"Devil’s Deal" is an AD&D®
adventure intended for use with the Warriors of
Heaven accessory [TSR#11361]. The adventure is
designed for 4–6 good-aligned celestial PCs of levels
3–4. Celestial races include agathinon, aasimar, archons,
asuras, eladrins, guardinals, and quesar. Archon PCs
may be lantern or hound archons only. Ideally, the
adventuring party should contain a mixture of lawful,
chaotic, and neutral PCs.
Rules for creating aasimon, archon,
asuras, eladrin, guardinal, and aasimar PCs are presented
in the Warriors of Heaven supplement; rules
for creating quesar PCs can be downloaded at Quesar.
Adventure
Background
When the pit fiend Azavistos was slain
and reduced to lermure status by a pair of devas on
the Prime Material Plane, his gelugon subordinate
Felgelor took it upon himself to mind the lair of
his fallen lord. The monstrous edifice that once served
as Azavistos’s abode, the Fortress of Malevolence,
sits deep in the cauldron of an active volcano on
Baator, submerged beneath hundreds of feet of bright,
molten lava. From inside the fortress, Felgelor plotted
to recover that which the devas had "wrongfully"
taken: Azavistos’s great mace, Malefactor.
Unlike Azavistos, the gelugon saw nothing
to be gained by fighting in the Blood War. The Abyss
was already a bottomless cesspool of corruption, and
as far as Felgelor was concerned, the tanar’ri were
welcome to it. The gelugon also felt no burning compulsion
to heed the whims of Baator’s dark rulers; many times
he petitioned for promotion to pit fiend status, and
each time the Lords of the Nine cast him back into
the bloody fray without due consideration of his abilities
or his guile. Felgelor believes that recovering Azavistos’s
weapon from the dreaded aasimon will make the Lords
of the Nine stop and take notice, forcing them to
grant that which he most desires:transformation
into a pit fiend. Thus, Felgelor has turned his undivided
attention to the Upper Planes, hoping to wrest Malefactor
from the hands of the hateful celestials.
FOR
THE DUNGEON MASTER
The devas who destroyed Azavistos’s
Prime Material form took the pit fiend’s evil mace
to the Upper Planes to ensure that the weapon would
never again fall into fiendish clutches. Malefactor
was brought to the aasimon citadel of Xal Brivala
on Ysgard, and there it remained for one hundred years.
Felgelor spent much of that time trying to trick clueless
primes into locating and stealing the weapon, but
all of his schemes were thwarted. Finally, his growing
frustration and impatience demanded that he resolve
the matter himself.
Felgelor and several lesser baatezu
polymorphed themselves into benevolent pilgrims
and found a portal leading to the Upper Planes. They
had barely set foot on the plane of Ysgard when they
were set upon by a wing of fire-tempered asuras. A
spectacular battle ensued, and all of the baatezu
were destroyed save Felgelor and one spinagon. During
the altercation, Felgelor managed to capture one of
the celestials—an impetuous and bold asuras warrior
named Vembra Moonflame. After fleeing through the
portal with his captive, Felgelor ordered the last
surviving spinagon to stay behind and destroy the
portal. Its collapse prevented the other asuras from
recovering their lost warrior, and they naturally
feared she would be slain by her outraged captors.
Instead of slaying the temperamental
asuras, Felgelor brought her to the Fortress of Malevolence
on Baator and trapped her inside Azavistos’s mirror
of life trapping. Through his web of contacts,
he sent word to the celestials that he would release
his prisoner in exchange for Malefactor.
When the asuras learned of Felgelor’s
offer, they brought the matter before the Parliament
of the Concordance and demanded that the aasimon relinquish
the weapon, saying that Vembra’s life was worth the
loss of one Baatorian artifact. However, the aasimon
declined to make the trade, vowing never to let Malefactor
fall into the hands of evil. The Parliament, to no
one’s surprise, supported the aasimon position. The
asuras challenged the decision, but they had little
choice but to comply—or so the aasimon believed.
An asuras named Keliar Stormfire approached
Seraphistus, an aasimar thief, and asked him to steal
Malefactor from the citadel of Xal Brivala and trade
it for Vembra’s life. The asuras’s desperate plea
struck Seraphistus as funny, given that he had spent
most of his career snatching artifacts from the fiends,
not giving them back. Although Keliar declined to
elaborate on his relationship with Vembra, Seraphistus
saw the fierce passion in the asuras’s eyes and accepted
the task because he felt it was the right thing to
do. (The aasimon would be furious, but Seraphistus
could always offer to steal it back.) Thus, with some
handy magic and careful planning, the aasimar infiltrated
the citadel and purloined the wicked mace.
Seraphistus’s flight from Xal Brivala
did not go undetected, and he suspects that the aasimon
are looking for him. The aasimar doubts that he has
time enough to deliver the mace to Keliar before he
is captured and questioned. Still, he would rather
face the consternation of the aasimon (his escapades
have placed him at odds with the celestials on many
occasions) than barter with a baatezu on its own turf.
The cagey aasimar has decided to pass the item to
a group of sympathetic celestial adventurers, hoping
that they will complete the trade and see Vembra safely
returned to the Upper Planes. The aasimar also believes
that Vembra’s salvation might be possible without
actually relinquishing the mace, but such an endeavor
would undoubtedly involve open conflict with the baatezu
and require more than the skills of a talented thief.
SERAPHISTUS
The adventure begins when the PCs meet
Seraphistus, the aasimar thief. He tries to coax the
heroes into taking Malefactor to Baator and trading
the artifact for Vembra’s freedom. If they agree to
complete the quest, he hands them the bag of holding
containing the wicked mace. The mace has been helpfully
enchanted to plane shift its wielder and entourage
to Baator. (See the "Malefactor" sidebar).
Read or paraphrase the following when
the PCs first encounter the aasimar:
You find yourselves standing on one
of the great limbs of Yggdrasil, the giant ash tree
that connects the various planes. Beneath your feet
you can feel the rough, silvery bark, and all around
your hang giant oval leaves in varying shades of deep
blue. Either you misunderstood the bariaur’s directions,
or the haughty fellow was himself mistaken. You expected
to find a portal leading to Elysium at this very spot,
and yet there is none.
Fortunately, you are not alone for long.
