The Alabaster Citadel

Read or paraphrase the following boxed text to the players when the characters enter the Alabaster Citadel:

A bright white light burns away the blood and grit staining your clothes. Restorative energy brings life to numb muscles as the glow softens to reveal the interior of a sun-kissed cathedral. Pillars line a path from the door to a raised dais carved with Celestial runes. Embedded in a stone atop the dais is a large, glowing longsword, easily the size of a greatsword.

The holy power of the citadel restores the characters, and they gain the benefits of a long rest. Casting detect magic in the Alabaster Citadel reveals that the whole structure radiates auras of abjuration and evocation magic.

The interior of the citadel is one large alabaster chamber brightly lit by magically created sunlight shining through windows. The sword atop the dais is the Sword of Zariel. If any of the players move towards it, the ghost of Yael appears.

The translucent image of a woman in her thirties wearing plate armor and bearing a thin scar on her cheek appears before you.

Yael warmly greets Lulu, embracing the little celestial as Lulu caresses Yael's cheek with her little trunk. She is all business when she addresses the party.

Yael explains that the sword contains a spark of Zariel's divine essence, but it's still that of the angel who charged into Avernus and eventually swore fealty to Asmodeus. This spark has a chance to restore Zariel, but only if the spark can be convinced that the battle against demons is not as important as the fight to preserve good that it represents. The spark lives within the moments before Zariel's fall, in the town of Idyllglen, where it continues to struggle with the decision she made. Yael has been able to commune with the spark over the years, but it always retreats from her when the discussion digs too deep. Living souls, however, can confront her within the moment.

If they touch the Zariel's sword, the party will be transported to that time and place, where they can meet Zariel and make their case. She warns them that death within the moment will be death for real. At the end of the battle, Zariel faced Yeenoghu himself and drove him off. Yael doesn't know if the moment lasts that long, but they should be prepared for the possibility.

Neither Lulu nor Grim can accompany the party, though Grim could be summoned anew within the moment if time allows.

The solace of the cathedral is replaced by havoc, screams of panic, and acrid smoke. You stand at the edge of a small town of burning cottages, fields, and trees. A broken sign on the ground reveals the settlement’s name: Idyllglen. Shrieking townsfolk run from cackling, snarling demons and gnolls.

Idyllglen in Descent into Avernus

Modify the events as follows.

Event 1. Arrival

  • Replace 6 gnolls with 4 gnolls, a fang of Yeenoghu, and a gnoll pack leader.
  • Replace the giant hyena with a shoosuva bound to the fang of Yeenoghu. It is feasting on a pair of dead mastiffs.
  • Two hezrous are pounding on the doors to the cathedral.

Event 2. Yeenoghu's Champion

Instead of using a marilith template, use a balor.

Event 3. Madness Reigns

Event 5. Renewed Assault

The assault comes from 5 barlguras, 3 maw demons, and 3 vrocks.

Event 6. Yeenoghu

Use renewed Yeenoghu stats. The attack continues as long as the DM finds it amusing.

Event 7. Zariel's Arrival

This is the party's chance to sway Zariel and convince her that giving up all she stands for would be disastrous.

Claiming the Sword

The party cannot attune the sword. That is for Zariel alone. However, they may choose one of the following rewards. Accepting the blessing grants the character a long rest.

  • Blessing of Might (+2 Strength)
  • Blessing of Understanding (+2 Wisdom)
  • Blessing of Confidence (+2 Charisma)

Yael instructs the party that they must get Zariel to take up the sword and confront the spark of her past self.


Comments

Please Login in order to comment!