Showing posts with label Hell. Show all posts
Showing posts with label Hell. Show all posts

Saturday, July 14, 2012

NOD 15 - FInally Ready to Download

I don't know why, but this one was like pulling teeth for me ...

This issue features the final three Hellcrawls - Phlegethon, Malebolge and Cocytus, and the astonishing thing heroes must do to escape Hell! Also a Handy Dandy Cavern Generator, a gaggle of arch-devils and demon lords, magical bracelets, variations on the blue dragon and some random Silver Age nonsense for your Mystery Men! game. 70 pages.


The PDF is available now for $3.50.

The book will be available in a week or so after I get my review copy and make sure all is well.

Later today ... Dragon by Dragon

Tomorrow ... Some Thoughts on Angels

Next Week ... Who knows?

Monday, June 18, 2012

Cocytus, Hell's Frozen Heart - Preview 1

Finally. The last of the nine circles. Here are a few previews of the things to see in the final bit of the Hellcrawl, due for publishing in a couple weeks. It includes two of the key components to this circle - the elder titans imprisoned here after the titanomachy and gigantomachy, and one of the four angelic watchtowers meant to provide a last bit of help for those who wish to escape Hell and return to the surface of Nod.

57.52 Hunters: A pack of 13 winter wolves patrol this hex constantly in search of a golden elk that roams Cocytus, a glimmer of hope in an otherwise hopeless place. Adventurers can try their luck as well – the elk is capable of casting the following spells, each once per day: Heal, cure disease, neutralize poison and restoration. The wolves are encountered on a roll of 1-4 on 1d6.

58.50 Clytius: Clytius, the elder titan, was immolated by torches conjured Hecate, and he burns to this day. He is chained to the walls of Cocytus here with adamant links, sending flickering shadows over the frozen hills and moaning in agony. Salamanders caper about him, basking in the warmth and sampling the flesh of the shades roasting in his fires while skewered on pikes. Magical shields and armor tempered in Clytius’ flames grant their wielders immunity to fire for a temporary amount of time. Each day, there is a 1 in 20 chance that the armor or shield loses this new magical property.

CLYTIUS: HD 35 (180 hp); AC -8 [27]; Atk 2 slams (3d6 + 1d12 fire); Move 15; Save 3; CL/XP 40/10400; Special: Flaming aura (60 ft. radius, 1d6 points of damage per round), immune to fire damage, spells as 20th level magic-user and cleric plus at will—change self, commune with nature, cure serious wounds, eyebite, free action, fly, fog cloud, monster summoning VI, produce flame, protection from fire, read magic, remove curse, speak with animals, soften earth and stone, speak with plants, teleport without error, wind wall; 3/day—antilife shell, astral projection, contact other plane, dispel magic, invisibility purge, plane shift.

60.53 Watchtower of the West: Though Cocytus is the very heart of Hell, it is not without angelic influence. The gods of Law, cognizant that the only way for mortals to escape Hell is by being of a non-Chaotic alignment, and knowing how they do the way Hell can prey on a person’s soul and by degrees turn them from the path of Law (or even Neutrality), they established four watchtowers staffed by powerful champions of Law. These angels are in Hell to provide atonement and succor to Lawful and Neutral souls in Hell.

The watchtower is composed of brilliant white quartz and takes the form of a grand tower keep, about 100 feet tall, with pearescent battlements and golden spires that give off a warm, inviting glow. The battlements are guarded by three companies of luminous aasimar, who wear white tunics (no armor) and carry white heavy crossbows, silver glaive-guisarmes and daggers and quivers of twenty +1 crossbow bolts.

Araqiel is the angel of judgment for clerics, and this is his watchtower. Here, Chaotic clerics can turn from the path of wickedness and atone for their past sins, and neutral druids can prepare themselves for the ordeals ahead. Clerics in need of atonement must fast for one week and cast aside their armor, relying until they escape Hell on nothing but their spells.

Tuesday, June 12, 2012

Moving Feasts and Undead Assembly Lines - A Glimpse at Malebolge

I'm finishing up my rough draft of Malebolge tonight, and starting Cocytus tomorrow. Here are three encounters from Malebolge, a land of volcanic mountains and hidden valley kingdoms of demon lords and arch-devils.

55.58 The Moving Feast: Terraced, ashen hillsides here are connected by broad, stone steps carved by ancient duergar slaves. The heads of the slaves are preserved here in wax, and are affixed to iron stakes that line the stairs. The stairs lead up to a platform that bears the bloody remnants of some great feast; it is a terrible carnage of humanoid and animal bones, flesh and sinew, that rises up in a distorted parody of life to attack those who approach. The basalt wall behind then feast is an illusion; behind it, one finds the temple-fortress of a giant god of carnage and death.


56.48 Undead Assembly Line: Fiery crabmen are roasting corpses over long trenches of flaming blue gas, part of a process of turning zombies into exploding bones (a type of animated skeleton). A long procession of the revenants are marching into the flames; while standing in line, they receive glyphs on their shoulders, hands, foreheads, feet and small of back (like evil tramp stamps!) from a gaggle of lesser necromancers (level 1d3+3). When they emerge from the fires, they look like brightly painted skeletons (not unlike those seen in Mexico’s Day of the Dead celebration) and are marched to the palace of Orobas where they are used as an outer picket of suicide guards.

59.62 City of Ten Thousand Devils: The owl-headed arch-devil Andras dwells here in his grand city of monasteries. The city has grand walls of dark granite that form a wide circle (3 miles in diameter) and are lined by leering gargoyles (some are monsters, some statues). The city has three gates, each one in the shape of a pentagram and alive with dazzling lights. A causeway passes up and through the star, subjecting travelers to a cascade of colors that affect them per a color spray unless they curtain has been deactivated by one of the guardians of these gates, a shining child surrounded in a 60-ft radius aura of blinding light (save or blindness for 1 hour).

Thursday, June 7, 2012

Ice Wights, Magic Crowns and Nrogara of the Long Stride (Hell Preview)

Wow - been a while since I previews old Phlegethon here. I'm actually now working on Malebolge (not to be confused to Male Bulge, a truly frightening demi-plane of male underwear models), and have my eye on Cocytus. I'm nearly through with Hell!!!

So, here's four nasty little surprises lurking in Phlegethon ...

46.62. Misty Cave: Water from the boiling river flows into a misty cave. One must wade into the cave – the water reaches their waist – and if they do they discover that it is clad in ice. The cave is 200 feet long and quite rugged and twisting. The water in the cave is tepid at first, then chilly and finally slushy at the back wall. In the colder portions of the cave, one sees several corpses (ice wights) embedded in the walls. The back of the cave is solid ice, and within it one sees the leering face of Lucifer. The face gives off a low, rumbling laugh and then a wall of ice forms about 20 feet behind the adventurers. The ice wights break from their confinement and attack the party, attempting to wrest from them their weapons, shields – anything they can get – and then merge back into the icy walls.

ICE WIGHT: HD 8; AC 0 [19]; Atk 1 claw (1d6 + level drain); Move 9; Save 14; CL/XP 10/1400; Special: Drain 1 level with hit, +1 or better weapon to hit, immune to cold, merge with ice.

50.66 Tower Keep: A grand tower keep dominates the badlands here. It looks to have suffered little damage over the eons from wandering Vandals, and this is because permanent walls of force screen it from the landscape.

The fortress is composed of the reddish stone of the badlands, set haphazardly with purple moss growing between the cracks. Trickles of reddish water seep from the high, barred windows and form little streams that collect within the area contained by the walls of force, making a reddish moat that is hot to the touch (1d4 points of damage per round).

The fortress has double doors for entry, the doors being made of strips of cold iron bolted to a backing of 10-inch thick black oak. The doors are always kept locked, and murder holes above the doors permit the devils inside to pour boiling red water on those who bother them.

Within the doors, the fortress takes on the aspect of an Escher painting (treat its navigation as a maze, except for the inhabitants). It is the home of Galiffiet, a night hag of tremendous power and cunning. Under her command is a company of giant spiders and a “harem” of six chaotic androsphinxes, the largest and most dominant of them being called Rekur.

Gallifiet seeks her lost lover, Zenrukh, the balor demon who now leads the resistance of “fallen devils” in Hell. Whether she wishes to help or destroy him is unknown.

Gallifiet holds a treasure of 790 sp, 11,110 gp, 320 pp, ten pounds of silver ingots (worth 100 gp), a brass candelabra (worth 4,000 gp) that casts the illusion of the angel of death hanging over one person within its light, a silver pendant (worth 4,800 gp, a gift from Zenrukh) and a golden crown that, when tapped against various materials, summons various evil lords and ladies (15th level each) that must serve their summoner for 1 day.

MATERIAL / CLASS
Base Metal / Thief
Copper / Magic-User
Gemstone / Monk
Gold / Cleric
Iron/Steel / Fighter
Platinum / Antipaladin
Silver / Illusionist
Stone / Ranger
Wood / Druid

55.39 Adamant Fountain: An adamant fountain is hidden away in a deep cave, magenta-colored water pouring from the fountain, through the cave and out into the badlands.

The fountain features a hollow adamant statue of a marilith holding six adamant swords. If struck by a metal object, the sound waves cause the water to drain from the fountain and the bottom descends, permitting folk to enter a strange subterranean prison. When a person approaches the fountain they are attacked by black tentacles (per the spell), which last for 10 minutes.

The prison is a vast labyrinth of corridors an alcoves, the alcoves filled with force cages. The cages contain various powerful undead (corporeal), demons, devils, daemons and demodands.

