The Alexandrian

Archive for the ‘Roleplaying Games’ category

Hellwasp Nest

Go to Avernian Hex Key Index


E1. WEATHERSTONE KEEP

This outpost is occupied by abishai loyal to Tiamat, supported by a small force of legion devils (merregon).

The Lost Hellrider: Beneath Weatherstone Keep is an ancient, heretical Temple of Torm. After the defeat of the Zarielites during the Charge of the Hellriders, one of the fleeing Hellriders reached this Keep and, following the divine guidance of Torm, sought refuge in the temple. The Hellrider was placed into a state of suspended animation and remains there still, protected by Torm’s holy ground.

If the PCs awake the Hellrider, use Part 6D-L Questioning the Hellriders to determine what he knows.


E2. TENTACULAR MINE

A huge, open pit surrounded by fields of reddish slag is ringed with colossal, writhing tentacles.

The pit is a mine for green Baatorian steel. The tentacles are the groping extremities of a carcinomatous baatorian buried here. Its squirming extremities pose a constant danger to the miners.

Baatorian Steel: Baatorian steel can only be mined on Avernus, and its supply is often limited due to the logistical difficulties created by the Blood War. A piercing or slashing weapon crafted from Baatorian steel deals +1 damage and has a +1 bonus to attack rolls. (This is not a magical enhancement and does not stack with magical bonuses.)

Green baatorian steel is even rarer. It has the same properties, but can also be more easily crafted into swords of wounding (and so most green Baatorian steel blades are such).

Baatorian Dream Machine: In the depths of the mine there is a technomantic device, built on somewhat similar principles to Mad Maggie’s dream machine, which keeps the cancroid baatorian dormant in a slumbering dream. Its effective range is limited, however, which is why the tentacles are most active (and dangerous) at the surface.

The machine includes a Nirvanan cogbox. If the cogbox is removed (or the machine otherwise disabled), however, the baatorian will awake and rip the mine apart.


E3. HELLWASP NEST

  • Descent Into Avernus, p. 95

No changes from the published text.


E4. TOWER OF URM

  • Descent Into Avernus, p. 97

There is a 1 in 4 chance that the tower is present (check per day if the PCs camp out at the site).

If the tower is not present, the iron foundations should be considered a Hidden location unless the PCs are specifically traveling along the edge of the lake or on the island itself. Spotting the foundations from the shores of the lake requires a DC 14 Wisdom (Perception) check.

Mordenkainen can provide a Heartstone or Phlegethosian sand. His asking price for either is 30 soul coins, unless the PCs have done him some form of great service (like saving his life from an assassin).

Assassination/Kidnapping: Why not both? The assembled devils include both those secretly plotting to assassinate Mordenkainen and those who will kidnap the PCs if that seems advantageous.

Tower Maps: Ideally, we would also like to prep maps of Mordenkainen’s tower. Dance of Deathless Frost includes some notes for potential features and security measures.


E5. SIBRIEX

  • Descent Into Avernus, p. 116

The sibriex knows:

  • The location of the nine adamantine rods (as described in the adventure).
  • Leads on a location for each of the four dream machine components (roll on the Dream Machine Component Rumors table in Part 7I).
  • A brief précis of the Averniad and Zariel’s Long March (see Part 6D).

E6. DISCORDANT SPIRE

A strange obelisk 30 foot square that rises 80 feet into the air. It is formed from some native Avernian stone; a scintillating shade of red that seems alien to mortal eyes. Each side of the obelisk bares dozens of mouths singing a discordant tune.

Phalaeraphe: Within the obelisk (which is actually a tower), lives a devil with a beautiful singing voice. She operates a small, private lounge where powerful and influential devils come to hear her sing, drink from a rich selection of blood-liquors, and socialize. If given the proper incentive, she can quietly arrange private meetings with influential devils. (Not warlords, no such fiendish filth would be welcome here. Zariel? Too high. But people who know Zariel? Bel? Signifier Hraxioch, commander of the 9th Cohort (Hex J6)? Quite possibly.)


F1. DROGOLOTH MINES

These mines of adamantine and orichalcum are worked by still-living mortals who have been captured by devil slave-gangs or who have been bound to service through ill-conceived bargains. Caravans drag the raw ore to the Purple City (Hex F2), from whence it is shipped downriver to Bel’s Forge (Hex H2) to be made into weapons for the front lines of the Blood War.


F2. THE PURPLE CITY

Baron Barur Tolmanen: The Lord of the Purple City served with Zariel in the Rift War. In addition to telling the tales of the Rift War often during his disturbing, gluttonous feasts, various memorials around the city glorify the events of the Rift War (and Tolmanen’s role in it).

The March: Lux Arakxis, the leader of this criminal organization, has been obsessed with finding the Sword of Zariel, mounting numerous expeditions to little effect over the years. He knows the Sword was lost after the Charge of the Hellriders, and he will wax rhapsodic about the tale of their ride into Hell (recounting the identities of the Three Generals and events following the kidnapping of Yael, who he’s certain took the Sword from the final battle… although his personal theory is that she stole it and betrayed Zariel.)

The March also uses heartstones for planning their heists.

Archmagi of Thraxai: Agamemnova Hex, the leader of the Archmagi of Thraxai, once met Lulu while Lulu was imprisoned in the Wandering Emporium.


