Apocalypse Now

Download as pdf or txt
Download as pdf or txt
You are on page 1of 25

Apocalypse Now

T
his is a free, fan made campaign available on Admodeus was called to help when demons raided the new
Reddit and in the future, dmsguild.com. Have mortal worlds. Barriers, walls, mountains and other
you ever wanted to throw your players in the protections were raised to ward the mortal against the
middle of the Blood War? The eternal fight chaotic tanar'ri. However the mortals started to tear these
between devils and demons? This is your protections down, disobeying the gods.
opportunity to do so! Your group will explore Asmodeus approached them and told them that breaking
some layers of the Nine Hells, stop Demonic laws should incur in Punishment, something that he invented.
Infections in the Material Plane, and face the moral and He presented the explanation and his ideas. The gods could
ethical dilema of siding with the devils in order to stop a not refuse Admodeus' arguments and hence Punishment was
greater evil: the Apocalypse itself. announced to mortals. The gods never thought that it would
be necessary, though. They thought that mortals would obey
Campaign Setting them knowing that disobedience would bring consequences.
But no. Those souls went to the heavens and were punished
This is a campaign module that starts at level 10. It is by Asmodeus himself, with the aid of Dispater and
presented considering challenges for 4 players. It can be used Mephistopheles.
in any Material Plane, so the locations where the Demonic They flayed, burned and placed the sinners on racks. Their
Infections will happen are up to you. screams echoed through all heavens and the beautiful
You will need the Player's Handbook (PHB), Monster gardens were stained with blood. So the gods chained
Manual (MM), the Dungeon Master’s Guide (DMG) and Asmodeus accusing him of high crimes against them. But he
Mordenkainen Tome of Foes (MTF) to run this adventure. said that he was only following what was agreed when he
The encounters will mention the enemies and the page created Punishment, and he brought a proposition to them:
where they can be found in the MM. So, a balor can be found he would move his Punishment acts to another place, a hell.
in MM’s page 55. Any difference or customization in the The gods quickly agreed but Asmodeus wanted to forge a
monster’s statistic will be mentioned in the encounter pact with them.
information. Similarly, magic items mentioned in here can be
found in the DMG.
Adjusting the Difficulty
You can change the challenge of each combat by using the
Kobold Fight Club. This website uses the rules and
calculations for the DMG and will greatly help you to tune the
adventure to your taste and players’ experiences. For
instance, one encounter with 2 glabrezu is a Deadly
encounter for 4 level 10 players. But for 6 level 10 players it
becomes an encounter of Medium difficulty (almost Hard). So
you may want to add anoter demon or use them Maximum
Hit Points. It's really up to you.

D&D Background
Pact Primeval
In the beginning, there was chaos. From it, demons came.
They fought each orther for a long time. A new force arose,
the power of law. New deities fought the demons for ages,
until they realized that new demons emerged from chaos
again and again. So they created angels to fight them off.
Their best unit of all was called Asmodeus.
He killed more demons then anyone else, even more than
the gods. However, he and his allies started to manifest some
traits of the enemies to fight them more effectively. Things got
out of control and the great gods wanted to banish Asmodeus
and his angels.
He was put to trial and as a master of laws, he defended
himself pristinely and could not be charged with anything.
Admodeus and his horde started to physically change. A new
project was executed by the gods: the creation of mortals.

2
Image by Sam Wood, WotC, 2003 - Dungeon Master Guide
Asmodeus wanted to draw magic from the damned souls to
fuel spells and maintain his powers (and his allies'), to be able Keepers of the Balance
to execute the task accordingly. The gods signed the pact and Long time ago, there was a powerful group of wizards that
Asmodeus went to Baator, a dead and featureless land. He fought to maintain the balance between Law and Chaos.
and his allies started corrupting mortals to increase the Nowadays, the Keepers of the Balance, a new, smaller
income of souls to hell, gaining immense power, and turned organization took over this role in ensuring balance in the
Baator into a nine layered hellish place filled with agonizing multiverse.
souls. The leader of this group is the famous mage called
Mordenkainen, and he acts on the topic with Rary and Bigby,
The Blood War employing other agents as well from time to time. This
The eternal conflict between demons and devils is called the organization is not well known, but their actions can be seen
Blood War. Some say it's because of the endless blood that with good or bad eyes. They may help consigning a city to
was spilled, others say it's because of the layout of the Styx domination by a devil, while driving demonic cultists away
River, which look like blood veins. This river is one of the from another. For those that don't compreenhed the situation
main players in the war, as it crosses the Abyss and accesses as a whole, it is often difficult to understand their actions.
Avernus, the uppermost and first layer of the Nine Hells. They may deny help to attempt to defeat Demogorgon as this
Demons pay Merrenoloths to sail them through the river up could weaken the Abyss, and hence giving the devils the
to the banks of Avernus, where the fight happens. upper hand in the Blood War. They could also jeopardize the
The war is like a dance, sometimes demons push through plan of another organization that seeks to cripple Asmodeus
the far end of Avernus, closer to the portals that lead to the for a short time. This could give the demons a huge
next layer, sometimes the devil repell the demons up to the advantage and tip the balance to their favor.
frontier between both planes. Allying with members of the Keepers of the Balance is
Demons are trecherous and fight among each other, but playing a dangerous game since most of them embrace this
their numbers still pose a threat that devils can only manage role to further their personal goals.
because of their extreme discipline. Additionally, a devil that
dies in Avernus is forever dead, fact that make the baatezu Important Note
fight with more efficiency and motivation.
Devils use lemures, the lowest ranked devils as fodder, The Circle of Eight is originally from Greyhawk
since these specific lemures can only be destroyed if setting, but feel free to use it in any setting you
subjected to holy energies, and to delay the tanar'ri while wish. You can also decide why it ceased to exist.
For example, in Forgotten Realms, it could have
their legions come into place. Demons come back to the been extinguished as many of its members died
Abyss when killed in action, but they cannot return to battle during the Spellplague.
so easily. They fight like a swarm of blood-thirsty creatures
looking for carnage. If not by they amazing numbers and
inifinite supply of new demons, this war would have been
over long ago.

3
The Plot
Campaign Background Again, the specifics of the plot from this deity depend on your
This will depend a lot on the campaign setting. The overall setting. Let's continue with Cyric's example, although most of
idea is that a god of chaos and/or deception will plot to unite the ideas presented below could be used in any setting. Using
the demon lords into doing his/her wish. This could be having his most faithful followers, they started speading rumors
the other god's power reduced by killing most of their faith among several demonic cults regarding an ancient and secret
and followers. His/her motives could be any. It's up to you. ritual that was long buried due to its dangers. This ritual had
This god could promise power, like for instance convincing the power to unite the demons in a single force, making them
the lords that whoever kills Asmodeus will rise to godhood, most destructive and powerful threat in the multiverse.
but to do so and get there, the lords will need to work It didn't take long until this got the attention of smarter
together as there is no way to execute this plan without order. tanar'ri and finally, some lords. Word spread quite fast and
You can come up with your own reason, but an example for both cultists and demons. However, the search was without
Forgotten Realms will be described here. success. Then, using his most faithful servant Malik el Sami,
Cyric offered the demons his help. He said that he got word
Cyric, the Mad God that the demons were looking for a specific and difficult to
After the Spellplague, Cyric lost much of his faith as many find ritual.
followers gave up on him, for many reasons. He's been Using his deception masterfully, Cyric convinced the
imprisioned in his domain, the Supreme Throne, by Tyr, demons that the lords should meet his servant, who would
Lathander and Sune, after he killed Mystra. That's something speak for him and inform them how they could achieve their
that cost him quite a lot of his faith. goal. The idea of meeting each other didn't fall too well
His impriosonment drove him slowly crazier by the day. among the lords, but they agreed. Cyric used some of his
Until he thought of a way to achieve two goals: escape his remaining power to temporarily possess Malik and speak for
punishement and reduce the power of other gods. The idea him.
involves unleashing pure chaos on the Material Plane. This Cyric, through Malik's vessel, told the lords that in order to
chaotic energy could be enough to create fissures through the find this ritual, they would need to search every corner of
planes and allow him to break free from his realm. And what Faerûn. But that alone wouldn't be enough since the Abyss
better way to achieve this than bloodthristy, powerful could be invaded during their search. So their best chance
demons? They would help him reach his second objective: the would be to spread their forces and act of two goals: start
killing of many mortals, followers of his "competitors". demonic infections in isolated places, far from civilization, to
allow them to connect the Abyss with Farûn, allowing them to
expand their search.
But to avoid giving the baatezu a chance to take these
layers of the Abyss when the infections start, other lords
would lauch the biggest strike on Avernus ever with the goal
of taking it. This would impede the devils to attack Abyss as
they would need to defend their home. It would also allow the
demons to gain the upper hand against the devils since any
baatezu killed in Avernus is forever dead.
The lords laughed at the plan and said that they would
never collaborate since they do not trust each other. Someone
would betray the rest at some point. But Cyric went on,
manipulating the lords by making them envision a world of
pure chaos, much bigger than the Abyss, where each lord
could have a broader and more powerful reach over the land.
There would be space for everyone. Besides, this world
would have their main enemies weakened: the baatezu. The
tanar'ri would have control of the Blood War and with this
time in their hands, they could search for the ritual to take
down Asmodeus for good.
Of course, every single lord present in this meeting knew
that he or she was the one worthy of taking all this power.
Cyric did too. So he used this at his favor and mentioned that
without unity, they would never, ever, reach their goals and
they would remain at their current state: confined in the
Abyss, without hopes to advance their advantage in the Blood
War.
Something that was still not clear to the demons was
Cyric's motives for helping them. He revealed that he seeks
revenge against the gods who imprisioned him, and demons
running free in the Material Plance would be quite the
punishment.