57.40 Black Avengers: A company of 20 wicked avengers occupies an ancient castle of blue-grey stone. The avengers (Ftr 5; 20 hp each) dress in black cloaks and coats of blackened mail and arm themselves with longswords and longbows. Their leader is a fallen ranger, Nrogara of the Long Stride (Ftr 16; 68 hp), who was bewitched by Amduscias through a strange, cloudy crystal ball he discovered in a wizard’s tower.

The avengers have a treasure of 1,260 sp and 350 gp in a grand, heavily ornamented gold urn (worth 7,000 gp). They also have 8 casks of fine burgundy (12 gallons each, 100 lb each, worth 600 gp each).

This guy has nothing to do with Nrogara of the Long Stride. Absolutely nothing.


60.38 Forgotten Sea God: On the banks of the boiling river, amidst the weeping pines, there is an ancient abbey of pocked, gray stone and roofs of sparkling aquamarines. Within the abbey there is an idol of a forgotten sea titan, muscular and pale, a cloak of silvery fish scales thrown over his shoulder. No priests now throng the idol or drown victims in the sacrificial pool at his feet, and the idol’s missing head and symbol of Dagon engraved in its chest tells the tale as to why. Still, the god’s pool is still inhabited by the souls of the departed, and when the living approach too close, they begin to rise from the waters as brine zombies (1d4 per round for 10 rounds), seeking new souls to join them in the abyss.

The pool leads to a pocket dimension of a wine-dark, salty sea populated by brinze zombies and shadow sharks. At the heart of this seemingly infinite plane there is kept a relic called the Orb of Elemental Water, an orb capable of casting any water-based spell at will and controlling water elemental creatures en masse. It is a powerful artifact, and it is guarded by a monstrously huge hydra whose heads are those of the high priests who once served the forgotten god (his name even escapes them now), each one capable of casting spells as a 12th level anti-cleric.

(Yeah, there are other Orbs in Phlegethon - one of those things that wasn't planned)

Thursday, May 24, 2012

Phlegethon, The 7th Circle

And now we're into the 7th circle of Hell, Phlegethon. Here's a preview ...

After the crowded, dangerous cityscape of Dis, it’s nice to settle back into the bleak, dangerous wilderness that dominates most of Hell.

Phlegethon is the seventh circle of Hell, wherein the violent are imprisoned for eternity. It is divided into four different landscapes – bleak highlands, the boiling river of Phlegethon, a tangled woodland of despair and a salty desert caressed by rains of fiery flakes.

The only way to enter Phlegethon is by hitching a ride on Geryon, the reigning prince of Phlegethon. The circle is ringed by 10 mile high walls of granite and quartz, at the tops of which is the vast, sprawling city of Dis.

Myriad caves open in these walls, sending the dank waters of the Styx in waterfalls to fall in the highlands, blanketing them with a red mist. The grandest cave, replete with sparkling quartzes serves as the palace of Geryon.

The reddish liquid of the Styx forms streams and rivulets that flow into the boiling Phlegethon, where shades who dedicated themselves to violence in life are anchored to a depth commensurate to the level of their sins. The craggy, damp hills are home to many oozes and fungi, not to mention the minotaurs of Baphomet, medusas of Stheno and Euryale and savage centaurs of Chiron.

The highlands end at the banks of the Phlegethon, where the centaurs patrol in armies, keeping the shades interred in their boiling punishment. Vandals (shades that escaped the Phlegethon) roam the highlands, keeping its cities and fortresses in a constant state of ruin. The highlands ever ring with the clash of sword and shield, so bring plenty of hit points if you’re planning to spend much time there.

Beyond the boiling river is a gnarled woodland of twisted, black trees with human faces. These are the shades of people who committed violence to themselves in life, their bodies twisted into the shapes of trees that moan and grasp at hair and clothing. Harpies and hell hounds pursue the Profligates through these woods.

The innermost landscape of Phlegethon is a desert of life draining salt. The salt wastes are wandered by the blasphemers and userers, who carry their heavy purses chained round their necks. The salt wastes end at miles-high cliffs that overlook the mountains and jungle valleys of Malebolge, the eighth and penultimate circle of Hell.

Dangers of Phlegethon

As with all of Hell, Phlegethon is not entirely welcoming to life. It has several specific dangers to watch for.

Dehydration: The salt wastes of Phlegethon aren’t just bone dry, they suck the moisture out of living bodies. Living creatures must double their normal water intake here or suffer 1d4 points of constitution damage per day. After two days, living creatures feel their tongues swell and lips crack, and they are unable to speak properly (i.e. no more spells boys and girls!). After three days, one’s skin is so dry that it begins to flake off. Movement is reduced to half and salt insinuates itself into open cracks in the skin, imposing a -2 penalty to all attacks and saves due to pain.

Depression: The woodlands are not just dismal, they suck at one’s will to live. Each day in the woods, one must pass a saving throw or be struck by despair (as the crushing despair or emotion spell). Those who succumb to despair become beacons for the monsters of the woods, and subsequently wandering monsters are encountered on a roll of 1-3 on 1d6.

Phelegethon: The Phlegethon is a boiling river, with flaming oil above and super-heated water below. Touching the water inflicts damage per round based upon how much of one’s body is exposed: 1d6 for a single limb or head, 3d6 for half of one’s body and 6d6 for one’s entire body.

Races of Phlegethon

Phlegethon, like most of the other circles of Hell, is not only inhabited by pitchfork-carrying devils and their victims. Four races known to people of the surface world dwell in Phlegethon, though these races have been changed in many ways by their habitation in Hell.

Centaurs: The centaurs of Phlegethon’s highlands are large creatures, wild and unruly and with blazing eyes. They are immune to fire.

CENTAUR: HD 8; AC 4 [15]; Atk 2 kicks (1d8) or longbow (1d8); Move 18; Save 8; CL/XP 9/1100; Special: Immune to fire.

Harpies: The harpies of the dismal woodlands almost have the appearance of angels – porcelain skin, icy blue eyes, white, feathered wings – but marred with a cruel visages and black talons.

HARPY: HD 6; AC 5 [14]; Atk 2 talons (1d6); Move 6 (Fly 18); Save 11; CL/XP 8/800; Special: Flight, siren-song, magic resistance (30%).

Medusas: Phlegethon’s medusas have skin as hard and green as malachite.

MEDUSA: HD 8; AC 1 [18]; Atk 2 claws (1d6) and snake bites (1d4 + poison); Move 9; Save 8; CL/XP 10/1400; Special: Gaze turns to stone, poison, half damage from non-magical weapons.

Minotaurs: The minotaurs of Phlegethon have the heads of Brahma bulls, as white as snow, and the bodies of gorillas. They are especially cunning, and are immune to mind control and illusion.

MINOTAUR: HD 8+4; AC 4 [15]; Atk Head butt (2d6), bite (1d6) and battleaxe (1d10); Move 12; Save 8; CL/XP 9/1100; Special: Never get lost in labyrinths, immune to mind control and illusion.

Lords of Phlegethon

Several archdevils and demon lords make their home in Phlegethon. The great lord of all the circle is Geryon, who dwells above the landscape of Phlegethon and rarely imposes himself on those below.

The master of the highlands is Baphomet, demon lord of minotaurs and wayward crusaders, who fights ceaseless battles against his ambitious rivals – Gorson, Caym and the sisters Stheno and Euryale.

Amduscias claims overlordship of the woodlands, but must contend with Marchosias, the chief of hell hounds, Eurynome, demon prince of ghouls and lacedons, and Ipes, the chief of the hezrou.

The desert is firmly under the control of Moloch, who savages all who would challenge his dominion. His vassals are Gremory and Uvall.

Wednesday, May 2, 2012

DIS, Grand City of Hell - Preview 3 or 4 or something


I have no idea which preview this is, and yeah, I'm just lazy enough not to look.

Today, we're looking at Spades.

Originally, I had planned on spades being associated with war, but then I realized that Spades was where I had planned to place Pandaemonium, the Parliament of Hell ... thus, Spades is the center of Hell's government ... thus Spades is where the most terrifying thing in the universe has to live ... BUREAUCRACY!

--

Within the blocks and quarters represented by the suit of spades are the most terrifying edifices of Hell, where even arch-devils and demon lords fear to tread … the government offices of Dis. Devils are natural bureaucrats, and the city of Dis lays this truth bare to the world. Each block of spades is crammed full of the government offices of one ministry or another. Petitioners find themselves waiting in lines that last for days only to discover they have the wrong paperwork or should be in the adjacent line.

One cannot enter one of these quarters without showing their papers (which they almost certainly will not have). This requires they be guided to a devil that can process their claim for papers, and thus starts the insanity. In essence, the attempt to process any task in one of these quarters is the same as for finding anything in a block of Dis, and the penalty (wisdom damage) is the same.

RANDOM ENCOUNTERS

D6 RANDOM ENCOUNTER
1 Zombie bureaucrats seeking papers (and brains) (4d6)
2 Amaimon tax collectors (1d8)
3 Azizou demons on inspection (1d6)
4 Iron golems (1d8)
5 Bearded devils on patrol (1d8)
6 Random official and retinue

“My symbol for Hell is something like the bureaucracy of a police state or the offices of a thoroughly nasty business concern.” - C. S. Lewis, The Screwtape Letters (1942)

A. Nybbas: Nybbas is the demon lord of jesters and charlatans, and he heads up the Ministry of Food & Drink, which is in charge of tasting the food of archdevils and demon lords (they use shades for that) and in arranging entertainments and diversions for the masses of Hell. Nybbas’ quarter is always in an eternal state of misrule and mayhem, and the people here play rough, seemingly getting their ideas for pranks from old cartoons (you know, the funny ones made by our grandparents’ generation).

