Those of. In the air and around the statue, cl in g in g to it like verm in or. Demogorgon, is covered with ritual scarr in g of the demon pr in ce's. They send in sect swarms down. She plans on overthrow in g him one day, but for now rema in s. Thus, a PC. Sight forces those around it to save vs.
A flicker in g red light. Unless the PCs can. A brazier. If she must barga in for her. Special Equipment: Teleportation key a flat, metal, 3- in ch-square plate with. Hell 's fifth layer, await in g the sudden appearance of someth in g it. The baku aids anyone that frees it with heal in g and the follow in g. Psychoportato in —Sciences: probability travel.
Devotions: astral projection,. PCs, it teleports away to a spot with in crossbow range and beg in s. A third babau lives in the secret room as does the torturer in. Flicker in g pillars of flame illum in ate this entire chamber. Know in g the. It uses its lightn in g bolt power before mak in g its way. The s in gle room on level A houses a gate lead in g to the Temple.
Because its attacks, in clud in g its breath weapons, are. Lastly, us in g either of the fore-ward stairways connect in g. Once the summoned monsters beg in arriv in g in the room and. His magical whip.
Those struck by the whip are drawn in to balor's flames and susta in 4d6. Abyss explodes in a foot radius fireball in flict in g 50 po in ts of. These 2-foot-long in sects number in the millions, and Straoth feeds. Consider in g the. Fly in g over the sea of in sects at. The in sect swarm stops at the l in e marked. When a character comes. At yards, Kroth. If she encounters. Scattered across the. Abyss ; a brass flask conta in in g a potion of stone giant strength and a. PCs seek in g entrance need to provide their own way.
These blades in flict 5dlO. The sp in n in g blades reflect the nature of Straoth's prized. Demonw in g, in the possession of Jiilis, Ahjani, or Straoth himself. A bizarre sculpture float in g in the center of the chamber bears.
When rest in g,. Ahjani coils contentedly around the statue float in g in the room's. A cont in ual light spell sh in es from the sphere,. Aside from a sprawl in g mass of dirty and sta in ed pillows on the. The deception.
In addition, tucked in side each book is a. The tenth book, in dist in guishable from the others, is a vacuous. With these protective spells and his.
Cu in re forces his. If Straoth is sla in , Cu in re will gate in assistance. ESP always active , feeblem in d, forget, giant in sect, in visibility, know. Note: Cu in re has sacrificed his distance distortion and affect normal fires. Special Equipment: Fasces cord b in ds together up to 3 wands for simultaneous. Cu in re conducts research here, hop in g to come up with some. Failure results in. Not noticeable at first, the effect appears in force in the later.
The sword float in g in the center of the room is the newest. Tattered red and black curta in s hang from the ceil in g in a. Hidden with in the bedd in g, a searcher can f in d a spike-covered,. Beyond the black door in the ceil in g the PCs f in d a foot. This hatch leads up to the ma in deck of Demonw in g. When Demonw in g stops, the player characters f in d themselves,. Specifically, they float between.
Asmodeus dwelt in the deepest pit of Hell and ruled over the other. They also knew that the lords of Hell , be in g diabolical and. Eventually two camps arose, built. Dur in g the f in al, titanic battle of. Overlord of Hell and the only clear victor in the conflict, the.
As-modeus's reprieve to fade deeper in to the shadows of Hell ,. Belial even. Pr in ce Levistus, a dishonored. As a f in al in sult, Mammon, under the. Levistus had designs aga in st another layer. Help in g Geryon to. The only th in g. Although a gigantic city named T in tl in stands atop a float in g,. Pr in ce Levistus, master of the amnizu short, w in ged, greater. Stygia from deep with in an encasement of ice.
What he lacks in. Demonw in g drops its anchor and produces two div in g spheres. Player characters not stand in g on. Failure requires a sav in g throw vs.
If that sav in g. Lightn in g fills the sky, and the echo in g thunder that follows. Anyone fly in g in Stygia with a. Nevertheless, the attack in g creature. It may, however, gate in other devils to. PCs in tend on stopp in g Geryon's plans although the adventurers. Look for a cave in the ice. You must hurry— in nocents are be in g. Us in g ths div in g. Encounters in the waters of Stygia, even in an iron div in g. Sharks, giant sharks, and sahuag in swim in from the nearby.
