{ "data": [ { "type": "section", "name": "Introduction: Welcome to the Nine Hells", "page": 4, "entries": [ "This story takes place in the Nine Hells and sees the characters confront its ruler, {@creature Asmodeus|CoA}. 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 {@creature Asmodeus|CoA}. 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 {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA}. Can they save their loved ones without losing themselves in the process?", { "type": "section", "name": "The Nine Hells", "page": 4, "entries": [ "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 {@creature Asmodeus|CoA}. The Nine Hells has nine layers. The first eight are ruled by archdevils who answer to {@creature Asmodeus|CoA}. 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.", { "type": "inset", "name": "Sourcebook and Adventure", "page": 4, "entries": [ "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." ], "id": "002" }, "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." ], "id": "001" }, { "type": "section", "name": "Sins", "page": 4, "entries": [ "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." ], "id": "003" }, { "type": "section", "name": "What Are the Sins?", "page": 4, "entries": [ "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.", { "type": "entries", "entries": [ { "type": "entries", "name": "Sins to the Self", "page": 4, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Anger", "entries": [ "The sin of anger fuels wrath, vengeance, and inner turmoil. It takes root in Avernus, the domain of the archdevil {@creature Zariel|CoA}." ] }, { "type": "item", "name": "Greed", "entries": [ "This sin leads to a life of accumulating wealth and sharing very little\u2014a sin nurtured in Minauros, the domain of the archdevil {@creature Mammon|CoA}." ] }, { "type": "item", "name": "Jealousy", "entries": [ "The jealous are never satisfied with what they have. Phlegethos, the domain of the archdevils {@creature Belial|CoA} and {@creature Fierna|CoA}, is where jealousy thrives." ] }, { "type": "item", "name": "Pride", "entries": [ "Some say that this is the original sin which led to all other sins and is the sin that led to the fall of {@creature Asmodeus|CoA} and thus is his domain." ] } ] } ], "id": "006" }, { "type": "entries", "name": "Sins to the Other", "page": 5, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Betrayal", "entries": [ "Betraying a loved one, a god, or a sovereign can damn one's soul to Stygia, the domain of the archdevil {@creature Levistus|CoA}." ] }, { "type": "item", "name": "Deceit", "entries": [ "Lying that leads to harm is, like Maladomini, the domain of the archdevil {@creature Baalzebul|CoA}." ] }, { "type": "item", "name": "Harm", "entries": [ "Mutilating or torturing an enemy is wicked work that warms the ice-cold heart of {@creature Mephistopheles|CoA}, the archdevil who presides over Cania." ] }, { "type": "item", "name": "Murder", "entries": [ "Killing an innocent or family member is evil business that comes home to roost in Dis, the domain of the archdevil {@creature Dispater|CoA}." ] }, { "type": "item", "name": "Oppression", "entries": [ "Unjustly imprisoning enemies and denying their freedom is the devil's work and reflective of Malbolge, the domain of the archdevil {@creature Glasya|CoA}." ] } ] }, "More details on the different archdevils, including their stat blocks, can be found in {@adventure appendix A|CoA|13}, \"{@adventure Lords of the Nine|CoA|13}.\"", { "type": "inset", "name": "An Unjust Universe", "page": 5, "entries": [ "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 {@creature Asmodeus|CoA}. While they committed sins, that wasn't the reason they were consigned to the Nine Hells. However, {@creature Asmodeus|CoA} ensures that the soul is punished as if the sin was the one that defined it." ], "id": "008" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/005-0.webp" }, "title": "The bitter smell of sulphur and the agonising screams of tormented souls fill the air of the Nine Hells", "credit": "Julian Calle", "width": 1856, "height": 1061 } ], "id": "007" } ], "id": "005" } ], "id": "004" }, { "type": "section", "name": "Running the Adventure", "page": 5, "entries": [ "To run this adventure, you need the fifth edition rulebooks: {@book Player's Handbook|PHB}, {@book Dungeon Master's Guide|DMG}, {@book Monster Manual|MM}, and {@book Monsters of the Multiverse|MPMM}. {@adventure Baldur's Gate: Descent into Avernus|BGDIA} would also be a good source; {@adventure Chains of Asmodeus|CoA} can be run as a continuation of that story.", "The stat blocks for most creatures in this adventure can be found in the {@book Monster Manual|MM}. 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 {@book Monster Manual|MM}, unless the adventure's text refers you to {@adventure appendix B|CoA|14} (for monsters), {@adventure appendix C|CoA|15} (for NPCs), or {@book Monsters of the Multiverse|MPMM}.", "Spells and equipment mentioned in the adventure are described in the {@book Player's Handbook|PHB}. Magic items are described in the {@book Dungeon Master's Guide|DMG}, unless the text directs you to an item's description in {@adventure appendix D|CoA|16} of this book.", { "type": "insetReadaloud", "page": 5, "entries": [ "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." ], "id": "00a" }, { "type": "entries", "name": "Abbreviations", "page": 6, "entries": [ "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)" ], "id": "00b" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/006-0.webp" }, "title": "Even the icy plains of Stygia can be beautiful.", "credit": "Julian Calle", "width": 1858, "height": 1166 }, { "type": "entries", "name": "Character Advancement", "page": 6, "entries": [ "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 {@adventure Baldur's Gate: Descent into Avernus|BGDIA}, 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." ], "id": "00c" }, { "type": "entries", "name": "Consider Your Players", "page": 6, "entries": [ "Playing {@i 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.", { "type": "inset", "name": "Previous Adventures in Avernus", "page": 6, "entries": [ "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." ], "id": "00e" } ], "id": "00d" }, { "type": "entries", "name": "Agency and Replayability", "page": 7, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Souls", "entries": [ "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 {@creature Asmodeus|CoA} has hidden it away to be tormented." ] }, { "type": "item", "name": "Group Patron", "entries": [ "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." ] }, { "type": "item", "name": "The River Styx", "entries": [ "The river passes dozens of dangerous locations, but the characters visit only some of them." ] }, { "type": "item", "name": "Temptations and Corruptions", "entries": [ "{@creature Asmodeus|CoA} 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." ] } ] } ], "id": "00f" } ], "id": "009" }, { "type": "section", "name": "Story Overview", "page": 7, "entries": [ "The Lord of the Nine Hells, {@creature Asmodeus|CoA}, 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.", "{@creature Asmodeus|CoA} desires to corrupt and dominate some of the most powerful mortals in a generation. To further his designs, {@creature Asmodeus|CoA} wants to convert these powerful mortals to his cause. To this end, {@creature Asmodeus|CoA} 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.", "{@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} 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." ], "id": "010" }, { "type": "section", "name": "Adventure Flowchart", "page": 7, "entries": [ { "type": "flowchart", "blocks": [ { "type": "flowBlock", "name": "Chapter 1: Kelemvor's Cathedral", "entries": [ "The characters meet their group patron and embark on their quest to the Nine Hells." ], "id": "012" }, { "type": "flowBlock", "name": "Chapter 2: The Nine Hells", "entries": [ "This chapter provides the information needed to implement {@creature Asmodeus|CoA}'s plans throughout the campaign. It describes the random encounters found in the Nine Hells, the temptations {@creature Asmodeus|CoA} has put in place to ensnare the characters, and how to track their corruption as a result of these temptations." ], "id": "013" }, { "type": "flowBlock", "name": "Chapter 3\u201310: The First Eight Layers", "entries": [ "The characters navigate the different layers of the Nine Hells and look for a way to release their chosen souls from eternal torment." ], "id": "014" }, { "type": "flowBlock", "name": "Chapter 11: Hunted by the Dukes", "entries": [ "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." ], "id": "015" }, { "type": "flowBlock", "name": "Chapter 12: Nessus", "entries": [ "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 {@creature Asmodeus|CoA} himself." ], "id": "016" } ] } ], "id": "011" }, { "type": "section", "name": "The Nine Hells", "page": 8, "entries": [ "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.", { "type": "flowchart", "blocks": [ { "type": "flowBlock", "name": "First Layer: Avernus", "page": 8, "entries": [ "{@i For 10th to 13th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Zariel|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Brother, The Queen" ] } ] } ], "id": "01a" }, { "type": "flowBlock", "name": "Second Layer: Dis", "page": 8, "entries": [ "{@i For 10th to 13th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Dispater|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Bounty, The Chosen One, Patricide" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "{@item Cloak of Invisibility}, {@item Instrument of the Bards, Ollamh Harp||Instrument of the Bards (Ollamh Harp)}, {@item Horn of Valhalla, Iron||Iron Horn of Valhalla}, {@item Wrought-Iron Tower|CoA} ({@adventure see appendix D|CoA|16})" ] } ] } ], "id": "01b" }, { "type": "flowBlock", "name": "Third Layer: Minauros", "page": 8, "entries": [ "{@i For 10th to 13th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Mammon|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Father, The Infinite Treasure" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "{@item Accounting and Valuation of All Things|CoA} ({@adventure see appendix D|CoA|16}), {@item Belt of Storm Giant Strength||Belt of Giant Strength (storm)}" ] } ] } ], "id": "01c" }, { "type": "flowBlock", "name": "Fourth Layer: Phlegethos", "page": 8, "entries": [ "{@i For 14th to 16th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Rulers", "entries": [ "{@creature Belial|CoA} & {@creature Fierna|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Sister, The Furnace" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "{@creature Anagwendol|CoA}, {@item Amulet of the Inferno|CoA} or {@item Ranseur of Torture|CoA} ({@adventure see appendix D|CoA|16})" ] } ] } ], "id": "01d" }, { "type": "flowBlock", "name": "Fifth Layer: Stygia", "page": 8, "entries": [ "{@i For 14th to 16th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Levistus|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Business Partner, The Oathbreaker" ] }, { "type": "item", "name": "Patron Objective", "entries": [ "{@item Holy Avenger}, {@item Manual of Iron Golems||Manual of Golems (iron)}, {@item Rod of Resurrection}, {@item True-Ice Shards|CoA} ({@adventure see appendix D|CoA|16})" ] } ] } ], "id": "01e" }, { "type": "flowBlock", "name": "Sixth Layer: Malbolge", "page": 8, "entries": [ "{@i For 14th to 16th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Glasya|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "The Heartless Master, Mentor, Mother" ] }, { "type": "item", "name": "Patron Objective", "entries": [ "{@item Scourge of Shadow|CoA} ({@adventure see appendix D|CoA|16})" ] } ] } ], "id": "01f" }, { "type": "flowBlock", "name": "Seventh Layer: Maladomini", "page": 8, "entries": [ "{@i For 17th to 20th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Baalzebul|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Spouse/True Love, The Great Con" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "{@creature Jenevere|CoA}, {@item Staff of the Woodlands}" ] } ] } ], "id": "020" }, { "type": "flowBlock", "name": "Eighth Layer: Cania", "page": 8, "entries": [ "{@i For 17th to 20th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Mephistopheles|CoA}" ] }, { "type": "item", "name": "Souls", "entries": [ "Student, The Merciless" ] }, { "type": "item", "name": "Patron Objective", "entries": [ "{@item Staff of the Magi}" ] } ] } ], "id": "021" }, { "type": "flowBlock", "name": "Ninth Layer: Nessus", "page": 8, "entries": [ "{@i For 17th to 20th-level characters}", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ruler", "entries": [ "{@creature Asmodeus|CoA}" ] }, { "type": "item", "name": "Resolution", "entries": [ "Either at the Oasis of the Lethe or Malsheem" ] } ] } ], "id": "022" }, { "type": "flowBlock", "name": "The Infernal Warship", "page": 8, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Commanded By", "entries": [ "The Brothers" ] }, { "type": "item", "name": "Location", "entries": [ "Found at any of the layers" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "{@creature Barachiel|CoA}" ] } ] } ], "id": "023" }, { "type": "flowBlock", "name": "Baalzebul's Infernal Submersible", "page": 8, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Commanded By", "entries": [ "{@creature Abigor|CoA}" ] }, { "type": "item", "name": "Location", "entries": [ "Found at any of the layers" ] }, { "type": "item", "name": "Patron Objectives", "entries": [ "The Unmaker" ] } ] } ], "id": "024" } ] }, { "type": "entries", "name": "Important Characters", "page": 9, "entries": [ "These are the important characters in the story:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Aeshma (the Unmaker)", "entries": [ "A lost soul that the Conclave of Halruaa needs destroyed to stop a dangerous threat. Nobody knows the Unmaker's true identity." ] }, { "type": "item", "name": "Asmodeus", "entries": [ "The Lord of the Nine Hells, and this adventure's primary antagonist." ] }, { "type": "item", "name": "Barachiel", "entries": [ "A Hellrider and one of the friends that {@creature Ramius|CoA} seeks." ] }, { "type": "item", "name": "Koh Tam", "entries": [ "A priest serving the God of the Dead." ] }, { "type": "item", "name": "Ramius", "entries": [ "A contact for the Hellriders of Elturel group patron." ] }, { "type": "item", "name": "Sarevok", "entries": [ "High priest of Bhaal, and the contact for the Deathstalkers of Bhaal group patron." ] }, { "type": "item", "name": "Tiax", "entries": [ "{@creature Koh Tam|CoA}'s sidekick and comedy relief." ] }, { "type": "item", "name": "Zythan", "entries": [ "High Diviner of Halruaa, and a contact for the Conclave of Halruaa group patron." ] } ] } ], "id": "025" }, { "type": "entries", "name": "Prologue", "page": 9, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Ramius, Hellrider of Elturel (Good)", "entries": [ "{@creature Ramius|CoA} has a deep hatred for {@creature Asmodeus|CoA} because of what the archdevil did to his home city and its patron angel. {@creature Ramius|CoA}' 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 {@creature Asmodeus|CoA}. {@creature Ramius|CoA} and the Hellriders know the location of these beings trapped within the Nine Hells." ] }, { "type": "item", "name": "Zythan, High Diviner of the Conclave of Halruaa (Neutral)", "entries": [ "{@creature Zythan|CoA} has foreseen a dreadful consequence of {@creature Asmodeus|CoA}'s plan. A dangerous soul known as the Unmaker has emerged and must be dealt with. {@creature Zythan|CoA} 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 {@book Dungeon Master's Guide|DMG}." ] }, { "type": "item", "name": "Sarevok, High Priest of the Deathstalkers of Bhaal (Evil)", "entries": [ "The Deathstalkers of Bhaal feel uneasy about their alliance with {@creature Asmodeus|CoA}. They fear he will betray Bhaal and that the divine power promised him will never be given. {@creature Sarevok|CoA} 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 {@creature Asmodeus|CoA} 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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/009-0.webp" }, "title": "The shores of the River Styx are littered with grotesque landmarks.", "credit": "Julian Calle", "width": 1857, "height": 1049 } ], "id": "026" }, { "type": "entries", "name": "Koh Tam", "page": 9, "entries": [ "The group patron puts the characters in contact with {@creature Koh Tam|CoA} ({@adventure see chapter 1|CoA|1}), a priest serving the God of the Dead. {@creature Koh Tam|CoA} 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 {@creature Baalzebul|CoA} 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 {@creature Koh Tam|CoA} of the devil's spirit." ], "id": "027" }, { "type": "entries", "name": "Through the Nine Hells", "page": 9, "entries": [ "{@creature Koh Tam|CoA} 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, {@creature Koh Tam|CoA}'s barge has a magical addition that allows him to use the {@spell 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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Finding the Lost Souls", "entries": [ "The main objective of the characters is to find the souls that have been trapped by {@creature Asmodeus|CoA}." ] }, { "type": "item", "name": "Dealing with Asmodeus", "entries": [ "Once the characters have found their lost loved ones, they must convince {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'s snares." ] } ] } ], "id": "028" }, { "type": "entries", "name": "Finale: Asmodeus", "page": 9, "entries": [ "{@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/010-0.webp" }, "title": "Discarded warmachines are a source of income for many scavengers.", "credit": "Julian Calle", "width": 1858, "height": 1112 } ], "id": "029" } ], "id": "018" }, { "type": "section", "name": "Great Heroes", "entries": [ "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 {@book Dungeon Master's Guide|DMG} for more details on these tiers of play. There are three steps that players must complete before the start of the adventure:", { "type": "list", "items": [ "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." ], "id": "017" }, { "type": "section", "name": "New Characters", "page": 11, "entries": [ "Creating an 11th-level character uses the same character creation steps outlined in the {@book Player's Handbook|PHB}. 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.", { "type": "entries", "entries": [ { "type": "entries", "name": "Magical Equipment", "page": 11, "entries": [ "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 {@book Dungeon Master's Guide|DMG}." ], "id": "02c" } ], "id": "02b" } ], "id": "02a" }, { "type": "section", "name": "Saving Souls", "page": 11, "entries": [ "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. {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} 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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/011-0.webp" }, "title": "Demons, ancient gods, and titans... All beings find their way into the Nine Hells.", "credit": "Julian Calle", "width": 929, "height": 1212 } ], "id": "02d" }, { "type": "section", "name": "Lost Souls", "page": 11, "entries": [ "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.", { "type": "entries", "entries": [ { "type": "entries", "name": "Brother (Anger)", "page": 12, "entries": [ "From the day he was born, your brother was a problem child\u2014impulsive, aggressive and violent, though never toward you. He was constantly getting into fights\u2014most of which he started\u2014and 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 {@creature Asmodeus|CoA}, 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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The War-Slough on Avernus, the first layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "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." ] } ] } ], "id": "030" }, { "type": "entries", "name": "Bounty (Murder)", "page": 12, "entries": [ "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 {@creature Asmodeus|CoA} 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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Agora of Floating Knives on Dis, the second layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "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." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/012-0.webp" }, "title": "Brother (Anger) and Bounty (Murder)", "credit": "Paul Adam", "width": 1548, "height": 1219 } ], "id": "031" }, { "type": "entries", "name": "Business Partner (Betrayal)", "page": 13, "entries": [ "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 {@creature Asmodeus|CoA}. 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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Chasm of Found Things on Stygia, the fifth layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "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 {@condition charmed} condition." ] } ] } ], "id": "032" }, { "type": "entries", "name": "Childhood Friend (Sinless)", "page": 13, "entries": [ "Growing up, you never seemed to fit in. You were always different\u2014perhaps 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\u2014united 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 {@creature Asmodeus|CoA}, condemning themselves to an eternity in the Nine Hells.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "Use an encounter and location from the remaining lost souls not chosen by the players." ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "Possessing your childhood friend's phylactery grants you advantage on Wisdom and Charisma saving throws." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/013-0.webp" }, "title": "Business Partner (Betrayal) and Childhood Friend (Sinless)", "credit": "Paul Adam", "width": 1553, "height": 1221 } ], "id": "033" }, { "type": "entries", "name": "Father (Greed)", "page": 14, "entries": [ "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. {@creature Asmodeus|CoA} used his shame to convince him to sign an infernal contract.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Ineffable Trove on Minauros, the third layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "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 {@dice 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." ] } ] } ], "id": "034" }, { "type": "entries", "name": "Mentor (Oppression)", "page": 14, "entries": [ "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 {@creature Asmodeus|CoA}. 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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Sign of the Hag's Arms on Malbolge, the sixth layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "Possessing your mentor's phylactery grants you protection. You gain a +1 bonus to AC and saving throws." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/014-0.webp" }, "title": "Father (Greed) and Mentor (Oppression)", "credit": "Paul Adam", "width": 1551, "height": 1209 } ], "id": "035" }, { "type": "entries", "name": "Mother (Pride)", "page": 15, "entries": [ "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 {@creature Asmodeus|CoA} to enhance her gifts.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Sign of the Hag's Arms on Malbolge, the sixth layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "Possessing your mother's phylactery grants you foresight. When you finish a long rest, roll a {@dice 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." ] } ] } ], "id": "036" }, { "type": "entries", "name": "Sister (Jealousy)", "page": 15, "entries": [ "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. {@creature Asmodeus|CoA} exploited her need to be your equal, convincing her to sign an infernal contract in exchange for the ultimate adventure.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Elemental Preserve on Phlegethos, the fourth layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "While you possess your sister's phylactery, any effect that applies the {@condition frightened} condition on one or more targets has no effect on you." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/015-0.webp" }, "title": "Mother (Pride) and Sister (Jealousy)", "credit": "Paul Adam", "width": 1555, "height": 1203 } ], "id": "037" }, { "type": "entries", "name": "Spouse/True Love (Deceit)", "page": 16, "entries": [ "True love is real\u2014you 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 {@creature Asmodeus|CoA} to help keep you safe during your adventures. They made the ultimate sacrifice to protect you, and now they're paying the ultimate price.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Eye Market on Maladomini, the seventh layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "Possessing your true love's phylactery grants you advantage on saving throws against spells and other magical effects." ] } ] } ], "id": "038" }, { "type": "entries", "name": "Student (Harm)", "page": 16, "entries": [ "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 {@creature Asmodeus|CoA}, foolishly convinced they could get out of it before it came due. Now it's up to you to help them one last time.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Phylactery Location", "entries": [ "The Sorrow Mine on Cania, the eighth layer of the Nine Hells" ] }, { "type": "item", "name": "Phylactery Benefit", "entries": [ "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." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/016-0.webp" }, "title": "Spouse/True Love (Deceit) and Student (Harm)", "credit": "Paul Adam", "width": 1543, "height": 1203 } ], "id": "039" } ], "id": "02f" } ], "id": "02e" }, { "type": "section", "name": "Souls of the Damned", "page": 17, "entries": [ "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.", { "type": "entries", "name": "Choosing a Sin", "page": 17, "entries": [ "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.", { "type": "table", "caption": "Categories of Sin", "colLabels": [ "Sin", "Harm or Flaw" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@i Sins to the Other}", "" ], [ "Betrayal", "The Oathbreaker" ], [ "Deceit", "The Great Con" ], [ "Harm", "The Merciless" ], [ "Murder", "Patricide" ], [ "Oppression", "The Heartless Master" ], [ "{@i Sins to the Self}", "" ], [ "Anger", "The Furnace" ], [ "Greed", "The Infinite Treasure" ], [ "Jealousy", "The Queen" ], [ "Pride", "The Chosen One" ] ] }, { "type": "inset", "name": "Not Having a Soul", "page": 17, "entries": [ "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 {@spell 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 {@spell True Resurrection} spell can bring the character back." ], "id": "03c" }, { "type": "entries", "name": "The Chosen One (Pride)", "page": 17, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/017-0.webp" }, "title": "The Chosen One (Pride)", "credit": "Lius Lasahido", "width": 746, "height": 998 }, "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] } ], "id": "03d" }, { "type": "entries", "name": "The Furnace (Anger)", "page": 18, "entries": [ "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\u2014what your anger made you do\u2014you've known for a long time where you were going to end up when you died.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "The color of your sleep is red: blood, fire, burning rage. You don't dream\u2014not 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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] } ], "id": "03e" }, { "type": "entries", "name": "The Great Con (Deceit)", "page": 18, "entries": [ "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 {@creature Asmodeus|CoA}'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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/018-0.webp" }, "title": "The Furnace (Anger) and The Great Con (Deceit)", "credit": "Lius Lasahido", "width": 1551, "height": 996 } ], "id": "03f" }, { "type": "entries", "name": "The Heartless Master (Oppression)", "page": 19, "entries": [ "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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\u2014a ruthless hag\u2014subjects 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." ] } ] } ], "id": "040" }, { "type": "entries", "name": "The Infinite Treasure (Greed)", "page": 19, "entries": [ "You were never afraid to take what was yours\u2014or what was anyone else's, for that matter. You lusted after material wealth in all its forms\u2014money, 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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "Your dreams are filled with the endless counting of gold coins\u2014hundreds, 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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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\u2014the 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.)" ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/019-0.webp" }, "title": "The Heartless Master (Oppression) and The Infinite Treasure (Greed)", "credit": "Lius Lasahido", "width": 1529, "height": 978 } ], "id": "041" }, { "type": "entries", "name": "The Merciless (Harm)", "page": 20, "entries": [ "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] } ], "id": "042" }, { "type": "entries", "name": "The Oathbreaker (Betrayal)", "page": 20, "entries": [ "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/020-0.webp" }, "title": "The Merciless (Harm) and The Oathbreaker (Betrayal)", "credit": "Lius Lasahido", "width": 1527, "height": 987 } ], "id": "043" }, { "type": "entries", "name": "Patricide (Murder)", "page": 21, "entries": [ "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "Your dreams are haunted by the screams of your suffering soul. Each dream is the same\u2014a 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." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] } ], "id": "044" }, { "type": "entries", "name": "The Queen (Jealousy)", "page": 21, "entries": [ "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Character Punishment", "entries": [ "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\u2014they all go on and on about how smart she is, how beautiful, how perfect, while you toil in the shadows, forgotten and ignored." ] }, { "type": "item", "name": "Phylactery Location", "entries": [ "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." ] } ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/021-0.webp" }, "title": "Patricide (Murder) and The Queen (Jealousy)", "credit": "Lius Lasahido", "width": 1558, "height": 999 } ], "id": "045" } ], "id": "03b" } ], "id": "03a" }, { "type": "section", "name": "Group Patrons", "page": 22, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Quest", "entries": [ "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." ] }, { "type": "item", "name": "Perks", "entries": [ "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." ] }, { "type": "item", "name": "Contacts", "entries": [ "Each group patron has one or two primary contacts that interact with the player characters." ] } ] }, { "type": "inset", "name": "Resolving Group Patron Objectives", "page": 22, "entries": [ "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 \"{@adventure A Thankful Patron|CoA|10|A Thankful Patron}\" in chapter 10 for details." ], "id": "047" } ], "id": "046" }, { "type": "section", "name": "Hellriders of Elturel", "page": 22, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Alignment", "entries": [ "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 {@creature Zariel|CoA} 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, {@creature Zariel|CoA} herself was captured by {@creature Asmodeus|CoA} and corrupted into the archdevil who now rules over Avernus. The knights of Elturel were renamed to the Hellriders in dedication to {@creature Zariel|CoA} and the warriors who followed her into the Nine Hells.", "The Hellriders have learned that some of {@creature Zariel|CoA}'s allies are still alive in the Nine Hells. They remain uncorrupted but suffer horrific tortures. The Hellriders feel duty bound to rescue them.", { "type": "entries", "name": "Hellrider Quest", "page": 22, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Anagwendol", "entries": [ "She is kept prisoner in Phlegethos at the Elemental Preserve." ] }, { "type": "item", "name": "Barachiel", "entries": [ "He is a prisoner of the Brothers Adramlech and Morax and can be found on their infernal warship prowling the River Styx." ] }, { "type": "item", "name": "Jenevere", "entries": [ "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 \"{@filter Supernatural Gifts|rewards|type=charm}\" section of the {@book Dungeon Master's Guide|DMG}." ], "id": "049" }, { "type": "entries", "name": "Hellrider Perks", "page": 22, "entries": [ "If the characters choose the Hellriders as their group patron, each receives the following benefits.", { "type": "entries", "name": "Hellrider's Blessing", "page": 22, "entries": [ "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 {@spell Greater Restoration} spell." ], "id": "04b" }, { "type": "entries", "name": "Celestial Cavalry", "page": 22, "entries": [ "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 {@spell Phantom Steed} spell at will, as a ritual." ], "id": "04c" }, { "type": "entries", "name": "Hellrider's Salvation", "page": 22, "entries": [ "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." ], "id": "04d" } ], "id": "04a" }, { "type": "entries", "name": "Hellrider Contact: Ramius", "page": 24, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/023-0.webp" }, "title": "{@creature Ramius|CoA|Ramius Dangremond}", "credit": "Lius Lasahido", "width": 1857, "height": 2454 }, "{@creature Ramius|CoA} 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, {@creature Barachiel|CoA}, was the main reason he was able to grow into a capable commander. The loss of his friend saddens {@creature Ramius|CoA}, and the news of his imprisonment within the Nine Hells gnaws at his soul.", "{@creature Ramius|CoA} (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 {@creature Ramius|CoA} can't mount or ride. He's ridden horses, mammoths, and machines into battle. Loyalty, honor, and duty are virtues that {@creature Ramius|CoA} upholds. He fears nothing other than losing those he cares for.", { "type": "entries", "name": "Ramius as a Contact", "page": 24, "entries": [ "{@creature Ramius|CoA} doesn't have the personal ability to cast {@spell Plane Shift}\u2014instead, 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.", { "type": "table", "caption": "Purchasing Items from Ramius", "colLabels": [ "Item", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "Adventuring supplies", "Original price" ], [ "{@item Amulet of Health}", "12,000 gp" ], [ "{@item Bracers of Defense}", "12,000 gp" ], [ "{@item Cloak of Protection}", "600 gp" ], [ "{@item Gauntlets of Ogre Power}", "550 gp" ], [ "{@item Holy Avenger}", "175,000 gp" ], [ "{@item Horseshoes of a Zephyr}", "18,000 gp" ], [ "{@item Horseshoes of Speed}", "6,500 gp" ], [ "{@item Horn of Valhalla, Silver||Horn of Valhalla (silver)}", "25,500 gp" ], [ "{@item Javelin of Lightning}", "500 gp" ], [ "{@item Mace of Smiting}", "9,000 gp" ], [ "{@item Mithral Armor}", "700 gp" ], [ "{@item Ring of Protection}", "12,000 gp" ], [ "{@item +1 Shield||Shield, +1}", "450 gp" ], [ "{@item +1 Shield||Shield, +2}", "12,000 gp" ], [ "{@item +1 Shield||Shield, +3}", "40,000 gp" ], [ "{@item Sun Blade}", "35,000 gp" ] ] }, { "type": "table", "caption": "Selling Magic Items to Ramius", "colLabels": [ "Rarity", "Value" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "Uncommon", "250 gp" ], [ "Very rare", "10,000 gp" ], [ "Rare", "2,500 gp" ], [ "Legendary", "55,000 gp" ] ] } ], "id": "04f" } ], "id": "04e" } ], "id": "048" }, { "type": "section", "name": "Conclave of Halruaa", "page": 25, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Alignment", "entries": [ "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 {@creature Asmodeus|CoA} because their diviners have foreseen that the archdevil's scheme will result in a dangerous soul being unleashed.", { "type": "entries", "name": "Conclave Quest", "page": 25, "entries": [ "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 {@creature Abigor|CoA} 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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Artificer", "entries": [ "The {@item Manual of Iron Golems||Manual of Golems (iron)}, which can be found in Stygia at the Chasm of Found Things." ] }, { "type": "item", "name": "Barbarian", "entries": [ "{@item Belt of Storm Giant Strength||Belt of Giant Strength (storm)}, which can be found in Minauros at the Ineffable Trove." ] }, { "type": "item", "name": "Bard", "entries": [ "{@item Instrument of the Bards, Ollamh Harp||Instrument of the Bards (Ollamh Harp)}, which can be found in Dis at the Agora of Floating Knives." ] }, { "type": "item", "name": "Cleric", "entries": [ "{@item Rod of Resurrection}, which can be found in Stygia at the Chasm of Found Things." ] }, { "type": "item", "name": "Druid", "entries": [ "{@item Staff of the Woodlands}, which can be found in Maladomini at the Eye Market" ] }, { "type": "item", "name": "Fighter", "entries": [ "{@item Belt of Storm Giant Strength||Belt of Giant Strength (storm)} which can be found in Minauros at the Ineffable Trove." ] }, { "type": "item", "name": "Monk/Rogue", "entries": [ "{@item Cloak of Invisibility}, which can be found in Dis at the Agora of Floating Knives." ] }, { "type": "item", "name": "Paladin", "entries": [ "{@item Holy Avenger}, which can be found in Stygia at the Chasm of Found Things." ] }, { "type": "item", "name": "Ranger", "entries": [ "{@item Horn of Valhalla, Iron||Iron Horn of Valhalla}, which can be found in Dis at the Agora of Floating Knives." ] }, { "type": "item", "name": "Sorcerer/Warlock/Wizard", "entries": [ "{@item Staff of the Magi}, which can be found in Cania at the Sorrow Mine." ] } ] } ], "id": "051" }, { "type": "entries", "name": "Conclave Perks", "page": 25, "entries": [ "If the characters choose the Conclave as their group patron, each receives the following benefits.", { "type": "entries", "name": "Arcane Communication", "page": 25, "entries": [ "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." ], "id": "053" }, { "type": "entries", "name": "Arcane Quartermasters", "page": 25, "entries": [ "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.", { "type": "table", "caption": "Conclave Items", "colLabels": [ "Items", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "Blank scroll", "10 gp" ], [ "{@item Broom of Flying}", "600 gp" ], [ "{@item Crystal Ball}", "30,000 gp" ], [ "Divination {@item Spell Scroll (1st level)}", "100 gp" ], [ "Divination {@item Spell Scroll} ({@item Spell Scroll (2nd level)||2nd} or {@item Spell Scroll (3rd level)||3rd} level)", "500 gp" ], [ "Divination {@item Spell Scroll} ({@item Spell Scroll (4th level)||4th} or {@item Spell Scroll (5th level)||5th} level)", "2,000 gp" ], [ "{@item Gem of Seeing}", "10,000 gp" ], [ "{@item Headband of Intellect}", "400 gp" ], [ "{@item Helm of Comprehending Languages}", "600 gp" ], [ "Material spell component costing up to 1,000 gp", "75% original cost" ], [ "{@item Medallion of Thoughts}", "350 gp" ], [ "{@item Ring of Mind Shielding}", "500 gp" ], [ "{@item Ring of Spell Storing}", "12,000 gp" ], [ "{@item Wand of Binding}", "8,000 gp" ], [ "{@item Wand of Magic Detection}", "500 gp" ], [ "{@item Wand of Wonder}", "9,500 gp" ] ] } ], "id": "054" } ], "id": "052" }, { "type": "entries", "name": "Halruaan Contact: Zythan Avhoste", "page": 26, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/027-0.webp" }, "title": "{@creature Zythan|CoA|Zythan Avhoste}", "credit": "Lius Lasahido", "width": 1854, "height": 2454 }, "{@creature Zythan|CoA}, 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, {@creature Zythan|CoA} 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\u2014a 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, {@creature Zythan|CoA} 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, {@creature Asmodeus|CoA}, 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.", "{@creature Zythan|CoA}'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.", { "type": "entries", "name": "Zythan as a Contact", "page": 28, "entries": [ "Using his Divination magic, {@creature Zythan|CoA} 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.", { "type": "table", "caption": "Purchasing Items from Zythan", "colLabels": [ "Item", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "{@item Amulet of the Planes}", "35,000 gp" ], [ "{@item Carpet of Flying}", "40,000 gp" ], [ "{@item Ioun Stone, Reserve||Ioun Stone (reserve)}", "8,500 gp" ], [ "{@item Mantle of Spell Resistance}", "10,500 gp" ], [ "{@item Ring of Resistance}", "9,000 gp" ], [ "{@item Staff of Power}", "45,000 gp" ], [ "{@item Wand of Fireballs}", "10,000 gp" ], [ "{@item +1 Wand of the War Mage||Wand of the War Mage, +1}", "500 gp" ], [ "{@item +1 Wand of the War Mage||Wand of the War Mage, +2}", "9,500 gp" ], [ "{@item +1 Wand of the War Mage||Wand of the War Mage, +3}", "32,000 gp" ] ] }, { "type": "table", "caption": "Selling Items to Zythan", "colLabels": [ "Items", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "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 to 4th level)", "250 gp" ], [ "Spell Scrolls (5th to 6th level)", "900 gp" ], [ "Spell Scrolls (7th to 8th level)", "2,250 gp" ], [ "Spell Scrolls (9th level)", "6,000 gp" ] ] } ], "id": "056" } ], "id": "055" } ], "id": "050" }, { "type": "section", "name": "Deathstalkers of Bhaal", "page": 28, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Alignment", "entries": [ "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 {@creature Asmodeus|CoA}. However, they believe the Lord of the Nine Hells intends to deceive them and now they seek a way to make sure {@creature Asmodeus|CoA} holds up to his end of the bargain.", { "type": "inset", "name": "Uncomfortable Allies", "page": 28, "entries": [ "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 {@creature Asmodeus|CoA}, they now attempt to gain the cooperation of the characters. {@creature Sarevok|CoA}, the Deathstalker that contacts the heroes, is quite convincing. And scary..." ], "id": "058" }, { "type": "entries", "name": "Deathstalker Quest", "page": 28, "entries": [ "To force {@creature Asmodeus|CoA} 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 {@adventure appendix D|CoA|16}." ], "id": "059" }, { "type": "entries", "name": "Deathstalker Perks", "page": 28, "entries": [ "If the characters choose the Deathstalkers as their group patron, each receives the following benefits.", { "type": "entries", "name": "Death Token", "page": 28, "entries": [ "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." ], "id": "05b" }, { "type": "entries", "name": "Deathstalker's Blessing", "page": 28, "entries": [ "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." ], "id": "05c" }, { "type": "entries", "name": "Soul Coin Market", "page": 29, "entries": [ "Much like the archdevils of the Nine Hells, Bhaal desires souls. Specifically, he desires Soul Coins (see \"{@item Soul Coin|CoA|Soul Coins}\" in {@adventure appendix D|CoA|16}). 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.", { "type": "table", "caption": "Deathstalker Items", "colLabels": [ "Items", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "{@item Dagger of Venom}", "6 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Eyes of Charming}", "1 {@item Soul Coin|CoA}" ], [ "{@item Goggles of Night}", "1 {@item Soul Coin|CoA}" ], [ "{@item Hat of Disguise}", "1 {@item Soul Coin|CoA}" ], [ "{@item Iron Bands of Bilarro||Iron Bands of Binding}", "7 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Nine Lives Stealer}", "15 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Pipes of Haunting}", "1 {@item Soul Coin|CoA}" ], [ "{@item Potion of Poison||Potions of Poison} (2)", "1 {@item Soul Coin|CoA}" ], [ "{@item Slippers of Spider Climbing}", "1 {@item Soul Coin|CoA}" ], [ "{@item Staff of Withering}", "5 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Sword of Life Stealing}", "8 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Wand of Secrets}", "1 {@item Soul Coin|CoA}" ] ] } ], "id": "05d" } ], "id": "05a" }, { "type": "entries", "name": "Deathstalker Contact: Sarevok", "page": 29, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/031-0.webp" }, "title": "{@creature Sarevok|CoA|Sarevok Anchev}", "credit": "Lius Lasahido", "width": 1857, "height": 2454 }, "{@creature Sarevok|CoA} Anchev is a powerful Deathstalker. He is also one of the Bhaalspawn, the mortal offspring of the dead god Bhaal. {@creature Sarevok|CoA} 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.", "{@creature Sarevok|CoA}'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. {@creature Sarevok|CoA} agreed to help Abdel kill Melissan, on the condition that Abdel helped him escape the eternal torments of the Abyss.", "Abdel agreed, and {@creature Sarevok|CoA} was reborn into the mortal world. After his rebirth, {@creature Sarevok|CoA} was true to his word, and the two brothers fought side by side against their half-sister. Ultimately Melissan was defeated, and {@creature Sarevok|CoA} was granted a second chance at life.", "With his prodigious strength, his legendary skill in battle, and the Sword of Chaos\u2014a life-stealing, enchanted blade\u2014{@creature Sarevok|CoA} (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\u2014immortality and godhood\u2014left him broken and empty.", "{@creature Sarevok|CoA} 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\u2014Bhaal, the reborn god of murder\u2014found him. Bhaal recognized his own divine spark in the pathetic old man, and he sensed {@creature Sarevok|CoA} still had potential. Bhaal recruited him to become the high priest of his fledgling clergy, giving {@creature Sarevok|CoA} new purpose... and another chance to become an agent of death and destruction.", { "type": "entries", "name": "Sarevok as a Contact", "page": 30, "entries": [ "Though he lacks Divination magic, {@creature Sarevok|CoA} 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 {@book Dungeon Master's Guide|DMG}) that allows them to become a host for his god, Bhaal.", { "type": "entries", "name": "Unholy Blessing of Bhaal", "page": 30, "entries": [ "You may use an action to transform yourself into the Slayer. This works exactly as the {@spell 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.", { "type": "table", "caption": "Purchasing Items from Sarevok", "colLabels": [ "Items", "Cost" ], "colStyles": [ "col-6", "col-6 text-right" ], "rows": [ [ "{@item +1 Ammunition||Ammunition, +1 (20)}", "150 gp" ], [ "{@item +1 Ammunition||Ammunition, +2 (20)}", "2,500 gp" ], [ "{@item +1 Ammunition||Ammunition, +3 (20)}", "10,000 gp" ], [ "{@item Bead of Force||Beads of Force}", "3,000 gp" ], [ "{@item Cape of the Mountebank}", "6,000 gp" ], [ "{@item Robe of Eyes}", "7,500 gp" ], [ "{@item Vicious Weapon}", "8,000 gp" ], [ "Uncommon potions", "" ], [ "{@item Potion of Animal Friendship||Animal Friendship}", "250 gp" ], [ "{@item Potion of Hill Giant Strength||Giant Strength (hill)}", "250 gp" ], [ "{@item Potion of Growth||Growth}", "250 gp" ], [ "{@item Potion of Resistance||Resistance}", "250 gp" ], [ "{@item Potion of Water Breathing||Water Breathing}", "250 gp" ], [ "Rare potions", "" ], [ "{@item Potion of Clairvoyance||Clairvoyance}", "1,000 gp" ], [ "{@item Potion of Diminution||Diminution}", "1,000 gp" ], [ "{@item Potion of Gaseous Form||Gaseous Form}", "1,000 gp" ], [ "Giant Strength ({@item Potion of Frost Giant Strength||frost}/{@item Potion of Stone Giant Strength||stone})", "1,000 gp" ], [ "{@item Potion of Heroism||Heroism}", "1,000 gp" ], [ "{@item Potion of Mind Reading||Mind Reading}", "1,000 gp" ], [ "Very rare potions", "" ], [ "{@item Potion of Flying||Flying}", "5,000 gp" ], [ "{@item Potion of Fire Giant Strength||Giant Strength (fire)}", "5,000 gp" ], [ "{@item Potion of Invisibility||Invisibility}", "5,000 gp" ], [ "{@item Potion of Speed||Speed}", "5,000 gp" ] ] } ], "id": "060" } ], "id": "05f" } ], "id": "05e" } ], "id": "057" } ], "id": "000" }, { "type": "section", "name": "Chapter 1: Kelemvor's Cathedral", "page": 33, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/032-0.webp" }, "title": "The Nine Hells are no place for a paladin.", "credit": "Sergey Musin", "width": 1856, "height": 2454 }, "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.", { "type": "section", "name": "Running This Chapter", "page": 33, "entries": [ "Before running this chapter:", { "type": "list", "items": [ "Familiarize yourself with this chapter and {@creature Koh Tam|CoA}, 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." ] } ], "id": "062" }, { "type": "section", "name": "The Infernal Contracts", "page": 33, "entries": [ "The characters meet with their group patron. They learn about {@creature Asmodeus|CoA} 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.", { "type": "insetReadaloud", "page": 33, "entries": [ "You knew as much of {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} 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. {@creature Asmodeus|CoA}'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." ], "id": "064" }, { "type": "entries", "name": "Hellriders of Elturel Introduction", "page": 33, "entries": [ "The characters meet with {@creature Ramius|CoA} 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.", { "type": "insetReadaloud", "page": 33, "entries": [ "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 {@creature Asmodeus|CoA}, 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 {@creature Ramius|CoA} of the Hellriders of Elturel, and I have a proposal for you.