Raine gives you a rough drawn map, with a description of three Lanters, their wagon and horses.
Raine also gives you a wagon, filled with food, dried meats, rations, and barrels of water, enough for each outpost. She also gives you four potion of healings.
You spend the first 2 hours visiting six safehouses, each with two or more Lanterns who sing your praises and give you 1 fragments each. All six locations remember the last group of Lanterns to make deliveries. "They were a shy group of boys. We saw them, delivered our supplies and went on."
Outer City Encounter: 79
Jasmine will distribute the potions of Healing: one for each of them.
After talking to the people in the sites Jasmine says to the party, "It seems like it is with these last two locations, the other squad vanished. I have a bad feeling about this. Be on guard."
Questing Knight. A Silver Order knight on a warhorse with a retinue of 9guards are searching for lost relics and holy sites in the ruins.
"I am Ser Virgil Underwood, of the knights of the Silver Order. I can tell by your patches that you are from the Hooded Lanterns. Be warned, any further into this haze and you will find Deep Haze. The rules change when you breath in that stuff."
Jasmine says, "Well met. We are currently running errands for the Lanterns this is true. We are to deliver supplies to two more sites beyond but I am not fully aware of Deep Haze. Can you tell me more about it? What is it and what happens if you breathe it?"
Jasmine says, "Well met. We are currently running errands for the Lanterns this is true. We are to deliver supplies to two more sites beyond but I am not fully aware of Deep Haze. Can you tell me more about it? What is it and what happens if you breathe it?"
Virgil pulls his horse to a stop, raising a hand to signal the others. As he dismounts, his expression is stern, his voice calm but commanding. "Let’s move over there," he says, gesturing to a small clearing off the path. "We’ll be out of the way, and I want lookouts in all directions. Keep your eyes sharp."
The group follows his lead, stepping into the shaded area as Virgil stands in the center, addressing them all. He takes a deep breath before speaking, his voice steady but low, as though trying not to disturb the unnatural quiet around them.
"Now that we’re in a safe hunker, let’s talk about the Deep Haze. What do you need to know? For starters, it’s strong, much stronger than the Haze we’re sitting in now. Normal Haze is bad enough, but at least it has its rhythms."
He pauses, scanning the group to make sure they’re listening.
"Normal Haze dissipates when the sun sets. There’s usually a window, five or six hours of total dark, when the mist doesn’t creep from the crystals, it's not a safe time to be in Drakkenheim, because that's when the monsters come out in force."
"We think that Haze is tied to the sunlight. Sunlight doesn’t penetrate the Haze either. When sunlight hits the a crystal, it sparks the fog and mist. That’s why the Haze thickens in the daylight and lingers so heavily near the shards."
He kneels, picking up a small rock and gesturing toward a faint glow in the distance, where a shard of delerium pulses. "The Deep Haze is different. It takes longer to dissipate when not in sunlight. Once you’re in it, it clings to you like smoke. I've seen men start to get sick after only 1 hour in the Deep Haze."
Standing again, he looks around, his eyes hard. "If we have to move through it, we’ll need to plan every step carefully. One mistake, one moment of exposure too long, and we’re done. So stay alert, and trust each other. We have healers in our ranks who can remove the contamination but they are safely outside of the city."
Note: Normal Haze has a Constitution Save DC 15 once every 24 hour or gain a level of contamination. Deep Haze requires a Constitution Save DC 15 once every hour or gain a level of contamination. The first level of contamination has no effects but can only be removed by a 3rd level spell.
Jasmine does not respond for a good while. Instead she digests everything that was told. The tidbit about the sunlight seemed the most interesting to her. She is not sure what exactly to make of it yet. Were it just one piece of delerium, even a sizeable one, the solution to this haze would have been simple; bury it where the sun will never reach it. Looking around though, it looks like that is no longer an option. The situation in Drakkenheim has long past the point where the problem can be solved by simply sweeping it under the rug.
