TEXT: DM's Cheatsheet
  Approaching the Citadel
  A great, disgusting scab the size of a large hill rises up from
  a stinking swamp of blood. The domed top of an alabaster
  temple pokes through the scab. Many black iron chains of
  Avernus converge on the building, attaching within the
  grotesque mound.
  The Bleeding Citadel is impenetrable and indestructable.
  Lulu says entrance is covered by lower portion of the
  scab.
  The Scab
  300 ft. high.
  Lower 100 ft. hard as rock (5 ft. cube has AC 17 & 18 HP)
  Upper 200 ft. is softer (5 ft. cube has AC 9 & 10 HP)
  Entering the Scab
  Obvious entrance near hole in top (DC 15 Athletics climb).
  Optional: 2 DC 15 Athletics checks. 1st fail, DC 13 Dex
  save or 50 ft. fall. 2nd fail, infected by scab's blood.
  Lulu can sense the way to the Bleeding Citadel's entrance.
  Interior Features
  Darkness. No light sources unless otherwise stated
  Interior	Surfaces. Dug by demon claws and teeth.
  Pools	of	Blood. Dif�icult terrain. If in blood, DC 13 Wis
  save or gain �law 'I am cruel and uncaring toward others'
  for next 8 hours. Dispel	evil	and	good removes.
  Tunnel	dimensions. 10 ft. wide unless otherwise stated
  S1. Oozing Entrance
  20-foot radius tube-shaped tunnel.
  A circular gaping wound near the top of the scab forms a
  tunnel that descends into darkness.
  S2. Angelic Window
  A 20 ft. tall, 5 ft. wide window exposed by demons digging
  The scab on one side of this narrow passage is stripped
  away, partially revealing one of the citadel’s stained glass
  windows. The opaque blue and yellow panes depict the
  contemplative face of a beautiful angel.
  Detect	magic �inds abjuration magic from window.
  Window unbreakable and cant be bypassed.
  If creature with good aligment touches window = 20 temp
  hp (can't repeat for 24 hours.)
  S3. Drowned Hag
  30 ft. wide chamber.
  A pool of blood fills the center of this chamber. Five goat-
  headed demons reeking of rot crouch along the edges of
  the pool, staring at a corpse floating in it.
  Yiggleblight helping Trantolox �ind Crokek'toeck, but he
  suspected treachery and 5 bulezaus drowned her.
  Treasure. Hag's robes contain diamond (5000gp) and
  water from River Styx in small �lask that preserves it.
  Optional: A pair dimensional	shackles.
  S4. Bloody Downpour
  40 ft. wide chamber.
  Blood streams down from a gaping wound in the ceiling,
  filling a large pool that covers the floor of this chamber. A
  hunk of scab floats in the blood.
  3 invisible barlguras cling to walls. Attack when
  characters enter room, pursues characters.
  Blood pours from wound in the ceiling made by barlguras,
  �ive healer's kit and DC 15 Medicine to bandage. Takes 5
  minutes and exposes character to the blood's effects. Cure
  wounds or similar magic also closes wound.
  S5. Food Fight
  30 ft. wide chamber.
  Two fiends resembling scaly, 9-foot-tall, bipedal toads stand
  waist-deep in a pool of blood, bellowing as they claw at each
  other. Floating near them is the half-eaten corpse of a
  bearded devil clutching a glaive. The pool is 20 feet wide
  and 40 feet long, with a horseshoe-shaped ledge around it.
  2 hezrou �ighting over devil corpse. If not disturbed, �ight
  until one dead, other has 30 hp left.
  Characters have advantage on Stealth check to sneak past.
  Treasure. Bearded devil has +1	glaive
  S6. Torture Chamber
  Large, 30 ft. wide chamber
  Two iron chains attached to the ceiling end in hyena skulls
  that bite into the flesh of a screaming devil with sharp
  spines covering its thin, man-sized body. Jabbing the
  chained fiend with their long proboscises are three droning
  flies as big as horses.
  Alazub barbed	devil with 25 hp tortured by 3 chasmes
  Trantolox wants information about citadel from devil
  Chains. Two chains (AC 19, 15 HP, immune to cold, �ire,
  poison, psychic) bind Alazub 25 ft. above �loor. Action to
  remove chain from Alazub's arm, deals 2d6 piercing
  damage to devil. DC 15 Medicine to remove without harm.
  Alazub
  Came to spy on Trantolox' progress for Zariel.
  Deception vs Insight to convince Alazub
  Zariel sent party.
