zarielite Response Team after their release from jail. (DIA, 7-8; for more accurate historical research, see
ARA, “A Textual History of Zariel”)
The Rescuing Lulu adventure reaches its explosive
conclusion here at Maiden’s Leap on Day Three in
“Chapter 3: Bad Day for a White Wedding.” When the PCs come within 5ft of the gates, the doors open
to a view of the courtyard inside…
K1. Courtyard
Inside the gates, you walk into large courtyard made of
expertly crafted brickwork with a number of buildings on
either side, all of which collectively frame the expansive
Armory building directly ahead.
K2. Stables
The stables have fifteen stalls, all of which are filled with
horses in full military armor. Outside the stalls are two
knights in full armor holding two black tabards with red
engravings of a fist surrounded by fire (The Flaming Fist
symbol is not known by PCs if they are not from, or have
not visited, Baldur’s Gate). There are also two teenage
E11. Hellriders Keep boys mucking the stalls with a wheelbarrow and shovels.
DM Note: The Hellriders Keep’s map can be found in
What the Knights Know. The two Flaming Fist knights
Carter Van Huss’ The Hellriders Keep (HK), the adventure
are guarding the stables and the Grand Duke’s horses.
that inspired this location. Rescuing Lulu uses only the
They will not leave their posts at the stables for any
ground level “Campus” map, and not the “Armory” map of
reason, but they will share the following to respectful
the lower level.
people: 1) Duke Ravengard is scheduled to be part of a
public ceremony at High Hall (E14) at midday on Day
The Hellriders Keep has 25 ft tall stone walls and is the Two; 2) they are surprised Ravengard agreed to come as
most impressive embattlement in the city of Elturel. As the relationship between Elturel and Baldur’s Gate has
you approach the entrance you see an epic scene carved been antagonistic for decades.
into the thick oak gate and accented in wrought iron, of a
glowing angelic warrior descending into battle with a What the Teens Know. The teenage stall muckers
legion of Hellriders who are facing off against a (commoners) are full of gossip if approached—for the
seemingly infinite river of hellish fiends. price of a gold piece each! 1) the south Gardens (E13c)
were full of strange things at night but the central gardens
(E13b) are good for daytime people watching; 2) the
mother of one boy works at the East Docks (E20), and
really hates all the weirdos who have been mulling around
there the last few days; 3) “there was a crazy person
throwing valuables off Maiden’s Bridge (E9) this morning
on the way to work, what a kook!”
23
K3. Smith & Fletchery Reya’s Letter
Two married male dwarves—one the smith, one the Reya has lived in these quarters for the past seven years
fletcher—run the shop. They will not do any work for the since coming of age. Reya wants to quickly stop by her
PCs, but will gladly do work if Reya is with the group and quarters, and the only reason she wants to do so is to
asks on behalf of the party (it’s free for Reya). It will take briefly touch a letter on her desk from her parents Ralof
one day for the work to be completed. If the PCs request and Zeri. Seeing her parents' letter will make Reya’s mood
help with anything bow and arrow related, the fletcher will change to melancholy. If any of the players inquire if she
also mention the famous Hunt Quivery (E20), for “I is okay, she will share the story of her parents deaths:
learned my trade from the one and only Harkina Hunt.”
“I always get sad when I see this, as it is the last letter
my parents wrote me before they went on a mission to
Baldur’s Gate. They never returned as their caravan was
ambushed and they were killed. While it was sad, I had
the good fortune that the High Observer Thavius Kreeg
raised me. He had the confidence in me to enroll me in
the Hellriders at a young age, and I worked hard and
was able to rise through the ranks quickly. Thavius is
closest thing I have to a family member, I love him
deeply… anyways, this letter is the last thing I have from
my parents, it feels like my sole connection to the past. ”
The Secret in the Letter. What Reya does not know (yet),
is that Thavius Kreeg was responsible for her parents
deaths, as Zeri was getting close to uncovering his murder
of Tamal Thent in order to become the High Observer
K4. Training Grounds (ARA, 4B). Zeri’s letter hints at her suspicion, but Reya
A female Hellrider in her 50s is leading four younger has never noticed this clue in her sadness. Reya will not
Hellriders (scouts) in a series of training exercises on a allow any players to touch the letter unless they directly
group of wooden training dummies with wooden swords and compassionately ask to read it. The letter remains on
and shields. The leader is Lesheda Kalwat (LG human this desk in perpetuity, and any PC who reads this letter
female Calishite knight; HT, 17). When Lesheda sees now (or after Elturel has fallen) and makes a successful
Reya, she tells the trainees “I want ten more sets at each DC 17 Investigation or Insight check will notice that Zeri
station—and you get to start over if you miss a single seems to be trying to tell Reya that Thavius is dangerous
strike,” before coming to embrace and welcome Reya. (HK, 4). This information will, obviously, be difficult for
Reya to hear, and she might even make a scene or
Assuming the PCs stayed at Phontyr’s Unicorn (E2), temporarily excuse herself, at the DM’s discretion.
Lesheda says “It's so good to see you Reya! I hear you ran
into Dalmen, Farrio and Alfons last night! What in Helm’s K6. Hellrider Mess Hall & Kitchen
name brings you back from Waterdeep so soon? Did you The head cook Luus Linden, and her assistant, Maan
find what you were looking for? Oh—I’m so rude—who Mentink are preparing the meal for the Hellriders and the
are your friends?” If the PCs have not yet been to Flaming Fist knights at the stables (K2). Reya knows Luus
Phontyr’s, Lesheda tells Reya “You must go see Dalmen, and Maan well and can have them feed the PCs.
Farrio while you are here, I believe they are going to be at
Phontyr’s tonight!” If Reya is not with the PCs, Lesheda K7. Armory
ignores them and focuses on training the young Hellriders.
No one is allowed inside the Armory today—zero
exceptions—as there is heightened security with the visit
What Lesheda Shares. As long as the PCs explain
of Grand Duke Ravengard. Four Hellrider knights guard
something about their situation, Lesheda shares the
the door and do not allow anyone, including Reya, inside.
following: “My fellow Hellrider Marisiam Rathanda is
very concerned something foul is afoot in light of the
The doors of the Armory are open. Any character who
recent murder of two Hellriders. You should go and see
walks up to the entrance and makes a successful DC 12
her at the Dragoneye Docks (E23), tell her I sent you.”
Perception (WIS) check reveals the Name Wall of the Four
Lost Hellriders who rode into hell behind Zariel: Jander
K5. Troop Quarters / Reya’s Quarters Sunstar, Olanthius, Yael and Haruman. Reya or the
These troop quarters are more luxurious than one would stationed Hellriders will recount the false story that “these
expect, as “the Hellriders are as concerned with upholding brave individuals sacrifice inspired the troops and led to
their public image as they are with being an elite fighting the victory of the Hellriders.” In fact, the cowardly
force (HK, 4a).” Each of the three dozen quarters in the Hellriders fled back to Faerûn and closed the portal behind
various buildings hold a bed, desk, and dresser. The walls them doomed Zariel and these four to face the legions of
are decorated with a wide array of Hellrider paraphernalia. the Abyss alone, and ultimately, to be forced to surrender.
24
E12. Symbril’s House
All guests at the inn are Zarielites. Talking with any cultist
is always strange, and they all have a “holier-than-thou”
attitude with any non-cultist they talk to.
25
Amrik Vanthampur What You Overhear. Any PC who completes these
Soon after the PCs arrival, there is a commotion amongst checks and overhears this meeting will learn that “the
all the guests, who chatter excitedly and begin moving permits were approved to close both Maiden’s Bridge (E9)
towards a group of three approaching from the Garden: the and Maiden’s Leap (E10) for the wedding so that only
charismatic Amrik Vanthampur (DIA 30-31) and his two “members” can attend” (they will never speak Zariel’s
bodyguards, the cloaked and hooded Kasharra (spined name or call themselves “cultists” during the meeting), that
devil) and muscular Vhaltus (thug) (DIA, 31). Amrik “all members need to get a black henna wing tattoo and to
joined Duke Ravengard’s delegation from Baldur’s Gate at get proper attire in order to be allowed into the wedding,”
the demand of his mother, Thalamra, and Ravengard is and lastly, a mysterious comment “are we sure that we
none too happy about it. Amrik has left the delegation have the stage area ready for the ritual?” This is a
briefly to come see all Zarielites and to have a meeting in reference to what is going to be happening below the stage,
the back of Symbril’s house to be updated on the plans for see “L3. Below the Stage” in Chapter 3.
tomorrow’s wedding and sacrifices.
