Chains of Asmodeus
Chains of Asmodeus
CHAINS OF ASMODEUS
tm
CHAINS OF ASMODEUS
tm
LIUS LASAHIDO
Credits Foreword
Project Lead: James Ohlen In the depths of Nessus, I sit upon my throne,
Producer: Brent Knowles watching the Great Wheel turn. Every soul, every
Lead Writer: Adrian Tchaikovsky heartbeat, every fleeting thought is like a delicate
note in the symphony of existence. But oh, there is
Writers: Marieke Cross, Andreana Lozano, Drew Karpyshyn, one sensation, one exquisite pleasure that eclipses
Brent Knowles, James Ohlen all others: the corruption of a pure soul.
Rules Developers: Brent Knowles, Zack Webb Can you imagine? That moment when innocence
Editor: Marieke Cross fractures, when a soul’s core becomes tainted
with the intoxicating taste of sin? That delectable
Graphic Designer: Michal E. Cross
descent into the dark? Many view me as a crea-
Cover Illustrator: Aaron Sims Company
ture of sheer malevolence, but they fail to under-
Cartographer: John Stevenson
stand. It’s not about the pain, the torment, or the
Nine Hells Art: Sergei Sarichev
eternal damnation. It’s about the seduction. The
Encounter Art: Sergey Musin
transformation.
Environment Art: Julian Calle
I invite you, brave adventurers, to try and resist
Monster Art: Sebastian Kowoll
my allure. But remember, every choice you make,
Archdevil Art: Aaron Sims
I will be watching. Waiting. Because there is no
Character Art: Paul Adam, Lius Lasahido
pleasure greater, no triumph more profound, than
Cultural & Sensitivity Consultant: Stacey Parshall Jensen turning the most steadfast and noble of souls into
Special Thanks: Christopher Perkins, Jeremy Crawford my devoted, corrupted playthings.
—Asmodeus
Disclaimer: Tiax the Mighty disclaims everything and nothing! Each and every word in
this tome is true, except for the parts where bad things are said about Tiax. Those parts
are lies. Unless the bad things make Tiax sound fearsome and formidable (as ye all know
Tiax is as fearsome and formidable as he is great and wise). In those cases, the lies are
truths and not lies at all! And don’t even think about questioning Tiax’s logic. It is as
unquestionable as Tiax is mighty!
On the Cover
The undisputed lord of the
Nine Hells is Asmodeus.
All who occupy his realm
fear and respect him.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica,
Chains of Asmodeus, 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 © 2023 James Ohlen (Arcanum Worlds) and published under the Community Content Agreement
for Dungeon Masters Guild.
Contents
Introduction: Chapter 6: Phlegethos, Appendix A: Lords of the Nine............214
Welcome to the Nine Hells....................... 4 the Fiery Wasteland..............................109 Archdevil Lair Actions.............................. 214
The Nine Hells.................................................4 Running This Chapter............................... 109 Asmodeus..................................................... 216
Sins.....................................................................4 Phlegethos Overview................................. 110 Baalzebul...................................................... 218
Running the Adventure..................................5 Key Locations in Phelegethos................. 111 Belial.............................................................. 220
Story Overview ...............................................7 Adventure: The Elemental Preserve...... 112 Dispater........................................................ 222
Adventure Flowchart......................................7 Chapter 7: Stygia, the Frozen Sea.......123 Fierna............................................................ 225
The Nine Hells ................................................8 Running This Chapter............................... 123 Glasya............................................................ 226
Great Heroes..................................................11 Stygia Overview.......................................... 124 Levistus......................................................... 228
New Characters.............................................11 Key Locations in Stygia............................ 125 Mammon...................................................... 230
Saving Souls...................................................11 Adventure: The Chasm of Mephistopheles........................................... 232
Lost Souls ......................................................11 Found Things......................................... 127 Additional Archdevils................................ 234
Souls of the Damned....................................17 Bel.................................................................. 234
Group Patrons............................................... 22 Chapter 8: Malbolge, Zariel............................................................. 235
Hellriders of Elturel..................................... 22 the Realm of Decay...............................135
Running This Chapter............................... 135 Appendix B: Monsters..........................236
Conclave of Halruaa.................................... 25 Affliction Devil (Kocrachon).................... 236
Deathstalkers of Bhaal............................... 28 Malbolge Overview.................................... 136
Key Locations in Malbolge....................... 137 Ayperobo Swarm........................................ 238
Chapter 1: Kelemvor’s Cathedral .........33 Adventure: The Sign of the Corruption Devil (Paeliryon)................... 239
Running this Chapter.................................. 33 Hag’s Arms.............................................. 138 Displacer Fiend...........................................240
The Infernal Contracts................................ 33 Halog............................................................. 242
The Cathedral............................................... 35 Chapter 9: Maladomini, Hellcat (Bezekira).......................................244
Entering the Nine Hells.............................. 38 the Domain of Ruined Cities................149 Maelephant Nomad.................................... 245
Meeting Tiax.................................................. 38 Running This Chapter............................... 149 Miasmorne...................................................246
No Turning Back........................................... 40 Maladomini Overview............................... 150 Oneirovore...................................................248
Key Locations in Maladomini................. 151 Pain Devil (Excruciarch).......................... 249
Chapter 2: The Nine Hells .....................43 Adventure: The Eye Market..................... 153
Character Objectives................................... 43 Shredwing.................................................... 250
River Styx Encounters................................ 43 Chapter 10: Cania, Styx Dragon................................................. 252
Asmodeus and the Nine Sins.....................59 the Relentless Cold...............................163 Tyrant Shadows.......................................... 254
Let Me Tempt You........................................ 60 Running This Chapter............................... 163 Vorvolaka...................................................... 258
The Dukes...................................................... 66 Cania Overview........................................... 164 War Devil .....................................................260
Life in the Nine Hells................................... 66 Key Locations in Cania............................. 165 Appendix C: Non-Player Characters...261
Features of the Nine Hells.......................... 66 Adventure: The Sorrow Mine.................. 166 Aeshma......................................................... 261
A Thankful Patron .................................... 173 Anagwendol................................................. 262
Chapter 3: Avernus, Before Leaving Cania................................ 175
the Eternal Battlefield............................69 Barachiel...................................................... 263
Tiax’s Betrayal.............................................176 Jenevere........................................................264
Running This Chapter................................. 69 Leaving Cania............................................. 177
Avernus Overview........................................ 69 Koh Tam....................................................... 265
Key Locations in Avernus............................71 Chapter 11: Hunted by the Dukes.......179 Tiax................................................................266
Adventure: The War-Slough.......................73 Running this Chapter................................ 179 Appendix D: Infernal Magic Items......267
Ambushed by the Infernal Warship....... 179 Infernal Item Corruption.......................... 271
Chapter 4: Dis, Ambushed by Abigor.................................. 180
the City of Burning Iron.........................81 Infernal Artifacts........................................ 272
The Brothers’ Infernal Warship.............. 180
Running This Chapter..................................81 Baalzebul’s Infernal Submersible.......... 186 Appendix E: Corruption ......................278
Dis Overview................................................. 82 Corruption Tracker.................................... 278
Key Locations in the City of Dis............... 84 Chapter 12: Nessus, Corruption Score........................................ 278
Adventure: The Agora of the Bastion of Asmodeus.....................195 Final Outcomes........................................... 278
Floating Knives........................................ 85 Running this Chapter................................ 195
The Final Stage.......................................... 196 Appendix F: Player Handouts ........... 280
Chapter 5: Minauros, Nessus Overview........................................ 196 Infernal Maps..............................................280
the Endless Swamp.................................97 Adventure: The Oasis of the Lethe......... 202 Normal Maps...............................................280
Running This Chapter................................. 97 Adventure: Malsheem................................208 The War-Slough..........................................280
Minauros Overview...................................... 98 Leaving the Nine Hells.............................. 213 The Ineffable Trove.................................... 281
Key Locations in Minauros...................... 100 The Elemental Preserve........................... 282
Adventure: The Ineffable Trove............... 100 The Oasis of the Lethe..............................283
The Agora of Floating Knives.................284
The Eye Market...........................................285
I N T RODUC T ION
Ruler: Dispater
Souls: Bounty, The Chosen One, Patricide
Second layer: Dis
Patron Objectives: Cloak of Invisibility, Instrument of the Bards
For 10th to 13th-level characters
(Ollamh Harp), Iron Horn of Valhalla, Wrought-Iron Tower
(see appendix D)
Ruler: Mammon
Third layer: Minauros Souls: Father, The Infinite Treasure
For 10th to 13th-level characters Patron Objectives: Accounting and Valuation of All Things
(see appendix D), Belt of Giant Strength (storm)
Ruler: Levistus
Fifth layer: Stygia Souls: Business Partner, The Oathbreaker
For 14th to 16th-level characters Patron Objective: Holy Avenger, Manual of Golems (iron),
Rod of Resurrection, True-Ice Shards (see appendix D)
Ruler: Glasya
Sixth layer: Malbolge
Souls: The Heartless Master, Mentor, Mother
For 14th to 16th-level characters
Patron Objective: Scourge of Shadow (see appendix D)
Ruler: Baalzebul
Seventh layer: Maladomini
Souls: Spouse/True Love, The Great Con
For 17th to 20th-level characters
Patron Objectives: Jenevere, Staff of the Woodlands
Ruler: Mephistopheles
Eighth layer: Cania
Souls: Student, The Merciless
For 17th to 20th-level characters
Patron Objective: Staff of the Magi
a deep hatred for Asmodeus because of what the More information on the patrons can be found in
archdevil did to his home city and its patron angel. the “Group Patron” section of this chapter.
From the day he was born, your brother was a Someone of your reputation and talent is always
problem child—impulsive, aggressive and violent, in high demand. If the price is right, you’ll take on
though never toward you. He was constantly getting any job … but you don’t work cheap. Still, this is
into fights—most of which he started—and you were the strangest adventure you’ve ever been hired for.
constantly coming to his rescue and cleaning up The ruthless matron of a powerful noble family
his messes. But despite his flaws, you always knew has disappeared, and you’ve been hired to find her.
he had your back. His temper grew worse as he Your first assumption was that she’d either been
grew older, and his fights often resulted in people kidnapped for ransom, murdered by a rival family, or
getting hurt. He fell in with an unsavory crew, and killed by one of her own ambitious kin. But during
you drifted apart. Now you’ve learned he was foolish your investigations, you discovered the shocking
enough to sign an infernal contract with Asmodeus, truth: decades ago, she signed an infernal contract
and his soul is trapped in the Nine Hells. You can’t to help advance her family’s fortunes, and Asmo-
deny your brother deserves his fate … but he’s still deus came to collect his payment. Tracking her soul
your brother, and you’re not going to turn your back through the Nine Hells wasn’t part of the original
on him. deal, but the reward for bringing her back is too high
to pass up, and you never leave a job unfinished.
Phylactery Location. The War-Slough on Avernus,
the first layer of the Nine Hells Phylactery Location. The Agora of Floating Knives
Phylactery Benefit. While you possess your broth- on Dis, the second layer of the Nine Hells
er's phylactery, you can channel your brother's Phylactery Benefit. While you possess your
rage. When you make your first attack on your bounty's phylactery, you’re more adroit at killing.
turn, you can decide to attack recklessly. Doing so When you miss with a melee weapon attack,
gives you advantage on melee weapon attack rolls you can choose to hit instead. Once you use this
using Strength during this turn, but attack rolls benefit, you can’t use it again until you finish a
PAUL ADAM
against you have advantage until your next turn. long rest.
For years, you and your business partner shared Growing up, you never seemed to fit in. You were
the fruits of your adventures in a mutually benefi- always different—perhaps that’s why you became
cial arrangement. Sure, they were always trying to an adventurer. Your childhood was lonely until
squeeze a few extra drops from your cut on every you met your childhood friend. Like you, they were
mission, but you never thought they’d actually completely ignored by other children on the good
betray you. On your last adventure, however, they days, ruthlessly bullied on the bad. But in each other
double-crossed you, stealing a rare and powerful you found a kindred soul. You formed a powerful
magic item you’d spent years questing for. They dis- bond of friendship that allowed you to rise above
appeared with your treasure, leaving you high and the taunts and torments of the other kids. Together,
dry. You searched for the precious item in vain, only you found the strength to survive and flourish. You
to discover that your old partner’s soul is trapped in became a successful adventurer. Your friend chose
the Nine Hells because of an infernal contract they a different path, one of domestic bliss with a family
signed with Asmodeus. The only way you’ll ever get and a quiet, fulfilling life. Years would pass between
back what is rightfully yours is to track them down seeing them, but you still remained close—united by
and bring them back to life so they can tell you your childhood bond. But when your friend’s young-
where the treasure is hidden. est child became ill, they didn’t turn to you for help.
Instead, they signed a contract with Asmodeus, con-
Phylactery Location. The Chasm of Found Things
demning themselves to an eternity in the Nine Hells.
on Stygia, the fifth layer of the Nine Hells
Phylactery Benefit. While you possess your busi- Phylactery Location. Use an encounter and loca-
ness partner's phylactery, you have advantage on tion from the remaining lost souls not chosen by
saving throws against illusion spells and effects the players.
that would make you have the charmed condition. Phylactery Benefit. Possessing your childhood
friend’s phylactery grants you advantage on Wis-
dom and Charisma saving throws.
You loved your father. He helped shape you into You learned your craft at the feet of a true master.
the hero you're now. He supported your ambitions, Recognizing your raw talent and potential, your
gave you advice when you needed it, and was there mentor took you under their wing and trained you.
for you when things looked darkest. Your mother Your mentor was a difficult master and demanded
loved him even more, for he was personable, funny, complete obedience. Over the years, they taught you
and kind. But everyone has a flaw, and your father’s everything you needed to know about adventuring
flaw was gambling. The risk-taking behavior that and life, shaping you into the hero you're today. They
you inherited from him made you into a hero, but shared all their secrets with you … except for one.
he didn’t have your outlet. Instead, he took risks Long ago, your mentor signed an infernal contract
with money. His debts grew, as did his shame, but with Asmodeus. Now your mentor has been whisked
you never knew. Your mother didn’t tell you about away to the Nine Hells, and it’s time to use every-
it until it was too late. Asmodeus used his shame to thing they taught you to save them from an eternity
convince him to sign an infernal contract. of torment and suffering.
Phylactery Location. The Ineffable Trove on Minau- Phylactery Location. The Sign of the Hag's Arms
ros, the third layer of the Nine Hells on Malbolge, the sixth layer of the Nine Hells
Phylactery Benefit. Possessing your father’s phy- Phylactery Benefit. Possessing your mentor’s phy-
lactery grants you extra luck. Whenever you make lactery grants you protection. You gain a +1 bonus
an attack roll, an ability check, or a saving throw, to AC and saving throws.
you can roll an additional d20. You can choose to
use this benefit after you roll the die, but before
the outcome is determined. You choose which of
the d20s is used for the attack roll, ability check,
or saving throw. Once you use this benefit, you
PAUL ADAM
Your mother was kind and loving, but also strong Your sister was fearless. There was no challenge
and independent. She raised you on her own, she wouldn’t tackle, no dare she wouldn’t take.
supporting you by telling fortunes and performing She became an adventurer, living a life filled with
tarot readings for the locals in the town where you thrills and excitement. She even inspired your own
grew up. Once you began your adventuring career, career, pushing you to ever greater accolades. But
her reputation grew quickly. Officials and nobility of over the years, her risk-taking became a compulsion
ever-increasing rank and importance began to come she couldn’t control. She became more and more
to your mother for insight into their futures, amazed reckless, embarking on foolhardy quests and what
at the accuracy of her predictions. What you didn’t seemed like suicide missions. What you didn’t real-
know was that her rapid rise in stature was due to ize was that it was your sister’s envy of your accom-
her signing an infernal contract with Asmodeus to plishments that drove her recklessness. Asmodeus
enhance her gifts. exploited her need to be your equal, convincing
her to sign an infernal contract in exchange for the
Phylactery Location. The Sign of the Hag's Arms
ultimate adventure.
on Malbolge, the sixth layer of the Nine Hells
Phylactery Benefit. Possessing your mother’s Phylactery Location. The Elemental Preserve on
phylactery grants you foresight. When you finish a Phlegethos, the fourth layer of the Nine Hells
long rest, roll a d20 and record the number rolled. Phylactery Benefit. While you possess your
You can replace any attack roll, saving throw, or sister's phylactery, any effect that applies the
ability check made by you or a creature that you frightened condition on one or more targets has
can see with this foretelling roll. You must choose no effect on you.
to do so before the roll. This roll can be used only
once. When you finish a long rest, you lose an
unused foretelling roll.
True love is real—you know this because you were You started at the bottom and clawed your way
lucky enough to find yours. In a world too often to the top, forging your reputation over the years.
filled with darkness and danger, you were blessed As your legend grew, others came to you seeking
to find someone to stand by you through thick and guidance, but you always turned them away. One
thin. They supported you when you needed it most, day, you discovered a student who was different
helping you to reach your full potential. Together, than the others. Although the student was willful
you made a life for yourself: a wonderful, perfect and prone to violence, you still saw a spark in them
life. But now you have learned that your love kept a that reminded you of your own humble beginnings,
secret from you: they made an infernal contract with so you took them under your wing. You helped them
Asmodeus to help keep you safe during your adven- reach their full potential, growing skills until their
tures. They made the ultimate sacrifice to protect ability and reputation rivaled your own. But despite
you, and now they're paying the ultimate price. all you taught them, your student still made a tragic
mistake. They signed an infernal contract with
Phylactery Location. The Eye Market on
Asmodeus, foolishly convinced they could get out of
Maladomini, the seventh layer of the Nine Hells
it before it came due. Now it’s up to you to help them
Phylactery Benefit. Possessing your true love’s
one last time.
phylactery grants you advantage on saving throws
against spells and other magical effects. Phylactery Location. The Sorrow Mine on Cania,
the eighth layer of the Nine Hells
Phylactery Benefit. While you possess your stu-
dent's phylactery, you can use a bonus action to
heal a number of hit points equal to twice your
level. Once you use this ability, you can’t use it
again until you finish a long rest.
PAUL ADAM
Choosing a Sin
First, each player must decide if their character has
harmed themself or another, then choose which sin
caused their soul to be consigned to the Nine Hells.
Sins to the other represent possible harm a charac-
ter has done to others, whilst sins to the self repre-
sent possible strong detrimental character flaws.
The Categories of Sin table outlines the choices a The Chosen One (Pride)
player may make.
Categories of Sin You always knew you were special. Even from a
young age, it became clear that you were better than
Sin Harm or Flaw
everyone else. Because of this, you thought nothing
Sins to the Other of using, manipulating, or exploiting others for your
Betrayal The Oathbreaker own benefit. Stepping on the insignificant as you
Deceit The Great Con climbed your way to the top was simply the natural
Harm The Merciless order. The fame and glory you achieved in your life
only proved you were right all along … though look-
Murder Patricide
ing back, maybe you pushed things too far. After all,
Oppression The Heartless Master you did end up in the Nine Hells.
Sins to the Self
Character Punishment. Your greatest fear in life
Anger The Furnace was being inadequate. Now you're haunted by
Greed The Infinite Treasure a recurring nightmare in which you compete in
Jealousy The Queen trials of skill against other heroes but find yourself
Pride The Chosen One weak, overmatched, and helpless.
Phylactery Location. The Agora of Floating
Knives, on Dis, the second layer of the Nine
Not Having a Soul Hells. The character’s soul is forced to com-
When a character whose soul is trapped in the Nine pete in a series of events showcasing strength,
Hells dies, resurrection magic can return that charac- skill, and intelligence. But their soul is merely a
ter to life no matter how much time has passed. For weakened shell of what it once was, and they're
example, a Revivify spell works on the character even constantly overmatched by their fellow competi-
if a week has passed since the character died. How- tors. With each loss, they're humiliated, mocked,
ever, if the character's body is completely destroyed,
and made to suffer painful punishments for their
not even a Wish or True Resurrection spell can bring
the character back.
failure. To free their soul, the character must take
their place in these events; they must compete
and win.
LIUS LASAHIDO
There has always been a fire inside you, a danger- You’ve always been a grifter, using your wits to
ous fury, just waiting to be unleashed upon the trick and manipulate others for your own advan-
world in a storm of violence. The rage gave you tage. But when you unknowingly made a deal
strength and power. It helped you defeat your ene- with one of Asmodeus's agents, you learned that
mies and forge your legend … but there was a cost to even you can be conned. Before you could fulfill
your anger. Those around you quickly learned not to the seemingly simple terms of the deal, you were
try your temper, but over the years it was inevitable murdered by the Avatar of Bhaal, consigning you
that something would set you off from time to time. to the Nine Hells. On the one hand, you admire
When it was unleashed, your wrath was terrifying to the devil’s cunning trickery … but on the other, you
behold … but it also led you to do things you’d later want payback for how you were played.
regret. People suffered. People died. Some deserved
Character Punishment. You were once a master
it, but many did not. Given what you’ve done—what
of deceit, but in your dreams you're trapped in a
your anger made you do—you’ve known for a long
labyrinth of your own lies, forced to run through
time where you were going to end up when you died.
the maze while being hunted by shadowy enemies
Character Punishment. The color of your sleep is and never able to find a way out.
red: blood, fire, burning rage. You don’t dream— Phylactery Location. The Eye Market in the terri-
not in the normal sense. When you close your tory of Memnoriac, on Maladomini, the seventh
eyes, all you see is red. You wake bathed in sweat, layer of the Nine Hells. The character’s soul is
with your heart pounding, but you can’t remember pursued by the pit fiend's gang of devils through
any details beyond that single color. Red. the very streets Memnoriac designed. The route is
Phylactery Location. The Elemental Preserve, littered with illusions and convoluted traps. Deadly
Phlegethos, the fourth layer of the Nine Hells. spiked pits appear as normal floors or seemingly
The character’s soul is forced to shovel coal into a safe doorways lead into rooms filled with deadly
massive furnace, whipped to greater and greater fire. As the soul flees the devils, it constantly “dies,”
efforts by several efreet with flaming scourges. No forcing it to begin again. To free this character's
matter how much fuel is thrown into the furnace, soul, the characters must fight their way through
the roaring flames instantly devour it in a burst the narrow streets, defeating the monsters and
of searing heat. To free this character's soul, the avoiding the tricks and traps.
characters must defeat the efreet and then find a
LIUS LASAHIDO
You were used to the finer things in life; due to your You were never afraid to take what was yours—or
fame and fortune, you surrounded yourself with what was anyone else's, for that matter. You lusted
servants to answer every need and fulfill every after material wealth in all its forms—money, pos-
desire. You paid them well, but in exchange you sessions, magic items. During your life, you accu-
demanded flawless perfection. Unbeknownst to you, mulated a vast hoard of treasures, but you couldn’t
the head of your household achieved this impossible take it with you when you died. In the end, the only
standard through brutal training and punishments thing your avarice got you was a one-way ticket to
for any servant that failed even the smallest task. the Nine Hells.
Despite your ignorance, you were ultimately respon-
Character Punishment. Your dreams are filled
sible for the well-being of those under your charge …
with the endless counting of gold coins—hun-
a responsibility you blissfully abdicated.
dreds, thousands, millions, all piled in an enor-
Character Punishment. Your sins weigh heavily mous chamber. Each one must be counted by
on you. At night, you're plagued by disturbing hand, and you can’t stop until you’re done … but
dreams. In them, you're a servant under control of the mountain of coins just continues to grow and
a cruel master who makes impossible demands. grow. Worst of all, you know in your heart they
When you inevitably fail at your tasks, you're bru- aren't even yours; you're just counting them for
tally punished over and over. someone else.
Phylactery Location. The Sign of the Hag’s Arms, Phylactery Location. The Ineffable Trove, on
on Malbolge, the sixth layer of the Nine Hells. The Minauros, the third layer of the Nine Hells. The
character’s soul is a servant ordered to perform character’s soul is forced to count a massive
a series of impossible tasks: cleaning out entire mountain of gold coins one by one. This task
stables in a single day; serving a perfectly cooked is overseen by a powerful red dragon—the true
meal despite a fire that won't stay lit; delivering a owner of the coins. At the end of each day, the
message across deadly terrain without weapons mountain of coins shifts and topples, crushing
or armor. With each failure, the character’s overse- the character under the coins' weight. It takes all
er—a ruthless hag—subjects the character's soul night for the character to claw their way out, only
to a series of brutal tortures to “teach” them the to begin the count again. To free this character's
error of their ways. To save their soul, the charac- soul, the characters must defeat the dragon and
ter must find a way to complete these impossible leave the coins. (Taking even one causes the
tasks, then defeat the overseer. dragon to come back to life.)
Throughout your adventuring career, your one true In the early days of your adventuring career, you
love was always with you, fighting by your side. You swore an oath of loyalty to a patron. It was only
looked forward to a long and happy life together after much later you discovered you served a monster.
your adventuring days were done, but that future was When you were ordered to slaughter a political
ripped away. Your partner was killed in a surprise rival’s children, you refused. Despite your good
attack by servants of an enemy from your past, their intentions, you broke your solemn vow to serve, con-
body disintegrated so they couldn't be raised. You demning your soul to the Nine Hells on a technical-
hunted down the one responsible. But in your grief, ity when the patron’s hired assassins killed you.
it wasn’t enough to merely defeat or kill them. You
Character Punishment. Every night, you're
spent days torturing your enemy, making them feel
haunted by a recurring nightmare in which you're
as much pain as possible in the hopes it would soothe
trapped in a room with strange, feral children.
your own tormented heart. In the end, it didn’t help
They cry and beg for mercy, even as they attack
… but your cruelty was such that upon your death
you over and over.
your soul was consigned to the Nine Hells.
Phylactery Location. The Chasm of Found Things,
Character Punishment. The brutal revenge against on Stygia, the fifth layer of the Nine Hells. The
your enemies brought you no solace. Instead, it character's soul is imprisoned in a room filled
only twisted and corrupted the memories you have with polymorphing devils. These creatures alter-
of your true love. Now when you sleep, you dream nate between two forms: devils that attack the
of them not as your companion, but as your sadis- character’s unarmed soul relentlessly and crying
tic tormentor, torturing you in a prison cell from children begging for mercy. To free this charac-
which there is no escape. ter's soul, the characters must defeat all the devils
Phylactery Location. Imprisoned in the mining before they transform back into children.
town at the foot of the Sorrow Mine, on Cania, the
eighth layer of the Nine Hells. The character’s soul
is imprisoned by devils with the face and form of
their one true love. In the prison, the soul is relent-
lessly tortured over and over by these doppel-
gangers. To free this character's soul, the charac-
ters must break into the heavily guarded cells, find
LIUS LASAHIDO
You murdered your father. It wasn’t premeditated, Nobody said life was fair … but why was it always
and you loved your father. But an argument esca- unfair against you? You were talented and skilled. You
lated to the point where violence was involved. It worked hard. But even with all you accomplished,
was an accident that you will forever regret. Before there was always somebody more richly rewarded
you could use your considerable influence to have a than you. More fame. More wealth. More attention.
priest raise him from the dead, you were imprisoned An easier life. It left a bitter taste in your mouth; it
for your crime and then hanged. soured everything you had, diminishing you and
your accomplishments. It seemed like the world was
Character Punishment. Your dreams are haunted
always against you. And then you ended up in the
by the screams of your suffering soul. Each dream
Nine Hells, proving death was against you too.
is the same—a replay of your fatal argument with
your father. Instead of killing your father, he over- Character Punishment. You have strange dreams
powers you and then whips you relentlessly with a not connected to your life. In them, you're a lowly
spiked belt. You know that you must end this cycle servant … yet somehow your sister is the Queen,
of violence. and she is beloved. Other servants, guards, dip-
Phylactery Location. The Agora of Floating lomats, members of the court—they all go on and
Knives, on Dis, the second layer of the Nine Hells. on about how smart she is, how beautiful, how
The character’s soul has been imprisoned in a perfect, while you toil in the shadows, forgotten
flesh golem that has the character's face. It is and ignored.
constantly whipped with a spiked belt by a devil Phylactery Location. The War-Slough, on Avernus,
bearing the face of the character's father. Both the the first layer of the Nine Hells. Each day, the
flesh golem and devil must be defeated to free the character's soul must go from room to room in a
character's soul and reclaim it. castle, clad in soiled rags, and clean the opulent
chambers under the watchful eye of the Queen and
her followers. They constantly deride and chastise
the soul for the poor job they're doing. Often, they
abuse the character, beating them with sticks and
switches to spur them to work harder. To free their
soul, characters must defeat the Queen … but even
if she is slain, she simply reappears on her throne,
completely unharmed. The only way to truly defeat
the Queen is to first destroy her throne.
their choosing.
her into the Nine Hells.
Zythan's (see the accompanying stat block) skill Zythan rolls a d20 and chooses whether to use that roll in place
of the original roll.
in arcane magic, while particularly focused on
Dagger of Venom 6 Soul Coins Magic Resistance. Sarevok has advantage on saving throws
Eyes of Charming 1 Soul Coin against spells and other magical effects.
Goggles of Night 1 Soul Coin Rejuvenation. If Sarevok is killed, he gains a new body in 24
hours, regaining all his hit points. The new body appears on the
Hat of Disguise 1 Soul Coin
altar of the temple of Bhaal beneath Baldur’s Gate. This ability
Iron Bands of Binding 7 Soul Coins ceases to function if a cleric of good alignment casts Hallow on
Nine Lives Stealer 15 Soul Coins the altar in the temple of Bhaal.
Pipes of Haunting 1 Soul Coin Actions
Potions of Poison (2) 1 Soul Coin Multiattack. Sarevok makes three Longsword attacks. He can
Slippers of Spider Climbing 1 Soul Coin replace one of the attacks with Flames of Bhaal or Spellcasting.
Staff of Withering 5 Soul Coins Longsword. Melee Weapon Attack: +12 to hit, reach 5ft., one
target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) if
Sword of Life Stealing 8 Soul Coins
wielded in two hands. The target must succeed on a DC 18
Wand of Secrets 1 Soul Coin Constitution saving throw or be cursed by Bhaal, preventing it
from regaining hit points. The curse lasts until removed by the
Remove Curse spell or similar effect.
Deathstalker Contact: Sarevok
Flames of Bhaal. Sarevok causes flames to engulf one creature
Sarevok Anchev is a powerful Deathstalker. He is that he can see within 60 feet. The target must succeed on a
also one of the Bhaalspawn, the mortal offspring of DC 18 Dexterity saving throw or take 18 (4d8) necrotic damage.
the dead god Bhaal. Sarevok attempted to reclaim This damage can’t be restored except by a Lesser Restoration
the divine seat of the Lord of Murder vacated by spell or similar effect.
his immortal father’s demise, but his plans were Spellcasting. Sarevok casts one of the following spells, using
thwarted when he was slain by his half-brother, Wisdom as the spellcasting ability (spell save DC 18):
Abdel Adrian, who rejected his heritage and fought At will: Resistance, Thaumaturgy
against his Bhaalspawn siblings. 1/day each: Animate Dead, Antimagic Field, Astral Projection,
Sarevok’s spirit was sent to the Abyss as punish- Blade Barrier, Command, Contagion, Dispel Magic, Divination,
ment. There he eventually crossed paths with Abdel Etherealness, Fire Storm, Harm, Hold Person, Silence
a second time when his noble-hearted brother ven-
tured into the lower realms on a dangerous quest to Legendary Actions
stop another Bhaalspawn named Melissan. Sarevok Sarevok can take 3 legendary actions, choosing from the
agreed to help Abdel kill Melissan, on the condition options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Sarevok
that Abdel helped him escape the eternal torments
regains spent legendary actions at the start of his turn.
of the Abyss.