The Plot Image by illanthan, Deviant Art


4
Surpringly enough, the lords started to look at each other, Next step was to organize the financial part: gold would be
wearily but after a long discussion, they agreed with Cyric's needed for the boats, rowed by merrenoloths, and also for the
plan. war chests. The tanar'ri don't intend to hire yogoloth but the
chests are necessary in case the baatezu hire their services.
The Execution As the biggest offensive ever from the demons part, this took
With the help from Cyric and Malik (replace them by any some time, but the amount of gold amassed was huge.
other deity you want), the demons started to execute their Finally, demons got briefed on the strategy, something they
plan. It was very hard to decide who would deal with the really didn't know what it was. It was hard to understand but
infections, and who would invade Avernus. Everyone wanted the lords were very convincing. Once that happened, they
to deal with the infections as chances are that this ritual is started the incursion. It took a really long time to onboard
located somewhere in the Material Plane. However, Cyric everyone in the boats. They filled a good portion of the Styx.
once again used his persuasion and deception powers to let The devils were caught by surprise. Firstly, by the tanar'ri
the demons know that much power awaited those that would numbers. Secondly, with their otganization and strategy.
wipe the devils from their land. This eased things a bit, but Lastly, but certainly not least, by the demon lords. They never
not completely. expected to see that many down there. Long story short, the
Finally, they reached an agreement: Fraz-Urb'luu, Yeenoghu devils stood their ground, for a while, but this wasn't enough
and Zuggtmoy would deal with the infections and Jubilex, to resist. Most devils were killed, some fled and a few got
Orcus, Graz'zt, Demogorgon and Baphomet would strike holed up in some castles and fortresses.
Avernus. Zariel fell in battle, and Bel fled to a fortress, now besieged.
Avernus is taken by demons and even though some devils are
Demonic Infections still there, tanar'ri won that battle. What happened next could
Once again, using the help from the deity (Cyric or any other), be esaily anticipated and this was probably what Cyric
they decide the best locations to start the infections. They planned all along: bring chaos to the Nine Hells and the
chose remote locations, like mountains, deserts and cave Material Plane. The demons started to discuss what to do
systems. It was a hard task for chaos creatures to lie down in next, and obviously they didn't agree and soon started the
a place for such a long time, but they were threatned by the fight each other off. Some specific units are still on siege but
lords themselves. The goal was to avoid attention as much as mostly they now went back to the state they were before
possible. Cyric contacted them.
The exact locations depend on your setting. In Faerûn, Avernus is slowly taking features from the Abyss, but the
some options are the Spine of the World, Shaar Desolation strength of Baator delays this process a great deal. The devils
and Anauroch. There could be more options, once again, you that fled reported the situation to Dispater in Dis, who
can decide what best suits you. promptly warned Asmodeus. The King of Hell knows that
The demons are allowed to go wild from time to time, but they don't stand a chance of going further, Dis and below, so
always with accompanied with chasmes and vrocks in order he's not much worried. He does feel sorry for Zariel, as he had
to eliminate any posible fleeing witness. Word can't go out high hopes for her. For now, he's interested in watching what
about these events, or else it could risk the plan. will happen next, while starting his plan to re-take Avernus.
Of course, he's in no rush at all. He has other matters to deal
Strike with.
The first step for the attack was to gather all possible units
available to attack Avernus. Of course, many demons would
still remain in the Abyss for a very unlikly counter-attack.
Many demons would also be involved in the infections. The
tanar'ri force summed up hundreds of thousands units, of
course, most of it composed by dretches.
However this time, the demons were being advised by
Cyric and his followers, and they were, for the first time in
eons, united. They built some weaponery that they didn't use
to use, like some explosives for suicide dretches, rams and
even some catapults.

Yugoloths, neutral mercenaries


These creatures offer their services as mercenaries
for any side of the Blood War, usually the side who
pays more. Dying in the Abyss or Nine Hells means
nothing to them. So both demons and devils use to
hire them, but both sides carry war chests to turn
them to the other side.

5
Once in a quiet place, Bibgy presents himself and explains
Overview what's going on.
This campaign intends to introduce many dilema to the
group: siding with devils, sparing demon lords, or maybe Thank you for you time, folks. I wish I did not have to bother
nothing like that. Their actions and decisions will have an you, but times are dire. I am a member of a secret organization
impact in the story and the world. called the Keepers of the Balance. We ensure that forces of
The progress system will be Milestone and they Player Law and Chaos are kept in balance, avoiding that one side does
Characters (PCs) will go from lvl 10 to 20, passing through not prevail over the oher. There are many threats that could
the Abyss in the Material Plane, the Nine Hells and the Abyss bring great harm to this plane, and even other planes. But the
itself. They may wish to have never been born, who knows. greatest one is the eternal battle between demons and devils,
The group will have some support from the Keepers of the
Balance, but the heavy lifting will be done by the heroes. They tanar'ri and baatezu. This war has been going on since the
will venture on very dangerous journey and if they fail, it could beginning of times and we recently focused our efforts on
mean the end of the Material Plane how they know it. making sure that no side would get the upper hand on the
The group will have to stop demons from infecting the other. However, for a still unknown reason, demons tipped the
whole world, ending all life on it. They will need to fight a scales of the balances and we are all in an unspeakable danger.
demon lord in the process. Aside from that, they will venture We heard of your great deeds and we believe that you can help
to the Nine Hells, and for their surprise, they will find it us in getting the situation under control once more. Will you
crawling with demons instead of devils. In order to restore
the balance between Chaos and Law, they will need to help help us?
the devils to repell their enemies back. However there will be
many challenges to achieve this, inclusing having to go to the If the group decides that they want to help, he invites them to
Abyss in order to find important talismans there. Much leave first thing in the morning, the destination being the
actions awaits the heroes in this journey! Keepers's hidden location. Bigby will use teleportation circle
to take them there. He keeps the location a secret, for now.
You can define where it should be located. In Faerûn, it could
Adventure Hooks be in the basement of a commercial building in Waterdeep.
The main way to hook the PCs in this campaign is through If the group declines his offer, Bigby offers 25000gp up
the Keepers of the Balance. Some other methods can be used front, plus 25000gp once the job is done. If they still refuse,
through. Find some examples below and feel free to come he's clearly disapointed and says that if the group change
with any option you like. The hooks below are best used in a their mind, they can message him magically. In that case, use
sequence. If the first doesn't work, go for the second. If the one of the other hooks presented next.
group is still not interested, go for the last.
Weird Rumors
Keepers of the Balance Have the group start hearing rumors in taverns, marketplaces
Considering that the group is composed by at least 4 PCs of or similar places. Even if the PCs are currently far from the
level 10, this most likely means that they already brought infected locations, and even if the demons took special
some impact on the world. Their deeds have reached the ears measures to avoid getting too much attention, word still got
of Mordenkainen and his disciplices. out.
Bigby is sent to contact the group. This contact can happen Here are some examples of rumors that the PCs can be
wherever you wish, like the traditional tavern, or any place made aware in public spaces. You can roll a d6 or choose an
you prefer. He's going to keep a low profile, brown cloak with option. You can also decide the location from where the
hood. He only speaks to the group in a private place. Even if rumor is from based on the Demonic Infections locations you
he meets them in a tavern, he asks to go to somewhere chose.
quieter. He says that he has an important matter to discuss d6
with them. If the PCs insisti on knowing the topic, he says it Result Rumor
involves the fate of the world.
1 Heard about big attacks from demons, didn't
witness them
2 Witnessed a village or town be destroyed by a huge
demon squad
3 A friend of an NPC the group interacted in the past
is looking for help as he got a distress message
from the NPC
4 Guards are worried about the demonic attacks as
they started hearing these reports from too many
people, and where's smoke, there's fire
5 Treated a wounded villager from fled during a
demonic incursion
6 Received a message via raven from a town warning
about the demon attack
Image from greyhawk.wikia.com

