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mike mitchell (order #8652403)

mike mitchell (order #8652403)


C l a ss i c Pl ay

The Book of Hell


Adrian Bott

Contents Cred it s
Introduction 2 Editor
Entering the Infernum 3
Infernal Environments 16 Richard Ford
Lower Levels 38
The Creatures of Hell 47 Line Developer
The Organisation of the Devils of Hell 60 Richard Neale
House Astyanath 67
House Carthenay 71 Studio Manager
House Haimon 75 Ian Barstow
House Glabretch 84
House Oblurott 90 Cover Art
House Riethii 94 Vincent Hie
House Sturrach 98
House Zethu 102
The Four Great Princes 107
Interior Illustrations
Devil Species 111 Jim Brady, Danilo Moretti, Ricardo Jaime,
Demon Species 128 Randy Nunley, Moises Donoso Segundo,
Demon Bikers From Hell 135 Stephen Shepherd, Joey Stone, Alejandro
The Laws and Customs of Hell 139 Villen
Corruption 145
Sympathy for the Devil 160 Production Director
Infernal Secrets of Magic 174
The Harvest of Souls 189
Alexander Fennell
Infernal Equipment 207
Infernal Transfiguration 223 Proofreading
Adventure Hooks 247 Mark Quennell, Sarah Quinnell
Designer’s Notes 249
Index 251 Additional Support
Licence 256 Ian Belcher, Matthew Sprange

Open Game Content & Copyright Information


Classic Play – The Book of Hell ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open
Game Content of this work by any means without the written permission of the publisher is expressly forbidden.
Classic Play – The Book of Hell is presented under the Open Game and D20 Licences. See page 256 for the text
of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of
Open Game Content and the System Reference Document are considered to be Open Game Content. All other
significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All
rights reserved. If you have questions about the Open Game Content status of any material herein, please contact
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trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with Permission.
Printed in Canada.
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Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news

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INTRODUCTION

Introduction torment the damned? Are all devils members of the


same monolithic force? What actually happens to the
soul of a person who sells his soul to the Devil and
what can he expect in return?

A
s an adventurer, you will be used to hardship.
You can wade up to the neck through leech- Between these covers, you will find an exhaustive
infested swamps; you can shiver on an arctic guide to Hell in which all of these questions are
plain with nothing to eat but the stiff body of your answered. The Book of Hell is a bestiary, spellbook,
companion, who was lucky enough to die first; you resource guide, gazetteer and Who’s Who for the
can struggle through seemingly endless desert, place we have chosen to call Infernum. Although
blinded by the sun and dried crisp as a mummy by it reflects our own ‘take’ on the outer planes, it is
the heat, while scorpions and venomous fully compatible with other works on the subject. In
reptiles lurk in wait and vultures particular, the concept of what a ‘devil’ is has been
circle overhead. In all of these expanded immensely. The
terrible straits, one thought may civilisation, social conduct
serve to comfort you: no matter and objectives of these
how bad this is, it could be fascinating beings
worse. have been fully
investigated. They
There is one place where are far more than mere
even that thought cannot scaled and horned
bring comfort, because warriors of darkness.
it is the worst place
that can be found Those who are
anywhere. It is a familiar with such
place so dreadful things will note
that its very name that a good deal
is a curse and has been adapted
good folk fear to from authentic
mention it. That sources. This
place is Hell. simply perpetuates
the established tradition
All too often, in d20 of drawing from
Hell is merely the folklore of the real
glimpsed from afar. world to expand the
Legends, frequently game’s mythos. We must,
contradicting each of course, insist that
other, tell of its this is a game and that
many awful sights. any reference to infernal
So varied are these powers and rituals is to
accounts that one might be understood entirely in that
wonder whether they were context. Irresponsible and wilful
describing the same place. meddling with genuine occult
It is a realm of endless fire, material is not condoned.
though insectoid ice devils
dwell within its confines. It is
all chaos and horror, yet the devils Classic Play
are fundamentally lawful, or else why do The Book of Hell is the latest in the highly
they always work with contracts? The place is acclaimed ‘Classic Play’ series from Mongoose
supposed to be inescapable, yet fiends are often to be Publishing. Each volume in the series covers
found walking the material plane. The souls of evil one field of central importance to any d20 game
people go to Hell when their body dies, yet evil ghosts in unprecedented depth and detail, providing an
are often reported, so why are they not in Hell? abundance of readily usable material, new rules
mechanics and background information. With this
Other questions beg to be answered; for what series, we intend to produce the definitive works on
purpose, other than sheer sadism, do the fiends subjects relevant to any Games Master.

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Entering The From the sea of flame emerge outcrops of red-black


rock. Some are nothing but craggy, featureless peaks
in the middle of a sea of roaring flames, while others

Infernum are large enough to support a multitude of cities,


outposts and estates. These islands are the territories
that the infernal powers claim. Each one has a

T
hough Hell is immense, it is not without form population and a character that varies according to
and boundary. The features of Hell remain who has claimed it. The lands of the devils develop
constant enough for the various powers and culture, civilisation and industry, building structures
principalities to claim certain regions as their own and making the torment of the damned into a refined
and establish borders. There are features of Hell occupation, while the lands of the demons remain in
known to all cultures of the Prime Material plane, chaos, with an ongoing orgy of torment and gluttony
such as the Sea of Fire and the Shrieking Peaks. sprawling over the surface. Beneath these lands lie
This is one reason why so many accounts of Hell the sub-planes inhabited entirely by fiends of one
from the various different worldly religions have so alignment. The hells of the devils do not connect
many details in common, even when the cultures have with the hells of the demons, except in the topmost
grown up separately. level.

What Is The Infernum? The Infernum is thus a middle ground. Those


who enter it are not necessarily treading upon the
The realm referred to as ‘the Infernum’ is the Hell
with which this book deals. It is not a part of any sovereign territory of any of the infernal or demonic
of the established lower planes, such as have been powers. Only a few creatures count it as their home
covered in other publications. The Infernum has no plane. It is easiest to think of the Infernum as a form
alignment other than ‘evil’. It occupies a vast realm of satanic no man’s land or colonised nation, where
that lies between the Astral and the various lower different factions compete for territory and resources.
planes, feeding into all of them. Each of the lower There is one resource that the Infernum will never run
planes, from the hells of the demons to those of the short of, not so long as human beings are prone to
devils, opens on to the Infernum. As a result of this, give in to the temptations of evil: damned souls.
the Infernum is both a realm of transport between
the lower planes and a battleground where the wars Where The Bad People Go
between devils and demons are fought out. There are Normally, when a person dies, their soul simply
also openings from the Prime Material plane into the departs for the plane where their deity lives, or the
Infernum. plane that corresponds to their alignment. Where the
good and neutral planes are concerned, this is a fairly
Most of this book is given over to detailing the straightforward matter. The soul instinctively knows
topmost level of Hell, since this is the one that which way to drift. There is usually a manifestation
travellers from other planes are most likely to of some sort that it can follow, such as a bright light,
encounter. It has the most resemblance to the Prime or a long tunnel that leads to the soul’s ultimate
Material, though the materials, colours and elements resting place. The evil planes are, however, not so
are very different. Other levels of Hell are literally benignly organised.
beneath the first. Only the upper level is, as it were,
open to the sky. When commentators speak of the The fate of an evil character after death depends on
Infernum, they usually mean the upper level of Hell, how evil he actually was. One theme to which we
though the term technically encompasses all of the will recur several times in the course of this book
lower levels as well. is the contrast between an evil philosophy and an
evil history. There is no profit in merely being evil,
In form, the topmost level is one vast lake of fire, as one might be if one had a lawful evil alignment.
beneath an unending sky that is always dark, stormy or One must also do evil. Only when the corrupt
full of seething red light. In some places, the regions nature of a character is expressed in deeds are the
further out than even the devils care to venture, this true possibilities of Hell opened to him. Consult
sea is sluggish, putrid and blackish-green rather than the Corruption chapter for more details as to how a
flaming, as the liquid is too full of other substances to character’s corruption rating is determined.
burn. The souls of the damned fall from the sky into
the uppermost levels of Hell, where they are claimed Characters who are of evil alignment when they die
by whichever band of fiends finds them first. but have only moderate levels of corruption do not

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drift away to a plane corresponding to their alignment power (as determined by the character’s alignment) to
at the point of death. Instead, the accumulated evil dispatch a devilish or demonic agent to the character
that weighs heavy upon their soul drags it down as he nears death or even at the point of death. This
through the realms of the Astral to the brink of the devil or demon then has responsibility to ensnare the
Infernum. The soul can do nothing about this. A soul character’s soul and bring it back to the Infernum
that has any corruption rating at all when it dies is when the character dies. The devil or demon will
referred to as damned, since this shall be its fate. The usually wait invisibly or observe from the Astral
soul then falls from the sky into the Infernum. Such Plane.
is the yield of damned souls from the Prime Material
plane that there is always a constant fall of them. Some especially notable figures of evil may find,
as they lie on their deathbeds, that a whole crowd
As evil men and women die on the world above, their of devils has come to fetch them away, such is their
souls come tumbling (and usually screaming) like a prestige in Hell. Sometimes, especially in the case of
human rain from the skies of Hell. These souls fall pacts that have run their course, the infernal powers
down upon various different parts of the Infernum, all will send agents to carry the damned person down to
of which we shall detail in due course. The majority Hell without waiting for them to die first. For further
fall into the Sea of Fire, where they float among the information, see The Harvest Of Souls.
sulphurous fires in utter agony. Some are impaled
upon the jutting rocks and spear-like peaks of Hell’s
mountains and others smash into the seemingly Prison And Punishment
endless red, dry plains of one of the infernal islands. There are only two roles one can possibly have in
Although almost all souls think that their torment Hell. You are either the torturer or the tortured.
there is to be unending, it is not long before some
devil or demon comes to fetch them from their first For the majority of damned souls, who were not evil
point of impact. Souls are the primary resource in enough to join the ranks of the tormentors but were
Hell, for reasons that we shall cover presently. not repentant enough to save themselves before they
died, the Infernum is both the place of their eternal
When a character dies with medium or high levels of confinement and the source of their eternal agony.
corruption, or has made a pact that requires his soul It is simultaneously the prison that keeps their evil
to be forfeited to from infecting the
Hell at the end world and the
of a given time punishment that
period, his fate is they deserve for
different. He does having been evil
not simply fall in the first place.
from the sky into They have nothing
the Sea of Fire to look forward to
with the specimens but an eternity of
of mediocre evil. gloom, pain and
Instead, Hell takes regret. The time
an interest in him. for repentance is
Souls such as this are past.
worth seeking out.
As well as From the point of view
being rich of the devils
resources, and demons,
since Hell is an
they are opportunity.
so steeped in Corruption
corruption, they is meat and
have the potential to drink to them.
become demons or The one chance that
devils in their own a denizen of Hell has
right. It is therefore to gain power and
customary for the escape reduction to
appropriate infernal insignificant status is

