nemmerle said:
Semi-Final Round - Second Match-Up: Enkhidu vs. Cstyle
Ingredients
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Demon Orgy
Reluctant Slavers
Bullette Shell
Frost Brand, Battle Axe
Lock Picks
Sacred Well
It's getting a little harder.
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Good luck to both of you.
Hellfire and Brimstone
A ‘One Shot’ adventure for up to 8 players.
Recommended Source Book
The Book of Vile Darkness (BoVD)
Brief Synopsis
The Arch devil Mephistopheles, Lord of the Eighth layer of hell, self proclaimed God of Hellfire, is ready to take over the whole works. He has found a large vein of the diabolic element hellfire, and his of the wicked stuff has grown to the point where he can now make sentient life from it, hellfire elementals. In the heart of Cania, eighth layer of hell, he is creating an army of the creatures that he will use to conquer those in his way. There is only one problem. Baalzebul, Lord of the Seventh and arch enemy of Mephistopheles, has spies through out the nine hells, and knows what his rival is up to. He will not let it happen. He is sending in his Nyashk Warriors, elite arcane commandos of his army, to stop the whole works.
Nyashk Warriors
The Nyashk are the heart of Baalzebul’s army in times of war, in addition to being a special task for used to accomplish high priority assignments. They consist of 16 female fiendish bugbears, each Sor 12. For this adventure, the Nyashk are split, with several of them out on a separate mission. Only the few remaining (which the players will play) are there for this mission. You can pull their stats straight from the BoVD, or allow the players to customize them a bit. I prefer the latter. I would allow them to choose their own skills, feats, and spells. (However, I would require that they take the feat Disciple of Darkness, which binds them to their lord Baalzebul, and I would highly recommend that they choose polymorph self, or some similar spell, that could be used to go incognito.) If you wanted, you could also allow them to roll ability scores, with the proper racial adjustments, and choose their own equipment. They come with a harrow rod (3/day sprays a cone of acid 30 ft for 9d6), 6 masterwork daggers, a master work light crossbow, and fly head-shaped helmet. I would allow them to swap out any of that for comparable items, except for the helmet which they wear in honor of Baalzebul, Lord of Flies.
In the War Room
The game will begin with the party making plans with Baalzebul in his fortress’ war room. He will use arcane power to paint several images for the party. The first is the serpentine towers of the palace of Abysm, home of the Demon Prince Demogorgon. They are to retrieve a powerful artifact consisting of two Bullette shells. The shells have powerful interplanar properties, allowing them to be used as a vacuum across planes, and through even the most powerful wards. They are to go to the palace main audience hall, where they will meet with their contact; Frewkawddit (paints another image). Frewkawddit will assist them in finding the artifact.
From there, they will go to the material plane and seek out this town (paints another picture). The church of Pelor there has created a Sacred Well of holy water. One of the Bullette shells is to be stuck into the well. Then, the remaining shell will be brought here (paints a final picture). This is the site where Mephistopheles is getting his huge supply of Hellfire. You will stick the other bullette shell into the massive crater, which will extinguish the hellfire.
He will then hand the players an amulet of the planes, and a small gem. “You will be able to take Bullette shells with you using this amulet. My agents have studied the artifacts, and though powerful, they are strangely susceptible to magic. When you use the amulet while one of you holds the gem, one, you will be transported into the heart of Mephistopheles layer, beside the crater of hellfire. Two, the gem will make me aware that of what you are doing. You will have backup to keep Mephistopheles and his minions busy so that you can finish your task.
The Palace of Abysm
The Amulet of the Planes will take the PCs within 5d100 of the Palace.Depending on how far they have to go, there will probably be opportunities with several demonic encounters. These can of course involve combat or not, depending on how the players play it and what kind of stealth they use. Demogorgon’s layer is a realm of salt water, rocky prominences used as rookeries for flying demons, and fetid swamps. Aboleths, Krakens, and other sea monsters battle in the depths, and all manner of demon live above water.