6
The Mad Prophet There are several shelves full of scrolls and books, hugging
most walls. There is a wooden door that most likely leads in
Have the group encounter a man preaching the end of the and out this place, up the building. One of the books, known
world in some marketplace or similarly crowded location. He only by the members of this organization, opens up a secret
passes his message loudly and the mix of his behavior with passage that leads to another room. That room is
the content of the message has rendered the man the title of automatically lit with triggered light spell once the passage is
mad or fool. Nobody believes in him. opened. It's a smaller, squared room with stands and chests
The man (human) is called Eatoh. He's an artist and he containing gold, magic items and other resources. The
travels the world capturing landscapes and land features in Keepers are willing to equip each PC with an item of their
his canvas. Some of them are close to the pedestal where choice among what they have there. The item cannot be
Eatoh stands, delivering his message. If the PCs look at the legendary though. They have around 10 of each item type
canvas, they will see some beautiful landscapes of mountains, (e.g. 10 weapons, 10 armor suits, 10 rings, 10 amulets, 10
beaches, prairies (some of them they even recognize and arcane focuses, etc). You can prepare the list of items
realize that the man has a unique talent), but they will find beforehand, taking in consideration the mix as something like
some other paintings that are very worrying: maelstorms of 5 uncommon, 3 rare and 2 very rare items of each kind.
unimaginable sizes, coupled with lightnings all around, fierie At the end of their explanation, before going out to deal
clouds, acidic lakes, forest turned into horrid funghi, and so with the demonic infections, the Keepers deliver to the group
on. a very powerful item: Ao's Touch. They have 3 of these
If asked about these paintings, he stops addressing people consumable items. Using it grants the effects of a long rest to
passing by and focuses his attention on the PCs, happy that any 6 targets in sight. They say to use this only as last resort.
someone has shown interest in his message. He says that he They won't get another one.
came across these places during his most recent travels. He Present in this room are Mordenkainen, Bigby and Rary.
obviously didn't get close since it was quite visible to things All of them are powerful wizards, Mordenkainen being the
were bad. He used an apparatus he bought from a gnome most powerful, and they will brief the group on the current
engineer, something called a binocular. He tried to record the situation.
location as fast as possible to get the hell out of there as soon
as possible. He encoutered many more similar locations so Introductions
he decided to warn people about the end, which was close. If First of all, Mordenkainen will take the lead and say:
asked about the locations, he will inform where to find them,
but he warns them once more: the place is doomed and
nothing can be done anymore. Gentlemen, thank you for accepting our invitation. I am
Mordenkainen, leader of the Kepers of the Balance. I am sure
that you have many questions for us, and let me tell you, many
Important Note more will arise. But we will try to minimize this impact. You
The group can go to one of the locations to deal have been introduced to Bigby, my associate, and this is Rary,
with one infection without contacting Bigby. If that
happens, there is a 33% chance (roll a d100) of another business partner. We are all archmages, invested in
the group acting on an infection that is already making sure that this world, and other worlds and planes
being dealt with by a Keeper and his group. If that around it, are kept safe. The force that makes the multiverse
is the case, the Keeper tells the group that they resist and survive is Balance. However we only get involved
should meet back at the same place where they when the situation requires action from our side. Most wars
met the first time after they finish dealing with this.
If that happens, then change the order of the from the Material Plane do not interest us, but there are still
section called The Lesson to after the first chapter. many threats. We also seldom get directly involved as we like
to keep a low profile. As you can imagine, this one of these
situations which needs our action. We will provide details very
shortly but long story short, demons are gaining incredible
The Lesson amount of power and this is not good for anyone. Before we
Considering that the group accepted to go with Bigby when get down to business, what questions do you have?
he asked for teir help, or if they contacted him after dealing
with the Demonic Infections, Bigby will teleport them to the Here the Keepers can answer the questions from the PCs.
basement of the commercial building mentioned in the Use the information contained in the D&D Background
Adventure Hooks. The place has stone walls, ceiling and section of this file. If they ask questions that are contained in
ground. In the center of the big room is a huge oaken table that area of the adventure, have Mordenkainen explain that
with a big map painted on it. This map represents the they will be briefed on that topic soon. Once this part is done,
Material Plane. On one of the walls is a representation of the Mordenkainen asks the group to sit around the table and he's
multiverse, showing planes lie the Abyss, Nine Hells, going to give most of the information under D&D
Shadowfell and other, and how they interact with the Material Background. He's going to start with the Pact Primeval, then
Plane. The room is bright due to a few focals points caused talk about the Blood War and reinforce the importance of not
by a light spell. having any side getting stonger than the other. They'll also
provide an overview abouts demons, Avernus and abyssal
landscapes traits.

7
Demonic Infections A Stain in Reality
The demonic virus is now permament. Killing the demons
Demons spread across planes infecting the plane by will not remove the Abyss's influence over that place. The
travelling there and starting a transformation to make that infection grows further, depending on where the demons go.
place look like their home plane: chaos incarnate. There are If the demons are killed, the direct threat is over but the place
four phases for an infection: continues twisted and the portal remains dormant, but still
there. Mortal forces need to keep watch of it to avoid its use.
Initital Infection
Demons need to stay a long time in the same place to start Apocalypse Now
infecting that location. After a while, depending on the If nothing is done, the infection grows strong enough for a
summed force of the demons present in that location, the Demon Lord to join the fray. These portals start to get the
barriers between that plane and the Abyss start to break. It attention of these lords and even more than one could fight
could take years to a month. The area where the demons over the control of a region. The presence of a lord is a
must stay is around six miles on a side. cataclysmic event. Demons start to act as the wish of that
During the first stage, the natural world receeds and gives leader and with that, they get enough power to cause
place to horrid features. Plants get twisted, trees get stinking unthinkable destruction and murder.
tumors instead of leaves, branches wither and die. Bodies of The only hope is expulsing the demon lord and take control
water become tainted, poisonous, acidic. Besides, the of the incursion. If the infection runs its course, nothing of
weather changes to an extreme that isn't normal for the that world remains. It becomes another layer of the Abyss
region. Killing the demons infecting the location will stop the
process, but it will take some time for the nature to go back to This is how it usually happens, according to the Keepers. Of
its original state. course, demons were never able to make it through phase 4,
and they seldom make it to phase 3. But this time something
Growing Menace different happened. First of all, the tanar'ri infected the
After long enough, a portal opens up to the Abyss, but that Material Plance way too fast. Secondly, they managed to keep
place is huge and it may appear in a deserted location. Once the incursion reasonably discrete. And lastly, they made it to a
more demons start using the portal, the connection between stage that has never been seen in centuries.
the Abyss and that region grows stronger. The extreme The Keepers are aware of three regions that are heavily
weather gives place to maelstorms, strong winds that hurl affected that require immediate attention. However, there is
people around, becoming a place where life is not possible. something else that is worrying them: Avernus. Before going
The demons are still not directed by a single will and the into that subject, they quickly tell the group about the main
ties to the Abyss are such that if the demons are reduced to known Demon Lords:
half their numbers, the portal will fade away in time. Demon Lords
Lord Keywords
Baphomet Savagery, hunting, labyrinths, minotaurs
Demogorgon Twin headed, violence, rage, destroy all
creatures, void
Fraz-Urb'luu Deceptive, illusionist, lier, lead to self-
delusion
Graz'zt Pleasure, lust, hedonist, indulgence
Jubilex Faceless, ooze, slimes
Yeenoghu Predator, devour creatures, carnage, gnolls
Orcus Undeads, end of life, undeath
Zuggtmoy Fungi, mold, meld all life in one organism

Avernus and the Nine Hells


The Keepers know that if the demons launched three
infections of that size on the Material Plane, it most likely
means that the also launched an attack to Avernus in order to
avoid an attack to these unprotected layers of the Abyss.
As a matter of fact, the archmages are puzzled by what's
happening. Three incursions of that size can't be a
coincidence. Their sources reveal that there has been chatter
among some cults, although they don't know the details. They
only know that there are strong indication for an attack from
the tanar'ri side against the baatezu. And this is even more
puzzling as it would mean that the Demon Lords are working
together. They sincerely hope they're wrong.

8 Image from worldofeletale.wikia.com


Mordenkainen explains that after the infections have been
dealt with, the group should go to Avernus to check things
there. However, since there won't be time once they put the
plan into motion, the archmage tells some important aspects
about Avernus and the Nine Hells.
Avernus
This is the first layer of the Nine Hells, and the responsible
Archdevil is Zariel, a former angel from the heavens. The
River Styx flows from the Abyss to Avernus and the demons
use merrenoloths, a ferry yogoloth that sail the demons into
Avernus, for the right (and high) price.
The Keepers believe that a fight is going down there, but
their goal is deal with the infection first (they'll need help
from the group) and then make sure that the Material Plane
is safe. After that, the group would go to Avernus and assess
the situation. They reinforce that no side can get the upper
hand in the battle. They also warn the adventurers that there
are high chances for them to meet a Demon Lord and
possible other powerful creatures like Zariel or even Bel
(former archduke of Avernus).
In order to get there, one of the Keepers will take them to
their destination via spell and head back to the Material
Plane. Their HQ has a Teleportation Circle to facilitate travel.
The shelves also contain more than 20 Plane Shift scrolls.
They allow the group to use one per day until they are able to
learn that spell and cast it themselves.
Mordenkainen also provides a basic explanation of the
structure of the Nine Hells so that the group has an overall
understanding of the place. None of them have been in any
layer other than Avernus, so the information they will give is
based on reaserch and book.
Nine Hells Structure
Layer Ruler Layer Name
1 Zariel Avernus
2 Dispater Dis
3 Mammon Minauros
4 Belial and Fierna Phlegethos
5 Levistus Stygia
6 Glaysa Malbolge
7 Baalzebu Maladomini
8 Mephistopheles Cania
9 Asmodeus Nessus

The group is also informed about some basic features from


Avernus. Use the information from this to describe Avernus'
features link.

9
Chapter One: Demonic Infections

T
he goal of this part of the module is to drive the Step 1: Modifying the Landscape
demonic forces back, preferrably killing them.
Even if the group succeeds, the infected place Think on the location where the group decided to go. What
will remain forever tainted and its portals was there before the demons invaded the place? Was it a
needing forever guarding. The heroes can get swamp? Grasslands? Based on this, check the table below
here either with with help of the Keepers, by that has some examples of features to use in order to make
chance, or from any other hooks listed earlier that place look like pure chaos. Each feature will have a brief
in the module. You can think of this chapter as a gauntlet. explanation after the table below. You can combine them, like
Much skill, tactics, experience, sweat and blood will be a forest in a hill, or an artic mountain. Additional to that, there
needed in order to fight off these horrible creatures in a are generic features that could be added to any landscape.
incredibly hostile environment. Use a few of those too.
The number before the feature represents the result of the
d6. Use 3 to 4 features, preferrably. If you want to use them
Build your Abyss! all, it's fine, although it may bring some unecessary
There are three main areas where they can go, as explained complexity to the game. Besides, each area will be almost 10
earlier. Each area is under the influence of one of the miles long so there could be more than one original
following lords: Yeenoghu, Fraz-Urb'luu and Zuggtmoy. The landscapes. For instance, the area where the infection
landscape of the area will depend on its original state happened could have been hills with grasslands and a small
(mountain, forest, desert, etc) and on the lord. The next forest. So in this case, you can customize each sub-area with
sections of this module will provide information on how to abyssal features. This would bring more variety to the game.
present the place chosen by the group according to your This will be a very hostile place, most like likly the most
preference. This chapter will not have three specific options, hostile location the group has ever been. Hence, resting will
but rather instructions on building your very own demonic be a challenge. Aside from magical means, it's going to be
infection. The information will be presented in tables with almost impossible to stay in the same place for 8 hours and
random options but of course you don't need to roll a dice to rest. Food and water will not be available either. Mounts, like
pick one option. Also, remember: no life exist other than the horse and the like, will most likely die under the severe and
demons (and a lone devil, see later on). aggressive conditions of the place. You can have the Keepers
warn the group about this if you want.

