Chains of Asmodeus
Chains of Asmodeus
Chains of Asmodeus
This story takes place in the Nine Hells and sees the characters confront its ruler,
Asmodeus. They venture into the Nine Hells to save the souls of their loved ones
(or their own) and are aided by a powerful faction. This faction has its own reasons
for wanting revenge on Asmodeus. With the help of the characters, the faction
believes it can deal a devastating blow to him. In return for a favor, the faction
provides characters with access to the Nine Hells and a means of traversing the
different layers. The characters travel by barge down the River Styx, also known as
the River of Blood, a cross-planar river that links the layers of the Nine Hells. Those
who touch or drink from its waters risk forgetting their past lives permanently.
The characters try to avoid Asmodeus’s attention, believing themselves unwanted
infiltrators who are there to undermine the Lord of the Nine Hells. Little do they
know, they’re here by his design. They’re integral to one of Asmodeus’s plots, and
he aims to recruit them. But to get them under his control, he needs to corrupt
them. It took years of careful planning, and now, finally, he has the characters
exactly where he wants them. They will be tested, with temptations and traps set
which only the pure of heart can resist. Each time a character gives in to sin, a link
is added to the chains that bind them to the Nine Hells, to Asmodeus. Can they
save their loved ones without losing themselves in the process?
An Unjust Universe
Some players may be uncomfortable if a soul is consigned to the Nine
Hells for a sin when the person so condemned lived a good life in
aggregate. However, all the souls consigned to the Nine Hells in this
adventure were deceived by Asmodeus. While they committed sins, that
wasn’t the reason they were consigned to the Nine Hells. However,
Asmodeus ensures that the soul is punished as if the sin was the one that
defined it.
The bitter smell of sulphur and the agonising screams of tormented souls fill the
air of the Nine Hells
Abbreviations
The following abbreviations appear in this book:
AC = Armor Class
DC = Difficulty Class
XP = experience points
NPC = non-player character
DM = Dungeon Master
pp = platinum piece(s)
gp = gold piece(s)
sp = silver piece(s)
cp = copper piece(s)
ep = electrum piece(s)
Even the icy plains of Stygia can be beautiful.
Character Advancement
The adventure is meant for characters of 11th level, and the story sees them rise to
20th. Creating characters of this level requires a little more preparation compared
to 1st-level characters. If you and your players previously played Baldur’s Gate:
Descent into Avernus, your players may choose to continue with their characters
from that adventure. Or, if your players have other premade characters of the
appropriate level, they can decide to embody those characters once again. Players
with preexisting characters must still choose the soul that their character is
dedicated to saving.
The “Great Heroes” section helps you and your players get started with either
creating a new character or with the choices that need to be made for preexisting
characters.
Story Overview
The Lord of the Nine Hells, Asmodeus, is known to have countless plots, some that
take centuries to come to fruition, while others he conceives of and executes within
a few years. This is a story about one of the latter.
Asmodeus desires to corrupt and dominate some of the most powerful mortals in
a generation. To further his designs, Asmodeus wants to convert these powerful
mortals to his cause. To this end, Asmodeus has made pacts with many of the
powerful and influential of the Forgotten Realms. This includes kings, queens, high
priests, and powerful adventurers. The player characters are among those that he
has targeted. When not able to convince such august personages, he has gone after
their spouses, children, or friends. He comes to them when they’re in need,
providing a service with the understanding that if they die before they can return
the favor, their soul is forfeit.
Asmodeus never intended to allow these infernal contracts to be fulfilled by their
mortal signatories. Instead, he has given a list of names to the most skilled killers
in the world.
These killers embark on a murder spree to kill all the people on the list, thus
consigning their souls to the Nine Hells and to the corrupting influence of
Asmodeus and his court of devils. Among the victims when the adventure begins
are the spouses, children, or friends of the characters. One or more characters may
also be among those who are murdered.
Adventure Flowchart
Chapter 1: Kelemvor’s Cathedral
The characters meet their group patron and embark on their quest to the
Nine Hells.
Important Characters
These are the important characters in the story:
• Aeshma (the Unmaker). A lost soul that the Conclave of Halruaa needs
destroyed to stop a dangerous threat. Nobody knows the Unmaker’s true
identity.
• Asmodeus. The Lord of the Nine Hells, and this adventure’s primary
antagonist.
• Barachiel. A Hellrider and one of the friends that Ramius seeks.
• Koh Tam. A priest serving the God of the Dead.
• Ramius. A contact for the Hellriders of Elturel group patron.
• Sarevok. High priest of Bhaal, and the contact for the Deathstalkers of
Bhaal group patron.
• Tiax. Koh Tam’s sidekick and comedy relief.
• Zythan. High Diviner of Halruaa, and a contact for the Conclave of Halruaa
group patron.
Prologue
The characters are approached by a representative of one of three group patrons,
representing either good, neutrality, or evil. This representative acts as the quest
giver and has their own motivation for wanting the characters to go into the Nine
Hells. The three patrons are as follows:
• Ramius, Hellrider of Elturel (Good). Ramius has a deep hatred for
Asmodeus because of what the archdevil did to his home city and its patron
angel. Ramius’ lifelong friend was a victim of the recent murder spree. The
paladin wants the characters to enter the Nine Hells to rescue his friend and
other Celestials who have fallen victim to Asmodeus. Ramius and the
Hellriders know the location of these beings trapped within the Nine Hells.
• Zythan, High Diviner of the Conclave of Halruaa (Neutral). Zythan has
foreseen a dreadful consequence of Asmodeus’s plan. A dangerous soul
known as the Unmaker has emerged and must be dealt with. Zythan and
the mages of Halruaa have divined the location of powerful magic items that
can help the characters in this quest. He wants the characters to gather
these, to defeat the threat he has foreseen. These include some of the most
famed items in the Dungeon Master’s Guide.
• Sarevok, High Priest of the Deathstalkers of Bhaal (Evil). The
Deathstalkers of Bhaal feel uneasy about their alliance with Asmodeus.
They fear he will betray Bhaal and that the divine power promised him will
never be given. Sarevok will help the characters navigate the River Styx
and rescue the souls of their loved ones, but only if they help Bhaal gain
leverage against Asmodeus by stealing some of the most infamous and
powerful artifacts of the Nine Hells. He aims to keep one, the others are for
the characters to decide what to do with.
More information on the patrons can be found in the “Group Patron” section of this
chapter.
The shores of the River Styx are littered with grotesque landmarks.
Koh Tam
The group patron puts the characters in contact with Koh Tam (see chapter 1), a
priest serving the God of the Dead. Koh Tam is an expert on the Nine Hells and
knows how to navigate the River Styx. But first, he must learn where the souls that
the characters seek might be found. To that end, he summons Baalzebul and
invites the archdevil to possess him. The characters must deal with the devil to
learn the location of the souls. Afterwards, they must exorcise Koh Tam of the
devil’s spirit.
Finale: Asmodeus
Asmodeus is a lawful evil deity who is genuinely one of the most powerful
creatures in the universe. He likes to appear respectful and well-mannered when
speaking with others, and he hates being wrong. In fact, sometimes he even
pretends to know more than he does, or that he can predict what actions creatures
will take before they take them, even though he can’t. He enjoys making contracts
with others, especially when their end of the bargain is their soul.
At the climax of the adventure, the characters may need to make a contract with
Asmodeus to release the souls of their loved ones. The characters need as much
leverage as possible when going into the contract. Without enough leverage, they
may have to promise to do services for Asmodeus.
Discarded warmachines are a source of income for many scavengers.
Great Heroes
This adventure is for high-level play. Players start with characters who are 11th
level and are considered Masters of the Realm. Over the course of play, they go
beyond 17th level to become Masters of the World. See the Dungeon Master’s Guide
for more details on these tiers of play. There are three steps that players must
complete before the start of the adventure:
• Create a new character, or choose an existing one.
• Choose a soul to be saved.
• Choose a group patron.
Players need to create a new high-level character unless they have a preexisting
one they want to use. Any player who creates a new high-level character must go
through the character creation process and choose a soul that their hero is
dedicated to saving. A player with a preexisting character must still choose a soul
that their character is dedicated to saving.
When choosing a soul to save, a player has the option of saving the soul of a loved
one (detailed in the “Lost Souls” section) or saving their own soul (detailed in the
“Souls of the Damned” section). While the lost souls option was designed to work
with existing characters and the souls of the damned option was designed to work
with newly created high-level characters, the DM can allow players to choose from
either. A group can be made up of lost souls and souls of the damned. However, to
promote group unity, a DM can insist upon one or the other.
After players have created their characters, they must choose a group patron.
These group patrons are designed for three types of play that coincide with good,
neutral, and evil alignments.
New Characters
Creating an 11th-level character uses the same character creation steps outlined in
the Player’s Handbook. The process will take longer than usual, as a player must
select spells, feats, abilities, and other aspects that a 1st-level character wouldn’t
have to. A new character starts with 7,500 gp, the standard equipment associated
with their background, and magic items as described next.
Magical Equipment
Each new high-level character should be allowed to pick either 1 very rare magic
item and 1 uncommon magic item or 2 rare magic items. These items should be
selected from the Dungeon Master’s Guide.
Saving Souls
The following sections describe the souls available for each player to pick from.
The chosen soul is the soul their character seeks to save. The player can either
choose a lost soul, a loved one whose soul is trapped in the Nine Hells, or they can
decide it’s their character’s soul that is damned. Asmodeus keeps these souls in
phylacteries scattered around the Nine Hells. Phylacteries don’t need to be in the
layer associated with their sin, but usually are. When characters locate such a
phylactery, they must bring it with them for the remainder of the adventure.
Only Asmodeus can break the infernal contract that binds a soul to its phylactery.
To convince him to do this, characters must gain leverage over him, as described in
later sections.
Demons, ancient gods, and titans… All beings find their way into the Nine Hells.
Lost Souls
These lost souls belong to the character’s loved ones who have signed infernal
contracts. When their phylactery is recovered, the lost soul can communicate with
the character, providing advice, guidance, commentary, and even criticism. This
type of phylactery also provides characters with a statistical or gameplay bonus.
The section that follows provides examples of lost souls that a player can choose.
Brother (Anger)
From the day he was born, your brother was a problem child—impulsive,
aggressive and violent, though never toward you. He was constantly getting into
fights—most of which he started—and you were constantly coming to his rescue
and cleaning up his messes. But despite his flaws, you always knew he had your
back. His temper grew worse as he grew older, and his fights often resulted in
people getting hurt. He fell in with an unsavory crew, and you drifted apart. Now
you’ve learned he was foolish enough to sign an infernal contract with Asmodeus,
and his soul is trapped in the Nine Hells. You can’t deny your brother deserves his
fate… but he’s still your brother, and you’re not going to turn your back on him.
• Phylactery Location. The War-Slough on Avernus, the first layer of the
Nine Hells
• Phylactery Benefit. While you possess your brother’s phylactery, you can
channel your brother’s rage. When you make your first attack on your turn,
you can decide to attack recklessly. Doing so gives you advantage on melee
weapon attack rolls using Strength during this turn, but attack rolls against
you have advantage until your next turn.
Bounty (Murder)
Someone of your reputation and talent is always in high demand. If the price is
right, you’ll take on any job… but you don’t work cheap. Still, this is the strangest
adventure you’ve ever been hired for. The ruthless matron of a powerful noble
family has disappeared, and you’ve been hired to find her. Your first assumption
was that she’d either been kidnapped for ransom, murdered by a rival family, or
killed by one of her own ambitious kin. But during your investigations, you
discovered the shocking truth: decades ago, she signed an infernal contract to help
advance her family’s fortunes, and Asmodeus came to collect his payment.
Tracking her soul through the Nine Hells wasn’t part of the original deal, but the
reward for bringing her back is too high to pass up, and you never leave a job
unfinished.
• Phylactery Location. The Agora of Floating Knives on Dis, the second layer
of the Nine Hells
• Phylactery Benefit. While you possess your bounty’s phylactery, you’re
more adroit at killing. When you miss with a melee weapon attack, you can
choose to hit instead. Once you use this benefit, you can’t use it again until
you finish a long rest.
Brother (Anger) and Bounty (Murder)
Father (Greed)
You loved your father. He helped shape you into the hero you’re now. He
supported your ambitions, gave you advice when you needed it, and was there for
you when things looked darkest. Your mother loved him even more, for he was
personable, funny, and kind. But everyone has a flaw, and your father’s flaw was
gambling. The risk-taking behavior that you inherited from him made you into a
hero, but he didn’t have your outlet. Instead, he took risks with money. His debts
grew, as did his shame, but you never knew. Your mother didn’t tell you about it
until it was too late. Asmodeus used his shame to convince him to sign an infernal
contract.
• Phylactery Location. The Ineffable Trove on Minauros, the third layer of
the Nine Hells
• Phylactery Benefit. Possessing your father’s phylactery grants you extra
luck. Whenever you make an attack roll, an ability check, or a saving throw,
you can roll an additional d20. You can choose to use this benefit after you
roll the die, but before the outcome is determined. You choose which of the
d20s is used for the attack roll, ability check, or saving throw. Once you use
this benefit, you can’t use it again until you finish a long rest.
Mentor (Oppression)
You learned your craft at the feet of a true master. Recognizing your raw talent and
potential, your mentor took you under their wing and trained you. Your mentor
was a difficult master and demanded complete obedience. Over the years, they
taught you everything you needed to know about adventuring and life, shaping you
into the hero you’re today. They shared all their secrets with you… except for one.
Long ago, your mentor signed an infernal contract with Asmodeus. Now your
mentor has been whisked away to the Nine Hells, and it’s time to use everything
they taught you to save them from an eternity of torment and suffering.
• Phylactery Location. The Sign of the Hag’s Arms on Malbolge, the sixth
layer of the Nine Hells
• Phylactery Benefit. Possessing your mentor’s phylactery grants you
protection. You gain a +1 bonus to AC and saving throws.
Father (Greed) and Mentor (Oppression)
Mother (Pride)
Your mother was kind and loving, but also strong and independent. She raised you
on her own, supporting you by telling fortunes and performing tarot readings for
the locals in the town where you grew up. Once you began your adventuring
career, her reputation grew quickly. Officials and nobility of ever-increasing rank
and importance began to come to your mother for insight into their futures,
amazed at the accuracy of her predictions. What you didn’t know was that her
rapid rise in stature was due to her signing an infernal contract with Asmodeus to
enhance her gifts.
• Phylactery Location. The Sign of the Hag’s Arms on Malbolge, the sixth
layer of the Nine Hells
• Phylactery Benefit. Possessing your mother’s phylactery grants you
foresight. When you finish a long rest, roll a d20 and record the number
rolled. You can replace any attack roll, saving throw, or ability check made
by you or a creature that you can see with this foretelling roll. You must
choose to do so before the roll. This roll can be used only once. When you
finish a long rest, you lose an unused foretelling roll.
Sister (Jealousy)
Your sister was fearless. There was no challenge she wouldn’t tackle, no dare she
wouldn’t take. She became an adventurer, living a life filled with thrills and
excitement. She even inspired your own career, pushing you to ever greater
accolades. But over the years, her risk-taking became a compulsion she couldn’t
control. She became more and more reckless, embarking on foolhardy quests and
what seemed like suicide missions. What you didn’t realize was that it was your
sister’s envy of your accomplishments that drove her recklessness. Asmodeus
exploited her need to be your equal, convincing her to sign an infernal contract in
exchange for the ultimate adventure.
• Phylactery Location. The Elemental Preserve on Phlegethos, the fourth
layer of the Nine Hells
• Phylactery Benefit. While you possess your sister’s phylactery, any effect
that applies the frightened condition on one or more targets has no effect
on you.
Mother (Pride) and Sister (Jealousy)
Student (Harm)
You started at the bottom and clawed your way to the top, forging your reputation
over the years. As your legend grew, others came to you seeking guidance, but you
always turned them away. One day, you discovered a student who was different
than the others. Although the student was willful and prone to violence, you still
saw a spark in them that reminded you of your own humble beginnings, so you
took them under your wing. You helped them reach their full potential, growing
skills until their ability and reputation rivaled your own. But despite all you taught
them, your student still made a tragic mistake. They signed an infernal contract
with Asmodeus, foolishly convinced they could get out of it before it came due.
Now it’s up to you to help them one last time.
• Phylactery Location. The Sorrow Mine on Cania, the eighth layer of the
Nine Hells
• Phylactery Benefit. While you possess your student’s phylactery, you can
use a bonus action to heal a number of hit points equal to twice your level.
Once you use this ability, you can’t use it again until you finish a long rest.
Spouse/True Love (Deceit) and Student (Harm)
Souls of the Damned
This option is for any player who wants a more personal reason for their character
to explore the Nine Hells: to recover their own lost soul. The character begins the
adventure having been raised from the dead by one of the group patrons presented
later in this book. This group has brought the character back using an ancient
ritual, but it is only temporary. The character must complete the adventure to save
their soul, or they will return to the Nine Hells as a lemure.
The DM might decide that all the characters have had their souls consigned to the
Nine Hells. The advantages and disadvantages of not having a soul are explained in
the “Not Having a Soul” sidebar.
Choosing a Sin
First, each player must decide if their character has harmed themself or another,
then choose which sin caused their soul to be consigned to the Nine Hells. Sins to
the other represent possible harm a character has done to others, whilst sins to the
self represent possible strong detrimental character flaws. The Categories of Sin
table outlines the choices a player may make.
Categories of Sin
Sin Harm or Flaw
Sins to the Other
Betrayal The Oathbreaker
Deceit The Great Con
Harm The Merciless
Murder Patricide
Oppression The Heartless
Master
Sins to the Self
Anger The Furnace
Greed The Infinite Treasure
Jealousy The Queen
Pride The Chosen One
Patricide (Murder)
You murdered your father. It wasn’t premeditated, and you loved your father. But
an argument escalated to the point where violence was involved. It was an accident
that you will forever regret. Before you could use your considerable influence to
have a priest raise him from the dead, you were imprisoned for your crime and
then hanged.
• Character Punishment. Your dreams are haunted by the screams of your
suffering soul. Each dream is the same—a replay of your fatal argument
with your father. Instead of killing your father, he overpowers you and then
whips you relentlessly with a spiked belt. You know that you must end this
cycle of violence.
• Phylactery Location. The Agora of Floating Knives, on Dis, the second layer
of the Nine Hells. The character’s soul has been imprisoned in a flesh golem
that has the character’s face. It is constantly whipped with a spiked belt by a
devil bearing the face of the character’s father. Both the flesh golem and
devil must be defeated to free the character’s soul and reclaim it.
Group Patrons
Group patrons help player characters work together toward a common goal.
They’re powerful backers who give adventurers a clear purpose. They also provide
rare resources such as magic items, contacts, and other hard to find things.
This section describes three group patrons. Characters in search of a good-aligned
patron should choose the Hellriders of Elturel, while those who prefer a neutral
patron should choose the Conclave of Halruaa. Evil characters may be drawn to the
third patron option, the Deathstalkers of Bhaal.
Group patrons have the following facets:
• Quest. Each group patron has an overarching goal that its members seek to
accomplish by giving the characters a quest, which you’ll find in the patron’s
description. As they pursue this quest, characters might receive other
missions from their primary contact in their group patron.
• Perks. Group patrons offer access to resources not readily available to most
people. These include magical equipment, secret information, and training.
Each group patron gives a different set of perks. Most group patrons also
give access to magic items for purchase or recipes on how to craft them.
• Contacts. Each group patron has one or two primary contacts that interact
with the player characters.
Hellriders of Elturel
• Alignment. Good
The Hellriders are an elite cavalry unit whose members act as the primary armed
force of the city of Elturel. They’re one of the most renowned and well-regarded
military forces in the Realms. It is said that a company of Hellriders once rode into
Avernus, the first layer of the Nine Hells, and from this story, the Hellriders were
named.
This story is true, for a century ago a gateway to the Nine Hells opened in the
Fields of the Dead north of the city of Elturel. The skilled knights of Elturel fought a
losing battle against the Fiends that poured from this gate. The High Rider of
Elturel implored his people to pray to the gods for help. Their prayers were
answered when the angel Zariel arrived in Elturel with a small host of allies. She
rallied and trained an army of thousands and then led them into the gateway to the
Nine Hells. While she was successful at destroying the gate, Zariel herself was
captured by Asmodeus and corrupted into the archdevil who now rules over
Avernus. The knights of Elturel were renamed to the Hellriders in dedication to
Zariel and the warriors who followed her into the Nine Hells.
The Hellriders have learned that some of Zariel’s allies are still alive in the Nine
Hells. They remain uncorrupted but suffer horrific tortures. The Hellriders feel
duty bound to rescue them.
Hellrider Quest
The Hellriders know the location of Celestial beings who are trapped within the
Nine Hells. If rescued, these beings grant the characters powers that should help
them in their own personal quests:
• Anagwendol. She is kept prisoner in Phlegethos at the Elemental Preserve.
• Barachiel. He is a prisoner of the Brothers Adramlech and Morax and can
be found on their infernal warship prowling the River Styx.
• Jenevere. She is kept prisoner in Maladomini at the Eye Market.
Each time the characters rescue one of these Celestial beings, the being bestows a
supernatural gift as a reward. Each character may choose one of the charms
described in the “Supernatural Gifts” section of the Dungeon Master’s Guide.
Hellrider Perks
If the characters choose the Hellriders as their group patron, each receives the
following benefits.
Hellrider’s Blessing
The Hellriders know better than most the evils found in the Nine Hells and would
never send anyone there without protection. After spending the entirety of a long
rest in the Nine Hells, you gain the benefit of a Greater Restoration spell.
Celestial Cavalry
While much of the journey through the Nine Hells follows the River Styx, it is likely
that you will occasionally leave on excursions or scouting missions. While you
remain in the Nine Hells, you may cast the Phantom Steed spell at will, as a ritual.
Hellrider’s Salvation
You’re taught a ritual to help save missing Celestials. The ritual requires 1 minute
to complete and targets all Celestials within 100 feet. Once the ritual is complete, if
the Celestial is willing, they’re transported to a location on the Material Plane of
their choosing.
Ramius as a Contact
Ramius doesn’t have the personal ability to cast Plane Shift—instead, he has been
given a magic item that allows him to visit with the party every few days. When he
arrives, he brings general supplies such as food and water, and treats any wounds,
curses, or diseases the party has (to the best of his ability). Afterwards, he offers a
selection of useful magic items for purchase, or, if the party already has excess
magic items, he offers to purchase them for keeping or disposal.
Conclave of Halruaa
• Alignment. Neutral
Halruaa is a land of magic, renowned for the fact that a significant portion of its
ruling elite are archmages. Created by archwizards foreseeing the fall of Netheril,
Halruaa combines peace and harmony with the magic powers of their ancestors,
but without the taint of their ambitions.
The Conclave is a secret society within Halruaa that enforces the laws regarding
the use, abuse, and research of magic in Halruaa.
The membership of the Conclave is a mystery to everyone outside their ranks.
Others within Halruaa know of the Conclave’s existence, but not the identities of its
members.
Whenever the experiments, practices, or other actions of a spellcaster endanger
the future of Halruaa, the Conclave intervenes. This intervention is usually a
warning, but a spellcaster who ignores the warning is eliminated or simply made
to disappear.
The Conclave has become interested in the events put into motion by Asmodeus
because their diviners have foreseen that the archdevil’s scheme will result in a
dangerous soul being unleashed.
Conclave Quest
The Conclave wants the characters to track down a soul they refer to as the
Unmaker. They’re to use a ritual to destroy the soul. To help with this task and
with finding the other souls that the characters seek, the Conclave offers to use
their diviners to uncover the location of powerful magic items. The Nine Hells is
the graveyard for thousands of heroes and the magic items that they brought with
them. Some of these include the most famed items in the multiverse.
The Unmaker is a prisoner of the archdevil Abigor and can be found on his infernal
submersible. The Conclave provides a Conclave Coin, effectively a special Soul Coin
that can contain the soul of the Unmaker. The characters must slay the Unmaker,
trap the Unmaker’s soul in the coin, and return the coin to the Conclave so it and
the soul inside it can be destroyed.
Each character is told the location of a powerful magic item. This magic item is
based off the class in which they have the highest level:
• Artificer. The Manual of Golems (iron), which can be found in Stygia at the
Chasm of Found Things.
• Barbarian. Belt of Giant Strength (storm), which can be found in Minauros
at the Ineffable Trove.
• Bard. Instrument of the Bards (Ollamh Harp), which can be found in Dis at
the Agora of Floating Knives.
• Cleric. Rod of Resurrection, which can be found in Stygia at the Chasm of
Found Things.
• Druid. Staff of the Woodlands, which can be found in Maladomini at the Eye
Market
• Fighter. Belt of Giant Strength (storm) which can be found in Minauros at
the Ineffable Trove.
• Monk/Rogue. Cloak of Invisibility, which can be found in Dis at the Agora of
Floating Knives.
• Paladin. Holy Avenger, which can be found in Stygia at the Chasm of Found
Things.
• Ranger. Iron Horn of Valhalla, which can be found in Dis at the Agora of
Floating Knives.
• Sorcerer/Warlock/Wizard. Staff of the Magi, which can be found in Cania
at the Sorrow Mine.
Conclave Perks
If the characters choose the Conclave as their group patron, each receives the
following benefits.
Arcane Communication
The Conclave of Halruaa gives you a Sending Stone and a Halruaan Ethereal Vessel.
The Sending Stone can be used to communicate with a member of the Conclave
who has the matching stone.
The Halruaan Ethereal Vessel is a magic item that allows two people to attune to it.
You and a member of the Conclave are attuned to the vessel. The vessel is a
transparent case that can contain up to 12 cubic feet of nonliving material (3 feet
by 2 feet by 2 feet). When not in use, it exists on the Ethereal Plane. While the
vessel remains on the Ethereal Plane, you can use an action and recall it (as can the
Conclave member also attuned to it). It appears in an unoccupied space on the
ground within 5 feet of you. You send the vessel back to the Ethereal Plane by
using an action.
Arcane Quartermasters
The Conclave has amassed a collection of useful magic items and material spell
components. You can use your Sending Stone to request one of the items on the
Conclave Items table. You must then pay the cost of the item, placing the payment
in your Halruaan Ethereal Vessel and returning the vessel to the Ethereal Plane.
The money is then removed by the Conclave member attuned to the vessel and
replaced with the requested item, which you can then retrieve from the vessel.
Conclave Items
Items Cost
Blank scroll 10 gp
Broom of Flying 600 gp
Crystal Ball 30,000 gp
Divination Spell Scroll (1st level) 100 gp
Items Cost
Divination Spell Scroll (2nd or 3rd level) 500 gp
Divination Spell Scroll (4th or 5th level) 2,000 gp
Gem of Seeing 10,000 gp
Headband of Intellect 400 gp
Helm of Comprehending Languages 600 gp
Material spell component costing up to 1,000 75% original cost
gp
Medallion of Thoughts 350 gp
Ring of Mind Shielding 500 gp
Ring of Spell Storing 12,000 gp
Wand of Binding 8,000 gp
Wand of Magic Detection 500 gp
Wand of Wonder 9,500 gp
Zythan as a Contact
Using his Divination magic, Zythan keeps tabs on the party, occasionally checking
in when he deems appropriate. When he checks in, he can provide access to some
magic items. He will also purchase any excess Spell Scrolls or spellbooks found by
the party, and can, upon request, attempt to hunt down specific magic items. If
successful, he brings the desired magic items on his next visit.
Deathstalkers of Bhaal
• Alignment. Evil
Bhaal, also known as the Lord of Murder, is the god of assassins, killers, and
murder.
During the Time of Troubles, most gods, including Bhaal, were forced to walk the
world as mortals and lost all their godly powers. During this period, Bhaal was
slain by the then-mortal Cyric. Bhaal, having foreseen his own death, sired many
children, each of whom carried a piece of his divine essence within them. These
children are referred to as the children of Bhaal, or Bhaalspawn, and were created
to ensure Bhaal’s resurrection. This did not come to pass until more than a century
after the Time of Troubles. Even though Bhaal was reborn, he was a shadow of his
former self and tied to the Material Plane.
During the time that he was dead, Bhaal had many scattered cults, the most
infamous being the Deathstalkers of Bhaal, who were dedicated to bringing him
back to life. With Bhaal now returned, the Deathstalkers are now focused on
finding a way to return Bhaal to being a fully divine being. They’ve discovered a
way by making a deal with Asmodeus. However, they believe the Lord of the Nine
Hells intends to deceive them and now they seek a way to make sure Asmodeus
holds up to his end of the bargain.
Uncomfortable Allies
The Deathstalkers of Bhaal are responsible for the murders that doomed
the characters (or their loved ones) to the Nine Hells. The characters
don’t have much reason to want anything to do with them let alone align
themselves with these murderers. However, the Deathstalkers are a
powerful ally. Having begun to doubt their alliance with Asmodeus, they
now attempt to gain the cooperation of the characters. Sarevok, the
Deathstalker that contacts the heroes, is quite convincing. And scary…
Deathstalker Quest
To force Asmodeus to make good on his word, the Deathstalkers of Bhaal want to
gain leverage. For this they need a powerful artifact. They ask the characters to
steal some of the most infamous and powerful artifacts of the Nine Hells. They
need only one, leaving any other artifacts for the characters to decide what to do
with. For a detailed description of these artifacts, see the section “Infernal
Artifacts” in appendix D.
Deathstalker Perks
If the characters choose the Deathstalkers as their group patron, each receives the
following benefits.
Death Token
Each member of your party is given a Token of Bhaal. For its magic to work, the
token must be in your possession. The first time you fail a death saving throw that
doesn’t kill you outright, the token magically transports you, along with any
equipment you’re wearing or carrying, to a demiplane that resembles an empty
chamber with no exits. Any ally within 30 feet of you is also transported to the
demiplane, along with any equipment it is wearing or carrying, if the ally has 0 hit
points and is either stable or dying when the token activates. Each creature that
appears in the demiplane regains 10 hit points. Any creature that starts its turn in
the demiplane is transported back to the space it left, or, if that space is occupied,
the nearest unoccupied space. The token can be used only once, after which it
turns to dust.
Deathstalker’s Blessing
Your party receives the blessing of Bhaal. This manifests by making you deadliest
when you get the drop on your enemies. You have advantage on attack rolls
against any creature that hasn’t taken a turn in combat yet. In addition, any
creature that hasn’t taken a turn in combat has disadvantage on saving throws
against your spells. The blessing applies only while in the Nine Hells.
Deathstalker Items
Items Cost
Dagger of Venom 6 Soul Coins
Eyes of Charming 1 Soul Coin
Goggles of Night 1 Soul Coin
Hat of Disguise 1 Soul Coin
Iron Bands of Binding 7 Soul Coins
Nine Lives Stealer 15 Soul Coins
Pipes of Haunting 1 Soul Coin
Potions of Poison (2) 1 Soul Coin
Slippers of Spider Climbing 1 Soul Coin
Staff of Withering 5 Soul Coins
Sword of Life Stealing 8 Soul Coins
Wand of Secrets 1 Soul Coin
Sarevok as a Contact
Though he lacks Divination magic, Sarevok keeps tabs on the party’s progress and
checks in whenever he feels like it. During his check-ins, he will offer a small
assortment of magic items, as well as a large variety of potions. He also has a vast
treasury and is willing to purchase Soul Coins for 1,000 gp per coin. In addition, for
the price of 10,000 gp, he grants one character a blessing (see “Supernatural Gifts”
in the Dungeon Master’s Guide) that allows them to become a host for his god,
Bhaal.
Unholy Blessing of Bhaal. You may use an action to transform yourself into the
Slayer. This works exactly as the Polymorph spell, except the form chosen uses the
accompanying Slayer stat block. After you use this blessing, you can’t use it again
until you have finished a long rest.
The Cathedral
The cathedral of Kelemvor is bone-cold and dark. The walls and floor are
black stone, and there are motifs of grinning skulls in every direction.
Deep set into the floor are pools of viscous liquid, as bright and red as
arterial blood. The cathedral is still and silent, but you faintly hear the
distant click-clack of the bones that hang from the vaulted ceiling,
knocking gently together in the musty air.
Koh Tam has been waiting for the characters to arrive. He has prepared a ritual
that should tell the characters where to find their group patron’s objective, along
with the soul they’re each searching for.
Koh Tam
Koh Tam is an imposing figure dressed in many layers of colorful robes and heavy
armor pieces. He wears a golden mask that covers the upper part of his face, set
with strange green gemstones that wink and glitter like eyes in the flickering
cathedral light. He carries a wooden staff with a golden hand affixed upon it. Koh
Tam’s voice has a rasping hiss to it, like wind through skulls’ teeth, but he speaks
kindly and with steadfast patience.
{@creature Koh Tam|CoA} prepares his ritual.
The Possession
The ritual begins!
Koh Tam’s plan is to allow himself to be possessed by Baalzebul, who, owing to
the divine wards provided by Koh Tam’s ritual, can’t tell a lie. Once he has been
possessed, the characters must ask him questions.
“It is true,” Koh Tam says to your party. “That among those on this
mortal plane, there are none that know the Nine Hells as I do. But the
Nine Hells are immense, full of countless secrets and dangers. To find that
which you seek, you must consult someone with even greater expertise.”
Koh Tam spreads out his arms, gesturing at the ritual he has prepared in
the center of the cathedral sanctum. “I will summon for you Baalzebul,
one of the archdevils of the Nine. He will possess my body and speak
through me. He cannot lie, but be warned, he will use all his wit to escape
your questioning or to misdirect you.”
Turning from you, Koh Tam begins his ritual. He chants ancient words
and lifts his wooden staff, and you feel the air in the cathedral shudder
with the growing power. The liquid in the pools around you rises. Thick
ribbons of bloody red swirl around Koh Tam, not touching the priest, but
obscuring him from your sight as the chant reaches a crescendo.
A growl escapes Koh Tam’s mouth. “The rancid stench of sinners…
surrounds me. Speak to me of your sins, and swiftly, so that I might tell
you what I must.”
Each character now has the opportunity to ask after the sins they seek. Baalzebul
refuses to answer any questions until each character admits their sins or the sins
of their loved one, however. Once they’ve done this, Baalzebul reveals where the
soul can be found. He provides only the layer of the Nine Hells and the general
location (an adventure area, district, or landmark within the layer). The players
should make note of this information.
At this point, the group patron contact steps forward and asks for information
specific to their objective.
Hellriders
If the characters chose the Hellriders as a group patron, read the following:
“Poor Barachiel is held in a moving cage upon the River Styx, a guest of
the great Brothers. The unfortunate Jenevere languishes somewhere
among the broken streets of the Eye Market of Maladomini. And once-
mighty Anagwendol, captured by the great hunter himself, is at the heart
of Kordichai’s famed hunting grounds.”
Conclave of Halruaa
If the characters have the Conclave of Halruaa as a group patron, read the
following:
“You may find the Unmaker beneath the murky waters of the River Styx.
In silence, moving. In darkness, moving. Entombed in a ship that does not
sail, guarded by the great and monstrous Abigor, who commanded the
legions of Maladomini up in Avernus to stem the tides of the Abyss.”
Deathstalkers
If the characters followed Sarevok into the cathedral, read the following:
“Five items you seek, scattered across the Nine Hells. In Minauros, search
Mammon’s boggy trove. One of two you may find in Phlegethos, if you
dare brave the hunting grounds of Kordichai. In Malbolge, the hag-run inn
might host one of your treasures. In Stygia, explore the icy Chasm of
Found Things. And in Dis, cast your gaze upon the stalls and palace halls
of the agora.”
The Exorcism
Once Baalzebul has answered, things go wrong:
Koh Tam begins to tremble. His staff falls to the cathedral floor with a
clatter, and his hands reach for his head. The ribbons of red liquid fall
back into their pools, sending up mighty sprays of staining droplets.
“Prepare, adventurers!” Koh Tam says with a gasp, his voice once more a
dry hiss instead of the archdevil’s terrible growl. “He is attempting to
escape the confines of my body. You must exorcise him back to the Nine
Hells!”
The priest’s voice is suddenly overcome with ugly, booming laughter as
an avatar of the archdevil begins to appear, rising out of Koh Tam’s
shaking form.
The characters must now exorcise Baalzebul from Koh Tam. This is a two-stage
battle. In the first stage, they must defeat the avatar of Baalzebul (see the
accompanying stat block) that has partially crawled out of Koh Tam.
Battling the avatar.
Once the avatar has been defeated, the second stage begins. Koh Tam (see
appendix C) is possessed and attacks. The characters must free him by casting a
Dispel Evil and Good or Greater Restoration spell on him, or by dealing radiant
damage to him. Feel free to allow other strategies to work if they make sense to the
situation. A cleric’s Divine Intervention, for example, banishes Baalzebul back to
the Nine Hells immediately.
Once the characters rid Koh Tam of the avatar of Baalzebul, the threat is ended.
Meeting Tiax
The portal takes Koh Tam and the characters to the Bronze Citadel in Avernus.
The heat that greets you on the other side of the portal is at once sharp
and searing and unbearably heavy, each push forward as difficult as
swimming through molasses. The air is so dry that after a single breath
your throat aches for drink and yet so humid that your clothes already
cling to your sweat-soaked form. Above you the sunless sky is a brilliant
red, alive with writhing masses of crimson clouds and flares of orange
lightning. Your party stands on a rocky cliffside. Below you the dark and
trepid River Styx stretches out to the ends of the horizon. All around you
loom towers and walls of glinting metal and bleached bone: the Bronze
Citadel.
Koh Tam guides the characters away from the Bronze Citadel to the docks. There
he introduces them to his first mate, Tiax (see appendix C).
The gate to the Nine Hells opens.
Koh Tam’s first mate is a gnome of peculiar mannerism by the name of
Tiax. He is dressed like a naval captain that has fallen upon hard times.
His face is covered by a wild beard and a wooden pipe held between his
teeth sends out plumes of foul-smelling smoke. He stands on the docks by
Koh Tam’s barge, arms crossed and face set in a scowl as you approach.
“There ye are, ye fools!” Tiax slams a foot down on the edge of the barge.
The force pushes the vessel out to the end of its rope, leaving the gnome
unbalanced and tipping toward the unnatural river water. Koh Tam
reaches out and snatches the back of Tiax’s shirt, pulling him to safety.
The gnome neither offers his thanks nor pauses his speech. Instead, he
stomps his foot again, this time on the firm wood of the dock, raises his
fist, and says, “So, you wish to sail the treacherous waters of the Nine
Hells with the mighty sorcerer Tiax. Well! No better choice of guide could
you have made. For the great and wise Tiax knows all! But, beware, for
the way before ye is full of horrors that would drive lesser souls to terror.
Not I though,” he says, crossing his arms again. “I’m frightened of
nothing.”
Tiax is a cleric of Cyric, the god of lies. He believes that his god has chosen him to
one day rule Faerûn. Over the years this preposterous belief has led to
imprisonment half a dozen times, usually when one of his schemes blows up in his
face (often literally). However, Cyric does indeed favor him and treats him like a
pet or jester. Thus, the god always helps the gnome escape from whatever
predicament he has brought down on himself.
Cyric has directed Tiax to serve Koh Tam faithfully. Cyric is interested in what
Asmodeus has planned and harbors a deep hatred for Koh Tam’s god, Kelemvor.
He hopes that Tiax might learn something about Asmodeus’s schemes and if not,
then Tiax is well positioned to kill one of Kelemvor’s most powerful clerics.
Tiax hides his faith from everyone. He proclaims himself a great sorcerer so that
any magic he uses isn’t thought of as divinely given. Tiax is a ticking time bomb
and as the characters travel deeper into the Nine Hells he becomes more
dangerous. Tiax will randomly appear to help—or hinder—the characters as they
make their way through the Nine Hells. Every time the characters arrive at a layer
of the Nine Hells, even if they’ve previously visited it, roll on the Troubles with
Tiax table and run the indicated event.
Eventually Tiax will betray Koh Tam at the Falls of the Frozen Titan in Cania. See
the “Tiax’s Betrayal” section in chapter 10 for more details.
No Turning Back
Having met Tiax and boarded Koh Tam’s barge the characters are ready for their
adventure to begin. Proceed to “The Bronze Citadel” section in chapter 3.
The docks of the Bronze Citadel.
{@creature Koh Tam|CoA}’s Barge(Player Version)
Chapter 2: The Nine Hells
The desolate terrain of Avernus serves as a backdrop for the Eternal War.
The characters start their journey at the Bronze Citadel. From there they can travel
down the River Styx on Koh Tam’s barge. It is important to read through both the
introduction and this chapter before running sessions that take place in the Nine
Hells.
Character Objectives
Each layer of the Nine Hells has an adventure location that may contain one of the
souls that the characters are searching for. In addition, there is the group patron’s
objective. Koh Tam is familiar with each layer along with the adventure locations
of each. However, he won’t speak about a layer or its adventure location until they
arrive. Koh Tam responds to any questions on upcoming layers by saying, “All in
due time.” The characters might wish to explore an adventure location even if it
doesn’t contain one of their objectives. You should allow them to do this as they
can still stumble across the objectives of other group patrons.
The Objective Locations table summarizes where to find the souls the characters
seek as well as their group patron’s objectives (appendix D contains further details
about the items the Deathstalkers seek.)
Objective Locations
Lost Soul
Location Phylacteries Hellriders Conclave Deathstalkers
The War- Brother, The — — —
Slough, Queen
Avernus (1st
layer)
The Agora of Bounty, The — Cloak of Wrought-Iron
Floating Chosen One, Invisibility, Tower
Knives, Dis Patricide Instrument of
(2nd layer) the Bards
(Ollamh Harp),
Iron Horn of
Valhalla
The Ineffable Father, The — Belt of Giant Accounting
Lost Soul
Location Phylacteries Hellriders Conclave Deathstalkers
Trove, Infinite Strength and Valuation
Minauros Treasure (storm) of All Things
(3rd layer)
The Sister, The Anagwendo — Amulet of the
Elemental Furnace l Inferno,
Preserve, Ranseur of
Phlegethos Torture
(4th layer)
The Chasm of Business — Holy Avenger, True-Ice
Found Things, Partner, The Manual of Shards
Stygia (5th Oathbreaker Golems (iron),
layer) Rod of
Resurrection
The Sign of The Heartless — — Scourge of
the Hag’s Master, Shadow
Arms, Mentor,
Malbolge (6th Mother
layer)
The Eye Spouse/True Jenevere Staff of the —
Market, Love, The Woodlands
Maladomini Great Con
(7th layer)
The Sorrow Student, The — Staff of the Magi —
Mine, Cania Merciless
(8th layer)
The Oasis of — — — —
the Lethe,
Nessus (9th
layer)
Infernal — Barachiel — —
Warship
Baalzebul’s — — The Unmaker —
Infernal
Submersible
Flow of the River Styx(Player Version)If the characters have already experienced
that encounter, then roll on the random encounter table for that layer of the Nine
Hells.
Shadow of a Tyrant
A tyrant shadow takes on the form of a giant spider.
Swarms of thousands of bloated flies fill the air with a droning sound.
These flies feed on the manure from the herd of rothé that stand dumbly
about upon the shore. Jagged rocks and deep pits can be seen a little
further inland. Most of the pits vanish into inky darkness, though
something metallic glitters within one of the shadowed maws.
This region of the Nine Hells is infested with ayperobos (see appendix B). These
tiny devils swarm about by the thousands, disguising themselves within the
swarms of black flies. They’ve even burrowed into the flesh of several of the rothé
(see the accompanying stat block) and now control these beasts like puppets. The
devious devils have scattered the armor, weapons, and treasure of previous
victims near the entrance of one of the caves. This way, it can easily be seen from
boats passing by. However, it isn’t the ayperobos that poses the greatest danger
here.
The first clue to the dangers of this area are the freshly stripped corpses of several
rothé, recently eaten by the ayperobos. All that remains of these rothé are their
intact skeletons, flecked with blood and flesh. A successful DC 15 Wisdom
(Survival) check reveals that these corpses are recent and that whatever killed
them stripped all of the meat from their bones in a matter of moments.
The ayperobos wait until their prey has come ashore before attacking—unless it
looks like a passing ship doesn’t intend to stop. They will then descend upon their
victims en masse. A swarm of them will push against the mast, sails and even hull
of the Styx barge to drive it against the shore. A successful DC 15 Strength check is
required by the navigator to keep a boat on course. The ayperobos aren’t
interested in eating the flesh of their victims; instead, they serve a greater threat. A
tyrant shadow (see appendix B) lives within the caves that dot the shore and the
ayperobos lure in hapless mortals and devils to be consumed by it. If any of the
ayperobos swarms take control of a creature, they force it to enter the nearest cave
mouth.
The tyrant shadow is a thing of concentrated hatred, fear, and loathing. It has taken
the appearance of a giant spider made from writhing shadows. As soon as it has
an opportunity it snatches a single victim and drags him or her deep into its cave
system. From there the tyrant shadow takes its time to devour its prey, hoping that
the screams attract a rescue attempt.
This particular tyrant shadow was manifested by the archdevil known as Zagum of
the Triad. Treasure. Among the scattered belongings are some valuables. Select
three uncommon magic items from the Dungeon Master’s Guide.
Camp of Hedonism
In the Nine Hells, everything comes at a cost… Especially pleasure.
A large, fortified camp has been built on the shore of the River Styx from
huge bones and bleached timber. No one patrols its walls, but the sounds
of laughter and joy can be heard from within.
This camp is the home of Gulgara, a powerful corruption devil (see appendix B)
known as a sire of corruption, and her many minions. Gulgara created the camp
decades ago as a trap for the unwary and a place to hone her powers of corruption.
Recently a large group of adventurers were searching for the souls of their loved
ones when they came under attack by numerous devils. The adventurers could not
believe their luck when they saw what appeared to be an abandoned infernal fort.
They took refuge within, not realizing it was the corruption devil’s powers that had
drawn them there in the first place.
Decadent Corruption
The most powerful of corruption devils, the sire of corruption, gains a
powerful aura that pervades and weakens the will of anyone within 300
feet of the devil. When a creature first enters the aura, they must make a
DC 19 Charisma saving throw. On a failed save the creature falls under a
curse known as decadent corruption.
While cursed in this way, the character has disadvantage on all saving
throws and ability checks. In addition, a character that has the charmed
condition while cursed in this way, remembers nothing of what happened
to them while charmed, once the charmed condition ends. Finally, a
cursed character becomes reckless, automatically failing any Wisdom
(Insight) checks they may make. Often this manifests as a dangerous sort
of curiosity, which may result in a desire to investigate the camp.
A Greater Restoration spell, a Remove Curse spell, or other magic that
removes curses, can remove the corruption curse and end all its effects.
Those that succeed the saving throw or have been cured are immune to
the effects of decadent corruption until they finish a long rest. Leaving the
corruption aura also ends the curse on the affected creature but does not
grant immunity to the curse. A corrupted character won’t voluntarily
leave the area and if asked to do so, the character makes excuses for why
it can’t.
The adventurers (four mages, three knights, two druids, two spies, and a priest)
are oblivious to the many torments they’ve suffered. A dozen succubi, in the guise
of friendly elves, work in the camp, enacting Gulgara’s various torments.
Characters approaching the gates to the camp are welcomed by a pair of succubi,
claiming to be adventurers. They invite the characters to partake in the festivities
within the camp. They open the gates to reveal the grounds of the fort, which are
occupied by numerous adventurers. There are also two large tents in the distance.
A succubus points out the activities that the characters might want to participate
in:
• A half dozen adventurers are greedily eating from a vast table filled with
delicacies from across the multiverse.
• A pair of knights are sitting on cushioned seats in front of vast mirrors as
their armor is shined by imps. There are several empty seats, and more
imps waiting to work.
• A priest and a couple of spies are engaged in a rowdy game of dice.
Each tent is guarded by a pair of succubi that have taken the appearance of human
knights and pretend to be adventurers. They allow entry only to those obviously
under the influence of Gulgara’s decadent corruption ability. If the characters
attempt to force their way into a tent, all the camp’s occupants attack the
characters.
In the first tent, a mage is being tortured by a trio of affliction devils (see appendix
B). The devils attack characters not under the influence of the decadent corruption
ability. The other tent is where Gulgara can be found. She attacks characters not
under the influence of the decadent corruption ability but emerges from the tent
only if a fight breaks out between the characters and her servants.
The entire camp is under the influence of Gulgara’s decadent corruption ability.
The adventurers can be saved but each requires their decadent corruption be
removed, as described in the sidebar. If a devil or succubus sees that an adventurer
has been saved in this way, or any adventurer attempts to leave the camp, the
remainder of the camp goes hostile. Adventurers that have been saved fight to
assist the characters and, if they survive, continue to travel the Nine Hells with the
characters.
Temptation of Betrayal
Nothing Can Touch Me.
Gulgara wears a magic ring with a shield carved into it and infernal script
covering every surface. If a character puts the ring on, it triggers a
temptation. The temptations that Asmodeus throws in the way of the
characters, are described later in this chapter; consult there for further
details about the “Nothing Can Touch Me” temptation.
The Nine Hells corrupt even those with good intentions.
Bowl of Suffering
Larvae try to escape the Bowl of Suffering.
Piteous screams can be heard from the shoreline. A huge bowl formed
from smooth obsidian is surrounded by a half dozen devils that push back
creatures trying to escape from it. Enormous elephant like devils stand
impassively as guards.
There are six pain devils and two maelephant nomads (for both, see appendix B)
around the bowl. Only someone standing at the edge of the bowl can see that it is
filled with larvae (see the Dungeon Master’s Guide for this stat block), lemures,
nupperibos (see Monsters of the Multiverse), and a few dretches captured during
the Blood War. These dretches have honed their telepathy so that they can
communicate in any language. The pain devils push down any of the pitiful
creatures that manage to climb up the sides of the bowl.
The maelephants attack anyone who tries to interfere with the pain devils.
The dretches use their telepathy to make promises to any mortal they see, but all
their promises are lies. One dretch claims to be an angelic creature trapped under
the other infernal creatures. Another dretch claims that there is a suit of magic
plate armor at the bottom. Anyone crawling into the bowl is swarmed by the
piteous creatures and must make a DC 15 Dexterity saving throw. They take 21
(6d6) slashing damage on a failed save, or half as much damage on a successful
one. Magic within the bowl is corrupted so that any spell cast within it fails and
triggers a wild magic surge. Determine the surge’s effect by rolling on the
sorcerer’s Wild Magic Surge table in the Player’s Handbook.
Forest of Pain
Hellcats prowl the forest.
A forest grows on both sides of the River Styx. The trees are twisted and
without any leaves. Among the trees lumber huge sloth like creatures.
This forest is the home of one of Hell’s larger herds of oneirovores (see appendix
B). These creatures, also known as dream eaters, are grazing on the branches of
the trees. When they break off a branch it bleeds a luminescent sap that the
oneirovores eagerly lap up. This sap is made up of the dreams of mortals.
Attacking the herd can quickly turn into a disaster. If any of the oneirovores is hurt,
2d4 hellcats (see appendix B) immediately spring to their defense. An oneirovore
that is injured cries mournfully and releases its stored phantasmagoria. Nearby
oneirovores also release their phantasmagoria. Things quickly get worse when the
herd’s shepherd arrives. In 1d4 rounds a pack of a dozen hell hounds will burst on
to the scene. A round later the shepherd, a war devil (see appendix B), arrives.
If the guardians of the flock are dealt with, then it isn’t too difficult to coax some of
the oneirovores on to a boat. A successful DC 15 Wisdom (Animal Handling) check
convinces an oneirovore to follow along. However, it is very dangerous for anyone
to rest while so close to a dream eater. Someone who finishes a long rest within 10
feet of an oneirovore must make a DC 15 Wisdom saving throw. The DC increases
by 5 for each oneirovore beyond the first. A failed save results in disadvantage on
Wisdom saving throws. Only a Wish spell can remove this effect.
Canyons of Greed
Nothing is left of the prospectors, except their greed.
The River Styx cuts its way through a canyon larger than any in the
mortal world. A sound like thunder can be heard from above as rocks
begin to tumble down the canyon’s sides towards your barge.
Four maelephant nomads (see appendix B) stand at the top of the canyon and
push boulders toward any ship passing by. These boulders glisten with embedded
gold nuggets and when they smash into their target or hit the side of the canyon
they break apart, scattering 2d12 gold nuggets along the riverbank. Each throws
three boulders (Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target.
Hit: 28 (4d10 + 6) bludgeoning damage) before retiring out of sight. A spell such as
Gust of Wind pushes a ship out of range immediately.
Nearly a dozen prospectors emerge from caves in the sides of the canyon and huts
built along the shore. They scramble to collect the gold nuggets, often wading into
the river to pick up nuggets that land in the shallows. The memories of these
prospectors have long ago been eroded. Now all they care about is finding gold
nuggets in the river and hiding whatever they find in the small lair they’ve built for
themselves. Each gold nugget is worth 100 gp, but the prospectors react violently
to anyone who tries to take their gold. The prospectors have silently agreed to not
touch the treasure hoard of another. Anyone doing so earns the wrath of all the
prospectors. A variety of prospectors live here:
• 3 fire giants
• 1 dwarf gladiator
• 1 orc veteran
• 1 elf assassin
• 1 young red dragon
• 2 fomorians
Each prospector has 1d100 gold nuggets in their lair.
Location
If this encounter takes place in Malbolge or Cania, then it should do so on
the borders of Maladomini.
At the main entry, a succubus and an incubus hand out entrance tickets for 10 gp
each. However, anyone sneaking in without paying doesn’t need to fear reprisal.
Once inside, visitors are free to try out any of the fun rides. Once they’ve tried out
one or two, they are approached by a succubus or incubus who tries to persuade
them to try out one of the devilish rides.
Fun Rides
These are rides that, while frightening, aren’t dangerous.
Ferris Wheel. This huge wheel allows up to six Medium-sized creatures in each of
its cages. Cleverly placed illusions create elaborate scenes, simulating a journey
through the Nine Hells. A rider looking out from their cage begins their journey
with a majestic view of Avernus and travels in a slow circle through each layer in
turn, with the ride ending with a view of the deep canyons of Nessus. In total the
ride takes no more than ten minutes but feels much longer than that.
Infernal Mansion. This mansion is filled with some of the most gruesome looking
demons and devils. The devils are willingly scaring participants, while the demons
are… not so willing. A chain devil uses chains to disturb those who walk down an
inky black corridor. A pair of hellcats (see appendix B) terrorize people walking
through an ancient torture chamber and a displacer fiend (see appendix B)
reaches out with its tentacles from a cage just unable to reach participants. Finally,
there are the exploding manes demons. They’re released from multiple tiny doors
and run gibbering at participants before exploding right before they reach them.
This means that participants are always covered in demonic ichor. Luckily, this
ichor doesn’t behave as it does in the rest of the lower planes, but participants
aren’t told that.
Roller Coaster. The second most terrifying roller coaster in the multiverse. The
twists, turns, spirals and upside-down tracks dissuade many from trying it out.
Anyone riding it must succeed on a half dozen DC 15 Wisdom saving throws to
stop from screaming during the ride.
Devilish Rides
Each ride costs 250 gp per rider and can be extremely dangerous. However,
winning contestants earn powerful magical treasure. Winners of a ride earn a
magic item from the Dungeon Master’s Guide. Winners can win only one prize. Any
character under 10th level receives an uncommon magic item. Characters 10th
level to 15th level receive a rare magic item (excluding weapons) and characters
16th level or higher receive a very rare magic item (excluding weapons).
Carousel. This carousel starts off spinning slowly, but quickly gains speed.
Contestants must succeed on a DC 10 Strength (Athletics) check to hold on during
the first minute. Every subsequent minute the DC increases by 5 to a maximum of
30. The ride ends when there is only a single rider left or once the DC reaches 30. A
rider who fails their check flies out and hits the barrier walls, taking 3 (1d6)
bludgeoning damage for every point of DC—to a maximum of 70 (20d6). The
barrier needs to be cleaned of gore at the end of every night.
Doom Coaster. This is the deadliest and most terrifying roller coaster in the
multiverse and carries riders through a series of dangerous features. With each
terrifying event, a rider must survive not only the physical danger, but they must
succeed on a DC 15 Wisdom saving throw or have the frightened condition for the
remainder of the ride. While frightened in this way, a rider also has disadvantage
on all saving throws.
The roller coaster begins by ascending a vast stretch of rickety track until it
reaches 600 feet. It then travels through the features, visiting each once. After the
final feature the roller coaster returns to the relative safety of ground level again.
The features are presented in the order that riders encounter them:
• Lady of Pain. The roller coaster does a circle around an enormous head
with huge blades sticking out of it. Each rider must succeed on a DC 15
Dexterity saving throw or take 35 (10d6) slashing damage.
• Maw of the Dragon. The roller coaster drops into the fiery maw of an
artificial dragon and each rider must succeed on a DC 15 Constitution
saving throw or take 28 (8d6) fire damage.
• Stygian Glaciers. The roller coaster turns upside down so that its riders are
immersed in a lake of frigid water filled with razor sharp icy shards, before
the roller coaster ascends again. Each rider must succeed on a DC 15
Constitution saving throw or take 17 (5d6) cold damage and 7 (2d6)
slashing damage.
• Storm King’s Thunder. The roller coaster drops into the arms of a 100-
foot-tall storm giant automaton. As the giant places the coaster on the new
set of tracks, everything is electrified, and each rider must succeed on a DC
15 Dexterity saving throw or take 35 (10d6) lightning damage.
• Great Green Devil. The roller coaster rushes through the open mouth of a
huge green devil face and each rider must succeed on a DC 15 Constitution
saving throw or take 42 (12d6) necrotic damage. Any rider reduced to 0 hit
points is disintegrated.
Bumper Cars. A variety of infernal war machines compete here in a massive arena.
The drivers of the machines must destroy the other machines by smashing into
them. Riders may select either a Large machine or a Huge machine (each machine
can only have one occupant). These vehicles have fierce names, such as “Devil’s
Ride,” “Tormentor,” and “Scavenger”. The character’s goal is for their machine to
survive 5 rounds—each rider that manages this feat, wins. Surviving each round
requires a character to make a Dexterity saving throw to avoid a collision with
another machine. The DC if the character is piloting a Large machine is 15 but
becomes 20 for those piloting a Huge vehicle. If the character fails the saving
throw, their vehicle is destroyed if it is Large. A Huge machine can survive one
impact, but a second impact destroys it. When a machine is destroyed, the rider
takes 17 (5d6) bludgeoning damage. If a vehicle-less character starts their turn in
the arena, they must make a DC 16 Dexterity saving throw. If they fail, they take 35
(10d6) bludgeoning damage as they’re run down by an infernal machine.
Angelic Villa
A small group of angels live in a once beautiful palace, overgrown with the filth of
the Nine Hells. Flies and wasps surround the palace, and worms writhe in the mud
around it. These angels were companions of Triel, the fallen angel that became the
archdevil Baalzebul. They aren’t evil, but they’re no longer good either. They
haven’t committed to either the hierarchy of the Nine Hells or returned to their
original home in the Seven Heavens. Their moral relativity has made them into sad
figures with no purpose or hope.
The angel Samael flies above the Styx and attempts to contact any good characters
it notices below. The angel uses telepathy to provide directions to a nearby palace
where characters may rest and recover.
A palace is half-sunk in the mud and a great swarm of flies and wasps
hovers over it like a nightmarish cloud. You look up at the façade of the
building and see the remnants of beauty long gone. Intricate carvings in
marble are covered in filth and crawling things. Mighty stone walls lie
half crumbled away, revealing the rotting wood supports jutting out like
shattered bones. There were tall windows once. Now there remain only
gaping holes. Slits of impenetrable black, glaring down at you like soulless
eyes.
When the characters enter the palace, they find angels within. There are several
devas led by a planetar named Uriel. These angels have lived together in this
region of the Nine Hells for millennia. There were once dozens of them, but over
time their number has been reduced as some have died in battle, others have fallen
to complete corruption, and a few have redeemed themselves and returned to the
Seven Heavens. Those that remain are:
• Uriel. He was a patron of the arts.
• Arariel. He controlled the waters of the earth.
• Chamuel. They represented serenity and devotion.
• Gadreel. He was known as the watcher.
• Muriel. She was a patron of travelers.
• Phanuel. She offered hope and repentance.
• Samael. He fetched the souls of the dead.
Uriel wants the characters to join them for dinner. He wishes to hear tales of the
characters’ exploits. In return, he allows the characters to partake from his wine
cellar, one of the most comprehensive in the multiverse.
If the characters turn him down, he is disappointed, but lets them know that they
can return at any time to take him up on his offer. Any act of aggression by the
characters results in the angels attacking with a level of coordination that befits a
group that has been together for millennia.
Uriel holds court over fallen angels.
The angel called Chamuel has brought a rose to dinner. They twirl the
long-stemmed flower between their fingers and smile whenever they
catch you looking. Something so delicate seems terribly out of place
amidst the rot and horror of the Nine Hells and as Chamuel lifts the rose
to brush against their lips, you notice how soft and red its petals are. To
the angel Chamuel’s left, at the head of the table, sits Uriel, your host, and
on the other side of him is the angel called Phanuel. She sits stiffly in her
chair and though her face is still and placid, her piercing eyes are full of
storms. Uriel makes a gesture and the other angels file in, bringing with
them plates of food and pitchers of drink. When everything has been laid
out, they take their own seats. Uriel makes another gesture and the tall
candles that line the long table all light up. “Well, then,” Uriel says with a
smile. “Shall we begin?”
The dinner is fraught with potential danger. During each of the three courses, an
angel asks a challenging question which requires a successful ability check to
answer. Failing a check results in that angel challenging that character to a duel. If
the character refuses the duel, then Uriel expels the character from the estate. If
the character undertakes the duel and the angel reduces the character to 0 hit
points, the angel chooses to incapacitate the character instead of landing a killing
blow. If the character doesn’t do the same if they win, then Uriel expels all of the
characters from the estate.
In the first course, Chamuel selects the character with the highest Charisma score
and questions their serenity or devotion. The character must succeed on a DC 16
Charisma (Persuasion) check to avoid the duel. In the second course, Samael
demands that the frailest character (the one with the lowest Constitution score)
justifies how they’ve survived so far. The character must succeed on a DC 15
Charisma (Persuasion) check, made with disadvantage if the character is injured.
In the final course, Phanuel, who has become exhausted from sustaining all her
companions, now asks a character to step forward to convince her that hope still
remains for these abandoned angels of the Nine Hells. That character must succeed
on a DC 18 Charisma (Persuasion) check.
If the characters are not expelled, when they prepare to leave, Uriel allows each
into his wine cellar. Some bottles of wine have magical properties that might be
useful on their journeys. Each character can make an Intelligence (Investigation)
check to select a good vintage. Any result above 15 allows them to roll once on the
Magical Wines table. Above 20 and they roll twice, allowing them to select which of
the two bottles they prefer to take.
Magical Wines
d8 Name of Wine Powers
1 Château de Potion of Flying
Tethyr
2 Casa Athkatla Potion of Giant Strength (cloud)
3 Obarskyr Estate Potion of Invisibility
4 Wolf Blasé Potion of Longevity
5 Rauxes-Nyrond Potion of Speed
6 Menage a Trois Potion of Giant Strength (storm)
7 Blackstaff Potion of Supreme Healing
8 Felix Solar Potion of Vitality
A Paladin in Hell
A narrow path climbs the cliff wall beside the River Styx. On the path an
armored warrior battles dozens of devils. His sword and armor are
coated in the black blood of his enemies. He calls out for help.
If Koh Tam is in command of the characters’ ship, then he steers it to the
riverbank and demands that the characters help the warrior. The warrior is a
paladin serving Kelemvor named Sir Calenhad Strongheart (lawful neutral death
knight that is a Humanoid and doesn’t have the Marshal Undead trait or Hellfire
Orb action).
Calenhad battles against a dozen bearded devils, a pair of horned devils and nine
bone devils. These creatures are led by a powerful greater tyrant shadow (see
appendix B). This tyrant shadow was spawned from the archdevil Abigor millennia
ago.
Calenhad has been tasked by the archdevil Abigor with killing the tyrant shadow,
for the creature has been subtly undermining his machinations. Abigor convinced
the paladin that the tyrant shadow was responsible for the death of his family and
their souls will be consigned to the Nine Hells unless he kills the creature (all lies).
To help Calenhad in his quest, Abigor granted him Infernal Plate Armor and a
Sword of Retribution (see appendix D for details about both items.) These items
have been slowly twisting the paladin.
Koh Tam asks the characters to subdue the paladin so he can remove the cursed
items and heal him of infernal corruption. If they succeed in this, Calenhad stays
below decks slowly recovering. If you want, he may come to the rescue of the
characters at a key moment in the story.
The Temptations
Throughout the story Asmodeus tries to tempt the characters. Each is optional, so
feel free to skip a temptation, especially if another one has recently been triggered,
or move them to another part of the Nine Hells. However, make sure that each
character is tempted at least a few times throughout the adventure.
The benefits and drawbacks of temptations are described in detail on the following
pages. Most of these temptations have been placed in specific locations within the
various layers of the Nine Hells and the details of discovering them are explained
in an appropriate sidebar in that layer. Not all the temptations have been directly
placed, however. In some locations a prompt appears to select one from the
Random Temptations table instead. When this occurs, roll on the table, or select
the temptation most appropriately tantalizing to one of the characters.
Random Temptations
d1
2 Sin Result
1 Anger The Cultists (Knowledge)
2 Anger Vengeance is Yours (Roleplaying)
3 Murder A View to a Kill (Roleplaying)
4 Greed Box of Treats (Power)
5 Greed A Head for Knowledge (Knowledge)
6 Jealousy Anything You Can Do (Knowledge)
7 Jealousy Credit Where Credit is Due (Roleplaying)
8 Betrayal What is Rightfully Mine (Roleplaying)
9 Oppressio The Angry Djinni (Power)
n
10 Harm Non-Lethal Weapon (Power)
11 Harm A Torturer in Hell (Roleplaying)
12 Pride Taking Pride in Your Work (Roleplaying)
Anger
Anger is forged in the fires of the Nine Hells.— Bel #### The Sentient Artifact
(Power)
The characters find an ancient sentient artifact of the Blood War. It promises to
give one of them great power in the form of rage. Once it has granted the power to
one of the characters, the sentience of the artifact winks out and it becomes a
nonmagical lump of metal. Whoever was granted the power gains the following
feature. When taking damage, you may use a reaction to enter an infernal fury.
Each time you activate this fury, you select one of the following features:
• When making a melee weapon attack using Strength, you gain a +4 bonus to
the damage roll. Also, when you take damage, you may use your reaction to
make one melee weapon attack against the creature that damaged you if
they’re in reach.
• When making a spell attack, you gain a +4 bonus to the damage roll. Also,
when you take damage, you may use your reaction to cast a cantrip,
targeting the creature that damaged you.
Your fury lasts for 1 minute. It ends early if you have the unconscious condition or
if your turn ends and you haven’t attacked a hostile creature since your last turn or
taken damage since then. You gain one level of exhaustion when the fury ends
unless you damaged a non-evil creature while using this fury. You can’t activate
infernal fury again until after you finish a long rest.
Betrayal
You can only understand good and evil if you have betrayed the former for the latter.
— Levistus{@creature Levistus|CoA}
Deceit
Deceit allows those with less power and excellence to pretend otherwise.—
Baalzebul{@creature Baalzebul|CoA} and {@creature Mammon|CoA}
Greed
Greed makes you free, and accountable to no one.— Mammon #### Box of Treats
(Power)
The characters find a transparent box that contains several powerful items. Select
one rare or very rare item from the Dungeon Master’s Guide for every two
characters, rounded down. The box is invulnerable to all damage. It has no lock or
lid. Inscribed in golden letters on top are instructions written in Infernal for
opening it. Only with the blood of a good creature can the box be opened and only
by the person who killed this creature. Once opened, the box vanishes, leaving only
the items.
Harm
What further harm could I possibly bring to the wretchedness of mortals.—
Mephistopheles{@creature Mephistopheles|CoA} and {@creature Fierna|CoA}
Jealousy
The lord of these Nine Hells, who was the pinnacle of good, brought low by jealousy.
— Fierna #### The Jealous Beauty (Power)
An archdevil or pit fiend offers to grant one of the characters a blessing to help in
their quest. The Fiend claims to want to embarrass Asmodeus.
Blessing of Comeliness. If your Charisma score was less than 20, it becomes 20.
Unfortunately, every time a creature with a Charisma score higher than you speaks
to you, you must make a DC 20 Wisdom saving throw. If you fail, you fly into a
jealous rage and attack them. At the start of each of your turns you may attempt to
make the saving throw again, ending the jealousy on a success.
Murder
Behold Dis, where murder is always for sale.— Dispater{@creature Belial|CoA} and
{@creature Dispater|CoA}
Oppression
The most beautiful music is the silence of the good over the suffering of the oppressed.
— Glasya{@creature Glasya|CoA} and {@creature Asmodeus|CoA}
Pride
You mortals should take pride in how you can make a Hell out of any Heaven.—
Asmodeus #### Gaining the Advantage (Power)
A devil offers to etch a magic clover-shaped tattoo into a character’s skin.
Clover Tattoo. This tattoo has 3 charges and regains expended charges at dusk. As
an action you may expend 1 charge to gain advantage on your next ability check.
However, if you fail that ability check this item loses all charges and you have
disadvantage on all ability checks until dusk.
The Dukes
On the River Styx, the deadliest threat the characters may encounter arises from
two menacing infernal vessels: one is a warship led by the archdevil brothers,
Adramalech and Morax, the other, a submersible commanded by Abigor, an
archdevil in the service of Baalzebul. More information on these infernal ships can
be found in chapter 11, “Hunted by the Dukes.”
These archdevils come after the characters once they’ve completed one of their
group patron’s objectives. Once this happens, Asmodeus realizes that the
characters might be more tenacious than he anticipated and so sends the brothers
to take them captive. On the other hand, Baalzebul wants vengeance on Koh Tam
and the characters for summoning him to the mortal plane, thus he sends Abigor
to hunt them down.
{@creature Abigor|CoA} is always ready for battle.
Telepathic Spells
The archdevils of the Nine Hells rule their realms with an iron fist. The devils that
make up their ranks are heavily monitored and strictly controlled. All
communication received in or sent from the Nine Hells can therefore be overheard.
If they want to, the archdevils can eavesdrop on communication spells such as
Message and Sending. Even when magic items (like Sending Stones or a Helm of
Telepathy) are used to communicate, the archdevils can listen in.
In the Nine Hells, it is safe to assume that someone is always listening. This has left
the occupants of the Nine Hells in a constant state of paranoia. Anyone who tries to
communicate telepathically here, has the unnerving feeling of an infernal presence
listening in. There is only one exception: Rings of Mind Shielding. Even in the Nine
Hells, these rings shield telepathic communications from being overheard. These
items are therefore highly sought after by those denizens of the Nine Hells who
wish to keep their thoughts private from their lords.
Teleportation Spells
Many teleportation spells have altered effects when cast in the Nine Hells,
including spells cast from magic items or artifacts, and class abilities that duplicate
the effects of spells.
Devilish Distances
The Nine Hells is in constant flux, with the landscape warping to the whims of the
devils, and at times, the Nine Hells itself. The distance between locations—and the
time required to travel—is up to the DM. A trek towards an infernal tower might
take only two hours, but the return journey could last weeks. And locations that
the characters were certain were in a particular location one day may relocate
themselves to another area of the Nine Hells on their next visit.
Encounters
The characters may sail the River Styx through Avernus without much incident but
once they leave the waters and travel overland, dangers arise. Roll at least once on
the Random Encounters in Avernus table each time the characters move between
major locations on the map.
Locations
Koh Tam can provide a summary of Avernus when they arrive (see “Key Locations
in Avernus”).
Koh Tam
Avernus is more widely known than other layers, but if the characters are
unfamiliar, Koh Tam can provide them with the information they seek. His focus
should be on the Blood War however, and the eternal battleground that is the War-
Slough. In locations such as that, great power is to be found.
Objectives
Make sure you keep track of your players’ objectives to help guide them to the
appropriate areas in Avernus where they might complete their goals. Ideally, they
should be met by Rexlexkala in the War-Slough and encouraged to explore the
Ruined Tower and the Ichor Lake in that area.
The following objectives can be attained in Avernus:
Objectives in Avernus
Objective Location
Phylactery of the The War-Slough: The Ichor Lake
Brother
Phylactery of the Queen The War-Slough: The Ruined Tower
Temptations
Have the characters encounter at least one temptation during their time in
Avernus. You can of course have them encounter more if you want. If the
characters give in to temptation, use the information in appendix E to keep track of
their corruption level.
Avernus Overview
Avernus, the First Hell(Player Version)Thousands of years of construction projects
have led to myriad artificial channels, sluices, and gates within parts of the River
Styx. Where it used to flow, along the edge of the realm, there remains only a dry
riverbed and sparse vegetation. Due to the powerful nature of the river, the walls
and mechanisms are in a never-ending cycle of repairs.
Aside from the Styx flowing through the center of the layer, Avernus lacks water
and vegetation. Much of the realm consists of lifeless hills, jagged mountains, and
rocky terrain. Outcroppings of crystals and metals jut through the surface like
spikes, accompanying the boulder fields as surface features. Lakes and rivers of
lava dot the surface, though not nearly as dense as the fire-aspected layers
beneath. Geysers and fumaroles decorate the landscape, occasionally spewing
scalding steam and toxic clouds.
While the sky remains unlit by celestial bodies, fireballs streak through and
explode, bringing a fiery light to the horizon. Sometimes the fireballs collide with
the land, resulting in smoldering impact craters. Closer to the land, the realm is
bathed in a deep red light of unknown origin. To mortals the air is thick, due to the
ash, toxins, and dust that contaminate the atmosphere. Bones and blood of
creatures long perished decorate the less-traveled areas, as well as the decaying
battlefields.
Notable locations within Avernus include the Bronze Citadel, the Pillar of Skulls,
and Tiamat’s Lair. Connecting each landmark with the rest of the realm is the Great
Avernus Road, constructed by Bel to facilitate military transport.
Bel used to rule the realm, but has since lost the position to Zariel, a fallen angel
turned devil. Her goals, even as the Blood War rages, are to restore Avernus to its
former glory, and to remove Tiamat from the realm. Zariel’s subjects primarily
include devils that form the defensive armies of the Blood War, but natives to
Avernus still remain.
Leaving Avernus
Only a few methods allow travel to the lower layers of the Nine Hells. The cave
system of Tiamat’s lair contains a hidden and perilous path to Dis. In addition, one
of the largest iron towers of the City of Dis pierces through Avernus, with an
opening next to the Pillar of Skulls. For an experienced sailor, the Styx is also
viable, as it snakes its way around a mountain down into the next layer and
beyond, and this is Koh Tam’s preferred route.
Features
Avernus’ combination of oppressive heat and supernatural malevolence weighs on
the bodies and souls of those who aren’t evil. A non-evil creature treats normal
travel through Avernus as a forced march and must make a Constitution saving
throw at the end of each hour of travel. The DC is 10 + 1 for each hour of travel. On
a failed saving throw, a creature gains one level of exhaustion.
Optional Rule. Evil pervades Avernus, and visitors feel its influence. At the end of
each long rest taken on this plane, a visitor that isn’t evil must make a DC 10
Wisdom saving throw. On a failed save, the creature’s alignment changes to lawful
evil. The change becomes permanent if the creature doesn’t leave the plane within
1d4 days. Otherwise, the creature’s alignment reverts to normal after a day spent
away from the Nine Hells. Casting the Dispel Evil and Good spell on the creature
also restores its original alignment.
Temptation of Anger
“Gauntlets of Rage”
During the characters’ time in the Bronze Citadel, a corruption devil (see
appendix B) offers to sell a spellcaster a special pair of gauntlets for 500
gp or 2 Soul Coins. If a character purchases the item, they now have the
Gauntlets of Rage (see appendix D).
Stay inside on a rainy day in Avernus.
Tiamat’s Lair
A cave mouth leads into Tiamat’s lair, a massive mountain and cave system which
is one of the routes into Dis. But Tiamat protects the other layers of the Nine Hells
from potential invaders by guarding these passages vigilantly. Access to her lair is
even more difficult because a massive pit of wretched souls blocks the way. This
pit and numerous abishai keep outsiders from entering Tiamat’s Lair.
Koh Tam advises against attempting passage this way, for the devils of the Nine
Hells have many agents in Avernus and the characters’ forcing their way through
Tiamat’s Lair would certainly be noticed.
The War-Slough
The War-Slough(Player Version)The location most interesting to characters
seeking phylacteries is the War-Slough, a vast battlefield upon which demons and
devils have been slaughtering one another for eons. Here is where the characters
may find what they seek in Avernus…
Temptation of Harm
“The Stuff of Nightmares”
If the pillar of skulls is searched a tattered book with a leathery cover is
found. If a character takes the item, run the appropriate temptation event
found in chapter 2.
Demon Blood
The corrupting mud of the War-Slough exists due to the sheer unparalleled
quantity of demonic blood that has been shed in this single concentrated
engagement. Normally the ground of the Nine Hells is inhospitable terrain for
anything so undisciplined. Chaos runs off it like water from weaved cloth. Even the
resilience of the Nine Hells has limits. Eventually they fought ankle-deep, knee-
deep. The stuff just didn’t soak away, and the field became a nightmarish quagmire
reeking of the wild Abyss. The very sight of the War-Slough sends shudders down
the spines of lesser devils.
Because of the corrupted demon blood, when a creature has spent more than an
hour in the WarSlough it must make a DC 15 Constitution saving throw. Fiends,
Oozes, Plants, and Undead automatically succeed on the saving throw. On a failed
save, the creature is warped by the demon blood, as determined by rolling on the
Flesh Warping table.
When a creature takes a short rest in the WarSlough, they must succeed on a DC 15
Constitution saving throw to resist having their flesh warped. A long rest requires
succeeding on a DC 20 Constitution saving throw. A spell that removes a curse
ends all demon blood related warping effects on a creature.
Flesh Warping
d1
0 Effect
1 The creature’s eyes push out of its head on the end of stalks.
2 One of the creature’s legs grows longer than the other, reducing its walking
speed by 10 feet.
3 The creature’s eyes become beacons, filling a 15- foot cone with dim light
when they’re open.
4 The creature’s ears tear free from its head and scurry away; the creature
has the deafened condition.
5 The creature’s arms become tentacles with fingers on the ends, increasing
its reach by 5 feet.
6 The creature’s legs grow incredibly long and springy, increasing its
walking speed by 10 feet.
7 The creature grows a whiplike tail, it can now use a bonus action to make
d1
0 Effect
one tail attack (treat the tail as a whip.)
8 The creature’s ears become wings, giving it a flying speed of 5 feet.
9 The creature’s body becomes unusually brittle, causing the target to gain
vulnerability to bludgeoning, piercing, and slashing damage.
10 The creature grows another head, causing it to have advantage on saving
throws against the charmed, frightened, or stunned conditions.
War-Slough Encounters
Every time the characters take a short or long rest in the War-Slough roll on the
Random Encounters in the War-Slough table. Then roll a d6. On a 1–3 the random
encounter interrupts the rest. On a 4–6 the encounter happens a few minutes after
the rest is finished.
Random Encounters in the War-Slough
d
6 Predator
1 A flock of three shredwings (see appendix B) circles in the distance.
2 A gang of five bulbous hezrou (speed 20) erupt from a pool of demonic
ichor.
3 A lost legion of one hundred merregon (see Monsters of the Multiverse)
march in formation, ignoring anything that doesn’t get in their way. A
headless horned devil leads them.
4 A corpse worm (purple worm with the Fiend type) erupts from the ground
beneath the characters.
5 A squad of a dozen insane merregon mistakes the characters for demons.
6 Two horned devils fused together (they always occupy the same space but
have their own turns) lead a battalion of two dozen merregon. One horned
devil orders the battalion to attack, while the other orders them to march in
formation. Each round there is a 50 percent chance of the merregon obeying
either leader.
War-Slough Locations
There are those who go to the War-Slough by choice. Why would anyone? Well,
there are all those lost artifacts and items of fearsome power that are in there
somewhere, if one could only track them down. There’s enough potent treasure for
any number of daring hunters to retire on, plus stored souls to power every
warship on the Styx for half an eternity.
W3A: Entrance
Moist ichor covers the floors and walls. There’s a pounding noise in the
distance, as if a large machine is rumbling away, performing some
unfathomable work. The tunnels seem to undulate, in rhythm with the
noise, and in places you think you see terrible faces etched into the stone.
Many tunnels appear to lead into caves where ichor has accumulated.
W3C: Demons
A mixture of two dozen dretches and manes mill about mindlessly in these caves.
They ignore intruders but descend with fury on anyone who attacks them.
Temptation of Anger
“Sentient Artifact”
The characters’ attention is drawn by a voice from a nearby pile of
corpses. If they investigate, they find a powerful artifact buried within.
This is an opportunity to conjure a tempting reward for one of the
characters; select a character and an item they’ve been coveting. That is
the item they now find. You may also select an item that multiple
characters might want so that they may argue among themselves over
who gains possession of it.
Once one character has taken the item, run the “Sentient Artifact”
temptation event found in chapter 2.
This isolated canyon descends into the depths of the Slough and is where the real
treasures of the War-Slough are found, including the horn that Rexlexkala desires.
Strange things occur sporadically as the characters descend, the place twisted and
distorted by the great war. When a character least expects it (perhaps just after a
rest, or in the midst of battle), a grotesque tentacle with a shrieking mouth instead
of suckers bursts from the canyon wall to flail about wildly before withdrawing
again. The tentacles are harmless unless the characters decide to attack one (then
the tentacles have the statistics of a guardian naga, but 0 movement speed, lawful
evil alignment and no spellcasting trait).
Though the tentacles can be safely ignored, there are real dangers in the canyon.
And to find items of true value, the characters have to make an effort to explore,
heading deep into the canyon’s bowels. Each hour the characters make a DC 20
Wisdom (Survival) check to search for clues that might lead them to the treasures
they seek. Failure results in an encounter, while success leads to treasure.
Encounter. The first time the characters fail their search results in them
encountering the “Temptation of Anger.” Afterwards, on future failures, roll a d8.
1–4 means an empty cave; 5–6 means they stumble upon 1d2 glabrezu; a 7–8
means they find 1d4 hezrou.
Treasure. Every time the characters succeed in their search for clues, they have a
50 percent chance of finding Rexlexkala’s Horn. Otherwise, they roll on the Infernal
Items table. For a description of these items see appendix D. When they find the
item, it might be in the clutches of a tentacle that erupts from the canyon walls, or
it might be lodged at the bottom of a bubbling pool of demon ichor (which is a
black pudding with 120 hit points and immunity to fire damage). After 3 such
items, they’ll no longer find any more infernal items here and even successful
searches are now treated as failures.
Rexlexkala’s Horn. A nalfeshnee carries the artifact that Rexlexkala seeks and
won’t relinquish it without a fight. The artifact looks like a metallic horn, but if
touched it begins to wriggle like a grotesque worm. Other than this it can be
handled safely. An Identify spell reveals that it is meant to be swallowed to attune
to it, but if anyone other than a devil does so, they gain none of its powers and
instead are afflicted with a random major insanity that can’t be removed until the
artifact is extracted.
Infernal Items
d10 Item Danger
1 Bracers of Asmodeus None
2 Infernal Plate Armor Pool of demon
ichor
3 Stygian Spear Tentacle
4 Canian Fork Pool of demon
ichor
5 Demonbone Polearm 2d6 barlguras
6 Sword of Retribution Yellow mold
7 Infernal Amulet Angry horned
devil
8– Ancient Blood War Weapon (see Ancient Blood War None
10 Weapons table)
Ancient Blood War Weapons
d
4 Blood War Weapon
1 This is a fleshy, blood-hued sphere and if an action is used to squeeze it hard
enough, it erupts into a 500-foot-radius Cloudkill that harms only Fiends.
2 This box casts bright light for 200 feet and dim light for 1,000 feet. Covering
it negates the light. An Identify spell reveals that the box is full of divine
energy and will explode if opened. If an action is used to open the box, every
creature in a 100-foot-radius takes 70 (20d6) radiant damage and the box is
destroyed.
3 This ornate fan is comprised of dozens of partly melted blades. When an
action is used to unfurl the blades, spores are released in a 40-foot-radius.
Any demon in the area must make a DC 17 Constitution saving throw. On a
failed save, they take 35 (10d6) necrotic damage and one affliction from the
Flesh Warping table. Once used, the fan can’t be used again until a long rest
is finished.
4 This is a bag with 10d10 strange seeds inside. If a seed is planted in the Nine
Hells, it immediately grows into a corrupted shrieker. Any demon that
doesn’t have the deafened condition and starts its turn within 30 feet of a
corrupted shrieker takes 7 (2d6) psychic damage. This damage doesn’t
stack with damage from other corrupted shriekers.
Chapter 4: Dis, the City of Burning Iron
At the center of the Agora of Floating Knives sits Orishada’s Palace.
Named for its ruler, the Iron Lord Dispater, Dis is the second layer of the Nine
Hells and largely dominated by the city of the same name which is ringed by jagged
mountains. Within the city, characters may find some of the items they’re
searching for.
Encounters
After arriving in Dis, the players must either navigate the River Styx or follow the
Iron Road to venture into the City of Dis. Their destination is the Agora of Floating
Knives with Orishada’s Palace at its center. Whilst on the river, journeying into the
city, roll at least once on the Random Encounters in Dis table.
Locations
When the characters arrive in the city have Koh Tam provide information about
the city and its different areas (see “Key Locations in the City of Dis” for a
description). The players need to make their way to the Agora of Floating Knives,
the trade district in the City of Dis. If the players decide to venture into any of the
other areas of the city, you can use the information provided in this section to
guide them on a short excursion. However, the conditions of these locales may
quickly deter them from venturing there too long.
Objectives
Make sure you keep track of your players’ objectives and lead them to the
corresponding areas so they can complete their goals. Once the players have
explored all the different areas within the Agora of Floating Knives, make your way
to Orishada’s Palace.
The following objectives can be attained in Dis:
Objectives in Dis
Objective Location
Instrument of the Bards (Ollamh The Agora of Floating Knives: Barges of
Harp) Theater
Cloak of Invisibility The Agora of Floating Knives: The Market of
Killers
Phylactery of the bounty The Agora of Floating Knives: The Market of
Victims
Phylactery of the chosen one The Agora of Floating Knives: The Arena
Phylactery of patricide Orishada’s Palace: Kitchens
Iron Horn of Valhalla Orishada’s Palace: Aelvette
Wrought-Iron Tower Orishada’s Palace: The Floating Duke
Temptations
Have the characters encounter at least one temptation during their time in Dis. You
can of course have them encounter more if you want. If the characters give in to
temptation, use the information in appendix E to keep track of their corruption
level.
Troubled Rest
The characters might need to be encouraged to use all their various spells
and means of obtaining information to track down the items and
phylacteries they seek. At times you may also want to disturb their rest—
perhaps resurfacing some of the nightmares described in the
Introduction—as they approach layers of the Nine Hells where objects
they need to obtain are to be found.
Nudge them towards stopping and exploring each layer appropriately but
allow them the freedom to come up with clever ways to find what they
seek.
Dis Overview
Dis, the Second Hell(Player Version)Outside the city proper, the layer is a
mountainous crag land rich in ore deposits. Dispater ordered the construction of
the Iron Road, a pathway made of iron and cobblestone, to navigate the mountains
and extract the minerals located within. Since its construction, the mountains are
mined, and ore transported back to Dis for refinement.
Coiling down mountains high enough to reach Avernus is the Styx. It winds its way
down towards Dis and crosses directly through before moving downwards
towards Minauros. The city has an intricate canal system which the river flows
through. With high walls and a deep bottom, navigators of the Styx see only the
tops of buildings as they pass through the city. An artificial runoff near the middle
of the city was created, with a large iron gate, allowing travelers to enter the city
proper by taking a slight detour.
Dispater remains the ruler of Dis and an ally of Asmodeus, and he intends for it to
stay that way. Fortification of Dispater’s layer continues unabated at his behest, in
preparation for some future war. Assuming inhabitants follow the rules of the
realm, they’re given relative freedom to go about their business.
Features
Iron itself bends to the influence of Dis. Whenever a good-aligned creature touches
nonmagical iron, they take 4 (1d8) fire damage. This includes armor or weapons
that creatures might be using, ammunition, storage devices, keys, etc. A Protection
from Good and Evil spell or similar effect allows creatures to resist this effect for
the duration.
As the most lawful of the infernal planes, visitors to this plane become bound to
their words and contracts. Any time a mortal gives a promise, enters into a
contract, or otherwise ensures their end of a bargain, they find themselves
magically compelled to follow. A creature that breaks such a bond while on Dis
takes 32 (5d12) necrotic damage and gains a level of exhaustion.
Temptation of Deceit
“The Liar”
While the characters are exploring the Garden, a succubus approaches
the character with the highest Charisma and offers to give them the
power of deception. Run the appropriate temptation event found in
chapter 2.
Walls of sandstone rise above you and in front of the wooden doors to the
Garden of Delights stand several attractive servants, beckoning you
forward. You feel a strong compulsion to approach these comely beings.
The characters may pay 50 gp apiece to enter the Garden. Once inside they’re
handed cool and delicious (and illusory) drinks. Now roll a d100—this is the
number of hours the characters waste, captivated by the illusory delights the
garden provides. At the end of this time, a character must succeed on a DC 17
Charisma saving throw to even want to leave, if they fail the saving throw, they
spend another d100 hours within and must repeat the saving throw. When the
characters finally succeed on the saving throw and depart, each gains a level of
exhaustion.
Temptation of Oppression
“No Pain No Gain”
Read the following the first time the characters travel towards the prison:
Traveling towards Mentiri you pass a group of insect like devils
transporting captives to the prison. Suddenly, an elf dressed in expensive
looking armor makes a dash for freedom. Within seconds, the man is
beset by a huge infernal raptor that carries him screaming into the sky.
Later, on their way down from the prison the characters find the elf’s
armor on the side of the road but no sign of its former owner. A
successful DC 15 Intelligence (Arcana) check reveals it to be powerful
magic armor. Run the appropriate temptation event found in chapter 2.
If the characters try to save the elf, they must fight the shredwing and the
four pain devils (see appendix B for both) guarding the rest of the
prisoners. The elf is already dead when the battle starts; it was just an
animated corpse of an elf that has been dead for more than a thousand
years.
The Agora of Floating Knives(Player Version) > ##### Temptation of Jealousy >
>“With Friends Like These” > >While the characters are perusing wares, an
incubus approaches and tries to sell an Amulet of Betrayal (see appendix D) to one
of the characters. The price he offers it for is 1000 gp but he is willing to reduce it
to 500 gp, if appropriately convinced. >
There is also a thriving trade market. These items are readily available for anyone
who succeeds on a DC 15 Intelligence (Arcana) check. However, the buyer is only
interested in trading for a magic item with Soul Coins as an additional cost.
Illusory Items
Magic Item If Illusory Cost
Apparatus of Kwalish A hook horror charmed by the neogi 100,000
gp
Brazier of Commanding An xorn restrained by Dimensional 10,000
Fire Elementals Shackles gp
Cape of the Mountebank A rotting nonmagical cloak 5,000 gp
Carpet of Flying A cheap carpet 20,000
gp
Cloak of Arachnida A cloaker that is the pet of one of the 15,000
neogi gp
Deck of Illusions A set of playing cards with depraved 400 gp
images
Magic Item If Illusory Cost
Demon Armor Hezrou restrained by Iron Bands of 40,000
Binding gp
Dwarven Plate A shield guardian whose control amulet 35,000
is worn by the neogi master gp
Figurine of Wondrous Same as above except a pair of hellcats 11,500
Power (golden lions) (see appendix B) gp
Figurine of Wondrous Same as above except a single 11,000
Power (marble elephant) maelephant nomad (see appendix B) gp
Figurine of Wondrous Displacer fiend (see appendix B) under 11,000
Power (onyx dog) permanent Reduce spell and held by an gp
adamantine leash
Helm of Brilliance Intellect devourer 25,000
gp
Mace of Terror A flameskull attached to an Immovable 9,000 gp
Rod
Sword of Life Stealing A rusty nonmagical sword 12,000
gp
Wings of Flying Muzzled harpy in a cage 11,000
gp
These Undead creatures have resistance to Acid, Cold, Fire, Lightning, Necrotic,
Thunder damage; Bludgeoning, Piercing, and Slashing damage from nonmagical
attacks. They’re immune to the following conditions: Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained. They have
the following trait:Incorporeal Movement.* The killer moves through other
creatures and objects as if they were difficult terrain. The killer takes 5 (1d10)
force damage if it ends its turn inside an object.
The Kitchens
The most perverse delicacies are prepared in Aelvette’s kitchens.
This massive kitchen contains sights and smells only a devil, or one
interested in the macabre, could enjoy. Hulking chefs, whose limbs seem
stitched together, shuffle about preparing meals as a devil directs them.
In addition to managing the important business conducted in the palace, the
majordomo, Aelvette, also presides over the devil chefs of the palace’s famous
Omnivorous Kitchen, an appalling side-business of hers known to the jaded and
wicked across the planes. Who, after all, knows the best way to prepare just about
any meat, to appeal to any palate, but a hag? Those who wish to sample the most
forbidden delicacies flock to the palace, as do those who would learn the ghastliest
recipes and culinary techniques across the multiverse. Not for the faint of heart or
the weak of stomach.
If their appetite is overpowering their morals, the characters may choose to order
one of the delicacies from Aelvette’s kitchen. Prices are listed on the Forbidden
Delicacies table.
Forbidden Delicacies
Meal Cost
Boiled shank of 25 gp
Meal Cost
minotaur
Candied spider eyes 3 gp
Live owlbear 1,000 gp
Lobe of grell 12 gp
Poached stirge eggs 1 gp
Prime cut of pegasus 100 gp
Roasted jackalwere 10 gp
Toasted salamander 15 gp
The chefs working the kitchen are three flesh golems directed by a horned devil.
Any violence in the kitchens brings down the wrath of all the chefs and their
overseer.
The Phylactery of Patricide. A character who has chosen the patricide sin
discovers that one of the flesh golems is being whipped by the horned devil for
failing to follow a recipe in the correct manner. Read the following to that
character:
You realize the flesh golem’s likeness is identical to yours and in the
devil’s face you see your own father’s features reflected. A terrible sense
of familiarity comes over you, reminding you of the dreams that have
long been haunting you.
The character must end this cycle of torment to gain their phylactery. The moment
they attack the horned devil however, all the flesh golems, including the one in
whom the character sees their own likeness, defend the vile creature.
Once the golems and the devil are slain, read the following:
The abused flesh golem looks up at you from where it has fallen. Then its
flesh begins to burble and hiss, dissolving away, leaving behind a terrible
stench and a tarnished phylactery that remains warm to the touch.
The player has recovered their soul’s phylactery.
Temptation of Harm
“Carved in Flesh”
One of the butchering knives, currently ensconced in a hunk of meat,
appears larger and somehow more ominous than the others. It can be
retrieved without alerting the golems and devil with a successful DC 16
Dexterity (Sleight of Hand) check. The characters now have the Knife of
Stolen Resistance (see appendix D).
Insurmountable Odds
All the devils at this location defend either Dispater (see appendix A) or
Orishada if the characters attack either. It is unlikely characters can
survive an outright onslaught and they may need some guidance to
behave as cleverly as the devils themselves do in the Nine Hells. Dealing
with just Orishada on his own is significantly easier.
Deathstalkers—Obtaining the Wrought-Iron Tower. Dispater is due to visit
Orishada in a few hours. While extremely difficult, a particularly ingenious group
of characters might be able to steal Dispater’s Wrought-Iron Tower (this is the
staff that is his signet) through deception (though illusions won’t work) or by
simply snatching it and running for their lives. However, they can also learn from
Orishada, who is a braggart, that Dispater must leave his Wrought-Iron Tower
with Orishada before he goes to an audience with Asmodeus. He can’t bring his
symbol of power when he goes before his master, and he doesn’t trust to leave it
with someone at his abode; thus, he often leaves it in Orishada’s care.
If the characters express disbelief that Orishada could safely care for such a
powerful item, the devil bristles at the offense. He shows off the special chest he
has had constructed to safeguard the artifact. The adamantine chest is built into
the floor itself and hence unmovable and protected with a magical lock that
requires a code writ in glyphs to be entered successfully, in sequence. Each failure
results in a loud boom heard up to a mile away (surely drawing any guards’
attention) and a devious trap. Each creature within 30 feet of the chest when the
trap is triggered must make a DC 19 Dexterity saving throw. A failed save results in
36 (8d8) damage of a type that the creature is vulnerable to (necrotic damage if
the creature has no vulnerability). Succeeding on the saving throw results in the
damage being halved.
A successful DC 16 Charisma (Persuasion) check can convince Orishada to open
the magnificent chest and when he does so a successful DC 20 Wisdom
(Perception) check allows a character to notice the combination required to unlock
it.
Chapter 5: Minauros, the Endless Swamp
The Black Dragon Ilfrich circles above his lair.
Perhaps the most disgusting of the layers, Minauros, the third layer of the Nine
Hells, is an unending bog filled with ruins and plagued by insects and disease.
Countless structures, creatures, and vegetation have sunk under the pull of the
bog, just to be replaced shortly after.
Encounters
The journey into Minauros is treacherous and navigating the Styx is difficult.
Remember to roll on the River Styx Encounters table in chapter 2, for each day they
travel those waters. Even once the characters have solid ground under their feet,
the Nine Hells offers them no respite. After they leave the ship and make their way
inland, roll at least once on the Random Encounters in Minauros table.
Tiax
Where Tiax was quick to offer his services as a guide at the Agora in Dis, here he
seems more reluctant. When the characters ask him to accompany them, he
becomes irritable. He tells them, “Tiax is busy with his important work. Now go
away!” If pressed, he draws the characters a crude map that is of no use. He thrusts
it into the hands of the character standing closest to him before stomping off to the
lower decks in a huff. He refuses to come out again until the ship is on its way to
another layer of the Nine Hells. Tiax has had dealings in the past with a strange
and powerful being living in the Ineffable Trove known as Grinken Eyre. He
believes he still owes Grinken Eyre a favor and wants to avoid payment, but Tiax is
mistaken. It is Grinken Eyre who owes Tiax the favor.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
corresponding areas to ensure they can complete their goals.
The following objectives can be attained in Minauros:
Objectives in Minauros
Objective Location
Belt of Giant Strength (storm) The Ineffable Trove: Thelekarna’s Roost
Accounting and Valuation of All Things The Ineffable Trove: Klassk’s Lair
Phylactery of the infinite treasure The Ineffable Trove: The Grinken Eyre
Phylactery of the father The Ineffable Trove: The Grinken Eyre
Temptations
Have the characters encounter at least one temptation during their time in
Minauros. If the characters give in to temptation, use the information in appendix E
to keep track of their corruption level.
Minauros Overview
Minauros, the Third Hell(Player Version)Named for its capital city of the same
name, Minauros is kept standing through constant shoring efforts. The swamp
provides a good source of raw materials, including vegetation, lumber, stone, and
water, which Mammon occasionally exports to other layers in exchange for
wealth. Jangling Hiter, the home of the chain devils, also lies in this realm,
suspended on chains attached to the bottom of Dis.
Entering the realm on a series of artificial channels the Styx’s stretch into Minauros
is one of the most dangerous sections of the river. Closing the massive distance
between the ceiling of the cave and the bog below, the river turns into cascading
waterfalls and severe rapids, eventually falling almost 200 feet into a small pool in
the swamp. From here, it winds through the bog to a hot corner of the layer and
into an extinct volcano. Inside the caldera is a whirlpool, which dumps into
Phlegethos below. For the inexperienced, knowing where the swamp ends and the
Styx begins is extremely difficult, and more than a few inhabitants end up walking
right into the deadly river, drowning as their memories depart.
Although the swamp itself could prove dangerous, native inhabitants to the layer
feel their realm is perhaps the most magnificent. Indeed, it contains vegetation,
animal life, and differing pockets of temperature, all features largely unique to
Minauros. The entire layer is lit by a bioluminescent fog excreted from the trees,
which some devils even describe as beautiful. However, the weather helps temper
expectations. Minauros experiences galeforce winds almost constantly, which
carry with them the stench of death. Precipitation of some form is constant, with
rain and sleet leaving behind an oily slime that covers everything. The occasional
hailstorms are extremely dangerous, with pieces of hail falling like thrown daggers.
Despite being known as the layer of bogs, Minauros is more than just swamp.
Outcroppings of volcanic stone, flooded volcanos, and crystalline obsidian are all
scattered throughout the layer. Ancient cities, half-sunk underneath the bog,
contain hidden treasures or small communities. Perhaps due to Mammon’s
obsession with wealth over duty, Minauros is the plane containing the most
wayward and lost souls.
The most important places within the layer are the namesake city of Minauros and
the kyton city of Jangling Hiter. A few deities have realms within the layer, but they
largely keep to themselves and avoid trade with the devils.
Mammon rules over the inhabitants of the layer with greed and fleeting interest.
Those native to the layer have learned to work around Mammon’s avarice,
including the many conscripts tasked with keeping Minauros above the bog.
Minauros is dangerous, but treasure lies within its swampy waters.
Leaving Minauros
Travel from Minauros to the lower layers is relatively easy, assuming one can
appeal to the native creatures. Navigating the Styx only requires an understanding
of the swamp, and even new captains can sometimes find their way. If one can gain
entry into Jangling Hiter, the kytons maintain a passageway between layers, and
aren’t stingy about its use. Last and perhaps most dangerous are the mud geysers
found in the hotter parts of the bog. They create a wreathing passage directly into
Phlegethos, though the path is often blocked by strange creatures, molten mud,
tight passages, and heat vents.
Features
Toxicity flows from the swamps of Minauros into the air, and spreads throughout
the entire layer. Whenever a creature finishes a long rest while on this plane, they
have the poisoned condition. The condition lasts for 24 hours or until cured.
In addition to the pervasive toxicity, Minauros also smothers visitors with an aura
of sickness. Any healing a creature receives, either natural or magical, is halved
(rounded down) while in this layer. Creatures immune to disease are immune to
this effect. A Protection from Evil and Good spell or similar effect restores healing
functionality for its duration.
Temptation of Deceit
“The Lookalike”
The characters are approached by a suave corruption devil (see appendix
B), followed by a masked figure.
The devil stands beneath a canopy, protecting him from the pervasive
hail that seems to be this layer’s predominate weather feature.
“Travelers! Might I offer you the services of my esteemed colleague?
They’re so very skilled in the art of disguise. A simple enough matter for
them to impersonate an enemy of yours, perhaps?”
If the characters pay 1000 gp, they can secure the services of a
doppelganger. Review the appropriate temptation event in chapter 2 for
more details.
Jangling Hiter
Jangling Hiter is quite the sight, as the city is suspended above the swamp by thick
chains. It provides little protection against the weather, leaving a thick layer of rust
hidden underneath the slime. Unlike other layers’ hierarchies, Jangling Hiter is
completely independent from the current ruler of Minauros, instead being ruled by
chain devils (the kytons). These devils are known for being skilled torturers, and
their services are made use of by the Lords of the Nine themselves.
Characters are wise to keep silent about any out rage they feel regarding the
torments they may observe within Jangling Hiter. After two hours of exploring the
city, any non-evil character must make a DC 16 Charisma saving throw. If they fail,
their discomfort and horror is noticed by 2d4 barbed devils, who approach the
character to mock them. Characters have to bluff to avoid a fight with this group of
devils by succeeding on a DC 14 Charisma (Deception) check.
Temptation of Pride
“You Must Speak Up”
While wandering the streets, the characters come across a chain devil
carving tattoos into the skin of paying visitors. If asked, the devil explains
that their tattoos grant the recipient magical knowledge. If a character is
willing to pay 2 Soul Coins or 300 gp for this tattoo, then review the
appropriate temptation event in chapter 2.
Corteso
The characters might remember Corteso from the Salon of Experience at
the Agora in Dis, if not Tiax or Koh Tam can remind them. Or, if they’ve
yet to visit the salon one of the NPCs might mention the location now.
Temptation of Greed
“Save it for a Rainy Day”
This temptation doesn’t occur if a character comes here seeking their
phylactery (see next section). Otherwise, after the characters slay Ilfrich
(or somehow plunder the lair without a fight) they find the Vial of Greed
(see appendix D) among the treasures.
Thelakarna
She wears a Belt of Giant Strength (storm). With this her longsword
receives the following properties. Melee Weapon Attack: +13 to hit, reach
5 ft., one target. Hit: 13 (1d8 + 9) slashing damage, or 14 (1d10 + 9)
slashing damage if used with two hands, plus 13 (3d8) poison damage.
Change Shape
Grinken Eyre transforms into a form that resembles a Small or Medium
Humanoid or back into his true form. Aside from his size, Grinken Eyre’s
statistics are the same in each form. Any equipment he is wearing or
carrying isn’t transformed.
Grinken Eyre may be discovered as a random encounter, or the characters may
reach the valley he has claimed. In either case, there is no sign of home or hearth,
just Grinken Eyre waiting for them.
A man sits cross-legged upon a log that’s halfway submerged in the moist
swampland. He glances over at you and then returns his attention to the
oversized pipe he’s smoking. The pipe smells terrible, adding to the
already offensive odors permeating Minauros.
Grinken Eyre is generally in the form of a halfling, but may look like one of the
character’s father, if they’re seeking their father’s soul (see below). Otherwise, he
assesses the characters and makes no attempt to attack them, though he defends
himself if required.
The Phylactery of the Father. If a character has ventured into the Nine Hells to
find the soul of their father, Grinken Eyre has taken on their father’s appearance.
He greets the character and acknowledges them as his child and feigns pleasure at
their arrival here. If asked, he insists he is enjoying his time in the Nine Hells and
has no interest in leaving. But he’s willing to offer a wager: if the character beats
him in a game of dice, he says he’ll accompany them. Once the character is
victorious in a game of chance, or another contest of your choosing, read the
following:
There’s a terrible noise and your father’s features contort, almost tearing
apart as he transforms into something both monstrous and indescribable.
Yet whatever he has become, he still smiles and says with a snicker, “You
have done well, my child. I believe this is what you sought.” And then he
makes a horrid retching noise and spits up a glistening object.
The character has taken possession of the phylactery of the father and gains the
Phylactery Benefit associated with it.
Chapter 6: Phlegethos, the Fiery Wasteland
An infernal warship docks at Kordichai’s manor.
Resembling the Elemental Plane of Fire, Phlegethos is the hottest layer of the Nine
Hells and a fiery wasteland. The layer offers a traveler no respite from the flames
and heat.
Encounters
While on the Styx, remember to roll each day on the River Styx Encounters table in
chapter 2, to see if the characters have one of those encounters. After they
disembark from the barge, give them some time to explore. When they travel to or
from The Elemental Preserve, or any other location they visit on this layer, roll on
the Random Encounters in Phlegethos table.
Locations
The characters need to make their way to The Elemental Preserve, to find the
objectives summarized on the Objectives in Phlegethos table. They may want to
explore some of the other locations within Phlegethos as well. Use the information
in the “Key Locations in Phlegethos” section to guide them on an excursion through
these areas.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
corresponding areas to ensure they can complete their goals. Once the characters
have explored the other areas within Phlegethos, make your way to The Elemental
Preserve.
The following objectives can be attained in Phlegethos:
Objectives in Phlegethos
Objective Location
Phylactery of the sister The Elemental Preserve: Hunting Lodge
Phylactery of the furnace The Elemental Preserve: Hateli of the Storm’s Realm
Amulet of the Inferno The Elemental Preserve: During “The Hunt” event
Ranseur of Torture The Elemental Preserve: During “The Hunt” event
Anagwendol The Elemental Preserve: The Labyrinth
Temptations
Have the characters encounter at least one temptation during their time in
Phlegethos. You can of course have them encounter more if you want. If the
characters give in to temptation, use the information in appendix E to keep track of
their corruption level.
Phlegethos Overview
Phlegethos, the Fourth Hell(Player Version)Much of the realm is dominated by the
Molten Sea, a collection of fire, magma, and lava spanning thousands of miles. Due
to its hostile environment, the only city on the layer is Abriymoch. Found inside the
city is the Diabolical Court, the center of laws within the Nine Hells. Hellfire is also
created on this layer, inside the Pit of Flame. Everything in Phlegethos, including
the layer itself, is hostile to outsiders, and despite the nature of Abriymoch,
travelers often perish here. Only devils and a few other types of creatures can
survive this realm’s extreme environment. Befitting the inferno of the realm, the
River Styx enters through a volcanic portal from Minauros. It mingles with the lava
inside the volcano and exits inside its molten rivers. A small layer of obsidian
serves as the riverbank, which is also a bank to the lava river flowing alongside the
flanks of the Styx. It passes many of the landmarks in the layer, including a dock
just outside Abriymoch. As it passes the city, it begins to break from the lava and
move deep into the rock, creating a spiraling tunnel system. This spiral leads all the
way to Stygia, dropping in temperature the lower it goes.
Phlegethos gets its heat from the chain of volcanoes and molten fissures that cover
its surface. Almost constant eruptions create rivers of fire and lava that pour into
the Molten Sea. Sparse sections of rock make up the floor of the layer, which are
blackened and searing to the touch. The air is superheated to the point that it
occasionally bursts into balls of fire, and it smells of brimstone as a result.
Navigating the realm is usually done via lava barges or flight, with the heated
updrafts providing great lift to infernal airships.
Completely unique to the fiery realm, Phlegethos is ruled by two devils—Belial
and his daughter Fierna. Despite occasional bickering and disagreements, the two
rule the layer in relative harmony, and with Asmodeus’s approval.
Even after the skies darken over Phelegethos, there is little respite from the
oppressive heat.
Leaving Phlegethos
Despite being one of the most fortified layers, Phlegethos is possibly one of the
easiest for extraplanar travel. There is a permanent portal maintained in
Abriymoch, which, although heavily guarded and warded against intrusion, allows
all manner of users for a price. It can navigate to other layers of the Nine Hells and
is rumored even to have connections to other planes. Travelers can also attempt to
traverse the Styx, though Phlegethos’ stretch of the river suffers frequent pirate
attacks and shakedowns.
Features
Outside the city of Abriymoch, the heat is unmatched and overwhelming. Visitors
take 3 (1d6) fire damage each hour they spend in the layer. Creatures with
resistance or immunity to fire are immune to this damage. Damage taken from
exposure to Phlegethos hostile environment doesn’t interrupt rests unless it would
cause a creature to have the unconscious condition.
Key Locations in Phelegethos
Some of the major locations found in Phelegethos are described below.
Abriymoch
Standing as the lone marker of civilization within the layer, Abriymoch is a
dangerously beautiful city regarded as one of the finest by much of the devil
community. In addition to containing the Diabolical Court, which is the only official
judicial system in the Nine Hells, the city holds avenues for exploring every sin
imaginable. Its streets are magma canals navigated by barges, which lead to
numerous shops, taverns, brothels, casinos, theaters, and other pleasurable
establishments. While outsiders are generally not welcome within the city, devils
from all nine layers flock to it during their downtime.
A gondolier is essential to navigate the magma channels. The gondolier can take
the characters to a variety of shops where they can purchase standard equipment,
all of it suitably devilish in appearance. It costs 100 gp for an hour of the
gondolier’s time, but because several devils owe Tiax favors when he accompanies
the characters, the ride is free.
If Tiax accompanies them, the first time they reach a destination, read the
following:
The gnome practically leaps onto the sidewalk from the magma sprayed
vessel. Once on more solid surface, he claps his hands loudly. “Tiax
promises big and Tiax delivers big! I present to you the city of
Abriymoch, Tiax’s city, yes indeed!”
Temptation of Pride
“Gaining the Advantage”
At any point during their time in Abriymoch, a bone devil approaches and
offers to etch a magic tattoo onto one of the characters. The cost is a mere
600 gp. If they agree, review the appropriate temptation event in chapter
2.
Temptation of Murder
“The Heretic Priest”
A priest of an opposing faith to one of the characters (select the most
faithful among the party) is speaking with a succubus. If the party spends
any amount of time eavesdropping, then run “The Heretic Priest” event
from chapter 2.
Temptation of Jealousy
“The Jealous Beauty”
If the characters have already had an encounter at this hunting lodge,
save this temptation event for the next hunting lodge they discover.
Otherwise, a pit fiend currently enjoying the fine refreshments smiles
broadly upon seeing one of the characters. The devil offers the characters
a blessing, no strings attached. Review “The Jealous Beauty” temptation
event from chapter 2.
Kordichai’s Hunt
Prior to the hunt, the characters must have an audience with Kordichai, the
outcome of which determines their role in the upcoming hunt.
An Important Audience
Your escort brings you before a powerful looking pit fiend, sitting on a
massive chair built from the bones of prey from past hunts. A curious grin
flickers across his face. “Who is this that stands so recklessly before me?
Tell me, are you here to hunt, or to be hunted?”
An audience with Kordichai can go four ways depending on how convincing the
characters are. Have them make a Charisma (Deception or Persuasion) check and
based on the result, one of the following occurs:
• Rolled 25 or Higher: Kordichai is amenable to many suggestions, including
setting up a ‘hunting accident’ for Fierna or Belial.
• Rolled 20–24: Kordichai is greatly impressed with the characters, and they
get an invitation to become members of his hunt.
• Rolled 15–19: Kordichai feels that they might be worthy of joining his team
of beaters.
• Rolled 14 or Lower: Kordichai has them surrounded. He tells them that
their reward for wasting his time is that they get to be added to the hunt.
Once the result is determined review the following sections describing the hunters,
beaters, and prey. Consult the appropriate sidebar, given the party’s result from
their audience with Kordichai.
A fire kraken holds its own against a fleet of infernal warships.
The Hunt
The various events and outcomes for the hunt are determined by rolling on the
following table. For each hour of the hunt (or when directed to do so), roll a d12
and consult the table. If the characters are being hunted, then they also roll on this
table every hour. If the characters earlier discovered a particular creature while
exploring the Elemental Preserve (and did not kill it), and they’re now attempting
to find that creature again, they may return to that location directly without rolling
on the table.
Each encounter should only occur once. If an encounter is rolled again, use the next
lowest number. If there are no valid encounters, then use the next highest number.
Fighting Devils
Attacking Fierna or Belial without Kordichai’s support is likely a losing battle, but
some characters may have powerful incentives urging them forward.
Deathstalkers—Obtaining Belial’s Ranseur of Torture or Fierna’s Amulet of the
Inferno. The hunt is the only opportunity where the characters can gain
possession of either of these two powerful artifacts. But it requires outsmarting an
archdevil or killing one.
A Hunting Lodge.
At any time, the characters might attempt to use trickery to obtain the item (such
as casting a spell like Telekinesis to steal one of the artifacts right off their persons).
But it is challenging to do so without the archdevil or witnesses noticing.
There may also be particular moments during the hunt to obtain the item:
• The Characters Are Hunters. If the characters have joined the hunt, it
wouldn’t be difficult to convince the archdevil to separate from the others.
Both Belial and Fierna are often bored, and either may seize any chance to
disrupt things.
• As Beaters. Once prey is engaged, the characters might try to attack the
archdevil when they join the hunt. Or prior to engagement they might set a
trap for the archdevil.
• As Prey. If the characters are being hunted, they would need to set up an
ambush, preferably with the other prey as allies. Anagwendol’s prison
(area E3) is a good location for an ambush.
If the characters attack Belial or Fierna (see appendix A for both), Kordichai and
any allies defend the archdevil (unless a betrayal has been previously negotiated).
During a fight, the optional disarm rules, found in the “Combat Options” section
within the Dungeon Master’s Guide might also allow the characters to steal the
artifact rather than finish a likely losing battle against an archdevil.
Chapter 7: Stygia, the Frozen Sea
No one finds the Chasm of Found Things. It finds you.
Stygia is a vast frozen sea, decorated with ice and snow. Unlike the other layers of
the Nine Hells, Stygia doesn’t have a capital city, nor a place from which its
archdevil rules. Even with a saltwater body underneath the ice, the only
permanent open water in the realm is the Styx, which lazily meanders through the
entire realm. A constant twilight, accompanied by atmospheric lightning storms,
makes the realm appear harsh and bleak—not an inaccurate assessment. Few
devils call the layer their home, though that doesn’t mean Stygia lacks inhabitants.
Encounters
The isolated stretches of ice that the characters venture across bring with them
their own unique challenges. The creatures that can be encountered on this layer
of the Nine Hells are well equipped to deal with the frigid temperatures. Roll on the
Random Encounters in Stygia table to see which of them the characters encounter.
Koh Tam
Have Koh Tam give directions to the characters before they disembark. He can
give information about the sights they may want to visit, but insists they search the
Chasm as he has heard rumor of the treasures at its bottom.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
corresponding areas to ensure they can complete their goals.
The following objectives can be attained in Stygia:
Objectives in Stygia
Objective Location
Phylactery of the oathbreaker Chasm of Found Things: The
Echoes
Phylactery of the business partner
Chasm of Found Things: The Angel of the Ice Manual of Golems (iron)
Chasm of Found Things: The Aboleth Rod of Resurrection
Chasm of Found Things: The Awful Fisher Holy Avenger
Chasm of Found Things: The Angel of the Ice True-Ice Shards
Chasm of Found Things: The Keeper of Found
Things
Temptations
Have the characters encounter at least one temptation during their time in Stygia.
You can of course have them encounter more if you want. If the characters give in
to temptation, use the information in appendix E to keep track of their corruption
level.
Stygia Overview
On its fiery spiral through Phlegethos, the Styx slowly cools until it reaches the roof
of Stygia. From there, it corkscrews downwards, with a frozen bed made from the
river itself creating a beautiful sculpture. As it reaches the ground, its temperature
and composition etch a pathway out of the ice and the saltwater below. It runs
unimpeded through the layer, though the endeavor causes it to have sharp turns,
dangerous rapids, and deadly ice tunnels. Concluding its journey at a yawning pit
near the edge of Stygia, the Styx turns into a waterfall, falling thousands of feet
onto Malbolge below.
Many creatures call the frozen surface of Stygia home, most of which aren’t native
to the Nine Hells. Small pockets of warmer temperature dot the sea, creating arctic
swamps of plants and lichen. Animals such as mammoths, wolves, and polar
bears flock to the swamps for warmth and sustenance. In the region of Stygia
known as Sheyruushk, enormous sharks the size of whales swim below the frozen
surface.
The frozen prince, Levistus, is the archdevil in charge of Stygia. When he was first
frozen for his crimes, Geryon took his place, but he has since been deposed by
Asmodeus. Levistus spends much of his time observing other planes and hatching
plans, choosing to leave his layer a wilderness.
Although no capital of Stygia exists, there remain smaller cities constructed on
particularly large ice floes. They’re usually near the Styx and are the most lawless
places found in the Nine Hells. Because no archdevil rules the layer, it has become a
haven for devils shirking their duties or looking to escape. Hunting parties supply
the inhabitants with food and experience, and travelers along the Styx occasionally
bring trade or souls. The inhabitants know that, should Levistus demand their
attention, they would have to serve their master. For this reason, even in their
lawlessness, they continue to respect his rule. One exception to the dens of Stygia
exists: the city of Tantlin. It remains independent from archdevil rule but follows a
strict set of rules and regulations.
Stygia’s glaciers hide many secrets.
Leaving Stygia
Including the interdimensional portals directly connected to the Styx, traveling
between layers in Stygia is simple and concise. Entering and exiting the realm is
done via the River Styx. Creatures with flying capabilities could fly up into
Phlegethos where the Styx enters, or down into Malbolge, but both routes are
extremely dangerous. Going up requires navigating the lightning storm, which is
powerful and chaotic enough that few make it out alive. Likewise, the pit leading to
Malbolge is plagued by falling rocks and sudden shifts in wind pattern, making the
descent more luck than skill.
Features
The cold of Stygia chills to the bone, leaving creatures fighting for survival. Each
time a creature finishes a long rest, they must succeed on a DC 16 Constitution
saving throw or gain a level of exhaustion. Creatures with resistance or immunity
to cold automatically succeed on the save.
As a haven for devils shirking their duties or contracts, this layer encourages
chaotic thinking and rebellion. Non-lawful creatures visiting the plane experience a
constant urge to rebel and shirk cooperation.
Key Locations in Stygia
Some of the major locations found in Stygia are described below.
Stygia, the Fifth Hell(Player Version) ### Tantlin
Constructed along a bank of the Styx, Tantlin overlooks a unique branch in the
river. Many portals connecting to other planes of existence are tied to the
distributaries, and travelers from all over arrive and depart on the Styx. This
makes Tantlin a unique trading city in the Nine Hells, with its focus on commerce
completely disconnected from the soul trade. While they welcome travelers of all
kinds, mortals find the temperature extremely dangerous, and demons are slain on
sight by an elite hunting party-turned-police force.
Temptation of Betrayal
“Mixed Blessings”
A pit fiend, perhaps in the service of Levistus, approaches a character.
If the characters talk more and accept the boon, run the appropriate
temptation event in chapter 2, but the pit fiend never reveals the true
identity of its master.
“You there, mortal.” It says, its voice booming, its skin sizzling as snow
falls upon its massive shoulders. “I come bearing a gift, a boon to you
from my master.”
Glacier of Levistus
This glacier contains the frozen prince, Levistus. Trapped in the ice by Asmodeus
he is unable to remove himself from his predicament. After Geryon was stripped
from his mantle, Asmodeus reinstated Levistus as ruler of Stygia. However, he
opted not to release him from his icy prison. It most likely amuses Asmodeus to
frustrate Levistus so. Reinstated in name only, the archdevil lies in wait, observing
and scheming for the day he is released from his prison. He intends to make it a
day to remember…
The Chasm of Found Things(Player Version)Those who dare travel to the tomb of
Levistus may spot him through the ice. The frustration emanating from the
archdevil is almost tangible in places. The tomb is guarded by a large detail of ice
devils, their numbers enough to convince the characters not to linger here.
Sheyruushk
Near the city of Tantlin a crack between two icebergs gives access to Sheyruushk.
Here the sharklike sahuagin are found, sea devils that have made their home in the
waters underneath the ice. The sahuagin roam the waters of Sheyruushk. In those
places where the ice is thin enough, they can be glimpsed, riding massive sharks,
and gliding through the water underneath. However, travelers would be wise to
resist the urge to go and see this sight. If the ice is thin enough to allow a glimpse of
the sahuagin, it is also thin enough for these fierce aquatic warriors to breach it for
an attack. If the characters don’t want to be dragged underneath the ice, they best
not visit here.
If asked to take them here, Koh Tam refuses. He explains that the sahuagin are
known to sink ships that venture into their domain.
Temptation of Greed
“The Greedy Art Lover”
If the characters spend an hour or more exploring this area before
returning to a safer location, they find a devilish arm extruding from the
ice. It takes half an hour to excavate the corpse and when they do so they
observe that the dead creature is holding a ring in its hand, its frozen eyes
staring at it in rapture. The characters must break the corpse’s hand to
take the Ring of Collecting (see appendix D).
Random Temptations
If the characters attack the kuo-toa and then spend considerable time
searching or exploring this part of the cave system, roll on the Random
Temptations table from chapter 2.
C8: Gjaaki
And the waters? Nobody has ever returned from the waters. The kuo-toa
Congregation’s greatest deity, Gjaaki, resides there, a being of utter negation, an
anti-creator. They say that all things that it becomes aware of cease to be and fade
from the memory of the universe. Their myths speak of heroes who never were,
offered up in proof of the power of this god. Of course, the Congregation are utterly
divorced from reality and nothing they say can be taken seriously. But something
is down there that even the Keeper and the aboleths don’t speak about, beyond the
knowledge of devils and the powers of the Nine Hells.
Chapter 8: Malbolge, the Realm of Decay
The Sign of the Hag’s Arms offers little respite to weary travelers from outside the
Nine Hells.
Practically infinite mountain slopes and falling boulders make up Malbolge, the
sixth layer of the Nine Hells. It was once ruled by Malagard, the Hag Countess, who
has since been replaced by Asmodeus’s daughter Glasya. Prior to her rule, the
layer was almost entirely stone, with very little distinguishing features. However,
due to a curse placed upon Malagard, her body grew to a grotesque size and
imploded when Glasya took over. Now Malbolge is decorated with pieces of her
corpse, a marriage between a rotting carcass and a cliff-face. What little pockets of
devil civilization remain do so in caves carved from the mountain or inside
fortresses supported by indestructible pillars.
Encounters
The denizens of Malbolge are divided in their loyalties but united in their fear and
disarray over the changed landscape. If the characters are wandering far and wide,
roll on the Random Encounters in Malbolge table to determine what they might
encounter.
Locations
The characters must seek out The Sign of the Hag’s Arms, an inn and tavern, but no
safe haven for mortals. There they may discover some of what they seek. The “Key
Locations in Malbolge” section provides additional details about other locations in
this layer.
Koh Tam
Ensure that Koh Tam is urgent in directing the characters to The Sign of the Hag’s
Arms. He can also provide useful information about some of the other locations
herein, though he doesn’t believe what the characters seek can be found anywhere
other than the inn.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
corresponding areas to ensure they can complete their goals.
These objectives can be attained in Malbolge:
Objectives in Malbolge
Objective Location
The phylactery of the mentor The Sign of the Hag’s Arms: The Formian
Queen
The phylactery of the heartless The Sign of the Hag’s Arms: The Kitchens of
master Irabella
The phylactery of the mother The Sign of the Hag’s Arms: Irabella’s
Workshops
The Scourge of Shadow The Sign of the Hag’s Arms: Anacreda the
Angelmaker
Temptations
Have the characters encounter at least one temptation during their time in
Malbolge. You can of course have them encounter more if you want. If the
characters give in to temptation, use the information in appendix E to keep track of
their corruption level.
Malbolge Overview
Malbolge is considered the most dangerous stretch of the River Styx. Due to
rockslides and erosion, boulders and rock formations sit within the river, changing
in shape and location each day. Parts of the river mix with acid and blood from
Malagard’s remains, creating a toxic soup that dissolves the hulls of unprepared
boats and devours anything thrown overboard in seconds. Should a captain
survive all these hazards, they must navigate through a claustrophobic canyon
with steep walls, where the incline eventually levels out and empties into
Maladomini.
The surface of Malbolge is nightmarish—an already treacherous landscape is made
more dangerous by the remains of the hag queen. Throughout the layer exist
forests where the trees resemble hairs of a gargantuan beast, and caustic lakes of
strange substances. Her sometimes-slippery sometimes-sticky blood covers large
swathes of Malbolge. Massive bones, some shattered and some intact, create
artificial structures across the land, with pieces of teeth and cartilage sticking out
like grotesque obelisks.
Hoping to survive the trials of the layer more easily, devils constructed an intricate
labyrinth of tunnels connecting the cities together. Much of the realm’s inhabitants
navigate the tunnels, expanding and creating new pathways and connections.
Some believe Glasya plans to construct entire cities underground, though such
plans would take centuries to complete.
Before the Hag Countess ruled, Moloch claimed ownership of the realm. When
Asmodeus grew tired of his tricks, he appointed Malagard, and in so doing cursed
her with an insatiable hunger. She ate devils and the souls of the damned; her body
grew over decades, but her position as Malbolge’s ruler kept her alive. When
Glasya was appointed ruler of Malbolge, the blessing expired, and Malagard’s
mountainous bulk exploded in a shower of flesh and gore that covered much of the
layer. Many of the hags that called Malbolge home left, leaving Glasya’s subjects
small in number.
Leaving Malbolge
Like Avernus, Malbolge contains a few exits to the layer below, though none are
easy. While the Styx is an option, only the most experienced captains can navigate
the dangerous rapids. Devils native to the layer claim the labyrinth of tunnels has a
passage leading to Maladomini, though without a guide such a passage would be
difficult to traverse. Even so, with the dangers of the Styx, many opt for the
caverns.
Features
The remains of the Hag Countess poison the entire layer, including visitors. Good-
aligned creatures have vulnerability to poison damage while in Malbolge, even if
they would normally have resistance or immunity. Non-good creatures have their
resistance and immunity removed, but don’t suffer vulnerability.
In addition to the poisoned air of the layer, creatures also feel drained the longer
they stay in the realm. Each time a creature that isn’t a Celestial or Fiend finishes a
long rest, they must make a DC 16 Constitution saving throw. If they fail, they have
disadvantage on all saving throws until they leave Malbolge.
Key Locations in Malbolge
While the characters are making their way to The Sign of the Hag’s Arms, they may
want to take a small detour through the other locations found in Malbolge.
Malbolge, the Sixth Hell(Player Version) ### Ossiea
Above ground, a few locations were built upon the grotesque remnants of
Malagard’s body, the parts that survived the cataclysm. These pieces of her
enormous, bloated body are still relatively intact and serve as gruesome
landmarks. Among these, the characters may choose to visit Ossiea. This fortress is
found near the Hair Forest and built into the skull of Malagard, her empty unseeing
eye sockets covered by tall sheets of red glass. Ossiea is the capital of the realm and
current home of Glasya and her subordinates. Glasya is obsessed with beauty, and
the city around her reflects this. The shops the characters visit here are stacked
with magical cosmetics, intricate jewelry, and beautiful garments.
Temptation of Pride
“A Thing of Beauty”
Whilst rummaging the stalls around the city, the character with the
lowest Charisma is approached by a devil who offers to sell them an
amulet of great power for 600 gp. This is an Amulet of Appearance (see
appendix D) and if the character initially declines the purchase, the
charming devil insists the character tries it on before deciding. A
successful DC 15 Wisdom (Insight) check reveals it to be a magic amulet
but not that it is cursed. If the character tries the amulet on, they
transform. Any blemishes and imperfections vanish, they’ve never looked
better. Audible gasps of approval can be heard from onlookers who see
the transformation take place.
Maggoth Thyg
Near the bottom of the layer also lies Maggoth Thyg, a mysterious cavern from
which no creature ever returns. Even the devils native to Malbolge fear Maggoth
Thyg, claiming it has existed far longer than the Nine Hells. The characters should
know to be wary of a location that even the denizens of the Nine Hells are fearful
of.
Random Temptations
If the characters decide to go in search of Maggoth Thyg despite the
obvious perils, have them venture for four hours towards a cavern
system at the bottom of Malbolge. When they get close to the area where
they expect to find the cave, the ground is scattered with corpses. If they
insist on venturing at least another hour further, roll on the Random
Temptations table from chapter 2.
Corrupted Insects
Any giant insects encountered in Malbolge deal acid damage instead of
poison damage and each of their attacks deals an additional 4 (1d8)
radiant damage. These insects also have resistance to acid, poison, and
fire damage.
S3: Entrance
Read the following as the characters approach the inn.
The Sign of the Hag’s Arms is well, if bleakly, named. The outer courtyard
sits in the crook of one of Malagard’s lesser limbs, or at least a
recognizable fragment of the same. Within this elbow space the upper
level of the inn itself is made entirely from the ancient hag’s substance,
bones as scaffolding, leathery skin stretched out as a vaned roof, the walls
built of tessellated teeth and ragged plates of nails. As a feat of
architecture, it is simultaneously impressive and nauseating.
Had the plane’s current ruler, Glasya, any respect for her predecessor then
doubtless the construction would be counted as deep disrespect. Glasya isn’t
sentimental, however, and Malbolge offers little else in respect of building
material. Even the iron of the infernal fortresses must be hauled in from more
productive layers. As with most locations in Malbolge, the inn continues on many
levels under the ground. There are always guest rooms to be had, for a price. The
proprietors accept a variety of currencies. Soul Coins, most commonly, but also
magic objects or rare ingredients, given the work all three tend to. Devils passing
this way know to bring appropriate recompense for the shelter, but mortals may
be dismayed to find that all their gold and gems buy them nothing. However, there
are always other options for those visiting from other planes. Not necessarily
palatable options.
The characters can purchase lodgings for 1 Soul Coin or an uncommon magic item.
Then they’re taken to their rooms (see area S6).
Temptation of Oppression
“Painful Knowledge”
If the characters decide to rent a room at the inn or find themselves
exploring the guest rooms without payment, they find a mirror by the
side of the bed. The mirror is a Sage’s Mirror (see appendix D) and is small
enough to carry.
A great feasting hall is found on the first level of the inn, usually hosting at least a
score of devils at any given time. They jostle elbows at tables scrimshawed from
Malagard’s bones and eat from a unique menu. The flesh of Malagard is generally
unpalatable even to Fiends, but the inn’s proprietors have the knack of
transforming it into a delicacy worth the journey—to a devil. Mortals are advised
to bring their own lunches unless they have a cast iron immunity to poisons.
The hags are always on the lookout for new business associates, or spare parts for
their creations. If at any point the characters want to speak to the owner of the inn,
they can ask any of the kobold serving staff. The kobold explains who the three
hags are and that they often remain in their workshops in the basement. If the
characters ask to speak to the hags directly, the servant leaves to fetch them. Roll
on the Dealing with Hags table to determine the result of the request. If the
character provides a bribe or incentive to encourage the hag to meet, then add +2
to the roll.
Dealing with Hags
d12 + #
promp t n umber : default =0 , min=0 ,max=2 , title=Enter +2ift h ec h aracterspr ovideabribeorincentive
# Result
1–2 A kobold servant carries a
silver tray with the head of
the previous servant on it.
The characters are asked to
leave the inn.
3–6 The kobold returns and says
the hags have declined, but
the characters are welcome
to meet with them in the
basement. The magically
locked door at S7, will be
open.
7–9 Malecki arrives an hour
later in the form of an elf
woman and sits down at the
character’s table. She
intends to trick the
characters.
10–11 Malecki dematerializes from
the Ethereal Plane and
appears at the character’s
table, in her true form,
willing to make a deal.
12+ Anacreda emerges from the
basement, her wings partly
unfurled as she stalks across
the floorboards. The
feasting hall quiets, many of
the devils suddenly staring
into their cups, averting
their eyes. She stops and
looms over the character’s
table.
S5: Kitchens
The kobolds who staff the inn are routinely maimed, killed by accident, tortured,
and even eaten by their employers, especially Irabella. They’re very aware that
they’re the weakest things in all the Nine Hells, more wretched even than lemures,
and while nothing keeps them safe from the hags, Irabella takes exception to any
guests who take liberties with the staff. Working for her is miserable but better
than being cast to the mercies of the Nine Hells. The most potent, sorcerous, and
wicked among them ascend to the heady rank of chef and become Irabella’s chief
hench creatures, petty kitchen tyrants among their own kind.
Phylactery of the Heartless Master. A character searching for the soul of the
heartless master finds it in the body of a bullied kobold. Upon glancing around the
kitchens the characters notice a wretched looking kobold bent over a stove. It is
frantically trying to light it, but the stove remains cold. The kobold is clearly
agitated and terrified. The character seeking this phylactery senses they must help
this kobold.
The creature explains to the character that it is being tormented by a ruthless sea
hag. Every day it is tasked with preparing a feast for her, but whatever it tries it is
never good enough, and the day ends with the hag inflicting unspeakable
punishment on the kobold until it begs for the release of death. But that release
never comes. It always awakens again in the kitchens with a fire that won’t light
and a list of dishes it doesn’t know how to prepare.
If the character looks at the names of the dishes, they recognize some of the
delicacies that were on offer in Aelvette’s kitchens in Dis. The hag desires a meal of
candied spider eggs, roasted jackalwere, and boiled shank of minotaur. She arrives
once the meal is prepared to sample the dishes.
A successful DC 15 Intelligence check accurately identifies the ingredients. If the
characters spent any time in Aelvette’s kitchen they have advantage on the roll.
They need to search the storage room for the ingredients. 1d6 hours of searching
per recipe is needed to supply them with what they need. Once they get cooking
the oven continually goes out, but a successful DC 12 Dexterity check allows them
to keep it lit. If the character has proficiency with cook’s utensils, they add their
proficiency bonus to the roll. Upon success the character and the kobold have
created a feast even the hag can’t fault. Frustrated, she flies into a rage and attacks.
The character needs to defeat the hag to free their soul. The kobold doesn’t come
to their aid during the fight. Upon killing the hag, the kobold vanishes. In its place
the phylactery of the heartless master is standing.
Coven Spellcasting
The three hags that run the inn form a coven that is much more powerful
than what is typical. Their coven shared spellcasting ability is as follows:
Shared Spellcasting (Coven Only). While all three members of the hag
coven are within 100 feet of one another or within the Sign of the Hags
Arms, they can each cast the following spells from the wizard’s spell list
but must share the spell slots among themselves:
1st level (4 slots): Identify, Ray of Sickness
2nd level (3 slots): Hold Person, Locate Object
3rd level (3 slots): Bestow Curse, Counterspell, Lightning Bolt
4th level (3 slots): Phantasmal Killer, Polymorph
5th level (2 slots): Contact Other Plane, Scrying
6th level (1 slot): Eyebite
7th level (1 slot): Finger of Death
8th level (1 slot): Feeblemind
9th level (1 slot): True Polymorph
For these spells, each hag is a 18th-level spellcaster that uses Intelligence
as her spellcasting ability. The spell save DC is 18, and the spell attack
bonus is +10.
Basement Levels
Below all of this—the rooms, the hall, the unspeakable kitchens—are the
workshops, for the three old women who run the inn have another business they
conduct here. Business that draws infernal patrons from every layer of the Nine
Hells.
Temptation of Deceit
“Life After Death”
Malecki carries a strange amulet in one of her robe’s many pockets. This
is a cursed item known as the Amulet of Duplicity (see appendix D).
Services
As well as making monsters to order, the three sisters keep up a busy trade in
exotic components and pieces, part of a network of speculators, harvesters and
collectors that spans the planes. In addition, they happily modify Fiends and even
mortals. They replace and add limbs, senses, and organs, both on request from
those seeking greater personal power, and to fulfill specific punishments for
recalcitrant Fiends that Glasya sends to them. Because they represent an unusual
little blister of relative lawlessness in the Nine Hells, the sisters have also been
known to hide fugitive mortals from infernal pursuit, for a price—though they’re
also not averse to taking payment and then betraying their guests, if they’re feeling
treacherous. The three sisters of the Hag’s Arms are anything but reliable
collaborators save where their business partners are too powerful to play games
with.
When mortals do beg their services, the required payment varies. Most often they
might simply ask for one member of the visiting group—as a plaything, for their
soul, or to trade on to some fiendish creditor. As mortals are oddly reluctant to
enter into that kind of transaction, they take other services. There is almost always
some rare component one or another sister is after for her latest creation, and
they’ve devised a variety of powerful geas-type bindings to ensure that any
agreement isn’t reneged on. They particularly like effects that have their errand-
runners gradually mutate or deteriorate the longer the task remains undone. In
game terms, any Geas they cast works as if it was cast at 9th level. In addition, the
geas can only be ended with the Wish spell or by killing the hag that cast the spell.
All three sisters appreciate things that are in short supply in the Nine Hells. A
bard’s skilled performance, some witty repartee and a challenging game of skill
might serve just as well as a quest across all the known planes for a piece of an
ancient monster still currently within its original owner. Until you go before them,
cap in hand, it’s impossible to know how hard a bargain the hags will drive.
Risk-taking characters might want the hags to help them survive the dangers of the
Nine Hells. Roll on the Hag Parts table… this is the modification available currently
(this might change the next time the characters visit Malbolge). If the cost of 3 Soul
Coins is paid, one character gains the modification after 2d4 hours of surgery.
However, there is almost always a drawback. Roll on the Bad Deal table.
Hag Parts
d8 Result
1– The hags can apply a patchwork collection of skin to the character, granting
3 the character immunity to either fire or cold damage (character picks
before surgery).
4– A third eye can be grafted onto the character’s forehead. It offers no benefit,
5 but the hags lie and says it helps to see the future.
6– One of the characters’ arms can be replaced with a tentacle. The tentacle
8 gives the character advantage on ability checks made to grapple another
creature, but the character can no longer use weapons with the two-handed
property or perform tasks that require two hands, nor can the character use
the tentacle to wield a shield or weapon.
Bad Deal
d10 Result
1–3 There are no side effects.
4–6 The adjustments have introduced an aspect of the infernal into the
character and they’re now vulnerable to radiant damage.
7–8 The character’s walking speed is reduced by 5 feet.
9– The workmanship was shoddy and uneven. The character has
10 disadvantage on initiative rolls.
Encounters
During their travels across Maladomini the characters encounter some of the
devils that call this place their home. Roll at least once on the Random Encounters
in Maladomini table whilst here.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
corresponding areas to ensure they can complete their goals. Once done exploring,
they need to make their way to the Eye Market. Here they can find some of the
items and souls they’re searching for.
The following objectives can be attained in Maladomini:
Objective in Maladomini
Objective Location
Phylactery of the great con Eye Market: Ganglands (Memnoriac’s territory)
Phylactery of the spouse Eye Market: Ganglands (Ilkatar’s territory)
Staff of the Woodlands Eye Market: The Slums
Jenevere Eye Market
Temptations
Have the characters encounter at least one temptation during their time in
Maladomini. If the characters give in to temptation, use the information in
appendix E to keep track of their corruption level.
Maladomini Overview
Maladomini, the Seventh Hell(Player Version)The River Styx enters the realm
through a massive canyon that stretches to Malbolge. The river moves from the
canyon into a massive subterranean cave system, where it avoids the exploitation
of the surface for some time before emerging from underground and exposing the
smog covered sky to those sailing its waters.
During its heyday, Maladomini was a beautiful paradise, with varying biomes and
lush vegetation. Sadly, the only forests that remain are either decaying or dead,
with no wildlife or beauty to be found. In between the deforestation lie strip mines,
surface mines, and processing facilities that belch smog and toxins into the air. Any
water that once existed has turned to sludge, save only for the secluded Styx. The
layer is truly a testament to Baalzebul’s failure in his search for perfection.
Each of the ruins covering the realm is more spectacular than the last. During their
construction, Baalzebul wanted each to be his ultimate metropolis and spared no
expense. Even in their detritus they remain grotesquely beautiful. Occasional
treasure hunters from other planes explore the ruins in search of treasure, and
many escaped devils or souls hide deep inside. The overexploitation of the
surrounding lands makes the ruins some of the safest spots in the layer, and they
remain largely forgotten by the ruling archdevil.
Despite his disloyalty to Asmodeus, Baalzebul remains the archdevil in charge of
Maladomini. His rule is assisted by other powerful archdevils, including Abigor.
Baalzebul is driven towards perfecting his realm and many construction projects
are constantly underway. Devils not working on the various construction projects
prefer life in the domed city of Grenpoli.
Leaving Maladomini
The only known way in or out of Maladomini is the Styx, though rumors claim
other entrances and exits exist. Because of the stream of devils entering and exiting
the realm for training and schooling, scholars believe there to be a hidden infernal
passageway that connects the layer to the rest of the Nine Hells. Explorers also
claim that the cave system the Styx passes through has connections to other layers,
though such connections have yet to be found. Besides, if one can brave the cave
systems, the Styx is a relatively easy method of travel.
Features
Although Maladomini remains one of the safer layers, the influence of the Lord of
the Flies remains powerful. Whenever a creature is asked a question, they must
make a DC 14 Wisdom saving throw. On a failed save, the creature is magically
compelled to tell a lie, stretch the truth, or avoid answering—anything that would
prevent the truth from being told.
Temptation of Betrayal
“If I Could Read Your Mind”
The characters are approached by a devil that offers them the ability to
read the thoughts of someone important to them for the cost of 1 Soul
Coin and 800 gp. If one of the characters is tempted, run the appropriate
temptation event from chapter 2.
City of Grenpoli
Unique to Maladomini and known throughout the Nine Hells is Grenpoli, the City of
Diplomacy. All forms of aggression or weapons are forbidden within the city, and a
powerful spell suppresses violence when it would occur. Upon entering the city
through one of its four gates, visitors are searched, and their weapons confiscated.
These will only be returned once their visit to the city has ended. Grenpoli contains
the Political College of the Nine Hells, which offers devils courses in deception,
manipulation, and negotiation. Located just outside the city is Offalion, a training
facility that enacts large-scale scenarios to train devils, testing and enhancing their
ability to barter effectively with mortals. These exercises prepare a multitude of
devils for delicate excursions into the Material Plane.
City of Gorloron
A flying fortress oversees the construction of Gorloron.
Baalzebul’s “greatest” city of the moment is Gorloron, which contains his seat of
power and much of the devil population in the realm. The city’s construction is still
underway, and the place is utter chaos.
Temptation of Oppression
“A Palace Fit for a King”
Here in the (current) capital of Baalzebul’s realm, you can’t throw a
stone without hitting an architect. All are vying to gain favor from the
tormented archdevil and to convince him to let them build bigger and
better. One of these architects approaches the characters, explaining that
his latest proposal was rejected once more. It is desperate for work and
offers to build the characters a fortress or a temple in their name. The
price is 3 Soul Coins and 2,000 gp (a rare magic item brings the price
down to 500 gp). If any of the characters take the devil up on their offer
run the appropriate temptation event from chapter 2.
Visitors must dock their ships outside the gates of Grenpoli.
Carnival Eternal
Also of note is the Carnival Eternal, which is a terrifying and absurd amusement
park built to reward successful devils. If the characters have not yet encountered
the “Ruin and Amusement” random encounter (see chapter 2), feel free to run that
now if the characters explore the Carnival Eternal.
The Law
Watching over the streets around the Eye Market is Akrekarn, the closest this
morass has to the law. A corruption devil (see appendix B) retired from a life of
blackmailing mortals, Akrekarn patrols the streets around the market with a writ
from Baalzebul, allegedly enforcing the archdevil’s will but in truth simply shaking
down locals and visitors for all he can get. He is more than ready to have his mob of
infernal deputies (six bearded devils) seize anyone who won’t bow the knee or
proffer a bribe, taking them to be tormented, sold, or ransomed as he thinks best.
When not terrorizing the streets, Akrekarn takes his unspeakable pleasures in the
one completed building in the city, a guard house he has made his headquarters. Or
else he is to be found at the Eye Market itself, shaking down the proprietors and
reminding them that they operate only on sufferance.
Dangerous Territory
There are dozens of smaller gangs in the broken streets around the Eye
Market, but the current major players are Ilkatar’s Brood, Jacelisk’s
Knives, and Memnoriac. To reach the Eye Market (area M6), the
characters must walk through, or fly over, one of the ganglands. Each
major gang demands tribute to allow the characters passage through
their territory. See the following descriptions about what each gang
demands but the head of a rival gang-leader is also suitable tribute for
any gang.
If any characters attempt to fly over gang territory, that gang challenges
them in the air instead. Any descriptive text in the following sections will
need to be adjusted if this occurs.
A variety of gangs preside over this layer of scum, extorting prices of souls, flesh,
and labor from those on their turf. This being the Nine Hells, of course, it isn’t a
dog-eat-dog chaos, but a knifeedged dance of diplomacy, custom, and expectation.
Every gang is the heart of a web of alliances and carefully negotiated territorial
arrangements, all of which contain hidden get-out clauses and exceptions that
allow them to be shrugged off at any moment. The devils live strung between two
poles, constantly living as though their word is their bond, yet ready to exploit
loopholes to betray their fellows at every step.
Mirror Reflections
Result Outcome
3 or The reflection vanishes, meanwhile three white abishai (see Monsters
less of the Multiverse) step out of nearby mirrors, surrounding the
character. If the character gets this result on their fourth or later roll,
they find their true love instead.
4–6 The mirror shatters and the shards cut the character. The character
must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing
damage on a failed save, or half as much damage on a successful one.
7–9 The reflection vanishes once the character reaches out for them. If the
character gets this result on their fourth or later roll, they find their
true love instead.
10–12 The character is pulled into the reflection by two black abishai. If the
character gets this result on their third roll, they find their true love
instead.
13–15 A red abishai lunges forward from the reflection and attacks the
character but vanishes at the end of its second turn of combat. If the
character gets this result on their second roll, they find their true love
instead.
16 or They find their true love.
more
Temptation of Betrayal
“Two Kills for One”
Upon defeating Fling, the characters find he carries a magic weapon. Run
the appropriate temptation event from chapter 2.
Hellriders—Rescuing Jenevere. More information about Jenevere can be found in
appendix C. Characters looking for Jenevere, find the planetar imprisoned in
Vaness’ workshop. As the characters enter, they notice her caged in the back of the
room.
On their travels around the Nine Hells, the characters may have heard the rumors
surrounding Jenevere. It is said she has never been broken, not by any devil. She
pains her tormenters by immediately forgiving them for their abuse, praying for
those souls that inflict torment on her. She believes no one—not even the vilest of
devils—is beyond saving.
The proudest Fiends think they’re to be the one to break her, corrupt her. They
fight over her. But possessing the planetar becomes tainted once they realize she
can’t be broken.
And now, imprisoned here in the workshop, Jenevere’s magnificent focus is
completely on Vaness. She stares intently in Vaness’ direction, even though her
radiant eyes were taken from her by her cruel captor. It is as if she is looking
straight into the beholder’s soul.
She doesn’t even notice the characters approaching the cage, but as they do, they
hear Jenevere talking. She is lecturing the beholder about forgiveness and urging
him to surrender to the grace of the divine light. Vaness has clearly heard it all
before and with a frustrated snarl he flings the tool he has been using at the cage. It
bounces off Jenevere’s head and clatters to the floor. But Jenevere’s concentration
doesn’t even falter, as she continues lecturing the put-upon beholder.
This little exchange should inform the characters that Vaness is growing weary of
his captive and might be willing to barter with them for her release. A successful
DC 15 Charisma (Persuasion) check convinces Vaness to let them take Jenevere
with them, if they let the beholder hang on to the planetar’s eyes. If the characters
insist on taking Jenevere’s eyes with them (or if they fail the check) he refuses
them.
Once he refuses them, he tells them to leave. At this time the characters can either
attack the beholder or leave and try to come back when the workshop is empty.
Both scenarios end up in combat as Vaness is never far from his workshop. Any
intrusion results in the beholder attacking the characters. After 5 rounds of
combat, Fling comes to Vaness’ aid, accompanied by two grell and two grimlocks.
After defeating the two proprietors of the workshop the characters can free
Jenevere.
If the victorious characters decide to look for Jenevere’s eyes, a successful DC 20
Intelligence (Investigation) check reveals them floating in a container nearby. Once
Jenevere is freed, the characters may use the ritual that the Hellriders taught them
to free her from the Nine Hells.
Encounters
This is the last layer of the Nine Hells in which the characters can use Koh Tam’s
barge. Their final journey takes them through the frozen landscape, diverting
down a tributary of the Styx to the Sorrow Mine. Roll at least once on the Random
Encounters in Cania table, near the massive waterfalls or after they divert towards
the Sorrow Mine.
Locations
The characters must journey to the Sorrow Mine, once they’ve learned of its
existence from either Tiax or more magical means. The “Key Locations in Cania”
section provides the necessary information for you to guide the characters’
exploration.
Objectives
Make sure you keep track of your player’s objectives and lead them to the
appropriate areas so they may complete their goals.
The following objectives can be attained in Cania:
Objectives in Cania
Objective Location
Phylactery of the Sorrow Mine: The Mining Town
merciless
Phylactery of the student Sorrow Mine: The Mines
Staff of the Magi Sorrow Mine: The Mines
Temptations
Have the characters encounter at least one temptation during their time in Cania.
You can of course have them encounter more if you want. If the characters give in
to temptation, use the information in appendix E to keep track of their corruption
level.
Cania Overview
Cania, the Eighth Hell(Player Version)The transition between Maladomini and
Cania on the Styx is confusing and magical. One moment the river is sloping
downwards through a cave system, and the next it emerges onto an icy glacier.
While it cuts through the glacier towards its last stop, even the Styx can’t avoid the
temperatures of the layer. Icebergs and ice floes drift within the river, and its
current slows significantly. Along its banks lie the remains of less-prepared boats,
frozen over and forever abandoned. A sheer drop at the edge of Cania marks the
end of the Styx, where it turns into frozen falls covering an ancient being on its way
to Nessus.
In addition to the ice creating the layer, sheer mountains pierce the skies of Cania.
Their faces are jagged and unforgiving, and the cascade of avalanches is almost
constant. Partnering the mountains are the mobile glaciers and icebergs that carve
the landscape. Seemingly with a life of their own, these massive ice structures
meander through the realm, occasionally crashing into each other or the
mountains in a spectacular explosion of ice and snow. They leave fissures and
cracks miles deep in their wake, which are quickly covered by snowbanks,
awaiting unknowing victims who then fall to their deaths.
Because of the freezing temperatures and hostile environment, almost no creature
calls Cania its home. Mephistopheles himself, ruler of the realm, spends most of
his time in a heated fortress, protected from the elements. His steward, Adonides,
is the only archdevil native to Cania, and he regards it fondly despite the elements.
Aside from Adonides, only ice devils (gelugons) live in the icy wasteland.
Mephistopheles cultivates the devils, employing them as his standing army, spy
hunters, and defense throughout the realm.
Leaving Cania
If the rumors are to be believed, a heavily guarded portal beneath the city of
Mephistar is one of only two methods of entering Nessus. The other entrance lies
with the Styx and is equally as dangerous. Only by navigating the Styx from its first
entrance into Cania can a captain find the exit—otherwise, some form of magic
keeps the edge of Cania hidden and the river goes on indefinitely. Where the Styx
reaches the edge, it pours over into a massive frozen waterfall, which solidifies
around the body of a gargantuan ancient being. Reaching Nessus requires climbing
down the frozen creature, a perilous path plagued with deathly falls, dangerous
creatures, and twisting paths. Should one survive the trek, they arrive at the
entrance to Nessus.
The end of this climb is described in the “Climbing down into Nessus” section in
chapter 12.
Features
Colder even than Stygia, all creatures on Cania face a constant battle with
hypothermia. Each time a mortal finishes a long rest, they must succeed on a DC 17
Constitution saving throw or gain a level of exhaustion.
Mephistopheles keeps a tight watch on any visitors to the realm to ensure no
information is leaked. As part of his influence, any Divination spell cast while
within Cania has a 50 percent chance to fail. When a spell fails, its materials and
spell slots are consumed, but the spell has no effect. Creatures designated by
Mephistopheles are immune to this effect.
Kintyre
Hidden inside some glaciers and bergs are strange beings and massive
constructions, alien to the Nine Hells. Some of the more powerful archdevils have
learned to harness the glaciers and control their movements, constructing cities
atop the most stable. Others have carved caverns into their faces, where some
claim Mephistopheles hides laboratories and libraries of ancient knowledge.
Largest among these structures is the ancient city of Kintyre, which taunts
explorers with its hidden wealth.
Temptation of Deceit
“As Good an Answer”
If the characters make their way to the city of Kintyre, they find a
community of prospecting devils. They’re obsessed with finding
Mephistopheles’ libraries and want to gain the knowledge found within.
Camps have sprung up in and around the city, from where these devils
venture out on their expeditions. Enterprising devils have set up shop
here, selling maps they claim mark locations of possible troves of
knowledge, amulets that protect against the harsh climate, and other
wares that would attract this particular clientele.
The characters are approached by a devil, who is willing to fabricate false
evidence within Kintyre to answer a question of great importance. Run
the appropriate temptation event from chapter 2.
Mephistar
Largest of the glaciers is Nargus, with the equally massive city of Mephistar
constructed atop. Mephistopheles rules the realm from his heated citadel and
from here he or his steward, Adonides, control Nargus. Mephistopheles has a
legion of gelugons guarding the Pit, a shaft rumored to hold a portal to Nessus. It is
roughly 500 feet across and several miles deep. A frozen lake lies at the bottom,
1,001 fathoms beneath which lies the portal.
Temptation of Murder
“To Cheat Death”
If the characters explore Mephistar they risk drawing attention from
Adonides or Mephistopheles. But if they enter the city nonetheless, a
succubus calls to them from a shop inset into the wall of the glacier-city.
She offers to inscribe a magic tattoo and suggests it protects against
death. She charges only 250 gp and has ink for only one such tattoo. Run
the appropriate temptation event from chapter 2 if one of the characters
gets tattooed by her.
Sorrow Wine
The mere fact and sight of the Heights of Anakim is enough to bring mortals to
their knees, but it gets worse. Whilst devils aren’t averse to the idea of just leaving
things to be tormented forever, they found a use for the giants. So it is that the
sharp-eyed visitor scanning the upper reaches of that appalling cliff finds
scaffolding and gantries and excavation. Tunnels and quarries that carve into the
literal faces of the giants to get at the treasure within.
Long after the powers of the Nine Hells had tricked the Anakim, Mephistopheles
discovered the trapped giants contained a unique resource valuable to the rest of
the Nine Hells and beyond. A combination of their semidivine nature, the ancient
age they were preserved from and their own vast horror at being betrayed means
the minds of the giants are a source of the most concentrated misery to be found
anywhere in the planes.
The labyrinthine brains of the Anakim contain blue-silver seams of the stuff, that
can be quarried out, rendered down, and condensed into vials and barrels of pure
corrosive suffering that the devils jovially refer to as ‘sorrow wine’. To mortals, the
substance is pure vitriol. Concentrated, it causes wounds that strong magic can’t
heal, and that burn with fresh agony forever. Diluted into a potion it imposes a
burden of existential unhappiness that drives the drinkers to empty hedonism and
sin as their lives become hollow and meaningless. To devils, the sorrow wine is a
potent beverage, a unique vintage of misery fit for the tables of Mephistopheles
and Asmodeus themselves. In the Giant Mine, Cania’s ruler has a commodity not to
be found anywhere else that he uses for bribery, reward, and leverage across the
lower planes. His only challenge is reliably extracting it.
The Hellriders
It is assumed that the characters have used the Hellrider’s Salvation ability to
safely return the Celestials they’ve rescued to the Material Plane. If they’re still
with the group for some reason, adjust the following:
Ramius turns from a table cluttered with maps and papers, to look at
you. His smile is reserved, but it is a smile, nonetheless. “I have received
word. You rescued the three from their dire predicaments and fulfilled
your end of our arrangement. You have the thanks—and gratitude—of
the Hellriders. I know your next steps shall take you into that final layer,
where not even we dare to tread. Be yourself prepared before that time—
without magical concealment Asmodeus shall surely catch you in his
trap before you have even drawn your first breath of the foul air of
Nessus.”
The Conclave
It is up to the characters whether they recover all the class-based powerful magic
items the Conclave helped them locate. Their group patron objective is considered
complete once they’ve dealt with the Unmaker.
The tent is empty when you enter, and in fact snow has blown in from the
open flaps, accumulating into a low ridge near the entrance. But as you
step foot inside, a semi-transparent image of Zythan appears before you.
He extends his arm, as if intending to grasp yours. He smiles. “My duties
call me elsewhere, but I wanted to offer you our thanks. Our alliance has
been fruitful and though that business with the Unmaker was
unpleasant… you dealt with it like the professionals you are. I—we—wish
you much luck in your final endeavors. I believe Koh Tam has advice to
offer you, regarding a way to hide yourself from Asmodeus. I strongly
suggest you heed his words. The Lord of the Nine isn’t to be trifled with. I
shall linger here a while; in case you need to talk more.”
Zythan bows his head a brief moment and then moves about the tent, though it is
clear he is actually elsewhere. If the characters have not destroyed the Unmaker’s
soul, they’re asked to place the coin in which they’ve captured the soul inside the
Halruaan Ethereal Vessel. The Halruaans dispose of it now.
The Deathstalkers
The Deathstalker quest is considered completed if the characters have recovered
at least 2 of the items—enough to weaken Asmodeus’s allies and make the
archdevil think twice about swindling the Deathstalkers.
The rattle of armor alerts you to a warrior’s presence beyond the tent,
but before you’re able to enter, Sarevok himself strides from the interior
to confront you on the snowy shoreline of Cania. Behind him several
warriors in dark armor stand at attention, but the tent flaps fall back,
concealing the interior.
“It is done then.” Sarevok says. “Your intent shall take you into Nessus,
next, if I am not mistaken. And when you set foot there, Asmodeus, he
shall see you. This, I know. You lack the power needed to hide yourselves
from him and I can offer you no help with that. But I do demand one of
the artifacts I helped you find. At least, Asmodeus, shall not be able to
recover that from your smoldering corpses, and I will maintain the
leverage I require on him. He shall honor his debts without none of his
devils’ trickery.”
Once the characters select one of the artifacts, Sarevok grasps it, nods his head
curtly, and enters the tent.
Parting Ways
The characters, unless they decide otherwise, are still considered as working for
their chosen patron, but they no longer have an active mission with them. The
characters have fulfilled their obligations, and the patron, by helping them
throughout the adventure, has fulfilled theirs. The characters are encouraged to
make final purchases from their contacts. The patron remains at this location until
the characters return to the barge and sail away.
If spoken to again, the patron encourages the characters to climb down into
Nessus, after acquiring appropriate magical protection from Asmodeus’s watchful
gaze. They’re also cautioned to stay focused once they’re in Nessus—they should
obtain what they need from that place and return swiftly.
Final Gifts
This is an opportunity for the group patron to assist the characters. If
they require a couple Soul Coins or a small measure of gold, the patron
might be convinced to give this to them at this juncture.
Before Leaving Cania
When the characters appear to consider travel into Nessus, Koh Tam becomes
concerned. Before entering Nessus, the characters must find the means of avoiding
the watchful eye of Asmodeus. Magic items such as Amulets of Proof Against
Detection and Location can do this, but the characters would need one for every
member of the group. Koh Tam knows of an ill-fated expedition to Nessus that
ended in the Lake of Wael. He knows that each one of them possessed an Amulet of
Proof Against Detection and Location since he was the one who transported the
group.
Koh Tam is insistent that the characters would be apprehended the moment they
set foot in Nessus, without protection. He strongly urges them to seek out the failed
expedition to recover the amulets and offers to guide them towards “The Lake of
Wael.” Only after some sort of protection has been obtained, should the characters
climb the frozen falls of the Styx into Nessus itself. Once they reach the falls
however, “Tiax’s Betrayal” occurs.
Tiax’s Betrayal
When the characters journey to the Falls of the Frozen Titan and, just prior to
descending into Nessus, this event occurs. Tiax has determined that he must now
eliminate Koh Tam. He approaches the characters, alongside the other 2 crew
members who have helped Tiax and Koh Tam manage the ship. Koh Tam follows
some distance behind. If the characters are primarily evil, read the following (but
skip past it, if the characters aren’t evil).
Tiax has a strange look on his face, a gleam to his eye as he clasps his
hands together and stares out at the icy expanse of Cania. He lets out his
breath. “Now is the time! What time, you ask, oh great Tiax the all-
knowing? Time for the right and the left hands of the ever-prepared Tiax
to strangle the very breath from the lungs of pitiful Koh Tam. Kelemvor
shall not win this day, this time. Tiax the mighty shall not allow it! Dying
always teaches the best kind of lesson, do you not agree?”
Tiax presents his deal very quickly. If the characters help him slay Koh Tam, he
promises to give them the barge, the 20 Soul Coins he carries, and swears to Cyric
that he will help them complete their quests in the Nine Hells.
Otherwise, if the characters are good-aligned, or don’t immediately agree to join
Tiax, he springs his ambush on them and Koh Tam at this moment instead.
Leaving Cania
The characters are nearing the end of their ordeal through the Nine Hells. Before
entering Nessus however, Koh Tam offers the following advice. If Koh Tam is
dead, Tiax offers it instead, though perhaps not as truthfully as Koh Tam would.
“The hard end of the Nine Hells, Nessus; when you’ve descended as low
as you can possibly go. Hearing of it, one might think it isn’t actually so
bad. Not actively on fire, not frozen, not a deadly morass or a blasted
mountainside. Just a regular kind of wasteland, dry and cracked, and
finite, past which lies the infinite crimson void.”
Koh Tam rubs his hands together, to warm them. “In a sense, Nessus is
the Nine Hells condensed. All the devils are there, as the saying goes.
Asmodeus does not brook trespass. The towers of the great city of
Malsheem rise from the city’s chasm to the highest reaches of the plane,
and from them Asmodeus sees all. Once he receives the faintest whisper
of an outsider loose in his domain, his eye will find them. You cannot hide
from Asmodeus, only hope that he has something of greater import to
devote his attention to. Mortals venturing here find no respite. Except…
There is a place. Word of it seeps out into the upper layers of the Nine
Hells, and the rest of the planes. Even in the domain of Asmodeus himself
there is a place of sanctuary—if you can reach it. Asmodeus is an
archfiend of intellect. He prides himself on his learning as well as his
power. It is an offence to his pride that there are gaps in his knowledge.
So it is that there is one place that the wise might come to and be safe
from infernal retribution. Some are called, and others follow that chain of
rumors. All of these come, eventually, to the Oasis of the Lethe.”
Proceed to the “Climbing down into Nessus” section in chapter 12 if the characters
have finished their adventures in Cania and are undertaking the climb. The
characters are given an infernal map for the Oasis of the Lethe and cautioned to
hang onto it until they need it. Koh Tam or Tiax offer the following parting advice:
“Together we have accomplished much, but your travels, and mine, are
near an end. I shall wait on the River Styx for you for seven days. I do
hope to see you again. If not, I can only pray that your suffering is brief.
Fare you well.”
Chapter 11: Hunted by the Dukes
{@creature Abigor|CoA}, Duke of the Nine Hells
The events in this section may occur at any time during the characters’ journey
through the Nine Hells.
Not all dangerous devils confine themselves to a specific layer of the Nine Hells.
Some roam, either escaping from enemies, or hunting potential victims. Among the
greatest of these powerful devils are Brother Adramalech and Brother Morax,
who are agents of Asmodeus and command a warship, the likes of which have
never been seen outside the Nine Hells. But Baalzebul also has an agent who
travels the River Styx—an archdevil known as Abigor, who pilots an infernal
submersible.
The Hunters
The archdevils, Brother Adramalech and Brother Morax, have been tasked by
Asmodeus to hunt the characters down and take them captive. If they succeed in
taking the characters captive, then they take them to Malsheem where they’re
confronted by Asmodeus (refer to the section on “Malsheem” in chapter 12).
The archdevil Abigor has been tasked by Baalzebul to simply kill the characters
and eliminate the threat to him that they present.
Corruption
These encounters may trigger a premature ending to the adventure. An
additional gating mechanism you might consider is to avoid triggering
this hunt until the characters have become corrupted. The information in
appendix E helps you keep track of their corruption. Once they’ve grown
too corrupt, the characters are infinitely tangled in Asmodeus’s chains
and making a deal with the archdevil is likely their best option anyways.
But if they still have a chance of redemption, they don’t want to end up in
Malsheem too soon.
Unfair Fate
If the characters are captured now, it will be challenging for them to
complete any remaining quests. Use your discretion—if you don’t think
the characters are ready for the end stages of the plot, then don’t have the
Dukes find the characters just yet.
Ambushed by Abigor
Baalzebul’s submersible is considered at battle alert when it finds Koh Tam’s
barge. The submersible surfaces and Seleceus (pit fiend) flies above the barge and
begins repeatedly using its Fireball spell against it. Their intent is to kill the
characters, and swiftly. Abigor himself prepares to defend the submersible if
Seleceus is slain. If the characters attack the submersible, Abigor does everything
in his power to defeat them.
If the characters are victorious and explore the ship, proceed to “Baalzebul’s
Infernal Submersible.”
Warship Weapons
Each weapon requires an action to fire it and another action to reload it.
Acidic Sprayer. Acidic bile sprays from a nozzle in a 30-foot cone. Each
creature in the cone must make a DC 12 Dexterity saving throw, taking 40
(9d8) acid damage on a failed save, or half as much damage on a
successful one. A creature reduced to 0 hit points by this damage is
dissolved, leaving behind any objects it was carrying or wearing.
Flamethrower. Fire shoots out of the weapon’s nozzle in a 60-foot line
that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity
saving throw, taking 18 (4d8) fire damage on a failed save, or half as
much damage on a successful one. The fire ignites any flammable objects
in the area that aren’t being carried or worn.
Encounters
The exterior of this warship is patrolled by devils, as described in area N1.
Additionally other devils occupy the watchtower (area N18). Evading their notice
is challenging. If the characters somehow enter the ship without being noticed, the
hallways are patrolled by a pack of four displacer fiends (see appendix B). Every
minute spent in the hallways there is a 1 in 4 chance of running into them.
N5: Brig
This room, near the front of the lowest level of the warship, is blocked by
a solid metal door. From behind the door, you hear muttering and
complaining. On a hook beside the door hangs a blackened key.
The rooms are used for disobedient crew members and prisoners of war.
Unlocking the door with the key makes a loud screeching noise and by the time the
door is fully opened, the prisoners beyond are already standing and looking
expectantly at the door. There are currently four prisoners being held in separate
cells—a cambion named Shlatchel, a bearded devil, a couatl that has assumed
the form of a cambion to avoid conflict with his cell mates (though all other crew
members know the truth) and the former Hellrider, Barachiel (see appendix C).
The key that opened the outer door also opens any of the cells. When Barachiel
sees the characters, he approaches the bars of his prison.
The aasimar before you glows with what can only be described as a
divine radiance. Despite his captivity and the wounds inflicted upon him,
his grin is joyous. When he speaks, his voice rings with certain truth. “It
was Ramius, my long-ago friend, that has sent you? He and the
Hellriders?”
Barachiel insists on freeing the other prisoners (even though he doesn’t know that
there is a couatl here). He feels all of them have served enough time aboard this
infernal vessel already. Once Barachiel is restored, the characters may use the
ritual that the Hellriders taught them to free him from the Nine Hells.
N6: Nest
This is where the brothers keep their vorvolakas (see appendix B). There are three
to be found here unless the ship is at battle alert, whereupon the room is empty.
N8: Kitchens
A dozen or so tieflings toil over vast pots of lumpy, bubbling goo, their
shoulders slumped and eyes half closed in exhaustion. Imps dart around
underfoot, taking away bowls full of squirming muck and dashing off with
them to the mess hall. The air in the kitchens is stifling hot with a putrid
smell that stings the eyes.
The tieflings (commoners) have no loyalty to the Brother archdevils. They’re
willing to tell intruders everything they know, as long as none of the imps are
around to rat them out.
N12: Workshop
Approaching the workshop, you’re assaulted by a vicious cacophony of
awful noises. Within the large, overheated room you find several devils
making repairs on a variety of weaponry and metal machinery. The
sound of hammering and metal striking metal reverberates harshly off
the steel walls, creating an agonizing and unending echo.
A maelephant nomad (see appendix B) named Zerkosis runs this workshop. It is
assisted by four bone devils and four barbed devils.
N13: Storage
The various storage rooms are filled with rations for the crew.
N16: Armory
The armory is filled with weapons of almost every kind. In addition, there are two
magic weapons—a Stygian Spear and a Demonbone Polearm (see appendix D).
N17: Kennels
This room apparently has no means of illumination. At the far end, in the
shadows, rest several bulky, lion-like forms. The air around them seems
to waver as if there were a disturbance near the creatures. You find it
hard to concentrate on them.
This is where the displacer fiends (see appendix B) are kenneled. There are six of
them here resting at any given time.
N18: Watchtower
Near the rear, a metal-clad tower rises over the bulk of the warship, red-
hued windows offering a full view of the ship’s deck as well as the river
all around it.
At any given time, four cambions are on watch, observing the cardinal directions
for signs of other vessels approaching. If a vessel is spotted, or if intruders enter
the watchtower, one of the cambions attempts to flee to warn the Brothers.
B1: Bridge
The long hallway of the bridge is eerily silent. You hear the steady rush of
water outside the submersible as the vessel cuts through the river, but
inside it is still and dark. The brightest light comes from the words writ in
fire on the walls, that flash briefly and then vanish. A long metal device
hangs from the ceiling in the center of the room, with handles on the
sides and small windows for the eyes.
The bridge is always crewed by a half-dozen bone devils. There is a 50 percent
chance that the commander on deck is Abigor, otherwise it is the first mate, a pit
fiend named Seleceus. If the submersible is currently at battle footing, then Abigor
is in command. The words on the wall are written in Infernal and are how the
aboleth in area B3 communicates with the bridge commander.
B2: Brig
This small room appears to usually be used for storage, but manacles
have been bolted to the wall and a tiefling sits in a comfy chair beside
them. There’s a plate of food in his lap and a half full bottle of wine beside
the chair. A small satchel sits under the chair. As he hears you enter, he
looks up, licks his fingers, and smiles. “More guests of our superb host,
Abigor? I’ll wager a soul coin, that you are here to rescue me.”
The prisoner is named Aeshma (see his entry in appendix C). The moment he
walks free of the room with the characters, he holds out his hand for the coin he
has won from them (he did win the wager after all). His satchel contains two Soul
Coins, 15 gp, and a set of gambler’s dice.
The Conclave as Patron. If the characters are working for the Conclave, Aeshma is
the Unmaker. To fulfill their patron’s objective, the characters must capture and
destroy Aeshma’s soul. Aeshma knows nothing of this: as far as he is concerned,
he’s just a fairly lucky (albeit compulsive) gambler making his way through life.
Despite his ignorance, Aeshma, and the protection being the Unmaker provides,
isn’t going to make this grim task easy for the characters. The following describes
what the characters might learn from Aeshma, or how he might react depending
on how they interact with him:
• The Manacles. If asked why he’s not chained up, he merely shrugs and says
he made a bet with the guards and he won. He’ll raise the plate of food and
declare, “That’s how I got this as well.” However, if the characters appear to
be dangerous to him, he lies instead and insists that there was another
prisoner here, “A really bad fellow; they just dragged him off, that-away.” If
they leave, he attempts to hide from them in the submersible.
• The Unmaker. If asked about being the Unmaker, Aeshma (truthfully) has
no idea what the characters are talking about. The reality is that Asmodeus
—and perhaps other archdevils—would like to use the Unmaker to set the
stage for a wager of divine proportions, one that will leave the world
permanently changed and possibly irrevocably broken. Though Aeshma
himself is innocent in this future wrongdoing, his soul is simply too
dangerous to be allowed to exist.
• If Attacked. Aeshma tries to talk his way out of conflict, and if that fails, he
flees. If slain, the characters have 1 minute to use the Conclave Coin to
capture Aeshma’s soul, otherwise the Unmaker is reborn in the next
generation and the threat returns (the characters fail their patron, who no
longer provides additional support, other than Koh Tam’s services).
Ultimately the characters must slay Aeshma and capture his soul with the
Conclave Coin. Once accomplished, they can bring the coin with them to their final
meeting with their patrons (see “A Thankful Patron” in chapter 10). Clever
characters might instead destroy the coin now, ensuring that the soul doesn’t fall
into the wrong hands. An infernal ship’s furnace consumes the Conclave Coin
instantly and destroys the coin in the process. The soul trapped in the coin
becomes trapped in the furnace instead, powering the infernal ship. Not even
divine intervention can restore a soul destroyed in this manner.
B5: Kitchens
The kitchen staff, a handful of wretched imps, work quickly and with
stern silence. They don’t speak to each other, nor make any noise at all.
There are towels on their cutting boards so that their knives won’t make
a sound as they slice through hunks of unidentifiable meat-like substance,
and they stir tall pots of frothing gruel slowly, taking care not to strike the
metal sides with the stirring utensil.
The six imps flee from any intruders, looking to alert the rest of the ship.
B6: Showers
There are four rooms dedicated to bathing or showering, along with toilet facilities.
These are often empty.
Assassinating Abigor
If the characters have come to slay Abigor for the hag, Anacreda, when the
archdevil is defeated, they feel the ever-pressing weight of the geas that has bound
them magically lift. They’ve completed their end of the bargain and are free of the
hag’s influence.
Capturing Abigor
The characters don’t need to keep Abigor alive for the Triad’s ruse to work. They
simply must defeat Abigor and capture the submersible before convincing the
aboleth to lure Baalzebul into a rescue attempt. If they’ve done this, and the
aboleth still lives, and the characters return to area B3, then read the following:
As you prepare yourself for the arrival of the archdevil, Baalzebul, you
watch the aboleth’s slimy tentacles press against various glowing sigils. A
long silence ensues, punctuated only by the occasional ping as the Styx’s
immeasurable pressure exerts against the submersible’s metal hull. Then
a sigil draws itself upon the floor, lines arcing and dovetailing, flaring
bright and fading swiftly. For a moment a man with features exceedingly
fine appears, in shadow, and then he shrieks, his voice deepening into a
grotesque gurgle as the human-form shatters, expanding into a bulging
mass of flesh, until a slug-like creature looms over you.
“W-what trickery is this?” And you recognize the voice, for you have
heard it spoken from the mouth of Koh Tam when he was possessed by
Baalzebul at the beginning of your venture. “My body… my b-beautiful
body. What have you done to me?”
Baalzebul (see appendix A) is both confused at his sudden transformation back
into his most hated form and in rage at the characters. He lashes out at them. The
characters can either stand to fight him or attempt to escape. In either case, they’ve
completed the mission the Triad assigned them and if they survive here, they
should return to Nessus.
Chapter 12: Nessus, the Bastion of Asmodeus
Nessus, a rocky wasteland.
The final layer of the Nine Hells, bastion of Asmodeus and heavily guarded by his
legions, is the cracked wasteland of Nessus. It floats within an infinite, bloodred
void, which extends in all directions. Very few are given entrance into Nessus, with
the patrolling legions of devils ordered to kill trespassers on sight, including other
devils.
Encounters
The characters have entered the domain of Asmodeus. Even if they manage to
travel the layer without setting off his defenses, they’re likely to encounter
complications while they’re here. Before the characters enter either the Oasis of
the Lethe or Malsheem, roll at least once on the Random Encounters in Nessus
table.
Locations
There are other locations of interest in Nessus, but the characters are warned
against visiting them. They should remain focused on their mission and limit the
time they spend in Asmodeus’s domain.
Objectives
Before entering Nessus, the characters should have resolved their patron’s
mission. Make sure that all phylacteries have been attained. Once they enter
Asmodeus’s domain, they need to make haste and find a way to annul the
contracts before Asmodeus prevents their escape.
Captured
If the events from chapter 11 led to the Dukes capturing the characters
on behalf of Asmodeus, they’re brought before the Triad. They may not
have all the necessary phylacteries to confront Asmodeus yet. However,
all isn’t lost as they may still save their loved ones. The scenario with the
Triad plays out slightly different if the characters were captured or not.
Corruption Tracker
Before setting out in Nessus, consult appendix E. The information there helps you
guide your players through the finale of their adventure. Do the following now:
• Tally the individual scores for each character on the “Corruption Tracker.”
• Use the Corruption table to determine if the character has become
corrupted.
• Use the Final Outcomes table to determine the resolution available to each
character.
Nessus Overview
Nessus, the Ninth Hell(Player Version)Though the Styx freezes in its passage to
Nessus, it doesn’t completely dry up. Near the bottom, the temperature shift causes
a small section of the river to melt and finish its journey to Nessus below. This
stream is heavily guarded and flows a small distance before pooling into the
Forgotten Lake, the last stop. From here, it drains into the porous stone of Nessus,
traveling to the very bottom of the layer. It gurgles through a few of the deepest
ravines before mysteriously vanishing on its journey to Gehenna.
An arid wasteland, Nessus resembles a rocky plain filled with cracks, pits, and
canyons. The majority of the layer is flat, with only a few hills. Storms of fire and
hot wind blow across its surface, and sandstorms aren’t uncommon. Though many
ravines mar its surface, only a few are important enough to have names. The
Serpent’s Coil is a massive ravine, rumored to contain Asmodeus’s true body and
caused by his fall into the Nine Hells. Its depth is practically infinite, and no
creature has ever gone from the surface of Nessus to the bottom.
A close cousin of the Styx, the River Lethe originates on Nessus. Some scholars
believe its pools are fed by the Styx itself, but the river’s unique powers and
secluded nature make such beliefs impossible to prove. From its spring in Nessus,
the Lethe flows across the land, occasionally crossing ravines and canyons, before
reaching the edge of the landmass. Unlike the Styx, the Lethe completely defies
gravity, flowing over the cracks in the land without breaking its stride. It flows off
the edge of Nessus unimpeded, where it continues to run off into the void,
seemingly floating into the empty space.
Largest of all cities in the Nine Hells is Malsheem, home to Asmodeus and his
infernal legions. The city lies within the largest trench in Nessus and expands from
its bottom to the skies, marking the center of the realm. From its spire, Asmodeus
looks out on Nessus and, when the fancy strikes him, the rest of the Nine Hells. The
only other structure of the layer, Tabjari, is a copper fortress built into the walls
bordering Reaper’s Canyon. An impregnable citadel, the structure is home to
Asmodeus’s elite forces and acts as a vault, safeguarding his most valuable
possessions.
All devils native to the Nine Hells, those that don’t arise from the souls of the
damned, are “born” on Nessus. Asmodeus’s true form continues to bleed from his
wounds, and from this blood sprout devils. They’re quickly redistributed to various
other layers, depending on need and duty, with Asmodeus keeping only the most
powerful. Each archdevil answers to Asmodeus, the Overlord of the Nine Hells,
who rules from the infernal throne in Nessus. They all plot and hope to gain the
throne for themselves, yet Asmodeus has ruled the Nine Hells since their
inception, and likely will continue to do so until the end of time.
Entrance into Nessus is nigh impossible, and rarely done. Those that choose to
enter the realm do so by Asmodeus’s invitation or are almost certainly destroyed
by the realm’s defenses. As the lowest layer in the Nine Hells, exiting Nessus is only
possible by ascending into Cania. Malsheem certainly contains portals of some kind
within its walls, though their location is known only to Asmodeus and his guards
—as is their destination.
Features
Asmodeus knows of all that enter his realm. Without some method of concealing
their presence, Asmodeus always knows the relative location of each creature in
Nessus. Visitors feel a constant state of paranoia, as if something is always
watching.
An Old Nemesis
This might be an opportunity to resurface villains from earlier in the
character’s adventures before they ventured into the Nine Hells, having
them side with Ormogg in this prison break. Alternatively have the
prisoners be comprised of an archmage, four priests, six gladiators and
eight veterans. The creature pulling their wagon is a miasmorne (see
appendix B) but it isn’t truly under their control, at any moment it might
turn upon them.
Asmodeus’s former captives are well used to the torment of Fiends. His Bright
Hounds are something else. The breaking of angels is an especial pleasure to the
lords of the Nine Hells. Asmodeus revels in perverting them to his while, twisting
them into cruel falcons. He has stables of them, no longer resembling angels but
their radiant power might still bite the hand that unhoods them. They represent an
additional test of his mastery that makes the whole hunt truly interesting.
The Bright Hounds are comprised of four devas and two planetars (lawful evil
and delivering necrotic damage instead of radiant). The characters, encountering
the wagon on its headlong flight, might get involved in a variety of ways. The
wagon’s inhabitants, believing they know a way out of Nessus (which conveniently
is at the Oasis of the Lethe, but is also just a lie planted by Asmodeus) may offer
them a place aboard in return for fighting off the devils—only to be revealed as
monsters almost as bad as the devils outside. The angelic hunters may provoke
pity, though there is little the characters can do for them save end them.
O1: Arrival
The Oasis is a floating island seemingly tethered magically to the endless
flow of the River Lethe, a mile out from Nessus’ edge. In contrast to the
barren plane, it is green and verdant, thronging with life. There are trees
meticulously trained together to form living buildings; there are pools of
sparkling water that promise refreshment. Animals and birds dwell here,
apparently without fear of mortal or devil. Lions and lambs, serpents and
deer, all living in harmony.
Within the buildings of the Oasis there are libraries that would make a sage weep,
telescopes and scrying pools and all manner of divinatory instruments to look into
Nessus and the river and the wider planes. There are debating rooms and places
for quiet contemplation. Any mortal who has ever valued the pursuit of knowledge
instantly feels that they’ve come home.
The Researchers. Some of the planes’ greatest minds can be found here studying
the intrinsic nature of the cosmos—both the living who have made the arduous
journey and the souls of the dead. Asmodeus sporadically signs orders releasing
the most learned of scholars within his domain from their torments so that they
may aid in the research of the Oasis. The prospect of questioning the great minds
of elder days is enough to bring some visitors to the community here.
Infernal Knowledge
Magic books and other knowledge can be acquired here. But if all these seem too
good to be true, that is because they are. Characters should feel uneasy as they
begin to acquire items and knowledge; everything has an ephemeral feeling to it.
Personal Growth
All these books work exactly as described in the Dungeon Master’s Guide:
• Manual of Bodily Health
• Manual of Gainful Exercise
• Manual of Quickness of Action
• Tome of Leadership and Influence
• Tome of Clear Thought
• Tome of Understanding
Magical Power
There are various arcane scrolls and books here.
Spellbooks. Several tomes contain descriptions of previously unknown 9th-level
spells apparently more powerful than any known spell. With the right components,
and a week of study each, these writings can be turned into actual spells that could
be used by wielders of arcane magic. These spells include:
• The Killing Winds. These winds create a hurricane 5 miles in radius that
deals necrotic damage to every living being within.
• The World Weave. This spell changes the climate in a region permanently.
• Ioulaum’s Longevity. This spell extends the caster’s life by snuffing out
every life in a 1-mile radius. Each Humanoid life consumed adds a year to
the caster’s life.
• Volcanic Eruption. This spell creates a volcanic eruption that lasts for days
and devastates a region 100 miles in radius.
• Move Mountain. This spell allows the caster to cut the top off a mountain
and use it as a floating platform upon which a city or fortress might be built.
• Spheresail. This spell allows the caster to create a spelljammer.
Religion
Several religious tracts focus on topics pertaining to divinity and describe new and
powerful 9th-level spells. After a week of study and communion with the source of
their divine magic, clerics and druids can learn the following 9th-level spells:
• Dire Winter. This allows the caster to bring about a winter across an entire
continent that lasts for 2d12 years.
• Vengeful Gaze of the Gods. A powerful single target spell that simply
annihilates anything that doesn’t possess legendary resistance.
Item Crafting
There are various other tomes here too:
• The Tomes of Asgardian Metal Working. Describes how to forge the
Hammer of Thunderbolts and various Belts of Giant Strength in half the
normal time and at half the cost. Additional margin notes suggest ways to
make these items even more powerful.
Legal Documents
It is here, in the legal section, where the characters find the loopholes needed to
annul the contracts. Each hour that is spent searching requires a successful DC 20
Intelligence (Investigation) check to find the legal books that are needed to annul
one of the contracts.
Once a character has found a loophole, they can ask the caretaker to annul the
contract. The caretaker is only too happy to oblige, commenting on the vigorous
and impressive research the character has done to prepare their case. However, a
successful DC 15 Wisdom (Insight) check informs a character that it might be best
to wait to trigger an annulment until all the loopholes required for all the
characters are found.
Corruption
All of the characters can find the loopholes to their contracts within the
library. However, for any characters who are corrupted during their time
in the Nine Hells, annulling the contracts isn’t the end of their troubles.
Use the information in appendix E to guide the characters through their
next steps.
Escape
As soon as the caretaker undoes one of the characters’ soul contracts, Asmodeus
realizes what is happening and initiates a purge (see “The Purges” section for more
information). Every minute that the characters remain at the Oasis, they must roll
on the Random Encounters at the Oasis table.
Once the characters have escaped the Oasis, they’re relatively safe as long as they
continue to use the magic that keeps Asmodeus from knowing their location. If
some of the characters are corrupted, they must travel to Malsheem and try their
luck with the Triad. Otherwise, proceed to the “Leaving the Nine Hells” section at
the end of this chapter.
The Purges
An unholy deal: no one but Elihandrel survives the purges.
There is, of course, a problem with the Oasis. This is Nessus, after all.
The deal that Elihandrel made with Asmodeus is known to almost none. Nobody
really gets a chance to talk about it once the archdevil collects. Despite being
beyond Nessus’ physical borders, the Oasis remains in Asmodeus’s domain, and
Elihandrel must pay rent for his tenure there. At irregular intervals, carefully
calculated by complex infernal clocks, the forces of the Nine Hells visit the Oasis
and sweep it bare of everyone save Elihandrel himself. Every scholar and soul is
hauled off to Malsheem, to be dissected for all they know and then put to eternal
service or suffering as Asmodeus prefers. To study at the Oasis is to tacitly permit
the Nine Hells a claim to your soul, and over the centuries the archdevil has
drained the best and brightest minds of the planes by indulging Elihandrel’s little
project. The arch-magister himself considers the deal unfortunate, but a small
matter compared to the vast reams of learning that his charges uncover. After all,
the libraries remain intact. Nothing, therefore, is truly lost.
Read the following narration aloud when a purge occurs:
There is a powerful crashing sound somewhere in the library, followed by
a roar and a piercing scream. The scream is joined by another, and then
another, and the roar too gains company until the cold, marble halls echo
with a cacophony of gleeful snarls and beastly roars and terrified, pained
screaming and wailing shrieks.
The Palace
When the characters arrive at the palace, they are confronted by the three
archdevils known as the Triad.
The Contracts
The Triad acknowledges that the characters have likely come to Malsheem to
nullify the contracts that bind either them or one of their loved ones. They have the
power to nullify the contracts, but only if the characters give an item of value or
provide a service.
Unfinished Business
In the event the characters come before the Triad after being captured by
the Dukes, they may not have gathered all needed phylacteries. It should
be clear to them that performing a service for the Triad is their best
option. If they agree to do this, they’re allowed to leave the palace. They
can collect the phylacteries, capture Abigor, and resume negotiations.
A Service to Be Provided
{@creature Baalzebul|CoA}’s slug form
The characters could opt to trick Baalzebul into leaving Maladomini, so that
Asmodeus can turn the archdevil back into his slug form. To do this they must
capture Baalzebul’s trusted lieutenant Abigor. Asmodeus knows exactly where
the infernal submersible that Abigor captains can be found. Once they capture the
submersible, they must use the aboleth within the infernal submersible to lure
Baalzebul into trying to rescue Abigor. When Baalzebul turns into a slug and
realizes he has been tricked, he does everything in his power to kill the characters.
Items of Value
Alternatively, the characters might offer items of value:
• Two very rare magic items or one legendary magic item are appropriate
payments.
• One of the characters’ life and soul.
Leverage
The characters can avoid the previous options if they’ve come across knowledge
that gives them leverage over Asmodeus:
• If the characters have discovered the plans that Asmodeus gave to the
Brothers Morax and Adramalech, then they can use this as leverage.
However, if they have the plans on them, then the Triad reminds them that
those can easily be taken off of their dead bodies.
• If they learned the secret of Asmodeus’s origins from Abigor’s aboleth, that
is significant leverage.
Negotiating
This final negotiation is influenced by the choices the characters made during their
time in the Nine Hells. If they’re corrupted their options are severely limited.
However, if the characters managed to keep their souls relatively untarnished, they
have more options and may be able to outmaneuver the Triad. For each individual
character, check the Final Outcomes table in appendix E to see which options are
available in the negotiation.
Setting the Terms. A corrupted character who came to the Nine Hells to free their
loved one can choose to add one of the following clauses to their new contract:
• You sacrifice your loved one to ensure a better position in the Nine Hells for
yourself. Your loved one is returned to their torment. However, you’re free
to live out your life as an agent of Asmodeus. After you die, you arrive in
the Nine Hells as a pit fiend. After you sign this contract, you may choose
any 2 of the epic boons available in the Dungeon Master’s Guide (a successful
DC 20 Charisma (Persuasion) check can increase this to 3).
• You commit to becoming an agent for Asmodeus for the rest of your life. In
exchange, the soul of your loved one is released from their contract. After
you die, you arrive in the Nine Hells as a horned devil.
A corrupted character who came to the Nine Hells to free their own soul has
limited leverage with which to negotiate. They can try to improve their situation in
the afterlife, however.
• You agree to become an agent for Asmodeus. This guarantees you arrive in
the Nine Hells as a horned devil upon death. A successful DC 20 Charisma
(Persuasion) check upgrades this to a pit fiend.
Uncorrupted characters have a better position in these negotiations and can easily
convince the Triad to release their loved ones or themselves from their bonds with
this new contract.
There Is Always a Catch. Once terms have been agreed upon, the Triad writes up
the contract. However, there are some obvious loopholes that could be exploited
by Asmodeus. There are three loopholes in total, one written by each of the Triad.
A successful DC 20 Wisdom (Insight) or Intelligence (Investigation) check reveals
the first loophole and alerts the characters that they’re being tricked, lowering the
DC for finding the second and third loophole to 15. Once discovered, the characters
can succeed on a DC 20 Charisma (Persuasion) check to have the loophole
removed—or they can threaten violence. If they’re violent, then whoever they’ve
threatened attacks. If it wasn’t Buer that they threatened, she helps in the attack.
The other(s) stand back and watch. At half hit points the hostile devil accepts
defeat and removes the loophole.
Once the contract is finished, the characters are told to take it to Asmodeus for his
signature.
Summoned Underlings
Archdevil Underlings Summoned
Asmodeus Any devil, including another archdevil
Baalzebul 1d6 allied horned devils, 1d4 allied ice devils, or 1 allied pit
fiend
Archdevil Underlings Summoned
Bel 1d6 bearded devils
Belial 1d2 bone devils
Dispater 1 pit fiend
Fierna 1d6 bearded devils
Glasya 1d2 erinyes
Levistus 1 pit fiend
Mammon 1d2 bone devils
Mephistophele 1d4 ice devils
s
Zariel 1d6 bearded devils
Archdevils
• Asmodeus
• Baalzebul
• Belial
• Dispater
• Fierna
• Glasya
• Levistus
• Mammon
• Mephistopheles
Additional Archdevils
Based on events in prior adventures, the current lord of Avernus might be either
Bel or Zariel.
• Bel
• Zariel
Appendix B: Monsters
The characters will encounter many of the following creatures on their journey
through the Nine Hells. Some are new devils that may tempt, corrupt, or simply try
to murder the characters. Others are pitiful monsters, corrupted and tormented by
the laws of the Nine Hells itself.
Infernal Artifacts
These items are weapons or tools used by the various archdevils of the Nine Hells
and are extremely powerful. Obtaining them should be exceedingly difficult, often
requiring defeating or outwitting a ruling archdevil. Archdev ils use their
respective artifacts to maximum effect against opponents during combat.
• Accounting and Valuation of All Things
• Amulet of the Inferno
• Ranseur of Torture
• Ruby Rod of Asmodeus
• Scourge of Shadow
• True-Ice Shards
• Wrought-Iron Tower
A battle erupts on the River Styx
Appendix E: Corruption
The information in this appendix helps you keep track of each character’s overall
corruption. It shows you the possible endings available to the characters once they
reach the final stages of the adventure.
Corruption Tracker
Use the “Corruption Tracker” to keep track of the number of times the characters
have encountered one of Asmodeus’s temptations. Every time they give in to
temptation, they’re awarded 2 corruption points.
Corruption Score
Once the characters reach Nessus tally their scores on the “Corruption Tracker”
and use the Corruption Score table to determine if they’re indeed corrupted.
Corruption Score
Number of Max. Number of Corruption Points Needed for
Temptations Points Corruption
2 4 3
3 6 4
4 8 5
5 10 6
6 12 7
7 14 8
8 16 9
Corruption Tracker
Final Outcomes
Use the Final Outcomes table to determine the path available to each character.
The outcomes inform you on how to run the different encounters in Nessus.
Final Outcomes
Oasis of the Lethe Malsheem: Triad and Asmodeus
Corrupted: Soul of the Other
- The character can free their loved one - The character can free the soul of
from the contract.- Their own soul is their loved one.- Their own soul is
destined to go to the Nine Hells.- The destined to go to the Nine Hells.- The
character can make a deal with the character can make a deal with the
Triad and Asmodeus to ensure a better Triad and Asmodeus to ensure a
position upon death. better position upon death.
Corrupted: Soul of the Damned
- The character can undo their contract - The character can undo their
but is still damned to the Nine Hells.- contract but is still damned to the
When the temporary magic their patron Nine Hells.- When the temporary
used to restore them to life eventually magic their patron used to restore
fades, they return to the Nine Hells.- them to life eventually fades, they
The character can negotiate a new deal return to the Nine Hells.- The
with the Triad and Asmodeus to ensure character can negotiate a new deal
a better position upon arriving in the with the Triad and Asmodeus to
Nine Hells. ensure a better position upon arriving
in the Nine Hells.
Uncorrupted: Soul of the Other
- The character can free their loved one - The character can free their loved
from the contract.- Once they trigger one from the contract.- Asmodeus
the loophole, Asmodeus is enraged.- offers them a deal. They can refuse
The character doesn’t need to deal with and they and their loved one go free.
Asmodeus.
Uncorrupted: Soul of the Damned
- The character can undo their - The character can undo their
Oasis of the Lethe Malsheem: Triad and Asmodeus
contract.- When the ritual their patron contract.- Asmodeus offers them a
used to return them to life eventually new deal. They can refuse and go
fades, they die, but their soul isn’t free.- When the temporary magic their
doomed to the Nine Hells. patron used to bring them to life
wears off, they die.
Infernal Maps
Worse still, some maps are marked with strange runes, unfamiliar even to Koh
Tam. He knows that the important locations on each map have been marked but
he doesn’t know what might be encountered at each mark. Such is the nature of
infernal maps…
The War-Slough (Infernal Map)The Ineffable Trove (Infernal Map)The Elemental
Preserve (Infernal Map)The Oasis of the Lethe (Infernal Map) ## Normal Maps
Koh Tam considers a couple of the maps that have fallen into his possession more
worthy of trust. These he has annotated himself with quick descriptions of
important locations.
The Agora of Floating Knives (Normal Map)The Eye Market (Normal Map)