F3. VALE OF DEMONS

A valley filled with hundreds of demon heads placed on tall pikes. Ten of the demon heads have been transformed into vargouilles (Volo’s Guide to Monsters, p. 195).


F4. BLOODY CYST

  • Visible
  • Descent Into Avernus, p. 134

There are several important changes to this location:

  • The citadel cannot be seen; it is completely subsumed by the Cyst.
  • No one knows that this is where the Sword of Zariel lies hidden. As noted previously, this secret is held only in Lulu’s lost memories.
  • Therefore, there are no devils or demons here excavating the site. (You could have them here just harvesting the bloody pulp of the cyst for one reason or another, but you’d want to make significant changes to the key.)
  • Yael’s ghost does not give the PCs’ visions of Idyllglen. (They already experienced those in the Dream Machine.) See Part 6D-L for what happens when the PCs encounter her.

Design Note: As mentioned previously, the goal is for the PCs to recognize the Bloody Cyst so that the moment that it’s revealed as the hiding place of the Sword of Zariel it’s a cool revelation and not a, “Wait? Where?” moment. (It’s okay if they need to follow up on their vision; lots of people in this area of Avernus know the location of the Bloody Cyst and can direct them – it’s just not ideal.)

It’s positioned in Hex F4 because (a) characters crossing the bridge in Hex G5a will likely run into it and (b) this also makes it a convenient landmark for NPCs to use while giving directions.

One of my patrons also recommended that Mahadi’s Emporium could be camped out at the base of the Bloody Cyst at some point.


F5. THAT’S A BIG SPEAR

An immense spear, nearly 100 feet in length, is impaled into the ground; the skeletal hand of whatever colossal creature once wielded it still clutches the cracked leather wrapped around its shaft.


F6. RUINS OF A WARLORD’S LAIR

This stronghold carved into the side of the mountain was once the lair of the warlord Jevvka of Osternia. Her gang crossed the Powers That Be in Avernus and a cohort of the Blood Legions sacked the compound, leaving it in ruins. Jevvka herself was crucified to the back wall. Her corpse hangs there still, along with a warning painted in her own blood:

WITNESS THE WRATH OF BEL. LET IT STAND AS WARNING TO THOSE WHO DOUBT HIS POWER.


Go to Hexes G1 thru H6

Faces of Fortune

Go to Part 1


The next three adventures – Faces of Fortune, Infernal Insurgency, and The Diabolical Dive – form the Behind Infernal Lines series.


Faces of FortuneFACES OF FORTUNE – THE STORY OF FAI CHEN (DDAL 09-05): At the end of our last adventure a couple celestials revealed that they had been hiding among Elturian refugees from the very beginning! A mission to Hell is proposed… and apparently the celestials immediately bow out. A conversation which I imagine going something like this:

Celestials: Our work here is done.

PCs: You did nothing.

Celestials And you’re welcome!

PCs: People are dead.

Celestials: Celestials out, bitches!

In any case, the PCs and ten-year-old Dara are heading to Hell to rescue the trapped souls of innocent Hellriders. So they all hop in a cart drawn by a goat and driven by somebody named Fai Chen and somehow they all end up in Hell.

I’m so in the weeds on Fai Chen!

Some research indicates he also showed up in Season 8 of the Adventurers League, but even with this information I’m at a loss: Who is he? What does he want? How did he know to show up in Baldur’s Gate (but then not know anything about Dara or her celestial connections in this adventure)? What power does he possess to bring people to (and from?) Hell?

No idea.

Which seems particularly perverse given the subtitle of this adventure.

This was a frequent malady back in the ‘90s, when RPG supplements were more heavily driven by serialized metaplots which would slowly evolve their worlds over time. Often these metaplots were driven by J.J. Abrams-style mystery boxes and, in order to preserve the sense of enigma, these secrets were even kept from the GM reading the book. Which becomes a problem when the GM lacks the context necessary to understand how they’re supposed to be running the adventure at the table. That’s what happens here: I don’t know what Fai Chen wants, so I don’t know how he’d respond to anything the PCs might do or say. I don’t even know what he is, so if he gets into a fight (with the PCs or anybody else) I don’t even have the tools to resolve it.

But Fai Chen does, in fact, bring everyone to Avernus. At which point, apparently, Dara reveals she has no plan whatsoever. She doesn’t even have a plan to make a plan. So Fai Chen shrugs and says, “Weird. Well, I guess we’re all heading to Mahadi’s Emporium, renting a stall, and joining the flea market!”

Which is what this adventure is all about.

The frankly surreal framing aside, Ted Atkinson carries off the adventure itself adroitly.

The one thing we do discover about Fai Chen is that he’s basically the Han Solo to Mahadi’s Lando Calrissian. As the PCs approach Mahadi’s Emporium they’re attacked by an Avernian warlord gang, and after fighting their way through they discover that this warlord has been regularly harassing travel to and from the Emporium. Mahadi believes that there’s a traitor within the Emporium who’s assisting the warlord and he wants the problem solved.

This “traitor within” plot has a significant similarity to the one found in Hungry Shadows. This creates an interesting thematic resonance (the evils of the Material Plane are echoed in Hell), but the contrast largely just serves to demonstrate how this sort of plot can be handled without making your eyeteeth ache.