Step 1: Modifying the Landscape


10
Landscape Custoziming If the PC makes an effort to remain close to the ice, it has
Original Modified disadvantage on the Exhaustion check.
Extreme heat: each hour under this weather requires a
Artic 1. Dificult ground, 2. frozen trees, 3.
snowstorms, 4. ice glass storms !, 5. extreme
Constitution saving throw DC 10 or grants an Exhaustion
cold, 6. engulfing ice lake ! level. Adequate clothing to hot temperatures will earn an
automatic success.
Desert 1. Difficult ground, 2. extreme heat, Sandstorms: each hour under this weather requires a
3.sandstorms, 4. insect tornados !, 5. hurling
winds, 6. dune waves !
Constitution saving throw DC 15 or grants an Exhaustion
level. Besides, PCs within this area are blind and deaf.
Forest 1. Poisonous mushrooms !, 2. stinking trees !, 3. Insect tornados: this is a Gargantuan swarm of insects,
deadly bushes !, 4. carnivore plants !, 5. spiked which has a speed of 30ft. Additionally, one swarm of insects
trees, 6. fiery trees will attack each PC while they are at 20ft of the tornado. Any
Grassland 1. Difficult ground, 2. deadly bushes !, 3. hurling PC inside the tornado will take 1d6 piercing damage per
winds !, 4. insect tornados !, 5. killing grass !, 6. round.
sulfur lake ! Dune waves: pushed by extremly strong winds, the sand
Hill 1. Difficult ground, 2. living rocks !, 3. hurling dunes advance and navigate through the desert like water
winds !, 4. explosive rocks !, 5. deadly bushes !, waves in the sea. Their movement is 60ft, they have a height
6. slippery slope ! of 30ft and are 100ft wide. Any PC caught in it will be buried
Mountain 1. Difficult ground, 2. living rocks !, 3. hurling in sand, stopping to breathe. The PC can try to get back to the
winds !, 4. erupting volcanos !, 5. explosive surface, but it requires a successful Strength checks at DC
rocks !, 6. slippery slope ! 20. Each attempt removes a round without being able to
Swamp 1. Acidic water !, 2. fetid water !, 3. stinking
breathe. So if the PC has a total of 20 rounds (2 minutes) to
trees, 4. quicksand !, 5. fiery trees, 6. frozen remain alive without breathing, each attempt will cost a
trees round.
Poisonous mushrooms: these are big mushrooms that
Generic Poisonous water !, floating stones !, toxic
features geysers !, hot geysers !, engulfing ground !,
release spores in different colors that form an area of 30ft
madness zone !, toxic fog !, silence zone !, radius from each plant. Any PC that enters the area must
demon den !, blood water body !, lake of the succeed a Constitution saving throw DC 15 or become
dead !, scream zone ! poisoned for an hour. Each additional turn inside the spores
requires another test in case the first one is successul.
Features tagged with an exclamation mark (!) are random. Stinking trees: these are dead and withered trees with
Note them down. disgusting tumors intead of leaves. Pus drops out of the
tumor and the tree stinks badly. Anyone at 30ft from such
Abyssal Features' Description trees will have disadvantage in any attack due to the strong
Dificult ground: all the area is difficult terrain. It could be smell.
knee deep snow, soft deep sand, living grass that attaches to Deadly bushes: these bushes have spikes and tentacles.
the feet, steep rocks. You name it. Any PC that gets within its reach will be attacked by the
Frozen trees: each tree has a 10ft aura that causes 1d6 bushes (see below). It has +0 Initiative bonus. Once it
cold damage and slows the target (half movement) per round. grapples a target, it's going to pull it back to the main body.
Exposure for 1 minute close to such a tree will freeze the Once that happens, the target takes 1d10 piercing damage
target to death, making it a frozen statue. Roleplay this to PC per round and continues under the effects listed in the attack
so he/she can understand that things are escalating. below. The PC can try to escape using the same rules as
Snowstorms': each hour under this weather requires a below. Any PC attacking the bushes from outside will deal
Constitution saving throw DC 15 or grants an Exhaustion half damage to the engulfed PC.
level. Besides, the area is considered dim light. Special Tendril. Melee Weapon Attack: +10 to hit, reach 50 ft., one
clothing for harsh conditions will reduce the save to DC 10. creature. The target is grappled (escape DC 15). Until the
Extreme cold: each hour under this weather requires a grapple ends, the target is restrained and has disadvantage
Constitution saving throw DC 10 or grants an Exhaustion on Strength checks and Strength saving throws, and the
level. Special clothing for harsh conditions will mitigate this deadly bush can't grapple anyone else. Each tendril can be
and provide an automatic success. attacked (AC 15, 15 hit points).
Ice glass storms: 100ft radius area with the same features Carnivore plants: this is a large and weird plant. Anyone
of extreme cold (above), adding 1d4 slashing damage per passing by at 10ft from it will see its petals turn into an ugly
round. mouth full of pointy teeth and it will attempt to bite that PC.
Engulfing ice lake: a lake of 200ft diamter, hidden and Its Initiative bonus is +0. The plant has AC 15 (natural armor)
covered with snow, of very thick ice. However, for every 60ft and 50HP.
walked on it, have each PC roll a Reflex saving throw DC 15 Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
due to a hole opening under one of the PCs. Roll a dice to creature. The target takes 3d8+5 piercing damage.
determine which one will be affected. A failed save means the Spiked trees: dried trees with trunks and branches full of
PC falls into the freezing water and the hole in the ice spikes. Each spike deals 1d4 damage. The branches have
immediately closes back. A Constitution saving throw DC 20 longer spikes similar to stalagtites. Any PC passing below
is necessary to avoid Exhaustion levels. One check is needed such a tree at 15ft from the trunk has a 30% chance to be hit
every round. The ice has AC 15, hardness 5 and 50HP. by a falling spike, taking 1d8 piercing damage.

11
Fiery trees: these trees are completely on fire. A living fire. Erupting volcanos: lava rocks will erupt from the volcano
Anyone close to 10ft from it has a 50% chance of being hit by and rain on the group. During a 250ft radiu area, these rocks
a burst of flame, dealing 1d10 fire damage on a failed Reflex will fall every round on a point you choose. The PCs need to
saving throw DC 15, or half as much on a successful one. pass a Reflex saving throw DC 17 or take 2d8 bludgeoning
Killing grass: this particular patch of grass usually stands damage. Any PC will take 3d6 fire damage from the splashing
a bit taller than the "normal" attaching grass. It also has a lava.
darker color. Only a PC with Passive Perception of 25 will Poisonous water: any PC that drinks this water will
notice the difference. This is a living organism that will wait automatically become poisoned for an hour. This is a very
for the whole group to be in the middle of the patch to raise strong poison and not even the stronger mortal can resist to
and attack. Anyone caught by the patch will need to succeed its effects. The water has a dark, brown color.
in a Reflex saving throw DC 20 or be grappled and restrained. Acidic water: any PC that touches or enters the water will
Once that happens, the patch will grow and close on the take 1d6 acid damage per round while in contact with the
targets. They can attempt to break free with an Athletics or water. The water has a green color and some bubles erupt
Acrobatics check DC 20. In 10 rounds, the PC will be from it.
completely covered by the grass. From that point, escape is Fetid water: this water is dark and black, and stinks very
not possible anymore. The grass will close on the PC, killing strongly. Any PC close to 30ft from it will have disadvantage
it by breaking the bones. A PC from from outside the patch on attack rolls. Getting in contact will incur in contracting the
can burn it and in 5 rounds, the patch will die. Any PC caught Demonic Disease, unless passing a Constitution saving throw
in the fire will take 1d6 fire damage per round. DC 17. Any PC infected by this disease will have
Living rocks: these rocks are alive and will slide down on disadvantage on saving throw rolls due to to strong
the group. They are usually 10 to 20ft wide. They will aim for migraines.
the group and have a +13 bonus attack. On a hit, they deal Quicksand: this is difficult terrain and usually covers a 20ft
2d6 bludgeoning damage. They attack only once, on their radius area. Each creature standing in its area must succeed
descent. on a Strength saving throw DC 15 or become restrained. A
Hurling winds: a very strong wind that requires anyone creature that enters the area or ends its turn there must also
caught by it to pass a Reflex saving throw DC 17 or be thrown succeed on a Strength saving throw or become restrained.
against the ground, falling prone, being pushed 15ft and Creatures restrained by the quicksand can use their action to
taking 1d6 bludgeoning damage. make a Strength check against DC 15. On a success, they
Explosive rocks: these rocks will explode and shatter into frees themselves. On a failure, they further sink into the
thousands of small, sharp spikes, dealing 2d8 piercing quicksand and haave disadvantage on subsequent Strength
damage on a failed Reflex saving throw DC 15, or half as checks made to escape it, until they escape. In 5 rounds,
much on a successful one. creatures will be completely engulfed by the quicksand. From
Slippery Slope: when wakling on a high place, a patch of that point onwards, breathing is not possible anymore. If a
ground will contain slippery small rocks that like have any PC PC is holding a rope, the group by pull the PC out and
walking them fall prone unless they succeed on a Dextery attempt to save his/her life.
saving throw DC 15. also, there's a 50% chance that the PC Sulfur lake: any PC at 30ft from the lake will have
may fall a precipe or something similar. You decide the height disadvantage on attack rolls due to strong coughing.
of the fall.