The note about the Deep Haze was... concerning. If it was truly as dangerous as the knight said it was, that doesn't explain why there would be Lantern camps there. Could she have made a mistake? She checks the map that was handed to her by the Lanterns and the alleyways marked on it. Are the last two camps really inside the Deep Haze? Are there no other ways to reach it other than going through the Deep Haze? Can she somehow minimize exposure if she does have to go? The issue is that to deliver to both the remaining camps, it would take her 2 hours for each delivery. That is more time than she can spend in the Deep Haze so going through it is not an option.
She asks, "Is there any period during nightfall where the Deep Haze is lessened enough to travel through it safely, at least on the same level as the normal haze?"
She asks, "Is there any period during nightfall where the Deep Haze is lessened enough to travel through it safely, at least on the same level as the normal haze?"
What about this? Would traveling at night let her avoid the Deep Haze?
She asks, "Is there any period during nightfall where the Deep Haze is lessened enough to travel through it safely, at least on the same level as the normal haze?"
Virgil thinks for a moment,"Not that I know of. Once the Deep Haze gathers, a strong breeze will move it around a bit, but eventually it comes back, to linger around the crystals. The Deep Haze is only concentrated in four regions of the city. The widest region is less than a mile in diameter, near the crater."
She asks, "Is there any period during nightfall where the Deep Haze is lessened enough to travel through it safely, at least on the same level as the normal haze?"
What about this? Would traveling at night let her avoid the Deep Haze?
The camps are only 20-30 minutes deep in the Deep Haze. That means you could probably jump in and jump out before the 1 hour mark.
"Strong breeze you say?"Jasmine turns to her more magically inclined companions, "I don't suppose any of you have wind magic that can clear a path through the haze long enough for us to make the 1 hour travel to each of the camps?"
One more hour in the Haze, you approach the Deep Haze before deciding to go inside.
Outer City: 4, 90
+2 encounters into one
The eerie light of the Deep Haze casts an unnatural glow over the city, the faint pulsing of delerium crystals visible in the distance. A low, rhythmic chant drifts from the West, growing louder as it nears. Turning toward the sound, you see a solemn procession approaching.
A group of twelve pilgrims cloaked in rough robes, their heads bowed as they chant in unison. Their leader, a man with an air of fervent authority, accompanied by a bodyguard of storts, steps forward, silencing the chanting with a raised hand.
"Hello, stranger,"he says, his voice smooth and heavy with conviction. "I am Brother Abraham Schaefer, leader of these pilgrims on our sacred journey and this is Jared Walsh, our bodyguard. We are heading to the crater, where our church has a stronghold. This is a peaceful procession and we seek no trouble, only passage to the holy site of the Falling Fire, where we will make our sacrifices and take our sacraments."
Brother Abraham's eyes gleam with an unsettling mix of warmth and intensity as he gestures toward his followers, who remain silent but watchful. His voice takes on a persuasive tone as he continues.
"If you are a friend, will you let us pass unimpeded? Of course..."He smiles faintly, tilting his head. "...you could accompany us, serve as additional bodyguards, if you will. The journey is treacherous, and we would welcome your strength to ensure our safety."
He pauses, waiting for you, but before you can answer, medium stone elementals swoop down from the tall walls of the inner city to attack.
Jasmine had no intention of getting into a fight here with the cultists. She may not agree with them but there is always a time and a place for battle. However the sudden appearance of enemies causes her to draw her weapons to defend herself with.
The Wall Gargoyles are flying 5 ft off the ground, heading towards the pilgrims from all directions. You and the party are adjacent to the pilgrims who make a scattered circle with their leader and bodyguard.
Jasmine turns her attention to WG4. She glares at it and places a Hex on it, She then fires of two beams of eldritch magic at it from her War hammer.