Mahadi’s Emporium is detailed and enhanced with a dozen or so colorful and well-rounded inhabitants, there are several side-quests designed to both accent the main quest and draw the PCs further into the social circles of the Emporium, and the whole thing is studded with some flavorful combat encounters.

Faces of Fortune is just solid adventure design, and well worth grabbing for any campaign that will be featuring Mahadi’s Emporium.

  • Grade: B

Infernal InsurgenctyINFERNAL INSURGENCY (DDAL 09-06): Fai Chen can now infinitely duplicate himself and the PCs are suddenly not allowed to leave the Emporium so they need to sneak out. (This will never be mentioned again.)

Would someone please hire a continuity editor for the Adventurers League?

Speaking of poor continuity, the Firesnake Forge from Descent Into Avernus which became Gears of War in DDAL 09-05 is now the Gearbox. Other than that, all the Emporium NPCs and locations which have been previously established are abruptly swapped out for a completely new roster. (The silver lining here is that you can pillage from both scenarios to flesh out your version of the Emporium.)

Weird inter-adventure continuity aside, Infernal Insurgency is a pretty good scenario. The concept is that the PCs need to raid an Avernian munitions dump. Their goal is to wreak enough havoc (i.e., blow stuff up) to pull devils away from a nearby facility (leading into scenario DDAL 09-07). The scenario struggles a bit as it gets awkwardly forced into an inappropriate structure, but a simple adversary roster and just ignoring the scripted elements of the ending will go a long way here.

  • Grade: C

The Diabolical DiveTHE DIABOLICAL DIVE (DDAL 09-07): Having successfully drawn defenders away from Plagueshield Point in the previous adventure, the PCs are now ready to raid Plagueshield Point and steal the original battleplan used by the Hellriders when they charged into Hell! They then promptly discover that nobody knows where Plagueshield Point is, so they’ll have to start by finding someone who does.

… uhhh. If the people planning this operation don’t know where Plagueshield Point is, how did they know that raiding the munitions dump in the previous adventure would pull defenders away from it?

Seriously. Continuity editor. Look into it.

There’s a number of internal continuity errors and other oddities, too, like a creature without telepathy inexplicably communicating telepathically.

Once again, annoying continuity glitches aside, The Diabolical Dive is a rather nice adventure featuring two modest dungeon crawls. The first, Shadowswimmer Tower, is rather cleverly designed to be handled through either a frontal assault, social maneuvering, or sneaky stealth. It also features some nicely evocative touches of lore which help bring to life its owner’s obsession with studying the arcane properties of the River Styx.

The second location, Plagueshield Point, is starkly memorable in its concept: A drow citadel built around a magical geode which serves as a prison and which has been transported to the bottom of the Styx as part of an infernal bargain gone wrong.

  • Grade: B-

Go to the Avernus RemixGo to Part 4: Interlude at Mahadi’s

Tiamat

Go to Avernian Hex Key Index


C1. MONUMENT OF TIAMAT

  • Descent Into Avernus, p. 112

Through the mouth of a colossal dragon’s skull, a tunnel passes back to Tiamat’s Lair. The tunnel is really more of a highway. (The size of the dragon skull really cannot be overstated.) Arkhan the Cruel and his followers are currently in a camp just down the hill from the dragon skull.

Tiamat’s Lair: The mountain is a prison, although Tiamat has successfully tested the limits of that prison many times. Her lair is like an onion, with layers upon layers of caverns always worming their way deeper and deeper towards her five lairs (and many false lairs). Some of these tunnels actually ooze across planar boundaries. In one place, for example, her lair is connected or consanguineous with the Dragonspawn Pits of Azharul (another draconic deity whom Tiamat destroyed and subsumed a century ago).

The highway leads to the outer fortifications of Tiamat’s lair, which stand guard upon the Gate Tower of Dis. This fluted tower stands in the middle of a truly mammoth cavern, surrounded by temporary merchant camps and stockyard-type infrastructure. The tower actually pierces through the planar boundaries between the layers of Hell. Inside the tower, a huge ramp leads down for a seemingly absurd distance (it takes several hours to descend) before emerging out of a tower on the outskirts of Dis, the infernal city which is the second layer of Hell.

At the opposite end of the lair, atop the mountain peaks, are five towers – one for each of Tiamat’s chromatic heads – which rear up into the sky in a crown-shaped redoubt. These towers serve as entrances for draconic followers of Tiamat.


C2. PILLAR OF SKULLS

  • Visible 1 (Visible 2 on a clear day, as per a mountain)

A terrifying tower of demon skulls, stacked more than a mile high. These are trophy-skulls claimed during the Blood War and placed in this monument during the time when the frontlines were located along the River Styx.

The Rift Mound: Near the base of the Pillar of Skulls is a second mound, reaching perhaps fifty feet high. These skulls were piled here during the Rift War. Inspection will reveal that they are not demonic (they are actually baatorian, although a DC 16 Intelligence (Arcana) check is necessary to recognize that).

On an obsidian sarsen at the base of the mound are carved the following words in Infernal:

FORGET NOT THE GLORIES OF THE BATTLE OF LOST MEMORIES. SEE BEFORE YOU THE ENEMIES OF HELL AND REMEMBER THEIR FOLLY. WE HONOR FOREVER THE DEEDS OF ZARIEL, SHE WHO ROSE BY HER BLADE. SHE WHO TRIUMPHED IN THE RIFT WAR. SHE WHO IS NEW-CROWNED ARCHDUCHESS OF AVERNUS.


