TEXT: DM's Cheatsheet
  Arrival in Elturel
  Hot, stinging air, crumbling buildings, ground quaking,
  lightnings strike city from 400-foot diameter sphere of
  darkness in the red, smoky sky. Crumbled fortress on
  distant bluff overlooks city.
  Traxigor uses time	 stop and �ly to disappear (DC 19
  Arcana to know this).
  Lulu regains ability to cast light and faintly remembers
  Avernus.
  Reya is sad and wants to lead party to High Hall to �ind
  someone in charge.
  Gargauth tries to escape but fails. Urges the party to leave
  Elturel quickly and not get pulled into River Styx.
  Unwelcome Party
  30 ft. away, Harkina	 Hunt with two toddlers running
  from three bearded	devils, Blass, Nodd and Thunn.
  Roll initiative – Lulu and Reya aid the humans on turn.
  Devils knock NPCs unconscious, but tries to kill party.
  If saved, Harkina can tell the party:
  Many citizens died when Elturel fell, more died
  from thirst, hunger and building collapses.
  Hunt family hid in basement until food ran out.
  City split in two, wants to go to High Hall, where
  Thavius Kreeg and Ulder Ravengard should be.
  If captured, a devil in Elturel can be convinced to say
  following if promised release and DC 15 Intimidation:
  Demons attacked from Styx when Elturel appeared.
  Demons try to climb up, devils push them down.
  Demons distract devils from controlling city.
  Elturel is being pulled down to Styx, don't know
  how long it will take.
  Assumes Zariel brought Elturel to Avernus.
  More Encounters in Elturel
  When party moves from named location to other, roll d20
  11 or higher, encounter happens.
  1. Collapsed Building
  Quake rocks city, characters hear cries for help.
  3 dwarves, Strovin Iron�ist, Kartra Boulderstern and
  Velkora Ashenwell (acolyte of Moradin).
  Six DC 10 skill successes before three fails to save them.
  2. Cry for Help
  Shouts for help, man attacked by 2 bulezaus
  Orin Ragron is actually Faltrax, incubus in disguise.
  3. Ghastly Meal
  Party sees cloaked �igures sneak into house
  Inside, 4 ghasts eating dead human family
  DC 10 Perception hears crying from cupboard, young girl
  Shorah Hevrun, inspiration to all if she gets to High Hall
  4. Ghoul Pack
  7 ghouls, one has 13 AC.
  Treasure. +1	studded	leather	armor, explorer's pack and
  potion	of	invisibility
  5. Hateful Patrol
  Merregon and 3 spined	devils
  6. Imp Sales Pitch
  Imp, Perchillux, talking with hal�ling, Pilster Pebblehuck
  Perchillux offers month of food for the price of his soul
  DC 15 Investigation sees contract for entire family's souls
  If helped, Pilster beg party to take him to safety.
  Treasure. Perchillux has a soul	coin.
  7. Narzugon Cavalier
  Narzugon on nightmare with infernal	tack
  Lulu warns not to �ight it.
  8. Spouts of Hellfire
  Corpse with silvered longsword.
  Within 5 ft., gout of hell�ire erupts from it, DC 12 Dex save,
  4d6 �ire damage on fail, half on success.
  Treasure. Silvered longsword and potion	 of	 giant
  strength	(frost)
  9. Vrock Philosophy
  Vrock pondering its existence. Doesn't attack, speaks
  with party if they approach.
  DC 13 Persuasion can get it to do them one small favor.
  Knows what is happening, who guards bridges and that
  demons have a portal (doesn't know where)
  10. Zombie Horde
  Hear pounding from front door of building
  DC 15 Strength check to open, when character opens, 12
  zombies burst out, knocking anyone in front prone
  Building was school, 3 gallons water stored in basement.
  Torm's Bridges
  Bridge 20 ft. wide and 100+ ft. across.
  2 bearded	devils and 4 spined	devils on bridge.
  Character pro�icient in Arcana, History or Religion knows
  runes can be activated and harm �iends and undead. DC
  15 Intelligenec (religion) and touch as action to activate
  for 1 minute. 4d10 radiant damage each turn to �iends.
  1
  
  High Hall
  Alabaster castle, partly destroyed by meteor.