\"", "{@creature Ramius|CoA} 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,\" {@creature Ramius|CoA} continues. \"Our prayers were answered by the angel {@creature Zariel|CoA}, 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 {@creature Zariel|CoA} and some of her allies were captured by the Lord of the Nine, {@creature Asmodeus|CoA}. {@creature Zariel|CoA} 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.\"", "{@creature Ramius|CoA} collects himself and says, \"I propose that together you and I journey through the Nine Hells and rescue {@creature Zariel|CoA}'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.\"" ], "id": "066" }, "After the introductions, {@creature Ramius|CoA} uses a teleportation circle to take them to the temple of Helm in Waterdeep and from there to the cathedral of Kelemvor." ], "id": "065" }, { "type": "entries", "name": "Conclave of Halruaa Introduction", "page": 34, "entries": [ "The players meet {@creature Zythan|CoA} in Halarahh, the capital city of Halruaa.", { "type": "insetReadaloud", "page": 34, "entries": [ "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, {@creature Zythan|CoA} 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 {@creature Zythan|CoA} 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.", "{@creature Zythan|CoA} 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, {@creature Asmodeus|CoA}, 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,\" {@creature Zythan|CoA} says gravely. \"And you know well the conniving schemes of {@creature Asmodeus|CoA}. As you travel through the Nine, you may have the opportunity to restore those souls that were taken from you.\"", "{@creature Zythan|CoA} 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.\"" ], "id": "068" }, "Once {@creature Zythan|CoA} has finished describing the mission, he teleports himself and the characters to the cathedral of Kelemvor in Waterdeep." ], "id": "067" }, { "type": "entries", "name": "Deathstalkers of Bhaal Introduction", "page": 34, "entries": [ "The players meet {@creature Sarevok|CoA} in Waterdeep.", { "type": "insetReadaloud", "page": 34, "entries": [ "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 {@creature Sarevok|CoA} Anchev, high priest of the Deathstalkers of Bhaal. On my lord god's behalf, I seek to gain leverage over the deceiver, {@creature Asmodeus|CoA}, the Lord of the Nine Hells. I know that each of you has cause against {@creature Asmodeus|CoA}. I offer a mutually beneficial opportunity.\" There is something about {@creature Sarevok|CoA} 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 {@creature Asmodeus|CoA} 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.\"" ], "id": "06a" }, "After speaking with the characters, {@creature Sarevok|CoA} takes them to the cathedral of Kelemvor in Waterdeep. If the characters inquire about the artifacts {@creature Sarevok|CoA} 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 {@creature Asmodeus|CoA}.", { "type": "inset", "name": "Meeting the Others", "page": 35, "entries": [ "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." ], "id": "06b" } ], "id": "069" } ], "id": "063" }, { "type": "section", "name": "The Cathedral", "page": 35, "entries": [ { "type": "insetReadaloud", "page": 35, "entries": [ "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." ], "id": "06d" }, "{@creature Koh Tam|CoA} 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.", { "type": "entries", "name": "Koh Tam", "page": 35, "entries": [ "{@creature Koh Tam|CoA} 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. {@creature Koh Tam|CoA}'s voice has a rasping hiss to it, like wind through skulls' teeth, but he speaks kindly and with steadfast patience.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/035-0.webp" }, "title": "{@creature Koh Tam|CoA} prepares his ritual.", "credit": "Sergey Musin", "width": 1856, "height": 1388 } ], "id": "06e" }, { "type": "entries", "name": "The Possession", "page": 36, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/036-0.webp" }, "title": "The ritual begins!", "credit": "Sergey Musin", "width": 1855, "height": 1358 }, "{@creature Koh Tam|CoA}'s plan is to allow himself to be possessed by {@creature Baalzebul|CoA}, who, owing to the divine wards provided by {@creature Koh Tam|CoA}'s ritual, can't tell a lie. Once he has been possessed, the characters must ask him questions.", { "type": "insetReadaloud", "page": 36, "entries": [ "\"It is true,\" {@creature Koh Tam|CoA} 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.\"", "{@creature Koh Tam|CoA} spreads out his arms, gesturing at the ritual he has prepared in the center of the cathedral sanctum. \"I will summon for you {@creature Baalzebul|CoA}, 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, {@creature Koh Tam|CoA} 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 {@creature Koh Tam|CoA}, not touching the priest, but obscuring him from your sight as the chant reaches a crescendo.", "A growl escapes {@creature Koh Tam|CoA}'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.\"" ], "id": "070" }, "Each character now has the opportunity to ask after the sins they seek. {@creature Baalzebul|CoA} refuses to answer any questions until each character admits their sins or the sins of their loved one, however. Once they've done this, {@creature Baalzebul|CoA} 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.", { "type": "entries", "name": "Hellriders", "page": 36, "entries": [ "If the characters chose the Hellriders as a group patron, read the following:", { "type": "insetReadaloud", "page": 36, "entries": [ "\"Poor {@creature Barachiel|CoA} is held in a moving cage upon the River Styx, a guest of the great Brothers. The unfortunate {@creature Jenevere|CoA} languishes somewhere among the broken streets of the Eye Market of Maladomini. And once-mighty {@creature Anagwendol|CoA}, captured by the great hunter himself, is at the heart of Kordichai's famed hunting grounds.\"" ], "id": "072" } ], "id": "071" }, { "type": "entries", "name": "Conclave of Halruaa", "page": 36, "entries": [ "If the characters have the Conclave of Halruaa as a group patron, read the following:", { "type": "insetReadaloud", "page": 36, "entries": [ "\"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 {@creature Abigor|CoA}, who commanded the legions of Maladomini up in Avernus to stem the tides of the Abyss.\"" ], "id": "074" } ], "id": "073" }, { "type": "entries", "name": "Deathstalkers", "page": 36, "entries": [ "If the characters followed {@creature Sarevok|CoA} into the cathedral, read the following:", { "type": "insetReadaloud", "page": 36, "entries": [ "\"Five items you seek, scattered across the Nine Hells. In Minauros, search {@creature Mammon|CoA}'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.\"" ], "id": "076" } ], "id": "075" } ], "id": "06f" }, { "type": "entries", "name": "The Exorcism", "page": 36, "entries": [ "Once {@creature Baalzebul|CoA} has answered, things go wrong:", { "type": "insetReadaloud", "page": 36, "entries": [ "{@creature Koh Tam|CoA} 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!\" {@creature Koh Tam|CoA} 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 {@creature Koh Tam|CoA}'s shaking form." ], "id": "078" }, "The characters must now exorcise {@creature Baalzebul|CoA} from {@creature Koh Tam|CoA}. This is a two-stage battle. In the first stage, they must defeat the {@creature avatar of Baalzebul|CoA} (see the accompanying stat block) that has partially crawled out of {@creature Koh Tam|CoA}.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/037-0.webp" }, "title": "Battling the avatar.", "credit": "Sergey Musin", "width": 1766, "height": 1340 }, "Once the avatar has been defeated, the second stage begins. {@creature Koh Tam|CoA} ({@adventure see appendix C|CoA|15}) is possessed and attacks. The characters must free him by casting a Dispel Evil and Good or {@spell 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 {@creature Baalzebul|CoA} back to the Nine Hells immediately.", "Once the characters rid {@creature Koh Tam|CoA} of the avatar of {@creature Baalzebul|CoA}, the threat is ended." ], "id": "077" } ], "id": "06c" }, { "type": "section", "name": "Entering the Nine Hells", "page": 38, "entries": [ "Once the threat posed by {@creature Baalzebul|CoA} has been dealt with, {@creature Koh Tam|CoA} takes a little time to recover and then talks to the characters about the next steps.", { "type": "insetReadaloud", "page": 38, "entries": [ "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,\" {@creature Koh Tam|CoA} 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 {@creature Asmodeus|CoA} 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, {@creature Asmodeus|CoA} to declare them free.\"", "{@creature Koh Tam|CoA} 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.\"" ], "id": "07a" }, "{@creature Koh Tam|CoA} waits for as long as the characters need. Once they're ready, he opens the portal to Avernus." ], "id": "079" }, { "type": "section", "name": "Meeting Tiax", "page": 38, "entries": [ "The portal takes {@creature Koh Tam|CoA} and the characters to the Bronze Citadel in Avernus.", { "type": "insetReadaloud", "page": 38, "entries": [ "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." ], "id": "07c" }, "{@creature Koh Tam|CoA} guides the characters away from the Bronze Citadel to the docks. There he introduces them to his first mate, {@creature Tiax|CoA} ({@adventure see appendix C|CoA|15}).", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/039-0.webp" }, "title": "The gate to the Nine Hells opens.", "credit": "Sergey Musin", "width": 1856, "height": 1185 }, { "type": "insetReadaloud", "page": 39, "entries": [ "{@creature Koh Tam|CoA}'s first mate is a gnome of peculiar mannerism by the name of {@creature Tiax|CoA}. 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 {@creature Koh Tam|CoA}'s barge, arms crossed and face set in a scowl as you approach.", "\"There ye are, ye fools!\" {@creature Tiax|CoA} 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. {@creature Koh Tam|CoA} reaches out and snatches the back of {@creature Tiax|CoA}'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 {@creature Tiax|CoA}. Well! No better choice of guide could you have made. For the great and wise {@creature Tiax|CoA} 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.\"" ], "id": "07d" }, "{@creature Tiax|CoA} 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 {@creature Tiax|CoA} to serve {@creature Koh Tam|CoA} faithfully. Cyric is interested in what {@creature Asmodeus|CoA} has planned and harbors a deep hatred for {@creature Koh Tam|CoA}'s god, Kelemvor. He hopes that {@creature Tiax|CoA} might learn something about {@creature Asmodeus|CoA}'s schemes and if not, then {@creature Tiax|CoA} is well positioned to kill one of Kelemvor's most powerful clerics.", "{@creature Tiax|CoA} hides his faith from everyone. He proclaims himself a great sorcerer so that any magic he uses isn't thought of as divinely given. {@creature Tiax|CoA} is a ticking time bomb and as the characters travel deeper into the Nine Hells he becomes more dangerous. {@creature Tiax|CoA} will randomly appear to help\u2014or hinder\u2014the 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 {@creature Tiax|CoA} table and run the indicated event.", "Eventually {@creature Tiax|CoA} will betray {@creature Koh Tam|CoA} at the Falls of the Frozen Titan in Cania. See the \"{@adventure Tiax's Betrayal|CoA|10|Tiax's Betrayal}\" section in chapter 10 for more details.", { "type": "table", "caption": "Troubles with Tiax", "colLabels": [ "d20", "Event" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1\u20136", "Nothing unusual happens" ], [ "7\u201310", "The group patron checks in" ], [ "11\u201313", "\"{@creature Tiax|CoA} always knows best!\"" ], [ "14\u201315", "{@creature Tiax|CoA}'s shady dealings" ], [ "16\u201320", "\"Do not question {@creature Tiax|CoA} the Mighty!\"" ] ] }, { "type": "entries", "name": "Nothing Unusual Happens", "page": 39, "entries": [ "Events in this layer proceed as normal with {@creature Koh Tam|CoA} being the primary contact." ], "id": "07e" }, { "type": "entries", "name": "The Group Patron Checks In", "page": 39, "entries": [ "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\u2014and read the appropriate descriptive text\u2014that is indicated for {@creature Koh Tam|CoA}." ], "id": "07f" }, { "type": "entries", "name": "\"Tiax Always Knows Best!\"", "page": 39, "entries": [ "If this is their first time in this layer, {@creature Tiax|CoA} serves as guide instead of {@creature Koh Tam|CoA}, insisting that he has far more insight into this part of the Nine Hells. Unlike {@creature Koh Tam|CoA}, he'll try to accompany the characters to each location they visit within the layer." ], "id": "080" }, { "type": "entries", "name": "Tiax's Shady Dealings", "page": 39, "entries": [ "As the characters leave their first area within this layer (or at another opportune time), they notice {@creature Tiax|CoA} trying to hide (poorly) as he spies on them. If confronted, he declares, \"{@creature Tiax|CoA} 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 {@creature Tiax|CoA} the Mighty!\" event instead." ], "id": "081" }, { "type": "entries", "name": "\"Do Not Question Tiax the Mighty!\"", "page": 39, "entries": [ "{@creature Tiax|CoA} is temperamental. Roll a {@dice d10} (+ the number representing their current layer of the Nine Hells) every time the characters ask {@creature Tiax|CoA} 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 {@dice d10} roll." ], "id": "082" } ], "id": "07b" }, { "type": "section", "name": "No Turning Back", "page": 39, "entries": [ "Having met {@creature Tiax|CoA} and boarded {@creature Koh Tam|CoA}'s barge the characters are ready for their adventure to begin. Proceed to \"{@adventure The Bronze Citadel|CoA|3|The Bronze Citadel}\" section in chapter 3.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/040-0.webp" }, "title": "The docks of the Bronze Citadel.", "credit": "Sergey Musin", "width": 1855, "height": 1098 }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/041-0-dm.webp" }, "title": "{@creature Koh Tam|CoA}'s Barge", "credit": "John Stevenson", "width": 1611, "height": 2195, "imageType": "map", "id": "362", "grid": { "type": "none", "size": 105 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/041-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1611, "height": 2195, "imageType": "mapPlayer", "mapParent": { "id": "362" }, "grid": { "type": "none", "size": 105 } } ] } ], "id": "083" } ], "id": "061" }, { "type": "section", "name": "Chapter 2: The Nine Hells", "page": 43, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/042-0.webp" }, "title": "The desolate terrain of Avernus serves as a backdrop for the Eternal War.", "credit": "Julian Calle", "width": 1858, "height": 2454 }, "The characters start their journey at the Bronze Citadel. From there they can travel down the River Styx on {@creature Koh Tam|CoA}'s barge. It is important to read through both the introduction and this chapter before running sessions that take place in the Nine Hells.", { "type": "section", "name": "Character Objectives", "page": 43, "entries": [ "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. {@creature Koh Tam|CoA} 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. {@creature Koh Tam|CoA} 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 ({@adventure appendix D|CoA|16} contains further details about the items the Deathstalkers seek.)" ], "id": "085" }, { "type": "section", "name": "River Styx Encounters", "page": 43, "entries": [ "Each day that the characters travel down the Styx there is a {@chance 50|50 percent} chance that they might encounter something along its shores. If they do happen to encounter something, roll a {@dice 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 {@dice 1d6 + 4}. Refer to the River Styx Encounters in the Nine Hells table to determine the encounter that the characters come across.", { "type": "table", "caption": "Objective Locations", "colLabels": [ "Location", "Lost Soul Phylacteries", "Hellriders", "Conclave", "Deathstalkers" ], "colStyles": [ "col-2-4", "col-2-4 text-center", "col-2-4 text-center", "col-2-4 text-center", "col-2-4 text-center" ], "rows": [ [ "The War-Slough, Avernus (1st layer)", "Brother, The Queen", "\u2014", "\u2014", "\u2014" ], [ "The Agora of Floating Knives, Dis (2nd layer)", "Bounty, The Chosen One, Patricide", "\u2014", "{@item Cloak of Invisibility}, {@item Instrument of the Bards, Ollamh Harp||Instrument of the Bards (Ollamh Harp)}, {@item Horn of Valhalla, Iron||Iron Horn of Valhalla}", "{@item Wrought-Iron Tower|CoA}" ], [ "The Ineffable Trove, Minauros (3rd layer)", "Father, The Infinite Treasure", "\u2014", "{@item Belt of Storm Giant Strength||Belt of Giant Strength (storm)}", "{@item Accounting and Valuation of All Things|CoA}" ], [ "The Elemental Preserve, Phlegethos (4th layer)", "Sister, The Furnace", "{@creature Anagwendol|CoA}", "\u2014", "{@item Amulet of the Inferno|CoA}, {@item Ranseur of Torture|CoA}" ], [ "The Chasm of Found Things, Stygia (5th layer)", "Business Partner, The Oathbreaker", "\u2014", "{@item Holy Avenger}, {@item Manual of Iron Golems||Manual of Golems (iron)}, {@item Rod of Resurrection}", "{@item True-Ice Shards|CoA}" ], [ "The Sign of the Hag's Arms, Malbolge (6th layer)", "The Heartless Master, Mentor, Mother", "\u2014", "\u2014", "{@item Scourge of Shadow|CoA}" ], [ "The Eye Market, Maladomini (7th layer)", "Spouse/True Love, The Great Con", "{@creature Jenevere|CoA}", "{@item Staff of the Woodlands}", "\u2014" ], [ "The Sorrow Mine, Cania (8th layer)", "Student, The Merciless", "\u2014", "{@item Staff of the Magi}", "\u2014" ], [ "The Oasis of the Lethe, Nessus (9th layer)", "\u2014", "\u2014", "\u2014", "\u2014" ], [ "Infernal Warship", "\u2014", "{@creature Barachiel|CoA}", "\u2014", "\u2014" ], [ "{@creature Baalzebul|CoA}'s Infernal Submersible", "\u2014", "\u2014", "The Unmaker", "\u2014" ] ] }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/044-0-dm.webp" }, "credit": "John Stevenson", "width": 3443, "height": 2253, "title": "Flow of the River Styx", "imageType": "map", "id": "363", "mapRegions": [ { "area": "01a", "points": [ [ 117, 112 ], [ 117, 222 ], [ 315, 222 ], [ 315, 112 ] ] }, { "area": "01b", "points": [ [ 2606, 368 ], [ 2606, 502 ], [ 2864, 502 ], [ 2864, 368 ] ] }, { "area": "01c", "points": [ [ 2997, 789 ], [ 2997, 912 ], [ 3218, 912 ], [ 3218, 789 ] ] }, { "area": "01d", "points": [ [ 637, 718 ], [ 637, 850 ], [ 901, 850 ], [ 901, 718 ] ] }, { "area": "01e", "points": [ [ 107, 1400 ], [ 107, 1518 ], [ 315, 1518 ], [ 315, 1400 ] ] }, { "area": "021", "points": [ [ 1262, 1357 ], [ 1262, 1464 ], [ 1499, 1464 ], [ 1499, 1357 ] ] }, { "area": "022", "points": [ [ 142, 1667 ], [ 142, 1786 ], [ 357, 1786 ], [ 357, 1667 ] ] }, { "area": "01f", "points": [ [ 2827, 984 ], [ 2827, 1093 ], [ 3058, 1093 ], [ 3058, 984 ] ] }, { "area": "020", "points": [ [ 3074, 1923 ], [ 3074, 2046 ], [ 3326, 2046 ], [ 3326, 1923 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/044-0-dm.webp" }, "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/044-0.webp" }, "credit": "John Stevenson", "width": 3443, "height": 2253, "title": "Player Version", "imageType": "mapPlayer", "mapParent": { "id": "363" }, "grid": { "type": "none" } } ] }, "If the characters have already experienced that encounter, then roll on the random encounter table for that layer of the Nine Hells.", { "type": "table", "caption": "River Styx Encounters in the Nine Hells", "colLabels": [ "d6 + Layer", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "2", "Ride of the Demon Lord" ], [ "3", "Shadow of a Tyrant" ], [ "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" ] ] }, { "type": "entries", "name": "Ride of the Demon Lord", "page": 46, "entries": [ { "type": "insetReadaloud", "page": 46, "entries": [ "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." ], "id": "088" }, "The camp on the plateau is the war compound of the demon lord {@creature Baphomet|MPMM} (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 {@creature Koh Tam|CoA}'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 {@creature nalfeshnee} is assisted by three fly-like {@creature chasme||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:", { "type": "list", "items": [ "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 {@creature Asmodeus|CoA}.", "A half-dozen soldiers calling themselves Knights of Solamnia have come from a world called Krynn. They call Tiamat by a different name\u2014Takhisis. 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.", { "type": "insetReadaloud", "page": 46, "entries": [ "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." ], "id": "089" }, "Unless the characters are openly hostile, Baphomet, and the two {@creature 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 ({@skill 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 {@creature Koh Tam|CoA}'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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/047-0.webp" }, "title": "Baphomet stares down an infernal citadel.", "credit": "Sergey Musin", "width": 1857, "height": 920 }, { "type": "entries", "name": "Finding the Citadel", "page": 47, "entries": [ "Baphomet assembled his camp at this location, knowing it was near a devil patrol route, so locating a citadel won't be difficult. After {@dice 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.", { "type": "insetReadaloud", "page": 47, "entries": [ "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." ], "id": "08b" }, "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." ], "id": "08a" }, { "type": "entries", "name": "Escape and Rescue", "page": 47, "entries": [ "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 {@creature 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.", { "type": "insetReadaloud", "page": 47, "entries": [ "As {@creature Koh Tam|CoA}'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." ], "id": "08d" } ], "id": "08c" }, { "type": "entries", "name": "Attacking the Citadel", "page": 48, "entries": [ "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\u2014neither demon nor devil notice. The devilish host includes ten {@creature shredwing|CoA|shredwings} fighting the chasmes and eight {@creature affliction devil (kocrachon)|CoA|affliction devils} guarding each citadel entrance ({@adventure see appendix B|CoA|14} for both). Inside a squad of sixteen {@creature bearded devil||bearded devils} emerge to further challenge intruders. If somehow despite all these obstacles the characters reach the bridge, they find it crewed by six {@creature horned devil||horned devils}, two {@creature war devil|CoA|war devils} ({@adventure see appendix B|CoA|14}), and the archdevil appropriate to this layer of the Nine Hells." ], "id": "08e" } ], "id": "087" }, { "type": "entries", "name": "Shadow of a Tyrant", "page": 48, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/048-0.webp" }, "title": "A tyrant shadow takes on the form of a giant spider.", "credit": "Sergey Musin", "width": 1855, "height": 946 }, { "type": "insetReadaloud", "page": 48, "entries": [ "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." ], "id": "090" }, "This region of the Nine Hells is infested with {@creature Ayperobo Swarm|CoA|ayperobos} ({@adventure see appendix B|CoA|14}). 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 {@creature rothé|CoA} (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 ({@skill 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\u2014unless 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 {@creature tyrant shadow|CoA} ({@adventure see appendix B|CoA|14}) 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 {@creature 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 {@creature Zagum|CoA} of the Triad. Treasure. Among the scattered belongings are some valuables. Select three {@filter uncommon magic items|items|source=DMG|rarity=uncommon} from the {@book Dungeon Master's Guide|DMG}." ], "id": "08f" }, { "type": "entries", "name": "Horsemen of the Apocalypse", "page": 48, "entries": [ { "type": "insetReadaloud", "page": 48, "entries": [ "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." ], "id": "092" }, "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/049-0.webp" }, "title": "The four horsemen ride across the Nine Hells.", "credit": "Sergey Musin", "width": 1857, "height": 1225 }, { "type": "entries", "name": "King Molvar of the Rhokor", "page": 50, "entries": [ "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.\"", { "type": "quote", "entries": [ "Power is not a means; it is an end." ], "by": "Neldor the Black" }, { "type": "quote", "entries": [ "{@skill History} is written by the victors." ], "by": "Dorgoth the Wise" } ], "id": "093" }, { "type": "entries", "name": "Overlord Zelthor", "page": 50, "entries": [ "This {@creature bone devil} rides a {@creature shredwing|CoA} 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.", { "type": "quote", "entries": [ "The only morality is what is good for you." ], "by": "Thelgor the Black" }, { "type": "quote", "entries": [ "The strongest have the right to rule." ], "by": "Molthor the Conqueror" } ], "id": "094" }, { "type": "entries", "name": "Overqueen Yarlis", "page": 50, "entries": [ "An {@creature erinyes} who rides a {@creature 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.", { "type": "quote", "entries": [ "The only true purpose in life is to achieve greatness." ], "by": "Tharlos the Mighty" }, { "type": "quote", "entries": [ "The only limits are the ones we set for ourselves." ], "by": "Keldor the Wise" } ], "id": "095" }, { "type": "entries", "name": "Yamun Khazad", "page": 50, "entries": [ "This {@creature Pain Devil (Excruciarch)|CoA|pain devil} rides an intimidating {@creature miasmorne|CoA} ({@adventure see appendix B|CoA|14} 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.", { "type": "quote", "entries": [ "All problems can be solved through conquest." ], "by": "Korgoth the Mighty" }, { "type": "quote", "entries": [ "Those who are weak deserve to be conquered." ], "by": "Thorgar the Conqueror" } ], "id": "096" } ], "id": "091" }, { "type": "entries", "name": "Gatekeeper's Quiz", "page": 50, "entries": [ { "type": "insetReadaloud", "page": 50, "entries": [ "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." ], "id": "098" }, "A powerful {@creature amnizu|MPMM} (see Monsters of the Multiverse), named Minos, controls this section of the River Styx. He is in command of a {@creature Styx dragon|CoA} ({@adventure see appendix B|CoA|14}) 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.", { "type": "list", "items": [ "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?", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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?", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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?", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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?", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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.", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Answer:", "entry": "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: {@item Bracers of Asmodeus|CoA}, {@item Canian Fork|CoA}, {@item Demonbone Polearm|CoA}, {@item Infernal Amulet|CoA}, {@item Infernal Plate Armor|CoA}, {@item Stygian Spear|CoA}, and the {@item Sword of Retribution|CoA} (these are described in {@adventure appendix D|CoA|16}).", "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." ], "id": "097" }, { "type": "entries", "name": "Camp of Hedonism", "page": 51, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/051-0.webp" }, "title": "In the Nine Hells, everything comes at a cost... Especially pleasure.", "credit": "Sergey Musin", "width": 1856, "height": 976 }, { "type": "insetReadaloud", "page": 51, "entries": [ "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." ], "id": "09a" }, "This camp is the home of Gulgara, a powerful {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}) 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.", { "type": "inset", "name": "Decadent Corruption", "page": 51, "entries": [ "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 {@condition charmed} condition while cursed in this way, remembers nothing of what happened to them while {@condition charmed}, once the {@condition charmed} condition ends. Finally, a cursed character becomes reckless, automatically failing any Wisdom ({@skill 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 {@spell Greater Restoration} spell, a {@spell 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." ], "id": "09b" }, "The adventurers (four {@creature mage||mages}, three {@creature knight||knights}, two {@creature druid||druids}, two {@creature spy||spies}, and a {@creature 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:", { "type": "list", "items": [ "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 {@creature imp||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 {@creature succubus||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 {@creature Affliction Devil (Kocrachon)|CoA|affliction devils} ({@adventure see appendix B|CoA|14}). 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.", { "type": "inset", "name": "Temptation of Betrayal", "page": 51, "entries": [ "{@b {@i 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 {@creature Asmodeus|CoA} 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." ], "id": "09c" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/052-0.webp" }, "title": "The Nine Hells corrupt even those with good intentions.", "credit": "Sergey Musin", "width": 1856, "height": 903 } ], "id": "099" }, { "type": "entries", "name": "Aid from Below", "page": 51, "entries": [ { "type": "insetReadaloud", "page": 51, "entries": [ "Ahead, a band of centaurs makes their way across a burnt-out forest. Some of them pull a cart behind them." ], "id": "09e" }, "This ragtag group of twelve {@creature centaur||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 {@creature larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG} for this stat block), {@creature lemure||lemures} and {@creature nupperibo|MPMM|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:", { "type": "list", "items": [ "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 {@spell Divination} or {@spell Contact Other Plane}), then they can try to convince the band of their findings. This requires a successful {@dc 20} Charisma ({@skill 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." ], "id": "09d" }, { "type": "entries", "name": "Bowl of Suffering", "page": 53, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/053-0.webp" }, "title": "Larvae try to escape the Bowl of Suffering.", "credit": "Sergey Musin", "width": 1856, "height": 1157 }, { "type": "insetReadaloud", "page": 53, "entries": [ "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." ], "id": "0a0" }, "There are six {@creature Pain Devil (Excruciarch)|CoA|pain devils} and two {@creature maelephant nomad|CoA|maelephant nomads} (for both, {@adventure see appendix B|CoA|14}) around the bowl. Only someone standing at the edge of the bowl can see that it is filled with {@creature larva|DMG|larvae} (see the {@book Dungeon Master's Guide|DMG} for this stat block), {@creature lemure||lemures}, {@creature nupperibo|MPMM|nupperibos} (see Monsters of the Multiverse), and a few {@creature dretch||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 ({@damage 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 {@table Wild Magic Surge|PHB} table in the {@book Player's Handbook|PHB}." ], "id": "09f" }, { "type": "entries", "name": "Forest of Pain", "page": 54, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/054-0.webp" }, "title": "Hellcats prowl the forest.", "credit": "Sergey Musin", "width": 1853, "height": 1254 }, { "type": "insetReadaloud", "page": 54, "entries": [ "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." ], "id": "0a2" }, "This forest is the home of one of Hell's larger herds of {@creature oneirovore|CoA|oneirovores} ({@adventure see appendix B|CoA|14}). 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, {@dice 2d4} {@creature Hellcat (Bezekira)|CoA|hellcats} ({@adventure see appendix B|CoA|14}) 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 {@dice 1d4} rounds a pack of a dozen {@creature hell hound||hell hounds} will burst on to the scene. A round later the shepherd, a {@creature war devil|CoA} ({@adventure see appendix B|CoA|14}), 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 ({@skill 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 {@spell Wish} spell can remove this effect." ], "id": "0a1" }, { "type": "entries", "name": "Canyons of Greed", "page": 54, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/055-0.webp" }, "title": "Nothing is left of the prospectors, except their greed.", "credit": "Sergey Musin", "width": 1854, "height": 1104 }, { "type": "insetReadaloud", "page": 54, "entries": [ "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." ], "id": "0a4" }, "Four {@creature maelephant nomad|CoA|maelephant nomads} ({@adventure see appendix B|CoA|14}) 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 {@dice 2d12} gold nuggets along the riverbank. Each throws three boulders (Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 28 ({@damage 4d10 + 6}) bludgeoning damage) before retiring out of sight. A spell such as {@spell 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:", { "type": "list", "items": [ "3 {@creature fire giant||fire giants}", "1 dwarf {@creature gladiator}", "1 orc {@creature veteran}", "1 elf {@creature assassin}", "1 {@creature young red dragon}", "2 {@creature fomorian||fomorians}" ] }, "Each prospector has {@dice 1d100} gold nuggets in their lair." ], "id": "0a3" }, { "type": "entries", "name": "Ruin and Amusement", "page": 54, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/056-0.webp" }, "title": "{@creature Baalzebul|CoA}'s amusement park isn't for the faint of heart.", "credit": "Sergey Musin", "width": 1856, "height": 1153 }, { "type": "insetReadaloud", "page": 54, "entries": [ "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!" ], "id": "0a6" }, "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 {@creature Baalzebul|CoA}'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.", { "type": "inset", "name": "Location", "page": 56, "entries": [ "If this encounter takes place in Malbolge or Cania, then it should do so on the borders of Maladomini." ], "id": "0a7" }, "At the main entry, a {@creature succubus} and an {@creature 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.", { "type": "entries", "name": "Fun Rides", "page": 56, "entries": [ "These are rides that, while frightening, aren't dangerous.", { "type": "entries", "name": "Ferris Wheel", "page": 56, "entries": [ "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." ], "id": "0a9" }, { "type": "entries", "name": "Infernal Mansion", "page": 56, "entries": [ "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 {@creature chain devil} uses chains to disturb those who walk down an inky black corridor. A pair of {@creature Hellcat (Bezekira)|CoA|hellcats} ({@adventure see appendix B|CoA|14}) terrorize people walking through an ancient torture chamber and a {@creature displacer fiend|CoA} ({@adventure see appendix B|CoA|14}) reaches out with its tentacles from a cage just unable to reach participants. Finally, there are the exploding {@creature 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." ], "id": "0aa" }, { "type": "entries", "name": "Roller Coaster", "page": 56, "entries": [ "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." ], "id": "0ab" } ], "id": "0a8" }, { "type": "entries", "name": "Devilish Rides", "page": 56, "entries": [ "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 {@book Dungeon Master's Guide|DMG}. 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).", { "type": "entries", "name": "Carousel", "page": 57, "entries": [ "This carousel starts off spinning slowly, but quickly gains speed. Contestants must succeed on a {@dc 10} Strength ({@skill 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 ({@damage 1d6}) bludgeoning damage for every point of DC\u2014to a maximum of 70 ({@dice 20d6}). The barrier needs to be cleaned of gore at the end of every night." ], "id": "0ad" }, { "type": "entries", "name": "Doom Coaster", "page": 57, "entries": [ "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 {@condition frightened} condition for the remainder of the ride. While {@condition 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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Lady of Pain", "entries": [ "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 ({@damage 10d6}) slashing damage." ] }, { "type": "item", "name": "Maw of the Dragon", "entries": [ "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 ({@damage 8d6}) fire damage." ] }, { "type": "item", "name": "Stygian Glaciers", "entries": [ "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 ({@damage 5d6}) cold damage and 7 ({@damage 2d6}) slashing damage." ] }, { "type": "item", "name": "Storm King's Thunder", "entries": [ "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 ({@damage 10d6}) lightning damage." ] }, { "type": "item", "name": "Great Green Devil", "entries": [ "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 ({@damage 12d6}) necrotic damage. Any rider reduced to 0 hit points is disintegrated." ] } ] } ], "id": "0ae" }, { "type": "entries", "name": "Bumper Cars", "page": 57, "entries": [ "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\u2014each 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 ({@damage 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 ({@damage 10d6}) bludgeoning damage as they're run down by an infernal machine." ], "id": "0af" } ], "id": "0ac" } ], "id": "0a5" }, { "type": "entries", "name": "Angelic Villa", "page": 57, "entries": [ "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 {@creature Baalzebul|CoA}. 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.", { "type": "insetReadaloud", "page": 57, "entries": [ "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." ], "id": "0b1" }, "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Uriel", "entries": [ "He was a patron of the arts." ] }, { "type": "item", "name": "Arariel", "entries": [ "He controlled the waters of the earth." ] }, { "type": "item", "name": "Chamuel", "entries": [ "They represented serenity and devotion." ] }, { "type": "item", "name": "Gadreel", "entries": [ "He was known as the watcher." ] }, { "type": "item", "name": "Muriel", "entries": [ "She was a patron of travelers." ] }, { "type": "item", "name": "Phanuel", "entries": [ "She offered hope and repentance." ] }, { "type": "item", "name": "Samael", "entries": [ "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/058-0.webp" }, "title": "Uriel holds court over fallen angels.", "credit": "Sergey Musin", "width": 1856, "height": 1168 }, { "type": "insetReadaloud", "page": 57, "entries": [ "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?\"" ], "id": "0b2" }, "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 ({@skill 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 ({@skill 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 ({@skill 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 ({@skill 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.", { "type": "table", "caption": "Magical Wines", "colLabels": [ "d8", "Name of Wine", "Powers" ], "colStyles": [ "col-2 text-center", "col-2", "col-8" ], "rows": [ [ "1", "Château de Tethyr", "{@item Potion of Flying}" ], [ "2", "Casa Athkatla", "{@item Potion of Cloud Giant Strength||Potion of Giant Strength (cloud)}" ], [ "3", "Obarskyr Estate", "{@item Potion of Invisibility}" ], [ "4", "Wolf Blasé", "{@item Potion of Longevity}" ], [ "5", "Rauxes-Nyrond", "{@item Potion of Speed}" ], [ "6", "Menage a Trois", "{@item Potion of Storm Giant Strength||Potion of Giant Strength (storm)}" ], [ "7", "Blackstaff", "{@item Potion of Supreme Healing}" ], [ "8", "Felix Solar", "{@item Potion of Vitality}" ] ] } ], "id": "0b0" }, { "type": "entries", "name": "A Paladin in Hell", "page": 59, "entries": [ { "type": "insetReadaloud", "page": 59, "entries": [ "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." ], "id": "0b4" }, "If {@creature Koh Tam|CoA} 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 {@creature death knight} that is a Humanoid and doesn't have the Marshal Undead trait or Hellfire Orb action).", "Calenhad battles against a dozen {@creature bearded devil||bearded devils}, a pair of {@creature horned devil||horned devils} and nine {@creature bone devil||bone devils}. These creatures are led by a powerful {@creature greater tyrant shadow|CoA} ({@adventure see appendix B|CoA|14}). This tyrant shadow was spawned from the archdevil {@creature Abigor|CoA} millennia ago.", "Calenhad has been tasked by the archdevil {@creature Abigor|CoA} with killing the tyrant shadow, for the creature has been subtly undermining his machinations. {@creature Abigor|CoA} 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, {@creature Abigor|CoA} granted him Infernal Plate Armor and a Sword of Retribution ({@adventure see appendix D|CoA|16} for details about both items.) These items have been slowly twisting the paladin.", "{@creature Koh Tam|CoA} 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." ], "id": "0b3" } ], "id": "086" }, { "type": "section", "name": "Asmodeus and the Nine Sins", "page": 59, "entries": [ "It is important to remember that {@creature Asmodeus|CoA} has lured the characters (and many others) into the Nine Hells to be corrupted. There are many instances in the adventure where {@creature Asmodeus|CoA} 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.", { "type": "entries", "name": "Corruption", "page": 59, "entries": [ "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 {@creature Asmodeus|CoA}'s manipulations. Keep track of the individual characters corruption scores on the \"Corruption Tracker\" found in {@adventure appendix E|CoA|17}. All characters start with a Corruption of 0, but are modified by the following:", { "type": "list", "items": [ "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 {@adventure appendix E|CoA|17} to see if a character has been ensnared by {@creature Asmodeus|CoA}.