Farther along the great branch you see a lone aasimar
approaching. For a time, he seems too enrapt in his
own thoughts to notice you, but as he draws closer
he smiles and waves in your direction. The slender
aasimar quickens his pace. He springs nimbly over
a scurrying beetle as large and as brightly colored
as a Nidavellirian mushroom, throws his gray cloak
over one shoulder, and extends a six-fingered hand
in friendship, introducing himself as Seraphistus.
Seraphistus is trying to lose himself
on the limbs of Yggdrasil, hoping the aasimon will
have trouble locating him as he passes through portal
after portal. Presently, he is as lost as the PCs
and can provide no information to help them find their
way. However, short conversation with the PCs is enough
to persuade Seraphistus that these are the heroes
he needs to complete his task. Before long, he confides
the following:
"I have taken something from the
citadel of Xal Brivala on Ysgard—an evil mace crafted
from Baatorian steel. The aasimon who swore an oath
to guard this hateful weapon are searching for me
even as we speak."
From the folds of his modest cloak,
Seraphistus draws forth an unremarkable bag of pitted
gray leather. "The mace is contained within this
bag of holding. Grasping the weapon can be perilous,
so one must handle it judiciously.
"The mace once belonged to a pit
fiend named Azavistos, whom the aasimon defeated in
battle. The victors brought the weapon to Xal Brivala
for safekeeping. One of the pit fiend’s subordinates,
a baatezu named Felgelor, has demanded that the weapon
be returned to him on Baator—in exchange for the release
of an asuras prisoner named Vembra Moonflame.
"Vembra was captured by the baatezu
in a brief skirmish on Ysgard. When Felgelor sent
word that he would release Vembra in exchange for
his master’s mace, the issue was brought before the
Parliament of the Concordance. The asuras requested
that the aasimon trade the mace for Vembra’s life,
but the aasimon refused. The Parliament would not
sanction the trade, and within days I was approached
by a lone asuras named Keliar—he hired me to steal
the weapon.
"Vembra’s survival is important
to Keliar, and I’m guessing that the two asuras are
intimate. I was not paid to steal the mace—I wish
only to see Vembra and Keliar reunited.
"I’ve made a career stealing fiendish
artifacts from the blackened fortresses of Baator,
the fetid reaches of the Abyss, and yugoloth strongholds
on Gehenna. If there were some way to rescue Vembra
without relinquishing the mace, I would pursue it.
Unfortunately, my special talent is thievery, not
diplomacy. I do not negotiate well with fiends, nor
would I care to try.
"If the aasimon retrieve the weapon
now, no greater good will have come from the theft,
and Vembra’s life will end in the hell of Baator.
I ask that you use the mace to transport yourselves
to Felgelor’s lair and free the asuras from his clutches.
Give him the weapon if you must; if necessary, I will
swear an oath to steal it back."
The Warriors of Heaven accessory
provides a complete description and statistics for
the aasimar thief, Seraphistus.
The PCs are confronted with a difficult
choice: By trading the mace for Vembra’s life, they
are wilfully allowing a terrible artifact to fall
into the clutches of evil. If they go against Seraphistus’s
wishes and enable the aasimon to reclaim the mace,
they condemn Vembra to a horrible, lingering death.
For the purposes of this adventure, the best choice
would be to use the mace as leverage to free Vembra,
then find some way to keep the weapon out of Felgelor’s
wicked talons and return it to the Upper Planes.
If asked why the aasimon don’t use the
mace to send a group of high-powered celestials to
Felgelor’s abode and take the asuras by force, Seraphistus
replies, "These aasimon are the purest of the
pure—they would never use an evil artifact to further
their own ends. More importantly, aasimon never strike
so deep into Baator on a whim. Such an attack would
occur only after careful deliberation and years of
planning, at a cost far greater than the life of one
ill-fated asuras."
If the PCs agree to trade Malefactor
for the asuras, Seraphistus hands them the bag
of holding and provides them with any additional
information they require. He has researched the special
powers of the mace (see below), and he knows that
speaking the words "Cauldra Azavistos" while
invoking the mace’s plane shift power transports
the wielder and up to six other beings to Felgelor’s
lair on Baator.
Seraphistus suspects that Felgelor is
either a gelugon or cornugon baatezu, but he does
not know for certain. He can provide no information
on the exact location or configuration of Felgelor’s
lair on Baator.
Once he has given Malefactor to the
PCs, Seraphistus bids them farewell and departs, promising
to keep the aasimon "distracted" while they
carry out their mission.
Unless the PCs have the ability to plane
shift on their own, they must either rely on the
plane shifting power of the mace or search
Yggdrasil and the Upper Planes for a portal leading
to Baator—an arduous task that would undoubtedly be
confounded by the aasimon who are tracking the mace
using powerful magic and divinations. Even if the
PCs manage to avoid an entanglement with the aasimon
and find a portal to Baator, they must still fight
their way through scores of baatezu and would almost
certainly perish before reaching Felgelor’s fortress.
Under the circumstances, the safest approach (ironically)
requires using of the mace.
MALEFACTOR
Malefactor is a mace +5 crafted
from green Baatorian steel. The mace’s head is shaped
like the horned skull of a screaming cornugon, and
the end of the haft is shaped like a barbed hamatula
claw. It is otherwise unadorned.
The mace was designed to inflict considerable
harm to the enemies of the baatezu,in particular the
tanar’ri. The mace enlarges or reduces itself
to suit the needs of its wielder, and the damage it
inflicts varies with size: In the hand of a size S
wielder, Malefactor inflicts 1d6+5 points of damage;
in the hand of a size M wielder, it inflicts 2d6+5
points of damage; in the hand of a size L wielder,
it inflicts 3d6+5 points of damage; and in the hand
of a size H creature, it inflicts 4d6+5 points of
damage. It cannot be wielded effectively by size T
or size G creatures. Against creatures of chaotic
evil alignment, Malefactor inflicts double damage
on a natural roll of 19 or 20.
Any good-aligned creature that touches
or wields Malefactor must make a magic resistance
roll; if the wielder’s magic resistance fails, he
or she must make a saving throw vs. spell or be feebleminded
(as per the feeble -mind spell). A new
saving throw is required each time the mace is touched
or grasped (but not every round it is held).