E13. The Gardens (a-c)
Amrik’s Offer. Amrik approaches the PCs and, with great
panache, says “Welcome to Elturel, my name is Amrik and The Gardens are a massive park that bisect Elturel and
I am curious if there is anything that you might be needing. stretch from Maiden’s Leap (E10) on the north side of the
I am sure I might be able to procure for you anything your city all the way down to High Hall (E14) to the south. For
heart desires.” Noticing that the PCs are the only non- this adventure, there are three parts of the Gardens the PCs
Zarielites on the grounds, Amrik is always looking for the can explore: the rocky, hilled North Gardens (E13a); the
chance to get another soul for Zariel. He will ask any grassy open field of the Central Gardens (E13b); and the
interested PC to come into the house with him to make a heavily forested South Gardens (E13c).
deal. He will only talk to one person at a time—“I simply
prefer to offer personalized service to all my clients.” E13a. North Gardens
Amrik will offer anything so long as the person is willing Three local teenagers are perched atop a tall rock
to sign a contract with no outright demands of the player. outcropping on the east side of the park and are visible
If no PCs are interested, he bids them well and goes into with a Passive Perception of 12. The group has been
the house to start a meeting. looking over top of the Hellriders Keep (E11) to the
preparation of the wedding all day long while smoking
Any player who comes inside to discuss the contract will almondberry cush in a pipe, which has got them laughing,
observe one of the guests stop Amrik in the hall and ask energetic and talkative.
him “Will I be seeing you in the meeting in 15 minutes?”
to which Amrik responds, “Yes, but I have some business The teens will only talk to a PC who climbs (5.7) up the
to attend to first.” Amrik will then take the player into a rocks (DC 15 Acrobatics (DEX) check—1d12
private room with a fine mahogany desk, and will shut the bludgeoning damage on a failure. For anyone who gets up
door. The infernal contract he pulls out of his murse takes to the perch, the teens share that 1) “we are going to go
ten minutes to read closely. A DC 13 Insight (WIS) check and try to chase the Unicorn tonight!” If the PCs ask
reveals on the second to last page that the price of this deal where, they respond “um, where the only Unicorn in the
is the person’s soul “to her winged highness” at the time of city is, you idiots!” They laugh heartily and won’t say
their death. Nowhere on the contract does it say Zariel, but anything more; 2) “screw all the ‘baldies’ taking over the
Amrik will promise to tell the player her name if they sign city and now having the audacity to take over the entire
(and he will). If the player reads the contract and refuses to Maiden’s Leap?!?! I sure wish someone brave like
sign, Amrik will bid them adieu with no small amount of Ontharr Frume would chop their bald little heads off!”
irritation, and he will be very suspicious of the group from This comment causes the whole group to begin laughing
that point forward. hysterically and no amount of persuasion can get them to
stop. The PCs must downclimb off the rocks with an
Zarielite Leadership Meeting identical skill check, this time with advantage.
Due to the large number of cultists milling about, any
attempt to eavesdrop on the meeting (which the PCs will E13b. Central Gardens
not know is happening unless they went to sign an infernal The central section of the Gardens is a massive flat and
contract with Amrik) will be very difficult. Inside the open field. As the PCs cross the Central Gardens, there are
house, a successful DC 18 Stealth (DEX) check will about a dozen small groups sitting on the grass sunbathing,
enable the PCs to sneak into the empty room across from reading and having picnics (there is also a shirtless
the meeting to eavesdrop; doing so from outside the house dragonborn male and a female tiefling in a leather bikini
can be done with a more difficult DC 20 Stealth (DEX) throwing a glowing frisbee).
check to account for both successfully sneaking into the
bushes behind the house without being seen, and then The Agitated Couple. A DC 13 Perception (WIS) check
opening the window a crack without anyone noticing. notices that one group has a dwarf cis woman clearly
Failure on any of these checks will initiate the Zarielite agitated and talking in a raised voice with a trans gnome
Response Team after the party leaves Symbril’s. male (they/them) (commoners) on one of the blankets. If
the PCs approach these two, they hear the woman saying
26
“I really want to go back, it’s been too long!” To which into different animals and/or invisible and fleeing into the
the gnome responds, “We’ve only been out here for ten forest, and as they disappear, the PCs hear:
minutes, don’t worry, we will be back soon enough, but
let’s just enjoy our break,” to which she immediately
Oh the fun to come, Oh the glorious fall, You are too
retorts, “I can’t enjoy anything with him, I need to get
late, she will take the souls of all!
back, let’s go, LET’S GO!” This final outburst leads the
gnome to stand up as the group finally arrives and this is
the first time either notices the PCs.
For this adventure, only the Cathedral and Choir levels are
used (see DIA, 61 for maps) and serve as the sites of the
public ceremony to welcome the delegation of Grand
Duke Ulder Ravengard from Baldur’s Gate for their first
(and previously, historically unknown) diplomatic visit to
better relations with Elturel. So long as the PCs arrive prior
to the late afternoon on Day Two of this adventure, the
public ceremony begins as they arrive. If they arrive later,
it is at the DM’s discretion if they catch the public
ceremony or if the diplomatic party has already left for
E13c. South Gardens their tour of the Hellrider’s Keep (E11) or are at their final
If the PCs walk through the heavily forested South Garden, stop at Helm’s Shieldhall (E8) for their private dinner.
after ten minutes and a successful DC 14 Nature (INT)
check, they hear the faint sound of talking near some
boulders at the south edge of the forest overlooking High As the majestic High Hall comes into view, there are
Hall. A successful DC 14 Stealth (DEX) approach sneaks hundreds of people gathered outside, talking excitedly.
up to the back of the rocks and reveals three short robbed Tall poles on each side of the entrance are each flying
and hooded figures talking excitedly: two tabards: a blue tabard featuring white engravings of
a large circle overlaid on its upper left side with a smaller
circle with 12 rays emanating out from it, and a black
“I can’t wait til the Duke falls Brother Aamon!” tabard with red engravings of a fist surrounded by fire.
“Yes, but I am more excited for the failure of the Bells ring as you approach and the crowds cheer and
illusionist, which will be our success Brother Abaddon!” begin moving inside.
“Indeed, all these things are great but I want to see the
blood of the flying fatty, Brother Achyls!”
The blue tabard is Elturel’s and is flying all over the city,
Failure on stealthily approaching leads to the PCs not so the PCs would likely recognize it. The red one is the
hearing this, but regardless, upon their discovery, the Flaming Fist of Baldur’s Gate’s tabard, and the PCs would
infamous imp brothers, Brother Aamon, Brother Abaddon, only recognize it from the Hellriders Keep Stables (E11;
and Brother Achyls (who seem to be everywhere in K2) or if any players are from Baldur’s Gate.
Elturel—see E14; E20; E24) engage in either one round of
discussion (always referring to themselves or each other as
“Brother”) or one round of combat before transforming
27
H1. Hall of Heroes The Priest of Helm leaves the lectern, and nods
respectfully as he passes the flamboyantly dressed High
Observer, Thavius Kreeg, who maintains a disturbingly
“At the top of the stairs, an archway opens into a long exaggerated smile throughout the following speech:
hall containing eight columns,” each of which are carved
into different representations of Torm, god of Courage Thank you holy Priest of Helm, may his holiness protect
and Self-Sacrifice, and his symbol of a white right the pact of this historic day. I welcome you citizens of
gauntlet (DIA, 60). Elturel, people of the Chionthar River valley, but most of
all, Grand Duke Ravengard. For too long our cities have
spurned one another, for too long have we cast a wary
The Hall of Heroes is filled with the crowd looking to get eye and spoken poorly about our sisters and brothers
inside to watch the ceremony. Movement is halved as a down the river; but alas, today marks the beginning of
result of the throngs of people. the end of such regional animosity. With the raising of
the tabards of both our cities in front of High Hall today,
H2. Grand Foyer let us raise also our heads and our hearts to the heavens
and invite Helm to join us in our commitment to peace,
Two minutes after the PCs make their way into the trade, and prosperity from this day forward. By the light
standing-room-only Grand Foyer, the historic public of the holy Companion, I commit the city of Elturel to
ceremony begins. Push play on Richard Wagner’s “Entry forever host the people of Baldur’s Gate and their brave
of the Gods into Valhalla” before reading the following: leader, Grand Duke Ulder Ravengard!”