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to pile more and more corruption upon himself. A As well as being convenient victims to torment,
devil that does not perpetrate evil deeds is not worthy the souls of the damned have many other uses. As
of the title and may find himself reduced to the rank we address in The Harvest of Souls, souls are a
of a mere damned soul, hurled back into the chambers rich resource in other ways. Their distilled agony,
of torment alongside those who he once tortured. The sorrow and strain are delicacies among the infernal
ongoing goal of the denizens of Hell is therefore to nobility, their resilient bodies can be used to build
become even more corrupt than they already are. This objects and even structures and they can be devoured
is the infernal rat race, the motivation behind much of (temporarily, as nothing can be completely destroyed
Hell’s agenda. The two most popular activities in in Hell) to lend energy to evil outsiders.
Hell are thus tormenting the damned and corrupting
the people of the Prime Material plane.
Contested Territory
Despite the fact that most cultures portray Hell as Devils and demons have two main reasons for
punishing the damned, as if it were somehow for fighting over territory in the Infernum. The first is
their own good, the devils and demons that do the related to the Harvest of Souls. The more souls that
work of tormenting them have their own agenda. can be claimed, the more the claimant garners power,
They are certainly not servants of the lawful and influence and opportunity for indulgence. Infernal
good Gods. On the contrary, the very sadism and settlements and fiefdoms claim any souls that fall into
inventiveness involved in torturing the damned souls the Infernum within their dominion, which translates
(who, it must be remembered, can be tortured to a simply to the realm that they are able to retrieve souls
level impossible for the living, since they have no from. Set boundaries are less important than the
flesh and are therefore not liable to die under torture) ability to fetch in your harvest.
is itself a way for the devils and demons to gain more
corruption and advance themselves yet further in the The other reason for fighting is simply because it is
ranks of Hell. what devils and demons do, and always have done.
There is no love lost between one side and the other.
The tormentors of Hell inflict horrible suffering on Law and chaos may sometimes unite in the interests
the damned because this is an evil thing to do in of good but very rarely do so in the interests of evil.
itself. As sheer sadism against a defenceless creature, In the ongoing war, devils have the advantage of
it counts as an evil act and as such is one of the only organisation, while the demons have brute strength on
ways to gain increased rank, status and power. The their side. The chapters entitled Infernal Equipment
other is, as we have pointed out, to spread the cause of and Infernal Transfiguration give details of some of
evil among those who have yet to die. This is the real the different units and equipment produced by each
reason why devils and demons are so interested in side in the never-ending battle of demon against
perverting human souls. If they were secure in their devil.
own position, they would be content to let humanity
lead itself astray. This, though, is not enough; since The Infernal Archipelago
there is such an ongoing struggle to achieve greater As Hell consists of ‘islands’ of solid rock in the midst
and greater heights of corruption, they must find of a fiery sea, it has some strange resemblances to
some way to do evil from their home in Hell, which a marine culture of the upper world. As well as the
boils down to either tormenting the souls in Hell or ships built by the devils and demons to sail across
plotting fresh atrocities in the mortal realm. the fire, there are also smaller vessels and harvesting
plants on the shores of some islands. The operators
The devils and the demons have very different are independent factions composed of evil outsiders
approaches to this, as one might imagine from the not allied either to the demons or the devils, who
fundamental difference in their alignments. Devils trade souls harvested from the fiery waves to whoever
prefer to work through intrigue, spreading distrust and will give them the best price.
suspicion and leading their dupes deeper and deeper
into sin, whereas demons aim to provoke outbreaks There are also isolated islands that are home to
of raw and destructive emotion, leading to massacres, savage entities that take no part in the ongoing war;
wars and carnal atrocities on a massive scale. Where there are even rumours of a colony of free souls who
the devils go for quality of corruption, demons go for have managed to escape the claws of the devils and
quantity. The Infernal Agenda is addressed at length demons (for now) and are desperately planning to
later in this volume. return somehow to the upper world. In addition,
the further reaches of the fiery sea and the less

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populated islands thereon are the dwelling places


of great primeval monsters, such as the wild titanic
P er m a n en t G a t ewa y s T o
stalkers. These monsters are so formidable that even H ell
the devils and demons do not approach them without The Prime Material plane contains several openings
due preparation. that lead directly into various points within the
Infernum. Some of these are natural, some artificial.
The Infernum as a Junction Plane The natural gateways are by far the most rare. Even
the devils and demons are not often aware of them.
There are not many places where the lower planes are
accessible from a common region. The Astral Plane
is one of these; it is possible to move from the Astral Natural Gateways
to the topmost level of any of the lower planes. The Natural gateways are those that could easily be
Infernum, however, has many more interconnections mistaken for tunnels into extraordinarily bleak
than this, providing entrances into the lower levels surroundings, or through regions of fiery volcanic
of the Hells and the Abyss. If one understands the lava. One would not even be aware that one had
geography of the region, the Infernum is a very useful entered Hell until one noticed a major landmark or
planar crossroads for those who have an interest in emerged into an area that clearly had no place in the
visiting the lower realms of existence. Prime Material plane. The physical surroundings blur
into one another. Natural gateways only ever occur at
The Infernum also exerts a strong attraction on places where the terrestrial landscape is every bit as
wandering souls and planar travellers. This may harsh and grim as that of Hell.
be because it is set below other planes and it is
easier to fall down than up. It is common for those A character passing through such a gateway is
who make mistakes in calculating plane shifts or allowed to make a Wisdom check (DC 15) to sense
interdimensional travel in vessels to end up in the that he is crossing over into another Plane. If he has
Infernum by mistake. It is inherent in the way the more than 5 ranks in Knowledge (the planes) then he
universe works that those who go astray should is allowed a +2 circumstance bonus to this check. If
more often end up in the plane of perdition than the he succeeds by more than 5, then he knows which
blessed domains. It is much easier to wander into the realm it is that he is entering. This check is allowed
Infernum than out of it. Tales are told of ships that even if there is no outward sign that the travellers are
attempted to venture into shortcut gateways between entering Hell, as it represents an intuitive awareness
lands, only to find themselves amid a sea of fire. that something is not right. A character can also make
deductions based on observation of the environment.
Infernum As Home This is covered in the description of each type of
gateway.
None of the well-documented species of demon or
devil (see Core Rulebook III) are truly native to the
Infernum per se; they all have their origins in the It is always much easier for incarnate mortals to
deeper hells. All of the demons and the devils that enter Hell through these gateways than it is for any
make their abode there hold estates or form colonies. denizen of Hell to enter the upper world through
The only species native to the Infernum are the them. Damned souls can never voluntarily pass
various fauna and flora of Hell catalogued later in through these gateways. An outsider may not easily
this volume. These are mostly creatures of animal do so either, unless summoned. Summoning an evil
intelligence. The Infernum does not seem to produce outsider from such a breach as this is much easier than
much in the way of sentient creatures. It is too sterile usual, as the creature has less far to go; summoning
for that. spells that call evil outsiders within 60 feet of a
natural gateway double their usual duration.
Those ambitious demons or devils who establish a
presence in the Infernum are almost always members An outsider can sometimes venture forth from
of one of the bloodlines of Hell. The feuds, alliances a natural gateway to a limited distance from the
and power mongering of these bloodlines and the gateway’s opening, which accounts for legends of
way in which they compete with one another to gain devils and demons coming out of haunted places and
renown and increase their own corruption are the being seen by frightened peasants. This is easier at
main focus later in this volume. certain times of the year than others. Twice in the
year, on the nights that the farming peoples remain
inside with the bolts drawn, the powers of a natural
gateway alter and the denizens of the Infernum may

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venture forth from the opening as if it had been an Underground Gateways: Local legends and
artificial gateway. If a terrestrial calendar is used, folklore often speak of caves that run so deep that
these two days are Beltane, otherwise called May they go down to the bowels of Hell itself. Usually,
Eve (April 30th) and Samain, also known as All these legends have some material basis, such as
Hallow Even or Hallowe’en (from dusk on October sulphurous gases that belch from the cave or strange
31st until dawn on November 1st). The Games Master echoes that sound from it if one listens carefully.
may of course adjust these dates as necessary for the Most of the time, these legends are nothing more than
campaign but they should always be exactly half a the usual stuff and nonsense that grows up around a
year apart and are the two days when the hours of natural phenomenon, such as a hot spring or volcanic
darkness are equal to the hours of light. The gateway duct but once in a while, a fissure will indeed run
remains open until dawn, so any infernal denizens down into Hell and an overcurious wanderer can find
who do visit the mortal world will make sure that himself climbing into a land much hotter than he had
they head back to Hell before cock-crow, as they are anticipated. If the walls of the tunnel down which
always said to do in the old tales. you are delving become increasingly warm and red-
tinged, this may be a sign that you are heading down
The habit of devils and demons of coming out of into the Infernum. The first unmistakeable sign that
their gateways on these nights leads to many taboos one has strayed too far is usually a devil busy at work
and superstitions springing up, based around wise on a damned soul, who is as surprised to see you
caution. When parents tell their children not to go up as you are to see him. Underground gateways are
to the cave in the hills on All Soul’s Night or the devil usually fairly narrow, meaning that the larger devils
will snatch them away, they are recalling times when and demons cannot enter the world through them on
this has in fact happened to unfortunate children of the nights of the year when they may do so.
the past. Devils being what they are, they never miss
an opportunity to spread evil or pervert innocence and Characters have a chance to notice that something
they will eagerly seek out humanoids to bundle into is very wrong. As well as the usual Wisdom ability
their sacks and make off with. Some villages have score check, they may make a Survival check (DC 20)
folk tales of heroes who were bold enough to follow to realise that the rocks have changed much more than
the devils down into Hell and fight with them so that is usual for the terrain. Dwarves and gnomes receive
the captives could be returned home. Village clerics a +2 racial bonus to this check. The character does
are in high demand at these times of the year and not necessarily know that he is heading into Hell,
local communities offer them presents of food and though he will be aware that he cannot possibly be on
wine so that they will bless their houses and keep the the Prime Material plane any more.
rampaging demons at bay. Other areas have different
traditions, claiming that the damned souls can walk Desert Gateways: Another place where the planes
the streets on these nights. Only the offering of some of Hell and the Prime Material coincide is in the deep
sweetmeat, left outside each dwelling, can prevent the desert, far from civilisation. Travellers who have
damned from taking retribution against the living. become lost and wandered for days without water
under a delirium-inducing sun have told tales of
Denizens of the Prime Material plane may pass freely trekking through Hell, where strange sights appeared
into Hell and out of it through a natural gateway. So to them and laughing demons mocked their plight.
long as a creature is native to the Prime Material Again, many of these tales can be attributed to the
plane, it may use a natural gateway to escape from befuddlement of the senses that the environment
the Infernum. For a mortal who has been captured creates, but some tales prove that the wanderer had
and carried off, this is the only hope of salvation. indeed strayed into Hell for a brief span of time. The
scalding, featureless sands can sometimes become
Natural gateways never have clearly marked transition increasingly crimson in colour and before one knows
points. They seem to be points of gradual phasing it, one is trekking across an island in the midst of the
between one realm and the next, as the environmental Sea of Fire. Desert gateways are simply regions of
conditions slowly change. You seem to pass from desert land approximately one quarter of a mile wide;
the Prime Material into Hell gradually through such you enter from one side on the Prime Material and
gates, not all at once. Nonetheless, each gateway leave from the other side in Hell. Evil sorcerers and
does have a specific point at which you cross over clerics of the desert people know of these places and
from one plane into the other. This is the point that go there to summon evil outsiders such as the efreeti.
must be affected by spells (see below) if you intend to
suppress or seal off the gateway. There will never be any sign of civilisation near a
desert gateway. Towns, and even cities, do spring

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up in the desert around sources of


water; there is never a source of water
within three miles of the gate. Desert
gateways are always in shunned places
away from the trade routes, in regions
where nobody ever has any reason to
go. They are not spoken of among the
people and travellers will be gently
warned not to go there.