To defend itself, the creature can summon 5dlO sahuag in in side. His left eye. DMs should remember that in Hell , detect evil offers no simple. Demonw in g's in terior, the devils' fortress appears new, sh in y, and. Two lie with in caves of ice found by enter in g a s in gle open in g in.
This w in d in g, water filled passage eventually angles up and enters. Area 25 on Level 2. If they cont in ue search in g,.
Unless otherwise noted, ceil in gs in side Coldsteel rise Be in g with in a massive island of ice, the air in the. Even the devils f in d the temperature. Characters unprotected from. Those exam in in g the clock closely may note as if.
If the clock key is in serted. Demonw in g. The div in g spheres will fit through any but the. The steel doors lead in g in to the. Because the water is so dangerous, this dra in in g. Intruders must get through the in ner. Secret Entrance. A secret door in the ice steel covered in.
The ceil in g in this first room rises 80 feet above the floor. When in truders enter the room, the cornugon uses its lightn in g. F in ally, it swoops down with a horrid scrap in g. PCs in this area might notice someth in g in Area 5 watch in g. One of the two rema in in g osyluths is gather in g together its. Hell in which it stands. It also has an active cont in gency spell. If engaged in a challeng in g battle, most likely these devils will. Id4 po in ts of Strength for IdlO rounds sav in g throw penalized by -3 ,.
Tail st in g carries poison which dra in s Id4 po in ts of Strength for IdlO. By will in g a coldstaffto cease radiat in g cold and then. The mold, once flung, cont in ues dra in in g heat from. The barbazu themselves. Note that all cold-us in g creatures, in clud in g the. Dra in s heat from all with in 5 feet for 4d8 po in ts of damage; SD. Immune to all spells except dis in tegrate, plant-affect in g magic, and cold.
The high-rank in g devils make. The door rema in s wizard locked so no one can break in to steal. Hold in g Chamber. A huge iron cha in bolted to the wall and. These skulls. These flam in g monsters exist in an icy fortress because Geryon. Thirteen of the monsters live in this kennel,. A nonmagical hunt in g horn bear in g t in y,. Amon rests in his quarters, prepar in g for a f in al attack upon the. Amon and. Cha in s hang from the ceil in g at the room's perimeter, unattached.
Bare ice walls stand beh in d the cha in s, which. Beh in d the cha in s in the wall to the right of the door. Amon enjoys wad in g in to melee, bit in g foes and smash in g.
Upon the steel walls, black thorny. Perverse sorcery and diabolical eng in eer in g keep her alive. In the. The yellow gas conta in s a magical quality that susta in s her. She can survive. The glass of the enclosure breaks after susta in in g 20 po in ts of.
Cozb in aer keeps a crystal ball. Statistics in brackets represent Cozb in aer in her armor. SA Throw in g knives are poisoned Type D, 30 pts. Even other devils need. It also h in ts at Geryon's serpent in e. Guards on patrol. The ceil in g in this hallway is 40 feet high. The osyluths take. The cornugon stands back and blasts lightn in g. The larger room conta in s a pa in t in g of a. The smaller room conta in s a. A carv in g knife. The mechanism for controll in g the elevator in Area 22 lies.
The f in al notch holds the elevator for five rounds. Or it can exhale while rotat in g in a circle, giv in g itself. The l in in g is vital below level 3,. One of the. It is unmanned and in ert,. This war eng in e was once a liv in g bulette. After it was sla in ,.
Up to four man-sized creatures can fit in. The mach in e needs two operators to. The construct is airtight but not. The in vad in g forces used it to carve out.
N in e shields hang on the. An amnizu devil, a spy in the service of Pr in ce Levistus, was. It was sla in and its. With in the room, a great deal of brown mold cl in gs to the.
PCs see the land in g and the doors lead in g from it, but. A roll of 20 means that the character. The secret door in this room requires an open door roll. Beh in d. He seeks a way to f in ally break.
Beyond each door, a short hallway ends in a black curta in. An apocalypse. Area 11 , a pearl of power, a r in g of one wish, and 50 plat in um bars.
Geryon fashioned the r in g himself, hop in g to. The other holds a mirror of. Beh in d the statue with the mirror of life trapp in g, a small cache. The second tube carries. Coldsteel, show in g all areas not hidden by secret doors. The f in al. The black curta in s feature an in tricately embroidered green.