Abdel agreed, and Sarevok was reborn into the Slash. Sarevok makes a Longsword attack.
Unholy Flame. Sarevok uses Flames of Bhaal.
mortal world. After his rebirth, Sarevok was true
Channel Bhaal’s Hate (Costs 2 Actions). Sarevok unleashes
to his word, and the two brothers fought side by Bhaal’s power. Creatures within 30 feet of Sarevok, including
side against their half-sister. Ultimately Melissan ones behind barriers and around corners, can’t regain hit
was defeated, and Sarevok was granted a second points until the end of Sarevok’s next turn.
chance at life.
Kelemvor’s Cathedral
elemvor is a god of the dead, and the Hellriders of Elturel
cathedral dedicated to him reflects the Introduction
somber nature of the god. The charac-
ter's face their first challenge in this The characters meet with Ramius in the temple
dimly-lit building. of Helm within the city of Elturel. If Elturel wasn’t
saved from the Nine Hells, then the meeting takes
Running this Chapter place in the city of Berdusk, one of the cities that
was ruled from Elturel.
Before running this chapter:
• Familiarize yourself with this chapter and Koh For months, you have been searching for information
Tam, who plays an important role in the adventure.
about the Nine Hells and looking for allies that can
• Each player must separately decide which soul
they need to save from the Nine Hells. help your party venture there. After hearing about the
• As a group, the players must decide which of the Hellriders of Elturel and their history with Asmodeus,
group patrons they wish to ally with. you have been granted an audience.
The temple of Helm in Elturel is a grand building of
The Infernal Contracts marble and gilded stone. “Heroes, well met,” comes a
The characters meet with their group patron. They voice from the entrance of the temple. A man in armor
learn about Asmodeus and how he has tricked the strides toward you. “I am Ramius of the Hellriders of
powerful into signing infernal contracts. They learn Elturel, and I have a proposal for you.”
why their group patron is concerned about this. Ramius beckons you to follow him to one of the
Read the following text to start things off. Then temple walls, which bears a depiction of a great
read the text that is specific to the group patron.
cavalry unit descending upon a gateway of flame. At
the head of the painted cavalry is a winged woman in
You knew as much of Asmodeus as anyone in your line shining armor.
of work. He was a powerful deity, a conniving master “In Elturel’s darkest hour,” Ramius continues. “Our
of many schemes, and the Lord of the Nine Hells. You prayers were answered by the angel Zariel, who led a
knew that he often plotted to corrupt and win the souls thousand riders and a host of celestial beings into the
of the influential and the powerful through the use gateway to the Nine Hells. The battle was won, the
of infernal contracts, damning those unfortunates to gateway destroyed, but Zariel and some of her allies
the torments of his realm. You never thought that you were captured by the Lord of the Nine, Asmodeus.
would be one of his targets. Zariel was lost. But we have learned that a few of her
Now, you live with the loss. A hollowness exists where allies remain, held captive and tormented in the Nine
your soul should be, or else the fierce grief-ache of a Hells.” The Hellrider pauses and then adds quietly, “My
stolen friend or family member. If Asmodeus could not dearest friend among them.”
convince you yourself to sign a contract, he went after Ramius collects himself and says, “I propose that
those closest to you. If you made a pact with the Lord of together you and I journey through the Nine Hells and
the Nine, you did it with the assumption that you would rescue Zariel’s allies, my own dear friend, and the souls
have enough time to fulfill your end of the bargain. Likely you yourselves have lost.”
the others who fell prey to him thought the same. It If you agree, I will take you to the temple of Kelemvor.
was not to be. Asmodeus’s hired murderers ensured it. There is a priest there who can help us.”
Since then, you have been searching desperately for
into the infernal realm has been false. It has begun to deep and from there to the cathedral of Kelemvor.
seem truly hopeless ... But that is about to change.
The Possession Turning from you, Koh Tam begins his ritual. He
Koh Tam’s plan is to allow himself to be pos- chants ancient words and lifts his wooden staff, and
sessed by Baalzebul, who, owing to the divine you feel the air in the cathedral shudder with the grow-
wards provided by Koh Tam’s ritual, can’t tell a
ing power. The liquid in the pools around you rises.
lie. Once he has been possessed, the characters
Thick ribbons of bloody red swirl around Koh Tam, not
must ask him questions.
touching the priest, but obscuring him from your sight
as the chant reaches a crescendo.
“It is true,” Koh Tam says to your party. “That among
A growl escapes Koh Tam’s mouth. “The rancid
those on this mortal plane, there are none that
stench of sinners ... surrounds me. Speak to me of your
know the Nine Hells as I do. But the Nine Hells are
sins, and swiftly, so that I might tell you what I must.”
immense, full of countless secrets and dangers. To
find that which you seek, you must consult someone
with even greater expertise.” Each character now has the opportunity to ask after
Koh Tam spreads out his arms, gesturing at the ritual the sins they seek. Baalzebul refuses to answer any
questions until each character admits their sins or
he has prepared in the center of the cathedral sanctum.
the sins of their loved one, however. Once they’ve
“I will summon for you Baalzebul, one of the done this, Baalzebul reveals where the soul can be
archdevils of the Nine. He will possess my body and found. He provides only the layer of the Nine Hells
speak through me. He cannot lie, but be warned, he and the general location (an adventure area, district,
or landmark within the layer). The players should
SERGEY MUSIN
Deathstalkers
If the characters followed Sarevok into the cathe-
dral, read the following:
to the Nine Hells immediately. The weary priest sits on the steps below the cathedral
Once the characters rid Koh Tam of the avatar of altar. His hands still tremble but his voice is calm and
Baalzebul, the threat is ended.
steady as he explains the journey that lies ahead.
“I can open a portal to Avernus, the first of the Nine
Avatar of Baalzebul Hells. Once there, I have a barge that will allow us to
Medium Fiend (Devil), Lawful Evil
sail the River Styx, a far easier task than attempting to
Armor Class 14 (natural armor) navigate by foot. I will sail with you and be your guide,”
Hit Points 285 (30d8 + 150) Koh Tam says. “To succeed in your mission, you must
Speed 20 ft., fly 30 ft.
do two things. First, you must find the souls you
STR DEX CON INT WIS CHA seek and free them from whatever foul device holds
21 (+5) 13 (+1) 20 (+5) 17 (+3) 18 (+4) 20 (+5)
them captive. Second, you must deal with Asmodeus
Saving Throws Str +11, Cha +11 himself. For even if you escape the Nine Hells with the
Skills Deception +11, Insight +10, Intimidation +11, souls you wish to rescue, they will only be hunted down
Persuasion +11
Damage Vulnerabilities radiant
again unless you can convince, or trick, Asmodeus to
Damage Resistances acid, cold; bludgeoning, piercing, and declare them free.”
slashing from nonmagical attacks that aren’t silvered Koh Tam stands and dusts off his heavy robes. “I will
Damage Immunities fire, poison
Condition Immunities charmed, poisoned go and prepare for our journey,” he says. “When you
Senses darkvision 120 ft., passive Perception 14 are ready, come find me and I will open the portal.”
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP) Proficiency Bonus +6
Koh Tam waits for as long as the characters need.
Stench of the Slug. Any creature that starts its turn within Once they’re ready, he opens the portal to Avernus.
10 feet of the avatar must succeed on a DC 19 Constitution
saving throw or have the poisoned condition until the start of
their next turn. On a successful saving throw, the creature is Meeting Tiax
immune to this stench for 1 hour. The portal takes Koh Tam and the characters to the
Bronze Citadel in Avernus.
Actions
Multiattack. The avatar makes four Sickening Claw attacks. It
can replace one of the attacks with Insect Gorge (if available). The heat that greets you on the other side of the
Sickening Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., portal is at once sharp and searing and unbearably
one target. Hit: 9 (1d8 + 5) slashing damage plus 13 (3d8) acid heavy, each push forward as difficult as swimming
damage. The target’s hit point maximum is reduced by the through molasses. The air is so dry that after a single
acid damage taken. The reduction lasts until the target finishes
a long rest. The target dies if this effect reduces its hit point breath your throat aches for drink and yet so humid
maximum to 0. that your clothes already cling to your sweat-soaked
Insect Gorge (Recharge 4–6). The avatar disgorges a swarm of form. Above you the sunless sky is a brilliant red, alive
biting flies at a point it can see within 300 feet of itself. Each with writhing masses of crimson clouds and flares
creature within a 20-foot-radius sphere centered on that point
of orange lightning. Your party stands on a rocky
must make a DC 19 Constitution saving throw. A creature takes
55 (10d10) piercing damage on a failed save, or half as much cliffside. Below you the dark and trepid River Styx
damage on a successful one. The biting flies persist for 1 min- stretches out to the ends of the horizon. All around
ute or until the avatar is slain. A creature must also make this
you loom towers and walls of glinting metal and
saving throw when it enters the insects’ area for the first time
on a turn or ends its turn there. bleached bone: the Bronze Citadel.
Caustic Slimepool (1/Day). The avatar causes caustic slime
to emanate from itself, covering a 15-foot-radius circle. Each Koh Tam guides the characters away from the
creature within the slime must succeed on a DC 19 Dexterity
Bronze Citadel to the docks. There he introduces
saving throw or have the grappled condition (escape DC 17).
them to his first mate, Tiax (see appendix C).
SERGEY MUSIN
Tiax is a cleric of Cyric, the god of lies. He believes
Koh Tam’s first mate is a gnome of peculiar mannerism
that his god has chosen him to one day rule
by the name of Tiax. He is dressed like a naval captain Faerûn. Over the years this preposterous belief has
that has fallen upon hard times. His face is covered by led to imprisonment half a dozen times, usually
a wild beard and a wooden pipe held between his teeth when one of his schemes blows up in his face
sends out plumes of foul-smelling smoke. He stands (often literally). However, Cyric does indeed favor
on the docks by Koh Tam’s barge, arms crossed and him and treats him like a pet or jester. Thus, the
god always helps the gnome escape from whatever
face set in a scowl as you approach.
predicament he has brought down on himself.
“There ye are, ye fools!” Tiax slams a foot down on Cyric has directed Tiax to serve Koh Tam faith-
the edge of the barge. The force pushes the vessel out fully. Cyric is interested in what Asmodeus has
to the end of its rope, leaving the gnome unbalanced planned and harbors a deep hatred for Koh Tam’s
and tipping toward the unnatural river water. Koh Tam god, Kelemvor. He hopes that Tiax might learn
reaches out and snatches the back of Tiax’s shirt, pull- something about Asmodeus’s schemes and if not,
then Tiax is well positioned to kill one of Kelemvor’s
ing him to safety. The gnome neither offers his thanks
most powerful clerics.
nor pauses his speech. Instead, he stomps his foot Tiax hides his faith from everyone. He proclaims
again, this time on the firm wood of the dock, raises himself a great sorcerer so that any magic he uses
his fist, and says, “So, you wish to sail the treacherous isn’t thought of as divinely given. Tiax is a ticking
waters of the Nine Hells with the mighty sorcerer Tiax. time bomb and as the characters travel deeper
Well! No better choice of guide could you have made. into the Nine Hells he becomes more dangerous.
Tiax will randomly appear to help—or hinder—the
For the great and wise Tiax knows all! But, beware, for
characters as they make their way through the Nine
the way before ye is full of horrors that would drive Hells. Every time the characters arrive at a layer
lesser souls to terror. Not I though,” he says, crossing of the Nine Hells, even if they’ve previously visited
his arms again. “I’m frightened of nothing.” it, roll on the Troubles with Tiax table and run the
indicated event.
SERGEY MUSIN
section in chapter 10 for more details. each location they visit within the layer.
0 5 10
JOHN STEVENSON
Feet
Objective Locations
—Group Patron Objectives—
Location Lost Soul Phylacteries Hellriders Conclave Deathstalkers
The War-Slough, Brother, — — —
Avernus (1st layer) The Queen
The Agora of Floating Knives, Bounty, — Cloak of Invisibility, Wrought-Iron
Dis (2nd layer) The Chosen One, Instrument of the Bards Tower
Patricide (Ollamh Harp),
Iron Horn of Valhalla
The Ineffable Trove, Father, — Belt of Giant Strength Accounting
Minauros (3rd layer) The Infinite Treasure (storm) and Valuation of
All Things
The Elemental Preserve, Sister, Anagwendol — Amulet of the
Phlegethos (4th layer) The Furnace Inferno,
Ranseur of Torture
The Chasm of Found Things, Business Partner, — Holy Avenger, True-Ice Shards
Stygia (5th layer) The Oathbreaker Manual of Golems (iron),
Rod of Resurrection
The Sign of the Hag’s Arms, The Heartless Master, — — Scourge of
Malbolge (6th layer) Mentor, Mother Shadow
The Eye Market, Spouse/True Love, Jenevere Staff of the Woodlands —
Maladomini (7th layer) The Great Con
The Sorrow Mine, Student, — Staff of the Magi —
Cania (8th layer) The Merciless
The Oasis of the Lethe, — — — —
Nessus (9th layer)
Infernal Warship — Barachiel — —
JULIAN CALLE
Phlegethos
(Fourth Layer)
Cania
Stygia (Eighth Layer)
(Fifth Layer)
Nessus
(Ninth Layer)
Dis
(Second Layer)
Minauros
(Third Layer)
Malbolge
(Sixth Layer)
Maladomini
(Seventh Layer)
JOHN STEVENSON
fly about calling to each other in their awful speech. The commander of this demon army is a great, twenty-
Dozens more scream and gibber at each other from foot-tall, black-furred minotaur with six iron horns. At
barges that float in the River Styx ahead of you. Three either side of him stand minotaur-like demons who are
such barges have already begun rowing your way but just as massive as their lord. At the back of the tent sits
a large, winged demon lands on your ship well before a bone cage within which over a dozen humans huddle
The camp on the plateau is the war compound of Unless the characters are openly hostile, Bapho-
the demon lord Baphomet (see Monsters of the met, and the two goristro with him, won’t attack.
Multiverse). He has penetrated deeply into the Nine His enemies are the devils of the Nine Hells, not
Hells and intends to throw his host of demons at one the characters. He would rather share his plan. He
of the devils’ great flying strongholds to slaughter tells the characters that it is time to throw down
as many of his enemies as possible. The demons the chains of oppression that law and civilization
know they will die in the attack, but since they’re bring. He wants them to help him destroy one of the
not native to the Nine Hells it is of no consequence. flying citadels that archdevils often use to fly above
Their bodies will simply reform in the Abyss. The the hellscape of their home. Baphomet offhandedly
devils that they kill will die forever. explains that if the characters turn down his offer,
The demon that lands on Koh Tam’s ship is a they’ll join the meat that waits to be consumed after
nalfeshnee in command of the demon host’s barges. victory is achieved and points to the prisoners in the
It demands that the characters accompany it to bone cage. But he insists it is their choice.
speak with its lord, Baphomet, who is currently Baphomet desires to draw the citadel to this loca-
within the camp on the plateau. If the characters tion whereupon he plans to trigger an overly com-
refuse, the demon attacks and the nalfeshnee is plicated assault, the details of which the characters
assisted by three fly-like chasmes. If these demons don’t need to know. He simply needs them to locate
are defeated, the characters can bypass the interdic- the nearest citadel and attract its attention, so it
tion and proceed down the River Styx, skipping the diverts towards the camp. As a reward, Baphomet
remainder of this encounter. offers a chest full of 5,000 gp once the characters
return with a citadel on its way. If the characters
Attacking the Citadel beasts like puppets. The devious devils have scat-
If the characters want to join in the assault on the cit- tered the armor, weapons, and treasure of previous
adel, it is clear that the demons shall lose this battle. victims near the entrance of one of the caves. This
It should also be clear that the characters can simply way, it can easily be seen from boats passing by.
leave the battle at any time—neither demon nor However, it isn’t the ayperobos that poses the great-
devil notice. The devilish host includes ten shred- est danger here.
wings fighting the chasmes and eight affliction The first clue to the dangers of this area are the
devils guarding each citadel entrance (see appendix freshly stripped corpses of several rothé, recently
B for both). Inside a squad of sixteen bearded eaten by the ayperobos. All that remains of these
devils emerge to further challenge intruders. If rothé are their intact skeletons, flecked with blood
somehow despite all these obstacles the characters and flesh. A successful DC 15 Wisdom (Survival)
reach the bridge, they find it crewed by six horned check reveals that these corpses are recent and that
devils, two war devils (see appendix B), and the whatever killed them stripped all of the meat from
archdevil appropriate to this layer of the Nine Hells. their bones in a matter of moments.
Shadow of a Tyrant
Rothé
Large Beast (Cattle), Unaligned
Swarms of thousands of bloated flies fill the air with a
Armor Class 10
droning sound. These flies feed on the manure from the Hit Points 15 (2d10 + 4)
herd of rothé that stand dumbly about upon the shore. Speed 30 ft.
Jagged rocks and deep pits can be seen a little further
STR DEX CON INT WIS CHA
inland. Most of the pits vanish into inky darkness, 18 (+4) 10 (+0) 14 (+2) 2 (–4) 10 (+0) 4 (–3)
though something metallic glitters within one of the
shadowed maws. Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2
This region of the Nine Hells is infested with ayper-
obos (see appendix B). These tiny devils swarm Actions
about by the thousands, disguising themselves Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
within the swarms of black flies. They’ve even Hit: 7 (1d6 + 4) piercing damage. If the rothé moved at least
SERGEY MUSIN
burrowed into the flesh of several of the rothé (see 20 feet straight towards this target immediately before the hit,
the accompanying stat block) and now control these the target takes an extra 7 (2d6) piercing damage.
descend upon their victims en masse. A swarm of Before you, four towering beasts loom, resembling
them will push against the mast, sails and even hull massive dinosaurs covered in heavy armor plating.
of the Styx barge to drive it against the shore. A Seated atop each creature is a devil, their eyes burning
successful DC 15 Strength check is required by the
with malevolent intelligence.
navigator to keep a boat on course. The ayperobos
aren’t interested in eating the flesh of their vic-
tims; instead, they serve a greater threat. A tyrant These are the Horsemen of the Apocalypse, fallen
shadow (see appendix B) lives within the caves that rulers who climbed the ranks of the Nine Hells
dot the shore and the ayperobos lure in hapless and now serve as harbingers of the end times.
mortals and devils to be consumed by it. If any of While they await their chance to unleash destruc-
the ayperobos swarms take control of a creature, tion upon their former worlds, they spend their
they force it to enter the nearest cave mouth. time bickering among themselves, each vying for
The tyrant shadow is a thing of concentrated dominance over the others. Each rider is astride a
hatred, fear, and loathing. It has taken the appear- formidable steed.
ance of a giant spider made from writhing shad- The horsemen won’t immediately attack but
ows. As soon as it has an opportunity it snatches a instead try to engage the characters in their endless
single victim and drags him or her deep into its cave bickering, each trying to prove their own superiority
system. From there the tyrant shadow takes its time over the others. Like it or not, they’ll force the char-
to devour its prey, hoping that the screams attract a acters to choose which of their philosophies is best.
rescue attempt. Whoever they choose is overjoyed and leaves the
This particular tyrant shadow was manifested by fate of the characters in the hands of his or her com-
the archdevil known as Zagum of the Triad. panions. The remaining three horsemen unleash
Treasure. Among the scattered belongings are their full fury, using all their powers and abilities to
some valuables. Select three uncommon magic destroy the characters.
items from the Dungeon Master’s Guide.
corruption, and her many minions. Gulgara created within, not realizing it was the corruption devil’s
the camp decades ago as a trap for the unwary and powers that had drawn them there in the first place.
non-deserving of their suffering. These larvae (see was consigned to the Nine Hells, as a nupperibo.
the Dungeon Master’s Guide for this stat block), The centaurs stumbled upon him a few years ago,
lemures and nupperibos are in bone caged carts without even realizing his identity, and he has been
that some of the centaur band are yoked to. They with them ever since.
willingly entered the Nine Hells decades ago at the
behest of their chieftain. They originally numbered Bowl of Suffering
in the hundreds but have been reduced to just a
dozen.
the nupperibos begins to giggle, then laugh, then The maelephants attack anyone who tries to inter-
cackle uncontrollably. After his death, the chieftain fere with the pain devils.
The dretches use their telepathy to make prom- branches of the trees. When they break off a
ises to any mortal they see, but all their promises branch it bleeds a luminescent sap that the onei-
are lies. One dretch claims to be an angelic crea- rovores eagerly lap up. This sap is made up of the
ture trapped under the other infernal creatures. dreams of mortals.
Another dretch claims that there is a suit of magic Attacking the herd can quickly turn into a disaster.
plate armor at the bottom. Anyone crawling into If any of the oneirovores is hurt, 2d4 hellcats (see
the bowl is swarmed by the piteous creatures and appendix B) immediately spring to their defense.
must make a DC 15 Dexterity saving throw. They An oneirovore that is injured cries mournfully and
take 21 (6d6) slashing damage on a failed save, or releases its stored phantasmagoria. Nearby onei-
half as much damage on a successful one. Magic rovores also release their phantasmagoria. Things
within the bowl is corrupted so that any spell cast quickly get worse when the herd’s shepherd arrives.
within it fails and triggers a wild magic surge. In 1d4 rounds a pack of a dozen hell hounds will
Determine the surge’s effect by rolling on the burst on to the scene. A round later the shepherd, a
sorcerer’s Wild Magic Surge table in the Player’s war devil (see appendix B), arrives.
Handbook. If the guardians of the flock are dealt with, then
it isn’t too difficult to coax some of the oneirovores
Forest of Pain on to a boat. A successful DC 15 Wisdom (Animal
Handling) check convinces an oneirovore to follow
along. However, it is very dangerous for anyone
of oneirovores (see appendix B). These creatures, Wisdom saving throws. Only a Wish spell can
also known as dream eaters, are grazing on the remove this effect.
must succeed on a DC 15 Constitution saving A palace is half-sunk in the mud and a great swarm of
throw or take 17 (5d6) cold damage and 7 (2d6) flies and wasps hovers over it like a nightmarish cloud.
slashing damage. You look up at the façade of the building and see the
Storm King’s Thunder. The roller coaster drops
remnants of beauty long gone. Intricate carvings in
into the arms of a 100-foot-tall storm giant autom-
aton. As the giant places the coaster on the new marble are covered in filth and crawling things. Mighty
set of tracks, everything is electrified, and each stone walls lie half crumbled away, revealing the rotting
rider must succeed on a DC 15 Dexterity saving wood supports jutting out like shattered bones. There
throw or take 35 (10d6) lightning damage. were tall windows once. Now there remain only gaping
Great Green Devil. The roller coaster rushes holes. Slits of impenetrable black, glaring down at you
through the open mouth of a huge green devil
like soulless eyes.
face and each rider must succeed on a DC 15
Constitution saving throw or take 42 (12d6)
necrotic damage. Any rider reduced to 0 hit
points is disintegrated.
the multiverse.
If the characters turn him down, he is disap- The dinner is fraught with potential danger. Dur-
pointed, but lets them know that they can return ing each of the three courses, an angel asks a
at any time to take him up on his offer. Any act of challenging question which requires a successful
aggression by the characters results in the angels ability check to answer. Failing a check results in
attacking with a level of coordination that befits a that angel challenging that character to a duel. If
group that has been together for millennia. the character refuses the duel, then Uriel expels the
character from the estate. If the character under-
takes the duel and the angel reduces the character
Random Temptations
d12 Sin Result
1 Anger The Cultists (Knowledge)
2 Anger Vengeance is Yours (Roleplaying)
3 Murder A View to a Kill (Roleplaying)
4 Greed Box of Treats (Power)
5 Greed A Head for Knowledge (Knowledge)
6 Jealousy Anything You Can Do (Knowledge)
7 Jealousy Credit Where Credit is Due (Roleplaying)
8 Betrayal What is Rightfully Mine (Roleplaying)
9 Oppression The Angry Djinni (Power)
10 Harm Non-Lethal Weapon (Power)
Types of Player Goals 11 Harm A Torturer in Hell (Roleplaying)
Any temptation must fit the goals of a player as
12 Pride Taking Pride in Your Work (Roleplaying)
it relates to their character. All temptations are
grouped into one of the following categories:
Power. These temptations provide magic items,
Let Me Tempt You
spells, special abilities, and minions. Each of Asmodeus’s temptations is designed to
Knowledge. Discovering the location of fabled sites, use one of the primary sins to ensnare its target.
the secrets of creation, the weakness of enemies, Whether one lusts for power, knowledge or riches
and the true thoughts of others are possible with Asmodeus has designed an appropriate temptation.
these temptations. The temptations are listed under their correspond-
Privation. Temptations of this kind involve relieving ing sin.
privation by means of restoring hit points, lost
abilities, and providing protection from death.
Anger
Roleplaying. These temptations help achieve char- “Anger is forged in the fires of the Nine Hells.”
acter-specific but non-power-related goals—the —Bel
death of enemies, the benefit of friends, family,
community or dependents in need, the altering
The Sentient Artifact (Power)
of a political status quo, the location of some lost
The characters find an ancient sentient artifact
icon of cultural or family significance. Titles and
of the Blood War. It promises to give one of them
status. These rely on the character's backstory
great power in the form of rage. Once it has
having appropriate material, and the player being
granted the power to one of the characters, the
sufficiently invested in it.
sentience of the artifact winks out and it becomes
The Temptations a nonmagical lump of metal. Whoever was granted
the power gains the following feature. When taking
Throughout the story Asmodeus tries to tempt the damage, you may use a reaction to enter an infer-
characters. Each is optional, so feel free to skip a nal fury. Each time you activate this fury, you select
temptation, especially if another one has recently one of the following features:
been triggered, or move them to another part of the
Nine Hells. However, make sure that each charac- • When making a melee weapon attack using
ter is tempted at least a few times throughout the Strength, you gain a +4 bonus to the damage roll.
adventure. Also, when you take damage, you may use your
The benefits and drawbacks of temptations are reaction to make one melee weapon attack against
described in detail on the following pages. Most the creature that damaged you if they’re in reach.
of these temptations have been placed in specific • When making a spell attack, you gain a +4 bonus
locations within the various layers of the Nine Hells to the damage roll. Also, when you take damage,
JULIAN CALLE
and the details of discovering them are explained you may use your reaction to cast a cantrip, target-
in an appropriate sidebar in that layer. Not all the ing the creature that damaged you.
Save it for a Rainy Day (Privation) benefits immediately end. Once this ability is used it
The characters find the Vial of Greed (see appendix can’t be used again until you finish a long rest.
D) in the hoard of one of their defeated enemies. Carved in Flesh (Privation)
The Greedy Art Lover (Roleplaying) The characters find a magic cutting knife known as
The characters find a magic ring known as the Ring the Knife of Stolen Resistance (see appendix D).
of Collecting (see appendix D) in the ice fields of A Torturer in Hell (Roleplaying)
Stygia.
The characters come across a past enemy, or some
Harm ancestral foe, being tormented in the Nine Hell.
The torturers offer them a chance to wield the lash,
“What further harm could I possibly bring to or they can suggest even worse punishments for
the wretchedness of mortals.” the villain.
—Mephistopheles
Jealousy
Non-Lethal Weapon (Power) “The lord of these Nine Hells, who was the
The characters discover a melee weapon of a kind pinnacle of good, brought low by jealousy.”
that one of them is proficient with. This is the —Fierna
Weapon of Agonizing Paralysis (see appendix D).
them. She then claims to know of someone that has No Pain No Gain (Privation)
annoyed them in the past. You can choose an enemy A suit of magic plate armor is discovered by the
from a previous adventure that is still alive or an characters, either the Armor of Invulnerability or
NPC that is disliked. This person is a minion who Plate Armor of Etherealness.
has served the interests of the Nine Hells—helping However, the magic comes from the souls of the
them corrupt the very souls the characters are here living, and every time the wearer is hit for damage,
to rescue—but their usefulness is at an end. She the bound souls shriek in agony.
unveils a mirror that shows the NPC either asleep,
eating, traveling, or performing some other mundane A Palace Fit for a King (Roleplaying)
activity. Behind them, unsuspected but visible to the The characters encounter a powerful devil (pit fiend,
characters, is an assassin. At the word of any of the archdevil, or similar) who offers to build them a
characters the assassin strikes and slays the target. great fortress, temple, or other coveted structure
in the mortal realm for when they return. The devil
Oppression returns within a week or two to show how far con-
“The most beautiful music is the silence of struction is coming along. The devil opens a window
to view the construction taking place in their world.
the good over the suffering of the oppressed.”
They see that the labor is being done by a legion of
—Glasya bound workers who are being worked mercilessly
and without cease until the project is complete.
The Angry Djinni (Power)
An amnizu (see Monsters of the Multiverse) comes Pride
aboard Koh Tam’s barge and makes an offer to the
“You mortals should take pride in how you can
characters. It will bind a djinni into their service for
the small price of 500 gp. The characters later learn make a Hell out of any Heaven.”
that the djinni can’t be freed because it would imme- —Asmodeus
diately take its revenge. If the characters don’t take
the djinni along to help in the adventure, it causes Gaining the Advantage (Power)
problems for Koh Tam and the barge. Each time it A devil offers to etch a magic clover-shaped tattoo
is left on the barge, the djinni causes damage that into a character’s skin.
requires 1d4 days of repair before it can resume its Clover Tattoo. This tattoo has 3 charges and
journey along the River Styx. regains expended charges at dusk. As an action you
may expend 1 charge to gain advantage on your next
Painful Knowledge (Knowledge) ability check. However, if you fail that ability check
The characters find a magic iron mirror known as
AARON SIMS
Features of the
Nine Hells
In the Nine Hells, everything is subject to corrup-
tion, from spells to magic items to the very map you
use as a guide.
Telepathic Spells
The archdevils of the Nine Hells rule their realms
with an iron fist. The devils that make up their
Abigor is always ranks are heavily monitored and strictly controlled.
AARON SIMS
ready for battle. All communication received in or sent from the Nine
Hells can therefore be overheard. If they want to, the
archdevils can eavesdrop on communication spells certain were in a particular location one day may
such as Message and Sending. Even when magic relocate themselves to another area of the Nine
items (like Sending Stones or a Helm of Telepathy) Hells on their next visit.
are used to communicate, the archdevils can listen in.