  Four groups of devils can be encountered in High Hall:
  1: Victuusa (white	abishai) and 6 cultists
  2: Dreb (barbed	devil) and 8 giant	crabs
  3: Spined	devil and 3 bandit	captains
  4: Merregon and 2 hell	hounds
  Approaching High Hall
  Only three of �ive watchtowers stand. Wooden gates
  shattered. West side of castle reduced to smashed brick
  and broken wood. Surviving buildings blackened by soot.
  Castle grounds empty. Two dead humans in plate armor.
  2 hell	hounds in front of cathedral doors. DC 15 group
  Stealth check to reach base of steps and get suprise round.
  High Hall Cathedral Features
  Art. Beautiful paintings, statues etc. transformed to
  devilish, gruesome art. Swirls and shift unsettingly. Detect
  magic �inds illusion magic aura on them.
  Dimensions. Each �loor is 15 ft. high, 8 ft. doorways.
  Doors. Made of iron (AC 19, 27 hp, immune poison and
  psychic), DC 17 Thieves' Tools or DC 20 Athletics to
  unlock if locked
  Walls. DC 15 Athletics to climb outside walls.
  Windows. Covered by shutters (AC 19, 27 hp, immune
  poison and psychic), DC 17 Athletics or DC 15 Thieves'
  Tools to open.
  H1. Hall of Heroes
  Archway at top of stairs open to long hall containing eight
  columns, some look like Torm, some winged female devil.
  Door to foyer broken, four dead guards in the doorway.
  H2. Grand Foyer
  Two circular stairwells to H7.
  Pillars show symbols and scenes of Torm.
  Curtains shredded by weapon and claw separate areas.
  H3. Central Altar
  Altar looking like gauntleted hand clenched in �ist made of
  beautiful red teakwood. Large lever next to altar.
  Pulling lever opens the hand.
  Activating	 Altar. DC 15 Religion and touch altar to
  regain all hit points (once per creature).
  Secret	 Door. DC 15 Perception to �ind large panel in
  hand's palm, opens to staircase leading to H15.
  H4. Private Chapels
  Curtained off areas, dead guards, stone altars at each end.
  Survivor. Seltern Obranch (druid of Silvanus) plays
  dead. Knows that everyone �led to main crypts (H16). Has
  goodberry spell, but fears he is losing ability to cast spells.
  H5. Stairs to Residences
  Circular stairs lead to residences, now destroyed.
  H6. Desecrated Altar of Torm
  Desecrated altar with �iendish air, once dedicated to Torm,
  defaced with blood, ichor and strips of �lesh and intestines
  Aura	 of	 Desecration. Creatures that don't worship
  Zariel has vulnerability to all damage within 20 ft. of altar.
  Praying to Torm for 1 minute by altar and DC 15 Religion
  or three �lasks of holy water removes desecration.
  H7. Pipe Organ
  Balcony with magni�icent pipe organ.
  Pipe	 Organs. Enchanted with powerful magic, playing
  and DC 15 Performance to play powerful song that grants
  d8 bonus die (to any attack roll, ability check or saving
  throw) in next 24 hours. Only once per character. If failed
  by 5 or more, hellish tune erupts, devils in next combat
  encounter has advantage on attack rolls on �irst turn.
  H8. Defenses
  Two defensive turrets looking over courtyard, arrow slits.
  Trevick Thantorme (guard) in north turret, traumatized,
  curled up and whispering 'everything's going to be okay'.
  DC 10 Persuasion or calm	emotions to restore his courage.
  H9. Balcony
  Doors locked from inside, 30 ft. above courtyard below.
  H10. Recessed Mausoleums
  Resting places for dedicated servants of Elturel.
  roll d6, on a 1 there are 1d4 commoners, alive or dead
  H11. Vaults
  Used for preparing burials. Dead defenders here.
  H12. Temple of the Highest
  Large temple, alcoves contain upright sarcophagi holding
  former high priests of Torm. DC 20 Thieves' Tools to open.
  Partially decomposed bodies. Mummy in twelfth
  Treasure. Sarcophagus with mummy has bracers	 of
  defense and a yellow	diamond	elemental	gem.