Malefactor allows its wielder to use
the following spell-like abilities three times per
d a y, at will: b a n i s h m e n t (by touch),
contagion (by touch), destruction (by
touch), fear, flamestrike , plane
shift ( affects wielder and up to six other
creatures), true seeing, undetectable lie, wall of
fire. PCs who utter the words "Cauldra Azavistos"
while invoking the mace’s plane shift power
are transported to the rim of the volcano wherein
lies the Fortress of Malevolence. (See "The Cauldron's
Rim" section for details.) Once per day the wielder
can cast word of recall.
Malefactor is sentient and communicateswith
its wielder via empathy. It has an Intelligence of
9 and an ego of 16. If its wielder has a combined
Intelligence and Wisdom of less than 25, the mace
fills the wielder’s head with hideous emotions so
repugnant that the wielder must drop the weapon immediately
(no saving throw).
THE
CAULDRON’S RIM
Malefactor’s plane shift power
transports the PCs to the rocky rim of a volcano on
Phlegethos, the fourth layer of Baator. Read or paraphrase
the following when the PCs arrive:
You are transported to the rim of a
volcano in the heart of Baator. Rivers of orange lava
have cracked the dark, rocky landscape, and conical
fumaroles burst forth with molten ooze like horrible,
festering sores. Peering down into the volcano’s cauldron,
you are struck at once by the intensity of the light
and the heat. Searing waves of heat and billowing
clouds of sulfur rise from the bubbling inferno.
There is no sign of a fortress, but
clinging to the volcano’s rim about one hundred yards
from your position is a hideous, 10-foot-high, claw-shaped
protrusion, its talons reaching up toward the sulfurous
sky.
Closer inspection reveals that this
claw-shaped protrusion of volcanic rock is some kind
of obelisk or pedestal. Crudely chiselled steps spiral
upward from the base of the claw, allowing PCs to
climb to the top with ease. Any PC who stands atop
the pedestal and speaks the name "Azavistos"
is instantly teleported to area 1 of the Fortress
of Malevolence, which is hidden at the bottom of the
volcano’s fiery cauldron.
There is room enough for five medium-sized
creatures, two large-sized creatures, or one huge-sized
creature to stand on the claw-shaped pedestal. All
are teleported to the fortress simultaneously
if the command word is spoken aloud.
Guarding the pedestal is an invisible
imp named Pzarzat. Felgelor despises this hellish
rapscallion and has given Pzarzat the daunting task
of defending the pedestal and questioning all visitors.
When the PCs approach within 10 feet of the pedestal,
the invisible imp asks them their business,
his voice seeming to emanate from the pedestal itself.
If the PCs say that they wish to trade Malefactor
for the life of the asuras Vembra Moonflame, Pzarzat
instructs one of the PCs to place the mace atop the
pedestal and leave it there; once this is done, he
promises that the asuras will be set free. (If the
PCs seem skeptical, Pzarzat reminds them that baatezu
always fulfill their end of a deal.) If the PCs comply,
Pzarzat grabs the mace and uses the pedestal to teleport
inside the Fortress of Malevolence. If the PCs do
nothing but wait, the asuras Vembra Moonflame is soon
released into their custody, as per Felgelor’s arrangement.
She appears atop the pedestal 5 rounds after the imp
vanishes.
The Warriors of Heaven accessory
provides a complete description and statistics for
Vembra Moonflame. She is disoriented and wounded from
her battle with the baatezu on Ysgard, but otherwise
she is unharmed. (She has 17 hit points remaining.)
If the PCs relinquish the mace, they
must escape from Baator on their own. Felgelor gives
the PCs a five-minute head start before sending the
barbazu T’Chang and a pack of nine spinagons to destroy
them. (With the deal concluded, he sees no reason
to tolerate the celestial interlopers.)
If the PCs refuse to part with the mace,
Pzarzat tries to determine which of the PCs has the
weapon and uses his suggestion spell to compel
the character to place the weapon atop the pedestal.
If Pzarzat’s suggestion spell fails, the imp
sees no recourse but to allow the PCs to enter the
Fortress of Malevolence and negotiate with Felgelor
face-to-face. The imp provides the PCs with the method
and command word for entering the Fortress of Malevolence.
If the PCs try to interrogate Pzarzat further, the
imp flees, staying clear of the fortress, Felgelor,
and the PCs.
Pzarzat (imp):AC:2;
MV:6, fly 18 (A); HD 2+2; hp 11; THAC0 19; #AT
1; Dmg 1d4; SA poison sting (save or die); SD spell-like
abilities; harmed only by silver or magical weapons;
immune to cold, fire, and electricity; resists all
other attacks as a 7-HD monster; regenerates 1 hp/round;
MR:25%; SZ:T (2' tall); ML:average (9);
INT average (10); AL:LE; XP:1,400.
Spell-like abilities (usable once/round,
at will):detect good, detect magic, invisibility,
polymorph self (into a bat or goat). The imp can
cast suggestion once/day.
ALTERED
SPELLS ON BAATOR
Much of this adventure takes place in
the Fortress of Malevolence on Phlegethos, the fourth
layer of Baator. Several schools of magic suffer altered
effects on this plane:
Conjuration/Summoning: Such magic
requires rigorous rituals, including a binding cast
upon the summoned creature(s) to keep them from attacking
the summoner. To check the correctness of the binding,
the caster must make a successful Spellcraft proficiency
check or, lacking the proficiency, an Intelligence
check at –5.
Divination: Any divination spell
cast on Baator has a grim tone to its result, and
the news is presented in the worst possible light.
Moreover, casting powerful divination spells (such
as commune) has a 25% chance of attracting
1d4+1 baatezu (type determined by the DM)to the
diviner. The fiends show up in 2d4 turns.
Necromancy Necromantic spells
that grant life or healing perform badly on Baator.
Those who cast these spells must make a successful
saving throw vs. spell to see if the magic succeeds;
otherwise, the magic fails and the spell is wasted.
Necromantic spells that cause damage or pain or control
the undead perform as if the caster were one level
higher.
Wild Magic: All wild mages are
reduced by five levels on Phlegethos. This affects
only the mage’s spellcasting ability; hit points,
proficiencies, and other traits are not reduced.
Elemental: Phlegethos’s fiery
nature makes it extremely difficult to cast water-based
spells. Anyone casting a water-based spell must make
a successful saving throw vs. spell; a failed roll
indicates that the magic has failed, and the spell
is lost. On the other hand, fire-based magic is enhanced
on Phlegethos; mages using fire-based magic cast such
spells as if they were three levels higher.