As with the underground gateway,


the desert gateway can be identified
with a successful Survival skill check
(DC 20). Desert nomads (see The
Quintessential Human from Mongoose
Publishing) and other sand-dwelling
peoples are allowed a +2 circumstance
bonus on this check, owing to their
familiarity with the desert and its
changing scenery.

Lake Gates: When local legend tells


that a black, misty tarn is so deep that it
‘runs all the way down to Hell’, it may
in fact do so. Lake gates are found in
desolate rural places and are always
the focus of legend. Children drown in
these lakes with unpleasant frequency
and travellers on the road occasionally
ride right into them without noticing
that they have left the path. Any
traveller moving at a faster pace than
walking by the side of a lake gate is
subject to a mild misdirection effect.
He must make a Will saving throw
(DC 10) or run (or ride) off the path
and into the lake. The waters of the
lake exert an uncanny clutching effect
on the bodies of those who enter them, course of the gate runs down through stinking water
increasing the DC of all Swim checks by +3. for many fathoms, through a root-filled tunnel and
then up to a similar lake in a marshy region of Hell.
Lake gates are the most easily recognisable of any Lake gateways may be identified with a successful
gate and the most accessible, as they sit brooding Survival or Knowledge (nature) skill check (DC
amid the wilted rushes without going anywhere. One 20). The water from such a lake is always foul and
does not need to climb down through endless caverns undrinkable. Animals will not willingly drink from
and rock passages to reach them, nor travel through them and will be skittish and uneasy around them,
the desert, nor sail to some godforsaken part of the adding a DC of +2 to any Handle Animal skill checks
ocean. Lake gates are usually found quite close to made within 30 feet of the lakeshore.
civilisation. Fortunately, not every lake with such
a reputation is a gateway to Hell. Even if a lake Sea Gates: The gateways to Hell that lie in the
has on occasion produced monsters who ravaged sea are the rarest of all. There are always fearful
local settlements, these are much more likely to be legends surrounding such gateways, with mariners
ordinary monstrous humanoids than devils. telling tales of devil-ships crewed by the dead
sighted on the full moon, or lost ships that ventured
If a lake is a gateway, then it is bound to have a into such-and-such an area and never re-emerged.
hag living in it, keeping watch over the portal. The

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The one common factor linking all sea gates is that order to make the world safe from the powers of the
they are always wreathed in thick mist. This is the Infernum. The spell given below is the method by
main reason why they have never been catalogued, which this is achieved.
mapped or documented. Ships that cross into this
mist become unable to navigate and only become
aware of their plight when the mist clears and they Seal Natural Gateway
see sluggish murk all around them instead of blue Transmutation
waters. Sea gates only ever lead to the stagnant, Level: Clr 8, Sor/Wiz 9
flameless regions of the infernal sea, never into the Components: V, S, M
fiery part. If a gateway should ever open on to the Sea Casting Time: 10 minutes
of Fire from the seas of the Prime Material, the result Range: Close (25 ft. + 5 ft. level)
would be a colossal and brief explosion of steam; Effect: One natural gateway between planes
such phenomena have indeed been recorded, so one Duration: Permanent until discharged
can assume that gateways to Hell sometimes open Saving Throw: None
spontaneously. Spell Resistance: See text

To identify a sea gate as something other than an This mighty spell places a permanent barrier across
ordinary marine phenomenon, a character may make a naturally occurring rift between the Prime Material
a Profession (sailor) check (DC 20). Success tells plane and another plane. It requires the voluntary
him nothing about the nature of the gate, only that it participation of at least one creature of no less than
is one. There is no easy way to discover where it goes 18 experience levels or Hit Dice. This creature must
to without sailing into it. Sea gates differ from other have at least one opposite alignment to the destination
natural gateways in that there is a constant current plane; in order to seal off a gateway to the Infernum,
drawing ships into the mist. Although the waters are the creature need only be good aligned. One such
still and the air is always calm around a gate, there is creature is needed for every 20 feet in width that the
still a subtle force that pulls a ship towards the misty gateway measures. At the conclusion of the spell, the
region. A successful Profession (sailor) check (DC creatures’ bodies dissolve into pure energy and spread
15) is needed to wheel a ship away from the gate. across the gateway. Gates that exist in open air (such
This is for large ships. Smaller boats powered by oars as desert gateways) no longer function, while gates
can escape the pull of the gate without difficulty. that have physical definition (such as tunnels) now
come to a dead end as well as ceasing to function as
Closing Natural Gateways: It is not possible to gates. The creatures that contributed to the formation
close natural gateways, as they are rifts between the of the seal no longer exist for game purposes. They
planes and form part of the fabric of reality. Their are neither alive nor dead, cannot communicate and
function can be impeded with an antimagic field, as may not be called or released in any way but one.
it is technically a supernatural effect. If such a field
is placed so as to cover the entire area of the gateway, When the seal is created, a key item also comes into
then the gateway ceases to function as such while the being in the hand of the caster, usually a physical key
field is in effect. A caster may also use such spells or some precious item such as a gem. This item may
as magic circle against evil to form a barrier that the then be used to destroy the seal (a single command
outsiders would have to attempt to cross in order to word, set by the caster, produces this effect) and
enter the Prime Material plane. return the creatures to their original state at the time
of casting. When the major gateways to the Infernum
Natural gateways cannot ever be destroyed. They were sealed by the Celestial powers, these keys
may, however, be sealed off. Many of the most were taken to the most fortified strongholds in the
strategically important natural gateways, by which good-aligned planes, where they remain to this day.
the forces of Hell attempted to storm the Firmament, Needless to say, the Princes of Hell are very keen to
were sealed off generations ago by the Celestial lay their claws on these keys and thus burst open the
powers. A natural gateway to the Infernum can only seals that prevent them from swarming across the
be sealed off if a good-aligned creature of at least 18 upper world.
experience levels or Hit Dice volunteers to become
the basis for the seal. The seal is, in essence, the A creature may also attempt to destroy the seal by
creature itself in another form. This is the tactic sheer force of will, forcing its way through as if it
the Celestials use, with many potent members of were overcoming a magic circle spell. The effective
the heavenly host willingly sacrificing themselves in caster level of the seal for spell resistance purposes is

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that of the highest level or Hit Dice of the creatures walls. If enough blasphemy against what is decent
that contributed to it plus 20. Most of the major and good is committed, the very walls of reality can
natural gateways to the Infernum now have seals wear away, bringing the place closer to the Hell it has
created by good-aligned creatures of 20 Hit Dice, come to resemble.
making it impossible for even the most potent of the
Princes of Hell to break through them. The powers of A contingent gateway between the Prime Material
the Infernum have worn themselves out time and time and the Infernum is sometimes formed without any
again attempting to sunder these seals but still crave magic being cast, simply because the acts carried
their destruction and often employ mortal aid to seek out in the region were so despicable that the place
out some means whereby they might be dispelled. becomes linked to Hell. This phenomenon is the
explanation behind many haunted ‘horror houses’ or
scenes of mass torture and murder. There are ghosts
Ar t i fi c i al G at e w ay s bound to the area because of their grisly deaths but
There are two kinds of permanent artificially there are also denizens of Hell crossing over, able to
manufactured gateway into Hell. One kind is the do so because the evil deeds of the past have ripped a
deliberately crafted sort, made by weaving spells and tear in the fabric between worlds.
building a physical doorway. These are traditionally
called ‘hellmaws’, places where the jaws of Hell While evil creatures are committing atrocities and for
open. The process whereby these gateways are the next ten years after they are no longer doing so,
created is given below. The other is created by there is a chance of a gateway to Hell spontaneously
accident, following a notably vile or horrific incident forming. The rating of this gateway is determined by
(or series of incidents) that leaves its mark on a place. the total Sin Ratings of all the sins with a greater Sin
The purposefully crafted hellmaw gate is the easiest Rating than 10 that were committed there; see below
to use, as it is either open or closed and can have its for details. The chance is a flat 2% per year per point
state changed with the proper rituals and commands. of the rating of the potential gateway. So, by the time
Contingent gates work more spontaneously. a given person or group of people have committed
acts with a total Sin Rating of 300 in the same area,
Unlike natural gateways, artificial gateways can be there is an 8% chance per year of a contingent
used with equal freedom by creatures on either side. gateway opening with a rating of 4.
Demons and devils can come marauding through
them and into the Prime Material plane. For this Note that repeated acts of corruption in an area do not
reason, the infernal powers are far more interested in necessarily make a place into a gateway to Hell. If
the artificial gateways than the natural ones. Artificial this were so, there would be very few city slums that
gateways can only stay open for a short span of time did not have a gateway to Hell somewhere inside their
but during that time, they are an open egress between rotting buildings. For a gateway to have a chance of
the Infernum and the Prime Material. Even the souls forming, the same person or people must generate
of the damned can escape from Hell through an open corruption again and again. Ordinary, mundane acts
artificial gateway, which is one of the reasons why the of evil, such as betrayal, violence and murder, do
demons and devils are so keen to monitor them. not generate gateways to Hell, as these are simply
the everyday acts of amoral people. For a gateway
Contingent gateways may have their function to form, there must be a person or group of people
suppressed in exactly the same way as natural performing exceptionally evil acts repeatedly. A
gateways. Unlike natural gateways, it is possible to single murder or a rowdy tavern or brothel would not
close a contingent gateway forever. A forbiddance ordinarily stand a chance of generating a gateway. A
spell must be used to seal the rift and the caster must serial murderer whose crimes were so shocking that
succeed at a level check (DC 20 plus double the they outraged the whole city, or a house that was the
rating of the gateway). A caster may also use gate to lair of sadistic cannibals fond of consuming children
achieve this effect, using the gate spell as if it were a
form of counterspell. Contingent Gateway Formation
Total Sin Rating Age of Site Gateway Rating
Forming Contingent Gateways: When a person
performs an evil act, the stain of it lingers on their 30–50 — 1
soul but also affects the surrounding environment. 50–100 10 years 2
It is well known that the houses or strongholds of 100–300 100 years 3
notoriously evil people have an unpleasant aura to 300–500 500 years 4
them, as if the horror were somehow soaked into the 500+ 1,000 years + 5

