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This was a resource which I wish existed while I was working on the Alexandrian Remix of Descent Into Avernus. Having compiled it, I thought others might also find it of use in planning and running their campaigns in the Nine Hells.
The lists below simply compile all the available devils in both official sourcebooks and a number of DM’s Guild and 3rd Party sourcebooks, organizing them according to their challenge rating. It includes some non-devil fiends (like hell hounds and succubus) that are common in Hell, but does not include demons or yugoloths. (Yugoloths, however, are listed in a separate section below.) The sources include:
(If you’re reading this you might also be interested in the random encounter tables which use many of these devils.)
Note: The terms “Archdevil” and “Daemon Lord” below are not always strictly accurate from a lore perspective, but they indicate incredibly powerful, unique individuals.
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GENERAL CONDITIONS
There are a few things to keep in mind as the PCs are exploring the flying fortress.
Announcements: There are frequent announcements that can be heard throughout the ship. They include things like:
- Summons for particular devils to go to various places. (“Signifier Yurtarth, report to the abjuration generator.”)
- Navigational announcements. (“Prepare for acceleration.”)
- Personnel announcements, like shift changes, mess calls, or general quarters. These can include obscure references like “condition omega” or “enact red protocol.”
- Blaring alarm klaxons (if, for example, the PCs trigger an alert).
All verbal communication, of course, will be in Infernal.
Telepathic Communications: Are likely to be jammed by the Telepathy Station.
Teleportation: Is blocked by the Abjuration Generator.
Scrying: Is blocked by the Abjuration Generator.
ENTRANCES
ROOFTOP HATCH: Found on the Lookout Deck (see Locations, below).
SIGNAL VENTS: Tiny hatches on the hull connect to 1-foot-diameter chutes that lead to the Imp Roosts. Imp couriers use these chutes to enter and exit the flying fortress.
- Can be accessed by Tiny or gaseous creatures.
- Vent Labels in Infernal indicate if a vent is intake or exhaust (to avoid imps having head-to-head collisions).
- There is a chance of encountering an imp when the vents are used: 1 in 10 when ship is in dock; 1 in 8 when ship is in the field; 1 in 4 when ship is in battle. (PCs observing the vents – and able to see the potentially invisible imps – may be able to discern a traffic pattern to reduce or eliminate the possibility of encountering an imp.)
SOUL INTAKE PIPE: Grilled vent on the bottom of the fortress, just above the ventral battery, leading to a 5-foot-diameter pipe.
- Pipe leads to a 10-foot-diameter, spherical iron cistern.
- Souls from the River Styx are drawn up into the flying fortress when it is docked at the Stygian Dock and used for fuel in the cistern.
- The pipe and cistern are flooded with necrotic energy, and any creature starting its turn in either location takes 16 (3d10) necrotic damage.
- The cistern is located in the Engine Room, and there is a maintenance hatch allowing access. From the inside, there is no handle, but it can be broken open (DC 20 Strength check). This will also flood the Engine Room with necrotic-infused soul fuel.
LOWER PERCH: It’s not unusual for one or two of the lower perches to be open during flight to allow flying devils to come and go, so it’s often possible for the PCs to simply fly in (if they can somehow avoid being detected by the devil legionnaires on security duty and also actively working throughout the perch).
UPPER PERCH: The Upper Perch is generally not open except during an actual deployment. The doors can be raised or lowered from a control room at the back of the bay.
Go to Part 7D-C: Fortress Locations
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(click for large map)
This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.
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(click for large map)
This map is designed for use with Part 7D: Raid on the Flying Fortress. You can download a large version without labels for VTT use by clicking the image.
Go to the Avernus Remix
Filed under: Roleplaying Games | Comments (2)
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AVERNIAN ENCOUNTER DISTANCE
As described in Part 7B: Avernian Hex Map, the Avernian Hexcrawl features unique terrain types. You can use the following table to determine encounter distance in Avernus.
Terrain | Encounter Distance |
Ashlands | 6d6 x 20 feet |
Bone Brambles | 2d6 x 10 feet |
Caustic Bogs | 6d6 x 10 feet |
Hills, Avernian | 2d6 x 10 feet |
Mountains, Avernian | 4d10 x 10 feet |
Plains of Fire | 4d6 x 10 feet |
Pit of Shummrath | 4d6 x 10 feet |
Wastelands | 6d6 x 40 feet |
Wastelands, Cracked | 6d6 x 20 feet |
Volcanic Plains | 4d6 x 10 feet |
AVERNIAN REACTION TABLE
Reaction checks in Avernus are made by rolling 2d6 on the following table.
2d6 | Reaction |
2-3 | Immediate Attack |
4-5 | Hostile |
6-8 | Cautious/Threatening |
9-10 | Neutral |
11-12 | Amiable |
If you roll doubles, however, the encounter’s reaction will be deceptive, in which case the encounter’s reaction will appear to be the opposite result on the table:
- Immediate Attack/Hostile encounters will appear incredibly friendly and welcoming… right up until they slip the knife in.
- Threatening encounters will appear cautious, most likely using that posture to put the PCs at a disadvantage. (“Your weapons scare me! Put them down and we can talk!”)
- Cautious encounters will attempt to scare the PCs away with a display of dominance.
- Neutral encounters are unchanged.
- Amiable encounters will present behavior that seems overtly hostile, but most likely due to cultural differences. (The demon is brandishing its venom-glistened fangs at you so that you’ll see that it’s having its venom sacs discharge a clear fluid instead of poison!)
Deception is possible in any setting, of course. By having it systemically occur one-sixth of the time in Avernus, our goal is to leave the players feeling unsettled and uncertain. Hell is an alien environment filled with lies and liars.
FACTION ALLEGIANCE TABLE
Devils encountered in Avernus will usually belong to or be allied with a faction. (Hell is all about its hierarchies.) You can randomly determine an encounter’s faction using this table.
d20 | Faction |
1-5 | Warlords |
6-10 | Zariel |
11-13 | Bel |
14-15 | Tiamat |
16-17 | Purple City |
18-19 | Other/Independent/Rebellious |
20 | Demonic (Quisling) |
Go to Part 7I: Avernian Rumor Tables
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