12
Floting stones: these stones are like small spikes (1 foot This will be purely cosmetic in order to avoid too much
long), floating in the air with the pointy end facing the ground. complexity, considering that Step 1 already brings some of it
Any PC getting 30ft from them will get attacked. It will fly and to the table. Check the table below and choose or roll two
thrust itself into the PC, then shatter. They hit with +10 bonus features to add to your own abyssal infection.
and deal 1d8 piercing damage. Demon Lord Features
Toxic geysers: these vapors are toxic and poison anyone
that fails a Constitution saving throw DC 17. The poison lasts Lord Feature
for an hour. The PC will be sent up 30ft and fall, taking Yeenoghu 1. Yellow twisted trees, 2. red waste, 3.
additional 3d6 damage. animal/humanoid carcasses, 4. howling winds
Hot geyser: these vapors are extremely hot and will burn Zuggtmoy 1. Fungi vegetation, 2. gargantuan mold, 3. air
the target who fail a Reflex saving throw DC 17, taking 1d10 spores, 4. fungi people
fire damage or half as much on a failed save. The PC will be
sent up 30ft and fall, taking additional 3d6 damage. Fraz- 1. Blood sand, 2. demon's teeth, 3. drooling
Engulfing ground: the ground below the PC will open up, Urb'luu jungle, 4. illusions
swallowing the target. A Reflex saving throw DC 13 allows to
avoid this, but a failure will incur in a fall of 1000ft (2 rounds Yellow twisted trees: all trees from the location have a
falling, 100d6 damage), landing in the Underdark (or any yellow color and are all twisted, trunks and branches, looking
similar place). like tall, wooden, grim spires.
Madness zone: this zone is invisible and is usually 50ft Red waste: dry, cracked and dusty waste of reddish color.
radius (100ft diameter). Any PC in the zone will start to see Some of these cracks may contain demon dens (see Step 1).
things (e.g. one ally be crushed by a gigantic foot, or the ally Animal/humanoid carcasses: the demons and gnolls (on
would start ripping out his/her eyes, etc). Any PC in the zone early infection stages) feasted on all kind of creatures, and
must succeed on a Wisdom saving throw DC 17 or gain one their carcasses are spread across the place, rotting.
Madness level. Repeat the test each round, gaining further Howling winds: howling sounds can be heard in the wind,
levels of Madness, up to Indefinite Madness. Check the DMG, coming from all directions. It's slightly unnerving. But it's
pag 259-260 for more information on Madness. nothing more than sounds.
Toxic fog: the fog is usually 200ft radius and any PC in it Fungi vegetation: could be trees, plants, mushrooms,
must pass a Constitution saving throw DC 15 or become grass, anything. Any plant or vegetation found by the group
poisoned for an hour. Additionally to that, the PC will be will be a twsited fungi version.
affected by the effects of the burnt other fumes poison from Gargantuan mold: huge areas of ground, trees, rocks can
the DMG, page 258. be completely covered by mold, of different colors. Mold
Silence zone: this 50ft radius zone works like the silence everywhere.
spell, but this cannot be dispelled. Air spores: these could come from fungi vegetation or
Demon den: this could be a cave, some place between the mushrooms. They don't harm or hinder the adventureres, but
trees, you name it. Here a group of demons gathers. Use the they could cause some caution anytime a different type is
Random Encounter table (below) and run a combat. found. These spores can have different colors.
Blood water body: it could be a river, a lake or something Fungi people: Zuggtmoy may have turned some people
similar. The water was replaced by blood. Any creature that into her image rather than killing them. These are hunched
contacts it must succeed on a Wisdom saving throw DC 17 or figures, not living anymore. Not like before anyways. Their
get a level of Madness. bodies are covered with all kind of fungi, mushrooms, or
Lake of the dead: the water is full of corpses from the mold. Truly a disgusting sight. They are harmless.
people that the demons killed in the region. The sight of it Blood sand: red, dark sand, like blood, fill the place. Even
requires a Wisdom saving throw DC 17 or incurs in a level of the smell looks like blood.
Madness. Demon's teeth: rocks that are jagged, sharp and pointy,
Scream zone: this 50ft radius zone echoes with looking like teeth. Extreme caution is necessary in order to
maddening screams. Anyone in the zone is deaf to anything avoid getting cut or pierced.
else than the screams, and also each PC must succeed on a Drooling jungle: flesh trees with flappy mouths on the
Wisdom saving throw DC 17 or get a level of Madness. trunk of the trees, echoing gasps constantly. Tongues jut out
of these teeth-filled mouths.
Step 1 Summary Illusions: here you can invent any kind of illusion you seem
Once this step is done, you should have a list of 3 to 4 fit for a demonic scenario. For example, an illusion of a
landscape features, with 2 to 3 generic ones. Remember to mountain size demon or a dark, cloud dragon breathing
note all the features with an exclamation mark, as those are lightning from the skies.
randomly found throurought the place. There will be more Step 2 Summary
features in the next steps and once you have the complete list, You now have a more personalized and interesting
a method to randomize them to present them to your group infection on your hands. Like mentioned earlier, these
will be explained. features are only for design and setting purposes, not
Step 2: Demon Lord Features bringing any mechanics into the table. Your abyssal incursion
is starting to take form!
The next step is to add a few features that are the signature
of the demon lord that commands the infection.

13
Step 3: The Weather
Some aspects of the weather were described in Step 1, for the obvious scenarios (e.g. Artic, Desert). Here again some options
are random and tagged with a exclamation mark, so note them down. Some have mechanics, some don't. This step explores the
weather conditions a bit more. Some parts of the table below can be ignored for the examples mentioned above. Once again, you
will have the option of random choices or manual pick the ones you like the most. It's up to you! Choose or roll on option from
each aspect of the weather and note it down. For the "Skies" aspect, you can choose more than one option. Preferrably a random
one and a static one (fiery clouds and maelstorms are static, for instance).
Abyssal Weather Table
Aspect Options
Temperature 1. extreme cold !, 2. cold, 3. cool, 4. warm, 5. hot, 6. extreme heat !
Skies 1. fiery clouds, 2. maelstrom, 3. lightning tempest !, 4. deafening thunders !, 5. blood rain !, 6. acidic rain !
Wind 1. no wind, 2. breeze, 3. moderate wind, 4. strong wind, 5. hurling winds !, 6. tornados !
Humidity 1. no humidity, 2. humid, 3. very humid, 4. dry, 5. very dry, 6. mix

Extreme cold: see Step 1


Cold: without apropriated clothing, a PC must succeed on a Constitution saving throw DC 10 at the end of a day or earn an
Exhaustion level.
Cool: no impact on the PCs. Some may find this comfortable.
Warm: no impact on the PCs. Some may find this comfortable.
Hot: without apropriated clothing, a PC must succeed on a Constitution saving throw DC 10 at the end of a day or earn an
Exhaustion level.
Extreme heat: see Step 1
Fiery clouds: cosmetic effect. The clouds have red, purple, orange colors, many times looking like they're on fire.
Maelstrom: costmetic effect. The clouds are angry, like fighting each other. They are gray, black, dark, lightning from the inside
like preparing to rain down strikes from their guts.
Lightning tempest: lightning stikes bolt down very often, hitting the ground, trees, or creatures. They hit with a huge force and
shake the ground where they strike. This condition can last up to 10 minutes. For each minute under these black, roaring skies,
there's 50% chance that a lightning will strike on the group. The strike hits a point in a radius of 5ft (4 squares total), dealing 8d6
lightning damage and dropping the target prone on a failed Dexterity saving throw DC 15. A success cuts the damage by half and
the PCs remain standing.
14
Deafening thunders: huge, dark clouds looking like Step 4: Put Everything Together
demonic faces roar with thunders so loud that anyone
hearing them will be deafened temporarily. These thunders You now have many static and random features. The
can last up to 10 minutes. For each minute under these skies, random ones should be an odd number like mentioned
a Constitution saving throw DC 15 is needed to avoid getting before, in order to be able to randomize them through a dice
deafened. This condition effect lasts for a minute. roll (ideally a d6, d8 or d10). The table below will help you to
Blood rain: dark, red clouds will form and remain "active" organize all of them in order to make it easier to run your
for 30 minutes. Blood dropplet will rain down in an area of abyssal infection. If you decide to use multiple landscapes,
around 500ft radius. This blood is thick and sticky and will there are three entries in the table to do so.
impregnate on any creature that get hit. Start explaining to Your Abyssal Infection - Static Features
the PCs that this is not a comfortable situation and the longer Aspect Static Features
the stay under this blood rain, the stronger this feeling gets.
After the first minute, the group needs to succeed on Wisdom Original Landscape 1
saving throws DC 15 for each minute or get a Madness level. Original Landscape 2
Acidic rain: huge, brown, greenish cloud will form for 10
minutes before vanishing. Green, corrosive dropplets will Original Landscape 3
start an acidic rain. Each round under such rain causes 1d4 Demon Lord
acid damage. This acidic is especially bad for metals, and any Temperature
weapon or armor under this rain for more than 5 minutes will
lost its properties and will be rendered useless. Roleplay this Skies
to the group, mentioning that it's obvious to notice that the Wind
acid is slowly eating through the metal.
No wind: no impact on the game. Humidity
Breeze: no impact on the game. Some might find this nice.
Moderate wind: depending on the Temperature and Use the table below to list only the random features. Assign
Humidity, this wind can be slightly annoying. each feature to a number, which will be the result of the dice.
Strong wind: if Humidity is "Very humid", increase the DC The table goes up to 10, but you don't need to fully fill it.
for "extreme cold" and "extreme heat" by 2. Your Abyssal Infection - Random Features
Hurling winds: see Step 1. Dice Result Random Feature
Tornados: the tornados are visible and can be easily
avoided. However, if for any reason the group gets 30ft close 1
from it, have them roll a Dexterity or Strength saving throw 2
DC 17. A failure means they are dragged inside the tornado
and travel up until they eventually are thrown out of the 3
tornado, taking 50d6 fall damage. While inside the tornado, 4
they are restrained but can cast spells. They remain inside 5
the tornado for a few minutes.
No humidity: best scenario. No impact at all. 6
Humid: this is managable, although it makes hot, extreme 7
cold, cold and extreme cold quite uncomfortable. No impact
in the game, just roleplay the feeling to the group. 8
Very humid: for "extreme cold" and "extreme heat", 9
increase the Constitution saving throw DC by 2. In "extreme 10
cold", explain that the cold feels even colder due to the high
humidity in the air. And in "extreme heat", explain that it's Step 4 Summary
hard to breathe.
Dry: no impact, doesn't affect the group. Snow is more You now have everything organized and listed in two tables.
similar to a powder and doesn't stick together. Also hot and It's almost done! Only one more steps to make sure this
extreme heat are much more managable to bear. infection exploration will be an awesome experience.
Very dry: similar to "dry", but slightly more aggravating.
PCs get thristy faster, so for both extreme temperatures, Step 5: Draw a Map
increase the DC by 1. Since the infection will have an area of at least 6 miles long
Mix: this weird fenomenom shifts between very humid and by 6 miles, with the possibility of reaching up to 10 miles, you
very dry, incresing the DC for extreme weather by 1. need to understand what inside these borders. You could
Step 3 Summary even take something that is ready from an existing setting,
You now have a lot of features that will bring the abyss to like Forgotten Realms, or you could draw as it better suits
your setting. Your list of random features (!) should be around your needs. Using the example given earlier, if the infection is
6 to 8. If the number is odd, choose another random feature located in the Spine of the World (Forgotten Realms), the
to make it even. This list will be used in the Random place would be mostly mountains with some villages. Also try
Encounter table later on. to think the most obvious paths for your group to follow. Mark
the place where the portal to the Abyss is located.