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/060-0.webp" }, "title": "The bodies of titans and giants are preserved by the ice of Cania.", "credit": "Julian Calle", "width": 916, "height": 823 } ], "id": "0b6" }, { "type": "entries", "name": "Types of Player Goals", "page": 60, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Power", "entries": [ "These temptations provide magic items, spells, special abilities, and minions." ] }, { "type": "item", "name": "Knowledge", "entries": [ "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." ] }, { "type": "item", "name": "Privation", "entries": [ "Temptations of this kind involve relieving privation by means of restoring hit points, lost abilities, and providing protection from death." ] }, { "type": "item", "name": "Roleplaying", "entries": [ "These temptations help achieve character-specific but non-power-related goals\u2014the 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." ] } ] } ], "id": "0b7" }, { "type": "entries", "name": "The Temptations", "page": 60, "entries": [ "Throughout the story {@creature Asmodeus|CoA} 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.", { "type": "table", "caption": "Random Temptations", "colLabels": [ "d12", "Sin", "Result" ], "colStyles": [ "col-2 text-center", "col-2", "col-8" ], "rows": [ [ "1", "Anger", "{@adventure The Cultists (Knowledge)|CoA|2|The Cultists (Knowledge)}" ], [ "2", "Anger", "{@adventure Vengeance is Yours (Roleplaying)|CoA|2|Vengeance is Yours (Roleplaying)}" ], [ "3", "Murder", "{@adventure A View to a Kill (Roleplaying)|CoA|2|A View to a Kill (Roleplaying)}" ], [ "4", "Greed", "{@adventure Box of Treats (Power)|CoA|2|Box of Treats (Power)}" ], [ "5", "Greed", "{@adventure A Head for Knowledge (Knowledge)|CoA|2|A Head for Knowledge (Knowledge)}" ], [ "6", "Jealousy", "{@adventure Anything You Can Do (Knowledge)|CoA|2|Anything You Can Do (Knowledge)}" ], [ "7", "Jealousy", "{@adventure Credit Where Credit is Due (Roleplaying)|CoA|2|Credit Where Credit is Due (Roleplaying)}" ], [ "8", "Betrayal", "{@adventure What is Rightfully Mine (Roleplaying)|CoA|2|What is Rightfully Mine (Roleplaying)}" ], [ "9", "Oppression", "{@adventure The Angry Djinni (Power)|CoA|2|The Angry Djinni (Power)}" ], [ "10", "Harm", "{@adventure Non-Lethal Weapon (Power)|CoA|2|Non-Lethal Weapon (Power)}" ], [ "11", "Harm", "{@adventure A Torturer in Hell (Roleplaying)|CoA|2|A Torturer in Hell (Roleplaying)}" ], [ "12", "Pride", "{@adventure Taking Pride in Your Work (Roleplaying)|CoA|2|Taking Pride in Your Work (Roleplaying)}" ] ] } ], "id": "0b8" } ], "id": "0b5" }, { "type": "section", "name": "Let Me Tempt You", "page": 60, "entries": [ "Each of {@creature Asmodeus|CoA}'s temptations is designed to use one of the primary sins to ensnare its target. Whether one lusts for power, knowledge or riches {@creature Asmodeus|CoA} has designed an appropriate temptation. The temptations are listed under their corresponding sin.", { "type": "entries", "name": "Anger", "page": 60, "entries": [ { "type": "quote", "entries": [ "Anger is forged in the fires of the Nine Hells." ], "by": "{@creature Bel|CoA}" }, { "type": "entries", "name": "The Sentient Artifact (Power)", "page": 60, "entries": [ "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:", { "type": "list", "items": [ "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 {@condition 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 {@condition 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." ], "id": "0bb" }, { "type": "entries", "name": "The Cultists (Knowledge)", "page": 61, "entries": [ "A group of ten fanatics (lawful neutral {@creature cult fanatic||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." ], "id": "0bc" }, { "type": "entries", "name": "Gauntlets of Rage (Privation)", "page": 61, "entries": [ "A devil offers to sell one of the characters a powerful magic item known as the Gauntlets of Rage ({@adventure see appendix D|CoA|16})." ], "id": "0bd" }, { "type": "entries", "name": "Vengeance Is Yours (Roleplaying)", "page": 61, "entries": [ "A horned devil arrives on {@creature Koh Tam|CoA}'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." ], "id": "0be" } ], "id": "0ba" }, { "type": "entries", "name": "Betrayal", "page": 61, "entries": [ { "type": "quote", "entries": [ "You can only understand good and evil if you have betrayed the former for the latter." ], "by": "{@creature Levistus|CoA}" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/061-0.webp" }, "title": "{@creature Levistus|CoA}", "credit": "Aaron Sims", "width": 748, "height": 847 }, { "type": "entries", "name": "Mixed Blessings (Power)", "page": 61, "entries": [ "A {@creature pit fiend} offers to grant one of the characters a blessing to help in their quest. The fiend claims to want to embarrass {@creature Asmodeus|CoA}, but the character must accept the blessing without knowing what it does.", { "type": "entries", "name": "Blessing of Power", "page": 61, "entries": [ "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 {@condition poisoned} condition until their curse is ended by a {@spell Remove Curse} spell or similar magic, or until the blessing is removed from you with a {@spell Wish} spell." ], "id": "0c1" } ], "id": "0c0" }, { "type": "entries", "name": "If I Could Read Your Mind (Knowledge)", "page": 61, "entries": [ "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." ], "id": "0c2" }, { "type": "entries", "name": "Nothing Can Touch Me (Privation)", "page": 61, "entries": [ "The characters find a ring on the finger of a devil that they've slain. This magic item is the Ring of Treachery ({@adventure see appendix D|CoA|16})." ], "id": "0c3" }, { "type": "entries", "name": "What Is Rightfully Mine (Roleplaying)", "page": 61, "entries": [ "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\u2014throne, inheritance, office land or item\u2014maybe 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\u2014the item, increasingly incriminating, keeps appearing on their person or even nearby where anyone might stumble over it." ], "id": "0c4" } ], "id": "0bf" }, { "type": "entries", "name": "Deceit", "page": 62, "entries": [ { "type": "quote", "entries": [ "Deceit allows those with less power and excellence to pretend otherwise." ], "by": "{@creature Baalzebul|CoA}" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/062-0.webp" }, "title": "{@creature Baalzebul|CoA} and {@creature Mammon|CoA}", "credit": "Aaron Sims", "width": 1540, "height": 852 }, { "type": "entries", "name": "The Liar (Power)", "page": 62, "entries": [ "A {@creature succubus} offers to give one of the characters the power of deception in exchange for a minor magic item or a single Soul Coin.", { "type": "entries", "name": "Power of Deception", "page": 62, "entries": [ "You gain expertise in the Charisma ({@skill 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 ({@skill Persuasion}) checks." ], "id": "0c7" } ], "id": "0c6" }, { "type": "entries", "name": "As Good an Answer (Knowledge)", "page": 62, "entries": [ "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 {@creature amnizu|MPMM} (see Monsters of the Multiverse)\u2014or another powerful devil\u2014suggests 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..." ], "id": "0c8" }, { "type": "entries", "name": "Life After Death (Privation)", "page": 62, "entries": [ "The characters find the Amulet of Duplicity ({@adventure see appendix D|CoA|16}) around the neck of a defeated enemy." ], "id": "0c9" }, { "type": "entries", "name": "The Lookalike (Roleplaying)", "page": 62, "entries": [ "A {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}) offers one of the characters the services of a {@creature 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?" ], "id": "0ca" } ], "id": "0c5" }, { "type": "entries", "name": "Greed", "page": 62, "entries": [ { "type": "quote", "entries": [ "Greed makes you free, and accountable to no one." ], "by": "{@creature Mammon|CoA}" }, { "type": "entries", "name": "Box of Treats (Power)", "page": 62, "entries": [ "The characters find a transparent box that contains several powerful items. Select one rare or very rare item from the {@book Dungeon Master's Guide|DMG} 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." ], "id": "0cc" }, { "type": "entries", "name": "A Head for Knowledge (Knowledge)", "page": 62, "entries": [ "The characters find a withered devil skull known as the Skull of Selfish Knowledge ({@adventure see appendix D|CoA|16})." ], "id": "0cd" }, { "type": "entries", "name": "Save It for a Rainy Day (Privation)", "page": 63, "entries": [ "The characters find the {@item Vial of Greed|CoA} ({@adventure see appendix D|CoA|16}) in the hoard of one of their defeated enemies." ], "id": "0ce" }, { "type": "entries", "name": "The Greedy Art Lover (Roleplaying)", "page": 63, "entries": [ "The characters find a magic ring known as the {@item Ring of Collecting|CoA} ({@adventure see appendix D|CoA|16}) in the ice fields of Stygia." ], "id": "0cf" } ], "id": "0cb" }, { "type": "entries", "name": "Harm", "page": 63, "entries": [ { "type": "quote", "entries": [ "What further harm could I possibly bring to the wretchedness of mortals." ], "by": "{@creature Mephistopheles|CoA}" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/063-0.webp" }, "title": "{@creature Mephistopheles|CoA} and {@creature Fierna|CoA}", "credit": "Aaron Sims", "width": 1536, "height": 852 }, { "type": "entries", "name": "Non-Lethal Weapon (Power)", "page": 63, "entries": [ "The characters discover a melee weapon of a kind that one of them is proficient with. This is the {@item Weapon of Agonizing Paralysis|CoA} ({@adventure see appendix D|CoA|16})." ], "id": "0d1" }, { "type": "entries", "name": "The Stuff of Nightmares (Knowledge)", "entries": [ "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.", { "type": "entries", "name": "Gift of Nightmares", "page": 63, "entries": [ "You force a creature that has the {@condition 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 ({@skill Arcana}, {@skill History}, {@skill Investigation}, {@skill Nature}, or {@skill 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." ], "id": "0d3" } ], "id": "0d2" }, { "type": "entries", "name": "Carved in Flesh (Privation)", "page": 63, "entries": [ "The characters find a magic cutting knife known as the {@item Knife of Stolen Resistance|CoA} ({@adventure see appendix D|CoA|16})." ], "id": "0d4" }, { "type": "entries", "name": "A Torturer in Hell (Roleplaying)", "page": 63, "entries": [ "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." ], "id": "0d5" } ], "id": "0d0" }, { "type": "entries", "name": "Jealousy", "page": 63, "entries": [ { "type": "quote", "entries": [ "The lord of these Nine Hells, who was the pinnacle of good, brought low by jealousy." ], "by": "{@creature Fierna|CoA}" }, { "type": "entries", "name": "The Jealous Beauty (Power)", "page": 63, "entries": [ "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 {@creature Asmodeus|CoA}.", { "type": "entries", "name": "Blessing of Comeliness", "page": 63, "entries": [ "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." ], "id": "0d8" } ], "id": "0d7" }, { "type": "entries", "name": "Anything You Can Do (Knowledge)", "page": 63, "entries": [ "The characters find the {@item Ring of the Copycat|CoA} ({@adventure see appendix D|CoA|16})." ], "id": "0d9" }, { "type": "entries", "name": "With Friends Like These (Privation)", "page": 64, "entries": [ "An {@creature incubus} tries to sell an {@item Amulet of Betrayal|CoA} ({@adventure see appendix D|CoA|16}) to one of the characters." ], "id": "0da" }, { "type": "entries", "name": "Credit Where Credit Is Due (Roleplaying)", "page": 64, "entries": [ "An {@creature amnizu|MPMM} (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\u2014a different character or some past NPC\u2014is 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?" ], "id": "0db" } ], "id": "0d6" }, { "type": "entries", "name": "Murder", "page": 64, "entries": [ { "type": "quote", "entries": [ "Behold Dis, where murder is always for sale." ], "by": "{@creature Dispater|CoA}" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/064-0.webp" }, "title": "{@creature Belial|CoA} and {@creature Dispater|CoA}", "credit": "Aaron Sims", "width": 1546, "height": 848 }, { "type": "entries", "name": "Two Kills for One (Power)", "page": 64, "entries": [ "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 {@book Dungeon Master's Guide|DMG} and it gains the following property, which anyone wielding this weapon becomes aware of the moment they touch it.", { "type": "entries", "name": "Damnation", "page": 64, "entries": [ "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." ], "id": "0de" } ], "id": "0dd" }, { "type": "entries", "name": "The Heretic Priest (Knowledge)", "page": 64, "entries": [ "The characters come across a crusading {@creature priest} of an opposing faith. They overhear him bartering for diabolic aid with a {@creature 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." ], "id": "0df" }, { "type": "entries", "name": "To Cheat Death (Privation)", "page": 64, "entries": [ "A succubus offers to inscribe a magic tattoo on one of the characters that she claims guards against death.", { "type": "entries", "name": "Tattoo of Recovery", "page": 64, "entries": [ "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." ], "id": "0e1" } ], "id": "0e0" }, { "type": "entries", "name": "A View to a Kill (Roleplaying)", "page": 64, "entries": [ "While {@creature Koh Tam|CoA}'s barge is docked at any port along the River Styx, a {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}) 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\u2014helping them corrupt the very souls the characters are here to rescue\u2014but 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." ], "id": "0e2" } ], "id": "0dc" }, { "type": "entries", "name": "Oppression", "page": 65, "entries": [ { "type": "quote", "entries": [ "The most beautiful music is the silence of the good over the suffering of the oppressed." ], "by": "{@creature Glasya|CoA}" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/065-0.webp" }, "title": "{@creature Glasya|CoA} and {@creature Asmodeus|CoA}", "credit": "Aaron Sims", "width": 1534, "height": 849 }, { "type": "entries", "name": "The Angry Djinni (Power)", "page": 65, "entries": [ "An {@creature amnizu|MPMM} (see Monsters of the Multiverse) comes aboard {@creature Koh Tam|CoA}'s barge and makes an offer to the characters. It will bind a {@creature 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 {@creature Koh Tam|CoA} and the barge. Each time it is left on the barge, the djinni causes damage that requires {@dice 1d4} days of repair before it can resume its journey along the River Styx." ], "id": "0e4" }, { "type": "entries", "name": "Painful Knowledge (Knowledge)", "page": 65, "entries": [ "The characters find a magic iron mirror known as the {@item Sage's Mirror|CoA} ({@adventure see appendix D|CoA|16})." ], "id": "0e5" }, { "type": "entries", "name": "No Pain No Gain (Privation)", "page": 65, "entries": [ "A suit of magic plate armor is discovered by the characters, either the {@item Armor of Invulnerability} or {@item 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." ], "id": "0e6" }, { "type": "entries", "name": "A Palace Fit for a King (Roleplaying)", "page": 65, "entries": [ "The characters encounter a powerful devil ({@creature 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." ], "id": "0e7" } ], "id": "0e3" }, { "type": "entries", "name": "Pride", "page": 65, "entries": [ { "type": "quote", "entries": [ "You mortals should take pride in how you can make a Hell out of any Heaven." ], "by": "{@creature Asmodeus|CoA}" }, { "type": "entries", "name": "Gaining the Advantage (Power)", "page": 65, "entries": [ "A devil offers to etch a magic clover-shaped tattoo into a character's skin.", { "type": "entries", "name": "Clover Tattoo", "page": 65, "entries": [ "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." ], "id": "0ea" } ], "id": "0e9" }, { "type": "entries", "name": "You Must Speak Up (Knowledge)", "page": 65, "entries": [ "A devil offers to etch a magic tattoo into a character's skin.", { "type": "entries", "name": "Tattoo of Knowledge", "page": 65, "entries": [ "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:", { "type": "list", "items": [ "{@spell Contact Other Plane}", "{@spell 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." ], "id": "0ec" } ], "id": "0eb" }, { "type": "entries", "name": "A Thing of Beauty (Privation)", "page": 65, "entries": [ "The characters find the {@item Amulet of Appearance|CoA} ({@adventure see appendix D|CoA|16}), which ensures that whoever wears it always appears immaculate." ], "id": "0ed" }, { "type": "entries", "name": "Taking Pride in Your Work (Roleplaying)", "page": 65, "entries": [ "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 ({@skill Deception}, {@skill Intimidation}, or {@skill Persuasion}) check." ], "id": "0ee" } ], "id": "0e8" } ], "id": "0b9" }, { "type": "section", "name": "The Dukes", "page": 65, "entries": [ "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 {@creature Abigor|CoA}, an archdevil in the service of {@creature Baalzebul|CoA}. More information on these infernal ships can be found in chapter 11, \"{@adventure Hunted by the Dukes|CoA|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, {@creature Asmodeus|CoA} realizes that the characters might be more tenacious than he anticipated and so sends the brothers to take them captive. On the other hand, {@creature Baalzebul|CoA} wants vengeance on {@creature Koh Tam|CoA} and the characters for summoning him to the mortal plane, thus he sends {@creature Abigor|CoA} to hunt them down.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/066-0.webp" }, "title": "{@creature Abigor|CoA} is always ready for battle.", "credit": "Aaron Sims", "width": 861, "height": 1131 } ], "id": "0ef" }, { "type": "section", "name": "Life in the Nine Hells", "page": 65, "entries": [ "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\u2014or 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." ], "id": "0f0" }, { "type": "section", "name": "Features of the Nine Hells", "page": 65, "entries": [ "In the Nine Hells, everything is subject to corruption, from spells to magic items to the very map you use as a guide.", { "type": "entries", "name": "Telepathic Spells", "page": 65, "entries": [ "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 {@spell Message} and {@spell Sending}. Even when magic items (like {@item Sending Stones} or a {@item 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: {@item Ring of Mind Shielding||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." ], "id": "0f2" }, { "type": "entries", "name": "Teleportation Spells", "page": 67, "entries": [ "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.", { "type": "table", "caption": "Effects of the Nine Hells on Teleportation", "colLabels": [ "Spells", "Effect" ], "colStyles": [ "col-3", "col-9" ], "rows": [ [ "{@spell Gate}, {@spell Plane Shift} or similar magic", "These spells can only be used to travel to layers of the Nine Hells above the one that the caster is currently on." ], [ "{@spell Teleport}, {@spell Teleportation Circle} or similar magic", "Each layer of the Nine Hells is considered its own plane of existence. Thus, it isn't possible to teleport between the layers." ], [ "{@spell Wish}", "A {@spell 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." ], [ "{@spell 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." ] ] } ], "id": "0f3" }, { "type": "entries", "name": "Devilish Distances", "page": 67, "entries": [ "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\u2014and the time required to travel\u2014is 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.", { "type": "inset", "name": "Tiax to the Rescue", "page": 67, "entries": [ "If the characters ever become separated from {@creature Koh Tam|CoA}'s barge, have {@creature Tiax|CoA} show up after {@dice 1d4} days and complain to them about how hard it was to track them down. He casts {@spell Teleport} to return them to the barge." ], "id": "0f5" } ], "id": "0f4" }, { "type": "entries", "name": "Using an Infernal Map", "page": 67, "entries": [ "As the characters explore the Nine Hells, {@creature Koh Tam|CoA} 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 ({@skill 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." ], "id": "0f6" }, { "type": "entries", "name": "The River Styx", "page": 67, "entries": [ "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 {@spell 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 {@spell 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." ], "id": "0f7" } ], "id": "0f1" } ], "id": "084" }, { "type": "section", "name": "Chapter 3: Avernus, the Eternal Battlefield", "page": 69, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/068-0.webp" }, "title": "Sentry Towers overlook the battlefield.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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.", { "type": "section", "name": "Running This Chapter", "page": 69, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 69, "entries": [ "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.", { "type": "table", "caption": "Random Encounters in Avernus", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "A lone {@creature halog|CoA} ({@adventure see appendix B|CoA|14}) begins to follow the characters." ], [ "2", "A group of {@creature black abishai|MPMM} and {@creature white abishai|MPMM} led by a {@creature blue abishai|MPMM} (see Monsters of the Multiverse) fly overhead. If the characters follow them, they find Tiamat's Lair but risk discovery." ], [ "3", "Six {@creature spined devil||spined devils} and eight {@creature imp||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 {@creature Zariel|CoA} ({@adventure see appendix A|CoA|13}) passes over the characters, casting a lengthy shadow. Two {@creature affliction devil (kocrachon)|CoA|affliction devils} ({@adventure see appendix B|CoA|14}) 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 {@spell Storm of Vengeance} spell (with a spell save DC of 19) erupts, centered around the characters and lasting for 10 rounds." ] ] } ], "id": "0fa" }, { "type": "entries", "name": "Locations", "page": 69, "entries": [ "{@creature Koh Tam|CoA} can provide a summary of Avernus when they arrive (see \"Key Locations in Avernus\")." ], "id": "0fb" }, { "type": "entries", "name": "Koh Tam", "page": 69, "entries": [ "Avernus is more widely known than other layers, but if the characters are unfamiliar, {@creature Koh Tam|CoA} 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." ], "id": "0fc" }, { "type": "entries", "name": "Objectives", "page": 69, "entries": [ "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:", { "type": "table", "caption": "Objectives in Avernus", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "Phylactery of the Brother", "The War-Slough: The Ichor Lake" ], [ "Phylactery of the Queen", "The War-Slough: The Ruined Tower" ] ] } ], "id": "0fd" }, { "type": "entries", "name": "Temptations", "page": 69, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "0fe" } ], "id": "0f9" }, { "type": "section", "name": "Avernus Overview", "page": 69, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/070-0-dm.webp" }, "title": "Avernus, the First Hell", "credit": "John Stevenson", "width": 1623, "height": 1160, "imageType": "map", "id": "364", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/070-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "imageType": "mapPlayer", "width": 1623, "height": 1160, "mapParent": { "id": "364" }, "grid": { "type": "none" } } ] }, "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 {@creature Bel|CoA} to facilitate military transport.", "{@creature Bel|CoA} used to rule the realm, but has since lost the position to {@creature Zariel|CoA}, 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. {@creature Zariel|CoA}'s subjects primarily include devils that form the defensive armies of the Blood War, but natives to Avernus still remain.", { "type": "inset", "name": "Previous Adventures in Avernus: Bel", "page": 70, "entries": [ "If you have run Baldur's Gate: Descent into Avernus, then {@creature Bel|CoA} might have replaced {@creature Zariel|CoA} as the ruler of Avernus." ], "id": "100" }, { "type": "entries", "name": "Leaving Avernus", "page": 70, "entries": [ "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 {@creature Koh Tam|CoA}'s preferred route." ], "id": "101" }, { "type": "entries", "name": "Features", "page": 70, "entries": [ "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 {@condition exhaustion}.", { "type": "entries", "entries": [ { "type": "entries", "name": "Optional Rule", "page": 70, "entries": [ "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 {@dice 1d4} days. Otherwise, the creature's alignment reverts to normal after a day spent away from the Nine Hells. Casting the {@spell Dispel Evil and Good} spell on the creature also restores its original alignment." ], "id": "104" } ], "id": "103" } ], "id": "102" } ], "id": "0ff" }, { "type": "section", "name": "Key Locations in Avernus", "page": 70, "entries": [ "Some of the major landmarks found in Avernus are described below.", { "type": "entries", "name": "The Bronze Citadel", "page": 70, "entries": [ "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 {@creature Zariel|CoA} 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 {@creature Koh Tam|CoA}'s barge prepares to leave the Bronze Citadel, read:", { "type": "insetReadaloud", "page": 70, "entries": [ "{@creature Koh Tam|CoA} 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?\"" ], "id": "107" }, "If the characters ignore {@creature Koh Tam|CoA} and linger, perhaps seeking out magic items or other wares, they might become tempted by {@creature Asmodeus|CoA} to acquire something that they shouldn't.", { "type": "inset", "name": "Temptation of Anger", "page": 70, "entries": [ "{@b {@i \"Gauntlets of Rage\"}}", "During the characters' time in the Bronze Citadel, a corruption devil ({@adventure see appendix B|CoA|14}) 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 ({@adventure see appendix D|CoA|16})." ], "id": "108" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/071-0.webp" }, "title": "Stay inside on a rainy day in Avernus.", "credit": "Julian Calle", "width": 1854, "height": 1177 } ], "id": "106" }, { "type": "entries", "name": "Tiamat's Lair", "page": 72, "entries": [ "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.", "{@creature Koh Tam|CoA} 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." ], "id": "109" }, { "type": "entries", "name": "The Pillar of Skulls", "page": 72, "entries": [ "At the edge of the layer, next to the entrance to Dis, lies the Pillar of Skulls\u2014a 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." ], "id": "10a" }, { "type": "entries", "name": "The War-Slough", "page": 72, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/072-0-dm.webp" }, "title": "The War-Slough", "credit": "John Stevenson", "width": 1633, "height": 1304, "imageType": "map", "id": "365", "mapRegions": [ { "area": "115", "points": [ [ 512, 1032 ], [ 512, 1102 ], [ 587, 1102 ], [ 587, 1032 ] ] }, { "area": "126", "points": [ [ 981, 837 ], [ 981, 914 ], [ 1061, 914 ], [ 1061, 837 ] ] }, { "area": "117", "points": [ [ 136, 250 ], [ 136, 317 ], [ 213, 317 ], [ 213, 250 ] ] }, { "area": "11c", "points": [ [ 683, 264 ], [ 683, 339 ], [ 754, 339 ], [ 754, 264 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/072-0-dm.webp" }, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/072-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1633, "height": 1304, "imageType": "mapPlayer", "mapParent": { "id": "365" }, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } } ] }, "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...", { "type": "inset", "name": "Temptation of Harm", "page": 72, "entries": [ "{@b {@i \"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 {@adventure appropriate temptation event|CoA|2|Harm} found in chapter 2." ], "id": "10c" } ], "id": "10b" } ], "id": "105" }, { "type": "section", "name": "Adventure: The War-Slough", "page": 73, "entries": [ "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 {@creature Koh Tam|CoA} that they wish to visit the War-Slough, or if they are not certain where to travel to next, he recites the following tale:", { "type": "insetReadaloud", "page": 73, "entries": [ "\"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.\" {@creature Koh Tam|CoA} 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.\" {@creature Koh Tam|CoA} 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.\"" ], "id": "10e" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 73, "entries": [ "If the characters are struggling to decide what to do, or about to set out without being sufficiently prepared, {@creature Koh Tam|CoA} can help nudge or guide them with the following advice:", { "type": "list", "items": [ "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." ] }, "{@creature Koh Tam|CoA} also gives them an infernal map. Show the players the map of the War-Slough in {@adventure appendix F|CoA|18}. They can use this map to decide which points of interest they want to explore. Refer to the \"{@adventure Using an Infernal Map|CoA|3|Using an Infernal Map}\" section of chapter 2. A failed or successful Wisdom ({@skill Survival}) check to use this map has a {@chance 50|50 percent} chance of triggering an encounter on the Random Encounters in the War-Slough table." ], "id": "10f" }, { "type": "entries", "name": "Demon Blood", "page": 73, "entries": [ "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.", { "type": "table", "caption": "Flesh Warping", "colLabels": [ "d10", "Effect" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "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 {@quickref Vision and Light||2||dim light} when they're open." ], [ "4", "The creature's ears tear free from its head and scurry away; the creature has the {@condition 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 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 {@condition charmed}, {@condition frightened}, or {@condition stunned} conditions." ] ] } ], "id": "110" }, { "type": "entries", "name": "The Forever War", "page": 73, "entries": [ "The War-Slough isn't abandoned. To evacuate it you'd have to master it, and the place is beyond even {@creature Zariel|CoA}'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 {@creature Merregon|MPMM|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." ], "id": "111" }, { "type": "entries", "name": "War-Slough Encounters", "page": 74, "entries": [ "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 {@dice d6}. On a 1\u20133 the random encounter interrupts the rest. On a 4\u20136 the encounter happens a few minutes after the rest is finished.", { "type": "table", "caption": "Random Encounters in the War-Slough", "colLabels": [ "d6", "Predator" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "A flock of three {@creature shredwing|CoA|shredwings} ({@adventure see appendix B|CoA|14}) circles in the distance." ], [ "2", "A gang of five bulbous {@creature hezrou} (speed 20) erupt from a pool of demonic ichor." ], [ "3", "A lost legion of one hundred {@creature merregon|MPMM} (see Monsters of the Multiverse) march in formation, ignoring anything that doesn't get in their way. A headless {@creature horned devil} leads them." ], [ "4", "A corpse worm ({@creature purple worm} with the Fiend type) erupts from the ground beneath the characters." ], [ "5", "A squad of a dozen insane {@creature merregon|MPMM} mistakes the characters for demons." ], [ "6", "Two {@creature horned devil||horned devils} fused together (they always occupy the same space but have their own turns) lead a battalion of two dozen {@creature merregon|MPMM}. One horned devil orders the battalion to attack, while the other orders them to march in formation. Each round there is a {@chance 50|50 percent} chance of the merregon obeying either leader." ] ] } ], "id": "112" }, { "type": "entries", "name": "Escaping the Slough", "page": 74, "entries": [ "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." ], "id": "113" }, { "type": "entries", "name": "War-Slough Locations", "page": 74, "entries": [ "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.", { "type": "entries", "name": "W1: Sentry Tower", "page": 75, "entries": [ "Technically, {@creature Zariel|CoA} 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 {@creature amnizu|MPMM} (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:", { "type": "insetReadaloud", "page": 75, "entries": [ "\"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.\"" ], "id": "116" }, "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 {@creature Zariel|CoA}. Rexlexkala will give 10 Soul Coins for the horn. In addition, he provides each character with a vial of Condensed Order ({@adventure see appendix D|CoA|16}.) 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.", { "type": "list", "items": [ "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." ] } ], "id": "115" }, { "type": "entries", "name": "W2: Ruined Tower", "page": 75, "entries": [ { "type": "insetReadaloud", "page": 75, "entries": [ "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." ], "id": "118" }, "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.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/075-0-dm.webp" }, "title": "Ruined Tower (W2)", "credit": "John Stevenson", "width": 868, "height": 923, "imageType": "map", "id": "366", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/075-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 868, "height": 923, "imageType": "mapPlayer", "mapParent": { "id": "366" }, "grid": { "type": "none" } } ] }, "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 {@chance 50|50 percent} chance they reverse direction. Any noise makes them {@action 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 {@action 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 {@creature bone devil||bone devils} that patrol the skies about 600 feet above ground. One of the bone devils will {@action 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 {@dice 1d4} {@creature shadow demon||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.", { "type": "entries", "name": "The Throne Room", "page": 76, "entries": [ "The {@creature marilith} is dressed up in the garments of a queen and attended to by four {@creature bearded devil||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 {@dice 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." ], "id": "119" }, { "type": "entries", "name": "The Phylactery of the Queen", "page": 76, "entries": [ "If a character that has chosen this phylactery enters this room, read the following upon entering:", { "type": "insetReadaloud", "page": 76, "entries": [ "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." ], "id": "11b" }, "In a fight this servant ({@creature 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." ], "id": "11a" } ], "id": "117" }, { "type": "entries", "name": "W3: Ichor Lake and the Demon Nest", "page": 76, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/077-0.webp" }, "title": "The ichor lake awaits.", "credit": "Sergei Sarichev", "width": 1857, "height": 1246 }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/077-1-dm.webp" }, "title": "Demon Nest (W3)", "credit": "John Stevenson", "width": 850, "height": 1013, "imageType": "map", "id": "367", "mapRegions": [ { "area": "123", "points": [ [ 264, 660 ], [ 275, 682 ], [ 296, 691 ], [ 309, 718 ], [ 330, 724 ], [ 344, 722 ], [ 351, 706 ], [ 344, 682 ], [ 331, 670 ], [ 329, 653 ], [ 322, 639 ], [ 301, 650 ], [ 277, 648 ] ] }, { "area": "121", "points": [ [ 283, 697 ], [ 299, 731 ], [ 333, 744 ], [ 367, 728 ], [ 364, 691 ], [ 356, 660 ], [ 371, 642 ], [ 397, 672 ], [ 410, 709 ], [ 411, 745 ], [ 419, 776 ], [ 428, 801 ], [ 401, 790 ], [ 382, 794 ], [ 374, 807 ], [ 358, 805 ], [ 331, 807 ], [ 300, 799 ], [ 279, 774 ], [ 281, 756 ], [ 266, 759 ], [ 265, 737 ], [ 260, 711 ], [ 259, 687 ] ] }, { "area": "120", "points": [ [ 362, 600 ], [ 351, 593 ], [ 353, 570 ], [ 368, 554 ], [ 388, 552 ], [ 402, 557 ], [ 403, 581 ], [ 389, 598 ], [ 376, 607 ] ] }, { "area": "120", "points": [ [ 479, 741 ], [ 469, 721 ], [ 461, 699 ], [ 476, 676 ], [ 489, 663 ], [ 505, 682 ], [ 514, 713 ], [ 516, 730 ], [ 517, 747 ], [ 496, 753 ] ] }, { "area": "120", "points": [ [ 323, 949 ], [ 318, 923 ], [ 326, 902 ], [ 348, 884 ], [ 367, 879 ], [ 393, 895 ], [ 402, 916 ], [ 419, 927 ], [ 423, 951 ], [ 403, 964 ], [ 380, 976 ], [ 349, 973 ], [ 336, 962 ] ] }, { "area": "11d", "points": [ [ 500, 933 ], [ 542, 918 ], [ 567, 913 ], [ 581, 899 ], [ 597, 929 ], [ 580, 945 ], [ 546, 953 ], [ 500, 953 ] ] }, { "area": "11f", "points": [ [ 672, 862 ], [ 669, 830 ], [ 670, 809 ], [ 685, 793 ], [ 707, 782 ], [ 724, 776 ], [ 738, 789 ], [ 744, 807 ], [ 749, 829 ], [ 737, 842 ], [ 723, 857 ], [ 700, 868 ], [ 684, 868 ] ] }, { "area": "11f", "points": [ [ 589, 735 ], [ 588, 708 ], [ 589, 682 ], [ 599, 669 ], [ 606, 691 ], [ 628, 696 ], [ 643, 705 ], [ 647, 733 ], [ 633, 740 ], [ 611, 745 ] ] }, { "area": "11f", "points": [ [ 618, 620 ], [ 633, 607 ], [ 651, 593 ], [ 669, 593 ], [ 690, 592 ], [ 704, 607 ], [ 702, 628 ], [ 682, 631 ], [ 664, 641 ], [ 642, 645 ], [ 626, 638 ] ] }, { "area": "120", "points": [ [ 715, 598 ], [ 714, 578 ], [ 721, 563 ], [ 737, 556 ], [ 755, 556 ], [ 771, 574 ], [ 771, 593 ], [ 764, 611 ], [ 755, 622 ], [ 731, 623 ], [ 720, 614 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/077-1-dm.webp" }, "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/077-1.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 850, "height": 1013, "imageType": "mapPlayer", "mapParent": { "id": "367" }, "grid": { "type": "none" } } ] }, "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, {@creature Zariel|CoA}'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." ], "id": "11c" }, { "type": "entries", "name": "W3A: Entrance", "entries": [ { "type": "insetReadaloud", "page": 76, "entries": [ "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." ], "id": "11e" } ], "id": "11d" }, { "type": "entries", "name": "W3B: The Caves", "entries": [ "Each cave has {@creature hezrou} and {@creature 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 {@dice 1d6} of each." ], "id": "11f" }, { "type": "entries", "name": "W3C: Demons", "entries": [ "A mixture of two dozen {@creature dretch||dretches} and {@creature manes} mill about mindlessly in these caves. They ignore intruders but descend with fury on anyone who attacks them." ], "id": "120" }, { "type": "entries", "name": "W3D: The Lake", "entries": [ { "type": "insetReadaloud", "page": 77, "entries": [ "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." ], "id": "122" }, "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.\"" ], "id": "121" }, { "type": "entries", "name": "W3E: The Heart", "entries": [ "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 {@dice 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 {@spell 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.", { "type": "entries", "name": "The Phylactery of the Brother", "page": 78, "entries": [ "A character who seeks their brother's soul, notices movement in the ground underneath the demonic heart.", { "type": "insetReadaloud", "page": 78, "entries": [ "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." ], "id": "125" }, "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." ], "id": "124" } ], "id": "123" }, { "type": "entries", "name": "W4: Canyon Trove", "page": 78, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/079-0.webp" }, "title": "A brave prospector ventures into the Trove despite its dangers.", "credit": "Sergei Sarichev", "width": 1856, "height": 1155 }, { "type": "insetReadaloud", "page": 78, "entries": [ "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." ], "id": "127" }, { "type": "inset", "name": "Temptation of Anger", "page": 78, "entries": [ "{@b {@i \"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 \"{@adventure Sentient Artifact|CoA|3|Sentient Artifact}\" temptation event found in chapter 2." ], "id": "128" }, "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 {@creature grotesque tentacle|CoA} 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 {@creature 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 ({@skill 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.", { "type": "entries", "name": "Encounter", "page": 78, "entries": [ "The first time the characters fail their search results in them encountering the \"Temptation of Anger.\" Afterwards, on future failures, roll a {@dice d8}. 1\u20134 means an empty cave; 5\u20136 means they stumble upon {@dice 1d2} {@creature glabrezu}; a 7\u20138 means they find {@dice 1d4} {@creature hezrou}." ], "id": "129" }, { "type": "entries", "name": "Treasure", "page": 78, "entries": [ "Every time the characters succeed in their search for clues, they have a {@chance 50|50 percent} chance of finding Rexlexkala's Horn. Otherwise, they roll on the Infernal Items table. For a description of these items {@adventure see appendix D|CoA|16}. 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 {@creature demon ichor|CoA} (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." ], "id": "12a" }, { "type": "entries", "name": "Rexlexkala's Horn", "page": 78, "entries": [ "A {@creature 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 {@spell 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.", { "type": "table", "caption": "Infernal Items", "colLabels": [ "d10", "Item", "Danger" ], "colStyles": [ "col-2 text-center", "col-5", "col-5" ], "rows": [ [ "1", "Bracers of {@creature Asmodeus|CoA}", "None" ], [ "2", "Infernal Plate Armor", "Pool of {@creature demon ichor|CoA}" ], [ "3", "Stygian Spear", "Tentacle" ], [ "4", "Canian Fork", "Pool of {@creature demon ichor|CoA}" ], [ "5", "Demonbone Polearm", "{@dice 2d6} {@creature barlgura||barlguras}" ], [ "6", "Sword of Retribution", "Yellow mold" ], [ "7", "Infernal Amulet", "Angry {@creature horned devil}" ], [ "8\u201310", "Ancient Blood War Weapon (see Ancient Blood War Weapons table)", "None" ] ] }, { "type": "table", "caption": "Ancient Blood War Weapons", "colLabels": [ "d4", "Blood War Weapon" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "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 {@quickref Vision and Light||2||bright light} for 200 feet and {@quickref Vision and Light||2||dim light} for 1,000 feet. Covering it negates the light. An {@spell 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 ({@damage 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 ({@damage 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 {@dice 10d10} strange seeds inside. If a seed is planted in the Nine Hells, it immediately grows into a corrupted {@creature shrieker}. Any demon that doesn't have the {@condition deafened} condition and starts its turn within 30 feet of a corrupted shrieker takes 7 ({@damage 2d6}) psychic damage. This damage doesn't stack with damage from other corrupted shriekers." ] ] } ], "id": "12b" } ], "id": "126" } ], "id": "114" } ], "id": "10d" } ], "id": "0f8" }, { "type": "section", "name": "Chapter 4: Dis, the City of Burning Iron", "page": 81, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/080-0.webp" }, "title": "At the center of the Agora of Floating Knives sits Orishada's Palace.", "credit": "Sergei Sarichev", "width": 1858, "height": 2454 }, "Named for its ruler, the Iron Lord {@creature Dispater|CoA}, 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.", { "type": "section", "name": "Running This Chapter", "page": 81, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 81, "entries": [ "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.", { "type": "table", "caption": "Random Encounters in Dis", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "A pack of six {@creature lemure||lemures} have escaped the mines they were working. Four hell hounds pursue close behind." ], [ "2", "Eight {@creature spined devil||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 {@creature 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 {@creature githyanki knight||githyanki knights} on {@creature young red dragon||young red dragons} provide protection." ], [ "5", "A lone {@creature barbed devil} approaches and demands 100 gp as tax for traveling across {@creature Dispater|CoA}'s realm. If he is attacked, he calls upon a pair of {@creature war devil|CoA|war devils} ({@adventure see appendix B|CoA|14}) 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 ({@damage 20d6}) fire damage and 70 ({@damage 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." ] ] } ], "id": "12e" }, { "type": "entries", "name": "Locations", "page": 81, "entries": [ "When the characters arrive in the city have {@creature Koh Tam|CoA} 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." ], "id": "12f" }, { "type": "entries", "name": "Koh Tam and Tiax", "page": 81, "entries": [ "At the Agora, give the players plenty of time to explore. {@creature Koh Tam|CoA} or {@creature Tiax|CoA} can provide them with directions to the different areas of the Agora and its market stalls. If {@creature Tiax|CoA} is accompanying the characters into the Agora, roll on the {@adventure Troubles with Tiax|CoA|1|Troubles with Tiax} table in chapter 1 to see if their outing with the gnome is eventful.", "At this point, {@creature Koh Tam|CoA} 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." ], "id": "130" }, { "type": "entries", "name": "Objectives", "page": 81, "entries": [ "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:", { "type": "table", "caption": "Objectives in Dis", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@item Instrument of the Bards, Ollamh Harp||Instrument of the Bards (Ollamh Harp)}", "The Agora of Floating Knives: Barges of Theater" ], [ "{@item 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" ], [ "{@item Horn of Valhalla, Iron||Iron Horn of Valhalla}", "Orishada's Palace: Aelvette" ], [ "{@item Wrought-Iron Tower|CoA}", "Orishada's Palace: The Floating Duke" ] ] } ], "id": "131" }, { "type": "entries", "name": "Temptations", "page": 81, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level.", { "type": "inset", "name": "Troubled Rest", "page": 81, "entries": [ "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\u2014perhaps resurfacing some of the nightmares described in the Introduction\u2014as 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." ], "id": "133" } ], "id": "132" } ], "id": "12d" }, { "type": "section", "name": "Dis Overview", "page": 81, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/083-0-dm.webp" }, "title": "Dis, the Second Hell", "credit": "John Stevenson", "width": 1612, "height": 1148, "imageType": "map", "id": "368", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/083-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1612, "height": 1148, "imageType": "mapPlayer", "mapParent": { "id": "368" }, "grid": { "type": "none" } } ] }, "Outside the city proper, the layer is a mountainous crag land rich in ore deposits. {@creature Dispater|CoA} 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.", "{@creature Dispater|CoA} remains the ruler of Dis and an ally of {@creature Asmodeus|CoA}, and he intends for it to stay that way. Fortification of {@creature Dispater|CoA}'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.", { "type": "entries", "name": "The City of Dis", "page": 81, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/082-0.webp" }, "title": "The Iron Tower of {@creature Dispater|CoA} Looms over the City of Dis.", "credit": "Julian Calle", "width": 1855, "height": 1170 }, "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 {@creature Dispater|CoA} 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." ], "id": "135" }, { "type": "entries", "name": "Leaving Dis", "page": 83, "entries": [ "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 {@creature Dispater|CoA}'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." ], "id": "136" }, { "type": "entries", "name": "Features", "page": 83, "entries": [ "Iron itself bends to the influence of Dis. Whenever a good-aligned creature touches nonmagical iron, they take 4 ({@damage 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 ({@damage 5d12}) necrotic damage and gains a level of {@condition exhaustion}." ], "id": "137" } ], "id": "134" }, { "type": "section", "name": "Key Locations in the City of Dis", "page": 84, "entries": [ "Some of the major locations found in the City of Dis are described below.", { "type": "entries", "name": "The Iron Tower of Dispater", "page": 84, "entries": [ "Though several iron towers decorate the city, none are as large as the Iron Tower, {@creature Dispater|CoA}'s fortress and palace. It is visible from anywhere in the city, and through enchantment magic always appears to be very close. {@creature Dispater|CoA} maintains complete control over the tower\u2014including the capability to shift its form and interiors to match his desires\u2014and the tower can only be entered if he permits. If {@creature Dispater|CoA} 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 ({@skill Survival}) check and spend {@dice 2d6} hours searching, they finally reach the Iron Tower. If they fail the check, they waste {@dice 2d6} hours and are no closer, but they do trigger a random encounter.", { "type": "insetReadaloud", "page": 84, "entries": [ "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\u2014the tower simply looms over you as if in judgment." ], "id": "13a" }, "Unless the characters have business inside of the tower (and {@creature Dispater|CoA} allows them entry) the characters can't enter." ], "id": "139" }, { "type": "entries", "name": "The Garden of Delights", "page": 84, "entries": [ "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 {@creature Dispater|CoA}'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.", { "type": "inset", "name": "Temptation of Deceit", "page": 84, "entries": [ "{@b {@i \"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 {@adventure appropriate temptation event|CoA|2|Deceit} found in chapter 2." ], "id": "13c" }, { "type": "insetReadaloud", "page": 84, "entries": [ "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." ], "id": "13d" }, "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 {@dice d100}\u2014this 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 {@dice 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 {@condition exhaustion}." ], "id": "13b" }, { "type": "entries", "name": "The Great Prison of Mentiri", "page": 84, "entries": [ "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\u2014outsiders, 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.", { "type": "inset", "name": "Temptation of Oppression", "page": 84, "entries": [ "{@b {@i \"No Pain No Gain\"}}", "Read the following the first time the characters travel towards the prison:", { "type": "insetReadaloud", "page": 84, "entries": [ "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." ], "id": "140" }, "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 ({@skill Arcana}) check reveals it to be powerful magic armor. Run the {@adventure appropriate temptation event|CoA|2|Oppression} found in chapter 2.", "If the characters try to save the elf, they must fight the shredwing and the four pain devils ({@adventure see appendix B|CoA|14} 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." ], "id": "13f" } ], "id": "13e" }, { "type": "entries", "name": "The Agora of Floating Knives", "page": 85, "entries": [ "The Agora of Floating Knives is one of the largest trading hubs in the known planes and is welcoming to non-devils." ], "id": "141" } ], "id": "138" }, { "type": "section", "name": "Adventure: The Agora of Floating Knives", "page": 85, "entries": [ "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 {@creature Koh Tam|CoA} that they wish to visit the City of Dis, he directs them to the Agora because of its accessibility to outsiders.", { "type": "insetReadaloud", "page": 85, "entries": [ "{@creature Koh Tam|CoA} 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.