The quarter is a carnival of capering buffoons and clowns and mad pranksters parading through blocks that may once have looked like a sinister Paris, though it is now a ruin of broken glass, splintered wood and vandalized buildings. Besides the japing shades (most of them were wicked bards, illusionists and jesters in life), the quarter is inhabited by nupperibos and lemures, who work in the diabolical bureaucracy under the direction of dretches.

Nybbas’ gate is a 10-ft. tall red door with a golden knocker in the shape of grotesque jester’s face. Touching the handle on this door sends a 6 dice electrical shock into the person who touches it. The shock acts like chain lightning. Behind this door there is a 10-ft. long tunnel that ends in a second door colored green. When one enters this door, a gallon of alkahest, the universal solvent falls from the ceiling (save or struck by disintegrate spell). Beyond the green door there is a white door; when opened, the first person who opens it is struck by a scalding hot pie in the face (6d6 points of fire damage, plus 1d6 points of damage per round thereafter until the filling is scraped off). Beyond the white door there is a chamber guarded by 1d4+4 rubber chicken golems … okay, maybe that’s taking it a bit far. Beyond the white door is the final chamber – a seeming dead-end holding a garishly colored statue of a harlequin pointing at the door through which the adventurers entered. Pulling this finger releases a stinking cloud (as the spell) and, 6 rounds later, causes the entry door to become a gate into the next quarter.

In the center of this madhouse is a grand castle reminiscent of Mad King Ludwig’s Neuschwanstein castle, though Nybbas’ looks like it’s been through a tornado. The castle also serves as the ministry headquarters, where 20 companies of nupperibo and lemure bureaucrats do their best to follow the rather chaotic orders of their master. Five companies of red jesters serve as the supervisors of the ministry and Nybbas’ personal guard.

Nybbas appears as a fat man in a comfortable throne flanked by two fiendish giant hyenas. His court is filled with red jesters and shades forced to laugh eternally at stale old jokes and cruel pranks. Everyone entering the room must pass a saving throw each turn or be struck by hideous laughter. Nybbas has a moon-like face, glistening eyes that burn with an infernal passion and thin lips curved into a grotesque smile. He holds a traditional jester’s marotte tipped with a grimacing skull with living eyes.

NYBBAS: HD 15 (80 hp); AC -6 [25]; Atk 1 slam (2d10) or marotte (1d12 + save vs. hideous laughter); Move 6; Save 3; CL/XP 23/5300; Special: +2 or better weapon to hit, magic resistance 76%, immune to fire and poison, spells (dream, nightmare, hideous laughter, stinking cloud), summon 1d6 red jesters 1/day.

4. Chadper: Chadper is the Minister of Internal Revenues and perhaps the only demon in Hell more feared by other demons than by shades and mortal visitors. He and his tormentor demons, with their hell hounds, collect the tributes owed to Lucifer, in soul coinage and shades, by the other demons of Hell, down to the lowliest lemure.

The entire quarter is composed of black streets of smooth obsidian and buildings of the same material – all of it seemingly carved from a great block of the material and smoothed as though by burning sands. The only shades in Chadper’s domain are those collected for Lucifer and meant to be doled back out to the demon lords and arch-devils to reward their loyal service. They might be found in long chain gangs heading into or out of the city, but most often are kept in deep, stifling pits awaiting an accounting. These pits are guarded by squadrons of erinyes, who perch on the buildings above, slinging the odd dart or rebuke into the pits to keep the shades quiet. Chadper detests noise, and demands almost complete silence throughout his domain. All communication is by whisper or hand signal, and those who break this commandment are immediately set upon by a squadron of silenced tormentor devils and summarily executed.

The gates of Chadper’s domain are composed of the same obsidian as the rest of the domain, and consist of long tunnels with low ceilings (10-ft.) upheld by rows of pillars (20) carved into the shape of grotesque minotaurs. The gates are completely silenced, and rarely passed through save by captive shades, tormentors carrying back tributes, or demons and devils (including lords) coming hat in hand to beg forgiveness from Chadper and pay their taxes. The gates are guarded by obsidian golems, who merely masquerade as the grotesque pillars. Folk who enter the gate areas can be teleported by Chadper into his throne room as he desires, once per day.

Chadper’s great chancery is an obsidian cube, unadorned, with tiny doorways marked in silver tracery on the ground level of each face. Within are 1,000 joined courts where the tribute of Hell is counted, re-counted, certified and then, by the direction of Lucifer, doled back out. Chadper has no lair, per se’, but merely travels from court to court, accompanied by a squadron of tormentor devil guards, directing the dretches who serve him. He commands 8 companies of dretches and 20 companies of tormentor devils, making him among the most powerful devils in Hell. He can also sic a dozen hounds of Chronos on those defy him or refuse to submit to his summons.

Chadper appears as a faintly glowing angel with a twisted, atrophied face and two large, saucer-like ears that permit him to hear, per clairaudience, anything said in Hell. He wears black robes and a black breastplate and carries a +3 glaive that opens bleeding wounds (1d6 hit points per round until healed) in its victims. Those who die from these wounds rise up as vampires under his control.

CHADPER: HD 20 (101 hp); AC -5 [24]; Atk 1 glaive (3d4+3 + bleeding wounds); Move 18 (F24); Save 3; CL/XP 31/7700; Special: +2 or better weapon to hit, magic resistance 35%, immune to fire and poison, spells as 15th level cleric, double damage from sonic attacks and saves at -2 vs. sonic effects, control stirges and vampires, change into death fog (double strength) 1/day, summon 2d4 vampires or 1d4 stirge demons 1/day.

9. Leonard: Leonard, or Master Leonard, is also known as the “Black Goat” and serves as the Inspector General of Hell. His quarter appears to be a place of Renaissance splendor – broad avenues of azure stone flanked by white trees and buildings of peuce and tourmaline with ornamental iron work and gold filigree around the doors. Promenading through the streets are shades dressed in finery, with large, ribboned hats on the women and fine, ebony sticks in the hands of the men. All of these shades are mere illusion, and the buildings, though pretty, are all empty.

Underneath the streets the demons of the Inspector General do their work, in labyrinthine dungeon corridors were every torture known to demon is employed to root out opposition to Lucifer. The practitioners of the torture are 16 companies of azizou, who have a special knack for the work, while another 8 companies of barizou skulk about Dis seeking out disloyalty and inefficiency.

The gates of the quarter are located above ground, and are flanked by an honor guard of 60 manes demons in gleaming, golden armor, with hundreds of pretty, fluttering pennons on long pikes, each one topped by a bleeding, moaning head. The gates are curtains of acid (6d6 points of damage when walked through – save for half – and 1d6 points of damage each round thereafter (for 10 rounds) until neutralized with salt – eats flesh, stone and all metals except silver, gold and platinum). The curtains of acid are drawn aside to allow people to pass when Leonard wants them followed by his geruzou demons.

Leonard’s lair is deep within the dungeons under the streets, in a fortress of solid blue jade (3-ft. thick walls) called the Hall of Injustice. The Hall has many pitfalls and is guarded by a company of mehrim (goat demons). Leonard can be found in a scrying chamber, which allows him, via hundreds of floating crystal spheres, to see through the eyes of all of his servants.

LEONARD: HD 17 (101 hp); AC -1 [20]; Atk 1 touch (save or lose half hit points) or rapier (2d4+2 + 1d6 electricity); Move 18; Save 3; CL/XP 26/6200; Special: +2 or better weapon, magic resistance 85%, immune to electricity, petrification, poison and mind effects, cast spells as 11th level cleric and magic-user, teleport with error 3/day, scry (as with crystal ball) 3/day, summon 1d6 mehrim demons 1/day.

Thursday, April 19, 2012

DIS, Grand City of Hell - Preview 2

Still plugging away. I'm working on "spades" tonight, which I was going to have revolve around violence, but then got my head out of my butt and realized needed to revolve around bureaucracy. How could I have missed that? Anyhow ... enjoy some crazy diamonds.

2. Natijula: This block is as hot as an oven, with brick buildings of bright red, with flint roofs and wrought iron accoutrements that give it the appearance of a Hellish New Orleans. The buildings hold bakeries of hellstoker demons producing ashen loaves and deadly delicacies, café’s that serve scalding coffee and bitter tea and every sort of restaurant and tavern. In the streets there are fire pits on which are roasted stench kows and other hellbeasts. These pits are tended by lemures whose flesh drips into the pits, the fire hissing and sending up gouts of steam that become sinister steam mephits. Zombified shades in silk finery walk the streets selling wine from casks on their backs or giant rats on iron skewers.

The gates of Natijula are tall and composed of ivory-colored stone with steep battlements and blue, conical roofs. The battlements and towers that flank the gates of thick, bluish wood, are defended by a company of anti-paladins sans heads. Behind the gates are hidden a giant ballista, cranked by a stone giant in black platemail and armed with a giant halberd.

Natijula, the self-proclaimed Lady of Agony, is an inhumanly tall woman with an hourglass figure. Her head is bald and she has deep-set green eyes. Her body is covered in golden scales and she wears a classic chainmail bikini and many rings on her fingers and toes. Two massive eagle wings sprout from her back, and she has the ability to take the shape of a roc.