Step 4: Put Everything Together


15
Abyssal Customization Summary Random Encounters
You now have a map with many features to turn a small Like mentioned earlier, this part of the module is like a
portion from your Material Plance into the Abyss itself. Only a gauntlet, where the party will need to face waves and waves
few more details are missing, which will be mentioned below. of demons, coupled with hazards and other challenges.
Take some take to have a final review of your customization However, lingering and moving through this place may incur
and confirm if you like it. Feel free to execute any change in encountering some demons wandering about. For this
necessary. purpose, roll a d20 for every hour the group is in the abyssal
infection. On a result of 16 or more, roll another d20 to
determine the type of random encounter. Almost 50% of the
Navigating the Infection table will point to your random features table (Abyssal
Conidering the information from the last section, you can Random Feature Custom Table). Roll the appropriated dice
now guide the group through this terrifying experience which (d6, d8, d10) to determine the feature.
will be going into such an awful place. Besides all the Random Encounter Table
harzards that they will be faced with, they will also have to d20 Encounter
fight many demons. Some fights will be random, using the
Random Encounter table below, some fights will be part of 1-3 Abyssal Random Feature Custom Table
the module. 4 1d10 dretches (MM pag 57), 2d12 manes (MM pag
60), 1d6 maw demons (MTF pag 137/Appendix A)
Familiarize Yourself with Demons 5 1d6 bulezau (MTF pag 131/Appendix A)
Demons can be found in the MM, MTF and Volo Guide to 6 1 glabrezu (MM pag 58)
Monster (Volo), pages 50, 130 and 136, respectively. The
demons that will be used in this module will be referenced by 7 1 hezrou and 1 shadow demon (MM pag 60/64)
book and page. For custom monsters, the stats block will be 8- Abyssal Random Feature Custom Table
listed in Appendix A. Focus not only on the stats blocks 10
(which is important), but also on the description, behaviors 11 1 vrock and 1 chasme (MM pag 57/64)
and lore of each creature. But remember: for this part of the
module, demons are united, under the influence of a demon 12 1 armanite (MTF 131/Appendix A) and 2 maw demons
lord. They are still Chaotic Evil, but there are less inclined to (MTF pag 137/Appendix A)
act on their own, fearing on incurring the lord's wrath. Also 13 1d4 babau (Volo pag 136/Appendix A)
many of them see this as an opportunity to show their value 14 1d10 rutterskins (MTF pag 136/Appendix A)
to the lord and maybe climb up the ranks.
15- Abyssal Random Feature Custom Table
17
18 1 nalfeshnee (MM pag 62)
19 1 devourer (Volo pag 138/Appendix A)
20 1 marilith (MM pag 61)

The Demon Lord


The lord will senses when the group enter the infection
area. It will wait around four hours before sending in troops
to deal with the adventurers, since it believes that they may
die by themselves with the hazards that they will face. After
the first four hours, or after successfully dealing with 2
random encounters, the lord will send the first demon squad.
It will first send the weaker demons and then more powerful
ones if the party survives.
This is the gauntlet, as the group will have to face many
waves of demons in a harsh and perilous environment. Each
wave will have an interval of at least one hour, but short rests
must be strategically taken. A short rest out in the open,
unprotected, increases the chance of a random encounter.
Instead of 16, a random encounter occurs on a 13 or more.
The waves will be described later on, but in case the party
manages to deal with the forces sent by the lord, it will step
up and face the group itself. Of course, the demon lord will
not fight to death. The group will have the chance to send it
back to the Abyss, scattering the demonic forces and
weakening them.

Random Encounters
16
After a few rounds, explain to the PC with the highest
Abyssal Events Passive Perception that although the trees' faces look, at first
Choose one of the events below to run during the first four glance, angry, they actually seem sad. This can be noticed by
hours that the party will have before the lord starts sending their mouth. They don't look happy to be doing this.
waves against them. If you think that you should run more Demonic Sacrifice
events at later points during this part of the module, feel free If the group talk to the tree, they stop attacking, but they
to do so. Each event has a goal that may greatly help the don't release their tentacle from the sacrifice target. They tell
group in the gauntlet. If you decide to run more than one, their story, mentioned earlier, and inform them that they
then ignore the benefits of the second or third one, to avoid would gladly replace the PC by a demon. They would even
making the challenge too easy. concede a special reward to the group if they bring them a
living demon to be sacrificed. This would be a sign from the
Corrupted Ancient Trees party that they really intend on stopping the demons. They
Goal: avoid party member's sacrifice and use a demon instead will have most likely more than an hour to find the tanar'ri
in the sacrifice to earn a boon. before the PC dies. Once they deliver the demon, the trees
At some point, describe the following scene: release the PC. They also consume the demon by sucking his
life and using his energy to reach out to the little goodness
You see a patch of isolated trees, which look surprisingly that remains in them, in order to provide a boon to the group.
normal, like they were not touched and tained and corrupted Ancient's Gift
by this place. They have a normal brown trunk, normal
branches and a pleasant normal green canopy, full of regular The gift works while the group is inside the demonic
leaves. They encircle a big stone with a flat top. You seem to infection.
see something, or someone, on the stone. Upon getting
All party members are healed to full HP and receive the
maximum value on their Hit Dice as Temporary HP (a
closer, you see a woman lying on the flat top.
Barbarian will receive 12 Temporary HP).
All party members receive a +1 bonus in any rolls (attack,
These are ancient trees that used to be venered by the skill, saving throw, damage, etc).
locals, who also used to bring vegetables and fruits as an All party members gain a special ability which allow a PC
offer to Chauntea. However since the demons appeared, to take an extra turn at the end of the initiative. If more PCs
these trees's souls started to get corrupted and take the use this ability in the same round, follow the normal initiative
people that brought them the offers as sacrifices, to feed on order. This ability is consumed once used.
their souls, further corrupting them. They know that their
current state is the demons's fault and they hate them for this. Pact with the Devil
If the group talks to the trees, they can reply in Common. If Goal: convince a devil to help them and fight alongside the
the group convinces the trees (Persuasion check DC 15), who party.
call themselves The Ancients, that they are trying to get rid of At some point, during their expedition through the abyssal
the demons, the trees say that they can help. All they need to landscape, the group hears a commotion ahead. A fight is
do is bring them a living demon. going on. Upon getting closer, the group sees a winged,
The woman is actually an illusion. Once the group enters female figure fighting three slim, horned demonic creatures.
the circle of eight trees, the woman vanishes and the trees It's an erinyes against three babaus. As they approach, read
turn into dead canopyless things, with ugly faces on their the text below:
trunks and tentacles where branches were present before.
They all reach out for one of the PCs and grab him/her. Each
tree has around 10 tentacles and they attack with 2 of them, You see a slander and elegant female humanoid, with pale
each. That means 16 tentacles going for a PC. At this point, skins, long slim horns and big bat wings, as well as a pointy
you can roll for initiative. The trees have +0 bonus but they tail. She bears a long weapon, with blades on each extremities.
attack with surprise. They have AC 17 (natural armor) and She waves and swirls it, hitting the opponents in strategic
100HP each. They have the multiattack feature, which places. Three creatures are fighting her. They have dark, gray
consists in 3 tentacle attacks. The tenclacle attack is skin with a single, curved horn at the base of their skull. They
described below. Once upon the altar,the PC loses 1 HP
Maximum per minute. If no threat is present, the trees use have spikes on their back that go up to their tail, and they fight
the rest of their tentacle on the sacrifice target. Else they ferociously with their long claws. However they are clearly not
grapple the remaining threats. Tentacle. Melee Weapon match for the misterious creature, who manages to dodge
Attack: +9 to hit, reach 30 ft., one creature. The target is their hopeless attacks while she slices them with extreme
grappled (escape DC 15). Until the grapple ends, the target is speed and effectiveness. She kills the first and by the time you
restrained and has disadvantage on Strength checks and get close to the fight, they are all dead. After the fight is over, a
Strength saving throws. Each tentacle can be attacked (AC big smile on her face, she notices you and as she was letting
15, 15 hit points). A restrained and grappled target can be her guard down, she puts herself in a fighting pose, waiting,
moved on to the altar or held there. To get free, the target
must succeed in an escape check for each tentacle. watching, blood dripping from her face and body.