  DC 15 Persuasion check to get Alazub to tell
  that a) Demons under Trantolox found
  entrance to Citadel but can't enter, and b)
  Shadow demon has found Yeenoghu's lost
  pet Crokek'Toeck and is trying to dig it out.
  If characters won't free Alazub, tries to make
  deal, offering information for freedom. Lulu
  suggests not making a deal with the devil.
  If characters mention interest in Sword of
  Zariel, Alazub will try to report to Zariel.
  5
  
  S7. Trantolox's Larder
  20 ft. wide cavern.
  Hordes of hellish flies buzz around this dark chamber,
  which is strewn with mutilated devil corpses and gnawed
  bones. A hole in the floor reveals another dark cavern below
  this one.
  Corpses: 3 bearded devils, 2 barbed devils, 1 bone devil.
  4 swarms	of	insects attack non-�iends crossing room.
  S8. Hag's Lair
  Tunnel only 2 ft. high leading to 20 ft. wide chamber.
  The floor of this dark cyst is strewn with bones and dotted
  with weeping sores. Shallow niches gouged into the scabby
  walls hold an assortment of stoppered flasks, polished black
  orbs, humanoid skulls, and other curios.
  Treasure. Detect	 magic reveals heartstone shaped like
  baby's �ist, soul	 bag looking like black sack made of
  stitched �lesh, an iron	 �lask containing fiendish	 flesh
  golem, and 3 soul	coins. Yiggleblight also has six poisons
  in tubes made of human �inger bones: burnt	othur	fumes,
  carrion	crawler	mucus,	essence	of	ether,	malice,	oil	of	taggit
  and torpor. Also 3 orbs of polished obsidian (100gp each).
  Junk. Empty casket for infant, a copper cowbell, a rope
  noose, a nothic’s shriveled claw on the end of a black cord,
  a soot-stained wooden coffer containing three teeth from
  a red dragon wyrmling, a dead tomato plant in a ceramic
  pot adorned with images of dancing cherubs, and nine
  gnoll skulls.
  S9. Digging Demons
  From this point, scab is hard as rock. 20 ft. wide chamber
  Ten small, snarling demons covered in matted gray fur claw
  and bite a hole into the hard, scabby floor. A demon made
  of shadow flies over the smaller fiends, screaming at them
  in Abyssal.
  Lulu can sense Crokek'toeck nearby and informs party.
  Vatilan (shadow	demon) and 7 dretches dig to S10. If
  attacked, shadow demon moves to S14 to warn Trantolox.
  S10. Crokek'toeck's Prison
  Crokek'toeck incapacitated and restrained here.
  If 20 ft. walls destroyed, monster is freed.
  If freed, makes 30 ft. passage. Attacks anyone in path.
  Trantolox tries to control, but can't do it. After 3 rounds,
  Trantolox �lees, Crokek'toeck leaves to �ind Yeenoghu.
  S11. Statue of Yeenoghu
  40 ft. wide chamber.
  A nine-foot-tall statue of a hulking biped with clawed hands
  and feet stands on the floor of this chamber. Three vulture-
  like demons and six gnolls cackle as they dance around the
  statue.
  3 vrocks, 6 gnolls dance around statue.
  Statue carved of hard scab. Detect	magic shows evocation.
  Demons or gnoll within 30 ft. gain 10 hp at start of turn.
  AC 17, 60 hp, immune to poison and psychic. Explodes if
  destroyed, creatures within 30 ft. take 4d10 piercing, DC
  15 Dex save halves.
  S12. Trantolox's Chamber
  30 ft. wide chamber.
  A massive pile of bones and offal sits in the middle of this
  otherwise empty chamber.
  Treasure. Eversmoking	bottle in the pile of offal.
  S13. Cackling Gnolls
  Characters hear cackling of gnolls as they enter corridor.
  If no light and DC 10 Stealth, gnolls surprised.
  Targ Nar (gnoll	fang	of	Yeenoghu with 100hp) and 15
  gnolls.
  S14. Entrance to the Citadel
  40 ft. wide area.
  Brass double doors stand exposed in the wall of the scab. A
  relief image on the doors depicts a blindfolded angel
  wielding a sword, and carved into the door frame are
  beautiful, gold-inlaid runes. Three goat-headed demons with
  barbed tails throw themselves against the door as a
  corpulent, ape-like fiend with tusks and tiny wings kicks at
  them, roaring commands in Abyssal.
  Trantolox (nalfeshnee) commanding 3 bulezaus trying
  to open door, but door won't open.