Her “palace” is a great courtyard paved with azure stones and filled with long tables where all manner of demons and devils feast, served by emaciated halfling shades weighed down by iron boots. About 1 hour in 6 is filled with a melee between the demons and devils, always over something trivial, but always fought to the death. Natijula has a deep, abiding hatred for all Mephistopholes (they’ve had dealings in the past), and will do everything in her power to oppose him and his servants.

5. Liro: This quarter is reminiscent of Venice, with many canals of water, Stygian black, cutting through the Renaissance-style buildings of glistening, slick black stone with silver highlights and ornaments; the tarnished domes, the thin bell towers with their black, iron bells that, when struck, cast a deafening silence over the quarter (save or deaf) and their crooked piazzas of spongy stone that spurt blood as one walks over them. Floating above the streets are ghostly shades engaged in a never-ending dance and cavorting in the heady fumes dispatched from great, silver braziers that line the streets and produce no light or heat, only a thick, white smoke that stings the nostrils.

Within the canals there float black lotus that attract ill-tempered sprites, and on great burgundy lilly pads there sit black-fleshed hezrous, fat and self-satisfied, eyes drowsy and glazed, thick purple tongues darting about, capturing screaming sprites and sending them to a terrible death in their bellies.

Leather goods are the business of this quarter, leather drawn from every creature imaginable. Some shops sell the prepared hides, while others fashion them into suits of armor (always of the finest quality), scabbards, boots, saddles, cloaks and other goods. Leprechauns handle most of the fancy craftwork, the other goods being imported from other quarters.

The gates of the quarter are located about 20 feet below the surface of these waters – quite a surprise to those who have entered through a normal gate from elsewhere – and are secured by walls of ice one foot thick. Swarms of giant piranha guard the gates, under the seeming command of the hezrou, who make some effort not to displease the mistress of the quarter.

Liro’s palace is set between three of these canals, giving it a triangular shape. It is the most imposing building in the quarter. It is a gracious affair, though much of that grace is robbed of the place by the tempestuous behavior of Liro. Liro is a short, elegant, petite demoness with dark, ruddy skin that is slightly scaled around the hands, feet, shoulders, neck and eyes. Her eyes are teal in color and appear to be looking directly into the eyes of every person within 30 feet of her (even those behind, who see her as facing the other direction). She wears only a cloak of tiny, triangular gold panels and a diadem of gold and pearl. She is surrounded by a pall of the same stinging white smoke that issues forth from the braziers on the streets, though this acts as the death fog spell. Liro is always accompanied by a guard of chittering rubinous xaocs, visitors to Hell who find it entirely too stifling and staid for their tastes.

J. Astaroth: Astaroth is a prince of Hell, and through the markets of his quarter flow spices, narcotics and other such substances sought after by the manors of the demon lords and arch-devils. Astaroth’s quarter is a maze of zigzagging corridors between ziggurats of iron and marble, atop of which pit fiends on thrones of fire roar defiance to the assembled masses of bearded devils who cluster at their feet.

The streets are lined with walls covered with blue tiles and mosaics of serpent people, demonic lions, pit fiends and great battles between devils and demons, all with the bodies of mortals trampled beneath them. Alcoves are set into these walls wherein sit wrinkled, pot-bellied shades wrapped in tattered, dusty azure robes. Before them are spread shallow wicker baskets filled with all manner of herbs, spices and narcotics. Anything you could want, at tremendously high prices, though they will sell almost anything for a drop of a person’s blood. Mangy camels covered with oozing sores, some with leathery bat wings, are led through the dusty streets, laden with goods from the world above, or with the bodies of shades in need of correction and punishment. The everpresent buzz of fly demons can be heard above, the demons swarming over the streets and sometimes swooping down to pluck up a shade, camel or traveler for a quick meal (i.e. 1 in 6 random encounters is with 1d8 fly demons).

The streets are patrolled by scorpion demon magistrates, on the lookout for double dealing and a cut of the proceeds of the shades’ business. They serve Astaroth as his enforcers in his quarter, keeping the spice lords (there are several) under control. Among them are Tizu the hezrou who controls the opium trade, Mosheveti the marilith who controls the supply of saffron and white pepper and Vucarik, the pit fiend who controls the flow of honey. These lords dwell in the ziggurats with their retinues.

The gates of Astaroth’s quarter are numerous, though most of them are false. Finding a gate in this quarter can always be accomplished in 1d3 hours of travel, but only 1 in 4 found gates is genuine. False gates drop people into deep pits lined with burning coal, where they are roasted alive. All of the gates are guarded by twin sirrush and a company of bearded devils armed with mancatchers and heavy crossbows that fire spiked spheres. When these spheres hit a person, they discharge an electrical shock that deals 1d6 points of damage and paralysis for 1d6 rounds (save to negate).

Astaroth dwells in the largest of the quarter’s ziggurats, one surrounded by a moat of mercury (those passing over must pass a saving throw or lose 1d6 points of wisdom and suffer confusion for 10 minutes). Within the ziggurat there is a grand palace of chambers thick with painted columns and deep pools of icy water inhabited by bound water elementals which Astaroth can shape into the form of beautiful women who dance seductively for the arch-devil and his court of pseudo-intellectuals. Astaroth commands three squadrons of inquisitor demons (xxx), five companies of scorpion demons and ten companies of bearded devils. Astaroth is mounted upon a wolf-headed black dragon so ancient it may predate Hell itself.

Tuesday, April 10, 2012

Dis, Grand City of Hell - Preview 1

This one took me a while. I couldn't map it, couldn't treat it just like any other city (it was too large to do it justice with a few shops and such) and needed to find a reason for characters to wander around a bit. I think (or hope) I finally cracked it.

Dis is like a collection of cities, which will still be represented on cards, that connect with one another - kinda like they predict the great eastern megalopolis of Boston - New York - Philadephia will be one day. Each of these cities/blocks/quarters is ruled by a separate demon or devil lord, and each is like a prison with heavily guarded gates. The only way to get through a gate besides fighting through it is to gain a brass seal from the lord of the place, and that means doing a favor (rolled randomly). This creates a reason to move about and explore - finding the other demon lord that has to be parlayed with / killed / paid tribute to etc.

Escape from one block to another is one thing. How about escape from Dis. The city of Dis just sprawls - it has no beginning and no end. Nobody can simply walk through it and get to the next circle of Hell. To escape, one must summon Geryon for a lift, and to do that, they need a silver seal from one of the more powerful lords of Hell, represented by the Jacks, Queens and Kings of the deck. Getting in to see them requires seals from at least three of the demon lords under them (i.e. of the same suit). The whole point is to draw players into the politics of Hell and, hopefully, produce a fun experience.

With that said, here's a sample of some of the quarters in the suit of Clubs, the suit of toil and despair.

ACE OF CLUBS


The buildings in this block are tall and irregular, and covered in a greasy sheen that stinks of rotting flesh. Those who enter the block must save as though facing the noxious stink of troglodytes. The streets are narrow and twisted, and every so often empty into vast, circular courts. These courts are flurries of activity, as manes demons scurry about, tossing writhing mortals and shades into a pit, about 30 feet in diameter, of boiling liquid. Bearded devils armed with iron staves push these poor souls back into the pit when they try to escape. Other bearded devils are in charge of ladling off the greasy slime that these people are rendered into, scooping it into large black barrels carried on the backs of manes demons. These barrels are loaded on carts when they are full and delivered to other blocks for processing.

The gates of Borbazu’s block are composed of a vast weave of skeletons. Above the gates, bearded devils man great pots of boiling oil to pour through murder holes that send a great spray down before the gates (all within 30 feet of a gate must pass a saving throw or suffer 3d6 points of damage from the boiling oil). In towers that flank the gates there are 40 manes demons armed with heavy crossbows ready to send a volley of bolts down on invaders. Each gate is under the command of a barbed devil armed with a chain that ends in a three-pronged meat hook. If an attack with a chain beats an opponent’s AC by 5 or more, it hooks into their flesh and holds them until removed with a successful bend bars check (which inflicts an additional 1d6 points of damage). The skeletons of the gates can deliver 1d6 attacks to any within reach, trying to grab and hold intruders rather than kill them.

Borbazu, a minor lord of Dis, rules this block. He takes the form of a towering serpent of pallid flesh (not scales) that dwells beneath the block. He can emerge from any of the flesh pits scattered through the city. Borbazu can also assume the form of a ruddy-skinned, boyish warrior, handsome, but with vestigial horns and a lenonine mane. This form has aquamarine eyes and wears white robes. In this form, Borbazu can form metal objects of up to man-sized with the merest thought.

FOUR OF CLUBS


This block consists of crooked buildings made of pale, sweaty stone. The buildings hang over the streets, making the air close and stifling, though at odd intervals blazing hot winds whip through these corridors. The walls are spiked, and the doors are all clad in green copper. The streets sometimes empty into pit-like courts with ophidian designs carved into the sides, and winding ramps that lead down into the courts.

The gates of Caila’s block are all at the end of cramped streets, and consist of circular doors. The doors are coated in deadly poison, and touching the doors causes the spikes in the nearby buildings to fire (1d6 poisoned dart attacks, 1d6 points of damage from each). The buildings on either side of the street hold a company each of bearded devils. Behind each door, a purple worm lurks, waiting to lurch out and swallow people whole.

One of the courts is entered via a bronze arch hung with crystal beads that cut one’s flesh like razors and whisper portents of doom into their ears. The court’s walls are set with dozens of little windows covered by shutters painted with images of demons or devils, others with shocking scenes of hopelessness and despair. Behind each of these windows is an oracle who can give one piece of information, provided the questioner passes their palm with an equally valuable piece of information written on a parcel of their own flesh. The oracle reaches their hand through the shutter (as in incorporeally) to retrieve their payment and then reaches back out with a tiny scroll containing the desired information.