As you enter the Grand Foyer a pipe organ on the Choral [cheers from the audience]
mezzanine above the stage begins to play a portent
melody that silences the crowd. The Priest of Helm,
dressed in blue robes, climbs to the lectern situated Thavius smiles and waves for ten seconds too long, then
centerstage. Upon the priest’s arrival, a ceremonial turns to return to his contingent. As he passes Ulder
procession begins with blue tabard bearers climbing Ravengard, he does an awkward bowing gesture that the
stage left with a delegation of a dozen dignitaries and Grand Duke ignores and continues walking confidently
high ranking soldiers which culminates with the arrival towards the lectern. Upon reaching the lecture, he puts his
of the ostentatiously dressed High Observer of Elturel. hands on its sides and scans the crowds slowly from left to
They are followed by red tabard bearers who climb stage right with a strong gaze. Many members of the crowd will
right with a half dozen soldiers, a lone man dressed in all later recount to their friends, “He looked me right in the
black, and led by a stunningly charismatic black man eyes before he started, I swear it!” He begins:
adorned in magnificent plate armor intricately carved
with the symbol of a flaming fist. As both processions In the name of Helm, and with great appreciation to the
seat themselves, the music crescendos, then suddenly citizens of Elturel and to High Observer Kreeg, thank
halts, reverberating a powerful silence through the hall. you for this invitation to your city. I must admit that I
never thought this day would come, and while I hold out
[Silence the song] hope of a brighter tomorrow for the relations of our city,
I would be speaking in only half truths if I told you that
the road ahead will be easy. My city has long stolen
After an intentional pause to let the importance of this trade from Elturian ships, we have had rebel bands of
ceremony sink in, the Priest of Helm begins: lawless marauders pillage the countryside between our
cities; while concurrently, Elturians have undermined my
city’s political standing in the region and broken treaties
In the name of Helm, the Vigilant One and our Watcher, with disturbing impunity. Each of our cities holds an
we acknowledge this historic day for all the peoples of ample share of this blame. Unfortunately, none who
the Chionthar River valley, and we gather to welcome stand here today can claim the high ground in a regional
his eminence, Grand Duke Ulder Ravengard, leader of struggle that for too long has brough out the basest of all
the Flaming Fist of Baldur’s Gate, on the first visit of of our natures… [Ravengard pauses; uncomfortable
anyone in his office, in a generation, to the city of silence; Kreeg visibly tense] But I do share Overseer
Elturel. We salute also our protector, he who hath Kreeg’s hope, if a bit more cautiously, that today may
brought the holy Companion to watch over us and mark a changing of the guard, a boon for both our
protect us and banish the long dark nights of yore, the houses, a beginning of a prosperity that begins with the
High Observer of Elturel, the honorable Thavius Kreeg. humility of powerful people to set aside past wrongs and
In Helm’s name we pray that this day come to mark a forge a new path, collaboratively. I look forward to
new chapter of cooperation and comradery between our touring Elturel and beginning conversations for a better
two great cities… It is now my honor to invite to the tomorrow. Let us raise our heads and open our hearts to
podium, the High Observer of Elturel, Thavius Kreeg. the god whom both our city’s respect, in the name of
Helm, let us begin a new chapter today!
[cheers from the audience]
[thunderous applause from the crowd]
28
Press play on Richard Wagner’s “Ride of the Valkyries” procession will disappear. If any PCs are at the Altar of
Torm (H6) or up on the Choir Level (H7-H9), they will see
The organ begins to play and each delegation walks off the the delegations depart through the secret door. Once the
stage. The gathered masses begin discussing the ceremony delegations have departed, the secret door closes and the
enthusiastically, with many Elturian’s very impressed by Central Altar will reopen to the public (see DIA, 60-61).
the articulate and passionate oration of the Grand Duke.
H4. Private Chapels
H3. Central Altar Both of these areas open to the public after the ceremony
For ten minutes after the ceremony, both city’s delegations has ended. Guards block access to the Central Altar for the
gather behind the stage but in front of the central altar and ten minutes after the ceremony when the processions are
are intermingling and talking, surrounded by guards. Any still talking behind the stage. When the procession departs,
attempts to get into this gathering must do two things: the the guards disperse and the Central Altar is reopened.
player must offer a compelling reason to enter the
procession (at DM’s discretion) AND successfully make a H5. Stairs to Residences
DC 16 Persuasion (CHA) or DC 19 Deception (CHA) Three Order of the Companion knights guard each of the
check with the leader of the guards. On the north side stairwells under the order of Thavius Kreeg. They permit
(bordering northern H4) is Hellrider Major General Qirth no one to ascend the stairs, although they do not know
Staedfall (LG male human knight; HK, 1), and on the why, if questioned. The three infamous brother imps
south side (bordering southern H4) is Colonel Estra playing the Pipe Organ are the reason (see H7).
Felder (LG female human knight; HT, 14). If Reya
Mantlemorn joins the PC attempting to get in, two
Persuasion rolls can be made, both with advantage.
29
These three imps are the brothers Brother Aamon, Brother
I solemnly pledge my soul and blood and blade to serve Abaddon, and Brother Achyls (who seem to be everywhere
as a knight of Elturel and share the Oath of the High in Elturel—see E13; E20; E24). They will depart at the
Observer in honoring the Gift of the Companion. I shall conclusion of the ceremony (via invisibility), but if
guard the realm of Elturgard and all those lands which discovered beforehand, they will all engage in one round
lie under Elturel’s Shield, upholding the laws of of discussion with the PCs (always referring to each other
Elturgard and the commands of the High Observer. I as “Brother”) before transforming into different animals
shall live my life in strict accord to the Creed Resolute, and/or invisible and fleeing the Choir Level, and as they
placing it and this oath above all other doctrines. I shall disappear/depart the PCs hear:
be bound to all others who swear this oath, declaring
them now and forevermore, whether in life or beyond the
Oh the fun to come, Oh the glorious fall, You are too
veil of death, to be my [companions] in arms. To ensure
late, she will take the souls of all!
the perfect harmony of our [comradeship], 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. (ARA, 4B) E15. Western Switchback
To reach the High District from Westerly, you have to take
Upon completing the oath with the young girl, Pherria is a switchback road up the western face of the tor (ARA,
happy to talk to anyone about Torm, the altar, the Creed 5C-C). If the PCs take this route, they see about a dozen
Resolute and/or to offer to guide anyone interested in people on their walk up the switchback.
taking the oath through the process. If any of the PCs talk
to Pherria for more than a minute, she will share that her The Paranoid Satyr. Roll a d4 and have one player guess
study of Torm has led her to specialize in exorcism and the roll. If they guess successfully, they see a bewildered
possession (DIA, 71), a fact that will be quite useful after male Satyr about sixty feet away running towards them
the fall of Elturel… and looking over his shoulder, obviously scared. If they
chose to talk to him to ask what is wrong, he blurts out “if
you know what’s good for you, you’ll stay away from
Maiden’s Leap tomorrow!” (Day Three)
30
E16. Old Harvest Home The reason for this stupor is, however, highly uncommon:
all of these assistants are under the powerful sway of the
High Rider Ikaia, (CN, male vampire lord; ARA, 4B &
As you approach Old Harvest Home, you see a massive 5C) who lives in the Maze directly below this level of the
memorial in the plaza in front of the building with Old Harvest Home. All of the workers on this level now
hundreds of white ash colored statues of all sizes. A consider themselves the “sons” and “daughters” of Ikaia—
plaque at the edge of the memorial reads: “To the his followers and lovers—and are unfailingly loyal to him.
hundreds of brave Elturians who worshiped Chauntea They wait patiently for the day that the Companion is
but were the victims of the undead hordes who were only destroyed so that their lord might emerge from the Maze,
defeated after the holy Companion came to protect us turn them all to vampires, and once again rule the city of
all. Never forget!” Elturel. For the time being, however, they bide their time,
do his bidding aboveground and at least one of them
descends through a secret door behind a bookshelf in the
room to stay with him each night.
1st Floor: City Representative Offices
Upon entering the building, a welcome desk with an
erudite, spectacled female gnome named Lucia Griffel
welcomes the PCs and asks, “How can I help you today?”
If asked, she informs the players that this level has the
offices of the representatives of all the other cities in
Elturgard, that upstairs is lodging for visiting dignitaries,
and that all the work rooms of the representatives
assistants are in the basement.
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What the High Rider Knows: Ikaia wants only one
assurance from the party: that the next time they meet, that
they will not interfere with him and his sons and daughters.
He will not give more information and if the party agrees,
any attempts to thwart him and his followers after the fall
of Elturel will be done at disadvantage. Assuming they
agree, he will offer only two of the following, depending
upon the PCs inquiry: 1) the cult of Zariel have slowly
descended on the city in the past three months and are
clearly planning something; 2) Spurnyte Mal is a
dangerous man and is involved in some way with the
cultists, perhaps their leader; 3) there has been a good deal
of commotion in the Maze near the East Docs (E20) earlier
in the tenday, but now most of the activity in the Maze is
occurring near Maiden’s Leap (E10); Ontharr Frume and
Marisiam Rathanda are respectable leaders on the surface
that should be sought out, they are best found at A Pair of
Black Antlers (E18) and Dragoneye Dock House (E24),
respectively.