\"" ], "id": "143" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 85, "entries": [ "{@creature Koh Tam|CoA} (or {@creature Tiax|CoA}) offers the following advice to characters, if necessary:", { "type": "list", "items": [ "They should hire an imp to guide them, or allow {@creature Tiax|CoA} 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 {@creature amnizu|MPMM} (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 {@creature Koh Tam|CoA} can provide a standard map of the Agora ({@adventure see appendix F|CoA|18}) to the characters." ], "id": "144" }, { "type": "entries", "name": "Approaching from the River Styx", "entries": [ "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.", { "type": "insetReadaloud", "page": 85, "entries": [ "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." ], "id": "146" } ], "id": "145" }, { "type": "entries", "name": "The Outer Agora Locations", "page": 85, "entries": [ "Visitors relying on the services of the {@creature imp||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:", { "type": "table", "caption": "Items for Sale", "colLabels": [ "Item", "Cost" ], "colStyles": [ "col-9", "col-3 text-right" ], "rows": [ [ "{@item Condensed Order|CoA}", "50 gp" ], [ "Dream bottle", "50 gp" ], [ "{@item Dust of Sneezing and Choking}", "250 gp" ], [ "{@item Oil of Sharpness}", "2,500 gp" ], [ "{@item Oil of Slipperiness}", "250 gp" ], [ "{@item Potion of Fire Breath}", "250 gp" ], [ "{@item Potion of Mind Reading}", "750 gp" ] ] }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/086-0-dm.webp" }, "title": "The Agora of Floating Knives", "credit": "John Stevenson", "width": 1601, "height": 2185, "imageType": "map", "id": "369", "mapRegions": [ { "area": "149", "points": [ [ 173, 288 ], [ 173, 368 ], [ 255, 368 ], [ 255, 288 ] ] }, { "area": "14c", "points": [ [ 1191, 135 ], [ 1191, 221 ], [ 1280, 221 ], [ 1280, 135 ] ] }, { "area": "152", "points": [ [ 654, 650 ], [ 654, 729 ], [ 732, 729 ], [ 732, 650 ] ] }, { "area": "15a", "points": [ [ 723, 1230 ], [ 723, 1306 ], [ 805, 1306 ], [ 805, 1230 ] ] }, { "area": "157", "points": [ [ 379, 1449 ], [ 379, 1529 ], [ 455, 1529 ], [ 455, 1449 ] ] }, { "area": "14f", "points": [ [ 1040, 1262 ], [ 1040, 1333 ], [ 1114, 1333 ], [ 1114, 1262 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/086-0-dm.webp" }, "grid": { "type": "none", "size": 83, "distance": 50 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/086-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1601, "height": 2185, "imageType": "mapPlayer", "mapParent": { "id": "369" }, "grid": { "type": "none", "size": 83, "distance": 50 } } ] }, { "type": "inset", "name": "Temptation of Jealousy", "page": 87, "entries": [ "{@b {@i \"With Friends Like These\"}}", "While the characters are perusing wares, an incubus approaches and tries to sell an Amulet of Betrayal ({@adventure see appendix D|CoA|16}) 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." ], "id": "148" }, "There is also a thriving trade market. These items are readily available for anyone who succeeds on a {@dc 15} Intelligence ({@skill Arcana}) check. However, the buyer is only interested in trading for a magic item with {@item Soul Coin|CoA|Soul Coins} as an additional cost.", { "type": "table", "caption": "Magic Items Trade Cost", "colLabels": [ "Magic Item", "Trade In" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@item Mirror of Life Trapping}", "Rare or very rare wondrous item, plus 3 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Dagger of Venom}", "Uncommon or rare weapon, plus 1 {@item Soul Coin|CoA}" ], [ "{@item Crystal Ball}", "Rare or very rare wondrous item, plus 3 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Efreeti Bottle}", "Rare or very rare wondrous item, plus 3 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Ring of Shooting Stars}", "Rare or very rare ring, plus 3 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Robe of Stars}", "Rare or very rare magic cloak or robe, plus 3 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Staff of Fire}", "Rare or very rare magic rod or staff, plus 2 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Staff of Frost}", "Rare or very rare magic rod or staff, plus 2 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Spellguard Shield}", "Rare or very rare shield, plus 2 {@item Soul Coin|CoA|Soul Coins}" ], [ "{@item Nine Lives Stealer}", "Rare or very rare weapon, plus 2 {@item Soul Coin|CoA|Soul Coins}" ] ] }, { "type": "entries", "name": "A1: The Arena", "page": 87, "entries": [ { "type": "insetReadaloud", "page": 87, "entries": [ "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." ], "id": "14a" }, "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\u2014feel 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 {@condition exhaustion}).", { "type": "entries", "name": "The Phylactery of the Chosen One", "page": 87, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Test of Strength", "entries": [ "The character must fight a {@creature chain devil}." ] }, { "type": "item", "name": "Test of Skill", "entries": [ "The character must either best a {@creature horned devil} in a complicated game of knot tying or compete against an {@creature erinyes} to see who can calm an enraged {@creature Hellcat (Bezekira)|CoA|hellcat} ({@adventure see appendix B|CoA|14}). Tying the knot requires a successful {@dc 18} Dexterity ({@skill Sleight of Hand}) check whereas taming the creature requires a successful {@dc 15} Wisdom ({@skill Animal Handling}) check. If the character fails the check, they can try to make a {@dc 16} Charisma ({@skill Deception}) check. If successful they bluff their way into getting a second (and final) chance on the original check." ] }, { "type": "item", "name": "Test of Wits", "entries": [ "The character challenges an {@creature amnizu|MPMM} (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 {@condition exhaustion}. If the character rests or otherwise recovers from that {@condition 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." ], "id": "14b" } ], "id": "149" }, { "type": "entries", "name": "A2: Neogi Shop", "page": 87, "entries": [ "One of the shops in the Outer Agora is run by the enigmatic and ruthless {@creature neogi|MPMM} (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 {@dice 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 ({@skill 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 {@creature neogi master|MPMM} leads the ambush, with an additional {@creature neogi|MPMM} (see Monsters of the Multiverse) and an {@creature umber hulk} for each shopper. More powerful customers might mean the neogi bring an additional {@dice 1d6} {@creature gray render|MPMM|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.", { "type": "table", "caption": "Illusory Items", "colLabels": [ "Magic Item", "If Illusory", "Cost" ], "colStyles": [ "col-5", "col-5", "col-2 text-right" ], "rows": [ [ "{@item Apparatus of Kwalish}", "A {@creature hook horror} {@condition charmed} by the neogi", "100,000 gp" ], [ "{@item Brazier of Commanding Fire Elementals}", "An {@creature xorn} {@condition restrained} by {@item Dimensional Shackles}", "10,000 gp" ], [ "{@item Cape of the Mountebank}", "A rotting nonmagical cloak", "5,000 gp" ], [ "{@item Carpet of Flying}", "A cheap carpet", "20,000 gp" ], [ "{@item Cloak of Arachnida}", "A {@creature cloaker} that is the pet of one of the neogi", "15,000 gp" ], [ "{@item Deck of Illusions}", "A set of playing cards with depraved images", "400 gp" ], [ "{@item Demon Armor}", "{@creature Hezrou} {@condition restrained} by {@item Iron Bands of Bilarro||Iron Bands of Binding}", "40,000 gp" ], [ "{@item Dwarven Plate}", "A {@creature shield guardian} whose control amulet is worn by the neogi master", "35,000 gp" ], [ "{@item Figurine of Wondrous Power, Golden Lions||Figurine of Wondrous Power (golden lions)}", "Same as above except a pair of {@creature Hellcat (Bezekira)|CoA|hellcats} ({@adventure see appendix B|CoA|14})", "11,500 gp" ], [ "{@item Figurine of Wondrous Power, Marble Elephant||Figurine of Wondrous Power (marble elephant)}", "Same as above except a single {@creature maelephant nomad|CoA} ({@adventure see appendix B|CoA|14})", "11,000 gp" ], [ "{@item Figurine of Wondrous Power, Onyx Dog||Figurine of Wondrous Power (onyx dog)}", "{@creature Displacer fiend|CoA} ({@adventure see appendix B|CoA|14}) under permanent Reduce spell and held by an adamantine leash", "11,000 gp" ], [ "{@item Helm of Brilliance}", "{@creature Intellect devourer}", "25,000 gp" ], [ "{@item Mace of Terror}", "A {@creature flameskull} attached to an {@item Immovable Rod}", "9,000 gp" ], [ "{@item Sword of Life Stealing}", "A rusty nonmagical sword", "12,000 gp" ], [ "{@item Wings of Flying}", "Muzzled {@creature harpy} in a cage", "11,000 gp" ] ] } ], "id": "14c" } ], "id": "147" }, { "type": "entries", "name": "The Inner Agora Locations", "page": 88, "entries": [ { "type": "insetReadaloud", "page": 88, "entries": [ "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." ], "id": "14e" }, "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.", { "type": "entries", "name": "A3: Barges of Theater", "page": 88, "entries": [ { "type": "insetReadaloud", "page": 88, "entries": [ "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." ], "id": "150" }, "Some of the horrors that a visitor might come across include:", { "type": "list", "items": [ "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 {@creature imp||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.", { "type": "entries", "name": "Conclave (Bard)\u2014Instrument of the Bards (Ollamh Harp)", "page": 88, "entries": [ "Gazrak (chaotic evil, tiefling {@creature archmage}) sells all manner of grotesque musical instruments, but he also owns an {@item Instrument of the Bards, Ollamh Harp||Instrument of the Bards (Ollamh Harp)}. He is fond of the harp but also greedy. He suggests an outrageous price at first\u201430 {@item Soul Coin|CoA|Soul Coins}. A successful {@dc 17} Charisma ({@skill Persuasion}) check can either lower the price to 20 {@item Soul Coin|CoA|Soul Coins} or allow the characters to pay 100,000 gp instead of using {@item Soul Coin|CoA|Soul Coins}. Giving him a rare or very rare magic item as part of the exchange reduces the price by half." ], "id": "151" } ], "id": "14f" }, { "type": "entries", "name": "A4: The Market of Killers", "page": 89, "entries": [ { "type": "insetReadaloud", "page": 89, "entries": [ "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." ], "id": "153" }, "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.", { "type": "entries", "name": "Conclave (Rogue)\u2014Cloak of Invisibility", "page": 89, "entries": [ "To obtain the cloak the characters must hire the assassin (neutral evil, lizardfolk {@creature 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.", { "type": "insetReadaloud", "page": 89, "entries": [ "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." ], "id": "155" }, "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.", { "type": "table", "caption": "Assassins for Hire", "colLabels": [ "Killer", "Cost", "CR/Level that they can kill" ], "colStyles": [ "col-8", "col-2 text-right", "col-2 text-center" ], "rows": [ [ "{@creature Thug}", "100 gp", "1" ], [ "{@creature Gladiator}", "250 gp", "3" ], [ "{@creature Assassin}", "500 gp", "5" ], [ "Undead {@creature drow mage}* who summons a {@creature bone devil} instead of a shadow demon", "750 gp", "6" ], [ "Undead {@creature assassin}*", "1,000 gp", "7" ], [ "Undead githyanki knight* on a {@creature Young Red Shadow Dragon||young shadow dragon} (red)", "1,500 gp", "8" ], [ "The yat-ja slayer (lizardfolk {@creature assassin} with a {@item Cloak of Invisibility})", "5,000 gp", "9" ], [ "Saint of killers (fallen {@creature planetar} with no wings or fly speed, dressed in dark leather)", "20,000 gp", "12" ] ], "footnotes": [ "*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:", { "type": "entries", "name": "Incorporeal Movement", "page": 89, "entries": [ "The killer moves through other creatures and objects as if they were {@quickref difficult terrain||3}. The killer takes 5 ({@damage 1d10}) force damage if it ends its turn inside an object." ], "id": "156" } ] } ], "id": "154" } ], "id": "152" }, { "type": "entries", "name": "A5: The Market of Victims", "page": 89, "entries": [ { "type": "insetReadaloud", "page": 89, "entries": [ "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\u2014a particular bloodline, a type of virtue, saints, angels, demons, emperors, and more." ], "id": "158" }, "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.", { "type": "entries", "name": "Phylactery of the Bounty", "page": 89, "entries": [ "The character seeking the phylactery that contains the soul of their bounty\u2014the matron of a powerful noble family\u2014is drawn to this location. They immediately notice a secluded corner of the market where an {@creature Affliction Devil (Kocrachon)|CoA|affliction devil} ({@adventure see appendix B|CoA|14}) haggles with two {@creature barbed devil||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 ({@skill 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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/090-0.webp" }, "title": "Devils display their nasty tricks to an admiring crowd.", "credit": "Sergei Sarichev", "width": 3652, "height": 2454 } ], "id": "159" } ], "id": "157" }, { "type": "entries", "name": "A6: Orishada's Palace", "page": 92, "entries": [ { "type": "insetReadaloud", "page": 92, "entries": [ "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." ], "id": "15b" }, "Orishada and his select underlings offer unique services, both to the Nine Hells and to outsiders. They're proud of their range, in fact\u2014enough that at least affecting to be a connoisseur of such things can win one an audience." ], "id": "15a" } ], "id": "14d" }, { "type": "entries", "name": "An Audience with Aelvette", "page": 92, "entries": [ "Using the iron knocker summons an {@creature 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 {@creature 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 {@condition poisoned} condition). The condition lasts for 5 minutes.", { "type": "entries", "entries": [ { "type": "entries", "name": "Playing Aelvette", "page": 92, "entries": [ "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 {@skill 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." ], "id": "15e" }, { "type": "entries", "name": "Conclave (Ranger)\u2014The Iron Horn of Valhalla", "page": 92, "entries": [ "Aelvette is in possession of the {@item Horn of Valhalla, Iron||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:", { "type": "insetReadaloud", "page": 92, "entries": [ "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..." ], "id": "160" }, "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 ({@skill Stealth}) check. If they fail, she notices the character creeping behind her and attacks\u2014unless the character manages to convince her their intention was not to steal." ], "id": "15f" } ], "id": "15d" }, { "type": "entries", "name": "The Kitchens", "page": 93, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/093-0.webp" }, "title": "The most perverse delicacies are prepared in Aelvette's kitchens.", "credit": "Sergei Sarichev", "width": 1854, "height": 1263 }, { "type": "insetReadaloud", "page": 93, "entries": [ "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." ], "id": "162" }, "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.", { "type": "table", "caption": "Forbidden Delicacies", "colLabels": [ "Meal", "Cost" ], "colStyles": [ "col-9", "col-3 text-right" ], "rows": [ [ "Boiled shank of minotaur", "25 gp" ], [ "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 {@creature flesh golem||flesh golems} directed by a {@creature horned devil}. Any violence in the kitchens brings down the wrath of all the chefs and their overseer.", { "type": "entries", "name": "The Phylactery of Patricide", "page": 94, "entries": [ "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:", { "type": "insetReadaloud", "page": 94, "entries": [ "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." ], "id": "164" }, "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:", { "type": "insetReadaloud", "page": 94, "entries": [ "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." ], "id": "165" }, "The player has recovered their soul's phylactery." ], "id": "163" } ], "id": "161" } ], "id": "15c" }, { "type": "entries", "name": "Corteso's Salon of Experience", "page": 94, "entries": [ { "type": "insetReadaloud", "page": 94, "entries": [ "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." ], "id": "167" }, "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 {@creature elder brain|MPMM} (see Monsters of the Multiverse) Corteso has accumulated a vast library of memories\u2014specializing 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 {@creature mind flayer||mind flayers} and their {@creature 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.", { "type": "inset", "name": "Temptation of Harm", "page": 94, "entries": [ "{@b {@i \"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 ({@skill Sleight of Hand}) check. The characters now have the Knife of Stolen Resistance ({@adventure see appendix D|CoA|16})." ], "id": "168" }, { "type": "entries", "name": "The Floating Duke", "page": 94, "entries": [ { "type": "insetReadaloud", "page": 94, "entries": [ "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 {@creature Dispater|CoA} 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.\"" ], "id": "16a" }, "If his guests have no idea what he is talking about, Orishada\u2014an {@creature amnizu|MPMM} (see Monsters of the Multiverse)\u2014won't immediately order their deaths. He assumes it is part of some negotiation tactic. He summons one of his {@creature imp||imps} to explain what a dispensation is:", { "type": "insetReadaloud", "page": 95, "entries": [ "\"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.\"" ], "id": "16b" }, "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\u2014that'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 {@chance 50|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 {@creature horned devil||horned devils} and a half dozen {@creature bone devil||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.", { "type": "inset", "name": "Insurmountable Odds", "page": 95, "entries": [ "All the devils at this location defend either {@creature Dispater|CoA} ({@adventure see appendix A|CoA|13}) 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." ], "id": "16c" }, { "type": "entries", "name": "Deathstalkers\u2014Obtaining the Wrought-Iron Tower", "page": 95, "entries": [ "{@creature Dispater|CoA} is due to visit Orishada in a few hours. While extremely difficult, a particularly ingenious group of characters might be able to steal {@creature Dispater|CoA}'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 {@creature Dispater|CoA} must leave his Wrought-Iron Tower with Orishada before he goes to an audience with {@creature Asmodeus|CoA}. 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 ({@damage 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 ({@skill Persuasion}) check can convince Orishada to open the magnificent chest and when he does so a successful {@dc 20} Wisdom ({@skill Perception}) check allows a character to notice the combination required to unlock it." ], "id": "16d" } ], "id": "169" } ], "id": "166" } ], "id": "142" } ], "id": "12c" }, { "type": "section", "name": "Chapter 5: Minauros, the Endless Swamp", "page": 97, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/096-0.webp" }, "title": "The Black Dragon Ilfrich circles above his lair.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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.", { "type": "section", "name": "Running This Chapter", "page": 97, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 97, "entries": [ "The journey into Minauros is treacherous and navigating the Styx is difficult. Remember to roll on the {@adventure River Styx Encounters|CoA|2|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.", { "type": "table", "caption": "Random Encounters in Minauros", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "An envoy of four {@creature chain devil||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 {@creature lemure||lemures} are under attack by a flock of four shredwings ({@adventure see appendix B|CoA|14}) looking for food." ], [ "3", "An elite group of ten {@creature bearded devil||bearded devils} is returning from a scavenging trip within a nearby ruin, possibly with spoils to bring to {@creature Mammon|CoA}. If they defeat the devils, the characters can claim 5,000 gp in gems and other valuables." ], [ "4", "{@dice 1d4} {@creature ayperobo swarm|CoA|ayperobo swarms} ({@adventure see appendix B|CoA|14}) wander through the swamp, looking for victims. They descend on anything with blood." ], [ "5", "A group of five {@creature barbed devil||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 ({@damage 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." ] ] } ], "id": "170" }, { "type": "entries", "name": "Locations", "page": 97, "entries": [ "When the characters leave the barge to venture into Minauros have {@creature Koh Tam|CoA} 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." ], "id": "171" }, { "type": "entries", "name": "Tiax", "page": 97, "entries": [ "Where {@creature Tiax|CoA} 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, \"{@creature Tiax|CoA} 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. {@creature Tiax|CoA} 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 {@creature Tiax|CoA} is mistaken. It is Grinken Eyre who owes {@creature Tiax|CoA} the favor." ], "id": "172" }, { "type": "entries", "name": "Objectives", "page": 97, "entries": [ "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:", { "type": "table", "caption": "Objectives in Minauros", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@item Belt of Storm Giant Strength||Belt of Giant Strength (storm)}", "The Ineffable Trove: Thelekarna's Roost" ], [ "{@item Accounting and Valuation of All Things|CoA}", "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" ] ] }, { "type": "inset", "name": "The Group Patron", "page": 98, "entries": [ "If the characters have completed most of their objectives, or are close to doing so, review the \"{@adventure A Thankful Patron|CoA|10|A Thankful Patron}\" section in chapter 10. The characters eventually need to travel to Cania to complete their patron's quest." ], "id": "174" } ], "id": "173" }, { "type": "entries", "name": "Temptations", "page": 98, "entries": [ "Have the characters encounter at least one temptation during their time in Minauros. If the characters give in to temptation, use the information in {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "175" } ], "id": "16f" }, { "type": "section", "name": "Minauros Overview", "page": 98, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/098-0-dm.webp" }, "title": "Minauros, the Third Hell", "credit": "John Stevenson", "width": 1594, "height": 1144, "imageType": "map", "id": "36a", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/098-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1594, "height": 1144, "imageType": "mapPlayer", "mapParent": { "id": "36a" }, "grid": { "type": "none" } } ] }, "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 {@creature Mammon|CoA} 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 {@creature Mammon|CoA}'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.", "{@creature Mammon|CoA} rules over the inhabitants of the layer with greed and fleeting interest. Those native to the layer have learned to work around {@creature Mammon|CoA}'s avarice, including the many conscripts tasked with keeping Minauros above the bog.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/099-0.webp" }, "title": "Minauros is dangerous, but treasure lies within its swampy waters.", "credit": "Julian Calle", "width": 1856, "height": 1232 }, { "type": "entries", "entries": [ { "type": "entries", "name": "Leaving Minauros", "page": 99, "entries": [ "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." ], "id": "178" } ], "id": "177" }, { "type": "entries", "name": "Features", "page": 99, "entries": [ "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 {@condition 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 {@spell Protection from Evil and Good} spell or similar effect restores healing functionality for its duration." ], "id": "179" } ], "id": "176" }, { "type": "section", "name": "Key Locations in Minauros", "page": 100, "entries": [ "Some of the major locations found in Minauros are described below.", { "type": "entries", "name": "The City of Minauros", "page": 100, "entries": [ "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.", { "type": "inset", "name": "Temptation of Deceit", "page": 100, "entries": [ "{@b {@i \"The Lookalike\"}}", "The characters are approached by a suave corruption devil ({@adventure see appendix B|CoA|14}), followed by a masked figure.", { "type": "insetReadaloud", "page": 100, "entries": [ "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?\"" ], "id": "17d" }, "If the characters pay 1000 gp, they can secure the services of a doppelganger. Review the {@adventure appropriate temptation event|CoA|2|Deceit} in chapter 2 for more details." ], "id": "17c" } ], "id": "17b" }, { "type": "entries", "name": "Jangling Hiter", "page": 100, "entries": [ "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 {@creature chain devil||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 {@dice 2d4} {@creature barbed devil||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 ({@skill Deception}) check.", { "type": "inset", "name": "Temptation of Pride", "page": 100, "entries": [ "{@b {@i \"You Must Speak Up\"}}", "While wandering the streets, the characters come across a {@creature 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 {@item Soul Coin|CoA|Soul Coins} or 300 gp for this tattoo, then review the {@adventure appropriate temptation event|CoA|2|Pride} in chapter 2." ], "id": "17f" } ], "id": "17e" }, { "type": "entries", "name": "The Ineffable Trove", "page": 100, "entries": [ "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.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/101-0-dm.webp" }, "title": "The Ineffable Trove", "credit": "John Stevenson", "width": 1606, "height": 2172, "imageType": "map", "id": "36b", "mapRegions": [ { "area": "18c", "points": [ [ 1292, 241 ], [ 1292, 315 ], [ 1357, 315 ], [ 1357, 241 ] ] }, { "area": "189", "points": [ [ 966, 590 ], [ 966, 661 ], [ 1041, 661 ], [ 1041, 590 ] ] }, { "area": "193", "points": [ [ 324, 672 ], [ 324, 738 ], [ 392, 738 ], [ 392, 672 ] ] }, { "area": "197", "points": [ [ 946, 1630 ], [ 946, 1695 ], [ 1017, 1695 ], [ 1017, 1630 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/101-0-dm.webp" }, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/101-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1606, "height": 2172, "imageType": "mapPlayer", "mapParent": { "id": "36b" }, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } } ] } ], "id": "180" } ], "id": "17a" }, { "type": "section", "name": "Adventure: The Ineffable Trove", "page": 100, "entries": [ "Arguably least lovely of all the Nine Hells\u2014a coveted title\u2014Minauros' 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 {@status concentration} of pillaged mortal sensation strives to express itself.", "Unsurprisingly, {@creature Mammon|CoA} 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 {@creature Mammon|CoA} 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\u2014not 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, {@creature Koh Tam|CoA} describes it to them:", { "type": "insetReadaloud", "page": 102, "entries": [ "\"{@creature Mammon|CoA} 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? {@creature Mammon|CoA}'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 {@creature Mammon|CoA} 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\u2014but {@creature Mammon|CoA} 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 {@creature Mammon|CoA} 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?\"" ], "id": "182" }, "He explains that devils are renowned for their crooked deals, none more so than {@creature Mammon|CoA}. The Patron of Greed knows the hearts of mortals better than any devil save {@creature Asmodeus|CoA}, and over his long reign he has rooked endless mortals out of what they most value, in exchange for mere trash.", { "type": "entries", "name": "Advice from Koh Tam", "page": 102, "entries": [ "{@creature Koh Tam|CoA}'s advice to the characters is as follows:", { "type": "list", "items": [ "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." ] }, "{@creature Koh Tam|CoA} gives them an infernal map. Show the players the map of the Ineffable Trove in {@adventure appendix F|CoA|18}. They can use this map to decide which points of interest they want to explore. Refer to the \"{@adventure Using an Infernal Map|CoA|2|Using an Infernal Map}\" section of chapter 2. A failed or successful Wisdom ({@skill Survival}) check to use this map has a {@chance 50|50 percent} chance of triggering an encounter on the Random Encounters in the Ineffable Trove table." ], "id": "183" }, { "type": "entries", "name": "Dreaming Dangerously", "page": 102, "entries": [ "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:", { "type": "insetReadaloud", "page": 102, "entries": [ "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." ], "id": "185" }, "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 {@dice 1d4 + 2}\u2014this 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).", { "type": "table", "caption": "Dreaming Pool Traits", "colLabels": [ "d12", "Psychological Trait", "Effect", "Corteso's Value" ], "colStyles": [ "col-2 text-center", "col-2", "col-6", "col-2 text-right" ], "rows": [ [ "1", "Benevolence (Emotion)", "If the dreamer touches a creature that has less than its maximum hit points, that creature regains 30 hit points. The dreamer must finish a long rest before using this ability again.", "500 gp" ], [ "2", "Charitable (Trait)", "The dreamer must succeed on a {@dc 15} Charisma saving throw or renounce wealth for a month. They give away any coins, gems, or jewelry that they possess.", "500 gp" ], [ "3", "Greed (Trait)", "For the next month the dreamer must make a {@dc 15} Wisdom saving throw whenever they discover coins, gems, or jewelry. On a failed save they try to take all of it for themselves.", "1,000 gp" ], [ "4", "Guilt (Emotion)", "For the next month, the character must make 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.", "2,500 gp" ], [ "5", "Humility (Trait)", "Whenever another creature makes an attack 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.", "500 gp" ], [ "6", "Love (Emotion)", "The dreamer is granted the power to teleport 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.", "500 gp" ], [ "7", "Memory of a Bloody Battle", "The dreamer deals an additional 2 ({@damage 1d4}) necrotic damage when they hit a creature with any melee or ranged attack. This lasts for 1 week.", "1,000 gp" ], [ "8", "Memory of a Celebration", "The dreamer remembers a great achievement for which they were praised. The dreamer comes under the effect of a {@spell Bless} spell for 1 week.", "2,500 gp" ], [ "9", "Memory of a Tragic Family Event", "At the end of each long rest, the dreamer must make a {@dc 15} Wisdom saving throw. On 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.", "2,500 gp" ], [ "10", "Memory of Dying", "At the end of each successful long rest, the {@spell Death Ward} spell is cast on the dreamer.", "5,000 gp" ], [ "11", "Narcissism (Trait)", "For the next month, each time the dreamer 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 {@action Dodge} action instead.", "2,500 gp" ], [ "12", "Psychopathy (Trait)", "If the dreamer has a non-evil alignment then 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 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.", "2,500 gp" ] ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/103-0.webp" }, "title": "Navigating the swamp challenges even the most experienced explorers.", "credit": "Sergei Sarichev", "width": 1854, "height": 709 }, "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).", { "type": "inset", "name": "Corteso", "page": 102, "entries": [ "The characters might remember Corteso from the Salon of Experience at the Agora in Dis, if not {@creature Tiax|CoA} or {@creature Koh Tam|CoA} can remind them. Or, if they've yet to visit the salon one of the NPCs might mention the location now." ], "id": "186" } ], "id": "184" }, { "type": "entries", "name": "Predators and Scavengers", "page": 104, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/104-0.webp" }, "title": "The raw emotions and memories that are found in the trove are not only coveted by Corteso.", "credit": "Sergei Sarichev", "width": 1855, "height": 1208 }, "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 {@creature Mammon|CoA}. Finally, most tragically, there are those who have already lost some part of themselves\u2014either because of exactly the sort of deal {@creature Mammon|CoA} 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. {@creature Black pudding||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 {@creature oneirovore|CoA|oneirovores} ({@adventure see appendix B|CoA|14}). The normally passive slothlike monsters are drawn to the Trove from across Minauros, but the rich diet of mortal thoughts and sensation angers them\u2014simultaneously too intense and too transitory. A further danger is a particular strain of infernal {@creature froghemoth|MPMM} (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 {@dice d6}. On a 1\u20133 the random encounter interrupts the rest. On a 4\u20136 the encounter happens a few minutes after the rest is finished.", { "type": "table", "caption": "Random Encounters in the Ineffable Trove", "colLabels": [ "d8", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "An {@creature 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 {@creature knight} sobs with hopelessness, unable to find the guilt that he sacrificed." ], [ "3", "A half dozen {@creature gibbering mouther||gibbering mouthers} appear in the very waters that the characters traverse and a round later a dozen {@creature black pudding||black puddings} erupt all around in a carefully planned ambush." ], [ "4", "A herd of three {@creature oneirovore|CoA|oneirovores} ({@adventure see appendix B|CoA|14}) lazily eating from deformed trees go berserk with rage when they see the characters." ], [ "5", "A duo of mutated {@creature froghemoth|MPMM} (see Monsters of the Multiverse) begin to hunt the characters." ], [ "6", "The {@creature 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 {@creature erinyes}, Thelekarna, flies overhead." ], [ "8", "Grinken Eyre (see area I4) introduces himself." ] ] } ], "id": "187" }, { "type": "entries", "name": "In Search of the Discarded and Forgotten", "page": 105, "entries": [ "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.", { "type": "entries", "name": "I1: Klassk's Lair", "page": 105, "entries": [ "Below Avernus and the lair of Tiamat, dragons are an uncommon sight in the Nine Hells. Klassk, however, is a native, a {@creature Styx dragon|CoA} ({@adventure see appendix B|CoA|14}) 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 ({@skill 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.", { "type": "entries", "name": "Deathstalkers\u2014Obtaining a Copy of the Accounting and Valuation of All Things", "page": 105, "entries": [ "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 {@creature Mammon|CoA}'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 ({@skill 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.", { "type": "inset", "name": "Swimming in the Swamp", "page": 105, "entries": [ "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 {@spell Feeblemind} spell only needs to be made once every hour. Consult \"{@adventure The River Styx|CoA|2|The River Styx}\" section in chapter 2 for more details." ], "id": "18b" } ], "id": "18a" } ], "id": "189" }, { "type": "entries", "name": "I2: Ilfrich's Lair", "page": 106, "entries": [ "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.", { "type": "insetReadaloud", "page": 106, "entries": [ "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." ], "id": "18d" }, "Klassk is ancient and powerful and\u2014until recently\u2014endlessly miserable, doubtless a state of affairs {@creature Mammon|CoA} knew of and greatly enjoyed. This changed with the advent of Ilfrich, an {@creature 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.", { "type": "entries", "name": "The Phylactery of the Infinite Treasure", "page": 106, "entries": [ "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.", { "type": "insetReadaloud", "page": 106, "entries": [ "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." ], "id": "18f" }, "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.", { "type": "insetReadaloud", "page": 106, "entries": [ "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." ], "id": "190" }, "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." ], "id": "18e" }, { "type": "entries", "name": "Treasure", "page": 106, "entries": [ "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.", { "type": "inset", "name": "Temptation of Greed", "page": 106, "entries": [ "{@b {@i \"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 {@item Vial of Greed|CoA} ({@adventure see appendix D|CoA|16}) among the treasures." ], "id": "192" } ], "id": "191" } ], "id": "18c" }, { "type": "entries", "name": "I3: Thelekarna's Roost", "page": 106, "entries": [ { "type": "insetReadaloud", "page": 106, "entries": [ "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." ], "id": "194" }, "Thelekarna, an {@creature erinyes}, is another power of the Trove. Once a powerful captain under {@creature Mammon|CoA}'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. {@creature Mammon|CoA} 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 {@creature giant vulture||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.", { "type": "entries", "name": "Conclave (Barbarian, Fighter)\u2014Belt of Giant Strength (Storm)", "page": 107, "entries": [ "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.", { "type": "inset", "name": "Thelakarna", "page": 107, "entries": [ "She wears a {@item Belt of Storm Giant Strength||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 ({@damage 1d8 + 9}) slashing damage, or 14 ({@damage 1d10 + 9}) slashing damage if used with two hands, plus 13 ({@damage 3d8}) poison damage." ], "id": "196" } ], "id": "195" } ], "id": "193" }, { "type": "entries", "name": "I4: The Grinken Eyre", "page": 107, "entries": [ "Nobody is quite sure what Grinken Eyre originally was, not even {@creature Mammon|CoA}. 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\u2014much 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.", { "type": "inset", "name": "The Shapechanger", "page": 107, "entries": [ "Use the {@creature empyrean} stats for Grinken Eyre except that he is neutral evil, Medium in size, and possesses the following action:" ], "id": "198" }, { "type": "inset", "name": "Change Shape", "page": 107, "entries": [ "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." ], "id": "199" }, "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.", { "type": "insetReadaloud", "page": 107, "entries": [ "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." ], "id": "19a" }, "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.", { "type": "entries", "name": "The Phylactery of the Father", "page": 107, "entries": [ "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:", { "type": "insetReadaloud", "page": 107, "entries": [ "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." ], "id": "19c" }, "The character has taken possession of the phylactery of the father and gains the Phylactery Benefit associated with it." ], "id": "19b" } ], "id": "197" } ], "id": "188" } ], "id": "181" } ], "id": "16e" }, { "type": "section", "name": "Chapter 6: Phlegethos, the Fiery Wasteland", "page": 109, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/108-0.webp" }, "title": "An infernal warship docks at Kordichai's manor.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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.", { "type": "section", "name": "Running This Chapter", "page": 109, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 109, "entries": [ "While on the Styx, remember to roll each day on the {@adventure River Styx Encounters|CoA|2|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.", { "type": "table", "caption": "Random Encounters in Phlegethos", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "Two {@creature halog|CoA|halogs} ({@adventure see appendix B|CoA|14}) wade through the lava, occasionally sticking their snouts beneath the surface in search of food." ], [ "2", "An infestation of two dozen {@creature fire snake||fire snakes} flees from five {@creature barbed devil||barbed devils} who hunt them. The vermin broke into an infernal store house and devoured a stockpile of weapons. The devils offer one {@item Soul Coin|CoA} for each head." ], [ "3", "A pack of six {@creature hell hound||hell hounds}, led by a powerful {@creature Hellcat (Bezekira)|CoA|hellcat} ({@adventure see appendix B|CoA|14}), 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 {@condition prone} condition and taking 10 ({@damage 4d4}) piercing damage and 14 ({@damage 4d6}) fire damage. On a successful save, the character avoids the collision. If a collision occurs, the {@creature spined devil} attacks, angry that the character has cost them the race." ], [ "5", "A small group of experienced {@creature imp||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 ({@damage 1d6}) fire damage at the start of each of their turns unless they find cover. The storm lasts {@dice 2d4} hours and halfway through its duration a rogue explosion occurs. This acts as if a {@spell Fireball} spell with a save DC of 20 has detonated, centered around one of the characters." ] ] } ], "id": "19f" }, { "type": "entries", "name": "Locations", "page": 109, "entries": [ "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." ], "id": "1a0" }, { "type": "entries", "name": "Koh Tam and Tiax", "page": 109, "entries": [ "If the characters decide to visit areas other than The Elemental Preserve within Phlegethos, like the city of Abriymoch, have {@creature Tiax|CoA} offer to guide them.", { "type": "insetReadaloud", "page": 109, "entries": [ "{@creature Tiax|CoA} bounces around you with excited energy, seemingly jumping at the chance to stretch his legs. \"Just you wait my friends, {@creature Tiax|CoA} is a big man in Phlegethos! {@creature Tiax|CoA} will come, {@creature Tiax|CoA} will show you... \"" ], "id": "1a2" }, "If the players take him up on his offer, roll on the {@adventure Troubles with Tiax|CoA|1|Troubles with Tiax} table in chapter 1." ], "id": "1a1" }, { "type": "entries", "name": "Objectives", "page": 109, "entries": [ "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:", { "type": "table", "caption": "Objectives in Phlegethos", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "Phylactery of the sister", "The Elemental Preserve: Hunting Lodge" ], [ "Phylactery of the furnace", "The Elemental Preserve: Hateli of the Storm's Realm" ], [ "{@item Amulet of the Inferno|CoA}", "The Elemental Preserve: During \"The Hunt\" event" ], [ "{@item Ranseur of Torture|CoA}", "The Elemental Preserve: During \"The Hunt\" event" ], [ "{@creature Anagwendol|CoA}", "The Elemental Preserve: The Labyrinth" ] ] } ], "id": "1a3" }, { "type": "entries", "name": "Temptations", "page": 110, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "1a4" } ], "id": "19e" }, { "type": "section", "name": "Phlegethos Overview", "page": 110, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/110-0-dm.webp" }, "title": "Phlegethos, the Fourth Hell", "credit": "John Stevenson", "width": 1609, "height": 1138, "imageType": "map", "id": "36c", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/110-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1609, "height": 1138, "imageType": "mapPlayer", "mapParent": { "id": "36c" }, "grid": { "type": "none" } } ] }, "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\u2014{@creature Belial|CoA} and his daughter {@creature Fierna|CoA}. Despite occasional bickering and disagreements, the two rule the layer in relative harmony, and with {@creature Asmodeus|CoA}'s approval.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/111-0.webp" }, "title": "Even after the skies darken over Phelegethos, there is little respite from the oppressive heat.", "credit": "Julian Calle", "width": 1856, "height": 1029 }, { "type": "entries", "name": "Leaving Phlegethos", "page": 111, "entries": [ "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." ], "id": "1a6" }, { "type": "entries", "name": "Features", "page": 111, "entries": [ "Outside the city of Abriymoch, the heat is unmatched and overwhelming. Visitors take 3 ({@damage 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 {@condition unconscious} condition." ], "id": "1a7" } ], "id": "1a5" }, { "type": "section", "name": "Key Locations in Phelegethos", "page": 111, "entries": [ "Some of the major locations found in Phelegethos are described below.", { "type": "entries", "name": "Abriymoch", "page": 111, "entries": [ "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 {@creature Tiax|CoA} favors when he accompanies the characters, the ride is free.", "If {@creature Tiax|CoA} accompanies them, the first time they reach a destination, read the following:", { "type": "insetReadaloud", "page": 112, "entries": [ "The gnome practically leaps onto the sidewalk from the magma sprayed vessel. Once on more solid surface, he claps his hands loudly. \"{@creature Tiax|CoA} promises big and {@creature Tiax|CoA} delivers big! I present to you the city of Abriymoch, {@creature Tiax|CoA}'s city, yes indeed!