  Trantolox tries to trick party into opening doors: offering
  alliance and equal split of treasure. Lulu advises against it.
  Trantolox �lees under 60 hp, bulezaus �ight to death.
  Doors. Indestructable. Runes say: "Against evil, we stand
  united. Only the pure of heart can part these holy gates."
  Detect	 magic reveals abjuration magic. Can only be
  opened by creature with good alignment while Lulu is
  within 60 ft. If approaching without Lulu, voice
  telepathically says: "Bring Lulu here and I'll let you
  inside." If Lulu is dead, she is waiting inside the doors.
  When opened, S14 �illed with bright light, 8d10 radiant
  damage to �iends and undead, DC 22 Con save halves.
  LEVEL	UP	TO	12!
  6
  
  Entering the 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. How light passes through the scab and into the
  stained glass windows is a mystery only magic can answer.
  Pillars line a path from the door to a raised dais carved with
  Celestial runes. Embedded in a stone atop the dais is a
  glowing longsword.
  If Lulu died, she is just inside the door.
  Characters get bene�it of long rest from citadel.
  Detect	magic �inds abjuration and evocation all over.
  Sword atop dais is Sword	of	Zariel, carvings on dais reads:
  “The hero who becomes one with this blade exists no
  longer.”
  Yael's Ghost
  When characters move towards dais:
  The translucent image of a woman in her thirties wearing
  plate armor and bearing a thin scar on her cheek appears
  before you. As she points toward the hollyphant, Lulu’s eyes
  turn pure white. A whisper fills your ears and says, “I
  remember!” A wave of radiant energy erupts from Lulu’s
  body and in that blinding flash the ghostly warrior, the
  hollyphant, and the Bleeding Citadel disappear. 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.
  The party is transported to Idyllglen
  Optional Scene (see page 3)
  The translucent image of a woman in her thirties wearing
  plate armor and bearing a thin scar on her cheek appears
  beside you, staring solemnly at the sword with sad eyes. "It
  is beautiful, is it not?" the ghosts says softly, her voice
  barely above a whisper, yet echoing off the citadel's
  alabaster walls. "I am afraid you cannot wield it. Yet."
  Answers questions about who she is and why she's here.
  The woman moves in front of a stained glass window
  depicting an archdevil offering his hand to a beautiful
  female angel. "As you probably know by now, Zariel was not
  always the Archduke of Avernus." As she speaks, the stained
  glass moves and flows, showing the angel taking the
  archdevil's hand. The angel rises to her feet, and as she
  does, her blue-feathered wings wither and blacken, her soft
  hair dries out and falls off, and her shining halo becomes an
  arch of hellfire around her bald pate. "Her fall seemed
  sudden, but I knew her better than most. It was the natural
  conclusion of a promise she made long before."
  The woman moves on to stand in front of another stained
  glass window showing Zariel – before her fall – fighting off
  hordes of demons and devils. Once again, the window
  begins moving, showing humanoid knights on horses fight
  alongside her, wielding lances and swords. "We followed her
  into hell because we believed in her. Because we believed
  she was right: that we could not win a war if we only
  defended ourselves. To defeat evil, we had to take the fight
  to the fiends. We all knew that, for we had seen many times
  the consequences of passivity and timidity.
  The ghost moves on to pause in front of a third stained
  glass window showing a peaceful hamlet on a sunny day.
  "Zariel's fall began long before she came to this hell," she
  says, her voice sad and filled with regret. The window shifts,
  showing demonic figures running into the town, setting
  fires and slaughtering townspeople. The ghost's form begin
  to glow brighter and brighter, until the light shining from
  her is blinding. "If you want to wield the Sword of Zariel, you
  must first understand its wielder." The words are the last
  thing you hear before the world around you is only light.
  As your sight returns, 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.
  The party is transported to Idyllglen
  7
  
  Idyllglen
  DC 20 History or Religion knows that A) long ago,
  Idyllglen was attacked by gnolls. Cleric of Lathander,
  Solndor Brighstar, prayed to Lathander and B) Zariel came
  to defeat gnolls, B) generations later, gnolls and Yeenoghu
  returned to Idyllglen. Zariel and hellriders defeated them.
  Idyllglen Features
  Borders. Smoky haze beyond map and 120 ft. up. If
  entering haze, 4d10 psychic, DC 15 Wis save halves
  Burning	 Buildings. Unlabeled buildings are on �ire.
  Contains no value. One or two stories tall. DC 15 Athletics
  to climb. If starting inside, 3d6 �ire, DC 15 Con halves.