FORTRESS
OF MALEVOLENCE
Once
the abode of the dread pit fiend Azavistos, the Fortress
of Malevolence now serves as Felgelor’s domicile.
The gelugon has a small but loyal cadre of baatezu
allies, including the vicious barbazu T’chang, the
sly hamatula Yyktarr, and the scheming abishai Belevius,
who serves as the fortress’s majordomo. The remaining
inhabitants (lemures, spinagons, tieflings, and hobgoblins)
are considered expendable.
The fortress lies at the bottom of the
volcano’s cauldron, completely submersed in searing
lava. Powerful magic keeps the fortress intact, and
the interior is frightfully cold. (Spawned in the
frigid wastes of Caina, Baator’s eighth layer, Felgelor
loathes warmth and has adjusted the temperature of
the fortress to suit his own tastes.) Glassteel
spells have been cast on the windows, and chambers
without windows are illuminated by hellish-red
continual light spells.
The fortress walls are made of smoothly
polished volcanic rock streaked with the blood of
Azavistos’s vanquished foes. Anyone gazing at a wall
for more than a single round sees tortured faces forming
in the glassy surface and must make a saving throw
vs. spell or cower in fear for 2d4 rounds. Creatures
immune to fear are merely disturbed by the images.
All doors in the Fortress of Malevolence
are made of iron shaped into diabolical visages. They
are opened with heavy iron pull-rings embedded in
the nostrils of these hideous faces. Door always open
into rooms, not hallways; doors that connect two chambers
always open into the larger chamber.
1. Teleportation Chamber. This
50'-diameter chamber is conical, its apex rising to
a height of 60 feet. Evenly spaced along the black
stone walls 10 feet off the floor are four continual
light spells. A star-shaped pattern has been neatly
chiselled into the black floor, and dried blood fills
the grooves. The room is uncomfortably cold—a shocking
change from the volcano’s rim.
PCs teleported to this chamber
from the volcano’s rim appear in the middle of the
star-shaped mosaic. PCs may return to the claw-shaped
pedestal by standing inside this circle and speaking
the command words "Cauldra Phlegethos."
All of the fortress’s occupants (including the imp
Pzarzat) know these command words.
The door in the north wall pulls open
to reveal a 40'-long, arched corridor illuminated
by a single continual light spell. Like this
room, the corridor is unnaturally cold. An identical
door at the end of the corridor opens into area 2.
2. Cold Reception Hall. Read
or paraphrase the following when the PCs enter this
room:
A cold fog shrouds the floor of this
immense chamber. Moving sluggishly in the fog are
countless indistinguishable shapes that seem vaguely
humanoid. The shapes recoil in your presence, moaning
and howling as they withdraw.
The walls are adorned with hideous frescoes
depicting creatures in torment, and encircling the
room is a 40'-high stone ledge lined with scowling
gargoyles. Hanging from the arched, 60'-high ceiling
are three massive iron chains, suspended from which
are three iron wheels adorned with spikes and dangling
with icicles.
Everything is bathed in bright orange
light pouring through eight gigantic panes of glass.
Beyond these 30'-tall windows, you can see nothing
but curtains of churning lava.
The "iron wheels" hanging
from the ceiling resemble chandeliers, but they are
mere ornaments. The chains supporting them can each
withstand 50 points of damage; cutting a chain causes
the 12'-diameter wheel to fall, inflicting 4d8 points
of damage to anyone beneath and alerting the entire
fortress.
The creatures moving through the cold
fog are lemure baatezu. These loathsome creatures
shun the PCs and do not attack them under any circumstances.
PCs attempting to cross the hall must wade through
the foul ichor trails left behind by the hideous hellspawn.
Hiding among the gargoyles along the
west wall are nine spinagon baatezu. They use their
change self ability to give their flesh a stony
texture, thus concealing their presence. They remain
perfectly still until commanded to attack. When so
commanded, they begin hurling gouts of flame at the
PCs (using their produce flame ability). If
this attack proves ineffective, they swoop down and
bombard their enemies with flaming spikes. The spinagons
instinctively fear celestial PCs and prefer ranged
attacks to melee combat, resorting to the latter only
when cornered or desperate.
The fortress’s majordomo, Belevius,
stands in the middle of the hall. The abishai has
used his change self ability to assume the
form of a lemure baatezu, hiding perfectly among the
other lemures. When the PCs enter the room, Belevius
uses his advanced illusion ability to create
an illusion of the 12'-tall gelugon, Felgelor, and
the asuras Vembra Moonflame. Vembra appears at Felgelor’s
side, bound in iron chains. The illusory gelugon commands
the PCs to "surrender the mace" to one of
the lemures, at which time he vows to release Vembra
into their custody. The lemure is actually Belevius,
and once he has Malefactor, he teleports to
area 14. Once Belevius is gone, the advanced
illusion of Felgelor and Vembra vanishes.
If Belevius’s ruse fails and the PCs
refuse to surrender the mace to "Felgelor,"
the abishai uses its suggestion spell to coax
a PC into relinquishing the mace. If this tactic fails
and Belevius has not been harmed, the abishai assumes
his true form and agrees to escort the PCs to Felgelor
(in area 3). If the PCs attack Belevius or
refuse to accompany him, he teleports to area
14 without another word.
Belevius (black abishai): AC:5;
MV 9, fly 12 (C); HD:4+1; hp 19; THAC0 17; #AT:3;
Dmg 1d4/1d4/1d4+1; SA poison, dive; SD:+1 or better
weapons to hit, regeneration; suffer half damage from
cold-based attacks; impervious to fire and poison;
spell-like abilities; MR 30%; SZ:L (8' tall); ML:average
(9); AL:LE; XP:7,000.
Spell-like abilities:advanced
illusion, animate dead, change self, charm person,
command, infravision, know alignment (always active),
produce flame, pyrotechnics, scare, suggestion, teleport
without error. Once per day, an abishai can gate
in 2–12 lemures (60% chance of success) or 1–3 abishai
(30% chance of success).
Spinagons (9): AC:4; MV 6, fly
18 (C); HD 3+3; hp 15 each; THAC0 17; #AT:3; Dmg 1d4/1d4/by
weapon type (1d6 with shortsword); SA flame spikes;
SD suffer half damage from cold-based attacks; impervious
to fire and poison; spell-like abilities; MR 15%;
SZ:S (3' tall); ML average (8); INT:average (10);
AL:LE; XP 3,000.