Anyone gaz in g upon this pattern for more than a s in gle. This axe. The wielder. It was forged in Hell , and a good or chaotic aligned. Tonguelash can roar, act in g as a shout and a fear spell aga in st all. SA Sprays acid at a s in gle target in flict in g 4d8 po in ts of damage save. Type K poison 5 pts. Even Amon holds a jealous spot in his heart for.
Ilsens in e, here in the court of Geryon. His in sight regard in g. Her in fluence. Bleg, the beholder, displays more restra in t and skill at deal in g. They might tell the characters to go to a. Ephillu in visibly gates in. AT 4; Dmg. Special Equipment: Bracers AC 0, r in g of spell stor in g stonesk in , prismatic.
This trap in flicts 8d6 po in ts of damage to. A lock in g, h in ged. No longer possess in g the faith necessary for. Three sp in agons sp in ed, bat-w in ged least devils attend. Tlaac-mol in his duties of monitor in g the prison and tortur in g the.
To aid them in guard in g their area, Tlaac-mol gave. S in ce the wands. They in tend to use all the wands aga in st a powerful. Further, the victim must make a sav in g. The Nycaloth accepted, but could not. It activates upon open in g and in flicts 12d4 po in ts of.
This chest conta in s an iron scroll tube hold in g. Anyone who takes the time and has the in cl in ation to search. Hell -Tugg in g. It does not attract metal, but pure thoughts. Anyone of good alignment in stantly slams aga in st the floor with.
Evil characters never feel the tug. Those mak in g their sav in g throw can act as though affected by a. Those fail in g the sav in g throw cannot act. Next to this hole the. When he sees victims fall in g for the Hell -Tug trap, he presses the. Loose metal items fly to the ceil in g and rema in. The portcullis in the room. They f in d IdlO sp, Id6.
They refuse to accept any warn in gs regard in g the. An in quiry regard in g Klysandral prompts the NPCs. Niamor is dead, and the few rema in in g defenders are barricaded. But once the devils broke in side, the evil in fluence of. Id4 rounds sav in g throw vs. Id4 po in ts of Strength for IdlO rounds sav in g throw with Detect evil in tent with in 60 feet, heal 18 hp per day by touch, cure. Prime Material Plane, reta in s no bonus in Hell.
This messenger never even got to Elav in who is now in side the. Ripped from its own world, thrust in to the pit of Hell , the Temple. Events S in ce Arriv in g in Hell. The Temple of Neheod arrived in the N in e Hell s about 24 hours. At m in imum, then,. Hell , ironically, the palad in 's spirit is able to act here as though.
A bit more of the church fell to the attackers each. The boats contain four oars each. These obviously 10 feet, success indicates victim suffers -2 penalty to attack rolls ; casts come in handy in the water-filled corridors, further into the ship. Of course, turning the undead also causes the pyramid to Special Equipment: Bracer of watery fire.
One of the hezrou possesses a tumble. Anyone attempting to catch the falling boats suffers 3d6 magical bracer that allows any fire magic produced by the wearer to damage unless the character has a Strength score of at least 19, in ignore the water and its affects.
This means that fireballs and other fire which case he can safely catch a boat. The demon uses The safest and easiest way to get a boat is to use a spell, such as the item when creating walls of fire. Each rowboat can hold six medium-sized characters. Watery Grotto. It laps up only inches below the slime-coated, foot-wide ledge that forms the aft portion of the room. The ceiling rises 30 feet.
The room is too large for any conventional light source to 6. Underwater Chamber. The passage leading to this area, as illuminate all at once. The passage cannot be seen normally beneath the dark, the water is transported in from the bottom of Area 7. This keeps murky water, nor can objects in this chamber. Now they serve as decor. Normally, easily. A wastrilith a long, serpentlike greater demon with a huge the wastrilith commands the water pseudoelementals to guard the maw and tiny claws and two hezrou froglike, humanoid true passage while it occupies the room which is anytime it is not demons are the masters of this area.
The wastrilith has two alerted to the presence of intruders. A chain The demons do not strike immediately. If, in their judgement, wrapped around the tube tethers a floating leather sack that holds a the PCs are headed toward the ambush in Area 8, the demons wait wineskin filled with air which keeps the bag floating , two potions to attack alongside the vrocks there.
If the adventurers head of extra-healing, and a ring of density. The drawback is that the into the trap, including attacking from behind to drive them into it.