C3. BAAZIT’S CAGE

  • Descent Into Avernus, p. 100
  • On the Edge of the Pit of Shummrath

There are a dozen iron cages suspended over the edge of the Pit of Shummrath and designed to dunk their occupants into the demonic goo. When the PCs first arrive here, one of them is occupied by Baazit (DIA, p. 100). On future visits, there is a 1 in 4 chance of a new prisoner (which can be generated using the wandering encounter tables for Avernus).


C4. TEMPLE OF DAK-THAEL

These ruins were once the sanctum of the Queen of Lilies, who ruled over a verdant paradise before it was swept away by the sands of Avernus.

Design Note: As written, the Queen of Lilies was an ancient Archduchess of Avernus. You might position her as having served in the armies of Ashmedai (i.e., Asmodeus) when he conquered the plane. Alternatively, with even greater revision, the Queen of Lilies might have ruled here BEFORE the Fall of Avernus and the paradise described here is what Avernus was like prior to the events of the Averniad.


C5. CRYPT OF THE HELLRIDERS

  • Descent Into Avernus, p. 101-3

MEETING OLANTHIUS / QUESTIONING THE GHOSTS: These conversations are detailed in Part 6D-L: Questioning the Hellriders.


C6. AVERNUS THAT WAS

A narrow crack in the rock leads to a stone stair leading deep into the earth. At the heart of this shrine is a small, verdant patch of the glorious paradise which Avernus once was. Just fifty feet across, this patch of the Avernus That Was has been preserved for eons.

Lore of the Averniad is preserved here, speaking of how the forces of many different planes sought to claim Avernus for themselves; and of Asmodeus’ betrayal that led to Avernus becoming aligned with Hell.

This place is anathema to those with fiendish blood, who simply cannot enter (as if presented with an impenetrable invisible wall upon the threshold). Full fiends cannot even perceive the place unless forced to do so (for example, if they see someone else passing within).


D1. MALIGNANT TRIBUTARY

The tributary of the Styx shown on the hexmap here is known as the Malignant Tributary and has strange effects on those who drink from it (as described in Encounters in Avernus).


D2a. WARLORD LAIR: CAROL D’VOWN

D’vown has a Heartstone, which she uses in her alchemical experiments.

Carol’s tower squats on the banks of the Styx near where a tributary from the Pit of Shummrath joins the river. She takes samples from the Styx, the Pit, and the effluvium mixture of the two and experiments to see what alchemical “delights” she can discover from them.

Carol is in a relationship with Feonor (Hex I2), having met her at Mahadi’s Wandering Emporium years ago. There is a 1 in 6 chance that Feonor and 1d4-1 members of her gang are visiting Carol here.

For more details on the Avernian warlords, see Part 7E of the Remix.


D2b. THE SHUMMRATH DAM

A huge dam has been erected at one end of the Pit of Shummrath, preventing the ooze from flowing out into the Styx. (Stygian waters are periodically let into the Pit through a similar dam at the other end.) Sometimes the dam leaks and sometimes it overflows; the river canyons beyond this dam are thus lined with a sickly sludge made up Stygian water and Shummrathian ooze, leading to strange mutations amongst the flora and fauna.


D3. DEMON ZAPPER

  • Descent Into Avernus, p. 106

A Nirvanan cogbox is part of the apparatus which imprisons the unicorn. Removing the cogbox without damaging it is a DC 14 Intelligence (Arcana) check. Removing the cogbox disables the device.


D4. BLOODY CRESCENT

An enormous rock shaped like a semicircle, providing a sort of half-pipe. The Warlords of Avernus use it for stunt duels on their infernal war-machines.


D5. ULDRAK’S GRAVE

  • Descent Into Avernus, p. 109

Uldrak was the son of Gond. The interior of his helmet has been transformed into a tinker’s shop, serving as a pit stop for infernal machines that need cheap repairs. Among his supplies are a set of astral pistons.

There’s a 1 in 6 chance that 1d4 riders from a warlord’s band are here getting their machines checked out. If so, there is an additional 1 in 6 chance that the warlord themself is present.


D6. ELDER TEMPEST

A mighty, elemental storm rages around this mountain peak to a distance of 1d6+4 miles. At the eye of the storm is the Tree of Life, beneath which lies Kostchtchie’s phylactery, as described in the module.


Go to Hexes E1 thru F6

Escape From Elturgard

Go to Part 1

Escape From ElturgardESCAPE FROM ELTURGARD (DDAL 09-01): It’s not really surprising that both I (in the Avernus Remix) and Rich Lescouflair in Escape From Elturgard conclude that the best way to start the saga of Elturel’s fall is in a refugee caravan heading from the outskirts of the fallen city to Baldur’s Gate. There’s just no better or more immediate way of introducing the PCs to the crisis and, importantly, the lives most dramatically affected by.

Escape from Elturgard employs a clever design that can be used as four stand-alone, one-hour sessions or one longer, cohesive session with the caravan encountering multiple challenges. Three of the scenarios involve gathering supplies for the caravan before it departs, while the fourth takes place on the road.