32
A1. The Main Bar Morrale is a continually intoxicated (two of his four
The PCs must talk to at least three different groups or eyestalks hold the ales he is drinking, the other two he uses
individuals in the Main Bar before being told, by their to, begrudgingly, deliver ale to patrons) and talks a good
third conversant, that Ontharr Frume is in the Meeting deal of trash, albeit with a humorous disposition. If
Room (A2). Morrale, is not tipped, he freezes and stares down the
patron with all five eyes for 10 seconds (and all the locals
The bartender, a genderless Tiefling named Nölke Nes, go quiet)…if he is not tipped by then, he a screams “You
has a quick wit, crude demeanor and a love for cheap bastards!” and attacks with one of his eye rays (roll
inappropriate jokes. They don’t know where anyone is— a d4 to determine which). The locals will not allow the
"the bar is bloody busy, can’t you see?!?” If a PC makes PCs to retaliate, with someone shouting “that’ll teach you
the Nölke laugh, they share that the antlers are rumored to to be stingy you cheap-asses!” From that point forward,
be the rack of Baphomet’s illegitimate offspring … locals will be hesitant to talk, and all PC skill checks and
actions in the tavern are done at disadvantage.
Morrale the Beerholder. Soon after entering the tavern,
have PCs who have previously seen any kind of beholder T1. Table One
roll Perception (WIS). The PC with the highest role is Seated here is Strovin Ironfist and Kartra Boulderstern
frightened as they spot one flying back by the fireplace! (LG, dwarf commoners, DIA 55), both of whom are
Soon thereafter, Pilster Pebblechuck (T2) taps on the sobbing over their beer. They share that as devout
shoulder of the nearest PC and explains, followers Torm, they are devastated that Opallita the
Devout is near death. A successful DC 12 Religion (INT)
“Worry not, for you are mistaken that the creature is a check illustrates the PCs genuine sadness, leading the
beholder. While it may have been at one time, years of dwarfs to share that she is being cared for by Gideon
unrelenting drinking have transformed it into a crass, Lightward in the Grand Cemetery where she worked her
mostly harmless but beloved server here at Elturel’s whole life to create an extradimensional portal to
most infamous tavern. His name is Morrale the communicate with Torm (DIA 65; G12). Upon relaying
Beerholder! He can get you an ale, but make sure you tip this, they begin sobbing about “[sob] the impermanence of
him!” everything [sob],” and cannot be consoled. They continue
sobbing for the duration of the PCs visit.
33
T2. Table Two
Pilster and Merrywile Pebblechuck (LG, halflings; DIA
55), a cheerful and warmhearted couple, are at the second
table. If engaged, they pridefully talk about their family
business, Pebblechuck Bakers in Shiarra’s Market (E21),
after which they realize that they should probably be
getting back “to check on our children Aldegonda, Adele
and Albina.” If , and only if asked directly, will the
Pebblechuck’s relay that “while Orin Ragron is a very
talented blacksmith, we keep our family away from his
shop…”
34
A2. The Meeting Room The Good: 1) She will tell them that Ontharr Frume is a
man to be trusted and encourages them to convince their
While normally a private meeting room, due to the high friends that they should heed his advice; 2) “Seltern
number of patrons today, Nölke Nes had the door into the Obranch is a skilled druid who often does rituals at
room opened to create extra seating. There are three long, Maiden’s Bridge (E9), you would do well to visit him and
rectangular tables in the room. pay close attention to everything he says.” All PCs who
hear this advice will passionately urge the party to heed
this advice, unaware that they are under Lelle’s charm.
35
tunnels below the city, they are impossibly complex and
some think there is something very dangerous lurking
down there; 3) “My friend Darro Voat in Helm’s
Shieldhall (E8) is distressed and I can’t shake the feeling
that he is onto something regarding this whole affair.”
Darro himself doesn’t know anything with certainty, but
his skepticism of the actions of Yalte Zicma will make
sense in the final act. He would never guess that Yalte is a
villain, because of the pride of having been her mentor.
36
A4. Privy E19. Keep of the Twin Suns
The privy holes have clearly been missed by a number of The Keep is the northeast gateway into the city, and links
patrons, as the floor is soaked and the smell is foul. Dusk Road from Elturel to Triel. Like the West Gate, six
Order of the Companion veterans stand watch at the Keep
of the Twin Suns and are tasked with ensuring the security
The privy holes are 18 inch in diameter openings that go of the Elturel. The guards allow the PCs to leave the city
into the tunnel network (The Maze) under the city. No freely, but are on high alert and question the PCs as to their
local shares this information, as who wants to climb into a reason for visiting the city and how long they plan to stay.
privy? If, for some odd reason the PCs go down through For procedures for entering Elturel, see West Gate (E1).
the privy hole, they wander lost for 2d20 turns (minimum
10 turns), until finally hearing a sound and approaching the
light of a massive underground study with a man seated at
a desk. The man is High Rider Ikaia. (for full description,
see Old Harvest House, E16).
A10. Shared Meeting Room “Oh the fun to come, Oh the glorious fall, You are too
late, she will take the souls of all!”
37
Four of the adventure; a day that will most-likely never
occur for Spurnyte on the Material Plane.
38
E22. Shiarra’s Market
“Shiarra’s Market is lined by marble-faced banks and
austere slate-gray trading houses and crammed with
busy market stalls.” (ARA, 5C-5; includes an more
details of the history of the Market).
There are over two dozen bustling stalls, including all the
basic shops, but the three stalls the players notice are:
Pebblechuck Bakers
Run by Pilster and Merrywile Pebblechuck (LG,
halflings; DIA 55), and their teenage children Aldegonda,
Adele and Albina (when their parents are drinking at a Pair
of Black Antlers (E18)), serves the most delicious bread
and pastries in Elturel! The staple bread loaves are
cinnamon bread and a serrano cheddar sourdough. Pastries
offered are cheesecake danish, doughnut wrapped bacon,
and the infamous…
39
intention for charming is solely to have a front row seat to
whatever shall transpire in the days to come, they will not
hinder the PC, and might in fact intervene on their behalf if
doing so holds the key to gaining rare information by
protecting the charmed. Orin will likely end the charm
when the PCs leave Elturel, unless of course, it becomes
apparent to them that the PCs might know something more
and/or be an important piece of things to come…
40
Y1. Entrance Hall Y3. Dining Room
The entrance room has a welcoming arrangement of A beautiful old oak table sits in the dining room and the
smell of the meal is to die for. Lorimir informs you, “I
chairs, couches, and a fireplace. Lorimir invites the
have prepared a salt grass and cracked pepper pheasant
group to take a seat while he goes to get his wife,
and a number of savory sides, please have a seat
Marisiam. The sound of children playing and laughing
wherever you would like.”
emanates from deeper in the house.
When Marisiam Rathanda (LG, female human knight; Havsu and Yalayah complain that they hate chicken and
HT, 24), arrives she greets everyone warmly, hugs Reya ask their father if they can have apple butter biscuits
enthusiastically (Lorimir does not know Reya), and invites instead? While this is not normally allowed, Lorimir
the group to join her family for dinner/lunch. She boasts acquiesces in light of the guests they have this evening,
about how phenomenal of a cook Lorimir is with great and the children take their food back to the playroom.
pride, and engages in small talk until he invites them all
into the kitchen a few minutes later. After everyone is served, Marisiam asks if the PCs have
heard about the recent assassinations of two Hellriders? In
Y2. Playroom not, she shares the details, and goes on to inform them that
she has secretly been doing night time reconnaissance to
investigate.
The door to this room stands open and inside, with their
backs you, are the Rathanda children laughing playfully Marisiam’s Investigation. This has led her to a discovery
in a room filled with toys. Marisiam introduces her that she shares so long as the PCs are gracious guests: the
children, Havsu and Yalayah and Buckle, the family cat mage, Spurnyte Mal, was seen at both the sites where the
(HT, 22-23). Hellriders were murdered the day before they were killed.
Since learning this, Marisiam has been following him and
noticed that everywhere he goes, there seem to be
Any DC 12 Perception (WIS) check done in any room that dispersed groups of people following him and not allowing
the cat is in will notice that Buckle has a golden key anyone to get too close to him. She knows that he will be
hanging from her collar (see HT, 23). leading a wedding ceremony of the Furrowbrow’s at
Maiden’s Leap (E9) tomorrow and plans to be there early
tomorrow in case anything comes up. Soon after Marisiam
shares this information, read:
41
Fire Attack! When the group rushes to investigate the crashing in the
entrance hall (Y1), they pass the children sobbing in the
playroom (Y2—Lorimir goes in to care for them), they
find two broken front windows and three small fires, two
There is a loud CRASH and the sound of breaking glass, flaming bricks on the floor and one burning stick on the
from the entrance hall! The children shriek in terror! couch. The first character(s) who approach the flames to
put them out are surprise attacked as the two bricks mutate
into two magmins and the stick becomes a flame snake!
All three fight to the death.
Y4. Kitchen
The kitchen is a mess from Lorimir’s cooking of the meal.