The demons use these to this area to attack any survivors who hurtle over the waterfall. No matter what the situation, these demons attack the PCs at some point when the heroes are in or on the water. If the 7. Trapped Passage. The current flows much more strongly characters are in a boat, the wastrilith commands one of its down this passage than the other two, a subtle clue to the danger pseudoelementals to overturn the craft and dump its passengers that waits. This water cushions the fall casts the following at 6th level, once per round: change self twice per somewhat, so that those falling into the trap suffer only 8d6 points day , detect invisibility, dispel magic, entangle, fear by touch , invisibility of damage.
Items and characters transported back 8B. In the room beyond the barracks wait four more into Area 5 suffer no additional damage. They probably enter camouflaged or invisible. Besides 8. Seventy feet down the center passage, more more beds and bloody decor, the starboard side of the chamber guardians wait for the PCs. In fact, these demons man their posts holds racks of weapons; it serves as an armory for the demons. The even if not alerted ahead of time.
All of above the water level. Each vrock possesses three missiles from a these were forged in Area 12 with appropriately demonic necklace of missiles one 8d6 missile and two 6d6 missiles each , ornamentation , so their bonuses apply only in the Abyss. The explosive radii of the resulting fireballs, even superior force. Unlike many of the other bestial creatures, these when detonated at the water level, almost reach the vrocks, who bar-lgura are familiar and comfortable with using weapons and must back up toward the rear of the ledges immediately upon arm themselves with magical equipment created in Area They dropping the missiles.
Their first action will be to hurtling toward the water. An iron bar lying near the door to 8A could serve to pended.
Diving underwater gives complete protection against the bar the door. The demons will use dispel magic if the characters 8C. Vrock Nest. The room beyond the armory serves as the lair appear to be protected from fire. The nestlike den is filled with feathers, Once the missiles are gone, their most likely tactic is to cast refuse, and waste arranged chaotically to form places for the demons mirror image, swoop down, grab a single foe, fly up to the ledge, and to roost.
A concerted search requiring one to two hours will turn up tear him to shreds, relying on the images for protection. They do gp, sp, cp, a gp gem, two gp gold rings, a ring of not use their mass charm ability not violent enough unless nothing delusion, and the remaining necklace of missiles from which the else works and are loath to gate in allies asking for help reduces the vrocks obtained the missiles they ' use in Area 8.
It has one 10d6 glory of victory. If PCs are winning too easily, the vrocks teleport missile, one 6d6 missile, and two 4d6 missiles left. None of these to Area 8A, where they can gather the bar-lgura together and send items are in containers; they are all just scattered loose through the them against the PCs. Vrock feathers, droppings, and bloodstains cover the ledges. If the vrocks retreat to this room because their ambush All of the doors in Areas 8 through 8E are made of iron and are failed, they lock the door; a key in their mess can lock or un rusted shut requiring an open doors roll to open.
Only if hard-pressed here will , they choose to gate in more bar-lgura. Secondary Ambush. If alerted via snake-tube or by damage each round until cured with a bless, neutralize poison, slow hearing sounds of fighting , six bar-lgura from 8A and 8B position poison, or holy water , once per battle can emit a screech deafening all themselves on a ledge overlooking the water-filled corridor.
Constitution check avoids the stun , casts the following at 10th level, Like the weapons in Area 8A, these were forged aboard once per round: detect invisibility, detect magic, dispel magic, mass charm, Demonwing, so their bonus applies only in the Abyss.
This foot-square room is the lair of eight Some of the bar-lgura may try to use plant growth and then bar-lgura apish, humanoid lesser demons. It holds beds for each, entangle to bring the PCs' boat s , if any, to a halt. The 8E. Trap Access. This passage connects one of the vrock ledges chest contains a treasury of 1, gp, 2, sp, and a platinum with the pit beyond the illusion in Area 7. Two secret doors scroll tube worth gp containing a powerful clerical scroll that provide access to the pit: the aft door to the top and the fore door to they do not care about it holds cure critical wounds, true seeing, the bottom a wrought-iron spiral stair descends to the bottom of the blade barrier and restoration.
The demons have decorated the walls foot shaft. A severed, apparently human head hangs from the with crude pictures and unholy symbols smeared in blood. The aft ceiling. The rope is tied to a spike driven through the skull. The wall sprouts a snake tube for communication. The doorway sports head is much rotted and decayed. Teleport Reset. A powerful enchantment precludes travel magical weapons and items to arm and equip their fellow demons. The PCs cannot move While they occasionally make shields, they rarely make armor.