When they arrive in the audience hall, they will be overwhelmed by a mass of swirling bodies, a demon orgy. It is assumed that the players will be using some sort of stealth. If not, at some point the demons are going to look up from their carnal pleasures long enough to notice that the hated Nyashk are in the palace and attack. If so, Frewkawddit will not openly help them and blow his cover, but he will try and stealthily signal them to come down a particular hall, from there he will do his best to assist the PCs in escaping. If the PCs just stand and fight, taking on the hordes of demons, it will become apparent that they are going to get overwhelmed by sheer numbers. Anyway, let’s go back to the assumption that the PCs are going to be incognito or otherwise stealthing. If masquerading as demons other demons will try to pull them into the mix, and otherwise graphically fondle them. They will see Frewkawddit somewhere deep in the mass of bodies. He is a unique demon, large, sloppy, and slimy. Think of a demonic Jabba the Hut. He will have a succubus servicing his large bulbous member, who will be reluctant to dismiss. He will eventually tell the PCs that the artifacts are locked in a storage area in Demogorgon’s lab, and give the PCs a set of lock picks, explaining that he was unable to get a key, but was able to enchant the lock picks so that they will not set off any of the magic traps/alarms. He will then point them in the right direction.
Looking in the lab, they will see a large chamber with equipment and fiendish devices everywhere, several experiments in progress. There will be a pile of pitch black wood, and a magical gate open to some other place. Easily visible just inside the gate will be a Balor wielding a frostbrand battle axe, using it to cut down the black trees. There is also a quasit, who gives a reluctant crack of the whip with every tree the Balor fells. If the players spy from a distance, they will quickly discern from the Quasit’s pleading that the Balor is serving some sort of penance for questioning Demogorgon, and that the quasit is to give him a lash for each tree chopped down to add to the penance. However, the quasit is quite terrified. He is a Reluctant Slaver, who begs the Balor for mercy. Demogorgon wants a large supply of dark wood for upcoming experiments. (Dark wood is a twisted wicked looking tree with no leaves, indigenous to the abyss, having an immunity to fire, but also a weakness to frost weapons. Frost weapons must be used to cut and carve it, b/c it is otherwise hard as iron.) The quasit knows that when the Balor is done serving his time, he is meat. (It turns out that he is also serving a penance.) If the PCs arrive in the room disguised as demons, the quasit will immediately brighten, quickly hand the party the whip, thank them for relieving him, and fly from the room as fast as he can. At which point, they will have to deal with the Balor, and become Reluctant Slavers themselves. If someone does not attend him, giving him a lash for each tree, he will attack with the frostbrand axe. If they can’t some how find hide the fact that they are breaking in to the storage area from him (which should prove damn near impossible), he will question them hard. If they don’t come up with a great lie and a good bluff check, he will attack. If the PCs come into the room invisible or sneaking somehow, before they get half way across the room, the Balor will smell them and step back into the chamber to investigate. And the quasit and Balor will notice if the door to the storage area opens, if they don’t hear the party first. One way or another, they will have to deal with the Balor in combat.. Knowing that their enemy is raising an army of creatures with a sub-type of fire, they will grab the magic axe when the Balor falls.
They will find the locked storage area in the back of the lab, where the bellette shells reside. They will eventually get in, the enchantment of the lock picks allowing them to make untrained open lock rolls, in addition to suppressing the alarms and traps. Inside, they will find a collection of Demogorgon’s experiments that have gone wrong. Always an innovative fiend, Demogorgon was the original creator of Retrievers, and other wicked monsters. He tried to alter a Bullette and create a race that had special transdimensional/transplanar properties. What physical barriers they didn’t eat, they would be able to go through, not to mention being able to easily cross planes into enemy camps. However, he could never get them right. All that is left from the failed experiment is the shell from a single Bullette. The party has been told all along that they are looking for two shells, but it is really just one….sort of. They will find beyond the racks of oddities in the back of the room the huge bullette shell on the floor. Strangely, it is very light, and two or three of them can pick it up, but it is extremely awkward b/c of its size. However, this item is strangely susceptible to magic, and spells like shrink or even polymorph other will work to make it more manageable (although the latter would change the shell to a bone of another creature, or something else that makes sense). If the party tries to pick it up or drag it by its tail, the shell will come apart into two different shells. The one on the ground will actually be a turned inside bullette shell that will immediately begin to suck in like a vacuum where the head would be. The shell they pull off will be right side out, and will blow out the head whatever is sucked in through the inverted shell counterpart. When pulled apart the suction will be slight the first round, accelerating the second, and the third it will be full force. Any light object will begin being pulled toward the sucking shell, and then will be blown out the blowing shell. A cloud of dust will quickly be kicked up. This will continue until the shells are laid over top of each other, or until the blowing shell is placed in front of the sucking one. At which point, unless there is a strong force keeping them apart, they will be joined together that round, as the blowing shell pushes itself toward the sucking shell, which is itself sucking the blowing shell toward it. If one of them is touching it while they use the amulet to planeshift, it will travel with them.
