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Zariel's Flying Fortress - Raid Map

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

Zariel's Flying Fortress - Command Deck

(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

Avernus - Zariel's Flying Fortress - The Brig

(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

Dark Castle - Liu Zishan

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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.

TerrainEncounter Distance
Ashlands6d6 x 20 feet
Bone Brambles2d6 x 10 feet
Caustic Bogs6d6 x 10 feet
Hills, Avernian2d6 x 10 feet
Mountains, Avernian4d10 x 10 feet
Plains of Fire4d6 x 10 feet
Pit of Shummrath4d6 x 10 feet
Wastelands6d6 x 40 feet
Wastelands, Cracked6d6 x 20 feet
Volcanic Plains4d6 x 10 feet

AVERNIAN REACTION TABLE

Reaction checks in Avernus are made by rolling 2d6 on the following table.

2d6Reaction
2-3Immediate Attack
4-5Hostile
6-8Cautious/Threatening
9-10Neutral
11-12Amiable

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
1-5Warlords
6-10Zariel
11-13Bel
14-15Tiamat
16-17Purple City
18-19Other/Independent/Rebellious
20Demonic (Quisling)

Go to Part 7I: Avernian Rumor Tables

Book of Fiends 5E - Green Ronin

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PROCEDURAL ENCOUNTER TABLE

d100EncounterTracks %Lair %
1-5Roll on Environmental Encounters Table.--
610d10 lemures (MM, p. 76)40%10%
75d10 imps (MM, p. 76)20%20%
820 + 10d10 nupperibo (DIA, p. 239)40%10%
91d10 x 10 abyssal chickens (DIA, p. 97)30%Nil
102d6+2 hell hounds (MM, p. 182)50%20%
111d4+2 barbed devils (MM, p. 70)40%10%
123d4+2 bearded devils (MM, p. 70)30%10%
131d2 bone devils (MM, p. 71)40%25%
141d3 chain devils (MM, p. 72)40%35%
151d2 erinyes (MM, p. 73)40%20%
161d2 horned devils (MM, p. 74) 40%20%
173d6+4 spined devils (MM, p. 78)25%20%
181d4 black abishai (TOF, p. 160)10%25%
191 green abishai (TOF, p. 162)40%20%
201d4+1 white abishai (DIA, p. 241)25%10%
211 hellfire engine (TOF, p. 165)60%Nil
222d4+1 merregon (DIA, p. 238) + 2d6+3 lesser merregon (EGD, p. 184)40%20%
231 narzugon (DIA, p. 239)40%30%
242d3+1 lesser narzugon (EGD, p. 181)40%25%
251d3 howlers (TOF, p. 210)40%20%
263d4+2 bulezau (DIA, p. 230)40%15%
271d3 fiendish flesh golems (DIA, p. 236)30%10%
281d6 hellwasps (DIA, p. 236)25%20%
292d4+1 mindkiller nettles (SSA, p. 28)10%50%
302d3 mymexleon (SSA, p. 29)25%45%
311 greater + 1d4-1 lesser screaming ash elementals (SSA, p. 31)20%5%
321 assassin devils + 1d2 devil dancers (EGD, p. 171)20%20%
331 harvester devil (EGD, p. 180)40%30%
341d4 asakku (BOF, p. 144)25%40%
351d2 ashemdes (BOF, p. 145)50%20%
361d2 bulugons (BOF, p. 148)40%10%
371d3 chamagons (BOF, p. 149)40%15%
381d3 distenders (BOF, p. 152)40%20%
391 faceless (BOF, p. 155)30%10%
401 falstaff (BOF, p. 156)40%20%
412d3-1 felugons (BOF, p. 157)25%25%
422d3-1 gladiatrixes (BOF, p. 160)40%30%
432d4+2 hellwardens (BOF, p. 163)5%95%
443d4 x 10 herlekins (BOF, p. 164)40%20%
451d2+1 keres (BOF, p. 167)40%25%
461d2 magugons (BOF, p. 170)40%20%
471d4 pain mistresses (BOF, p. 174)40%20%
482d3 soulsniffers (BOF, p. 177)40%10%
491d6+6 spinders (BOF, p. 178)40%30%
502d3 vierhaander (BOF, p. 181)25%20%
511d2 fallen angels (BOF, p. 185)40%20%
522d4+2 bonedreg bipeds (BOF, p. 203)30%20%
532d6+10 bonedreg quadrupeds (BOF, p. 203)30%20%
541d2+1 hell horses (BOF, p. 207)40%20%
551d2 kok-lirs (BOF, p. 211)50%30%
561 oubliette (BOF, p. 215)50%20%
572d4+1 painshriekers (BOF, p. 217)40%20%
581d2 darksphinexes (BOF, p. 221)40%50%
591d3 spineseekers (BOF, p. 222)10%5%
601 arcanoloth (MM, p. 313)40%25%
612d3 mezzoloths (MM, p. 313)40%25%
621d2 nycaloths (MM, p. 314)40%25%
%1 ultraloth (MM, p. 314)40%25%
641d2 balhannoth (TOF, p. 119)40%25%
651d3 canoloths (TOF, p. 247)40%25%
661d3+1 dhergoloths (TOF, p. 248)40%25%
671 yagnoloth (TOF, p. 252)40%25%
68-72Thalamra the Warlord Hunter (Part 7G)20%Nil
73-87Roll on Avernian Warlord Table.--
88-91Demon Band (EIA, p. 7)--
92-95Blood War Battle (EIA, p. 5)--
96-00Roll on Dangerous Devils Table.--