\"" ], "id": "1aa" }, { "type": "inset", "name": "Temptation of Pride", "page": 112, "entries": [ "{@b {@i \"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 {@adventure appropriate temptation event|CoA|2|Pride} in chapter 2." ], "id": "1ab" } ], "id": "1a9" }, { "type": "entries", "name": "The Pit of Flame", "page": 112, "entries": [ "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." ], "id": "1ac" }, { "type": "entries", "name": "The Elemental Preserve", "page": 112, "entries": [ "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, {@creature Koh Tam|CoA} should mention the preserve. Review \"The Elemental Preserve\" adventure section to answer any questions the characters might ask {@creature Koh Tam|CoA} about that location.", { "type": "inset", "name": "Temptation of Murder", "page": 112, "entries": [ "{@b {@i \"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 {@creature succubus}. If the party spends any amount of time eavesdropping, then run \"{@adventure The Heretic Priest|CoA|2|The Heretic Priest}\" event from chapter 2." ], "id": "1ae" } ], "id": "1ad" } ], "id": "1a8" }, { "type": "section", "name": "Adventure: The Elemental Preserve", "page": 112, "entries": [ "If the characters profess an interest in entering The Elemental Preserve, {@creature Koh Tam|CoA} (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 {@creature Fierna|CoA}. 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.", { "type": "insetReadaloud", "page": 112, "entries": [ "\"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 {@creature Asmodeus|CoA} 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.\"", "{@creature Koh Tam|CoA} smiles slightly as he continues, \"Rumor has it that the entire promotion was {@creature Fierna|CoA}'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 {@creature Fierna|CoA}, 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.\"" ], "id": "1b0" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 113, "entries": [ "{@creature Koh Tam|CoA}'s advice to the characters is as follows:", { "type": "list", "items": [ "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\u2014{@creature Fierna|CoA} or {@creature Belial|CoA}. Getting a meeting with the pit fiend will cost many {@item Soul Coin|CoA|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." ] }, "{@creature Koh Tam|CoA} gives them an infernal map. Show the players the map of the Elemental Preserve in {@adventure appendix F|CoA|18}. They can use this map to decide which points of interest they want to explore. Refer to the \"{@adventure Using an Infernal Map|CoA|2|Using an Infernal Map}\" section of chapter 2. A failed or successful Wisdom ({@skill Survival}) check to use this map has a {@chance 50|50 percent} chance of triggering an encounter on the Hunt Random Encounters table. Prior to \"Kordichai's Hunt\" roll a {@dice d8} to determine the encounter from the table; after the hunt begins roll a {@dice d12}." ], "id": "1b1" }, { "type": "entries", "name": "Kordichai's Hunting Obsession", "page": 113, "entries": [ "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\u2014through the calling in of a great many favors\u2014opened 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." ], "id": "1b2" }, { "type": "entries", "name": "The Elemental Preserve Locations", "page": 113, "entries": [ "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.", { "type": "entries", "name": "E1: Hunting Lodge", "page": 113, "entries": [ "As well as his floating barges, Kordichai maintains a number of hunting lodges of incandescent iron dotted across the Preserve, staffed by {@creature barbed devil||barbed devils} and {@creature Pain Devil (Excruciarch)|CoA|pain devils} ({@adventure see appendix B|CoA|14}) 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\u2014both 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.", { "type": "entries", "name": "The Phylactery of the Sister", "page": 113, "entries": [ "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 ({@skill 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\u2014he 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.", { "type": "inset", "name": "Temptation of Jealousy", "page": 113, "entries": [ "{@b {@i \"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 {@creature 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 \"{@adventure The Jealous Beauty|CoA|2|The Jealous Beauty}\" temptation event from chapter 2." ], "id": "1b6" } ], "id": "1b5" } ], "id": "1b4" }, { "type": "entries", "name": "E2: Hateli of the Storm's Realm", "page": 114, "entries": [ "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 ({@creature efreeti} with 250 hit points) is accompanied by {@dice 1d4} {@creature efreeti||efreet} and {@dice 2d4} {@creature salamander||salamanders}.", { "type": "entries", "name": "The Phylactery of the Furnace", "page": 114, "entries": [ "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.", { "type": "insetReadaloud", "page": 114, "entries": [ "\"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?\"" ], "id": "1b9" }, { "type": "inset", "name": "The Infernal Bracer", "page": 114, "entries": [ "Kordichai has hastened {@creature Anagwendol|CoA}'s fall by fastening a bracer forged from infernal iron about her left forearm. While wearing this bracer, {@creature Anagwendol|CoA} is cursed, seeing all other creatures as devils that she must slay. The bracer also makes {@creature Anagwendol|CoA} immune to any magic that might otherwise bring her back to her senses. {@creature Anagwendol|CoA} 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 {@creature Anagwendol|CoA} is {@condition grappled}, {@condition incapacitated}, or {@condition restrained}, attacks made against the bracer are made with advantage." ], "id": "1ba" }, "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 ({@damage 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." ], "id": "1b8" } ], "id": "1b7" }, { "type": "entries", "name": "E3: Anagwendol's Prison", "page": 114, "entries": [ "In the center of the preserve stalks perhaps the most dangerous creature. For therein is the prison that both holds the deva {@creature Anagwendol|CoA} 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 {@creature Anagwendol|CoA} can be found in {@adventure appendix C|CoA|15}.", "As the characters approach the location:", { "type": "insetReadaloud", "page": 114, "entries": [ "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." ], "id": "1bc" }, "The characters must search the maze, where they inevitably run into {@creature Anagwendol|CoA} 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 {@creature Anagwendol|CoA}'s never-ending torment. Only once that bracer has been destroyed (see sidebar) can {@creature Anagwendol|CoA} be freed.", "But first they must overcome her. At the end of each hour meandering through the dark, twisting tunnels, roll a {@dice d4} (adding 1 for each previous roll). Once the result is 4 or higher, {@creature Anagwendol|CoA} 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 {@dice 1d4} hours later against another character.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/115-0-dm.webp" }, "title": "The Elemental Preserve", "credit": "John Stevenson", "width": 1589, "height": 2171, "imageType": "map", "id": "36d", "mapRegions": [ { "area": "1b4", "points": [ [ 699, 1719 ], [ 699, 1782 ], [ 772, 1782 ], [ 772, 1719 ] ] }, { "area": "1c0", "points": [ [ 1154, 1778 ], [ 1154, 1853 ], [ 1230, 1853 ], [ 1230, 1778 ] ] }, { "area": "1bb", "points": [ [ 1412, 1397 ], [ 1412, 1459 ], [ 1486, 1459 ], [ 1486, 1397 ] ] }, { "area": "1b7", "points": [ [ 413, 877 ], [ 413, 947 ], [ 486, 947 ], [ 486, 877 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/115-0-dm.webp" }, "grid": { "type": "none", "scale": 2, "distance": 1, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/115-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1589, "height": 2171, "imageType": "mapPlayer", "mapParent": { "id": "36d" }, "grid": { "type": "none", "scale": 2, "distance": 1, "units": "miles" } } ] }, { "type": "entries", "name": "The Hunt", "page": 116, "entries": [ "If her captives are helped by allies\u2014or if she fails to surprise the characters\u2014she 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 ({@skill Survival}) check.", "The second time they encounter her, read the following:", { "type": "insetReadaloud", "page": 116, "entries": [ "\"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." ], "id": "1be" }, "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 {@creature Anagwendol|CoA} is freed from the curse she gains four levels of {@condition exhaustion}. This {@condition 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 {@creature Koh Tam|CoA}'s barge." ], "id": "1bd" }, { "type": "entries", "name": "Treasure", "page": 116, "entries": [ "Among the debris in her prison, the heroes find 2,500 gp and 325 pp." ], "id": "1bf" } ], "id": "1bb" }, { "type": "entries", "name": "E4: Kordichai's Manor", "page": 116, "entries": [ { "type": "insetReadaloud", "page": 116, "entries": [ "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." ], "id": "1c1" }, "Anyone approaching the manor is intercepted by two {@creature horned devil||horned devils}, each with a pack of four {@creature hell hound||hell hounds}. They demand that intruders turn back, but a donation of 5 {@item Soul Coin|CoA|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." ], "id": "1c0" } ], "id": "1b3" }, { "type": "entries", "name": "Kordichai's Hunt", "page": 116, "entries": [ "Prior to the hunt, the characters must have an audience with Kordichai, the outcome of which determines their role in the upcoming hunt.", { "type": "entries", "name": "An Important Audience", "page": 116, "entries": [ { "type": "insetReadaloud", "page": 116, "entries": [ "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?\"" ], "id": "1c4" }, "An audience with Kordichai can go four ways depending on how convincing the characters are. Have them make a Charisma ({@skill Deception} or {@skill Persuasion}) check and based on the result, one of the following occurs:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Rolled 25 or Higher:", "entry": "Kordichai is amenable to many suggestions, including setting up a 'hunting accident' for {@creature Fierna|CoA} or {@creature Belial|CoA}." }, { "type": "item", "name": "Rolled 20\u201324:", "entry": "Kordichai is greatly impressed with the characters, and they get an invitation to become members of his hunt." }, { "type": "item", "name": "Rolled 15\u201319:", "entry": "Kordichai feels that they might be worthy of joining his team of beaters." }, { "type": "item", "name": "Rolled 14 or Lower:", "entry": "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/117-0.webp" }, "title": "A fire kraken holds its own against a fleet of infernal warships.", "credit": "Sergei Sarichev", "width": 1856, "height": 1357 } ], "id": "1c3" }, { "type": "entries", "name": "Members of the Hunt", "page": 116, "entries": [ "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\u2014before ripping free some trophy for later bragging rights.", "The hunt consists of Kordichai ({@creature pit fiend}), a {@creature horned devil}, a {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}) and either {@creature Fierna|CoA} or {@creature Belial|CoA}. 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).", { "type": "entries", "name": "The Characters as Hunters", "page": 117, "entries": [ "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." ], "id": "1c6" }, { "type": "entries", "name": "Ballista Bolt", "page": 117, "entries": [ "Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 ({@damage 3d10}) cold damage. A creature with fire resistance or immunity is considered vulnerable to the damage of this bolt." ], "id": "1c7" } ], "id": "1c5" }, { "type": "entries", "name": "Beaters of the Hunt", "page": 117, "entries": [ "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.", { "type": "entries", "name": "The Characters as Beaters", "page": 117, "entries": [ "As beaters, the characters join a group that includes a {@creature bone devil}, a pair of {@creature azer||azers}, a {@creature salamander} and a tiefling {@creature 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 ({@skill 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 {@creature horned devil||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." ], "id": "1c9" } ], "id": "1c8" }, { "type": "entries", "name": "The Mortal Prey", "page": 118, "entries": [ "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.", { "type": "entries", "name": "The Characters as Prey", "page": 118, "entries": [ "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\u2014a successful {@dc 20} Wisdom ({@skill Survival}) check\u2014to locate them. The prey consists of a human {@creature veteran}, elf {@creature mage}, dwarf {@creature gladiator} and tiefling {@creature priest}. They look to the characters for leadership. They know some of the locations and denizens of the Preserve, including the hunting lodges, the {@creature efreeti} and the {@creature Eriflamme|CoA}. Each hour, the prey must make a {@dc 20} Wisdom ({@skill 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 ({@skill 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." ], "id": "1cb" }, { "type": "entries", "name": "The Trinkets", "page": 118, "entries": [ "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." ], "id": "1cc" } ], "id": "1ca" }, { "type": "entries", "name": "The Hunt", "page": 118, "entries": [ "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 {@dice 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.", { "type": "table", "caption": "Hunt Random Encounters", "colLabels": [ "d12", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1\u20133", "Hunting Lodge" ], [ "4", "Efreet" ], [ "5\u20136", "Dragons" ], [ "7", "Fire Kraken" ], [ "8", "Phoenix" ], [ "9", "{@creature Eriflamme|CoA}" ], [ "10\u201311", "Mortal Prey/Kordichai's Hunt" ], [ "12", "Hunting Accident" ] ] }, { "type": "entries", "name": "Hunting Lodge", "page": 118, "entries": [ "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\u2013as there are several lodges." ], "id": "1ce" }, { "type": "entries", "name": "Efreet", "page": 118, "entries": [ "In the caves dotted across the wilds a community of efreet has made its home (see area E2)." ], "id": "1cf" }, { "type": "entries", "name": "Dragons", "page": 118, "entries": [ "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 {@creature young red dragon||young red dragons}, four of them attack." ], "id": "1d0" }, { "type": "entries", "name": "Fire Kraken", "page": 118, "entries": [ "The {@creature fire kraken|CoA} (see the accompanying stat block) are among the most dangerous creatures in the Nine Hells and there's one in Kordichai's preserve." ], "id": "1d1" }, { "type": "entries", "name": "Phoenix", "page": 118, "entries": [ "A single {@creature phoenix|MPMM} (see Monsters of the Multiverse) is encountered." ], "id": "1d2" }, { "type": "entries", "name": "Mortal Prey/Kordichai's Hunt", "page": 118, "entries": [ "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." ], "id": "1d3" }, { "type": "entries", "name": "Eriflamme", "page": 118, "entries": [ "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 {@creature Eriflamme|CoA} (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." ], "id": "1d4" }, { "type": "entries", "name": "Hunting Accident", "page": 118, "entries": [ "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 {@creature Fierna|CoA} and {@creature Belial|CoA} 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\u2014should {@creature Fierna|CoA} give Kordichai the word\u2014in '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 {@creature Fierna|CoA} or {@creature Belial|CoA}, then this is when he makes his move.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/119-0.webp" }, "title": "The mighty {@creature Eriflamme|CoA} has eluded Kordichai for millennia.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 } ], "id": "1d5" } ], "id": "1cd" }, { "type": "entries", "name": "Fighting Devils", "page": 120, "entries": [ "Attacking {@creature Fierna|CoA} or {@creature Belial|CoA} without Kordichai's support is likely a losing battle, but some characters may have powerful incentives urging them forward.", { "type": "entries", "name": "Deathstalkers\u2014Obtaining Belial's Ranseur of Torture or Fierna's Amulet of the Inferno", "page": 120, "entries": [ "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/121-0.webp" }, "title": "A Hunting Lodge.", "credit": "Julian Calle", "width": 893, "height": 1231 }, "At any time, the characters might attempt to use trickery to obtain the item (such as casting a spell like {@spell 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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "The Characters Are Hunters", "entries": [ "If the characters have joined the hunt, it wouldn't be difficult to convince the archdevil to separate from the others. Both {@creature Belial|CoA} and {@creature Fierna|CoA} are often bored, and either may seize any chance to disrupt things." ] }, { "type": "item", "name": "As Beaters", "entries": [ "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." ] }, { "type": "item", "name": "As Prey", "entries": [ "If the characters are being hunted, they would need to set up an ambush, preferably with the other prey as allies. {@creature Anagwendol|CoA}'s prison (area E3) is a good location for an ambush." ] } ] }, "If the characters attack {@creature Belial|CoA} or {@creature Fierna|CoA} ({@adventure see appendix A|CoA|13} 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 {@book Dungeon Master's Guide|DMG} might also allow the characters to steal the artifact rather than finish a likely losing battle against an archdevil." ], "id": "1d7" } ], "id": "1d6" } ], "id": "1c2" } ], "id": "1af" } ], "id": "19d" }, { "type": "section", "name": "Chapter 7: Stygia, the Frozen Sea", "page": 123, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/122-0.webp" }, "title": "No one finds the Chasm of Found Things. It finds you.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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\u2014not an inaccurate assessment. Few devils call the layer their home, though that doesn't mean Stygia lacks inhabitants.", { "type": "section", "name": "Running This Chapter", "page": 123, "entries": [ "Before running this chapter read the \"Stygia Overview\" section. It provides you with everything you need to guide your players through this wasteland.", { "type": "entries", "name": "Encounters", "page": 123, "entries": [ "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.", { "type": "table", "caption": "Random Encounters in Stygia", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "One {@creature ice devil} travels through the icy hellscape." ], [ "2", "Breaking through the ice to hunt for food, a {@creature kraken} with immunity to cold damage thrashes about. If it spots any prey, such as mortals visiting the Nine Hells, it attacks." ], [ "3", "{@dice 2d6} {@creature white abishai|MPMM} (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 {@creature mammoth}, but also includes {@dice 3d6} {@creature polar bear||polar bears}." ], [ "5", "Shouts and sounds of combat can be heard from nearby. A pair of {@creature frost giant||frost giants} are locked in a heated battle with a {@creature remorhaz}. It is a den mother, and each of the {@dice 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 ({@damage 12d6}) cold damage. On a successful save, it takes half as much damage." ] ] } ], "id": "1da" }, { "type": "entries", "name": "Locations", "page": 123, "entries": [ "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." ], "id": "1db" }, { "type": "entries", "name": "Koh Tam", "page": 123, "entries": [ "Have {@creature Koh Tam|CoA} 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." ], "id": "1dc" }, { "type": "entries", "name": "Objectives", "page": 123, "entries": [ "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:", { "type": "table", "caption": "Objectives in Stygia", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "Phylactery of the oathbreaker", "Chasm of Found Things: The Echoes" ], [ "Phylactery of the business", "partner" ], [ "Chasm of Found Things: The Angel of the Ice", "{@item Manual of Iron Golems||Manual of Golems (iron)}" ], [ "Chasm of Found Things: The Aboleth", "{@item Rod of Resurrection}" ], [ "Chasm of Found Things: The {@creature Awful Fisher|CoA}", "{@item Holy Avenger}" ], [ "Chasm of Found Things: The Angel of the Ice", "{@item True-Ice Shards|CoA}" ], [ "Chasm of Found Things: The Keeper of Found Things", "" ] ] } ], "id": "1dd" }, { "type": "entries", "name": "Temptations", "page": 123, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "1de" } ], "id": "1d9" }, { "type": "section", "name": "Stygia Overview", "page": 123, "entries": [ "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 {@creature mammoth||mammoths}, {@creature wolf||wolves}, and {@creature polar bear||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, {@creature Levistus|CoA}, 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 {@creature Asmodeus|CoA}. {@creature Levistus|CoA} 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 {@creature Levistus|CoA} 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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/124-0.webp" }, "title": "Stygia's glaciers hide many secrets.", "credit": "Jullian Calle", "width": 1856, "height": 866 }, { "type": "entries", "name": "Leaving Stygia", "page": 123, "entries": [ "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." ], "id": "1e0" }, { "type": "entries", "name": "Features", "page": 123, "entries": [ "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 {@condition 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." ], "id": "1e1" } ], "id": "1df" }, { "type": "section", "name": "Key Locations in Stygia", "page": 123, "entries": [ "Some of the major locations found in Stygia are described below.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/125-0-dm.webp" }, "title": "Stygia, the Fifth Hell", "credit": "John Stevenson", "width": 1646, "height": 1174, "imageType": "map", "id": "36e", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/125-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1646, "height": 1174, "imageType": "mapPlayer", "mapParent": { "id": "36e" }, "grid": { "type": "none" } } ] }, { "type": "entries", "name": "Tantlin", "page": 123, "entries": [ "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.", { "type": "inset", "name": "Temptation of Betrayal", "page": 123, "entries": [ "{@b {@i \"Mixed Blessings\"}}", "A {@creature pit fiend}, perhaps in the service of {@creature Levistus|CoA}, approaches a character.", "If the characters talk more and accept the boon, run the {@adventure appropriate temptation event|CoA|2|Betrayal} in chapter 2, but the pit fiend never reveals the true identity of its master." ], "id": "1e4" }, { "type": "insetReadaloud", "page": 123, "entries": [ "\"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.\"" ], "id": "1e5" } ], "id": "1e3" }, { "type": "entries", "name": "Glacier of Levistus", "page": 123, "entries": [ "This glacier contains the frozen prince, {@creature Levistus|CoA}. Trapped in the ice by {@creature Asmodeus|CoA} he is unable to remove himself from his predicament. After Geryon was stripped from his mantle, {@creature Asmodeus|CoA} reinstated {@creature Levistus|CoA} as ruler of Stygia. However, he opted not to release him from his icy prison. It most likely amuses {@creature Asmodeus|CoA} to frustrate {@creature Levistus|CoA} 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...", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/126-0-dm.webp" }, "title": "The Chasm of Found Things", "credit": "John Stevenson", "width": 1627, "height": 2175, "imageType": "map", "id": "36f", "mapRegions": [ { "area": "1ee", "points": [ [ 324, 245 ], [ 425, 281 ], [ 498, 267 ], [ 552, 271 ], [ 480, 302 ], [ 421, 295 ], [ 328, 281 ], [ 298, 261 ] ] }, { "area": "1f0", "points": [ [ 493, 305 ], [ 550, 297 ], [ 621, 305 ], [ 666, 330 ], [ 689, 345 ], [ 630, 347 ], [ 563, 368 ], [ 519, 372 ], [ 470, 360 ], [ 484, 329 ] ] }, { "area": "1f0", "points": [ [ 902, 352 ], [ 952, 317 ], [ 1014, 311 ], [ 1075, 312 ], [ 1133, 332 ], [ 1139, 355 ], [ 1089, 372 ], [ 1032, 394 ], [ 991, 386 ], [ 952, 374 ], [ 933, 360 ] ] }, { "area": "1f0", "points": [ [ 1392, 368 ], [ 1477, 333 ], [ 1543, 325 ], [ 1579, 350 ], [ 1582, 387 ], [ 1537, 392 ], [ 1470, 397 ], [ 1405, 383 ] ] }, { "area": "1f7", "points": [ [ 382, 488 ], [ 297, 452 ], [ 239, 417 ], [ 111, 404 ], [ 58, 413 ], [ 53, 448 ], [ 39, 528 ], [ 95, 541 ], [ 172, 517 ], [ 181, 499 ], [ 258, 510 ], [ 284, 507 ], [ 335, 508 ] ] }, { "area": "1f4", "points": [ [ 730, 479 ], [ 622, 477 ], [ 455, 503 ], [ 396, 530 ], [ 297, 564 ], [ 221, 575 ], [ 128, 592 ], [ 99, 625 ], [ 53, 702 ], [ 62, 738 ], [ 106, 766 ], [ 186, 786 ], [ 283, 817 ], [ 373, 866 ], [ 529, 888 ], [ 670, 884 ], [ 821, 874 ], [ 1008, 908 ], [ 1079, 939 ], [ 1152, 951 ], [ 1326, 942 ], [ 1394, 934 ], [ 1347, 870 ], [ 1163, 852 ], [ 990, 836 ], [ 855, 809 ], [ 801, 778 ], [ 732, 768 ], [ 603, 775 ], [ 405, 761 ], [ 218, 737 ], [ 133, 711 ], [ 219, 635 ], [ 326, 659 ], [ 369, 672 ], [ 495, 681 ], [ 600, 683 ], [ 690, 668 ], [ 787, 640 ], [ 790, 610 ], [ 688, 597 ], [ 570, 615 ], [ 462, 632 ], [ 360, 634 ], [ 386, 601 ], [ 492, 583 ], [ 606, 563 ], [ 677, 542 ], [ 751, 506 ] ] }, { "area": "1fd", "points": [ [ 235, 1502 ], [ 432, 1474 ], [ 695, 1418 ], [ 919, 1404 ], [ 1217, 1431 ], [ 1383, 1465 ], [ 1472, 1498 ], [ 1342, 1520 ], [ 1213, 1524 ], [ 1026, 1528 ], [ 948, 1570 ], [ 841, 1592 ], [ 766, 1546 ], [ 663, 1554 ], [ 618, 1592 ], [ 524, 1557 ], [ 421, 1563 ], [ 311, 1555 ], [ 253, 1529 ] ] }, { "area": "205", "points": [ [ 714, 1635 ], [ 714, 1723 ], [ 800, 1723 ], [ 800, 1635 ] ] }, { "area": "201", "points": [ [ 390, 1920 ], [ 512, 1862 ], [ 637, 1867 ], [ 741, 1902 ], [ 794, 1941 ], [ 777, 1942 ], [ 568, 1955 ], [ 479, 1956 ], [ 391, 1939 ] ] }, { "area": "209", "points": [ [ 1143, 1950 ], [ 1143, 2041 ], [ 1231, 2041 ], [ 1231, 1950 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/126-0-dm.webp" }, "grid": { "type": "none", "size": 91, "distance": 50 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/126-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1627, "height": 2175, "imageType": "mapPlayer", "mapParent": { "id": "36f" }, "grid": { "type": "none", "size": 91, "distance": 50 } } ] }, "Those who dare travel to the tomb of {@creature Levistus|CoA} 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." ], "id": "1e6" }, { "type": "entries", "name": "Sheyruushk", "page": 127, "entries": [ "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, {@creature Koh Tam|CoA} refuses. He explains that the sahuagin are known to sink ships that venture into their domain.", { "type": "inset", "name": "Temptation of Greed", "page": 127, "entries": [ "{@b {@i \"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 ({@adventure see appendix D|CoA|16})." ], "id": "1e8" } ], "id": "1e7" }, { "type": "entries", "name": "Chasm of Found Things", "page": 127, "entries": [ "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." ], "id": "1e9" } ], "id": "1e2" }, { "type": "section", "name": "Adventure: The Chasm of Found Things", "page": 127, "entries": [ "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, {@creature Koh Tam|CoA} has the following to say:", { "type": "insetReadaloud", "page": 127, "entries": [ "\"Stygia: the least or the most hospitable of all the Nine Hells, depending on your standing with the infernal hosts", "A place run fallow\u2014if a blasted frozen waste atop a fathomless sea can earn the term\u2014under 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.\" {@creature Koh Tam|CoA} shudders and draws his cloak closer around himself.", "\"Still, you must venture out there, into the cold. Allow yourself to get lost.\" {@creature Koh Tam|CoA} 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.\"" ], "id": "1eb" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 127, "entries": [ "{@creature Koh Tam|CoA} suggests that they wander into the heart of Stygia if they're to find the Chasm of Found Things and has the following advice:", { "type": "list", "items": [ "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 {@condition 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)." ], "id": "1ec" }, { "type": "entries", "name": "Chasm of Found Things Locations", "page": 128, "entries": [ "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 ({@skill Perception}) score finds a cave entrance nearby.", { "type": "entries", "name": "C1: The Entrance", "page": 128, "entries": [ { "type": "insetReadaloud", "page": 128, "entries": [ "The mouth of the cave is a curious piece of theatre. Mortal hands have certainly touched the place. The ice is carved into dwellings\u2014huts 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." ], "id": "1ef" }, "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." ], "id": "1ee" }, { "type": "entries", "name": "C2: Congregation of Gjaaki", "page": 128, "entries": [ "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.", { "type": "insetReadaloud", "page": 128, "entries": [ "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." ], "id": "1f1" }, "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 {@creature kuo-toa monitor||kuo-toa monitors} and a trio of {@creature kuo-toa archpriest||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.", { "type": "inset", "name": "The Blind Believers", "page": 128, "entries": [ "The kuo-toa living in the chasm have {@sense blindsight} out to a range of 60 feet and resistance to cold damage." ], "id": "1f2" }, { "type": "inset", "name": "Random Temptations", "page": 128, "entries": [ "If the characters attack the kuo-toa and then spend considerable time searching or exploring this part of the cave system, roll on the {@adventure Random Temptations|CoA|2|Random Temptations} table from chapter 2." ], "id": "1f3" } ], "id": "1f0" }, { "type": "entries", "name": "C3: The Echoes", "page": 129, "entries": [ "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\u2014{@creature ice devil||ice devils} and {@creature Pain Devil (Excruciarch)|CoA|pain devils} ({@adventure see appendix B|CoA|14})\u2014drawn into the caves seeking mortals to torment or escaping more powerful devils. Most common, though, are the Echoes. Read the following:", { "type": "insetReadaloud", "page": 129, "entries": [ "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." ], "id": "1f5" }, "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 {@condition exhaustion} and fall (they now have the {@condition prone} condition). They may repeat the saving throw each hour.", { "type": "entries", "name": "Phylactery of the Oathbreaker", "page": 129, "entries": [ "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 {@creature chain devil||chain devils} surrounding the child (a {@creature commoner}). The devils attack the characters.", "Whenever a character starts their turn inside the Echo, they take 5 ({@damage 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 {@creature Affliction Devil (Kocrachon)|CoA|affliction devil} ({@adventure see appendix B|CoA|14}) 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 {@spell Wall of Ice} spell." ], "id": "1f6" } ], "id": "1f4" }, { "type": "entries", "name": "C4: Angel of the Ice", "page": 129, "entries": [ { "type": "insetReadaloud", "page": 129, "entries": [ "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." ], "id": "1f8" }, "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 {@creature 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.", { "type": "entries", "name": "Defenders of the Faith", "page": 129, "entries": [ "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 ({@creature kuo-toa monitor||kuo-toa monitors} that can change the damage type of their attacks to radiant damage). Each heretic carries {@dice 2d20} gp.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/130-0.webp" }, "title": "A statue of the Angel of the Ice.", "credit": "Sergei Sarichev", "width": 1855, "height": 2454 }, "If the ice wall, or the {@item Holy Avenger} within it, is disturbed for any reason, the following occurs:", { "type": "insetReadaloud", "page": 131, "entries": [ "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." ], "id": "1fa" }, "This was a warning. Any further attempts to desecrate the temple turns the entire group hostile to the characters and they attack." ], "id": "1f9" }, { "type": "entries", "name": "Conclave (Paladin)\u2013Holy Avenger", "entries": [ "The Angel of Ice eventually found themselves incapable of wielding their {@item 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 ({@skill Athletics}) checks to pull the sword from the ice. Each check requires an action." ], "id": "1fb" }, { "type": "entries", "name": "Phylactery of the Business Partner", "page": 131, "entries": [ "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." ], "id": "1fc" } ], "id": "1f7" }, { "type": "entries", "name": "C5: The Aboleth", "page": 131, "entries": [ { "type": "insetReadaloud", "page": 131, "entries": [ "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." ], "id": "1fe" }, "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 {@chance 75|75 percent} chance of finding an aboleth clutch (one {@creature aboleth} and {@dice 2d6} {@creature chuul} protectors). This chance is reduced by 25 percent for each clutch found.", { "type": "entries", "name": "Treasure", "page": 131, "entries": [ "Once a clutch is dealt with, the characters find {@dice 6d4 x 100} gp and two {@filter uncommon magic items|items|source=DMG|rarity=uncommon} from the {@book Dungeon Master's Guide|DMG}." ], "id": "1ff" }, { "type": "entries", "name": "Conclave (Artificer)\u2014Manual of Golems (Iron)", "page": 131, "entries": [ "A character searching for the {@item Manual of Iron Golems||Manual of Golems (iron)} discovers it in the clutches of the first aboleth they encounter." ], "id": "200" } ], "id": "1fd" }, { "type": "entries", "name": "C6: Keeper of Found Things", "page": 131, "entries": [ { "type": "insetReadaloud", "page": 131, "entries": [ "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." ], "id": "202" }, "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\u2014all 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\u2014dimly 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 {@condition restrained} condition. The {@condition 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 ({@damage 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.", { "type": "entries", "name": "Treasure", "page": 131, "entries": [ "For each hour spent at this location excavating valuables, select a very rare magic item from the {@book Dungeon Master's Guide|DMG} (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 {@creature frozen golem|CoA} (iron golem with immunity to cold) emerges and attacks." ], "id": "203" }, { "type": "entries", "name": "Deathstalkers\u2014True-Ice Shards", "page": 131, "entries": [ "A character searching for one of the {@item True-Ice Shards|CoA} 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 ({@damage 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 ({@damage 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." ], "id": "204" } ], "id": "201" }, { "type": "entries", "name": "C7: The Awful Fisher", "page": 133, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/132-0.webp" }, "title": "Kuo Toa give offerings to Gjaaki.", "credit": "Sergei Sarichev", "width": 1856, "height": 848 }, { "type": "insetReadaloud", "page": 133, "entries": [ "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." ], "id": "206" }, "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 {@creature Awful Fisher|CoA} (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 {@creature Awful Fisher|CoA} 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 {@creature Awful Fisher|CoA} dies, it falls to area C6 and the corpse begins to freeze over as described in that section.", { "type": "entries", "name": "Treasure", "page": 133, "entries": [ "Once slain, the contents of the {@creature Awful Fisher|CoA}'s stomach may contain some treasures. If searched, select two {@filter uncommon magic items|items|source=DMG|rarity=uncommon} from the {@book Dungeon Master's Guide|DMG}." ], "id": "207" }, { "type": "entries", "name": "Conclave (Cleric)\u2014Rod of Resurrection", "page": 133, "entries": [ "A character searching for the {@item Rod of Resurrection} discovers it in the belly of the {@creature Awful Fisher|CoA}. 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 ({@skill Religion}) check allows a character to locate the {@creature Awful Fisher|CoA}'s corpse, and the rod, before the creature becomes completely encased in ice." ], "id": "208" } ], "id": "205" }, { "type": "entries", "name": "C8: Gjaaki", "page": 133, "entries": [ "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." ], "id": "209" } ], "id": "1ed" } ], "id": "1ea" } ], "id": "1d8" }, { "type": "section", "name": "Chapter 8: Malbolge, the Realm of Decay", "page": 135, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/134-0.webp" }, "title": "The Sign of the Hag's Arms offers little respite to weary travelers from outside the Nine Hells.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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 {@creature Asmodeus|CoA}'s daughter {@creature Glasya|CoA}. 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 {@creature Glasya|CoA} 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.", { "type": "section", "name": "Running This Chapter", "page": 135, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 135, "entries": [ "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.", { "type": "table", "caption": "Random Encounters in Malbolge", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "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 {@creature miasmorne|CoA} ({@adventure see appendix B|CoA|14}) burrowing through the Nine Hells, in search of metal and magic to devour." ], [ "2", "Inside a small, fortified structure is a {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}). It hates {@creature Glasya|CoA}'s rule and believes it can revive the Hag Countess." ], [ "3", "A {@creature maelephant nomad|CoA} ({@adventure see appendix B|CoA|14}), driven slightly insane by its extended lifespan, searches the ruins for something to guard. When it sees the characters, there is a {@chance 50|50 percent} chance it goes into a frenzy and attacks." ], [ "4", "A patrol of six {@creature 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 {@condition invisible} {@creature orthon|MPMM} (see Monsters of the Multiverse) has been stalking the characters for some time. There is a {@chance 75|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 down. Each creature in the path of the rocks must succeed on a {@dc 18} Dexterity saving throw or take 35 ({@damage 10d6}) bludgeoning damage." ] ] } ], "id": "20c" }, { "type": "entries", "name": "Locations", "page": 135, "entries": [ "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." ], "id": "20d" }, { "type": "entries", "name": "Koh Tam", "page": 135, "entries": [ "Ensure that {@creature Koh Tam|CoA} 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." ], "id": "20e" }, { "type": "entries", "name": "Objectives", "page": 135, "entries": [ "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:", { "type": "table", "caption": "Objectives in Malbolge", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "The phylactery of the mentor", "The Sign of the Hag's Arms: The Formian Queen" ], [ "The phylactery of the heartless master", "The Sign of the Hag's Arms: The Kitchens of Irabella" ], [ "The phylactery of the mother", "The Sign of the Hag's Arms: Irabella's Workshops" ], [ "The {@item Scourge of Shadow|CoA}", "The Sign of the Hag's Arms: {@creature Anacreda|CoA} the Angelmaker" ] ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/136-0.webp" }, "title": "One of Malbolge's many avalanches.", "credit": "Jullian Calle", "width": 1855, "height": 916 } ], "id": "20f" }, { "type": "entries", "name": "Temptations", "page": 136, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "210" } ], "id": "20b" }, { "type": "section", "name": "Malbolge Overview", "page": 136, "entries": [ "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\u2014an 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 {@creature Glasya|CoA} 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 {@creature Asmodeus|CoA} 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 {@creature Glasya|CoA} 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 {@creature Glasya|CoA}'s subjects small in number.", { "type": "entries", "name": "Leaving Malbolge", "page": 136, "entries": [ "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." ], "id": "212" }, { "type": "entries", "name": "Features", "page": 136, "entries": [ "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." ], "id": "213" } ], "id": "211" }, { "type": "section", "name": "Key Locations in Malbolge", "page": 137, "entries": [ "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.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/137-0-dm.webp" }, "title": "Malbolge, the Sixth Hell", "credit": "John Stevenson", "width": 1625, "height": 1163, "imageType": "map", "id": "370", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/137-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1625, "height": 1163, "imageType": "mapPlayer", "mapParent": { "id": "370" }, "grid": { "type": "none" } } ] }, { "type": "entries", "name": "Ossiea", "page": 137, "entries": [ "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 {@creature Glasya|CoA} and her subordinates. {@creature Glasya|CoA} 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.", { "type": "inset", "name": "Temptation of Pride", "page": 137, "entries": [ "{@b {@i \"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 ({@adventure see appendix D|CoA|16}) and if the character initially declines the purchase, the charming devil insists the character tries it on before deciding. A successful {@dc 15} Wisdom ({@skill 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." ], "id": "216" } ], "id": "215" }, { "type": "entries", "name": "Maggoth Thyg", "page": 137, "entries": [ "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.", { "type": "inset", "name": "Random Temptations", "page": 137, "entries": [ "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 {@adventure Random Temptations|CoA|2|Random Temptations} table from chapter 2." ], "id": "218" } ], "id": "217" }, { "type": "entries", "name": "The Sign of the Hag's Arms", "page": 138, "entries": [ "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 {@creature Koh Tam|CoA} deems the most likely to house what the characters seek." ], "id": "219" } ], "id": "214" }, { "type": "section", "name": "Adventure: The Sign of the Hag's Arms", "page": 138, "entries": [ "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 {@creature Anacreda|CoA} the Angelmaker is the coven's undisputed leader.", "When the characters first enter Malbolge, {@creature Koh Tam|CoA} or {@creature Tiax|CoA} impart the following knowledge about the layer to them:", { "type": "insetReadaloud", "page": 138, "entries": [ "{@creature Koh Tam|CoA} 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.\"" ], "id": "21b" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 138, "entries": [ "{@creature Koh Tam|CoA}'s advice to the characters is as follows:", { "type": "list", "items": [ "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." ] } ], "id": "21c" }, { "type": "entries", "name": "The Sign of the Hag's Arms Locations", "page": 138, "entries": [ "Some of the major locations found in and around the inn are described below.