The custom illustrations of every significant NPC in the caravan are a particularly nice touch and a great resource for this kind of adventure.

The grit in the wheel here, however, are the continuity errors. None of them are particularly large or fundamentally crippling, but they are everywhere – a constant, pervasive annoyance that never really goes away.

A good example of what I mean is the opening paragraphs of the second interlude/adventure, which has the quest giver say, “See that cart? It belongs to Ippon the Miller. Take it to the mill and gather supplies.” So the PCs walk over to Ippon and he says, “See this cart that definitely doesn’t belong to me? I think we should take it.” You can see how that doesn’t really break anything, but is nevertheless remarkably jarring.

The three “prep the caravan” sections of Escape From Elturgard are the scenario’s best parts and easily scavengable for a Remix campaign, with a couple provisos: First, the wacky “go on a shopping trip for paper and ink for a poet who otherwise refuses to join the refugee caravan” is, in my opinion, tonally inappropriate for the post-apocalyptic setting. Second, some of the adventures include devils roaming the countryside around Elturel as if they had “attacked” the city, but the continuity leading to that is a little hazy. (Elturel was sucked into Hell; it wasn’t attacked by devils.)

The fourth section of the scenario involves a secret cultist in the caravan murdering one of the other refugees and the PCs needing to solve the crime. This section of the adventure is not very good. The mystery is simply not handled very well, in no small part because the murder doesn’t actually make any sense.

  • Grade: C-

The next three adventures – Stopped at the Gate, Hungry Shadows, and The Day of the Devil – form the Betrayal in Blood series.


Stopped at the GateSTOPPED AT THE GATE (DDAL 09-02): Like other seasons of the Adventurers Guild, Season 9 reflects the events of that year’s major campaign book, in this case Descent Into Avernus. But this one reflects the campaign book rather more closely than other seasons that I’m familiar with, and, frankly, the effect is rather ludicrous.

Whereas Descent Into Avernus features the PCs being hired by a Flame of the Flaming Fist to investigate a Cult of Zariel in Baldur’s Gate murdering refugees under the instructions of a devil named Gargauth, these Adventurers League scenarios feature the PCs being hired by a different Flame of the Flaming Fist to investigate a different Cult of Zariel in Baldur’s Gate who are also murdering refugees for a different reason while being instructed by a different devil whose name starts with G (Gharizol).

With all the fascinating stories that could be told within the period of upheaval created by the Fall of Elturel in both Elturgard and Baldur’s Gate, the fact that the only thing the Adventurers Guild could think of was, “I dunno… I guess just the exact same story?” is not only incredibly disappointing, but also a huge disservice to anyone playing in both an AL and Descent Into Avernus campaign.

And it’s a millstone that none of the individual scenario writers are really capable of overcoming.

In Stopped at the Gate, the PCs need to investigate the murder of Marcus Hallgate. The poor design of the mystery can be exemplified by the first scene. The PCs can get two clues, both delivered by the victim’s wife:

  • There have been other murders. The PCs are not expected to investigate any of these, but they can talk to a city watchman who “knows more.” (He doesn’t.)
  • A friend of the Hallgates purchased a gift for the wife several days ago. (The gift has absolutely no connection to the murder, but apparently the PCs are supposed to follow up on this out of desperation.)

So the PCs leave the scene with two clues (sort of), and then this happens:

If the characters choose to see Dovis first, he’s at his post by the Heap Gate (Scene C). If they choose to go to Harwin’s shop first (Scene D), they end up encountering Dovis before they get there.

It’s not just that it’s railroading. It’s that the railroading is both transparent and completely pointless. In any case, they (hopefully) go to Harwin’s shop and his assistant tells them:

A couple of days ago, Harwin left to check on the shearing operations outside of town. This was strange; they had wool and Harwin didn’t like the sheep. Harwin must have left before Zook got to the shop this morning, since the tea in Harwin’s mug was still warm.

So he left a couple of days ago, but the tea in his mug was still warm this morning?

It turns out that Harwin is being controlled by a devil named Gharizol. Gharizol hatched a “brilliant” plan for killing Marcus Hallgate:

  • Make a fancy dress for Marcus’ wife so that she would go dancing!
  • She will not, of course, take her husband to go dancing with her!
  • Then, having gotten his wife out of the way, kill Marcus… while he is walking down a busy street and in no way in a location where his wife’s presence or absence would be meaningful!

Just… astounding.

In my opinion, this scenario is completely unusable.

  • Grade: F-

Hungry ShadowsHUNGRY SHADOWS (DDAL 09-03): In Hungry Shadows, the PCs are engaged to investigate another murder related to the Cult of Zariel.

The fundamental problem here is the continuity. Initially, I thought it was just presented in an utterly baffling fashion, but having read backwards and forwards through this thing several times, I’m forced to conclude that the whole thing is, in fact, utter nonsense.

A cultist has been “murdered” in their own home with all the doors and windows locked. How did he die? Well, either some sort of devil broke down his door and killed him (what all the evidence says) OR he was casting a summoning spell, it went wrong, and something appeared in the room with him and killed him (which is what the appendix says).

Who found the body inside the locked house that no one had been inside? No idea. The adventure doesn’t say. What we DO know is that the first members of the Flaming Fist on site are actually moles who are loyal to the cult. So what do they do? Well, first they report the murder to their superior officer and wait for the PCs to be called in. And THEN they arrange a meeting with a cult member at a local tavern to tell them that they need to cover up all the evidence of the cult’s involvement.