17
half snake around it and soon the rest of this massive
creature is out. It's a huge humanoid with muscles like you
hadn't seen before. Its arms are the size of a person. It's
wearing only a piece of cloth to cover its regions below. It's
head is indeed a wolf with a snake and it carries an enormous
axe, grip resting on its shoulder. You can see that there are red
gems on its shoulder, and another in the middle of its chest.
The light from the portal is attached to these gems. When it
sees you, it grabs its axes with two hands and says: "I can see
some worms with a death wish. Very well, let us give you what
you came looking for."

This creature is a molydeus (MTF page 134), the most


powerful kind of demon that exists, aside from the demom
lords themselves. It attacks on sight. The portal has a
negative energy aura that affects the mind of any humanoid.
The aura is 30ft radius and any humanoid inside will be
frigthened of the molydeus unless they pass a Wisdom saving
throw DC 17. Molydeus has 3 gems: 1 on each shoulder and
1 in the chest. They are out of melee reach but can be hit by
ranged attacks. Each gem has AC 22, HP 20 and each attack
against it must be made with disadvantage as they are on a
moving body. The gems can be destroyed while the demon is
alive, or after they kill it. Destroying the gem will close the
portal for 24 hours. After that, the same molydeus will head
back and link itself to the portal again. While disabled,
nobody can get out through it. You can tell the group that the
portal seems to die, its glow reduce consistently, but the
portal is still clearly there.
This female figure is a devil, an erinyes called Eeraetis. If things get dire during the fight, you can always use
She's an indenpendant assassin from the Nine Hells, a Eeraetis as last resort. She will not help the group per se, but
mercenary, focused on killing demons. She doesn't attack the she will try to kill molydeus and then leave the group there, if
PCs right away. She waits for them to make the first move. they didn't meet yet. If she was already in the party, then she
Any PC can identify her as an erinyes with an Intelligence says that she will go through the portal to find a way to
check DC 20 (or Arcana/Religion). However she's not a disable it from the Abyss and tells the group to deal with the
standard erinyes. Her stats are listed in the Appendix A. demons in the Material Plane. In case the group insists in
She can be convinced to help the group with a Persuasion going with her, she tells them that someone has to deal with
check DC 20. If the PCs fail, she will still appear to help the the infection and that the Abyss is too dangerous for mortals.
group later, during the gauntlet. If they succeed, she joins the If your group decides to go anyways, emphasize that the
group to work with them and she makes it clear that her only portal is disabled and they may not be able to get back once
purpose is killing demons. She'll leave once the place is in the Abyss. If all this is not enough to convince your players
cleared of their presence. The party can fight her but she will not to go inside the portal, have it fade away once Eeraetis
retreat once bloodied, cursing at the PCs for hindering her goes through it, like if she consumed all the energy from the
killing. Alternatively, you can still use her as a wildcard in portal by oging in. It will still be back on the next day though.
case the party is nearing death during some gauntlet's waves. Disabling the portal will make the gauntlet a bit easier as
wave 6 will not happen (explaining in the next section, The
Demonic Gauntlet). This is why Eeraetis cannot be with the
Disabling the Portal group if they disable the portal, else the fight may become too
Goal: temporarily disable the portal in order to stop demonic easy. If the party takes more than 24 hours to deal with this
forces to join the Material Plane. place, the portal will be open again and they will have to face
During their exploration, read or paraphrase the text all waves. In such scenario, you can have Eeraetis appear
below: again and help them, like intended in the first place.
Behind the base of the portal is a small hoard of treasure
You can see from afar a big glowing reddish light near some that the demons were able to amass. There's 220gp, 555sp,
rocks. Upon getting closer you realize that the light seems
1310cp, 6pp, silverware totalling 50gp, 5 gems of 20gp each,
3 gold rings, 25gp each and a special ring with a very small
alive. It looks like a huge portal and you feel a heavy burden on
diamond with the shape of a shield. That is actually a ring of
your mind being so close to that thing. A few moments after, protection +1 (DMG page 191). There's also a platinum
you see something getting through the light. A massive and necklace with a small heart-shaped ruby, which is an "amulet
muscular leg can be seen followed by a big wolf head with a of health (DMG page 150).

18
The Demonic Gauntlet
If the adventurers thought that they were in some kind of dozens and more dozens of small creatures, some looking
nightmare, they have'nt seen anything just yet. After around 4 like small noseless humanoids with boiled skin and claws, and
hours inside the infection, the demon lord sends the first some looking like green skin furless apes with pointy red ears
wave of demons to deal with the party. It starts with weak but with a reddich face and a mouth with full of teeth. They are
numerous demons. Theirs numbers reduce each wave, but running with blood on their mad eyes, looking for carnage.
their power increase. The final wave consists in the demon
lord itself dealing with the adventurers. Also the module will Some of them, the green ones, run on their 4 limbs.
have some suggestions on how to deal with a possible failure
in combat, or how to avoid these. Demons (aside from the They come from all directions and they reach the party in 5
lord) will fight to death, fearing to face the lord wrath's upon a rounds (200ft). The combat can start at that moment so the
failure. group can use ranged or area attacks on them. Their strategy
is to surround the group from all sides, giving them no space
Wave 1: Dretches and Manes at all. Once a demon dies, another takes it place since they
The lord sends a horde of 30 dretches (MM page 57) and dissolve into a black, putrid ichor and into the ground. Make
50 manes (MM page 60) after the group. Read or paraphrase sure to have a couple of dretches closeby using fetid cloud.
this: To make such a massive battle simpler, assume that the
dretch's bite deals 2d4 as well, this way all attacks from both
demons will have the same damage. Don't roll, use the
You hear sounds of a multitude coming at your direction. average damage (5). Since dretch have multiattack, use the
You cannot exactly define what's happening, but you see a following method in order to avoid having to roll too many
mass coming at you in all directions. attack rolls (you will need to know each PC's AC):

19
A PC can have from 3 to 8 creatures surrounding him/her. Wave 2: Flying Demons
Dretches can attack twice, so count how many attacks this
PC will suffer. For example, 2 dretches and 5 manes mean 9 The lord will send flying demons against the group. It
attacks. Now you need to know the probability of such demon sends 2 vrocks (MM page 64). These demons arrive at the
to hit the PC. The formula is (21 - (PC's AC - 2)) * 5. So a PC party's location an hour after the end of wave 1. Read or
with 16 AC will have a 35% of getting hit by the demons. Now paraphrase:
all you need to do, each turn, for each PC, is check how many
attacks this PC will be a target from. In the example of 9 You hear the flap of wings coming at your direction, from
attacks, apply the percentage on that number to know how behind. Not so far away from you are some big, vulture-like
many hit. So 35% chance of hitting with 9 attacks mean 3 of creature with demonic traits. They have gray skin and wings,
them actually hit. Round the number down, as usual. You can sharp claws and they are looking at you with mad eyes, like
prepare this formula before hand if you have access to your they are after some bloodshed.
PCs' AC.
Summary: Each vrock will start by using their special attacks: one will
1. Get your PC's AC use stunning screech while the other attacks. Then the one
2. Calulate the chance of each PC of getting hit by those that used stunning screech now uses spores, the other attack.
demons using this formula : (21 - (PC's AC - 2)) * 5 Then they'll invert these attacks on the next rounds.
3. Each turn, count how many attacks that PC will be a With Eereatis
target of (drecthes attack twice) The lord sends 4 vrocks instead of 2. She will fight 2 of
4. Apply the percentage from Step 2 on the quantity of them at the same time, while the other 2 will fight the party.
attacks
5. Use average damage multiplied by the quantity of attacks
that hit the PC (Step 4) Wave 3: Bulezau's Squad
6. If the result is no attacks per round, have at least one It's now time of a squad of 6 bulezaus (MTF page 131).
attack hit every 2 or 2 rounds Roll for a random weather event from your abyssal
In order to simplify the control of the demons' HP, you can customization table. Ignore any fixed event like carnivore
consider tha any hit from a mane will kill them. So 2 attacks plant or deadly bushes, which are easily avoidable. Ideally, it
could kill 2 manes. Or the PC could kill a dretch with 2 should be a tornado, an insect tornado, or lightning tempest.
attacks, unless each attack deals more than 18 damage. In Something that the group will not be able to run away from.
that case, this PC could potentially kill 2 dretches per round. Remember that most demons have resistances. Bulezaus, for
Remember to use fetid cloud to avoid the group to use bonus instance, resist fire, cold and lightning. So if lightning come
actions and reactions. striking down, they'll take only half damage.
Their strategy is to try to flank or surround as many PCs
With Eereatis possible. Remember that they can cause a disease that will
If she is with the group, around five demons will try to flee hardly have any effect on this chapter, but it could potentially
once their numbers get reduced by half. They'll report back hinder the party later in this module as the disease causes
and inform that the party is working with a baatezu, which damage to HP Maximum on a daily basis.
will anger the lord quite a lot. It will send additional units on With Eereatis
the next waves to eliminate both the PCs and the devil. The lord sends 10 bulezaus instead of 6. She will fight 4 of
them at the same time, while the other 6 will fight the party.
Wave 4: Cocky Nalfeshnee
One of the nalfeshnee (MM page 62) present at that
location is a cocky and ambitious demon called Suzguras. He
said to the lord that he can deal with those little insects. He's
aware that the party already killed a lot of demons sent by his
boss, but he believes they are weakened from so much
fighting and he's much superior to the demons sent so far. He
said that he's going to get the job done. The lord if not so sure
about it, but it's curious about the outcome. Suzguras will
find the PCs and introduces himself:
You see a big, fat demon approaching, with very small
feathered wings, a boar face and legs, and clawed hands. The
ugly bastard shouts: "So I heard you've been killing demons?
Small ones. Why don't you pick someone your size?".