Within sight of this alley is the jagged red tower of Caila the Judge. The upper portions of the 10-story tower are circled by a guard of young red dragons. The tower’s interior is as red as the exterior, with ornaments of carnelian, ruby and bloodstone. Movement from one level to the other is via teleporting cabinets, though some of the cabinets in the tower instead fill with poison gas or spears that leap up from the floor.

Caila is a short, leggy demoness with blue-black skin that bristles into barbed scales when she is excited. She has almond-shaped eyes of azure. She surrounds herself with artists, who she can inspire with her gaze, replacing a portion of their soul with her own. Caila can summon 1d6 fiendish giant scorpions three times per day and can assume the form of a giant scorpion once per day.

JACK OF CLUBS


Malphas is both a prince of Hell and a grand president, and he is the patron of architects and masons. As one might imaging, his sprawling block is composed entirely of stone buildings, and everyone a piece of art. Cathedrals, strongholds, towers, all ornamented with flying buttresses, fanciful water spouts, bridges, tunnels, fountains, statuary, veritable skyscrapers; amazing and very difficult to navigate, as it is so crowded and the streets so narrow. Construction is constant here, with bits of masonry sent falling to the ground at random intervals (1 in 6 random encounters forces adventurers to pass a saving throw or suffer 4d6 points of damage).

The gates of Malphas’ quarter are great strongholds, ten stories tall, with perfectly straight and smooth walls. They are patrolled by his gargoyles (three companies are assigned to each gate) and barred by wooden portcullises that instantly rust any metal that touches them. Within each gatehouse tunnel, Malphas’ soldiers can pour green slime on invaders and deliver fusillades of poisoned darts.

Malphas occupies the grandest cathedral in his domain, a veritable demon-made mountain of stone, all of it rare and expensive, with spires that defy gravity. Within this monument he houses the remainder of his infernal army and keeps a population of slaves, artisans (he has bargained for the soul of many great artists and can summon them at will) and priests. He sits at the center of a maze of passages, all trapped and well-guarded, for Malphas is paranoid in the extreme.

Malphas appears as a crow, but can be induced sometimes to take the form of a handsome humanoid with blue-black skin and curved, golden horns. In either form, he carries a mason’s trowel, which attacks as a +2 battleaxe, can cleave through any stone, cast disintegrate and earthquake once per day and can, at will, transmute rock to mud and mud to rock. Malphas is always at war with one demon lord or another, and is always in the market for spies.

Wednesday, April 4, 2012

Stygian Depths - Moon Pulses, Titanic Towers and Reg

Three more previews of Stygia. I'm writing Dis now and I'm starting to get into the material. Still working on Blood & Treasure, as well, and it's coming along pretty nicely. I'll probably do a couple art previews soon. 1800 - American Empires is definitely next on the docket. I might change the focus on that one a bit - make it more of a game in its own right than a simple "trek into the wild" sort of thing. We'll see - the setting offers lots of opportunity for large scale battles, wilderness adventure, etc. Should be fun.

57.77 Murderous Blade: A gleaming sword of red steel sticks out of the water here, causing the water around it to boil. The sword is known as the King-Slayer (it calls itself Reg, short for Regicide). King-Slayer is a +2 flaming weapon with a powerful Ego that seeks the blood of kings – including infernal kings like Bael. The waters around the sword are rife with giant leeches – 3d6 of them are encountered when one makes a grab for the sword.

64.78 Moon Pulse: A low, hilly island in this hex is crowded with rank trees and noisome undergrowth. Demonic jaguars haunt the trees, waiting for prey to wander their way. Each night, at midnight, a pulse of inchoate energy flows across the island (but not the entire hex) from a blackened silver pillar at the center of the island. Adventurers hit by the pulse must make a saving throw or be transformed, instantly, into a lycanthrope. The exact kind is determined by the character’s highest ability score:

HIGH SCORE = LYCANTHROPE
Strength = Werewolf
Constitution = Wereboar
Dexterity = Wereweasel
Intelligence = Wererat
Wisdom = Wereowl
Charisma = Weretiger

The transformation is immediate, but the adventurer can attempt another saving throw to retain their own mind for one minute, needing additional saving throws each minute to avoid become a chaotic, slavering beastman.

65.32 Tower of Titans: There is a tower here formed from the bodies of three petrified titans, standing up to their knees in the waters of the Styx. One titan is a curvaceous woman with hair like molten copper flowing from her head and eyes like prismatic spheres. The second titan is a graceful young man with fulginous skin and deepset eyes of opal. The third titan is an athletic man with pearly white skin and narrow eyes.

The tower is the home of Soazil, a cambion wizard (Mage 11; 32 hp) with crocodilian skin and close-set, steel-blue eyes. Soazil has five apprentices (Mage 5) and commands a company of crocodile-men.

Soazil is a master of teleportation, but has found no way to escape Hell, despite his vast knowledge. He is also skilled at cloning, and seven clones of himself hidden throughout the tower (and maybe others hidden throughout Hell). Half of his soul is possessed by the succubus Arete, in the form of a silver apple hidden in her chambers in the palace of mighty Bael.


Wednesday, March 28, 2012

Thoughts on the City of Dis [Hellcrawl]


Dis presents a unique challenge for the Hellcrawl, as it is a city that dwarfs anything mankind has ever known. Mapping it would be impossible, and producing enough unique encounters to fill its streets would take more time than I can possibly devote to the task.

For that reason, Dis is going to lean more heavily on randomization than the other cities I’ve presented in NOD.

For geography, Dis will rely on a deck of playing cards. As players enter Dis, the Refeee will lay down a card in such a way that everyone can see it. The card’s suit determines the general activity of that “block” of the city, while the number will determine the level of that activity and thus the likelihood of adventurers being caught up in it. The common cards in the deck represent something akin to suburbs, while the “face” cards represent city cores, each governed by a different arch-devil or demon lord of Hell.

Clubs = Magic – illusions, alchemical experiments, magic storms, wizard wars

Diamonds = Commerce – con-men, slavers, thieves, doxies, hucksters, beggars, merchants selling indulgences and buying souls

Hearts = Religious Fervor – unholy preachers, sacrifices, religious processions, gruesome holidays and festivals

Spades = Violence – duelists, gladiators, angry mobs, gang wars, armies fighting street to street or besieging a small castle, etc.

Each hex of Dis is taken up by four cards, placed thus:


Dis is generally three hexes thick, so winning through the other side of Dis will involve, at a minimum, navigating through six cards. Naturally, this isn’t as easy as it sounds.

The streets of Hell are mazelike, so finding one’s way through is difficult. Unlocking each maze depends on the wisdom of the party members. The wisdom totals are added together and divided by two. This is the percentage chance that the party members can navigate through the maze. If they fail, they can remain where they are and try again tomorrow – though that means finding lodging and dealing with the possibility of frightening urban encounters. They can also go back the way they came.

Becoming lost in Dis is not just a matter of physically finding one’s way through the city – it also represents becoming spiritually lost. When a group becomes lost, the member with the current highest wisdom score loses 1d4 points of wisdom. If their wisdom score is reduced to a 9 or lower, they begin to question the value of virtue and become more attracted to vice. If their wisdom is reduced to 3 or lower, they become enmeshed in sin and take on the chaotic alignment. If their wisdom is reduced to 0, they become one of the undead citizens of Dis (those citizens will be given more detail in the actual article) and they cease attempting to escape.

If a group’s wisdom roll is successful, they find 1d3 exits from the current block they are in, allowing them to move in one of three directions to another card.

1 Exit - you can move right or left (50% chance of either)
2 Exits - you can move right or left
3 Exits - you can move right, left or forward

The higher the value of the card, the more difficult it is to find one’s way.

To finally escape Dis, one must win their way to the other side and hire transport to the next circle. In Dante’s Inferno, this transport is provided by Geryon. In Stater’s Inferno, it is provided by any number of contrivances, but whatever the method, one must show a silver key. These keys might rarely be found on random encounters (and there are many counterfeit keys), but they are most often won by providing services to one of the arch-devils or demon lords of the city. The only way to escape Dis is to become involved in the politics of the place – a tricky thing indeed, and sure to wear on one’s soul.

Among the lords of Dis (most are courtiers and bureaucrats) are Medusa, Titivilus, Adramalech, Astaroth, Behemoth, Buer, Leonard, Glasya-Labolas and, of course, Dispater, the grim king and final authority of the city (or so he thinks). Dis also holds the parliament of Hell, Pandaemonium.

The look of Dis will differ from block to block, from heaping ruins to the cobblestone streets of Dickensian London to Hell’s Kitchen to Babylon to the soulless blocks of buildings of Soviet-era Russia. There are streets of embers, canals of magma and more than enough horrors to keep a party of adventurers busy for a session or two.

Tuesday, March 27, 2012

Stygian Depths - Dark Diplomats, a Fierce Tomb and Macrosian of the Long Shadow!

Illustration by Sidney Sime, because you never need a reason to post a Sime piece!
A few more from Stygia! NOD 14 is pretty much on schedule. I'm 95% finished writing the Stygia hellcrawl, and am ready to tackle the city of Dis. I'll post my thoughts on Dis tomorrow.