Spell-like abilities:affect
normal fires, change self, command, produce flame,
scare, stinking cloud. Once per day, a spinagon
can attempt to gate in 1–3 additional spinagons
(35% chance of success).
Special Abilities: SA—In combat,
a spinagon can launch up to twelve of its spikes as
projectiles while in flight, two per round. The spikes
burst into flame when launched, causing flammable
materials to ignite on contact. For purposes of range
and damage, treat the spinagon’s spikes as darts.
A spinagon can hurl itself at a target and wound it
with 1d4 spikes (1d3 points of damage each), but the
spinagon cannot otherwise attack that round.
Lemures (120): AC:7; MV 3; HD
2; hp 8 each; THAC0 19; #AT:1; Dmg 1–3; SD immune
to mind-affecting spells, regenerate 1 hp/round; suffer
half damage from cold-based attacks; impervious to
fire and poison; SZ:M (5' tall); ML:unsteady (6);
INT semi (3); AL:LE; XP:120.
3. Audience Chamber. Read or
paraphrase the following when the PCs enter:
The double doors pull open to reveal
a 40' square room. Positioned in each corner is a
iron brazier set in a claw-shaped tripod of black
marble. Clouds of dry ice billow forth from each brazier,
coalescing on the floor. A pair of 30'-high, arched
windows allow light from the volcano’s lava cauldron
to enter this otherwise dreary room.
Between the two windows stands a 15'-tall
dais of red stone carved to resemble a pile of demonic
skulls. Iron spikes, cruel blades, and broken weapons
have been embedded in the stone. Resting atop the
dais is a massive iron throne with spiked armrests.
Protruding from each armrest is a 9'-tall iron spear.
Seated in the throne is a 12'-tall, insectlike creature
with sharp claws and mandibles. Its white carapace
and black, multifaceted eyes glow bright orange in
the lava light.
The two iron spears affixed to the throne
can be hurled by a size L or H creature. Each spear
inflicts 2d6 points of damage, and those struck by
a spear must make a saving throw vs. paralyzation
or be slowed for 2d4 rounds by numbing cold.
These weapons are favored by the gelugon.
Felgelor greets the PCs in his raspy
voice. Whether or not the PCs still have the mace
in their custody, Felgelor plans to honor his end
of the agreement and surrender Vembra. He is lawful
evil, after all, and an agreement is an agreement.
After introducing himself and welcoming the PCs to
his abode, the gelugon instructs the heroes to accompany
Belevius to the "mirror room." Felgelor
then teleports to area 14 and awaits
the PCs’ arrival. If Belevius has been slain, Felgelor
sends T’Chang to escort the PCs to area 14
in his place. Felgelor knows that the good-aligned
PCs, having come this far, won’t leave without Vembra.
If the PCs demand that Vembra be brought to them,
Felgelor pretends to be incensed by their brazen demand
and tells them to abide by his arrangements or leave.
Felgelor (gelugon): AC:–3; MV
15; HD:11; hp 55; THAC0 9; #AT:4; Dmg 1d4+4/1d4+4/2d4+4/3d4+4
(includes Strength bonus); SA tail freeze (save vs.
paralyzation or be paralyzed with slowed for
2d4 rounds), fear (10' radius; save vs. rod or flee
in panic for 1d6 rounds); SD regenerates 2 hp/round;
+2 or better weapons to hit; suffers half damage from
fire-based attacks; impervious to cold and poison;
spell-like abilities; MR 50%; SZ H (12' tall); ML:champion
(15); INT genius (17); AL:LE; XP:19,000.
Spell-like abilities (once per round,
at will):advanced illusion, animate dead,
charm person, detect invisibility (always active),
detect magic, infravision, fly, know alignment
(always active), polymorph self, suggestion, teleport
without error, wall of ice. Once per day, the
gelugon can attempt to gate in 2–12 barbazu
(50% chance of success).
4. Banquet Hall. This chamber
is dominated by a large dining table carved from volcanic
rock and covered with a bed of ash. The corners of
the table and the backrests of the thirty-two chairs
surrounding the table are carved with devilish visages
and flames.
Trapped in small iron cages hanging
from the ceiling near the walls are eight manes tanar’ri.
These hideous creatures scream in anguish whenever
someone enters the room. They beg for release from
the baatezu’s torment but attack any celestial PC
who foolishly grants their request. There is one manes
per cage, eight cages total. The locks on the cages
are of superior quality, imposing a –15% penalty to
Open Locks rolls. Each lock has AC 5 and can withstand
15 points of damage.
Manes (8): AC:8; MV 6; HD 1;
hp 5 each; THAC0 20; #AT:3; Dmg 1d2/1d2/1d4; SA acidic
vapor; SD immune to mind-affecting spells; MR 10%;
SZ:S (3' tall); ML:average (10); INT:semi (2); AL:CE;
XP:975.
Special Abilities: Anyone within
10 feet of a manes when it dies must make a saving
throw vs. poison or sustain 1d6 points of damage from
the acidic vapor.
5. Kitchen. This hellish kitchen
is cluttered with all manner of pots and utensils.
Most of the cooking implements are fashioned from
iron, although much of the crockery is fashioned from
bronze. A skinned rutterkin tanar’ri lies draped over
one table, his innards gushing foul liquids onto the
floor amid the remains of several unidentifiable beasts.
Splayed out on another table are three dead larvae,
which Felgelor considers a delicacy.
Six tieflings (three males and three
females, all 2nd-level fighters) are preparing meals
here. They have ready access to knives of various
shapes and sizes, the longest of which inflict damage
as shortswords. Two of the tieflings are slicing a
larva, another two are removing choice cuts of rutterkin
flesh, and the last two are standing over a fuming
cauldron of vargouille soup.
The tieflings attack celestial PCs on
sight unless the PCs are accompanied by one or more
of the fortress’s inhabitants. If two of the tieflings
are slain or incapacitated, the others must make a
Morale check or flee, using their innate darkness
15' radius spell to hide their escape.
Tieflings (6): AC 10; MV 12;
F2; hp 16 each; THAC0 19; #AT 1; Dmg by weapon type
+1 (16 Strength); SA poisoned weapons, cast darkness
15' radius once/day; SD 60' infravision; half
damage from cold-based attacks; +2 bonus to saving
throws vs. fire, electricity, and poison; SZ:M (6'
tall); ML:steady (11); INT very (12); AL:LE; XP:270.