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alive, would be much more likely to generate a


gateway.
How The Denizens of Infernum
Use The Gates
Contingent gateways are rated on a scale of 1 (minor) Once the denizens of Hell have discovered an
to 5 (major). The power of a contingent gateway is intermittent opening into their realm, they will exploit
based upon two factors, namely the age of the site and it, learning when it is most likely to open and how
the scale of the atrocities that were committed there. many of their number can be sent through it. Natural
When multiple evil deeds take place in the same gateways are preferred, as although they only open
area and increase a person’s Corruption rating (see for two nights in the year, they are usually large and
the chapter entitled Corruption) the Games Master cannot easily be closed by mortals alone. What is
should keep track of the Sin Rating of the various sins done with the gateway will depend on whether it
that are committed and keep a running total, adding opens into territory controlled by demons or devils.
all the Sin Ratings together. Do not include sins with Gateways that open into neutral or unclaimed territory
a Rating of less than 10. are not likely to produce evil outsiders except by
random chance, such as by a passing erinyes noticing
Consult the Contingent Gateway Formation table that the gateway is open and venturing into it out of
to find out the size of the contingent gateway. The curiosity.
‘age of site’ column only applies if a gateway has
already been formed. In such cases, should the The denizens of the Infernum are cautious about
total Sin Rating provide a different result to the age using gateways. When they are called from their own
of the site, then apply the highest rating earned. A plane by a summoning effect, they are granted the
site of relatively minor atrocity that has festered for one-time ability to return to their own plane (see Core
a thousand years can be more potent than the site of a Rulebook I) so they can always vanish from a combat
horrendous massacre of innocents that is still fresh. if it goes against them or escape captivity. If they
enter the Prime Material plane through a gateway,
When Contingent Gateways Open: The size of a they do not count as called creatures and so do not
contingent gateway and the frequency with which it have the option of returning to their own plane. They
opens are determined by its gateway rating. Nothing will thus be very careful to make their way back to the
can be done to force a contingent gateway to open. gateway before dawn comes and the gate closes.
They simply become passable at certain times.
Contingent gateways only open during the hours
of darkness and in the time surrounding the day Other Ways To Form Contingent
in which the greatest amount of corruption points
were generated in the vicinity of the gate. For the
Gateways
Although the most common way in which a contingent
fourteen days before and after that day, the gate gateway is formed is by the repeated performance of
has a percentage chance of opening at sunset and evil deeds in the area by the same person or group of
remaining open until dawn. The chance for the gate people, there are other ways in which they can come
to open is 2% for every rating point. So, for example, into being spontaneously.
a contingent gateway with a rating of 4 would have an
8% chance to open at sunset on any night within 14 Bloodshed: Causing death is not an inherently evil
days of the critical date. act, as it may be done in self-defence or to bring an
end to an evil being. Good-aligned forces do not
A gateway of this kind is two feet across in each shirk from declaring war if it is believed to be truly
direction for every point of rating that it has. The necessary for the greater benefit of all. It cannot
least significant of the gateways are too small to be denied, though, that bloodshed, mayhem and
admit the most terrible creatures of Hell, letting only mass slaughter is the very meat and drink of Hell,
imps and their ilk pass through, while the scenes however sanctified the motivation of the generals and
of most memorable atrocity can admit legions of commanders may be. As a general once said, there
devils or creatures as huge as the pit fiends and are many young men who look on war as all glory,
balors. Contingent gateways are a danger to the when in truth it is all hell. To a soldier in the field or
inhabitants of the Prime Material plane but they in a hospital tent, surrounded by the broken bodies of
are rarely sufficiently broad or long lasting for the the dead and the dying, it may seem that he is in Hell
inhabitants of Hell to use them as a means to invade. already. Precious few of those who die in war do so
Contingent gateways count as supernatural effects for in a state of sanctified grace. To draw upon another
the purposes of dispel magic and such like spells and saying, in times of war the devils make more room in
abilities.

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Hell. When one reflects that there are so many devils Evil Spells: The more evil-aligned spells are cast
present in astral form on the battlefield taking the in an area, the greater the chance that the area
souls of the sinful to their eternal doom, it is hardly will develop a spontaneous rift linking it with the
surprising that battlegrounds may become the sites of Infernum. It is sometimes the case that isolated
contingent gateways to the Infernum. sorcerers or evil divine casters who are not close
enough to other living creatures to work great deeds
Effect: Every ten deaths that take place on a of evil will nonetheless cause major contingent
battleground count as the equivalent of one point of gateways to form centuries after their deaths, simply
corruption for the purposes of calculating whether or because of the number of evil-aligned spells that they
not a gateway forms. A truly monumental number cast during life. As a result, the former haunts of evil
of deaths must occur for this to happen but given the spellcasters develop a bad reputation even when the
scale of some battles in the fantasy world, it is not that casters themselves are long gone. The echoes of their
unlikely an occurrence. foul magic linger even among the ruins.

Desecration: Some of the most hellishly charged Effect: For the purposes of determining whether a
places on Earth were once filled with the light of contingent gateway has formed, each level of evil
goodness; the satanic powers like nothing better spell discharged counts as two points of corruption
than to see something fair turned foul. Desecrating generated in the area. So, an unholy blight spell
a holy site is an evil act in and of itself and generates counts as eight points of corruption, as it is a 4th level
corruption but for the purposes of forming contingent evil spell.
gateways, it is especially potent.
Plague Sites: Sickness and death from disease are
Effect: Any act of desecration of an area or building close to Hell’s heart. Many of the damned in Hell are
counts for triple the number of corruption points for scabrous and crawling with parasites, while red-eyed
the purposes of assessing whether or not the area rats gnaw on their flesh, their teeth yellow and filthy.
develops a gateway. Towns that have succumbed to plague are as close
to Hell on Earth as most human beings are likely to
Evil Burial Grounds And Mass Graves: The burial see. Demented moans come from the buildings as
places of evil people are sometimes brought close the sick lose their minds in the final stages of plague,
to Hell, as the festering wickedness in the soil has a the dead are piled up in the streets for want of strong
strong astral sympathy with the Infernum. There is workers to bury them and all that humanoids hold
a sick, uneasy feeling to such places and people do sacred is profaned by the delirium of a sick brain,
not like to remain there long, especially after dark. driven to commit acts of unspeakable debauchery and
Primitive cultures do not like to go near the remains violence.
of villages where evil tribes once dwelled until they
were wiped out, nor are new cities always founded The only creatures to prosper during a plague are
on the remains of former ones that were occupied by the vermin, especially the flies, who grow fat and
evil peoples. Even the grave of a single murderer is plentiful; not for nothing is one of the Princes of
something to fear. Hell referred to by the formal title of Beelzebub
(literally ‘Lord of the Flies’). It may even happen that
Effect: When the bodies of multiple evil people are gateways form during a time of plague without the
buried in the same place, or placed there by some other victims being aware of it. The sight of cackling red
method than burial (such as entombing, casting into imps is nothing unusual when one’s brain is giving
the sea or mass burning) then a contingent gateway in to fever.
may form. Proceed as if every level or Hit Dice of
evil humanoids whose bodies are disposed of in the Effect: Every death from plague that takes place in an
area counted for 10 points of corruption generated in area counts as half a point of corruption generated in
the area, and proceed by the table above. that area, for the purposes of calculating whether or
not a gateway forms.
Special: There are ways to prevent a contingent
gateway from forming when a large number of the
cadavers of evil creatures need to be disposed of. A Creating Hellmaws
consecrate spell prevents a contingent gateway from Wizards and sorcerers create hellmaws to save
forming while it is in effect, so a single low-level themselves the bother of casting a gate spell every
cleric can keep a place safe simply by casting this time they need to open a portal to Hell. A hellmaw
spell every day. counts as a magical item and must be created as

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one. A given hellmaw may be between 5 to 20 feet at a DC of 10 less than the DC to open the hellmaw.
across, as decided by the creator. Hellmaws are solid This action closes the gate even if others are still
when they are not open and take the form of a two- chanting.
dimensional surface enclosed within some form of
boundary, such as a gateway set into a wall or a circle Unlike the regular gate created by the spell, a hellmaw
marked out on the floor. cannot be used to call in an extraplanar being without
additional preparations. Naturally, a hellmaw can
The creators of hellmaws are careful to prepare them only call up an outsider from one of the lower planes,
in such a way that they cannot be opened inadvertently. of the kind that frequents the Infernum. You do not
Instead of command words, hellmaws sometimes need to perform the full opening ritual in order to
have rituals of activation that must be carried out to use this aspect of the hellmaw, as the gateway only
the letter. Enacting such a ritual takes half an hour, opens for a brief instant, enough to pull the creature
requires concentration and calls for a successful through from its infernal home. You must, however,
Spellcraft check on the part of each participant, of still chant the proper activation phrases and sacrifice
which there may be up to three. The creator of the 1,000 experience points (as if you were casting the
ritual may set the DC of the ritual with a Spellcraft gate spell) to use this aspect.
check of his own. Failure does not have
any negative consequences other As an optional rule, you may dispense
than failing to open the hellmaw. with the experience point sacrifice
The main purpose of the ritual if you are calling up a single
is to prevent apprentices, outsider whose Hit Dice do
thrill-seekers and other not exceed your experience
undesirable parties from level. In this case, a
opening the hellmaw on preliminary blood
a whim. sacrifice must instead
be made in order to
Once opened, the bring the creature
hellmaw remains open through. The sacrifice
for one minute, during must consist of an
which time creatures intelligent creature
on either side may pass (Intelligence 6 or
through freely. It is higher) whose blood is
possible to extend the allowed to flow over the
time for which the hellmaw hellmaw if it is set into the
stays open by chanting the floor, or allowed to pool at its
syllables of the ritual within 5 base if it is set into a wall.
feet of the hellmaw. A character
who does this must chant continually and Any given hellmaw may only be opened
concentrate upon what they are doing. They must as a through way to the Infernum or used to call
also have taken part in the ritual to open the hellmaw forth creatures once per day. The item’s original
in the first place; they cannot take over half way creator, who is advised to scry the area first, must
through. Common practice is for a sorcerer or wizard choose the point where the hellmaw opens into the
and his assistants to open the hellmaw with the Infernum. Most hellmaws open on to one of the
appropriate ritual, after which the assistants remain islands, though some open hundreds of feet up in the
behind, chanting to keep the gateway open, while sky, or lead directly into the Sea of Fire.
the wizard or sorcerer ventures into Hell, returning
in time through the open hellmaw. If there is nobody Caster Level: 18th; Prerequisites: Craft Wondrous
left to carry on the chanting, the gate closes one Item, gate; Market Price: 165,000 gp: Weight: Not
minute after the last chanter has fallen silent. applicable.