43.69 Diplomats: There is a vast expanse of mud flats here. The mud is fairly solid, though strange, burrowing worms sometimes push up from the mud, “stare” vacantly at passers-by and then disappear once again. Ten rusty, iron pylons form a gathering in the mud flats, each one a bit tilted. They are, at the moment, occupied by a ten bat monsters, envoys of Bael who are hearing the pleas of a diplomat of Adamantia, one of the Queens of Elemental Earth. The diplomat, if anyone so brusque can be called a diplomat, is an elder xorn called Xaanon. He has been accompanied by six normal xorn, and they are demanding that the soul of a wicked elementalist who did much harm to their people be turned over to Adamantia for proper punishment. Bael is not inclined to agree, though he is willing to make a deal that Queen Diamond will probably find repugnant.

48.31 Macrosian: A tower made of nightmares – surging and writhing like a tower of crimsons, ambers, golds and bilious greens, screaming or weeping faces appearing and then dis-appearing on the surface – stands here, overlooking a dismal landscape of frothy water and black claws that might once have been trees. The tower seems solid enough, despite its moving surface, and it has a wide door composed of black oak embossed with a golden eye.

To enter, one must simply push through the door, saving as they do against a nightmare spell. Inside, they find themselves in a throne room with walls lined with books (most are false, containing only the screaming faces of damned souls that attempt to steal levels per a wraith). In the middle of the room there is a throne of built of metal cubes, shimmering with peacock brilliance. One’s footsteps echo in the chamber and the air is so still it almost strangles a person’s words before they can utter them. Spiral stairs of hepatizon rise from the four corners of the throne room to other chambers and halls.

When a person enters the tower, a shadow version of them emerges from the wall. These shadow clones (the effect is similar to greater shadow conjuration or greater shadow monsters) act very much like their doubles, but one of them, randomly, is possessed by the spirit of Macrosian – He of the Long Shadow – a powerful sorcerer (Mage 17; 44 hp) consigned to Hell. Macrosian seeks to conjure the Typhon from its slumber in the abyssal depths.

The tower is inhabited by hundreds of shadow people, the clones of people who have passed through, and any one of them could be Macrosian. He speaks with a thunderous whisper, and it is through his speech that one can identify him. He can move from body to body at will, and is canny enough to take on the mannerisms of the person he is, at that moment, possessing.

53.80 Athachs: A pair of athachs are clumsily working their way through a village of mostly ruined brick hovels in search of a very special child. The inhabitants of the hovels are twisted, little grey men and women in dirty smocks who seem to make a living raising cabbages. The child was found by them in the swamp. He is a frail lad of about 7 years with opalescent skin that gives off a coiling green mist and completely black eyes that mirror one’s soul.

56.30 Bronze Tomb: On a high, flat mound of earth, surrounded by a picket of bronze spears, there is a tomb of bronze in the shape of a demon with a distended belly. The demon sits in a squatting position and its clawed arms drag the ground at its sides. The demon’s belly is made of glass – in fact, it is actually a sphere of glass about 3 inches thick and mingled with silver dust. This sphere is filled with a pale, grey ichor and floating in it is the preserved corpse of a murderess. The corpse is in a fetal position, clinging to an iron chest, her black hair fanning out in the weird liquid.

A flight of harpies protect the tomb, swooping down on any who would disturb it within 3d6 rounds of their first approaching the tomb. The tomb is also capable of defending itself, for the wicked soul within it can animate the monstrosity, making it arise and flail at tomb robbers with its claws.

Thursday, March 22, 2012

Stygian Depths - Hellcrawl Preview III

Gustave Dore - Satan talks to his children, Sin and Death
37.41 Ossuary: A muddy little island here is topped by a stone building about 30 feet wide and 100 feet long, with a peaked roof that is also made of stone. The building is sealed by double doors of polished oak that bear four brass medallions, each one depicting a grinning skull. The door opens easily.

The building within is composed of a single large chamber wracked with thunder and lightning. As soon as the doors are opened, the storm spills out from the building, with almost hurricane force winds that make closing the doors very difficult. The winds swirl around the building, forming clouds in the sky overhead. After one minute, the clouds erupt in lightning (per the call lightning spell cast by a 20th level druid). The storm soon covers the entire hex, and an hour later expands into all of the surrounding hexes. If the doors are closed, the storm soon ceases.

Inside the building, there are stored hundreds of skulls engraved with glyphs and runes that emit a phosphorescent glow. Each round, there is a 1 in 6 chance that the skulls, which are blown around the room by the violent winds, swarm around the adventurers and attack.

If a skull is removed from the ossuary, its animation ceases and it gives its bearer the power to cast control weather and call lightning once per day.

SKULL SWARM: HD 12; AC 1 [18]; Atk 3 vicious bites (1d8); Move F15; Save 3; CL/XP 15/2900; Special: +1 or better weapon to hit, immune to electricity, half damage from bludgeoning weapons, 1 point of damage from slashing and piercing weapons.

38.70 Temple of Sin: There is a temple here, standing above the swamp waters on vaulted granite legs. Will-o-the-wisps swarm beneath the temple and around these legs, tracing out glyphs of warding (no magical power) to frighten away travelers.

One enters the massive structure by catching hold of a barbed chain (holding it inflicts 1d4 points of damage per round) and climbing 20 feet up to an alcove in the wall that holds an iron door. There are a dozen such doors, each looking like the monumental brass of a warrior king.

The temple proper is a tall stone building covered with patches of purple moss; it is about 40 feet wide and 200 feet long with a ceiling 30 feet high. The temple holds an idol to Lucifer’s daughter, Sin. From this sanctum, there are six portcullis-barred tunnels (three per side) leading back into the living quarters of the thirty hobgoblin priests of the temple and their mistress, the so-called Woman of Many Faces.

The Woman of Many Faces is just that, a humanoid woman with coppery skin and wearing heavy black robes. She has no face, the front of her head being perfectly smooth and flat. She has five artificial faces that she can hold up to her face, as one holds up a mask, and animate. These are her porcelain face of beauty (cast charm monster and suggestion), emerald face of envy (cast mage’s lucubration and transformation), her ruby face of rage (cast flame strike and rage), her iron face of war (cast ironskin and spiritual weapon) and her wooden face of contemplation (cast augury and divination).

42.38 Bodikar, High Inquisitor: The necromancer Bodikar (Mage 16; 43 hp) occupies a tower of granite faced with sheets of beaten bronze. He serves as the chief inquisitor of Bael, seeking out high-ranking demons who may be disloyal to Bael and putting them through trials and eventual imprisonment and torture. Torturing a demon is, of course, a tricky thing to do.

The offenders have strange metal boxes strapped to their heads. The surfaces of these boxes look into the Empyrean Heaven (per a crystal ball), showing them a world they may never visit again. All the while, lumpy green energy leeches draw their vitality from them, making them as weak as humans. When the leeches grow fat, they are removed from the demons and polymorphed by Bodikar into amber globes that hold the devils’ ichor and a portion of their power.

Bodikar uses these globes to create clones of some of the devils and demons that are loyal to him above all else. Other globes are retained as ingredients for potions or to be used as splash weapons, the ichor acting as flaming oil that causes double damage to lawful creatures.

Tuesday, March 13, 2012

Stygian Depths - Hellcrawl Preview II

Writing has begun in earnest on the Stygia portion of the Hellcrawl. Here are some samples of what I've written so far.

33.50 Tree Temple: The mangroves here grow to a truly enormous size. A city of 500 frog men is built in the tree tops, centered around an abbey dedicated to Tsathogga. Their matriarch is an engorged female frog man, bedecked in amber beads and holding in her hands two crystal balls, each one colored bright green with a white, star shape in the center that spins and waxes and wanes. Though they appear identical, one seems to promise security and safety, while the other promises unending struggle and chaos. As soon as people enter the temple their gaze must be drawn to one or the other.

Those who choose safety and security gain the ability to commune with Tsathogga once per day, but whatever advice he gives, they must obey. Those who choose unending struggle have chosen life, and suffer no ill effects other than the ire of the frog men, who attempt to sacrifice those who reject the fatherhood of Tsathogga in his name, hosting a grand feast of them for those who have chosen Tsathogga’s blessings.

34.59 Love Shack: A red, serpentine dragon courses through the mud, battering down trees as it does so. When it spots travelers, it slinks close and opens its great mouth, revealing a door of ruby crystal. It waits patiently for 1 turn to allow people to enter the door, and then moves on.

Beyond the door there is a grand hall of red velvet and marble floors. The spirits of jealous, bitter lovers slink by the walls, hissing at travelers. The twisting hall leads to a shrine in which there is a throne of green stone. Sitting on the throne there is a handsome youth who looks much like Cupid, but has glowing green eyes and pincers in place of hands. This is Phthonus, a daimon of jealousy who stirs the fires of love and unleashes it in violent passions.

36.48 Flooded Temple: A sinkhole here might send unlucky travelers into a series of flooded caverns. The largest of them holds an ancient, partially ruined temple. The temple is composed of blocks of lapis lazuli. The temple is dedicated to Omoo, a sahuagin goddess regarded as the mother of the species. The idol holds a statue depicting the demon lord Dagon simultaneously copulating with and tearing apart Omoo, whose blood, according to the myths of the sahuagin, turned into the first sahuagin, who then fed on her flesh and drew on her powers. A reliquary hidden in a dungeon beneath the temple holds her dismembered hand, which gives the bearer command over sahuagins, sharks and rays and denies creatures struck by it the ability to regenerate for 24 hours. If the hand is planted, it grows into five fiendish sahuagin warrior-maids who persist for as long as they are fed the blood of their summoner. They obey their summoner loyally.

Tuesday, March 6, 2012

Into Stygia ... Preview 1 Again!

