The Judgment Hall: Each power is required to see that the souls in their domain belong there, and the Slaad at least for now abide by the letter of the treaty that governs the powers - though they are not above making a mockery of the usual process.
The Judgment Hall is affixed to the inner side of the great stone wall that provides a barrier between the general chaos without and the more specific chaos within. From the tunnel side, all that can be seen are two large brass doors. From the open side, it appears like a grotesque gothic structure of many spires, similar to a cathedral jutting from the side of the great wall. It has many stained glass windows high above and bearing formless murals. Its interior is dominated by a single large room: the court room.
Unless the characters were foresighted enough to wait for a group of petitioners and successfully join them, when the characters decide to pass through the brazen doors, read the following:
“You arrive into a great crowded hall. It appears to be a court room. In front of you is a low wooden gate leading to a great hall with many close set pews and a wide aisle leading up the middle. Within the pews is a teeming mass of shrieking hairy demented humaniods. The are babbling incessantly, fighting with one another, cursing, pulling each others hair, kicking each other, spitting, throwing things at one another, and in general acting like school children from the nether planes when the teacher is away. This section is segregated from the fore of the room by another low wooden gate. To either side of the aisle is a large wooden table covered with loose sheets of paper. There is an open space beyond this, and then there is a massive stone throne set upon a stone pedestal. At the base of the throne is a pair of steel gates, beyond which you can see a path winding off into the distance. Above the gate, seated on the throne is a hulking misshapen monstrosity of a Slaad, not less than 12’ tall and at least as fat. It’s scales are mottled with every known color, and some which were unknown to you. It is dressed, comically, as a judge. In one massive clawed hand it carries a huge wooden mallet, which is apparently serving as a gavel. To either side of the judge are his bailiffs - two gray colored Slaad carrying huge gleaming and ever so indubitably razor sharp Halberds. In front of the throne stand a group of shabbily dressed beings of various sorts, flanked by two of the hairy demented creatures - these wearing red robes and wigs.
You appear to have arrived just as a trial was concluding. The judge bangs his gavel sharply, and speaks - or rather screams - with his tongue lolling out of his mouth and spittle flying across the court, “GUILTY!!! GUILTY!!! GUILTY AS THWARGED!!! NOW THSET THEM FWEE, AND EXECUTE THE PROSECUTOR!!!” If possible, the audience becomes even more animated at this announcement and breaks into applause. One of the red robed creatures leaps and shrieks, losing his wig in the process, but before he can get far, ‘Shwick’ goes the Halberd as quick as lightning and cleaves him in two. The gates below the throne open and the band of beings dances through, accompanied by the other red robed creature. The gates quickly close behind them.
“NOW, BWING IN THE NEXT CASES.”, screams the judge while still banging the gavel.
Just then you notice alcoves to either side of you. Each contains a pair of red slaad (4 in all), and a large group of the strange hairy creatures - similarly dressed in red and wearing powered wigs. Each also carries an overstuffed attach brimming with papers. One of the alcoves is marked, “Prosecutors”, and the other is marked “Defendants”. On your left, one of the little red robed men opens a wooden gate and trots out of the section marked “Prosecutors”. He looks you up and down, and then breaks into a big smile. On your right, a second little red robed man opens a wooden gate and trots out of the section marked “Defendants”. He takes one look at you and breaks into a terrible sweat. He starts quivering and rubbing his collar.
Just then, two of the Red Slaad appear behind you and growl, “All right, now. Move up. Move along. Up front with ya, to see ‘is ‘onor right away.”
Assuming the characters don’t protest, they are brought before the judge. If the characters do protest, nothing but physical violence deters the slaad from their purpose. At which point, the judge and his bailiffs attack.
“WHAT SAY YE, HOW DO YOU PLEAD!!”, roars the judge.
If the character’s say, “Guilty by reason of insanity.” The judge becomes quite angry. “WHAT’S THAT?”, he screams, “_YOU_ THINK YOU’RE INSANE? YOU TAKE ME FOR A FOOL? WE CAN’T HAVE ANY THAT THINKS THEY’RE INSANE HERE! BALIFF EXECUTE THESE SMART ALECKS.” At which point combat ensues.