A hot and delectable smelling blueberry pie, which is
Lorimir’s specialty, is sitting on the countertop waiting for
desert.
42
Chapter 3:
Bad Day for a White Wedding
For the PCs, today will be the day of reckoning.
The Furrowbrow Wedding will start promptly at noon, so time is of the essence.
43
Bizarre Circular Movements (30 min)
The yard in front of the stage (L3) has a dense cluster of
people. The people on the outskirts of the circular
rockwork are milling about normally. But there appears to
be some strange pattern of circular movement deeper in the
crowd, towards the center, and this will stimulate the
curiosity of anyone who observes this strange pattern.
44
Backstage Guards (60 min) the park, and attacking to keep the creature from flying
The Leap itself, behind the back of the stage (L1) is over the park. It is impossible to get past the hawks, but if
heavily guarded, with two cult fanatics stationed at each the creature makes it through one round of combat without
back corner (north end) of the stage. They do not allow retreating, it is able to see the information below…
anyone who approaches through, with the exception of…
E13a. Climbing North Garden Rocks L5. Rooftops Along the Street
Requires a PC who climbs (5.7) up the rocks (DC 15 All of the people in the houses across the street from the
park are irritated by the days of set up for this wedding and
Acrobatics (DEX) check (1d12 bludgeoning damage on a
the high amount of traffic it has brought to their normally
failure). They have advantage if they have already done
peaceful neighborhood. As such, no neighbor is willing to
this previously, and advantage on an identical skill check
let a stranger into their house/on their roof. If the PCs
for the downclimb, regardless.
devise a way to try to get up to the roofs of any of the
houses, the DM can determine the skill checks necessary,
L3. Flying Above the Crowd however, they should be difficult or done at disadvantage
Any attempt of a player to use a familiar, construct, or to due to the owners all being on high alert.
turn into a flying creature (at Level 4, none of the PCs
should be able to) results in the five hawks circling the
Leap to swarm the creature before it is able to get above
45
What You See From On High… Ontharr, Marisiam & Reya
If a player accomplishes any of the above four options,
These NPCs play vital roles in the final battle. First, they
they see that inside the crowd of people in front of the
enable the party to have the numbers to split into two
stage (L4), there are three circles of people walking
groups to investigate the two important locations. Ontharr
circularly in opposite directions along the stonework: outer
and Marisiam, in particular, are very powerful and will be
circle—clockwise; middle circle—counterclockwise;
a great asset to the party in the battles. The DM is
inner—clockwise. There is a large circular opening in the
encouraged to have the NPCs play complementary roles in
center with no people in it, but something is giving off a
the battle, and not seek to be the heroes of the day. Both
strong golden glow. It is impossible to see the source of
NPCs are happy to follow the PCs heist plan with one
this glowing due to the too-low angle from any of these
small exception: Ontharr will want to join the group
four high points.
investigating the golden glow in the crowd (L3), and
Marisiam will join the group going below the stage (L2).
During scouting it is impossible to ascertain the source of
the golden glow, which is an illusion of a glowing Lulu
The reason for this is fate—both these NPCs are fated to
cast by Spurnyte Mal in order to set a trap. The Zarielites
be involved in the demise of these two villains on the
know the party is coming to try to rescue Lulu, and this
Material Plane. Additionally, if any of these three NPCs
trap is meant to lure the PCs to this exact point after the
drop below 10 hit points, they will Disengage as a smart
wedding has started.
combat tactic, and because they must live to fight another
day. This sets the stage for their roles after the fall of
Heisting the Wedding Elturel, where each villain will be born again in a more
If the party is new to heisting, the DM is encouraged to powerful form to serve Zariel in the adventure Hellturel,
consult Justin Alexander’s thoughtful look at “Heist and to seek their revenge against Ontharr and Marisiam!
Structure” (ARW, Part 4), and to share information with
your players on the basics of heisting. Assuming the party splits and engages in combat in the
crowd (L3) and under the stage (L2) simultaneously, the
The essential requirement for getting into the wedding, DM is encouraged to switch between each scene after each
which the PCs should learn during their morning scouting, round of combat in order to pace this final encounter in a
is that they need to 1) forge a black pair of wings tattoo on way that creates an air of intensity and urgency that makes
all of their right wrists, and then 2) go to the carts to get the final encounter memorable.
themselves some wedding apparel. Once dressed in white
robes and sporting these tattoos, they will be allowed into
the wedding ceremony by the ushers. With only white
The Furrowbrow Wedding
robes (no tattoo), a DC 18 Persuasion (CHA) check is
required for a PC to gain entrée. Failure will result in being At exactly noon, the bells at the top of High Hall are
detained for thirty minutes and having the robes be taken, rung twelve times and the sound reverberates across the
with no chance of getting new robes (i.e. no chance of entire city. [Assuming the PCs are at Maiden’s Leap at
getting into the wedding). noon on Day Three, continue reading] At Maiden’s
Leap, this marks the beginning of the Furrowbrow
The second part of their plan can take any number of Wedding. All of the white robed wedding attendants
forms, but their scouting should have alerted them to the move towards their spots in front of the stage upon the
two important locations: 1) the center of the Leap where first bell ringing, and by the fourth bell they are all
the golden glow is coming from (L3); and 2) underneath facing the stage and perfectly aligned in a series of
the stage (L2). In order to be in both places, the party must perfect concentric circular formations.
split into two groups of at least three PCs/NPCs each.
Investigating the golden light in the middle of the crowd in At the back of the stage the band, composed of
front of the stage (L4) will initiate combat with Spurnyte dragonborn musicians with a human bard, have begun to
Mal. The group investigating beneath the stage (L3) will play [Pachelbel’s Canon]. On the sixth ring, a
discover Lulu and Alfons Ribbens being held for a charismatic man with a shaved head and dressed in red
sacrificial ritual led by Yalte Zicma. Use the NPCs as a and gold cloak climbs from the rear of the stage and
tool for encouraging a balanced splitting of the party so situates himself center stage, where he stands until the
that each group has muscle, magic and cunning. ringing of the twelfth bell. The wedding has begun!
So long as the PCs come up with a plan that makes some
sort of sense, they should be able to accomplish their goals
DM Note: The locations that follow are not in
of sneaking into the wedding and getting to the two
chronological order. Instead, they listed from least
important locations because, unbeknownst to them, their
important to most important in the hope that this will best
arrival has been anticipated!
represent the order of gameplay.
46
47
L1. Edge of the Waterfalls The bridge is blocked off because after the wedding starts,
the sheets on the back of the center stage are pulled back
The back two corners of the stage have two cult fanatic two feet so that the ritual to sacrifice the Hellrider Alfons
guards stationed on the east and west (4 total) to block Ribbens and Lulu can begin. Anyone standing in the center
access to the area (L1) behind the stage (each group cannot of the bridge can see “a bright red glow coming from
see each other due to the stairs—poor stage design!) . They underneath the stage, and what sounds like muffled
only allow white robed cultists with red/gold armbands chanting.”
behind the stage, and do not check anyone with these
armbands. If a PC successfully sneaks onto the bridge or deals with
the guards, they would have advantage on ranged attacks
If the PCs engage in combat with these guards, every three at the edge of the waterfalls (L1) and half cover from the
rounds (Rd. 3, 6, etc.), one cultist from in front of the side of the bridge during the final battle (see “L3. Under
stage notices and comes to join the combat. Upon defeat of the Stage”).
all the cultists on either side of the stage, that side of the
stage remains open, as all other cultists are focused on the
wedding.
L2. On Stage-Wedding Ceremony
After the ring of the twelfth bell, Spurnyte Mal, adorned
L4. The Tree Groves in red and gold robes, begins the wedding ceremony,
which will be short and to the point. While the DM is
Throughout the wedding, these groves serve as the encouraged to creatively craft the speech in a way that
southern border of the wedding’s permitted area, and only makes it specifically relevant to their PCs adventure and
white robed cultists are allowed north of them. circumstances, you are encouraged to mention “the great
community gathered her today,” “the conclusion of a
If a PC is able to sneak into the wedding, they can climb previous chapter and the beginning of something new” and
into one of the highest trees by making a successful DC 14 “these rites are performed under the watchful eye of her
Athletics (STR) or Acrobatics (DEX) check to quickly winged eminence.” Spurnyte will not say the words
climb up the tree without being noticed (1d8 bludgeoning “cultist” or “Zariel” during the ceremony.
damage on a fail/fall). Once up in the tree, so long as they
are within range with a ranged attack, they can act as a After the introductory remarks, Cal and Rhem
sniper and will have advantage on all attacks aimed Furrowbrow (LE male human cult fanatics; HT, 26) exit
towards the crowd area (L3). If they decide to abandon from underneath the rear of the stage and walk of the west
their perch during combat in the crowd, it will take them and east rear stairs, respectively. Upon mounting the stage,
three rounds to climb out of the tree and make it to the the crowd erupts in joyous cheers and the men take their
inner ring of cultists, where they will still need to make a places take on either side of Spurnyte on stage. The crowd
DC 25 Athletics (STR) check to break into the inner circle. cheers intermittently during the ceremony, which hinders
the ability of the guards at the waterfalls (L1) and on the
L5. Garden Streets bridge (E9) to communicate with all the cultists watching
the wedding.