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/139-0-dm.webp" }, "title": "The Sign of the Hag's Arms", "credit": "John Stevenson", "width": 1602, "height": 2174, "imageType": "map", "id": "371", "mapRegions": [ { "area": "21e", "points": [ [ 160, 284 ], [ 160, 351 ], [ 230, 351 ], [ 230, 284 ] ] }, { "area": "222", "points": [ [ 361, 241 ], [ 361, 305 ], [ 437, 305 ], [ 437, 241 ] ] }, { "area": "229", "points": [ [ 124, 488 ], [ 124, 563 ], [ 201, 563 ], [ 201, 488 ] ] }, { "area": "231", "points": [ [ 259, 747 ], [ 259, 818 ], [ 325, 818 ], [ 325, 747 ] ] }, { "area": "22b", "points": [ [ 215, 894 ], [ 215, 957 ], [ 285, 957 ], [ 285, 894 ] ] }, { "area": "229", "points": [ [ 143, 1065 ], [ 143, 1128 ], [ 221, 1128 ], [ 221, 1065 ] ] }, { "area": "22e", "points": [ [ 337, 1059 ], [ 337, 1130 ], [ 412, 1130 ], [ 412, 1059 ] ] }, { "area": "22b", "points": [ [ 868, 867 ], [ 834, 786 ], [ 781, 699 ], [ 745, 646 ], [ 719, 594 ], [ 715, 514 ], [ 739, 440 ], [ 768, 375 ], [ 821, 307 ], [ 853, 280 ], [ 902, 241 ], [ 975, 145 ], [ 1031, 132 ], [ 1095, 116 ], [ 1159, 105 ], [ 1226, 98 ], [ 1303, 124 ], [ 1355, 146 ], [ 1404, 215 ], [ 1452, 270 ], [ 1467, 325 ], [ 1493, 387 ], [ 1490, 465 ], [ 1486, 529 ], [ 1495, 592 ], [ 1485, 652 ], [ 1457, 706 ], [ 1417, 768 ], [ 1335, 826 ], [ 1262, 867 ], [ 1191, 899 ], [ 1101, 921 ], [ 1022, 919 ], [ 932, 888 ] ] }, { "area": "236", "points": [ [ 759, 1505 ], [ 714, 1406 ], [ 686, 1323 ], [ 697, 1249 ], [ 712, 1179 ], [ 732, 1165 ], [ 795, 1124 ], [ 841, 1111 ], [ 924, 1129 ], [ 960, 1145 ], [ 1013, 1208 ], [ 1053, 1215 ], [ 1080, 1152 ], [ 1110, 1133 ], [ 1172, 1135 ], [ 1208, 1093 ], [ 1253, 1089 ], [ 1275, 1134 ], [ 1320, 1141 ], [ 1361, 1110 ], [ 1421, 1111 ], [ 1463, 1083 ], [ 1529, 1062 ], [ 1566, 1083 ], [ 1596, 1234 ], [ 1583, 1332 ], [ 1541, 1374 ], [ 1486, 1395 ], [ 1458, 1427 ], [ 1388, 1415 ], [ 1320, 1467 ], [ 1245, 1485 ], [ 1179, 1467 ], [ 1052, 1492 ], [ 950, 1523 ], [ 867, 1563 ], [ 787, 1542 ] ] }, { "area": "23e", "points": [ [ 261, 1685 ], [ 294, 1778 ], [ 288, 1911 ], [ 292, 1950 ], [ 271, 2005 ], [ 204, 2032 ], [ 115, 2084 ], [ 39, 2035 ], [ 10, 1912 ], [ 26, 1817 ], [ 23, 1752 ], [ 34, 1683 ], [ 70, 1644 ], [ 133, 1636 ], [ 173, 1659 ], [ 215, 1697 ] ] }, { "area": "234", "points": [ [ 508, 1674 ], [ 641, 1572 ], [ 714, 1563 ], [ 755, 1561 ], [ 792, 1715 ], [ 737, 1787 ], [ 723, 1886 ], [ 697, 1965 ], [ 622, 2023 ], [ 595, 2094 ], [ 488, 2105 ], [ 409, 2097 ], [ 394, 2074 ], [ 266, 2106 ], [ 262, 2076 ], [ 317, 1957 ], [ 319, 1823 ], [ 317, 1764 ], [ 418, 1825 ], [ 499, 1822 ], [ 502, 1748 ], [ 493, 1712 ] ] }, { "area": "23b", "points": [ [ 729, 1960 ], [ 773, 1818 ], [ 813, 1769 ], [ 874, 1695 ], [ 943, 1618 ], [ 1053, 1551 ], [ 1125, 1516 ], [ 1210, 1511 ], [ 1320, 1523 ], [ 1455, 1524 ], [ 1537, 1538 ], [ 1582, 1550 ], [ 1582, 1942 ], [ 1526, 1912 ], [ 1432, 1934 ], [ 1395, 1959 ], [ 1348, 1972 ], [ 1337, 1935 ], [ 1261, 1963 ], [ 1241, 1988 ], [ 1335, 2034 ], [ 1379, 2070 ], [ 1435, 2129 ], [ 1444, 2141 ], [ 1261, 2141 ], [ 1219, 2099 ], [ 1151, 2086 ], [ 1116, 2090 ], [ 1094, 2023 ], [ 1026, 1990 ], [ 1001, 2032 ], [ 966, 2081 ], [ 932, 2092 ], [ 888, 2085 ], [ 876, 2031 ], [ 858, 2010 ], [ 804, 2044 ], [ 737, 2010 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/139-0-dm.webp" }, "grid": { "type": "square", "size": 112, "offsetX": -50, "offsetY": 8, "scale": 5 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/139-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1602, "height": 2174, "imageType": "mapPlayer", "mapParent": { "id": "371" }, "grid": { "type": "square", "size": 112, "offsetX": -50, "offsetY": 8, "scale": 5 } } ] }, { "type": "entries", "name": "S1: The Swarm", "page": 140, "entries": [ { "type": "insetReadaloud", "page": 140, "entries": [ "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." ], "id": "21f" }, "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\u2014perhaps helped along by the tinkering of the inn's proprietors\u2014the 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 {@creature giant scorpion||giant scorpions} and {@creature giant spider||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 {@creature ayperobo swarm|CoA|ayperobo swarms} ({@adventure see appendix B|CoA|14}) 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.", { "type": "entries", "name": "Ekengarik's Swarms", "page": 140, "entries": [ "Approaching travelers are set upon by {@dice 2d6} {@creature giant scorpion||giant scorpions} and {@dice 2d6} {@creature giant spider||giant spiders} that crawl out from the various crevices around them. If the characters take to the air, an {@creature ayperobo swarm|CoA} ({@adventure see appendix B|CoA|14}) joins the battle. The insects don't pursue if the characters climb the hill towards the inn.", { "type": "inset", "name": "Corrupted Insects", "page": 140, "entries": [ "Any giant insects encountered in Malbolge deal acid damage instead of poison damage and each of their attacks deals an additional 4 ({@damage 1d8}) radiant damage. These insects also have resistance to acid, poison, and fire damage." ], "id": "221" } ], "id": "220" } ], "id": "21e" }, { "type": "entries", "name": "S2: Ekengarik's Hive", "page": 140, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/140-0.webp" }, "title": "{@creature Ekengarik|CoA}'s deadly swarms chase travelers to the inn.", "credit": "Sergei Sarichev", "width": 1855, "height": 1060 }, { "type": "insetReadaloud", "page": 140, "entries": [ "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." ], "id": "223" }, { "type": "entries", "name": "Ekengarik's Duty", "page": 140, "entries": [ "Malecki provides {@creature Ekengarik|CoA} 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 {@creature Ekengarik|CoA} that sent the swarm of insects towards the characters earlier. {@creature Ekengarik|CoA} (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, {@creature Ekengarik|CoA} 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." ], "id": "224" }, { "type": "entries", "name": "Treasure", "page": 140, "entries": [ "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 {@dice d10}. If the result is 10, {@dice 1d4} {@creature fiendish formian|CoA|fiendish formians} (see accompanying stat block) attack, the hive is considered disturbed, and no more treasure can be acquired here. Otherwise, the characters find {@dice 2d4 x 100} gp and {@dice 1d4} {@filter uncommon magic items|items|source=DMG|rarity=uncommon} from the {@book Dungeon Master's Guide|DMG}." ], "id": "225" }, { "type": "entries", "name": "Phylactery of the Mentor", "page": 141, "entries": [ "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 {@creature Ekengarik|CoA}'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 {@creature fiendish formian|CoA} 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 {@dice 1d4} {@creature fiendish formian|CoA|fiendish formians} join the fray.", "Once the characters have killed the formians read the following:", { "type": "insetReadaloud", "page": 141, "entries": [ "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." ], "id": "227" }, "The character has taken possession of the phylactery of the mentor and gains the Phylactery Benefit associated with it." ], "id": "226" } ], "id": "222" } ], "id": "21d" }, { "type": "entries", "name": "Aboveground Inn Locations", "page": 142, "entries": [ "Having survived the perilous journey through the Hive's territory, the characters arrive at the relative safety of the inn.", { "type": "entries", "name": "S3: Entrance", "page": 142, "entries": [ "Read the following as the characters approach the inn.", { "type": "insetReadaloud", "page": 142, "entries": [ "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." ], "id": "22a" }, "Had the plane's current ruler, {@creature Glasya|CoA}, any respect for her predecessor then doubtless the construction would be counted as deep disrespect. {@creature Glasya|CoA} 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. {@item Soul Coin|CoA|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)." ], "id": "229" }, { "type": "entries", "name": "S4: Feasting Hall", "page": 142, "entries": [ { "type": "insetReadaloud", "page": 142, "entries": [ "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." ], "id": "22c" }, { "type": "inset", "name": "Temptation of Oppression", "page": 142, "entries": [ "{@b {@i \"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 ({@adventure see appendix D|CoA|16}) and is small enough to carry." ], "id": "22d" }, "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\u2014to 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.", { "type": "table", "caption": "Dealing with Hags", "colLabels": [ "{@dice d12 + #$prompt_number:default=0,min=0,max=2,title=Enter +2 if the characters provide a bribe or incentive$#}", "Result" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1\u20132", "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\u20136", "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\u20139", "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\u201311", "Malecki dematerializes from the Ethereal Plane and appears at the character's table, in her true form, willing to make a deal." ], [ "12+", "{@creature Anacreda|CoA} 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." ] ] } ], "id": "22b" }, { "type": "entries", "name": "S5: Kitchens", "page": 143, "entries": [ "The {@creature kobold||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.", { "type": "entries", "name": "Phylactery of the Heartless Master", "page": 143, "entries": [ "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 {@creature 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. {@dice 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.", { "type": "inset", "name": "Coven Spellcasting", "page": 143, "entries": [ "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:", { "type": "spellcasting", "name": "Shared Spellcasting (Coven Only)", "headerEntries": [ "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:" ], "spells": { "1": { "slots": 4, "spells": [ "{@spell Identify}", "{@spell Ray of Sickness}" ] }, "2": { "slots": 3, "spells": [ "{@spell Hold Person}", "{@spell Locate Object}" ] }, "3": { "slots": 3, "spells": [ "{@spell Bestow Curse}", "{@spell Counterspell}", "{@spell Lightning Bolt}" ] }, "4": { "slots": 3, "spells": [ "{@spell Phantasmal Killer}", "{@spell Polymorph}" ] }, "5": { "slots": 2, "spells": [ "{@spell Contact Other Plane}", "{@spell Scrying}" ] }, "6": { "slots": 1, "spells": [ "{@spell Eyebite}" ] }, "7": { "slots": 1, "spells": [ "{@spell Finger of Death}" ] }, "8": { "slots": 1, "spells": [ "{@spell Feeblemind}" ] }, "9": { "slots": 1, "spells": [ "{@spell True Polymorph}" ] } }, "footerEntries": [ "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." ] } ], "id": "230" } ], "id": "22f" } ], "id": "22e" }, { "type": "entries", "name": "S6: Guest Rooms", "page": 143, "entries": [ { "type": "insetReadaloud", "page": 143, "entries": [ "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." ], "id": "232" }, "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." ], "id": "231" } ], "id": "228" }, { "type": "entries", "name": "Basement Levels", "page": 143, "entries": [ "Below all of this\u2014the rooms, the hall, the unspeakable kitchens\u2014are 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.", { "type": "entries", "name": "S7: The Basements", "page": 143, "entries": [ "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:", { "type": "insetReadaloud", "page": 144, "entries": [ "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." ], "id": "235" }, "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 {@creature Anacreda|CoA} feels threatened she can awaken her creation. The angel is a {@creature 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." ], "id": "234" }, { "type": "entries", "name": "S8: Irabella's Workshops", "page": 144, "entries": [ { "type": "insetReadaloud", "page": 144, "entries": [ "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." ], "id": "237" }, "Irabella the hag (Irabella uses the {@creature 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 {@creature kobold||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.", { "type": "entries", "name": "The Pools", "page": 144, "entries": [ "Each pool is 150 feet deep and connected to one another. The creature in the pool is a lawful evil {@creature 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." ], "id": "238" }, { "type": "entries", "name": "Treasure", "page": 144, "entries": [ "Characters find {@dice 1d4} {@item Soul Coin|CoA|Soul Coins}, if they search the workshop, though if their pilfering is detected by Irabella, she attacks." ], "id": "239" }, { "type": "entries", "name": "Phylactery of the Mother", "page": 144, "entries": [ "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 ({@skill 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." ], "id": "23a" } ], "id": "236" }, { "type": "entries", "name": "S9: Malecki's Workshops", "page": 144, "entries": [ { "type": "insetReadaloud", "page": 144, "entries": [ "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." ], "id": "23c" }, "Malecki, who claims to be the direct descendant of Malagard, is a {@creature 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 {@creature 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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/145-0.webp" }, "title": "The rickety steps lead down to the hags' workshops.", "credit": "Sergei Sarichev", "width": 1857, "height": 2454 }, { "type": "inset", "name": "Temptation of Deceit", "page": 146, "entries": [ "{@b {@i \"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 ({@adventure see appendix D|CoA|16})." ], "id": "23d" } ], "id": "23b" }, { "type": "entries", "name": "S10: Anacreda the Angelmaker", "page": 146, "entries": [ { "type": "insetReadaloud", "page": 146, "entries": [ "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?\"" ], "id": "23f" }, "Finally, there is {@creature Anacreda|CoA} the Angelmaker, the leader of the coven. {@creature Anacreda|CoA} (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 {@creature Glasya|CoA} herself comes to visit it is {@creature Anacreda|CoA} she guests with. The two of them sit for hours, drinking peculiar vintages and exchanging secrets. And, while {@creature Glasya|CoA} is the one entity whom {@creature Anacreda|CoA} visibly defers to as her superior, the archdevil treats the ancient hag better than most of her own direct subordinates." ], "id": "23e" }, { "type": "entries", "name": "Services", "page": 146, "entries": [ "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 {@creature Glasya|CoA} 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\u2014though 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\u2014as 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 {@spell 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 {@item Soul Coin|CoA|Soul Coins} is paid, one character gains the modification after {@dice 2d4} hours of surgery. However, there is almost always a drawback. Roll on the Bad Deal table.", { "type": "table", "caption": "Hag Parts", "colLabels": [ "d8", "Result" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1\u20133", "The hags can apply a patchwork collection of skin to the character, granting the character immunity to either fire or cold damage (character picks before surgery)." ], [ "4\u20135", "A third eye can be grafted onto the character's forehead. It offers no benefit, but the hags lie and says it helps to see the future." ], [ "6\u20138", "One of the characters' arms can be replaced with a tentacle. The tentacle 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." ] ] }, { "type": "table", "caption": "Bad Deal", "colLabels": [ "d10", "Result" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1\u20133", "There are no side effects." ], [ "4\u20136", "The adjustments have introduced an aspect of the infernal into the character and they're now vulnerable to radiant damage." ], [ "7\u20138", "The character's walking speed is reduced by 5 feet." ], [ "9\u201310", "The workmanship was shoddy and uneven. The character has disadvantage on initiative rolls." ] ] }, { "type": "entries", "name": "Deathstalkers\u2014Obtaining the Scourge of Shadow", "page": 147, "entries": [ "If the characters are searching for the {@item Scourge of Shadow|CoA}, {@creature Anacreda|CoA} wants to make a deal with them. She desires the head of {@creature Baalzebul|CoA}'s chief general, {@creature Abigor|CoA}, in retaliation for a slight he made to her the last time he visited the inn. {@creature Anacreda|CoA} promises to get the scourge, but only if they agree to having the {@spell Geas} spell cast on them. Alternatively, if the characters defeat {@creature Anacreda|CoA} and her sisters in combat, the hag bargains for her life by offering up both the scourge and {@creature Glasya|CoA}. The archdevil visits often, usually without any guard. What could be a better revenge for the characters, than killing the daughter of {@creature Asmodeus|CoA}? The hag is more than willing to help set an ambush for the archdevil.", "When {@creature Glasya|CoA} ({@adventure see appendix A|CoA|13}) arrives, {@creature Anacreda|CoA} sits with her and serves a frothing tea that both consume. If {@creature Anacreda|CoA} is cooperating to ambush the archdevil, the tea weakens {@creature Glasya|CoA} in the following ways. {@creature Glasya|CoA} can't use her Call Underling, Fiendish Regeneration, or Mesmerizing Gaze in Malbolge for 1 week. As soon as {@creature Glasya|CoA} finishes her tea, {@creature Anacreda|CoA} beckons the characters from the shadows to attack. During combat, the hag uses her Spinewall to disrupt and corral {@creature Glasya|CoA} and she claws at the archdevil as long as the characters are nearby to assist. {@creature Glasya|CoA} doesn't seem overly surprised at the betrayal\u2014this is the way of the Nine Hells after all." ], "id": "241" } ], "id": "240" } ], "id": "233" } ], "id": "21a" } ], "id": "20a" }, { "type": "section", "name": "Chapter 9: Maladomini, the Domain of Ruined Cities", "page": 149, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/148-0.webp" }, "title": "The Eye Market looms over the surrounding streets.", "credit": "Sergei Sarichev", "width": 1855, "height": 2454 }, "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, {@creature Baalzebul|CoA} 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.", { "type": "section", "name": "Running This Chapter", "page": 149, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 149, "entries": [ "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.", { "type": "table", "caption": "Random Encounters in Maladomini", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "{@dice 1d4} {@creature 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 {@creature lemure||lemures}, led by a {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14})." ], [ "3", "An {@creature amnizu|MPMM} (see Monsters of the Multiverse) researcher is exploring the various ruins nearby, cataloguing what it finds for storage in Grenpoli." ], [ "4", "Three swarms of {@creature ayperobo swarm|CoA|ayperobo} ({@adventure see appendix B|CoA|14}) wander through Maladomini looking for something to fight." ], [ "5", "Hidden within a nearby ruin is a small camp of six {@creature 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 {@spell Cloudkill} spell except that it covers a 200-foot-radius sphere and has a save DC of 21." ] ] } ], "id": "244" }, { "type": "entries", "name": "Locations", "page": 149, "entries": [ "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 {@creature Baalzebul|CoA}'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." ], "id": "245" }, { "type": "entries", "name": "Objectives", "page": 149, "entries": [ "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:", { "type": "table", "caption": "Objective in Maladomini", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-5", "col-8" ], "rows": [ [ "Phylactery of the great con", "Eye Market: Ganglands (Memnoriac's territory)" ], [ "Phylactery of the spouse", "Eye Market: Ganglands (Ilkatar's territory)" ], [ "{@item Staff of the Woodlands}", "Eye Market: The Slums" ], [ "{@creature Jenevere|CoA}", "Eye Market" ] ] } ], "id": "246" }, { "type": "entries", "name": "Temptations", "page": 150, "entries": [ "Have the characters encounter at least one temptation during their time in Maladomini. If the characters give in to temptation, use the information in {@adventure appendix E|CoA|17} to keep track of their corruption level." ], "id": "247" } ], "id": "243" }, { "type": "section", "name": "Maladomini Overview", "page": 150, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/150-0-dm.webp" }, "title": "Maladomini, the Seventh Hell", "credit": "John Stevenson", "width": 1633, "height": 1156, "imageType": "map", "id": "372", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/150-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1633, "height": 1156, "imageType": "mapPlayer", "mapParent": { "id": "372" }, "grid": { "type": "none" } } ] }, "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 {@creature Baalzebul|CoA}'s failure in his search for perfection.", "Each of the ruins covering the realm is more spectacular than the last. During their construction, {@creature Baalzebul|CoA} 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 {@creature Asmodeus|CoA}, {@creature Baalzebul|CoA} remains the archdevil in charge of Maladomini. His rule is assisted by other powerful archdevils, including {@creature Abigor|CoA}. {@creature Baalzebul|CoA} 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.", { "type": "entries", "name": "Leaving Maladomini", "page": 150, "entries": [ "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." ], "id": "249" }, { "type": "entries", "name": "Features", "page": 150, "entries": [ "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\u2014anything that would prevent the truth from being told." ], "id": "24a" } ], "id": "248" }, { "type": "section", "name": "Key Locations in Maladomini", "page": 150, "entries": [ "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.", { "type": "inset", "name": "Temptation of Betrayal", "page": 150, "entries": [ "{@b {@i \"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 {@item Soul Coin|CoA} and 800 gp. If one of the characters is tempted, run the {@adventure appropriate temptation event|CoA|2|Betrayal} from chapter 2." ], "id": "24c" }, { "type": "entries", "name": "City of Grenpoli", "page": 150, "entries": [ "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." ], "id": "24d" }, { "type": "entries", "name": "City of Gorloron", "page": 150, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/151-0.webp" }, "title": "A flying fortress oversees the construction of Gorloron.", "credit": "Julian Calle", "width": 1856, "height": 981 }, "{@creature Baalzebul|CoA}'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.", { "type": "inset", "name": "Temptation of Oppression", "page": 150, "entries": [ "{@b {@i \"A Palace Fit for a King\"}}", "Here in the (current) capital of {@creature Baalzebul|CoA}'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 {@item Soul Coin|CoA|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 {@adventure appropriate temptation event|CoA|2|Oppression} from chapter 2." ], "id": "24f" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/152-0.webp" }, "title": "Visitors must dock their ships outside the gates of Grenpoli.", "credit": "Sergey Musin", "width": 1855, "height": 2454 } ], "id": "24e" }, { "type": "entries", "name": "Carnival Eternal", "page": 153, "entries": [ "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 ({@adventure see chapter 2|CoA|2}), feel free to run that now if the characters explore the Carnival Eternal." ], "id": "250" }, { "type": "entries", "name": "The Eye Market", "page": 153, "entries": [ "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." ], "id": "251" } ], "id": "24b" }, { "type": "section", "name": "Adventure: The Eye Market", "page": 153, "entries": [ "The Eye Market is run by an odd couple\u2014a 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, {@creature Koh Tam|CoA} has this to say:", { "type": "insetReadaloud", "page": 153, "entries": [ "\"Maladomini is the layer of deceit but none are more deceived perhaps than its master, {@creature Baalzebul|CoA} 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.\"" ], "id": "253" }, { "type": "entries", "name": "Advice from Koh Tam", "page": 153, "entries": [ "{@creature Koh Tam|CoA} warns the characters to be careful while on the streets around the Eye Market. He can also offer the following advice:", { "type": "list", "items": [ "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 {@creature Koh Tam|CoA} can provide a standard map of the Eye Market ({@adventure see appendix F|CoA|18}) 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)." ], "id": "254" }, { "type": "entries", "name": "The Law", "page": 153, "entries": [ "Watching over the streets around the Eye Market is Akrekarn, the closest this morass has to the law. A {@creature Corruption Devil (Paeliryon)|CoA|corruption devil} ({@adventure see appendix B|CoA|14}) retired from a life of blackmailing mortals, Akrekarn patrols the streets around the market with a writ from {@creature Baalzebul|CoA}, 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 {@creature bearded devil||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.", { "type": "inset", "name": "An Eye for Opportunity", "page": 153, "entries": [ "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 {@creature Baalzebul|CoA}, 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 {@creature Baalzebul|CoA}. 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 {@book Dungeon Master's Guide|DMG} except that Akrekarn's vehicle requires half the crew and accommodates only half the number of passengers." ], "id": "256" }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/154-0-dm.webp" }, "title": "The Eye Market", "credit": "John Stevenson", "width": 1611, "height": 2191, "imageType": "map", "id": "373", "mapRegions": [ { "area": "260", "points": [ [ 1067, 601 ], [ 1067, 1494 ], [ 1588, 1494 ], [ 1588, 601 ] ] }, { "area": "260", "points": [ [ 792, 830 ], [ 818, 808 ], [ 871, 760 ], [ 890, 732 ], [ 919, 738 ], [ 933, 723 ], [ 1017, 813 ], [ 1026, 805 ], [ 1050, 831 ], [ 1036, 848 ], [ 1041, 880 ], [ 1015, 889 ], [ 1001, 889 ], [ 1013, 902 ], [ 994, 921 ], [ 945, 934 ], [ 943, 919 ], [ 910, 928 ], [ 881, 928 ], [ 818, 859 ] ] }, { "area": "26a", "points": [ [ 529, 1206 ], [ 506, 1195 ], [ 516, 1172 ], [ 499, 1147 ], [ 503, 1116 ], [ 510, 1090 ], [ 534, 1076 ], [ 566, 1075 ], [ 595, 1090 ], [ 606, 1114 ], [ 614, 1145 ], [ 612, 1165 ], [ 595, 1181 ], [ 586, 1188 ], [ 582, 1213 ], [ 569, 1213 ], [ 559, 1205 ], [ 552, 1186 ], [ 533, 1205 ] ] }, { "area": "25b", "points": [ [ 157, 1232 ], [ 157, 1306 ], [ 228, 1306 ], [ 228, 1232 ] ] }, { "area": "374", "points": [ [ 539, 1345 ], [ 539, 1422 ], [ 609, 1422 ], [ 609, 1345 ] ] }, { "area": "258", "points": [ [ 281, 1578 ], [ 281, 1658 ], [ 356, 1658 ], [ 356, 1578 ] ] }, { "area": "267", "points": [ [ 479, 1634 ], [ 467, 1643 ], [ 399, 1612 ], [ 397, 1582 ], [ 421, 1532 ], [ 448, 1506 ], [ 463, 1479 ], [ 510, 1476 ], [ 546, 1486 ], [ 623, 1479 ], [ 657, 1495 ], [ 663, 1537 ], [ 653, 1557 ], [ 608, 1587 ], [ 581, 1612 ], [ 554, 1591 ], [ 495, 1594 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/154-0-dm.webp" }, "grid": { "type": "none", "size": 57, "distance": 25 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/154-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1611, "height": 2191, "imageType": "mapPlayer", "mapParent": { "id": "373" }, "grid": { "type": "none", "size": 57, "distance": 25 } } ] } ], "id": "255" }, { "type": "entries", "name": "Eye Market Locations", "page": 155, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/155-0.webp" }, "title": "Akrekarn imposes the law on the streets outside the Eye Market.", "credit": "Sergei Sarichev", "width": 1856, "height": 1227 }, "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.", { "type": "entries", "name": "M1: Outer Streets", "page": 155, "entries": [ { "type": "insetReadaloud", "page": 155, "entries": [ "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\u2014scavengers 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." ], "id": "259" }, "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\u2014most 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.", { "type": "inset", "name": "Dangerous Territory", "page": 155, "entries": [ "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." ], "id": "25a" }, "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." ], "id": "258" }, { "type": "entries", "name": "M2: Ganglands\u2014Ilkatar's Territory", "page": 156, "entries": [ "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.", { "type": "entries", "name": "Tribute", "page": 156, "entries": [ "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:", { "type": "insetReadaloud", "page": 156, "entries": [ "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?\"" ], "id": "25d" }, "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 ({@creature green abishai|MPMM}), the {@creature white abishai|MPMM} lieutenant (see Monsters of the Multiverse for the abishai stat blocks), and four {@creature hell hound||hell hounds}." ], "id": "25c" }, { "type": "entries", "name": "Treasure", "page": 156, "entries": [ "If the characters slay Ilkatar and succeed on a {@dc 22} Wisdom ({@skill Perception}) check, they find a discarded lockbox under the wooden throne. Opening it reveals 3,500 pp." ], "id": "25e" }, { "type": "entries", "name": "Phylactery of the Spouse/True Love", "page": 156, "entries": [ "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 ({@skill 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.", { "type": "table", "caption": "Mirror Reflections", "colLabels": [ "Result", "Outcome" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "3 or less", "The reflection vanishes, meanwhile three {@creature white abishai|MPMM} (see Monsters 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\u20136", "The mirror shatters and the shards cut the character. The character must make a {@dc 16} Dexterity saving throw, taking 21 ({@damage 6d6}) piercing damage on a failed save, or half as much damage on a successful one." ], [ "7\u20139", "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\u201312", "The character is pulled into the reflection by two {@creature black abishai|MPMM}. If the character gets this result on their third roll, they find their true love instead." ], [ "13\u201315", "A {@creature red abishai|MPMM} 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 more", "They find their true love." ] ] } ], "id": "25f" } ], "id": "25b" }, { "type": "entries", "name": "M3: Ganglands\u2014Memnoriac's Territory", "page": 156, "entries": [ "Memnoriac was once one of {@creature Baalzebul|CoA}'s architects, a {@creature 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 {@creature Baalzebul|CoA} 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.", { "type": "entries", "name": "Tribute", "page": 157, "entries": [ "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:", { "type": "insetReadaloud", "page": 157, "entries": [ "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?\"" ], "id": "262" }, "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 ({@skill 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." ], "id": "261" }, { "type": "entries", "name": "Phylactery of the Great Con", "page": 157, "entries": [ "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:", { "type": "insetReadaloud", "page": 157, "entries": [ "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." ], "id": "264" }, "The character realizes that this imp is the vessel for their soul and that they must rescue it from a {@creature chain devil}, a {@creature bone devil}, and three {@creature bearded devil||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 {@condition 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." ], "id": "263" } ], "id": "260" }, { "type": "entries", "name": "M4: Ganglands\u2014Jacelisk's territory", "entries": [ "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\u2014sometimes nobility itself and sometimes brutal enough to impress a full-blooded devil.", { "type": "entries", "name": "Tribute", "page": 157, "entries": [ "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:", { "type": "insetReadaloud", "page": 157, "entries": [ "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." ], "id": "266" }, "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 ({@creature archmage} with resistance to fire damage, the ability to cast {@spell Hellish Rebuke} twice a day, and the ability to use her Eyes of Charming one time), tries to keep her three {@creature barbed devil||barbed devils} in between herself and the characters while she unleashes deadly magic. She has already cast {@spell Mage Armor} and {@spell Stoneskin} on herself. If the characters have attempted to fly past this area, they're intercepted by the barbed devils\u2014Jacelisk has cast the {@spell 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." ], "id": "265" } ], "id": "374" }, { "type": "entries", "name": "M5: The Slums", "page": 158, "entries": [ { "type": "insetReadaloud", "page": 158, "entries": [ "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." ], "id": "268" }, "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\u2014broken 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 {@creature Baalzebul|CoA}'s construction works where safety is never a concern. Crooked and whining {@creature imp||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.", { "type": "entries", "name": "Conclave (Druid)\u2014Staff of the Woodlands", "page": 158, "entries": [ "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 ({@skill Deception}) check to purchase it for a reasonable price.", "Upon success the imp sells the staff for a mere 200 gp or 1 {@item Soul Coin|CoA}. 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 {@item Soul Coin|CoA|Soul Coins}." ], "id": "269" } ], "id": "267" }, { "type": "entries", "name": "M6: The Eye Market", "page": 158, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/159-0.webp" }, "title": "Vaness inspects his wares.", "credit": "Sergei Sarichev", "width": 1856, "height": 1539 }, { "type": "insetReadaloud", "page": 158, "entries": [ "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." ], "id": "26b" }, "The proprietors, Vaness and Fling, offer a service unique in all of Maladomini\u2014in 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 {@creature 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 {@creature alhoon|MPMM} (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.", { "type": "inset", "name": "Temptation of Betrayal", "page": 159, "entries": [ "{@b {@i \"Two Kills for One\"}}", "Upon defeating Fling, the characters find he carries a magic weapon. Run the {@adventure appropriate temptation event|CoA|2|Betrayal} from chapter 2." ], "id": "26c" }, { "type": "entries", "name": "Hellriders\u2014Rescuing Jenevere", "page": 159, "entries": [ "More information about {@creature Jenevere|CoA} can be found in {@adventure appendix C|CoA|15}. Characters looking for {@creature Jenevere|CoA}, 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 {@creature Jenevere|CoA}. 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\u2014not even the vilest of devils\u2014is 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, {@creature Jenevere|CoA}'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 {@creature Jenevere|CoA} 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 {@creature Jenevere|CoA}'s head and clatters to the floor. But {@creature Jenevere|CoA}'s {@status 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 ({@skill Persuasion}) check convinces Vaness to let them take {@creature Jenevere|CoA} with them, if they let the beholder hang on to the planetar's eyes. If the characters insist on taking {@creature Jenevere|CoA}'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 {@creature grell} and two {@creature grimlock||grimlocks}. After defeating the two proprietors of the workshop the characters can free {@creature Jenevere|CoA}.", "If the victorious characters decide to look for {@creature Jenevere|CoA}'s eyes, a successful {@dc 20} Intelligence ({@skill Investigation}) check reveals them floating in a container nearby. Once {@creature Jenevere|CoA} is freed, the characters may use the ritual that the Hellriders taught them to free her from the Nine Hells." ], "id": "26d" } ], "id": "26a" }, { "type": "entries", "name": "The Jeweled Eyes", "page": 160, "entries": [ "In their workshop, assisted by a blind workforce of {@creature grell} and {@creature grimlock||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.", { "type": "table", "caption": "Eyes for Sale", "colLabels": [ "Magical Power", "Requirement", "Cost" ], "colStyles": [ "col-9", "col-2 text-center", "col-1 text-right" ], "rows": [ [ "Eyes of the Archer\u2014When you use a ranged weapon to make a long ranged attack, you don't have disadvantage on the attack roll.", "9th-level character", "10,000 gp" ], [ "{@item Eyes of Charming} (see {@book Dungeon Master's Guide|DMG})", "None", "5,000 gp" ], [ "{@item Eyes of the Eagle} (see {@book Dungeon Master's Guide|DMG})", "None", "2,000 gp" ], [ "Eyes of Far Sight\u2014the recipient can cast {@spell Clairvoyance} at will.", "12th-level character", "25,000 gp" ], [ "{@item Eyes of Minute Seeing} (see {@book Dungeon Master's Guide|DMG})", "None", "3,000 gp" ], [ "Eyes of True Seeing\u2014The recipient gains {@sense truesight} out to a range of 30 feet.", "15th-level character", "75,000 gp" ] ] } ], "id": "26e" }, { "type": "entries", "name": "The Truth Is Ugly", "page": 161, "entries": [ "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 {@creature Baalzebul|CoA} 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 {@creature Baalzebul|CoA} 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 {@creature Baalzebul|CoA}'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 {@creature Baalzebul|CoA}, 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.", { "type": "table", "caption": "Vaness' Eyes Random Encounters", "colLabels": [ "d10", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "A {@creature blue abishai|MPMM} (see Monsters of the Multiverse) leads a half-dozen {@creature black abishai|MPMM}, cloaked in {@spell Darkness} spells, in an ambush, hoping to steal the eyes." ], [ "2", "A primordial glittering beast ({@creature 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 ({@creature nothic||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\u201310", "A glorious vision enthralls anyone that possesses magical eyes. Each of them must succeed on a {@dc 20} Wisdom saving throw or have the {@condition incapacitated} condition for {@dice 1d12} hours as they stare at the vision. When they wake, they gain the benefit of a long rest." ] ] } ], "id": "26f" } ], "id": "257" } ], "id": "252" } ], "id": "242" }, { "type": "section", "name": "Chapter 10: Cania, the Relentless Cold", "page": 163, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/162-0.webp" }, "title": "Trapped in the ice, the Anakim's brains are harvested to make wine.", "credit": "Sergei Sarichev", "width": 1856, "height": 2454 }, "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.", { "type": "section", "name": "Running This Chapter", "page": 163, "entries": [ "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. {@creature Tiax|CoA} may have a special role in this chapter, so review the \"{@creature Tiax|CoA}'s Betrayal\" section later in this chapter. Ultimately, if the characters have completed their main objectives, the \"{@adventure A Thankful Patron|CoA|10|A Thankful Patron}\" event occurs, setting the stage for the resolution to the adventure in chapter 12.", { "type": "entries", "name": "Encounters", "page": 163, "entries": [ "This is the last layer of the Nine Hells in which the characters can use {@creature Koh Tam|CoA}'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.", { "type": "table", "caption": "Random Encounters in Cania", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "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 ({@damage 6d6}) cold damage on a failed save, or half as much damage on a successful one." ], [ "2", "A pack of three {@creature vorvolaka|CoA|vorvolakas} ({@adventure see appendix B|CoA|14}) 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 {@creature Styx dragon|CoA} ({@adventure see appendix B|CoA|14}), 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", "{@creature Halog|CoA|Halogs} ({@adventure see appendix B|CoA|14}) 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 the freezing temperatures in Cania. They could provide a good source of food\u2014if 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 {@creature ice devil||ice devils}. Who they work for\u2014themselves, Cania's leader, or some other power\u2014remains 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 ({@damage 20d6}) bludgeoning damage. The ravine could lead anywhere\u2014a subterranean system, ruins frozen in time, or just an empty gap. If this encounter occurs while aboard {@creature Koh Tam|CoA}'s vessel, part of the River Styx begins to flow into the chasm and he's hardpressed to steer past safely." ] ] } ], "id": "272" }, { "type": "entries", "name": "Locations", "page": 163, "entries": [ "The characters must journey to the Sorrow Mine, once they've learned of its existence from either {@creature Tiax|CoA} or more magical means. The \"Key Locations in Cania\" section provides the necessary information for you to guide the characters' exploration." ], "id": "273" }, { "type": "entries", "name": "Koh Tam and Tiax", "page": 163, "entries": [ "{@creature Koh Tam|CoA} suggests avoiding being noticed by {@creature Mephistopheles|CoA}, fearing the archdevil's unwanted attention. Unfortunately, {@creature Koh Tam|CoA} is less familiar with Cania. If {@creature Tiax|CoA} 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\u2013at each new location he should be grumpy and insulting, but then promptly apologize when called out on his behavior." ], "id": "274" }, { "type": "entries", "name": "Objectives", "page": 164, "entries": [ "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:", { "type": "table", "caption": "Objectives in Cania", "colLabels": [ "Objective", "Location" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "Phylactery of the merciless", "Sorrow Mine: The Mining Town" ], [ "Phylactery of the student", "Sorrow Mine: The Mines" ], [ "{@item Staff of the Magi}", "Sorrow Mine: The Mines" ] ] } ], "id": "275" }, { "type": "entries", "name": "Temptations", "page": 164, "entries": [ "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 {@adventure appendix E|CoA|17} to keep track of their corruption level.", { "type": "inset", "name": "Guiding the Characters", "page": 164, "entries": [ "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 {@creature Tiax|CoA} is no longer with them and can't provide them with clues. You can also help the players by disturbing their characters' rest\u2013perhaps resurfacing some of the nightmares described in the introduction\u2013as 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." ], "id": "277" } ], "id": "276" } ], "id": "271" }, { "type": "section", "name": "Cania Overview", "page": 164, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/164-0-dm.webp" }, "title": "Cania, the Eighth Hell", "credit": "John Stevenson", "width": 1642, "height": 1166, "imageType": "map", "id": "375", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/164-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1642, "height": 1166, "imageType": "mapPlayer", "mapParent": { "id": "375" }, "grid": { "type": "none" } } ] }, "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. {@creature Mephistopheles|CoA} 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. {@creature Mephistopheles|CoA} cultivates the devils, employing them as his standing army, spy hunters, and defense throughout the realm." ], "id": "278" }, { "type": "section", "name": "Leaving Cania", "page": 165, "entries": [ "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\u2014otherwise, 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 \"{@adventure Climbing down into Nessus|CoA|12|Climbing down into Nessus}\" section in chapter 12.", { "type": "entries", "name": "Features", "page": 165, "entries": [ "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 {@condition exhaustion}.", "{@creature Mephistopheles|CoA} 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 {@chance 50|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 {@creature Mephistopheles|CoA} are immune to this effect." ], "id": "27a" } ], "id": "279" }, { "type": "section", "name": "Key Locations in Cania", "page": 165, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/165-0.webp" }, "title": "Cania's glaciers hide ancient evils.", "credit": "Julian Calle", "width": 1856, "height": 824 }, "Some of the major locations found in Cania are described below.", { "type": "entries", "name": "Kintyre", "page": 165, "entries": [ "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 {@creature Mephistopheles|CoA} hides laboratories and libraries of ancient knowledge. Largest among these structures is the ancient city of Kintyre, which taunts explorers with its hidden wealth.", { "type": "inset", "name": "Temptation of Deceit", "page": 165, "entries": [ "{@b {@i \"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 {@creature Mephistopheles|CoA}' 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 {@adventure appropriate temptation event|CoA|2|Deceit} from chapter 2." ], "id": "27d" }, { "type": "entries", "name": "Mephistar", "page": 166, "entries": [ "Largest of the glaciers is Nargus, with the equally massive city of Mephistar constructed atop. {@creature Mephistopheles|CoA} rules the realm from his heated citadel and from here he or his steward, Adonides, control Nargus. {@creature Mephistopheles|CoA} 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.", { "type": "inset", "name": "Temptation of Murder", "page": 166, "entries": [ "{@b {@i \"To Cheat Death\"}}", "If the characters explore Mephistar they risk drawing attention from Adonides or {@creature Mephistopheles|CoA}. But if they enter the city nonetheless, a {@creature 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 {@adventure appropriate temptation event|CoA|2|Murder} from chapter 2 if one of the characters gets tattooed by her." ], "id": "27f" } ], "id": "27e" } ], "id": "27c" }, { "type": "entries", "name": "The Lake of Wael", "page": 166, "entries": [ "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." ], "id": "280" }, { "type": "entries", "name": "Falls of the Frozen Titan", "page": 166, "entries": [ "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, {@creature Koh Tam|CoA} 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. {@creature Koh Tam|CoA} docks the barge at the banks of the river, a little way from where the characters must start their climb. Proceed to the \"{@creature Tiax|CoA}'s Betrayal\" section." ], "id": "281" }, { "type": "entries", "name": "The Sorrow Mine", "page": 166, "entries": [ "When the characters first enter Cania, {@creature Tiax|CoA} gives them the following information. If {@creature Tiax|CoA} has been disposed of, adjust the text as needed when {@creature Koh Tam|CoA} delivers the information instead:", { "type": "insetReadaloud", "page": 166, "entries": [ "{@creature Tiax|CoA} braces himself against the skin shredding cold and proclaims, \"You ask mighty {@creature Tiax|CoA} about Cania? Well of course, you do, for {@creature Tiax|CoA} 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, {@creature Mephistopheles|CoA}. But they know a thing, they do, the same thing that {@creature Tiax|CoA} knows, but you fools don't know the thing that {@creature Tiax|CoA} 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 {@creature Tiax|CoA} 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 {@creature Tiax|CoA} named it the Sorrow Mine. And what you seek? {@creature Tiax|CoA} shall find it for you there.\"" ], "id": "283" }, "For his own furtive reasons, {@creature Tiax|CoA} encourages the characters to travel to the Sorrow Mine." ], "id": "282" } ], "id": "27b" }, { "type": "section", "name": "Adventure: The Sorrow Mine", "page": 166, "entries": [ "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.", { "type": "entries", "name": "Advice from Koh Tam", "page": 167, "entries": [ "{@creature Koh Tam|CoA}'s (or {@creature Tiax|CoA}'s) advice to the characters is as follows:", { "type": "list", "items": [ "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." ] } ], "id": "285" }, { "type": "entries", "name": "Arriving at the Cliffs", "page": 167, "entries": [ { "type": "insetReadaloud", "page": 167, "entries": [ "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." ], "id": "287" }, "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\u2014and that they were doomed to this frozen, eternal end." ], "id": "286" }, { "type": "entries", "name": "Sorrow Wine", "page": 167, "entries": [ "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, {@creature Mephistopheles|CoA} 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 {@creature Mephistopheles|CoA} and {@creature Asmodeus|CoA} 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.", { "type": "inset", "name": "The Sorrow of Sorrow Wine", "page": 167, "entries": [ "If sorrow wine is consumed by a creature that is not a Fiend, that creature takes 18 ({@damage 4d8}) necrotic damage. This damage can be healed only with a short or long rest." ], "id": "289" } ], "id": "288" }, { "type": "entries", "name": "The Sorrow Mine Locations", "page": 167, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/169-0-dm.webp" }, "title": "The Sorrow Mine", "credit": "John Stevenson", "width": 1626, "height": 2214, "imageType": "map", "id": "376", "mapRegions": [ { "area": "29a", "points": [ [ 410, 274 ], [ 410, 378 ], [ 517, 378 ], [ 517, 274 ] ] }, { "area": "28b", "points": [ [ 635, 1206 ], [ 635, 1333 ], [ 786, 1333 ], [ 786, 1206 ] ] }, { "area": "28e", "points": [ [ 369, 1848 ], [ 409, 1830 ], [ 428, 1844 ], [ 434, 1726 ], [ 495, 1645 ], [ 525, 1587 ], [ 539, 1545 ], [ 557, 1630 ], [ 581, 1695 ], [ 578, 1732 ], [ 575, 1992 ], [ 450, 2021 ], [ 431, 1986 ], [ 397, 1972 ], [ 361, 1946 ], [ 356, 1870 ] ] }, { "area": "298", "points": [ [ 323, 1426 ], [ 323, 1552 ], [ 471, 1552 ], [ 471, 1426 ] ] }, { "area": "293", "points": [ [ 292, 1658 ], [ 292, 1734 ], [ 369, 1734 ], [ 369, 1658 ] ] }, { "area": "296", "points": [ [ 676, 1966 ], [ 676, 2044 ], [ 755, 2044 ], [ 755, 1966 ] ] }, { "area": "296", "points": [ [ 1470, 1892 ], [ 1470, 1961 ], [ 1538, 1961 ], [ 1538, 1892 ] ] }, { "area": "298", "points": [ [ 1027, 1105 ], [ 1119, 1097 ], [ 1161, 1072 ], [ 1218, 1092 ], [ 1281, 1068 ], [ 1308, 1121 ], [ 1339, 1142 ], [ 1392, 1177 ], [ 1387, 1214 ], [ 1324, 1210 ], [ 1343, 1245 ], [ 1324, 1265 ], [ 1274, 1236 ], [ 1191, 1237 ], [ 1151, 1246 ], [ 1106, 1212 ], [ 1014, 1203 ], [ 1013, 1123 ] ] }, { "area": "293", "points": [ [ 1199, 1276 ], [ 1199, 1348 ], [ 1266, 1348 ], [ 1266, 1276 ] ] }, { "area": "28e", "points": [ [ 1250, 1961 ], [ 1215, 1961 ], [ 1205, 1948 ], [ 1191, 1955 ], [ 1147, 1907 ], [ 1155, 1835 ], [ 1178, 1812 ], [ 1166, 1779 ], [ 1145, 1730 ], [ 1103, 1690 ], [ 1110, 1662 ], [ 1163, 1637 ], [ 1192, 1631 ], [ 1210, 1652 ], [ 1240, 1680 ], [ 1272, 1675 ], [ 1328, 1686 ], [ 1347, 1705 ], [ 1343, 1729 ], [ 1373, 1777 ], [ 1338, 1902 ], [ 1330, 1926 ], [ 1277, 1935 ], [ 1267, 1957 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/169-0-dm.webp" }, "grid": { "type": "square", "size": 124, "offsetX": -10, "offsetY": -13, "scale": 8 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/169-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1626, "height": 2214, "imageType": "mapPlayer", "mapParent": { "id": "376" }, "grid": { "type": "square", "size": 124, "offsetX": -10, "offsetY": -13, "scale": 8 } } ] }, "Locations relevant to this part of the adventure are described below.", { "type": "entries", "name": "T1: The Mining Town", "page": 167, "entries": [ { "type": "insetReadaloud", "page": 167, "entries": [ "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." ], "id": "28c" }, "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.", { "type": "inset", "name": "Tiax Takes a Moment", "page": 167, "entries": [ "The first time the characters enter the town with {@creature Tiax|CoA} accompanying them, he hurries to the back of one of the buildings. \"{@creature Tiax|CoA} has a mighty burden to discard! I'll just be a moment.