The Sacred Well
The town with the sacred well is just recovering from a recent plague. Baulwin (human cleric 17 of Pelor) asked his god for a miracle, to save his town. The plague was spreading so fast that even with all his spells dedicated to healing, he could barely dent its progression. The answer to his prayers was the sacred well, now filled with holy water that also had a healing property, curing the disease. The well it located just outside the church, which is located on the out skirts of the town. Baulwin is a retired adventurer, who now serves as the head of the church. Helping him out is his old blind adventuring buddy Corwyn (human Monk 17, has blind fight feat), and two or three 1st level clerics with no battle experience. Baulwin and Corwyn are past their middle years, and have the ability score adjustments, while the 1st level clerics are barely more than boys, just learning the ways of the cleric.
How things go for the party on the material plane is largely dependant on the actions they take. If they use stealth, they could conceivably be there for days, interacting with the townsfolk, and even purchasing scrolls at the local magic shop to aid them in their task. Or they could come out all guns blazing, which will bring the clergy down upon them around the church, or the local sheriff and guards if in town. (Sheriff warrior 4, guards warrior 1.) When they planeshift in, they will again be 5d100 away from their destination, and I would randomly determine where they appear (1-20 within view or inside a town or village, 21-60 farmland, 61-00 wilderness), as well as anyone spotting them. If they appear to humans as fiendish bugbears or as demons in disguise, they will almost surely run away. In addition to encounters they could have, they will also still have to deal with moving the shell and concealing it, if it’s still at its natural size. When they get to the well and it’s still at normal size, it won’t fit down it. They will either need to shrink the shell to get it down there, blast the well (and a good sized chunk of land) away, or dig (polymorph to a large burrowing animal?). This should provide a good challenge to them. If they are discovered for what they are, or otherwise caught, Corwyn and Baulwin will come after them. And there are still sick people that come to the well to drink all day, as well as regular religious ceremonies.
Once the shell is separated and submerged in the holy water, they will have another problem to deal with. Holy water will start shooting out of the shell they still have, which if submerged, will cause them 2d4 points of holy damage a round, and 1 point if splashed. It’s shooting out strong enough that if they are near the front half of the shell they are going to get splash damage.
Back to Hell
When they transport to the eighth layer, they will arrive in what appears to be a vast cavern. It will be very hot, and there will be countless small and medium sized hellfire elementals, and a handful that are large or greater. Treat them as fire elementals, except their damage is diabolic and not affected by various resistances to fire. They will be at least 200 ft from the volcano-like opening, surrounded by hellfire elementals. Mephistopheles will be floating up off in the distance. He will immediately be aware of them, and start taunting them. Baalzebul will send his three Pit Fiend body guards to occupy Mephistopheles and create a distraction, but they will not arrive for 1d10 rounds. During that time, Mephistopheles will taunt the players for being fools, but will let his new creations deal with them. Assuming the shell is full sized, it will be spraying holy water out of it front end in a 40 ft cone. Any elementals that are submerged in the holy water will be destroyed. The first round after they realize this, they will flee. The next round, however Mephistopheles will have them rally back toward the players, although they will now approach only from the sides and back of the shell. A player wielding the frostbrand axe will find that he deals a death blow everytime against the elementals. They will quickly begin shying away from this character. If the players can get the shell in the hole, steam will pour out of it mingled with eerie wails, and the players should probably use the amulet one last time to go home post-haste.
Ingredients Recap
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Demon Orgy Where the players meet there contact, Frewkawddit, who points them in the right direction of the Bullette Shell, and gives them enchanted lock picks to get to it.
Lock Picks Enchanted by Frewkawddit and given to the party to use to steal the bullette shell.
Reluctant Slavers The quasit administering the penance to the Balor, and then the party itself when the quasit thrust this duty upon them mistaking them for demons come in relief.
Frost Brand, Battle Axe Weapon the slave Balor uses to chop the iron-like dark wood. A PC can then use it as an effective weapon against the hellfire elementals.
Bullette Shell Trans-planar artifact created by Demogorgon’s failed experiments, used to bring the sacred well’s water to Mephistopheles layer.
Sacred Well Well of holy water, created by the cleric of Pelor’s miracle, used to extinguish Mephistopheles vast vain of hellfire that he was using to build an army.