Tip: The Procedural Encounters table will generally produce homogenous encounters with only a single creature type. Although it requires more dice rolling (and some creative interpolation to explain the results), you can quickly generate mixed encounters by rolling twice and halving the number of creatures of each type appearing (round up).

You may discover that it’s actually easier to improvise creative encounters by generating mixed results, because the pairing of different devil types will spur your creativity in explaining what they’re doing together.

STYX ENCOUNTERS

d20EncounterTracks %Lair %
1Hydroloth Gondola (EIA, p. 14)--
2Lost Assassin (EIA, p. 14)--
3Kraken Released (EIA, p. 15)--
41d2 hydroloths (TOF, p. 249)10%50%
51 merrenoloth (TOF, p. 250)10%10%
61d2 froghemoths (GTM, p. 145)40%20%
72d6 cranium crabs (SSA, p.8 )25%25%
81d3 false cleric fish (SSA, p 14)5%Nil
91d3 styxglider (SSA, p. 35)40%20%
101d4 crun (BOF, p. 106)10%Nil
112d6+2 hydraggon (BOF, p. 195)10%20%
12-14Kelton Hunter's Ship (Part 7G)--
15-16Naval Battle (EIA, p. 15)--
17-18Devil Patrol Boat (EIA, p. 12)--
19-20Demon Skiff (EIA, p. 12)--

ENVIRONMENTAL ENCOUNTERS

d12Environmental Encounter
1Landslide! (IE, p. 7)
2Quicksand (DMG, p. 110)
3Razorvine (DMG, p. 110)
4Rocks of the Damned
5Bonefield
6-7Avernian Fireballs
8-9Infernal Wreck
10-12Oppressive Conditions

ROCKS OF THE DAMNED: Some of the rocks in Avernus seem to have tormented faces etched into them.

BONEFIELD: A field of bleached bones lying half-buried in the dunes or choking a razor-sharp ravine These are remnants of some ancient battle. (Avernian bonefields often feature titanic skeletons that will tower over the PCs.)

AVERNIAN FIREBALLS: Travelers in Avernus are periodically plagued with balls of flaming energy that spontaneously erupt without apparent reason. They inflict 5d6 fire damage, with a DC 15 Dexterity saving throw for half damage.

INFERNAL WRECK: 1d3 wrecked infernal war machines. The PCs can likely scavenge parts from them. There’s a 1 in 6 chance that the machine can be repaired without completely overhauling it.

OPPRESSIVE CONDITION: Trigger an oppressive condition, as described in Part 7B. This will exist in addition to any oppressive conditions already present.

AVERNIAN WARLORDS

See Part 7E: Warlords of Avernus for more details on the warlords. You can roll on the table below to randomly determine which warlord’s faction has been encountered. There is a 1 in 4 chance that the warlord is present for the encounter, otherwise it’s just an appropriate squad of their gang members (most likely riding infernal war machines).

d8Warlord
1Algoran
2Bitter Breath
3Carol D'Vown
4Feonor
5Kolasiah, the Infernal Medusa
6Princeps Kovik
7Raggadragga
8Roll Again Twice

DANGEROUS DEVILS

d12EncounterTracks %Lair %
1Pit Fiend (MM, p. 77)50%65%
2Blue Abishai (TOF, p. 161)30%60%
3Red Abishai (TOF, p. 162)50%50%
4Amnizu (DIA, p. 228)50%65%
5Concordant Killer (EGD, p. 170)40%20%
6Balan and the Infernal Hunt (BOF, p. 146)50%Nil
7Ignagon (BOF, p. 166)40%20%
8Malgrin (BOF, p. 171) + 5 devil squads (EIA, p. 8)60%30%
9Ahrimanes (BOF, p. 186)50%60%
10Vulcan Demolisher (BOF, p. 229)50%20%
11-12House of Gore (DDAL09-19)50%-

Go to Part 7H-D: Advanced Encounter Options

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