In the Nine Hells, it is safe to assume that some- Using an Infernal Map
one is always listening. This has left the occupants As the characters explore the Nine Hells, Koh Tam
of the Nine Hells in a constant state of paranoia. sometimes provides an infernal map when they
Anyone who tries to communicate telepathically enter one of the adventure regions. Whenever a
here, has the unnerving feeling of an infernal pres- character attempts to travel to a location marked
ence listening in. There is only one exception: Rings on one of these maps, they must match what they
of Mind Shielding. Even in the Nine Hells, these see with what is drawn on the map. To do this,
rings shield telepathic communications from being they must succeed on a DC 15 Wisdom (Survival)
overheard. These items are therefore highly sought check. If they’re being helped by a native of the
after by those denizens of the Nine Hells who wish region, then they make this check with advantage.
to keep their thoughts private from their lords. Success means that they arrive at the location
they’re traveling to. However, depending on the
Teleportation Spells adventure, they may still encounter something unex-
Many teleportation spells have altered effects when pected along the way.
cast in the Nine Hells, including spells cast from Failure means they become lost. They wander for
magic items or artifacts, and class abilities that hours to the point of exhaustion. Unless they make
duplicate the effects of spells. camp for a short or long rest, each character gains
a level of exhaustion. Failure might have additional
Effects of the Nine Hells on Teleportation effects depending on the adventure.
Spells Effect
Gate, Plane Shift These spells can only be used to travel
The River Styx
or similar magic to layers of the Nine Hells above the In the mortal world, springs bring water to the sur-
one that the caster is currently on. face, trickling lines of liquid coming together, form-
Teleport, Each layer of the Nine Hells is
ing streams of ever-increasing size until they feed
Teleportation considered its own plane of existence.
into great rivers. The River Styx is different, like the
Circle or similar Thus, it isn’t possible to teleport
Ouroboros, it feeds in on itself. Smaller branches
magic between the layers.
circle around, and, on an adjacent layer of the Nine
Hells, feed back into the river. This is of great use to
Wish A Wish spell can be used to transport
ferry pilots who are familiar with the river as they
the caster and companions to a deeper
can use its branches as shortcuts to the upper layers
layer of the Nine Hells, provided the
of the Nine Hells and the important locations that
caster succeeds on a DC 18 Intelligence
can be found there.
saving throw. On a failed save, the spell
The waters of the River Styx aren’t just dangerous
fails and has no effect.
to navigate. Unless immune to the river’s effects,
Word of Recall This spell fails if it would take the a creature that drinks from the Styx or enters the
caster to a layer of the Nine Hells lower river is targeted by a Feeblemind spell (save DC 20).
than the one they’re currently on. A creature must repeat the saving throw whenever
it starts its turn in the river, until it fails the save. A
Devilish Distances feebleminded creature can drink from the Styx and
swim in its waters without suffering any additional
The Nine Hells is in constant flux, with the land-
deleterious effects.
scape warping to the whims of the devils, and at
If a creature fails its saving throw and remains
times, the Nine Hells itself. The distance between
under the spell’s effect for 30 consecutive days, the
locations—and the time required to travel—is up
effect becomes permanent (no save) and the crea-
to the DM. A trek towards an infernal tower might
ture loses all its memories, becoming a near-mind-
take only two hours, but the return journey could
less shell of its former self. At that point, nothing
last weeks. And locations that the characters were
short of a Wish spell or divine intervention can undo
the effect.
Tiax to the Rescue Water taken from the River Styx loses its potency
If the characters ever become separated from Koh Tam’s
after 24 hours, becoming a harmless, foul-tasting
barge, have Tiax show up after 1d4 days and complain
to them about how hard it was to track them down. He liquid. However, arcanaloths, night hags, and other
casts Teleport to return them to the barge. fell creatures might know rituals that can prolong
the water’s potency.
5
the wastes.
The sky suddenly darkens as the flying fortress
Avernus Overview
Thousands of years of construction projects have
of the archdevil Zariel (see appendix A) passes
led to myriad artificial channels, sluices, and gates
over the characters, casting a lengthy shadow.
within parts of the River Styx. Where it used to flow,
Two affliction devils (see appendix B) leap from
along the edge of the realm, there remains only a
it to attack the characters, while the fortress
dry riverbed and sparse vegetation. Due to the pow-
continues its journey across Avernus.
erful nature of the river, the walls and mechanisms
6 A storm of flame and dust that is equivalent to are in a never-ending cycle of repairs.
the Storm of Vengeance spell (with a spell save Aside from the Styx flowing through the center of
DC of 19) erupts, centered around the characters the layer, Avernus lacks water and vegetation. Much
and lasting for 10 rounds. of the realm consists of lifeless hills, jagged moun-
SERGEI SARICHEV
Chapter 3 | Avernus 69
JOHN STEVENSON
Avernus, the First Hell River Styx
to Dis
The Bronze
Citadel .
Tiamat's
Lair .
Pile of Skulls
The War-Slough
70 Chapter 3 | Avernus
rest taken on this plane, a visitor that isn’t evil must As Koh Tam’s barge prepares to leave the Bronze
make a DC 10 Wisdom saving throw. On a failed Citadel, read:
save, the creature’s alignment changes to lawful
evil. The change becomes permanent if the creature Koh Tam speaks to you. “Let me offer you some addi-
doesn’t leave the plane within 1d4 days. Otherwise,
tional advice. First, we should not linger too long here,
the creature’s alignment reverts to normal after a
day spent away from the Nine Hells. Casting the for the eyes of a multitude of devils are upon this citadel,
Dispel Evil and Good spell on the creature also watchful and wary, and others look for conscripts to draft
restores its original alignment. into the construction or war efforts. Secondly, remem-
ber that I know much about the Nine Hells; please ask
Key Locations me anything and if I have the answer, I’ll offer it.
in Avernus “Finally, if we ever need to backtrack and return
Some of the major landmarks found in Avernus are to a previous layer of the Nine Hells, remember that
described below. my barge is capable of plane shifting. But only ever
upwards, never downwards. With all that out of the
The Bronze Citadel way, where do you want to sail to first?”
The Bronze Citadel is the largest and longest-stand-
ing city in Avernus, serving as both a political and
militaristic capital. Within the city lies a basalt for- If the characters ignore Koh Tam and linger, per-
tress, from which Zariel rules the realm. The city is haps seeking out magic items or other wares, they
under a constant state of retrofitting, with metal and might become tempted by Asmodeus to acquire
bone fortifications and buildings being improved something that they shouldn’t.
or modified every day. Though sprawling across
hundreds of square miles, the city is a massive Temptation of Anger
structure with numerous walls and war machines, “Gauntlets of Rage”
befitting its position so near the beachhead of the During the characters' time in the Bronze Citadel, a cor-
Blood War. ruption devil (see appendix B) offers to sell a spellcaster
a special pair of gauntlets for 500 gp or 2 Soul Coins.
If a character purchases the item, they now have the
Gauntlets of Rage (see appendix D).
W4
W1
0 1 2
72 Chapter 3 | Avernus
Adventure: Advice from Koh Tam
The War-Slough If the characters are struggling to decide what to do,
or about to set out without being sufficiently pre-
The War-Slough in Avernus, site of the Great Fray,
pared, Koh Tam can help nudge or guide them with
was home to a devastating war between devils and
the following advice:
demons and what’s left is a nightmarish collection
of lost devil units, wandering demons, and corrup- • There are some devils that seek mortals to enter
tion. The characters might come here searching for the War-Slough and find discarded weapons from
a soul phylactery. the Blood War. They should search the borders for
If the characters tell Koh Tam that they wish to such a devil as it might help them find what they’re
visit the War-Slough, or if they are not certain where looking for.
to travel to next, he recites the following tale: • The War-Slough can warp those who stay too
long, so they should make haste.
“Once there was a battle that pushed even the limits Koh Tam also gives them an infernal map. Show
of the Nine Hells to past their breaking point. Devils the players the map of the War-Slough in appendix F.
still talk of the Great Fray in hushed voices, mostly
They can use this map to decide which points of
interest they want to explore. Refer to the “Using
because of the infernal bureaucracy it still causes. On
an Infernal Map” section of chapter 2. A failed or
that day the skies of Avernus opened, and the demons successful Wisdom (Survival) check to use this map
just kept coming through, host upon host of them. And has a 50 percent chance of triggering an encounter
the blazing and barbed armies of the Nine Hells rose on the Random Encounters in the War-Slough table.
to meet them, as they always do, and it went on. And
Demon Blood
on. A single engagement of the Blood War that raged
The corrupting mud of the War-Slough exists due
back and forth while, on more mundane planes, mortal
to the sheer unparalleled quantity of demonic blood
lifetimes came and went, empires rose and fell, species
that has been shed in this single concentrated
were created and became extinct. Countless demons engagement. Normally the ground of the Nine Hells
and devils fought and were destroyed or banished. is inhospitable terrain for anything so undisciplined.
Countless. That was the problem.” Koh Tam pauses, Chaos runs off it like water from weaved cloth. Even
as if not quite sure of where he’s taking the story. He the resilience of the Nine Hells has limits. Eventu-
ally they fought ankle-deep, knee-deep. The stuff
glances at you, then continues.
just didn't soak away, and the field became a night-
“It’s the chaos that did it, of course. All those
marish quagmire reeking of the wild Abyss. The
demons concentrated on a single field, slaughter- very sight of the War-Slough sends shudders down
ing the lesser hosts of the Nine Hells through sheer the spines of lesser devils.
ebullient numbers but being slaughtered in turn. Their Because of the corrupted demon blood, when a
ichor being shed in tides that would drown a nation, creature has spent more than an hour in the War-
Slough it must make a DC 15 Constitution saving
and again, and again. The demons have been driven
throw. Fiends, Oozes, Plants, and Undead auto-
off long since, but in some way the Abyss won that
matically succeed on the saving throw. On a failed
engagement. The War-Slough is what’s left. And that save, the creature is warped by the demon blood, as
is where we must search.” Koh Tam smiles grimly. “It determined by rolling on the Flesh Warping table.
should be easy to find ... a great sunken bowl miles When a creature takes a short rest in the War-
across, a morass of half-drowned trenches, craters, Slough, they must succeed on a DC 15 Constitution
saving throw to resist having their flesh warped. A
broken war engines and ruined fortifications. There
long rest requires succeeding on a DC 20 Consti-
are artifacts of vast power lost somewhere in the
tution saving throw. A spell that removes a curse
war-strata of the Slough, stockpiles of souls and every ends all demon blood related warping effects on a
unique war-ending engine that failed to end anything. creature.
All of it buried in the corrupting mud.”
The Forever War
The War-Slough isn’t abandoned. To evacuate it
you’d have to master it, and the place is beyond even
Zariel’s dominion. It doesn’t matter what nebulous
period of time has passed since the Great Fray: the
combatants on both sides are immortal, and there
are plenty left in the Slough still trying to fight the
Chapter 3 | Avernus 73
dead battle. On the nominal side of the Nine Hells, orders after too many usurpations and reappoint-
units of single-minded merregons (see Monsters of ments up the chain of command. Beyond any hope
the Multiverse) from the handfuls to the hundreds of returning to the infernal hierarchy they attack
slog endlessly through the mire, cut off from any just about anything on sight, including each other.
Brutal, yet simultaneously pathetic and desperate,
Flesh Warping they scream codewords and countersigns as though
d10 Effect hoping to hear some word of authority that they’re
1 The creature’s eyes push out of its head on the past the point of ever recognizing.
end of stalks. A number of infernal generals were lost to the
Great Fray, and some are still in there. Fighting
2 One of the creature’s legs grows longer than the
the infinitely shifting hosts of the abyss broke them
other, reducing its walking speed by 10 feet.
one after another, leaving them unable to trust any
3 The creature’s eyes become beacons, filling a 15- external authority for fear of falling for a demonic
foot cone with dim light when they’re open. trick. They maintain their camps and shrunken
4 The creature’s ears tear free from its head and domains in the ruins of fallen fortifications and tell
scurry away; the creature has the deafened themselves that they continue the fight even as they
condition. raid one another or make sham alliances that they
5 The creature’s arms become tentacles with know will be broken in heartbeats.
fingers on the ends, increasing its reach by 5 feet. Aside from the pathetic remnants of devil armies,
6 The creature’s legs grow incredibly long and the War-Slough has developed an ecology of sorts.
springy, increasing its walking speed by 10 feet. There is always a meal to be had for an opportunis-
tic scavenger. One-off mutated creations roam for-
7 The creature grows a whiplike tail, it can now use
lorn over its churned surface or slither through its
a bonus action to make one tail attack (treat the
trenches. Demons stalk and worry at the ineffable
tail as a whip.)
meat of fallen Fiends, growing fat and corrupt with
8 The creature’s ears become wings, giving it a demonic taint. There are tentacled things in the lakes
flying speed of 5 feet. of demon-ichor and vast corpse-worms that burrow
9 The creature’s body becomes unusually brittle, through the slimy soil. For every hideous monster
causing the target to gain vulnerability to there is something worse still to prey upon it.
bludgeoning, piercing, and slashing damage.
10 The creature grows another head, causing it to
War-Slough Encounters
have advantage on saving throws against the Every time the characters take a short or long rest
charmed, frightened, or stunned conditions. in the War-Slough roll on the Random Encounters
in the War-Slough table. Then roll a d6. On a 1–3
the random encounter interrupts the rest. On a 4–6
Random Encounters in the War-Slough
the encounter happens a few minutes after the rest
d6 Predator is finished.
1 A flock of three shredwings (see appendix B)
circles in the distance. Escaping the Slough
2 A gang of five bulbous hezrou (speed 20) erupt If a creature tries to leave the War-Slough after
from a pool of demonic ichor. being there for more than 8 hours, the demonic
3 A lost legion of one hundred merregon (see taint fights to stop them from leaving. The creature
Monsters of the Multiverse) march in formation, must succeed on a DC 15 Wisdom saving throw or
ignoring anything that doesn’t get in their way. A find that they don’t want to leave. They may make
headless horned devil leads them. another DC 15 Wisdom saving throw to escape only
4 A corpse worm (purple worm with the Fiend type)
after they finish a short or long rest. However, if
erupts from the ground beneath the characters.
they haven’t killed a living creature since their last
attempt, the DC increases to 25.
5 A squad of a dozen insane merregon mistakes
the characters for demons. War-Slough Locations
6 Two horned devils fused together (they always There are those who go to the War-Slough by choice.
occupy the same space but have their own turns) Why would anyone? Well, there are all those lost
lead a battalion of two dozen merregon. One artifacts and items of fearsome power that are in
horned devil orders the battalion to attack, while there somewhere, if one could only track them down.
the other orders them to march in formation. There’s enough potent treasure for any number
Each round there is a 50 percent chance of the of daring hunters to retire on, plus stored souls to
merregon obeying either leader. power every warship on the Styx for half an eternity.
74 Chapter 3 | Avernus
W1: Sentry Tower • If the characters ask him for help in finding the
Technically, Zariel has set a prohibition against any phylactery of the queen, he says that they will find
devil entering the War-Slough, to avoid the region it at an abandoned tower which is located deep
being destabilized any further. Because of this within the War-Slough. It dates from a time when
prohibition, ambitious devils bargain with mortals the War-Slough was much smaller.
to trick or bribe them to enter the Slough seeking • If the characters ask him for help in finding the
rumored treasures. One such is an amnizu (see phylactery of the brother, he tells them that they
Monsters of the Multiverse) named Rexlexkala. He will find what they’re looking for at the largest of
approaches the characters if he sees them on the the demon-ichor lakes located in the Slough.
border of the War-Slough. Once he has convinced
them that he doesn’t intend harm, he explains what W2: Ruined Tower
he has to offer them:
War. The constant prickle of the demonic at the backs The characters notice the tower when they get
of these pathetic devils serves as sufficient distraction within 300 feet of it. It was built centuries ago to
that diligent intruders can easily sneak past. guard the borders of the War-Slough when it was
However, getting out of the Slough is harder. The much smaller. Now the top floor of the tower is
truth is that the Slough, through the sheer weight of the roost of a marilith. She wraps her snake body
around an infernal throne, a remnant from the
wasted life and passion and its unique admixture of
Blood War. The throne allows a Fiend to control
the infernal and the demonic, has become something lesser devils as if its occupant were at the top of the
like a sentient thing, a kind of insensate god of wasted infernal hierarchy. The marilith, a demon, uses it to
wrath. It does not want to let go of anyone or anything amuse herself by having all the devils in the region
that falls into its clutches, and over time its influence perform whatever whim comes into her head. The
turns everything within it to a lost, furious combatant marilith is easier to defeat if the characters enter the
tower without her knowing, but there are several
seeking to perpetuate a meaningless war.
obstacles to achieving that.
However, I have something that can help you avoid
that fate, but only if you help me retrieve something.”
Chapter 3 | Avernus 75
The first obstacle is a half dozen barbed dev- The Phylactery of the Queen. If a character that
SERGEI SARICHEV
ils and a half dozen bearded devils marching has chosen this phylactery enters this room, read
back and forth along the road to the entrance. If the following upon entering:
observed, they’re seemingly following orders that
only they hear. They’ll attack anyone that they see, A servant dressed in rags washes the floor at the base
but it is easy to avoid them when they’re marching
of a throne occupied by a serpentine woman wearing
away from the tower. When first discovered they’re
90 feet away from the tower and marching back a royal purple gown and a sparkling crown. As the
towards it. Every turn, there is a 50 percent chance servant glances your way, it topples the bucket of
they reverse direction. Any noise makes them Dash dirtied water beside it. The water rolls out, hissing as it
towards the direction of that distraction, but they evaporates against the stone floor. The queen shrieks
ignore anything that happens overhead, because and chides the servant for being a clumsy fool and
they’re, after all, mere foot soldiers. If these devils
orders it to refill the bucket. The servant’s shoulders
engage in combat with the characters, each round,
one devil attempts to Dash back to the tower at “A” slump as it retrieves the bucket. The face of the servant
and if any devil reaches it, this obstacle is consid- is strangely familiar.
ered failed.
The second obstacle is only encountered if the In a fight this servant (commoner) doesn’t partic-
characters approach the tower by air. If they do so, ipate, even if attacked directly. Once the queen is
and are noticed, they’re confronted by four bone permanently slain, the servant contorts and twists,
devils that patrol the skies about 600 feet above leaving behind the character’s soul phylactery.
ground. One of the bone devils will Dash to the win-
dow (“C” on the map) 100 feet away that leads into W3: Ichor Lake and the Demon Nest
the “Throne Room”. If it reaches that window, this A huge circular rift drops one 100 feet into the
obstacle is considered failed. depths of the Slough. Small streams of demonic
The final obstacle is within the tower. The inte- ichor cascade over its edges. At the bottom of this
rior is mostly an empty ruin, with a simple stone foul place the demonic ichor of the War-Slough has
staircase rising upwards. But 1d4 shadow demons gathered into a large lake that seethes and bubbles
linger at each location marked “B” on the staircase with unconstrained malice and possibility. At its
(see the “Ruined Tower” map). These shadow center is an island that resembles a massive ant
demons attempt to hide from the characters and, nest with entrances to caves or perhaps burrows.
if not discovered, they ascend to the next “B” (or to The smoke, haze, and muck make it nearly impos-
the “Throne Room,” if the uppermost “B” has been sible to discern whether creatures occupy the
reached). If any shadow demons reach the throne tunnels below.
room, this obstacle is considered failed. If discov- For some time, Zariel’s underlings held out hope
ered, the shadow demons attack the characters. that a finite number of demons remained, and they
The Throne Room. The marilith is dressed up would slowly dwindle away over the eons until none
in the garments of a queen and attended to by four were left and the Slough might revert to Avernus’
bearded devils that wear the fine clothing of palace natural state. The most recent Infernal Survey of
courtiers and are busy entertaining the marilith. the place found ample evidence that concentrations
The marilith and her minions are unaware of the of demonic material (resembling nests) were spawn-
heroes until they announce themselves, or come ing random demons at least as fast as the creatures
within 15 feet of the throne, unless they’ve failed 2 were being killed off. Through these nests, the War-
or more of the previous obstacles, in which case she Slough perpetuates itself. The island at the center of
is very much aware of them. There is an additional the lake is one such nest.
bearded devil for every failed obstacle.
Once aware of them, the marilith and her devil W3A: Entrance
courtiers mock the characters. They do this until the
intruders attempt to leave or show any sort of disre- Moist ichor covers the floors and walls. There’s a
spect, then they attack. If the marilith is killed her
pounding noise in the distance, as if a large machine
body vanishes and she appears on her throne 1d6
is rumbling away, performing some unfathomable
rounds later with 100 hit points. Only by destroying
the throne can she be killed. The throne has an AC work. The tunnels seem to undulate, in rhythm with
of 15 and 100 hit points. the noise, and in places you think you see terrible faces
etched into the stone. Many tunnels appear to lead into
caves where ichor has accumulated.
76 Chapter 3 | Avernus
The ichor lake awaits.
C A
Chapter 3 | Avernus 77
Coming into contact with the ichor of the lake forces
Temptation of Anger
SERGEI SARICHEV
a creature to succeed on a DC 15 Constitution
“Sentient Artifact”
saving throw or roll on the Flesh Warping table.
The characters’ attention is drawn by a voice from a
Gibbering dretches or manes demons that spawn nearby pile of corpses. If they investigate, they find a
from the demonic heart swim across the lake. They powerful artifact buried within. This is an opportunity
ignore anyone they see and emerge from the lake to conjure a tempting reward for one of the char-
with a new deformity (use the Flesh Warping table acters; select a character and an item they’ve been
for examples). These demons tend to accumulate in coveting. That is the item they now find. You may also
the various caves. The characters need to cross the select an item that multiple characters might want
so that they may argue among themselves over who
lake to reach “The Heart.”
gains possession of it.
W3E: The Heart Once one character has taken the item, run the “Sen-
tient Artifact” temptation event found in chapter 2.
The island is about 60 feet from the shore. Once it
is reached, the characters can walk up to the heart
itself. The heart has an AC of 8 and 200 hit points. This isolated canyon descends into the depths of
Killing it causes the lake to become inert. However, the Slough and is where the real treasures of the
as soon as it is damaged, the heart will awaken the War-Slough are found, including the horn that
hezrou and barlgura to come to its aid. On initiative Rexlexkala desires. Strange things occur sporad-
count 10 of each round 1d4 of each arrive in the ically as the characters descend, the place twisted
chamber and begin swimming across the lake. and distorted by the great war. When a character
When the lake becomes inert all the demons act least expects it (perhaps just after a rest, or in
as if they’re under the Confusion spell. However, the midst of battle), a grotesque tentacle with a
instead of acting normally on rolling a 9 or a 10 shrieking mouth instead of suckers bursts from
(as per the spell), this roll results in the demon the canyon wall to flail about wildly before with-
inflating like a balloon and then exploding, show- drawing again. The tentacles are harmless unless
ering demonic ichor in a 10-foot-radius. Anyone in the characters decide to attack one (then the ten-
that area must succeed on a DC 15 Constitution tacles have the statistics of a guardian naga, but
saving throw or be forced to roll on the Flesh 0 movement speed, lawful evil alignment and no
Warping table. spellcasting trait).
The Phylactery of the Brother. A character who Though the tentacles can be safely ignored, there
seeks their brother’s soul, notices movement in the are real dangers in the canyon. And to find items
ground underneath the demonic heart. of true value, the characters have to make an effort
to explore, heading deep into the canyon’s bowels.
Each hour the characters make a DC 20 Wisdom
There’s a glimmer of movement beneath sticky ichor
(Survival) check to search for clues that might lead
pooling under the pulsating heart. For a moment you them to the treasures they seek. Failure results in
see your brother’s face protrude from the floor. He an encounter, while success leads to treasure.
glances your way but briefly, a grimace of pain on his Encounter. The first time the characters fail their
face, before succumbing and falling back into the ichor. search results in them encountering the “Tempta-
tion of Anger.” Afterwards, on future failures, roll
a d8. 1–4 means an empty cave; 5–6 means they
Once the heart is slain, the ichor can be pulled stumble upon 1d2 glabrezu; a 7–8 means they find
aside, and the brother’s phylactery recovered. The 1d4 hezrou.
character gains the Phylactery Benefit associated Treasure. Every time the characters succeed in
with it. their search for clues, they have a 50 percent chance
of finding Rexlexkala’s Horn. Otherwise, they roll on
W4: Canyon Trove the Infernal Items table. For a description of these
items see appendix D. When they find the item, it
A vast and twisted battlefield extends before you, might be in the clutches of a tentacle that erupts
cleaved in two by a massive canyon. Whether the can- from the canyon walls, or it might be lodged at the
yon existed before that great battle, or arose because bottom of a bubbling pool of demon ichor (which is
a black pudding with 120 hit points and immunity
of it, you cannot be certain. A trail, paved in corpses,
to fire damage). After 3 such items, they’ll no longer
descends into the canyon.
find any more infernal items here and even success-
ful searches are now treated as failures.
Rexlexkala’s Horn. A nalfeshnee carries the
artifact that Rexlexkala seeks and won’t relinquish
it without a fight. The artifact looks like a metallic
78 Chapter 3 | Avernus
A brave prospector ventures into
the Trove despite its dangers.
horn, but if touched it begins to wriggle like a Ancient Blood War Weapons
grotesque worm. Other than this it can be handled d4 Blood War Weapon
safely. An Identify spell reveals that it is meant to
1 This is a fleshy, blood-hued sphere and if an action
be swallowed to attune to it, but if anyone other
is used to squeeze it hard enough, it erupts into a
than a devil does so, they gain none of its powers
500-foot-radius Cloudkill that harms only Fiends.
and instead are afflicted with a random major
insanity that can’t be removed until the artifact is 2 This box casts bright light for 200 feet and dim
extracted. light for 1,000 feet. Covering it negates the light.
An Identify spell reveals that the box is full of
Infernal Items divine energy and will explode if opened. If an
action is used to open the box, every creature in
d10 Item Danger
a 100-foot-radius takes 70 (20d6) radiant damage
1 Bracers of Asmodeus None and the box is destroyed.
2 Infernal Plate Armor Pool of demon ichor 3 This ornate fan is comprised of dozens of partly
3 Stygian Spear Tentacle melted blades. When an action is used to unfurl the
4 Canian Fork Pool of demon ichor blades, spores are released in a 40-foot-radius. Any
5 Demonbone Polearm 2d6 barlguras demon in the area must make a DC 17 Constitution
saving throw. On a failed save, they take 35 (10d6)
6 Sword of Retribution Yellow mold
necrotic damage and one affliction from the Flesh
7 Infernal Amulet Angry horned devil Warping table. Once used, the fan can’t be used
8–10 Ancient Blood War None again until a long rest is finished.
Weapon (see Ancient 4 This is a bag with 10d10 strange seeds inside. If a
Blood War Weapons table) seed is planted in the Nine Hells, it immediately
grows into a corrupted shrieker. Any demon that
doesn’t have the deafened condition and starts its
turn within 30 feet of a corrupted shrieker takes 7
(2d6) psychic damage. This damage doesn’t stack
with damage from other corrupted shriekers.
Chapter 3 | Avernus 79
At the center of the Agora of
Floating Knives sits Orishada's Palace.
CH A PTER 4
6 A blazing orb of iron, seemingly ejected from a Phylactery of the bounty The Agora of Floating Knives:
faraway mine, lands on a random character. It The Market of Victims
explodes and that character, and each creature Phylactery of the chosen one The Agora of Floating Knives:
in 20-foot-radius sphere, must make a DC 17 The Arena
Dexterity saving throw. A creature takes 70 Phylactery of patricide Orishada’s Palace: Kitchens
(20d6) fire damage and 70 (20d6) bludgeoning Iron Horn of Valhalla Orishada’s Palace: Aelvette
SERGEI SARICHEV
Chapter 4 | Dis 81
Temptations Coiling down mountains high enough to reach
Avernus is the Styx. It winds its way down towards
Have the characters encounter at least one tempta-
Dis and crosses directly through before moving
tion during their time in Dis. You can of course have
downwards towards Minauros. The city has an
them encounter more if you want. If the characters
intricate canal system which the river flows through.
give in to temptation, use the information in appen-
With high walls and a deep bottom, navigators of
dix E to keep track of their corruption level.
the Styx see only the tops of buildings as they pass
through the city. An artificial runoff near the mid-
Troubled Rest
dle of the city was created, with a large iron gate,
The characters might need to be encouraged to
use all their various spells and means of obtaining
allowing travelers to enter the city proper by taking
information to track down the items and phylacteries a slight detour.
they seek. At times you may also want to disturb their Dispater remains the ruler of Dis and an ally
rest—perhaps resurfacing some of the nightmares of Asmodeus, and he intends for it to stay that
described in the Introduction—as they approach layers way. Fortification of Dispater’s layer continues
of the Nine Hells where objects they need to obtain are unabated at his behest, in preparation for some
to be found. future war. Assuming inhabitants follow the rules
Nudge them towards stopping and exploring each
layer appropriately but allow them the freedom to
of the realm, they’re given relative freedom to go
come up with clever ways to find what they seek. about their business.
Agora of
.
Floating Knives
.
Gardens of
Delight
Mentiri
Chapter 4 | Dis 83
Key Locations Temptation of Deceit
in the City of Dis “The Liar”
While the characters are exploring the Garden, a succu-
Some of the major locations found in the City of Dis bus approaches the character with the highest Charisma
are described below. and offers to give them the power of deception. Run
the appropriate temptation event found in chapter 2.
The Iron Tower of Dispater
Though several iron towers decorate the city, none
are as large as the Iron Tower, Dispater’s fortress Walls of sandstone rise above you and in front of the
and palace. It is visible from anywhere in the city, wooden doors to the Garden of Delights stand several
and through enchantment magic always appears to attractive servants, beckoning you forward. You feel a
be very close. Dispater maintains complete control
strong compulsion to approach these comely beings.
over the tower—including the capability to shift its
form and interiors to match his desires—and the
tower can only be entered if he permits. If Dispater The characters may pay 50 gp apiece to enter the
has no interest in meeting you, even reaching the Garden. Once inside they’re handed cool and deli-
tower requires tremendous effort and immense cious (and illusory) drinks. Now roll a d100—this is
willpower. the number of hours the characters waste, captivated
If the characters decide to visit, they struggle to by the illusory delights the garden provides. At the
ever reach the tower. Wherever they’re in the city, end of this time, a character must succeed on a DC
the tower always appears right around the next 17 Charisma saving throw to even want to leave, if
corner, but no matter how long they walk, it never they fail the saving throw, they spend another d100
gets any closer. If the characters succeed on a DC hours within and must repeat the saving throw.