BA: Hex (1st level) on WG4 EB1 vs WG4: 10 EB2 vs WG4: 15 Dmg: 3 Force + 1 Necrotic
The beams fly a bit wide, one missing the gargoyle while the other other clips it in the wing and sends it backwards. (Repelling Blast: Push back 10ft)
Jared (67,67) targets WG4, reckless greataxe Attack: 19 Damage: 14 non magical damage
P8 (9/9), runs for cover near the wall, into the Deep Haze P3 (9/9), takes the dodge action. P7 (9/9), runs for cover near the wall, into the Deep Haze
Abraham (33/33) targets WG4, concentration bonus action spiritual weapon Attack: 21 Damage: 2 force damage Abraham (33/33) targets WG4, sacred flame Wisdom DC 11 vs WG4 16 to take 4 radiant damage
Tayvon looks at Abraham with surprise and some respect, Tayvon (30/30) targets WG4, concentration bonus action spiritual weapon Attack: 25 Damage: 10 force damage Tayvon (30/30) targets WG4, sacred flame Wisdom DC 14 vs WG4 16 to take 6 radiant damage
P9 (9/9), runs for cover near the wall, into the Deep Haze P10 (9/9), runs for cover near the wall, into the Deep Haze P11 (9/9), runs for cover near the wall, into the Deep Haze P12 (9/9), runs for cover near the wall, into the Deep Haze
Yoku (31/31), casts hunter's mark on WG4, longbow Attack: 29 Damage: 15 non magical damage
Jasmine will distribute the potions of Healing: one for each of them.
After talking to the people in the sites Jasmine says to the party, "It seems like it is with these last two locations, the other squad vanished. I have a bad feeling about this. Be on guard."
Jasmine says, "Well met. We are currently running errands for the Lanterns this is true. We are to deliver supplies to two more sites beyond but I am not fully aware of Deep Haze. Can you tell me more about it? What is it and what happens if you breathe it?"
Virgil pulls his horse to a stop, raising a hand to signal the others. As he dismounts, his expression is stern, his voice calm but commanding.
"Let’s move over there," he says, gesturing to a small clearing off the path. "We’ll be out of the way, and I want lookouts in all directions. Keep your eyes sharp."
The group follows his lead, stepping into the shaded area as Virgil stands in the center, addressing them all. He takes a deep breath before speaking, his voice steady but low, as though trying not to disturb the unnatural quiet around them.
"Now that we’re in a safe hunker, let’s talk about the Deep Haze. What do you need to know? For starters, it’s strong, much stronger than the Haze we’re sitting in now. Normal Haze is bad enough, but at least it has its rhythms."
He pauses, scanning the group to make sure they’re listening.
"Normal Haze dissipates when the sun sets. There’s usually a window, five or six hours of total dark, when the mist doesn’t creep from the crystals, it's not a safe time to be in Drakkenheim, because that's when the monsters come out in force."
"We think that Haze is tied to the sunlight. Sunlight doesn’t penetrate the Haze either. When sunlight hits the a crystal, it sparks the fog and mist. That’s why the Haze thickens in the daylight and lingers so heavily near the shards."
He kneels, picking up a small rock and gesturing toward a faint glow in the distance, where a shard of delerium pulses. "The Deep Haze is different. It takes longer to dissipate when not in sunlight. Once you’re in it, it clings to you like smoke. I've seen men start to get sick after only 1 hour in the Deep Haze."
Standing again, he looks around, his eyes hard. "If we have to move through it, we’ll need to plan every step carefully. One mistake, one moment of exposure too long, and we’re done. So stay alert, and trust each other. We have healers in our ranks who can remove the contamination but they are safely outside of the city."
Note: Normal Haze has a Constitution Save DC 15 once every 24 hour or gain a level of contamination. Deep Haze requires a Constitution Save DC 15 once every hour or gain a level of contamination. The first level of contamination has no effects but can only be removed by a 3rd level spell.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Jasmine does not respond for a good while. Instead she digests everything that was told. The tidbit about the sunlight seemed the most interesting to her. She is not sure what exactly to make of it yet. Were it just one piece of delerium, even a sizeable one, the solution to this haze would have been simple; bury it where the sun will never reach it. Looking around though, it looks like that is no longer an option. The situation in Drakkenheim has long past the point where the problem can be solved by simply sweeping it under the rug.