  Burning	 Trees. All trees on �ire, no check to climb,
  starting in tree, 3d6 �ire, DC 15 Con save halves.
  Townsfolk. Figments of Lulu's memory. Fleeing or hiding.
  Know little beyond gnoll and demon attacks.
  Character	Death. Is real and permanent.
  I1. Idyll Road
  Paved street, littered with broken carts, debris, corpses.
  I2. Statue of Zariel
  30 ft. tall, white marble on 2 ft. high dais.
  Armored, blindfolded angel with sword drawn.
  Words on dais: "Zariel, guardian of Idyllglen. Offer prayers
  to Lathander, and his light will shield thee"
  Gargantuan object, AC 17, 300hp, damage threshold 15,
  immunity to poison, psychic, radiant. Abjuration aura on it
  Any �iend starting turn within 15 ft. causes it to �lare with
  radiant energy, dealing 4d8 radiant damage to all �iends
  within 30 ft., DC 15 Con save halves.
  Character that touches statue and uses action to pray to
  Lathander gets protection	from	evil	and	good for 1 hour.
  I3. Temple of Lathander
  Two-story, white stone temple carved with images of sun
  Iron shutters on windows, double doors of oak.
  Occupants. Jhessa Brightstar (neutral good priest) leads
  50 commoners in prayer. Commoners take dodge action
  in combat, grateful for characters' aid.
  Barred	Entrance. Oak doors barred from inside, action
  to open with DC 22 Athletics, or DC 15 Persuasion to
  convince townsfolk inside to open.
  Shuttered	 Windows. AC 19, 25 hp, immune to poison
  and psychic. DC 15 Thieves tools opens.
  Jhessa	
  Brightstar. 
  Soft-spoken, 
  40ies, 
  Priest 
  of
  Lathander, descendant of Solndor Brightstar, prays for
  Lathander to send Zariel. Uses spells to heal and bolster
  characters, hope they can protect town until Zariel comes.
  Event 1 – Characters' Arrival
  Starts when characters arrive
  All occurs simultaneously:
  6 gnolls attack characters
  6 dretches on I1 attack cart and Ella Deepwell.
  Giant	Hyena attacks mastiff near I2.
  Hezrou tries to force way inside I3.
  Cart. AC 15, 27hp, DC 15 Athletics to lift If cart is
  destroyed, dretches attack Ella Deepwell.
  Giant	 Hyena	 and	 Mastiff. Hyena kills mastiff, then
  attacks characters. Mastiff stays with characters if
  rescued, using help action to distract enemies. DC 12
  Animal Handling convinces it to stay away from �ight.
  Hezrou. Tries DC 20 Athletics to open door. If successful,
  attacks townsfolk inside. Attacks characters after.
  Next	Event. When only one enemy remains, go to event 2.
  Optional Arrival Scene
  As you appear on the road in the small town, you are
  immediately surrounded by six dogfaced humanoids
  wielding bloodstained spears. They laugh maniacally as they
  approach you. Not far away, you can see half a dozen small
  demons furiously hacking away at an overturned cart with
  their claws. A woman's shrill screams of terror sound from
  underneath the cart. Further ahead on the road, near an
  immense statue of an angel, you can see a giant hyena
  circling a much smaller mastiff. The dog growls defiantly,
  although it is clearly outmatched. Behind the two canines, a
  hulking demon is clawing at a large set of doors leading into
  a two-story, white stone temple. From within the temple,
  you can hear a cacophony of muffled screams and shouts.
  Event 2 – Yeenoghu's Champion
  A chorus of screams rises up as people, sheep, and pigs
  scamper through the town, chased by a demon with the
  lower body of a great serpent and the upper body of a six-
  armed gnoll clutching a wicked sword in each of its clawed
  hands.
  Garoknul, marilith, attacks townsfolk. Stops to attack
  characters. If reduced to 50 hp or less, teleports away.
  Next	Event. When Garoknul leaves or dies, go to event 3.
  Event 3 – Madness Reigns
  Five guards wielding spears advance from the north.
  Splattered head-to-toe with black ichor, they gaze at you
  with hungry eyes.
  5 human guards (Caladra Telmaster, Esselyn Xharn, Jai
  Wen, Tal Hannefar, and Yaerklos Summerlast) driven mad
  by demon ichor attack characters.
  If a character kills a guard, Lulu's mind attempts to punish
  character. DC 15 Wis save or 1 level of exhaustion.
  Dispel	evil	and	good,	greater	restoration, or remove	 curse
  cures madness. Guards explain they were �ighting demons
  in �ields when overcome by madness. Leave town again.