21 Wisdom (Survival) check and spend 2d6 hours When the characters finally succeed on the saving
searching, they finally reach the Iron Tower. If they throw and depart, each gains a level of exhaustion.
fail the check, they waste 2d6 hours and are no
closer, but they do trigger a random encounter. The Great Prison of Mentiri
Mentiri acts as a maximum-security prison for the
After a final push, you reach the tower. Up close it is criminals of the Nine Hells. Inside, inmates are
impossibly large. You squint as you look up but can- tortured and indoctrinated to ensure they follow
not make out its peak. The tower feels unwelcoming, the rules of the Nine Hells. This secure prison
is located deep within Dis and within its walls
and you feel a great heat emanating from it. There is
no sign of door or window—the tower simply looms
Temptation of Oppression
over you as if in judgment. “No Pain No Gain”
Read the following the first time the characters travel
Unless the characters have business inside of the towards the prison:
tower (and Dispater allows them entry) the charac-
84 Chapter 4 | Dis
contains many different kinds of prisoners—outsid- • They’re likely to see many disturbing things, but if
ers, captives from the Blood War, and others who they let on to any discomfort it could lead to trouble.
have broken the laws of the Nine Hells in one way
This is a location well known to many travelers
or another. The only way into the prison is being
and Koh Tam can provide a standard map of the
captured and condemned to rot there. The charac-
Agora (see appendix F) to the characters.
ters are lucky that they’ve no reason to enter.
of Floating Knives boats, and rising from its heart an entire palace borne
The Agora of the Floating Knives is an enclave for on the deadly waters. Imps and other menial demons
non-devils made up of floating vessels located on
can be seen plying gondolas along the narrow channels
the edge of the great City of Dis. Here mortals can
purchase a variety of infernal goods and services. separating each establishment.
In the City of Dis you can buy or sell anything, so
Chapter 4 | Dis 85
The Agora of Floating Knives A2
A1
A4
A6
A3
A5
Feet
86 Chapter 4 | Dis
If the characters attempt to intervene, remind them it
Temptation of Jealousy
is important not to draw attention to themselves and
“With Friends Like These”
that everyone participating in these games has cho-
While the characters are perusing wares, an incubus
approaches and tries to sell an Amulet of Betrayal (see
sen to do so. They may participate in the games them-
appendix D) to one of the characters. The price he selves—feel free to have them fight against various
offers it for is 1000 gp but he is willing to reduce it to devils and creatures of the Nine Hells. Or they can
500 gp, if appropriately convinced. participate in games of skill or intelligence (use the
Chosen One section below as guidelines). The prize
There is also a thriving trade market. These items for victory is 1 Soul Coin. The cost of failure is either
are readily available for anyone who succeeds on death in the arena, or in the case of more civilized
a DC 15 Intelligence (Arcana) check. However, the competitions, an hour of torture in the shacks (result-
buyer is only interested in trading for a magic item ing in that character gaining one level of exhaustion).
with Soul Coins as an additional cost. The Phylactery of the Chosen One. If a character
has selected the sin of pride, their phylactery is here.
Magic Items Trade Cost They see their soul competing in various arena
Magic Item Trade In
games and constantly losing. As they approach each
contest they do so with sunken shoulders and a
Mirror of Life Trapping Rare or very rare wondrous item,
worried frown. When they lose, they’re mocked and
plus 3 Soul Coins
punished. And they always lose.
Dagger of Venom Uncommon or rare weapon, The character may tap in and take their soul’s
plus 1 Soul Coin place. They must compete in the following three
Crystal Ball Rare or very rare wondrous item, challenges:
plus 3 Soul Coins
Test of Strength. The character must fight a
Efreeti Bottle Rare or very rare wondrous item, chain devil.
plus 3 Soul Coins Test of Skill. The character must either best a
Ring of Shooting Stars Rare or very rare ring, horned devil in a complicated game of knot tying
plus 3 Soul Coins or compete against an erinyes to see who can
Robe of Stars Rare or very rare magic cloak or calm an enraged hellcat (see appendix B). Tying
robe, plus 3 Soul Coins the knot requires a successful DC 18 Dexterity
Staff of Fire Rare or very rare magic rod (Sleight of Hand) check whereas taming the
or staff, plus 2 Soul Coins creature requires a successful DC 15 Wisdom
(Animal Handling) check. If the character fails
Staff of Frost Rare or very rare magic rod
the check, they can try to make a DC 16 Cha-
or staff, plus 2 Soul Coins
risma (Deception) check. If successful they bluff
Spellguard Shield Rare or very rare shield, their way into getting a second (and final) chance
plus 2 Soul Coins on the original check.
Nine Lives Stealer Rare or very rare weapon, Test of Wits. The character challenges an amnizu
plus 2 Soul Coins (see Monsters of the Multiverse) to a dice game
popular in the Nine Hells. The character must
A1: The Arena make a successful DC 15 Intelligence check to
win the match.
The cheering and jeering of spectators, as well as When a character loses a challenge, they gain a
grunts of pain and shrieks of terror, alerts you to an level of exhaustion. If the character rests or oth-
erwise recovers from that exhaustion, they must
open arena floating upon a barge. Several lodges are
start all three matches over. They may repeat each
connected to it and from these buildings various chal-
challenge as often as needed to win but can have no
lengers emerge, either to fight upon a field of battle, help from anyone. Once they win all three matches,
or to take their place against one another at tables of a succubus or incubus appears and hands them
various games of chance. their phylactery.
Just as you approach a devil knocks a piece sideways
A2: Neogi Shop
on a game board and rises, shouting out in victory. The One of the shops in the Outer Agora is run by the
tiefling sitting across from the devil moans as guards enigmatic and ruthless neogi (see Monsters of the
drag him into one of the buildings. Multiverse). These spider-like monsters are planar
travelers that trade in magic items and prisoners.
Their shop usually only stays in the same place for
1d6 weeks. Each visit to the shop brings the chance
Chapter 4 | Dis 87
Illusory Items
Magic Item If Illusory Cost
Apparatus of Kwalish A hook horror charmed by the neogi 100,000 gp
Brazier of Commanding Fire Elementals An xorn restrained by Dimensional Shackles 10,000 gp
Cape of the Mountebank A rotting nonmagical cloak 5,000 gp
Carpet of Flying A cheap carpet 20,000 gp
Cloak of Arachnida A cloaker that is the pet of one of the neogi 15,000 gp
Deck of Illusions A set of playing cards with depraved images 400 gp
Demon Armor Hezrou restrained by Iron Bands of Binding 40,000 gp
Dwarven Plate A shield guardian whose control amulet is worn by the neogi master 35,000 gp
Figurine of Wondrous Power (golden lions) Same as above except a pair of hellcats (see appendix B) 11,500 gp
Figurine of Wondrous Power (marble elephant) Same as above except a single maelephant nomad (see appendix B) 11,000 gp
Figurine of Wondrous Power (onyx dog) Displacer fiend (see appendix B) under permanent Reduce spell 11,000 gp
and held by an adamantine leash
Helm of Brilliance Intellect devourer 25,000 gp
Mace of Terror A flameskull attached to an Immovable Rod 9,000 gp
Sword of Life Stealing A rusty nonmagical sword 12,000 gp
Wings of Flying Muzzled harpy in a cage 11,000 gp
of danger, for sometimes the neogi aren’t looking A3: Barges of Theater
to sell items, but are more interested in acquiring
new victims. A new shopper must make a DC 20
Charisma (Persuasion) check. If they succeed, the A host of hideous entertainments are visible for
items on sale are real. If they fail, then the items are the delectation of the casual visitor, carried past on
illusory and the neogi have prepared an ambush. A boats and as advertisements at the doors of various
neogi master leads the ambush, with an additional establishments. Street torturers ply their trade to the
neogi (see Monsters of the Multiverse) and an umber laughter and applause of discerning crowds in much
hulk for each shopper. More powerful customers
the same way as acrobats or stage magicians might in
might mean the neogi bring an additional 1d6 gray
renders (see Monsters of the Multiverse). The Illu- a less cursed city.
sory Items table lists items that they sell, along with
what the items really are if the neogi have decided to Some of the horrors that a visitor might come
ambush the shoppers. across include:
The Inner Agora Locations • An archery competition where contestants per-
manently snuff out souls by shooting at writhing
larvae pinned to a target board.
Beyond the mean skirt of barter and desperation can • A still living Red Wizard whose body has been
be found more magnificent emporia, two and three- transformed into a teleportation circle.
story vessels moored in a hierarchy jealously main- • A musical instrument where each key drives a
tained by the stallholders. There are grand platforms skewer into the flesh of some poor mortal whose
throat has been twisted to utter one note of
where demonstrations of very particular skills can be
perfect pitch. This last venue is run by a tiefling
performed. Each auction house sells a specific brand named Gazrak.
of the unspeakable.
Woe betide any visitor who shows distress at such
theatre. With the Agora being so readily accessible,
This is the Agora most visitors know, and it throngs Orishada keeps a watching legion of imps haunting
with outsiders whose villainy, while it can’t approach the rooftops like pigeons, watching for any intruders
that of the devils themselves, nevertheless marks who lack the appropriate immoral fiber. Those who
them out in their homes as exceptional. The Agora do are followed by the imps until a squad of four
of Floating Knives is most famed as the center of bone devils arrive to exterminate them.
the Nine Hells’ murder trade. The four most popular Conclave (Bard)—Instrument of the Bards
destinations include the Barges of Theater, Market (Ollamh Harp). Gazrak (chaotic evil, tiefling
of Killers, Market of Victims and Orishada’s palace. archmage) sells all manner of grotesque musical
88 Chapter 4 | Dis
instruments, but he also owns an Instrument of the Assassins for Hire
Bards (Ollamh Harp). He is fond of the harp but CR/Level that
also greedy. He suggests an outrageous price at Killer Cost they can kill
first—30 Soul Coins. A successful DC 17 Charisma
Thug 100 gp 1
(Persuasion) check can either lower the price to 20
Soul Coins or allow the characters to pay 100,000 Gladiator 250 gp 3
gp instead of using Soul Coins. Giving him a rare Assassin 500 gp 5
or very rare magic item as part of the exchange Undead drow mage* who 750 gp 6
reduces the price by half. summons a bone devil
instead of a shadow demon
A4: The Market of Killers
Undead assassin* 1,000 gp 7
Undead githyanki knight* on 1,500 gp 8
Ahead of you is a crowded barge that criers announce
a young shadow dragon (red)
in a dozen languages as the Market of Killers. Living
The yat-ja slayer (lizardfolk 5,000 gp 9
killers from across the planes have flocked here assassin with a Cloak of
seeking the highest fees. Devils tout dead killers, infa- Invisibility)
mous in their lifetimes, but who are allowed back into Saint of killers (fallen planetar 20,000 gp 12
the realms of the living for one more murderous job … with no wings or fly speed,
at the right price. Crowded and frenetic auctions are dressed in dark leather)
held every hour, with the prize being a victim of the *These Undead creatures have resistance to Acid, Cold,
winner’s choice killed via some particularly grotesque Fire, Lightning, Necrotic, Thunder damage; Bludgeoning,
trademark method. Piercing, and Slashing damage from nonmagical attacks.
They’re immune to the following conditions: Charmed,
Exhaustion, Frightened, Grappled, Paralyzed, Petrified,
In the Agora, perhaps the most mundane com- Poisoned, Prone, Restrained. They have the following trait:
modity one can hire at the Agora is the service of
assassins. The characters can hire a killer to per- Incorporeal Movement. The killer moves through other
creatures and objects as if they were difficult terrain. The
form a single kill, not as some sort of retainer. If the
killer takes 5 (1d10) force damage if it ends its turn inside
characters are willing to spend enough, they might an object.
be able to use one of these assassins to rid the multi-
verse of a villain that they met during this adventure assassin. See the “Floating Duke” section. The
(or a previous adventure). You decide whether the dispensation costs 8,000 gp.
assassin succeeds. A failed attempt might mean that
the target turns the tables and sends an assassin A5: The Market of Victims
against the characters.
Conclave (Rogue)—Cloak of Invisibility. To
Across from the barbarity that is the Market of Killers,
obtain the cloak the characters must hire the assas-
sin (neutral evil, lizardfolk assassin) who wears it, there is the Market of Victims. Not a commodity you’d
and then kill them for it. When they threaten the think would be in short supply in the Nine Hells, but
assassin he mocks them because he is protected by there are victims and then there are victims. Each seller
a powerful archdevil. claims to cater to a very specific criteria of victim—a
particular bloodline, a type of virtue, saints, angels,
The assassin hisses at you. “Lay down your arms and demons, emperors, and more.
move on, for know this: my patron is powerful and
appreciate-s my s-special s-skills. They will be displeased The kidnappers of the Nine Hells have contacts in
if you s-strike out against me.” The lizardfolk grins a every plane, on every world. They offer a compre-
toothy grin and slips the hood of the cloak overhead. hensive service. Many a high priest of some bloody
god or other has procured the perfect sacrifice by
sending their acolytes to the Agora with sufficient
They’re still willing to assassinate an individual for
largesse.
the characters or meet them at a later date. If the
Phylactery of the Bounty. The character seek-
characters do kill the assassin, they draw the ire of
ing the phylactery that contains the soul of their
an archdevil (your choice), who makes the remain-
bounty—the matron of a powerful noble family—is
der of their adventures in the Nine Hells more
drawn to this location. They immediately notice a
dangerous. To avoid this, characters must purchase
secluded corner of the market where an affliction
a dispensation from Orishada prior to killing the
Chapter 4 | Dis 89
SERGEI SARICHEV
Devils display their nasty
tricks to an admiring crowd.
devil (see appendix B) haggles with two barbed extracted, for a fair price. If she doesn’t think this
devils. One barbed devil clutches a bulging leather is likely, then she offers to play a game of chess or
satchel. The character realizes the phylactery they other logical exercise from an appropriate visitor.
seek is in the satchel. If they don’t intervene the If the visitor agrees and loses the game, then this
affliction devil soon takes the satchel and flies away. yields a gleaming phial of Condensed Order for
Instead, if the character interrupts, they can offer Aelvette, but leaves the unwilling donor confused
to buy the satchel. This negotiation requires a DC and off-balance (akin to the poisoned condition). The
16 Charisma (Persuasion) check. If successful, the condition lasts for 5 minutes.
character manages to outbid the affliction devil and Playing Aelvette. The characters find themselves
can purchase the satchel for 5,000 gp. If the result in a battle of wits with Aelvette. Either they have to
of the check is 20 or higher, the character’s negoti- impress her during a conversation in which she is
ation skills are insurmountable, and the affliction testing their mettle, or they have to (try and) beat her
devil leaves negotiations earlier. The character only at chess. The character with the highest Intelligence
needs to pay 3,000 gp to purchase the satchel. Once score should challenge Aelvette. Defeating the hag
the satchel is obtained, the character takes posses- at chess or impressing her during conversation
sion of this phylactery and receives the Phylactery requires three successful Intelligence checks. The
Benefit associated with it. DC is 10 on the first check, 15 on the second check,
and 20 on the third check. A character who has pro-
A6: Orishada’s Palace ficiency in the Insight skill can add their proficiency
bonus to each of these checks.
The palace at the center of the Agora is a vast leviathan Once Aelvette has finished plying her trade in
of pumice and incandescent metal lit on the outside by powder, she informs her guests that her master, Ori-
shada, wishes to see them. Before they meet with
some gruesome burning substance. Its walls bristling
him, the night hag suggests that they partake of the
with a million barbed hooks, the only easy way in
services provided at the kitchens or the salon.
seems to be the massive double doors at its front. Conclave (Ranger)—The Iron Horn of Valhalla.
Aelvette is in possession of the Iron Horn of Val-
Orishada and his select underlings offer unique halla, a character searching for it has to steal it from
services, both to the Nine Hells and to outsiders. her. When the characters enter Aelvette’s chambers
They’re proud of their range, in fact—enough that read the following:
at least affecting to be a connoisseur of such things
can win one an audience. You are ushered into a large, oval room by the imp.
It quickly scurries away leaving you alone with the
An Audience with Aelvette figure at the center of the room. Behind her, the floor
Using the iron knocker summons an imp that to ceiling windows overlooking the Agora are opened,
opens a slot just below. The imp promptly demands
allowing the smoke and stench of the city to penetrate
to know what valid business justifies the interrup-
tion. As long as a visitor describes the desire to the air. The sparsely furnished room is dominated by
purchase something that Orishada provides, then a large stone table. On it a weathered chessboard is
the imp permits them to meet with the majordomo set up, the pieces positioned in what appears to be a
of the palace. game in progress. Aelvette, the majordomo, stands
Orishada’s majordomo is Aelvette, an ancient beside the table, studying the game set up before her.
night hag whose past has taken her in and out
She appears deep in thought and doesn’t pay you any
of the lower planes for longer than even most
devils can recall. She has complete control of attention. Your attention is drawn to a magic horn
her appearance, able to decide for each viewer mounted on the wall behind her …
whether she should appear as alluring or hideous
at any given moment. Her particular game is the This is the Iron Horn of Valhalla. The characters
Condensed Order trade; the silvery powder, highly need to distract Aelvette to steal it. The most
valuable to devils, that can be extracted from opportune moment would be when her mind is
those of a lawful persuasion. elsewhere engaged. Most likely, the characters will
Aelvette is sly, humorous and doesn’t play by the opt to have one of them move on the horn while
rules in the way true devils do, which can make she is playing chess with another character. Some
her either the best or absolutely the worst person characters might want to stage a different distrac-
to approach at the palace. The night hag attempts tion. Whatever scenario they choose, a character
to discern if any of her guests are of an appropriate stealing the horn needs to succeed on a DC 16
mindset to consent to have the Condensed Powder
92 Chapter 4 | Dis
The most perverse delicacies are
prepared in Aelvette's kitchens.
Dexterity (Stealth) check. If they fail, she notices If their appetite is overpowering their morals, the
the character creeping behind her and attacks— characters may choose to order one of the delica-
unless the character manages to convince her their cies from Aelvette’s kitchen. Prices are listed on the
intention was not to steal. Forbidden Delicacies table.
Chapter 4 | Dis 93
The Phylactery of Patricide. A character who has is always in the market for a truly unique experi-
chosen the patricide sin discovers that one of the ence, and always has something to offer in trade. Its
flesh golems is being whipped by the horned devil illithid spawn have been known to ensure that its
for failing to follow a recipe in the correct manner. offers can’t easily be refused. Corteso’s other racket
Read the following to that character: is secrets.
The multitude of minds that it and its many
Tiny brains with legs run about this room that has been
The Floating Duke
designated as a ‘salon of experience’. Behind a thick
glass window, you see a pool that contains a massive Orishada is a great, broad devil wearing clothes of
pulsating brain. metallic finery, richly bedecked in both mundane and
exotic jewelry. “I hope you’re not here to waste my
time. My direct superior is Dispater himself, lord of
Corteso’s Salon of Experience is another peculiar
service offered at the palace. Many devils have an both city and layer, and he will be gracing me with his
infinite curiosity about what it is to be mortal. The presence in a few hours. I see only very select buyers,
illithid elder brain (see Monsters of the Multi- which my majordomo assures me you are. I must
verse) Corteso has accumulated a vast library of assume you’re here for the specific class of ware that I
memories—specializing in experiences of sin and am known for: dispensations.”
being sinned against. As well as counting for high
entertainment to devils, students from the college of
Maladomini flock here to refine their education on If his guests have no idea what he is talking about,
how to live among and manipulate mortals. Corteso Orishada—an amnizu (see Monsters of the Multi-
verse)—won’t immediately order their deaths. He
Temptation of Harm assumes it is part of some negotiation tactic. He
“Carved in Flesh” summons one of his imps to explain what a dispen-
One of the butchering knives, currently ensconced in sation is:
a hunk of meat, appears larger and somehow more
ominous than the others. It can be retrieved without
alerting the golems and devil with a successful DC 16
Dexterity (Sleight of Hand) check. The characters now
have the Knife of Stolen Resistance (see appendix D).
94 Chapter 4 | Dis
Chapter 4 | Dis 95
The Black Dragon Ilfrich circles above his lair.
CH A PTER 5
Chapter 5 | Minauros 97
and the bog below, the river turns into cascading
The Group Patron
waterfalls and severe rapids, eventually falling
If the characters have completed most of their objec-
tives, or are close to doing so, review the “A Thankful almost 200 feet into a small pool in the swamp.
Patron” section in chapter 10. The characters eventually From here, it winds through the bog to a hot corner
need to travel to Cania to complete their patron’s quest. of the layer and into an extinct volcano. Inside the
caldera is a whirlpool, which dumps into Phlegethos
below. For the inexperienced, knowing where the
Temptations swamp ends and the Styx begins is extremely
Have the characters encounter at least one tempta- difficult, and more than a few inhabitants end up
tion during their time in Minauros. If the characters walking right into the deadly river, drowning as
give in to temptation, use the information in appen- their memories depart.
dix E to keep track of their corruption level. Although the swamp itself could prove dangerous,
native inhabitants to the layer feel their realm is
Minauros Overview perhaps the most magnificent. Indeed, it contains
Named for its capital city of the same name, Min- vegetation, animal life, and differing pockets of
auros is kept standing through constant shoring temperature, all features largely unique to Minau-
efforts. The swamp provides a good source of raw ros. The entire layer is lit by a bioluminescent fog
materials, including vegetation, lumber, stone, and excreted from the trees, which some devils even
water, which Mammon occasionally exports to describe as beautiful. However, the weather helps
other layers in exchange for wealth. Jangling Hiter, temper expectations. Minauros experiences gale-
the home of the chain devils, also lies in this realm, force winds almost constantly, which carry with
suspended on chains attached to the bottom of Dis. them the stench of death. Precipitation of some form
Entering the realm on a series of artificial chan- is constant, with rain and sleet leaving behind an
nels the Styx’s stretch into Minauros is one of the oily slime that covers everything. The occasional
most dangerous sections of the river. Closing the hailstorms are extremely dangerous, with pieces of
massive distance between the ceiling of the cave hail falling like thrown daggers.
The Ineffable
Trove
City of
Minauros
River
Styx
to Dis
Jangling
Hiter
to Phlegethos
98 Chapter 5 | Minauros
Minauros is dangerous,
but treasure lies within its swampy waters.
Despite being known as the layer of bogs, Min- gain entry into Jangling Hiter, the kytons maintain
auros is more than just swamp. Outcroppings of a passageway between layers, and aren’t stingy
volcanic stone, flooded volcanos, and crystalline about its use. Last and perhaps most dangerous
obsidian are all scattered throughout the layer. are the mud geysers found in the hotter parts of the
Ancient cities, half-sunk underneath the bog, bog. They create a wreathing passage directly into
contain hidden treasures or small communities. Phlegethos, though the path is often blocked by
Perhaps due to Mammon’s obsession with wealth strange creatures, molten mud, tight passages, and
over duty, Minauros is the plane containing the heat vents.
most wayward and lost souls.
The most important places within the layer are Features
the namesake city of Minauros and the kyton city of Toxicity flows from the swamps of Minauros into
Jangling Hiter. A few deities have realms within the the air, and spreads throughout the entire layer.
layer, but they largely keep to themselves and avoid Whenever a creature finishes a long rest while on
trade with the devils. this plane, they have the poisoned condition. The
Mammon rules over the inhabitants of the layer condition lasts for 24 hours or until cured.
with greed and fleeting interest. Those native to In addition to the pervasive toxicity, Minauros
the layer have learned to work around Mammon’s also smothers visitors with an aura of sickness.
avarice, including the many conscripts tasked with Any healing a creature receives, either natural or
keeping Minauros above the bog. magical, is halved (rounded down) while in this
layer. Creatures immune to disease are immune to
Leaving Minauros this effect. A Protection from Good and Evil spell
Travel from Minauros to the lower layers is rela- or similar effect restores healing functionality for
tively easy, assuming one can appeal to the native its duration.
creatures. Navigating the Styx only requires
JULIAN CALLE
Chapter 5 | Minauros 99
Key Locations Temptation of Pride
in Minauros “You Must Speak Up”
While wandering the streets, the characters come across
Some of the major locations found in Minauros are a chain devil carving tattoos into the skin of paying vis-
described below. itors. If asked, the devil explains that their tattoos grant
the recipient magical knowledge. If a character is will-
The City of Minauros ing to pay 2 Soul Coins or 300 gp for this tattoo, then
review the appropriate temptation event in chapter 2.
Minauros is known as the sinking city, and while
not as large as some of the other capitals, is still a
massive complex. A small layer of water covers the The Ineffable Trove
lowest parts of the city, sometimes rising as high
The Ineffable Trove is a massive swamp that is
as five feet. The entire city is covered in a thin layer
used as a garbage pit. The garbage consists of
of oily slime. Though the city’s economy is driven
emotions, memories, and fragments of personality
primarily by the soul trade, there are some opportu-
that mortals have bargained with devils to be rid
nities for other sorts of transactions.
of. Off-putting as that may sound, the characters
must venture deep within the trove if they want to
Temptation of Deceit complete their quest.
“The Lookalike”
The characters are approached by a suave corruption
devil (see appendix B), followed by a masked figure.
Adventure:
The Ineffable Trove
The devil stands beneath a canopy, protecting him Arguably least lovely of all the Nine Hells—a coveted
from the pervasive hail that seems to be this layer’s title—Minauros’ bleak, stinking swamps are blasted
predominate weather feature. “Travelers! Might I by a constant gale that fails to dispel the curtains of
noxious, phosphorescent fog. Ground, water, and air
offer you the services of my esteemed colleague?
are treacherous and toxic. That the place is riotous
They’re so very skilled in the art of disguise. A
with a hideous twisted life is no great recommenda-
simple enough matter for them to impersonate an tion. Around the Trove, however, the usual tribula-
enemy of yours, perhaps?” tions of the place are combined with an unsettling
babble, in the ears and in the mind. Feral emotions
If the characters pay 1000 gp, they can secure the creep into unwary minds like parasites, slowly grow-
services of a doppelganger. Review the appropriate ing within them until an alien feeling without cause
temptation event in chapter 2 for more details. or logic consumes the victim to the point of obses-
sion. The bark of the bog’s trees is knotted into half-
formed faces as the concentration of pillaged mortal
Jangling Hiter sensation strives to express itself.
Unsurprisingly, Mammon and his underlings
Jangling Hiter is quite the sight, as the city is sus- never much considered the effects of dumping
pended above the swamp by thick chains. It pro- so much raw qualia into one place. The curdled
vides little protection against the weather, leaving sensations and qualities have leached out into the
a thick layer of rust hidden underneath the slime. surrounding regions, imbuing the waters, plants,
Unlike other layers’ hierarchies, Jangling Hiter is and denizens of the Trove with unpredictable quali-
completely independent from the current ruler of ties. Orphaned emotions, vices, and virtues throng
Minauros, instead being ruled by chain devils (the the place like invisible swarms of insects, infesting
kytons). These devils are known for being skilled everything and everyone.
torturers, and their services are made use of by the Despite this, scavengers and treasure hunters still
Lords of the Nine themselves. go there. What Mammon has discarded yet has value
Characters are wise to keep silent about any to certain markets. It seems surprising that the Lord
outrage they feel regarding the torments they may of Greed tolerates such pilfering, but the archdevil
observe within Jangling Hiter. After two hours of knows that the result of dealing in such commodities
exploring the city, any non-evil character must make will only be a net increase in misery and wickedness.
a DC 16 Charisma saving throw. If they fail, their What could possibly lure the greedy and incau-
discomfort and horror is noticed by 2d4 barbed tious to the Trove? Across the many worlds there
devils, who approach the character to mock them. are certainly connoisseurs of sensation, those of
Characters have to bluff to avoid a fight with this wealth and power whose lives are devoid of thrill
group of devils by succeeding on a DC 14 Charisma and the heights of emotion. Appropriate equipment
(Deception) check. can isolate the most select cuts of anguish and love
X
I1
I3
I4
X
0 1 2
JOHN STEVENSON
Miles
outcropping. Gradually you find your way towards the With the dragon’s defeat, your soul smiles broadly and
largest of the chambers, a cavern half covered by a rushes towards the lair’s exit, where it lingers there
large pit of brackish water, a ledge of crumbling stone waiting for you to follow.
overhanging it.
The greedy character, however, has one last obstacle
to overcome. As they depart, they must make a DC
Klassk is ancient and powerful and—until recently—
20 Charisma saving throw. If they fail the saving
endlessly miserable, doubtless a state of affairs
throw, they grab a handful of coins. If any of the
Mammon knew of and greatly enjoyed. This
characters try to leave the cave with wealth stolen
changed with the advent of Ilfrich, an adult black
from the lair, the soul moans loudly and begins
dragon who strayed from Avernus and ended up in
walking back to the coin pile with any of the stolen
Minauros, injured, outclassed, and hunted. Ilfrich
wealth appearing in their arms. Ilfrich then emerges
is more than capable of taking in the delights of the
from the lake, fully restored, and angrier than ever.
Trove in a controlled manner and has a knack for
After the second battle with the dragon, the char-
regaling Klassk in a way she can appreciate and
acter no longer needs to make the saving throw to
enjoy. In return, Klassk keeps Ilfrich safe from the
depart without stealing any coins.
dangers of Minauros, and the two have become
Treasure. If the heroes were not searching for the
strong allies. Whilst Klassk normally reacts with
phylactery of the infinite treasure, then this dragon
a dragon’s rage when she finds intruders stealing
has a small treasure hoard that they may pilfer. They
from her ‘hoard’, Ilfrich has been known to spare
find 12 gems, each worth 100 gp, and 1,800 gp.
bards who teach him good, emotive songs and tales
that he might entertain his protector with. I3: Thelekarna’s Roost
The Phylactery of the Infinite Treasure. If one of
the characters is searching for this phylactery, they
I4: The Grinken Eyre Grinken Eyre is generally in the form of a halfling,
Nobody is quite sure what Grinken Eyre originally but may look like one of the character’s father, if
was, not even Mammon. It crept into the Trove they’re seeking their father’s soul (see below). Oth-
long ago, and the constant rub of mortal feelings erwise, he assesses the characters and makes no
wore it smooth like a stone on a beach. All that attempt to attack them, though he defends himself
is left is a vacant malevolence papered over with if required.
a face constructed of all the pieces of mind and The Phylactery of the Father. If a character has
life around it—much as the larvae of some insects ventured into the Nine Hells to find the soul of their
build shells of plants and stones to disguise father, Grinken Eyre has taken on their father’s
themselves. What Grinken Eyre is now is a kind appearance. He greets the character and acknowl-
of infernal doppelganger, a thing that can show its edges them as his child and feigns pleasure at
visitors any face, feign any positive quality and be their arrival here. If asked, he insists he is enjoy-
absolutely convincing in the moment because there ing his time in the Nine Hells and has no interest
is nothing beneath at all. A guide, a fellow treasure in leaving. But he’s willing to offer a wager: if the
hunter, a questing paladin, a lovable rogue with a character beats him in a game of dice, he says he’ll
charming grin, that kindly old mage or your own accompany them. Once the character is victorious
best friend, all these things can be Grinken Eyre. in a game of chance, or another contest of your
And, being a thing of the Nine Hells, any meeting choosing, read the following:
with the creature ends badly sooner or later, a
blade in the back, hands at the throat or a treach- There’s a terrible noise and your father’s features
erous path to a monster’s lair. Countless travelers contort, almost tearing apart as he transforms into
claim to have rid the Nine Hells of Eyre, and yet
something both monstrous and indescribable. Yet
the thing always seems to haunt the Trove. More
whatever he has become, he still smiles and says with a
recently stories suggest a shift in the monstrous
deceiver, though. Those who have encountered it snicker, “You have done well, my child. I believe this is
what you sought.” And then he makes a horrid retching
The Shapechanger noise and spits up a glistening object.