The note about the Deep Haze was... concerning. If it was truly as dangerous as the knight said it was, that doesn't explain why there would be Lantern camps there. Could she have made a mistake? She checks the map that was handed to her by the Lanterns and the alleyways marked on it. Are the last two camps really inside the Deep Haze? Are there no other ways to reach it other than going through the Deep Haze? Can she somehow minimize exposure if she does have to go? The issue is that to deliver to both the remaining camps, it would take her 2 hours for each delivery. That is more time than she can spend in the Deep Haze so going through it is not an option.
She asks, "Is there any period during nightfall where the Deep Haze is lessened enough to travel through it safely, at least on the same level as the normal haze?"
The last two camps are far apart on the map but each one is less than 1 hour into the Deep Haze.
The edge of where Haze meets Deep Haze changes from day to day and from hour to hour. It's possible to wait for the Deep Haze to recede.
Boosting Constitution Saves, Inspiration, other powers
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
What about this? Would traveling at night let her avoid the Deep Haze?
Virgil thinks for a moment, "Not that I know of. Once the Deep Haze gathers, a strong breeze will move it around a bit, but eventually it comes back, to linger around the crystals. The Deep Haze is only concentrated in four regions of the city. The widest region is less than a mile in diameter, near the crater."

Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
The camps are only 20-30 minutes deep in the Deep Haze. That means you could probably jump in and jump out before the 1 hour mark.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
"Strong breeze you say?" Jasmine turns to her more magically inclined companions, "I don't suppose any of you have wind magic that can clear a path through the haze long enough for us to make the 1 hour travel to each of the camps?"
One more hour in the Haze, you approach the Deep Haze before deciding to go inside.
Outer City: 51, 23
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
+2 encounters into one
The eerie light of the Deep Haze casts an unnatural glow over the city, the faint pulsing of delerium crystals visible in the distance. A low, rhythmic chant drifts from the West, growing louder as it nears. Turning toward the sound, you see a solemn procession approaching.
A group of twelve pilgrims cloaked in rough robes, their heads bowed as they chant in unison. Their leader, a man with an air of fervent authority, accompanied by a bodyguard of storts, steps forward, silencing the chanting with a raised hand.
"Hello, stranger," he says, his voice smooth and heavy with conviction. "I am Brother Abraham Schaefer, leader of these pilgrims on our sacred journey and this is Jared Walsh, our bodyguard. We are heading to the crater, where our church has a stronghold. This is a peaceful procession and we seek no trouble, only passage to the holy site of the Falling Fire, where we will make our sacrifices and take our sacraments."
Brother Abraham's eyes gleam with an unsettling mix of warmth and intensity as he gestures toward his followers, who remain silent but watchful. His voice takes on a persuasive tone as he continues.
"If you are a friend, will you let us pass unimpeded? Of course..." He smiles faintly, tilting his head. "...you could accompany us, serve as additional bodyguards, if you will. The journey is treacherous, and we would welcome your strength to ensure our safety."
He pauses, waiting for you, but before you can answer, medium stone elementals swoop down from the tall walls of the inner city to attack.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Wall Gargoyles: WG1 init 14, WG2 init 6, WG3 init 10, WG4init 14, WG5 init 13, WG6 init 19
Cultists Pilgrims: P1 init 12, P2 init 21, P3 init 19, P4 init 21, P5 [init 6, P6 init 6, P7 init 15, P8 init 14, P9 init 6, P10 init 8, P11 init 10, P12 init 11
Cult Fanatic Leader: Brother Abraham init 21
Berserker Bodyguard: Jared init 20
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Jasmine had no intention of getting into a fight here with the cultists. She may not agree with them but there is always a time and a place for battle. However the sudden appearance of enemies causes her to draw her weapons to defend herself with.
Initiative: 19
Yoku init 7
Domi init 6
Tayvon init 11
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
So uh... since Jasmine tied with two Gargoyles in Initiative... who goes first?
Initiative Order
Jasmine 19, WG4 19, WG6 19, P4 18, WG3 18, Jared 16, P8 16, P3 15, P7 14, Brother Abraham 12, Tayvon 11, WG5 11, WG2 9, P9 8, P10 8, P11 8, P12 8, Yoku 7, P2 7, Domi 6, P1 6, P6 6, WG1 6, P5 5
The Wall Gargoyles are flying 5 ft off the ground, heading towards the pilgrims from all directions. You and the party are adjacent to the pilgrims who make a scattered circle with their leader and bodyguard.