During the wedding, both of these roads will have dozens
of local citizens watching from the street. White robed While Cal, Rhem and Spurnyte are excited about the
ushers are stationed every ten feet at the edge of the street wedding, they all are far more excited for the ritual taking
to ensure that only white robbed cultists are allowed on the place underneath the stage that the wedding is obscuring
grounds during the wedding. Sneaking into the wedding from public view. As such, the DM is encouraged to keep
without this outfit will result in being grappled by five things short and sweet in narrating Spurnyte’s words for
cultists. the men, going through simple vows, the eventual “I do’s,”
and pronouncement of the marriage being official.
The two “Furrowbrow Tailor’s: Wedding Check In,” carts
remain open near the tree groves (L4) throughout the As the men kiss to seal their marriage, the band begins
wedding, in the case any cultists arrives late. For details of playing [Press play on “All You Need is Love” by the
how to get attire, see “Furrowbrow Wedding Attire Cart” Instrumental Brothers (vis a vis The Beatles)] and the
above. crowd again erupts in cheering and starts to dance wildly
in front of the stage (L3).
E9. Maiden’s Bridge
After the men kiss, all three will descend down the front
Five minutes before the start of the wedding, three white stairs into the cheering crown on the lawn. Once in the
robbed cultists block off each end of the bridge with crowd, Spurnyte casts invisibility on himself and will only
wooden roadblocks (6 total). They have permits to do so appear after the party discovers that the golden glow is a
and will not allow any non-cultists to walk out onto the faux Lulu (L3. In the Crowd) meant to lure them away
bridge, which is empty. They are too far from the wedding from the sacrifice of the real Lulu under the stage (L2.
to be able to expect backups if they are attacked. Under the Stage)
48
As you approach the opening at the rear of the stage, the
sound of chanting increases. When you walk through the
curtains, your eyes temporality go blind as the darkness
under the stage is a striking juxtaposition to the sunny
day outside.
Initiate combat!
L2. Under the Stage
As the twelfth bell rings, the ritual to sacrifice Alfons Rescuing Lulu Timeline
Ribbens begins under the stage, and Lulu will be next! The timeline below is numbered by rounds, and details the
key events in the battle to save Lulu. The orge’s movement
Leading this ritual is Yalte Zicma, who stands in front of a and actions serve as the metronome of this encounter, as he
massive portal dropping down to Avernus! This portal does not engage in combat and is solely focused on the
only allows infernal energy to raise out of it, it is not a sacrificing of the Hellrider, and then Lulu. The battle
traditional gateway (unless you have an unruly player, in should be raging on as the orge methodically goes about
which case, see if they can fly!) Yalte is flanked by two his business. This twelve round timeline should be viewed
merregons serving as her personal body guards. A black as a rough outline to help the DM maintain a sense of
cloaked orge stands in the shadows in the back right urgency for the most important scene in this adventure.
corner (and will not be seen at the outset without a DC 20
Perception (WIS) check). Behind Yalte, Lulu is chained 1. Bearded Devil surprise attack!
and has her head wrapped in a net so that she cannot fly. 2. First round of combat with bearded devils
3. Orge moves from the corner to move Lulu to the
Waiting in ambush on either side of the entrance under the portal—this will likely be the first time the PCs notice
stage are two bearded devils, who will get one round of him, and he is massive!
surprise attack unless the PCs explicitly detail turning to 4. Orge grabs deposits Lulu and grabs Alfons
their left and right immediately upon entering this space 5. Orge walks with bound Alfons to the exit
and complete a DC 12 Perception (WIS) check to account 6. Orge reaches the waterfall
for their eyes adjusting to the darkness from the bright 7. Orge throws Alfons over the waterfall
daylight outside. 8. Orge returns walks back under the stage
9. Orge walks back to Yalte’s side, detaches Lulu’s
After the PCs have made it past the cult fanatics guards to chains and picks her up
gain access to the area behind the stage (L1), have them 10. Orge walks with bound Lulu to the exit
detail their plan for entering under the stage. When they 11. Orge reaches the waterfall
approach to enter under the stage, read the following, and 12. Orge (hopefully doesn’t) throw Lulu over the
amend as necessary if their plan alters what occurs upon waterfall…
entry.
49
50
Building on the timeline above, the details below articulate Ontharr Frume (LG male Illuskan human war priest;
what transpires throughout the encounter in a roughly, but HT, 30, 9, 12) is the PCs ace-in-the-hole for this
not rigidly, chronological order. They also provide encounter. Ontharr is happy to position himself in front to
optional means of adjusting difficulty for this encounter. take damage, will fight valiantly, and the DM should study
and prepare all of his spells so that he can use them
effectively. Ontharr also has a date with fate (Hellturel), so
he will be intelligent in his involvement and will disengage
if he drops below 10 hit points. Along these lines, Ontharr
will also save his “Guided Strike” ability for the final
battle with Yalte, particularly in the hope of helping to
strike the final blow. The DM is encouraged to use Ontharr
in a way that is complementary to the party so that he
becomes a team player that helps to ensure they rescue
Lulu, not the driving force in the rescue.
51
The Bodyguards. Whenever the first PC reaches the area
of the ritual, the two merregons will form a wall
attempting to block the PC(s) from reaching Yalte. Any
successful hits on Yalte during combat will result in the
nearest merregon sacrificing itself with the “Loyal
Bodyguard” reaction in order to take the hit for Yalte. If
the PCs attack from both directions, the merregons will
work to protect her from both sides. In this way, Yalte
should not receive much, if any, damage prior to all of the
fiends protecting her having been defeated.
Manifesting Safety. Lulu does not have her memory and L3. In the Crowd
thus does not understand her own power. If, however, she
or one of the PCs is near death, Lulu’s deep desire to live For the duration of the ceremony, the Zarielites have
or save her friends in the party will result in her fear itself organized themselves in concentric circles to watch the
manifesting one of her impressive powers. If she does wedding. Using the stone circles as a guide, the cultists are
manifest any of these powers, she blacks out and has no comfortably spaced in the third circle, more tightly spaced
memory of doing so afterwards. These four powers give in the second circle, and impenetrably shoulder-to-
the DM a powerful means of ensuring that Lulu survives, shoulder in the inner circle.
but should only be used as an absolute last resort.
The PCs who come to inspect the crowd during the
● Aura of Invulnerability: to protect herself and her wedding will have been joined earlier by Marisiam
friends from magic. Rathanda, and she will remain to help them investigate
● Trumpet of Sparkles: hurts evil creatures, does not throughout the following encounter. As the result of her
affect good creatures. [22 (4d8 +4)] weeks of investigation on the murder of the two Hellriders,
● Trumpet of Blasting: will likely eliminate any of the her assuredness that Spurnyte was involved, and her
fiends so long as they have already sustained damage having uncovered that he is an illusionist, she will have
[17 (5d6) thunder damage] advantage on attacks on him.
● Cast any of her 1/day spells (shapechange, for
example, could transform her momentarily into a The cultist will allow any fellow cultist/disguised party
golden mammoth that would destroy the stage in a members to watch the wedding from the second or third
memorable fashion). circles. Every cultist in the inner first circle has been
stationed there by Spurnyte Mal to ensure that the PCs
coming to investigate the golden glow are not allowed into
the center until the wedding has concluded.
52
Wedding Etiquette. The expectation is that all cultists In the Mosh Pit. Assuming all the PCs in the group are
(and PCs) will find their place at the beginning of the inside the inner circle by the time this occurs, the cultists
ceremony and stay there for the duration of the wedding. If that formed the inner circle reform that circle, shoulder-to-
the PCs attempt to continue to move beyond the second shoulder and two cultists deep, but facing inward and
circle, they will twice be asked nicely to “please find a watching. If not all the party have made it into the inner
place to respectfully watch our brothers’ ceremony.” If circle, multiple cultists from the outer circles shove each
they persist, each PC violating the sanctity of the wedding PC/NPC from behind (surprise, with advantage) into the
(and not those who aren’t) will be grappled by five cultists inner circle, which forms behind them. The tight formation
each, and the cultists in the outer circle will close ranks so holds for the duration with the encounter and blocks any
that this disturbance is not viewable for people watching locals watching from the street being able to see anything
on the streets (L5). They will maintain their grapple until that transpires. All the cultists outside the circle continue
about a minutes after the wedding is over, in order to give to dance, obscuring this formation from onlookers.