By all ap- Full-blooded demons, being difficult to hit or hurt in combat, have pearances, however, they are moving. Until they become aware of little use for strap-on metal plates. The half-breed demons craft the magic at work a thief's detect traps ability serves here or armor only for themselves.
As soon as they turn back and move aft-ward, they break a deep discussion with two touring guests, a githyanki gish and her free of the enchantment and return to Area 8. The only way to knight companion, here in the workroom. The githyanki have bypass this barrier is by using a teleport, tele-port without error, or come to speak with the demons in order to form an alliance, or at dimension door spell.
Their lich-queen believes that an alliance with the balor which gives her access to the ship would benefit her race's Demon Giant. The guardian watching over the area leading position in the Lower Planes. This imprisoned, insane engine of destruction and have ignored any alerts about intruders. The githyanki tour the dwells in a chamber below this room. A rusted iron platform in the workroom and forge before being shown their guest quarters in middle of the chamber raises and lowers according to a lever on the Area Only a particularly noisy battle with the gorristro in the starboard side of the room to give access to the chamber 50 feet upper chamber of Area 10 spurs them to prepare for battle.
If a fight below. Activating a similar lever in the lower room causes the develops, the githyanki will lend a hand as a gesture of good will platform to rise or drop as well. The platform requires two rounds toward the demons. All concerned cast defensive spells to protect the to travel between the rooms and makes a loud clanking noise as it forge area For example, Ginnamar might cast stoneskin, blur, moves. More the platform. The foot length allows the giant demon to concerned with keeping her foes away from her, the gish T'rol casts remain at one level while the platform remains on the other, or the wall spells and grease in front of the door and casts shield, blur, even to wade out into the water-filled passage if it desires.
It loves improved invisibility, and stoneskin on herself. Beishim, her to kill, so it attacks any intruders as quickly as it can the DM companion, readies his bless spell to take effect right before the battle should determine what level the gorristro is on when it first begins. It cannot If things go badly, the githyanki use their plane shift ability and attack a demon or anyone that a demon commands it to leave return to their own plane.
The alu-fiends will fight to the death alone a disguise or illusion might work against it in this regard. That does not The upper chamber's foot ceiling forces the gorristro to mean that the half-demons fight stupidly, however; they will crouch slightly.
The starboard wall bears a carved relief, difficult to likely use their teleport or dimension door abilities to make see because of the grime and sludge, of a terrible, fiery, winged hit-and-run attacks.
The word "Straoth" not his True Beishim bears a scroll tube containing the following message, Name appears beneath the image. The two doors flanking the written in the infernal tongue of the Lower Planes: carving are iron and are kept locked—the cambion Area 14 and the alu-fiends Area 11 hold the only keys. A highly poisonous liquid fills the lower chamber to a depth of 10 feet. A creature not To Straoth, Master of the Abyssal craft Demonwing, immune to poison, after entering this liquid, must make a Regard this dark knight as my representative in negotiations successful saving throw vs.
If the regarding a pact between your forces and my glorious people. I gorristro has just come up from this toxic lair, the DM should assume that you will treat him with the reverence and respect assume that the first attack made by each of the gorristro's fists that you would afford my own presence.
If the PCs I trust that once you free yourself from the bondage of mortal encounter the gorristro in the lower room, all of the monster's masters, my people, as your allies, may on occasion call upon attacks carry the poison as it splashes around.
Rest assured, such favors would be Although usually agitated and hateful, the gorristro occa- returned in the form of aid while in the silver void of the Astral.
A few bones You were right to come to us. Ours is the supreme power in and bits of rubbish float in the poison, but the giant demon the multiverse. Those at our side will succeed as we do. The secret door is not only locked, but trapped. Sorcerous Workroom. The workroom holds tables and enchantments strike the character nearest the door.
A search reveals no struck by a staff of withering saving throw vs. A snake tube juts from the starboard wall, and the he falls into a magical sleep from which he cannot awaken for Id4 entire room smells of acrid chemicals. Straoth hopes to one day command a powerful, well-equipped The lower chamber has the same dimensions as the workroom. To further that end, his servants Gin-namar and Inside, shelves hold most of the finished work from both the Festilian operate a magical forge area 12 and this workroom.
This door bears a triple lock that modifies keys. One more trap awaits the PCs in this room. The particles fall for IdlO rounds. Each speck adheres to the character, his armor, or his 1st x4 —charm person, grease, magic missile, shield; equipment. Every glimmering particle that alights on a character 2nd x3 —blur, blindness, levitate; with stoneskin spells active counts as a "strike" against that spell.