Round 1
Jasmine (61/61) << your turn
Wall Gargoyles, WG4 (52/52), WG6 (52/52)
Cultists Pilgrims, P4 (9/9)
WG3 (52/52)
Berserker Bodyguard, Jared (67,67)
P8 (9/9), P3 (9/9), P7 (9/9)
Cult Fanatic Leader Brother Abraham (33/33)
Tayvon (30/30)
WG2 (52/52), WG5 (52/52)
P9 (9/9), P10 (9/9), P11 (9/9), P12 (9/9)
Yoku (31/31)
P2 (9/9)
Domi (26/26)
P1 (9/9), P6 (9/9)
WG1 (52/52)
P5 (9/9)
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Jasmine turns her attention to WG4. She glares at it and places a Hex on it, She then fires of two beams of eldritch magic at it from her War hammer.
BA: Hex (1st level) on WG4
EB1 vs WG4: 10
EB2 vs WG4: 15 Dmg: 3 Force + 1 Necrotic
The beams fly a bit wide, one missing the gargoyle while the other other clips it in the wing and sends it backwards. (Repelling Blast: Push back 10ft)
starting combat round for NPCs and Monsters
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
WG4 (52/52) targets P4, bite1 Attack: 5 Damage: 8
WG4 (52/52) targets P4, claw1 Attack: 21 Damage: 4
WG6 (52/52) targets P4, bite1 Attack: 6 Damage: 8
WG6 (52/52) targets P4, claw1 Attack: 10 Damage: 8
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
((OOC: I think the WG4 should have 48 HP because it has AC15 and Jasmine hit it with a 4 damage Eldritch Blast))
You're right. WG4 (48/52)
P4 takes 4 damage. P4 (5/9)
WG3 (52/52) targets P3, bite1 Attack: 24 Damage: 8
WG3 (52/52) targets P3, claw1 Attack: 10 Damage: 4
Jared (67,67) targets WG4, reckless greataxe Attack: 19 Damage: 14 non magical damage
P8 (9/9), runs for cover near the wall, into the Deep Haze
P3 (9/9), takes the dodge action.
P7 (9/9), runs for cover near the wall, into the Deep Haze
Abraham (33/33) targets WG4, concentration bonus action spiritual weapon Attack: 21 Damage: 2 force damage
Abraham (33/33) targets WG4, sacred flame Wisdom DC 11 vs WG4 16 to take 4 radiant damage
Tayvon looks at Abraham with surprise and some respect,
Tayvon (30/30) targets WG4, concentration bonus action spiritual weapon Attack: 25 Damage: 10 force damage
Tayvon (30/30) targets WG4, sacred flame Wisdom DC 14 vs WG4 16 to take 6 radiant damage
WG2 (52/52) targets P2, bite1 Attack: 12 Damage: 7
WG2 (52/52) targets P2, claw1 Attack: 8 Damage: Unable to parse dice roll.
WG5 (52/52) targets P5, bite1 Attack: 23 Damage: 6
WG5 (52/52) targets P5, claw1 Attack: 23 Damage: 8
P9 (9/9), runs for cover near the wall, into the Deep Haze
P10 (9/9), runs for cover near the wall, into the Deep Haze
P11 (9/9), runs for cover near the wall, into the Deep Haze
P12 (9/9), runs for cover near the wall, into the Deep Haze
Yoku (31/31), casts hunter's mark on WG4, longbow Attack: 29 Damage: 15 non magical damage
P2 (9/9), takes the dodge action.
Domi (26/26), casts [spell]toll the dead[spell] on WG4 Wisdom DC 14 vs 15 or take 9 necrotic damage.
P1 (9/9), runs for cover near the wall, into the Deep Haze
P6 (9/9), runs for cover near the wall, into the Deep Haze
WG1 (52/52) targets P4, bite1 Attack: 19 Damage: 6
WG1 (52/52) targets P4, claw1 Attack: 19 Damage: 4
P5 (9/9), takes the dodge action.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)