  Next	Event. When guards are dealt with, go to event 4.
  Event 4 – Unsettling Calm
  A woman’s voice enters your mind. “Nice work. Take a
  break. You’ve got an hour before the really bad stuff
  happens.”
  Characters can explore town, speak to NPCs, etc.
  Optional	Content. Jhessa warns party that more demons
  are coming, asks characters to pray with her by Zariel's
  statue. Party gains bene�it of protection	 from	 evil	 and
  good. Jhessa proclaims that Lathander has promised aid,
  statue begins shining with slowly expanding light,
  signaling when aid will come.
  Next	Event. Party hears cackling laughter, go to event 5.
  8
  
  Event 5 – Renewed Assault
  Six demons appear on the western edge of Idyllglen — a
  hulking, ape-like brute and five small, doglike creatures with
  rubbery gray bodies and big ears. Cackles in the distance
  signal more enemies on the way.
  Barlgura and 5 dretches appear on western edge,
  attacks characters or townsfolk in temple.
  On second round of combat, gnoll	 pack	 lord and 6
  gnolls attack from south.
  On third round of combat, vrock attacks from the air.
  Next	Event. When only three enemies remain or after six
  rounds of combat, go to event 6.
  Event 6 – Yeenoghu
  A wild, hideous laugh pierces the air and cuts through the
  din of battle. A giant gnoll covered in matted, bloodstained
  fur and swinging a three-headed flail charges out of the haze
  from the west. Gore drips from his red maw, open in a
  violent laugh.
  Yeenoghu attacks anyone, or statue of Zariel.
  Next	 Event. After three rounds of combat or when
  Yeenoghu below 100 hp, go to event 7.
  Event 7 – Zariel's Arrival
  The cackling demon lord shuts his maw and narrows his
  eyes, gazing up toward the sky as a beam of radiant light
  pierces the haze. A powerful angel streaks down from
  above, followed by a gold-furred mammoth with feathered
  wings. The angel slashes her sword across Yeenoghu’s chest
  and utters a spell. A portal opens behind the demon lord as
  the mammoth rams its head into Yeenoghu. The demon lord
  is sent tumbling through the portal, which quickly closes
  behind him.
  Zariel (solar) and Lulu introduce themselves to
  characters and heal them. Hellriders (knights on
  warhorses) kill remaining demons and gnolls. Yael
  blinks to party as she lines up with rest of battalion.
  Zariel can resurrect 3 characters.
  Before they leave, time freezes and Zariel asks: "Yeenoghu
  slaughtered those I swore to protect. I can stop him and
  others like him. I might have to give up all I stand for, but I
  could stem the tide of chaos and save many lives from the
  demonic terrors of the Abyss. Were you in my place,
  would you risk it all to save others?"
  Zariel lets each character answer in turn, and utters
  blessing to Lathander. Characters who answer risk it all
  get charm	of	vitality, characters who said not risk it all get
  charm	of	restoration, no answer = nothing.
  Light �lashes and characters go back to the citadel.
  Claiming the Sword
  You stand before the dais, atop which glows the Sword of
  Zariel. Also before you are Lulu and the ghostly warrior, Yael.
  The hollyphant is the first to speak. “I remember everything
  now. Idyllglen was the last straw. We followed Zariel to
  Avernus, but the evil there proved to be too much for us.
  Asmodeus appeared and promised Zariel infernal legions to
  end the Blood War, but she had to give the Lord of the Nine
  Hells her fealty. She accepted and became an archdevil, but
  not before Yael and I took her sword, hoping it could
  redeem Zariel someday. I gave up my magic and memories,
  and Yael gave her life to construct this place to protect the
  sword.”
  Yael’s ghost says, “You have faced many trials to claim the
  Sword of Zariel. I’m sorry to say, you face one more. As the
  inscription on the dais says, ‘The hero who becomes one
  with this blade exists no longer.’ Which of you is brave
  enough to draw the blade and be gone forever?”
  Any character who survived Idyllglen can pull Sword	 of
  Zariel from the dais.
  If Sword approves, attunes immediately to character.
  Citadel and scab explode in rays of blinding light.
  Creatures in scab take 20d10 radiant damage and hurled
  1,000 feet away. Creatures inside citadel take no damage.
  Yael bids party good luck and fades away. Lulu's memories
  are completely restored.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Baldur's Gate - Descent into Avernus/Chapter 4 - Sword of Zariel - DM's Cheatsheet.pdf