It is sometimes necessary to close the hellmaw before One-Way Hellmaws: Hellmaws are sometimes
its duration has elapsed, such as when the forces of created as traps for the unwary, whereby mortals can
Hell decide to surge into your magical laboratory. be lured down into Hell and forced into slavery by the
The person who conducted the opening ritual, or infernal ones. These permit passage from the Prime
another person who knows the ritual, may close it Material plane into the Infernum but not the other
by performing a much shorter ritual that takes a full way around. Such gateways cannot be used to call
round to perform. A Spellcraft check is still required, forth creatures.
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Caster Level: 18th; Prerequisites: Craft Wondrous All unprotected non-magical flames within the area
Item, gate; Market Price: 65,000 gp: Weight: Not of effect are extinguished. Protected flames (such
applicable. as those inside covered lanterns) flicker madly and
have a 70% chance to go out. All objects of Medium
Vortex Hellmaws: These gateways, when opened, size or smaller that weigh less than 100 pounds are
produce a howling vortex of winds that drags blown across the ground towards the maw at a rate of
creatures and unsecured objects into the maw. They 1d4x5 feet per round. Objects of Tiny size or smaller
are produced as one-way hellmaws, an especially that weigh less than 2 pounds are blown through the
fiendish trap as they not only pitch creatures into the air instead of along the ground, moving at a rate of
Infernum with no easy way to return, they suck them 2d6x10 feet per round.
in from the surrounding area. The wind vortex affects
an area 60 feet in radius, centred on the hellmaw and Caster Level: 18th; Prerequisites: Craft Wondrous
the winds produced are gale force. Tiny or smaller Item, gate, gust of wind; Market Price: 80,000 gp:
creatures and objects are knocked down and rolled Weight: Not applicable.
1d4x10 feet towards the hellmaw, taking 1d4 points
of nonlethal damage (in the case of creatures) per 10
feet. If flying, a Tiny or smaller creature is sucked One-Way Trips To Hell
2d6x10 feet towards the hellmaw and dealt 2d6 Finally, there are some ways in which a person can
points of nonlethal damage from buffeting. Small have himself shunted off to Hell without any way of
creatures are knocked down and rolled 1d4x5 feet returning under their own steam. There may be one
towards the hellmaw, or sucked in by 1d6x10 feet. or two deranged souls who would want to do this
Medium creatures are knocked prone and pulled 1d4 voluntarily. For example, one might have urgent
feet towards the hellmaw, or 1d6x5 feet if they are business to attend to in Hell, or one might be dying
flying. Large creatures are unable to move against the and want to destroy a few devils before one breathed
direction of the winds and are sucked in by 1d6 feet one’s last. More commonly, though, people stumble
if flying. Creatures of greater than Large size may upon these methods by accident. Some of them are
move normally within the affected area. documented in folklore and superstition, which can
lead people to try them out of curiosity or simple
A creature may attempt to hang on to a solid object bloody-mindedness.
to avoid being pulled in by the screaming winds.
To grab a handhold, such as a protruding piece of Cursed Scrolls: Although there are now very few
masonry or a tree root, the creature must successfully of these scrolls in existence, there are still some in
grapple it as if he were making a grapple attack ancient, unopened libraries and the loot of tombs
against another creature. He is allowed an ‘attack from forgotten aeons. The scroll, when unrolled,
of opportunity’ against any such object as it passes shows only the words ‘Go directly to Hell’ in a
out of his threatened area, even though he is the one flaming script. The reader must make a Will saving
moving. Once he has succeeded in a melee touch throw (DC 18) or be plane shifted straight to one of
attack against the handhold, he and the wind make the islands of the Infernum.
Grapple checks against one another. Success on the
creature’s part lets him keep his grip, while if the Eating Certain Forbidden Fruits: There are many
winds win the contest the creature’s grip is broken and curious old stories that connect Hell with the eating
he is dragged away. He can make further attempts to of fruit, such as the apple of Eden or the pomegranate
grab at other objects on his way into the hellmaw, as of Hades. It is said that one should never consume
before. The wind has an effective Grapple modifier apples between midnight and dawn on the nights of
of +15. Creatures who are themselves secure may Beltane or Samain, or one will wake up among the
also attempt to grab creatures that are being dragged flames of Hell. The Games Master may of course
away by the winds. In this case, only a successful adjust the fruits in question to fit in with the campaign.
grab attempt is necessary if the creature is willing to A creature who does this and falls asleep that same
be grabbed. If a secure creature holds on to another night has a 1% chance to be plane shifted in his sleep
creature, then the opposed Grapple checks are made to the Infernum, as if the spell had been cast by a
between the wind and the secure creature doing the 10th level caster; Will save (DC 15). If the forbidden
gripping; the latter gains a +4 circumstance bonus to fruit is consumed within two miles of a natural or
his Grapple check, as the dragged creature is helping contingent gateway, the chance rises to 5%.
him hang on.

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Running Round The Church: Old wives’ tales say that


anyone who runs widdershins (counter-clockwise)
Cr ea t in g t he D a m n ed
‘Damned’ is a template that can be applied to any
round a church seven times after dark will be taken
humanoid or monstrous humanoid, referred to as
off to Hell. This is in fact true, though it is only true
the base creature. The creature’s type changes to
of the oldest churches and temples; a sacred site,
‘undead’ and it gains the ‘incorporeal’ subtype. It
irrespective of the religion to which it is dedicated,
uses all the base creature’s statistics and special
must be at least 5 centuries old for this method to
abilities except as noted here.
work. On the completion of the seventh circuit, the
runner may (5% chance, rising to 15% if the character
is of evil alignment) be transported to Hell, as if by D a m n ed
a plane shift spell cast by a 20th level sorcerer. If the Undead (Incorporeal)
person is not so transported, the method will never Hit Dice: Increase to d12
work for them. Initiative: Same as base creature
Speed: Same as the base creature
Sleeping On A Grave: It is not only supposed to AC: Same as the base creature
be terrible bad luck to fall asleep on a grave, it is Attacks: Same as the base creature
rumoured to be a way to spend the rest of your life Damage: Same as the base creature
among the torments of the damned! Any character Special Attacks: Same as the base creature, but the
that sleeps directly above the spot where an evil damned are incorporeal and usually lack incorporeal
humanoid was buried (with the remains no less than touch attacks
five feet away) has a chance to be whisked away to Special Qualities: A damned retains all the special
Hell overnight. Treat this as if the character had eaten qualities of the base creature, and adds Solid to
forbidden fruit on an ill-omened night of the year, for Fiends
which see above. Saves: Same as the base creature
Abilities: Loses Constitution score but otherwise
Speaking Prayers In Reverse: It is said that if prayers same as the base creature
to good deities are said backwards at midnight while Skills: Same as the base creature
looking into a mirror, then a devil will appear and Feats: Same as the base creature
carry the blasphemer away to Hell. As with most
such superstitions, this one is founded in truth. Climate/Terrain: Infernum
Speaking a prayer backwards may (1% chance, or Organisation: Varies
5% if the character is of evil alignment) cause a single Challenge Rating: Same as the base creature –3
barbed or bearded devil to appear directly behind the Treasure: None. The damned have no equipment
character. This devil is not under the control of the Alignment: Always evil
character at all and has no other agenda than to seize Advancement: None
the character and carry him or her off to the Infernum.
The devil will attempt to grapple the character; if it
succeeds in pinning him, then on its initiative count Combat
on the next round, devil and character are both plane Solid to Fiends (Su): The damned are not incorporeal
shifted to the Infernum. The devil can use this ability to the attacks of fiends and fiendish objects. An
in this one instance even if it ordinarily could not. If Infernum-forged weapon acts like a ghost touch
the character manages to avoid the devil’s clutches weapon against the damned, while an infernal cage
until dawn, then the devil will return to Hell, cheated can trap the damned. Fiends can grapple with the
of its mortal prize. Any one character may attempt damned freely, but the damned cannot normally
this only once in his or her life. attack fiends back.

Talismans of Pure Good or Ultimate Evil: The


artefact by this name has the power to cause evil or
good aligned divine spellcasters to fall into flaming
cracks in the ground and be sent down to the centre
of the earth. At the Games Master’s discretion,
such characters could be dispatched to Hell instead.
This would be more appropriate for good than evil
characters, as an innocent soul in Hell is a treasure,
which can be defiled and tormented merrily for
thousands of years.

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Infernal they claim are tormented for the devils’ pleasure or


put to use in other creative ways. These are all
detailed in The Harvest of Souls.

Environments
T he S ky O f H ell
H
ere we look at the notable natural
environmental features of the topmost level Hell has no sun. The constant scarlet glow, like an
of Hell, such as its mountains, its caverns eternal sunset without the romance, comes from
and its lava pits, before venturing into a select few of clouds of coalescent fire that swell and part and
the deeper levels. This is essentially the ‘wilderness recombine against a background of eternal blackness.
guide’ for adventuring across the infernal landscape. These burning clouds give the same degree of
illumination as full daylight on the Prime Material
The table below shows the traits for the upper level plane. Below their level, other clouds often drift,
of Hell, using the system laid out in Classic Play: composed of other substances than fire; these can
The Book of Planes from Mongoose Publishing, here vary from foggy congestions of toxic gas to swarms
reproduced for completeness’ sake for players who of living creatures.
use that volume.
Fire-clouds: These clouds are those that light Hell’s
sky. They are like vast bonfires without solid fuel, so
Devils’ Estates that when they are viewed from close up it becomes
The central part of Hell is controlled by the devils, the apparent there is nothing to them but billows of fiery
powers of lawful evil. The more outlying regions are gas. Fire-clouds are many thousands of feet across
more likely to be under demonic influence. The bulk and ride high in the airs of the Infernum at altitudes of
of the devils’ territory is a cluster of landmasses in the around fifteen thousand feet. The lightweight gas that
centre of the lake of fire, with a single continent in creates them is continually belched up from vents in
the centre rising to needle-sharp mountains at its very the mountains. This forms invisible clouds that drift
heart. Around the rim of the devils’ territory, the land freely until they encounter a fire-cloud, at which point
fragments into smaller islands. they ignite. As the gas burns up, the clouds shrink and
fade. The clouds are numerous but it is easy enough
This entire region is built upon by the various noble for a flying creature to find a gap in them.
houses among the devils, who raise palaces in which
to dwell and satanic processing plants where the souls The interior of a fire-cloud is nothing but roaring
flame in all directions. A creature unlucky enough
Infernum Traits to be immersed in one suffers 20d6 fire damage per
Gravity 0 Normal (Subjective) round, with no saving throw possible. The periphery
Time 0 Normal of the cloud (the 20 feet at its outer limit) is full of
Size 20 Infinite infinites wisps and blooms of fire as the cloud consumes itself,
Morphic 5 Alterable Morphic allowing for the possibility of evasion; a creature in
Life 0 Normal this region may make a Reflex saving throw (DC 24)
to take half damage from the cloud.
Weather +6 Dangerous
Water/Fire +8 Fire-dominated
Falling Souls: Between the clouds, the skies of
Earth/Air 0 Balanced Hell are black, but tiny motes can be seen constantly
Negative/Positive 0 Balanced tumbling through them and faint screaming is always
Good/Evil +8 Strongly Evil on the air. These are the souls of the damned,
Law/Chaos 0 Balanced plummeting from the Astral Plane, drawn into Hell
Arcane 0 Normal by their evil natures. If a soul passes through a
Divine 0 Normal fire-cloud, it comes out the other side as a flaming,
writhing meteor. It is unlikely that a creature will
Green 0 Normal
ever be struck by a falling soul; even if one were to be
Accessibility 15 Magically Accessible
struck, the souls of the damned do not have the power
Proximity to affect their environment, so the worst that one
...to Astral 7 Coterminous would experience would be a mild tugging sensation
...to Mal 7 Coterminous as the substance of the damned passes through them.
...to Chasm 7 Coterminous