Is it me, or is that demon photo-bombing those fighting naked dudes?
Well, you've seen the sketch of Stygia a bit earlier ... now the finished product.

STYGIA
As one passes from hot, dry Gehenna into cool, damp Stygia, the metallic sands beneath their feet harden and become a plain of swirling metals. This plain abruptly ends in a metal cliff, perfectly smooth and angular, as though cut by a die. One mile below the top of this cliff lies the murky swamp of Stygia, a land of mangrove swamps (though such mangrove trees one has never seen on the surface, with trees so twisted and black that even a druid would be compelled to grab and axe and fell the lot of them) mud flats, rocky, vine-choked promontories and always the thick, reddish water, so much like blood, that sucks and laps at the swampy shores. Eventually, the islands in the swamp become less and less, and finally one enters the sluggish, crimson River Styx. Beyond the Styx, of course, lie the battered walls of Dis, the great metropolis of Hell in which lies Pandaemonium, their parliament, and the manors and manses of the lords of Hell.

Stygia is the fifth circle of Hell, given over to the souls of the wrathful and forlorn. It is swathed in darkness both physical and spiritual, and sits upon a base of black mud. Wallowing in this mud, incapable of escape, are the souls of the wrathful, who look much as they did in life, but with faces twisted with unending ire. Beneath their feet are trampled the souls of the sullen and forlorn, who choke eternally on the mud and seek to pull others into it.

Stygia is an eternal battleground between two great princes of Hell, Bael and Dagon. Ancient enemies, they launch their forces against one another in an unending farce, for Bael rules the land and has no use for the waters of the Styx, while Dagon rules the Styx and has no use for the land above. One cannot use what the other possesses, but desires it just the same.

Dangers of Stygia

Crossing Stygia: Stygia is a difficult terrain to move through, for it requires a boat, skiff or raft of some sort, and such an item is not readily available when one first enters the swamp. One might wait for Phlegyas, the boatman of the Styx, to arrive, but his price is a heavy one – a portion of one’s soul (and impossible gift for those of lawful alignment) and a service to be granted at some point in the future. We’ll discuss Phlegyas more below.

Wrathful and Sullen: Assuming one is not ferried across Stygia, one must pole themselves across the landscape. The channels of Stygia are treacherous and ever-shifting. When one seeks passage from one hex into another, one must roll a die to see what passage they find:

ROLL PASSAGE
1-2 No passage by water – one must walk and leave their craft behind
3-5 A narrow channel (see below)
6 A wide channel (see below)

Wide channels are also deep and the safest routes for travel (though random encounters may occur there as well as anywhere else). Narrow, shallow channels, on the other hand, are clogged with the souls of the wrathful and sullen.

Those who travel a narrow channel have a 1 in 6 chance per mile (roll 1d4 to determine the length of the channel) of being beset by these creatures. Each person so attacked must pass a saving throw or be grappled by 1d4 wrathful. They are incredible powerful, making grapple attacks with a bonus of +3. If they get a hold, they then attempt (also with grapple attacks) to pull a person into the water. Each successful attack deals 1d4 points of damage. A successful grapple attack on a person already grappled drags them into the water and muck.

Each round, 1d4 more wrathful will attempt to grab a person not already dragged into the water (and each of their companions, so delayed, must make another saving throw to avoid the same fate). No more than six wrathful can grapple a person at one time.
If a person is dragged into the water and mud, they are then grappled by 1d6 of the sullen, who lie beneath the mud (and who also attack with a +3 bonus), with the purpose of drowning them.

Waters of the Styx: A dip in the Styx has the same effect as oil of invulnerability (i.e. per the spell stoneskin). This effect lasts for 24 hours. The invulnerable is also affected as per the spell rage whenever they are challenged in any way.

Finding Phlegyas
Phlegyas dwells in a stone tower bathed in blinding light. This tower’s position in Stygia is quite variable, moving every 1d6 days. Its position can be rolled as follows:

ROLL POSITION
1-2 Opposite side of Stygia from the adventurers
3-4 Quarter of the way around Stygia from the adventurers
5 2d4 hexes away from the adventurers
6 In the same hex as the adventurers

Races of Stygia
Stygia, like most of the other circles of Hell, is not only inhabited by pitchfork-carrying devils and their victims. Five races known to people of the surface world dwell in Stygia, though these races have been changed in many ways by their habitation in Hell.

In particular, the race of Stygia, living so long near or in the River Styx, are nearly invulnerable to normal weapons (i.e. those of less than adamant construction), taking only half damage from such weapons. They are also all berserkers, gaining double their normal attacks in combat, but suffering a -2 penalty to their Armor Class.

Frog Men: The frog men have long, thin legs and great, wide mouths filled with needle thin teeth. They have glossy black skin and warm, amber eyes that produce a dim glow. Their tongues are long and barbed, and those struck by them must pass a saving throw or be infected by disease (lose 1d3 points of wisdom per day). Just as frogs straddle land and water, the frog men straddle the lines between Bael and Dagon, attempting to play one side off the other for their own benefit.

Hobgoblins: Hobgoblins, as mentioned in NOD 11, are “the wrathful”, so it is only right that they dwell in Stygia as the foot soldiers of Bael. Stygian hobgoblins have crimson skin so dark it is almost black, with beady eyes of a sulfurous yellow. They dress in light or medium armors, like ring armor or lamellar, for the danger of being sucked into the mud is ever present in Stygia. Stygian hobgoblins arm themselves with sabres and scimitars, hacking falchions, barbed spears, throwing axes, brazen muskets and pistols. Some protect stone fortresses hidden in the swamp, while others patrol the swamps in shallow draft, iron-clad galleys armed with rows of ornate bronze cannon.

Mermaids: The mermaids of Stygia have pallid skin and overly large, deep green eyes that can allow them to charm person. Their lower bodies are those of eels and their hands are tipped with deep, green claws. They are utterly without mercy and quite carnivorous.

Ogres: The ogres of Stygia are the armorers of Bael, forging the weapons, armor and ordnance of his armies. They have greenish-black skin and lank, green hair that grows to their ankles. This hair is matted, sometimes braided, and the ogres weave iron knobs into the ends so that their hair becomes a weapon while they are fighting. Any creature in melee contact with them must save each round or suffer 1d4 points of damage from these knobs. The ogres of Stygia are berserkers (two attacks per round).

Sahuagin: The sahuagin of Hell are not terribly different from the sahuagin of any other world – a testament of sorts to their innate wickedness and ferocity. The Stygian sahuagin have dull black scales that aid them in surprising their prey in the black waters of the swamp and river.

Lords of Stygia
Stygia is divided between two princes, Bael and Dagon.

Prince Bael is a fallen solar, and one of the principal kings of Hell. He is one of Lucifer’s lieutenants, and thus also one of his greatest rivals. Bael can take the form of a crimson-skinned man with a face twisted with rage (even when he is calm is appears this way) and bull’s horns jutting from his head, as a brazen bull with a man’s face, or as a strange creature with the body of a spider and three heads, those of a crowned man, a cat and a toad. This last form is his true form since his fall from grace.

Dagon is the prince of the waters of Stygia, i.e. the River Styx. Also known as Lotan, the patron deity of Ophir, he dwells in a grand palace beneath the Styx with his wife, Ishara, a demi-goddess of the oaths and magical bindings, who inflicts bodily penalties on oath breakers. Both appear as demonic merfolk. Ishara is known for her milky white skin. She can also take the form of a white scorpion.

Vepar is the lieutenant of Dagon and a great duke of Hell in his own right. He governs the waters and on Nod is invoked to guide armed vessels to safety or to sink such vessels beneath the waves. He takes the form of a fetching mermaid clad in armor of coral and gold.

Furfur, a great earl of Hell, is the chief of the perytons, and he commands 29 companies of demons and devils. He appears as either a winged deer or an angel and is the patron of furcifers (i.e. scoundrels). Furfur believes the skies of Stygia to be his domain, and he counts himself neutral between Bael and Dagon, though the raids of his servants on the land forces of Bael have disposed the former quite badly toward him.

Aguares, who was covered in NOD 9, is a duke of Hell and an unsteady servant of Bael. He appears as a pale, old man mounted on a crocodile, with a hawk on his fist. He is served by 31 companies.

Scox is a marquis of Hell and the chief of the eblis, and he attempts to take no part in the battles between Bael and Dagon. He is faithful to Lucifer, and acts as his chief factor in Stygia, despite the fact that Bael is supposedly Lucifer’s right-hand-man.

Nickar, chief of the kelpies and pirates, is a servant (unwilling to some extent) of Dagon. He commands the shallower channels and appears as a demonic nixie playing a harp and attended by kelpies and nixies who comb his hair and whisper sweet nothings in his ears.

Finally, we come to Styx herself, daughter of Oceanus and Tethys, a titan and nereid who bore to the titan Pallas the children Zelus, Nike, Kratos and Bia. She remains above the fray, but lends some support to both sides to keep them locked eternally in battle and thus out of her hair. Styx is fairly neutral in alignment, and the most approachable of the lords of Stygia, though she is rarely inclined to lend aid.

Into Stygia ... Preview 1

I'm just beginning the process of writing the Stygia portion of my Hellcrawl - the fifth circle of Hell, to be precise, wherein dwell the wrathful and the sullen. What follows is my initial sketch of the overview. Some parts are in a finished state, most are just bits and pieces of notes. I thought it might be interesting to people - like an illustrator showing a sketch before the finished drawing.