  H13. Hall of Scholars
  Bones of teachers, engineers, sages and mages in alcoves.
  Treasure. Behind bones on a shelf are 9 amethysts (50
  gp each) and potion	of	greater	healing hidden by rogue.
  H14. Chamber of Torm's Council
  Oval table of �ine red oak with 40 chairs for council.
  H15. Unknown Hero
  Small isolated tomb at end of broad stairs, body of young
  woman on bier, gleaming greatsword at her side.
  The woman killed a young red dragon outside Elturel, fell
  dead after, her body has never decomposed.
  Holy	Aura. Devil that enters stairs or alcove feels great
  pain and has disadvantage on attack rolls while in area.
  H16. Main Crypts
  Hundred frightened people behind sarcophagi and in
  alcoves. Standing before large font is haggard woman with
  gray hair holding large book and ceremonial mace.
  Pherria Jynks (acolyte) is expert on possession and
  exorcism, new servant of Torm but highest authority here
  Tome	 of	 Creed	 Resolute. Pherria Jynks has this book,
  has oath that all citizens of Elturgard take when old
  enough to read, rest of book �illed with signatures by
  same hand (when a citizen take oath their signature
  magically appear in the book). Pherria keeps it safe,
  destroying book doesn't end agreement for Elturel's souls.
  Development. Pherria tells party that Ravengard went
  with guards to cemetery to investigate undead in area and
  �ind Helm of Torm's Sight. Pherria expected him back
  hours ago, is worried that something is wrong.
  H17. Escape Tunnel
  Ends in gaping hole 500 feet above the River Styx.
  2
  
  Grand Cemetery
  Advance party to 6th level.
  Chance for random encounter on the way.
  Gideon Lightward
  Former priest of Lathander, driven mad by devils posing
  as angels, died during Elturel's fall and rose as undead.
  Is obsessed with destroying demons, has used dark
  energy of the Companion to raise ciy's dead as his minions
  Demon Portal
  Acolyte of Torm, Opallita the Devout, created direct link
  between ossuray and essence of Torm many years ago
  When Elturel fell to Avernus, link to Torm was corrupted
  and Baphomet made it into a portal for demons
  Approaching the Grand Cemetery
  10 ft. fence partly destroyed, gate hanging from hinges,
  humanoid body parts on fence post spikes, writhe as if
  undead. Cracked gravestones and crumbling monuments,
  center of cemetery occupied by chapel to Lathander,
  Torm, Helm and Tyr, shining with fetid purple radiance.
  Graves have been dug up, stone mausoleums are vacant,
  many skeletons and zombies, doesn't threaten party
  Approaching the Chapel
  Once beautiful chapel partially destroyed, stained glass
  windows smashed, main doors hang open
  Nearing chapel, attacked by 3 minotaur	skeletons
  G1. Walk of Bravery
  Pillars carved to look like Elturel's heroes, doors are ajar,
  shattered stained glass everywhere.
  DC 10 History check remembers names for each point it
  exceeds 10: Agnithar, Zokel of Torm, Bertra Zomes, Yevina
  Druen, Ca’sar, Xivik Looren, Dopp Hoosser, Whrenk the
  Bloody, Laveil deNue, and VanLancer Eagletalon.
  DC 10 Arcana or Religion sees that a pillar can be
  empowered with radiant energy if hero's name is spoken.
  Undead takes 1d10 radiant damage �irst time on turn they
  move within 5 ft. or when they start their turn there.
  4 shadows and 4 specters emerge from pillars, most
  attack, one specter warns Gideon in G5 (who goes to G4)
  G2. Chapel of Light
  Once-beautiful main area littered with broken furnishings
  and splintered chairs, stained glass windows mostly
  smashed, one nearly intact on �loor showing Torm placing
  golden helm on a kneeling man's head.
  4 minotaur	 skeletons attack party, try to knock them
  through smashed windows (2d6 extra slashing damage).
  Stained-glass	 Window. DC 10 History or Religion
  recognizes scene as Torm giving Helm of Torm's Sight to
  Lannish Fogel (hero of Elturel and paladin of Torm).
  G3. Chapel of Mourning
  Smashed furniture and stained-glass windows. Intact
  section of window shows Lathander with fallen soldiers.