Where is the cult located? UNDER THE MURDER VICTIM’S HOUSE.

“Features” of this adventure also include:

  • A group of moles working within the Flaming Fists who conveniently self-identify themselves as moles by all wearing black kerchiefs around their necks.
  • A dungeon map that not only lacks a numbered key, but also labels of any kind, making it ludicrously and unnecessarily cumbersome to run.
  • A serious recommendation that PCs pause in the middle of a six room dungeon to take an eight hour long rest while the cultists in the next room politely wait before starting their ritual to summon a devil to fight the PCs.

I would consider this scenario nigh unusable, and certainly not worth the effort required to salvage something vaguely serviceable out of it.

  • Grade: F

Day of the DevilTHE DAY OF THE DEVIL (DDAL 09-04): I talk about this adventure in Part 3J of the Remix, where I loosely adapt the continuity around Duke Portyr’s assassination. And the reason I wanted to adapt it is because M.T. Black has done a bang up job of it.

The Day of the Devil opens with the PCs listening to Duke Portyr give a speech to a large crowd. Midway through the speech, he’s shot by an infernal arrow that causes his body to explode as several devils leap out of it. The PCs’ first order of business is to deal with the devils in the midst of a panicking crowd. It’s both an explosive opening (pun intended), but also handled with great elegance through a combat complications table that neatly captures the chaotic nature of the scene in an easy-to-run mechanic.

This is followed by the revelation that the cultists are also targeting some of the refugees the PCs have befriended, triggering a great chase sequence across Baldur’s Gate to reach the warehouse where the refugees have been staying in time to stop further tragedy. This is followed by a decent siege scenario (with the PCs defending the warehouse from cultists and devils).

The only real false step with the adventure are the loose ties to the other AL adventures, which mostly crop up in the final scene: Dara, who was the leader of the refugee caravan in Escape From Elturgard, has confusingly de-aged into a ten-year-old girl (this is just a continuity error). Then she reveals that two other refugees have secretly been celestials this whole time, she has just been consecrated as a priestess of Ilmater (as a ten-year-old child?), and they’re all heading to Avernus to rescue some souls.

At which point a character the PCs have never seen before blows up one wall of the warehouse (that the PCs have just bled to defend and which the refugees are still living in) and comes riding in on a mule-drawn cart, offering to give them all a ride to Hell.

All of which I recognize is supposed to elicit a response of, “WTF?” But I suspect not quite in the tone of derision I have for it.

But, honestly, if you just ignore that entire tacked-on ending, it’s a good adventure. (It does not, however, bode well for where the series is heading.)

  • Grade: B-

Go to the Avernus RemixGo to Part 3: Behind Infernal Lines

Volcanic Crater

Go to Table of Contents

The Avernian hex key is going to be one of the “hands on” sections of the Remix: We’re going to set up the scaffold here, but there’ll be some finishing work you’ll probably want to do before running it.

To stock the Avernian hexcrawl, I will be:

  • drawing locations from Descent Into Avernus,
  • pulling material from a variety of Avernus-related supplements on the DMs Guild, and
  • creating original content.

Most of the locations in Descent Into Avernus were originally and primarily designed to be part of the Choose Your Railroad structure that the campaign is built around. The key below assumes that you’ll have access to the Descent Into Avernus book, but will be providing notes focused on how these locations should be adapted in the absence of this railroad.

In cases where I’m using material from the DMs Guild, you will similarly need to either obtain the original supplement or swap those hexes out for your own creations. The notes below, once again, focus primarily on how you can adapt the published material to good effect. (Harvesting published scenarios like this is something I almost always do when stocking hexcrawls.)

Original content is also unlikely to be a in a play-ready state, but should be sufficiently detailed that you’ll be able to flesh out the details.

Throughout these locations we will be seeding:

INDEX

Hexes A1 thru B6
Hexes C1 thru D6
Hexes E1 thru F6
Hexes G1 thru H6
Hexes I1 thru J6


A1. AVERNIAN TARPIT

A vast tarpit several hundred feet across. The is hot enough to burn (1d6 fire damage) and it is constantly bubbling. Dangers include:

  • A large gas bubble explodes, spattering those within 10 feet with hot tar. DC 12 Dexterity saving throw or 1d6 fire damage.
  • Getting stuck in the tar. (It counts as difficult terrain and requires a DC 14 Strength check to pass safely or a DC 18 Strength check to escape once stuck. If stuck, the victim will slowly sink into the tar, becoming submerged 3d6 rounds later.)
  • Jets of flame spontaneously erupt from particularly strong outgassing.
  • The gas itself can be toxic, requiring a DC 16 Constitution saving throw. On a failure, characters are affected as per a confusion spell, rolling on the custom table below once per minute to determine their actions. At the end of each minute, they can attempt another saving throw.

There are several small outcroppings of rock and solid-ish land dotted throughout the tarpit. On one of these is a giant boulder of gold that gleams in the strange, reddish light of Avernus. (The boulder is actually pyrite; fool’s gold.)

d10Tar Confusion Effect
1-2Uncontrollable laughter, as per a Tasha's hideous laughter spell
3-5Believes the tar is delicious food and will attempt to eat it. (The tar inflicts 1d6 fire damage, or 3d6 fire damage if swallowed. It is also poisonous, requiring a DC 12 Constitution saving throw to avoid an additional 2d6 damage accompanied by vomiting.)
6-7Move in a random direction (possibly motivated by hallucinations).
8Takes no actions.
9-10Attacks a random nearby creature.