Otherwise, no matter how the characters respond, the judge and the crowd roar with laughter, “OH, WELL SEE ABOUT THAT, WE WILL. PROSECUTOR?”
The prosecutor responds, “These vile perpetrators have been known at times to willfully (the crowd gasps) and with forethought (the crowd gasps) butter their bread in the morning! (the crowd gasps in horror).
The judge shakes his head wearily, “ALL TOO COMMON THESE DAYS I’M AFRAID!!! DEFENSE!!!”
The attorney is still shaking and shedding large drops of sweat over a wide radius. He nervously says, “I don’t believe my c-c-clients are f-f-fit to stand t-t-trial.” The crowd laughs, and the judge roars, “I’LL BE THE JUDGE OF THAT!!!” The defense hurriedly continues, “<Relate the dumbest thing that the character’s have ever done in brief.>” When the defense finishes, the prosecutor smiles and says, “The prosecution rests!”
The judge then turns to the party members, “WELL, I’M READY TO GIVE MY VERDICT, DO YOU HAVE ANYTHING TO SAY IN YOUR OWN DEFENCE?”
(DM NOTE: If it has not become obvious, the players better do some serious thinking before answering but don’t give them more than a half a minute or so, the judge is impatient).
If the characters attempt to bribe the judge, the judge laughs. “Ahh. WELLL. I see there has been some mistake.” He points over to the wall were one of the demonic leering faces becomes animated, opens its mouth wide, and expands to create a night black door in the wall. The air in the court is sucked fiercely into the door, and the sounds of tormented screams and howling fills the court. “YOUR IN THE WRONG COURT STUPID! NOW IF YOU WOULD JUST STEP THROUGH THERE, I’M SURE THEY’D BE HAPPY TO SEE YOU!” Character’s that step through find themselves bound in chains in the Abyss, and are of course to be consigned to oblivion. If the character refuses to step through, and instead acts in some other fashion, the judge responds in accordance with that action. If characters continue to insist on trying to bribe the judge, the judge arranges to have the red slaad throw the characters through the gate.
Otherwise, If the characters answer with anything but complete and utter nonsense, they are in for a very ‘sharp’ fight. The judge screams, “CASE DISMISSED ON GROUNDS OF INSUFFICIENT EVIDENCE!!!! NOW KILL THEM!!!” All Slaad attack (including the judge).
But, should a character respond in a completely original, ridiculous, nonsensical or inappropriate fashion, the judge roars with approval, “GUILTY!!! GUILTY!!! GUILTY AS THWARGED!!! NOW THSET THEM FWEE, AND EXECUTE THE PROSECUTOR!!!” Each character should respond in his own manner, and each character must respond before that character may pass through the gates.
The judge is Praxlemor the Lord of Injustice, a lesser Slaad Lord. He has 101 h.p, and AC: 0. A +1 or better magic item is required to hit Praklemor, and he is immune to poisons, disease, charm/enchantments, death magic, and disintegration. He takes half damage from fire, acid, and electricity attacks. He regenerates 2 h.p. per round. He fights as a 16 HD monster, making two attacks per round: 1 attack with his gavel for 3d6+7 damage (+3 to hit) and one claw attack for 3d6 damage. If the claw hit succeeds, he snatches up his opponent (treat as bound by a whip) and bites him automatically on all succeeding rounds for 3d10 damage. He can only attack targets within 10’, and will not leave his throne. If engaged at a distance he hurls anvils (one per round) at any target in the chamber, doing 3d30 damage on a successful strike. He also has a number of spell powers usable one per round at will in addition to other actions. These are: command, sanctuary, hold person/monster, blindness, bestow curse, dispel magic, telekinesis (3000 g.p. weight), warp wood (once per day), suggestion, major creation, advanced illusion, summon 1d4 red slaad (once per turn). Praxlemor’s throne provides him a certain measure of protection from attacks. Because it is raised above the surrounding area, S sized creatures may not attack him with less than a pole arm equivalent weapon (which most cannot use), and M sized creatures attack at -3 to hit unless they have a pole arm as well. Furthermore, while on the throne Praxlemor is protected continually as by a minor globe of invulnerability.