\" If the characters follow him, they catch a glimpse of {@creature Tiax|CoA} handing something to an imp that vanishes promptly. If confronted, {@creature Tiax|CoA} 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 \"{@creature Tiax|CoA}'s Betrayal\" at the end of this chapter for more details." ], "id": "28d" } ], "id": "28b" }, { "type": "entries", "name": "T2: Baron Klendisk's Fort", "page": 168, "entries": [ { "type": "insetReadaloud", "page": 168, "entries": [ "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." ], "id": "28f" }, "The town itself is overseen by the gelugons\u2014who shun such menial work\u2014and commanded by one Baron Klendisk ({@creature ice devil} with 250 hit points), who reports directly to {@creature Mephistopheles|CoA}. 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.", { "type": "entries", "name": "Contractors", "page": 168, "entries": [ "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\u2014necromantic or machine components\u2014and 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." ], "id": "290" }, { "type": "entries", "name": "The Prison", "page": 168, "entries": [ "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." ], "id": "291" }, { "type": "entries", "name": "Phylactery of the Merciless", "page": 168, "entries": [ "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 {@creature chain devil||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\u2014they 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 {@creature chain devil||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 ({@skill Insight}) check can help the characters understand that they need to remove the devils' disguises before slaying them. They can use {@spell 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." ], "id": "292" }, { "type": "entries", "name": "T3: Kargan Skul's Home", "page": 170, "entries": [ { "type": "insetReadaloud", "page": 170, "entries": [ "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." ], "id": "294" }, "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 {@spell Alarm} spell alerts the frost giant to the intrusion and if Kargan is encountered later in the mines, she attacks the characters without hesitation." ], "id": "293" }, { "type": "entries", "name": "Treasure", "page": 170, "entries": [ "There's a {@item Soul Coin|CoA}, 10 diamonds (each worth 1,000 gp) and 4,500 gp that can be recovered by pilfering Kargan Skul's home." ], "id": "295" } ], "id": "28e" }, { "type": "entries", "name": "T4: Cornelius Brassgrave's House", "page": 170, "entries": [ { "type": "insetReadaloud", "page": 170, "entries": [ "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?\"" ], "id": "297" }, "Cornelius Brassgrave (neutral evil {@creature 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 {@creature Animated Furniture|CoA|furniture animate} (two {@creature stone golem||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)." ], "id": "296" }, { "type": "entries", "name": "T5: The Rendering Sheds", "page": 170, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/171-0.webp" }, "title": "Baron Klendisk", "credit": "Sergei Sarichev", "width": 1856, "height": 1205 }, { "type": "insetReadaloud", "page": 170, "entries": [ "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." ], "id": "299" }, "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 {@creature Regular Orthoclath|CoA} (lawful neutral {@creature 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 {@creature tridrone} modrons overseen by a {@creature pentadrone} modron. {@creature Quadrone} modrons are used by the {@creature Regular Orthoclath|CoA} 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\u2014or 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." ], "id": "298" }, { "type": "entries", "name": "T6: The Mines", "page": 171, "entries": [ "Once the characters reach the mine entrance at the top of the glacier, read the following:", { "type": "insetReadaloud", "page": 171, "entries": [ "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." ], "id": "29b" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/172-0.webp" }, "title": "The mining of sorrow brings its own challenges.", "credit": "Sergei Sarichev", "width": 1856, "height": 1218 }, "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\u2014mortals or devils\u2014to 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 {@dice d12 x 500} gp). However, this excavation draws the attention\u2013and wrath\u2013of the devils unless the baron has granted the characters a dispensation. A similar statue can be recovered with each day's effort, until {@dice 3d4} have been unearthed.", { "type": "inset", "name": "The Sorrow Mine", "page": 172, "entries": [ "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." ], "id": "29c" }, { "type": "entries", "name": "The Miners", "page": 172, "entries": [ "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 {@creature 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." ], "id": "29d" }, { "type": "entries", "name": "Conclave (Sorcerer/Warlock/Wizard)\u2013Staff of the Magi", "entries": [ "Kargan Skul wields the {@item 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." ], "id": "29e" }, { "type": "entries", "name": "Trouble in the Mines", "page": 173, "entries": [ "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\u2014or not even notice\u2014one 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 {@creature 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:", { "type": "insetReadaloud", "page": 173, "entries": [ "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." ], "id": "2a0" }, "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\u2014if 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 {@creature Regular Orthoclath|CoA} (area T5), it is taken away to be repurposed." ], "id": "29f" }, { "type": "entries", "name": "Phylactery of the Student", "page": 173, "entries": [ "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.", { "type": "insetReadaloud", "page": 173, "entries": [ "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." ], "id": "2a2" }, "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." ], "id": "2a1" } ], "id": "29a" } ], "id": "28a" } ], "id": "284" }, { "type": "section", "name": "A Thankful Patron", "page": 173, "entries": [ "When the characters are ready to meet with their group patron after completing all of the required objectives, they may ask {@creature Koh Tam|CoA} 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.", { "type": "insetReadaloud", "page": 173, "entries": [ "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." ], "id": "2a4" }, "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.", { "type": "entries", "name": "The Hellriders", "page": 174, "entries": [ "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:", { "type": "insetReadaloud", "page": 174, "entries": [ "{@creature Ramius|CoA} 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\u2014and gratitude\u2014of 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\u2014without magical concealment {@creature Asmodeus|CoA} shall surely catch you in his trap before you have even drawn your first breath of the foul air of Nessus.\"" ], "id": "2a6" } ], "id": "2a5" }, { "type": "entries", "name": "The Conclave", "page": 174, "entries": [ "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.", { "type": "insetReadaloud", "page": 174, "entries": [ "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 {@creature Zythan|CoA} 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\u2014we\u2014wish you much luck in your final endeavors. I believe {@creature Koh Tam|CoA} has advice to offer you, regarding a way to hide yourself from {@creature Asmodeus|CoA}. 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.\"" ], "id": "2a8" }, "{@creature Zythan|CoA} 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." ], "id": "2a7" }, { "type": "entries", "name": "The Deathstalkers", "page": 174, "entries": [ "The Deathstalker quest is considered completed if the characters have recovered at least 2 of the items\u2014enough to weaken {@creature Asmodeus|CoA}'s allies and make the archdevil think twice about swindling the Deathstalkers.", { "type": "insetReadaloud", "page": 174, "entries": [ "The rattle of armor alerts you to a warrior's presence beyond the tent, but before you're able to enter, {@creature Sarevok|CoA} 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.\" {@creature Sarevok|CoA} says. \"Your intent shall take you into Nessus, next, if I am not mistaken. And when you set foot there, {@creature Asmodeus|CoA}, 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, {@creature Asmodeus|CoA}, 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.\"" ], "id": "2aa" }, "Once the characters select one of the artifacts, {@creature Sarevok|CoA} grasps it, nods his head curtly, and enters the tent." ], "id": "2a9" }, { "type": "entries", "name": "Parting Ways", "page": 174, "entries": [ "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 {@creature Asmodeus|CoA}'s watchful gaze. They're also cautioned to stay focused once they're in Nessus\u2014they should obtain what they need from that place and return swiftly.", { "type": "inset", "name": "Final Gifts", "page": 174, "entries": [ "This is an opportunity for the group patron to assist the characters. If they require a couple {@item Soul Coin|CoA|Soul Coins} or a small measure of gold, the patron might be convinced to give this to them at this juncture." ], "id": "2ac" } ], "id": "2ab" } ], "id": "2a3" }, { "type": "section", "name": "Before Leaving Cania", "page": 175, "entries": [ "When the characters appear to consider travel into Nessus, {@creature Koh Tam|CoA} becomes concerned. Before entering Nessus, the characters must find the means of avoiding the watchful eye of {@creature Asmodeus|CoA}. Magic items such as {@item Amulet of Proof Against Detection and Location||Amulets of Proof Against Detection and Location} can do this, but the characters would need one for every member of the group. {@creature Koh Tam|CoA} knows of an ill-fated expedition to Nessus that ended in the Lake of Wael. He knows that each one of them possessed an {@item Amulet of Proof Against Detection and Location} since he was the one who transported the group.", "{@creature Koh Tam|CoA} 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, \"{@creature Tiax|CoA}'s Betrayal\" occurs.", { "type": "entries", "name": "The Lake of Wael", "page": 175, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/176-0.webp" }, "title": "What lies beneath the Lake of Wael?", "credit": "Sergey Musin", "width": 1855, "height": 808 }, { "type": "insetReadaloud", "page": 175, "entries": [ "Sailing the Styx through Cania requires the fortitude to endure the constant cold, but also {@creature Koh Tam|CoA}'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." ], "id": "2af" }, "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. {@creature Waeloquay|CoA} (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\u2014brought 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.", "{@creature Waeloquay|CoA} 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, {@creature Waeloquay|CoA} 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.", { "type": "insetReadaloud", "page": 176, "entries": [ "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." ], "id": "2b0" }, "{@creature Waeloquay|CoA} interacts with travelers by manifesting shapes out of water and ice\u2014the 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, {@creature Waeloquay|CoA} captures their reflection and creates an {@creature icy simulacrum|CoA} of them. These creations ({@creature doppelganger||doppelgangers} with immunity to cold damage) crawl onto the ship and seek to ambush individual sailors and throw them overboard into {@creature Waeloquay|CoA}'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 {@creature Waeloquay|CoA}'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 {@item Amulet of Proof Against Detection and Location||Amulets of Proof Against Detection and Location} that were lost here years ago. Fiendish ships often carry sacrifices to throw overboard to sate {@creature Waeloquay|CoA}'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 {@creature Waeloquay|CoA} quickly moves them to the end of the lake and throws eight amulets into the barge, along with the skeletons still wearing them." ], "id": "2ae" } ], "id": "2ad" }, { "type": "section", "name": "Tiax's Betrayal", "page": 176, "entries": [ "When the characters journey to the Falls of the Frozen Titan and, just prior to descending into Nessus, this event occurs. {@creature Tiax|CoA} has determined that he must now eliminate {@creature Koh Tam|CoA}. He approaches the characters, alongside the other 2 crew members who have helped {@creature Tiax|CoA} and {@creature Koh Tam|CoA} manage the ship. {@creature Koh Tam|CoA} follows some distance behind. If the characters are primarily evil, read the following (but skip past it, if the characters aren't evil).", { "type": "insetReadaloud", "page": 176, "entries": [ "{@creature Tiax|CoA} 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 {@creature Tiax|CoA} the all-knowing? Time for the right and the left hands of the ever-prepared {@creature Tiax|CoA} to strangle the very breath from the lungs of pitiful {@creature Koh Tam|CoA}. Kelemvor shall not win this day, this time. {@creature Tiax|CoA} the mighty shall not allow it! Dying always teaches the best kind of lesson, do you not agree?\"" ], "id": "2b2" }, "{@creature Tiax|CoA} presents his deal very quickly. If the characters help him slay {@creature Koh Tam|CoA}, he promises to give them the barge, the 20 {@item Soul Coin|CoA|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 {@creature Tiax|CoA}, he springs his ambush on them and {@creature Koh Tam|CoA} at this moment instead.", { "type": "entries", "name": "The Attack Against Koh Tam", "page": 177, "entries": [ "{@creature Tiax|CoA} has previously cast {@spell Mage Armor} on himself. Regardless of the characters' affiliation, he approaches {@creature Koh Tam|CoA} in a friendly manner but casts {@spell Contagion} (using the mindfire effect). The attack roll required for this spell automatically succeeds against the unaware {@creature Koh Tam|CoA} unless the characters are able to warn him. Depending on past character decisions, {@creature Tiax|CoA} may have allies or additional opponents as described below:", { "type": "list", "items": [ "{@creature Tiax|CoA} has bribed one of the crew members (use the {@creature veteran} stat block) and they assist {@creature Tiax|CoA} in this battle.", "Additionally, if Grinken Eyre (neutral evil Medium-sized {@creature empyrean}) was encountered in Minauros and not slain by the party, he has masqueraded as the other crew member since then and allied with {@creature Tiax|CoA}. He assists {@creature Tiax|CoA} 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 {@creature Koh Tam|CoA} in this battle and comes to the characters aid if the characters do so as well. Calenhad is a lawful neutral {@creature death knight} that doesn't have the Marshal Undead trait or the Hellfire Orb action.", "If Grinken Eyre isn't present, {@creature Tiax|CoA} previously called in a favor owed him by an {@creature ice devil}, who shows up at initiative count 10 of the second round of combat. The other crew member (also a {@creature veteran}) fights to defend {@creature Koh Tam|CoA}, in this situation." ] }, "The characters can choose to side with {@creature Tiax|CoA} or {@creature Koh Tam|CoA}. If they ally with {@creature Tiax|CoA}, it is very likely {@creature Koh Tam|CoA} will perish here and {@creature Tiax|CoA} will serve his role for the remainder of the plot. On the other hand, {@creature Tiax|CoA} 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 {@spell Dimension Door} in an attempt to retreat.", { "type": "entries", "entries": [ { "type": "entries", "name": "Treasure", "page": 177, "entries": [ "{@creature Tiax|CoA} carries 10 {@item Soul Coin|CoA|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 {@creature Koh Tam|CoA} successfully, he rewards them with 1 {@item Soul Coin|CoA} each." ], "id": "2b5" } ], "id": "2b4" } ], "id": "2b3" } ], "id": "2b1" }, { "type": "section", "name": "Leaving Cania", "page": 177, "entries": [ "The characters are nearing the end of their ordeal through the Nine Hells. Before entering Nessus however, {@creature Koh Tam|CoA} offers the following advice. If {@creature Koh Tam|CoA} is dead, {@creature Tiax|CoA} offers it instead, though perhaps not as truthfully as {@creature Koh Tam|CoA} would.", { "type": "insetReadaloud", "page": 177, "entries": [ "\"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.\"", "{@creature Koh Tam|CoA} 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. {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} sees all. Once he receives the faintest whisper of an outsider loose in his domain, his eye will find them. You cannot hide from {@creature Asmodeus|CoA}, 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 {@creature Asmodeus|CoA} himself there is a place of sanctuary\u2014if you can reach it. {@creature Asmodeus|CoA} 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.\"" ], "id": "2b7" }, "Proceed to the \"{@adventure Climbing down into Nessus|CoA|12|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. {@creature Koh Tam|CoA} or {@creature Tiax|CoA} offer the following parting advice:", { "type": "insetReadaloud", "page": 177, "entries": [ "\"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.\"" ], "id": "2b8" } ], "id": "2b6" } ], "id": "270" }, { "type": "section", "name": "Chapter 11: Hunted by the Dukes", "page": 179, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/178-0.webp" }, "title": "{@creature Abigor|CoA}, Duke of the Nine Hells", "credit": "Aaron Sims", "width": 1856, "height": 2454 }, "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 {@creature Brother Adramalech|CoA} and {@creature Brother Morax|CoA}, who are agents of {@creature Asmodeus|CoA} and command a warship, the likes of which have never been seen outside the Nine Hells. But {@creature Baalzebul|CoA} also has an agent who travels the River Styx\u2014an archdevil known as {@creature Abigor|CoA}, who pilots an infernal submersible.", { "type": "section", "name": "Running This Chapter", "page": 179, "entries": [ "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.", { "type": "entries", "name": "The Hunters", "page": 179, "entries": [ "The archdevils, {@creature Brother Adramalech|CoA} and {@creature Brother Morax|CoA}, have been tasked by {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} (refer to the section on \"{@adventure Malsheem|CoA|12|Malsheem}\" in chapter 12).", "The archdevil {@creature Abigor|CoA} has been tasked by {@creature Baalzebul|CoA} to simply kill the characters and eliminate the threat to him that they present." ], "id": "2bb" }, { "type": "entries", "name": "The Hunt Begins", "page": 179, "entries": [ "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 {@chance 25|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 {@creature Abigor|CoA}\" section. You choose which one.", "The Characters Are Searching The characters might pursue {@creature Brother Adramalech|CoA} and {@creature Brother Morax|CoA}, in the hopes of rescuing {@creature Barachiel|CoA}, who is a prisoner aboard their infernal warship. Alternatively, they might seek {@creature Abigor|CoA} for one of the following three reasons:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "The Triad", "entries": [ "The characters may have made a bargain with the devils {@creature Rimmon|CoA}, {@creature Zagum|CoA}, and {@creature Buer|CoA} to capture {@creature Abigor|CoA} (see \"{@adventure Malsheem|CoA|12|Malsheem}\" in chapter 12)." ] }, { "type": "item", "name": "The Geas", "entries": [ "They may have allowed {@creature Anacreda|CoA} to place a geas upon them that compels them to slay {@creature Abigor|CoA} (see \"{@adventure Anacreda the Angelmaker|CoA|8|Anacreda the Angelmaker}\" in chapter 8)." ] }, { "type": "item", "name": "The Unmaker", "entries": [ "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 {@dice d8}. The quarry they seek is on the layer of the Nine Hells that matches the result. Reroll the {@dice 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 ({@skill Survival}) check to locate the target vessel or use magic to determine its location. If the characters have been told of the location of {@creature Abigor|CoA}'s submersible, there is no need to make this check\u2014just pick a layer of the Nine Hells and inform the characters that is where {@creature Abigor|CoA} may be found.", "If the characters find their desired ship, proceed to either \"The Brothers' Infernal Warship\" or \"{@creature Baalzebul|CoA}'s Infernal Submersible.\"", { "type": "inset", "name": "Corruption", "page": 179, "entries": [ "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 {@adventure appendix E|CoA|17} helps you keep track of their corruption. Once they've grown too corrupt, the characters are infinitely tangled in {@creature Asmodeus|CoA}'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." ], "id": "2bd" } ], "id": "2bc" } ], "id": "2ba" }, { "type": "section", "name": "Ambushed by the Infernal Warship", "page": 179, "entries": [ "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 {@creature Brother Morax|CoA}, leap onto {@creature Koh Tam|CoA}'s barge to attack the characters. If the characters fall, {@creature Koh Tam|CoA} and {@creature Tiax|CoA} (if present) are {@condition 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.\"", { "type": "inset", "name": "Unfair Fate", "page": 180, "entries": [ "If the characters are captured now, it will be challenging for them to complete any remaining quests. Use your discretion\u2014if 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." ], "id": "2bf" } ], "id": "2be" }, { "type": "section", "name": "Ambushed by Abigor", "page": 180, "entries": [ "{@creature Baalzebul|CoA}'s submersible is considered at battle alert when it finds {@creature Koh Tam|CoA}'s barge. The submersible surfaces and Seleceus ({@creature pit fiend}) flies above the barge and begins repeatedly using its {@spell Fireball} spell against it. Their intent is to kill the characters, and swiftly. {@creature Abigor|CoA} himself prepares to defend the submersible if Seleceus is slain. If the characters attack the submersible, {@creature Abigor|CoA} does everything in his power to defeat them.", "If the characters are victorious and explore the ship, proceed to \"{@creature Baalzebul|CoA}'s Infernal Submersible.\"" ], "id": "2c0" }, { "type": "section", "name": "The Brothers' Infernal Warship", "page": 180, "entries": [ "The warship is under the command of {@creature Brother Adramalech|CoA} and {@creature Brother Morax|CoA}.", { "type": "inset", "name": "Warship Weapons", "page": 180, "entries": [ "Each weapon requires an action to fire it and another action to reload it.", { "type": "entries", "name": "Acidic Sprayer", "page": 180, "entries": [ "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 ({@damage 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." ], "id": "2c3" }, { "type": "entries", "name": "Flamethrower", "page": 180, "entries": [ "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 ({@damage 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." ], "id": "2c4" } ], "id": "2c2" }, { "type": "entries", "name": "Encounters", "page": 180, "entries": [ "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 {@creature displacer fiend|CoA|displacer fiends} ({@adventure see appendix B|CoA|14}). Every minute spent in the hallways there is a 1 in 4 chance of running into them." ], "id": "2c5" }, { "type": "entries", "name": "Locations in The Brothers' Infernal Warship", "entries": [ "The major locations found within the ship are described below.", { "type": "entries", "name": "N1: Top Deck", "page": 180, "entries": [ { "type": "insetReadaloud", "page": 180, "entries": [ "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." ], "id": "2c8" }, "The top deck is usually crewed by a half-dozen {@creature cambion||cambions} aided by ten {@creature bearded devil||bearded devils}. They attack anyone that isn't a crew member. If the ship is at battle alert, then {@creature Brother Morax|CoA} 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)." ], "id": "2c7" }, { "type": "entries", "name": "N2: Acid Vats", "page": 180, "entries": [ { "type": "insetReadaloud", "page": 180, "entries": [ "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." ], "id": "2ca" }, "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)." ], "id": "2c9" }, { "type": "entries", "name": "N3: Hellfire Fuel", "page": 180, "entries": [ { "type": "insetReadaloud", "page": 180, "entries": [ "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." ], "id": "2cc" }, "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).", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/181-0-dm.webp" }, "title": "The Brothers' Infernal Warship", "credit": "John Stevenson", "width": 1617, "height": 2196, "imageType": "map", "id": "377", "mapRegions": [ { "area": "2e8", "points": [ [ 1057, 230 ], [ 1053, 301 ], [ 1066, 356 ], [ 1119, 381 ], [ 1169, 347 ], [ 1132, 301 ], [ 1108, 255 ], [ 1071, 235 ] ] }, { "area": "2e8", "points": [ [ 1055, 901 ], [ 1072, 839 ], [ 1121, 848 ], [ 1164, 876 ], [ 1222, 894 ], [ 1166, 915 ], [ 1125, 941 ], [ 1074, 952 ] ] }, { "area": "2c7", "points": [ [ 308, 883 ], [ 427, 797 ], [ 935, 760 ], [ 930, 830 ], [ 933, 964 ], [ 938, 1019 ], [ 425, 997 ], [ 308, 914 ] ] }, { "area": "2c7", "points": [ [ 252, 445 ], [ 412, 441 ], [ 434, 458 ], [ 938, 458 ], [ 990, 495 ], [ 267, 495 ], [ 262, 467 ] ] }, 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"2da", "points": [ [ 844, 1921 ], [ 844, 1982 ], [ 942, 1982 ], [ 942, 1921 ] ] }, { "area": "2da", "points": [ [ 1041, 1921 ], [ 1041, 1983 ], [ 1141, 1983 ], [ 1141, 1921 ] ] }, { "area": "2da", "points": [ [ 1039, 1719 ], [ 1039, 1783 ], [ 1135, 1783 ], [ 1135, 1719 ] ] }, { "area": "2d0", "points": [ [ 444, 1823 ], [ 511, 1812 ], [ 511, 1905 ], [ 444, 1880 ] ] }, { "area": "2d6", "points": [ [ 777, 1805 ], [ 777, 1897 ], [ 839, 1897 ], [ 839, 1805 ] ] }, { "area": "2e5", "points": [ [ 515, 1810 ], [ 663, 1803 ], [ 766, 1806 ], [ 766, 1894 ], [ 662, 1915 ], [ 515, 1907 ] ] }, { "area": "2e0", "points": [ [ 974, 1801 ], [ 974, 1898 ], [ 1089, 1898 ], [ 1089, 1801 ] ] }, { "area": "2e4", "points": [ [ 1089, 1800 ], [ 1089, 1902 ], [ 1191, 1902 ], [ 1191, 1800 ] ] }, { "area": "2d3", "points": [ [ 775, 1924 ], [ 775, 1986 ], [ 839, 1986 ], [ 839, 1924 ] ] }, { "area": "2e6", "points": [ [ 774, 1716 ], [ 774, 1787 ], [ 836, 1787 ], [ 836, 1716 ] ] }, { "area": "2e2", "points": [ [ 1139, 1716 ], [ 1139, 1788 ], [ 1194, 1788 ], [ 1194, 1716 ] ] }, { "area": "2e2", "points": [ [ 1145, 1923 ], [ 1187, 1917 ], [ 1204, 1982 ], [ 1145, 1981 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/181-0-dm.webp" }, "grid": { "type": "none", "size": 78, "scale": 2 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/181-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1617, "height": 2196, "imageType": "mapPlayer", "mapParent": { "id": "377" }, "grid": { "type": "none", "size": 78, "scale": 2 } } ] } ], "id": "2cb" }, { "type": "entries", "name": "N4: Command and Navigation Bridge", "page": 182, "entries": [ { "type": "insetReadaloud", "page": 182, "entries": [ "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." ], "id": "2ce" }, "{@creature Brother Adramalech|CoA} can often be found here. He is usually only accompanied by three {@creature imp||imps} that he uses to send messages to other parts of the ship.", { "type": "entries", "name": "Treasure", "page": 182, "entries": [ "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 {@creature Asmodeus|CoA} himself. The plans detail how he intends to trick {@creature Baalzebul|CoA} into leaving his plane so that he can turn him back into the slug form that {@creature Baalzebul|CoA} so despises. He has ordered the archdevil brothers to find {@creature Abigor|CoA}, {@creature Baalzebul|CoA}'s trusted lieutenant, and take him prisoner to draw {@creature Baalzebul|CoA} out. This is the same plan that the Triad will offer the characters ({@adventure see chapter 12|CoA|12})." ], "id": "2cf" } ], "id": "2cd" }, { "type": "entries", "name": "N5: Brig", "page": 182, "entries": [ { "type": "insetReadaloud", "page": 182, "entries": [ "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." ], "id": "2d1" }, "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\u2014a {@creature cambion} named Shlatchel, a {@creature bearded devil}, a {@creature 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, {@creature Barachiel|CoA} ({@adventure see appendix C|CoA|15}).", "The key that opened the outer door also opens any of the cells. When {@creature Barachiel|CoA} sees the characters, he approaches the bars of his prison.", { "type": "insetReadaloud", "page": 182, "entries": [ "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 {@creature Ramius|CoA}, my long-ago friend, that has sent you? He and the Hellriders?\"" ], "id": "2d2" }, "{@creature Barachiel|CoA} 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 {@creature Barachiel|CoA} is restored, the characters may use the ritual that the Hellriders taught them to free him from the Nine Hells." ], "id": "2d0" }, { "type": "entries", "name": "N6: Nest", "page": 182, "entries": [ "This is where the brothers keep their {@creature vorvolaka|CoA|vorvolakas} ({@adventure see appendix B|CoA|14}). There are three to be found here unless the ship is at battle alert, whereupon the room is empty." ], "id": "2d3" }, { "type": "entries", "name": "N7: Engine Room", "page": 182, "entries": [ { "type": "insetReadaloud", "page": 182, "entries": [ "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." ], "id": "2d5" }, "The {@creature 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 {@creature lemure||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 {@creature Brother Morax|CoA} 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 ({@damage 5d6}) fire damage and 17 ({@damage 5d6}) necrotic damage on a failed save, or half as much damage on a successful one. Both Coal Heart and {@creature Brother Morax|CoA} attempt to grapple an enemy to drag them into the furnace if combat occurs here.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/183-0.webp" }, "title": "The brothers' infernal warship sails the Styx.", "credit": "Sergey Musin", "width": 1857, "height": 856 } ], "id": "2d4" }, { "type": "entries", "name": "N8: Kitchens", "page": 182, "entries": [ { "type": "insetReadaloud", "page": 182, "entries": [ "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." ], "id": "2d7" }, "The tieflings ({@creature commoner||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." ], "id": "2d6" }, { "type": "entries", "name": "N9: Mess Hall", "entries": [ { "type": "insetReadaloud", "page": 183, "entries": [ "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." ], "id": "2d9" }, "There are usually three or four each of tieflings ({@creature bandit||bandits}), {@creature cambion||cambions} and {@creature bearded devil||bearded devils}. There are several smaller mess halls along the lower deck, but each only contain one or two occupants at any time." ], "id": "2d8" }, { "type": "entries", "name": "N10: Common Quarters", "page": 183, "entries": [ "There are numerous identical crew quarters throughout the lowest level of the warship.", { "type": "insetReadaloud", "page": 183, "entries": [ "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." ], "id": "2db" }, { "type": "entries", "name": "Treasure", "page": 183, "entries": [ "Searching any of these rooms usually nets {@dice 1d10} gp and {@dice 1d4} pp. There is a {@chance 10|10 percent} chance that {@dice 1d4} {@creature bearded devil||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." ], "id": "2dc" } ], "id": "2da" }, { "type": "entries", "name": "N11: Officer's Quarters", "page": 183, "entries": [ "Below-decks there are 6 almost identical officer's quarters.", { "type": "insetReadaloud", "page": 183, "entries": [ "There are two beds in these small quarters. A taste of sulfur lingers in the air." ], "id": "2de" }, { "type": "entries", "name": "Treasure", "page": 183, "entries": [ "Similar to the common quarters, but a search reveals {@dice 1d10} pp and {@dice 1d4} gems worth 50 gp each." ], "id": "2df" } ], "id": "2dd" }, { "type": "entries", "name": "N12: Workshop", "page": 183, "entries": [ { "type": "insetReadaloud", "page": 183, "entries": [ "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." ], "id": "2e1" }, "A {@creature maelephant nomad|CoA} ({@adventure see appendix B|CoA|14}) named Zerkosis runs this workshop. It is assisted by four {@creature bone devil||bone devils} and four {@creature barbed devil||barbed devils}." ], "id": "2e0" }, { "type": "entries", "name": "N13: Storage", "page": 183, "entries": [ "The various storage rooms are filled with rations for the crew." ], "id": "2e2" }, { "type": "entries", "name": "N14: Soul Fire Engine", "entries": [ "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 ({@damage 5d6}) fire damage and 17 ({@damage 5d6}) necrotic damage on a failed save, or half as much damage on a successful one." ], "id": "2e3" }, { "type": "entries", "name": "N15: Fuel Reserve", "page": 184, "entries": [ "This reserve of fuel is used to power the ship if the usual soul fuel is unavailable." ], "id": "2e4" }, { "type": "entries", "name": "N16: Armory", "page": 184, "entries": [ "The armory is filled with weapons of almost every kind. In addition, there are two magic weapons\u2014a {@item Stygian Spear|CoA} and a {@item Demonbone Polearm|CoA} ({@adventure see appendix D|CoA|16})." ], "id": "2e5" }, { "type": "entries", "name": "N17: Kennels", "page": 184, "entries": [ { "type": "insetReadaloud", "page": 184, "entries": [ "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." ], "id": "2e7" }, "This is where the {@creature displacer fiend|CoA|displacer fiends} ({@adventure see appendix B|CoA|14}) are kenneled. There are six of them here resting at any given time." ], "id": "2e6" }, { "type": "entries", "name": "N18: Watchtower", "page": 184, "entries": [ { "type": "insetReadaloud", "page": 184, "entries": [ "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." ], "id": "2e9" }, "At any given time, four {@creature cambion||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." ], "id": "2e8" }, { "type": "entries", "name": "Brothers Adramalech and Morax", "page": 184, "entries": [ "{@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} 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, {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'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. {@creature Asmodeus|CoA} dispatches his enemies to them when they've roused his personal ire.", "{@creature Brother Morax|CoA|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 {@creature Brother Adramalech|CoA|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, {@creature Asmodeus|CoA}'s decreed punishments combine physical agony and mental trauma in equal measure.", "Though {@status concentration||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." ], "id": "2ea" } ], "id": "2c6" } ], "id": "2c1" }, { "type": "section", "name": "Baalzebul's Infernal Submersible", "page": 184, "entries": [ "The submersible is commanded by {@creature Abigor|CoA}.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/188-0.webp" }, "title": "{@creature Baalzebul|CoA}'s infernal submersible emerges from the Styx.", "credit": "Sergey Musin", "width": 3654, "height": 2454 }, { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/190-0-dm.webp" }, "title": "Baazebul's Infernal Submersible", "credit": "John Stevenson", "width": 1607, "height": 2182, "imageType": "map", "id": "378", "mapRegions": [ { "area": "2ff", "points": [ [ 210, 1239 ], [ 170, 1257 ], [ 136, 1276 ], [ 117, 1303 ], [ 132, 1330 ], [ 165, 1353 ], [ 210, 1367 ] ] }, { "area": "2f6", "points": [ [ 211, 1275 ], [ 211, 1240 ], [ 272, 1213 ], [ 327, 1202 ], [ 350, 1204 ], [ 350, 1275 ] ] }, { "area": "2f9", "points": [ [ 351, 1327 ], [ 513, 1327 ], [ 510, 1414 ], [ 409, 1409 ], [ 351, 1401 ] ] }, { "area": "2f9", "points": [ [ 354, 1285 ], [ 355, 1203 ], [ 512, 1195 ], [ 513, 1285 ] ] }, { "area": "2f8", "points": [ [ 517, 1195 ], [ 517, 1284 ], [ 615, 1284 ], [ 615, 1195 ] ] }, { "area": "2f8", "points": [ [ 514, 1325 ], [ 514, 1412 ], [ 617, 1412 ], [ 617, 1325 ] ] }, { "area": "2fc", "points": [ [ 618, 1193 ], [ 706, 1177 ], [ 709, 1284 ], [ 618, 1284 ] ] }, { "area": "300", "points": [ [ 619, 1325 ], [ 708, 1325 ], [ 707, 1430 ], [ 619, 1414 ] ] }, { "area": "2ed", "points": [ [ 853, 1226 ], [ 986, 1227 ], [ 1035, 1272 ], [ 1032, 1340 ], [ 994, 1381 ], [ 853, 1379 ] ] }, { "area": "2f5", "points": [ [ 1212, 1174 ], [ 1248, 1174 ], [ 1374, 1248 ], [ 1374, 1352 ], [ 1258, 1428 ], [ 1212, 1433 ] ] }, { "area": "2f6", "points": [ [ 211, 1334 ], [ 347, 1334 ], [ 346, 1402 ], [ 211, 1372 ] ] }, { "area": "302", "points": [ [ 114, 1805 ], [ 143, 1774 ], [ 180, 1753 ], [ 222, 1736 ], [ 275, 1721 ], [ 330, 1708 ], [ 395, 1701 ], [ 468, 1697 ], [ 545, 1698 ], [ 605, 1698 ], [ 605, 1907 ], [ 527, 1910 ], [ 463, 1908 ], [ 386, 1908 ], [ 317, 1904 ], [ 267, 1890 ], [ 222, 1879 ], [ 175, 1859 ], [ 141, 1836 ] ] }, { "area": "2f2", "points": [ [ 852, 1666 ], [ 852, 1730 ], [ 996, 1730 ], [ 996, 1666 ] ] }, { "area": "2ef", "points": [ [ 853, 1882 ], [ 853, 1942 ], [ 1000, 1942 ], [ 1000, 1882 ] ] }, { "area": "304", "points": [ [ 1212, 1675 ], [ 1212, 1935 ], [ 1006, 1944 ], [ 1006, 1878 ], [ 863, 1878 ], [ 863, 1735 ], [ 999, 1735 ], [ 999, 1675 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/190-0-dm.webp" }, "grid": { "type": "none", "size": 78, "scale": 2 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/190-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1607, "height": 2182, "imageType": "mapPlayer", "mapParent": { "id": "378" }, "grid": { "type": "none", "size": 78, "scale": 2 } } ] }, { "type": "entries", "name": "Baalzebul's Infernal Submersible Locations", "page": 184, "entries": [ "The major locations found within the submersible are described below.", { "type": "entries", "name": "B1: Bridge", "page": 184, "entries": [ { "type": "insetReadaloud", "page": 184, "entries": [ "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." ], "id": "2ee" }, "The bridge is always crewed by a half-dozen {@creature bone devil||bone devils}. There is a {@chance 50|50 percent} chance that the commander on deck is {@creature Abigor|CoA}, otherwise it is the first mate, a {@creature pit fiend} named Seleceus. If the submersible is currently at battle footing, then {@creature Abigor|CoA} 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." ], "id": "2ed" }, { "type": "entries", "name": "B2: Brig", "page": 187, "entries": [ { "type": "insetReadaloud", "page": 187, "entries": [ "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, {@creature Abigor|CoA}? I'll wager a soul coin, that you are here to rescue me.\"" ], "id": "2f0" }, "The prisoner is named {@creature Aeshma|CoA} (see his entry in {@adventure appendix C|CoA|15}). 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 {@item Soul Coin|CoA|Soul Coins}, 15 gp, and a set of gambler's dice.", { "type": "entries", "name": "The Conclave as Patron", "page": 187, "entries": [ "If the characters are working for the Conclave, {@creature Aeshma|CoA} is the Unmaker. To fulfill their patron's objective, the characters must capture and destroy {@creature Aeshma|CoA}'s soul. {@creature Aeshma|CoA} 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, {@creature Aeshma|CoA}, 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 {@creature Aeshma|CoA}, or how he might react depending on how they interact with him:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "The Manacles", "entries": [ "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." ] }, { "type": "item", "name": "The Unmaker", "entries": [ "If asked about being the Unmaker, {@creature Aeshma|CoA} (truthfully) has no idea what the characters are talking about. The reality is that {@creature Asmodeus|CoA}\u2014and perhaps other archdevils\u2014would 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 {@creature Aeshma|CoA} himself is innocent in this future wrongdoing, his soul is simply too dangerous to be allowed to exist." ] }, { "type": "item", "name": "If Attacked", "entries": [ "{@creature Aeshma|CoA} 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 {@creature Aeshma|CoA}'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 {@creature Koh Tam|CoA}'s services)." ] } ] }, "Ultimately the characters must slay {@creature Aeshma|CoA} 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 \"{@adventure A Thankful Patron|CoA|10|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." ], "id": "2f1" } ], "id": "2ef" }, { "type": "entries", "name": "B3: Communication Room", "page": 187, "entries": [ { "type": "insetReadaloud", "page": 187, "entries": [ "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." ], "id": "2f3" }, "The tentacled creature is an {@creature aboleth} that was imprisoned by {@creature Abigor|CoA} centuries ago. It now serves the purpose of keeping {@creature Abigor|CoA} 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 {@item Sending Stones||Sending Stone}, some of {@creature Abigor|CoA}'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 {@creature Asmodeus|CoA} himself. The most important thing it knows is the truth of {@creature Asmodeus|CoA}'s origins. You choose which of these origins is the true one:", { "type": "list", "items": [ "{@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} was defeated. His body fell through the multiverse until it crashed into Nessus forming the canyon known as the Serpent's Coil.", "{@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} and the gods of the multiverse that allows {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'s power.", "{@creature Asmodeus|CoA} served the first and most powerful god, He Who Was. {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'s signet. {@creature Asmodeus|CoA} was banished to the Nine Hells by the other gods." ] }, { "type": "entries", "name": "Betraying Baalzebul", "page": 191, "entries": [ "If the characters are working with the Triad to trick {@creature Baalzebul|CoA} into reverting to his slug form again, they can ask the aboleth to summon the archdevil here. The aboleth does this only if {@creature Abigor|CoA} is {@condition incapacitated} or dead and the characters must agree to cede control of the submersible to the aboleth afterwards. For the ruse to work, {@creature Baalzebul|CoA} 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 {@creature Baalzebul|CoA}.", "Once the aboleth summons {@creature Baalzebul|CoA}, proceed to the \"Capturing {@creature Abigor|CoA}\" section at the end of this chapter." ], "id": "2f4" } ], "id": "2f2" }, { "type": "entries", "name": "B4: Engine Room", "page": 191, "entries": [ "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 ({@damage 5d6}) fire damage and 17 ({@damage 5d6}) necrotic damage on a failed save, or half as much damage on a successful one." ], "id": "2f5" }, { "type": "entries", "name": "B5: Kitchens", "page": 191, "entries": [ { "type": "insetReadaloud", "page": 191, "entries": [ "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." ], "id": "2f7" }, "The six imps flee from any intruders, looking to alert the rest of the ship." ], "id": "2f6" }, { "type": "entries", "name": "B6: Showers", "page": 191, "entries": [ "There are four rooms dedicated to bathing or showering, along with toilet facilities. These are often empty." ], "id": "2f8" }, { "type": "entries", "name": "B7: Common Quarters", "page": 191, "entries": [ "There are two large rooms dedicated to housing and feeding the crew.", { "type": "insetReadaloud", "page": 191, "entries": [ "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." ], "id": "2fa" }, "Each of the quarters contains two {@creature bone devil||bone devils} and three {@creature cambion||cambions}. If fighting occurs in one of these rooms, the occupants in the other room are likely to hear.", { "type": "entries", "name": "Treasure", "page": 191, "entries": [ "Searching any of these rooms turns up {@dice 1d10} gp and {@dice 1d4} pp." ], "id": "2fb" } ], "id": "2f9" }, { "type": "entries", "name": "B8: Officer's Quarters", "page": 191, "entries": [ { "type": "insetReadaloud", "page": 191, "entries": [ "There are three beds in this room for the submersible's officers." ], "id": "2fd" }, { "type": "entries", "name": "Treasure", "page": 191, "entries": [ "Searching this room nets {@dice 8d10} pp. There is a {@chance 25|25 percent} chance that a patrol of {@dice 1d4} {@creature bone devil||bone devils} notice anyone looting one of these rooms." ], "id": "2fe" } ], "id": "2fc" }, { "type": "entries", "name": "B9: Storage", "page": 191, "entries": [ "There are several mostly empty rooms dedicated to storing rations and nonmagical weapons." ], "id": "2ff" }, { "type": "entries", "name": "B10: Abigor's Bedchamber", "page": 191, "entries": [ { "type": "insetReadaloud", "page": 191, "entries": [ "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." ], "id": "301" }, "{@creature Abigor|CoA} 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." ], "id": "300" }, { "type": "entries", "name": "B11: Torpedo Room", "page": 192, "entries": [ { "type": "insetReadaloud", "page": 192, "entries": [ "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." ], "id": "303" }, "There are usually two {@creature bone devil||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 {@dice 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 ({@skill Arcana}) check, for each torpedo (Fiends succeed on this check automatically). If a primed torpedo takes more than 10 damage it explodes, dealing 35 ({@damage 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 {@dice 2d4} rounds." ], "id": "302" }, { "type": "entries", "name": "B12: Depth Charge Room", "page": 192, "entries": [ { "type": "insetReadaloud", "page": 192, "entries": [ "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." ], "id": "305" }, "There are two {@creature bone devil||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 ({@skill 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 ({@damage 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." ], "id": "304" } ], "id": "2ec" }, { "type": "entries", "name": "Abigor", "page": 192, "entries": [ "{@creature Abigor|CoA} is {@creature Baalzebul|CoA}'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, {@creature Abigor|CoA} 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, {@creature Abigor|CoA} has commanded the legions of Maladomini up in Avernus to stem the tides of the Abyss. Most of the time, though, {@creature Baalzebul|CoA} keeps the monstrous creature close to guard against domestic threats or punish those underlings whose construction efforts disappoint their master, as they inevitably do. {@creature Abigor|CoA} 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 {@creature Baalzebul|CoA}, military exercises are to {@creature Abigor|CoA}. 