Use the empyrean stats for Grinken Eyre except that
The Pit of
Flame
The Elemental
Preserve
lava that pour into the Molten Sea. Sparse sections are immune to this damage. Damage taken from
of rock make up the floor of the layer, which are exposure to Phlegethos hostile environment doesn’t
blackened and searing to the touch. The air is super- interrupt rests unless it would cause a creature to
heated to the point that it occasionally bursts into have the unconscious condition.
balls of fire, and it smells of brimstone as a result.
Navigating the realm is usually done via lava barges Key Locations
or flight, with the heated updrafts providing great
lift to infernal airships. in Phelegethos
Completely unique to the fiery realm, Phlegethos Some of the major locations found in Phelegethos
is ruled by two devils—Belial and his daughter are described below.
Fierna. Despite occasional bickering and disagree-
ments, the two rule the layer in relative harmony,
Abriymoch
and with Asmodeus’s approval. Standing as the lone marker of civilization within
the layer, Abriymoch is a dangerously beautiful city
Leaving Phlegethos regarded as one of the finest by much of the devil
Despite being one of the most fortified layers, community. In addition to containing the Diabolical
Phlegethos is possibly one of the easiest for extrapla- Court, which is the only official judicial system in
nar travel. There is a permanent portal maintained the Nine Hells, the city holds avenues for exploring
in Abriymoch, which, although heavily guarded and every sin imaginable. Its streets are magma canals
warded against intrusion, allows all manner of users navigated by barges, which lead to numerous shops,
for a price. It can navigate to other layers of the Nine taverns, brothels, casinos, theaters, and other pleas-
Hells and is rumored even to have connections to urable establishments. While outsiders are gener-
other planes. Travelers can also attempt to traverse ally not welcome within the city, devils from all nine
the Styx, though Phlegethos’ stretch of the river layers flock to it during their downtime.
suffers frequent pirate attacks and shakedowns. A gondolier is essential to navigate the magma
channels. The gondolier can take the characters to a
Features variety of shops where they can purchase standard
Outside the city of Abriymoch, the heat is equipment, all of it suitably devilish in appearance.
unmatched and overwhelming. Visitors take 3 It costs 100 gp for an hour of the gondolier’s time,
but because several devils owe Tiax favors when he
JULIAN CALLE
super volcano in the center of the layer. Since its “Kordichai was a hunter of truant mortals and spent
discovery, a massive building has been constructed much of his past existence outside the Nine Hells,
atop the pit. Metal bars crisscross along the top, braving the climes of other planes as he tracked down
with balls of infernal steel hanging on chains just resourceful souls who had contrived to escape their
above the lake of fire. Barbazus oversee the main-
appointment with the powers below. No soul was safe,
tenance and construction of additional layers,
while other devils operate the spheres and see to and he upheld the twisted honor of the Nine Hells by
their prisoners. Here, with temperatures harmful making a succession of the mighty understand that the
even to devils, prisoners from every layer are being contracts of Asmodeus are truly ironbound. And then
tortured. Ascension ceremonies and ritualistic he was promoted and given a region of Phlegethos to
sufferings also take place within the Pit of Flame, watch over, the Elemental Preserve. Now his role is one
making it an extremely revered location within the
of tedious administration where he oversees ambitious
Nine Hells.
While prisoners dangle overhead, the lower por- young devils who venture into other planes to do what
tions of the pit contain numerous walkways and at was once his job.”
times serve as a place of pilgrimage for devils (and Koh Tam smiles slightly as he continues, “Rumor has
others) who travel from great distances to observe it that the entire promotion was Fierna’s joke on the
and revere the suffering all around. vainglorious baron. He was, she decided, having far
too much fun, and as the regent of jealousy it was her
Temptation of Murder
responsibility to ensure nobody was having a better
“The Heretic Priest”
A priest of an opposing faith to one of the characters time than she was. Kordichai’s reaction to his new post
(select the most faithful among the party) is speaking surprised even Fierna, though. Kordichai lives for the
with a succubus. If the party spends any amount of hunt and so he transformed his part of the Nine Hells
time eavesdropping, then run “The Heretic Priest”
event from chapter 2. into what is now called the Elemental Preserve. A place
where Kordichai leads hunting expeditions that are
so popular that devils across the Nine Hells covet the
opportunity to be invited.”
Hateli. A wretched creature, vaguely resembling the A dome of earth rises above the lava and gloom. It is
character, is forced to shovel coal into a massive fur- a natural thing, if such can ever be said of this place,
nace. If the creature ever falters, Hateli lashes out at formed by the cooling of lava, a nest of tunnels not
it with her whip. If the character expresses outrage, unlike the intestines of a poor creature cut apart and
or demands their soul returned, Hateli offers them a
lain across the fiery landscape. Even from the outside
simple exchange.
the twists and turns seem impossible to make sense
of. Tunnels curve left then right, others rise upwards,
“Hunt the hunter and bring me the pit fiend’s head and
before twisting their way downwards. It is impossible
I shall return what is yours.” The efreeti extends her
not to see the many charred and cracked bones, a
hand with the offer. “Do we have a bargain?”
veritable graveyard marring the only visible entrance
into the maze.
If the characters bring Kordichai’s head to Hateli,
the efreeti fulfills her end of the deal, extinguishes
the furnace, and returns their phylactery to them. The characters must search the maze, where they
If the party fights the efreet instead, even, after inevitably run into Anagwendol because she begins
slaying them all, the soul continues shoveling fuel to hunt them the moment they enter her domain.
into the furnace. She is a swift and dangerous hunter. Kordichai has
broken her. He has also placed an infernal bracer
The Infernal Bracer around her left forearm that prevents any magic
Kordichai has hastened Anagwendol’s fall by fastening a from ending Anagwendol’s never-ending torment.
bracer forged from infernal iron about her left forearm. Only once that bracer has been destroyed (see
While wearing this bracer, Anagwendol is cursed, seeing sidebar) can Anagwendol be freed.
all other creatures as devils that she must slay. The But first they must overcome her. At the end of
bracer also makes Anagwendol immune to any magic each hour meandering through the dark, twisting
that might otherwise bring her back to her senses. tunnels, roll a d4 (adding 1 for each previous roll).
Anagwendol isn’t aware of the bracer and even if she
Once the result is 4 or higher, Anagwendol strikes.
were, she can’t remove it or destroy it herself.
The characters can target the bracer with melee or She emerges from hiding, and if not detected, she
ranged attacks (AC 18; 50 hit points; immunity to cold, grapples a character and carries them straight
fire, poison and psychic damage; resistance to all other upwards, through a vertical tunnel, depositing
damage types). If Anagwendol is grappled, incapaci- them in a chamber 60 feet above their companions.
tated, or restrained, attacks made against the bracer She then attacks them. If she slays her victim, she
are made with advantage. repeats the ambush 1d4 hours later against another
character.
E2
E3
E1
E4
0 5
JOHN STEVENSON
Miles
120/480 ft., one target. Hit: 16 (3d10) cold damage. A crea- failure angers Kordichai. Three failures in a row
ture with fire resistance or immunity is considered vulnera- and Kordichai calls the hunt off and sends a half-
ble to the damage of this bolt. dozen horned devils to dispose of the beaters. The
but allegedly a creature formed of the two different reward an underling or curry favor with magnates
planes meeting. The Eriflamme (see the accom- from other layers of the Nine Hells, alternatively
panying stat block), as it has become known, is because they wish to make a fool of some pompous
said to resemble a perpetually blazing tarrasque upstart they know is ill-equipped to keep up with
formed of interlocking Elementals all tessellated Kordichai’s hectic pace. Devils have been killed
together. It is malleable, capable of breaking apart on his hunts, sometimes in hunting accidents and
into a host of individual bodies and forming again occasionally—should Fierna give Kordichai the
at will. Track it as he might, Kordichai has never word—in ‘hunting accidents’. Everyone knows it hap-
brought the monster to bay. Only the twisted pens, and that only adds to the thrill of the chase. If
wreckage of barges, the ruin of lodges, and the the characters have persuaded Kordichai to set up
bodies of his servants testify to its existence and its an ambush on Fierna or Belial, then this is when he
power. Over time, Kordichai has grown more and makes his move.
more obsessed with this one elusive denizen of his
Preserve, taking greater and greater risks, even Fighting Devils
shirking his duties at the slightest suggestion it has Attacking Fierna or Belial without Kordichai’s
made an appearance. support is likely a losing battle, but some characters
Hunting Accident. Even as Abriymoch is the pre- may have powerful incentives urging them forward.
ferred destination for devils from all over the Nine Deathstalkers—Obtaining Belial’s Ranseur of
Hells seeking off-duty entertainment, so a place on Torture or Fierna’s Amulet of the Inferno. The
Kordichai’s hunts is the prize for any infernal nota- hunt is the only opportunity where the characters
ble. Needless to say, his superiors Fierna and Belial can gain possession of either of these two powerful
are constantly foisting less than suitable guests on artifacts. But it requires outsmarting an archdevil or
him, sometimes because they wish to genuinely killing one.
Eriflamme Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 24 (4d6 + 10) piercing damage plus 33 (6d10) fire damage.
Gargantuan Elemental, Unaligned
Reform. All the Eriflamme’s fire elementals vanish and the
Armor Class 19 (natural armor) Eriflamme reappears in one of their spaces. The Eriflamme’s
Hit Points 518 (28d20 + 224) hit points are equivalent to the combined hit points of the fire
Speed 40 ft. elementals.
they search the Chasm as he has heard rumor of the The Angel of the Ice
treasures at its bottom. True-Ice Shards Chasm of Found Things:
The Keeper of Found Things
to Phlegethos
. .
City of Tantlin Sheyruushk
Glacier of
. Chasm of
Levistus
Found Things
Stygia, the Fifth Hell
exhaustion. Creatures with resistance or immunity
Temptation of Betrayal
to cold automatically succeed on the save.
“Mixed Blessings”
As a haven for devils shirking their duties or
A pit fiend, perhaps in the service of Levistus,
contracts, this layer encourages chaotic thinking approaches a character.
and rebellion. Non-lawful creatures visiting the
plane experience a constant urge to rebel and shirk
C3
C3
C3
C5
C7
C6
Feet
sion of the phylactery and gains the Phylactery What is the Keeper of Found Things? Not a devil,
Benefit associated with it. certainly. Something ancient that has dwelled in
the Chasm and tended its collection for longer
than infernal records have been kept. A thing of
the shadows that even the keenest eyes can never
quite make out in detail or gain a complete picture
of. Rambling accounts speak of too many arms,
SERGEI SARICHEV
voice. A quiet, reasonable (so very reasonable) voice vulnerability to fire damage, and immunity to poi-
that speaks to mortals about salvation, rest, and son and psychic damage.
peace—all the promises that lured them down into For those of stronger will, the ice itself reaches
the caves past all those other tribulations. To forlorn for them. The Keeper reshapes the very stuff of the
devils, the Keeper instead whispers of a great and Chasm to entrap less compliant victims by drawing
endless order, a perfect moment of torment perpetu- forth frozen golems, gleaming facets flickering with
ally prolonged. The Keeper has only terrible things echoes drawn from their victims’ past. The luckiest
to say, and yet it is hideously persuasive. Every might find their way back to the caves, to struggle
moment of the journey through the caves goes to against the slope and the water, braving all the
prepare its visitors to accept its blandishments. The perils they’ve already passed for the dubious safety
Congregation’s nonsense theology, the Echoes, the of Stygia’s surface. Others, in desperation, might fly
tentacled monsters thrashing blindly in the depths, or climb upwards out of the reach of the Keeper’s
all plant the seeds of surrender in the mind. influence, or plunge into the waters of the freezing
Within the icy walls of the Chasm everything sea below.
that has filtered down to the Keeper over the long Treasure. For each hour spent at this location
years is buried. There are treasures that have excavating valuables, select a very rare magic
washed down with the meltwater or that have item from the Dungeon Master’s Guide (excluding
been brought by great heroes and devils. There weapons). However, all characters participating
are monsters, trapped forever—dimly glimpsed must repeat the earlier Constitution saving throw,
against the strange flat light that emanates from or suffer the negative effects described earlier.
every direction. And there are the mortals and Additionally, for each character failing their saving
devils, hundreds of them, who came this far and throw, a frozen golem (iron golem with immunity to
no farther. Who couldn’t resist the soft entreat- cold) emerges and attacks.
ies of the Keeper. Here is rest and peace and an Deathstalkers—True-Ice Shards. A character
endless perfect cruelty. Over time the ice draws searching for one of the True-Ice Shards sees it
its captives deeper, to become the most recent lodged in the ice at the end of the chasm. If they
prizes the Keeper claims. Anyone who travels to touch the shard while still encased in the ice, they
the end of the Chasm must make a DC 15 Con- take 17 (5d6) cold damage and must succeed on a
stitution saving throw. A creature that fails the DC 18 Constitution saving throw. If they fail, they
save begins to be enveloped by the ice and has the can’t let go of the object and the ice starts envelop-
restrained condition. The restrained creature must ing them. The character takes 17 (5d6) cold damage
repeat the saving throw at the end of its next turn, at the start of each turn that they’re still holding the
becoming encased in ice on a failed save or pulling shard, but doesn’t repeat the saving throw.
free on a successful one. Anyone encased in ice They can only dislodge the shard with fire dam-
SERGEI SARICHEV
takes 19 (3d12) cold damage at the start of each of age, any cold damage makes the ice enveloping the
their turns. They can be freed by destroying the shard grow thicker. Once 50 fire damage is applied
surrounding ice, which has AC 13, 40 hit points, the shard comes free.
easily, devils constructed an intricate labyrinth of have vulnerability to poison damage while in Mal-
tunnels connecting the cities together. Much of the bolge, even if they would normally have resistance or
Key Locations in but not that it is cursed. If the character tries the
amulet on, they transform. Any blemishes and imper-
Malbolge fections vanish, they’ve never looked better. Audible
gasps of approval can be heard from onlookers who
While the characters are making their way to The see the transformation take place.
Sign of the Hag’s Arms, they may want to take a small
detour through the other locations found in Malbolge.
is the capital of the realm and current home of
Ossiea Glasya and her subordinates. Glasya is obsessed
with beauty, and the city around her reflects this.
Above ground, a few locations were built upon the The shops the characters visit here are stacked
grotesque remnants of Malagard’s body, the parts with magical cosmetics, intricate jewelry, and
that survived the cataclysm. These pieces of her beautiful garments.
enormous, bloated body are still relatively intact
and serve as gruesome landmarks. Among these, Maggoth Thyg
the characters may choose to visit Ossiea. This
Near the bottom of the layer also lies Maggoth Thyg,
fortress is found near the Hair Forest and built
a mysterious cavern from which no creature ever
into the skull of Malagard, her empty unseeing eye
returns. Even the devils native to Malbolge fear
sockets covered by tall sheets of red glass. Ossiea
to Stygia
Ossiea
Riv
er S
.
ty x The Sign of the
Hag's Arms
to Maladomini
JOHN STEVENSON
Maggoth Thyg
three of them, as is traditional, each with her own You stand upon the lower slopes of a great uprising of
specialty, each a powerful magician beyond the earth. A well-worn path curves upwards but a fetid mist
regular dreams of her kind. Irabella runs the inn hangs low, allowing only the murky outline of a build-
and kitchen, the night hag Malacki tinkers on ing crouching upon the hilltop above. Closer to you
hideous creations in her underground workshops,
there appear to be numerous, less-worn paths, leading
and Anacreda the Angelmaker is the coven’s undis-
puted leader. into various crevices and small canyons.
When the characters first enter Malbolge, Koh
Tam or Tiax impart the following knowledge about The inn sits at a confluence of chasm and tunnel
the layer to them: thoroughfares between infernal fortresses, in a
particularly perilous region of the plane. Perilous
Koh Tam explains the windswept and endless slopes of more for Fiends than for travelers from outside the
this new layer of the Nine Hells, “In Malbolge there is lower planes. From long feeding on the toxic flesh
of Malagard—perhaps helped along by the tinkering
no level ground, but always the strength-sapping slog
of the inn’s proprietors—the local life has developed
of up or down, and the going is riven with crevasses some potent weapons to deploy against devils. In
and the colossal, eternal remains of Malagard, the place of the regular poisons that Fiends are immune
former ruler of this layer, constantly festering but never to, many species of giant scorpions and giant
decaying away.” spiders inject acid with their stingers and fangs, or
“There are tunnels, lairs for such fauna as calls Mal- even more bizarre fluids that sear like the radiant
touch of angels, rendering down fiendish flesh into a
bolge home: the insects and spiders with their kin, in
readily ingestible soup.
swarms and of huge size. Some say they were spawned
The tumultuous air above isn’t safe either, as
from the corruption of Malagard’s vast fleshy dias- flights of ayperobo swarms (see appendix B) issue
pora. The things have adapted their natural weapons from their crevice nests, eager to devour prey. Those
and strategy to prey on fiends, though they will take devils tasked to take messages and goods through
mortals gladly.” the region of the inn always hurry to take shelter
S2
S1
S3
S4
Top
View
S6
S3 S5
Side
View
S8
S7
S10 S9
Hive Mind. All fiendish formians within 1 mile of Ekengarik can Fiendish Formian
telepathically communicate with each other and Ekengarik. Medium Fiend, Lawful Evil
At will: Detect Magic, Dispel Magic, Heroism, Magic Missile Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
1/day each: Black Tentacles, Cone of Cold, Confusion, Hit: 7 (1d6 + 4) slashing damage.
Dimension Door, Geas, Invisibility, Prismatic Wall, Slow Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage and the target must make a
Reactions DC 14 Constitution saving throw. On a failed save, the target’s
Hardened Carapace (Recharge 4–6). When hit with an attack, Strength score is reduced by 1. The target dies if this reduces
Ekengarik temporarily hardens her carapace, reducing her speed its Strength to 0. Otherwise, the reduction lasts until the target
to 0 and increasing her AC by 5 until the start of her next turn. finishes a short or long rest.
A great feasting hall is found on the first level of
The Sign of the Hag’s Arms is well, if bleakly, named.
the inn, usually hosting at least a score of devils
The outer courtyard sits in the crook of one of Mal-
at any given time. They jostle elbows at tables
agard’s lesser limbs, or at least a recognizable fragment scrimshawed from Malagard’s bones and eat from
of the same. Within this elbow space the upper level a unique menu. The flesh of Malagard is generally
of the inn itself is made entirely from the ancient hag’s unpalatable even to Fiends, but the inn’s proprietors
substance, bones as scaffolding, leathery skin stretched have the knack of transforming it into a delicacy
worth the journey—to a devil. Mortals are advised to
out as a vaned roof, the walls built of tessellated teeth
bring their own lunches unless they have a cast iron
and ragged plates of nails. As a feat of architecture, it is immunity to poisons.
simultaneously impressive and nauseating. The hags are always on the lookout for new
business associates, or spare parts for their crea-
Had the plane’s current ruler, Glasya, any respect tions. If at any point the characters want to speak
for her predecessor then doubtless the construction to the owner of the inn, they can ask any of the
would be counted as deep disrespect. Glasya isn’t kobold serving staff. The kobold explains who the
sentimental, however, and Malbolge offers little three hags are and that they often remain in their
else in respect of building material. Even the iron workshops in the basement. If the characters ask
of the infernal fortresses must be hauled in from to speak to the hags directly, the servant leaves to
more productive layers. As with most locations in fetch them. Roll on the Dealing with Hags table to
Malbolge, the inn continues on many levels under determine the result of the request. If the character
the ground. There are always guest rooms to be provides a bribe or incentive to encourage the hag to
had, for a price. The proprietors accept a variety of meet, then add +2 to the roll.
currencies. Soul Coins, most commonly, but also
magic objects or rare ingredients, given the work all Dealing with Hags
three tend to. Devils passing this way know to bring d12 Result
appropriate recompense for the shelter, but mortals 1–2 A kobold servant carries a silver tray with the
may be dismayed to find that all their gold and gems head of the previous servant on it. The characters
buy them nothing. However, there are always other are asked to leave the inn.
options for those visiting from other planes. Not 3–6 The kobold returns and says the hags have
necessarily palatable options. declined, but the characters are welcome to
The characters can purchase lodgings for 1 Soul meet with them in the basement. The magically
Coin or an uncommon magic item. Then they’re locked door at S7, will be open.
taken to their rooms (see area S6).
7–9 Malecki arrives an hour later in the form of an
S4: Feasting Hall elf woman and sits down at the character’s
table. She intends to trick the characters.
You aren’t certain what the staircase is made of. Every 10–11 Malecki dematerializes from the Ethereal Plane
and appears at the character’s table, in her true
part of the inn seems suspiciously biological in nature,
form, willing to make a deal.
though very dead, and there is an inescapable scent of
12+ Anacreda emerges from the basement, her
decay underlying the air. At the top of the staircase lies wings partly unfurled as she stalks across the
a long hallway with many doors, the first pair of which floorboards. The feasting hall quiets, many
are open. Through them you see a great feasting hall of the devils suddenly staring into their cups,
with a host of long tables covered in heaps of food. averting their eyes. She stops and looms over
Most of it seems to be meat. There is a cacophonous the character’s table.
swarm of devils around the tables, gorging themselves
on the strange offerings and shrieking and screaming
at each other.
Irabella the hag (Irabella uses the archmage stat whose work is on a grand scale. Her workshops
block, but her creature type is Fey) seldom leaves are huge caverns in the rock, supplied with arches
her great wheeled bath, that is hauled laboriously of bone that serve as gates from which her crea-
about the ramps and elevators of the inn by the tions can leave, too vast to navigate the physical
staff of kobolds she commands. Her workshops tunnels to the surface. She calls her work ‘bespoke
are half-submerged, and here she creates aquatic behemoths’, living war engines of armor and tusks
monstrosities on demand. Great Sahuagin priest- and spines, and she is happy to deliver them via her
kings, aboleth archmages and elder kraken all send gates direct to a battlefield of her patron’s choice if
emissaries to her, and she makes benthic terrors to required. Malecki appears as plump and cheerful
SERGEI SARICHEV
trouble the dreams of sea gods. She is sharp and bit- and is absolutely not to be trusted under any cir-
ter in manner, abusive to her servants and needling cumstance. Her creations are of undeniable power
River Styx
. .
City of
Carnival Grenpoli
Eternal
.
City of
Gorloron
Each of the ruins covering the realm is more system the Styx passes through has connections to
spectacular than the last. During their construction, other layers, though such connections have yet to be
Feet
M3
M6
M2 M3
M4
M5
M1
0 25 50 75 100
Feet
JOHN STEVENSON
Eye Market Locations the hierarchy of the Nine Hells, throng there—most
bitterly seeking the unique service the Eye Market
The characters must navigate dangerous streets to
can provide but unable to pay the fee. Every hollow
get to the Eye Market. However, if they keep their
shell of a building hides a nest of wretches preying
wits about them, they may just find what they’re
on each other, scrabbling in the mulch, or descend-
looking for.
ing into the monster-haunted and unsound sewers of
M1: Outer Streets the place in the hopes of finding something of value.
A variety of gangs preside over this layer of scum,
extorting prices of souls, flesh, and labor from
Like the great corpse of a whale sunken to the sea those on their turf. This being the Nine Hells, of
floor, the city around you is at once both utterly dead
and teeming with life—scavengers and parasites Dangerous Territory
all contending for a scrap of flesh. You see them in There are dozens of smaller gangs in the broken
the darkened corners of winding alleyways and the streets around the Eye Market, but the current major
players are Ilkatar’s Brood, Jacelisk’s Knives, and
entrances of crumbling doorways. Watching. Waiting. Memnoriac. To reach the Eye Market (area M6), the
Below your feet the pavement is potholed and hazard- characters must walk through, or fly over, one of the
ous and dilapidated structures loom all around like ganglands. Each major gang demands tribute to allow
the characters passage through their territory. See the
giant bones picked clean, haunted by the revenant of following descriptions about what each gang demands
intended greatness. but the head of a rival gang-leader is also suitable
tribute for any gang.
If any characters attempt to fly over gang territory,
Reaching the market is easier said than done. The that gang challenges them in the air instead. Any
SERGEI SARICHEV
convoluted streets of the abandoned city it nestles descriptive text in the following sections will need to be
within are fraught with peril around every turn. Des- adjusted if this occurs.
perate lost souls and minor devils, cut loose from
You step through open gates beneath the skull of a comes back to life on initiative count 20 of the
following round but another hostile bearded devil
massive creature. A short walk past the gate, in the
also materializes at the same time. The imp has the
center of the courtyard, a muscular creature looms frightened condition and is afraid of both the devils
over a table upon which a haphazard model of the and the characters and on its turn, it attempts to flee
city-in-miniature rests. The model itself bears little from both.
resemblance to the real city it represents, yet somehow To free the imp from its torment, the characters
seems even more disorganized.
must kill all pursuing devils before anything kills the
imp. When this occurs, the imp vanishes, leaving the
Without even looking up at you, the fiend snarls.
phylactery in its place.
“Welcome to Memnoriac’s grand city. Have you come
to bow and worship, to scrape your knees on the rough M4: Ganglands—Jacelisk’s territory
gravel, and pay homage to me, the master-builder?” Jacelisk is a recent addition to the landscape, a
tiefling archmage who brought her band of wicked
companions to the Market for its particular services.
To pass through this territory, the characters must Now, under the influence of recently installed eyes,
pay 20,000 gold in gems and coins to fund Memno- she sees herself as the liberator and protector of
riac’s construction efforts. Alternatively, they can the city she resides in, a great and adored hero. In
offer something even more valuable: a compliment. truth she is as vicious as all the rest, with the added
Congratulating Memnoriac on his fabulous city and problem that her perceptions make her profoundly
then succeeding on a DC 22 Charisma (Deception) unpredictable—sometimes nobility itself and some-
check earns the Fiend’s goodwill and safe passage. times brutal enough to impress a full-blooded devil.
Failing the check, or refusing to pay tribute, results Tribute. Jacelisk has claimed prime gang real
in the pit fiend fighting the characters on his own. estate. If tribute is paid, the characters may head
He refuses to believe he needs help defeating such directly north, taking the shortest route to reach
puny adversaries. If slain, the Fiend has no treasure, the “Eye Market,” bypassing any other gangs. If
just diagrams of his future building plans. the characters seek out Jacelisk to pay this tribute,
Phylactery of the Great Con. The character look- proceed to the following:
ing for their soul can find it among the lowlifes and
grifters that inhabit the streets surrounding Mem-
miserable little attempts at shelter, shacks and sheds Inside the Eye Market is a workshop of peculiar
of sheets of rusted metal and rotting wood, leaning on arrangement. There are racks of tools along the back
each other in a despairing attempt to stay upright. wall, scalpels, knives, and needles intermixed with the
equipment of the jeweler’s trade. At the front of the
Market there is a grand glass case and, within it, small
Closer to the shattered dome of the Eye Market
itself is a whole town within a town, a wretched orbs of countless colors, carved from precious stone,
slum of shacks and sheds thrown up with mate- are nestled in satin lined boxes. They seem to gleam
rials salvaged from the abandoned construction with inner light.
works. Here is a morass of pathetic minor devils
Wine extracted from the Sorrow Mine. He sug- pressed to steer past safely.
gests traveling there. He wants to accompany
Objectives in Cania
Objective
Phylactery of the merciless
Location
Sorrow Mine: The Mining
Cania Overview
The transition between Maladomini and Cania on
Town
the Styx is confusing and magical. One moment the
Phylactery of the student Sorrow Mine: The Mines river is sloping downwards through a cave system,
Staff of the Magi Sorrow Mine: The Mines and the next it emerges onto an icy glacier. While it
cuts through the glacier towards its last stop, even
Temptations the Styx can’t avoid the temperatures of the layer.
Icebergs and ice floes drift within the river, and its
Have the characters encounter at least one tempta-
current slows significantly. Along its banks lie the
tion during their time in Cania. You can of course
remains of less-prepared boats, frozen over and for-
have them encounter more if you want. If the char-
ever abandoned. A sheer drop at the edge of Cania
acters give in to temptation, use the information in
marks the end of the Styx, where it turns into frozen
appendix E to keep track of their corruption level.
falls covering an ancient being on its way to Nessus.
In addition to the ice creating the layer, sheer
mountains pierce the skies of Cania. Their faces
City of
. The Sorrow
Mine . ver S
ty x
R i
Mephistar
Lake of Wael
. City of
Falls of the Kintyre
Frozen Titan
JOHN STEVENSON
to Nessus
are jagged and unforgiving, and the cascade of perilous path plagued with deathly falls, dangerous
avalanches is almost constant. Partnering the creatures, and twisting paths. Should one survive
mountains are the mobile glaciers and icebergs that the trek, they arrive at the entrance to Nessus.
carve the landscape. Seemingly with a life of their The end of this climb is described in the “Climb-
own, these massive ice structures meander through ing down into Nessus” section in chapter 12.
the realm, occasionally crashing into each other or
the mountains in a spectacular explosion of ice and Features
snow. They leave fissures and cracks miles deep Colder even than Stygia, all creatures on Cania
in their wake, which are quickly covered by snow- face a constant battle with hypothermia. Each time
banks, awaiting unknowing victims who then fall to a mortal finishes a long rest, they must succeed on
their deaths. a DC 17 Constitution saving throw or gain a level
Because of the freezing temperatures and hostile of exhaustion.
environment, almost no creature calls Cania its Mephistopheles keeps a tight watch on any visitors
home. Mephistopheles himself, ruler of the realm, to the realm to ensure no information is leaked. As
spends most of his time in a heated fortress, pro- part of his influence, any Divination spell cast while
tected from the elements. His steward, Adonides, is within Cania has a 50 percent chance to fail. When
the only archdevil native to Cania, and he regards it a spell fails, its materials and spell slots are con-
fondly despite the elements. Aside from Adonides, sumed, but the spell has no effect. Creatures desig-
only ice devils (gelugons) live in the icy wasteland. nated by Mephistopheles are immune to this effect.
Mephistopheles cultivates the devils, employing
them as his standing army, spy hunters, and defense
throughout the realm.
Key Locations in Cania
Some of the major locations found in Cania are
Leaving Cania described below.
Sorrow Wine collection of crude huts carved from ice and arranged
around the only structure that looks like it was built
The mere fact and sight of the Heights of Anakim is
with any care. This building is vast and tall, and even
enough to bring mortals to their knees, but it gets
worse. Whilst devils aren't averse to the idea of just from a distance, you hear the sounds of machinery and
leaving things to be tormented forever, they found a harried workers within.
use for the giants. So it is that the sharp-eyed visitor An odd assortment of creatures use the paths lead-
scanning the upper reaches of that appalling cliff ing from town to mine: carrying empty baskets on their
finds scaffolding and gantries and excavation. Tun-
way up and heavier loads on their way down.
nels and quarries that carve into the literal faces of
the giants to get at the treasure within.
