The Alexandrian

Kostchtchie - Descent Into Avernus (Wizards of the Coast)

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There was a time when the Styx was the front line of the Blood War. That is no longer the case: the legions of Hell have pushed back the demonic hordes, and the front lines now lie somewhere Abyss-ward of the Avernian hexcrawl where the Remix is set.

This region, however, is still marked by its long history as a battlefield. Chunks of territory here, on both banks of the Styx, have been held by the demons at various points during the long aeons of the conflict, and their legacy can still be found imprinted on the wastes.

With the front so near, there is also a constant churn of espionage, with demonic infiltrators and fifth column quislings endlessly seeking any advantage which might turn the tide of war. Such agents might easily recognize the PCs as pawns to be used against Zariel.

CROKEK’TOECK

In the original version of Descent Into Avernus, Crokek’toeck is a powerful demon that was pursuing Yael and Lulu and imprisoned within the Bloody Cyst (Hex F4) when it erupted. For the Remix, it is less clear that having him trapped within the cyst makes sense (although maybe it does for your version). You might also reposition Crokek’toeck:

  • In the prison of Plagueshield Point (Hex G5b).
  • Simply rampaging around the Avernian plains, perhaps pursued by the 9th Cohort (Hex J6).
  • In the service of Yeenoghu, who will dispatch him to the PCs’ service if they can somehow negotiate with him.

Whatever the case may be, see p. 150 of Descent Into Avernus for details on how Crokek’toeck might be used to break the chains holding Elturel.

KOSTCHTCHIE

The demon Kostchtchie is imprisoned in Hex J2. As described in the Dance of the Deathless Frost adventure, Kostchtchie has a phylactery (currently hidden in Hex D6) with which one can either control him or bargain with him.

Even without the phylactery, a freed Kostchtchie desires vengeance on Zariel for his long imprisonment, making him a powerful (if somewhat unreliable and senselessly violent) ally against her. Kostchtchie also possesses the strength necessary to break the chains holding Elturel.

The PCs might learn of the phylactery from:

  • Rumors (see the rumor table in Part 7I).
  • Bel, who knows that if some deniable third party (i.e., the PCs) freed Kostchtchie it would be a thorn in Zariel’s side.
  • Bitter Breath, who once sought Kostchtchie’s phylactery.
  • The Sibriex (Hex E5).

Any of these sources, or perhaps subsequent investigations with the Archmagi of Thraxai in the Purple City, would reveal that Baba Yaga was the one who originally made the phylactery, and that her once-apprentice the Witch-Queen (Hex B3) might know something of value.

YEENOGHU

The Gnoll Lord would sooner eat your face than speak to it, and even getting into the same room with the Beast of Butchery isn’t exactly easy. Arranging the meeting will almost certainly involve the PCs heading Abyss-ward, somehow crossing the front lines of the Blood War, and then miraculously arranging a meeting. (Crokek’toeck, Kostchtchie, or perhaps some other demonic ally might be able to make introductions?)

But here’s the thing: He really, really, really doesn’t like Zariel. And the legions of devils that are about to pour out of the Elturel project are a serious problem for him.

If – and this is a big if! – the PCs can convince him that they are the solution to one or both of these problems, then Yeenoghu can be an incredibly powerful ally: Not only can he break the chains holding Elturel himself, but he literally has an army of gnolls, demons, and demonic gnolls that can be put at the PCs’ service if they play their cards right.

Yeenoghu also prizes the Sword of Zariel. It may or may not be the best use of it if the PCs obtain it, but Yeenoghu would give much to obtain it.

SHUMMRATH

Shummrath is neither a demon nor an active faction of Hell (since it’s been reduced to a canyon full of green slime), but it is nevertheless a powerful entity in the region and we should briefly consider it.

As detailed on p. 100 of Descent Into Avernus, it’s possible to restore Shummrath to its original form as a pit fiend, in which case it is capable of raising a small force of devils from those once loyal to it. Restored to his full glory, Shummrath might be:

  • A valuable ally in fighting Zariel (although his animosity is overwhelmingly directed at Bel and relatively difficult to point in Zariel’s direction).
  • Capable of severing the chains holding Elturel.

The barely sane telepathic residue which is Shummrath’s current consciousness will be difficult to either commune or negotiate with, but he does crave freedom to seek his revenge and may be willing to pay a price for that.

Homework: You may find it worthwhile to create response teams for each faction. Response teams will allow you to bring a faction “onstage” whenever it seems appropriate (attacking warlords, drinking in a caravanserai, trying to murder the PCs). You can probably scavenge these with minimal effort; for example, pulling legionnaires from Zariel’s Flying Fortress or demonic gnolls from the dream machine visions.

Go to Part 7G: The Devils of Baldur’s Gate

2 Responses to “Remixing Avernus – Part 7F-B: Demonic Powers”

  1. AR says:

    Great stuff as always! Any plans to any remixing on the Wandering Emporium?

  2. Alex says:

    This really makes Descent into Avernus come to life. We’ve been playing for a year now and it is the best campaign I’ve ever DM’d! Thanks Justin Alexander!

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