6. Privy. This area contains
only two items of interest: a wash basin (a large
brass bowl set atop a claw-shaped, wrought-iron pedestal)
and a waste chute (a wrought-iron chair with a bag
of devouring fastened beneath it). This room is
mostly used by the tieflings and infrequent guests.
7. Tieflings’ Quarters. This
rectangular chamber contains four large, iron-framed
beds adorned with spikes, horns, blades, and other
protrusions. The mattresses are made of sewn tanar’ri
skin stuffed with writhing black maggots. At the foot
of each bed is an unlocked iron chest (3' Ñ
2' Ñ 2')
containing a full suit of tiefling platemail +1
(AC 2), a double-bladed staff (see below), a hand
crossbow, 2d6 hand crossbow bolts, and 1d4 vials of
black Type O poison (each vial containing 1d6 applications).
The double-bladed staff is a 7'-long,
collapsible metal staff with a shortsword blade mounted
at each end. The blades are made of Baatorian steel
and inflict 1d6 points of damage each (plus Strength
modifiers). The wielder may attack with both ends
of the staff in a single round. The double-bladed
staff has a Speed Factor rating of 7 and weighs 15
lbs. When fully collapsed, the weapon’s length is
slightly more than 2 feet.
The occupants of this room are normally
encountered in area 5. If a general alarm is
sounded, they rush back to this room, don their armor,
and grab their weapons. It takes 3 rounds to don the
armor and another round to gather their weapons.
8. Majordomo’s Quarters. This
room is set aside for Felgelor’s most loyal servant,
Belevius. In addition to looking after guests and
preserving order, the abishai commands the various
"lesser" denizens of the fortress:the
lemures, spinagons, tieflings, and hobgoblins.
The abishai requires few "creature
comforts," so this room contains nothing more
than prized trophies. Chained to the wall across from
the window, basking in the hellish light of the volcano’s
lava cauldron, are the emaciated corpses of three
human adventurers (a fighter, a wizard, and a cleric)
who dared enter the Fortress of Malevolence without
invitation. Belevius has gathered their equipment
inside an unlocked iron chest with clawed feet that
rests against the wall beneath the window. The iron
chest weighs almost 500 lbs, and its lid is shaped
like a large, toothed maw. Anyone opening the chest
activates a trap, causing the lid to snap shut after
2 rounds. Anyone still poking around inside the chest
who fails a saving throw vs. paralyzation (modified
by his or her Dexterity Reaction Adjustment) suffers
2d6 points of damage as the lid slams down. The trap
may be detected and deactivated normally by a thief.
A hold portal spell also prevents the lid from
closing. Inside the chest are the following items:
a severed vrock’s talon, a suit of human-sized splint
mail +1 (+0 on Baator) a suit of human-sized chainmail
+3 (+2 on Baator), a pair of bracers of defense
AC 2, a wand of lightning (14 charges),
a holy symbol of Pelor, a mace of disruption +4
(+3 on Baator), a finely-made (but nonmagical and
unstrung) shortbow, a quiver containing seven arrows
+2 (+1 on Baator) and an arrow of slaying baatezu,
gauntlets of ogre power, a horn of goodness/evil,
a ring of fire resistance, and a cubic gate
(leading to Baator, the Prime Material Plane, Mount
Celestia, Carceri, Arcadia, and Ysgard). All items
save the vrock’s talon were fashioned on the Prime
Material Plane.
9. Guest Room. Felgelor rarely
entertains guests, but his predecessor Azavistos was
notorious for making deals and pacts with other evil-minded
individuals, and often he would invite them to the
Fortress of Malevolence for dinner. This room was
set aside for such company.
The room has a single window and contains
a pair of large, iron-framed beds with a mattress
made of sewn tanar’ri skin stuffed with crawling black
maggots. Mounted above each bed are two crossed glaives,
while at the foot of each bed is an iron trunk with
a lid shaped in the likeness of a smiling cornugon
baatezu. The lid springs open when the cornugon’s
tongue is depressed. Both trunks are currently empty.
10. Guest Room. This room is
identical to area 9 in all respects, except
that scattered upon the floor are bits of food and
clothing. This area is currently being used by the
hobgoblins in area 11. PCs searching the room
find some worthless trinkets and personal effects,
but nothing valuable.
11. Guard Post. Standing guard
is this otherwise featureless room are six hobgoblins.
The hobgoblins stumbled upon a one-way portal to Baator
while exploring a cavern near their lair on the Prime
Material Plane. Their band was originally much larger,
but the other hobgoblins were slain in a skirmish
with an osyluth baatezu; the six survivors were "rescued"
by the hamatula Yyktarr and brought to Felgelor, who
admired their vile attitudes enough to spare their
lives. They have seen what Felgelor does to his enemies,
so they are inclined to serve the gelugon in any capacity.
The hobgoblins have been instructed
to attack anyone trying to pass through this room
who is not accompanied by Felgelor, Belevius, Yyktarr,
or T’Chang.
Hobgoblins (6): AC 3; MV 9; HD
1+1; hp 8 each; THAC0 19; #AT:1; Dmg by weapon type;
SZ:M (6' tall); ML:champion (16); INT average (9);
AL:LE; XP 65; platemail, halberd, footman’s flail.
12. T’Chang’s Room. Felgelor’s
unruly barbazu henchman claims this room as his own.
The barbazu spends his idle time practicing combat
maneuvers with his glaive.
Strewn about the room are the rotting
corpses of three humans, one hordling, and two mezzoloths,
as well as several more corpses that have been hacked
to tiny pieces.
When T’Chang wishes to practice, he
uses his animate dead ability to animate
the corpses, letting them shamble about and "attack"
him while he parries and strikes at them with his
glaive. When he runs out of bodies, he offers to gather
information on the Blood War for Felgelor and collects
a few new cadavers in the process.
If T’Chang is commanded to destroy the
PCs and feels he needs reinforcements, he animates
these remains and commands the zombies to attack once
the PCs are in sight.
Among the strewn corpses the PCs can
find several battered weapons and shields. Among these
worthless items is a spiked shield +3 (+2 on
Baator) forged on the Prime Material Plane. The shield
bears a symbol of the sun and once belonged to a priest
of Pelor whose remains adorn Belevius’s quarters (area
8).