Long after the powers of the Nine Hells had At the foot (literally) of the Heights of Anakim
tricked the Anakim, Mephistopheles discovered the there is a town of sorts. A huddle of buildings,
trapped giants contained a unique resource valuable mostly carved from ice, built around one vast hall
to the rest of the Nine Hells and beyond. A combina- raised from iron interlayered with the hides of
tion of their semidivine nature, the ancient age they long-extinct monsters, where the raw giant-stuff is
T6
T5
T1
T3
T5
T3
T2
T2 T4
T4
JOHN STEVENSON
The rendering sheds themselves are run under a misery. At which point the Orthoclath casts them out,
quite different arrangement, one that has persisted and the devils are free to devour or toy with them,
for as long as any denizens of the Heights can recall, not that the creatures give any real sport. There are
and which Klendisk himself is powerfully uncertain always, apparently, more modrons ready to troop
about. The Regular Orthoclath (lawful neutral iron down from the lawful planes and give themselves to
golem with Charisma, Intelligence, and Wisdom the work.
scores of 16) is a thing of facets, eyes and geometri-
cal shapes from the lawful planes of Nirvana, here T6: The Mines
with an apparently endless workforce of modrons. Once the characters reach the mine entrance at the
They work the vats and stills tirelessly, producing top of the glacier, read the following:
sorrow wine so long as the mines yield raw mate-
rials, and never complain or ask for payment. They You notice the eyes first. Each of them is enormous,
usually work in teams of a dozen tridrone modrons in proportion to the colossal faces they're set in. Most
overseen by a pentadrone modron. Quadrone are blown wide in horror, in pure, undisguised terror.
modrons are used by the Regular Orthoclath to
These eyes rest above faces full of pain, with mouths
send messages to teams.
The modron’s involvement predates Klendisk’s drawn tight in grief or frozen open, midscream. But
appointment and the devil exhausts himself trying more haunting than the eyes of fear and rage are the
to discover the actual terms of their employment. In eyes that contain nothing at all. No emotion. Just dull
the absence of certainty, infernal rumor is that either acceptance. There are shapes just above the eyes of
these are, in some way, bad modrons who are being
some of these giants. As you draw closer, you think
punished for crimes against lawfulness meaningless
to others—or else the whole business is some grand they might be caves and then you see the workers
experiment into the enduring nature of law. Certainly, that scramble in and out of them and you realize that
SERGEI SARICHEV
individual workers eventually become corrupted by they're tunnels. Mines. Dug straight through the frozen
the work, sad little pieces of geometry infected with heads of the dead.
emotion, grinding to a halt as they're consumed by
There are more treasures than mere misery frozen wrath–of the devils unless the baron has granted
in the glacier. The giants were artisans to the gods the characters a dispensation. A similar statue can
before they rebelled. They clutch in their colossal be recovered with each day’s effort, until 3d4 have
frozen arms treasures from elder ages, secrets on been unearthed.
great withered scrolls, the raw stuff of creation The Miners. Most of the workers in the mines are
stolen from divine workshops. An intrepid team of either automatons, under the control of Cornelius
mortals might steal up the cliffs and into the mines Brassgrave, or the Undead created by Kargan Skul
where untold treasures wait to be unearthed deep (lawful evil, Huge-sized lich but she isn’t Undead,
in the heart of the ice. Even the spoil-heaps of the her creature type is Giant). Cornelius is at his home
mines themselves glitter with discarded wonders, if in the town below, but Kargan is almost always in
only one can get to them. For while the devils care the mine. She is a necromancer of considerable
only for the misery and the wine they make from it, power and her solution to efficiently mining has
punishing errant thieves remains one of their few been to use mindless Undead to do the brute work.
pleasures and they always look forward to the next She is constantly importing bones and cadavers
visitors—mortals or devils—to try it. from elsewhere in the planes, preferring to create
The items of value these giants crafted aren't ogre zombies and minotaur skeletons for the mining
easily transported. If an entire day is spent exca- operation. The misery erodes even these, but so
vating, the characters recover a 100-pound statue long as she can get the raw material, she can keep
made of gold and gems (and worth d12 x 500 gp). up productivity.
However, this excavation draws the attention–and Conclave (Sorcerer/Warlock/Wizard) –Staff of
the Magi. Kargan Skul wields the Staff of the Magi
The Sorrow Mine (40 charges), carries it with her everywhere, and is
While in the Sorrow Mine, any creature that isn’t a Fiend quick to use it if threatened. She will generally not
that fails a saving throw, now has disadvantage on all relinquish the staff without a fight. However, if the
V E H C I R A S IE G RE S
saving throws, including death saving throws, until they characters deal with the rogue modron sabotaging
leave the Sorrow Mine and finish a long rest. her Undead workers, she is willing to sell the staff to
them, for the sum of 10,000 gp.
After an hour of investigation, the characters come If the characters follow the gnome into the work-
upon the following: shop, they are attacked by four ogre zombies. Once
three of the brutes have died, Kargan joins the fight
There’s a loud swoosh and you see a strange, blockish to defend her workforce. After Kargan is defeated
figure with wings fly out from the shadows and slam the body of the imp collapses lifeless on the floor,
into an iron golem carrying a large satchel of ore. The dissolving and leaving the phylactery in its place.
Once the character takes possession of the phylac-
golem doesn’t even register the attack, and continues
tery of the student, they gain the Phylactery Benefit
marching forward, while the winged creature shakes associated with it.
its head a moment before flapping its wings and flying
back into the shadows. A Thankful Patron
When the characters are ready to meet with their
If the characters pursue the modron, it tries to group patron after completing all of the required
stay in the air 60-80 feet away from them and fires objectives, they may ask Koh Tam to sail them to the
arrows. It can't be reasoned with. If it is badly agreed upon location in Cania. This location should
damaged, it charges the weakest looking character probably be close to the Lake of Wael to encourage
and tries to grapple them. If successful, it uses its the characters to travel there after this meeting.
movement to jump into the abyss of the mine with
its victim (maximum fall damage). Sailing through the icy Styx is a ponderous affair, as
The characters can use this information as they the vessel glides past erratic ice floes and evades larger
see fit—if either Kargan or Cornelius learn of the
icebergs that seem to rise from the waters with dis-
rogue modron, hostility between their two factions
decreases a bit. Klendisk, if told, won’t reveal the heartening frequency. Eventually the barge slides down
truth to Kargan. He, of course, is more than happy yet another ice-crusted tributary and crests a bend in
to have Brassgrave and Kargan constantly sniping the waters. A pavilion-style tent waits along the shore,
at each other. He has no interest in his underlings several feet back of the waters. A banner rises above
uniting and ending up in a position where they could the tent, apparently frozen in mid-motion despite these
make demands of him.
gusting winds of Cania.
If the modron’s body is returned to the Regu-
lar Orthoclath (area T5), it is taken away to be
repurposed. The banner is a deep red with electrum-colored
Phylactery of the Student. A character looking striping if the group patron is the Conclave of Hal-
for the phylactery of the student, notices a gnome ruaa. If the characters allied instead with the Death-
that is dashing between the feet of the zombie stalkers, the banner is a velvety black, speckled with
workers. The gnome is holding a bucket above her white frost. The Hellrider’s banner is a bright silver,
head. In truth the gnome is a shell that is used to on it their coat of arms is depicted in radiant gold.
Ramius turns from a table cluttered with maps and The rattle of armor alerts you to a warrior’s presence
papers, to look at you. His smile is reserved, but it beyond the tent, but before you're able to enter, Sarevok
is a smile, nonetheless. “I have received word. You himself strides from the interior to confront you on the
rescued the three from their dire predicaments and snowy shoreline of Cania. Behind him several warriors
fulfilled your end of our arrangement. You have the in dark armor stand at attention, but the tent flaps fall
thanks—and gratitude—of the Hellriders. I know your back, concealing the interior.
next steps shall take you into that final layer, where not “It is done then.” Sarevok says. “Your intent shall
even we dare to tread. Be yourself prepared before that take you into Nessus, next, if I am not mistaken. And
time—without magical concealment Asmodeus shall when you set foot there, Asmodeus, he shall see
surely catch you in his trap before you have even drawn you. This, I know. You lack the power needed to hide
your first breath of the foul air of Nessus.” yourselves from him and I can offer you no help with
that. But I do demand one of the artifacts I helped you
find. At least, Asmodeus, shall not be able to recover
The Conclave that from your smoldering corpses, and I will maintain
It is up to the characters whether they recover the leverage I require on him. He shall honor his debts
all the class-based powerful magic items the without none of his devils’ trickery.”
Conclave helped them locate. Their group patron
Zythan bows his head a brief moment and then Final Gifts
moves about the tent, though it is clear he is actu- This is an opportunity for the group patron to assist
the characters. If they require a couple Soul Coins or a
ally elsewhere. If the characters have not destroyed small measure of gold, the patron might be convinced
the Unmaker’s soul, they're asked to place the to give this to them at this juncture.
coin in which they’ve captured the soul inside the
Halruaan Ethereal Vessel. The Halruaans dispose
SERGEY MUSIN
of it now.
The Lake of Wael Magic Resistance. Waeloquay has advantage on saving throws
against spells and other magical effects.
Legendary Resistance (3/Day). If Waeloquay fails a saving
Sailing the Styx through Cania requires the fortitude
throw, he can choose to succeed instead.
to endure the constant cold, but also Koh Tam’s ability
Water Form. Waeloquay can enter a hostile creature’s space
to navigate the jagged chicane of ice that the river’s and stop there. It can move through a space as narrow as 1
surface is plagued with. Visibility is practically nil, inch wide without squeezing.
with icebergs looming from the frozen fog like great Actions
murderous ghosts. And then, when you least expect it, Multiattack. Waeloquay makes three Slam attacks.
the banks widen until they're lost in the mist and the Slam. Melee Weapon Attack: +14 to hit, reach 15 ft., one target.
waters become a rolling chaos of waves, as though you Hit: 26 (4d8 + 8) bludgeoning damage.
were on the open sea. Whelm (Recharge 4–6). Each creature in Waeloquay’s space
must make a DC 22 Strength saving throw. On a failed save,
a target takes 21 (3d8 + 8) bludgeoning damage. If it is Large
Some interaction of the Styx’s unnatural water or smaller, it also has the grappled condition (escape DC 20).
and Cania’s unnatural ice has created a great Until this grapple ends, the target is restrained and unable to
flooded bowl, a lake whose surface has become a breathe, unless it can breathe water. If the save is successful,
drifting maze of frozen islands. And sometimes the target is pushed out of Waeloquay’s space. Waeloquay can
there is a voice. grapple one Large creature or up to four Medium or smaller
creatures at one time. At the start of each of Waeloquay’s turns,
Whilst crossing the icy lake is still a formida-
each target grappled by it takes 21 (3d8 + 8) bludgeoning dam-
ble task, the lack of a rushing current allows the age. A creature within 5 feet of Waeloquay can pull a creature
sailors something of a respite, as they pole their or object out of it by taking an action to make a DC 22 Strength
way through the creaking ice. However, the lake is check and succeeding.
the domain of something quite other, and has been
for centuries. Waeloquay (see accompanying stat Legendary Actions
block) is a water Elemental of immense size and Waeloquay can take 3 legendary actions, choosing from the op-
age. Exactly how it came to the Nine Hells in the tions below. Only one legendary action option can be used at a
time and only at the end of another creature’s turn. Waeloquay
first place is lost to time—brought by some infernal
regains spent legendary actions at the start of its turn.
collector or slipping through a temporary portal
between planes. It found its way to the Styx, losing Flow. Waeloquay moves up to its speed.
Crush (Costs 2 Actions). One creature that Waeloquay is grap-
all recollection of its own past and nature but not
pling takes 44 (8d8 + 8) bludgeoning damage.
simply dissipating. Eventually it reached the bowl of Pummel (Costs 2 Actions). Waeloquay makes a Slam attack
the lake in Cania and settled there, slowly growing with advantage.
as it incorporated the substance of the malign river
Styx, they slowly leach away into oblivion. When- It is possible to bargain with the Elemental for
ever new ships arrive to navigate its icy labyrinth, safe passage and/or for the Amulets of Proof Against
Waeloquay sees them as a vital source of new expe- Detection and Location that were lost here years ago.
rience. It doesn’t care what experience. It just seeks Fiendish ships often carry sacrifices to throw over-
to fill the constantly leaking void within itself. board to sate Waeloquay’s hunger, but it also accepts
items of great sentimental value from which it gnaws
Rising out of the water are many figures that, from a some mental sustenance.
If the characters don't bargain, then they must
distance, look like living beings. As you draw closer
fight against a manifestation of the lake. If they
you see that they're elaborate sculptures of ice. Fiends, defeat it, then Waeloquay quickly moves them to the
mortals, and unknown creatures are all displayed in the end of the lake and throws eight amulets into the
throes of motion. The first few sculptures are impres- barge, along with the skeletons still wearing them.
sively detailed, but the next set have vaguer features,
smoother faces, and fewer accessories. The more Tiax’s Betrayal
sculptures you inspect the less detailed they become, When the characters journey to the Falls of the Fro-
until all that is left are half-formed mannequins with
zen Titan and, just prior to descending into Nessus,
this event occurs. Tiax has determined that he must
indistinct limbs and blank, smooth faces.
now eliminate Koh Tam. He approaches the charac-
ters, alongside the other 2 crew members who have
Waeloquay interacts with travelers by manifesting helped Tiax and Koh Tam manage the ship. Koh
shapes out of water and ice—the forms of those Tam follows some distance behind. If the characters
Fiends and mortals that it has previously taken are primarily evil, read the following (but skip past
within itself, that become steadily less and less it, if the characters aren't evil).
detailed as it forgets their features, until all it is left
with are blank-faced mannequins. Alternatively, if Tiax has a strange look on his face, a gleam to his eye
anyone has been foolish enough to look down into
as he clasps his hands together and stares out at the
the water, Waeloquay captures their reflection and
creates an icy simulacrum of them. These creations icy expanse of Cania. He lets out his breath. “Now
(doppelgangers with immunity to cold damage) is the time! What time, you ask, oh great Tiax the
crawl onto the ship and seek to ambush individual all-knowing? Time for the right and the left hands of
sailors and throw them overboard into Waeloquay’s the ever-prepared Tiax to strangle the very breath from
clutches, or else try to wreck the entire ship against the lungs of pitiful Koh Tam. Kelemvor shall not win
the ice. Anyone ending up in the water faces the
this day, this time. Tiax the mighty shall not allow it!
effects of a Styx controlled by a hungry Elemen-
tal entity. Anyone who drowns in the water here Dying always teaches the best kind of lesson, do you
becomes part of Waeloquay’s library of memories, at not agree?”
least until the Styx abrades them away.
instead. “The hard end of the Nine Hells, Nessus; when you’ve
descended as low as you can possibly go. Hearing of
The Attack Against Koh Tam it, one might think it isn’t actually so bad. Not actively
Tiax has previously cast Mage Armor on him- on fire, not frozen, not a deadly morass or a blasted
self. Regardless of the characters’ affiliation, he
mountainside. Just a regular kind of wasteland, dry
approaches Koh Tam in a friendly manner but casts
Contagion (using the mindfire effect). The attack and cracked, and finite, past which lies the infinite
roll required for this spell automatically succeeds crimson void.”
against the unaware Koh Tam unless the characters Koh Tam rubs his hands together, to warm them.
are able to warn him. Depending on past character “In a sense, Nessus is the Nine Hells condensed. All
decisions, Tiax may have allies or additional oppo- the devils are there, as the saying goes. Asmodeus
nents as described below:
does not brook trespass. The towers of the great city
• Tiax has bribed one of the crew members (use the of Malsheem rise from the city’s chasm to the highest
veteran stat block) and they assist Tiax in this reaches of the plane, and from them Asmodeus sees
battle.
all. Once he receives the faintest whisper of an outsider
• Additionally, if Grinken Eyre (neutral evil Medi-
um-sized empyrean) was encountered in Minau- loose in his domain, his eye will find them. You cannot
ros and not slain by the party, he has masquer- hide from Asmodeus, only hope that he has something
aded as the other crew member since then and of greater import to devote his attention to. Mortals
allied with Tiax. He assists Tiax in this fight. venturing here find no respite. Except …
Grinken Eyre’s presence makes the battle consid- There is a place. Word of it seeps out into the upper
erably more difficult if he is fighting the charac-
layers of the Nine Hells, and the rest of the planes.
ters, so feel free to omit him.
• If the characters have previously met Sir Calen- Even in the domain of Asmodeus himself there is a
had Strongheart in the “A Paladin In Hell” place of sanctuary—if you can reach it. Asmodeus
encounter, he may have joined them on the barge. is an archfiend of intellect. He prides himself on his
If so, he sides with Koh Tam in this battle and learning as well as his power. It is an offence to his
comes to the characters aid if the characters do pride that there are gaps in his knowledge. So it is that
so as well. Calenhad is a lawful neutral death
there is one place that the wise might come to and be
knight that doesn't have the Marshal Undead
trait or the Hellfire Orb action. safe from infernal retribution. Some are called, and
• If Grinken Eyre isn't present, Tiax previously others follow that chain of rumors. All of these come,
called in a favor owed him by an ice devil, who eventually, to the Oasis of the Lethe.”
shows up at initiative count 10 of the second round
lech and Brother Morax, in the hopes of rescuing characters. If the characters fall, Koh Tam and
Barachiel, who is a prisoner aboard their infernal Tiax (if present) are incapacitated during the fight
submersible if Seleceus is slain. If the characters The top deck is usually crewed by a half-dozen
attack the submersible, Abigor does everything in cambions aided by ten bearded devils. They attack
his power to defeat them. anyone that isn’t a crew member. If the ship is at
If the characters are victorious and explore the battle alert, then Brother Morax is on the top deck.
ship, proceed to “Baalzebul’s Infernal Submersible.” Characters might try to operate the shipboard
weapons. While the great ballistae are only usable
The Brothers’ Infernal against other warships, the acid sprayers and flame-
Warship throwers can be pivoted to attack creatures on the
deck (see the sidebar for details).
The warship is under the command of Brother
Adramalech and Brother Morax. N2: Acid Vats
Encounters
enter the ship without being noticed, the hallways These chambers are where the acid is stored that
are patrolled by a pack of four displacer fiends (see is used in the sprayers. There are ten of these acid
appendix B). Every minute spent in the hallways vats, each one colored green on the accompanying
there is a 1 in 4 chance of running into them. map. Each vat is situated below an acid sprayer on
the top deck (area N1).
Warship Weapons
Each weapon requires an action to fire it and another N3: Hellfire Fuel
action to reload it.
Acidic Sprayer. Acidic bile sprays from a nozzle in The Hellfire in the vat before you emanates a tremen-
a 30-foot cone. Each creature in the cone must make
a DC 12 Dexterity saving throw, taking 40 (9d8) acid dous heat even before you ever get close to it. The air
damage on a failed save, or half as much damage on above the vat shimmers, distorted by the heat and
a successful one. A creature reduced to 0 hit points by occasionally sparks erupt, landing with a sizzling hiss
this damage is dissolved, leaving behind any objects it
was carrying or wearing. upon the metal floor.
Flamethrower. Fire shoots out of the weapon’s nozzle
N1
N1 N18
N2 N11
N4
N7
N3
N6
0 25
JOHN STEVENSON
Feet
The tieflings (commoners) have no loyalty to the Treasure. Searching any of these rooms usually
Brother archdevils. They’re willing to tell intruders nets 1d10 gp and 1d4 pp. There is a 10 percent
everything they know, as long as none of the imps chance that 1d4 bearded devils return to their quar-
are around to rat them out. ters during the characters’ search. They won’t engage
but run to area N4 to alert the rest of the ship.
N9: Mess hall
N11: Officer’s Quarters
There are several long tables in the mess hall, all of Below-decks there are 6 almost identical officer’s
quarters.
them lined on both sides with an assortment of rickety
chairs and sagging benches. Tieflings, cambion devils,
(bandits), cambions and bearded devils. There are Approaching the workshop, you’re assaulted by a
several smaller mess halls along the lower deck, but vicious cacophony of awful noises. Within the large,
each only contain one or two occupants at any time. overheated room you find several devils making repairs
N10: Common Quarters on a variety of weaponry and metal machinery. The
There are numerous identical crew quarters sound of hammering and metal striking metal rever-
throughout the lowest level of the warship. berates harshly off the steel walls, creating an agoniz-
ing and unending echo.
The bunk room is cramped, dark, and smells vaguely
like fish and a great deal like rotting flesh. The bunks A maelephant nomad (see appendix B) named
are packed together so tightly they might as well be Zerkosis runs this workshop. It is assisted by four
one unit. There are no mattresses, just stretched bone devils and four barbed devils.
canvas cots with a layer of ragged, suspiciously stained
N13: Storage
SERGEY MUSIN
blankets tangled together on top. The various storage rooms are filled with rations for
the crew.
Actions
Bonus Actions
Multiattack. Adramalech makes four attacks using Mental
Barrage. He can replace one of the attacks with Brain Freeze or Conjure Effigy (Recharge 6). Adramalech targets a creature,
Cone of Madness (if available). reading its thoughts and creating an effigy of a loved one in an
unoccupied space that he can see within 60 feet of Adramalech.
Mental Barrage. Melee or Ranged Weapon Attack: +14 to hit, The effigy has 55 (10d10) hit points, an AC of 10, and ability
reach 5 ft. or range 60/120 ft., one target. Hit: 25 (4d8 + 7) scores of 10. It occasionally shouts for help, but otherwise
psychic damage. takes no actions. While the effigy is alive, the target creature
Brain Freeze. Adramalech attempts to overload the brain of has disadvantage on attacks targeting Adramalech and any
a creature he can see within 60 feet of him. The target must time the effigy takes damage, the target creature also takes an
make a DC 22 Intelligence saving throw, taking 22 (4d10) psy- equal amount as psychic damage. If the effigy is killed, the tar-
chic damage on a failed save, or half as much on a successful get creature gains a level of exhaustion. If Adramalech is killed
one. Creatures that fail the saving throw have the stunned while effigies exist, they harmlessly melt into a warm sludge.
condition for up to 1 minute. A stunned creature may repeat
the saving throw at the end of each of their turns, ending the Legendary Actions
effect on a success. Adramalech can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
Cone of Madness (Recharge 4–6). Adramalech unleashes vi-
time and only at the end of another creature’s turn. Adramalech
sions in a 30-foot cone in front of him. All creatures in the cone
regains spent legendary actions at the start of his turn.
must make a DC 22 Wisdom saving throw, taking 17 (5d6) psy-
chic damage on a failed save, or half as much on a successful Barrage. Adramalech makes a Mental Barrage attack.
one. For up to 1 minute, creatures that failed the save can’t take Mental Blocker. Adramalech fortifies the mind of a creature he
reactions and each turn must use their action to make a melee can see within 60 feet of him, or himself. The target benefits
attack against the nearest creature. Creatures may repeat the as if the Greater Restoration spell has been cast on them
saving throw at the end of each of their turns, ending the effect and is granted resistance to psychic damage until the end of
AARON SIMS
Baalzebul’s Infernal
Submersible Locations
The major locations found within the submersible are
described below.
B1: Bridge
of Morax’s turn.
The bridge is always crewed by a half-dozen bone in this future wrongdoing, his soul is simply too
devils. There is a 50 percent chance that the com- dangerous to be allowed to exist.
mander on deck is Abigor, otherwise it is the first If Attacked. Aeshma tries to talk his way out of
mate, a pit fiend named Seleceus. If the submers- conflict, and if that fails, he flees. If slain, the
ible is currently at battle footing, then Abigor is in characters have 1 minute to use the Conclave Coin
command. The words on the wall are written in to capture Aeshma’s soul, otherwise the Unmaker
Infernal and are how the aboleth in area B3 commu- is reborn in the next generation and the threat
nicates with the bridge commander. returns (the characters fail their patron, who no
longer provides additional support, other than Koh
B2: Brig Tam’s services).
Ultimately the characters must slay Aeshma and
This small room appears to usually be used for stor-
capture his soul with the Conclave Coin. Once
age, but manacles have been bolted to the wall and accomplished, they can bring the coin with them to
a tiefling sits in a comfy chair beside them. There’s a their final meeting with their patrons (see “A Thank-
plate of food in his lap and a half full bottle of wine ful Patron” in chapter 10). Clever characters might
beside the chair. A small satchel sits under the chair. instead destroy the coin now, ensuring that the soul
doesn’t fall into the wrong hands. An infernal ship’s
As he hears you enter, he looks up, licks his fingers,
furnace consumes the Conclave Coin instantly and
and smiles. “More guests of our superb host, Abigor?
destroys the coin in the process. The soul trapped
I’ll wager a soul coin, that you are here to rescue me.” in the coin becomes trapped in the furnace instead,
powering the infernal ship. Not even divine interven-
The prisoner is named Aeshma (see his entry in tion can restore a soul destroyed in this manner.
appendix C). The moment he walks free of the room B3: Communication Room
with the characters, he holds out his hand for the
coin he has won from them (he did win the wager
after all). His satchel contains two Soul Coins, 15 There is an immense tank filled with water in the center of
gp, and a set of gambler’s dice. the room. A grotesque creature with countless tentacles
The Conclave as Patron. If the characters are swims in it. The creature uses its many limbs to touch the
working for the Conclave, Aeshma is the Unmaker. infernal sigils carved into the wide wall in front of it with
To fulfill their patron’s objective, the characters must
careful intention, leaving streaks of slime in its wake.
capture and destroy Aeshma’s soul. Aeshma knows
nothing of this: as far as he is concerned, he’s just a
fairly lucky (albeit compulsive) gambler making his The tentacled creature is an aboleth that was
way through life. Despite his ignorance, Aeshma, imprisoned by Abigor centuries ago. It now serves
and the protection being the Unmaker provides, isn’t the purpose of keeping Abigor in communication
going to make this grim task easy for the characters. with everyone on the ship and its other servants
The following describes what the characters throughout the Nine Hells. The aboleth uses the
might learn from Aeshma, or how he might react sigils to send messages to other rooms in the sub-
depending on how they interact with him: mersible or receive messages from those locations.
Likewise, and not unlike a Sending Stone, some
The Manacles. If asked why he’s not chained up,
of Abigor’s minions carry talismans that can send
he merely shrugs and says he made a bet with
messages to this room or receive messages from it,
the guards and he won. He’ll raise the plate of
even when they are on a different layer.
food and declare, “That’s how I got this as well.” The aboleth knows many things and it is willing
However, if the characters appear to be dangerous to share for the right price. A rare or more powerful
to him, he lies instead and insists that there was magic item is what it wants in exchange for knowl-
another prisoner here, “A really bad fellow; they edge. It knows almost as much about the Nine Hells
just dragged him off, that-away.” If they leave, he as Asmodeus himself. The most important thing
attempts to hide from them in the submersible. it knows is the truth of Asmodeus’s origins. You
The Unmaker. If asked about being the Unmaker, choose which of these origins is the true one:
Aeshma (truthfully) has no idea what the char-
acters are talking about. The reality is that • Asmodeus arose from the primordial chaos as the
Asmodeus—and perhaps other archdevils—would mightiest of the lawful gods, with Jazirian the only
like to use the Unmaker to set the stage for a one who could rival him. They both took the form
wager of divine proportions, one that will leave the of a serpent and they set their minds on bringing
world permanently changed and possibly irrevo- law to the chaos. Eventually the two gods fought,
cably broken. Though Aeshma himself is innocent and Asmodeus was defeated. His body fell through
B7 B8
B5 B6
B4
B9
B1
B7 B10
B3
B11
B12
B2
0 25
JOHN STEVENSON
Feet
allows Asmodeus and his servants to legally cor- There is a motley collection of devils in the mess hall.
rupt mortal souls so that they end up in the Nine Great and small figures sit silently side by side, eating
Hells. These souls can then be used to increase spoonfuls of thick, grayish gunk. Only the slightest of
Asmodeus’s power.
slurping, chewing noises can be heard, and beneath
• Asmodeus served the first and most powerful
god, He Who Was. Asmodeus chaffed at having a these sounds, the distant rush of water.
master, so he used an artifact called the Shard of
Evil to kill his god. Then he was able to erase the Each of the quarters contains two bone devils and
name of the god from existence. The Shard of Evil three cambions. If fighting occurs in one of these
is the ruby at the tip of the rod that is Asmodeus’s rooms, the occupants in the other room are likely to
signet. Asmodeus was banished to the Nine Hells hear.
by the other gods. Treasure. Searching any of these rooms turns up
Betraying Baalzebul. If the characters are work- 1d10 gp and 1d4 pp.
ing with the Triad to trick Baalzebul into reverting
to his slug form again, they can ask the aboleth to
B8: Officer’s Quarters
summon the archdevil here. The aboleth does this
only if Abigor is incapacitated or dead and the char- There are three beds in this room for the submersible’s
acters must agree to cede control of the submersible officers.
to the aboleth afterwards. For the ruse to work,
15 Constitution saving throw, taking 17 (5d6) fire Despite the cramped halls of the submersible, this is
damage and 17 (5d6) necrotic damage on a failed a reasonably sized room, with a large bed and a table
save, or half as much damage on a successful one. with several chairs. Papers are scattered over the table.
B5: Kitchens
Abigor is seldom here, as there is so much work to
Throw Hammer. Abigor makes a Throwing Hammer attack. Baalzebul (see appendix A) is both confused at his
Call Thunder (Costs 2 Actions). Abigor targets a hammer that it sudden transformation back into his most hated
can see within 60 feet to let out a thunderous roar. Creatures form and in rage at the characters. He lashes out at
within a 10-foot-radius sphere centered on the hammer must
them. The characters can either stand to fight him
make a DC 22 Constitution saving throw, taking 26 (4d12)
thunder damage on a failed save, or half as much damage on or attempt to escape. In either case, they’ve com-
a successful one. pleted the mission the Triad assigned them and if
they survive here, they should return to Nessus.
The characters have entered the domain of 3 A group of four horned devils patrol the skies
Asmodeus. Even if they manage to travel the layer of Nessus, looking for any potential intruders.
without setting off his defenses, they’re likely to If they spot any, they approach and ask to see
encounter complications while they’re here. Before a writ of passage. If the intruder can’t produce
the characters enter either the Oasis of the Lethe valid evidence, the group attacks.
or Malsheem, roll at least once on the Random 4 Filled with rage by the sheer quantity of souls
Encounters in Nessus table. it absorbed, a tyrant shadow (see appendix B)
rampages through the layer. Creatures of its size
Locations and strength are rare, and its death curries favor
There are other locations of interest in Nessus, but in the realm. If they kill it, the characters have
the characters are warned against visiting them. advantage on all checks when interacting with
They should remain focused on their mission and the Triad. Additionally, when the tyrant shadow
limit the time they spend in Asmodeus’s domain. dies, 3d4 Soul Coins are created.
5 A pride of six hellcats (see appendix B), led by
Koh Tam and Tiax a particularly menacing bezekira, stalks Nessus
Koh Tam or Tiax (depending on who the characters looking for prey. They avoid opponents they feel
sided with earlier) wait for the characters’ return by they can’t defeat.
the Falls of the Frozen Titan. Once they’ve gotten 6 Actively sneaking towards the center of Nessus
what they came for, they need the barge to travel the is a single balor dressed in black robes. It is
Nine Hells one last time, to freedom. constantly vigilant and approaches any creature
that notices its presence. Its infiltration was
difficult to secure, and it goes to any length to
ensure no devil learns of its mission.