A2. OBELISK OF UBBALUX

  • Descent Into Avernus, p. 98.

A set of astral pistons within the obelisk are intrinsic to Ubbalux’ prison. The pistons can only be accessed if Ubbalux is freed.

FREEING UBBALUX:

  • As described in Descent Into Avernus, Ubbalux has heard of the Mirror of Mephistar (Hex I1) and believes Mephistopheles can unravel the riddle.
  • Bel built the prison and could free him. Ubbalux can also point them towards Bel’s Forge (Hex H2). (If it seems reasonable, Ubbalux might still be under the impression that Bel is the Archduke of Hell.)
  • You can also solve Bel’s original “riddle” (see below).

INVESTIGATING THE STONES: Bel told Ubbalux that the secret to escaping the prison was hidden in the arcane runes etched across the standing stones. The trick is that crucial information is located on the outside of the stones, where Ubbalux can’t see it.

  • A DC 12 Intelligence (Arcana) check indicates that each of the outer standing stones is associated with one of the schools of magic.
  • A character who speaks Infernal or succeeds on a DC 18 Intelligence (Arcana) check will notice that each standing stone has a cartouche containing two syllables, one of which is either the first or second syllable of the associated school of magic in Infernal and the other appears to be a nonsense syllable.
  • A similar cartouche appear on the inside of the stone (where Ubbalux can see it, although you can also look across the circle and see them from outside) with a similar pairing of the first or second syllable of the associated school of magic in Infernal (whichever one isn’t on the outside) and a nonsense syllable.

SOLVING THE RIDDLE: Combining the two “nonsense” syllables on each stone forms a command word associated with that stone. You can intuit the correct order of the syllables by looking at the matched syllable from the school of magic. (So the syllable in the cartouche with the first syllable of the school of magic should be the first syllable of the command word and the second syllable should be the second.)

To release Ubbalux, you need to place your hand on each stone and speak the associated command word (suffering the effect described on pg. 98 of Decent Into Avernus). Once this has been done with all eight stones, the energy field drops: Ubbalux is freed and the central obelisk can be accessed.

Stone (by School)Outer Cartouche (Infernal)Inner Cartouche (Infernal)Outer Cartouche (Translated)Inner Cartouche (Translated)Command Word
AbjurationTOZ / BODRIK / XUUNAB / BOJUR / XUUNBOXUUN
ConjurationATH / LADIG / KRIJUR / LACON / KRIKRILA
DivinationLA / ITHROT / IFEDIV / ITHIN / IFEITHIFE
EnchantmentTHOS / UNDRER / ECKCHAN / UNEN /ECKECKUN
EvocationOOD / LEWAR / ARGCAT / LEEVO / ARGARGLE
IllusionTHRUN / JAOZOG / KOUMILL / JAOUS / KOUMJAOKOUM
NecromancyDRIK / ARKTHAL / KILNEC / ARKRO / ILARKIL
TransmutationMAM / YAOTH / ARKMUT / YATRANS / ARKARKYA

A3. OOZE HARVESTERS

Treacherous stone steps are carved into the cliff face surrounding the Pit of Shummrath, leading down to a miserable village which has been built upon a shelf of rock that thrusts out into the green ooze.

A pair of piscoloths and a gaggle of sahuagin overseers dominate a population of enslaved half-fiend goblins who dredge sludge from the Pit and bottle it. These are shipped to the piscolothian cities in the dark waters beneath the ice of Stygia, where the oil-slick-like telepathic emanations of the sludge are a kind of delicacy used to spice food.

Asmodean Cavern: The mouth of a cave at the base of the cliffs in the goblin village leads to several chambers containing ancient fiendish pillars. The four faces of each pillar are covered with worn runes in an archaic form of Infernal and the bas reliefs of various devil faces. Touching the runes causes the devil faces on the matching pillar to animate and recite them. Collectively they tell of the Trial of Asmodeus and the rights given to Asmodeus under the First Law by the ruling of Primus, Lord of the Modrons. This site is recorded as being one of sixty-six such memorials erected to record this epochal event.

The goblins lived in these caverns, but several years ago they were flooded by a sudden undulation of the Pit. Shummrathian ooze still lingers in the depths of the cave, creating a hostile environment for the goblins who still squat here.


A4. ARCHES OF ULLOCH

  • Descent Into Avernus, p. 103

The Arches of Ulloch allow the mass transport of entire armies, but they require the use of a tuned keystone (similar to the planar tuning fork required for a plane shift spell) to align them with a particular plane of existence.

One of the arches currently has an ancient Avernian keystone, allowing teleportation to anywhere within Avernus.

Creating a new tuned keystone requires:

  • Either the original plans (located in Bel’s Fortress, Hex H2) or a DC 20 Intelligence (Arcana) check to reverse engineer the existing keystone.
  • 50 soul coins worth of raw materials.
  • An appropriate workshop (such as those located in Bel’s Fortress, Fort Knucklebones, or other Warlord armories).