Human zombies (3): AC 8; MV 6;
HD 2; hp 6 each; THAC0 19; #AT 1; Dmg 1d8; SD immune
to cold, poison, sleep, charm, hold, fear, and
paralysis; SW always attack last in a round; SZ:M
(6' tall); ML:special; INT non- (0); AL:N; XP:65.
Hordling zombie: AC:6; MV:9;
HD 6; hp 29; THAC0 15; #AT:1; Dmg 4d4; SD as above;
SZ:L:(8' tall); ML:special; INT non- (0); AL:N; XP:650.
Mezzoloth zombies (2): AC:3;
MV 9; HD 6; hp 23 each; THAC0 15; #AT:2; Dmg 2d6/2d6;
SD as above; SZ:M (7' tall); ML:special; INT non-
(0); AL:N; XP:650.
13. Yyktarr’s Room. This room
belongs to Felgelor’s cautious hamatula advisor, Yyktarr.
The room is illuminated by a single continual light
spell cast on the ceiling.
Yyktarr wants Felgelor to succeed in
his bid to become a pit fiend and remain at Felgelor’s
side as his closest advisor. To that end, Yyktarr
is willing to take uncharacteristic risks to secure
Malefactor for his dark liege. Normally the hamatula
avoids combat on Baator, since baatezu slain on Baator
are forever destroyed.
Suspended from the ceiling of Yyktarr’s
room are the half-frozen remains of a young black
dragon killed on Avernus, Baator’s first layer. The
dragon is held aloft by nine chains ending in sharp
hooks, which are deeply embedded in the drake’s flesh.
The unnatural coldness of the fortress has kept the
dragon from decomposing too quickly.
Positioned beneath the dragon is a 4'-tall
black pedestal carved to resemble three erinyes. Nestled
in the curvature formed by their outstretched wings
is a stone basin filled with acid. The acid was extracted
from the black dragon, and the hamatula plans to use
the acid in some sort of devious weapon. There is
enough acid in the basin for ten splashes, each inflicting
4d4 points of damage to creatures harmed by acid.
Although the room appears unoccupied,
this is not so. Yyktarr’s pet hellcat lurks in the
northeast corner of the room. Under any sort of illumination,
the hellcat is nearly invisible (although it can be
seen by PCs who can detect invisibility). In
complete darkness, the great cat’s glowing outline
can be seen quite clearly. The hellcat pounces once
the PCs enter the room, choosing the weakest-looking
PC as its prey.
Bezekira (hellcat): AC:6; MV
15; HD 7+2; hp 30; THAC0 13; #AT 3; Dmg 1d4+1/1d4+1/2d6;
SD:immune to mind-controlling spells; only harmed
by magical weapons (and see below); MR 20%; SZ:L (7'
long); ML:elite (13); INT average (9); AL:LE; XP:5,000.
Special Abilties: SD—Although
the hellcat can be harmed by any magical weapon, the
weapon’s bonus does not apply to damage; thus, a longsword
+2 inflicts 1d12 points of damage, not 1d12+2
points.
14. Felgelor’s Chamber. Read
or paraphrase the following when the PCs enter this
room:
Although the decor and motifs suggest
otherwise, this room appears designed for comfort.
A pair of large chairs face the door, and stretched
over their spiked iron frames are black, scaly hides
lined with barbs and horns. Seated in each chair is
a fiend:The one on the left has pointed ears,
a snaky beard, and a wicked glaive clutched in one
clawed hand. The fiend on the right has barbs covering
every inch of his red, scaly hide, and he is drinking
from a large, bronze goblet.
The chairs stand in the middle of the
floor. Between them is a triangular table of red crystal,
its legs carved to resemble imps or mephits. Resting
atop the table is a bronze decanter and three more
bronze goblets.
The most prominent feature of the room
can be seen behind the two chairs:A 20'-high,
15'-wide fresco of a pit fiend’s scowling face has
been carved into the far wall. Set into the eyes of
the infernal fresco are a pair of flickering red crystals.
Standing on either side of the fresco,
illuminated by the nearest window, is a hideous iron
brazier, while splayed out on the floor in front of
the fresco is the scaly hide of some unrecognizable
beast. Reclining comfortably on this rug is a stunning,
scantily clad woman with golden hair and beautiful,
white-feathered wings. She smiles warmly.
If the PCs are escorted here by Belevius,
the abishai sees them into the room before returning
to area 2.
The two figures seated in the chairs
are the barbazu T’Chang and the hamatula Yyktarr.
The deva is actually Felgelor in polymorphed
form; the gelugon has chosen this form partly for
his own amusement and partly to unsettle his celestial
guests.
The scaly hide covering the floor belonged
to some Abyssal creature slain by the pit fiend Azavistos
eons ago. The scaly hides covering the chairs once
belonged to a pair of balor tanar’ri.
The bronze decanter contains devilwine,
a foul substance poisonous to all save baatezu. (Non-baatezu
who drink the foul-smelling ichor must save vs. poison
or die instantly.)
Hidden within the pit fiend fresco is
Felgelor’s mirror of life trapping, which is
permanently affixed to the wall. When the command
word "Karalnak" is spoken aloud, the fresco’s
mouth opens, revealing the 9' tall, 3' wide oval mirror.
Speaking the command word again closes the fresco’s
mouth and conceals the mirror.
Felgelor waits until the PCs approach
the middle of the room before revealing the hidden
mirror. Any PC standing within 30 feet of the
mirror who gazes into its surface must make
a successful saving throw vs. spell or be sucked through
the surface of the mirror into a cell. PCs
who actively avoid looking at the mirror receive
a +4 bonus to their saving throw but suffer a –2 penalty
to attack rolls for the round. Automatons and nonliving
creatures cannot be drawn into the mirror;
this includes quesar PCs.
The mirror has a glassteel
spell protecting it from physical harm. It is treated
as AC 1 with 100 hit points. A shatter spell
cast on the mirror inflicts 2d6 points of damage.
Felgelor and his minions attack any PCs who seek to
damage the mirror.
Felgelor happily releases any PCs who
are "accidentally" trapped inside the mirror,
but only if the remaining PCs agree to some terms.
Felgelor might require them to perform a small quest
on his behalf or surrender some item of value, or
he might agree to release one PC in exchange for another’s
eternal servitude. (He could always use a trustworthy
quesar manservant!) If the PCs still have Malefactor
in their possession, they can bargain for a comrade’s
release without relenting to any new demands, although
Felgelor accuses them of adding provisions to the
"deal" and might add a few "provisions"
of his own—such as a sworn oath from the PCs never
to oppose him in the future. (For details on celestial
oaths, see the Warriors of Heaven accessory.)