JULIAN CALLE
River L
ethe
Tabjari
Malsheem
to the Oasis of
the Lethe
are fed by the Styx itself, but the river’s unique The great gray swell of the River Styx begins to slow.
powers and secluded nature make such beliefs Here and there great chunks of ice appear and are
impossible to prove. From its spring in Nessus, pushed along by the churning waters until they collide
the Lethe flows across the land, occasionally and begin accumulating into one mass that pushes up
crossing ravines and canyons, before reaching the against the riverbanks. The ice becomes thick enough
edge of the landmass. Unlike the Styx, the Lethe
to stand on, but the rush of moving water below can be
completely defies gravity, flowing over the cracks
in the land without breaking its stride. It flows off heard. Eventually this sound slows to a gurgling whis-
the edge of Nessus unimpeded, where it continues per and then falls silent. The ice stretches out for a dis-
to run off into the void, seemingly floating into the tance, solid and white with arching crests where swells
empty space. and rapids have frozen, and then it ends, and all that
Largest of all cities in the Nine Hells is Malsheem, remains is empty sky. At the edge of the ice one can see
home to Asmodeus and his infernal legions. The city
out over the barren Nessus plains, vast and sprawling,
lies within the largest trench in Nessus and expands
from its bottom to the skies, marking the center of reaching the far horizon. The drop below is dizzying.
the realm. From its spire, Asmodeus looks out on The powerful waters of the Styx have tumbled over the
Nessus and, when the fancy strikes him, the rest edge of the cliff and frozen into an enormous curtain of
of the Nine Hells. The only other structure of the solid ice. The ground is scarcely visible, hazy with dis-
layer, Tabjari, is a copper fortress built into the walls tance. Trapped within the plunging frozen waterfall is a
bordering Reaper’s Canyon. An impregnable citadel,
titanic skeleton of humanoid shape dressed in gleaming
the structure is home to Asmodeus’s elite forces
and acts as a vault, safeguarding his most valuable armor. A giant.
possessions.
All devils native to the Nine Hells, those that don’t To reach Nessus, the characters must climb down
arise from the souls of the damned, are “born” on the body of an ancient giant, half submerged in a
Nessus. Asmodeus’s true form continues to bleed frozen waterfall that is the last stage of the River
from his wounds, and from this blood sprout devils. Styx. This skeletal figure, of a scale beyond the
They’re quickly redistributed to various other stature of mortal Giants, is armored in gleaming
layers, depending on need and duty, with Asmodeus mail that remains pristine and shimmers within
keeping only the most powerful. Each archdevil the ice.
answers to Asmodeus, the Overlord of the Nine Although no more than bones, some trace of life
Hells, who rules from the infernal throne in Nes- still clings to the frozen titan. Those approaching
sus. They all plot and hope to gain the throne for hear its voice in their head, speaking whatever
themselves, yet Asmodeus has ruled the Nine Hells language is most native to them. It names itself as
since their inception, and likely will continue to do Devorastus, a warrior of law, who came to the Nine
so until the end of time. Hells unknown centuries ago and, after slaying
Entrance into Nessus is nigh impossible, and countless devils, ended up imprisoned in the eter-
rarely done. Those that choose to enter the realm do nal ice of Cania.
so by Asmodeus’s invitation or are almost certainly Devorastus asks all passers-by to work towards
destroyed by the realm’s defenses. As the lowest freeing it, even if it is only to chip a few handfuls of
Though your efforts have only produced a small, From across the arid plains there comes a distant
albeit deep, channel in the ice, there’s a disturbing roar. The ground trembles slightly and a hot, sweep-
hissing noise, as if water has found its way to a tiny ing wind follows, sending up a curtain of red dust.
crack in a massive dam. A surge of pale liquid bubbles A shadow passes suddenly over the land ahead of
out from the hole you have created, almost instantly you. It is immense and slips over the distance with
becoming a huge mound of ooze sticking to the ice. alarming speed. A second shadow joins it. There is
The trapped titan collapses as if whatever once sus- another ground-shaking roar and then the sound of
tained it, has escaped. snarling and the rattle of weaponry. A massive fiend
approaches, red, winged, and armed with a heavy
The massive ooze-like demon, barely visible metal mace. Following it are four equally large devils
against the ice, climbs up or down as necessary, with dark, leathery skin and wings and six devils with
attempting to consume anything nearby. If no ene- enormous horns carrying tall forks with sharpened tips
mies are detected within 60 feet, it begins crawling that glow with heat. Flanking this monstrous party are
upwards, in the hopes of finding a more comforta-
two dragons. The scales of the beasts’ gleam a brilliant
ble resting place.
Climbing down the titan isn’t without its dangers. red and the cutting wind born of their powerful wing-
Shredwings roost in parts of the body of the titan. beats carries with it the scent of smoke and sulfur.
2d6 of them attack anyone descending, but once half
of them are killed, the rest retreat. The escort is led by a pit fiend and includes four
war devils (see appendix B), six horned devils, and
Entering Nessus Without a pair of adult red dragons that the characters are
Protection to ride if they can’t fly themselves. Even the most
If the characters enter Nessus without any protec- powerful characters will find this to be a difficult
tion against divination, then they are sensed by fight if it comes to violence, but the devils have been
Asmodeus immediately. He sends a force to escort told to simply escort the characters, not imprison
them to Malsheem. them. They only attack to defend themselves or if
SERGEY MUSIN
burned forests and flooded dwarven holds with headlong flight, might get involved in a variety of
magma, but they’ve great sorcerers, wicked priests, ways. The wagon’s inhabitants, believing they know
a way out of Nessus (which conveniently is at the Advice from Koh Tam
Oasis of the Lethe, but is also just a lie planted by
Koh Tam previously gave the characters an infer-
Asmodeus) may offer them a place aboard in return
nal map. Show the players the map of the Oasis of
for fighting off the devils—only to be revealed as
the Lethe in appendix F. They can use this map to
monsters almost as bad as the devils outside. The
decide which points of interest they want to explore.
angelic hunters may provoke pity, though there is
Refer to the “Using an Infernal Map” section of
little the characters can do for them save end them.
chapter 2.
Adventure: Monsters of the Red Void
The Oasis of the Lethe There are certainly threats that come to trouble
Everything within Nessus’ bounds is the unchal- those at the oasis. Inexplicable monsters some-
lenged domain of Asmodeus, yet the Oasis exists times undulate out of the red void— bizarre beasts
just slightly beyond. Enough to satisfy the legalistic never seen before and never replicated. Whilst they
minds of devils, perhaps. The River Lethe runs represent unparalleled opportunities for study,
through Nessus, heedless of topography, reaches they also devour the occasional student. Desperate
the edge of the wasteland and just keeps going. It fugitive souls and marauding adventurers fleeing
flows forever into the red void, eerie, discomfiting, Asmodeus’s pursuit occasionally find their way to
and unexplained. The greatest infernal minds can’t the Oasis and make demands of the arch-magister
account for it, nor any god that has been petitioned Elihandrel, though thus far his magical abilities
for an answer. What lies at the end of the Lethe? have sufficed to return them to the archdevil’s cus-
Does it empty out into another constellation of tody in short order. Sometimes conjurations called
planes? The question has ever troubled philoso- up by the mages themselves get loose and have a
phers and cosmologists. And so, on the banks of the brief career of havoc before they’re banished once
Lethe, a community of scholars and wizards has more. But from the devils of the Nine Hells them-
SERGEI SARICHEV
arisen to study this phenomenon and, through it, selves, there is no threat. They’re as obliging as the
the underlying nature of the planes themselves. The most unctuous servants.
Oasis of the Lethe is their haven.
O4
O6
O2
O5
O3
O1
Feet
Very few ever want to leave once they arrive. right components, and a week of study each, these
writings can be turned into actual spells that could
Spheresail. This spell allows the caster to create a The caretaker’s enthusiasm for your meticulous
spelljammer. research is noticeable. His eyes light up each time he
reads yet another cleverly worded part of your defense.
Religion After several minutes he is interrupted by an attendant
Several religious tracts focus on topics pertaining
that whispers something in his ear. Whatever is said,
to divinity and describe new and powerful 9th-level
spells. After a week of study and communion with it can’t be good. The caretaker’s shoulders slump and
the source of their divine magic, clerics and druids the devil looks sincerely deflated as he addresses you.
can learn the following 9th-level spells: “All for naught, it was all for naught. The Lord of the
Dire Winter. This allows the caster to bring about Nine Hells saw you coming, he did. I gather it was all
a winter across an entire continent that lasts for a big game for him. I can annul the contract, yes that I
2d12 years. can do. But I cannot undo the evil you have done dur-
Vengeful Gaze of the Gods. A powerful single ing your stay in the Nine Hells. Your soul … it is truly
target spell that simply annihilates anything that lost. Only the Triad can help you now.”
doesn’t possess legendary resistance.
Once the characters have escaped the Oasis, they’re Read the following narration aloud when a purge
relatively safe as long as they continue to use the occurs:
magic that keeps Asmodeus from knowing their
location. If some of the characters are corrupted, There is a powerful crashing sound somewhere in the
they must travel to Malsheem and try their luck with
library, followed by a roar and a piercing scream. The
the Triad. Otherwise, proceed to the “Leaving the
Nine Hells” section at the end of this chapter. scream is joined by another, and then another, and the
roar too gains company until the cold, marble halls echo
The Purges with a cacophony of gleeful snarls and beastly roars
There is, of course, a problem with the Oasis. This
and terrified, pained screaming and wailing shrieks.
is Nessus, after all.
The deal that Elihandrel made with Asmodeus is
known to almost none. Nobody really gets a chance
to talk about it once the archdevil collects. Despite Knowledge that Doesn’t Travel
being beyond Nessus’ physical borders, the Oasis The learning of the Oasis, that seems infinitely
remains in Asmodeus’s domain, and Elihandrel convincing to all the scholars who debate within its
must pay rent for his tenure there. At irregular inter- leafy halls, doesn’t travel. Like a wine of uncertain
vals, carefully calculated by complex infernal clocks, vintage, the further you carry it from its region of
the forces of the Nine Hells visit the Oasis and origin, the less satisfying the taste. The cast-iron
sweep it bare of everyone save Elihandrel himself. logic of Elihandrel and his fellows weakens, or else
Every scholar and soul is hauled off to Malsheem, becomes abstruse, impossible to follow. It all sounds
to be dissected for all they know and then put to very intelligent until someone starts picking at the
eternal service or suffering as Asmodeus prefers. To details, and then it seems to mean nothing at all.
study at the Oasis is to tacitly permit the Nine Hells Asmodeus’s last joke on the Oasis is that almost
a claim to your soul, and over the centuries the everything that those serious and high-minded
archdevil has drained the best and brightest minds scholars write down is complete nonsense once
of the planes by indulging Elihandrel’s little project. taken away from the curious influence of the Oasis
The arch-magister himself considers the deal unfor-
tunate, but a small matter compared to the vast The Forgetful Scholars
reams of learning that his charges uncover. After Any knowledge or spells that a character learned at the
Oasis is lost within 2d12 hours of leaving. This includes
SERGEI SARICHEV
Malsheem is a behemoth of a city. It stretches from the This triumvirate of bloated devils were angels once,
who fell alongside their master back at the dawn
bottom of a deep, jagged trench to the heights of Nes-
of all things. Rather than committing to taking
sus’ blood red sky, its towers and flagpoles stabbing
arms against the gods or embracing their fate, they
like spears through the thick, roiling clouds overhead. attempted to play lawyer with the divine. For an age
In width it is also massive, swollen so greatly that the they sought to escape their fate by exploiting techni-
giant trench in which it lies seems a tight fit. There is a calities in what it truly meant to rebel or be counted
strange and frightening beauty to the place. Even from among the supporters of Asmodeus. Eventually,
their legalistic hair-splitting failed, and the gods
a distance you can see that the city’s walls are uniform
delivered them to their master, who viewed them
and polished, the curling spires of its palaces are pre-
with utter contempt. He transformed them from
cise and elegant and everywhere there is the gleam of their radiant angelic forms into great floating sacs
precious metal and the light of burning fires. of flesh and made them his notaries, so they could
exercise their lawyerly talents in his service.
The Triad might appear homogenous to mortals
There are several ways the characters might
at first sight, but they have different natures and
arrive at the city: captured upon entering Nessus
predilections. Just as deities of fate often have a
and taken directly to Malsheem, brought here as
twister of words
the strands, so the Triad are an equivalent for the
contracts of the Nine Hells:
Rimmon (see the accompanying stat block), vast
with weaving tentacles protruding from his
form, drafts the twisted wording of Asmodeus’s
agreements—festooned with hidden loopholes,
and buried subclauses to bind the unwary while
denying them the rewards they truly seek. He has
a fiendishly creative mind, fond of games, word-
play and inordinately long sentences with clause
nested within clause until any sense of meaning
eludes the reader entirely.
Zagum (see the accompanying stat block), is the
interpreter of contracts, who takes the complex-
ities Rimmon creates and uses them against the
signatories, arguing the case of the Nine Hells in
courts across the planes and ensuring that even
the wiliest soul can’t escape Asmodeus’s reach.
He is a dry, thoughtful devil with a sense of humor.
In those rare occasions where a mortal advances
a line of argument that interests or surprises him,
he has been known to recruit them to his staff of
twisted legal minds—as an alternative to having
Asmodeus’s eternal enmity. While Rimmon is
an introverted wordsmith, Zagum is gregarious,
happy to share a joke and a drink with a mortal he
is about to shackle to eternal torment.
Buer (see the accompanying stat block) is the
torment. Her role is to enforce the contracts once
Zagum has proved their binding nature beyond
any doubt. Her hideous maw can chew over souls
eternally and she is utterly without mercy, the
Armor Class 17 (natural armor) Devil’s Sight. Magical darkness doesn’t impede Rimmon’s
Hit Points 262 (25d8 + 150) darkvision.
Speed 30 ft. Magic Resistance. Rimmon has advantage on saving throws
against spells and other magical effects.
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 22 (+6) 27 (+8) 25 (+7) 16 (+3) Actions
Multiattack. Rimmon makes four Sharpened Tongue or
Saving Throws Con +12, Int +14, Wis +13 Wordplay attacks.
Skills Arcana +20, History +20, Investigation +14, Perception
+13, Sleight of Hand +9 Sharpened Tongue. Melee Weapon Attack: +10 to hit, reach
Damage Resistances cold; bludgeoning, piercing, and slashing 10 ft., one target. Hit: 11 (3d4 + 4) slashing damage.
from nonmagical attacks that aren’t silvered Wordplay. Ranged Spell Attack: +14 to hit, range 60 ft., one
Damage Immunities fire, poison target. Hit: 35 (6d8 + 8) psychic damage.
Condition Immunities charmed, poisoned
Senses darkvision 120 ft., passive Perception 23 Connected Clauses (1/Day). Rimmon emits a burst of energy
Languages Celestial, Common, Draconic, Infernal, that arcs towards a creature he can see within 150 feet of him.
telepathy 120 ft. Three bolts then leap from that target to as many as three other
Challenge 20 (25,000 XP) Proficiency Bonus +6 targets, each of which must be within 30 feet of the first target.
A target must make a DC 22 Dexterity saving throw, taking 63
Contractually Obligated. Rimmon has advantage to hit (14d8) damage on a failed save, or half as much damage on a
SERGEY MUSIN
creatures under an infernal contract and when he hits such successful one. The damage type inflicted is of a type the first
creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to.
The Contracts
The Triad acknowledges that the characters have
likely come to Malsheem to nullify the contracts
Zagum, the that bind either them or one of their loved ones.
devil's advocate They have the power to nullify the contracts, but
only if the characters give an item of value or pro-
vide a service.
Actions
Multiattack. Buer makes three attacks using her Claw. She can
replace two of the attacks with a Cleansing Bite attack.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 22 (3d10 + 6) slashing damage. Reactions
Cleansing Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one Soul Exchange. When Buer is subjected to a spell targeting
target. Hit: 19 (2d12 + 6) bludgeoning damage, healing Buer for only her, she can attempt to swap places with a creature she
an amount equal to the damage dealt. damaged on her last turn. The creature must make a DC 19
Spectral Reaping (Recharge 6). Buer focuses her ethereal Wisdom saving throw. On a failed save, the creature and Buer
form, dashing up to 50 feet in a straight line through the swap positions, and the spell now targets the creature instead
ethereal plane. Any creatures in the line must make a DC 21 of Buer.
Constitution saving throw, taking 42 (12d6) force damage on a
Legendary Actions
failed save, or half as much damage on a successful one. Buer
may reappear at any unoccupied space along the line. For 1 Buer can take 3 legendary actions, choosing from the options
minute after using Spectral Reaping, Buer is empowered by below. Only one legendary action option can be used at a time
ethereal essence. Her Cleansing Bite attack now deals force and only at the end of another creature’s turn. Buer regains
damage instead of bludgeoning. spent legendary actions at the start of her turn.
Teamwork. Buer or one other devil within 60 feet of Buer makes
Bonus Actions a melee weapon attack against a target of Buer’s choosing.
Defensive Trip (Recharge 5–6). Buer attempts to slow the Backdoor Clause. Buer wreathes energy around a creature
actions of a creature she can see within 60 feet of her. The she can see within 60 feet of her. Until the end of Buer’s
target must succeed on a DC 18 Wisdom saving throw or be next turn, the target is covered in fire or cold energy, Buer’s
slowed until the end of its next turn. A slowed creature’s speed choice. Each time the target is struck with a melee attack,
is halved, it takes a –2 penalty to AC and Dexterity saving the attacker takes 9 (2d8) fire or cold damage.
throws, and it can’t use its reactions. Regardless of the slowed Refresh Souls (Costs 2 Actions). Buer devours a Soul Coin,
creature’s abilities or magic items, it can’t make more than one instantly refreshing one Recharge ability of any devil within
AARON SIMS
Negotiating
This final negotiation is influenced by the choices
the characters made during their time in the Nine
Hells. If they’re corrupted their options are severely
limited. However, if the characters managed to keep
their souls relatively untarnished, they have more
options and may be able to outmaneuver the Triad.
For each individual character, check the Final Out-
comes table in appendix E to see which options are
available in the negotiation.
Setting the Terms. A corrupted character who
came to the Nine Hells to free their loved one can
choose to add one of the following clauses to their
new contract:
• You sacrifice your loved one to ensure a better
position in the Nine Hells for yourself. Your loved
one is returned to their torment. However, you’re
free to live out your life as an agent of Asmodeus.
After you die, you arrive in the Nine Hells as a pit
fiend. After you sign this contract, you may choose
any 2 of the epic boons available in the Dungeon
Master’s Guide (a successful DC 20 Charisma
(Persuasion) check can increase this to 3).
A Service to be Provided • You commit to becoming an agent for Asmodeus
for the rest of your life. In exchange, the soul of
The characters could opt to trick Baalzebul into
your loved one is released from their contract.
leaving Maladomini, so that Asmodeus can turn the
After you die, you arrive in the Nine Hells as a
archdevil back into his slug form. To do this they
horned devil.
must capture Baalzebul’s trusted lieutenant Abigor.
Asmodeus knows exactly where the infernal sub- A corrupted character who came to the Nine Hells
mersible that Abigor captains can be found. Once to free their own soul has limited leverage with
they capture the submersible, they must use the which to negotiate. They can try to improve their
aboleth within the infernal submersible to lure Baal- situation in the afterlife, however.
zebul into trying to rescue Abigor. When Baalzebul
• You agree to become an agent for Asmodeus.
turns into a slug and realizes he has been tricked, he
This guarantees you arrive in the Nine Hells as
does everything in his power to kill the characters.
a horned devil upon death. A successful DC 20
Items of Value Charisma (Persuasion) check upgrades this to a
Alternatively, the characters might offer items of pit fiend.
value: Uncorrupted characters have a better position in
• Two very rare magic items or one legendary magic these negotiations and can easily convince the Triad
item are appropriate payments. to release their loved ones or themselves from their
• One of the characters’ life and soul. bonds with this new contract.
There is Always a Catch. Once terms have been
agreed upon, the Triad writes up the contract. How-
Leverage
ever, there are some obvious loopholes that could be
The characters can avoid the previous options if
exploited by Asmodeus. There are three loopholes
they’ve come across knowledge that gives them
in total, one written by each of the Triad. A success-
leverage over Asmodeus:
ful DC 20 Wisdom (Insight) or Intelligence (Inves-
• If the characters have discovered the plans tigation) check reveals the first loophole and alerts
SERGEY MUSIN
that Asmodeus gave to the Brothers Morax and the characters that they’re being tricked, lowering
Adramalech, then they can use this as leverage. the DC for finding the second and third loophole to
Summoned Underlings
Archdevil Underlings Summoned
Asmodeus Any devil, including another archdevil
Baazebul 1d6 allied horned devils, 1d4 allied
ice devils, or 1 allied pit fiend
Bel 1d6 bearded devils
Belial 1d2 bone devils
Dispater 1 pit fiend
Fierna 1d6 bearded devils
Glasya 1d2 erinyes
Levistus 1 pit fiend
Mammon 1d2 bone devils
Mephistopheles 1d4 ice devils
Zariel 1d6 bearded devils
JULIAN CALLE
AARON SIMS
Asmodeus
undoing. When he attempted to take Asmodeus’s 20 ft., burrow 20 ft., climb 20 ft.
throne, his schemes were discovered and thwarted.
Stench of the Slug (Slug Form Only). A creature that starts Pummel. Baalzebul makes a Slam attack.
its turn within 10 feet of Baalzebul must succeed on a DC 21 Teleport. Baalzebul uses Displace.
Constitution saving throw or have the poisoned condition until Insect Gorge (Costs 2 Actions). Baalzebul disgorges a swarm of
the start of its next turn. On a successful save, a creature is biting flies at a point he can see within 300 feet of himself.
immune to this stench for 1 hour. Each creature within a 20-foot-radius sphere centered on
that point must make a DC 21 Constitution saving throw. A
Actions creature takes 44 (8d10) piercing damage on a failed save,
or half as much damage on a successful one. The biting flies
Multiattack. Baalzebul uses Heart of Pestilence (if available),
persist for 1 minute, or until Baalzebul uses this ability again.
then makes three Slam attacks.
Creatures that enter the flies’ area or end their turn inside it
Slam. Melee Weapon Attack: +17 to hit, reach 10 ft., one must repeat the saving throw.
target. Hit: 19 (3d6 + 9) bludgeoning damage plus 7 (2d6) Call Underling (Costs 3 Actions). Baalzebul summons an allied
necrotic damage. bone devil in an unoccupied space that he can see.
scheme meant to misdirect Asmodeus—an idea while maintaining high fashion, truly embodying his
further cemented when, instead of being deposed, carnal desires.
Dispater Actions
Large Fiend (Devil), Lawful Evil Multiattack. Dispater makes four attacks using his Wrought-
Iron Tower, Iron Column, or a combination of the two. He can
Armor Class 21 (natural armor, Wrought-Iron Tower) replace one of the attacks with Superheat Metal (if available).
Hit Points 412 (33d10 + 231)
Speed 30 ft. Wrought-Iron Tower. Melee Weapon Attack: +20 to hit, reach
10 ft., one target. Hit: 21 (2d8 + 12) bludgeoning damage plus
STR DEX CON INT WIS CHA 7 (2d6) fire damage. Dispater may replace the bludgeoning
damage with damage of a type that the target is vulnerable to
28 (+9) 17 (+3) 25 (+7) 25 (+7) 22 (+6) 24 (+7)
instead.
Saving Throws Str +17, Dex +11, Con +15, Int +15 Iron Column. Ranged Spell Attack: +15 to hit, range 60 ft., one
Skills Arcana +23, Insight +22, Intimidation +15, Perception +14, target. Hit: 21 (2d8 + 12) bludgeoning damage plus 7 (2d6) fire
Persuasion +15, Stealth +11 damage. Dispater may replace the bludgeoning damage with
Damage Resistances cold; bludgeoning, piercing, and slashing damage of a type that the target is vulnerable to instead.
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison Superheat Metal (Recharge 4–6). Dispater targets a metal
Condition Immunities charmed, frightened, poisoned object he can see within 90 feet of him. The metal glows
Senses darkvision 120 ft., passive Perception 24 white-hot, burning all that touches it. If the object was held
Languages Celestial, Common, Draconic, Infernal, by a creature, the creature must succeed on a DC 23 Dexterity
telepathy 120 ft. saving throw to drop the object or take 45 (10d8) fire damage.
Challenge 27 (105,000 XP) Proficiency Bonus +8 If the object is attached to a creature, or they couldn’t feasibly
drop it, they automatically fail the save. The object returns to
Devil’s Sight. Magical darkness doesn’t impede Dispater’s room temperature at the end of Dispater’s turn.
darkvision. Nail Spray (2/Day). Dispater conjures a storm of iron nails and
Fear Aura. When a creature starts their turn within 120 feet of launches them forward in a 90-foot-long, 5-foot-wide line. All
Dispater, they must succeed on a DC 22 Wisdom saving throw creatures within the line must make a DC 23 Dexterity saving
or have the frightened condition until they leave the aura. A throw, taking 40 (16d4) piercing damage on a failed save, or
creature that succeeds on the saving throw is immune to this half as much damage on a successful one. Nails launched from
effect for 1 hour. this ability stick into soft surfaces or fall to the ground after the
attack finishes.
Fiendish Regeneration. Dispater regains 20 hit points at the
start of his turn. If he takes radiant damage this trait doesn’t Legendary Actions
function at the start of his next turn. Dispater dies only if he
Dispater can take 3 legendary actions, choosing from the op-
starts his turn with 0 hit points and is unable to regenerate.
tions below. Only one legendary action option can be used at
Legendary Resistance (3/Day). If Dispater fails a saving throw, a time and only at the end of another creature’s turn. Dispater
he can choose to succeed instead. regains spent legendary actions at the start of his turn.
Magic Resistance. Dispater has advantage on saving throws Staff. Dispater makes a Wrought-Iron Tower attack.
against spells and other magical effects. Flesh to Iron (Costs 2 Actions). Melee Spell Attack: +15 to hit,
Rust Metal. Any nonmagical weapon or ammunition made of reach 5 ft., one target. Hit: 40 (6d10 + 7) force damage, and
metal that hits Dispater corrodes. After its hit, the weapon or the target must make a DC 23 Constitution saving throw.
ammunition is destroyed. On a failed save, the target’s flesh begins to harden, and the
creature’s movement speed is halved for 1 minute. If the
creature is harmed by Flesh to Iron again, while still partly
iron, the rest of the creature also turns to iron, killing them.
Call Underling (Costs 3 Actions). Dispater summons an allied
erinyes in an unoccupied space that he can see.
pater bends and twists, becoming difficult terrain. If Dispater dies, the effects fade over the course of
Dispater’s Superheat Metal ability is recharged. 1d10 days.
Fear Aura. When a creature starts their turn within 120 feet of Legendary Actions
Fierna, they must succeed on a DC 22 Wisdom saving throw Fierna can take 3 legendary actions, choosing from the options
or have the frightened condition until they leave the aura. A below. Only one legendary action option can be used at a time
creature that succeeds on the saving throw is immune to this and only at the end of another creature’s turn. Fierna regains
effect for 1 hour. spent legendary actions at the start of her turn.
Fiendish Regeneration. Fierna regains 20 hit points at the start Blade. Fierna makes a Flame Blade attack.
of her turn. If she takes radiant damage this trait doesn’t func- Conjure Hellfire (Costs 2 Actions). Fierna chooses a point she
tion at the start of her next turn. Fierna dies only if she starts can see within 150 feet of her. All creatures in a 20-foot-ra-
her turn with 0 hit points and is unable to regenerate. dius sphere centered on that point must make a DC 25
Legendary Resistance (3/Day). If Fierna fails a saving throw, she Dexterity saving throw, taking 28 (8d6) fire damage on a
can choose to succeed instead. failed save, or half as much damage on a successful one.
Call Underling (Costs 3 Actions). Fierna summons an allied
AARON SIMS
she is wearing or carrying isn’t transformed. She If Glasya dies, the effects fade over the course of
reverts to her true form if she dies. 1d10 days.
deals with adventurers, provided they can aid his male, with dark hair, an impeccable goatee, and
search for freedom. pale-white skin.
Greedy. A creature of Mammon’s choice automati- If Mammon dies, the effects fade over the course of
cally fails their next saving throw. 1d10 days.
least: not cursed like Mammon or Baalzebul; not eles’ private manor, along with living accommoda-
cast down like Belial, Moloch or Geryon. This has tions for numerous other devils.
Bel Greatsword. Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 23 (4d6 + 9) slashing damage plus 21 (6d6) fire
Large Fiend (Devil), Lawful Evil
damage. If the target is a flammable object that isn’t being held
or worn, it catches fire.
Armor Class 19 (natural armor)
Hit Points 364 (27d10 + 216) Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target.
Speed 30 ft., fly 60 ft. Hit: 25 (3d10 + 9) bludgeoning damage. If the target is a crea-
ture, it must succeed on a DC 23 Constitution saving throw or
STR DEX CON INT WIS CHA have the stunned condition until the end of its next turn.
28 (+9) 14 (+2) 26 (+8) 25 (+7) 19 (+4) 26 (+8) Spellcasting. Bel casts one of the following spells, requiring no
material components and using Charisma as the spellcasting
Saving Throws Dex +10, Con +16, Wis +12 ability (spell save DC 24):
Skills Arcana +15, Deception +16, Insight +12, Persuasion +16
Damage Resistances cold; bludgeoning, piercing, and slashing At will: Detect Magic, Fireball
from nonmagical attacks that aren’t silvered 2/day each: Dispel Magic, Hold Monster, Mirror Image, Mislead,
Damage Immunities fire, poison Raise Dead, Teleport, Wall of Fire
Condition Immunities poisoned 1/day each: Imprisonment, Meteor Swarm
Senses truesight 120 ft., passive Perception 14
Languages Common, Infernal, telepathy 120 ft. Legendary Actions
Challenge 25 (75,000 XP) Proficiency Bonus +8 Bel can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at
Fear Aura. Any creature hostile to Bel that starts its turn within a time and only at the end of another creature’s turn. Bel
20 feet of him must make a DC 23 Wisdom saving throw unless regains spent legendary actions at the start of his turn.
Bel is incapacitated. If the save fails, the creature has the fright-
ened condition until the start of its next turn. If a creature’s Fireball. Bel casts Fireball.
saving throw is successful, the creature is immune to Bel’s Fear Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The number
Aura for the next 24 hours. rolled on the die is subtracted from the next attack roll made
against Bel or an ally of his choice within the next minute.
Legendary Resistance (3/Day). If Bel fails a saving throw, he can
Summon Ice Devil (Costs 3 Actions). Bel magically summons
choose to succeed instead.
an ice devil with an ice spear (as described in the ice
Magic Resistance. Bel has advantage on saving throws against devil’s entry in the Monster Manual). The ice devil appears
spells and other magical effects. in an unoccupied space within 60 feet of Bel, acts as Bel’s
ally, and can summon other devils if it has such power.