  DC 10 Religion check and prayer to Lathander receive a
  glowing +2	weapon that is the form most useful to them.
  G4. Vestment Chapter
  Curtained archways, shattered wardrobes, dressing tables
  and mirrors. Spiral stairs leading down.
  2 mezzoloth guard the stairs, Gideon is here if warned.
  A giant	 scorpion and 5 dretches appear, Gideon and
  mezzoloths attack them. If characters don't attack Gideon
  after �irst round, they have disadvantage on checks to
  parlay after battle. If they do, they have disadvantage.
  Parlay. Gideon thanks characters for assistance against
  demons, knows that armed group of humans entered the
  ossuary earlier, allowed them to pass, but because
  demons are coming up now he thinks they are in league
  with demons. DC 12 Deception or Persuasion to earn
  Gideon's trust, if they say they want to kill demons, he lets
  them pass and provides service of one mezzoloth.
  G5. Gideon's Quarters
  Bed, desk, dresser, table, chairs, much of it destroyed, holy
  symbols of Lathander, Torm, Helm and Tyr thrown
  around. Large tome sits open on partially collapsed desk.
  Gideon's	Testament. Written by Gideon in months up to
  city's fall, rails against demons and praises devils,
  chastises Helm, Torm, Tyr and Lathander for not �ighting
  demons, praises Zariel. DC 10 Investigation realizes it is
  the work of a madman. Reading character must make DC
  15 Wisdom save. On a failure, is cursed and takes 1d10
  psychic damage if it can see demon within 60 feet and
  ends turn not having attempted to attack it. Can be
  removed with remove	curse or similar magic, can repeat
  save after each long rest to end the curse.
  G6. Undead Pit
  Deep hole in ground, putrid purple mist blocking depth.
  30 ft. deep pit was created by piece of meteor.
  Necromantic	 Mist. DC 10 Investigation reveals mist
  pulsates in sync with crackling energy of the Companion.
  Dead creature appears during time characters investigate
  pit, roll d20: (1-4 skeleton, 5-7 zombie, 8-10 shadow,
  11-12 specter, 13-15 ghoul, 16-17 ghast, 18-19 wight,
  20 wraith). More appear if they leave and return.
  G7. Workshop
  Where bodies were prepared for burial, littered with
  knives, saws, pipes, tubing, acid, embalming �luid, �lasks.
  Tracks. DC 15 Survival sees demon and human tracks
  going down the stairs to G11 and then back toward G12.
  G8. Ossuary of the Faithful
  Shelves on walls contain dusty bones and holy symbols
  Holy symbols corrupted, if touched or creatures linger for
  more than 1 minute, they pulsate with necrotic power, DC
  15 Con save, 4d8 necrotic damage on fail, half on success.
  G9. Main Ossuary
  Funerary shelves above six bare daises
  Ophurk quasit invisible here, follows characters to try
  and use Scare to drive them away, if unsuccessful goes
  invisible and waits until it attacks with minotaurs in G12
  If captured, DC 10 Intimidation gets it to tell about portal
  G10. Meditation Chamber
  Cushions, low stools of brown oak, mosaic showing
  funerals and celestial realm above empty dais says:
  "Contemplate life. Death comes soon enough".
  G11. Vault of Honor
  Rubble strewn vault with �ive statues atop daises, four
  unrecognizable, �ifth is a kneeling man (Lannish Fogel)
  that looks like it was meant to wear a separate helm.
  Tracks. DC 15 Survival: demon and human tracks to G12.
  3
  
  G12. Vault of Ascendance
  Shallow meditation pool, set off from broad landing edged
  by low iron railing. Frescoes depict souls blessed by
  Lathander, Torm, Helm and Tyr. Frescoes on east wall
  twisted into abyssal forms around shimmering portal.
  Pool is littered with demon ichor and mutilated bodies
  wearing uniforms of Elturel and Baldur's Gate. Armored
  man with shield on back crouch among bodies writing in
  pain, eyes closed, clutching gold helm, changing between
  saintly words and cruel hissing.
  Water is 1 foot deep, no hazard, not dif�icult terrain.