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It is generally conceded that snatching a falling soul When one is not walking across this stuff, one is
out of the air is just too much trouble to go to. It is usually walking across outcrops of rock. Hell is
much less effort to fish them out of the flaming sea or strewn with huge masses and chunks of rock; viewed
herd them in from the peaks and plains. Nonetheless, from above, the land of Hell is mostly irregular scarlet
sometimes an erinyes and her cohorts will go after a stone with a scum of powdery earth in its crevices and
falling soul, purely for the sport of it. hollows.

Hellbat Swarms: The darker clouds that drift under


the burning skies are often great flocks of hellbats. Animated Ground Mass (CR 4-6)
These are fiendish bat swarms, clustered together Within Hell, the very land itself is hostile. It reacts to
into single masses that migrate from one side of Hell non-evil creatures, forming pseudopods out of its own
to the other, looking for food. A cloud of hellbats substance and lashing out. These temporary limbs
contains 3d12 swarms of fiendish bats. The cloud are not monsters as such but temporary emanations of
will not pursue damned souls, as there is no nutrition the matter of Hell. It is always the underlying ground,
to be found in them but they will attack any living not any substance or life form on top of it, that forms
target that comes within a hundred feet, whether the the limb. For example, a region of lava can exude
target is a devil, demon or strayed mortal. When they glowing tentacles that lash out and scorch creatures,
are not on the wing, the hellbat swarms nest in caves while a region of marsh can send up a blobby column
high up in the mountains. that engulfs them. The limbs have no other purpose
than to eliminate the presence of anything that is not
evil. Hell itself uses the limbs to scratch itself and
remove the irritation.
In fer n al Lan d T y pe s
The wilderness lands of Hell are close enough to those Animated masses of ground can only be formed in set
of the Prime Material to seem like a blasted, tortured regions. The portion of a given type of terrain that
version of them but sufficiently alien to remind is sensitive to non-evil alignments is approximately
wayfarers that they are very far from home indeed. 10%. Creatures can escape the limbs simply by
Some of the wilderness features, such as mountains running out of range, though there is no way to tell
and deserts, are not essentially dissimilar from those whether or not the region they are running into is
of the mortal realm, while others are unique to Hell. itself capable of sending limbs out. The sensitive
areas within a given terrain that can send out a limb
The most common type of land to find underfoot in are 1d6x10 feet across.
Hell is a dry, crumbling substance like reddish sand,
with a greasy feel to it. It takes footprints as well as Sensitive areas automatically detect the alignment
damp sand does, counting as soft ground for tracking of creatures that enter them. Magical means of
purposes. There is little aqueous moisture in Hell, suppressing your alignment are effective against
though there is oil, grease and fat in abundance. In them. Each sensitive area can manifest one limb for
open plains and deserts, the greasy quotient is much every 10 feet of diameter, so the maximum number of
less and the earth is more like dry red dust or fine limbs any one region can produce is 6. The limbs are
cinnamon-coloured sand. each 10 feet long and made from the same substance
as the ground. They grasp and entwine around

Terrain Type Limb AC Hit Points Special


Desert Sand Pseudopod 17 (–1 size, +8 natural) 30 None
Forest Extended Tree 14 (–1 size, +5 natural) 25 Not a plant creature type
Root
Lava Flaming Tentacle 17 (–1 size, +8 natural) 40 Immune to fire effects; double damage
from cold effects; +2d6 fire damage
when attacking
Marsh Swamp Matter 12 (–1 size, +3 natural) 25 Disease; see entry on Marshes below
Tentacle
Mud, Boiling Snaking Liquid 13 (–1 size, +4 natural) 25 +1d4 fire damage
Column
Rock Jointed Stone 19 (–1 size, +10 natural) 40 Limb takes 4d6 rounds to reform
Claw instead of 2d6

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creatures that enter the area, holding them fast and have branches. They are skeletal, like trees in winter
crushing them with great strength. Depending on and have a desolate look to them. Climbing such a
the type of ground, the limbs also have additional tree requires a Climb check (DC 15). Hell’s forests
abilities, for which see the table below. Any fiend are infested with night-oaks and suicide willows, for
with the telepathy ability and a Charisma of 10 or which see The Creatures Of Hell.
more can command the limbs, instructing them (for
example) to release a creature, to concentrate their Soul-trees: It is customary for damned souls that
attack on one being or to pin an adversary without committed suicide but were not corrupt enough to
harming him. warrant special punishment (Corruption level less
than 4) to be bound into the form of a tree for all
The limbs attack on an Initiative count of 1. Treat the eternity, in which they bemoan their wretched state.
limbs attacking a particular target as a Large creature A soul-tree is a damned soul whose body has been
with a base attack bonus of +9, a Strength score of rendered immobile and whose limbs have been
22 and a Grapple modifier of +19. The limbs have stretched and split until they resemble roots and
an Armour Class, hit points, damage immunities and branches. In all other respects, they are ordinary
energy resistance determined below. damned. Individual soul-trees are harmless but a
cluster of them together can set up such a horrible
Once the limbs grapple an opponent, they may make a groaning and lamenting that travellers are driven half
grapple check each round on their turn to deal 1d6+6 mad by it; see below. It is possible to communicate
points of damage, along
with any additional energy
damage or effect resulting
from the limb type.

Limbs suffer damage as if


they were constructs and
have a saving throw modifier
of +3 to all saving throws.
You can destroy a limb by
reducing its hit points to
zero. The sensitive area can
extrude a new limb (up to its
maximum total allowed) 2d6
rounds after the former limb
was destroyed. The sensitive
area’s power to detect
alignments and emit limbs
is essentially a supernatural
ability of the ground itself,
so it can be blocked by
means of an antimagic field.

Forests
The forests of Hell are
nothing like the green, deep
woodlands of the Prime
Material plane. Green things
do not grow in Hell and the
only plant life is tough,
leathery, blackish stuff, like
terrestrial trees and bushes
that have been dipped in
tar and somehow gone on
living. Infernal trees do not
have leaves, though they do

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with a soul-tree but they are usually so wrapped up in Fiends, hellreavers and travesties are immune to the
their own tragedy that they do not spare any attention effects of nightmare forest.
for others. A successful Diplomacy check (DC 20)
attracts their attention for long enough to exchange Once inside a nightmare forest, the trees assail you
a few sentences (1d6 rounds) though they drift off with hallucinations and dark visions. The following
again into self-pitying monologue after this. powers are possessed by the forest entity:

Moaning Forest (CR 3): This common phenomenon † Any creature coming within five feet of a tree
occurs when multiple soul-trees are situated in the within the nightmare forest, or touching one,
same area. They continually groan, cry and howl is immediately subject to a fear effect as if
about how much they regret wasting their lives produced by a 12th level caster. The creature
and how they would do it all right this time if only must make a Will saving throw (DC 17); if
someone would give them another chance. This the creature touched the tree, the saving throw
torrent of abject misery eventually wears down the increases to DC 19. Only the creature that
spirits of those who are forced to listen to it. After the moved close to the tree is subject to this effect.
first ten minutes of exposure, creatures in a moaning Panicked creatures attempt to flee the forest;
forest must make a Will saving throw (DC 15) or if they become lost or their way is blocked,
become dispirited, suffering a –2 morale penalty to they cower.
all attack rolls, damage rolls, ability checks and skill
checks. This is a sonic mind-affecting effect. A bard † The forest can generate one phantasmal
can oppose this effect with his Countersong ability. killer per hour, which it sends against the
Fiends, hellreavers, travesties and creatures native to creature it considers most likely to succumb.
Hell are immune to the effects of moaning forest; they Dead creatures contribute their own pain and
have heard it all before. terror to the nightmare forest, which greedily
consumes them as the body of the creature
Nightmare Forest (CR 7): The deepest, thickest rots. The phantasmal killer is produced as if
forests of Hell are nightmare forests. In these, the by a 12th level caster and has a DC 17 saving
boughs of the trees are closely set together, sometimes throw, which is Intelligence-based. The forest
offering no more than ten feet of space between one can use any of its trees as a source point for
charred black trunk and the next. Creatures moving the spell. This is a supernatural ability of the
through these regions have their speed reduced by forest.
50%, as the twisted roots slow down progress. The
intertwined branches that arch overhead block out † Any creature that sleeps in nightmare forest is
most of the light from Hell’s flaming sky. Natural automatically subject to a nightmare effect, as
illumination inside the forest is shadowy. if produced by a 12th level caster; the saving
throw DC is 18 and is Intelligence-based. This
Nightmare forests accumulate the pain and terror is also a supernatural ability of the forest.
of Hell, storing it up within their ancient trees and
inflicting it upon those who are unwise enough to
walk under their branches. The trees have a form of Charnel Points
hive mind, which gives the whole forest an overall A charnel point is a region of Hell into which the
Intelligence of 16. Its alignment is neutral evil. necropolises, mass graves and slaughtering grounds
Nightmare forests are favourite haunts of lesser of other planes constantly empty. The result is a
incubi, who go there to whisper to the trees of the evil constant rain of bones, skulls and lumps of decaying
dreams they have sent to mortals. flesh, falling sometimes in individual dribs and drabs
as if someone were tossing them out of a window high
Simply entering nightmare forest is harrowing, as above, sometimes falling in a torrent, like a collection
the trees seem to have deformed human faces and to of wagons full of mouldy corpses simultaneously
move stealthily when at the periphery of vision. A empting their contents.
creature entering the forest must make a Will saving
throw (DC 20) or be shaken; those who fail their Why this constant fall of dead matter should happen
saving throws by more than 10 are frightened. A is not known. Scholars of planar dynamics have
character who makes his Will saving throw does not postulated that temporary gateways into Hell (see
need to save again for 24 hours. Animals will not Gateways) are created spontaneously whenever vast
willingly enter nightmare forest and a Handle Animal amounts of anonymous remains are collected in
check (DC 25) is needed to persuade them to do so. the same place. It is certainly a notable feature of