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. {@creature Abigor|CoA} is rightfully hated by all the devils under its command, and covertly mocked by its peers for its obsessions.", "Getting close to {@creature Abigor|CoA} without engaging legions of infernal troops is difficult\u2014to {@creature Abigor|CoA}'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 {@creature Baalzebul|CoA} himself, for which {@creature Abigor|CoA} spent some decades being whipped by infernal rust monsters. After that incident, {@creature Abigor|CoA} 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 {@creature Abigor|CoA} (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." ], "id": "306" }, { "type": "entries", "name": "Assassinating Abigor", "page": 193, "entries": [ "If the characters have come to slay {@creature Abigor|CoA} for the hag, {@creature Anacreda|CoA}, 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." ], "id": "307" }, { "type": "entries", "name": "Capturing Abigor", "page": 193, "entries": [ "The characters don't need to keep {@creature Abigor|CoA} alive for the Triad's ruse to work. They simply must defeat {@creature Abigor|CoA} and capture the submersible before convincing the aboleth to lure {@creature Baalzebul|CoA} 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:", { "type": "insetReadaloud", "page": 193, "entries": [ "As you prepare yourself for the arrival of the archdevil, {@creature Baalzebul|CoA}, 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 {@creature Koh Tam|CoA} when he was possessed by {@creature Baalzebul|CoA} at the beginning of your venture. \"My body... my b-beautiful body. What have you done to me?\"" ], "id": "309" }, "{@creature Baalzebul|CoA} ({@adventure see appendix A|CoA|13}) 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." ], "id": "308" } ], "id": "2eb" } ], "id": "2b9" }, { "type": "section", "name": "Chapter 12: Nessus, the Bastion of Asmodeus", "page": 195, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/194-0.webp" }, "title": "Nessus, a rocky wasteland.", "credit": "Julian Calle", "width": 1859, "height": 2454 }, "The final layer of the Nine Hells, bastion of {@creature Asmodeus|CoA} 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.", { "type": "section", "name": "Running This Chapter", "page": 195, "entries": [ "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.", { "type": "entries", "name": "Encounters", "page": 195, "entries": [ "The characters have entered the domain of {@creature Asmodeus|CoA}. 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.", { "type": "table", "caption": "Random Encounters in Nessus", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "A singular {@creature amnizu|MPMM} (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 {@item Soul Coin|CoA|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 {@creature pit fiend||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 {@creature horned devil||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 {@creature tyrant shadow|CoA} ({@adventure see appendix B|CoA|14}) 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. Additionally, when the tyrant shadow dies, {@dice 3d4} {@item Soul Coin|CoA|Soul Coins} are created." ], [ "5", "A pride of six {@creature Hellcat (Bezekira)|CoA|hellcats} ({@adventure see appendix B|CoA|14}), 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 {@creature 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." ] ] } ], "id": "30c" }, { "type": "entries", "name": "Locations", "page": 195, "entries": [ "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 {@creature Asmodeus|CoA}'s domain." ], "id": "30d" }, { "type": "entries", "name": "Koh Tam and Tiax", "page": 195, "entries": [ "{@creature Koh Tam|CoA} or {@creature Tiax|CoA} (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." ], "id": "30e" }, { "type": "entries", "name": "Objectives", "page": 195, "entries": [ "Before entering Nessus, the characters should have resolved their patron's mission. Make sure that all phylacteries have been attained. Once they enter {@creature Asmodeus|CoA}'s domain, they need to make haste and find a way to annul the contracts before {@creature Asmodeus|CoA} prevents their escape.", { "type": "inset", "name": "Captured", "page": 195, "entries": [ "If the events from chapter 11 led to the Dukes capturing the characters on behalf of {@creature Asmodeus|CoA}, they're brought before the Triad. They may not have all the necessary phylacteries to confront {@creature Asmodeus|CoA} 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." ], "id": "310" } ], "id": "30f" } ], "id": "30b" }, { "type": "section", "name": "The Final Stage", "page": 196, "entries": [ "There are two ways that the characters can approach the last stage of their quest:", { "type": "list", "items": [ "{@creature Koh Tam|CoA} 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 {@creature Asmodeus|CoA} 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. {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA} to release the souls from their contracts." ] }, { "type": "entries", "name": "Corruption Tracker", "page": 196, "entries": [ "Before setting out in Nessus, consult {@adventure appendix E|CoA|17}. The information there helps you guide your players through the finale of their adventure. Do the following now:", { "type": "list", "items": [ "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." ] } ], "id": "312" } ], "id": "311" }, { "type": "section", "name": "Nessus Overview", "page": 196, "entries": [ { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/196-0-dm.webp" }, "title": "Nessus, the Ninth Hell", "credit": "John Stevenson", "width": 1622, "height": 1155, "imageType": "map", "id": "379", "grid": { "type": "none" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/196-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1622, "height": 1155, "imageType": "mapPlayer", "mapParent": { "id": "379" }, "grid": { "type": "none" } } ] }, "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 {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA} 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, {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'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. {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA} keeping only the most powerful. Each archdevil answers to {@creature Asmodeus|CoA}, 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 {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA} and his guards\u2014as is their destination.", { "type": "entries", "name": "Features", "page": 197, "entries": [ "{@creature Asmodeus|CoA} knows of all that enter his realm. Without some method of concealing their presence, {@creature Asmodeus|CoA} always knows the relative location of each creature in Nessus. Visitors feel a constant state of paranoia, as if something is always watching." ], "id": "314" }, { "type": "entries", "name": "Climbing Down into Nessus", "page": 197, "entries": [ { "type": "insetReadaloud", "page": 197, "entries": [ "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." ], "id": "316" }, "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 {@creature Devorastus|CoA}, 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.", "{@creature Devorastus|CoA} 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.", { "type": "insetReadaloud", "page": 198, "entries": [ "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." ], "id": "317" }, "Over time a cult of desperate dissidents has arisen around the ice-locked head of {@creature Devorastus|CoA}. 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 {@creature Mephistopheles|CoA}' 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\u2014or 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.", "{@creature Devorastus|CoA}' 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, {@creature Devorastus|CoA}' true nature is very different, and the creature is far closer to escaping than it looks. {@creature Devorastus|CoA}' 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 {@creature Devorastus|CoA}. 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, {@creature Devorastus|CoA} (see the accompanying stat block) is freed.", { "type": "insetReadaloud", "page": 199, "entries": [ "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." ], "id": "318" }, "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. {@creature Shredwing|CoA|Shredwings} roost in parts of the body of the titan. {@dice 2d6} of them attack anyone descending, but once half of them are killed, the rest retreat.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/199-0.webp" }, "title": "Climbing down the frozen giant to Nessus.", "credit": "Sergey Musin", "width": 1857, "height": 1086 } ], "id": "315" }, { "type": "entries", "name": "Entering Nessus Without Protection", "page": 199, "entries": [ "If the characters enter Nessus without any protection against divination, then they are sensed by {@creature Asmodeus|CoA} immediately. He sends a force to escort them to Malsheem.", { "type": "insetReadaloud", "page": 199, "entries": [ "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." ], "id": "31a" }, "The escort is led by a {@creature pit fiend} and includes four {@creature war devil|CoA|war devils} ({@adventure see appendix B|CoA|14}), six {@creature horned devil||horned devils}, and a pair of {@creature adult red dragon||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." ], "id": "319" }, { "type": "entries", "name": "Traveling Across Nessus", "page": 199, "entries": [ "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.", { "type": "entries", "name": "The River Lethe", "page": 199, "entries": [ "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\u2014souls, sorrow wine, magic artifacts, and mortal prisoners\u2014are wrecked or sunk as one diabolic magnate strikes indirectly against a rival. The falls of Telkalal are a favorite location for such skullduggery.", { "type": "insetReadaloud", "page": 199, "entries": [ "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." ], "id": "31d" }, "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 {@creature Asmodeus|CoA}. A variety of pettifogging bureaucratic obstinacies have resulted in {@creature Fierna|CoA} of Phlegethos becoming irritated by Orvrastus, and she has sent a team of four {@creature 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\u2014whether 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.", { "type": "entries", "name": "Treasure", "page": 199, "entries": [ "If the characters are successful, they obtain {@dice 4d4 x 1000} pp and one rare magic item from the {@book Dungeon Master's Guide|DMG}. The characters also find {@dice 2d4} {@item Soul Coin|CoA|Soul Coins}.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/200-0.webp" }, "title": "Like the Styx, the River Lethe contains many dangers.", "credit": "Sergey Musin", "width": 1855, "height": 1009 } ], "id": "31e" } ], "id": "31c" }, { "type": "entries", "name": "The Plains of Nessus", "page": 199, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/201-0.webp" }, "title": "In an attempt to escape Nessus, desperate souls have stolen an armored wagon.", "credit": "Sergey Musin", "width": 1857, "height": 961 }, "There is a saying in the Nine Hells, that nobody works harder than {@creature Asmodeus|CoA}. 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 {@creature Asmodeus|CoA} 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.", { "type": "insetReadaloud", "page": 201, "entries": [ "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." ], "id": "320" }, "In this case, {@creature Asmodeus|CoA} 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\u2014though they fight among themselves a lot\u2014is an orc warlord named Ormogg (neutral evil, orc {@creature 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\u2014been permitted to steal\u2014a 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. {@creature Asmodeus|CoA} watches on, greatly amused, until he decides to send in his special hunters.", { "type": "inset", "name": "An Old Nemesis", "page": 201, "entries": [ "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 {@creature archmage}, four {@creature priest||priests}, six {@creature gladiator||gladiators} and eight {@creature veteran||veterans}. The creature pulling their wagon is a {@creature miasmorne|CoA} ({@adventure see appendix B|CoA|14}) but it isn't truly under their control, at any moment it might turn upon them." ], "id": "321" }, "{@creature Asmodeus|CoA}'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. {@creature Asmodeus|CoA} 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 {@creature deva||devas} and two {@creature planetar||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 {@creature Asmodeus|CoA}) may offer them a place aboard in return for fighting off the devils\u2014only 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." ], "id": "31f" } ], "id": "31b" } ], "id": "313" }, { "type": "section", "name": "Adventure: The Oasis of the Lethe", "page": 202, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/202-0.webp" }, "title": "The oasis floats above vast desolation.", "credit": "Sergei Sarichev", "width": 1859, "height": 1192 }, "Everything within Nessus' bounds is the unchallenged domain of {@creature Asmodeus|CoA}, 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.", { "type": "entries", "name": "Advice from Koh Tam", "page": 202, "entries": [ "{@creature Koh Tam|CoA} previously gave the characters an infernal map. Show the players the map of the Oasis of the Lethe in {@adventure appendix F|CoA|18}. They can use this map to decide which points of interest they want to explore. Refer to the \"{@adventure Using an Infernal Map|CoA|2|Using an Infernal Map}\" section of chapter 2." ], "id": "323" }, { "type": "entries", "name": "Monsters of the Red Void", "page": 202, "entries": [ "There are certainly threats that come to trouble those at the oasis. Inexplicable monsters sometimes undulate out of the red void\u2014bizarre 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 {@creature Asmodeus|CoA}'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.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/203-0-dm.webp" }, "title": "The Oasis of the Lethe", "credit": "John Stevenson", "width": 1618, "height": 2192, "imageType": "map", "id": "37a", "mapRegions": [ { "area": "329", "points": [ [ 1293, 854 ], [ 1293, 1023 ], [ 1459, 1023 ], [ 1459, 854 ] ] }, { "area": "32b", "points": [ [ 761, 461 ], [ 761, 597 ], [ 945, 597 ], [ 945, 461 ] ] }, { "area": "32d", "points": [ [ 565, 777 ], [ 534, 690 ], [ 450, 670 ], [ 360, 703 ], [ 305, 785 ], [ 308, 849 ], [ 335, 903 ], [ 378, 965 ], [ 435, 985 ], [ 515, 926 ], [ 556, 872 ], [ 569, 827 ] ] }, { "area": "32c", "points": [ [ 250, 1093 ], [ 250, 1339 ], [ 455, 1339 ], [ 455, 1093 ] ] }, { "area": "32a", "points": [ [ 1265, 1141 ], [ 1265, 1333 ], [ 1439, 1333 ], [ 1439, 1141 ] ] }, { "area": "326", "points": [ [ 1450, 1435 ], [ 1450, 1521 ], [ 1533, 1521 ], [ 1533, 1435 ] ] } ], "hrefThumbnail": { "type": "internal", "path": "adventure/CoA/thumbnail/203-0-dm.webp" }, "grid": { "type": "none", "size": 91, "distance": 50 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/203-0.webp" }, "title": "Player Version", "credit": "John Stevenson", "width": 1618, "height": 2192, "imageType": "mapPlayer", "mapParent": { "id": "37a" }, "grid": { "type": "none", "size": 91, "distance": 50 } } ] } ], "id": "324" }, { "type": "entries", "name": "Oasis of the Lethe Locations", "page": 203, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/204-0.webp" }, "title": "Elihandrel lures scholars to the Nine Hells with the promise of knowledge.", "credit": "Sergei Sarichev", "width": 1855, "height": 1143 }, "Some of the major locations found in the oasis are described below.", { "type": "entries", "name": "O1: Arrival", "page": 203, "entries": [ { "type": "insetReadaloud", "page": 203, "entries": [ "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." ], "id": "327" }, "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.", { "type": "entries", "name": "The Researchers", "page": 203, "entries": [ "Some of the planes' greatest minds can be found here studying the intrinsic nature of the cosmos\u2014both the living who have made the arduous journey and the souls of the dead. {@creature Asmodeus|CoA} 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." ], "id": "328" } ], "id": "326" }, { "type": "entries", "name": "O2: Home of Teskethmus", "page": 203, "entries": [ "One of the most respected minds of the current roster of scholars at the Oasis is that of Aldri Teskethmus, a living human {@creature 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." ], "id": "329" }, { "type": "entries", "name": "O3: Home of Orvedarc", "page": 203, "entries": [ "Orvedarc is a {@creature 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." ], "id": "32a" }, { "type": "entries", "name": "O4: Home of Isitrix", "page": 203, "entries": [ "Isitrix the Termagant is a sahuagin magician-queen ({@creature 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." ], "id": "32b" }, { "type": "entries", "name": "O5: Home of Elihandrel", "page": 205, "entries": [ "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 {@creature Asmodeus|CoA}'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 {@creature empyrean} stats but Elihandrel is Medium sized), keeps order. His word is law, as much as {@creature Asmodeus|CoA}'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\u2014the 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 {@creature Asmodeus|CoA} 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\u2014and 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." ], "id": "32c" }, { "type": "entries", "name": "O6: The Library", "page": 205, "entries": [ { "type": "insetReadaloud", "page": 205, "entries": [ "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." ], "id": "32e" }, "The knowledge contained within the library is unrivaled. An {@creature amnizu|MPMM} (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." ], "id": "32d" } ], "id": "325" }, { "type": "entries", "name": "Infernal Knowledge", "page": 205, "entries": [ "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.", { "type": "entries", "name": "Personal Growth", "page": 205, "entries": [ "All these books work exactly as described in the {@book Dungeon Master's Guide|DMG}:", { "type": "list", "items": [ "{@item Manual of Bodily Health}", "{@item Manual of Gainful Exercise}", "{@item Manual of Quickness of Action}", "{@item Tome of Leadership and Influence}", "{@item Tome of Clear Thought}", "{@item Tome of Understanding}" ] } ], "id": "330" }, { "type": "entries", "name": "Magical Power", "page": 205, "entries": [ "There are various arcane scrolls and books here.", { "type": "entries", "name": "Spellbooks", "page": 205, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "The Killing Winds", "entries": [ "These winds create a hurricane 5 miles in radius that deals necrotic damage to every living being within." ] }, { "type": "item", "name": "The World Weave", "entries": [ "This spell changes the climate in a region permanently." ] }, { "type": "item", "name": "Ioulaum's Longevity", "entries": [ "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." ] }, { "type": "item", "name": "Volcanic Eruption", "entries": [ "This spell creates a volcanic eruption that lasts for days and devastates a region 100 miles in radius." ] }, { "type": "item", "name": "Move Mountain", "entries": [ "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." ] }, { "type": "item", "name": "Spheresail", "entries": [ "This spell allows the caster to create a spelljammer." ] } ] } ], "id": "332" } ], "id": "331" }, { "type": "entries", "name": "Religion", "page": 206, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Dire Winter", "entries": [ "This allows the caster to bring about a winter across an entire continent that lasts for {@dice 2d12} years." ] }, { "type": "item", "name": "Vengeful Gaze of the Gods", "entries": [ "A powerful single target spell that simply annihilates anything that doesn't possess legendary resistance." ] } ] } ], "id": "333" }, { "type": "entries", "name": "Item Crafting", "page": 206, "entries": [ "There are various other tomes here too:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "The Tomes of Asgardian Metal Working", "entries": [ "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." ] } ] } ], "id": "334" } ], "id": "32f" }, { "type": "entries", "name": "Legal Documents", "page": 206, "entries": [ "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 ({@skill 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 ({@skill 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.", { "type": "inset", "name": "Corruption", "page": 206, "entries": [ "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 {@adventure appendix E|CoA|17} to guide the characters through their next steps." ], "id": "336" }, { "type": "entries", "name": "Between a Rock and a Hard Place", "page": 206, "entries": [ "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.", { "type": "insetReadaloud", "page": 206, "entries": [ "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.\"" ], "id": "338" }, "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 {@creature Asmodeus|CoA}'s palace in Malsheem." ], "id": "337" }, { "type": "entries", "name": "Escape", "page": 206, "entries": [ "As soon as the caretaker undoes one of the characters' soul contracts, {@creature Asmodeus|CoA} 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.", { "type": "table", "caption": "Random Encounters at the Oasis", "colLabels": [ "d6", "Encounter" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "1", "Nothing" ], [ "2", "A {@creature pit fiend}" ], [ "3", "Five {@creature horned devil||horned devils}" ], [ "4", "Three {@creature maelephant nomad|CoA|maelephant nomads} ({@adventure see appendix B|CoA|14})" ], [ "5", "Two {@creature war devil|CoA|war devils} ({@adventure see appendix B|CoA|14})" ], [ "6", "Nothing" ] ] }, "Once the characters have escaped the Oasis, they're relatively safe as long as they continue to use the magic that keeps {@creature Asmodeus|CoA} 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." ], "id": "339" }, { "type": "entries", "name": "The Purges", "page": 207, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/207-0.webp" }, "title": "An unholy deal: no one but Elihandrel survives the purges.", "credit": "Sergei Sarichev", "width": 1856, "height": 998 }, "There is, of course, a problem with the Oasis. This is Nessus, after all.", "The deal that Elihandrel made with {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA} 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:", { "type": "insetReadaloud", "page": 207, "entries": [ "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." ], "id": "33b" }, { "type": "inset", "name": "The Forgetful Scholars", "page": 207, "entries": [ "Any knowledge or spells that a character learned at the Oasis is lost within {@dice 2d12} hours of leaving. This includes attribute adjustments from books such as the Manual of Bodily Health." ], "id": "33c" } ], "id": "33a" }, { "type": "entries", "name": "Knowledge That Doesn't Travel", "page": 207, "entries": [ "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. {@creature Asmodeus|CoA}'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 {@creature Asmodeus|CoA} 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." ], "id": "33d" } ], "id": "335" } ], "id": "322" }, { "type": "section", "name": "Adventure: Malsheem", "page": 207, "entries": [ "Read the following when the characters approach Malsheem, either on their own or escorted by devils.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/208-0.webp" }, "title": "Malsheem, the seat of power.", "credit": "Sergey Musin", "width": 1858, "height": 875 }, { "type": "insetReadaloud", "page": 207, "entries": [ "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." ], "id": "33f" }, "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\u2014some 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 {@creature pit fiend||pit fiends} and eight {@creature horned devil||horned devils} who announce that they're to be guests in the palace of {@creature Asmodeus|CoA}. 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.", { "type": "entries", "name": "The Palace", "page": 207, "entries": [ "When the characters arrive at the palace, they are confronted by the three archdevils known as the Triad.", { "type": "entries", "name": "The Triad: Rimmon, Zagum, and Buer", "page": 207, "entries": [ "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 {@creature Asmodeus|CoA}. 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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Rimmon", "entries": [ "(see the accompanying stat block), vast with weaving tentacles protruding from his form, drafts the twisted wording of {@creature Asmodeus|CoA}'s agreements\u2014festooned 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." ] }, { "type": "item", "name": "Zagum", "entries": [ "(see the accompanying stat block), is the interpreter of contracts, who takes the complexities {@creature Rimmon|CoA} 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 {@creature Asmodeus|CoA}'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\u2014as an alternative to having {@creature Asmodeus|CoA}'s eternal enmity. While {@creature Rimmon|CoA} is an introverted wordsmith, {@creature Zagum|CoA} is gregarious, happy to share a joke and a drink with a mortal he is about to shackle to eternal torment." ] }, { "type": "item", "name": "Buer", "entries": [ "(see the accompanying stat block) is the torment. Her role is to enforce the contracts once {@creature Zagum|CoA} 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 {@creature Buer|CoA} 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." ] } ] } ], "id": "341" }, { "type": "entries", "name": "The Contracts", "page": 210, "entries": [ "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.", { "type": "inset", "name": "Unfinished Business", "page": 210, "entries": [ "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 {@creature Abigor|CoA}, and resume negotiations." ], "id": "343" } ], "id": "342" }, { "type": "entries", "name": "A Service to Be Provided", "page": 212, "entries": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/212-0.webp" }, "title": "{@creature Baalzebul|CoA}'s slug form", "credit": "Sebastian Kowoll", "width": 917, "height": 1174 }, "The characters could opt to trick {@creature Baalzebul|CoA} into leaving Maladomini, so that {@creature Asmodeus|CoA} can turn the archdevil back into his slug form. To do this they must capture {@creature Baalzebul|CoA}'s trusted lieutenant {@creature Abigor|CoA}. {@creature Asmodeus|CoA} knows exactly where the infernal submersible that {@creature Abigor|CoA} captains can be found. Once they capture the submersible, they must use the aboleth within the infernal submersible to lure {@creature Baalzebul|CoA} into trying to rescue {@creature Abigor|CoA}. When {@creature Baalzebul|CoA} turns into a slug and realizes he has been tricked, he does everything in his power to kill the characters." ], "id": "344" }, { "type": "entries", "name": "Items of Value", "page": 212, "entries": [ "Alternatively, the characters might offer items of value:", { "type": "list", "items": [ "Two very rare magic items or one legendary magic item are appropriate payments.", "One of the characters' life and soul." ] } ], "id": "345" }, { "type": "entries", "name": "Leverage", "page": 212, "entries": [ "The characters can avoid the previous options if they've come across knowledge that gives them leverage over {@creature Asmodeus|CoA}:", { "type": "list", "items": [ "If the characters have discovered the plans that {@creature Asmodeus|CoA} 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 {@creature Asmodeus|CoA}'s origins from {@creature Abigor|CoA}'s aboleth, that is significant leverage." ] } ], "id": "346" }, { "type": "entries", "name": "Negotiating", "page": 212, "entries": [ "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 {@adventure appendix E|CoA|17} to see which options are available in the negotiation.", { "type": "entries", "name": "Setting the Terms", "page": 212, "entries": [ "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:", { "type": "list", "items": [ "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 {@creature Asmodeus|CoA}. 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 {@book Dungeon Master's Guide|DMG} (a successful {@dc 20} Charisma ({@skill Persuasion}) check can increase this to 3).", "You commit to becoming an agent for {@creature Asmodeus|CoA} 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.", { "type": "list", "items": [ "You agree to become an agent for {@creature Asmodeus|CoA}. This guarantees you arrive in the Nine Hells as a horned devil upon death. A successful {@dc 20} Charisma ({@skill 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." ], "id": "348" }, { "type": "entries", "name": "There Is Always a Catch", "page": 212, "entries": [ "Once terms have been agreed upon, the Triad writes up the contract. However, there are some obvious loopholes that could be exploited by {@creature Asmodeus|CoA}. There are three loopholes in total, one written by each of the Triad. A successful {@dc 20} Wisdom ({@skill Insight}) or Intelligence ({@skill 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 ({@skill Persuasion}) check to have the loophole removed\u2014or they can threaten violence. If they're violent, then whoever they've threatened attacks. If it wasn't {@creature Buer|CoA} 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 {@creature Asmodeus|CoA} for his signature." ], "id": "349" } ], "id": "347" } ], "id": "340" }, { "type": "entries", "name": "Audience with Asmodeus", "page": 213, "entries": [ "An audience with {@creature Asmodeus|CoA} ({@adventure see appendix A|CoA|13}) is something that very few mortals have ever had. {@creature Asmodeus|CoA} 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, {@creature Asmodeus|CoA} wants to convince them to serve him one last time. {@creature Asmodeus|CoA} 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 ({@skill Persuasion}) check can make it so that they arrive in the Nine Hells as pit fiends instead. In exchange for their souls {@creature Asmodeus|CoA} will grant them power undreamed of by most mortals. They can choose any 2 of the epic boons available in the {@book Dungeon Master's Guide|DMG} (a successful {@dc 20} Charisma ({@skill 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 {@creature Koh Tam|CoA}'s barge. See the next section." ], "id": "34a" } ], "id": "33e" }, { "type": "section", "name": "Leaving the Nine Hells", "page": 213, "entries": [ "At this point the characters may have been teleported back to {@creature Koh Tam|CoA}'s barge by {@creature Asmodeus|CoA}, 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 {@creature Asmodeus|CoA} himself.", "That is both an accomplishment and a signal to higher powers that the characters themselves may be a growing threat...", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/213-0.webp" }, "title": "{@creature Asmodeus|CoA} towers over his guests.", "credit": "Sergey Musin", "width": 1856, "height": 1183 } ], "id": "34b" } ], "id": "30a" }, { "type": "section", "name": "Appendix A: Lords of the Nine", "page": 214, "entries": [ "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/214-0.webp" }, "title": "Flying fortresses patrol Avernus.", "credit": "Julian Calle", "width": 907, "height": 1321 }, { "type": "section", "name": "Archdevil Lair Actions", "page": 214, "entries": [ "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.", { "type": "entries", "name": "Archdevil Lair Action List", "page": 214, "entries": [ { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Attack", "entries": [ "The archdevil uses one of their available melee or ranged attacks against a single foe." ] }, { "type": "item", "name": "Cast a Spell", "entries": [ "The archdevil uses their Spellcasting feature to cast an available spell. If the spell normally requires {@status concentration}, it lasts for the full duration instead." ] }, { "type": "item", "name": "Deceitful Whispers", "entries": [ "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 {@condition 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." ] }, { "type": "item", "name": "Fiendish Fortitude", "entries": [ "The archdevil recharges one of their expended abilities." ] }, { "type": "item", "name": "Frenzy", "entries": [ "The archdevil casts {@spell Haste} on themself. The effect ends at initiative count 20 of the next round." ] }, { "type": "item", "name": "Summon Underlings", "entries": [ "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." ] }, { "type": "item", "name": "Teleport", "entries": [ "The archdevil teleports themself to an area they can see within 120 feet." ] }, { "type": "item", "name": "Trap", "entries": [ "The archdevil casts the {@spell Hold Monster} spell." ] } ] }, { "type": "table", "caption": "Summoned Underlings", "colLabels": [ "Archdevil", "Underlings Summoned" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@creature Asmodeus|CoA}", "Any devil, including another archdevil" ], [ "{@creature Baalzebul|CoA}", "{@dice 1d6} allied {@creature horned devil||horned devils}, {@dice 1d4} allied {@creature ice devil||ice devils}, or 1 allied {@creature pit fiend}" ], [ "{@creature Bel|CoA}", "{@dice 1d6} {@creature bearded devil||bearded devils}" ], [ "{@creature Belial|CoA}", "{@dice 1d2} {@creature bone devil||bone devils}" ], [ "{@creature Dispater|CoA}", "1 {@creature pit fiend}" ], [ "{@creature Fierna|CoA}", "{@dice 1d6} {@creature bearded devil||bearded devils}" ], [ "{@creature Glasya|CoA}", "{@dice 1d2} {@creature erinyes}" ], [ "{@creature Levistus|CoA}", "1 {@creature pit fiend}" ], [ "{@creature Mammon|CoA}", "{@dice 1d2} {@creature bone devil||bone devils}" ], [ "{@creature Mephistopheles|CoA}", "{@dice 1d4} {@creature ice devil||ice devils}" ], [ "{@creature Zariel|CoA}", "{@dice 1d6} {@creature bearded devil||bearded devils}" ] ], "data": { "tableInclude": true } } ], "id": "34e" } ], "id": "34d" }, { "type": "section", "name": "Archdevils", "entries": [ { "type": "list", "columns": 3, "items": [ "{@creature Asmodeus|CoA}", "{@creature Baalzebul|CoA}", "{@creature Belial|CoA}", "{@creature Dispater|CoA}", "{@creature Fierna|CoA}", "{@creature Glasya|CoA}", "{@creature Levistus|CoA}", "{@creature Mammon|CoA}", "{@creature Mephistopheles|CoA}" ] } ], "id": "34f" }, { "type": "section", "name": "Additional Archdevils", "entries": [ "Based on events in prior adventures, the current lord of Avernus might be either {@creature Bel|CoA} or {@creature Zariel|CoA}.", { "type": "list", "columns": 3, "items": [ "{@creature Bel|CoA}", "{@creature Zariel|CoA}" ] } ], "id": "350" } ], "id": "34c" }, { "type": "section", "name": "Appendix B: Monsters", "page": 236, "entries": [ "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.", { "type": "inset", "name": "Making Devils More Challenging", "page": 236, "entries": [ "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:", { "type": "list", "style": "list-hang-notitle", "items": [ { "type": "item", "name": "Maximum Hit Points", "entries": [ "Some devils might appear larger than their brethren. These devils have maximum hit points." ] }, { "type": "item", "name": "Spellcasting", "entries": [ "Some devils have learned the arcane arts." ] }, { "type": "item", "name": "Infernal Magic Items", "entries": [ "Some devils might wear or wield infernal magic items. More information is given on these items in {@adventure appendix D|CoA|16}." ] } ] } ], "id": "352" }, { "type": "list", "columns": 3, "items": [ "{@creature Affliction Devil (Kocrachon)|CoA}", "{@creature Ayperobo Swarm|CoA}", "{@creature Corruption Devil (Paeliryon)|CoA}", "{@creature Displacer Fiend|CoA}", "{@creature Greater Tyrant Shadow|CoA}", "{@creature Halog|CoA}", "{@creature Hellcat (Bezekira)|CoA}", "{@creature Lesser Tyrant Shadow|CoA}", "{@creature Maelephant Nomad|CoA}", "{@creature Miasmorne|CoA}", "{@creature Oneirovore|CoA}", "{@creature Pain Devil (Excruciarch)|CoA}", "{@creature Shredwing|CoA}", "{@creature Styx Dragon|CoA}", "{@creature Tyrant Shadow|CoA}", "{@creature Vorvolaka|CoA}", "{@creature War Devil|CoA}" ] } ], "id": "351" }, { "type": "section", "name": "Appendix C: Non-Player Characters", "page": 261, "entries": [ "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.", { "type": "list", "columns": 3, "items": [ "{@creature Aeshma|CoA}", "{@creature Anagwendol|CoA}", "{@creature Barachiel|CoA}", "{@creature Jenevere|CoA}", "{@creature Koh Tam|CoA}", "{@creature Tiax|CoA}" ] } ], "id": "353" }, { "type": "section", "name": "Appendix D: Infernal Magic Items", "page": 267, "entries": [ "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.", { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/269-0.webp" }, "title": "Powerful infernal items are found in dangerous places across all layers of the Nine Hells.", "credit": "Julian Calle", "width": 1856, "height": 1204 }, { "type": "list", "columns": 3, "items": [ "{@item Amulet of Appearance|CoA}", "{@item Amulet of Betrayal|CoA}", "{@item Amulet of Duplicity|CoA}", "{@item Bracers of Asmodeus|CoA}", "{@item Canian Fork|CoA}", "{@item Condensed Order|CoA}", "{@item Demonbone Polearm|CoA}", "{@item Gauntlets of Rage|CoA}", "{@item Infernal Amulet|CoA}", "{@item Infernal Plate Armor|CoA}", "{@item Knife of Stolen Resistance|CoA}", "{@item Ring of Collecting|CoA}", "{@item Ring of the Copycat|CoA}", "{@item Ring of Treachery|CoA}", "{@item Sage's Mirror|CoA}", "{@item Skull of Selfish Knowledge|CoA}", "{@item Soul Coin|CoA|Soul Coins}", "{@item Stygian Spear|CoA}", "{@item Sword of Retribution|CoA}", "{@item Vial of Greed|CoA}", "{@item Weapon of Agonizing Paralysis|CoA}" ] }, { "type": "section", "name": "Infernal Item Corruption", "page": 271, "entries": [ "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 {@creature Asmodeus|CoA}, or that make an infernal contract to acquire a magic item, don't suffer the effects of infernal corruption.", { "type": "entries", "name": "Stage One Corruption: Beginnings", "page": 271, "entries": [ "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 {@spell 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." ], "id": "356" }, { "type": "entries", "name": "Stage Two Corruption: Sufferings", "page": 271, "entries": [ "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 ({@damage 1d12}) necrotic damage, which ignores resistances and immunities and can't be healed until a Dispel Evil and Good or {@spell 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: {@spell Divine Word}, {@spell Heal}, {@spell Mass Heal}, {@spell True Polymorph}, {@spell True Resurrection}, or {@spell Wish}." ], "id": "357" }, { "type": "entries", "name": "Stage Three Corruption: Departings", "page": 271, "entries": [ "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 {@dice 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 {@spell Detect Evil and Good} spells and similar magic.", { "type": "table", "caption": "Stage Three Physical Transformations", "colLabels": [ "d10", "Transformation" ], "colStyles": [ "col-2 text-center", "col-10" ], "rows": [ [ "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: {@spell True Polymorph}, {@spell True Resurrection} or {@spell Wish}." ], "id": "358" }, { "type": "entries", "name": "Stage Four Corruption: Finalities", "page": 272, "entries": [ "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 {@creature Asmodeus|CoA}. 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 {@spell Wish} spell, which counts as beyond the scope of the spell, or by signing an infernal contract with {@creature Asmodeus|CoA} to reclaim their soul." ], "id": "359" } ], "id": "355" }, { "type": "section", "name": "Infernal Artifacts", "page": 272, "entries": [ "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. Archdevils use their respective artifacts to maximum effect against opponents during combat.", { "type": "list", "columns": 3, "items": [ "{@item Accounting and Valuation of All Things|CoA}", "{@item Amulet of the Inferno|CoA}", "{@item Ranseur of Torture|CoA}", "{@item Ruby Rod of Asmodeus|CoA}", "{@item Scourge of Shadow|CoA}", "{@item True-Ice Shards|CoA}", "{@item Wrought-Iron Tower|CoA}" ] } ], "id": "35a" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/277-0.webp" }, "title": "A battle erupts on the River Styx", "credit": "Aaron Sims", "width": 1857, "height": 2454 } ], "id": "354" }, { "type": "section", "name": "Appendix E: Corruption", "page": 278, "entries": [ "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.", { "type": "section", "name": "Corruption Tracker", "page": 278, "entries": [ "Use the \"Corruption Tracker\" to keep track of the number of times the characters have encountered one of {@creature Asmodeus|CoA}'s temptations. Every time they give in to temptation, they're awarded 2 corruption points." ], "id": "35c" }, { "type": "section", "name": "Corruption Score", "page": 278, "entries": [ "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.", { "type": "table", "caption": "Corruption Score", "colLabels": [ "Number of Temptations", "Max. Number of Corruption Points", "Points Needed for Corruption" ], "colStyles": [ "col-3 text-center", "col-3 text-center", "col-3 text-center" ], "rows": [ [ "2", "4", "3" ], [ "3", "6", "4" ], [ "4", "8", "5" ], [ "5", "10", "6" ], [ "6", "12", "7" ], [ "7", "14", "8" ], [ "8", "16", "9" ] ] }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/278-0.webp" }, "title": "Corruption Tracker", "width": 1585, "height": 778 } ], "id": "35d" }, { "type": "section", "name": "Final Outcomes", "entries": [ "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.", { "type": "table", "caption": "Final Outcomes", "colLabels": [ "Oasis of the Lethe", "Malsheem: Triad and Asmodeus" ], "colStyles": [ "col-6", "col-6" ], "rows": [ [ "{@i Corrupted: Soul of the Other}", "" ], [ { "type": "list", "items": [ "The character can free their loved one from the contract.", "Their own soul is destined to go to the Nine Hells.", "The character can make a deal with the Triad and {@creature Asmodeus|CoA} to ensure a better position upon death." ] }, { "type": "list", "items": [ "The character can free the soul of their loved one.", "Their own soul is destined to go to the Nine Hells.", "The character can make a deal with the Triad and {@creature Asmodeus|CoA} to ensure a better position upon death." ] } ], [ "{@i Corrupted: Soul of the Damned}", "" ], [ { "type": "list", "items": [ "The character can undo their contract but is still damned to the Nine Hells.", "When the temporary magic their patron used to restore them to life eventually fades, they return to the Nine Hells.", "The character can negotiate a new deal with the Triad and {@creature Asmodeus|CoA} to ensure a better position upon arriving in the Nine Hells." ] }, { "type": "list", "items": [ "The character can undo their contract but is still damned to the Nine Hells.", "When the temporary magic their patron used to restore them to life eventually fades, they return to the Nine Hells.", "The character can negotiate a new deal with the Triad and {@creature Asmodeus|CoA} to ensure a better position upon arriving in the Nine Hells." ] } ], [ "{@i Uncorrupted: Soul of the Other}", "" ], [ { "type": "list", "items": [ "The character can free their loved one from the contract.", "Once they trigger the loophole, {@creature Asmodeus|CoA} is enraged.", "The character doesn't need to deal with {@creature Asmodeus|CoA}." ] }, { "type": "list", "items": [ "The character can free their loved one from the contract.", "{@creature Asmodeus|CoA} offers them a deal. They can refuse and they and their loved one go free." ] } ], [ "{@i Uncorrupted: Soul of the Damned}", "" ], [ { "type": "list", "items": [ "The character can undo their contract.", "When the ritual their patron used to return them to life eventually fades, they die, but their soul isn't doomed to the Nine Hells." ] }, { "type": "list", "items": [ "The character can undo their contract.", "{@creature Asmodeus|CoA} offers them a new deal. They can refuse and go free.", "When the temporary magic their patron used to bring them to life wears off, they die." ] } ] ] } ], "id": "35e" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/279-0.webp" }, "credit": "Julian Calle", "width": 1859, "height": 1225 } ], "id": "35b" }, { "type": "section", "name": "Appendix F: Player Handouts", "page": 280, "entries": [ "{@creature Koh Tam|CoA}, 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.", { "type": "section", "name": "Infernal Maps", "page": 280, "entries": [ "Worse still, some maps are marked with strange runes, unfamiliar even to {@creature Koh Tam|CoA}. 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...", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/280-0.webp" }, "title": "The War-Slough (Infernal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1585, "height": 1230, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/281-0.webp" }, "title": "The Ineffable Trove (Infernal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1578, "height": 2082, "grid": { "type": "none", "size": 75, "distance": 0.5, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/282-0.webp" }, "title": "The Elemental Preserve (Infernal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1585, "height": 2081, "grid": { "type": "none", "scale": 2, "distance": 1, "units": "miles" } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/283-0.webp" }, "title": "The Oasis of the Lethe (Infernal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1578, "height": 2083, "grid": { "type": "none", "size": 91, "distance": 50 } } ] } ], "id": "360" }, { "type": "section", "name": "Normal Maps", "page": 280, "entries": [ "{@creature Koh Tam|CoA} 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.", { "type": "gallery", "images": [ { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/284-0.webp" }, "title": "The Agora of Floating Knives (Normal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1578, "height": 2082, "grid": { "type": "none", "size": 83, "distance": 50 } }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/285-0.webp" }, "title": "The Eye Market (Normal Map)", "credit": "John Stevenson", "imageType": "map", "width": 1578, "height": 2082, "grid": { "type": "none", "size": 57, "distance": 25 } } ] } ], "id": "361" }, { "type": "image", "href": { "type": "internal", "path": "adventure/CoA/286-0.webp" }, "credit": "Julian Calle", "width": 1859, "height": 2454 } ], "id": "35f" } ] }