The mirror contains sixteen extradimensional
compartments, each with its own command word for releasing
the individual or creature trapped within. These command
words can be learned by casting a legend lore
spell. They are also engraved on the brass rim of
the mirror in a language that requires a comprehend
languages spell to decipher. Including Vembra
Moonflame, the mirror of life trapping contains
seven prisoners. The other six prisoners are detailed
in the "Prisoners of the Mirror" sidebar.
Once Felgelor has Malefactor in his
possession, he speaks a command word ("Sharazal")
that releases Vembra from her magical cell. The asuras
materializes in front of the mirror, sporting
wounds from the earlier battle with Felgelor’s forces.
(She has 17 hit points remaining.) Vembra Moonflame’s
statistics, background, and other pertinent information
are presented in the Warriors of Heaven accessory.
Once Vembra has been released into the
PCs’ custody, Felgelor orders the PCs to leave his
fortress at once, giving them the command words for
the teleporter in area 1. Once the deal is
concluded and the PCs have left the fortress, he sends
T’Chang and the spinagons in area 2 after them.
(If the PCs seem particularly powerful, T’Chang animates
the corpses in area 12 before setting out to
hunt the PCs, creating three normal zombies and three
monster zombies. See area 12 for details.)
Felgelor is arrogant and overconfident.
He does not believe that celestials possess the ability
to deceive and is therefore not expecting deception
from the PCs. The characters might use this to their
advantage. For instance, they could use a phantasmal
force or similar spell to create an illusory version
of Malefactor, place it in Seraphistus’s bag of
holding, and hand the bag to Felgelor.
Believing he has the mace, he releases Vembra from
her prison. (Only after the PCs depart does he reach
into the bag and find nothing there!)
Felgelor also expects that the PCs would
never resort to using the powers of the mace against
him. If the PCs use the destruction power of
the mace against Felgelor, they can strike fear into
the other baatezu and demand Vembra’s release "or
else." (Of course, any celestial PC who relies
on the evil powers of the mace might have a lot to
answer for once the mission is over!)
If a battle erupts in this room, the
PCs must not only face the gelugon but his two henchmen
as well. (The PCs must also contend with reinforcements
from the fortress, as well as any gated fiends.)
Neither T’Chang nor Yyktarr attack until commanded
by Felgelor. If the PCs destroy or otherwise defeat
Felgelor, Yyktarr ceases fighting and agrees to let
the PCs leave the fortress unharmed. The bloodthirsty
barbazu does the same only if he fails a Morale check.
Felgelor (gelugon): AC:–3; MV
15; HD:11; hp 53; THAC0 9; #AT:4; Dmg 1d4+4/1d4+4/2d4+4/3d4+4
(includes Strength bonus); SA tail freeze (save vs.
paralyzation or be paralyzed with slowed for
2d4 rounds), fear (10' radius; save vs. rod or flee
in panic for 1d6 rounds); SD regenerates 2 hp/round;
+2 or better weapons to hit; suffers half damage from
fire-based attacks; impervious to cold and poison;
spell-like abilities; MR 50%; SZ H (12' tall); ML:champion
(15); INT genius (17); AL:LE; XP:19,000.
Spell-like abilities:advanced
illusion, animate dead, charm person, detect invisibility
(always active), detect magic, infravision,
fly, know alignment (always active), polymorph
self, suggestion, teleport without error, wall of
ice. Once per day, the gelugon can attempt to
gate in 2–12 barbazu (50% chance of success).
T’chang (barbazu): AC 3; MV 15; HD 6+6;
hp 34; THAC0 13; #AT 3 or 1 (weapon); Dmg 1d2/1d2/1d8
or 2d6 (glaive); SA:glaive (wound bleeds for 2 hp/round
until wound is bound or victim dies); SD:+1 or better
weapons to hit; suffer half damage from cold-based
attacks; impervious to fire and poison; spell-like
abilities; MR 30%; SZ:M (6' tall); ML:steady (12);
INT:low (7); AL:LE; XP:6,000.
Spell-like abilities: advanced illusion,
affect normal fires, animate dead, charm person, command,
fear (by touch), infravision, know alignment
(always active), produce flame, suggestion, teleport
without error. Once per day, the barbazu can attempt
to gate in 2–12 abishai (50% chance of success)
or 1–6 additional barbazu (35% chance of success).
Yyktarr (hamatula): AC:1; MV
12; HD 7; hp 28; THAC0 13; #AT:3; Dmg 2d4/2d4/3d4;
SA:first strike causes fear (victim must save
vs. rod or flee in panic for 1–6 rounds), hug (if
both claws hit a single opponent, hug inflicts an
additional 2d4 points of damage); SD:+1 or better
weapons to hit; suffer half damage from cold-based
attacks; impervious to fire and poison; spell-like
abilities; MR 30%; SZ:M (7' tall); ML:fearless (19);
INT very (11); AL:LE; XP:6,000.
Spell-like abilities: advanced illusion,
affect normal fires, animate dead, charm person, hold
person, infravision, know alignment (always active),
produce flame, pyrotechnics, suggestion, teleport
without error. Once per day, the hamatula can
attempt to gate in either 2–12 abishai (50%
chance of success) or 1–4 hamatula (35% chance of
success).
CONCLUSION
Once the PCs free Vembra from the Fortress
of Malevolence, they must leave Baator using whatever
magic they have at their disposal. If they possess
Malefactor, they can use its plane shift power
to return to the Upper Planes. However, only seven
creatures (including the wielder) can be plane
shifted at once. This might be problematic if
the PCs successfully freed other prisoners from the
mirror of life trapping. If the PCs recover
the cubic gate in area 8, they’ll have
another magical item capable of transporting them
to the Upper Planes.
If the PCs kept Malefactor out of baatezu
hands, the DM may arrange to have them return the
artifact to Xal Brivala or simply have the aasimon
show up to reclaim it.
For rescuing Vembra and returning her
safely to the Upper Planes, each PC should receive
10,000–15,000 XP. For returning Malefactor to the
aasimon, the PCs should each receive a 6,000 XP bonus,
minus 500 XP for each time a PC used the item.