Spurnyte time to arrive. Any PC who attempts to break through this strong, two-
deep formation must succeed in a DC 25 Athletics (STR)
Reception in the Inner Circle check. Upon success, the circle will reform and any
attempt to get back in requires success on the same check.
After the newlyweds kiss and seal their marriage, the
Moments after the cultists create this formation, Spurnyte
music begins [“All You Need is Love” by the
Mal (LE male human illusionist; HT, 20), rematerializes
Instrumental Brothers (vis a vis The Beatles)] and the
from his invisibility spell at the north end of the inner
assembled, white robed guests all begin dancing
circle. He also concurrently uses his bonus action to
ecstatically, throwing their hands to the air and spinning
silently cast displacement on himself. This being done, he
in energetic circles of joyous celebration. The reception
greets his prey:
has begun!
At the commencement of the reception, the inner circle “Welcome to Elturel, brave adventurers, isn’t it a nice
cultists will also begin to dance and will any longer day to start again? I was warned by [Villain’s Name
attempt to block the disguised PCs from getting to the from Prelude] from [Villain’s city] that there was a
center of the circle to investigate the golden glow. strong chance that the foolhardy group who left their
precious Lulu alone in the midst of a petty heist might
When the PCs and Marisiam Rathanda (LG, female come and attempt to rescue her, and it seems as though
human knight; HT, 24) break into the center circle, they [she/he] was right! Even if I had not been warned,
will discover that entire inner circle (approximately 30ft however, the ruckus you all made around town yesterday
across) is completely empty of wedding guests and sitting didn’t exactly maintain a low profile now, did it?
in the center of the circle is Lulu, chained to the ground [quietly casts mage armor on himself]
(she does not speak). When the first PC reaches Lulu and
comes into contact with her, their hand goes straight
though her because this is an illusion of Lulu, and the trap Then, addressing himself to Marisiam Rathanda (LG,
has been sprung! female human knight; HT, 24) directly, he says,
“Hey little sister, what have you done? Why couldn’t you
leave well enough alone? Why did you have to go and
investigate the deaths of your pathetic Hellrider friends?
But worry not, their deaths were just the start, as today
will go down in history as the beginning of the end for
you and all your foolish brothers and sisters who believe
you come from brave descendants, when in fact, you are
a linage of cowardice who betrayed the only one who
could ever have saved you! But all of you have chosen
your side, and so, as I said before, perhaps today is a
nice day for us to start again, because it seems to me that
it’s a nice day for a white wedding!”
Initiate combat!
53
Blood & White Robes
The DM is encouraged to describe the blood splattering on
the white robes at the end of every round, or after a
particular damaging hit. As everyone (including the PCs)
is wearing white robes, there will likely be a little blood on
the robes in the first round, red tie dyed robes by the third,
and practically red robes by the fifth round, etc. This
narrative opportunity was designed to make the scene
memorable.
Spurnyte’s Death
When the death blow is dealt to Spurnyte, slowly lower the
music until it is silent. Spurnyte then turns towards
Marisiam and whatever PCs are near her and says, in a
disarmingly cool tone,
54
Wedding Aftermath
After the party rescues Lulu, they are surprised to see that
the wedding reception continues, as though nothing has
happened, late into the night. Even Cal and Rhem
Furrowbrow dance joyously and are happy to talk to the
PCs, as they know they will see Spurnyte and all the
Zarielites who were killed soon enough. After defeating
Spurnyte, the cultists all change attire and allow the locals
to join the celebration (see L3). The party is welcome to
join as well if they please.
If, however, hanging out with cultists that just tried to kill
them is not their cup of tea, Ontharr will suggest drinking
heavily at the Pair of Blacks Antlers and is happy to offer
them his extra rooms to the party to sleep in. If Alfons
Ribbens was killed, Reya will suggest returning to
Phontyr’s Unicorn (E2) so she can try to find Dalmen &
Farrio Kalwat and tell them the bad news (and if he
survived, to tell them the great news and celebrate!).
Marisiam will want to return to her family at the
Dragoneye Dockhouse (E24), and while it is not a tavern,
she will offer to let the party stay at her house if they want
to rest instead of drink.
55
Epilogue: Leaving Elturel
Rescuing Lulu from Elturel ends here. It is now time for you to return to Waterdeep,
head onwards towards Baldur’s Gate, or continue on your journey across the Sword Coast.
Return to Waterdeep
On the morning of Day Four (or perhaps sooner), the PCs There are two possible options here for Lulu. First, and
descend to the lobby of wherever they spent the previous most simply, she can return with the party to Waterdeep.
night to discover a figure waiting for them. If they came to By this point in the Descent from Waterdeep campaign,
Elturel by sea, they will find Brantor Stonefingers, a she and the party have a strong and enduring bond that will
servant of the Cassalanters, waiting to offer to take them better prepare them for their eventual journey into
back to Waterdeep by land with a pack mule. If they came Avernus. However, it is equally plausible that Reya would
to Elturel by land, they will find a nimblewright named suggest taking Lulu with her to Baldur’s Gate to see if her
Harpito offering them passage on Zardoz Zord’s ship the friend Sylvira Savikas at Candlekeep Library has any idea
Hellraiser back to Waterdeep. Either way, return to why Lulu was used in the infernal ritual at Maiden’s Leap,
“Chapter 1: By Land/By Sea” for the full details of the and might also be able to help Lulu try to recover some of
perils that await the party on their return. her memories.
Prior to leaving, Reya Mantlemorn (possibly with Lulu) After the PCs conclude their time in Waterdeep (by
will inform the party that she will not be joining them. She recovering all the Eyes of Golor and/or heisting the Vault
tells the party that despite the defeat of Spurnyte, Lesheda of Dragons), they receive an urgent message from either
Kalwat received intel that Amrik Vanthampur was an Reya or Falaster Fisk that Elturel has vanished, that it
accomplice of Spurnyte’s and may be planning future appears the Vanthampur family was involved, and a
attacks on the Hellriders. Reya has been tasked with pleading request them to come south to meet in Baldur’s
traveling to Baldur’s Gate to investigate and address the Gate at the Elfsong tavern to help unravel this mystery.
threat. Reya apologizes for the short notice, but assures This provides a smooth transition to Descent into Avernus,
them that she is confident that their paths will cross again and it is at the DM’s discretion if they want to run the raid
soon. on Vanthampur Villa or to head straight to Candlekeep and
onto a now fiery Elturel in Avernus!
56
Return to Baldur’s Gate Tyranny of Dragons
If running Rescuing Lulu from Elturel as an interlude of After rescuing Leosin Erlanthar from the Furrowbrow
DIA, it is important to change that this visit by Grand Duke wedding and resting for the night, the PCs awake to news
Ulder Ravengard is the visit where he will be sucked down that all of the Cult of the Dragon members who have been
into Elturel after the PCs and Reya leave for Baldur’s in the city for the wedding seem to have disappeared
Gate. In this scenario, he does not leave Elturel on the overnight.
night of Day Two, but remains in town for a final
diplomatic meeting with High Overseer Kreeg on Day Ontharr Frume shares that a large wagon caravan is
Four. Thavius Kreeg leaves with Amrik Vanthampur in the heading east towards Baldur’s Gate, and possible onward
middle of the night on Day Three, but Ravengard waits for to Waterdeep afterward. His sources in Elturel believe this
a his meeting on Day Four that will never happen. caravan to be the departing members of the Cult of the
Dragon. He offers the party his contact in Baldur’s Gate,
On the morning of Day Four, Reya Mantlemorn knocks Ackyn Selebon, who is a merchant who can set the party
loudly on the PCs rooms and gathers them for urgent up with all the materials they will need to follow the Cult
meeting. She tells the party that despite the defeat of of the Dragon caravan wherever they go.
Spurnyte, Lesheda Kalwat received intel that Amrik
Vanthampur was an accomplice of Spurnyte’s and is This material overlaps smoothly with “Chapter 2: On the
racing back to Baldur’s Gate to avoid persecution. Reya Road,” and the mission to continue pursuing the Cult of
has been tasked with traveling to Baldur’s Gate to bring the Dragon northeast along the Sword Coast. (see TOD,
Amrik back to Elturel to face a trail, and asks for the PCs 28-31).
help. Assuming the party agrees, they return to Baldur’s
Gate on the morning of Day Four, and plan their raid on
Vanthampur Villa on the journey.