Wave 2: Flying Demons


20
Any time he gets surrounded, he uses teleport to get away. Final Wave: The Apocalypse
Aside from that, he focuses on the weakest PC and goes for it
until he drops him or her. He's going to chase, follow, and go This is when things get ugly. The lord is pissed and lost a
all in for one PC. Once that one is down, he's going to the lot of demons, so it's going to take matters on its own hands.
next one. If the group heals that PC, he's going to focus back It will immediately go to the party locations once it feels that
on the previous one but this time, he's going to attack it while the Klyx died. The lord will arrive in half an hour to their
downed, to kill it for good. location:
With Eereatis The weather conditions start to worsen. Red clouds grow
This nalfeshnee gets very happy with the idea of killing darker, full of fire and lightning, echoing with deafning
mortals and a devil, but he's not stupid. Before approaching thunders. One of these clouds form into a demonic face and a
the group, he summons another nalfeshnee. His summon pestilent mist comes down from its face, with each shouted
will fight the devil, while Suzguras fights the party. words that can be heard for miles:
"Enough of this! It is time that you learn your place in this
Wave 5: Cocky Demon, Part 2
world. You are nothing but flies, buzzing and annoying me for
After two hours this time, a marilith (MM page 61) named far too long already. You will wish you had never been born, for
Izilog, convinces the lord that she'll do what that incompetent I, death itself, come for you now. Kneel, and I will make sure
nalfeshnee couldn't. The lord is starting to get quite annoyed
with the group. Izlog goes after the party and deals with your death to be a quick one. Stand, and there will be nothing
them. She tries to sneak up on the PCs and surprise them. but pain and sorrow awaiting you."
She moves around a lot, avoiding attacks of opportunities, but Some of these clouds start to form into tornados, and
she'll move if necessary, using her parry to minimize the lightnings start to strike down the ground, shaking its
risks. She will also focus on a PC and go to the next one. foundations. Not too far away, you see a figure coming at your
direction.
With Eereatis
Like Suzguras, Izilog like summon another marilith to deal
with Eeraetis. She'll fight the mortals. A description of each lord will be given below. Once the
lord is at 100ft, you can explain that it's clearly not looking for
Wave 6: You Shall Not Pass any kind of conversation and roll for initiative.
At this point, the lord is very pissed and he's going to go to Lord's Description and Strategy
the portal, if it's not disabled (see Abyssal Events), to call a
balor (MM page 55). He's confident that such a powerful Yeenoghu:
creature will be able to wipe the party out. The balor is called It appears like a battle-scared snoll, 14 feet tall, covered in
Klyx. He's going to fly at full speed directly toward the groups matted fur and taut, leathery hide, his face like a grinning
direction and land at 100ft from them. Read or paraphrase: predator's skill. Patchwork armor made of discarded shields
and breastplates is lashed onto his body with heavy chains,
You hear loud wing flaps coming from above. You see decorated by the layed skins of his foes. he wields a triple-
something in the skies going down quite quickly, landing close
headed flail.
to you. It's a hulking bat-winged demon, with red skin, bull Strategy: Yeenoghu is fast and moves around the battlefield
face with horns, fiery eyes, using a belt and leg plates a lot, avoiding getting surrounded. It will stay 10 to 15ft from
addorned with skulls. In one arm, chains connect to a huge, its enemies, striking them with The Butcher, its flail. It'll focus
long fiery whip. In the other, chains link to an enormous on paralyzing its victims, but after 2 failures, it'll full damage.
sword, its blade striking with lightning energy. It looks at you It only uses savage legendary actions if it can hit at least 2
for a moment and says, with a powerful voice:
targets. It uses swat away on highly mobile enemies, to keep
"My lord is tired of you. I was sent here to obliterate you
them at bay. It will avoid magic, unless forced to use, like
dispel magic on an annoying blinking wizard. Once below 83
from the face of this earth, and this is what I shall do. Now, be HP, it'll use teleport to flee.
good and die!"
Zuggtmoy:
With Eereatis Utterly inhuman, it can mold her fungoid form into what
Same story here, the difference is that he summons the looks like a humanoid shape, thin and skeletal, draped and
balor before going down to talk to the group. She will face a veiled in mycelia and lichen.
balor, and Klyx will face the party. She'll will fight around 60ft Strategy: it'll use mind control spores any time it's available
away from the group to avoid hurting them when the balor and will avoid infestation spores, as its goal is to dispatch
dies. She'll also warn the group to be careful as the explosion those mortals. As for the legendary actions, it'll use exert will
of his body upon his death can be mortal. any time possible rather than attack, simply for the
satisfaction of having the party fight each other. Once below
76 HP, it'll use teleport to flee.

Final Wave: The Apocalypse


21
Fraz-Urb'luu:
Seems like a 12 feet tall gargoyle, with an extended,
Developments
muscular neck and a smiling face framed by a long, pointed If everything went fine (if we can say this), the majority of
ears and lank, dark hair, and bat-like wings over his powerful demons from this location were taken care of, and the lord is
shoulders. not in the picture anymore. The group can now leave, and
they'll probably be quite happy to do so. If Eeraetis is with
Strategy: its illusions are not so combat focused, so it'll them, she tells them that it was not so bad to fight alongside
focus on physical attacks, unless it can catch at least 2 targets them and that she'll stay and clear every last tanar'ri from this
with confusion. It'll try to have someone grappled and place.
restrained by its tail at all times, and cast phantasmal killer When the group heads back to the Keepers's HQ, all of
each turn with its legendary action, on different targets. Once them will be there already. They explain that they will make
below 84 HP, it'll use mislead to flee. arrangements with local alliances and governments to secure
those locations, as they will require constant monitoring.
Dealing with a Failure Mainly the portals.
The Keepers congratulate and thank the group for their
Here you can find some alternatives for possible failures efforts, but explain that this is only the beggining. There's
during the guantlet. Feel free to use them if needed. Let's not more to do. Much more.
TPK the party right off the bat! Rewards
However, be mindful about the timing. Be sure that the
group has no other way to solve the situation and that they The Keepers reward the group with 400pp, in order to refill
already used all their resources, including Ao's Touch and potion stocks, buy scrolls, equipment, etc.
Ancient's Gift. Only then, use one of the alternatives below.
Level Advancement
Eeraetis
Through Milestone system, the PCs will advance 2 levels,
Even if you did didn't run this event, have her join the group so they will get to level 12. Even using XP, they would get
not to help them, but to kill demons. She's a devil, after all, enough XP to get to this level.
and couldn't care less about some mortals. However she
recognizes that they at least served to weaken the demon
forces, and for that she will "help them". Once gains, when
you see help, read "kill demons". She'll not stop her killing to
assist any PC.
Divine Intervention
If your party has a cleric and it uses divine intervention
feature (lvl 10), double the chances form its request. The
group is in a bad situation and most gods wouldn't be so
bothered to land a hand there. You can choose what happens,
as the description of the feature says. Could be a group
healing, reviving someone, etc.
Keepers, to the Rescue
Assume that one of the Keepers's group, led by one of its
members, finished to deal with their infection earlier and
decided to go help the group. For this one, you could even let
the group fall and have them wake up in the Keepers's HQ.

22
To Do List
For Chapter 2: Keepers will send the group after another
adventurer group that went to Avernus some days back,
which they lost contact. This group could be a former group
from the current players, if the timeline allows so.

23
Appendix A

Eeraetis, Demons' Demise Magic Resistance. Eeraetis has advantage on saving


throws against spells and other magical effects.
Medium fiend (devil), lawful evil
Magic Items. Eeraetis possesses the following magic
Armor Class 19 (dexterity + magic items) items: ring of protection (DMG p191), cloak of
Hit Points 168 (18d8 + 90) protection (DMG p159), Hurricane (two-bladed pole
Speed 30ft, 60ft. finesse weapon +2, only a devil can use it. Any other
creature takes 1d10 fire damage while holding it). She
also has a rod of ressurection (DMG p197) with 3
STR DEX CON INT WIS CHA charges left, which she uses only on herself (heal spell).
16 (+3) 24 (+7) 20 (+5) 16 (+3) 14 (+2) 18 (+4)
Actions
Initiative +12 Multiattack. Eeraetis makes three Hurricane attacks.
Saving Throws Dex +11, Con +9, Wis +6, Cha +8
Skills Perception +10, Stealth +15, Intimidation +8, Hurricane. Melee Weapon Attack: +13 to hit, reach 5ft.,
Acrobatics +11 one target. Hit 13 (1d8 + 9) slashing damage.
Damage Resistances cold; bluedgeoning, peircing and Hurricne Bolt. Ranged Weapon Attack: +13 to hit, reach
slashing from nonmagical waepons that aren't 120ft., one target. Eeraetis throws her weapon, dealing
silvered 13 (1d8 + 9) slashing damage plus 13 (3d8) force
Damage Immunities fire, poison damage. The weapon teleports back to her hand right
Condition Immunities poisoned after the attack.
Senses truesight 120ft., passive Perception 20
Languages Infernal, Common, telepathy 120ft.
Challenge 13 (13,000 XP)
Bonus Actions
Devilishly Cunning . Eeraetis can Dash, Disengage, Hide
Assassinate. Eeraetis has advantage on attack rolls or use her Hurricane attack.
against any creature that hasn’t taken a turn in the
combat yet. In addition, any hit she scores against a Reactions
creature that is surprised is a critical hit. Evade. Eeraetis adds 4 to her AC against one melee
Sneak Attack. Once per turn, Eeraetis deals an extra 17 attack that would hit her. She must see the attacker.
(5d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when the
target is within 5 feet of an ally of Eeraetis that isn't
incapacitated and Eeraetis doesn't have disadvantage
on the attack roll.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy