Chains of Asmodeus

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Introduction: Welcome to the Nine Hells

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?

The Nine Hells


The Nine Hells is the ultimate plane of evil and the epitome of premeditated
cruelty. The devils of the Nine Hells are bound to obey the laws of their superiors,
and at the very top of the hierarchy is Asmodeus. The Nine Hells has nine layers.
The first eight are ruled by archdevils who answer to Asmodeus. To reach the
deepest layer of the Nine Hells, one must descend through all eight of the layers
above it, in order. The most expeditious means of doing so is the River Styx, which
plunges ever deeper as it flows from one layer to the next. Only the most
courageous adventurers can withstand the torment and horror of that journey.

Sourcebook and Adventure


In addition to being an adventure, this is a source book for the Nine Hells.
This book provides useful information for each level of the Nine Hells and
its denizens and lords.
The River Styx This river bubbles with foul water, and along its banks are the
remains of thousands of battles. There are captains who are skilled enough to
command a ship through the unpredictable currents of the river. For a price, these
pilots are willing to carry passengers into the lower depths of the Nine Hells.
They’re the only ones who know how to avoid the dangers of the River Styx,
including the warships that patrol it.
These warships are built from infernal iron (bristling with spikes, blades, and
chains) and can travel the waters of the River Styx. Weapons used by the infernal
warships include flamethrowers, acid spewed from bronze tubes, and launchers
that fire a dozen ballista bolts at once.
Sins
Sin must be at the core of any story that takes place in the Nine Hells. These Hells
are based on Dante’s Inferno, the famed 14th-century poem which depicted Hell as
nine concentric circles of torment. Each circle of Hell tormented a different class of
sinner, from the unbelievers of the 1st circle down to the great betrayers of the 9th
circle.
The poem focused on describing the acknowledgement and rejection of sin. In this
story, good people have committed grievous sins that will have consequences.
Some of these people might be the player characters.

What Are the Sins?


Each layer of the Nine Hells embodies a particular sin, as described in the sections
that follow. Feel free to add other sins, but be careful when you do. Some classical
interpretations of sins shouldn’t be used in any adventure. Others, such as lust or
gluttony, should be handled very carefully.

Sins to the Self


• Anger. The sin of anger fuels wrath, vengeance, and inner turmoil. It takes
root in Avernus, the domain of the archdevil Zariel.
• Greed. This sin leads to a life of accumulating wealth and sharing very little
—a sin nurtured in Minauros, the domain of the archdevil Mammon.
• Jealousy. The jealous are never satisfied with what they have. Phlegethos,
the domain of the archdevils Belial and Fierna, is where jealousy thrives.
• Pride. Some say that this is the original sin which led to all other sins and is
the sin that led to the fall of Asmodeus and thus is his domain.

Sins to the Other


• Betrayal. Betraying a loved one, a god, or a sovereign can damn one’s soul
to Stygia, the domain of the archdevil Levistus.
• Deceit. Lying that leads to harm is, like Maladomini, the domain of the
archdevil Baalzebul.
• Harm. Mutilating or torturing an enemy is wicked work that warms the ice-
cold heart of Mephistopheles, the archdevil who presides over Cania.
• Murder. Killing an innocent or family member is evil business that comes
home to roost in Dis, the domain of the archdevil Dispater.
• Oppression. Unjustly imprisoning enemies and denying their freedom is
the devil’s work and reflective of Malbolge, the domain of the archdevil
Glasya.
More details on the different archdevils, including their stat blocks, can be found in
appendix A, “Lords of the Nine.”

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

Running the Adventure


To run this adventure, you need the fifth edition rulebooks: Player’s Handbook,
Dungeon Master’s Guide, Monster Manual, and Monsters of the Multiverse. Baldur’s
Gate: Descent into Avernus would also be a good source; Chains of Asmodeus can be
run as a continuation of that story.
The stat blocks for most creatures in this adventure can be found in the Monster
Manual. When a creature’s name appears in bold type, that is a visual cue for you to
look up the creature’s stat block in the Monster Manual, unless the adventure’s text
refers you to appendix B (for monsters), appendix C (for NPCs), or Monsters of the
Multiverse.
Spells and equipment mentioned in the adventure are described in the Player’s
Handbook. Magic items are described in the Dungeon Master’s Guide, unless the text
directs you to an item’s description in appendix D of this book.
Text that appears in a box like this is meant to be read aloud or
paraphrased for the players when their characters arrive at a location or
under specific circumstance, as described in the text.

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.

Consider Your Players


Playing Dungeons & Dragons is about having fun with your friends and exploring
new worlds together. Before venturing out onto the River Styx, discuss the nature
of the story with your players.
You will be guiding them on a journey through the Nine Hells and introducing
them to the various devils that make this infernal domain their home. The story
contains references to the suffering and torture of those souls who are damned to
an eternity of torment because of their sins. Make sure that you’re aware of any
boundaries that may exist, as you don’t wish to make the experience
uncomfortable for your players. The characters might be on a perilous quest
through the Nine Hells themselves, but their players should enjoy the experience.
You may need to adjust the story to accommodate all players.

Previous Adventures in Avernus


An adventure that is the perfect prequel to this one is Baldur’s Gate:
Descent into Avernus. If you and your players have been on this
adventure before our story begins, you may be familiar with some of the
setting, and the players’ characters should be at the appropriate level.
However, depending on the outcomes of your earlier encounters within
the Nine Hells, you may need to adjust some parts of the story.

Agency and Replayability


This adventure has been designed so that each time it is played it can have entirely
different objectives and outcomes. It does this mainly through the following ways:
• Souls. Each player must choose a soul to save. It might be the soul of a loved
one or their own soul. The soul, and the sins associated with it, determine
where Asmodeus has hidden it away to be tormented.
• Group Patron. The players must decide upon a group patron before the
start of the adventure. There are three group patrons, one for good, one for
evil, and one for neutrality. Each has their own objective.
• The River Styx. The river passes dozens of dangerous locations, but the
characters visit only some of them.
• Temptations and Corruptions. Asmodeus tries to lure the characters into
his grasp. Each time the characters go back to the Nine Hells they may find
different temptations. Some may be easy to resist, others not so much.
Giving in to temptation corrupts them.

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.

Chapter 2: The Nine Hells


This chapter provides the information needed to implement Asmodeus’s
plans throughout the campaign. It describes the random encounters
found in the Nine Hells, the temptations Asmodeus has put in place to
ensnare the characters, and how to track their corruption as a result of
these temptations.

Chapter 3–10: The First Eight Layers


The characters navigate the different layers of the Nine Hells and look for
a way to release their chosen souls from eternal torment.
Chapter 11: Hunted by the Dukes
The characters have been kicking up a storm in the Nine Hells. Two
infernal warships, piloted by archdevils, are on the hunt. The characters
can encounter these warships on the first through eighth layers of the
Nine Hells.

Chapter 12: Nessus


The characters need to find a way out of their contracts. They may be able
to gain entry to the Oasis of the Lethe to do so. If not, they must challenge
Asmodeus himself.

The Nine Hells


This overview summarizes the rulers of each layer of the Nine Hells, and the
objectives characters might seek in each. These objectives include the souls of the
characters, the souls of those they care about, and the items or people their group
patron requires.

First Layer: Avernus


For 10th to 13th-level characters
• Ruler. Zariel
• Souls. Brother, The Queen

Second Layer: Dis


For 10th to 13th-level characters
• Ruler. Dispater
• Souls. Bounty, The Chosen One, Patricide
• Patron Objectives. Cloak of Invisibility, Instrument of the Bards (Ollamh
Harp), Iron Horn of Valhalla, Wrought-Iron Tower (see appendix D)

Third Layer: Minauros


For 10th to 13th-level characters
• Ruler. Mammon
• Souls. Father, The Infinite Treasure
• Patron Objectives. Accounting and Valuation of All Things (see appendix D),
Belt of Giant Strength (storm)

Fourth Layer: Phlegethos


For 14th to 16th-level characters
• Rulers. Belial & Fierna
• Souls. Sister, The Furnace
• Patron Objectives. Anagwendol, Amulet of the Inferno or Ranseur of
Torture (see appendix D)

Fifth Layer: Stygia


For 14th to 16th-level characters
• Ruler. Levistus
• Souls. Business Partner, The Oathbreaker
• Patron Objective. Holy Avenger, Manual of Golems (iron), Rod of
Resurrection, True-Ice Shards (see appendix D)

Sixth Layer: Malbolge


For 14th to 16th-level characters
• Ruler. Glasya
• Souls. The Heartless Master, Mentor, Mother
• Patron Objective. Scourge of Shadow (see appendix D)

Seventh Layer: Maladomini


For 17th to 20th-level characters
• Ruler. Baalzebul
• Souls. Spouse/True Love, The Great Con
• Patron Objectives. Jenevere, Staff of the Woodlands

Eighth Layer: Cania


For 17th to 20th-level characters
• Ruler. Mephistopheles
• Souls. Student, The Merciless
• Patron Objective. Staff of the Magi

Ninth Layer: Nessus


For 17th to 20th-level characters
• Ruler. Asmodeus
• Resolution. Either at the Oasis of the Lethe or Malsheem

The Infernal Warship


• Commanded By. The Brothers
• Location. Found at any of the layers
• Patron Objectives. Barachiel

Baalzebul’s Infernal Submersible


• Commanded By. Abigor
• Location. Found at any of the layers
• Patron Objectives. The Unmaker

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.

Through the Nine Hells


Koh Tam knows how to navigate the River Styx and offers to guide the characters
through the Nine Hells to help them find the souls they seek. He opens a portal to
the first layer of the Nine Hells, Avernus.
The characters must descend through the layers of the Nine Hells along the
treacherous River Styx. It is possible to move against the flow of the River Styx, but
it is difficult. However, Koh Tam’s barge has a magical addition that allows him to
use the Plane Shift spell to travel to a layer of the Nine Hells above the current one.
The characters have two objectives if they’re to save the souls of their loved ones
or their own:
• Finding the Lost Souls. The main objective of the characters is to find the
souls that have been trapped by Asmodeus.
• Dealing with Asmodeus. Once the characters have found their lost loved
ones, they must convince Asmodeus to allow them to be freed. They can do
this by gaining leverage over him, by performing a service for him, or
signing an infernal contract. Characters who are able to resist temptation
within the Nine Hells might even find a loophole allowing them to escape,
successfully avoiding all of Asmodeus’s snares.

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)

Business Partner (Betrayal)


For years, you and your business partner shared the fruits of your adventures in a
mutually beneficial arrangement. Sure, they were always trying to squeeze a few
extra drops from your cut on every mission, but you never thought they’d actually
betray you. On your last adventure, however, they double-crossed you, stealing a
rare and powerful magic item you’d spent years questing for. They disappeared
with your treasure, leaving you high and dry. You searched for the precious item in
vain, only to discover that your old partner’s soul is trapped in the Nine Hells
because of an infernal contract they signed with Asmodeus. The only way you’ll
ever get back what is rightfully yours is to track them down and bring them back to
life so they can tell you where the treasure is hidden.
• Phylactery Location. The Chasm of Found Things on Stygia, the fifth layer
of the Nine Hells
• Phylactery Benefit. While you possess your business partner’s phylactery,
you have advantage on saving throws against illusion spells and effects that
would make you have the charmed condition.

Childhood Friend (Sinless)


Growing up, you never seemed to fit in. You were always different—perhaps that’s
why you became an adventurer. Your childhood was lonely until you met your
childhood friend. Like you, they were completely ignored by other children on the
good days, ruthlessly bullied on the bad. But in each other you found a kindred
soul. You formed a powerful bond of friendship that allowed you to rise above the
taunts and torments of the other kids. Together, you found the strength to survive
and flourish. You became a successful adventurer. Your friend chose a different
path, one of domestic bliss with a family and a quiet, fulfilling life. Years would pass
between seeing them, but you still remained close—united by your childhood
bond. But when your friend’s youngest child became ill, they didn’t turn to you for
help. Instead, they signed a contract with Asmodeus, condemning themselves to
an eternity in the Nine Hells.
• Phylactery Location. Use an encounter and location from the remaining
lost souls not chosen by the players.
• Phylactery Benefit. Possessing your childhood friend’s phylactery grants
you advantage on Wisdom and Charisma saving throws.
Business Partner (Betrayal) and Childhood Friend (Sinless)

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)

Spouse/True Love (Deceit)


True love is real—you know this because you were lucky enough to find yours. In a
world too often filled with darkness and danger, you were blessed to find someone
to stand by you through thick and thin. They supported you when you needed it
most, helping you to reach your full potential. Together, you made a life for
yourself: a wonderful, perfect life. But now you have learned that your love kept a
secret from you: they made an infernal contract with Asmodeus to help keep you
safe during your adventures. They made the ultimate sacrifice to protect you, and
now they’re paying the ultimate price.
• Phylactery Location. The Eye Market on Maladomini, the seventh layer of
the Nine Hells
• Phylactery Benefit. Possessing your true love’s phylactery grants you
advantage on saving throws against spells and other magical effects.

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

Not Having a Soul


When a character whose soul is trapped in the Nine Hells dies,
resurrection magic can return that character to life no matter how much
time has passed. For example, a Revivify spell works on the character
even if a week has passed since the character died. However, if the
character’s body is completely destroyed, not even a Wish or True
Resurrection spell can bring the character back.

The Chosen One (Pride)


The Chosen One (Pride)
You always knew you were special. Even from a young age, it became clear that
you were better than everyone else. Because of this, you thought nothing of using,
manipulating, or exploiting others for your own benefit. Stepping on the
insignificant as you climbed your way to the top was simply the natural order. The
fame and glory you achieved in your life only proved you were right all along…
though looking back, maybe you pushed things too far. After all, you did end up in
the Nine Hells.
• Character Punishment. Your greatest fear in life was being inadequate.
Now you’re haunted by a recurring nightmare in which you compete in
trials of skill against other heroes but find yourself weak, overmatched, and
helpless.
• Phylactery Location. The Agora of Floating Knives, on Dis, the second layer
of the Nine Hells. The character’s soul is forced to compete in a series of
events showcasing strength, skill, and intelligence. But their soul is merely a
weakened shell of what it once was, and they’re constantly overmatched by
their fellow competitors. With each loss, they’re humiliated, mocked, and
made to suffer painful punishments for their failure. To free their soul, the
character must take their place in these events; they must compete and win.

The Furnace (Anger)


There has always been a fire inside you, a dangerous fury, just waiting to be
unleashed upon the world in a storm of violence. The rage gave you strength and
power. It helped you defeat your enemies and forge your legend… but there was a
cost to your anger. Those around you quickly learned not to try your temper, but
over the years it was inevitable that something would set you off from time to time.
When it was unleashed, your wrath was terrifying to behold… but it also led you to
do things you’d later regret. People suffered. People died. Some deserved it, but
many did not. Given what you’ve done—what your anger made you do—you’ve
known for a long time where you were going to end up when you died.
• Character Punishment. The color of your sleep is red: blood, fire, burning
rage. You don’t dream—not in the normal sense. When you close your eyes,
all you see is red. You wake bathed in sweat, with your heart pounding, but
you can’t remember any details beyond that single color. Red.
• Phylactery Location. The Elemental Preserve, Phlegethos, the fourth layer
of the Nine Hells. The character’s soul is forced to shovel coal into a massive
furnace, whipped to greater and greater efforts by several efreet with
flaming scourges. No matter how much fuel is thrown into the furnace, the
roaring flames instantly devour it in a burst of searing heat. To free this
character’s soul, the characters must defeat the efreet and then find a way
to quench the magical fires of the furnace.

The Great Con (Deceit)


You’ve always been a grifter, using your wits to trick and manipulate others for
your own advantage. But when you unknowingly made a deal with one of
Asmodeus’s agents, you learned that even you can be conned. Before you could
fulfill the seemingly simple terms of the deal, you were murdered by the Avatar of
Bhaal, consigning you to the Nine Hells. On the one hand, you admire the devil’s
cunning trickery… but on the other, you want payback for how you were played.
• Character Punishment. You were once a master of deceit, but in your
dreams you’re trapped in a labyrinth of your own lies, forced to run through
the maze while being hunted by shadowy enemies and never able to find a
way out.
• Phylactery Location. The Eye Market in the territory of Memnoriac, on
Maladomini, the seventh layer of the Nine Hells. The character’s soul is
pursued by the pit fiend’s gang of devils through the very streets
Memnoriac designed. The route is littered with illusions and convoluted
traps. Deadly spiked pits appear as normal floors or seemingly safe
doorways lead into rooms filled with deadly fire. As the soul flees the devils,
it constantly “dies,” forcing it to begin again. To free this character’s soul,
the characters must fight their way through the narrow streets, defeating
the monsters and avoiding the tricks and traps.
The Furnace (Anger) and The Great Con (Deceit)

The Heartless Master (Oppression)


You were used to the finer things in life; due to your fame and fortune, you
surrounded yourself with servants to answer every need and fulfill every desire.
You paid them well, but in exchange you demanded flawless perfection.
Unbeknownst to you, the head of your household achieved this impossible
standard through brutal training and punishments for any servant that failed even
the smallest task. Despite your ignorance, you were ultimately responsible for the
well-being of those under your charge… a responsibility you blissfully abdicated.
• Character Punishment. Your sins weigh heavily on you. At night, you’re
plagued by disturbing dreams. In them, you’re a servant under control of a
cruel master who makes impossible demands. When you inevitably fail at
your tasks, you’re brutally punished over and over.
• Phylactery Location. The Sign of the Hag’s Arms, on Malbolge, the sixth
layer of the Nine Hells. The character’s soul is a servant ordered to perform
a series of impossible tasks: cleaning out entire stables in a single day;
serving a perfectly cooked meal despite a fire that won’t stay lit; delivering
a message across deadly terrain without weapons or armor. With each
failure, the character’s overseer—a ruthless hag—subjects the character’s
soul to a series of brutal tortures to “teach” them the error of their ways. To
save their soul, the character must find a way to complete these impossible
tasks, then defeat the overseer.

The Infinite Treasure (Greed)


You were never afraid to take what was yours—or what was anyone else’s, for that
matter. You lusted after material wealth in all its forms—money, possessions,
magic items. During your life, you accumulated a vast hoard of treasures, but you
couldn’t take it with you when you died. In the end, the only thing your avarice got
you was a one-way ticket to the Nine Hells.
• Character Punishment. Your dreams are filled with the endless counting
of gold coins—hundreds, thousands, millions, all piled in an enormous
chamber. Each one must be counted by hand, and you can’t stop until you’re
done… but the mountain of coins just continues to grow and grow. Worst of
all, you know in your heart they aren’t even yours; you’re just counting
them for someone else.
• Phylactery Location. The Ineffable Trove, on Minauros, the third layer of
the Nine Hells. The character’s soul is forced to count a massive mountain of
gold coins one by one. This task is overseen by a powerful red dragon—the
true owner of the coins. At the end of each day, the mountain of coins shifts
and topples, crushing the character under the coins’ weight. It takes all
night for the character to claw their way out, only to begin the count again.
To free this character’s soul, the characters must defeat the dragon and
leave the coins. (Taking even one causes the dragon to come back to life.)
The Heartless Master (Oppression) and The Infinite Treasure (Greed)

The Merciless (Harm)


Throughout your adventuring career, your one true love was always with you,
fighting by your side. You looked forward to a long and happy life together after
your adventuring days were done, but that future was ripped away. Your partner
was killed in a surprise attack by servants of an enemy from your past, their body
disintegrated so they couldn’t be raised. You hunted down the one responsible. But
in your grief, it wasn’t enough to merely defeat or kill them. You spent days
torturing your enemy, making them feel as much pain as possible in the hopes it
would soothe your own tormented heart. In the end, it didn’t help… but your
cruelty was such that upon your death your soul was consigned to the Nine Hells.
• Character Punishment. The brutal revenge against your enemies brought
you no solace. Instead, it only twisted and corrupted the memories you have
of your true love. Now when you sleep, you dream of them not as your
companion, but as your sadistic tormentor, torturing you in a prison cell
from which there is no escape.
• Phylactery Location. Imprisoned in the mining town at the foot of the
Sorrow Mine, on Cania, the eighth layer of the Nine Hells. The character’s
soul is imprisoned by devils with the face and form of their one true love. In
the prison, the soul is relentlessly tortured over and over by these
doppelgangers. To free this character’s soul, the characters must break into
the heavily guarded cells, find a way to reveal the true forms of the guards,
then defeat them and escape the prison.

The Oathbreaker (Betrayal)


In the early days of your adventuring career, you swore an oath of loyalty to a
patron. It was only much later you discovered you served a monster. When you
were ordered to slaughter a political rival’s children, you refused. Despite your
good intentions, you broke your solemn vow to serve, condemning your soul to the
Nine Hells on a technicality when the patron’s hired assassins killed you.
• Character Punishment. Every night, you’re haunted by a recurring
nightmare in which you’re trapped in a room with strange, feral children.
They cry and beg for mercy, even as they attack you over and over.
• Phylactery Location. The Chasm of Found Things, on Stygia, the fifth layer
of the Nine Hells. The character’s soul is imprisoned in a room filled with
polymorphing devils. These creatures alternate between two forms: devils
that attack the character’s unarmed soul relentlessly and crying children
begging for mercy. To free this character’s soul, the characters must defeat
all the devils before they transform back into children.
The Merciless (Harm) and The Oathbreaker (Betrayal)

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.

The Queen (Jealousy)


Nobody said life was fair… but why was it always unfair against you? You were
talented and skilled. You worked hard. But even with all you accomplished, there
was always somebody more richly rewarded than you. More fame. More wealth.
More attention. An easier life. It left a bitter taste in your mouth; it soured
everything you had, diminishing you and your accomplishments. It seemed like the
world was always against you. And then you ended up in the Nine Hells, proving
death was against you too.
• Character Punishment. You have strange dreams not connected to your
life. In them, you’re a lowly servant… yet somehow your sister is the Queen,
and she is beloved. Other servants, guards, diplomats, members of the court
—they all go on and on about how smart she is, how beautiful, how perfect,
while you toil in the shadows, forgotten and ignored.
• Phylactery Location. The War-Slough, on Avernus, the first layer of the
Nine Hells. Each day, the character’s soul must go from room to room in a
castle, clad in soiled rags, and clean the opulent chambers under the
watchful eye of the Queen and her followers. They constantly deride and
chastise the soul for the poor job they’re doing. Often, they abuse the
character, beating them with sticks and switches to spur them to work
harder. To free their soul, characters must defeat the Queen… but even if
she is slain, she simply reappears on her throne, completely unharmed. The
only way to truly defeat the Queen is to first destroy her throne.
Patricide (Murder) and The Queen (Jealousy)

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.

Resolving Group Patron Objectives


The characters can stay in contact with their group patron throughout
the adventure. Once the characters complete the quest given to them by
their group patron, they’ll have a final meeting with their group patron’s
representative in Cania. See “A Thankful Patron” in chapter 10 for details.

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.

Hellrider Contact: Ramius


{@creature Ramius|CoA|Ramius Dangremond}
Ramius Dangremond is the commander of the Hellriders of Elturel. He never
wanted the position, but because of the many deaths within the ranks of the order,
he had to step up. His friend and fellow Hellrider, Barachiel, was the main reason
he was able to grow into a capable commander. The loss of his friend saddens
Ramius, and the news of his imprisonment within the Nine Hells gnaws at his soul.
Ramius (see the accompanying stat block) is a natural horseman and a gifted
athlete. The soldiers he leads often say that there isn’t anything that Ramius can’t
mount or ride. He’s ridden horses, mammoths, and machines into battle. Loyalty,
honor, and duty are virtues that Ramius upholds. He fears nothing other than
losing those he cares for.

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.

Purchasing Items from Ramius


Item Cost
Adventuring supplies Original price
Amulet of Health 12,000 gp
Bracers of Defense 12,000 gp
Cloak of Protection 600 gp
Gauntlets of Ogre Power 550 gp
Holy Avenger 175,000 gp
Horseshoes of a Zephyr 18,000 gp
Horseshoes of Speed 6,500 gp
Horn of Valhalla (silver) 25,500 gp
Javelin of Lightning 500 gp
Mace of Smiting 9,000 gp
Mithral Armor 700 gp
Ring of Protection 12,000 gp
Shield, +1 450 gp
Shield, +2 12,000 gp
Shield, +3 40,000 gp
Sun Blade 35,000 gp

Selling Magic Items to Ramius


Rarity Value
Uncommo 250 gp
n
Very rare 10,000 gp
Rare 2,500 gp
Rarity Value
Legendary 55,000 gp

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

Halruaan Contact: Zythan Avhoste


{@creature Zythan|CoA|Zythan Avhoste}
Zythan, like many other Halruaans, spent his early years studying the arcane arts.
His talent in Divination magic made him particularly useful to the Conclave, and
they quickly sought him out. Under their tutelage, his skill flourished, and he
became a powerful mage. Those that know him personally recount his matter-of-
fact personality, his green hair, and his third eye that seems to open when he
performs magic. He rarely speaks of himself, however, choosing instead to focus
his attention on the future.
When he first received an official position within the Conclave, Zythan wanted to
prove himself. He spent countless hours peering into the future and examining
potential outcomes. One fateful night, he just barely caught sight of a forbidden
ritual being prepared—a ritual that could cost the lives of many Halruaans.
Because of his sight, the Conclave was able to intervene in time, and he was quickly
promoted and showered with praise.
For the past few months, Zythan has felt like something was off: at first, he
suspected another ritual within Halruaa. He requisitioned the help of the other
diviners, as well as a powerful Crystal Ball, and together they were able to piece
together a vision. The dark lord of the Nine Hells, Asmodeus, will unleash a great
evil very soon. Though the Conclave often stays out of non-Halruaan affairs, they
had no choice but to act. It is for this reason that the adventurers were called to
Halruaa.
Zythan’s (see the accompanying stat block) skill in arcane magic, while
particularly focused on Divination, extends to every school. While he lacks
proficiency in martial combat, he can wield both offensive and defensive magic
effectively. Outside of his magical talent, he is also known to be highly intelligent,
though his social skills could use work. Much of his time is spent viewing alternate
futures and preparing for potential dangers, leaving little for himself. He often goes
without meals until he starts to feel weak, and if he had friends, they might be
concerned about how much time he spends working.

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.

Purchasing Items from Zythan


Item Cost
Amulet of the Planes 35,000 gp
Carpet of Flying 40,000 gp
Ioun Stone (reserve) 8,500 gp
Mantle of Spell Resistance 10,500 gp
Ring of Resistance 9,000 gp
Staff of Power 45,000 gp
Wand of Fireballs 10,000 gp
Wand of the War Mage, +1 500 gp
Wand of the War Mage, +2 9,500 gp
Wand of the War Mage, +3 32,000 gp

Selling Items to Zythan


Items Cost
Spellbooks 100 gp per level of spell found within the book. Additional
2,000 gp if the book contains one or more 9th-level spells
Spell Scrolls (2nd 250 gp
to 4th level)
Spell Scrolls (5th to 900 gp
6th level)
Spell Scrolls (7th to 2,250 gp
8th level)
Spell Scrolls (9th 6,000 gp
level)

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.

Soul Coin Market


Much like the archdevils of the Nine Hells, Bhaal desires souls. Specifically, he
desires Soul Coins (see “Soul Coins” in appendix D). When you’re in possession of
one or more Soul Coins, you can whisper to the coin what it is that you desire from
the Deathstalker Items table. If you have the requisite number of coins, the Soul
Coins vanish from your possession, and the item that you asked for appears within
5 feet of you.

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

Deathstalker Contact: Sarevok


{@creature Sarevok|CoA|Sarevok Anchev}
Sarevok Anchev is a powerful Deathstalker. He is also one of the Bhaalspawn, the
mortal offspring of the dead god Bhaal. Sarevok attempted to reclaim the divine
seat of the Lord of Murder vacated by his immortal father’s demise, but his plans
were thwarted when he was slain by his half-brother, Abdel Adrian, who rejected
his heritage and fought against his Bhaalspawn siblings.
Sarevok’s spirit was sent to the Abyss as punishment. There he eventually crossed
paths with Abdel a second time when his noble-hearted brother ventured into the
lower realms on a dangerous quest to stop another Bhaalspawn named Melissan.
Sarevok agreed to help Abdel kill Melissan, on the condition that Abdel helped him
escape the eternal torments of the Abyss.
Abdel agreed, and Sarevok was reborn into the mortal world. After his rebirth,
Sarevok was true to his word, and the two brothers fought side by side against
their half-sister. Ultimately Melissan was defeated, and Sarevok was granted a
second chance at life.
With his prodigious strength, his legendary skill in battle, and the Sword of Chaos
—a life-stealing, enchanted blade—Sarevok (see the accompanying stat block)
became a famous (and feared) mercenary. Yet his many accomplishments brought
him no joy. He felt no thrill at victory in battle, no delight in the routing of his
enemies. The power he accumulated was bitter as ashes on his tongue, and he
became a man haunted by his former life. The realization that no earthly
achievements could ever compare to what he once almost had—immortality and
godhood—left him broken and empty.
Sarevok plunged into a deep despair. To numb his pain, he indulged in every vice
imaginable, squandering his wealth and health on alcohol, drugs, and fleeting
comforts. While his divine heritage slowed his aging, it did not stop it entirely, and
after decades of self-abuse he was eventually reduced to an old man begging in the
streets of Baldur’s Gate.
This was how his father—Bhaal, the reborn god of murder—found him. Bhaal
recognized his own divine spark in the pathetic old man, and he sensed Sarevok
still had potential. Bhaal recruited him to become the high priest of his fledgling
clergy, giving Sarevok new purpose… and another chance to become an agent of
death and destruction.

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.

Purchasing Items from Sarevok


Items Cost
Ammunition, +1 (20) 150 gp
Ammunition, +2 (20) 2,500 gp
Ammunition, +3 (20) 10,000 gp
Beads of Force 3,000 gp
Cape of the Mountebank 6,000 gp
Robe of Eyes 7,500 gp
Vicious Weapon 8,000 gp
Items Cost
Uncommon potions
Animal Friendship 250 gp
Giant Strength (hill) 250 gp
Growth 250 gp
Resistance 250 gp
Water Breathing 250 gp
Rare potions
Clairvoyance 1,000 gp
Diminution 1,000 gp
Gaseous Form 1,000 gp
Giant Strength (frost/stone) 1,000 gp
Heroism 1,000 gp
Mind Reading 1,000 gp
Very rare potions
Flying 5,000 gp
Giant Strength (fire) 5,000 gp
Invisibility 5,000 gp
Speed 5,000 gp
Chapter 1: Kelemvor’s Cathedral
The Nine Hells are no place for a paladin.
Kelemvor is a god of the dead, and the cathedral dedicated to him reflects the
somber nature of the god. The character’s face their first challenge in this dimly-lit
building.

Running This Chapter


Before running this chapter:
• Familiarize yourself with this chapter and Koh Tam, who plays an
important role in the adventure.
• Each player must separately decide which soul they need to save from the
Nine Hells.
• As a group, the players must decide which of the group patrons they wish to
ally with.

The Infernal Contracts


The characters meet with their group patron. They learn about Asmodeus and
how he has tricked the powerful into signing infernal contracts. They learn why
their group patron is concerned about this.
Read the following text to start things off. Then read the text that is specific to the
group patron.
You knew as much of Asmodeus as anyone in your line of work. He was a
powerful deity, a conniving master of many schemes, and the Lord of the
Nine Hells. You knew that he often plotted to corrupt and win the souls of
the influential and the powerful through the use of infernal contracts,
damning those unfortunates to the torments of his realm. You never
thought that you would be one of his targets.
Now, you live with the loss. A hollowness exists where your soul should
be, or else the fierce grief-ache of a stolen friend or family member. If
Asmodeus could not convince you yourself to sign a contract, he went
after those closest to you. If you made a pact with the Lord of the Nine,
you did it with the assumption that you would have enough time to fulfill
your end of the bargain. Likely the others who fell prey to him thought
the same. It was not to be. Asmodeus’s hired murderers ensured it.
Since then, you have been searching desperately for a way to recover
what you lost, without success. Every lead has turned up nothing. Every
promise of a gateway into the infernal realm has been false. It has begun
to seem truly hopeless… But that is about to change.
Hellriders of Elturel Introduction
The characters meet with Ramius in the temple of Helm within the city of Elturel.
If Elturel wasn’t saved from the Nine Hells, then the meeting takes place in the city
of Berdusk, one of the cities that was ruled from Elturel.
For months, you have been searching for information about the Nine
Hells and looking for allies that can help your party venture there. After
hearing about the Hellriders of Elturel and their history with Asmodeus,
you have been granted an audience.
The temple of Helm in Elturel is a grand building of marble and gilded
stone. “Heroes, well met,” comes a voice from the entrance of the temple.
A man in armor strides toward you. “I am Ramius of the Hellriders of
Elturel, and I have a proposal for you.”
Ramius beckons you to follow him to one of the temple walls, which
bears a depiction of a great cavalry unit descending upon a gateway of
flame. At the head of the painted cavalry is a winged woman in shining
armor.
“In Elturel’s darkest hour,” Ramius continues. “Our prayers were
answered by the angel Zariel, who led a thousand riders and a host of
celestial beings into the gateway to the Nine Hells. The battle was won,
the gateway destroyed, but Zariel and some of her allies were captured
by the Lord of the Nine, Asmodeus. Zariel was lost. But we have learned
that a few of her allies remain, held captive and tormented in the Nine
Hells.” The Hellrider pauses and then adds quietly, “My dearest friend
among them.”
Ramius collects himself and says, “I propose that together you and I
journey through the Nine Hells and rescue Zariel’s allies, my own dear
friend, and the souls you yourselves have lost.”
If you agree, I will take you to the temple of Kelemvor. There is a priest
there who can help us.”
After the introductions, Ramius uses a teleportation circle to take them to the
temple of Helm in Waterdeep and from there to the cathedral of Kelemvor.

Conclave of Halruaa Introduction


The players meet Zythan in Halarahh, the capital city of Halruaa.
As you traverse the many market stalls of the central plaza of Halarahh,
you see the shadowed pavilion described to you by your employer.
Inside, Zythan of the Conclave of Halruaa, a tall and slender man, wastes
no time with greetings, beckoning you to follow him over to a crystal ball
in the center of the pavilion. A month ago, you each received a letter from
Zythan inviting you to the city of Halarahh. He claimed to have a lucrative
proposition for you, something that might bring back the soul that has
been lost to each of you.
Zythan passes a hand over the crystal ball, and suddenly you see cruel
flames and strange figures moving within. “Through the power of
Divination, I have discovered that the Lord of the Nine Hells, Asmodeus,
will very soon unleash a terrible evil, a soul that we call the Unmaker.”
The flames in the crystal ball are overtaken by a pitch-black darkness.
Cold eyes glare out from the void. “To prevent this disaster, you must
travel to the Nine Hells, track down the Unmaker, and perform a ritual
the Conclave has prepared to destroy him. To aid you in this task, we will
use our powers to reveal the locations of powerful magic items hidden
throughout the Nine Hells.”
The crystal ball shows a series of objects wreathed in fire: a staff, a harp,
a cloak, and a sword, among others. “The Nine Hells are full of dangers,”
Zythan says gravely. “And you know well the conniving schemes of
Asmodeus. As you travel through the Nine, you may have the
opportunity to restore those souls that were taken from you.”
Zythan passes his hand over the crystal again and the images within fade
away.
“This is no easy quest, but the fate of many depends upon it. If you will
come with me to the temple of Kelemvor, I have a contact there who is an
expert on the Nine Hells.”
Once Zythan has finished describing the mission, he teleports himself and the
characters to the cathedral of Kelemvor in Waterdeep.

Deathstalkers of Bhaal Introduction


The players meet Sarevok in Waterdeep.
It is not the finest tavern in Waterdeep. The tabletops are grimy, the
chairs a spare breath from collapse, and you’ve spied at least one rat
scampering across the floor. But the drink is cheap, and the patrons mind
their business, which is exactly what your party needs. On quiet nights
like these, you each feel more keenly the ache of your losses.
Your contact in the city has set up this meeting. For months, you have all
been searching for allies in your quest and for a way in to the Nine Hells.
Finally, after all this time, your efforts may have been rewarded. The
tavern door opens, letting in a burst of cold. Footsteps follow and come
directly to your table. The footsteps belong to a man who wears the robes
of a high priest, though you don’t recognize the symbol of his clergy. He
sits down at your table, looks at you with his gleaming eyes, and speaks.
“I am Sarevok Anchev, high priest of the Deathstalkers of Bhaal. On my
lord god’s behalf, I seek to gain leverage over the deceiver, Asmodeus,
the Lord of the Nine Hells. I know that each of you has cause against
Asmodeus. I offer a mutually beneficial opportunity.” There is something
about Sarevok that tells of death and destruction. But the zeal in his eyes
is entrancing.
“Throughout the Nine Hells there are many powerful and ancient artifacts
that Asmodeus values, the prized possessions of his archdevils. It is the
desire of the Deathstalkers for you to steal these artifacts. For your
reward, we offer the artifacts themselves, save one, to do with as you
please.”
“If you agree, I will take you to the temple of Kelemvor. There you will be
advised on how best to traverse the Nine Hells.”
After speaking with the characters, Sarevok takes them to the cathedral of
Kelemvor in Waterdeep. If the characters inquire about the artifacts Sarevok
mentioned, he says it doesn’t matter which artifact the characters surrender to the
Deathstalkers. No matter the artifact, the Deathstalkers plan to use it to gain
leverage in their dealings with Asmodeus.

Meeting the Others


At this point, just prior to heading towards the cathedral of Kelemvor, if
there are souls of the damned among the characters, the patron should
introduce them to the other characters.

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.

Entering the Nine Hells


Once the threat posed by Baalzebul has been dealt with, Koh Tam takes a little
time to recover and then talks to the characters about the next steps.
The weary priest sits on the steps below the cathedral altar. His hands
still tremble but his voice is calm and steady as he explains the journey
that lies ahead.
“I can open a portal to Avernus, the first of the Nine Hells. Once there, I
have a barge that will allow us to sail the River Styx, a far easier task than
attempting to navigate by foot. I will sail with you and be your guide,”
Koh Tam says. “To succeed in your mission, you must do two things.
First, you must find the souls you seek and free them from whatever foul
device holds them captive. Second, you must deal with Asmodeus
himself. For even if you escape the Nine Hells with the souls you wish to
rescue, they will only be hunted down again unless you can convince, or
trick, Asmodeus to declare them free.”
Koh Tam stands and dusts off his heavy robes. “I will go and prepare for
our journey,” he says. “When you are ready, come find me and I will open
the portal.”
Koh Tam waits for as long as the characters need. Once they’re ready, he opens the
portal to Avernus.

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.

Troubles with Tiax


d20 Event
1–6 Nothing unusual happens
7–10 The group patron checks in
11– “Tiax always knows best!”
13
14– Tiax’s shady dealings
15
16– “Do not question Tiax the Mighty!”
20

Nothing Unusual Happens


Events in this layer proceed as normal with Koh Tam being the primary contact.

The Group Patron Checks In


The group patron is waiting for the characters, offering assistance as is described
in their individual “As a Contact” sections from the Introduction. If this is their first
time in this layer, the patron can serve the role—and read the appropriate
descriptive text—that is indicated for Koh Tam.

“Tiax Always Knows Best!”


If this is their first time in this layer, Tiax serves as guide instead of Koh Tam,
insisting that he has far more insight into this part of the Nine Hells. Unlike Koh
Tam, he’ll try to accompany the characters to each location they visit within the
layer.

Tiax’s Shady Dealings


As the characters leave their first area within this layer (or at another opportune
time), they notice Tiax trying to hide (poorly) as he spies on them. If confronted,
he declares, “Tiax the Mighty was just making certain that his minions were
behaving. Now get back to work!” If this event is rolled a second time, run the “Do
Not Question Tiax the Mighty!” event instead.

“Do Not Question Tiax the Mighty!”


Tiax is temperamental. Roll a d10 (+ the number representing their current layer
of the Nine Hells) every time the characters ask Tiax for advice or enter a new
location. On any result lower than a 10, he is helpful. If a 10 or higher is rolled he
becomes angry and stomps back to the ship. Each time he becomes angry in this
way, add 1 to the next time you make this d10 roll.

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.)

River Styx Encounters


Each day that the characters travel down the Styx there is a 50 percent chance that
they might encounter something along its shores. If they do happen to encounter
something, roll a d6 and add a number equal to the layer of the Nine Hells they’re
on. For example, if they’re on Phlegethos, the fourth layer, then you roll 1d6 + 4.
Refer to the River Styx Encounters in the Nine Hells table to determine the
encounter that the characters come across.

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.

River Styx Encounters in the Nine Hells


d6 +
Layer Encounter
2 Ride of the Demon Lord
3 Shadow of a Tyrant
d6 +
Layer Encounter
4 Horsemen of the
Apocalypse
5 Gatekeeper’s Quiz
6 Camp of Hedonism
7 Aid from Below
8 Bowl of Suffering
9 Forest of Pain
10 Canyons of Greed
11 Ruin and Amusement
12 Angelic Villa
13+ A Paladin in Hell

Ride of the Demon Lord


A sprawling makeshift camp sits atop a low plateau. At the center of the
camp is a massive tent stitched from the hides of a variety of devils.
Above it, demons fly about calling to each other in their awful speech.
Dozens more scream and gibber at each other from barges that float in
the River Styx ahead of you. Three such barges have already begun
rowing your way but a large, winged demon lands on your ship well
before they can reach you.
The camp on the plateau is the war compound of the demon lord Baphomet (see
Monsters of the Multiverse). He has penetrated deeply into the Nine Hells and
intends to throw his host of demons at one of the devils’ great flying strongholds to
slaughter as many of his enemies as possible. The demons know they will die in the
attack, but since they’re not native to the Nine Hells it is of no consequence. Their
bodies will simply reform in the Abyss. The devils that they kill will die forever.
The demon that lands on Koh Tam’s ship is a nalfeshnee in command of the
demon host’s barges. It demands that the characters accompany it to speak with its
lord, Baphomet, who is currently within the camp on the plateau. If the characters
refuse, the demon attacks and the nalfeshnee is assisted by three fly-like
chasmes. If these demons are defeated, the characters can bypass the interdiction
and proceed down the River Styx, skipping the remainder of this encounter.
On the other hand, if the characters agree to meet Baphomet, they’re escorted to
shore and from there, brought into the camp. Baphomet has also recruited several
mortals to his cause. The humans will likely end up as lemures when killed, so their
participation is particularly unfathomable. Before meeting the demon lord, the
characters may speak with some of the humans in the camp:
• A pair of warriors have come to the Nine Hells on a mission like that of the
characters. They’re monks from the far-off land of Shou Lung and the souls
of their mother and father were taken by Asmodeus.
• A half-dozen soldiers calling themselves Knights of Solamnia have come
from a world called Krynn. They call Tiamat by a different name—Takhisis.
They’re just trying to survive and have joined Baphomet because he is an
enemy of Tiamat.
• Three Red Wizards from the land of Thay. They tried to summon and
control Baphomet and failed. Now they must help in his war against the
devils of the Nine Hells.
Once inside the compound the characters are brought to see Baphomet who
resides within the huge devil-skin tent, the inner supports of which appear to be
the bones of a mighty beast.
The commander of this demon army is a great, twentyfoot-tall, black-
furred minotaur with six iron horns. At either side of him stand minotaur-
like demons who are just as massive as their lord. At the back of the tent
sits a bone cage within which over a dozen humans huddle in terror.
Unless the characters are openly hostile, Baphomet, and the two goristro with
him, won’t attack. His enemies are the devils of the Nine Hells, not the characters.
He would rather share his plan. He tells the characters that it is time to throw
down the chains of oppression that law and civilization bring. He wants them to
help him destroy one of the flying citadels that archdevils often use to fly above the
hellscape of their home. Baphomet offhandedly explains that if the characters turn
down his offer, they’ll join the meat that waits to be consumed after victory is
achieved and points to the prisoners in the bone cage. But he insists it is their
choice.
Baphomet desires to draw the citadel to this location whereupon he plans to
trigger an overly complicated assault, the details of which the characters don’t
need to know. He simply needs them to locate the nearest citadel and attract its
attention, so it diverts towards the camp. As a reward, Baphomet offers a chest full
of 5,000 gp once the characters return with a citadel on its way. If the characters
negotiate for the human prisoners’ freedom, Baphomet agrees to free all of them,
though withdraws the offer of the chest. To win both the prisoners’ freedom and
the gold the characters must succeed on a DC 19 Charisma (Persuasion) check.
Baphomet points across the land, away from the River Styx, and suggests they
begin their search in that direction. At this point the characters are free to leave,
easily able to double around and return to Koh Tam’s barge and certain escape,
though that would leave the captive humans at the mercy of the demons. If they’ve
any interest in saving those unfortunates, the characters need to locate the citadel
for Baphomet.
Baphomet stares down an infernal citadel.

Finding the Citadel


Baphomet assembled his camp at this location, knowing it was near a devil patrol
route, so locating a citadel won’t be difficult. After 1d4 hours the characters see a
citadel on the horizon. Any activity out of the ordinary attracts the attention of the
citadel’s crew (a spell or other visually impressive distraction suffices). Once it
begins moving towards them it is easy for the characters to keep ahead of the
citadel and reach the camp and Baphomet’s tent before it arrives. Baphomet is
ecstatic at their success, though distracted at the impending battle. He gestures to
their reward and then exits his tent. Through the open flap, the characters watch
the citadel’s arrival.
The gigantic basalt citadel, shaped like a sword’s blade, emerges from the
clouds above the River Styx. Screaming demons madly scurry onto the
bone platforms laying around the fort. Chasmes add to the cacophony as
groups of those fly-like demons grasp the platforms, dragging each into
the sky.
There are several choices the characters can make at this point but attacking the
citadel is a doomed endeavor and the party should be encouraged to avoid joining
the demons.

Escape and Rescue


As Baphomet departs the characters should try and make an escape with their
reward. If they didn’t win the captives’ freedom earlier, they must now defeat one
goristro guard to free the captives. The remainder of the demonic host doesn’t
notice these hostilities, busy as they are with the assault. Once on the barge, the
characters witness the assault’s failure from a distance.
As Koh Tam’s barge drifts down the River Styx, you watch the ill-fated
attack on the flying citadel fail as the great swarms of chasmes are torn
asunder by various winged devils, their precarious platforms tumbling,
each collapse sending dozens of demons and their human allies to their
deaths. Silhouetted against the skyline stands Baphomet, the great demon
merely shrugging at the failure before walking back towards his camp.

Attacking the Citadel


If the characters want to join in the assault on the citadel, it is clear that the
demons shall lose this battle. It should also be clear that the characters can simply
leave the battle at any time—neither demon nor devil notice. The devilish host
includes ten shredwings fighting the chasmes and eight affliction devils guarding
each citadel entrance (see appendix B for both). Inside a squad of sixteen bearded
devils emerge to further challenge intruders. If somehow despite all these
obstacles the characters reach the bridge, they find it crewed by six horned devils,
two war devils (see appendix B), and the archdevil appropriate to this 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.

Horsemen of the Apocalypse


Before you, four towering beasts loom, resembling massive dinosaurs
covered in heavy armor plating. Seated atop each creature is a devil, their
eyes burning with malevolent intelligence.
These are the Horsemen of the Apocalypse, fallen rulers who climbed the ranks of
the Nine Hells and now serve as harbingers of the end times. While they await their
chance to unleash destruction upon their former worlds, they spend their time
bickering among themselves, each vying for dominance over the others. Each rider
is astride a formidable steed.
The horsemen won’t immediately attack but instead try to engage the characters in
their endless bickering, each trying to prove their own superiority over the others.
Like it or not, they’ll force the characters to choose which of their philosophies is
best. Whoever they choose is overjoyed and leaves the fate of the characters in the
hands of his or her companions. The remaining three horsemen unleash their full
fury, using all their powers and abilities to destroy the characters.
The four horsemen ride across the Nine Hells.
King Molvar of the Rhokor
This horned devil rides an ankylosaurus. He formerly governed the kingdom of
Keoland on Oerth, disseminating false information regarding the elimination of the
so-called “detrimental elements of the society.”
Power is not a means; it is an end.— Neldor the BlackHistory is written by the
victors.— Dorgoth the Wise #### Overlord Zelthor
This bone devil rides a shredwing and was once an emperor of the Great
Kingdom of Aerdy on Oerth. He speaks in the third person and believes in the
power of the individual over the collective.
The only morality is what is good for you.— Thelgor the BlackThe strongest have the
right to rule.— Molthor the Conqueror #### Overqueen Yarlis
An erinyes who rides a triceratops, Yarlis was a queen of the Great Kingdom of
Aerdy on Oerth. She’s notorious for taking credit for other people’s quotes, much to
the annoyance of King Molvar and Overlord Zelthor. She believes in the power of
the individual to change the world.
The only true purpose in life is to achieve greatness.— Tharlos the MightyThe only
limits are the ones we set for ourselves.— Keldor the Wise #### Yamun Khazad
This pain devil rides an intimidating miasmorne (see appendix B for both) and
comes from the world of Faerûn, where he was once a warlord that united the
tribes of the Endless Steppe. He believes in the power of victory and domination
over others.
All problems can be solved through conquest.— Korgoth the MightyThose who are
weak deserve to be conquered.— Thorgar the Conqueror ### Gatekeeper’s Quiz
The timbers of your ship groan as it suddenly lurches to a stop. It seems
to have run aground in the middle of the Styx.
A powerful amnizu (see Monsters of the Multiverse), named Minos, controls this
section of the River Styx. He is in command of a Styx dragon (see appendix B) that
he uses to stop ships passing through. Minos considers himself an arbiter and
judge of the Nine Hells. He enjoys judging the souls of the damned. Though boats
frequently pass him by, they’re rarely crewed with mortals, and thus his interest is
piqued. Minos’ other talent is with riddles, something he loves to practice with
devils and mortals alike.
Minos rises from the Styx once the ship has been brought to a stop by his Styx
dragon. He asks for the names of the crew members. If any on board shares their
name, Minos acts as if he has heard the name before and plays upon the pride of
the individual. He tries to convince one of the characters to play a game of riddles
with him. If they refuse, then he explains that their ship is in the grip of his Styx
dragon and that he will only allow them passage if they play his game.
The game consists of three rounds. In each round, Minos will pose a riddle and
then the character must pose a riddle. Feel free to replace the three riddles below
with different ones of your choosing. The players can either come up with a riddle
on their own (which you try to answer) or they can succeed on a DC 16 Intelligence
check to craft a riddle Minos can’t solve. The characters are victorious if Minos
can’t answer one of their riddles or if they’re able to answer all three of the riddles
posed by Minos.
• I create nothing from everything. I provide passage where there is none. I
travel the layers peddling my wares, but no payment is required. What am
I?
– Answer: River Styx
• I am something of ultimate value, yet weightless. I am a ledger of deeds, yet
nothing is written. I can visit other planes, yet the corporeal remains. What
am I?
– Answer: Soul
• In consuming everything, it gives life. Its remains bring about rebirth. To
embrace it is to die, yet it readily travels with almost any group. What is it?
– Answer: Fire
• Every creature follows their own version, whether written or thought.
Without it, there would be no Blood War. Its interpretation and presence
has driven conflict since the beginning of time. What is it?
– Answer: Law
• I’m never far from my sibling, fire, Find comfort in me, liars, For when I
make something unfound, Use touch, taste, smell, or sound.
– Answer: Darkness
• To have me is to have everything, To be as powerful as a king, Yet, my
endless pursuit brings only emptiness, Having everything brings joy less
and less.
– Answer: Wealth
Winning the game of riddles results in Minos allowing the characters to choose one
infernal magic item from his stash at the bottom of the Styx. He has the following
items: Bracers of Asmodeus, Canian Fork, Demonbone Polearm, Infernal Amulet,
Infernal Plate Armor, Stygian Spear, and the Sword of Retribution (these are
described in appendix D).
Losing the game of riddles results in Minos demanding 5 Soul Coins to continue
down the river. Refusal results in Minos and the Styx dragon attacking. If Minos is
attacked or if the game of riddles is refused, then the amnizu and his pet Styx
dragon will attack together.

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.

Aid from Below


Ahead, a band of centaurs makes their way across a burnt-out forest.
Some of them pull a cart behind them.
This ragtag group of twelve centaurs are dedicated to a good, but misguided,
cause. After some discussion, the characters will learn that these centaurs are
attempting to alleviate the suffering of some of the souls in the Nine Hells. In
particular, they help individuals they deem non-deserving of their suffering. These
larvae (see the Dungeon Master’s Guide for this stat block), lemures and
nupperibos are in bone caged carts that some of the centaur band are yoked to.
They willingly entered the Nine Hells decades ago at the behest of their chieftain.
They originally numbered in the hundreds but have been reduced to just a dozen.
What they don’t realize is that their quest is a trick. Their chieftain signed away
their souls so that he could be granted great power. He convinced his greatest
warriors that they needed to enter the Nine Hells and save the innocent souls that
had been unfairly consigned to suffer there. He told them how to recognize such
souls, but these were just lies. The signs he told them to look for include:
• Joyful facial expressions
• Issuing curses against the gods
If the characters are able to ascertain that the centaur’s quest is a lie (through
magic spells such as Divination or Contact Other Plane), then they can try to
convince the band of their findings. This requires a successful DC 20 Charisma
(Persuasion) check.
If the characters are successful at convincing the centaurs of the fact that their
quest is a lie, one of the nupperibos begins to giggle, then laugh, then cackle
uncontrollably. After his death, the chieftain was consigned to the Nine Hells, as a
nupperibo. The centaurs stumbled upon him a few years ago, without even
realizing his identity, and he has been with them ever since.

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.

Ruin and Amusement


{@creature Baalzebul|CoA}’s amusement park isn’t for the faint of heart.
The River Styx flows through a stone canal that cuts through the heart of
an infernal city. The sounds of laughter and joy can be heard from what
looks to be an amusement park!
The River Styx flows into a stone canal that has been built through the heart of one
of Hell’s many abandoned cities. The city is long dead, except for an amusement
park at the city center.
This amusement park is another one of Baalzebul’s bizarre creations and is one of
the few places in the Nine Hells where the non-infernal outnumber devils.
Travelers from across the planes travel down the Styx to experience the famed
rides.

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.

Asmodeus and the Nine Sins


It is important to remember that Asmodeus has lured the characters (and many
others) into the Nine Hells to be corrupted. There are many instances in the
adventure where Asmodeus tempts the characters. It is entirely likely that
characters won’t give in to any of the temptations put before them, but it is
important that they feel at least a little tempted during the adventure.
Corruption
The temptations have real effect on the game, by modifying the amount of
corruption for each character. The more corrupt a character, the more likely it is
that they succumb to Asmodeus’s manipulations. Keep track of the individual
characters corruption scores on the “Corruption Tracker” found in appendix E. All
characters start with a Corruption of 0, but are modified by the following:
• Evil characters start with 1 corruption point.
• Characters searching for their own damned soul gain an additional
corruption point.
• If the party aligns with the Deathstalker patron, each character gains an
additional corruption point.
When a character gives in to one of the temptations an additional 2 corruption
points are awarded to them. At the final stage of the adventure, you can tally the
scores for each character. Use the Corruption Score table found in appendix E to
see if a character has been ensnared by Asmodeus.
The bodies of titans and giants are preserved by the ice of Cania.

Types of Player Goals


Any temptation must fit the goals of a player as it relates to their character. All
temptations are grouped into one of the following categories:
• Power. These temptations provide magic items, spells, special abilities, and
minions.
• Knowledge. Discovering the location of fabled sites, the secrets of creation,
the weakness of enemies, and the true thoughts of others are possible with
these temptations.
• Privation. Temptations of this kind involve relieving privation by means of
restoring hit points, lost abilities, and providing protection from death.
• Roleplaying. These temptations help achieve character-specific but non-
power-related goals—the death of enemies, the benefit of friends, family,
community or dependents in need, the altering of a political status quo, the
location of some lost icon of cultural or family significance. Titles and status.
These rely on the character’s backstory having appropriate material, and
the player being sufficiently invested in it.

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)

Let Me Tempt You


Each of Asmodeus’s temptations is designed to use one of the primary sins to
ensnare its target. Whether one lusts for power, knowledge or riches Asmodeus
has designed an appropriate temptation. The temptations are listed under their
corresponding sin.

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.

The Cultists (Knowledge)


A group of ten fanatics (lawful neutral cult fanatics) marches down a road
chanting a prayer. The prayer describes how they gain esteem in the eyes of their
god through the righteous and holy action of destroying false knowledge. Their
beliefs should conflict severely with the beliefs of at least one of the characters. It
should be clear that if allowed to proceed they intend to travel to the Material
Plane and destroy a magical academy, a church, or a druid grove, meaningful to a
character. There is no reasoning with them. Stopping their threat now, with no
witnesses, is a temptation that is hard to ignore.

Gauntlets of Rage (Privation)


A devil offers to sell one of the characters a powerful magic item known as the
Gauntlets of Rage (see appendix D).

Vengeance Is Yours (Roleplaying)


A horned devil arrives on Koh Tam’s barge. He offers, for the incredibly small
price of 100 gp, vengeance on a dead enemy whose soul is in the Nine Hells. The
devil insists there’s no harm in it. After all, the soul is already being tortured
anyway. If a character accepts, then the horned devil has the soul teleported to the
barge away from the soul’s current place of torment. The soul appears with all the
statistics they had while alive, except they’re restrained with infernal iron bonds.
The character may inflict any punishment upon them that they desire but if slain,
the soul vanishes, presumably returning to their former punishments.

Betrayal
You can only understand good and evil if you have betrayed the former for the latter.
— Levistus{@creature Levistus|CoA}

Mixed Blessings (Power)


A pit fiend offers to grant one of the characters a blessing to help in their quest.
The fiend claims to want to embarrass Asmodeus, but the character must accept
the blessing without knowing what it does.
Blessing of Power. Your attacks ignore the damage resistance of any creature you
damage. Unfortunately, your parents, siblings, and children become cursed. While
cursed in this way, they each have the poisoned condition until their curse is ended
by a Remove Curse spell or similar magic, or until the blessing is removed from you
with a Wish spell.
If I Could Read Your Mind (Knowledge)
A character is given the opportunity to be privy to the thoughts of a mentor, family
member, liege or superior, sold to them on the basis that they will always be able
to act in that character’s best interests. The ability occurs at will but also
sporadically without asking, and the information they receive verges into the
embarrassing, humiliating and awkward, and their betrayal is one of invasion of
privacy.

Nothing Can Touch Me (Privation)


The characters find a ring on the finger of a devil that they’ve slain. This magic item
is the Ring of Treachery (see appendix D).

What Is Rightfully Mine (Roleplaying)


A character whose background is tied in with an organization, liege lord, or similar,
is introduced to a devilish counterfeiter with ‘evidence’ proving their right to a
superior title—throne, inheritance, office land or item—maybe something they’ve
always believed they should have had. The ‘evidence’ has a blank where their name
could go, but what’s the harm in taking it? After all, if they don’t, what if the seller
offers the same to someone else? Once they have the evidence, they find they can’t
destroy or get rid of it—the item, increasingly incriminating, keeps appearing on
their person or even nearby where anyone might stumble over it.

Deceit
Deceit allows those with less power and excellence to pretend otherwise.—
Baalzebul{@creature Baalzebul|CoA} and {@creature Mammon|CoA}

The Liar (Power)


A succubus offers to give one of the characters the power of deception in exchange
for a minor magic item or a single Soul Coin.
Power of Deception. You gain expertise in the Charisma (Deception) skill.
However, anything said in good faith and sincerity comes out sounding false and
unconvincing. To persuade people, you must couch everything as a chain of
falsehoods. When speaking the truth, you have disadvantage on all Charisma
(Persuasion) checks.

As Good an Answer (Knowledge)


One of the characters is given the chance to create the answer to a question that
has vexed academics for an age. The truth of the matter is lost beyond even the
most powerful divination or is known only to extremely close-mouthed gods.
However, an amnizu (see Monsters of the Multiverse)—or another powerful devil
—suggests that, given nobody knows, the character has the opportunity to use
their own preferred answer, which the devil ensures is spread through the mortal
planes and accepted as the definitive truth. Only the character will ever know that
it’s a lie…
Life After Death (Privation)
The characters find the Amulet of Duplicity (see appendix D) around the neck of a
defeated enemy.

The Lookalike (Roleplaying)


A corruption devil (see appendix B) offers one of the characters the services of a
doppelganger. The doppelganger will faithfully impersonate NPCs of the
character’s acquaintance and act in their stead, perhaps to help the character’s
family, community, or allies. A corrupt local official might suddenly step down
from their post. A local judge or king might decide in the character’s favor. An
enemy warlord will suddenly lead their horde in a different direction. What good
might not be accomplished with a little duplicity?

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.

A Head for Knowledge (Knowledge)


The characters find a withered devil skull known as the Skull of Selfish Knowledge
(see appendix D).

Save It for a Rainy Day (Privation)


The characters find the Vial of Greed (see appendix D) in the hoard of one of their
defeated enemies.

The Greedy Art Lover (Roleplaying)


The characters find a magic ring known as the Ring of Collecting (see appendix D) in
the ice fields of Stygia.

Harm
What further harm could I possibly bring to the wretchedness of mortals.—
Mephistopheles{@creature Mephistopheles|CoA} and {@creature Fierna|CoA}

Non-Lethal Weapon (Power)


The characters discover a melee weapon of a kind that one of them is proficient
with. This is the Weapon of Agonizing Paralysis (see appendix D).
The Stuff of Nightmares (Knowledge)
The characters find an ancient tome that if read in its entirely grants the reader a
magical power. Once a creature has been granted this power, the tome loses its
magic.
Gift of Nightmares. You force a creature that has the unconscious condition within
120 feet of you to have a terrifying experience. The creature begins to shriek from
a vivid, pain-filled nightmare that lasts for 8 hours, or until they’re forcibly
awakened. You gain advantage on Intelligence saving throws, Intelligence checks,
and are considered proficient when doing an Intelligence (Arcana, History,
Investigation, Nature, or Religion) check for 1 hour. If the tortured creature is
woken during that time, these benefits immediately end. Once this ability is used it
can’t be used again until you finish a long rest.

Carved in Flesh (Privation)


The characters find a magic cutting knife known as the Knife of Stolen Resistance
(see appendix D).

A Torturer in Hell (Roleplaying)


The characters come across a past enemy, or some ancestral foe, being tormented
in the Nine Hell. The torturers offer them a chance to wield the lash, or they can
suggest even worse punishments for the villain.

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.

Anything You Can Do (Knowledge)


The characters find the Ring of the Copycat (see appendix D).

With Friends Like These (Privation)


An incubus tries to sell an Amulet of Betrayal (see appendix D) to one of the
characters.

Credit Where Credit Is Due (Roleplaying)


An amnizu (see Monsters of the Multiverse) standing on the shore of the River
Styx offers the characters a view of the mortal realms. A bard is singing the story of
one character’s greatest past exploits but tells it so that some other—a different
character or some past NPC—is given the credit for their triumphs. The devil offers
to ensure its servants in the mortal planes take the bard aside and explain the true
version of events to them. After all, truth is a virtue, isn’t it?

Murder
Behold Dis, where murder is always for sale.— Dispater{@creature Belial|CoA} and
{@creature Dispater|CoA}

Two Kills for One (Power)


The characters come across a powerful weapon wielded by an enemy that they
must defeat. This weapon can be any rare or very rare weapon from the Dungeon
Master’s Guide and it gains the following property, which anyone wielding this
weapon becomes aware of the moment they touch it.
Damnation. Each time this weapon strikes a killing blow, a random evil mortal on
another plane dies and is sent to the Nine Hells, prematurely. Likely this victim
would always have ended up the Nine Hells anyways, but you rob them of any
chance to redeem themselves before dying.

The Heretic Priest (Knowledge)


The characters come across a crusading priest of an opposing faith. They overhear
him bartering for diabolic aid with a succubus. He is asking for help in finding a
repository of lore. This hidden library contains many tomes that are sacred to a
god that one of the characters worships. It becomes clear that the cleric intends to
destroy the library on the basis that heresy is contained therein. The cleric is
obviously easy prey, and the characters could kill him without any repercussion.

To Cheat Death (Privation)


A succubus offers to inscribe a magic tattoo on one of the characters that she
claims guards against death.
Tattoo of Recovery. The first time you would take damage and drop to 0 hit points,
you can choose instead to drop to 1 hit point and be transported to an
extradimensional space. While in this space you regenerate 10 hit points at the
start of each turn. You may leave the space at any time and reappear in the spot
that you left or, if that space is occupied, the nearest unoccupied space.
However, the tattoo makes it clear that its power is drawn from prisoners held in a
dungeon on the mortal planes, to be sacrificed as living batteries for tattoos such as
this.

A View to a Kill (Roleplaying)


While Koh Tam’s barge is docked at any port along the River Styx, a corruption
devil (see appendix B) saunters on board and claims to be impressed by the deeds
that the characters have accomplished over their careers. She lists some of their
accomplishments, showing that she is indeed aware of them. She then claims to
know of someone that has annoyed them in the past. You can choose an enemy
from a previous adventure that is still alive or an NPC that is disliked. This person
is a minion who has served the interests of the Nine Hells—helping them corrupt
the very souls the characters are here to rescue—but their usefulness is at an end.
She unveils a mirror that shows the NPC either asleep, eating, traveling, or
performing some other mundane activity. Behind them, unsuspected but visible to
the characters, is an assassin. At the word of any of the characters the assassin
strikes and slays the target.

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}

The Angry Djinni (Power)


An amnizu (see Monsters of the Multiverse) comes aboard Koh Tam’s barge and
makes an offer to the characters. It will bind a djinni into their service for the
small price of 500 gp. The characters later learn that the djinni can’t be freed
because it would immediately take its revenge. If the characters don’t take the
djinni along to help in the adventure, it causes problems for Koh Tam and the
barge. Each time it is left on the barge, the djinni causes damage that requires 1d4
days of repair before it can resume its journey along the River Styx.

Painful Knowledge (Knowledge)


The characters find a magic iron mirror known as the Sage’s Mirror (see appendix
D).

No Pain No Gain (Privation)


A suit of magic plate armor is discovered by the characters, either the Armor of
Invulnerability or Plate Armor of Etherealness.
However, the magic comes from the souls of the living, and every time the wearer
is hit for damage, the bound souls shriek in agony.

A Palace Fit for a King (Roleplaying)


The characters encounter a powerful devil (pit fiend, archdevil, or similar) who
offers to build them a great fortress, temple, or other coveted structure in the
mortal realm for when they return. The devil returns within a week or two to show
how far construction is coming along. The devil opens a window to view the
construction taking place in their world. They see that the labor is being done by a
legion of bound workers who are being worked mercilessly and without cease
until the project is complete.

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.

You Must Speak Up (Knowledge)


A devil offers to etch a magic tattoo into a character’s skin.
Tattoo of Knowledge. The tattoo gives you access to knowledge you normally
would not have. As an action you may cast either of the following spells. Once one
of them is cast, neither can be cast again until you finish a long rest. The spells are:
• Contact Other Plane
• Scrying (the target’s spell save DC is always 20)
However, if you ever fail an Intelligence or Wisdom ability check, you have
disadvantage on all further Intelligence or Wisdom ability checks until you finish a
long rest.

A Thing of Beauty (Privation)


The characters find the Amulet of Appearance (see appendix D), which ensures that
whoever wears it always appears immaculate.

Taking Pride in Your Work (Roleplaying)


Nothing is more important than your good name. A devil offers a bargain
appropriate to the character, that bestows the character a special power. Every
time the character kills or hurts a non-evil creature that didn’t start hostilities, they
gain a Pride Point. If the character finishes a long rest without having spent a single
Pride Point since their last long rest, they lose all remaining Pride Points. They can
spend a Pride Point to gain advantage on a single Charisma (Deception,
Intimidation, or Persuasion) check.

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.

Life in the Nine Hells


Surviving in the Nine Hells is entirely dictated by one’s ability to follow mindless
legal codes and a self-preservation instinct that has no qualms about backstabbing.
New arrivals find that, unless they offer a uniquely powerful skillset, they’re the
lowest of the low, used only as cannon fodder in the Blood War. Moving through
the ranks requires either manipulating the strict laws of the realm, betraying
comrades, or commanders—or sometimes both. Devils that find themselves higher
in the hierarchy tend to lead relatively comfortable lives, so long as they obey their
superiors and maintain a steady stream of souls. For the battle-hungry, the Blood
War always longs for more combatants, and proving oneself on the battlefield is a
surefire way to a quick promotion. As for the various non-devil inhabitants,
existence remains possible so long as it doesn’t interfere with devilish schemes.
For mortals? Just try not to die.

Features of the Nine Hells


In the Nine Hells, everything is subject to corruption, from spells to magic items to
the very map you use as a guide.

Telepathic Spells
The archdevils of the Nine Hells rule their realms with an iron fist. The devils that
make up their 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.

Effects of the Nine Hells on Teleportation


Spells Effect
Gate, Plane Shift or These spells can only be used to travel to layers of the
similar magic Nine Hells above the one that the caster is currently on.
Teleport, Each layer of the Nine Hells is considered its own plane of
Teleportation Circle existence. Thus, it isn’t possible to teleport between the
or similar magic layers.
Wish A Wish spell can be used to transport the caster and
companions to a deeper layer of the Nine Hells, provided
the caster succeeds on a DC 18 Intelligence saving throw.
On a failed save, the spell fails and has no effect.
Spells Effect
Word of Recall This spell fails if it would take the caster to a layer of the
Nine Hells lower than the one they’re currently on.

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.

Tiax to the Rescue


If the characters ever become separated from Koh Tam’s barge, have
Tiax show up after 1d4 days and complain to them about how hard it was
to track them down. He casts Teleport to return them to the barge.

Using an Infernal Map


As the characters explore the Nine Hells, Koh Tam sometimes provides an infernal
map when they enter one of the adventure regions. Whenever a character attempts
to travel to a location marked on one of these maps, they must match what they see
with what is drawn on the map. To do this, they must succeed on a DC 15 Wisdom
(Survival) check. If they’re being helped by a native of the region, then they make
this check with advantage.
Success means that they arrive at the location they’re traveling to. However,
depending on the adventure, they may still encounter something unexpected along
the way.
Failure means they become lost. They wander for hours to the point of exhaustion.
Unless they make camp for a short or long rest, each character gains a level of
exhaustion. Failure might have additional effects depending on the adventure.

The River Styx


In the mortal world, springs bring water to the surface, trickling lines of liquid
coming together, forming streams of ever-increasing size until they feed into great
rivers. The River Styx is different, like the Ouroboros, it feeds in on itself. Smaller
branches circle around, and, on an adjacent layer of the Nine Hells, feed back into
the river. This is of great use to ferry pilots who are familiar with the river as they
can use its branches as shortcuts to the upper layers of the Nine Hells and the
important locations that can be found there.
The waters of the River Styx aren’t just dangerous to navigate. Unless immune to
the river’s effects, a creature that drinks from the Styx or enters the river is
targeted by a Feeblemind spell (save DC 20). A creature must repeat the saving
throw whenever it starts its turn in the river, until it fails the save. A feebleminded
creature can drink from the Styx and swim in its waters without suffering any
additional deleterious effects.
If a creature fails its saving throw and remains under the spell’s effect for 30
consecutive days, the effect becomes permanent (no save) and the creature loses
all its memories, becoming a near-mindless shell of its former self. At that point,
nothing short of a Wish spell or divine intervention can undo the effect.
Water taken from the River Styx loses its potency after 24 hours, becoming a
harmless, foul-tasting liquid. However, arcanaloths, night hags, and other fell
creatures might know rituals that can prolong the water’s potency.
Chapter 3: Avernus, the Eternal Battlefield
Sentry Towers overlook the battlefield.
The topmost layer of the Nine Hells, Avernus serves as both an entrance and a
defensive line for the lower layers. With the Blood War raging, battles between
demons and devils are continuously fought on its rocky soil. The remnants of
recent battlefields scar the landscape, reminding inhabitants to be vigilant.

Running This Chapter


Before running this chapter read the “Avernus Overview” section. That section
provides the information you need to guide the characters through Avernus and
nudge them towards the War-Slough where the items they seek may be found.

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.

Random Encounters in Avernus


d
6 Encounter
1 A lone halog (see appendix B) begins to follow the characters.
2 A group of black abishai and white abishai led by a blue abishai (see
Monsters of the Multiverse) fly overhead. If the characters follow them, they
find Tiamat’s Lair but risk discovery.
3 Six spined devils and eight imps circle in the sky above the remains of a
recent battlefield.
4 Far in the distance, the characters observe infernal war machines chasing
each other across the wastes.
5 The sky suddenly darkens as the flying fortress of the archdevil Zariel (see
appendix A) passes over the characters, casting a lengthy shadow. Two
affliction devils (see appendix B) leap from it to attack the characters, while
the fortress continues its journey across Avernus.
6 A storm of flame and dust that is equivalent to the Storm of Vengeance spell
(with a spell save DC of 19) erupts, centered around the characters and
lasting for 10 rounds.

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.

Previous Adventures in Avernus: Bel


If you have run Baldur’s Gate: Descent into Avernus, then Bel might have
replaced Zariel as the ruler of Avernus.

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.

Key Locations in Avernus


Some of the major landmarks found in Avernus are described below.

The Bronze Citadel


The Bronze Citadel is the largest and longest-standing city in Avernus, serving as
both a political and militaristic capital. Within the city lies a basalt fortress, from
which Zariel rules the realm. The city is under a constant state of retrofitting, with
metal and bone fortifications and buildings being improved or modified every day.
Though sprawling across hundreds of square miles, the city is a massive structure
with numerous walls and war machines, befitting its position so near the
beachhead of the Blood War.
As Koh Tam’s barge prepares to leave the Bronze Citadel, read:
Koh Tam speaks to you. “Let me offer you some additional advice. First,
we should not linger too long here, for the eyes of a multitude of devils
are upon this citadel, watchful and wary, and others look for conscripts to
draft into the construction or war efforts. Secondly, remember that I
know much about the Nine Hells; please ask me anything and if I have the
answer, I’ll offer it.
“Finally, if we ever need to backtrack and return to a previous layer of the
Nine Hells, remember that my barge is capable of plane shifting. But only
ever upwards, never downwards. With all that out of the way, where do
you want to sail to first?”
If the characters ignore Koh Tam and linger, perhaps seeking out magic items or
other wares, they might become tempted by Asmodeus to acquire something that
they shouldn’t.

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 Pillar of Skulls


At the edge of the layer, next to the entrance to Dis, lies the Pillar of Skulls—a
multiple-mile high monument to the Blood War. Skulls of fallen demons and devils
are stacked on top of each other, creating a gruesome landmark. As the characters
approach they hear a cackle and sigh, as if the skulls themselves have a story to
whisper to them. But the noise appears to just be the hot wind scouring bone and
dirt.

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.

Adventure: The War-Slough


The War-Slough in Avernus, site of the Great Fray, was home to a devastating war
between devils and demons and what’s left is a nightmarish collection of lost devil
units, wandering demons, and corruption. The characters might come here
searching for a soul phylactery.
If the characters tell Koh Tam that they wish to visit the War-Slough, or if they are
not certain where to travel to next, he recites the following tale:
“Once there was a battle that pushed even the limits of the Nine Hells to
past their breaking point. Devils still talk of the Great Fray in hushed
voices, mostly because of the infernal bureaucracy it still causes. On that
day the skies of Avernus opened, and the demons just kept coming
through, host upon host of them. And the blazing and barbed armies of
the Nine Hells rose to meet them, as they always do, and it went on. And
on. A single engagement of the Blood War that raged back and forth
while, on more mundane planes, mortal lifetimes came and went, empires
rose and fell, species were created and became extinct. Countless demons
and devils fought and were destroyed or banished. Countless. That was
the problem.” Koh Tam pauses, as if not quite sure of where he’s taking
the story. He glances at you, then continues.
“It’s the chaos that did it, of course. All those demons concentrated on a
single field, slaughtering the lesser hosts of the Nine Hells through sheer
ebullient numbers but being slaughtered in turn. Their ichor being shed
in tides that would drown a nation, and again, and again. The demons
have been driven off long since, but in some way the Abyss won that
engagement. The War-Slough is what’s left. And that is where we must
search.” Koh Tam smiles grimly. “It should be easy to find… a great
sunken bowl miles across, a morass of half-drowned trenches, craters,
broken war engines and ruined fortifications. There are artifacts of vast
power lost somewhere in the war-strata of the Slough, stockpiles of souls
and every unique war-ending engine that failed to end anything. All of it
buried in the corrupting mud.”

Advice from Koh Tam


If the characters are struggling to decide what to do, or about to set out without
being sufficiently prepared, Koh Tam can help nudge or guide them with the
following advice:
• There are some devils that seek mortals to enter the War-Slough and find
discarded weapons from the Blood War. They should search the borders for
such a devil as it might help them find what they’re looking for.
• The War-Slough can warp those who stay too long, so they should make
haste.
Koh Tam also gives them an infernal map. Show the players the map of the War-
Slough in appendix F. They can use this map to decide which points of interest they
want to explore. Refer to the “Using an Infernal Map” section of chapter 2. A failed
or successful Wisdom (Survival) check to use this map has a 50 percent chance of
triggering an encounter on the Random Encounters in the War-Slough table.

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.

The Forever War


The War-Slough isn’t abandoned. To evacuate it you’d have to master it, and the
place is beyond even Zariel’s dominion. It doesn’t matter what nebulous period of
time has passed since the Great Fray: the combatants on both sides are immortal,
and there are plenty left in the Slough still trying to fight the dead battle. On the
nominal side of the Nine Hells, units of single-minded merregons (see Monsters of
the Multiverse) from the handfuls to the hundreds slog endlessly through the mire,
cut off from any orders after too many usurpations and reappointments up the
chain of command. Beyond any hope of returning to the infernal hierarchy they
attack just about anything on sight, including each other. Brutal, yet
simultaneously pathetic and desperate, they scream codewords and countersigns
as though hoping to hear some word of authority that they’re past the point of ever
recognizing.
A number of infernal generals were lost to the Great Fray, and some are still in
there. Fighting the infinitely shifting hosts of the abyss broke them one after
another, leaving them unable to trust any external authority for fear of falling for a
demonic trick. They maintain their camps and shrunken domains in the ruins of
fallen fortifications and tell themselves that they continue the fight even as they
raid one another or make sham alliances that they know will be broken in
heartbeats.
Aside from the pathetic remnants of devil armies, the War-Slough has developed
an ecology of sorts. There is always a meal to be had for an opportunistic
scavenger. One-off mutated creations roam forlorn over its churned surface or
slither through its trenches. Demons stalk and worry at the ineffable meat of fallen
Fiends, growing fat and corrupt with demonic taint. There are tentacled things in
the lakes of demon-ichor and vast corpse-worms that burrow through the slimy
soil. For every hideous monster there is something worse still to prey upon it.

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.

Escaping the Slough


If a creature tries to leave the War-Slough after being there for more than 8 hours,
the demonic taint fights to stop them from leaving. The creature must succeed on a
DC 15 Wisdom saving throw or find that they don’t want to leave. They may make
another DC 15 Wisdom saving throw to escape only after they finish a short or long
rest. However, if they haven’t killed a living creature since their last attempt, the
DC increases to 25.

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.

W1: Sentry Tower


Technically, Zariel has set a prohibition against any devil entering the War-Slough,
to avoid the region being destabilized any further. Because of this prohibition,
ambitious devils bargain with mortals to trick or bribe them to enter the Slough
seeking rumored treasures. One such is an amnizu (see Monsters of the
Multiverse) named Rexlexkala. He approaches the characters if he sees them on
the border of the War-Slough. Once he has convinced them that he doesn’t intend
harm, he explains what he has to offer them:
“You will find it easy to enter the War-Slough. While there is a ring of
towers about the perimeter, they are far-spaced, and sentry duty is a
punishment detail for lowly devils who survived failed actions in the
Blood War. The constant prickle of the demonic at the backs of these
pathetic devils serves as sufficient distraction that diligent intruders can
easily sneak past. However, getting out of the Slough is harder. The truth
is that the Slough, through the sheer weight of wasted life and passion
and its unique admixture of the infernal and the demonic, has become
something like a sentient thing, a kind of insensate god of wasted wrath.
It does not want to let go of anyone or anything that falls into its clutches,
and over time its influence turns everything within it to a lost, furious
combatant seeking to perpetuate a meaningless war. However, I have
something that can help you avoid that fate, but only if you help me
retrieve something.”
Rexlexkala has learned the location of an infernal artifact designed millennia ago to
end the Great Fray. The artifact is a horn built to allow devils to listen in on the
thoughts of demons while they’re in Avernus, even powerful demon lords. Such an
item is worthless to mortal adventurers but is of supreme value to an archdevil
such as Zariel. Rexlexkala will give 10 Soul Coins for the horn. In addition, he
provides each character with a vial of Condensed Order (see appendix D.) In
addition to the substance’s normal effects, it also allows them to leave the War-
Slough without requiring a Wisdom saving throw first. Finally, he has studied the
WarSlough for centuries and can give advice on how to find things within. If the
characters agree to his terms, Rexlexkala gives them a map to a rift which is
located deep within the War-Slough (reveal area W4 on the infernal map). In this
rift lie buried many weapons left over from the Blood War.
He will also answer questions from the characters if they agree to his task or he
feels his life is threatened.
• If the characters ask him for help in finding the phylactery of the queen, he
says that they will find it at an abandoned tower which is located deep
within the War-Slough. It dates from a time when the War-Slough was much
smaller.
• If the characters ask him for help in finding the phylactery of the brother, he
tells them that they will find what they’re looking for at the largest of the
demon-ichor lakes located in the Slough.

W2: Ruined Tower


Through the haze, you see the outline of a tower ahead, rising over five
hundred feet into smoke choked skies. Winged devils circle around the
tower’s peak and companies of devils march near its entrance.
The characters notice the tower when they get within 300 feet of it. It was built
centuries ago to guard the borders of the War-Slough when it was much smaller.
Now the top floor of the tower is the roost of a marilith. She wraps her snake body
around an infernal throne, a remnant from the Blood War. The throne allows a
Fiend to control lesser devils as if its occupant were at the top of the infernal
hierarchy. The marilith, a demon, uses it to amuse herself by having all the devils in
the region perform whatever whim comes into her head. The marilith is easier to
defeat if the characters enter the tower without her knowing, but there are several
obstacles to achieving that.
Ruined Tower (W2)(Player Version)The first obstacle is a half dozen barbed devils
and a half dozen bearded devils marching back and forth along the road to the
entrance. If observed, they’re seemingly following orders that only they hear.
They’ll attack anyone that they see, but it is easy to avoid them when they’re
marching away from the tower. When first discovered they’re 90 feet away from
the tower and marching back towards it. Every turn, there is a 50 percent chance
they reverse direction. Any noise makes them Dash towards the direction of that
distraction, but they ignore anything that happens overhead, because they’re, after
all, mere foot soldiers. If these devils engage in combat with the characters, each
round, one devil attempts to Dash back to the tower at “A” and if any devil reaches
it, this obstacle is considered failed.
The second obstacle is only encountered if the characters approach the tower by
air. If they do so, and are noticed, they’re confronted by four bone devils that
patrol the skies about 600 feet above ground. One of the bone devils will Dash to
the window (“C” on the map) 100 feet away that leads into the “Throne Room”. If it
reaches that window, this obstacle is considered failed.
The final obstacle is within the tower. The interior is mostly an empty ruin, with a
simple stone staircase rising upwards. But 1d4 shadow demons linger at each
location marked “B” on the staircase (see the “Ruined Tower” map). These shadow
demons attempt to hide from the characters and, if not discovered, they ascend to
the next “B” (or to the “Throne Room,” if the uppermost “B” has been reached). If
any shadow demons reach the throne room, this obstacle is considered failed. If
discovered, the shadow demons attack the characters.
The Throne Room. The marilith is dressed up in the garments of a queen and
attended to by four bearded devils that wear the fine clothing of palace courtiers
and are busy entertaining the marilith. The marilith and her minions are unaware
of the heroes until they announce themselves, or come within 15 feet of the throne,
unless they’ve failed 2 or more of the previous obstacles, in which case she is very
much aware of them. There is an additional bearded devil for every failed obstacle.
Once aware of them, the marilith and her devil courtiers mock the characters. They
do this until the intruders attempt to leave or show any sort of disrespect, then
they attack. If the marilith is killed her body vanishes and she appears on her
throne 1d6 rounds later with 100 hit points. Only by destroying the throne can she
be killed. The throne has an AC of 15 and 100 hit points.
The Phylactery of the Queen. If a character that has chosen this phylactery enters
this room, read the following upon entering:
A servant dressed in rags washes the floor at the base of a throne
occupied by a serpentine woman wearing a royal purple gown and a
sparkling crown. As the servant glances your way, it topples the bucket of
dirtied water beside it. The water rolls out, hissing as it evaporates
against the stone floor. The queen shrieks and chides the servant for
being a clumsy fool and orders it to refill the bucket. The servant’s
shoulders slump as it retrieves the bucket. The face of the servant is
strangely familiar.
In a fight this servant (commoner) doesn’t participate, even if attacked directly.
Once the queen is permanently slain, the servant contorts and twists, leaving
behind the character’s soul phylactery.
W3: Ichor Lake and the Demon Nest
The ichor lake awaits.
Demon Nest (W3)(Player Version)A huge circular rift drops one 100 feet into the
depths of the Slough. Small streams of demonic ichor cascade over its edges. At the
bottom of this foul place the demonic ichor of the War-Slough has gathered into a
large lake that seethes and bubbles with unconstrained malice and possibility. At
its center is an island that resembles a massive ant nest with entrances to caves or
perhaps burrows. The smoke, haze, and muck make it nearly impossible to discern
whether creatures occupy the tunnels below.
For some time, Zariel’s underlings held out hope that a finite number of demons
remained, and they would slowly dwindle away over the eons until none were left
and the Slough might revert to Avernus’ natural state. The most recent Infernal
Survey of the place found ample evidence that concentrations of demonic material
(resembling nests) were spawning random demons at least as fast as the creatures
were being killed off. Through these nests, the WarSlough perpetuates itself. The
island at the center of the lake is one such nest.

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.

W3B: The Caves


Each cave has hezrou and barlgura embedded in its walls, many only partially
formed. Blood vessels in the walls pump demonic ichor into the catatonic demons.
Attacking any of them awakens 1d6 of each.

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.

W3D: The Lake


A great lake of ichor sits before you, undulating to the demonic rhythm
that has only grown louder. Along the shoreline you see a small demon
clamber out of the ichor, its arm covered in dozens of eyeballs. It pays you
no heed and shambles down a tunnel. Across the grotesque expanse is an
island upon which sits a heart the size of an elephant. This heart pumps
demonic ichor into the blood vessels permeating these caverns.
Coming into contact with the ichor of the lake forces a creature to succeed on a DC
15 Constitution saving throw or roll on the Flesh Warping table. Gibbering
dretches or manes demons that spawn from the demonic heart swim across the
lake. They ignore anyone they see and emerge from the lake with a new deformity
(use the Flesh Warping table for examples). These demons tend to accumulate in
the various caves. The characters need to cross the lake to reach “The Heart.”
W3E: The Heart
The island is about 60 feet from the shore. Once it is reached, the characters can
walk up to the heart itself. The heart has an AC of 8 and 200 hit points. Killing it
causes the lake to become inert. However, as soon as it is damaged, the heart will
awaken the hezrou and barlgura to come to its aid. On initiative count 10 of each
round 1d4 of each arrive in the chamber and begin swimming across the lake.
When the lake becomes inert all the demons act as if they’re under the Confusion
spell. However, instead of acting normally on rolling a 9 or a 10 (as per the spell),
this roll results in the demon inflating like a balloon and then exploding, showering
demonic ichor in a 10-foot-radius. Anyone in that area must succeed on a DC 15
Constitution saving throw or be forced to roll on the Flesh Warping table.
The Phylactery of the Brother. A character who seeks their brother’s soul, notices
movement in the ground underneath the demonic heart.
There’s a glimmer of movement beneath sticky ichor pooling under the
pulsating heart. For a moment you see your brother’s face protrude from
the floor. He glances your way but briefly, a grimace of pain on his face,
before succumbing and falling back into the ichor.
Once the heart is slain, the ichor can be pulled aside, and the brother’s phylactery
recovered. The character gains the Phylactery Benefit associated with it.

W4: Canyon Trove


A brave prospector ventures into the Trove despite its dangers.
A vast and twisted battlefield extends before you, cleaved in two by a
massive canyon. Whether the canyon existed before that great battle, or
arose because of it, you cannot be certain. A trail, paved in corpses,
descends into the canyon.

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.

Running This Chapter


Before running this chapter read the “Dis Overview” section. It provides you with
everything you need to guide your players through Dis and its sprawling city.

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.

Random Encounters in Dis


d
6 Encounter
1 A pack of six lemures have escaped the mines they were working. Four hell
hounds pursue close behind.
2 Eight spined devils attack without provocation, mostly just for sport. They
retreat from opponents who give as good as they get.
3 The characters notice an imp crouching on the rooftops, presumably spying
on them.
4 A githyanki trade caravan makes its way toward the City of Dis. A half dozen
githyanki knights on young red dragons provide protection.
5 A lone barbed devil approaches and demands 100 gp as tax for traveling
across Dispater’s realm. If he is attacked, he calls upon a pair of war devils
(see appendix B) circling hundreds of feet above to protect him.
6 A blazing orb of iron, seemingly ejected from a faraway mine, lands on a
random character. It explodes and that character, and each creature in 20-
foot-radius sphere, must make a DC 17 Dexterity saving throw. A creature
takes 70 (20d6) fire damage and 70 (20d6) bludgeoning damage on a failed
save, or half as much damage on a successful one. The collected fragments of
the orb are worth 2,000 gp.

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.

Koh Tam and Tiax


At the Agora, give the players plenty of time to explore. Koh Tam or Tiax can
provide them with directions to the different areas of the Agora and its market
stalls. If Tiax is accompanying the characters into the Agora, roll on the Troubles
with Tiax table in chapter 1 to see if their outing with the gnome is eventful.
At this point, Koh Tam reminds the characters that his barge is able to Plane Shift
to a layer of the Nine Hells above the current one, at any time. It requires a full
action for him to activate the ability.

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.

The City of Dis


The Iron Tower of {@creature Dispater|CoA} Looms over the City of Dis.
The city lies nestled within a fiery ring of mountains, with the only two ways in or
out being the Iron Road and the River Styx. It is described by visitors as impossibly
large and yet cramped at the same time. Like the Iron Road, its buildings are
constructed from a mix of cobblestone and burning iron, both mined from the
mountains of the realm. Because the iron is heated, it emits smoke and covers the
city in a smog, making it difficult to see and breathe for mortals. Additionally, the
city and the Iron Road are bathed in a warm light from the burning steel, with the
surrounding mountains remaining dark aside from the lit mines. When the realm
doesn’t smell like smoke, it takes on the scent of burning flesh and blood.
Extraplanar travelers often stop in the city before moving on, due to its reputation
as a hub for trade and commerce within the layers. Many bazaars and shops are set
up offering strange wares from different planes, and Dispater encourages any on
the plane to establish contracts whenever possible. These contracts usually involve
souls and the greater devils, who make homes in the massive iron towers scattered
throughout the town. Beneath the city lies a labyrinthian structure of dungeons,
said to contain mortals from the Material Plane. Vents in certain areas of the city
allow bloodcurdling screams to float up from below.
Leaving Dis
Unlike leaving Avernus, traveling deeper into the Nine Hells from Dis is quite
difficult. The only two known passages are the Styx and a staircase, both of which
descend to Minauros. Though the location of the staircase isn’t publicly known,
everyone assumes it to be located within Dispater’s Iron Tower, making it difficult
to find without connections. The Styx is especially dangerous, as the drop from Dis
to Minauros consists of steep inclines, rapids, and waterfalls. It takes a seasoned
captain or a large amount of luck to navigate the passage, leaving nascent souls or
mortals without means of traveling deeper.

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.

Key Locations in the City of Dis


Some of the major locations found in the City of Dis are described below.

The Iron Tower of Dispater


Though several iron towers decorate the city, none are as large as the Iron Tower,
Dispater’s fortress and palace. It is visible from anywhere in the city, and through
enchantment magic always appears to be very close. Dispater maintains complete
control over the tower—including the capability to shift its form and interiors to
match his desires—and the tower can only be entered if he permits. If Dispater
has no interest in meeting you, even reaching the tower requires tremendous
effort and immense willpower.
If the characters decide to visit, they struggle to ever reach the tower. Wherever
they’re in the city, the tower always appears right around the next corner, but no
matter how long they walk, it never gets any closer. If the characters succeed on a
DC 21 Wisdom (Survival) check and spend 2d6 hours searching, they finally reach
the Iron Tower. If they fail the check, they waste 2d6 hours and are no closer, but
they do trigger a random encounter.
After a final push, you reach the tower. Up close it is impossibly large. You
squint as you look up but cannot make out its peak. The tower feels
unwelcoming, and you feel a great heat emanating from it. There is no
sign of door or window—the tower simply looms over you as if in
judgment.
Unless the characters have business inside of the tower (and Dispater allows them
entry) the characters can’t enter.

The Garden of Delights


Devils from all layers are known to travel to Dis solely for the Garden, where all
manner of luxuries and pleasures can be enjoyed. The Garden provides the income
needed to improve Dispater’s city and armies, and it keeps his citizens happy. The
Garden also serves as a distraction for the denizens of the Nine Hells from the
tortures of everyday existence in this bleak place. However, the characters are
mortal beings and the illusions found inside overwhelm their minds. If they
explore the Garden of Delights, they become enchanted by its beauty and may
forget themselves. For considerable time they’re unable to remember their mission
and wander the Garden aimlessly.

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.

The Great Prison of Mentiri


Mentiri acts as a maximum-security prison for the criminals of the Nine Hells.
Inside, inmates are tortured and indoctrinated to ensure they follow the rules of
the Nine Hells. This secure prison is located deep within Dis and within its walls
contains many different kinds of prisoners—outsiders, captives from the Blood
War, and others who have broken the laws of the Nine Hells in one way or another.
The only way into the prison is being captured and condemned to rot there. The
characters are lucky that they’ve no reason to enter.

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


The Agora of Floating Knives is one of the largest trading hubs in the known planes
and is welcoming to non-devils.

Adventure: The Agora of Floating Knives


The Agora of the Floating Knives is an enclave for non-devils made up of floating
vessels located on the edge of the great City of Dis. Here mortals can purchase a
variety of infernal goods and services.
In the City of Dis you can buy or sell anything, so long as that thing has a chance of
harming someone, somewhere. Many of these markets are run by devils for devils,
locked away within the cramped streets, behind the high walls. However, Dis is one
of the few places in the Nine Hells that can be characterized as even slightly
welcoming to outsiders. Travelers visit Dis for many purposes, but a great many
come specifically for the Agora of Floating Knives. If the characters tell Koh Tam
that they wish to visit the City of Dis, he directs them to the Agora because of its
accessibility to outsiders.
Koh Tam gestures towards the city before you. “Dis is a city of
commerce. If any of what you seek is here, the Agora of the Floating
Knives is our most appealing destination. The Agora is an enclave for
non-devils and is situated such that we can sail downriver and reach it
without even having to risk the tangled confines of the city proper.
Within its hundreds of floating stalls and huts we might find just about
anything. And if we don’t, we could risk an audience with Orishada, he is
a powerful devil, and dangerous as any other, but he runs the Agora and
is more willing to speak to outsiders than most.”

Advice from Koh Tam


Koh Tam (or Tiax) offers the following advice to characters, if necessary:
• They should hire an imp to guide them, or allow Tiax to do so, if he’s
willing.
• They might find what they’re searching for in the markets. If not, then they
might need to seek an audience with the ruler of the Agora, Orishada, a
powerful amnizu (see Monsters of the Multiverse).
• They’re likely to see many disturbing things, but if they let on to any
discomfort it could lead to trouble.
This is a location well known to many travelers and Koh Tam can provide a
standard map of the Agora (see appendix F) to the characters.

Approaching from the River Styx


Off the great runoff from the Styx, within the City of Dis, there is an artificial
lagoon, square and shadowed by high walls. Here can be found the Agora of
Floating Knives.
It is a great armada of floating stalls and huts, houseboats, and rising
from its heart an entire palace borne on the deadly waters. Imps and
other menial demons can be seen plying gondolas along the narrow
channels separating each establishment.

The Outer Agora Locations


Visitors relying on the services of the imps (for the small sum of 10 gp) should be
very specific in giving their destination, as the diminutive gondoliers delight in
malevolently misinterpreting instructions every bit as much as an archdevil
bargaining for a soul.
The periphery of the Agora consists of a ramshackle of little boats and rafts that
offer the sort of goods that might be found in a dozen dens of vice across Dis, most
often from the clawed hands of those who have been barred from more
respectable infernal haunts. Vendors from other realms bring goods not native to
the Nine Hells in an attempt to tempt diabolic custom, whilst petty devils from
lower layers haul up treasures and resources unique to the infernal realms to sell
at the small shops located here. There is a lively trade in Condensed Order, a
silvery powder that can be extracted from those of a lawful persuasion. Devils
bound for the warfronts of Avernus take flasks and snuff boxes of the stuff to
fortify themselves against exposure to the raw chaos of demons.
Some of the more common items that can be purchased are listed in the Items for
Sale table:

Items for Sale


Item Cost
Condensed Order 50 gp
Dream bottle 50 gp
Dust of Sneezing and Choking 250 gp
Oil of Sharpness 2,500 gp
Oil of Slipperiness 250 gp
Potion of Fire Breath 250 gp
Potion of Mind Reading 750 gp

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.

Magic Items Trade Cost


Magic Item Trade In
Mirror of Life Trapping Rare or very rare wondrous item, plus 3 Soul Coins
Dagger of Venom Uncommon or rare weapon, plus 1 Soul Coin
Crystal Ball Rare or very rare wondrous item, plus 3 Soul Coins
Efreeti Bottle Rare or very rare wondrous item, plus 3 Soul Coins
Ring of Shooting Stars Rare or very rare ring, plus 3 Soul Coins
Robe of Stars Rare or very rare magic cloak or robe, plus 3 Soul Coins
Staff of Fire Rare or very rare magic rod or staff, plus 2 Soul Coins
Staff of Frost Rare or very rare magic rod or staff, plus 2 Soul Coins
Spellguard Shield Rare or very rare shield, plus 2 Soul Coins
Nine Lives Stealer Rare or very rare weapon, plus 2 Soul Coins

A1: The Arena


The cheering and jeering of spectators, as well as grunts of pain and
shrieks of terror, alerts you to an open arena floating upon a barge.
Several lodges are connected to it and from these buildings various
challengers emerge, either to fight upon a field of battle, or to take their
place against one another at tables of various games of chance. Just as you
approach a devil knocks a piece sideways on a game board and rises,
shouting out in victory. The tiefling sitting across from the devil moans as
guards drag him into one of the buildings.
If the characters attempt to intervene, remind them it is important not to draw
attention to themselves and that everyone participating in these games has chosen
to do so. They may participate in the games themselves—feel free to have them
fight against various devils and creatures of the Nine Hells. Or they can participate
in games of skill or intelligence (use the Chosen One section below as guidelines).
The prize for victory is 1 Soul Coin. The cost of failure is either death in the arena,
or in the case of more civilized competitions, an hour of torture in the shacks
(resulting in that character gaining one level of exhaustion).
The Phylactery of the Chosen One. If a character has selected the sin of pride,
their phylactery is here. They see their soul competing in various arena games and
constantly losing. As they approach each contest they do so with sunken shoulders
and a worried frown. When they lose, they’re mocked and punished. And they
always lose.
The character may tap in and take their soul’s place. They must compete in the
following three challenges:
• Test of Strength. The character must fight a chain devil.
• Test of Skill. The character must either best a horned devil in a
complicated game of knot tying or compete against an erinyes to see who
can calm an enraged hellcat (see appendix B). Tying the knot requires a
successful DC 18 Dexterity (Sleight of Hand) check whereas taming the
creature requires a successful DC 15 Wisdom (Animal Handling) check. If
the character fails the check, they can try to make a DC 16 Charisma
(Deception) check. If successful they bluff their way into getting a second
(and final) chance on the original check.
• Test of Wits. The character challenges an amnizu (see Monsters of the
Multiverse) to a dice game popular in the Nine Hells. The character must
make a successful DC 15 Intelligence check to win the match.
When a character loses a challenge, they gain a level of exhaustion. If the character
rests or otherwise recovers from that exhaustion, they must start all three matches
over. They may repeat each challenge as often as needed to win but can have no
help from anyone. Once they win all three matches, a succubus or incubus appears
and hands them their phylactery.

A2: Neogi Shop


One of the shops in the Outer Agora is run by the enigmatic and ruthless neogi (see
Monsters of the Multiverse). These spider-like monsters are planar travelers that
trade in magic items and prisoners. Their shop usually only stays in the same place
for 1d6 weeks. Each visit to the shop brings the chance of danger, for sometimes
the neogi aren’t looking to sell items, but are more interested in acquiring new
victims. A new shopper must make a DC 20 Charisma (Persuasion) check. If they
succeed, the items on sale are real. If they fail, then the items are illusory and the
neogi have prepared an ambush. A neogi master leads the ambush, with an
additional neogi (see Monsters of the Multiverse) and an umber hulk for each
shopper. More powerful customers might mean the neogi bring an additional 1d6
gray renders (see Monsters of the Multiverse). The Illusory Items table lists items
that they sell, along with what the items really are if the neogi have decided to
ambush the shoppers.

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

The Inner Agora Locations


Beyond the mean skirt of barter and desperation can be found more
magnificent emporia, two and threestory vessels moored in a hierarchy
jealously maintained by the stallholders. There are grand platforms
where demonstrations of very particular skills can be performed. Each
auction house sells a specific brand of the unspeakable.
This is the Agora most visitors know, and it throngs with outsiders whose villainy,
while it can’t approach that of the devils themselves, nevertheless marks them out
in their homes as exceptional. The Agora of Floating Knives is most famed as the
center of the Nine Hells’ murder trade. The four most popular destinations include
the Barges of Theater, Market of Killers, Market of Victims and Orishada’s palace.

A3: Barges of Theater


A host of hideous entertainments are visible for the delectation of the
casual visitor, carried past on boats and as advertisements at the doors of
various establishments. Street torturers ply their trade to the laughter
and applause of discerning crowds in much the same way as acrobats or
stage magicians might in a less cursed city.
Some of the horrors that a visitor might come across include:
• An archery competition where contestants permanently snuff out souls by
shooting at writhing larvae pinned to a target board.
• A still living Red Wizard whose body has been transformed into a
teleportation circle.
• A musical instrument where each key drives a skewer into the flesh of some
poor mortal whose throat has been twisted to utter one note of perfect
pitch. This last venue is run by a tiefling named Gazrak.
Woe betide any visitor who shows distress at such theatre. With the Agora being
so readily accessible, Orishada keeps a watching legion of imps haunting the
rooftops like pigeons, watching for any intruders who lack the appropriate
immoral fiber. Those who do are followed by the imps until a squad of four bone
devils arrive to exterminate them.
Conclave (Bard)—Instrument of the Bards (Ollamh Harp). Gazrak (chaotic evil,
tiefling archmage) sells all manner of grotesque musical instruments, but he also
owns an Instrument of the Bards (Ollamh Harp). He is fond of the harp but also
greedy. He suggests an outrageous price at first—30 Soul Coins. A successful DC 17
Charisma (Persuasion) check can either lower the price to 20 Soul Coins or allow
the characters to pay 100,000 gp instead of using Soul Coins. Giving him a rare or
very rare magic item as part of the exchange reduces the price by half.

A4: The Market of Killers


Ahead of you is a crowded barge that criers announce in a dozen
languages as the Market of Killers. Living killers from across the planes
have flocked here seeking the highest fees. Devils tout dead killers,
infamous in their lifetimes, but who are allowed back into the realms of
the living for one more murderous job… at the right price. Crowded and
frenetic auctions are held every hour, with the prize being a victim of the
winner’s choice killed via some particularly grotesque trademark
method.
In the Agora, perhaps the most mundane commodity one can hire at the Agora is
the service of assassins. The characters can hire a killer to perform a single kill, not
as some sort of retainer. If the characters are willing to spend enough, they might
be able to use one of these assassins to rid the multiverse of a villain that they met
during this adventure (or a previous adventure). You decide whether the assassin
succeeds. A failed attempt might mean that the target turns the tables and sends an
assassin against the characters.
Conclave (Rogue)—Cloak of Invisibility. To obtain the cloak the characters must
hire the assassin (neutral evil, lizardfolk assassin) who wears it, and then kill them
for it. When they threaten the assassin he mocks them because he is protected by a
powerful archdevil.
The assassin hisses at you. “Lay down your arms and move on, for know
this: my patron is powerful and appreciate-s my s-special s-skills. They
will be displeased if you s-strike out against me.” The lizardfolk grins a
toothy grin and slips the hood of the cloak overhead.
They’re still willing to assassinate an individual for the characters or meet them at
a later date. If the characters do kill the assassin, they draw the ire of an archdevil
(your choice), who makes the remainder of their adventures in the Nine Hells more
dangerous. To avoid this, characters must purchase a dispensation from Orishada
prior to killing the assassin. See the “Floating Duke” section. The dispensation costs
8,000 gp.

Assassins for Hire


CR/Level that
Killer Cost they can kill
Thug 100 gp 1
Gladiator 250 gp 3
Assassin 500 gp 5
Undead drow mage* who summons a bone devil 750 gp 6
instead of a shadow demon
Undead assassin* 1,000 7
gp
Undead githyanki knight* on a young shadow 1,500 8
dragon (red) gp
The yat-ja slayer (lizardfolk assassin with a Cloak 5,000 9
of Invisibility) gp
Saint of killers (fallen planetar with no wings or 20,000 12
fly speed, dressed in dark leather) 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.

A5: The Market of Victims


Across from the barbarity that is the Market of Killers, there is the Market
of Victims. Not a commodity you’d think would be in short supply in the
Nine Hells, but there are victims and then there are victims. Each seller
claims to cater to a very specific criteria of victim—a particular bloodline,
a type of virtue, saints, angels, demons, emperors, and more.
The kidnappers of the Nine Hells have contacts in every plane, on every world.
They offer a comprehensive service. Many a high priest of some bloody god or
other has procured the perfect sacrifice by sending their acolytes to the Agora with
sufficient largesse.
Phylactery of the Bounty. The character seeking the phylactery that contains the
soul of their bounty—the matron of a powerful noble family—is drawn to this
location. They immediately notice a secluded corner of the market where an
affliction devil (see appendix B) haggles with two barbed devils. One barbed devil
clutches a bulging leather satchel. The character realizes the phylactery they seek
is in the satchel. If they don’t intervene the affliction devil soon takes the satchel
and flies away. Instead, if the character interrupts, they can offer to buy the satchel.
This negotiation requires a DC 16 Charisma (Persuasion) check. If successful, the
character manages to outbid the affliction devil and can purchase the satchel for
5,000 gp. If the result of the check is 20 or higher, the character’s negotiation skills
are insurmountable, and the affliction devil leaves negotiations earlier. The
character only needs to pay 3,000 gp to purchase the satchel. Once the satchel is
obtained, the character takes possession of this phylactery and receives the
Phylactery Benefit associated with it.
Devils display their nasty tricks to an admiring crowd.

A6: Orishada’s Palace


The palace at the center of the Agora is a vast leviathan of pumice and
incandescent metal lit on the outside by some gruesome burning
substance. Its walls bristling with a million barbed hooks, the only easy
way in seems to be the massive double doors at its front.
Orishada and his select underlings offer unique services, both to the Nine Hells and
to outsiders. They’re proud of their range, in fact—enough that at least affecting to
be a connoisseur of such things can win one an audience.

An Audience with Aelvette


Using the iron knocker summons an imp that opens a slot just below. The imp
promptly demands to know what valid business justifies the interruption. As long
as a visitor describes the desire to purchase something that Orishada provides,
then the imp permits them to meet with the majordomo of the palace.
Orishada’s majordomo is Aelvette, an ancient night hag whose past has taken her
in and out of the lower planes for longer than even most devils can recall. She has
complete control of her appearance, able to decide for each viewer whether she
should appear as alluring or hideous at any given moment. Her particular game is
the Condensed Order trade; the silvery powder, highly valuable to devils, that can
be extracted from those of a lawful persuasion.
Aelvette is sly, humorous and doesn’t play by the rules in the way true devils do,
which can make her either the best or absolutely the worst person to approach at
the palace. The night hag attempts to discern if any of her guests are of an
appropriate mindset to consent to have the Condensed Powder extracted, for a fair
price. If she doesn’t think this is likely, then she offers to play a game of chess or
other logical exercise from an appropriate visitor. If the visitor agrees and loses the
game, then this yields a gleaming phial of Condensed Order for Aelvette, but leaves
the unwilling donor confused and off-balance (akin to the poisoned condition). The
condition lasts for 5 minutes.
Playing Aelvette. The characters find themselves in a battle of wits with Aelvette.
Either they have to impress her during a conversation in which she is testing their
mettle, or they have to (try and) beat her at chess. The character with the highest
Intelligence score should challenge Aelvette. Defeating the hag at chess or
impressing her during conversation requires three successful Intelligence checks.
The DC is 10 on the first check, 15 on the second check, and 20 on the third check.
A character who has proficiency in the Insight skill can add their proficiency bonus
to each of these checks.
Once Aelvette has finished plying her trade in powder, she informs her guests that
her master, Orishada, wishes to see them. Before they meet with him, the night hag
suggests that they partake of the services provided at the kitchens or the salon.
Conclave (Ranger)—The Iron Horn of Valhalla. Aelvette is in possession of the
Iron Horn of Valhalla, a character searching for it has to steal it from her. When the
characters enter Aelvette’s chambers read the following:
You are ushered into a large, oval room by the imp. It quickly scurries
away leaving you alone with the figure at the center of the room. Behind
her, the floor to ceiling windows overlooking the Agora are opened,
allowing the smoke and stench of the city to penetrate the air. The
sparsely furnished room is dominated by a large stone table. On it a
weathered chessboard is set up, the pieces positioned in what appears to
be a game in progress. Aelvette, the majordomo, stands beside the table,
studying the game set up before her. She appears deep in thought and
doesn’t pay you any attention. Your attention is drawn to a magic horn
mounted on the wall behind her…
This is the Iron Horn of Valhalla. The characters need to distract Aelvette to steal it.
The most opportune moment would be when her mind is elsewhere engaged. Most
likely, the characters will opt to have one of them move on the horn while she is
playing chess with another character. Some characters might want to stage a
different distraction. Whatever scenario they choose, a character stealing the horn
needs to succeed on a DC 16 Dexterity (Stealth) check. If they fail, she notices the
character creeping behind her and attacks—unless the character manages to
convince her their intention was not to steal.

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.

Corteso’s Salon of Experience


Tiny brains with legs run about this room that has been designated as a
‘salon of experience’. Behind a thick glass window, you see a pool that
contains a massive pulsating brain.
Corteso’s Salon of Experience is another peculiar service offered at the palace.
Many devils have an infinite curiosity about what it is to be mortal. The illithid
elder brain (see Monsters of the Multiverse) Corteso has accumulated a vast
library of memories—specializing in experiences of sin and being sinned against.
As well as counting for high entertainment to devils, students from the college of
Maladomini flock here to refine their education on how to live among and
manipulate mortals. Corteso is always in the market for a truly unique experience,
and always has something to offer in trade. Its illithid spawn have been known to
ensure that its offers can’t easily be refused. Corteso’s other racket is secrets.
The multitude of minds that it and its many broods have consumed grant the
ancient intellect a vast storehouse of dangerous knowledge. Buyers come to learn
exactly what they need to say, and to whom, to have some other murdered without
getting their own hands dirty. Corteso specializes in jealous lovers, swindled
business partners, ancient family feuds, anything that sows discord and inflames
hatreds between mortals. Just what brought such a creature as Corteso to the
palace and Orishada’s patronage is a secret nobody knows, certainly one the
creature has no intention of selling. Rumor has it Corteso created and then
survived the destruction of multiple broods, evaded the attempts of many heroes
to end its prolonged existence, and fled to the Nine Hells pursued by gith assassins
and the agents of other elder brains which it had betrayed. Innately treacherous, it
is ‘loyal’ to Orishada because only in the archdevil’s shadow is it safe.
Corteso is always protected by a half-dozen mind flayers and their intellect
devourer pets. If asked where he obtains his memories, the characters are told
their suppliers are many, but recently high-quality memories have been obtained
from a location known as the Ineffable Trove, located in Minauros.

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).

The Floating Duke


Orishada is a great, broad devil wearing clothes of metallic finery, richly
bedecked in both mundane and exotic jewelry. “I hope you’re not here to
waste my time. My direct superior is Dispater himself, lord of both city
and layer, and he will be gracing me with his presence in a few hours. I
see only very select buyers, which my majordomo assures me you are. I
must assume you’re here for the specific class of ware that I am known
for: dispensations.”
If his guests have no idea what he is talking about, Orishada—an amnizu (see
Monsters of the Multiverse)—won’t immediately order their deaths. He assumes it
is part of some negotiation tactic. He summons one of his imps to explain what a
dispensation is:
“In the fine print of many an infernal contract there is a little clause
almost never exercised. It’s a ‘boilerplate’ clause that when exercised,
gives an ironclad permission for the contract holder, their heirs or
assigns, or any descendant or inheritor, to be murdered, without penalty
or retribution. Such clauses have been around for many thousands of
years, and my master, Orishada, makes it his business to collect them, or
knowledge of them.”
After the imp has finished, Orishada inquires as to whose dispensation they wish to
purchase.
Given their multigenerational nature, a remarkable number of great and powerful
people are covered by such clauses without ever knowing it. The dispensations
that Orishada sells don’t procure the death of the victim—that’s what the rest of
the Agora is for, after all. However, they do permit an assassin to disregard a
variety of defenses up to and including divine favor, and protect the killer from
curses, supernatural wrath, and other problematic fallout after murdering
someone particularly important.
There is a 50 percent chance that any named evil creature/NPC is covered by a
dispensation. This drops to 10 percent for good and neutral NPCs. A good rule of
thumb is to have a dispensation cost 1000× the creature/NPC’s challenge rating in
gold pieces.
If his guests decline to purchase a dispensation or they’re impolite or violent,
Orishada becomes enraged and orders his personal guard to liquidate the
intruders. These include a quartet of horned devils and a half dozen bone devils.
Orishada won’t join in the slaughter, not because he doesn’t want to, but because
he can’t. Orishada was a talented killer whose thousand-year career would raise
the eyebrows of every assassin thronging the boats of the Agora. He finally allowed
his bloodthirstiness to overcome his proper place, however, encompassing the
death of one beloved to certain divine powers. In punishment, Orishada now lives
out his endless life under a bitter curse. He can no longer inflict physical harm
himself, not on the least insect, not even to a mortal. Because of this he uses his
magic to aid his guards as best he can but won’t intentionally cause damage.

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.

Running This Chapter


Before running this chapter read the “Minauros Overview” section. It provides you
with the information you need to set the scene for your players during their
adventures in Minauros and guide them towards the Ineffable Trove.

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.

Random Encounters in Minauros


d
6 Encounter
1 An envoy of four chain devils from Jangling Hiter passes the characters on
its way to negotiate with devils from Minauros. They carry 8,000 gp to be
used in those negotiations.
2 A convoy of a dozen lemures are under attack by a flock of four shredwings
(see appendix B) looking for food.
3 An elite group of ten bearded devils is returning from a scavenging trip
within a nearby ruin, possibly with spoils to bring to Mammon. If they
defeat the devils, the characters can claim 5,000 gp in gems and other
valuables.
4 1d4 ayperobo swarms (see appendix B) wander through the swamp,
looking for victims. They descend on anything with blood.
5 A group of five barbed devils, have been tasked with cutting down a section
of the swamp in preparation for new construction.
6 A deadly hailstorm appears, centered on one of the characters. The storm is
300 feet in radius and any creature who starts their turn in the storm, must
make a DC 18 Dexterity saving throw. On a failed save, the creature takes 33
(6d10) slashing damage. On a successful save, the creature takes half as
much damage. The storm moves 10 feet in a random direction on initiative
count 15 of each round and lasts for 10 rounds.
Locations
When the characters leave the barge to venture into Minauros have Koh Tam
provide information about the different locations found here. Descriptions can be
found in the “Key Locations in Minauros” section. If the players decide to venture
into any of these areas, you can use the information provided in this section to
guide them on a short excursion.

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

The Group Patron


If the characters have completed most of their objectives, or are close to
doing so, review the “A Thankful Patron” section in chapter 10. The
characters eventually need to travel to Cania to complete their patron’s
quest.

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.

Key Locations in Minauros


Some of the major locations found in Minauros are described below.

The City of Minauros


Minauros is known as the sinking city, and while not as large as some of the other
capitals, is still a massive complex. A small layer of water covers the lowest parts of
the city, sometimes rising as high as five feet. The entire city is covered in a thin
layer of oily slime. Though the city’s economy is driven primarily by the soul trade,
there are some opportunities for other sorts of transactions.

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.

The Ineffable Trove


The Ineffable Trove is a massive swamp that is used as a garbage pit. The garbage
consists of emotions, memories, and fragments of personality that mortals have
bargained with devils to be rid of. Off-putting as that may sound, the characters
must venture deep within the trove if they want to complete their quest.
The Ineffable Trove(Player Version) ## Adventure: The Ineffable Trove
Arguably least lovely of all the Nine Hells—a coveted title—Minauros’ bleak,
stinking swamps are blasted by a constant gale that fails to dispel the curtains of
noxious, phosphorescent fog. Ground, water, and air are treacherous and toxic.
That the place is riotous with a hideous twisted life is no great recommendation.
Around the Trove, however, the usual tribulations of the place are combined with
an unsettling babble, in the ears and in the mind. Feral emotions creep into unwary
minds like parasites, slowly growing within them until an alien feeling without
cause or logic consumes the victim to the point of obsession. The bark of the bog’s
trees is knotted into halfformed faces as the concentration of pillaged mortal
sensation strives to express itself.
Unsurprisingly, Mammon and his underlings never much considered the effects of
dumping so much raw qualia into one place. The curdled sensations and qualities
have leached out into the surrounding regions, imbuing the waters, plants, and
denizens of the Trove with unpredictable qualities. Orphaned emotions, vices, and
virtues throng the place like invisible swarms of insects, infesting everything and
everyone.
Despite this, scavengers and treasure hunters still go there. What Mammon has
discarded yet has value to certain markets. It seems surprising that the Lord of
Greed tolerates such pilfering, but the archdevil knows that the result of dealing in
such commodities will only be a net increase in misery and wickedness.
What could possibly lure the greedy and incautious to the Trove? Across the many
worlds there are certainly connoisseurs of sensation, those of wealth and power
whose lives are devoid of thrill and the heights of emotion. Appropriate equipment
can isolate the most select cuts of anguish and love and fear in the Trove, to be
distilled and sold to the jaded for a healthy profit.
The raw emotional mélange of the Trove is a delicacy to some illithids—not
nourishing in any real way but the mental equivalent of a sugary pastry, valuable in
trade to those bold and amoral enough to deal with the creatures.
If the characters express the desire to visit the Ineffable Trove, Koh Tam describes
it to them:
“Mammon takes the most glee when mortals believe, at the outset, that
they trade something worthless for a great treasure, only to discover they
have given away a thing they can never replace. Often, the prices of these
deals are nothing physical. Perhaps you would rather be without that
crushing sense of guilt that attended any unworthy act? The duty that
restricts you; that humility which prevents you seizing your destiny?
Mammon’s favorite bargains are those where the truly valuable thing is
what the mortal will pay to have cut away.” He pauses. “While one might
think these nebulous qualities would just blow away in the howling gales
of Minauros, that’s not how the Nine Hells work. Everything received
under infernal contract must have a presence within the Nine Planes.
Once Mammon and his underlings take these qualities, they assume a
tenuous reality.”
“Those mortals who go on with their lives shorn of guilt, shame, or
restraint may think they’re purchasing freedom—but Mammon knows
that they will do far more evil, and imperil far more souls, than if they
were still inhibited by those inner gatekeepers judging their actions.” He
stares hard at you. “The fragments of personality Mammon clips are of
no particular interest to him after he has them, but concentrations of such
stuff can have unfortunate effects even on the denizens of the Nine Hells.
It can be tiresome to have the severed guilt of a thousand humans
bleeding into your treasury and making the imps weepy. Instead, it gets
dumped out into the limitless swamps of Minauros. One tangle of glades
in particular has been a receptacle of these intangible qualities since time
immemorial. This is the Ineffable Trove, and it has become a troubled and
uncanny place even for the Nine Hells. And of course, troubled and
uncanny places are what we seek, are they not?”
He explains that devils are renowned for their crooked deals, none more so than
Mammon. The Patron of Greed knows the hearts of mortals better than any devil
save Asmodeus, and over his long reign he has rooked endless mortals out of what
they most value, in exchange for mere trash.

Advice from Koh Tam


Koh Tam’s advice to the characters is as follows:
• They’re likely to find what they’re looking for in the lair of one of the
swamp’s apex predators.
• They should be careful about resting in the swamp. The memories and
emotions can twist the mind of a mortal.
Koh Tam gives them an infernal map. Show the players the map of the Ineffable
Trove in appendix F. They can use this map to decide which points of interest they
want to explore. Refer to the “Using an Infernal Map” section of chapter 2. A failed
or successful Wisdom (Survival) check to use this map has a 50 percent chance of
triggering an encounter on the Random Encounters in the Ineffable Trove table.
Dreaming Dangerously
A visit to the Trove is perilous. A host of wild, predatory emotions infest the place
like mosquitos. An unprepared visitor can come away with a mind full of unwanted
urges and contradictory drives fit to whip them to distraction. These dangerous
infestations are concentrated in several dreaming pools, located throughout the
Trove.
Each time the characters encounter a dreaming pool (marked with an ‘X’ on the
map) that has not yet been harvested, they begin to feel drowsy and dreamy. Read
the following:
A thousand fragmentary voices bubble up through the filthy water and
hang about the branches of the gnarled trees along with the creepers and
moss. Wails and chattering, wild laughter, screaming and begging echo
back and forth, incoherent, and piecemeal. Sensations wash across you in
waves, overwhelming you with brief moments of grief or joy. The pools
and hollows around you begin to glow with nameless colors.
At this point a character can willingly choose to enter the dream realm of the
Ineffable Trove, or they can succeed on a DC 10 Wisdom saving throw to pull out of
the waking dream. While in the dream realm they see memories, emotions and
personality traits that might be of interest to them. Roll 1d4 + 2—this is the
number of these available in this dreaming pool. For each, roll on the Dreaming
Pool Traits table to determine its type, rerolling duplicates. Describe these to the
characters without hinting whether they’re negative or positive experiences.
Characters may then use an action to graft one of these experiences to their own
mind. However, the other memories, emotions, and traits desire attachment to the
characters whether they want them to or not. Have each character who grafted a
memory onto themselves make a DC 16 Charisma saving throw. If they fail, one of
these leftover experiences grafts itself onto them, one per failing character
(starting with the character that rolled lowest for their saving throw). Once all
experiences have been taken the pool is considered harvested (no new experiences
can be acquired here).

Dreaming Pool Traits


d1 Psychological Corteso’s
2 Trait Effect Value
1 Benevolence If the dreamer touches a creature that has 500 gp
(Emotion) less than its maximum hit points, that
creature regains 30 hit points. The dreamer
must finish a long rest before using this
ability again.
2 Charitable The dreamer must succeed on a DC 15 500 gp
(Trait) Charisma saving throw or renounce wealth
for a month. They give away any coins, gems,
or jewelry that they possess.
3 Greed (Trait) For the next month the dreamer must make a 1,000 gp
DC 15 Wisdom saving throw whenever they
discover coins, gems, or jewelry. On a failed
d1 Psychological Corteso’s
2 Trait Effect Value
save they try to take all of it for themselves.
4 Guilt For the next month, the character must make 2,500 gp
(Emotion) a DC 15 Wisdom saving throw each time they
reduce another creature to 0 hit points. On a
failed save, the character has disadvantage on
attack rolls for 1 hour.
5 Humility Whenever another creature makes an attack 500 gp
(Trait) roll, ability check, or saving throw within 30
feet of the dreamer, the dreamer may use a
reaction to make that creature reroll that
attack, check, or saving throw. The dreamer
can do this a number of times per day equal
to their proficiency bonus. This feature
disappears after one month.
6 Love The dreamer is granted the power to teleport 500 gp
(Emotion) directly to the location of the phylactery of
their loved one. They can take up to 8 others
with them, but must teleport before they take
a long rest or they lose this feature.
7 Memory of a The dreamer deals an additional 2 (1d4) 1,000 gp
Bloody Battle necrotic damage when they hit a creature
with any melee or ranged attack. This lasts
for 1 week.
8 Memory of a The dreamer remembers a great achievement 2,500 gp
Celebration for which they were praised. The dreamer
comes under the effect of a Bless spell for 1
week.
9 Memory of a At the end of each long rest, the dreamer 2,500 gp
Tragic Family must make a DC 15 Wisdom saving throw. On
Event a failed save they feel morose for 8 hours and
have disadvantage on Charisma and Wisdom
saving throws. After 1 week, the dreamer no
longer needs to make this saving throw.
10 Memory of At the end of each successful long rest, the 5,000 gp
Dying Death Ward spell is cast on the dreamer.
11 Narcissism For the next month, each time the dreamer 2,500 gp
(Trait) attempts to cast a beneficial spell on an ally,
or attempts to heal an ally, they must succeed
on a DC 15 Charisma saving throw first. If
they fail, they take the Dodge action instead.
12 Psychopathy If the dreamer has a non-evil alignment then 2,500 gp
(Trait) for 1 month, after every long rest is finished,
the dreamer has a troubling vision, offering
them a choice. To avoid punishment they
must agree to their alignment changing to
d1 Psychological Corteso’s
2 Trait Effect Value
lawful evil, at which point their alignment
changes. If they accept their punishment
instead they must succeed on a DC 15
Charisma saving throw or have disadvantage
on all ability checks for the next 8 hours.

Navigating the swamp challenges even the most experienced explorers.


A character can have only one beneficial and one detrimental memory, emotion, or
personality trait grafted to their mind at a time. If a character possesses a dream
bottle, then they may use a short or long rest to transfer a single memory, emotion,
or personality trait from their mind into a bottle. The elder brain, Corteso, is
willing to pay for these bottled experiences (see the Dreaming Pool Traits table for
the values of different trait types).

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.

Predators and Scavengers


The raw emotions and memories that are found in the trove are not only coveted
by Corteso.
Some hunters have less reprehensible goals in raiding the Trove. Wizards seeking
to build artificial minds for their creations may send agents seeking some
particular quality they wish their creation to have, that they can’t generate
themselves. Brilliant mortals who yet believe you can get something untainted out
of the Nine Hells never cease to amuse Mammon. Finally, most tragically, there are
those who have already lost some part of themselves—either because of exactly
the sort of deal Mammon loves to make, or because they’ve been the victim of
some attack or mind-draining beast. Mortals who have a hole in their natures
where loyalty or love or joy once was, they come to the Trove seeking something to
fill that gap. Just as a callous artificer might sew a goblin arm onto a dwarf lacking a
limb, so they take up some other unfortunate’s lost emotions to graft onto their
own mind. Such marriages are seldom happy, but the planes are full of
desperation.
The sucking mire of Minauros is no stranger to oozing, protean life, but such
mindless and transient entities become something quite different in the Trove.
Black puddings are a danger to careless travelers. The creatures abound around
the Trove, sucking up and vomiting out a constantly changing diet of thoughts and
feelings. Other Oozes are simply possessed by countless babbling voices, akin to
gibbering mouthers. The two classes of gelatinous creature aren’t mutually
exclusive, and monsters with the characteristics of both at once aren’t uncommon.
Other common sights are dream eaters or oneirovores (see appendix B). The
normally passive slothlike monsters are drawn to the Trove from across Minauros,
but the rich diet of mortal thoughts and sensation angers them—simultaneously
too intense and too transitory. A further danger is a particular strain of infernal
froghemoth (see Monsters of the Multiverse) that can metabolize the Trove’s
seething emotions, borrowing temporary intellect to lure prey with stolen mortal
cries and pleading.
Every time the characters take a short or long rest in the Ineffable Trove, roll on
the following 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 Ineffable Trove


d
8 Encounter
1 An archmage searches for different emotions to sell to the elder brain,
Corteso. He has multiple dream bottles that he sells for 50 gp each.
2 A knight sobs with hopelessness, unable to find the guilt that he sacrificed.
3 A half dozen gibbering mouthers appear in the very waters that the
characters traverse and a round later a dozen black puddings erupt all
around in a carefully planned ambush.
4 A herd of three oneirovores (see appendix B) lazily eating from deformed
trees go berserk with rage when they see the characters.
5 A duo of mutated froghemoth (see Monsters of the Multiverse) begin to
hunt the characters.
6 The adult black dragon, Ilfrich, is on the hunt for a meal. If hurt, he tries to
escape to his lair and bring back Klassk to exact vengeance.
7 The erinyes, Thelekarna, flies overhead.
8 Grinken Eyre (see area I4) introduces himself.

In Search of the Discarded and Forgotten


Beyond this mostly mindless fauna, there are three particular powers that stalk the
Trove and complicate life for visitors. Firstly, there is the combined partnership of
Klassk and Ilfrich, the dragons. The erinyes Thelekarna also patrols acting as an
infernal steward of these lands. And finally, there’s Grinken Eyre, whom the others
make sure to avoid.
When the characters arrive here, and for each hour they spend in the Trove, roll
two d4s. If both dice roll the same number and that number is even, the dragons,
Klassk and Ilfrich are at Klassk’s lair. If they’re the same number but odd, the
dragons are at Ilfrich’s lair. Otherwise, each dragon is in its own lair. Cautious
characters might be able to watch for a dragon to leave on its way to visit the other
and sneak into an empty lair.

I1: Klassk’s Lair


Below Avernus and the lair of Tiamat, dragons are an uncommon sight in the Nine
Hells. Klassk, however, is a native, a Styx dragon (see appendix B) whose kind are
normally found making things unpleasant for river travelers. Perhaps driven from
her original home by rivals, Klassk discovered the Trove an age ago and, by ancient
draconic instinct, decided that it was wealth, and that it was hers. Now she broods
restlessly in her lair deep in the swamps, tormented by the understanding that her
‘treasure’ is something she can’t hold or physically possess. Indeed, the same
resilience that prevented the waters of the Styx from washing away her memories
also insulates her from the effects of the Trove, meaning she can never directly
enjoy what she has.
Characters searching in this area and succeeding on a DC 16 Wisdom (Perception)
check eventually find a series of burrows, half under water, where she makes her
lair. If the characters swim into one cave system in particular, they emerge in a
domed cavern, with a section of land just large enough for a dragon to rest.
Deathstalkers—Obtaining a Copy of the Accounting and Valuation of All
Things. In any discussion with either Klassk or Ilfrich, that dragon’s pride insists
they mention Klassk’s copy of this infamous book. It is perhaps one of the few
tangible things she has in this so very intangible realm. Whether this is a true copy
of Mammon’s essential book for valuation of souls, or a dream-copy manifested by
the qualities of the Ineffable Trove, is perhaps irrelevant. This copy at least appears
to be the latest version, which is a triumph in and of itself, given the ever-shifting
regulations involved with soul trading.
Recovering the copy requires either slaying the dragon or somehow convincing
her to be absent from her lair for at least one hour. Alternatively, a successful DC
18 Charisma (Persuasion) check and a tangible gift of a magic item, might convince
her to part with it. After all, another copy is sure to eventually manifest and so she
has lost nothing.

Swimming in the Swamp


The waters here are still contaminated by the River Styx. However, given
their diluted nature, the DC for the saving throw is reduced to 16 and the
check to avoid being affected by the Feeblemind spell only needs to be
made once every hour. Consult “The River Styx” section in chapter 2 for
more details.

I2: Ilfrich’s Lair


A thrust of black rock juts from the murky and ever-changing bog. If the characters
climb it, they discover a cave mouth, leading into a spacious system of caverns, at
least a half dozen large caves, beside, above, and below one another. Ilfrich makes
his home in these caves for they conveniently lead back into the swamps, allowing
an easy retreat, if needed. And they make it easy for the Styx dragon to swim into
this lair to visit.
A pervasive and heavy fog covers the branching cavern system. Damp
moss clings to every stone outcropping. Gradually you find your way
towards the largest of the chambers, a cavern half covered by a large pit
of brackish water, a ledge of crumbling stone overhanging it.
Klassk is ancient and powerful and—until recently—endlessly miserable,
doubtless a state of affairs Mammon knew of and greatly enjoyed. This changed
with the advent of Ilfrich, an adult black dragon who strayed from Avernus and
ended up in Minauros, injured, outclassed, and hunted. Ilfrich is more than capable
of taking in the delights of the Trove in a controlled manner and has a knack for
regaling Klassk in a way she can appreciate and enjoy. In return, Klassk keeps
Ilfrich safe from the dangers of Minauros, and the two have become strong allies.
Whilst Klassk normally reacts with a dragon’s rage when she finds intruders
stealing from her ‘hoard’, Ilfrich has been known to spare bards who teach him
good, emotive songs and tales that he might entertain his protector with.
The Phylactery of the Infinite Treasure. If one of the characters is searching for
this phylactery, they discover the following in Ilfrich’s lair. If no character searches
for this phylactery, Ilfrich doesn’t have any of the special properties described
below.
On the ledge of stone before you is a massive treasure pile and on the
opposite side, several neat stacks of coins. A form shambles between
them, carrying one coin at a time from the mound to the stack. As each
coin is placed there’s a clang of metal against metal reverberating
through the chamber, and the form whispers a number. They appear to
be counting the coins.
The character seeking their soul recognizes the coin-counter as themself… and is
also immediately drawn to the immense wealth in the room. If Ilfrich is in his lair,
he attacks, fearing that the character has come to steal his treasure. If the dragon is
absent and the characters begin to take any treasure, the dragon leaps from the
lake and attacks. The moment Ilfrich is reduced to zero hit points, he vanishes.
With the dragon’s defeat, your soul smiles broadly and rushes towards
the lair’s exit, where it lingers there waiting for you to follow.
The greedy character, however, has one last obstacle to overcome. As they depart,
they must make a DC 20 Charisma saving throw. If they fail the saving throw, they
grab a handful of coins. If any of the characters try to leave the cave with wealth
stolen from the lair, the soul moans loudly and begins walking back to the coin pile
with any of the stolen wealth appearing in their arms. Ilfrich then emerges from
the lake, fully restored, and angrier than ever. After the second battle with the
dragon, the character no longer needs to make the saving throw to depart without
stealing any coins.
Treasure. If the heroes were not searching for the phylactery of the infinite
treasure, then this dragon has a small treasure hoard that they may pilfer. They
find 12 gems, each worth 100 gp, and 1,800 gp.

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.

I3: Thelekarna’s Roost


As you trudge through the murky swamp, the fetid air thick with the
stench of decay and rot, you catch sight of a winged figure perched atop a
gnarled tree stump ahead. The creature’s skin is a deep, obsidian, though
she’s mostly covered with armor. Her hair is a fiery red that matches her
eyes. She wears an elegant belt with a shining platinum clasp. Four
enormous vultures loom behind her, their beady eyes fixed upon you.
Thelekarna, an erinyes, is another power of the Trove. Once a powerful captain
under Mammon’s command, she was given the region around the Trove to patrol
in ages past. Exposure to the contamination of mortal qualities seeped into some
flaw in her infernal nature, and she fell prey to a peculiar madness. Mammon has
often boasted that Minauros is the grandest of Hells because of its thronging life,
and Thelekarna doubles down on this dubious philosophy, claiming that she is the
protector of the region’s horrible, crawling ecology. Infested with mortal ideas, she
claims to be an infernal druid and supplements her regular fiendish powers by
mustering and commanding the life of the swamps around her. She is always
accompanied by four giant vultures that look like they’re rotting from the inside
out. Lip service to the ‘beauty’ of her realm might persuade her to spare visitors, at
least for a while.
Conclave (Barbarian, Fighter)—Belt of Giant Strength (Storm). If the characters
slay Thelekarna, they may take the belt from her corpse. It is unlikely that she will
part with it in any other way.

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.

I4: The Grinken Eyre


Nobody is quite sure what Grinken Eyre originally was, not even Mammon. It
crept into the Trove long ago, and the constant rub of mortal feelings wore it
smooth like a stone on a beach. All that is left is a vacant malevolence papered over
with a face constructed of all the pieces of mind and life around it—much as the
larvae of some insects build shells of plants and stones to disguise themselves.
What Grinken Eyre is now is a kind of infernal doppelganger, a thing that can show
its visitors any face, feign any positive quality and be absolutely convincing in the
moment because there is nothing beneath at all. A guide, a fellow treasure hunter,
a questing paladin, a lovable rogue with a charming grin, that kindly old mage or
your own best friend, all these things can be Grinken Eyre. And, being a thing of the
Nine Hells, any meeting with the creature ends badly sooner or later, a blade in the
back, hands at the throat or a treacherous path to a monster’s lair. Countless
travelers claim to have rid the Nine Hells of Eyre, and yet the thing always seems to
haunt the Trove. More recently stories suggest a shift in the monstrous deceiver,
though. Those who have encountered it and survived tell of longer and longer
grace periods before their new companion revealed its evil nature, as though the
stitched-together identities Eyre constructs are becoming more and more real, to
the point of suppressing the creature’s own evil nature. The Trove is full of all
manner of mortal experience, after all. Perhaps sufficient scraps of amputated
goodwill can redeem even such a monster as Grinken Eyre.
The Shapechanger
Use the empyrean stats for Grinken Eyre except that he is neutral evil,
Medium in size, and possesses the following action:

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.

Running This Chapter


Before running this chapter read the “Phlegethos Overview” section. It provides
you with the information you need to prepare for exploring this layer of the Nine
Hells.

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.

Random Encounters in Phlegethos


d
6 Encounter
1 Two halogs (see appendix B) wade through the lava, occasionally sticking
their snouts beneath the surface in search of food.
2 An infestation of two dozen fire snakes flees from five barbed devils who
hunt them. The vermin broke into an infernal store house and devoured a
stockpile of weapons. The devils offer one Soul Coin for each head.
3 A pack of six hell hounds, led by a powerful hellcat (see appendix B), roam
the wastes looking for food.
4 Devils native to Phlegethos have frequent competitions called “fireflights,”
wherein the devils fly low and fast across the fiery plane. Each character
must make a DC 20 Dexterity saving throw. On a failed save, a spined devil
collides with them and the character falls, landing with the prone condition
and taking 10 (4d4) piercing damage and 14 (4d6) fire damage. On a
successful save, the character avoids the collision. If a collision occurs, the
spined devil attacks, angry that the character has cost them the race.
5 A small group of experienced imps lead travelers across Phlegethos and
into Abriymoch proper. They claim to know the safest routes and offer their
services for a platinum coin per person. If the characters pay this fee, they
may travel to Abriymoch without any further random encounters.
6 Fire, smoke, and wind descend upon the wastes. Visibility becomes severely
reduced, and creatures without fire resistance or immunity take 3 (1d6) fire
damage at the start of each of their turns unless they find cover. The storm
lasts 2d4 hours and halfway through its duration a rogue explosion occurs.
This acts as if a Fireball spell with a save DC of 20 has detonated, centered
d
6 Encounter
around one of the characters.

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.

Koh Tam and Tiax


If the characters decide to visit areas other than The Elemental Preserve within
Phlegethos, like the city of Abriymoch, have Tiax offer to guide them.
Tiax bounces around you with excited energy, seemingly jumping at the
chance to stretch his legs. “Just you wait my friends, Tiax is a big man in
Phlegethos! Tiax will come, Tiax will show you…”
If the players take him up on his offer, roll on the Troubles with Tiax table in
chapter 1.

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.

The Pit of Flame


One of the most dangerous locations in all the Nine Hells is contained within
Phlegethos: The Pit of Flame. It can be found in the caldera of an ancient super
volcano in the center of the layer. Since its discovery, a massive building has been
constructed atop the pit. Metal bars crisscross along the top, with balls of infernal
steel hanging on chains just above the lake of fire. Barbazus oversee the
maintenance and construction of additional layers, while other devils operate the
spheres and see to their prisoners. Here, with temperatures harmful even to devils,
prisoners from every layer are being tortured. Ascension ceremonies and
ritualistic sufferings also take place within the Pit of Flame, making it an extremely
revered location within the Nine Hells.
While prisoners dangle overhead, the lower portions of the pit contain numerous
walkways and at times serve as a place of pilgrimage for devils (and others) who
travel from great distances to observe and revere the suffering all around.
The Elemental Preserve
The Elemental Preserve is a hunting ground ruled over by a pit fiend named
Kordichai. His hunting expeditions are legendary and devils across the Nine Hells
covet the rare invitation. When the characters enter Phlegethos, Koh Tam should
mention the preserve. Review “The Elemental Preserve” adventure section to
answer any questions the characters might ask Koh Tam about that location.

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.

Adventure: The Elemental Preserve


If the characters profess an interest in entering The Elemental Preserve, Koh Tam
(or another appropriate NPC) explains that the story of the preserve is the story of
the pit fiend, Baron Kordichai, now an esteemed lieutenant of Fierna. Kordichai
was not always a great magnate of the Nine Hells, but that rare thing: a devil that
progressed over the centuries through successively more powerful forms as his
services to his superiors were recognized.
“Kordichai was a hunter of truant mortals and spent much of his past
existence outside the Nine Hells, braving the climes of other planes as he
tracked down resourceful souls who had contrived to escape their
appointment with the powers below. No soul was safe, and he upheld the
twisted honor of the Nine Hells by making a succession of the mighty
understand that the contracts of Asmodeus are truly ironbound. And
then he was promoted and given a region of Phlegethos to watch over,
the Elemental Preserve. Now his role is one of tedious administration
where he oversees ambitious young devils who venture into other planes
to do what was once his job.”
Koh Tam smiles slightly as he continues, “Rumor has it that the entire
promotion was Fierna’s joke on the vainglorious baron. He was, she
decided, having far too much fun, and as the regent of jealousy it was her
responsibility to ensure nobody was having a better time than she was.
Kordichai’s reaction to his new post surprised even Fierna, though.
Kordichai lives for the hunt and so he transformed his part of the Nine
Hells into what is now called the Elemental Preserve. A place where
Kordichai leads hunting expeditions that are so popular that devils across
the Nine Hells covet the opportunity to be invited.”

Advice from Koh Tam


Koh Tam’s advice to the characters is as follows:
• If the characters are to have any chance of finding what they’re looking for
they need to meet Kordichai. If they make a good impression, he might
invite them on his current hunt which will be akin to a guided tour of the
Preserve by the devil that knows it best. In addition, his hunts are often
joined by one of the rulers of Phlegethos—Fierna or Belial. Getting a
meeting with the pit fiend will cost many Soul Coins or gold.
• Alternatively, they could try to contact the poor souls who are the prey of
Kordichai’s current hunt. These mortals have had to learn the lay of the land
or die quickly to Kordichai’s predations.
Koh Tam gives them an infernal map. Show the players the map of the Elemental
Preserve in appendix F. They can use this map to decide which points of interest
they want to explore. Refer to the “Using an Infernal Map” section of chapter 2. A
failed or successful Wisdom (Survival) check to use this map has a 50 percent
chance of triggering an encounter on the Hunt Random Encounters table. Prior to
“Kordichai’s Hunt” roll a d8 to determine the encounter from the table; after the
hunt begins roll a d12.

Kordichai’s Hunting Obsession


Having spent so long outside the Nine Hells, in the company of non-devils,
Kordichai is as close to eccentric as a denizen of the inferno can become. Kordichai
lives for the hunt. He bitterly envies the mortals who get to live and die and truly
risk themselves against the great monsters of their worlds, who are all mere
puppies and kittens to a great Fiend like himself. Wealth and power in the Nine
Hells mean very little to him compared to the thrill of the chase. And so Kordichai
decided that if he couldn’t travel to hunt, he’d bring the hunt home to him. Of
course, the searing fields of Phlegethos are hostile territories for most of the great
monsters the planes can boast, so Kordichai—through the calling in of a great
many favors—opened a portal that decanted the entire contents of a swathe of the
Plane of Fire out into his territory in the Nine Hells.
Between the shores of the molten sea and the basalt canal walls of the Styx he built
his wildlife preserve, stocked with Elemental creatures of all kinds. He raised
mountains and sunk chasms, had sweating teams of minor devils dig artificial lakes
and channels for the lava to roll into, even had them plant whole flaming forests of
elemental trees that burn forever without turning to ash, releasing searing seeds
buoyed on the eternal updrafts. In seeking to create a hunting ground, Kordichai
also inadvertently created a place of eerie and violent beauty within Phlegethos’
burning wastes.
The portal that created the Preserve was open for only a moment, but flickers at
the heart of the wilderness from time to time, allowing brief communication
between the Nine Hells and the Plane of Fire, which might or might not count as an
escape depending on who the putative escapee is.

The Elemental Preserve Locations


The preserve is a sprawling landscape, dotted with hunting lodges, fire creatures,
and devils on the hunt. The characters most likely leave their vessel on the River
Styx and embark onto one of the many flying barges leading to Kordichai’s Manor
(area E4). Alternatively, they might try to travel over the hostile landscape and
either find a hunting lodge (area E1) or search for any creatures being hunted by
Korichai’s other guests.
E1: Hunting Lodge
As well as his floating barges, Kordichai maintains a number of hunting lodges of
incandescent iron dotted across the Preserve, staffed by barbed devils and pain
devils (see appendix B) and stocked with food, drink, and souls for the refreshment
of his guests. Here he keeps his trophies, the blazing horns and tusks and wall-
mounted heads of his greatest kills—both the fiery beasts of the preserves and
those he hunted down on further planes. Visitors have surprised Kordichai staring
almost wistfully at the echoes of his past deeds.
The Phylactery of the Sister. If one of the characters is seeking the phylactery with
their sister’s soul, they find it crammed among Kordichai’s many trophies at the
first hunting lodge they enter. If Kordichai accompanies them and they try to steal
the phylactery, they must succeed on a DC 16 Dexterity (Sleight of Hand) check. If
he isn’t present, they can take it without anyone noticing. Likewise, if they simply
ask Kordichai for it, he admits to not knowing why it is among his trophies—he is
willing to give it to them in exchange for the head of any creature the characters
slay in The Elemental Preserve.
Once the character has taken possession of the phylactery of their sister, they gain
the Phylactery Benefit associated with it.

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.

E2: Hateli of the Storm’s Realm


The Elemental Preserve isn’t entirely the unchallenged territory of Fiends.
Kordichai perhaps received a little more than he bargained for when he stole away
a great stretch of the Plane of Fire. A community of efreet has its home somewhere
in the wilds, established in caves and ambushing unwary devils. Trapped for
generations, they’ve since found their way to the portal and been able to cross
sporadically back and forth to their home. Their leader, Hateli of the Storm, has
sworn vengeance on all of the Nine Hells for the desecration wreaked against the
Firelands. She and her people remain in the Preserve by choice, sabotaging the
devils where they can. Kordichai is well aware of them but considers their efforts
an additional spice to his hunts. While efreet are usually almost as unwelcome as
devils to a mortal, Hateli has been known to shelter and aid those cut loose in the
Preserve purely to spite the devils. Hateli (efreeti with 250 hit points) is
accompanied by 1d4 efreet and 2d4 salamanders.
The Phylactery of the Furnace. A character seeking their soul may find it in the
possession of Hateli. A wretched creature, vaguely resembling the character, is
forced to shovel coal into a massive furnace. If the creature ever falters, Hateli
lashes out at it with her whip. If the character expresses outrage, or demands their
soul returned, Hateli offers them a simple exchange.
“Hunt the hunter and bring me the pit fiend’s head and I shall return what
is yours.” The efreeti extends her hand with the offer. “Do we have a
bargain?”

The Infernal Bracer


Kordichai has hastened Anagwendol’s fall by fastening a bracer forged
from infernal iron about her left forearm. While wearing this bracer,
Anagwendol is cursed, seeing all other creatures as devils that she must
slay. The bracer also makes Anagwendol immune to any magic that
might otherwise bring her back to her senses. Anagwendol isn’t aware of
the bracer and even if she were, she can’t remove it or destroy it herself.
The characters can target the bracer with melee or ranged attacks (AC 18;
50 hit points; immunity to cold, fire, poison and psychic damage;
resistance to all other damage types). If Anagwendol is grappled,
incapacitated, or restrained, attacks made against the bracer are made
with advantage.
If the characters bring Kordichai’s head to Hateli, the efreeti fulfills her end of the
deal, extinguishes the furnace, and returns their phylactery to them. If the party
fights the efreet instead, even, after slaying them all, the soul continues shoveling
fuel into the furnace.
If the characters ever stop the creature from shoveling coal it whimpers and then
vanishes. A moment later there is a shriek and the creature reappears, scrambling
out of the furnace. Any other creature that enters the furnace, or starts their turn
within the furnace, takes 78 (12d12) fire damage.
Only once those fires are dimmed forever, is the soul released. This requires a
combined total of 100 points of cold damage, inflicted upon the furnace. At that
point, the furnace’s inferno is finally dampened, and the character recovers their
phylactery.

E3: Anagwendol’s Prison


In the center of the preserve stalks perhaps the most dangerous creature. For
therein is the prison that both holds the deva Anagwendol and keeps the rest of
the preserve safe from her. Grown mad by her captivity, she has become the
ultimate hunter, slaying anything that enters the bewildering tunnels in which
Kordichai imprisoned her. More information about Anagwendol can be found in
appendix C.
As the characters approach the location:
A dome of earth rises above the lava and gloom. It is a natural thing, if
such can ever be said of this place, formed by the cooling of lava, a nest of
tunnels not unlike the intestines of a poor creature cut apart and lain
across the fiery landscape. Even from the outside the twists and turns
seem impossible to make sense of. Tunnels curve left then right, others
rise upwards, before twisting their way downwards. It is impossible not
to see the many charred and cracked bones, a veritable graveyard
marring the only visible entrance into the maze.
The characters must search the maze, where they inevitably run into Anagwendol
because she begins to hunt them the moment they enter her domain. She is a swift
and dangerous hunter. Kordichai has broken her. He has also placed an infernal
bracer around her left forearm that prevents any magic from ending
Anagwendol’s never-ending torment. Only once that bracer has been destroyed
(see sidebar) can Anagwendol be freed.
But first they must overcome her. At the end of each hour meandering through the
dark, twisting tunnels, roll a d4 (adding 1 for each previous roll). Once the result is
4 or higher, Anagwendol strikes. She emerges from hiding, and if not detected, she
grapples a character and carries them straight upwards, through a vertical tunnel,
depositing them in a chamber 60 feet above their companions. She then attacks
them. If she slays her victim, she repeats the ambush 1d4 hours later against
another character.
The Elemental Preserve(Player Version)The Hunt. If her captives are helped by
allies—or if she fails to surprise the characters—she fights for 3 rounds, then
attempts to disappear down one of the hallways. Whenever the characters lose
sight of her, they must track her, requiring a successful DC 15 Wisdom (Survival)
check.
The second time they encounter her, read the following:
“Vile devils, come to torture me some more?” The tormented deva before
you hisses, her eyes glazed, as if not truly seeing you. Her silvery skin is
covered with scars and puckered wounds, grime, and blood. A battered
bracer covers her left forearm, glowing with a reddish hue. Her wing
feathers droop and look as if some animal has gnawed at their tips. She
raises a blood-crusted greatsword. “I’ll slay all the legions of the Nine
Hells if I must. You shall be stopped.” And with that, she leaps to the
attack.
She tries to slay any injured characters, but won’t retreat, unless it is tactically the
best thing for her to do. She’ll eventually stand her ground and fight to the death,
and this is the characters’ best opportunity to destroy the bracer and free her from
her torment.
When Anagwendol is freed from the curse she gains four levels of exhaustion. This
exhaustion cannot be cured while she remains in the Nine Hells. If the characters
don’t use the ritual that the Hellriders taught them to free her immediately, she
accompanies them to Koh Tam’s barge.
Treasure. Among the debris in her prison, the heroes find 2,500 gp and 325 pp.

E4: Kordichai’s Manor


If all the greatest and most luxurious hunting lodges of the mortal world
were swept up into one structure, it wouldn’t be half so impressive as
Kordichai’s manor. The sprawling building is made of stone and has
several floors, each circled by a shaded balcony, and wide glass windows.
Even from a distance you see the giant bones and polished antlers that
have been worked into the exterior design, framing doorways, and
curling up from along the pointed rooftops. You have no doubt that the
interior of the manor will be decorated with pelts and taxidermized
beasts. This is the home of a hunter.
Anyone approaching the manor is intercepted by two horned devils, each with a
pack of four hell hounds. They demand that intruders turn back, but a donation of
5 Soul Coins or 4,000 gp convinces them to set up an audience with Kordichai.
Proceed to “An Important Audience” in the “Kordichai’s Hunt” section below.

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.

Members of the Hunt


Kordichai leads hunting expeditions over his lands, invitations to which are quite
the coveted commodity among the devil nobility. What would normally be an
unforgivably erratic nature in a senior Fiend becomes acceptable entertainment
when he leads a party of jaded devils to hunt prey from levitating barges of searing
bronze. From their decks the great devils connive, gossip and scheme, broker
deals, gorge on luxuries, and enjoy the screaming as infernal engineers pour a
wealth of shrieking souls into the boilers below. The rails of the barges are lined
with ballistae from which cackling aristocrats launch projectiles with tips of
barbed ice guaranteed to cause the elemental fauna as much pain as possible.
Following a wounded Elemental and tormenting it until it expires, is absolutely the
done thing—before ripping free some trophy for later bragging rights.
The hunt consists of Kordichai (pit fiend), a horned devil, a corruption devil (see
appendix B) and either Fierna or Belial. With one of the two rulers present,
characters may have an opportunity to steal one of their artifacts from them (see
the end of this chapter for further details).
The Characters as Hunters. This is a rare opportunity for the characters to
interact with an archdevil directly. Both are willing to talk with the characters,
though are amused at the presence of mortals among the other hunters.
As members of the hunt, the characters may use the ballista on the barge, or leave
the safety of the barge to face the prey directly. Each hour roll on the Hunt Random
Encounters table to see what the hunters discover.
Ballista Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit:
16 (3d10) cold damage. A creature with fire resistance or immunity is considered
vulnerable to the damage of this bolt.

Beaters of the Hunt


Every hunt needs a team of beaters to rouse the prey so that the hunters can have
their fun. A selection of devils, powerful outsiders and even particularly wicked
mortal rangers are recruited into Kordichai’s service for this purpose. He even
barters for the souls of those who were formally his hunting companions,
recruiting them into eternal service as his beaters and wardens.
The Characters as Beaters. As beaters, the characters join a group that includes a
bone devil, a pair of azers, a salamander and a tiefling scout. These beaters
follow the leadership of whoever the characters appoint as captain. Their job is to
drive the prey toward Kordichai’s barge. To do this, they need to spread out in a
formation that has them 30 feet away from the nearest beater. Every hour, the
designated captain must make a DC 15 Wisdom (Survival) check. Success results in
a roll on the Hunt Random Encounters table. Each failure angers Kordichai. Three
failures in a row and Kordichai calls the hunt off and sends a halfdozen horned
devils to dispose of the beaters. The characters are now treated as ‘prey’ and
should use the appropriate encounters during the remainder of their exploration
of the preserve.

The Mortal Prey


As well as hunting powerful creatures, Kordichai has other cruel pastimes on the
Preserve. Bands of valiant mortals who brave the Nine Hells are sometimes
brought to him for disposal, and he releases them into the searing wilds of the
Preserve. Each is given some trinket that wards off the heat and the choking air,
but only for a limited period. The wretched mortals are told of the portal to the
Plane of Fire that might allow them escape from the Nine Hells (though not
whether it is open at this particular point in time) and set loose. Shortly after,
Kordichai, his beaters, and guests start their own hunt, in the air or on foot. He
particularly appreciates it when his victims turn on each other and fight over the
protective trinkets. In cases where there is only one runner left at the end,
Kordichai normally grants the fugitive the honor of single combat, a risk that raises
infernal eyebrows but at least provides entertainment one way or the other.
The Characters as Prey. If Kordichai designates the characters as prey, then
they’re told of a location in the Preserve where they can meet the other prey. If the
characters are looking for the prey on their own, they can use divination magic or
tracking—a successful DC 20 Wisdom (Survival) check—to locate them. The prey
consists of a human veteran, elf mage, dwarf gladiator and tiefling priest. They
look to the characters for leadership. They know some of the locations and
denizens of the Preserve, including the hunting lodges, the efreeti and the
Eriflamme. Each hour, the prey must make a DC 20 Wisdom (Survival) check to
avoid the dangers of the Preserve. Failure means a roll on the Hunt Random
Encounters table. A failure of 10 or less means that Kordichai’s barge has found
them. They can also try to find a specific location or denizen such as a hunting
lodge. This requires a successful DC 15 Wisdom (Survival) check, but also means
that they can’t avoid the dangers and so must roll on the Hunt Random Encounters
table, even if they succeed.
The Trinkets. Each of the hunted is given an amulet. Once worn, it grants them
immunity to fire damage for three hours. After which point the amulet smolders
then disintegrates. The other prey only have two hours remaining before they
begin taking fire damage. The characters can choose when to wear their trinkets.

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.

Hunt Random Encounters


d12 Encounter
1–3 Hunting Lodge
4 Efreet
5–6 Dragons
7 Fire Kraken
8 Phoenix
9 Eriflamme
10–11 Mortal Prey/Kordichai’s Hunt
12 Hunting Accident
Hunting Lodge. A number of hunting lodges of incandescent iron can be found
across the Preserve (see area E1). This result can be rolled more than once–as
there are several lodges.
Efreet. In the caves dotted across the wilds a community of efreet has made its
home (see area E2).
Dragons. This aspect of the hunt has made Kordichai particularly hated by the
queen of dragons, Tiamat. He has a breeding pair of red dragons that he uses to
keep the preserve well stocked. When a team of beaters successfully rouses a nest
of young red dragons, four of them attack.
Fire Kraken. The fire kraken (see the accompanying stat block) are among the
most dangerous creatures in the Nine Hells and there’s one in Kordichai’s
preserve.
Phoenix. A single phoenix (see Monsters of the Multiverse) is encountered.
Mortal Prey/Kordichai’s Hunt. If the characters are hunters, then the barge
comes across a bedraggled group of prey (see the section, “The Mortal Prey”). The
outcome is certain, but Kordichai wishes to make them suffer before he and his
companions snuff out their lives. If the characters are being hunted, they spy
Kordichai’s barge and can set up an ambush.
Eriflamme. Dragons and phoenixes may not be the most dangerous denizens of
the Preserve. There remains one beast hidden across the many miles of wilderness
that Kordichai has hunted but never caught. A thing of guile and power and stealth
hiding in the brightness and ambushing the unwary, it is neither an Elemental nor
a Fiend but allegedly a creature formed of the two different planes meeting. The
Eriflamme (see the accompanying stat block), as it has become known, is said to
resemble a perpetually blazing tarrasque formed of interlocking Elementals all
tessellated together. It is malleable, capable of breaking apart into a host of
individual bodies and forming again at will. Track it as he might, Kordichai has
never brought the monster to bay. Only the twisted wreckage of barges, the ruin of
lodges, and the bodies of his servants testify to its existence and its power. Over
time, Kordichai has grown more and more obsessed with this one elusive denizen
of his Preserve, taking greater and greater risks, even shirking his duties at the
slightest suggestion it has made an appearance.
Hunting Accident. Even as Abriymoch is the preferred destination for devils from
all over the Nine Hells seeking off-duty entertainment, so a place on Kordichai’s
hunts is the prize for any infernal notable. Needless to say, his superiors Fierna
and Belial are constantly foisting less than suitable guests on him, sometimes
because they wish to genuinely reward an underling or curry favor with magnates
from other layers of the Nine Hells, alternatively because they wish to make a fool
of some pompous upstart they know is ill-equipped to keep up with Kordichai’s
hectic pace. Devils have been killed on his hunts, sometimes in hunting accidents
and occasionally—should Fierna give Kordichai the word—in ‘hunting accidents’.
Everyone knows it happens, and that only adds to the thrill of the chase. If the
characters have persuaded Kordichai to set up an ambush on Fierna or Belial,
then this is when he makes his move.
The mighty {@creature Eriflamme|CoA} has eluded Kordichai for millennia.

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.

Running This Chapter


Before running this chapter read the “Stygia Overview” section. It provides you
with everything you need to guide your players through this wasteland.

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.

Random Encounters in Stygia


d
6 Encounter
1 One ice devil travels through the icy hellscape.
2 Breaking through the ice to hunt for food, a kraken with immunity to cold
damage thrashes about. If it spots any prey, such as mortals visiting the Nine
Hells, it attacks.
3 2d6 white abishai (see Monsters of the Multiverse) stalk the blizzards,
looking for treasure to bring back to their lair. When they spot the
characters, they threaten and extort hoping for loot.
4 A mismatched pack of animals, starved nearly to death, attacks the
characters out of desperation. The pack is led by an ancient mammoth, but
also includes 3d6 polar bears.
5 Shouts and sounds of combat can be heard from nearby. A pair of frost
giants are locked in a heated battle with a remorhaz. It is a den mother,
and each of the 2d4 eggs in its hive, are worth 500 gp.
6 A pocket of intense cold erupts in a 60-footradius sphere around one of the
characters. Each creature within the area must make a DC 19 Constitution
saving throw. On a failed save, a creature takes 42 (12d6) cold damage. On a
successful save, it takes half as much damage.
Locations
Most devils aren’t foolish enough to make Stygia their home. The characters find
no large cities on its surface. However, in tougher climes tougher creatures thrive.
There are many caves that lie underneath the surface of Stygia. Here some of the
most dangerous denizens of the Nine Hells can be found. The characters need to
make their way to The Chasm of Found Things, a vast cavern system that houses a
colony of kuo-toa. They live there and worship the terrifying horrors that make
their home under the ice. Before they venture there the characters may want to
explore other parts of Stygia. The “Key Locations in Stygia” section provides you
with the information you need to guide their excursions.

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).

Chasm of Found Things


Those traveling across the frozen wastes of Stygia, looking for a place to rest may
be unlucky enough to wander into the Chasm of Found Things. They may believe
themselves fortunate, thinking they’ve found shelter from the icy cold. But they’re
mistaken. No one finds the Chasm, it finds you. And once it has tricked you into
exploring its labyrinthian caverns, it won’t let go without a fight. And yet, this is
where our characters must venture to search its hidden depths for the things that
were lost to them.

Adventure: The Chasm of Found Things


The Chasm of Found Things is a mile deep rift in the glaciers of Stygia. Ancient and
powerful entities dwell in its depths and lure both devil and mortal alike to their
doom.
When the characters first enter Stygia, Koh Tam has the following to say:
“Stygia: the least or the most hospitable of all the Nine Hells, depending
on your standing with the infernal hosts
A place run fallow—if a blasted frozen waste atop a fathomless sea can
earn the term—under the hand of an absentee duke. Everything starves
in Stygia. The elements make no contracts. Truant mortals come here to
evade infernal scrutiny. The wilderness, while harsh, offers a fairer fight
for survival than other layers. But Stygia has its own traps and surprises.
Devils are cruel, but they can be bargained with. Other fates are less open
to negotiation.” Koh Tam shudders and draws his cloak closer around
himself.
“Still, you must venture out there, into the cold. Allow yourself to get
lost.” Koh Tam gestures at the frozen wastes. “Sometimes those lost
within the blizzards of Stygia find signs: mortal tracks through the snow,
set down recently. Carvings in the ice claiming a place of safety and
shelter. Mortals are drawn across the wilderness until they reach the
mouth of a great ice cave that descends into the frozen substrate. The
Caves of Rest. Except, of course, this is the Nine Hells and there is no rest.
What weary travelers have reached is the Chasm of Found Things, from
which few have ever returned. It is here that your search must continue.”
Advice from Koh Tam
Koh Tam suggests that they wander into the heart of Stygia if they’re to find the
Chasm of Found Things and has the following advice:
• They can’t look for the Chasm, they must let it find them. The Chasm only
allows itself to be found by those who are lost and exhausted of all hope.
The characters must do this by traveling without resting.
• They should be prepared for the extreme weather, and he suggests they
acquire appropriate equipment, magic items, and spells to ward against the
cold.
Once each character has gained a level of exhaustion, they hear whispers and see
strange apparitions in the blowing snow, and eventually find themselves near the
Chasm of Found Things, drawn to the entrance (area C1).

Chasm of Found Things Locations


Wandering the frozen wastes endlessly, the characters grow convinced that their
search is futile. Exhausted and frostbitten they collapse in the snow. The character
with the highest passive Wisdom (Perception) score finds a cave entrance nearby.

C1: The Entrance


The mouth of the cave is a curious piece of theatre. Mortal hands have
certainly touched the place. The ice is carved into dwellings—huts and
chambers laboriously scoured from its freezing substance. Elsewhere,
materials have been hauled in to build huts and lean-tos. There are the
ashes of old fires. Mortals have dwelled here, and recently.
It is enough to give a living traveler hope and drive devils to a rage. In either case,
the idea is to draw the traveler inwards and downwards. From the depths of the
cave can be heard faint sounds: the echo of voices, confused and distorted. The
caves are occupied; the dwellers at the threshold have retreated deeper into the
ice to escape Stygia’s harsh climate. And the caves truly are warmer, a little.
Enough that meltwater is constantly flowing into them, carving runnels on the
floor and trickling inwards so that all the caves resound to the music of it, further
confusing the suggestion of life and voices from below. The keen-eyed visitor might
feel that signs of habitation at the cave-mouth seem oddly shallow and staged but
by then it may be too late. Every visitor drawn to the cave mouth feels a powerful
fascination with the depths, a need to know what is down there, the certainty that
what they seek can be found below. Those equipped with divinatory magic may
discover that the ubiquitous infernal taint of the Nine Hells really is weaker here,
and perhaps mistake that for virtue. In truth there is only ever a choice of evils.

C2: Congregation of Gjaaki


Progressing downwards from the abandoned structures at the cave mouth the
visitor finds a maze of twisting ice tunnels, slippery with the constant run of
meltwater, and from this point they’re observed. The heedless or weary visitor will
just stumble deeper and deeper, but more careful explorers find upward-sloping
spurs to the caves that lead to larger spaces clawed out from the ice. Here dwell the
first of the Chasm’s inhabitants, the Congregation of Gjaaki.
The ice around you creaks and groans and the sound echoes frightfully in
the cold, still darkness of the caves. There is no cutting blizzard wind, but
the chill of the caves is a heavy thing. The cold pushes down until your
throat aches and your bones feel stiff and strange. If you hold your breath
and listen, you think you might hear movement in the shadows.
How kuo-toa even reached the Nine Hells is unknown to scholars, but they dwell
here in some numbers, farming albino fish in shallow pools and constructing for
themselves a truly byzantine mythology. The Congregation are pallid, eyeless, and
stealthy, stealing about the upper passages of the Chasm and sporadically
descending on visitors, mortal and devil alike, to claim sacrifices for their complex
pantheon of gods. Their theology is entirely unique, quite separate from their usual
deities. They worship that which lies deeper within the caves and have constructed
a whole idiolectic myth-cycle to account for their presence in the Chasm, which
they see as the center of a cold and uncaring universe. They make pilgrimages into
the depths, sacrifice each other or those that fall into their hands, and conduct
meaningless rituals according to nonsensical texts carved into the ice. Sometimes
their artisans venture to the cave mouth and create another fake ice dwelling to
add to the lure of the caves.
The Congregation is deranged and murderous, but luckier visitors might happen
upon them when their bloodlust has been sated, or when their ritual calendar
prescribes periods of contemplation. In times like these their philosophers are only
too happy to talk about their beliefs for hours and hours, to the degrading sanity of
their listeners.
The Congregation consists of three dozen kuo-toa monitors and a trio of kuo-toa
archpriests. The kuo-toa are in a period of contemplation and therefore peaceful,
if not attacked. However, they’re so deranged that they provide scarce information
and the characters would need to spend considerable time moving between the
various tunnels to encounter all of them. If a kuo-toa is attacked here, it summons
all its brethren to defend it. If the entire kuo-toa populace in this area is slain, the
characters recover 8,000 gp worth of various gems and other valuables.

The Blind Believers


The kuo-toa living in the chasm have blindsight out to a range of 60 feet
and resistance to cold damage.

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.

C3: The Echoes


Below, the tunnels twine and corkscrew downwards. In these reaches, travelers
might encounter Congregation pilgrims trekking towards their ultimate religious
experience, or sometimes fugitive devils—ice devils and pain devils (see appendix
B)—drawn into the caves seeking mortals to torment or escaping more powerful
devils. Most common, though, are the Echoes. Read the following:
The ice itself contains movement, even as the air carries phantom sounds.
There are flickers of motion, ahead, below, to either side. Figures you can
never catch up with, the faces of lost friends and family, treasures,
beckoning hands. The very ice of the walls is shot through with an
ephemeral life that, like the water, is constantly heading further down.
Each time a character attempts to move past an Echo (a location marked as C3 on
the map), in the direction of the surface of Stygia, they must make a DC 15 Wisdom
saving throw. If they fail the saving throw, they gain a level of exhaustion and fall
(they now have the prone condition). They may repeat the saving throw each hour.
Phylactery of the Oathbreaker. The oathbreaker finds their soul imprisoned
among the Echoes in the ice when they, and any companions, see a pre-adolescent
reflection of themself begging for mercy. Other reflections, devils in the guise of
four children, are tormenting the character’s soul relentlessly. To save the soul,
characters must break through the ice and enter the Echo. This requires an action
and, when the first character is inside, they find themselves in a 60-foot diameter
chamber, surrounded by ice. The bullies transform into four chain devils
surrounding the child (a commoner). The devils attack the characters.
Whenever a character starts their turn inside the Echo, they take 5 (1d10) cold
damage. Additionally, at initiative count 20 of round 4, any surviving devils
seemingly transform back into children (but they retain all their devil statistics). If
a devil in child’s form is slain, it vanishes and reappears at the start of the next
round, fully healed. At initiative count 20 of round 5, the enemies transform back
into devils and this process repeats every 4 rounds.
During this combat, if the oathbreaker’s soul is slain, it reappears at the start of the
oathbreaker’s next turn, but an affliction devil (see appendix B) appears next to
the oathbreaker, to assist the other devils in battle. These devils can be
permanently slain only while they wear their own form. Once all the devils are
defeated the echo of the oathbreaker’s younger self vanishes and leaves the
phylactery in its place.
Now in possession of their soul, the character must escape the ice. However, the
longer the characters were inside the Echo, the thicker the ice around them has
grown. Every time a devil transformed into a child, the ice-chamber was pulled
deeper into the Echo, and another 10 feet of ice grew between the chamber and the
original entrance into the Echo. Each 10-foot section must be destroyed as if it
were created by the Wall of Ice spell.

C4: Angel of the Ice


The cave is large, with a floor that has been worn smooth. There is faint
light here, and it illuminates a wide wall of ice covered in complex and
disturbing diagrams. Before the mural on the wall stands a manyeyed
being of bizarre form, as pale and cold as the ice. Its voice is like the
grinding sound of an iceberg shattering. Loud. Violent. Powerful. All
around it sit kuotoa, chattering their teeth and slapping the ground, their
eyeless faces warped with fanatic adoration for what their Angel of Ice
preaches.
Like any religion, the Congregation has heretics to persecute. Separate caves hold a
smaller community of dissidents led by the Angel of the Ice (lawful evil deva). This
fallen Celestial claims to have been sent to the Chasm to reclaim it from the Nine
Hells and build a gateway to the higher realms, preparatory to ushering in a vast
army to cleanse all the lower planes. It is just as deluded as the Congregation,
dwelling before a mirror-like wall of ice on which it has scratched out a vastly
complex diagram that it says holds the secret to the movements and future of the
planes.
Defenders of the Faith. The Angel is attended by a cult of kuo-toa that it has
attempted to reshape into something more holy, resulting in a curious admixture
of aasimar-like qualities into its brood. There are a dozen of these heretics (kuo-
toa monitors that can change the damage type of their attacks to radiant damage).
Each heretic carries 2d20 gp.
A statue of the Angel of the Ice.
If the ice wall, or the Holy Avenger within it, is disturbed for any reason, the
following occurs:
Immediately all activity and sound ceases in the iceshrouded cavern and,
as if of one mind, the Angel and their cult of kuo-toa, turn towards you.
There is no more chattering, no more grinding. Just a silence colder than
the frigid air swirling about you. The Angel points their finger at you,
shakes their head, and then resumes their strange oration.
This was a warning. Any further attempts to desecrate the temple turns the entire
group hostile to the characters and they attack.
Conclave (Paladin)–Holy Avenger. The Angel of Ice eventually found themselves
incapable of wielding their Holy Avenger and so they ensconced it in the ice. Just
the hilt sticks out now and anyone examining the diagram on the wall easily
notices it. It requires two successful consecutive DC 18 Strength (Athletics) checks
to pull the sword from the ice. Each check requires an action.
Phylactery of the Business Partner. The business partners’ greed in life knew no
bounds, as the character searching for his soul knows only too well. The business
partner desired riches and he did not want to share them with anyone. The
character looking for their former business partner’s phylactery finds it here with
the Angel of the Ice.
If the character examines the mural closely, they soon realize its importance when
they recognize a tiny figure trapped inside. The business partner is wandering the
Celestial’s mazelike diagram. Their torture is one of endless frustration, believing
that within they can find riches grander than any they ever possessed in life.
They’re consumed by the desperate need to attain them. However, every corner
they turn leads to a dead end and is populated with a new horror that will gladly
consume their flesh. Once consumed they pop up again at another point on the
mural.
The characters must destroy the mural (AC 12, 100 hit points) but the Angel and
its cult attack them, as described earlier. Once the mural has been destroyed the
phylactery of the business partner appears on the floor. The character takes
possession of the phylactery and gains the Phylactery Benefit associated with it.

C5: The Aboleth


There is a dripping sound in the cold tunnels. The space around you feels
emptier, the walls have pulled away and the caves that lie ahead are vast
and full of lakes of ink-dark water. The dripping sound comes from
droplets of meltwater rolling off the distant ice-ceiling and striking the
liquid depths below. You occasionally see ripples break the glass-still
surface, as though something very large were moving beneath it.
At last, the caves begin to open out. A network of interconnected lakes collects the
meltwater, each lake vast and lightless. Here dwell the aboleth, each the master of
its own circumscribed domain, each a minor deity in the Congregation’s tangled
pantheon. Chuul servitors act as guards and food in times of need, and the lake
bottoms are a sifting morass of bones and forgotten treasures brought by devils
and mortals alike who got no further. But even this is merely a station on the way
down. For each hour the characters search they have a 75 percent chance of
finding an aboleth clutch (one aboleth and 2d6 chuul protectors). This chance is
reduced by 25 percent for each clutch found.
Treasure. Once a clutch is dealt with, the characters find 6d4 x 100 gp and two
uncommon magic items from the Dungeon Master’s Guide.
Conclave (Artificer)—Manual of Golems (Iron). A character searching for the
Manual of Golems (iron) discovers it in the clutches of the first aboleth they
encounter.

C6: Keeper of Found Things


Below you stretches the greatest gulf, the Chasm itself, with a craggy
icicled ceiling above and only the waters below. To either side a ledge
extends, overlooking the subterranean sea and running to the very end of
the Chasm. Echoes in the walls beckon for you to continue down the
ledge. A whisper inside your head tells you that the Keeper of Found
Things has been expecting you.
What is the Keeper of Found Things? Not a devil, certainly. Something ancient that
has dwelled in the Chasm and tended its collection for longer than infernal records
have been kept. A thing of the shadows that even the keenest eyes can never quite
make out in detail or gain a complete picture of. Rambling accounts speak of too
many arms, long-fingered hands, a twisted wedge of a head with a vertical mouth
bristling with needle teeth. And a voice. A quiet, reasonable (so very reasonable)
voice that speaks to mortals about salvation, rest, and peace—all the promises that
lured them down into the caves past all those other tribulations. To forlorn devils,
the Keeper instead whispers of a great and endless order, a perfect moment of
torment perpetually prolonged. The Keeper has only terrible things to say, and yet
it is hideously persuasive. Every moment of the journey through the caves goes to
prepare its visitors to accept its blandishments. The Congregation’s nonsense
theology, the Echoes, the tentacled monsters thrashing blindly in the depths, all
plant the seeds of surrender in the mind.
Within the icy walls of the Chasm everything that has filtered down to the Keeper
over the long years is buried. There are treasures that have washed down with the
meltwater or that have been brought by great heroes and devils. There are
monsters, trapped forever—dimly glimpsed against the strange flat light that
emanates from every direction. And there are the mortals and devils, hundreds of
them, who came this far and no farther. Who couldn’t resist the soft entreaties of
the Keeper. Here is rest and peace and an endless perfect cruelty. Over time the ice
draws its captives deeper, to become the most recent prizes the Keeper claims.
Anyone who travels to the end of the Chasm must make a DC 15 Constitution
saving throw. A creature that fails the save begins to be enveloped by the ice and
has the restrained condition. The restrained creature must repeat the saving throw
at the end of its next turn, becoming encased in ice on a failed save or pulling free
on a successful one. Anyone encased in ice takes 19 (3d12) cold damage at the
start of each of their turns. They can be freed by destroying the surrounding ice,
which has AC 13, 40 hit points, vulnerability to fire damage, and immunity to
poison and psychic damage.
For those of stronger will, the ice itself reaches for them. The Keeper reshapes the
very stuff of the Chasm to entrap less compliant victims by drawing forth frozen
golems, gleaming facets flickering with echoes drawn from their victims’ past. The
luckiest might find their way back to the caves, to struggle against the slope and
the water, braving all the perils they’ve already passed for the dubious safety of
Stygia’s surface. Others, in desperation, might fly or climb upwards out of the reach
of the Keeper’s influence, or plunge into the waters of the freezing sea below.
Treasure. For each hour spent at this location excavating valuables, select a very
rare magic item from the Dungeon Master’s Guide (excluding weapons). However,
all characters participating must repeat the earlier Constitution saving throw, or
suffer the negative effects described earlier. Additionally, for each character failing
their saving throw, a frozen golem (iron golem with immunity to cold) emerges
and attacks.
Deathstalkers—True-Ice Shards. A character searching for one of the True-Ice
Shards sees it lodged in the ice at the end of the chasm. If they touch the shard
while still encased in the ice, they take 17 (5d6) cold damage and must succeed on
a DC 18 Constitution saving throw. If they fail, they can’t let go of the object and the
ice starts enveloping them. The character takes 17 (5d6) cold damage at the start
of each turn that they’re still holding the shard, but doesn’t repeat the saving
throw.
They can only dislodge the shard with fire damage, any cold damage makes the ice
enveloping the shard grow thicker. Once 50 fire damage is applied the shard comes
free.

C7: The Awful Fisher


Kuo Toa give offerings to Gjaaki.
The ceiling is full of deep crevices and covered in sharp, reaching icicles.
You can almost make a game of following the patterns of creeping
shadows they cast. They seem nearly alive, the shadows, slinking over the
jagged surface as the light below moves. Sometimes it seems the shadows
shift out of time with the light. Yes. It’s strange. Near the ceiling, you
notice one of the shadows, a large one, is moving very quickly. Much
quicker than the rest around it. The shadow is coming right at you. You
can hear it now. Many legs, clicking over the ice and the terrible snapping
sound of giant, hungry claws.
The ceiling offers the most mundane of fates. It has one inhabitant, that has
scavenged from the Keeper’s leavings since time immemorial. It is known to the
kuo-toa as the Awful Fisher (see accompanying stat block). Those who fly or
scramble upwards from the Keeper’s grotesque collection find a great many-legged
thing watching them, letting fly with a long, sticky thread. Nothing more than a
preternaturally large cave fisher, in fact; those crablike creatures that bedevil the
mortal Underdark. The Awful Fisher has grown vast and cunning on a diet of
infernal flesh over the ages, though, given most of those who fly into its reach are
devils. It is eternally hungry, malevolent, and armored beyond the bite of most
blades. After the Awful Fisher dies, it falls to area C6 and the corpse begins to
freeze over as described in that section.
Treasure. Once slain, the contents of the Awful Fisher’s stomach may contain
some treasures. If searched, select two uncommon magic items from the Dungeon
Master’s Guide.
Conclave (Cleric)—Rod of Resurrection. A character searching for the Rod of
Resurrection discovers it in the belly of the Awful Fisher. During the battle with it,
the bizarre creature accidentally triggers the Heal property of the rod the first time
it falls under 100 hit points. Any nearby cleric feels a rush of divine power
emanating from within the Monstrosity when this occurs. A successful DC 14
Intelligence (Religion) check allows a character to locate the Awful Fisher’s
corpse, and the rod, before the creature becomes completely encased in ice.

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.

Running This Chapter


Before running this chapter read the “Malbolge Overview” section. It provides you
with everything you need to guide your players across this bloated and decaying
landscape. Use the information provided to set the scene during their travels
through Malbolge.

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.

Random Encounters in Malbolge


d
6 Encounter
1 There is a terrible shaking as the earth nearby splits apart and a broad-faced
beast, as large as a dragon but wingless, erupts, a mouthful of rocks and
gems falling from its mouth. It is a miasmorne (see appendix B) burrowing
through the Nine Hells, in search of metal and magic to devour.
2 Inside a small, fortified structure is a corruption devil (see appendix B). It
hates Glasya’s rule and believes it can revive the Hag Countess.
3 A maelephant nomad (see appendix B), driven slightly insane by its
extended lifespan, searches the ruins for something to guard. When it sees
the characters, there is a 50 percent chance it goes into a frenzy and attacks.
4 A patrol of six erinyes search for any remaining influence from the Hag
Countess. They reward anyone with information relevant to their search
with 2,500 gp, and attack hags and their allies on sight.
5 An invisible orthon (see Monsters of the Multiverse) has been stalking the
characters for some time. There is a 75 percent chance it attacks them now.
Otherwise, it moves on, searching for its quarry.
6 Massive tremors shake the earth, causing an avalanche of rocks to plummet
d
6 Encounter
down. Each creature in the path of the rocks must succeed on a DC 18
Dexterity saving throw or take 35 (10d6) bludgeoning damage.

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

One of Malbolge’s many avalanches.

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.

The Sign of the Hag’s Arms


Another landmark utilizing Malagard’s remains in its construction is the Sign of the
Hag’s Arms. This multi-leveled structure rises out from the ground near a place
where many tunnels and thoroughfares cross paths. One of the hag’s dismembered
arms serves as a gruesome marker for this location, which Koh Tam deems the
most likely to house what the characters seek.

Adventure: The Sign of the Hag’s Arms


The Hag’s Arms is run by hags, of course, the entrepreneurs of the lower planes.
There are three of them, as is traditional, each with her own specialty, each a
powerful magician beyond the regular dreams of her kind. Irabella runs the inn
and kitchen, the night hag Malacki tinkers on hideous creations in her
underground workshops, and Anacreda the Angelmaker is the coven’s undisputed
leader.
When the characters first enter Malbolge, Koh Tam or Tiax impart the following
knowledge about the layer to them:
Koh Tam explains the windswept and endless slopes of this new layer of
the Nine Hells, “In Malbolge there is no level ground, but always the
strength-sapping slog of up or down, and the going is riven with
crevasses and the colossal, eternal remains of Malagard, the former ruler
of this layer, constantly festering but never decaying away.”
“There are tunnels, lairs for such fauna as calls Malbolge home: the
insects and spiders with their kin, in swarms and of huge size. Some say
they were spawned from the corruption of Malagard’s vast fleshy
diaspora. The things have adapted their natural weapons and strategy to
prey on fiends, though they will take mortals gladly.”
He toes a clump of profane soil, releasing numerous scuttling insects that
flee into the dirt below and then continues, “But those, devil, or mortal,
who lament the cheerless character of the plane should dampen their
enthusiasm when the Sign of the Hag’s Arms comes into sight. Hospitality
is to be had there, it’s true, but not every guest who enters its doors has
the luxury of checking out again.”

Advice from Koh Tam


Koh Tam’s advice to the characters is as follows:
• They should visit The Sign of the Hag’s Arms, where they might start
looking for answers. But he warns them: the hags are powerful adversaries.
• They should avoid going to Maggoth Thyg, he has heard many stories about
those caves and none of them ended well.

The Sign of the Hag’s Arms Locations


Some of the major locations found in and around the inn are described below.
The Sign of the Hag’s Arms(Player Version) #### S1: The Swarm
You stand upon the lower slopes of a great uprising of earth. A well-worn
path curves upwards but a fetid mist hangs low, allowing only the murky
outline of a building crouching upon the hilltop above. Closer to you there
appear to be numerous, less-worn paths, leading into various crevices
and small canyons.
The inn sits at a confluence of chasm and tunnel thoroughfares between infernal
fortresses, in a particularly perilous region of the plane. Perilous more for Fiends
than for travelers from outside the lower planes. From long feeding on the toxic
flesh of Malagard—perhaps helped along by the tinkering of the inn’s proprietors
—the local life has developed some potent weapons to deploy against devils. In
place of the regular poisons that Fiends are immune to, many species of giant
scorpions and giant spiders inject acid with their stingers and fangs, or even
more bizarre fluids that sear like the radiant touch of angels, rendering down
fiendish flesh into a readily ingestible soup.
The tumultuous air above isn’t safe either, as flights of ayperobo swarms (see
appendix B) issue from their crevice nests, eager to devour prey. Those devils
tasked to take messages and goods through the region of the inn always hurry to
take shelter there, no matter the risks, and mortal travelers would be advised to do
the same.
Ekengarik’s Swarms. Approaching travelers are set upon by 2d6 giant scorpions
and 2d6 giant spiders that crawl out from the various crevices around them. If the
characters take to the air, an ayperobo swarm (see appendix B) joins the battle.
The insects don’t pursue if the characters climb the hill towards the inn.

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.

S2: Ekengarik’s Hive


{@creature Ekengarik|CoA}’s deadly swarms chase travelers to the inn.
You notice numerous gashes on stone outcroppings, crevices, and the
ground itself, that apparently form the entrance to tunnels, leading into a
darkness below. Peering into an opening, you see a network of tunnels
and chambers illuminated by a soft, pulsing glow and hear the faint sound
of scraping and digging. The tunnels are lined with hardened earth, and
seemingly form a complex labyrinthine network. The air is thick and
humid, carrying the scent of dirt and decay.
Ekengarik’s Duty. Malecki provides Ekengarik with ever more noxious
underlings to serve her hive, and she in turn ensures that travelers in the locale are
‘encouraged’ to visit the inn, and those trying to escape without paying their due
meet a sorry end. It was Ekengarik that sent the swarm of insects towards the
characters earlier. Ekengarik (see accompanying stat block) wants to drive the
characters to the inn, but her patience is limited. Keep track of this by using a
counter. The counter starts at 1 if the giant insects have been slain, zero otherwise,
and for each hour the characters spend in the hive, and each time a fiendish
formian is slain, it increases by +1. Once this counter reaches 6, Ekengarik uses
Dimension Door and attacks, generally starting battle with Prismatic Wall to
separate the characters from going deeper into her hive. If at any point the
characters retreat, she allows them.
Treasure. Most corridors in the hive are 5 feet wide, 10 feet tall, and extend in
stretches for 50-90 feet before turning sharply. A variety of stones, wooden debris,
and various items collected over the years, has been partly cemented into the
tunnel walls. As long as the hive isn’t disturbed, characters may search for treasure
in the hive. For each hour spent searching roll a d10. If the result is 10, 1d4
fiendish formians (see accompanying stat block) attack, the hive is considered
disturbed, and no more treasure can be acquired here. Otherwise, the characters
find 2d4 x 100 gp and 1d4 uncommon magic items from the Dungeon Master’s
Guide.
Phylactery of the Mentor. If one of the characters has ventured into the Nine Hells
to find the soul of their mentor, their attention is caught by an imp constrained at
the outer edges of Ekengarik’s hive. This area is less heavily populated with the
swarming creatures and the characters can try and sneak closer. The imp is the
prisoner of a fiendish formian taskmaster. Over and over again his energy is
painfully sucked out of him to sustain the taskmaster that controls him. Once the
imp collapses in exhaustion the taskmaster moves away, coming back for more
once he needs sustenance again. The imp is in truth the character’s old mentor
transformed to undergo this torment. To rescue them the character has to defeat
the formian that is treating their old master as a snack. Preferably without alerting
the entire hive. If the characters take more than four rounds to slay the taskmaster
another 1d4 fiendish formians join the fray.
Once the characters have killed the formians read the following:
The imp hangs limply in his chains, overcome with exhaustion. As you
approach it, the imp’s body starts to shake violently. As abruptly as the
spasms started, they stop. The body sags, seemingly the imp has died.
After a few seconds its flesh begins to bubble and evaporate, leaving a
phylactery behind.
The character has taken possession of the phylactery of the mentor and gains the
Phylactery Benefit associated with it.

Aboveground Inn Locations


Having survived the perilous journey through the Hive’s territory, the characters
arrive at the relative safety of the inn.

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).

S4: Feasting Hall


You aren’t certain what the staircase is made of. Every part of the inn
seems suspiciously biological in nature, though very dead, and there is an
inescapable scent of decay underlying the air. At the top of the staircase
lies a long hallway with many doors, the first pair of which are open.
Through them you see a great feasting hall with a host of long tables
covered in heaps of food. Most of it seems to be meat. There is a
cacophonous swarm of devils around the tables, gorging themselves on
the strange offerings and shrieking and screaming at each other.

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.

S6: Guest Rooms


The guest rooms make up most of the upper levels of the inn. The walls
seem to be organic and emanate a discomforting warmth. Unfortunately,
the narrow corridors make it almost impossible to avoid contact with
them. A putrid smell hangs in the air.
The guest rooms themselves are comfortable enough, if one doesn’t contemplate
the materials used to furnish them. There are six double bedrooms on each level.

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.

S7: The Basements


The work of the hags, when they aren’t playing hostess to select visitors, is in the
construction of monsters. The secret lies in the flesh of Malagard, which is
infinitely dead yet simultaneously bubbling with corrosive and stinking life. Using
carefully selected components harvested from the ancient archdevil, adding in
parts, pieces, and rare ingredients collected from across the Nine Hells and beyond,
they create new beings with independent existence and will. For, while they lack
the divine spark that would permit them to create true life, still the carrion flesh of
Malagard holds enough vitality to grant a permanent animation to their stitched-
together creations. The secret of how they harness the deceased hag-mother’s
power is known only to the three of them and represents their last bargaining chip
should the powers of the Nine Hells decide their tenure is at an end.
While the basements are sealed off from the rest of the inn, there are no guards
when the hags are off dealing with guests. The basements are accessible through
an iron door that has Arcane Lock on it. Read the following if the characters decide
to investigate:
The basement of the inn is a huge cavern carved from the rock. Arches of
bone are built into the walls of the cavern for some unknown purpose.
What looks like an angel hangs slackly from hooks on the ceiling; it seems
to have been constructed out of the body parts of angels and devils.
This cavern is where the creations that the hags are currently working on are
found. The angel doesn’t have a spark of life as of yet, but if Anacreda feels
threatened she can awaken her creation. The angel is a planetar that is considered
a lawful evil Construct. It doesn’t have its spellcasting feature. If the characters are
here peacefully, review the “Services” section, for a description of what the hags
might offer the characters, and ask for in return.
S8: Irabella’s Workshops
A curious splash draws your attention to an area of the basement dotted
with large pools of brackish water. Amidst the pools, a green-skinned
woman is partly submerged within a large iron-clad bathtub, set upon a
wheeled platform. She is leaning out of the tub, studying various body
parts arranged on a table before her. The waters of the brackish pools
ripple continuously, as if something large moves beneath their surfaces.
Irabella the hag (Irabella uses the archmage stat block, but her creature type is
Fey) seldom leaves her great wheeled bath, that is hauled laboriously about the
ramps and elevators of the inn by the staff of kobolds she commands. Her
workshops are half-submerged, and here she creates aquatic monstrosities on
demand. Great Sahuagin priestkings, aboleth archmages and elder kraken all send
emissaries to her, and she makes benthic terrors to trouble the dreams of sea gods.
She is sharp and bitter in manner, abusive to her servants and needling to her
patrons and sisters, but she also commands the day-to-day running of the inn and
its kitchens, tedious work the other two have no taste for. Hence her constant
barbs are endured.
The Pools. Each pool is 150 feet deep and connected to one another. The creature
in the pool is a lawful evil dragon turtle stripped of most of its shell but imbued
with infernal energies (Legendary Resistance 2/Day and its Steam Breath deals
necrotic damage instead of fire damage). If any pool is disturbed, or Irabella is
attacked while in this room, the dragon turtle attacks. During battle, it uses its
movement to slip through the tunnels connecting the pools, to position itself
tactically, as required.
Treasure. Characters find 1d4 Soul Coins, if they search the workshop, though if
their pilfering is detected by Irabella, she attacks.
Phylactery of the Mother. As soon as the character searching for the phylactery
containing their mother’s soul enters this room, they hear her voice whisper their
name. But her voice sounds like she’s trapped under water, and it’s distorted. Each
hour they may make a DC 17 Intelligence (Investigation) check to try to find her.
Only that character can make the check, and no one can help them with it. If they
fail the check there is a 1 in 6 chance that Irabella, if not previously encountered,
enters the room and confronts them. Once found, the characters are able to
retrieve their mother’s phylactery from beneath the brackish waters.
The character has taken possession of the phylactery of their mother and gains the
Phylactery Benefit associated with it.

S9: Malecki’s Workshops


Through the gap made between two pillars of bone, you see various large
pens, surrounded with walls of bone. A huge beast is chained to the floor
in one of the central pens, its head full of tusks and its body a mass of
spikes. An elf woman is apparently tending to the creature.
Malecki, who claims to be the direct descendant of Malagard, is a night hag (with
150 hit points) whose work is on a grand scale. Her workshops are huge caverns in
the rock, supplied with arches of bone that serve as gates from which her creations
can leave, too vast to navigate the physical tunnels to the surface. She calls her
work ‘bespoke behemoths’, living war engines of armor and tusks and spines, and
she is happy to deliver them via her gates direct to a battlefield of her patron’s
choice if required. Malecki appears as plump and cheerful and is absolutely not to
be trusted under any circumstance. Her creations are of undeniable power but are
best released and then avoided as they’ve a tendency to forget who their master is
soon after being deployed.
Malecki is still working on her latest creation, a yet-to-be-named fiendish war-
machine (uses the statistics of a goristro demon). It is tethered by a magical chain
with a length of 5 feet (though given the creature’s size, it is capable of reaching
much further than that). Currently it is docile and apparently tolerates, if not
enjoys, Malecki’s grotesque surgery. If she is attacked, Malecki uses a bonus action
to free it from the chain, and the creature defends her.
The rickety steps lead down to the hags’ workshops.

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).

S10: Anacreda the Angelmaker


A workshop that also appears to be used for the storage of spare creature
parts is tucked away on the opposite side of the other basement
chambers. Shelves line many of the walls, floor to ceiling, and upon those
shelves sit several iron cannisters full of feathers of various plumages and
colors.
A hideous winged woman is apparently examining the paraphernalia,
though it is unclear whether she is looking for something or simply
admiring the collection. Her dove-grey wings twitch, as she glances over
her shoulder in your direction. She asks, “Are you here to commission a
build, or have you arrived to offer my sisters and I a discount on the used
body parts of one of your companions?”
Finally, there is Anacreda the Angelmaker, the leader of the coven. Anacreda (see
accompanying stat block) makes beasts of the air and bears a great pair of dove-
grey wings herself, a living advertisement of her skills. She is only ever hideous,
never bothering to disguise her true visage, but at the same time she has a stern
grandeur to her that strikes Fiends and mortals both with its gravity and awe.
Nobody has tested her to find out how personally powerful she is, but when
Glasya herself comes to visit it is Anacreda she guests with. The two of them sit
for hours, drinking peculiar vintages and exchanging secrets. And, while Glasya is
the one entity whom Anacreda visibly defers to as her superior, the archdevil
treats the ancient hag better than most of her own direct subordinates.

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.

Deathstalkers—Obtaining the Scourge of Shadow. If the characters are


searching for the Scourge of Shadow, Anacreda wants to make a deal with them.
She desires the head of Baalzebul’s chief general, Abigor, in retaliation for a slight
he made to her the last time he visited the inn. Anacreda promises to get the
scourge, but only if they agree to having the Geas spell cast on them. Alternatively,
if the characters defeat Anacreda and her sisters in combat, the hag bargains for
her life by offering up both the scourge and Glasya. The archdevil visits often,
usually without any guard. What could be a better revenge for the characters, than
killing the daughter of Asmodeus? The hag is more than willing to help set an
ambush for the archdevil.
When Glasya (see appendix A) arrives, Anacreda sits with her and serves a
frothing tea that both consume. If Anacreda is cooperating to ambush the
archdevil, the tea weakens Glasya in the following ways. Glasya can’t use her Call
Underling, Fiendish Regeneration, or Mesmerizing Gaze in Malbolge for 1 week. As
soon as Glasya finishes her tea, Anacreda beckons the characters from the
shadows to attack. During combat, the hag uses her Spinewall to disrupt and corral
Glasya and she claws at the archdevil as long as the characters are nearby to assist.
Glasya doesn’t seem overly surprised at the betrayal—this is the way of the Nine
Hells after all.
Chapter 9: Maladomini, the Domain of Ruined Cities
The Eye Market looms over the surrounding streets.
Once the most beautiful layer in the Nine Hells, Maladomini has since fallen to ruin
due to the overzealous actions of its ruler. In an attempt to return his realm to
beauty, Baalzebul orders the construction of a new city every few years. When
these inevitably don’t meet his standard of perfection, he abandons the city and
starts anew. The entire layer is now covered in a thick, toxic smog, and sickly black
ichor oozes from everything. Hidden behind the smog is a ruby-red sky, blackening
the higher it gets. Despite all this, Maladomini remains the only layer with an
official school, and many of the intelligent devils call it home.

Running This Chapter


Before running this chapter read the “Maladomini Overview” section. You can use
the information in this section to guide your players through the different
attractions this layer has to offer.

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.

Random Encounters in Maladomini


d
6 Encounter
1 1d4 erinyes quietly travel throughout the realm, checking in on
construction projects. They’re spies from another layer of the Nine Hells,
though from which they’re unwilling to share.
2 Construction on a new project is being done by thirty lemures, led by a
corruption devil (see appendix B).
3 An amnizu (see Monsters of the Multiverse) researcher is exploring the
various ruins nearby, cataloguing what it finds for storage in Grenpoli.
4 Three swarms of ayperobo (see appendix B) wander through Maladomini
looking for something to fight.
5 Hidden within a nearby ruin is a small camp of six spined devil runaways.
They shirked their construction duties and are hiding from their former
masters.
6 A belch of foul smog suddenly drops from the sky, covering one of the
characters and expanding out from them. Treat the smog as if it were a 9th-
level Cloudkill spell except that it covers a 200-foot-radius sphere and has a
save DC of 21.
Locations
If the characters want to explore some of the other locations in Maladomini, the
“Key Locations in Maladomini” section will help you set the scene. There is much to
see, as Maladomini is forever being developed, with new cities rising every few
years that rival the might of the ones that came before. Two of the cities the
characters might choose to visit: Grenpoli and Gorloron. The city of Grenpoli serves
as a welcome safe haven for many. Within its walls all forms of aggression are
forbidden. The city of Gorloron, the latest of Baalzebul’s vanity projects, will no
doubt be surpassed by an even more ambitious metropolis in the future. Besides
the cities, the characters can explore the Carnival Eternal. There are many lethal
thrills to be found within, and as the characters stroll across the carnival grounds,
devils cry out to tempt them to go on the carnival’s Hellish rides.

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.

Key Locations in Maladomini


The characters need to make their way to the Eye Market but may want to spend
some time in the other locations found in Maladomini. Use the information below
to guide their excursion.

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 Eye Market


This dangerous area is nestled in the center of a ring of partly abandoned
buildings, all of it the turf of various factions vying for control.

Adventure: The Eye Market


The Eye Market is run by an odd couple—a mind flayer and a beholder. For the
right price, they will replace the eyes of a customer with new jeweled eyes of great
magical power.
If asked about the Eye Market, Koh Tam has this to say:
“Maladomini is the layer of deceit but none are more deceived perhaps
than its master, Baalzebul himself who ruins every part of it in a vain
attempt to create a wonder of beauty that will put the other planes to
shame. Constantly beginning and then abandoning his increasingly
ambitious projects, he leaves behind a polluted waste of dead forests,
toxic water, and the shells of half-completed palaces, castles and cities,
each abandoned as it fails to meet its architect’s impossible standards.”
He gestures at the debris of the various unfinished projects that litter the
landscape.
“In one particularly expansive cityscape comprised of a labyrinth of
roofless houses, half-raised towers, and foundations of great works, there
in the shadow of a ruined dome surely too grand ever to have been
completed, squats the Eye Market, the underside of Maladomini. A
festering secret hidden under the nose of the layer’s archdevil, a siren’s
lure to all those exhausted by the hideous waste of the layer. Because
there is salvation to be had there, of a kind. If the sights of Maladomini
offend your eyes, the devils say, then pluck them out. My intuition tells
me you should venture to the Market next.”

Advice from Koh Tam


Koh Tam warns the characters to be careful while on the streets around the Eye
Market. He can also offer the following advice:
• The Eye Market is the name for the entirety of the neighborhood
surrounding the specialty store in the inner district operated by strange
beings known as Vaness and Fling. It is also the name of their store.
• Rival gangs of devils roam and control various portions of the Eye Market,
and it would be best to not get mixed up in their turf war.
This is a location well known to many travelers and Koh Tam can provide a
standard map of the Eye Market (see appendix F) to the characters. They can then
use this map to decide which route they want to take to reach Vaness’ and Fling’s
shop (area M6).

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.

An Eye for Opportunity


There are watchful eyes everywhere and the moment characters attack
either Ilkatar, Memnoriac, or Jacelisk, Akrekarn is informed. Before the
battle finishes, he arrives in an infernal airship, a gift from Baalzebul,
accompanied by his bodyguard of six bearded devils. He doesn’t interfere
with the battle but if the characters are victorious, he takes control of the
vacated gang-leader’s territory and won’t permit passage until he’s
gotten approval from Baalzebul. Akrekarn makes it clear that attacking
him will bring on the archdevil’s wrath.
If the characters are defeated, he takes half of the character’s belongings
from the gang-leader, to store in his headquarters. Details for the airship
can be found in the Airborne and Waterborne Vehicles table in the
Dungeon Master’s Guide except that Akrekarn’s vehicle requires half the
crew and accommodates only half the number of passengers.
The Eye Market(Player Version) ### Eye Market Locations
Akrekarn imposes the law on the streets outside the Eye Market.
The characters must navigate dangerous streets to get to the Eye Market. However,
if they keep their wits about them, they may just find what they’re looking for.

M1: Outer Streets


Like the great corpse of a whale sunken to the sea floor, the city around
you is at once both utterly dead and teeming with life—scavengers and
parasites all contending for a scrap of flesh. You see them in the darkened
corners of winding alleyways and the entrances of crumbling doorways.
Watching. Waiting. Below your feet the pavement is potholed and
hazardous and dilapidated structures loom all around like giant bones
picked clean, haunted by the revenant of intended greatness.
Reaching the market is easier said than done. The convoluted streets of the
abandoned city it nestles within are fraught with peril around every turn.
Desperate lost souls and minor devils, cut loose from the hierarchy of the Nine
Hells, throng there—most bitterly seeking the unique service the Eye Market can
provide but unable to pay the fee. Every hollow shell of a building hides a nest of
wretches preying on each other, scrabbling in the mulch, or descending into the
monster-haunted and unsound sewers of the place in the hopes of finding
something of value.

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.

M2: Ganglands—Ilkatar’s Territory


Ilkatar’s people are abishai and pay at least lip service to Tiamat, in her lair far
above. Of all the gangs, they value mortal treasure most, hoarding gold and gems
and tithing to their great mother. They’re by nature cruel but lazy, easily appeased
with gifts or service.
Tribute. If tribute is paid, the characters may head north and around the inner
district to area M3 or enter the inner district and reach the “Eye Market,”
bypassing any other gangs. If the characters seek out Ilkatar to pay this tribute,
proceed to the following:
You enter a large, half-finished warehouse turned dwelling, a dimly lit
room filled with the sounds of snarling and hissing. Through the lingering
smoke you discern a poorly made wooden throne and upon it, a green
abishai. To the left of the throne stands a white abishai, clad in gleaming
armor and holding a wickedly sharp sword. On either side of the throne, a
pair of hell hounds snarl and growl, their fur matted with dried blood,
and their teeth gleaming. The green creature speaks, “I am Ilkatar and
this is my Brood. Have you come to pay tribute for passage, or to feed my
very hungry pets?”
To pass through this territory the characters need to pay 7,500 gp or deliver a
rival’s head. If they choose to fight their way through, they’re challenged by Ilkatar
(green abishai), the white abishai lieutenant (see Monsters of the Multiverse for
the abishai stat blocks), and four hell hounds.
Treasure. If the characters slay Ilkatar and succeed on a DC 22 Wisdom
(Perception) check, they find a discarded lockbox under the wooden throne.
Opening it reveals 3,500 pp.
Phylactery of the Spouse/True Love. The character who has ventured into the
Nine Hells to rescue their true love finds them imprisoned in one of the buildings
in Ilkatar’s territory. The soul is tormented in a twisted hall of mirrors. The whole
interior of the building is made of mirrored walls, floors, and ceilings.
The soul is trying to find their true reflection among the hundreds of reflections
around them. An impossible task, and painful and deadly every time they guess
wrong.
To save them, the character needs to find their true love among the many
reflections. Have the character make an Intelligence (Investigation) check. Look up
their result on the Mirror Reflections table. Once the character has dealt with the
outcome of a failure they can try again.
After finding their true love’s reflection, it vanishes leaving the phylactery in its
place. The character takes possession of the phylactery of their true love and gains
the Phylactery Benefit associated with it.

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

M3: Ganglands—Memnoriac’s Territory


Memnoriac was once one of Baalzebul’s architects, a pit fiend of great status and
power. Like all such, his perceived ‘failures’ eventually led to his downfall, and now
he squats with his ragbag of followers in the city he designed and will never
complete. The single most powerful devil in the ruin, he is tormented by the
collapse of his final project and has become a Baalzebul in miniature. Those under
his control are constantly re-edifying the buildings around him, raising them up
and tearing them down as he seeks his own minuscule perfection.
Tribute. If tribute is paid, the characters may head west and through the inner
district to reach the “Eye Market,” bypassing any other gangs. If the characters seek
out Memnoriac to pay this tribute, proceed to the following:
You step through open gates beneath the skull of a massive creature. A
short walk past the gate, in the center of the courtyard, a muscular
creature looms over a table upon which a haphazard model of the city-in-
miniature rests. The model itself bears little resemblance to the real city
it represents, yet somehow seems even more disorganized. Without even
looking up at you, the fiend snarls. “Welcome to Memnoriac’s grand city.
Have you come to bow and worship, to scrape your knees on the rough
gravel, and pay homage to me, the master-builder?”
To pass through this territory, the characters must pay 20,000 gold in gems and
coins to fund Memnoriac’s construction efforts. Alternatively, they can offer
something even more valuable: a compliment. Congratulating Memnoriac on his
fabulous city and then succeeding on a DC 22 Charisma (Deception) check earns
the Fiend’s goodwill and safe passage. Failing the check, or refusing to pay tribute,
results in the pit fiend fighting the characters on his own. He refuses to believe he
needs help defeating such puny adversaries. If slain, the Fiend has no treasure, just
diagrams of his future building plans.
Phylactery of the Great Con. The character looking for their soul can find it among
the lowlifes and grifters that inhabit the streets surrounding Memnoriac’s skull-
gated manor. In other circumstances they would have been right at home here,
conning their way to the top of the devil food chain. However, the character’s soul
isn’t in the position to con anyone. It is being tormented by the gang that runs this
territory. Memnoriac and his troop of devils have taken up root here after the pit
fiends’ fall from grace. His obsession with perfecting and completing the city
around him, sees him constantly changing the makeup of streets and buildings.
The character searching for this soul hears a voice calling for help from a nearby
alley. If the characters investigate, read the following:
You see a pit has opened in the alley, almost ten feet in radius and large
enough to create a barrier between your side of the alley and the five
devils opposite you. They have cornered a trembling and wingless imp,
its back to you… and the pit. Its small body trembles in fear and as it takes
a step back, it almost falls in.
The character realizes that this imp is the vessel for their soul and that they must
rescue it from a chain devil, a bone devil, and three bearded devils. The devils
immediately attack. On each of their turns, one of the devils tries to hit the imp
while the others attack the characters. Each time the imp dies it comes back to life
on initiative count 20 of the following round but another hostile bearded devil also
materializes at the same time. The imp has the frightened condition and is afraid of
both the devils and the characters and on its turn, it attempts to flee from both.
To free the imp from its torment, the characters must kill all pursuing devils before
anything kills the imp. When this occurs, the imp vanishes, leaving the phylactery
in its place.

M4: Ganglands—Jacelisk’s territory


Jacelisk is a recent addition to the landscape, a tiefling archmage who brought her
band of wicked companions to the Market for its particular services. Now, under
the influence of recently installed eyes, she sees herself as the liberator and
protector of the city she resides in, a great and adored hero. In truth she is as
vicious as all the rest, with the added problem that her perceptions make her
profoundly unpredictable—sometimes nobility itself and sometimes brutal enough
to impress a full-blooded devil.
Tribute. Jacelisk has claimed prime gang real estate. If tribute is paid, the
characters may head directly north, taking the shortest route to reach the “Eye
Market,” bypassing any other gangs. If the characters seek out Jacelisk to pay this
tribute, proceed to the following:
A reinforced gateway has been hastily constructed between districts. As
you approach the gate a tiefling woman wearing blue robes, emblazoned
with numerous tiny, iron, knives, emerges from an azure tent set
alongside the gate. Three spike-covered devils follow her, alternating
fawning glances in her direction, and hostile gazes your way. The
tiefling’s eyes seem to be too large for her face and they glow with a
strange amber hue as they stare at you. “Welcome, travelers. I am
Jacelisk, the Great Liberator, and these are my Knives.” She glances at her
devil bodyguard, as well as towards many other devilish forms scuttling
in the shadows. “Where might you think you are headed?” Somehow,
impossibly, her eyes seem to regard each of you at the same time.
Given that her route is the shortest to the Eye Market, and observing that the
character’s carry many interesting valuables, Jacelisk demands a rare or better
magic item and at least four uncommon or better magic items as tribute. If
attacked, Jacelisk (archmage with resistance to fire damage, the ability to cast
Hellish Rebuke twice a day, and the ability to use her Eyes of Charming one time),
tries to keep her three barbed devils in between herself and the characters while
she unleashes deadly magic. She has already cast Mage Armor and Stoneskin on
herself. If the characters have attempted to fly past this area, they’re intercepted by
the barbed devils—Jacelisk has cast the Fly spell on them.
If slain, the characters may remove Jacelisk’s eyes, and if returned to Vaness, these
Eyes of Charming can be sold back for half their indicated cost.

M5: The Slums


Just walking the streets of the slum is a struggle. You must watch your
step carefully to avoid tripping over heaps of refuse and random
construction equipment and to avoid crashing into one of the countless
lesser devils that swarm around, calling out in shrieking, whining voices
to you and to each other. The air is heavy with a fetid stench and hot from
the close press of desperate bodies. The streets are narrow, lined with
miserable little attempts at shelter, shacks and sheds of sheets of rusted
metal and rotting wood, leaning on each other in a despairing attempt to
stay upright.
Closer to the shattered dome of the Eye Market itself is a whole town within a
town, a wretched slum of shacks and sheds thrown up with materials salvaged
from the abandoned construction works. Here is a morass of pathetic minor devils
and travelers who mob any newcomer, desperately trying to sell them all manner
of trash—broken weapons, ruined shreds of garments, cracked mirrors, the most
meagre of worthless costume jewelry. To the uninitiated the whole desperate
circus seems utterly inexplicable. Many will trade junk for equally valueless junk,
rubbish passing hands in a constant round of meaningless commerce. Their
grotesque parody of trade seems readily exploitable by anyone coming in from the
outside, but there is a curious malaise on the streets around the Market. Deal too
much with the trash hoarders and you might find yourself getting sucked into their
game, desperate to make the next big trade or to acquire some filthy piece of
detritus, valuing the junk just because everyone around you does the same.
A remarkable number of the denizens of this slum are damaged, victims of
Baalzebul’s construction works where safety is never a concern. Crooked and
whining imps and other lesser devils roost or slither everywhere, proffering
fistfuls of slimy muck, desperate to get in on the ground floor of the city’s nonsense
economy.
Conclave (Druid)—Staff of the Woodlands. When the characters walk the slums,
they’re beset by lowly devils trying to sell them their useless trinkets. If a character
is looking for the Staff of the Woodlands their attention is drawn to a miserable
looking imp who has set up shop in the corner. When they inspect its wares, they
find the staff among them. The imp has no idea of the value of the item it possesses.
The character needs to succeed on a DC 16 Charisma (Deception) check to
purchase it for a reasonable price.
Upon success the imp sells the staff for a mere 200 gp or 1 Soul Coin. It is so happy
with the transaction that it throws an amulet of protection in for free. The amulet
is a fake and won’t protect the character. However, if the character wears the
amulet, it leaves a green stain on their skin that can only be removed after 6 days.
On a failure, the imp notices the character’s eagerness to buy the staff and increase
the price to 1,000 gp and 3 Soul Coins.

M6: The Eye Market


Vaness inspects his wares.
Inside the Eye Market is a workshop of peculiar arrangement. There are
racks of tools along the back wall, scalpels, knives, and needles
intermixed with the equipment of the jeweler’s trade. At the front of the
Market there is a grand glass case and, within it, small orbs of countless
colors, carved from precious stone, are nestled in satin lined boxes. They
seem to gleam with inner light.
The proprietors, Vaness and Fling, offer a service unique in all of Maladomini—in
all the Nine Hells, in fact. They offer relief from the appalling oppression of the
infernal landscape. They offer a glimpse of happiness and wonder, positive things,
that benefit Fiends and mortals alike. A bizarre gem to find in such a corrupted
setting. Except, of course, nothing in the Nine Hells is as good as it appears.
Vaness is a beholder of exceptional size, his pinkish hide puffed-up and corpulent.
His central eye has been replaced by a lens of ruby quartz that, it is said, focuses
magic rather than negating it. In his workshop, using telekinesis and extremely
fine-scale disintegration, he crafts the eyes that are the Market’s stock in trade.
Fling, in contrast, is an alhoon (see Monsters of the Multiverse), a mind flayer long
gone on their peculiar path to lichdom. It acts as surgeon, implanting Vaness’
creations and connecting them to the brains of its patients/ customers. They make
a strange and jarring pair, not least because of their manner. Vaness and Fling
strike the unwary as an old married couple, constantly bantering back and forth,
making jokes at one another’s expense, and exploding into arguments that settle
almost instantaneously. It seems impossible that either creature could actually
form a real bond, but to all intents and purposes the pair seem genuinely attached.
Which often serves to lull visitors into a false sense of security. Vaness and Fling
have not survived the Nine Hells for so long by being nice. They’re as ruthless and
powerful as any other infernal magnates, able to defend themselves physically if
need be, but preferring to rely on their minions, treaties with the gangs and, if
necessary, protection from Akrekarn and his posse. Moreover, anyone going to
deal with them to actually gain new eyes should be very careful what they’re
agreeing to. Vaness and Fling have a flare for crooked bargaining that some devils
could learn from.

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.

The Jeweled Eyes


In their workshop, assisted by a blind workforce of grell and grimlocks enslaved
by Fling’s mental powers, Vaness and Fling remove the natural eyes of their clients
and replace them with the jeweled creations from Vaness’ workshop, granting a
whole new perspective on Maladomini. A simple thing, in a way, and yet priceless.
Vaness’ eyes allow his patients to see the layer the way it was meant to be. When a
newly altered customer wakes from the surgery, the dome above them is complete,
its ceiling ornate and painted with frescoes of surpassing loveliness. Vaness and
Fling are elegant and dignified, the master-surgeon and the genial artificer,
surrounded by their immaculate staff. Outside, the spires of the city reach towards
a glorious golden sky, and beyond that there are great verdant forests, jeweled
castles that would melt the heart of a Fey queen, a world of glory and wonder such
as the Nine Hells have never known.
The true power of the eyes is that these things aren’t illusions, to those who can
see them. Those towers can be scaled, the woods bear fruit that truly sates hunger.
Instead of the poisonous sludge of Maladomini, the streams now run with
sparkling claret liquid that tastes like the finest of wines and brings instant relief
and freshness to the drinker. To live in the plane visible through Vaness’ eyes is to
be truly blessed.
The Eyes for Sale table lists the different types of eyes that can be purchased.
These eyes do not require the wearer to attune to them, even if they normally
would. In addition to the abilities mentioned, each set of eyes also makes the
wearer no longer require food or water (because it is always abundant for them),
and the weather affecting them is always pleasant (never too hot or too cold;
they’re immune to nonmagical fire or cold damage). Finally, no terrain is ever
considered difficult for them. These effects persist even after the wearer leaves
Maladomini.

Eyes for Sale


Magical Power Requirement Cost
Eyes of the Archer—When you use a ranged weapon 9th-level 10,000
to make a long ranged attack, you don’t have character gp
disadvantage on the attack roll.
Eyes of Charming (see Dungeon Master’s Guide) None 5,000
gp
Eyes of the Eagle (see Dungeon Master’s Guide) None 2,000
Magical Power Requirement Cost
gp
Eyes of Far Sight—the recipient can cast Clairvoyance 12th-level 25,000
at will. character gp
Eyes of Minute Seeing (see Dungeon Master’s Guide) None 3,000
gp
Eyes of True Seeing—The recipient gains truesight 15th-level 75,000
out to a range of 30 feet. character gp

The Truth Is Ugly


Of course, there are drawbacks. The ancient and wondrous beasts that once
roamed the forests of Maladomini are long extinct, but they’re most certainly there
to those with eyes to see. And this being the Nine Hells, they’re frequently hostile.
Many eye-bearers have been killed and devoured by glorious and majestic
monsters that their companions can’t even see, let alone fight. Moreover, everyone
who leaves the Eye Market having conducted business with Vaness and Fling
becomes a target. All those waiting outside would give a great deal more than their
eyes to get hold of such things, even though the services of Fling would still be
required to implant them. Overcome with wonder, many new patients are easy
marks for muggers and back-street surgeons.
The chief question about all of this must be why Baalzebul puts up with any of it.
Vaness, Fling, and Akrekarn maintain a careful charade where the two put-upon
artisans are constantly under threat from the devil, about to be turned in to the
layer’s archdevil unless they can come up with the latest bribe or protection
instalment. And yet it never quite happens, and somehow the peculiar pair are
permitted to run their business, which seems to make a mockery of everything that
Baalzebul is constantly, futilely trying to achieve in his domain.
The most persuasive reason is that the eyes, for all their vaunted promise, are a
curse. The wearer is at first overwhelmed by the beauty they see, delighted to walk
in a ‘Hell’ that is suddenly restorative and pleasant. Except the truth always creeps
in. Those who wear the eyes can stave off reality only so far. In their dreams they
see the truth of it, the ruin and the ugliness. Day by day the understanding grows
that everything they see, that they could now never live without, is only a sham,
however real it is to them. The knowledge torments them, and they’re driven to
their own hopeless attempts to achieve a lasting perfection. In this way they share
in Baalzebul’s private misery, and perhaps that is enough reason to keep Vaness
and Fling around.
A seditious whisper suggests that there is another reason. That Baalzebul, lord of
temptation, feels the hook of their services in him. The idea that he could see
Maladomini as he wishes it to be, the great blueprint he constantly fails to build,
eats him up constantly. So that he is constantly on the point of ordering Akrekarn
to obliterate the Market, but never quite gives the order, because what if…
Whenever a roll on any encounter table is called for, a character possessing eyes
from the Eye Market must also roll on the following encounter table. If multiple
characters possess these cursed eyes, they all share the same result. If any of these
encounters result in combat, only the characters with cursed eyes can see their
attackers or target them, and only they are harmed by the abilities of their
attackers. Other characters may only provide support, such as healing, to the
afflicted characters. Any characters that die outright, or are reduced to zero hit
points, in these battles, immediately have their eyes removed and the attackers
disappear.

Vaness’ Eyes Random Encounters


d10 Encounter
1 A blue abishai (see Monsters of the Multiverse) leads a half-dozen black
abishai, cloaked in Darkness spells, in an ambush, hoping to steal the eyes.
2 A primordial glittering beast (adult black dragon with no flight speed)
hunts anyone who possesses magical eyes.
3 Twisted vegetation emerges and grows around the afflicted character and
a dozen strange creatures (nothics with a burrowing speed of 30) crawl
out from under the plants. They attack anyone with magical eyes.
4 A beautiful bird the size of a building (roc with legendary resistance
3/Day) hunts anyone who possesses magical eyes.
5– A glorious vision enthralls anyone that possesses magical eyes. Each of
10 them must succeed on a DC 20 Wisdom saving throw or have the
incapacitated condition for 1d12 hours as they stare at the vision. When
they wake, they gain the benefit of a long rest.
Chapter 10: Cania, the Relentless Cold
Trapped in the ice, the Anakim’s brains are harvested to make wine.
With freezing temperatures and constant blizzards of snow and ice, Cania is the
least habitable layer of the Nine Hells. Unlike Stygia, which is a sheet of ice sitting
atop a frozen sea, Cania is a massive glacier hundreds of miles deep. Its cold is
magical in strength, completely ignoring all protection and sources of warmth that
aren’t magical themselves, and capable of freezing a mortal to death in only a few
hours. Nobody knows what Cania’s sky looks like, as it hides behind a white sheet
of clouds created by freezing weather.

Running This Chapter


Before running this chapter read the “Cania Overview” section. It provides you
with the necessary information as the characters come close to ending their
journey down the River Styx. Tiax may have a special role in this chapter, so
review the “Tiax’s Betrayal” section later in this chapter. Ultimately, if the
characters have completed their main objectives, the “A Thankful Patron” event
occurs, setting the stage for the resolution to the adventure in chapter 12.

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.

Random Encounters in Cania


d
6 Encounter
1 Sudden winds whip fallen ice into a veritable blizzard. Making matters
worse, a nearby iceberg gets sheared, causing pieces to fall to the ground.
Each creature within the blizzard must make a DC 18 Constitution saving
throw, taking 21 (6d6) cold damage on a failed save, or half as much damage
on a successful one.
2 A pack of three vorvolakas (see appendix B) circle in the skies above the icy
surface, searching for mortal blood. Canian devils call them “ice vultures.”
Once they find a victim, they stalk and wait for the temperature to make
things easier, staying in the air and just out of range until their prey
weakens.
3 A young Styx dragon (see appendix B), cut off from the river by falling ice,
sought shelter in a nearby ice cave. Without intervention, it will likely die of
starvation or frostbite in a few days. It is both defensive and hungry, but it
recognizes the position it is in.
4 Halogs (see appendix B) are known to resist the fires of Phlegethos, and as a
swarm of four of them runs by, it becomes apparent they can also survive
d
6 Encounter
the freezing temperatures in Cania. They could provide a good source of
food—if not for the characters, then for the devils native to this layer.
5 Scouting out the ever-shifting landscape of the layer is a small group of
three ice devils. Who they work for—themselves, Cania’s leader, or some
other power—remains a mystery. Depending on their employer and their
attitude, they could see mortals as worthy of a fight.
6 The frozen ground cracks and howls, opening up a ravine in preparation for
a coming iceberg. Each creature in a 20-foot-wide line, a mile long, must
succeed on a DC 17 Dexterity saving throw or stumble into the opening
ravine, falling 200 feet and taking 70 (20d6) bludgeoning damage. The
ravine could lead anywhere—a subterranean system, ruins frozen in time,
or just an empty gap. If this encounter occurs while aboard Koh Tam’s
vessel, part of the River Styx begins to flow into the chasm and he’s
hardpressed to steer past safely.

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.

Koh Tam and Tiax


Koh Tam suggests avoiding being noticed by Mephistopheles, fearing the
archdevil’s unwanted attention. Unfortunately, Koh Tam is less familiar with
Cania. If Tiax is still with the party, he speaks up, for he has heard of the famed
Sorrow Wine extracted from the Sorrow Mine. He suggests traveling there. He
wants to accompany them everywhere but behaves oddly–at each new location he
should be grumpy and insulting, but then promptly apologize when called out on
his behavior.

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.

Guiding the Characters


Remember, the characters need to use all their various spells and means
of obtaining information to track down the items and phylacteries they
require on their quest. Especially if Tiax is no longer with them and can’t
provide them with clues. You can also help the players by disturbing their
characters’ 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. An interrupted rest is a small price to
pay to find what they’re after.

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.

Key Locations in Cania


Cania’s glaciers hide ancient evils.
Some of the major locations found in Cania are described below.

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.

The Lake of Wael


Another icy lake resides near the Falls of the Frozen Titan. The characters are
directed there to discover items to help protect themselves when they travel to
Nessus. Yet something terrible lingers under its surface and the characters must
confront it to claim their prize.

Falls of the Frozen Titan


Once the characters are ready to leave Cania, the most obvious option is climbing
down the Falls of the Frozen Titan. If the characters are contemplating using The
Pit in Mephistar, Koh Tam urges them against it. He offers instead to steer the
barge along the River Styx towards the edge of Cania where the Styx plummets
over the edge. There they can climb down the frozen river into Nessus. Koh Tam
docks the barge at the banks of the river, a little way from where the characters
must start their climb. Proceed to the “Tiax’s Betrayal” section.

The Sorrow Mine


When the characters first enter Cania, Tiax gives them the following information. If
Tiax has been disposed of, adjust the text as needed when Koh Tam delivers the
information instead:
Tiax braces himself against the skin shredding cold and proclaims, “You
ask mighty Tiax about Cania? Well of course, you do, for Tiax knows all!
And he tells you this: not even devils are fools enough to linger long in
this wind-blasted and land-locked plane. That is, save the gelugons and
their liege, Mephistopheles. But they know a thing, they do, the same
thing that Tiax knows, but you fools don’t know the thing that Tiax
knows, do you?”
He smiles smugly as if he has provided some great insight. Then he wipes
away the ice accumulating upon his formidable brow and continues,
“There’s a place. Full of big, sad, moody giants trapped in glacial ice. Dead
they are, which is good for the devils, not so much for the giants. So, listen
to Tiax when he tells you this: it’s the only place that matters in all of
Cania. Devils might call it the Heights of Anakim, but Tiax named it the
Sorrow Mine. And what you seek? Tiax shall find it for you there.”
For his own furtive reasons, Tiax encourages the characters to travel to the
Sorrow Mine.

Adventure: The Sorrow Mine


When visitors are finally able to take it in and understand what they’re looking at,
the Heights of Anakim are one of the most awe-inspiring and appalling of all the
sights in the Nine Hells.
There was, at some point in the shrouded past, a bloodline of true giants, the sort
that build worlds for gods. Beings of the earliest creation, when the many planes of
the universe were still coming together, possessed of a might and craft no longer
seen. As the greatest of giants often will, they fell into a dispute with the elder gods
of the time. A war followed, fit to tear the firmament down and sunder the planes.
And, in the end, they lost and were hunted across creation by the vengeful gods. In
the height of their desperation, the giants made a foolish deal with the lords of the
lower planes. Perhaps they were offered eternal sanctuary and preservation
against the annihilation the gods were bringing. Whatever the details of the
bargain, they were tricked. And yet they were preserved, for in Cania they still
remain.

Advice from Koh Tam


Koh Tam’s (or Tiax’s) advice to the characters is as follows:
• He suggests the characters make their way to the Sorrow Mines, as he
believes it is their best bet to find the last items they seek.
• He warns them to make haste and limit the time they spend here as Cania’s
cold is dangerous even for the devils of the Nine Hells.

Arriving at the Cliffs


You approach a vast glacier face, reaching three miles from the frozen
plain, its upper reaches whipped by streamers of cloud constantly pushed
past by Cania’s eternal wind. The ice is shadowed and discolored. You
seem to see shapes in it, perhaps a chance natural pattern of light. Except
this effect is no trick of the light. Here are the giants of Anakim, set in the
ice. They’re the cliffs of the glacier. Packed shoulder to shoulder, toe to
heel, wearing rags, their colossal frames emaciated from their long flight
from divine retribution. Clutching tattered bundles that might be
belongings or might be children. Hundreds of gigantic frozen figures,
receding back into the ice until they’re just shadows.
Those who get to the upper reaches of the glacier see the faces of the giants. The
expressions of semi-divine entities who understood, at the very last, that they had
been deceived—and that they were doomed to this frozen, eternal end.

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 Sorrow of Sorrow Wine


If sorrow wine is consumed by a creature that is not a Fiend, that
creature takes 18 (4d8) necrotic damage. This damage can be healed only
with a short or long rest.

The Sorrow Mine Locations


The Sorrow Mine(Player Version)Locations relevant to this part of the adventure
are described below.

T1: The Mining Town


Ahead of you, at the base of those giant sorrowful figures, there are the
tell-tale signs of settlement: a glimmer of lantern light and the shadow of
smoke blown thin across the gray sky by the icy wind. As you approach,
you make out the shape of buildings. A sad collection of crude huts carved
from ice and arranged around the only structure that looks like it was
built with any care. This building is vast and tall, and even from a
distance, you hear the sounds of machinery and harried workers within.
An odd assortment of creatures use the paths leading from town to mine:
carrying empty baskets on their way up and heavier loads on their way
down.
At the foot (literally) of the Heights of Anakim there is a town of sorts. A huddle of
buildings, mostly carved from ice, built around one vast hall raised from iron
interlayered with the hides of long-extinct monsters, where the raw giant-stuff is
rendered down into sorrow wine. Beyond, the cliff face itself is cut and carved with
multiple zig-zagging paths up to the heights, along with winches and lifts to take
miners up, and bring the yield down. In the town dwells a variety of devils seldom
seen elsewhere in Cania who deal with the administration of the mining efforts, the
constant infernal accountancy of supply and demand and a modicum of trading
with visitors.

Tiax Takes a Moment


The first time the characters enter the town with Tiax accompanying
them, he hurries to the back of one of the buildings. “Tiax has a mighty
burden to discard! I’ll just be a moment.” If the characters follow him,
they catch a glimpse of Tiax handing something to an imp that vanishes
promptly. If confronted, Tiax lies and says he was just repaying an old
debt. In fact, he is preparing an ambush, to occur when the characters
depart Cania. See “Tiax’s Betrayal” at the end of this chapter for more
details.

T2: Baron Klendisk’s Fort


While most of the buildings in this town have been carved from the ice
itself and squat low to the ground, as if huddling for warmth from the
merciless cold, this stone and metal manor has a tall tower rising
skyward. This is certainly the home of someone important.
The town itself is overseen by the gelugons—who shun such menial work—and
commanded by one Baron Klendisk (ice devil with 250 hit points), who reports
directly to Mephistopheles. The baron is an ice devil of twice the usual size,
emaciated and hunched almost double, usually to be seen squatting on a spider-
legged throne formed from an enslaved ice Elemental. Klendisk’s public face is that
of a monstrous tyrant, cruel in his discipline towards other gelugons and doubly so
to any other devil breeds. Behind closed doors, he is a devil with a problem,
because mining the giants and producing the sorrow wine is difficult and his own
master brooks no excuses. Hence, while a terror to other devils, Klendisk is known
to at least give a hearing to outsiders with a solution.
The difficulty is in the very nature of the stuff they mine. The raw seams of misery
in the brains of the giants are powerfully destructive. Whilst Klendisk has no
compunction about destroying souls or mortal prisoners, the cold of Cania and the
corrosive nature of the misery destroys such tools before they can be of much use.
Infernal labor has other problems. Contact with the giant-stuff makes them drunk:
boisterous and leery with the heady misery of ages. A fiendish workforce would
fall to squabbling, brawling and unacceptable indiscipline, even the icy gelugons
themselves. It is a pitiful devil that needs to go beg outside help but that is the
situation that Klendisk often finds himself in.
Though these mines would seem to be a good place to avoid, mortal travelers do
visit. It helps that Cania has few other locales to recommend it, and the town at the
foot of the Heights does at least have shelter and goods for trade. Sometimes
mortals are sent there by other Fiends, seeking to abstract some of the processed
sorrow wine for their own delectation or trade. Klendisk’s ice devils keep a
compound eye out for strangers, though, and anyone who comes to their attention
without a good excuse or permits signed in triplicate find themselves introduced to
the mines or the vats in swift order, or else claimed by Klendisk for a little informal
torment. Assignment to the Heights is short on entertainment.
Usually, visitors simply stay long enough to turn a profit and then leave. Others
hang on too long or try to claw too much from Klendisk. When his temper breaks,
he loses all perspective and has them destroyed or cast out into Cania’s killing cold.
Contractors. Currently there are two major contractors working at the face, and
one more running the rendering shed. Both mining contractors, Kargan and
Cornelius, have a constant need of specialist materials—necromantic or machine
components—and anyone bringing in fresh stocks will find favor with one (and
attract the ire of the other). Alternatively, particularly wicked mortals with a
solution to Klendisk’s labor problems are always assured a hearing. The mines can
always use a new contractor. For the price of 300 gp per day, Klendisk is willing to
grant a dispensation to the characters so that they may attempt to work the mines.
The Prison. In the Sorrow Mines most of the workforce is either Undead or made
of metal. However, there are still plenty of devils roaming about, many of them are
under the influence of the sorrow wine. Imbibing too much doesn’t always end
well for the devil in question. The prison at the edge of Klendisk’s Fort houses
those unfortunate devils whose liquid bravado provoked Klendisk’s wrath. It is run
by chain devils with several prisoners of little importance currently housed in the
cells.
Phylactery of the Merciless. The prison is where the soul of the merciless can be
found. Upon entering the village at the foot of the mines, the character searching
for this soul, feels a strange pull towards this location. When the characters enter,
they must evade a patrol of three chain devils. If they’re discovered, they’re
attacked, and at initiative count 20 of round 5, and every 5 rounds thereafter while
combat continues, another chain devil arrives to help. While being attacked in this
way, the characters can’t easily investigate the cells—they need to eliminate the
devils and go back to hiding first.
Finding their way is easy, as the character in question recognizes the voices
coming from one of the cells. Inside two figures are torturing a flesh golem that
resembles a haggard and emaciated version of the character. The torturers look
and sound exactly like the character’s true love but are actually chain devils. If the
character slays the devils without exposing their true form first, another chain
devil appears in the doorway. They immediately transform into the form of the
character’s true love before entering the cell and attacking. During these battles
the devils constantly taunt and mock the character in the voice of their loved one.
A successful DC 14 Wisdom (Insight) check can help the characters understand
that they need to remove the devils’ disguises before slaying them. They can use
Dispel Magic or any other similar means to help them break the magical disguise.
Once the devils are wearing their own faces, and then slain, the flesh golem
vanishes, leaving the phylactery in its place.
As the characters retreat, they must evade another patrol on their way out, as
described earlier.
T3: Kargan Skul’s Home. >>A large mass of blue-green ice, comprised primarily of
sharp angles, appears to be someone’s home. All the windows are frozen over and
so thick as to obscure any spying from the outside. Only the massive double doors
at the front appear free of such frozen constraints. >>
This is the home of the most long-standing mine baron, Kargan Skul, and even she,
a frost giant, bundles herself in fur, against the uncanny cold of the plane. She
spends most of her time at the mines (area T6), tending to the Undead workforce
she maintains. If the characters enter her home without permission, they’re
attacked by Kargan’s butler (archmage but their creature type is Undead), and the
household staff which consists of ten ogre zombies. An Alarm spell alerts the frost
giant to the intrusion and if Kargan is encountered later in the mines, she attacks
the characters without hesitation.
Treasure. There’s a Soul Coin, 10 diamonds (each worth 1,000 gp) and 4,500 gp
that can be recovered by pilfering Kargan Skul’s home.

T4: Cornelius Brassgrave’s House


You realize that this is a home-within-a-home when you step through the
ice-lodge’s door and encounter wood paneling, fine (if scuffed) tile
flooring, and a blazing fireplace on the far wall. Near the fire, a gnome sits
in an over-sized chair that appears to have been assembled from various
cogs, levers, and bits of leather. “It’s all insulated,” he says, his voice
deeper than you expected. “Keeps the outer walls from melting. It is a
simple principle, you see, one that involves thermo… well… wait… Ah.
Now I see. The giant, she’s finally sent you to kill me, has she?”
Cornelius Brassgrave (neutral evil veteran) is a gnome artificer driven from a
dozen separate haunts in the mortal planes, a creature of pure reason and no
morality whose industrious experiments have poisoned seas and turned the living
earth into a metal-tasting wasteland. He has made a number of large claims to
Klendisk about how his machinery will revolutionize the mining at the Heights and
is now finding that even golems and automata can be ground down by the weight
of misery. Cornelius is less suited to Cania than most of the inhabitants of this
mining town, so he tends to spend most of his time here, in his very warm home.
His Constructs keep him informed and alert him to any problems in production.
Another reason that he’s sticking to this haven is that Kargan Skul has been in a
foul mood, believing him to be responsible for disrupting her supply lines. He isn’t
responsible, however, and just as confused about it as she is. If he is attacked,
pieces of furniture animate (two stone golems with immunity to cold and fire
damage) and come to his defense. If the characters slay Kargan Skul, thus raising
Cornelius’ value to Baron Klendisk, or they deal with the rogue modron in the
mines, Cornelius rewards each character with brass armbands, engraved with the
gnome’s name and family crest (each is worth 600 gp but have no special
properties).

T5: The Rendering Sheds


Baron Klendisk
The air inside the rendering sheds is thick with the cloying scent of
fermenting drink. Beneath this ugly, sour-sweet smell there hangs a
heavy sense of misery, pushing down like an overbearing hand. But,
somehow, the modrons that work the sheds have not collapsed beneath
that weight. The short, geometrical creatures rush around, checking on
machinery and inspecting vast vats of dark liquid.
The rendering sheds themselves are run under a quite different arrangement, one
that has persisted for as long as any denizens of the Heights can recall, and which
Klendisk himself is powerfully uncertain about. The Regular Orthoclath (lawful
neutral iron golem with Charisma, Intelligence, and Wisdom scores of 16) is a
thing of facets, eyes and geometrical shapes from the lawful planes of Nirvana, here
with an apparently endless workforce of modrons. They work the vats and stills
tirelessly, producing sorrow wine so long as the mines yield raw materials, and
never complain or ask for payment. They usually work in teams of a dozen
tridrone modrons overseen by a pentadrone modron. Quadrone modrons are
used by the Regular Orthoclath to send messages to teams.
The modron’s involvement predates Klendisk’s appointment and the devil
exhausts himself trying to discover the actual terms of their employment. In the
absence of certainty, infernal rumor is that either these are, in some way, bad
modrons who are being punished for crimes against lawfulness meaningless to
others—or else the whole business is some grand experiment into the enduring
nature of law. Certainly, individual workers eventually become corrupted by the
work, sad little pieces of geometry infected with emotion, grinding to a halt as
they’re consumed by misery. At which point the Orthoclath casts them out, and the
devils are free to devour or toy with them, not that the creatures give any real
sport. There are always, apparently, more modrons ready to troop down from the
lawful planes and give themselves to the work.

T6: The Mines


Once the characters reach the mine entrance at the top of the glacier, read the
following:
You notice the eyes first. Each of them is enormous, in proportion to the
colossal faces they’re set in. Most are blown wide in horror, in pure,
undisguised terror. These eyes rest above faces full of pain, with mouths
drawn tight in grief or frozen open, midscream. But more haunting than
the eyes of fear and rage are the eyes that contain nothing at all. No
emotion. Just dull acceptance. There are shapes just above the eyes of
some of these giants. As you draw closer, you think they might be caves
and then you see the workers that scramble in and out of them and you
realize that they’re tunnels. Mines. Dug straight through the frozen heads
of the dead.
The mining of sorrow brings its own challenges.
There are more treasures than mere misery frozen in the glacier. The giants were
artisans to the gods before they rebelled. They clutch in their colossal frozen arms
treasures from elder ages, secrets on great withered scrolls, the raw stuff of
creation stolen from divine workshops. An intrepid team of mortals might steal up
the cliffs and into the mines where untold treasures wait to be unearthed deep in
the heart of the ice. Even the spoil-heaps of the mines themselves glitter with
discarded wonders, if only one can get to them. For while the devils care only for
the misery and the wine they make from it, punishing errant thieves remains one
of their few pleasures and they always look forward to the next visitors—mortals
or devils—to try it.
The items of value these giants crafted aren’t easily transported. If an entire day is
spent excavating, the characters recover a 100-pound statue made of gold and
gems (and worth d12 x 500 gp). However, this excavation draws the attention–and
wrath–of the devils unless the baron has granted the characters a dispensation. A
similar statue can be recovered with each day’s effort, until 3d4 have been
unearthed.

The Sorrow Mine


While in the Sorrow Mine, any creature that isn’t a Fiend that fails a
saving throw, now has disadvantage on all saving throws, including death
saving throws, until they leave the Sorrow Mine and finish a long rest.
The Miners. Most of the workers in the mines are either automatons, under the
control of Cornelius Brassgrave, or the Undead created by Kargan Skul (lawful evil,
Huge-sized lich but she isn’t Undead, her creature type is Giant). Cornelius is at his
home in the town below, but Kargan is almost always in the mine. She is a
necromancer of considerable power and her solution to efficiently mining has been
to use mindless Undead to do the brute work. She is constantly importing bones
and cadavers from elsewhere in the planes, preferring to create ogre zombies and
minotaur skeletons for the mining operation. The misery erodes even these, but so
long as she can get the raw material, she can keep up productivity.
Conclave (Sorcerer/Warlock/Wizard)–Staff of the Magi. Kargan Skul wields the
Staff of the Magi (40 charges), carries it with her everywhere, and is quick to use it
if threatened. She will generally not relinquish the staff without a fight. However, if
the characters deal with the rogue modron sabotaging her Undead workers, she is
willing to sell the staff to them, for the sum of 10,000 gp.
Trouble in the Mines. There is a steady stream of Constructs and Undead,
harvesting the raw material of sorrow wine, and carrying it to the mining town
below. The two factions seem to ignore—or not even notice—one another.
However, Kargan’s workforce has deteriorated faster than usual, with fewer of her
zombie and skeletons making the return trek to town. She has attracted Klendisk’s
ire by falling behind, and believes that her chief competitor Cornelius is sabotaging
her supply lines.
Only if the characters are investigating Kargan Skul’s claims of sabotage, do they
discover the truth. A lowly modron (chaotic neutral quadrone with 50 hit points)
has been corrupted by the overwhelming grief permeating the mines. It has gone
rogue and skulks the shadows of the mines, pushing miners off scaffolding, or
narrow rock bridges when it can. Unfortunately, the Undead tend to be easier to
shove than the golems, so many more of Kargan’s minions have been lost to the
mines, than Cornelius’ golems.
After an hour of investigation, the characters come upon the following:
There’s a loud swoosh and you see a strange, blockish figure with wings
fly out from the shadows and slam into an iron golem carrying a large
satchel of ore. The golem doesn’t even register the attack, and continues
marching forward, while the winged creature shakes its head a moment
before flapping its wings and flying back into the shadows.
If the characters pursue the modron, it tries to stay in the air 60-80 feet away from
them and fires arrows. It can’t be reasoned with. If it is badly damaged, it charges
the weakest looking character and tries to grapple them. If successful, it uses its
movement to jump into the abyss of the mine with its victim (maximum fall
damage).
The characters can use this information as they see fit—if either Kargan or
Cornelius learn of the rogue modron, hostility between their two factions
decreases a bit. Klendisk, if told, won’t reveal the truth to Kargan. He, of course, is
more than happy to have Brassgrave and Kargan constantly sniping at each other.
He has no interest in his underlings uniting and ending up in a position where they
could make demands of him.
If the modron’s body is returned to the Regular Orthoclath (area T5), it is taken
away to be repurposed.
Phylactery of the Student. A character looking for the phylactery of the student,
notices a gnome that is dashing between the feet of the zombie workers. The
gnome is holding a bucket above her head. In truth the gnome is a shell that is used
to torture the student. The soul is linked to the body of a long-deceased female
gnome and has been imprisoned here in the mines, enduring the agonizing pain
and despair that comes from contact with the sorrow. The student is driven to
work harder and harder by the brutish overseers.
A gnome sprints past you carrying, over her head, a bucket filled to the
edges, the sorrow sloshing out of it as she runs. As it hits her face and
hands, she lets out an agonizing wail. Fresh wounds appear where the
oozing liquid touches her skin. Her knees buckle underneath her, and she
falls to the floor sobbing. An overseer stomps over and starts chastising
the gnome, forcing her to crawl back up. With a despondent sigh, she
picks up the now empty bucket and turns back to fill the bucket anew.
If the characters follow the gnome into the workshop, they are attacked by four
ogre zombies. Once three of the brutes have died, Kargan joins the fight to defend
her workforce. After Kargan is defeated the body of the imp collapses lifeless on
the floor, dissolving and leaving the phylactery in its place. Once the character
takes possession of the phylactery of the student, they gain the Phylactery Benefit
associated with it.
A Thankful Patron
When the characters are ready to meet with their group patron after completing all
of the required objectives, they may ask Koh Tam to sail them to the agreed upon
location in Cania. This location should probably be close to the Lake of Wael to
encourage the characters to travel there after this meeting.
Sailing through the icy Styx is a ponderous affair, as the vessel glides past
erratic ice floes and evades larger icebergs that seem to rise from the
waters with disheartening frequency. Eventually the barge slides down
yet another ice-crusted tributary and crests a bend in the waters. A
pavilion-style tent waits along the shore, several feet back of the waters.
A banner rises above the tent, apparently frozen in mid-motion despite
these gusting winds of Cania.
The banner is a deep red with electrum-colored striping if the group patron is the
Conclave of Halruaa. If the characters allied instead with the Deathstalkers, the
banner is a velvety black, speckled with white frost. The Hellrider’s banner is a
bright silver, on it their coat of arms is depicted in radiant gold.

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.

The Lake of Wael


What lies beneath the Lake of Wael?
Sailing the Styx through Cania requires the fortitude to endure the
constant cold, but also Koh Tam’s ability to navigate the jagged chicane
of ice that the river’s surface is plagued with. Visibility is practically nil,
with icebergs looming from the frozen fog like great murderous ghosts.
And then, when you least expect it, the banks widen until they’re lost in
the mist and the waters become a rolling chaos of waves, as though you
were on the open sea.
Some interaction of the Styx’s unnatural water and Cania’s unnatural ice has
created a great flooded bowl, a lake whose surface has become a drifting maze of
frozen islands. And sometimes there is a voice.
Whilst crossing the icy lake is still a formidable task, the lack of a rushing current
allows the sailors something of a respite, as they pole their way through the
creaking ice. However, the lake is the domain of something quite other, and has
been for centuries. Waeloquay (see accompanying stat block) is a water Elemental
of immense size and age. Exactly how it came to the Nine Hells in the first place is
lost to time—brought by some infernal collector or slipping through a temporary
portal between planes. It found its way to the Styx, losing all recollection of its own
past and nature but not simply dissipating. Eventually it reached the bowl of the
lake in Cania and settled there, slowly growing as it incorporated the substance of
the malign river into its nature until now it is the lake, and the Styx passes through
it on its constant course down.
Waeloquay is obsessed with memory. Although it attempts to sequester its own
experiences from the Styx, they slowly leach away into oblivion. Whenever new
ships arrive to navigate its icy labyrinth, Waeloquay sees them as a vital source of
new experience. It doesn’t care what experience. It just seeks to fill the constantly
leaking void within itself.
Rising out of the water are many figures that, from a distance, look like
living beings. As you draw closer you see that they’re elaborate
sculptures of ice. Fiends, mortals, and unknown creatures are all
displayed in the throes of motion. The first few sculptures are
impressively detailed, but the next set have vaguer features, smoother
faces, and fewer accessories. The more sculptures you inspect the less
detailed they become, until all that is left are half-formed mannequins
with indistinct limbs and blank, smooth faces.
Waeloquay interacts with travelers by manifesting shapes out of water and ice—
the forms of those Fiends and mortals that it has previously taken within itself, that
become steadily less and less detailed as it forgets their features, until all it is left
with are blank-faced mannequins. Alternatively, if anyone has been foolish enough
to look down into the water, Waeloquay captures their reflection and creates an
icy simulacrum of them. These creations (doppelgangers with immunity to cold
damage) crawl onto the ship and seek to ambush individual sailors and throw
them overboard into Waeloquay’s clutches, or else try to wreck the entire ship
against the ice. Anyone ending up in the water faces the effects of a Styx controlled
by a hungry Elemental entity. Anyone who drowns in the water here becomes part
of Waeloquay’s library of memories, at least until the Styx abrades them away.
It is possible to bargain with the Elemental for safe passage and/or for the Amulets
of Proof Against Detection and Location that were lost here years ago. Fiendish
ships often carry sacrifices to throw overboard to sate Waeloquay’s hunger, but it
also accepts items of great sentimental value from which it gnaws some mental
sustenance.
If the characters don’t bargain, then they must fight against a manifestation of the
lake. If they defeat it, then Waeloquay quickly moves them to the end of the lake
and throws eight amulets into the barge, along with the skeletons still wearing
them.

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.

The Attack Against Koh Tam


Tiax has previously cast Mage Armor on himself. Regardless of the characters’
affiliation, he approaches Koh Tam in a friendly manner but casts Contagion
(using the mindfire effect). The attack roll required for this spell automatically
succeeds against the unaware Koh Tam unless the characters are able to warn
him. Depending on past character decisions, Tiax may have allies or additional
opponents as described below:
• Tiax has bribed one of the crew members (use the veteran stat block) and
they assist Tiax in this battle.
• Additionally, if Grinken Eyre (neutral evil Medium-sized empyrean) was
encountered in Minauros and not slain by the party, he has masqueraded as
the other crew member since then and allied with Tiax. He assists Tiax in
this fight. Grinken Eyre’s presence makes the battle considerably more
difficult if he is fighting the characters, so feel free to omit him.
• If the characters have previously met Sir Calenhad Strongheart in the “A
Paladin In Hell” encounter, he may have joined them on the barge. If so, he
sides with Koh Tam in this battle and comes to the characters aid if the
characters do so as well. Calenhad is a lawful neutral death knight that
doesn’t have the Marshal Undead trait or the Hellfire Orb action.
• If Grinken Eyre isn’t present, Tiax previously called in a favor owed him by
an ice devil, who shows up at initiative count 10 of the second round of
combat. The other crew member (also a veteran) fights to defend Koh
Tam, in this situation.
The characters can choose to side with Tiax or Koh Tam. If they ally with Tiax, it
is very likely Koh Tam will perish here and Tiax will serve his role for the
remainder of the plot. On the other hand, Tiax is very fond of being alive and if
reduced to less than half of his hit points (or otherwise feeling like the battle is
going against him) casts Dimension Door in an attempt to retreat.
Treasure. Tiax carries 10 Soul Coins (he lied earlier about the amount) and so if
the characters allied with him he promises to pay them the rest later. If the heroes
defend Koh Tam successfully, he rewards them with 1 Soul Coin each.

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.

Running This Chapter


There are two methods by which the characters can encounter either of these
naval opponents. Either the characters are hunted by the warship or the
submersible, or the characters hunt one, or both, of these devil-ships.

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.

The Hunt Begins


These archdevils start searching for the characters once they’ve completed one of
their group patron’s objectives. From this point on, every time the characters move
between layers (while on the River Styx) there is a 25 percent chance that they’re
intercepted by one of these foes.
If the characters are intercepted, proceed to the “Ambushed by the Infernal
Warship” or the “Ambushed by Abigor” section. You choose which one.
The Characters Are Searching The characters might pursue Brother Adramalech
and Brother Morax, in the hopes of rescuing Barachiel, who is a prisoner aboard
their infernal warship. Alternatively, they might seek Abigor for one of the
following three reasons:
• The Triad. The characters may have made a bargain with the devils
Rimmon, Zagum, and Buer to capture Abigor (see “Malsheem” in chapter
12).
• The Geas. They may have allowed Anacreda to place a geas upon them that
compels them to slay Abigor (see “Anacreda the Angelmaker” in chapter 8).
• The Unmaker. They may be seeking the Unmaker if the Conclave is their
patron.
If the characters are searching for either vessel, each time they enter a new layer of
the Nine Hells via the River Styx, roll a d8. The quarry they seek is on the layer of
the Nine Hells that matches the result. Reroll the d8 if the result matches the layer
which the characters are just exiting. If the ship they seek is on the same layer as
they are, then the characters need to succeed on a DC 20 Wisdom (Survival) check
to locate the target vessel or use magic to determine its location. If the characters
have been told of the location of Abigor’s submersible, there is no need to make
this check—just pick a layer of the Nine Hells and inform the characters that is
where Abigor may be found.
If the characters find their desired ship, proceed to either “The Brothers’ Infernal
Warship” or “Baalzebul’s Infernal Submersible.”

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.

Ambushed by the Infernal Warship


Review the top deck (area N1), for details on the attacking force (the ship is
considered to be at battle alert). Once the warship is close enough to the barge, the
devils on the top deck, as well as Brother Morax, leap onto Koh Tam’s barge to
attack the characters. If the characters fall, Koh Tam and Tiax (if present) are
incapacitated during the fight while the characters are captured and brought
aboard the warship.
If the characters repel the invaders, or are captured, proceed to “The Brothers’
Infernal Warship.”

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.”

The Brothers’ Infernal Warship


The warship is under the command of Brother Adramalech and Brother Morax.

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.

Locations in The Brothers’ Infernal Warship


The major locations found within the ship are described below.

N1: Top Deck


The top deck of the ship is outfitted like a tribute to extremity. Ten flame
throwers and ten acid sprayers line the deck in neat, alternating order,
bubbling with vile green foam, or spurting out little bursts of fire, and
interspersed among them are three enormous ballistae, armed with
gleaming metal projectiles. At the rear of the ship, you feel the cutting
heat of the furnace that powers the terrible vessel, and you hear the
agonized wails of the souls being fed into it below.
The top deck is usually crewed by a half-dozen cambions aided by ten bearded
devils. They attack anyone that isn’t a crew member. If the ship is at battle alert,
then Brother Morax is on the top deck.
Characters might try to operate the shipboard weapons. While the great ballistae
are only usable against other warships, the acid sprayers and flamethrowers can
be pivoted to attack creatures on the deck (see the sidebar for details).
N2: Acid Vats
A swirling morass of sizzling green acid jostles with the motions of the
warship, acid occasionally sloshing almost over the lip of the vat
containing it.
These chambers are where the acid is stored that is used in the sprayers. There are
ten of these acid vats, each one colored green on the accompanying map. Each vat
is situated below an acid sprayer on the top deck (area N1).

N3: Hellfire Fuel


The Hellfire in the vat before you emanates a tremendous heat even
before you ever get close to it. The air above the vat shimmers, distorted
by the heat and occasionally sparks erupt, landing with a sizzling hiss
upon the metal floor.
These chambers are where the fuel is stored that is used in the flame throwers.
There are ten Hellfire vats, each one colored red on the accompanying map, and
each situated below a flame thrower on the top deck (area N1).
The Brothers’ Infernal Warship(Player Version) #### N4: Command and
Navigation Bridge
The room is cramped and dark, with most of the space being taken up by
a massive chair and an equally oversized wheel. The chair and wheel face
the only windows in the room, toward the bow of the ship.
Brother Adramalech can often be found here. He is usually only accompanied by
three imps that he uses to send messages to other parts of the ship.
Treasure. There are a half dozen steel chests in this room. Each is locked and
requires a successful DC 20 Dexterity check with thieves’ tools to unlock. Five of
the chests contain platinum bars, each worth 1,000 gp. Each chest has 5 bars
stacked inside of it.
The last chest contains plans written by Asmodeus himself. The plans detail how
he intends to trick Baalzebul into leaving his plane so that he can turn him back
into the slug form that Baalzebul so despises. He has ordered the archdevil
brothers to find Abigor, Baalzebul’s trusted lieutenant, and take him prisoner to
draw Baalzebul out. This is the same plan that the Triad will offer the characters
(see chapter 12).

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.

N7: Engine Room


The engine seems almost like a living thing. It purrs, a deep rattling,
rumbling sound, and the sharp, heavy heat that comes off it pulses like a
giant’s breath. Lemures slink about the room, tending to its needs. Among
them stalks a hulking brute with tall, curved horns, snarling at the
lemures and watching with gleeful satisfaction as the door to the engine
chamber is opened and soul coins are thrown into the mouth of the beast.
The souls shriek and scream as they’re consumed by the red-hot flames
within, their torment fuel for the engine’s endless hunger.
The horned devil is called Coal Heart (he keeps his real name to himself) and does
his job with a great deal of relish. A dozen lemures work for him and sometimes,
when he’s bored, he’ll throw one of them into the furnace. Coal Heart is a favorite
of Brother Morax and there is a 1 in 4 chance that the archdevil is making his way
to the engine room to spend time with his favorite subordinate.
Anyone entering the furnace (or starting their turn in it) must make a DC 15
Constitution saving throw, taking 17 (5d6) fire damage and 17 (5d6) necrotic
damage on a failed save, or half as much damage on a successful one. Both Coal
Heart and Brother Morax attempt to grapple an enemy to drag them into the
furnace if combat occurs here.
The brothers’ infernal warship sails the Styx.

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.

N9: Mess Hall


There are several long tables in the mess hall, all of them lined on both
sides with an assortment of rickety chairs and sagging benches. Tieflings,
cambion devils, and bearded devils can be found sitting, standing, and
slouching around the tables, shoveling unidentifiable clumps of food into
their mouths with joyless abandon. Imps come in and toss more bowls of
vile sustenance down the tables and take away the empty dishes and
unused utensils as they leave.
There are usually three or four each of tieflings (bandits), cambions and bearded
devils. There are several smaller mess halls along the lower deck, but each only
contain one or two occupants at any time.

N10: Common Quarters


There are numerous identical crew quarters throughout the lowest level of the
warship.
The bunk room is cramped, dark, and smells vaguely like fish and a great
deal like rotting flesh. The bunks are packed together so tightly they
might as well be one unit. There are no mattresses, just stretched canvas
cots with a layer of ragged, suspiciously stained blankets tangled together
on top.
Treasure. Searching any of these rooms usually nets 1d10 gp and 1d4 pp. There is
a 10 percent chance that 1d4 bearded devils return to their quarters during the
characters’ search. They won’t engage but run to area N4 to alert the rest of the
ship.

N11: Officer’s Quarters


Below-decks there are 6 almost identical officer’s quarters.
There are two beds in these small quarters. A taste of sulfur lingers in the
air.
Treasure. Similar to the common quarters, but a search reveals 1d10 pp and 1d4
gems worth 50 gp each.

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.

N14: Soul Fire Engine


This is the engine that powers the ship. Anyone entering the engine area (or
starting their turn in it) must make a DC 15 Constitution saving throw, taking 17
(5d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much
damage on a successful one.

N15: Fuel Reserve


This reserve of fuel is used to power the ship if the usual soul fuel is unavailable.

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.

Brothers Adramalech and Morax


Asmodeus seldom deigns to wield the whip himself when someone rouses his ire.
He has lesser devils to do that for him. Though, in this case, ‘lesser’ can still mean
very powerful indeed. Adramalech and Morax have served the greatest of Fiends
faithfully since the earliest days of the Nine Hells. They were angels within the host
Asmodeus commanded. When he fell, they cast themselves willingly down to be
with him. In an internal hierarchy rife with ambition and betrayal, the brothers’
lawful nature manifests as absolute loyalty. In return, Asmodeus gives them what
they want. They stand outside the intricate hierarchies of the Nine Hells, reporting
directly to him and undertaking his commands with their own hands, his personal
enforcers. His ‘hounds’, say other devils with a sneer of contempt, but Adramalech
and Morax are as content with their lot as any devil can be.
They manifest most often as chalky white humanoids, Adramalech around eight
feet tall and the hulking Morax, twelve. Morax is the more physically potent of the
two, his hide spined and barbed, his hands jagged talons. Adramalech does most of
the talking, to dreadful effect. As befits Asmodeus’s devils-of-all-work, they’re a
versatile pair of monsters, more than equipped to punish those who have
disappointed their master. And ‘punish’ is the operative term. Asmodeus
dispatches his enemies to them when they’ve roused his personal ire.
Morax (see the accompanying stat block) has the tremendous strength and speed
one would expect of a martial devil. His spines are brittle and hollow, and shards of
them lodge in the flesh of those he strikes, or who strike him, where they rapidly
begin to grow jagged extrusions of their own like miniature sea urchins. The
shards must be cut out swiftly before they carve his victims up from the inside.
This is mostly by way of a distraction so that Adramalech (see the accompanying
stat block) can play his own games though.
Adramalech retains his angelic voice from before the fall. His golden words inveigle
their way into the ears of listeners, confusing, distracting, distorting the way they
see the world and causing mind-wrenching dissonance in mortal minds. Worse
than this, Adramalech can conjure simulacra of his enemies’ loved ones, living or
dead. More than mere illusions, these creations have a temporary life and thought
drawn from the memories of the brothers’ enemies. This psychic link means that,
when Adramalech torments them or Morax tears them apart, the pain is felt by
those whose minds gave rise to them. In this way, Asmodeus’s decreed
punishments combine physical agony and mental trauma in equal measure.
Though concentrating on destroying the less imposing Adramalech might seem the
logical way to assault the brothers, the pair have a final surprise for their foes.
They were as close as two angels could get before the fall and nothing in all the
eternal ages of the Nine Hells has ever divided them. If either falls while the other
still stands, the remaining Brother’s presence sets their fallen kin’s flesh bubbling
in a frenzy of regeneration. They must be defeated together or not at all.

Baalzebul’s Infernal Submersible


The submersible is commanded by Abigor.
{@creature Baalzebul|CoA}’s infernal submersible emerges from the Styx.
Baazebul’s Infernal Submersible(Player Version) ### Baalzebul’s Infernal
Submersible Locations
The major locations found within the submersible are described below.

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.

B3: Communication Room


There is an immense tank filled with water in the center of the room. A
grotesque creature with countless tentacles swims in it. The creature
uses its many limbs to touch the infernal sigils carved into the wide wall
in front of it with careful intention, leaving streaks of slime in its wake.
The tentacled creature is an aboleth that was imprisoned by Abigor centuries ago.
It now serves the purpose of keeping Abigor in communication with everyone on
the ship and its other servants throughout the Nine Hells. The aboleth uses the
sigils to send messages to other rooms in the submersible or receive messages
from those locations. Likewise, and not unlike a Sending Stone, some of Abigor’s
minions carry talismans that can send messages to this room or receive messages
from it, even when they are on a different layer.
The aboleth knows many things and it is willing to share for the right price. A rare
or more powerful magic item is what it wants in exchange for knowledge. It knows
almost as much about the Nine Hells as Asmodeus himself. The most important
thing it knows is the truth of Asmodeus’s origins. You choose which of these
origins is the true one:
• Asmodeus arose from the primordial chaos as the mightiest of the lawful
gods, with Jazirian the only one who could rival him. They both took the
form of a serpent and they set their minds on bringing law to the chaos.
Eventually the two gods fought, and Asmodeus was defeated. His body fell
through the multiverse until it crashed into Nessus forming the canyon
known as the Serpent’s Coil.
• Asmodeus is a fallen angel. He was originally tasked with keeping the
demons of the Abyss in check, but eventually to become better at killing
demons he and his angelic followers took on demonic traits. This led to him
being banished by the gods. But before he was exiled to the Nine Hells, he
was able to fool the gods into signing the Pact Primeval. This is a contract
between Asmodeus and the gods of the multiverse that allows Asmodeus
and his servants to legally corrupt mortal souls so that they end up in the
Nine Hells. These souls can then be used to increase Asmodeus’s power.
• Asmodeus served the first and most powerful god, He Who Was.
Asmodeus chaffed at having a master, so he used an artifact called the
Shard of Evil to kill his god. Then he was able to erase the name of the god
from existence. The Shard of Evil is the ruby at the tip of the rod that is
Asmodeus’s signet. Asmodeus was banished to the Nine Hells by the other
gods.
Betraying Baalzebul. If the characters are working with the Triad to trick
Baalzebul into reverting to his slug form again, they can ask the aboleth to
summon the archdevil here. The aboleth does this only if Abigor is incapacitated
or dead and the characters must agree to cede control of the submersible to the
aboleth afterwards. For the ruse to work, Baalzebul must be convinced to leave
Maladomini. If the submersible is currently on the River Styx in Maladomini, the
aboleth is able to navigate the vessel to the layer above or below this one before
contacting Baalzebul.
Once the aboleth summons Baalzebul, proceed to the “Capturing Abigor” section
at the end of this chapter.

B4: Engine Room


This is a Hellfire furnace. Anyone entering the furnace (or starting their turn in it)
must make a DC 15 Constitution saving throw, taking 17 (5d6) fire damage and 17
(5d6) necrotic damage on a failed save, or half as much damage on a successful
one.

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.

B7: Common Quarters


There are two large rooms dedicated to housing and feeding the crew.
There is a motley collection of devils in the mess hall. Great and small
figures sit silently side by side, eating spoonfuls of thick, grayish gunk.
Only the slightest of slurping, chewing noises can be heard, and beneath
these sounds, the distant rush of water.
Each of the quarters contains two bone devils and three cambions. If fighting
occurs in one of these rooms, the occupants in the other room are likely to hear.
Treasure. Searching any of these rooms turns up 1d10 gp and 1d4 pp.

B8: Officer’s Quarters


There are three beds in this room for the submersible’s officers.
Treasure. Searching this room nets 8d10 pp. There is a 25 percent chance that a
patrol of 1d4 bone devils notice anyone looting one of these rooms.
B9: Storage
There are several mostly empty rooms dedicated to storing rations and
nonmagical weapons.

B10: Abigor’s Bedchamber


Despite the cramped halls of the submersible, this is a reasonably sized
room, with a large bed and a table with several chairs. Papers are
scattered over the table.
Abigor is seldom here, as there is so much work to be done in maintaining the
infernal submersible. The papers mostly detail the logistics of keeping the devil
crew fed and disciplined.

B11: Torpedo Room


The room is narrow and cramped with strange equipment. There are
rows and stacks of enormous metal cylinders packed into the room. Each
cylinder is long and tapered, with the pointed end facing dark tunnels
carved into the vessel wall that are just as wide as the cylinders
themselves. Glowing infernal runes cover each of the cylinders.
There are usually two bone devils present, but on a battle alert the room has eight
bone devils working feverishly to keep torpedoes loaded and ready to fire. There
are thirty-four cylinders, each a torpedo weighing 800 pounds. They’re usually
inert, but if the submersible is at a battle alert, then 1d4 of them have been primed.
To prime a torpedo, one must press the correct combination of runes on its
surface. This requires a successful DC 17 Intelligence (Arcana) check, for each
torpedo (Fiends succeed on this check automatically). If a primed torpedo takes
more than 10 damage it explodes, dealing 35 (10d6) force damage to every object
or creature within a 30-foot-radius. Any primed torpedo damaged in this way
explodes too. The damage from two or more torpedoes breaches the hull of the
submersible, filling the room with the waters of the Styx within 2d4 rounds.

B12: Depth Charge Room


There are racks of metal cylinders in this room. Each is squat and thick
with a tapering rear that ends in a strange round fin-like shape. Glowing
infernal runes cover each of the cylinders.
There are two bone devils present, whether or not the submersible is at a battle
alert. There are ten depth charges, each weighing around 400 pounds. A depth
charge must be armed before it is capable of detonating. To arm a depth charge,
the correct combination of runes on its surface must be pressed, requiring a
successful DC 19 Intelligence (Arcana) check for each depth charge (Fiends
succeed on this check automatically). If an armed charge takes more than 20
damage it detonates, dealing 52 (8d12) lightning damage to every object or
creature within a 60-foot-radius. Any armed depth charge damaged in this way
detonates too. The damage from a single depth charge immediately breaches the
hull of the submersible, filling the room with the waters of the Styx.
Abigor
Abigor is Baalzebul’s chief general, a warlike monster fit for the violence that the
Lord of Deceit considers beneath him. Its preferred shape is a flayed-looking
humanoid with musculature of polished metal. Physically, Abigor commands
tremendous strength and destructive power. Its greatest joy, however, is to
command a battlefield, ordering legions of infernal troops in complex stratagems
against the enemies of the Nine Hells. In times past, Abigor has commanded the
legions of Maladomini up in Avernus to stem the tides of the Abyss. Most of the
time, though, Baalzebul keeps the monstrous creature close to guard against
domestic threats or punish those underlings whose construction efforts disappoint
their master, as they inevitably do. Abigor considers its talents wasted in such
sideshows and its frustrated dreams of war manifest in counterproductive ways.
Visitors sneaking through Maladomini might be surprised to find legions of devils
standing about in parade ground order, or else marching and drilling, every
maneuver perfect, yet their general is never satisfied. What the perfect city is to
Baalzebul, military exercises are to Abigor. The archdevil forces its troops to
march and salute and trudge through ever more complex motions as it plays at
war. Alternatively, it throws its soldiers into vast war games across the ruinous
country of Maladomini, decimating its own troops just to try out some new
stratagem. Abigor is rightfully hated by all the devils under its command, and
covertly mocked by its peers for its obsessions.
Getting close to Abigor without engaging legions of infernal troops is difficult—to
Abigor’s regret, in fact. Sometimes the archdevil decides to test Maladomini’s
security by creating openings for imaginary assassins and spies, to see who might
take advantage of them. On one occasion this resulted in a determined paladin
getting far too close to Baalzebul himself, for which Abigor spent some decades
being whipped by infernal rust monsters. After that incident, Abigor became
obsessed with presenting a clean and martial appearance, employing a small legion
of imps to burnish its skin to a blazing shine.
An actual physical run-in with Abigor (see the accompanying stat block) should be
a simple, brutal experience but its relative isolation at the heart of Maladomini has
left it curiously desperate to make the most of any fight it might get into. Rather
than simply tear up the opposition, it constantly changes to more and more
complex and convoluted tactics, desperate to make the very most of any melee. In
doing so, it can end up missing obvious opportunities to destroy its enemies, or
even inadvertently give them an advantage or let them escape. In one recorded
instance, the archdevil even broke off the fight at its moment of victory to school
its enemies in how they could provide a greater challenge, then insisted on
beginning the fight anew.

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.

Running This Chapter


Before running this chapter read the “Nessus Overview” section. As this is the final
stage of the characters’ journey into the Nine Hells, they need to find a way out of
their contracts. Make sure the players get the chance to complete their quest
objectives before triggering the final stage.
The individual character’s score on the Corruption Tracker (combined with their
choices in this chapter) determines the possible outcomes available to them. The
information in the “Final Stage” section helps you prepare for the final encounters
in this chapter.

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.

Random Encounters in Nessus


d
6 Encounter
1 A singular amnizu (see Monsters of the Multiverse) approaches the
characters with a smile on their face. It offers a quick passage out of Nessus
in exchange for 2 Soul Coins per character. To each paying character it gives
a wishbone, that when snapped, transports the character back to the Falls of
the Frozen Titan in Cania.
2 Two pit fiends spar with each other, testing their strength. They invite any
travelers to spar with them. If they find their sparring partner to be lacking
in strength, they quickly change their tune to harvest a wayward soul.
3 A group of four horned devils patrol the skies of Nessus, looking for any
potential intruders. If they spot any, they approach and ask to see a writ of
passage. If the intruder can’t produce valid evidence, the group attacks.
4 Filled with rage by the sheer quantity of souls it absorbed, a tyrant shadow
(see appendix B) rampages through the layer. Creatures of its size and
strength are rare, and its death curries favor in the realm. If they kill it, the
characters have advantage on all checks when interacting with the Triad.
d
6 Encounter
Additionally, when the tyrant shadow dies, 3d4 Soul Coins are created.
5 A pride of six hellcats (see appendix B), led by a particularly menacing
bezekira, stalks Nessus looking for prey. They avoid opponents they feel
they can’t defeat.
6 Actively sneaking towards the center of Nessus is a single balor dressed in
black robes. It is constantly vigilant and approaches any creature that
notices its presence. Its infiltration was difficult to secure, and it goes to any
length to ensure no devil learns of its mission.

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.

Koh Tam and Tiax


Koh Tam or Tiax (depending on who the characters sided with earlier) wait for
the characters’ return by the Falls of the Frozen Titan. Once they’ve gotten what
they came for, they need the barge to travel the Nine Hells one last time, to
freedom.

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.

The Final Stage


There are two ways that the characters can approach the last stage of their quest:
• Koh Tam has an invitation to a place in Nessus known as the Oasis of the
Lethe. In this place of learning, the characters can discover how to free their
souls or the souls of their loved ones from the contracts that bind them. To
get there, they must follow another infernal river, called the Lethe, which
eventually brings them to the Oasis of the Lethe.
• The characters can confront Asmodeus directly. To do this, they simply
must enter Nessus, whereupon the Lord of the Nine senses their presence
and sends a force to escort them to Malsheem. Asmodeus won’t deal with
the characters initially, instead he leaves them to his faithful servants
known as the Triad. If the characters navigate the trials of these three
archdevils, then they might be able to convince Asmodeus to release the
souls from their contracts.

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.

Climbing Down into Nessus


The great gray swell of the River Styx begins to slow. Here and there
great chunks of ice appear and are pushed along by the churning waters
until they collide and begin accumulating into one mass that pushes up
against the riverbanks. The ice becomes thick enough to stand on, but the
rush of moving water below can be heard. Eventually this sound slows to
a gurgling whisper and then falls silent. The ice stretches out for a
distance, solid and white with arching crests where swells and rapids
have frozen, and then it ends, and all that remains is empty sky. At the
edge of the ice one can see out over the barren Nessus plains, vast and
sprawling, reaching the far horizon. The drop below is dizzying. The
powerful waters of the Styx have tumbled over the edge of the cliff and
frozen into an enormous curtain of solid ice. The ground is scarcely
visible, hazy with distance. Trapped within the plunging frozen waterfall
is a titanic skeleton of humanoid shape dressed in gleaming armor. A
giant.
To reach Nessus, the characters must climb down the body of an ancient giant, half
submerged in a frozen waterfall that is the last stage of the River Styx. This skeletal
figure, of a scale beyond the stature of mortal Giants, is armored in gleaming mail
that remains pristine and shimmers within the ice.
Although no more than bones, some trace of life still clings to the frozen titan.
Those approaching hear its voice in their head, speaking whatever language is
most native to them. It names itself as Devorastus, a warrior of law, who came to
the Nine Hells unknown centuries ago and, after slaying countless devils, ended up
imprisoned in the eternal ice of Cania.
Devorastus asks all passers-by to work towards freeing it, even if it is only to chip
a few handfuls of ice away from its frozen tomb. Its words are persuasive, and an
ability to read the thoughts of others permits it to tempt them with targeted
inducements appealing to their morality, offering bribes, or pledging services.
There is a furious commotion around the titan’s head. Mortals and devils
brush shoulders as they chip and claw away at the ice around it. Some
seem to be working in groups, others alone, but each acts with the same
desperate fervor.
Over time a cult of desperate dissidents has arisen around the ice-locked head of
Devorastus. Some cultists are mortal travelers who have nothing else in the plane
save their hope that the giant will somehow save them. Others are actual Fiends,
outcasts or rebels fleeing Mephistopheles’ ire, who intend to use the skeletal giant
as their war machine to fight their former master. Thus far the archdevil is either
ignorant of the cult or considers action against it not worth the resources—or it is
simply amused by its folly. The score or so of cult members pick feebly at the ice
covering, attempt to light fires that the cold of Cania kills, and make sacrifices in
the hope the warm blood and shed life force will help free their champion.
Devorastus’ vast armored form is plainly a long way from being free, and to chip a
little ice away might seem a meagre price to pay to avoid the predations of the cult.
However, Devorastus’ true nature is very different, and the creature is far closer
to escaping than it looks. Devorastus’ actual form is similar to a gelatinous cube,
currently wrapped around the bones of the titan. It is a demon, a lieutenant or
perhaps rival of Juiblex, which travelled down the swift flow of the Styx before
being trapped in the ice. As soon as even a small hole in the ice pierces through to
the chamber it is encysted in, the creature will surge out, feed off the flesh of
mortals and devils alike and then seek to return to the river in the hope it can
follow the current to more hospitable climes.
Characters must expend significant energy to free Devorastus. Track each hour of
active digging/excavating, per character, with every 30 points of fire damage
counting as an additional 1 hour of effort. Once this tracker reaches 50,
Devorastus (see the accompanying stat block) is freed.
Though your efforts have only produced a small, albeit deep, channel in
the ice, there’s a disturbing hissing noise, as if water has found its way to
a tiny crack in a massive dam. A surge of pale liquid bubbles out from the
hole you have created, almost instantly becoming a huge mound of ooze
sticking to the ice. The trapped titan collapses as if whatever once
sustained it, has escaped.
The massive ooze-like demon, barely visible against the ice, climbs up or down as
necessary, attempting to consume anything nearby. If no enemies are detected
within 60 feet, it begins crawling upwards, in the hopes of finding a more
comfortable resting place.
Climbing down the titan isn’t without its dangers. Shredwings roost in parts of the
body of the titan. 2d6 of them attack anyone descending, but once half of them are
killed, the rest retreat.
Climbing down the frozen giant to Nessus.

Entering Nessus Without Protection


If the characters enter Nessus without any protection against divination, then they
are sensed by Asmodeus immediately. He sends a force to escort them to
Malsheem.
From across the arid plains there comes a distant roar. The ground
trembles slightly and a hot, sweeping wind follows, sending up a curtain
of red dust. A shadow passes suddenly over the land ahead of you. It is
immense and slips over the distance with alarming speed. A second
shadow joins it. There is another ground-shaking roar and then the sound
of snarling and the rattle of weaponry. A massive fiend approaches, red,
winged, and armed with a heavy metal mace. Following it are four equally
large devils with dark, leathery skin and wings and six devils with
enormous horns carrying tall forks with sharpened tips that glow with
heat. Flanking this monstrous party are two dragons. The scales of the
beasts’ gleam a brilliant red and the cutting wind born of their powerful
wingbeats carries with it the scent of smoke and sulfur.
The escort is led by a pit fiend and includes four war devils (see appendix B), six
horned devils, and a pair of adult red dragons that the characters are to ride if
they can’t fly themselves. Even the most powerful characters will find this to be a
difficult fight if it comes to violence, but the devils have been told to simply escort
the characters, not imprison them. They only attack to defend themselves or if the
characters refuse to accompany them. Proceed to the “Adventure: Malsheem”
section.

Traveling Across Nessus


Those traveling across Nessus can stick close to the River Lethe or strike out into
the plains to avoid the traffic of devils that can be found along the river’s edge.
Below are two possible encounters.

The River Lethe


The River Lethe is, if possible, less navigable than the River Styx. In many places
the river plunges over vast, wild falls, and devils have had to laboriously build
complex sequences of locks to permit their great river barges to safely traverse the
drops.
On occasion, political feuds between devils spill over into direct sabotage and
action. Consignments of valuable goods—souls, sorrow wine, magic artifacts, and
mortal prisoners—are wrecked or sunk as one diabolic magnate strikes indirectly
against a rival. The falls of Telkalal are a favorite location for such skullduggery.
The crew of a merchant’s barge is desperate, running around and tripping
over each other as they try to catch grappling hooks on the jagged rocks
that line the top of the falls. They have little success and the few lines that
draw taut snap under the weight of the barge and the strength of the
water. Terrified screaming can be heard from the cargo hold. The barge
jolts as another line snaps and draws closer to the edge of the falls. The
screaming increases in volume. The drop of the falls is monstrous and
there are towering rocks below, cutting out from the white spray like
hungry teeth.
The barge is carrying a tithe from the archdevil Orvrastus, intended for Nessus.
The loss of this tribute will bring Orvrastus into bad odor with Asmodeus. A
variety of pettifogging bureaucratic obstinacies have resulted in Fierna of
Phlegethos becoming irritated by Orvrastus, and she has sent a team of four
erinyes to haul the barge astray. Instead of travelling into the calm waters of the
locks, the erinyes are attempting to drag the vessel over the falls, while the infernal
crew back the engines and launch missiles at their flying tormentors.
A dispute between devils may not be of overt interest to mortals such as the
characters, but the treasures on board may well be—whether they constitute
people to be rescued or valuables to be pilfered. In the chaos of the fight, it might
be possible to get on board the ship, loot it, and get off before it goes over the falls.
Alternatively, the characters could assist the vessel’s demise, and then hotfoot it
below to sieve the River Lethe for spilled treasures. In doing so they must contend
with not only the usual denizens of Nessus, but habitual mobs of infernal salvagers
intent on acquiring the same riches.
Treasure. If the characters are successful, they obtain 4d4 x 1000 pp and one rare
magic item from the Dungeon Master’s Guide. The characters also find 2d4 Soul
Coins.
Like the Styx, the River Lethe contains many dangers.

The Plains of Nessus


In an attempt to escape Nessus, desperate souls have stolen an armored wagon.
There is a saying in the Nine Hells, that nobody works harder than Asmodeus. The
lord of all the Nine Hells neither sleeps nor rests, and whilst most of his servants
devote plenty of time to sating their hedonistic pleasures, the greatest of all Fiends
constantly bends his mind to the corruption of the planes and the ensnaring of
souls.
Even Asmodeus permits himself some entertainment from time to time, though
his joys are little different to his duties. At times he enjoys hunting some of the
more formidable captive souls in his possession.
Those he torments personally are, of course, lost beyond any hope of retrieval. Not
one of them will ever escape his grasp. However, the finest razor edge of torment is
that he persuades each one of them that there is a hope of reprieve. For his hunts,
he often likes to allow his prey to think they’ve broken out of the prisons of
Malsheem and that they’ve some sort of chance at freedom.
A large, armored wagon, drawn by a colossal monster, careens wildly
over the plains. Overhead, thin figures with feathered wings that still
shine with faint celestial light swoop and fall.
In this case, Asmodeus has permitted a gang of desperados to stage a breakout,
purely for the joy of hunting them down.
The supposed escapees are a selection of some of the worst the mortal planes have
had to offer over several centuries. Their current leader—though they fight among
themselves a lot—is an orc warlord named Ormogg (neutral evil, orc assassin with
120 hit points), whose hordes despoiled cities and burned forests and flooded
dwarven holds with magma, but they’ve great sorcerers, wicked priests, tyrants
and murderers among their ranks. As befits prisoners of the Nine Hells, each one is
irredeemably evil. They’ve stolen—been permitted to steal—a vast armored
wagon drawn by a monstrous beast, and now they ride it across the barrens of
Nessus with a ragged mob of devils hounding their heels. Asmodeus watches on,
greatly amused, until he decides to send in his special hunters.

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.

Adventure: The Oasis of the Lethe


The oasis floats above vast desolation.
Everything within Nessus’ bounds is the unchallenged domain of Asmodeus, yet
the Oasis exists just slightly beyond. Enough to satisfy the legalistic minds of devils,
perhaps. The River Lethe runs through Nessus, heedless of topography, reaches
the edge of the wasteland and just keeps going. It flows forever into the red void,
eerie, discomfiting, and unexplained. The greatest infernal minds can’t account for
it, nor any god that has been petitioned for an answer. What lies at the end of the
Lethe? Does it empty out into another constellation of planes? The question has
ever troubled philosophers and cosmologists. And so, on the banks of the Lethe, a
community of scholars and wizards has arisen to study this phenomenon and,
through it, the underlying nature of the planes themselves. The Oasis of the Lethe
is their haven.
Advice from Koh Tam
Koh Tam previously gave the characters an infernal map. Show the players the
map of the Oasis of the Lethe in appendix F. They can use this map to decide which
points of interest they want to explore. Refer to the “Using an Infernal Map” section
of chapter 2.

Monsters of the Red Void


There are certainly threats that come to trouble those at the oasis. Inexplicable
monsters sometimes undulate out of the red void—bizarre beasts never seen
before and never replicated. Whilst they represent unparalleled opportunities for
study, they also devour the occasional student. Desperate fugitive souls and
marauding adventurers fleeing Asmodeus’s pursuit occasionally find their way to
the Oasis and make demands of the arch-magister Elihandrel, though thus far his
magical abilities have sufficed to return them to the archdevil’s custody in short
order. Sometimes conjurations called up by the mages themselves get loose and
have a brief career of havoc before they’re banished once more. But from the devils
of the Nine Hells themselves, there is no threat. They’re as obliging as the most
unctuous servants.
The Oasis of the Lethe(Player Version) ### Oasis of the Lethe Locations
Elihandrel lures scholars to the Nine Hells with the promise of knowledge.
Some of the major locations found in the oasis are described below.

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.

O2: Home of Teskethmus


One of the most respected minds of the current roster of scholars at the Oasis is
that of Aldri Teskethmus, a living human archmage of the Red Wizards, who
theorizes that the traditional arrangement of the planes is merely an artifact of
mortals’ limited ability to comprehend the wider universe.

O3: Home of Orvedarc


Orvedarc is a duergar heretic priest-scholar who died centuries ago and has spent
time in the Nine Hells both in torment and in service to devils. Now released, he
works on his incomplete research into the nature of divinity and divine magic.

O4: Home of Isitrix


Isitrix the Termagant is a sahuagin magician-queen (mummy lord but she isn’t
Undead, her creature type is Humanoid) who in life brought wars that
encompassed entire oceans, but who now peaceably studies the River Lethe and its
curious mechanics.

O5: Home of Elihandrel


It is an inevitable fact that those long-dead souls at the Oasis are mostly of evil
persuasion. There are other incautious mortals who fall into Asmodeus’s power,
but the majority of souls in his domain are those drawn to the Nine Hells by the
choices they made in life. However, the arch-magister of the Oasis, Elihandrel (use
empyrean stats but Elihandrel is Medium sized), keeps order. His word is law, as
much as Asmodeus’s is within Malsheem. Those who won’t abide by his codes of
peace and scholarly amity know that a return to the Nine Hells awaits.
Elihandrel himself is an ageless high elf, robed in simple grey. He appears mild,
confident in his authority and power, proud of the peaceful community he has
built. His soft-spoken word is the end of any disagreements, ensuring that those
under his charge never let civilized debate get out of hand. His guests have
everything they need—the trees bear endlessly nutritious fruit and there are
always books, tools, and scholars’ supplies of surpassing quality. He even sanctions
research expeditions to other layers of the Nine Hells. At his beck and call are a
staff of curiously meek devils, still monstrous of aspect but on their very best
behavior. Elihandrel himself reports to Asmodeus on a regular basis, sharing all
the knowledge that his faculty uncovers. He denies that he is in any way enabling
evil. Learning, he insists, is without alignment. His ultimate goal is to push past the
adversarial model of the universe that has trapped all life in constant conflict, law
against chaos, good against evil. He genuinely believes that a full understanding of
the planes can lead to a perfect future without hardship or sin.
Elihandrel is very eager to spread word of his faculty out into the wider planes. He
maintains correspondence with a number of temples, universities, and mage
schools on the mortal planes. Whilst the appeal of studying the secrets of the Nine
Hells is plain to evil mages and luminaries of all kinds, Elihandrel is very keen to
maintain balance by attracting those of other aspects as well. He writes
persuasively of the possibility of studying the heart of evil with an eye to
countering its influences. One must truly understand a thing before one can defeat
it, is his frequent refrain. Scholars visiting the Oasis from the mortal planes find the
opportunities of the place overwhelming. There is always something new to learn
—and not just miserly scraps but the great truths of the universe hanging just out
of reach like fruit ready to be plucked. Conversation with other resident scholars is
transcendent, opening the doors of the mind. Very few ever want to leave once
they arrive.

O6: The Library


There are four grand hallways in the library. Each so vast and tall that
neither their ends nor their ceilings can be seen. Magnificent marble
pillars line the hallways, dividing them into sections, and each section
stretches off until it is lost in distant shadows. There are upper levels, and
these also grow faint as they rise beyond where the eye can see.
Elaborate, curling staircases descend underground, suggesting further
levels below, and rise upward until they vanish. Every available space,
every nook and cranny, every shelf and row, is filled with books. Books,
packed tight in neat rows and layered in towering stacks, stretching on, it
seems, to eternity.
The knowledge contained within the library is unrivaled. An amnizu (see
Monsters of the Multiverse) is the caretaker of the library, but also fully
empowered to modify or annul contracts. Before the characters can ask for his
assistance however, they need to prepare their arguments. The legal documents
section of the library is where the characters find books that contain the clauses
they need to build their case. However, if they want to look around the library
before getting to work, there are many other sections of interest at the Library of
Infernal Knowledge. Once the characters are ready to start searching for the
clauses needed to annul their contracts refer to the “Legal Documents” section.

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.

Between a Rock and a Hard Place


Read the following only if there are corrupted characters among the group. It
should be read aloud when the caretaker reviews the contract of a corrupted
character.
The caretaker’s enthusiasm for your meticulous research is noticeable.
His eyes light up each time he reads yet another cleverly worded part of
your defense. After several minutes he is interrupted by an attendant that
whispers something in his ear. Whatever is said, it can’t be good. The
caretaker’s shoulders slump and the devil looks sincerely deflated as he
addresses you. “All for naught, it was all for naught. The Lord of the Nine
Hells saw you coming, he did. I gather it was all a big game for him. I can
annul the contract, yes that I can do. But I cannot undo the evil you have
done during your stay in the Nine Hells. Your soul… it is truly lost. Only
the Triad can help you now.”
The caretaker informs the corrupted characters of their predicament. If they want
to improve their own fates, they have one more stop to make: they need to plead
their case before the Triad at Asmodeus’s palace in Malsheem.

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.

Random Encounters at the Oasis


d6 Encounter
1 Nothing
2 A pit fiend
3 Five horned devils
4 Three maelephant nomads (see appendix
B)
5 Two war devils (see appendix B)
6 Nothing

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 Forgetful Scholars


Any knowledge or spells that a character learned at the Oasis is lost
within 2d12 hours of leaving. This includes attribute adjustments from
books such as the Manual of Bodily Health.

Knowledge That Doesn’t Travel


The learning of the Oasis, that seems infinitely convincing to all the scholars who
debate within its leafy halls, doesn’t travel. Like a wine of uncertain vintage, the
further you carry it from its region of origin, the less satisfying the taste. The cast-
iron logic of Elihandrel and his fellows weakens, or else becomes abstruse,
impossible to follow. It all sounds very intelligent until someone starts picking at
the details, and then it seems to mean nothing at all. Asmodeus’s last joke on the
Oasis is that almost everything that those serious and high-minded scholars write
down is complete nonsense once taken away from the curious influence of the
Oasis itself. Almost everything. The final barb of the archdevil is that every so often
something that Elihandrel disseminates to the wider planes turns out to be of
incalculable value, a true insight for the ages, perhaps even a weapon that can be
turned against the Nine Hells. Those little scraps of true value mean that even
those scholars who suspect the true nature of the Oasis still hear the siren call of
temptation. After all, are they not the greatest minds of the age? Surely, they will be
shrewd enough to outwit the trap the Oasis represents. And Asmodeus smiles to
himself as yet another great sage descends to Nessus clutching one of Elihandrel’s
invitations, because there is no pride sweeter than the folly of the wise.
Adventure: Malsheem
Read the following when the characters approach Malsheem, either on their own
or escorted by devils.
Malsheem, the seat of power.
Malsheem is a behemoth of a city. It stretches from the bottom of a deep,
jagged trench to the heights of Nessus’ blood red sky, its towers and
flagpoles stabbing like spears through the thick, roiling clouds overhead.
In width it is also massive, swollen so greatly that the giant trench in
which it lies seems a tight fit. There is a strange and frightening beauty to
the place. Even from a distance you can see that the city’s walls are
uniform and polished, the curling spires of its palaces are precise and
elegant and everywhere there is the gleam of precious metal and the light
of burning fires.
There are several ways the characters might arrive at the city: captured upon
entering Nessus and taken directly to Malsheem, brought here as captives of the
Dukes—some brave characters may even choose to walk into the city themselves.
No matter how they get here, they always enter through the city gates of
Malsheem. Here they’re met by an escort of two pit fiends and eight horned
devils who announce that they’re to be guests in the palace of Asmodeus. The
characters can go with them or attack. If they attack, the devils are joined by
another pit fiend on initiative count 15 of every round. Once defeated, the
characters are deposited at the palace for an audience with The Triad.

The Palace
When the characters arrive at the palace, they are confronted by the three
archdevils known as the Triad.

The Triad: Rimmon, Zagum, and Buer


This triumvirate of bloated devils were angels once, who fell alongside their
master back at the dawn of all things. Rather than committing to taking arms
against the gods or embracing their fate, they attempted to play lawyer with the
divine. For an age they sought to escape their fate by exploiting technicalities in
what it truly meant to rebel or be counted among the supporters of Asmodeus.
Eventually, their legalistic hair-splitting failed, and the gods delivered them to their
master, who viewed them with utter contempt. He transformed them from their
radiant angelic forms into great floating sacs of flesh and made them his notaries,
so they could exercise their lawyerly talents in his service.
The Triad might appear homogenous to mortals at first sight, but they have
different natures and predilections. Just as deities of fate often have a threefold
nature, spinning, weaving, and cutting the strands, so the Triad are an equivalent
for the contracts of the Nine Hells:
• Rimmon. (see the accompanying stat block), vast with weaving tentacles
protruding from his form, drafts the twisted wording of Asmodeus’s
agreements—festooned with hidden loopholes, and buried subclauses to
bind the unwary while denying them the rewards they truly seek. He has a
fiendishly creative mind, fond of games, wordplay and inordinately long
sentences with clause nested within clause until any sense of meaning
eludes the reader entirely.
• Zagum. (see the accompanying stat block), is the interpreter of contracts,
who takes the complexities Rimmon creates and uses them against the
signatories, arguing the case of the Nine Hells in courts across the planes
and ensuring that even the wiliest soul can’t escape Asmodeus’s reach. He
is a dry, thoughtful devil with a sense of humor. In those rare occasions
where a mortal advances a line of argument that interests or surprises him,
he has been known to recruit them to his staff of twisted legal minds—as an
alternative to having Asmodeus’s eternal enmity. While Rimmon is an
introverted wordsmith, Zagum is gregarious, happy to share a joke and a
drink with a mortal he is about to shackle to eternal torment.
• Buer. (see the accompanying stat block) is the torment. Her role is to
enforce the contracts once Zagum has proved their binding nature beyond
any doubt. Her hideous maw can chew over souls eternally and she is
utterly without mercy, the inflexible lash of the law. When the Triad are
forced to fight, it is Buer who brings the physical threat while the other two
rely on magic to support her. Their greatest weapon, in the fray, is that
those who are bound by infernal contracts are automatically vulnerable to
their powers. In the small print of all their agreements is a clause of implied
consent, so that every spell cast by the Triad can evade any attempt at
resistance, and any physical defense comes to nothing. When you sign the
contracts of the Nine Hells, you really are agreeing to get everything you
deserve, whether you want it or not.

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.

Audience with Asmodeus


An audience with Asmodeus (see appendix A) is something that very few mortals
have ever had. Asmodeus doesn’t want to meet the characters just to sign their
contract. He could have let the Triad handle that. He always has another angle to
push, and the characters should be on their guard during what turns out to be his
final temptation.
If any of the characters managed to free their loved ones without damning
themselves in the process, Asmodeus wants to convince them to serve him one
last time. Asmodeus butters up the characters by saying that he has witnessed
their power, tenacity and ingenuity and has been greatly impressed. He tells the
characters that he has an offer.
Any of the characters can agree to sign a contract that stipulates that their soul
goes to the Nine Hells when they die. However, they will arrive in the Nine Hells as
horned devils. A successful DC 20 Charisma (Persuasion) check can make it so that
they arrive in the Nine Hells as pit fiends instead. In exchange for their souls
Asmodeus will grant them power undreamed of by most mortals. They can choose
any 2 of the epic boons available in the Dungeon Master’s Guide (a successful DC 20
Charisma (Persuasion) check increases this to 3).
While he is disappointed if none of them accept his offer, he won’t harm the
characters. Instead, he teleports them back to Koh Tam’s barge. See the next
section.

Leaving the Nine Hells


At this point the characters may have been teleported back to Koh Tam’s barge by
Asmodeus, or they may be fleeing the Oasis. Regardless, once they reach the barge,
your adventure is almost complete. It may be as simple as using the barge’s plane
shift capability to rise ever upwards from the lower layers to the higher. Or the
characters may have unresolved grudges or debts to repay. Regardless, the
characters have, in whole or part, bested the archdevil Asmodeus himself.
That is both an accomplishment and a signal to higher powers that the characters
themselves may be a growing threat…
{@creature Asmodeus|CoA} towers over his guests.
Appendix A: Lords of the Nine
This appendix introduces the lords of the Nine Hells in more detail. These ancient
and powerful archdevils represent some of the greatest evils in existence. Their
depravity knows no bounds.
Flying fortresses patrol Avernus.

Archdevil Lair Actions


Though each archdevil is unique and harnesses a range of capabilities in which
they alone are specialized, they also share some common features, especially as
they pertain to defending their lairs. On initiative count 20 (losing initiative ties),
an archdevil can take a lair action to trigger the unique lair action described on
their statistic block. They may instead select an action from the following,
Archdevil Lair Action list. Regardless of the type of lair action selected, archdevils
can’t take the same lair action two rounds in a row.

Archdevil Lair Action List


• Attack. The archdevil uses one of their available melee or ranged attacks
against a single foe.
• Cast a Spell. The archdevil uses their Spellcasting feature to cast an
available spell. If the spell normally requires concentration, it lasts for the
full duration instead.
• Deceitful Whispers. The archdevil whispers to a creature they can see
within 30 feet. The target must make a DC 22 Wisdom saving throw. On a
failed save, the target has the charmed condition until the start of their next
turn and must use their reaction immediately to make an attack against one
of the archdevil’s enemies, chosen by the archdevil.
• Fiendish Fortitude. The archdevil recharges one of their expended
abilities.
• Frenzy. The archdevil casts Haste on themself. The effect ends at initiative
count 20 of the next round.
• Summon Underlings. The archdevil summons allied devils. The devils
summoned depends on the archdevil using this feature. The summoned
devils appear in unoccupied spaces which the archdevil can see. The
Summoned Underlings table shows which devils each archdevil can
summon.
• Teleport. The archdevil teleports themself to an area they can see within
120 feet.
• Trap. The archdevil casts the Hold Monster spell.

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.

Making Devils More Challenging


Devils in the Nine Hells can often be more powerful in their home turf
than in the mortal realm. This can be accomplished in a few different
ways:
• Maximum Hit Points. Some devils might appear larger than their brethren.
These devils have maximum hit points.
• Spellcasting. Some devils have learned the arcane arts.
• Infernal Magic Items. Some devils might wear or wield infernal magic
items. More information is given on these items in appendix D.
• Affliction Devil (Kocrachon)
• Ayperobo Swarm
• Corruption Devil (Paeliryon)
• Displacer Fiend
• Greater Tyrant Shadow
• Halog
• Hellcat (Bezekira)
• Lesser Tyrant Shadow
• Maelephant Nomad
• Miasmorne
• Oneirovore
• Pain Devil (Excruciarch)
• Shredwing
• Styx Dragon
• Tyrant Shadow
• Vorvolaka
• War Devil

Appendix C: Non-Player Characters


This section has the major NPCs of the story. This includes NPCs that help the
heroes traverse the River Styx, as well as those that must be rescued from the Nine
Hells.
• Aeshma
• Anagwendol
• Barachiel
• Jenevere
• Koh Tam
• Tiax

Appendix D: Infernal Magic Items


Infernal magic items are items forged in the Nine Hells specifically for devils. These
items are an easy way to make a devil more powerful, but due to their cursed
nature, are often dangerous for mortals to use.
Powerful infernal items are found in dangerous places across all layers of the Nine
Hells.
• Amulet of Appearance
• Amulet of Betrayal
• Amulet of Duplicity
• Bracers of Asmodeus
• Canian Fork
• Condensed Order
• Demonbone Polearm
• Gauntlets of Rage
• Infernal Amulet
• Infernal Plate Armor
• Knife of Stolen Resistance
• Ring of Collecting
• Ring of the Copycat
• Ring of Treachery
• Sage’s Mirror
• Skull of Selfish Knowledge
• Soul Coins
• Stygian Spear
• Sword of Retribution
• Vial of Greed
• Weapon of Agonizing Paralysis

Infernal Item Corruption


Cursed infernal items can be used by mortals, but they always require attunement.
Once attuned, the mortal risks an increasing chance of being corrupted by the item.
This corruption starts as pain, infernal whisperings, and delusions, but quickly
descends into physical changes, insanity, and an eventual transformation into a
devil. In addition to the item’s corrupting influence, these items curse mortals that
attune to them.
Mortals that receive express permission from Asmodeus, or that make an infernal
contract to acquire a magic item, don’t suffer the effects of infernal corruption.

Stage One Corruption: Beginnings


Once a character has attuned to a cursed infernal magic item or artifact, it begins
the infernal corruption process. Each time that character finishes a long rest, they
must make a DC 10 Wisdom saving throw. (If the character is a tiefling they have
advantage on this saving throw.) On a successful save, the character suffers no
effects, but the DC increases by 1 the next time they must make this saving throw.
On a failure, the character progresses to Stage Two of their corruption unless the
Dispel Evil and Good spell is cast on the character before they start their next long
rest.
Breaking attunement to a cursed item prevents further Wisdom saves and resets
the DC of the saving throw, if the character were to attune to the item again.
However, if a character has already advanced into Stage Two of their infernal
corruption, breaking attunement can no longer halt the process.
Stage Two Corruption: Sufferings
After failing the Wisdom saving throw in Stage One, the character progresses to
Stage Two. While in Stage Two, they become delusional, seeing plots against them
where there are none. Additionally, each time they rest, they experience terrifying
visions and infernal whispers. Whenever they finish a long rest, they take 6 (1d12)
necrotic damage, which ignores resistances and immunities and can’t be healed
until a Dispel Evil and Good or Remove Curse spell is cast on them. Once the
character has taken this damage from their nightmarish visions six times, they
progress to Stage Three of their corruption. While in Stage Two, the infernal
corruption can be removed with one of the following spells: Divine Word, Heal,
Mass Heal, True Polymorph, True Resurrection, or Wish.

Stage Three Corruption: Departings


Once a character’s will has been significantly weakened, they progress to Stage
Three. While in Stage Three, the character begins to suffer physical transformation,
and slowly embraces evil. After they finish their first long rest upon entering Stage
Three they must roll 1d10 to determine how the infernal curse has begun shaping
them into a devil. In addition to the specific effects, a part-devil character is
rendered infertile and the character detects as a Fiend when subjected to Detect
Evil and Good spells and similar magic.

Stage Three Physical Transformations


d1
0 Transformation
1 Their fingertips elongate into claws
2 Non-functional leathery wings sprout from their back
3 Devilish horns grow upon their head
4 Each night more and more of their skin burns, leaving charred patches
behind
5 One eye turns milky white, the other turns yellow
6 Their spine painfully elongates into a skeletal tail
7 Their skin starts to calcify, turning portions into bone
8 Their feet painfully twist to resemble cloven hooves
9 All their hair falls out, replaced by tiny spikes
10 All their teeth fall out, with new jagged teeth tearing through the gums
each morning

Following their devilish transformation, the character begins to experience waking


whispers pushing them towards evil and they suffer terrifying visions whenever
they rest, designed to completely break their spirit and push them further to evil.
Each time they finish a short or long rest, the character must make a DC 10
Wisdom saving throw. If the character performed at least one evil act, such as an
unprovoked killing of a creature, a manipulative deal, or making a decision that
increased the suffering of others, they make the saving throw with disadvantage.
When they fail the saving throw, they progress to the final stage of their
corruption, Stage Four.
While in Stage Three, the infernal corruption can be ended with one of the
following spells: True Polymorph, True Resurrection or Wish.

Stage Four Corruption: Finalities


After the complete devolution of a character’s morals and will, they progress to
Stage Four. When they finish their first long rest after reaching Stage Four, the
character’s alignment shifts to lawful evil. They’re now bound by the devil’s code,
requiring them to honor any pact made and acquire souls in service of Asmodeus.
Lastly, their physical form changes, morphing to resemble a devil chosen by the
DM.
Once the character reaches Stage Four, the only two cures are the Wish spell, which
counts as beyond the scope of the spell, or by signing an infernal contract with
Asmodeus to reclaim their soul.

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.

Appendix F: Player Handouts


Koh Tam, through his many travels along the River Styx, has tried to learn as much
as possible about the Nine Hells. In preparation for this latest voyage, he has
obtained maps for some of the more promising locations he believes the characters
should explore. Unfortunately, the Nine Hells are ever-changing and unpredictable,
and he can’t vouch for the accuracy of any of the maps.

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)

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