Actions The ice devil remains until Bel dies or until he dismisses it
Multiattack. Bel attacks twice with his Greatsword and once with an action.
with his Tail.
Zariel Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage.
Large Fiend (Devil), Lawful Evil
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., one
Armor Class 21 (natural armor) target. Hit: 17 (2d8 + 8) radiant damage or 19 (2d10 + 8) radiant
Hit Points 420 (29d10 + 261) damage when used with two hands, plus 36 (8d8) fire damage.
Speed 50 ft., fly 150 ft.
Horrid Touch (Recharge 5–6). Zariel touches one creature
within 10 feet of her. The target must succeed on a DC 26
STR DEX CON INT WIS CHA
Constitution saving throw or take 44 (8d10) necrotic damage
27 (+8) 24 (+7) 28 (+9) 26 (+8) 27 (+8) 30 (+10) and have the poisoned condition for 1 minute. While poisoned
in this way, the target has the blinded and deafened conditions.
Saving Throws Int +16, Wis +16, Cha +18 The target can repeat the saving throw at the end of each of its
Skills Intimidation +18, Perception +16 turns, ending the effect on itself on a success.
Damage Resistances cold, fire, radiant; bludgeoning, piercing,
and slashing from nonmagical attacks that aren’t silvered Spellcasting. Zariel casts one of the following spells, requiring
Damage Immunities necrotic, poison no material components and using Charisma as the spellcast-
Condition Immunities charmed, exhaustion, frightened, poisoned ing ability (spell save DC 26):
Senses darkvision 120 ft., passive Perception 26
At will: Alter Self (can become Medium when changing her
Languages all, telepathy 120 ft.
appearance), Detect Evil and Good, Fireball, Invisibility (self
Challenge 26 (90,000 XP) Proficiency Bonus +8
only), Major Image, Wall of Fire
2/day each: Blade Barrier, Dispel Evil and Good, Finger of Death
Devil’s Sight. Magical darkness doesn’t impede Zariel’s
darkvision. Teleport. Zariel magically teleports, along with any equipment
she is wearing or carrying, up to 120 feet to an unoccupied
Legendary Resistance (3/Day). If Zariel fails a saving throw, she
space she can see.
can choose to succeed instead.
Magic Resistance. Zariel has advantage on saving throws Legendary Actions
against spells and other magical effects. Zariel can take 3 legendary actions, choosing from the options
Regeneration. Zariel regains 20 hit points at the start of her below. Only one legendary action option can be used at a time
turn. If she takes radiant damage, this trait doesn’t function at and only at the end of another creature’s turn. Zariel regains
the start of her next turn. Zariel dies only if she starts her turn spent legendary actions at the start of her turn.
with 0 hit points and doesn’t regenerate. Teleport. Zariel uses Teleport.
Immolating Gaze (Costs 2 Actions). Zariel turns her magical
Actions gaze toward one creature she can see within 120 feet of her
Multiattack. Zariel makes three Flail or Longsword attacks. She and commands it to burn. The target must succeed on a DC
can replace one attack with a use of Horrid Touch, if available. 26 Wisdom saving throw or take 22 (4d10) fire damage.
Monsters
he characters will encounter many
of the following creatures on their journey Making Devils More Challenging
through the Nine Hells. Some are new Devils in the Nine Hells can often be more powerful in
devils that may tempt, corrupt, or simply their home turf than in the mortal realm. This can be
try to murder the characters. Others are accomplished in a few different ways:
pitiful monsters, corrupted and tormented by the
Maximum Hit Points. Some devils might appear
laws of the Nine Hells itself. larger than their brethren. These devils have maxi-
mum hit points.
Affliction Devil Spellcasting. Some devils have learned the arcane arts.
Infernal Magic Items. Some devils might wear or wield
(Kocrachon) infernal magic items. More information is given on
Masters of torture and pain, kocrachons are some these items in appendix D.
of the most respected lesser devils in the Nine
Hells. Each is driven to break the greatest number proboscises, eyes and false eyes, and waving anten-
of creatures during their lifespan—the bigger and nae. Kocrachon inject a lethal poison into victims
more dangerous their charges, the better. The most and, if they acquire the information they needed,
effective kocrachons study under other torturers, or may cure said poison.
in infernal schools, to best understand the physiolo-
gies of any victim they might come across. Perhaps Flame and Ice
due to their nature as clandestine torturers, kocra- Though they are just as comfortable in the fires
chons abhor direct conflict, choosing instead to flee of the Nine Hells as any other devil, unlike many
if given the option. other of their peers, kocrachons are also resilient
to the cold. This makes them useful in Stygia and
Devils with Purpose Cania, where they are often employed by the arch-
They’re insect-like and have a brightly colored devils of those layers to wring information from
carapace, with retractable wings, multiple arms recalcitrant opponents. Their affinity to the cold
and legs, and pincer-like hands. Even their heads also provides kocrachons with other, more interest-
appear strangely insectoid, often with multiple ing avenues of torture.
Affliction Devil Infernal Rot. A creature afflicted with this disease has the
poisoned condition until the disease ends. While diseased,
(Kocrachon) creatures gain no benefits from a long rest, gaining exhaustion
Medium Fiend (Devil), Lawful Evil when necessary. If a creature dies while afflicted with Infernal
Rot, its corpse transforms into a newborn kocrachon after 4
Armor Class 20 (natural armor) (1d8) days.
Hit Points 104 (16d8 + 32)
Speed 30 ft., fly 60 ft. (hover) Magic Resistance. The kocrachon has advantage on saving
throws against spells and other magical effects.
STR DEX CON INT WIS CHA Sadism. The kocrachon gains a +1 bonus to attack and damage
16 (+3) 19 (+4) 15 (+2) 17 (+3) 12 (+1) 14 (+2) rolls for each different creature it damaged on its previous turn.
Something to Prove
Their perfect communication and collective
strength, coupled with their ability for flight, allow
the ayperobos to easily complete tasks with which
larger devils struggle. They’re happy to do so, as
their goal is to prove their worth and, when possible,
get revenge for their abusive treatment at the hands
of larger devils.
Ayperobo Swarm Swarm. The ayperobo swarm can occupy another creature’s
space and vice versa, and the swarm can move through any
Medium Swarm of Tiny Fiends (Devil), Lawful Evil
opening large enough for a Tiny creature. The ayperobo swarm
can’t regain hit points or gain temporary hit points.
Armor Class 20 (natural armor)
Hit Points 130 (20d8 + 40) Actions
Speed 5 ft., fly 60 ft. (hover)
Multiattack. The ayperobo swarm makes three Bite attacks.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +11 to hit, reach 0 ft., one target.
3 (–4) 24 (+7) 14 (+2) 8 (–1) 13 (+1) 13 (+1) Hit: 27 (8d4 + 7) piercing damage, or 17 (4d4 + 7) piercing
damage if the swarm has half of its hit points (65) or fewer.
Saving Throws Dex +11, Cha +5
Burrow (Recharge 6). The ayperobo swarm makes a Bite attack.
Skills Intimidation +5, Perception +5, Stealth +11, Survival +5
Damage Resistances cold; bludgeoning, piercing, and slashing On a hit, the swarm burrows inside the creature, dealing an
from nonmagical attacks that aren’t silvered additional 35 (10d6) necrotic damage and taking control of the
Damage Immunities fire, poison creature. At the start of each of its turns, the target may make a
Condition Immunities charmed, frightened, grappled, DC 17 Constitution saving throw, expelling the ayperobo swarm
paralyzed, petrified, poisoned, prone, restrained, stunned and taking 14 (4d6) piercing damage on a success.
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 While burrowed inside a creature, the ayperobo swarm has
Languages Celestial, Draconic, Infernal, telepathy 120 ft. total cover against attacks targeting them, and no longer acts
Challenge 12 (8,400 XP) Proficiency Bonus +4 on their own initiative. Instead, they take total control over their
host, gaining all of its abilities, attacks, and equipment.
Devil’s Sight. Magical darkness doesn’t impede the ayperobo They act during the host’s turn, taking actions based on their
swarm’s darkvision. host. If a host dies while the ayperobo swarm is burrowed, they
leave the host at the end of the host’s turn, rolling initiative if
Magic Resistance. The ayperobo swarm has advantage on sav-
SEBASTIAN KOWOLL
instead takes no damage if it succeeds on the saving throw, and Shadowhop. While in dim light or darkness, the displacer fiend
only half damage if it fails. can teleport up to 60 feet, provided its destination is also in
dim light or darkness.
any future damage of that type instead heals the halog by the
is that the halogs of the Nine Hells most often have damage amount. These benefits last until the halog uses this
teeth blazing with radiant divine energy, enough to reaction again.
make short work of unwary minor devils.
Actions
Multiattack. The maelephant makes two attacks using its Claw,
Trunk, or a combination of the two.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Maelephant Nomad
Hit: 17 (2d10 + 6) slashing damage. Created with the sole purpose of protection, mael-
Trunk. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. ephants are the most loyal of the devils. They eschew
Hit: 16 (3d6 + 6) piercing damage. If the target is a Medium or personal possessions, dreams, and goals, and find
smaller creature, it has the grappled condition (escape DC 18). happiness in the completion of their duty. While
Until this grapple ends, the target has the restrained condition. other devils may view them as simple and unintelli-
While it is grappling a creature, the maelephant can’t use its gent, many recognize the importance and utility of
Trunk attack against other creatures.
maelephants. Infernal and common are often spo-
Noxious Breath (Recharge 5–6). The maelephant releases a ken languages, but maelephants also maintain their
cloud of noxious gas. All creatures in a 30-foot cone in front of own unique language, which they use exclusively in
the maelephant must make a DC 16 Constitution saving throw.
communication with others of their kind.
Targets take 42 (12d6) acid damage on a failed save, or half as
much damage on a successful one. In addition, on a failed save,
the creature’s Intelligence and Charisma scores become 1. The
Elephantine Warriors
creature can’t cast spells, activate magic items, understand As their name would suggest, maelephants share
language, or communicate in any intelligible way. The creature many physical features with elephants. They stand
can, however, identify its friends, follow them, and even protect on two legs, but have an elephant-like head and legs.
them. A feebled creature can repeat the save every minute,
Their trunk usually ends in a sharp spike, and their
ending the effect on a success.
hands and feet are both clawed. When threatened,
Bonus Actions maelephants emit a cloud of toxins that cause brain
Reckless Charge. The maelephant moves up to 40 feet towards damage and memory loss.
a creature it can see and if it moves at least 20 feet in a straight
line, it may make a Claw attack. On a hit, the target takes an Driven by Duty
additional 14 (4d6) force damage and has the prone condition. Despite them being lower-ranked devils, their posi-
Reactions tion as trustworthy guardians makes other lower
devils respect maelephants. When not under active
Defensive Stance. As a reaction to taking damage, the mael-
duty or protecting something, a maelephant might
SEBASTIAN KOWOLL
ephant enters a defensive stance until the end of its next turn.
While in a defensive stance, the maelephant moves at half aimlessly wander the layers searching for a new
speed and can’t take bonus actions, but its AC increases by 5. charge. Some of these nomads wander many years
before finally ending their search.
Oneirovore
Large Fiend, Unaligned
Masked Devils
Excruciarchs appear almost humanoid in size and
shape. Their skin is usually pale shades of white
or red, and hair doesn’t grow anywhere on their
body. To conceal their identity and lend themselves
some form of protection, almost all pain devils wear
masks made from various types of leather, often
adorned with spikes, horns, or ridges.
Devoted to Pain
When an excruciarch enters battle, they activate a
unique ability to inflict pain upon their adversaries.
Excruciarchs thrive on even their own pain and they
almost always fight to the death.
Pain Devil (Excruciarch) Magic Resistance. The excruciarch has advantage on saving
throws against spells and other magical effects.
Medium Fiend (Devil), Lawful Evil
Sadism. The excruciarch gains a +1 bonus to attack and dam-
Armor Class 16 (natural armor) age rolls for each creature it damaged on its previous turn.
Hit Points 171 (18d8 + 90)
Speed 30 ft. Actions
Multiattack. The excruciarch makes two Scourge attacks. It can
STR DEX CON INT WIS CHA replace one of the attacks with Storm of Steel (if available).
18 (+4) 15 (+2) 20 (+5) 11 (+0) 10 (+0) 13 (+1)
Scourge. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Saving Throws Str +8, Con +9 target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (2d8 + 4)
Skills Deception +5, Insight +4, Intimidation +5, Perception +4 slashing damage.
Damage Resistances cold; bludgeoning, piercing, and slashing Storm of Steel (Recharge 4–6). The excruciarch swings its
from nonmagical attacks that aren’t silvered scourge wildly around itself. All creatures within 15 feet of the
Damage Immunities fire, poison excruciarch must make a DC 16 Dexterity saving throw. Targets
Condition Immunities poisoned take 31 (6d8 + 4) slashing damage on a failed save, or half as
Senses darkvision 120 ft., passive Perception 14 much damage on a successful one.
Languages Celestial, Common, Infernal, telepathy 120 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4 Reactions
Vulnerable Gaze. As a reaction to a creature resisting damage
Aura of Torment. Any creature hostile to the excruciarch that
dealt by the excruciarch, it turns its gaze on that creature,
starts its turn within 20 feet of the excruciarch takes 10 (4d4)
negating any resistances and immunities that creature has until
slashing damage, unless the excruciarch is incapacitated.
the start of the excruciarch’s next turn.
Devil’s Sight. Magical darkness doesn’t impede the excruci-
arch’s darkvision.
Aggressive. The shredwing can move up to its speed toward a creatures remain mutinous at best, and woe betide
hostile creature that it can see. any handler who shows weakness or lets prey get
the better of them.
Styx Dragon Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 15 (2d6 + 8) bludgeoning damage. If the target is a Large
Gargantuan Dragon, Chaotic Evil
or smaller creature, it has the grappled condition (escape DC
22). The dragon can’t make a Tail attack while a creature is
Armor Class 17 (natural armor)
grappled in this way.
Hit Points 296 (16d20 + 128)
Speed 30 ft., burrow 20 ft., swim 60 ft. Constrict. The dragon tightens its grip on a creature grappled
by its tail. The creature takes 27 (3d12 + 8) bludgeoning dam-
STR DEX CON INT WIS CHA age, has the restrained condition until the start of the dragon’s
27 (+8) 14 (+2) 26 (+8) 19 (+4) 20 (+5) 19 (+4) next turn, and must make a DC 19 Constitution saving throw.
On a failed save, the target contracts Stygian Wasting.
Saving Throws Dex +8, Con +14, Wis +11, Cha +10 Frightful Presence. Each creature of the dragon’s choice that
Skills Athletics +21, Insight +11, Perception +11, Survival +17 is within 120 feet of the dragon must succeed on a DC 18
Damage Resistances damage from spells
Wisdom saving throw or have the frightened condition for 1
Damage Immunities cold, poison
minute. A creature can repeat the saving throw at the end of
Condition Immunities blinded, poisoned
each of its turns, ending the effect on itself on a success. If a
Senses blindsight 120 ft., passive Perception 21
Languages Draconic, Infernal creature’s saving throw is successful or the effect ends for it,
Challenge 20 (25,000 XP) Proficiency Bonus +6 the creature is immune to the dragon’s Frightful Presence for
the next 24 hours.
Amphibious. The dragon can breathe air and water. Stygian Breath (Recharge 5–6). The dragon exhales poi-
sonous Styx water in a 60-foot-long, 10-foot-wide line. Each
Stygian Wasting. Creatures afflicted with this disease are
creature in that line must make a DC 19 Dexterity saving
incapable of regaining hit points in any way until the disease is
throw, taking 54 (12d8) poison damage on a failed save, or
cured. Additionally, as their flesh starts to rot, a creature with
half as much on a successful one. Creatures that fail the save
this disease takes 36 (8d8) necrotic damage after each long rest
contract Stygian Wasting.
they finish.
Styx Dweller. The dragon is immune to all negative effects from Legendary Actions
the River Styx. The dragon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
Actions at a time and only at the end of another creature’s turn. The
Multiattack. The dragon can use its Frightful Presence. It then dragon regains spent legendary actions at the start of its turn.
makes three attacks using its Bite, Tail, or a combination of the
Detect. The dragon makes a Wisdom (Perception) check.
two. It can replace one of the attacks with Constrict.
Tail Attack. The dragon makes a Tail attack. If a creature is
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one tar- already grappled, the dragon may use Constrict instead.
get. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) poison Death Throw (Costs 3 Actions). If the dragon has successfully
damage, and the target must make a DC 19 Constitution saving restrained a creature with the Constrict ability, it may throw
throw. On a failed save, the target contracts Stygian Wasting. them up to 100 feet away. When it lands, the creature takes
SEBASTIAN KOWOLL
Change Shape. The shadow transforms into a Beast, Despair. One creature within 300 feet of the
Humanoid or Fiend that it has an Empathic Link with, shadow must succeed on a DC 22 Charisma
or back into its true form. In a new form, the shadow saving throw or be overcome with despair and
retains its alignment, hit points, hit dice, telepathy, self-doubt. The creature has the stunned condition
and Intelligence, Wisdom, and Charisma scores, as for 1 minute. At the end of each of its turns, the
well as this action. Its statistics and capabilities are creature can repeat the saving throw, ending the
otherwise replaced by those of the new form, except
any class features, lair actions, or legendary actions of
effect on a success.
that form. Renewal. The shadow recharges its Shadows of
Death ability.
Unknown
Greater Tyrant Shadow Cloak of Shadows. The shadow bends darkness around
itself, and now has the invisible condition for 1 minute. The
Gargantuan Aberration, Lawful Evil
invisibility ends if the shadow is subjected to a Daylight spell
Armor Class 18 (natural armor) or similar.
Hit Points 372 (24d20 + 120) Empathic Link. The shadow attempts to form a link between
Speed 30 ft. itself and a creature it can see. The target must make a DC 22
Intelligence saving throw, taking 26 (4d12) psychic damage on
STR DEX CON INT WIS CHA a success. On a failed save, the creature and the shadow are
25 (+7) 15 (+2) 20 (+5) 24 (+7) 16 (+3) 22 (+6) linked. While linked, every time the shadow is damaged, the
creature takes half of that damage as psychic damage. The crea-
Saving Throws Int +14, Wis +10 ture may repeat the saving throw at the end of each of its turns,
Skills Arcana +14, Deception +20, Perception +10, Stealth +16 taking 26 (4d12) psychic damage on a failed save, or ending the
Damage Resistances fire effect on a successful one.
Damage Immunities necrotic, poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks Shadows of Death (Recharge 5–6). The shadow discharges
Condition Immunities blinded, charmed, frightened, poisoned inky-black shadows in a 90-foot-radius sphere around itself.
Senses passive Perception 20 Creatures in the shadows must succeed on a DC 22 Wisdom
Languages understands all, telepathy 300 ft. saving throw or take 36 (8d8) necrotic damage and have the
Challenge 22 (41,000 XP) Proficiency Bonus +7 frightened condition for 1 minute. A frightened creature may
repeat the saving throw at the end of each of its turns, ending
Empath. The shadow uses telepathy to sense nearby creatures. the effect on a successful save, but taking the damage again
The shadow can see a creature if that creature has thoughts on a failed save.
and is within the range of the shadow’s telepathy. The shadow
can’t see creatures immune to telepathy.
Legendary Actions
The shadow can take 3 legendary actions, choosing from the
Undying Connection. The shadow was originally spawned from
options below. Only one legendary action option can be used
a specific devil and, if the shadow is slain, it returns to life in
at a time and only at the end of another creature’s turn. The
10 (1d20) days within 1 mile of that devil. The shadow is killed
shadow regains spent legendary actions at the start of its turn.
permanently only if its progenitor devil is slain first.
Shadow Blink. The shadow surrounds itself in black mist, then
Actions teleports up to 60 feet to an unoccupied space that it can see.
Multiattack. The shadow makes three Claw attacks. It can Shapeshift. The shadow uses its Change Shape ability.
replace one of the attacks with Shadows of Death (if available). Mind Spike (Costs 2 Actions). Ranged Spell Attack: +14 to hit,
range 300 ft., one target. Hit: 23 (3d10 + 7) psychic damage.
SEBASTIAN KOWOLL
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 7) necrotic damage, plus 10 (3d6) psychic
damage.
Battle Commanders
War devils are also extremely loyal to their creators,
following practically any order given to them. When
not taking orders, war devils are clever enough to
command and make decisions on their own, making
them extremely talented generals.
Mighty Devils
Because of their construction, the appearance of
war devils varies. That said, there are a few features
that are common among most of their kind. Almost
all war devils have thick, leathery wings, as well as
massive, curved horns and sharpened teeth. They’re
also usually massive in size, having been created
from multiple other devils, with the larger ones usu-
ally having higher-ranked positions. Though they
prefer to use polearms of all kinds, war devils are
also fully capable unarmed.
War Devil Fear Aura. Any hostile creature that starts its turn within 20
feet of the war devil must succeed on a DC 18 Wisdom saving
Huge Fiend (Devil), Lawful Evil
throw or have the frightened condition until the start of the
Armor Class 11 (natural armor) creature’s next turn. If a creature’s saving throw is successful,
Hit Points 237 (19d12 + 114) the creature is immune to the war devil’s Fear Aura for the
Speed 40 ft., fly 60 ft. next 24 hours. This ability doesn’t function if the war devil is
unconscious.
STR DEX CON INT WIS CHA Magic Resistance. The war devil has advantage on saving
24 (+7) 9 (–1) 23 (+6) 7 (–2) 13 (+1) 9 (–1) throws against spells and other magical effects.
Non-Player Characters
his section has the major NPCs of
the story. This includes NPCs that help
Aeshma
Aeshma is a tiefling who was born into a rich and
the heroes traverse the River Styx, as well
affluent family with ties to powerful families within
as those that must be rescued from
the city of Waterdeep. Aeshma has learned that
the Nine Hells.
everything in life comes easy, free, and without
consequence. Aeshma is a jack of no trades and
master of none, he has ceremoniously failed him-
self out of magic studies, countless bard colleges,
church studies, and military training. Aeshma
excels at one thing: convincing and manipulating
others to gamble. He doesn’t really care for the
stakes or the outcome of a bet, rather he gets enjoy-
ment out of the consternation of others. Aeshma is
a chronic gambler who always pushes the stakes to
their limits.
Aeshma was content to a life pursuing pleas-
ure and with no responsibilities, but his infernal
heritage has entangled him with something he
could have never expected. He is the soul that the
Halruuans call the Unmaker (Aeshma is unaware
that he is the Unmaker). Asmodeus has plans for
Aeshma and had one of his archdevils, Abigor,
kidnap him.
Aeshma
Medium Humanoid (Tiefling), Chaotic Neutral
Actions
Multiattack. Aeshma makes two attacks using his Shortsword,
Hand Crossbow, or a combination of the two.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Bonus Actions
LIUS LASAHIDO
Anagwendol Actions
Medium Celestial, Lawful Good Multiattack. Anagwendol makes two attacks using her
Defending Greatsword, Longbow, or a combination of the two.
Armor Class 17 (natural armor)
Hit Points 190 (20d8 + 100) Defending Greatsword. Melee Weapon Attack: +10 to hit, reach
Speed 30 ft., fly 90 ft. 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage plus 22
(5d8) radiant damage.
STR DEX CON INT WIS CHA Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft.,
20 (+5) 18 (+4) 20 (+5) 18 (+4) 20 (+5) 22 (+6) one target. Hit: 8 (1d8 + 4) piercing damage damage plus 22
(5d8) radiant damage.
Saving Throws Int +9, Wis +10, Cha +11
Skills Perception +10 Healing Touch (2/Day). Anagwendol touches another creature.
Damage Resistances radiant; bludgeoning, piercing, and The target magically regains 30 (6d8 + 3) hit points and is freed
slashing from nonmagical attacks from any curse, disease, poison, blindness, or deafness.
Condition Immunities charmed, exhaustion, frightened
Senses truesight 120 ft., passive Perception 20 Bonus Actions
Languages all, telepathy 120 ft. Defensive Swordwork. Anagwendol can forgo attacking with
Challenge 16 (15,000 XP) Proficiency Bonus +5 her Defending Greatsword on this turn and gain a +3 to her
armor class. She can still attack with her Longbow.
LIUS LASAHIDO
Tiax Actions
Small Humanoid, Chaotic Neutral Touch of Decay. Melee Spell Attack: +8 to hit, reach 5 ft., one
target. Hit: 37 (6d10 + 4) necrotic damage.
Armor Class 13 (16 with Mage Armor)
Hit Points 110 (20d6 + 40) Unholy Firebolt. Tiax causes unholy fire to flare up in a crea-
Speed 25 ft. ture’s space within 60 feet of him. The target must succeed
on a DC 16 Dexterity saving throw or take 18 (4d8) necrotic
STR DEX CON INT WIS CHA damage plus 18 (4d8) poison damage.
11 (+0) 16 (+3) 14 (+2) 15 (+2) 19 (+4) 18 (+4) Spellcasting. Tiax casts one of the following spells, using
Wisdom as the spellcasting ability (spell save DC 16):
Saving Throws Wis +8, Cha +8
Skills Deception +8, Insight +8, Performance +8, Persuasion +8 At will: Bane, Disguise Self, Dispel Magic, Mage Armor,
Senses darkvision 60 ft., passive Perception 14 Mirror Image, Thaumaturgy
Languages Celestial, Common, Gnomish 1/day each: Bestow Curse, Blindness/Deafness, Blink,
Challenge 9 (5,000 XP) Proficiency Bonus +4 Charm Person, Contagion, Dimension Door, Dominate Person,
Hold Person, Pass Without Trace, Polymorph, Teleport
Gnome Cunning. Tiax has advantage on Intelligence, Wisdom,
and Charisma saving throws against magic.
Bonus Actions
Heal (2/Day). Tiax heals 70 hit points.
LIUS LASAHIDO
You gain the power of never-ending fury. After you While wearing this ring you can use it to cast the
make a melee weapon attack, you automatically Leomund’s Tiny Hut spell as an action. Once this
enter a special fury for 1 minute. While furious, you property is used, it can’t be used again until the
can’t cast spells, can’t verbally communicate, and next dawn. Additionally, as a bonus action, you can
are immune to the charmed and frightened condi- use the ring to disintegrate any nonmagical piece
tions. Each time you deal damage, you regain 2d8 of art (drawing, painting, or sculpture) within 60
hit points and may immediately remove a condition feet that is no larger than Medium-sized. That art
you currently suffer from or end this fury. Addition- now appears inside the tiny hut, for you to appreci-
ally, while in this fury, you may spend a spell slot ate whenever you desire. If you try to remove this
before you make a melee attack. Doing so causes art from the tiny hut, it vanishes forever. You can
the attack to deal an extra 3 (1d6) necrotic damage steadily improve this space, but only be denying
per level of spell slot expended, if the attack hits. such beauty to the rest of the world. For every
Once used you may not use this fury again until you 1,000 gp of art acquired, the tiny hut increases in
finish a short or long rest. size by adding another foot to its radius and lasts
one additional hour.
Infernal Amulet
Wondrous item, rare (requires attunement) Ring of the Copycat
Ring, legendary (requires attunement)
While wearing this amulet, you can use it as a
spellcasting focus for your spells, and it grants a +2 You gain the ability to channel energy from allies
bonus to your spell save DC and spell attack bonus. to cast spells, even if you normally can’t. When
Curse. You’re unwilling to part with this amulet an ally within 60 feet of you casts a spell that you
while attuned to it and you wear it always. While normally can’t cast and that requires 10 gp or fewer
wearing the amulet you have disadvantage on in material components, you may use a reaction to
JULIAN CALLE
Strength saving throws and Strength checks. Only cast that spell. When cast in this way, the spell is
cast using your ally’s spellcasting ability, spell save
Ranseur of
Torture
ated it. Nobody living knows the warlock’s identity, This penalty stacks, though movement speed can’t
making destroying the amulet almost impossible. be reduced below 0.
the Ruby Rod. you may use a reaction to attempt to use the rod to
absorb the spell and cancel its effect. You roll
Keen. The whip scores a critical on a roll of 18, Sub-Zero. Cold damage dealt with the shards
19, or 20. When it scores a critical, its damage ignores resistances and immunities. Creatures vul-
dice are upgraded to 3d6 instead of 3d4 for the nerable to cold damage take triple damage from the
duration of the attack. If attacking a good aligned True-Ice Shards, rather than double.
creature, or attacking with the weapon unattuned, After you damage a creature with the shards,
the necrotic damage dice are also increased to a d6 you may use a bonus action to force the creature
instead of a d4. to make a DC 22 Constitution saving throw. On
Fast Reflexes. While attuned to the Scourge of a failed save, the creature that took the damage
Shadow, you gain advantage on initiative rolls, and becomes vulnerable to cold damage for 24 hours.
you add your Charisma and Dexterity modifiers to Once you use this feature, you may not use it again
the roll. You may use either your Strength, Dexter- until after you have finished a long rest.
ity, or Charisma modifier for the attack and dam- The Best Defense. As a reaction to being
age rolls (the same modifier must be used for both attacked, you use the rapier to increase your
attack and damage). defense, adding +3 to your AC until the end of your
Veil of Shadow. You’re protected by a field of next turn. If you attack with the rapier before the
shadow that makes you resistant to radiant and end of your next turn, you do not have its +3 bonus
necrotic damage. While in dim light or darkness you to attack and damage rolls.
gain blindsight out to 60 feet and Dexterity (Stealth) Mental Command. While attuned to the True-Ice
checks are made with advantage. Shards, you can use an action to cast the Detect
Thoughts spell (save DC 20), targeting any creature
type. When you hit a good aligned creature with it, resistance and immunities. If the attuned creature
that creature takes an extra 3d6 fire damage. survives the fire damage, the staff is destroyed.
Corruption
he information in this appendix helps Corruption Score
you keep track of each character’s overall Number of Max. Number of Points Needed
corruption. It shows you the possible end- Temptations Corruption Points for Corruption
ings available to the characters once they 2 4 3
reach the final stages of the adventure.
3 6 4
Corruption Tracker 4 8 5
Corruption Tracker
Character Name Number of Temptations Corruption Points Awarded
©2023 Wizards. Permission granted to photocopy this tracker for home game use.
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
JULIAN CALLE
Player Handouts
oh Tam, through his many travels
along the River Styx, has tried to learn as
Infernal Maps
Worse still, some maps are marked with strange
much as possible about the Nine Hells.
runes, unfamiliar even to Koh Tam. He knows
In preparation for this latest voyage, he
that the important locations on each map have
has obtained maps for some of the more
been marked but he doesn’t know what might be
promising locations he believes the characters
encountered at each mark. Such is the nature of
should explore. Unfortunately, the Nine Hells are
infernal maps …
ever-changing and unpredictable, and he can’t vouch
for the accuracy of any of the maps.
Normal Maps
Koh Tam considers a couple of the maps that have
fallen into his possession more worthy of trust.
These he has annotated himself with quick descrip-
tions of important locations.
X
JOHN STEVENSON
DMsGuild.com
ArcanumWorlds.com