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charnel points that there is never anything found to Curing the disease also cures the blindness, though
distinguish who the original owners of the skeletal the blindness can be cured separately.
remains were. Some even think that they were never
real people at all, but only soulless bodies fabricated Stench: The smell that comes from millions of tons
by some insane and unstopping magical process. of liquefying putrescent remains is simply impossible
The remains are always human or humanoid, which to describe. A creature coming within 100 feet of
lends some credence to this admittedly unpopular a charnel heap or pit must make a Fortitude saving
theory. The most likely explanation is that this is throw (DC 20) or be nauseated for as long as it
the waste disposal system for some immense and as remains in the area and 1d4 rounds after. Creatures
yet undiscovered civilization, which deals with the that actually move into the charnel pit or heap must
problem of cadaver disposal by emptying its dead make the same saving throw (DC 30). Creatures that
directly into Hell. are immune to poison are immune to the stench effect
and creatures with bonuses to saving throws against
The remains fall into a circular area that is 10d10 poison may apply them here.
feet across. The size and height of the heap beneath
depends on how long the remains have been falling Instability: The sides of charnel heaps can be
without being cleared away. climbed, though they are unstable and the climber
may provoke an avalanche of rotten debris. Scraps
Charnel Heaps And Pits: Beneath the charnel and fragments of bodies are constantly tumbling down
points, immense piles of carrion build up, ranging the sides of the heap and can knock a climber to his
in size from one hundred feet to half a mile across. doom. A creature may climb during a light fall (see
The devils take these away in carts and empty below) with no penalties. During a medium or heavy
them into pits, to prevent the piles from growing to fall, the creature must make two Balance checks (DC
unmanageable levels. House Haimon of the noble 20) and (DC 25) respectively in order to maintain its
devils has a special interest in these pits, as they footing. A creature that fails is knocked prone, while
supply the raw materials for their undead hordes. a creature that fails by 5 or more must also make a
Reflex saving throw (DC 15) or be buried. A buried
Movement In Charnel Regions: Simply crossing a character takes 1d6 points of nonlethal damage per
charnel region is difficult, as the mounds of dead act minute. If he falls unconscious, he must make a
as an obstruction. The outer periphery of a charnel Constitution check (DC 20) or take 1d6 points of
region, where the layer of bones and skulls is not lethal damage on every following round, until he is
so thick, does not impede movement but makes it either freed or dies.
harder to make quick, nimble actions. The DC of
any Balance and Tumble checks increases by 2. The Impact Danger: This hazard only applies in the
inner region is much more heavily congested. It costs central fall zone, the circular area into which the
2 squares of movement to enter a square of charnel remains fall. Creatures in this region are at risk of
region proper. The DC of any Balance and Tumble being struck by debris. The danger of a charnel point
checks increases by 5 and the DC of Move Silently depends on how heavy the fall is at a given time. At
checks increases by 2. any given hour, the fall of human remains is 60%
likely to be light, 30% likely to be moderate and 10%
Baneflies: Any character travelling over a charnel likely to be heavy.
point or trying to climb up the side of one is risking
infection from disease and attack from swarms of Light Fall: Most of the dead matter that falls is
baneflies. Banefly swarms are content to gorge small enough to be harmless on impact, such as bony
themselves on the remains of the dead until a more fingers, scraps of withered skin or tufts of hair. The
tempting target presents itself. If a living creature easiest way to simulate the fall of heavier matter
approaches the settled swarm to within 30 feet, the is to assume that any one 30-foot by 30-foot area
swarm will rise and attack it. suffers an attack from a falling heavy object, such
as a detached head or pelvis, once every 10 rounds.
Disease: The disease that breeds in charnel heaps Determine randomly which character in the area is
and pits is called ‘ghoul’s mist’, has an incubation struck; the object attacks at +15 melee and deals 2d6
period of 1d3 days, a Fortitude saving throw DC of 15 bludgeoning damage.
and deals 1d2 Strength damage. A creature reduced
to 50% of its original Strength by this disease also Medium Fall: Visibility within the area is reduced to
suffers blindness; its eyes mist over with cataracts, 40 feet, on account of the fall of corpse fragments.
giving it a blank-eyed, zombie-like appearance. Background noise means that Listen checks within

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the area are subject to a –2 penalty. Heavy objects always sharp, jagged and sudden. Rivers of lava can
fall as above but the frequency is increased to once sometimes be found flowing through these areas.
every 3 rounds, rather than once every 10.
Gaining access to a rock plain necessitates climbing
Heavy Fall: Visibility is reduced to 20 feet. The up the sides, which are craggy and mountainous.
noise of falling bones is so deafening that all Listen Refer to the mountain terrain guide in Core Rulebook
skill checks are made at a –4 penalty. 1d3 heavy II. Once the plateau is reached, the terrain is very
objects fall into each 30-foot by 30-foot area every much smoother, except for the broken places.
round.
Even Rock Plain: This surface bestows no penalties
to movement at all. A creature can make very good
Shifting Land headway across a surface like this, apart from the
The patches of terrain known as shifting land have a total lack of drinking water, food or shelter.
shimmering, hazy look to them, as if the whole area
were directly above a powerful heat source. Any Uneven Rock Plain: Where the underlying ground
creature in the area is automatically subject to a blur of Hell has shifted, the rocks above split and shear
effect as if produced by a 12th level caster, with a Will without any warning. This means that a traveller
saving throw (DC 12) for those who wish to resist moving across a rock plain can find that a flat,
the effect. These regions are patches of inconstant unremarkable area suddenly becomes a crevasse
reality, minor wormholes in the fabric of Hell, though thousands of feet deep, or rises up as a cliff hundreds
they do not lead outside the plane. Those who are of feet high. There is no gentle progression from a
strong-willed enough to employ them use them as flat surface to a vertical one. Climbing a vertical
natural transport devices. surface of hellstone requires a Climb check (DC 25),
as the stone splits smoothly, leaving precious few
Any creature that stands in shifting land and strongly handholds or footholds.
visualises a specific destination in Hell has a 1 in 4
chance on each round of continued concentration When chasms are encountered, the bottom of the
of being transported there as if by a greater teleport plunge is usually rock; even a deep chasm in a
effect, as produced by a 12th level caster, with a Will stable area is not likely to split all the way through
saving throw (DC 20) if the creature is attempting to an active lava flow, though this does occasionally
to resist the effect for whatever reason. Note that happen. There is a 1 in 10 chance for any given
a damned soul or other creature that has been fitted chasm to have lava at its base.
with a manacle of binding metal cannot use shifting
land to teleport itself. To visualise the destination Rock Pillar: Very rarely, an uneven rock plain
with the required strength, the creature must take a cracks in such a way as to leave a single pillar of rock
standard action to make a Charisma check (DC 20). in the centre of a huge open chasm. These pillars
Once the check succeeds, the creature only needs to are typically 1d8x100 feet across, with the chasms
sustain concentration, which will of course require around them 1d4x200 feet across and 1d6x500 feet
Concentration skill checks if distractions should deep. As in the case of the chasms detailed above,
occur. there is a chance that they will have molten lava at
the very base. The sides of the pillar are every bit
Rock Plains as sheer and forbidding as any other hellstone cliff,
The most rugged terrain on Hell’s surface is the vast requiring a Climb check (DC 25) to ascend.
acreage of blood-coloured rock that covers so much
of the landscape. This is higher up than the desert Unstable Rock Plain (CR 4): The ground in this
and the flaming sea; from afar, a rock plain looks area is cut through with cracks, ranging from one
like a raised plateau. This is the result of ancient inch to five feet wide, which divide up the ground
lava pouring up through the surface, cooling down into rough sections approximately five feet across.
and setting, then lying undisturbed for years. There The area looks like crazy paving, or like a dried-out
is nothing soft or yielding found anywhere on it. riverbed. From beneath, a deep groaning can be
No plant life grows and the region is more desolate heard as the land rearranges itself. Once per hour,
even than the deserts. The only characterising the region is subject to an earthquake effect, during
feature of a rock plain is whether it is even, uneven which the cracks that are already in the ground
or unstable. There is no precipitation in Hell (apart widen and swallow up creatures. Saving throws to
from occasional acid rain) so the rock formations are resist the earthquake effects are detailed in the spells

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description in Core Rulebook I. supplies of building material and Strain. These


places are desolate slave-pits too far from the centres
Rock Bubbles (CR 2): Some parts of the rock plain of fiendish civilisation to attract much attention. A
contain huge bubbles of pressurised gas, trapped typical quarry contains 1d4x1,000 damned souls,
in the rock as it cooled from its molten state. The who are used as beasts of burden, carting the slabs
caves left behind when these bubbles explode are back to the estate of the devil or demon that owns the
small spherical shelters between five and twenty feet quarry. Since the damned lack the ability to damage
across. These make natural lairs for any creature anything in Hell, the actual quarrying is done by a
sufficiently hardy to nest on a rock plain. host of lemures (usually numbering 1d3x100) under
the supervision of a gang of bearded devils numbering
Travellers may sometimes encounter unexploded one quarter of that amount, with a single ice devil in
rock bubbles. A Spot or Survival skill check (DC 30) overall command.
is needed to notice the slightly translucent surface of
a rock bubble. Creatures with the stonecutting ability Devils detest being consigned to the quarries. It is
gain a +2 racial bonus to such checks. These bubbles weary, tedious, dull work. There is a 3 in 4 chance
can be broken open by dealing sufficient damage to that the devils in a given work or supervision gang
the rock to crack the surface; assume that there are will be listless and apathetic, with a –2 morale penalty
2d4 inches of rock to break through. Hellstone has on Spot, Listen and Initiative checks. However, if a
equivalent hardness and hit points per square inch distraction is found (such as a strayed traveller) the
to granite. Breaking open a rock bubble causes entire camp will hasten to find out what is going on.
an explosion of gas and rock shards that deals 2d6
damage to all creatures within 10 feet of the rupture
point. If there is a naked flame in this region, the gas Desert Plains
also ignites, dealing an additional 2d6 fire damage to The deserts of Hell are very similar to those of the
affected creatures. A Reflex saving throw (DC 15) is Prime Material plane, with the exception that the sand
allowed to take half damage. is coarse and red. There are no oases in Hell and no
shelter from the winds that blow hither and thither,
The interiors of rock bubbles are covered with bringing clouds of abrasive sand. The only visible
crystalline deposits that glitter blackly when light life is the occasional deformed cactus-like shape,
is shed upon them. Some of these deposits are huddled with its fellows in the midst of the wasteland.
large enough to be counted as gems. Each bubble Those fiends who do not use a greater teleport spell-
yields 2d6 gemstones; these are worth 2d4x100 gold like ability to get around use titanic stalkers (see The
pieces each and have the curious innate property Creatures Of Hell) to cross the desert, or fly if they
of amplifying light. If a gemstone is ground down have the stamina for it.
into a lens, which is a Craft (jeweller) (DC 25) task,
then a creature looking through it gains low-light Dung Mounds: One can tell when a titanic stalker
vision. Demons use these lenses to make the eyes of has been in the area by the immense mounds of
retrievers and other hellish constructs. The gemstones sulphurous dung that the creatures leave behind
are referred to as ‘spider baubles’ for this reason. them, which are usually cones 10 feet across at
the base, sometimes mistaken for dwellings by
Isolated Fortress: Some of the fiends find the desperate travellers lost in the desert. These mounds
desolation of the great rock plains entirely to their are harmless in themselves but serve as a home to
taste. The excellent visibility and defensibility fiendish vermin, who feast on intestinal parasites,
makes the rock an ideal place to build a stronghold. smaller insects and other nutrients found in the dung
A fortress on the rock plain is always on a stable pile. A given mound will always be home to a swarm
region and has nothing in the surrounding area to of some kind of fiendish vermin or a community of
announce its presence; travellers come across these larger fiendish vermin, as determined below:
fortifications completely without warning. Pit fiends
are especially fond of castles built on rock pillars, for Oil Pits: There is no water in Hell’s deserts but
which see above. d100 Dung Mound Contents
01–40 1d4 swarms of fiendish monstrous scorpions
Hellstone Quarries: The edges of the great rock
(tiny)
plains are used as a source of building material by
the fiends, who set up quarries that also function as 41–70 2d4 fiendish giant bombardier beetles
toiling fields (see The Harvest of Souls) thus ensuring 71–90 2d6 fiendish monstrous centipedes (medium)
91-00 3d4 swarms of baneflies