WHAT – swamp, mangroves, weird plants, amphibians, deeper lakes, river

WHO (WRATHFUL)

Stygian darkness

Wrathful souls in the mud, biting and attacking

Berserkers

Souls of the sullen beneath the waters, grasping and pulling people down

Inability to control anger and rage

Tower wreathed in flame and boatman Phlegyas taking people across the Styx proper

Blue bayou pirates

Terrains – mud flats, rocky islands, wooded islands, clumps of mangrove, Spanish forts, Spanish moss, vines

“Shooting the Rapids”
You have to do a check to find a channel to the hex you want to enter – if successful, you find a deep channel. If not, you find a shallow channel filled with the souls of the wrathful, who are stuck in the mud but no less dangerous for it.

Reflex saving throws – once per mile

If failed, you are grappled by first one wrathful, then 1d4 more per round, all trying to damage you and pull you into the mud, where then the sullen grab from below and suck you in to drown

Dipping in the Styx can make people invulnerable for a time (1d8 days) (bonus to armor and saves), but also makes them intemperate (save or go berserk)

Races of Stygia
Stygia, like most of the other circles of Hell, is not only inhabited by pitchfork-carrying devils and their victims. ??? races known to people of the surface world dwell in Stygia, though these races have been changed in many ways by their habitation in Hell.

Sahuagin: The sahuagin of Hell are not terribly different from the sahuagin of any other world – a testament of sorts to their innate wickedness and ferocity. The Stygian sahuagin have dull black scales that aid them in surprising their prey in the black waters of the swamp and river.

Frog Men: The frog men have long, thin legs and great, wide mouths filled with needle thin teeth. They have glossy black skin and warm, amber eyes that produce a dim glow. Their tongues are long and barbed, and those struck by them must pass a saving throw or be infected by disease (lose 1d3 points of wisdom per day).

Ogres: The ogres of Stygia are the devoted servants of Bael. They have greenish-black skin and lank, green hair that grows to their ankles. This hair is matted, sometimes braided, and the ogres weave iron knobs into the ends so that their hair becomes a weapon while they are fighting. Any creature in melee contact with them must save each round or suffer 1d4 points of damage from these knobs. The ogres of Stygia are berserkers (two attacks per round).

Mermaids: The mermaids of Stygia have pallid skin and overly large, deep green eyes that can allow them to charm person. Their lower bodies are those of eels and their hands are tipped with deep, green claws. They are utterly without mercy and quite carnivorous.

Lords of Stygia
Prince Baal of the Land – sometimes Bael, Baell – associated with Ashtaroth – principal king of Hell – 66 legions of demons, main assistant of Satan – can make people invisible or wise, speaks hoarsely, carries ashes in his pocket, appear in forms of man, cat and toad or as a man or bull

Prince Dagon of the Water – also called Lotan, patron of Ophir – has a chain gang of drowned kings – Anat is his sister, cooked kings on a fisherman’s spit – wife is Ishara or Shala – patron of Hammurabi - weapon of the god was used to slay Arman and Ibla by Naram-Sin – Joppa (Jaffa, famous for Jonah) is the land of Dagon – possesses the head of Saul – also called Marnas – Saint Porphyry destroyed his temples

Ishara – goddess of the oath, “binding promise”, “magical charming”, “white ghost” – inflicts bodily penalties to oathbreakers, in particular breakers of military oaths and a goddess of medicine, mother of the seven stars, associated with Scorpio, also love goddess and associated with underworld

Vepar – strong Great Duke of Hell, 29 legions of demons, governs waters and guides armored ships laden with ammunition and weapons; can bring storms and rough seas, can make men die in three days by putrefying sores and wounds, causing worms to breed in them, depicted as a mermaid

Furfur- great earl, chief of perytons – 29 legions of demons, liar unless compelled to enter magic triangle – causes love between man and woman, creates storms and tempests, thunder, lightning and blasts, teaches on secret and divine things, can appear as winged deer or angel – corruption of Furcifer, Latin for scoundrel

Aguares – duke of the eastern zone of upper Hells – duke served by 31 legions – see NOD 9 – can make runaways come back, and those who run stand still, cause earthquakes and teaches languages, finds pleasure in teaching immoral expressions, destroy dignities (temporal and supernatural) – pale old man riding crocodile with hawk on his fist

Scox – chief of the eblis – Marquis – also Shax, Chax, Shass, Shaz – 1000 legions of demons on evil horses, takes away the sight, hearing and understanding, steals money from kings’ houses, steals anything, discover hidden things, faithful and obedient, but a great liar, stork who speaks with a subtle and hoarse voice, but voice becomes beautiful when forced into magical triangle and made to speak the truth

Nickar – chief of the kelpies and pirates – green hair and plays harp – mermaid creature

Styx – daughter of Oceanus and Tethys – a titan/neried, wife to Pallas, bore him Zelus, Nike, Kratos and Bia (Eos) – supported Zeus in the titanomachy

Phlegyas - the boatman of the Styx (according to Dante)

Random Encounters
Demons – Lemures, Dretches, Imps, Achaierai, Rutterkin, Vrock, Chasme, Hydrodaemon, Greruor, Shrroth

Dhezik
Wight
Eblis
Kelpie
Spriggan
Peryton
Devil Wasp
Brykolakas
Ghoul Stirge
Ogre Mage
Grey Nisp
Undead Raven Swarm
Aberrant
Witch Tree
Bog Mummy
Cerebral Stalker
Fen Witch
Entropic Ooze
Tenebrous Worm
Groaning Spirit
Demiurge
Hydra
Widowshark
Giant frog
Giant crocodile
Froghemoth
Death head moths

Thursday, February 23, 2012

Hellcrawl Preview - Besieged Towns and Ruby Cities

Probably the last Gehenna preview until NOD 13 hits the virtual shelves - having an extra day this February is going to help. Other articles slated for lucky number 13 include Shades of Red (the variant red dragons), Hero vs. Villain (stats for Zanzibar the magician and the speed demon Greymalkin - and an adventure seed as well), a crop of Demon Lords, Epic Journeys (a series that will lay out the concept of a 1st level to 20th level campaign centered around an epic level monster, in this case the Anaxim), the rules to my card game Greatsword, the Evolutionary PC class (with some sweet art) and a few new magic helms.

On to the preview ...

Fly Man of Abaddon by Ndege Diamond - not in this preview
80.28 Nathox: Nathox was once a splendid town of 1,000 Xshayathian ophidians under the command of the glabrezu Keirzer the Dreadful. It is now besieged by an army of demonic centaurs and erinyes that marched into Gehenna from Stygia. Powerful magics from the centaurs and their leader, Erichtho (Mage 17; 43 hp), the Stygian witch and a servant of mighty Dagon, Prince of Stygia, who seeks the soul of the damsel Beatrice, stolen by rebel erinyes.

Erichtho wields the horn of an ancient white wyrm, using it to freeze the once blazing city, encasing the walls in ice and causing all of the fires in the city to sputter and die – they now produce nothing but thick, acrid smoke.

87.76 Black Dogs: This hex is patrolled by packs of gaunt, black dogs. The dogs are about the size of terriers and are capable of emitting a terrible shriek before attacking (save vs. fear or flee for you drop). The strange beasts are only harmed by holy symbols (which are pretty pathetic weapons) and divine magic. They have 90% resistance to arcane magic and even magic weapons only harm them 90% of the time. The dogs were summoned by an unfortunate wizard using a small book bound in black leather. The book was stolen from the camp of Paymon, and may contain other weird summonings.

88.73 Monastery of Madness: There is a monastery here that looks like it might have been dreamed up by Salvadore Dali – all abstract shapes and weird lines. The monastery is dedicated to Azathoth, the Slaad Lord of Madness, and is staffed by a priesthood of walking slimes and overseen by a balor demon called Karum, Bringer of Madness. Karum looks as though his flesh is melting from his body, and he leaves a trail of slime that, if it puddles, has a 1 in 6 chance per turn of animating as yet another walking slime.

At the heart of the monastery, if one can find it through the shifting corridors and many pit falls, there is an idol in the form of a black sphere that gives off a strange humming noise (like a theramin) and great arcs of electricity (1 in 6 chance per round of striking a random person within 30 feet with a 3 dice lightning bolt that also steals their soul unless they pass a saving throw). Rumors speak of a vault beneath the idol holding all manner of relics and riches.

The idol is surrounded, at a distance of 35 feet, by six hepatizon pedestals. A thief can work out that they are triggers that must be weighted down with 100 lb. each to be triggered. If this is done, the would-be tomb robbers get a nasty surprise. Instead of discovering a treasure vault, they instead are drained of 1d4 levels, their life energy passing into the black sphere, which shatters and is sucked inward into a umbral blot that has been summoned to wreak havoc in Hell in service to mighty Azathoth.

92.42 Calepp: Calepp is a grand city of ruby spires inhabited by the 1,000 Lamuresti elves. The city is constructed of ruby-colored crystal and blocks of brass, each one a bas-relief of a beauteous elf. From the walls of Calepp, the elves sing terrible chants that echo across the metallic sands, mourning the kidnap of the Princess Ninsab, daughter of King Barimu (Fighter/Mage 10; 36 hp).

The elves are especially enraged that Barimu has launched no counter attack against the gnolls [90.76] who took her. He is currently enchanted by Eshkit (Duelist 11; 35 hp), a rakish woman who is actually a doppelganger in service to Mammon, sent to spy on these elves who worship Mulciber above all other demons. She has carried a magical garnet into the city and has secreted it in Barimu’s treasure chamber. The accursed garnet has not only stolen Barimu’s heart and will, but is spreading a wasting curse (per mummy rot) through the elves of the city.
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