Active particles drain one level 5th xl —wall offeree. The spell effect can come from a magical item, spell, innate ability, or anything else. Note: A githyanki knight is an evil "anti" paladin. If more particles fall on a character than she has items, more black metal gauntlets of ogre power gifts from the demons. In this case, the DM should 1st x2 —bless, cure light wounds. This includes the items in the room; the Nether Forge. The alu-fiends use the two magically heated mechanism thus acts as a sort of failsafe against thieves, as far as forges here to craft weapons and other metal items such as rings the alu-flends are concerned.
They would rather see the items lose and rods. The air reverberates with heat and flickering red light, their power than fall into the wrong hands. For each round of the black cinders coat everything in the room, and slag covers the floor.
PCs who really want any items must get them out special, magical furnace that allows a smith to work special of the room quickly. This may mean choosing which to take and irons—not with heat, but with cold. Cold-wrought iron weapons which to leave for another round of potential destruction. Each of these sports demonic faces, in the Abyss, comprised entirely of souls bound tightly together in bat wings, spikes and teeth—no mistaking where they were forged.
Sphere of Annihilation. Up the stairs from the forge is a 4th x2 —stoneskin, wall of ice; room that serves a very special—and dangerous—purpose.
The 5th x2 —cone of cold, hold monster. Unnatural and disturbing quiet and cold reign over the chamber. Only out of the room spaces between the 2-inch thick grating are some broken glass and a rusty razor present themselves if the PCs only about 3 inches. Attempts to pick the door's demon- search the area. The water's depth is about 5 feet, with the bone, wood and metal lie on the blood-smeared floor.
This may ground underneath covered in slime-covered bones, scattered make characters suspect a trap—and they would be right. The trap shards of metal, and 6 gp. A leering foot-byfoot metal plate to crush anything beneath it. Those face, barely discernable because it's crudely painted in dried blood in the aft-most 20 feet of the room suffer lOdlO points of damage. To avoid the trap, a player must state where a character moves in As soon as the PCs come into this room, a cambion lesser, order to get out of the way.
A character that jumps back out the half-human demon standing on the grate with a wand of poly door or that moves further into the room can evade the plate by -morphing attacks them he was hiding in the shadows.
The making a successful saving throw vs. There is no white-haired, thin-limbed cambion named Threakil uses the save for a character who is caught in the area covered by the plate. A character who tries to avoid the the gate to get to him. In reality, the cambion wants the PCs to trap by leaping out the door to the stairs slides down into a pit that come and attack him.
This half-demon possesses a soul gem that opens at the same time the secret trap door on the map. The pit contains the essence of a humanoid gargantua. While he possesses drops characters 50 feet onto rusty, poison-covered spikes.
These it, the cambion takes on the power of the gargantua as detailed in unfortunate heroes suffer 5d6 points of damage from the fall, plus his statistics, in brackets. When the PCs reach him, he tries to look another Id6 points per spike, and they land on Id4 spikes. The weak and frail so he can surprise them with a ferocity and strength poison is type D 30 points of damage per spike if saving throw vs. Make a If the PCs take the gem, the character holding it notices that separate saving throw for each spike.
The stairs leading to the points of damage on the user. The more it is used, the more the upper section of the room are the only spot where characters can gem whines and vibrates, perhaps giving the user a clue if he's avoid all traps. In the upper portion of the room, the infernal device used to create Among his other belongings, Threakil keeps a map in a leather the sphere of annihilation works slowly, congealing negative, bag at his side.
The map legend is written in demonic script. It destructive energy. The alu-fiends constructed their device, a explains where Threakil hid the demonglass. This item grants the cauldronlike bowl on four long supports, from bones and flesh. At owner the right to control and claim ownership of Demonwing.
Hidden The demonglass was lost when Demogorgon gave the ship to on the underside of the cauldron, a black adamantite loop and Emirikol.
Threakil suspects and rightly so that Straoth is handle slowly draws enough residual energy from the growing searching for it, knowing that once the balor holds the glass he can sphere to become a talisman of the sphere. If found and removed, the begin taking over Demonwing for himself. Threakil hopes that talisman allows a wizard to attempt to control the not-quite-stable when the time is right he can use the device as a bargaining tool to sphere. The device's fragility risks an accident if the talisman is not gain more power from Straoth most likely, the balor will destroy removed with care.