57
The Descent from Waterdeep Series
Rescuing Lulu from Elturel is the second (and, for now, Part III: Avernus is the Beginning
most important) part of the Descent from Waterdeep Series For Levels 5-13
that seamlessly links WDH into DIA and beyond! A short
preview of the other three parts of the series are provided After the PCs find themselves back in a fiery Elturel, the
to build your excitement about this level 1-20 adventure Descent from Waterdeep Series transforms their time in
for the world’s greatest roleplaying game. the desolate Avernian wastelands into a sandbox of
encounters that echo back to Waterdeep while concurrently
Part I: Nine Levels of Waterdeep establishing a captivating future. In this way, each scene of
For Levels 1-5 DIA is transmuted from a series of events aiming straight
towards a final encounter with Zariel, into a strong second
The City of Splendors has many reputations. A running act riddled with all the important clues and earth shaking
joke amongst Waterdhavian’s is that theirs is a city of decisions that will establish the powerful final chapter!
deception, collusion and an ongoing struggle for power
that rivals the Nine Hells! Part IV: Toward Hell’s Heart
Levels 13-20+
What if this is not a joke?
“To the last, I grapple with thee; From Hell’s heart, I stab
Nine Levels of Waterdeep leaves the details of the classic at thee; For hate’s sake, I spit my last breath at thee.
Waterdeep: Dragon Heist largely untouched. Instead, —Herman Melville
attention is put towards critically analyzing the striking
archetypal overlaps between Waterdeep’s most infamous The final chapter deepens the stakes of modern roleplaying
citizens and the Archdevils and powerful devils that rule by asking the question: what if Waterdeep and the Nine
the Nine Hells. The result is a powerful meta gaming Hells are two sides of one cosmic, and very expensive,
resource that will help you to plant seeds in the characters coin?
of Waterdeep: Dragon Heist that will symbolically or
literally (your choice!) grow in the soil of the first level of After confronting Zariel, the party learns that their past
Hell before blooming into the PCs reason for forging decisions have bound them to a devil with a very familiar
ahead after Avernus. face. Towards Hell’s Heart transforms the Nine Hell’s into
epic sandbox for the party and their Archdevil patron to
Part II: Rescuing Lulu From Elturel play a cosmic chess game, with the characters of the past
For Level 4 now the devils of the present, and nothing short of the
hierarchy of the hell below and Faerûn above at stake!
You are holding it in your hands! Hopefully it is about to
rock your players world—or it already did! The Descent from Waterdeep Series comes to a powerful
conclusion that is not only epic battles, but challenging
roleplaying that questions if we are shackled by the
mistakes of our past, or if we have the heart necessary to
lay siege on the darkness that tempts us all.
58
Appendix I: Clues by Location
The three most import locations have six clues each: High Hall, A Pair of Black Antlers & Dragoneye Dock House
E1) West Gate E14) High Hall (DIA 58)
1. Nara Kosk at Phontyr’s Unicorn (E2)
E2) Phontyr’s Unicorn 2. Niri Whistlewood at West Docks (E4)
1. Order of Elturel at West Gate (E1) 3. Iolanthe Oshrat at Tower of Bèr Nölmein (E6)
2. Seltern Obranch at Maiden’s Bridge (E9) 4. Any cultist at Maiden’s Leap (E10)
3. High teens at North Gardens (E13a) 5. Flaming Fist Knights at Hellriders Keep (E11)
4. Lesheda Kalwat at Hellriders Keep (E11) 6. Usin Lao at Pair of Black Antlers (E18)
5. Order of Elturel at Keep of the Twin Suns (E19)
6. Lesheda Kalwat at East Docks South (E19c) E15) Western Switchback
59
Appendix II: Zarielite Stronghold Clues
All these clues are strange, they are meant to make interacting with the cultists bizarre. Play it up, make it weird.
“I can’t decide if I’m more excited for my friend’s E20. The East Docks
wedding at the Leap tomorrow, or for the priest who is “Trippy, trippy, trippy magic been going down this the
going to marry them. He’s so charming.” past week at the East Docks. Want a tab?”
“Tomorrow is going to be the biggest wedding you’ve ever “The fireworks going out at the East Docks is a sight to
seen at Maiden’s Leap. I’m excited for getting crunk on behold. The Central Pier (E20B) is near and dear to the
Stoutfellow Sangria from the Waterdeep vineyard.” fear and the queer, you hear?”
“Weather is supposed to be great tomorrow for my good “Some of the sets they are building for the Furrowbrow
friend’s wedding at Maiden’s Leap! Anyone down for wedding out at the East Docks are breathtaking woodwork,
some skinny dipping?” if you like to drink fire that is.”
E7. Owlbear Butcher Shop “A skilled magician is putting on quite a show at the East
“Best daily sandwich specials on the Sword Coast! But if Docks recently. He gave my daughter wings.”
you want a roast and a toast and a ghost…I don’t know.”
“The Elturel Fish Market at the South Pier of the East
“You just must try the pâté du griffon at Owlbear Butcher Docks has the freshest fish, the best sashimi and some of
Shop, it is to die for! I play three dragon ante on Friday but the best pudding piddle paddle pidaddle in town!”
I’ll eat a cat any day of the week!”
E22. Ragron Blacksmithing
“There’s probably nowhere else in Elturgard where you
“Orin Ragron is the best blacksmith in Elturel. I want him
can buy as many rare meats made from monsters!
to craft my sword and then eat me whole.”
Growwwwwl!!” [makes scary face/holds up claws]
[Female cultist to female PCs]: “If you happen upon
“A Gibbering Mouther is disgusting to behold, but hot Shiarra’s Market, go stare at the strong and sweaty
damn is it delicious when the proprietor, Lora, makes it blacksmith, he’s so dreamy and creamy.”
into a sandwich! And I’d happily make you into a meal.”
“You could go to the Hellriders Keep smiths if you know a
Have you ever seen a stuffed Barghest? Well then you
Hellrider, but Ragron Blacksmithing works for anybody.
probably haven’t been to the Owlbear Butcher Shop! Have
Tonight I hope he works on me and you and your friends.”
you ever dance with the devil by the pale moonlight?”
“If you need a weapon, or if you just want to get hot and
“Lora Zurag, has been one of the best hunters of rare
bothered, check out the Orin the blacksmith—he is a sight
beasts and monsters in Elturgard for decades. She then for sore eyes and weak legs.”
prepares them into delicious food at her famous Owlbear
Butcher Shop! Wanna see my karate chop?” “Nobody does sword-work like Ragron at Shiarra’s
Market. Swing a sword my lord, if ya know what I mean!”
60
Appendix III: Rescuing Lulu Miniatures
For Dungeon Masters who love to have the appropriate miniatures to run your campaign, here are
the suggested miniatures for the named NPCs in this adventure (unnamed NPCs are as titled).
A few of the characters in this adventure do not yet have an adequate miniature:
Will you be the one who creates them?
61
Named NPCs Miniature Set & Number
Harkina Hunt Medusa Archer
Harpito Nim WDH2
Hoebaer Incubus F&T #36
High Rider Ikaia Mind Drinker Vampire GGR #8
Iolanthe Oshrat Sun Elf Arcane Cleric WDH #22
Gideon Lightward Human Sun Soul Monk WDH #11
Lephit Ezim Human Monk MM2 #10
Lucia Griffel Gnome Inquisitive WDMM #11
Lulu Lulu (unpainted) L&S
Jarlaxel Baenre Jarlaxel Baenre WDH #38
Jaspo Quaist ROD #5
Kartra Boulderstern Jarhild Stoneforge MM1 #5
Keilier (Blue Alley) Human Storm Sorcerer WDMD #24
Kerstina Vrock AF #58
Kashara C Slayer
Lelle Not Created Yet
Manshoon Manshoon WDH #37
Marisiam Rathanda Knight AS
Merrywile Pebblechuck Halfling Rouge MM2 #4
Morrale the Beerholder Beerholder
Mirt the Moneylender Mirt the Moneylender WDH #10
Nölke Nes H Monk
Ontharr Frume Larethar Gulgrin MM1 #6
Opallita the Devout T Human Cleric
Orin Ragron Mr. Dory SMB2 #5
(aka Faltrax) Cambion SB #13
Priest of Helm (High Hall) R Priest
Pilster Pebblechuck Halfling S
Pitter Tabaxi F
Pherria Jynks Human Wizard MM2 #21
Reya Mantlemorn Reya Mantlemorn DIA #7
Steena Ryken (owlin) Not Created Yet
Strovin Ironfist Crag Ungart SKT #7
Spurnyte Mal (East Docks) Hypnos Magen (paint skin) SB #4
Spurnyte Mal (Wedding) Thayan Apprentice F&T #20
Treis Langstraat (PU) Draconblood Dragonborn CRWDE
Thavius Kreeg (before the fall) Not Created Yet
Ulder Ravengard Veteran WDMM #3
Usin Lao Illydia Maethellyn MM1 #24
Valthus Thug (paint cape black) WDMM #2
Xanathar Xanathar WDH #44
Zardoz Zord Aristocrat
62
Appendix IV: Monsters & NPCs
The following Monsters and NPCs are mostly unnamed (first names provided if applicable),
and are listed by chapter, section (where appropriate), and page number
63
Monster & NPCs Page #
64
1