Note: There is an unkeyed keystone in the Dump (Hex H1).


A5. WARLORD LAIR: THE LOST GOLGARI

This is the lair of Kolasiah, the Infernal Medusa, and the Lost Golgari, who have come to Avernus from Ravnica. Kolasiah seeks a way of returning home and would value any news of a powerful spellcaster not allied with Zariel.

Entrance Ramp: Infernal war machines come roaring down the ramp and are parked in a cluster around the central stone pillar.

Forge: In the central pillar of the rock at the bottom of the entrance ramp there is a forge and garage run by Malargan the Oni. See Forges of Avernus, p. 4. A set of astral pistons can be found here.

For more details on the Avernian warlords, see Part 7E of the Remix.

Design Note: As written in Warlords of Avernus, the Lost Golgari have been reduced to a fraction of their former strength. You can either lean into that (with chunks of their base here being deserted) or I would potentially go the other way and bolster her to have a larger number of infernal machines and riders.


A6. WARLORD LAIR: BITTER BREATH’S MARAUDERS

For more details on the Avernian warlords, see Part 7E of the Remix.


B1. ARKHAN’S TOWER

  • Descent Into Avernus, p. 110

For Arkhan’s Tower, we would like to prep:

  • A complete map of the tower.
  • An adversary roster of the denizens. (Descent Into Avernus, p. 110-11 does provide a comprehensive list of creatures to add to the roster.)

For the map, I will recommend PogS’ excellent original cartography.


B2a. FERRYMAN’S PORTS

  • On River

There are charonadaemon ferry stations on both shores of the Styx here. There are commissions available for travel up- and downriver, but most regular travel simply crosses the river to the other station.

Sudok’s Mart: The station on the contra-Dis side of the river is larger and contains a small market overseen by a yugoloth named Sudok.


B2b. ALVSKRAEMA CARAVANSERAI

The Alvskraema caravanserai is located next to the bridge which crosses the Pit of Shummrath. It is jointly operated by Brarumoch, Haskari, and Meltrus.

Brarumoch: Operates the common room and runs the kitchen. The caravanserai’s specialty is elf meat. Brarumoch has a supplier who hunts and butchers elves on the Material Plane; here they are considered an expensive delicacy known as alvskraema.

(This doesn’t mean that any elf walking through the door will be set upon and butchered. That’s not the sort of thing you do to a customer.)

Haskari: Operates a weapons forge. He specializes in creating cacophonous weapons, which allow those wielding them to speak and understand Abyssal. (See Forges of Avernus.)

Meltrus: Specializes in repairing and building infernal machines. He and Haskari are constantly squabbling over shop space.

Design Note: Note that the name Alvskraema is more or less “Elfscream” in Old Norse. It’s designed to echo the Elfsong Tavern from Baldur’s Gate. Thanks to Flallen from my Twitch chat for the suggestion of Elfscream Tavern.


B3. WITCH-QUEEN’S ABODE

Tasha keeps a summer home in Avernus, as described in Dance of Deathless Frost. She is aware of Kostchtchie’s phylactery, knows that Baba Yaga knows its resting place, and is able to summon Baba Yaga’s hut.


B4. RED RUTH’S LAIR

  • Descent Into Avernus, p. 107

Red Ruth has a heartstone.


B5. BONE CRATER

A large meteor impact crater formed by a huge skull (more than ten feet across) that’s partially embedded at the center of the crater.


B6. WARLORD LAIR: SOUL COLLECTORS

This is the lair of the warlord Algoran and his gang, the Soul Collectors.

Shrine to Eskarna: Algoran discovered an ancient shrine dedicated to the demon Eskarna. It was built countless aeons ago at a time during which the demons had pushed the front lines of the Blood War deep into Avernus. Long abandoned and forgotten, it was discovered by Algoran and converted into a gladiatorial arena.

Gladiatorial Arena: Watched over by the well-worn statue of Eskarna, Algoran hosts gladiatorial competitions here which attract a varied crowd of visitors and competitors.

Cogbox: Algoran recently acquired a modron slave as a wager during the gladiatorial fights. The modron has a Nirvanan cogbox. The modron might be willing to trade it for anyone who can help them gain their freedom; alternatively, if Algoran learns its value, he will seize it and try to make a deal (or wager) himself.

Shaaksuraar’s Armory: A “mountain of a sahuagin-werebear” called Shaaksuraar oversees a productive weapons forge for Algoran. This is located in the river cavern; Shaaksuraar goes on swims through the subterranean river and also quenches his fresh-forged weapons in the waters here. See Forges of Avernus, p. 3.

For more details on the Avernian warlords, see Part 7E of the Remix.

Design Note: The concept of Eskarna comes from Dyson’s original key for this map, although we have reduced it to an ancient ruin here. In Forges of Avernus, Shaaksuraar manages the Goregut Armory, but the Goreguts’ lair (Hex J3) in the Remix has been destroyed by Princeps Kovik (Hex J5). I’ve reassigned Shaaksuraar to Algoran, but you could also make this part of his backstory: That he worked for Raggadragga until his forge was destroyed by Kovik. (To add extra drama, perhaps Shaaksuraar betrayed Raggadragga to Kovik for a large payment of soul coins before transferring his services to his new forge here.)


Go to Hexes C1 thru D6

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.