Even though a nonwizard touching the talisman him for not giving him the spyglass sooner. This spot is the upon the character. At that desperate point, only a saving throw vs. The death magic allows the character to move out of the way in time to map also instructs the reader to "twist the third skull-shaped rock avoid annihilation. The map also shows and labels "The Tower of wishes, even potentially using it against the fiends that created it.
Straoth" and "The lair of Kroth, dread guardian dragon" see the Any demon or devil can try to "wrest control" away from the PC Balor's Tower, below. Potentially, the PCs could wreak untold in Area 15 seduced him, learned of the demonglass by studying his damage with this device, but the DM should remember that all map, and then caused him to forget the whole affair.
She took the portions of the ship, including doors, stairs, pillars, statues, etc. Lair of the Half-Breed. Guest Rooms. These empty chambers obviously serve as bedrooms for humanoids.
Each contains a bed, a table, a few chairs, an empty wardrobe, and a chest of drawers. Ornate and elaborate in their craftsmanship, most of the furnishings show signs of great age, wear, and environmental damage the dampness has caused woodrot and mold.
One of the rooms lies in total disarray, its furniture destroyed. In another, a disturbing number of mushrooms and other fungi grow all over the bed. None of the doors are locked, but each has a workable lock. The aft-ward, open chambers contain some fly-covered foodstores and other mundane supplies for the use of guests, but only the most desperately hungry would eat this maggot-laced, moldy compost.
A snake tube juts from the aft wall at the end of the hall. Temple of Demogorgon. A vast and terrifying statue dominates this area. Demogorgon's twin hyena-headed image towers 70 feet above the water, coming close to the foot ceiling. Its reptilian legs sink down into the foot-deep water making the stone sculpture actually feet tall.
A forked tail curls between and around the heads like a snake. With out- stretched, curving tentacles for arms and metallic scales covering its massive body, the statue is difficult to take in all at once. Mosquitoes are the most benign insects buzzing around this area, viciously biting anything that has blood. Beyond the statue wide steps rise from the water and lead to a large chamber. Two magical gateways, 25 feet wide and 30 feet tall, stand within frames of steel and bone.
Three large, fleshy, heartlike structures hang on the aft wall, each 5 feet across. They beat like living hearts, pumping black fluid through translucent veins 3 inches across that stretch from heart to heart and then through each magical portal.
The pool around the statue's legs teems with the demon-prince's main subjects, ixitxachitl. Fifty-three of the creatures dwell in the pool, along with five lesser priests, two guardian priests, and a high priest a greater vampiric ixitxachitl.
The high priest has cursed the entire area around the statue, from the line marked on the map to the stairs rising behind the statue, with an evilforbiddance. Those of good alignment who fail a save vs. Lawful neutral and lawful evil beings that fail to save vs. Telepor-tation and similar means of entry are impossible. This lasts until a caster higher than 12th level dispels iheforbiddance.
In the air and around the statue, clinging to it like vermin or parasites, swarm five chasme. One of these creatures, a priest of Demogorgon, is covered with ritual scarring of the demon prince's symbols and images a forked tail being a prominant one. They all worship Demogorgon, although their real purpose here is to guard the gates and the heartlink.
They send insect swarms down upon intruders and use ray ofenfee-blement before entering melee. Ahjani, a marilith, spends much of her time here even though her real lair lies within the balor's tower see below.
Although not a priest, Ahjani serves Demogorgon; the demon-god has used her as a spy and agent within the ship since it first set sail. The chasme do as she says, protecting her if need be. When not here, Ahjani spends her time in Straoth's tower. She plans on overthrowing him one day, but for now remains content to be his consort and lieutenant. She hopes she can somehow twist the facts of ownership of the ship, for then she can exercise the powers of the demonglass, a potent item she stole from Threakil the cambion.
Further, the owner for priest. This essentially means The largest 60 hp has 11 priest spells: that she can prevent anyone or anything from teleporting onto or 1st x3 —cause light wounds, command, protection from good; into the ship—this includes plane shift and even gating. Thus, a PC 2nd x3 —hold person x2 , know alignment; could prevent the demons from gating in any more help although 3rd x3 —cause blindness, cause disease, water breathing; teleportation from site to site within the ship is not prevented, nor is 4th x2 —cure serious wounds x2.
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