  Ulder	Ravengard is stunned. Found Helm	of	Torm's	Sight
  in G11, was connected to Baphomet during attack by
  demons from portal. Helm can't be removed while alive.
  3 minotaurs attack party, but avoid Ravengard.
  Characters that understand Celestial or Abyssal recognize
  Ravengard's words, he alternates between languages as
  Torm and Baphomet speak through him. DC 15 Arcana or
  Religion realizes Ulder's predicament, and that no simple
  spell can break it, but a ritual can break the curse and
  shut down the portal. Pherria knows this ritual.
  Treasure. Guards have spell	scrolls of mass	healing	word,
  remove	 curse and tongues. Ravengard has plate mail,
  shield and +1	longsword.
  Leaving the Chapel
  Characters can carry Ravengard back to High Hall.
  If not destroyed Gideon might question characters. DC 15
  Deception or Persuasion convinces Gideon Ravengard
  isn't some demon or demonic ally.
  Ritual of Returning
  When returning to High Hall with Ulder Ravengard,
  Pherria Jynks and Seltern Obranch greet them. Pherria
  can help them understand what happened to Ravengard
  Pherria knows ritual that can help: altar of Torm in H6
  must be cleansed. Creature within 5 ft. must say prayer to
  Torm. Powerful symbol of courage and self-sacri�ice
  needed to empower ritual (greatsword of unknown hero).
  Ritual prayer takes 30 seconds to recite, meanwhile one
  character must hold sword of the unknown hero on Helm
  of Torm's Sight for 5 rounds, making DC 11 Con save at
  end of each turn or take 3d6 force damage.
  After �irst save, two spirits loyal to Baphomet (will-o'-
  wisps) attacks anyone holding sword or saying prayer.
  The Path Forward
  After ritual, Ravengard can tell story of spirit journey:
  He saw a bloodied woman in armor wearing colors
  of Elturel grasping an angel's longsword.
  Next to the woman was �lying gold elephant.
  Demon attacked woman, she plunged sword into
  ground, demon was hurled back and alabaster
  palace rose around sword. Elephant �led and saw a
  bloody scab grow from the ground around palace.
  Elephant �led and wandered in delirium before
  meeting two birdlike humanoids in patchwork
  armor standing next to a strange infernal vehicle.
  After the vision, Lulu remembers helping a Hellrider plant
  Zariel's sword in the ground and raise fortress around it.
  Both Lulu and Ravengard are convinced the Sword	 of
  Zariel is the key to saving Elturel.
  Lulu remembers the kenku took her to a junkyard called
  Fort Knucklebone, �lies to top of Cathedral and sees it no
  more than 10 miles away.
  Ravengard and Reya Mantlemorn stay to protect Elturel.
  Leaving Elturel
  Climbing Down
  500 ft. above ground, each chain link 30 ft. long, 20 ft.
  wide, covered with 1-foot-long iron barbs.
  No ability checks needed to climb the chains or posts.
  Climbing quickly requires DC 10 Athletics each turn or fall
  Each minute, DC 10 Con save, 3d6 necrotic damage on fail,
  half on success. Fail must also make DC 10 Dex save or fall,
  other creature can catch with DC 10 Athletics.
  Flying
  Characters can easily �ly away with magic such as �ly
  Improvised Equipment
  DC 10 Investigation to �igure out mechanical setup
  DC 10 Perception to spot �laws in construction
  DC 10 Dexterity and tools to guide construct or adjust
  Battle of Elturel
  Armored legions of devils around posts of iron anchoring
  Elturel to the ground. Squads of demons assault them,
  most lowly manes and dretches. Dark river cuts through
  landscape and �lows directly beneath the city. On river are
  demonic barges assailed by squadrons of winged devils
  commanded by pit �iend with eyeless helm and standard.
  If Lucille (pit	fiend) spots party, sends 12 spined	devils
  Lucille wears helm	of	devil	command and battle	 standard
  of	infernal	power.
  To Fort Knucklebone
  Ten miles away, should arrive without trouble.
  Advance party to 7th level.
  4
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Eventyr/Complete DM's Bundle - Baldur's Gate - Descent into Avernus/Chapter 2 - Elturel Has Fallen - DM's Cheatsheet.pdf