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occasionally a spreading black stain marks a point which are populated. Sometimes devil-ships collide
where oils are welling up to the surface. The oil with frothstone outcrops, suffering no damage from
pits are 1d6x5 feet across and reek of minerals and this (as sinew wood is much harder) and smashing
industry. This oil is very similar to alchemist’s fire off chunks, often shattering the outcrop completely.
and can be bottled and used to fuel lamps or as a A collision between a ship travelling at more than
grenade-like weapon. It burns with an intense heat, 10 feet per round and a frothstone outcrop creates a
dealing an additional +3 points of fire damage when crack five feet wide in the frothstone and 10 feet long
used as a weapon. If an oil pit is set on fire, the plume for every 10 feet that the ship travelled in the round
of thick smoke can be seen from up to twenty miles prior to the collision. Ramming a frothstone outcrop
away. The heat within the burning pit deals 6d6+3 on which defendants are standing is a typical tactic
points of fire damage upon any creature within it. A of devil-ships, as they divide up the defenders and
flaming oil pit burns for 1d4 days before it becomes sometimes pitch them into the flaming sea.
exhausted.
Small islands of frothstone are unstable and difficult
Screaming Cactus: The things that resemble cacti to keep your footing on. They pitch and yaw as
are actually damned souls condemned to the cactus creatures move around on them. A frothstone outcrop
form for eternity. Travellers across the desert who that measures 15 feet or less across is so unstable that
need to drink can hack at the screaming cactus to it is dangerous to those creatures that are standing on
release a torrent of blood, which causes the cactus to it. So long as no creature moves in any given round,
scream aloud. This screaming attracts the attention of the platform is steady. As soon as a creature moves,
any titanic stalkers or dust devils within a quarter of even so much as a five-foot step, all creatures on the
a mile of the area. outcrop must make a Balance check (DC 10) or fall
prone. Islands of frothstone 10 feet across or smaller
require a Balance check (DC 15), while islands 5 feet
Volcanic Land across require a more difficult Balance check (DC
A large amount of Hell’s surface is volcanic, especially 20). Any creature adjacent to the edge of the outcrop
towards the outer islands where the demons dwell. that fails its Balance check must make a Reflex saving
Volcanoes in Hell are constantly active, dribbling throw (DC 25) or fall into the flaming sea, lava lake or
flows of lava from their peaks but only rarely erupting whatever else the frothstone is floating on.
any further than this. Given the constant background
heat in the upper region of Hell, volcanic areas rarely When there is a current in the liquid beneath the
cool down enough to block off the lava flow and allow frothstone, it can coast along like a lily pad on a
pressure to build up sufficiently to cause an eruption. river, taking creatures with it. Typical currents are
There are two types of volcanic land in Hell: the type the flow downhill of lava streams and the waves on
where the lava flows around the rock and the type the Flaming Sea that wash inwards. The frothstone
where the rock floats on the lava. The latter case chunk moves in the flow direction at its set speed.
is more common towards the heart of the volcanic Creatures standing on moving frothstone pieces must
lands, as there is so much lava flowing that the only make Balance checks as above to keep their footing.
solid land to be found is composed of floating islands Typical current flow speeds are 2d4x10 feet for a
of frothstone, for which see below. wave washing in from the Flaming Sea and 1d4x10
feet for a lava flow.
Lava Streams: Refer to Core Rulebook II for how a
stream of lava is handled in the game. Some of the noble devils have chunks of frothstone
shaped into long, flat ovals – a Craft (stonemason) or
Frothstone Cluster (CR 3): Frothstone is a porous Craft (sculptor) (DC 18) task – which can then be used
brownish-red rock that looks similar to pumice, as surfboards. The practice of surfing on the Flaming
formed from violent discharges of matter up from Sea is long established among those devils that are
the bed of the Infernal Sea and other places where resistant or immune to fire damage. A creature using
the molten lava beneath Hell breaks through to the a frothstone board gains a +2 circumstance bonus to
surface. It is ugly, bubbly stuff, resembling spittle its Balance skill check when trying to keep its footing,
that floats on the surface of the Infernal Sea or on because of the streamlined shape of the board.
lava lakes in bulbous clumps. Frothstone is extremely
light and quite fragile. Lava Tongues (CR 12): Some of the fire-spouting
mountains of Hell are not volcanoes in the
Huge islands of it drift on the Infernal Sea, some of conventional sense; they may vomit molten rock

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and sulphurous fumes, but the flames in their guts


are unnatural hellfire. These flames do not merely
Marshland
Hell’s marshes, otherwise called ‘fire swamps’, are
rise and fall as the mountains erupt and go dormant
thick with methane and so tangled and overgrown
– instead, the flames worm their way through and
as to be practically impossible to navigate through.
around the peaks like serpents of living flame. These
Even the devils do not choose to live there voluntarily.
vast tongues of lava can be up to ten miles long,
Only a few fugitive souls, fiendish will-o-wisps and
slowly crawling and writhing around the fringes of
the occasional hellspitter call the marshes home.
the Infernum.
Marsh Fever: If a creature’s flesh comes into
A lava tongue is not a monster and cannot be fought
contact with the swampy mess underfoot, or a limb
using conventional means; it is hateful fire animated
formed spontaneously from the marsh successfully
by a malignant, hellish will. It moves at a rate of
hits a creature, it is exposed to marsh fever. This
100 feet per round and is 1d20x10 feet wide. Any
is a supernatural disease, with a Fortitude saving
character caught in the flow takes 10d6 fire damage
throw (DC 18), an incubation period of 1 minute and
per round and must make a Swim check (DC 25)
damage of 1d6 Constitution and 1d6 Intelligence.
or be dragged under. All metal is affected by heat
Unlike normal diseases, marsh fever continues to
metal.
eat away at the victim’s body until he reaches zero
Constitution and dies or is cured as described below.
Sulphurous Vents
The surface of Hell is pitted in many places with Like other supernatural diseases, marsh fever is in fact
vents like huge acne scars. These are the openings of a form of curse and not a natural disease. A character
tunnels, 1d4x5 feet across, which run deep down to attempting to cast any conjuration (healing) spell on
the gurgling bowels of Hell. The vents periodically a creature afflicted with marsh fever must succeed on
emit sulphurous fumes that drift into the atmosphere a DC 20 caster level check, or the spell has no effect
and form clouds of yellow-green gas, drifting at a on the afflicted character. To eliminate the disease,
much lower level than the fireclouds. These gas the curse must first be broken with break enchantment
clouds unleash acidic rain at periodic intervals, for or remove curse, which require a DC 20 caster level
which see below. check for either spell. After this point, a caster level
check is no longer necessary to cast healing spells on
When a sulphurous vent emits gas, there is a pause of the victim and the marsh fever can be cured magically,
1d12 rounds before it does so again. The gas cloud just as with any normal disease. A creature that dies
is identical to that produced by an acid fog spell, of marsh fever dissolves into stinking filth that joins
with the exception that the cloud is mobile. Since the rest of the morass around it.
it is lighter than the airs of Hell, it moves constantly
upwards at a rate of 30 feet per round. Gas that is Memory Pools: The pools of iridescent scum that
prevented from escaping accumulates, adding cloud build up in the marshes of Hell have one peculiar
after cloud to the amount of space filled. property, which brings dedicated scholars across the
planes when they need to find out secrets that have
Boiling Mud (CR 4): Close to the swamps of Hell, been erased from all other records in the universe.
flat plains of boiling mud can sometimes be found. Owing to some bizarre system of circulation that
These are grey, greasy-looking, smooth surfaces that is not fully understood, the marshes are the final
constantly simmer, with slow bubbles of gas pushing repository of those memories that wash away in the
up through the slime and bursting. A creature mind-erasing waters of Nepenthe. They also hold the
unfortunate enough to be dunked into the boiling remains of the consciousness of all those who perish
mud suffers 1d6 fire damage every round from the from marsh fever.
sheer heat of the sludge. In addition, it is much harder
to swim in thick mud than in water. All Swim checks By gazing into the pools and making an Intelligence
made to escape boiling mud suffer a –4 circumstance check (DC 30), a seeker can access any fact that was
penalty. Once a creature emerges from the mud, it ever known by a damned soul and forgotten after it
cakes to him, resulting in a –1 penalty to Dexterity- drank from Nepenthe. One check can be made per
based skill checks and ability checks until the mud ten minutes. The pools are not without danger, as the
has been washed off or twelve hours have passed, swirls and colours are bewitching. A creature that
whichever is sooner. successfully accesses a forgotten fact by means of
the pool must immediately make a Will saving throw
(DC 25) or become transfixed, gazing wistfully into

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the depths. He can take no actions, nor can he defend Hobbyl Cells: A multitude of souls are placed in
himself. This is a supernatural mind-affecting ability hobbyl cells within the Mountains of Hell. A hobbyl
of the marshes. cell is a tiny chamber hollowed out of the rock, barred
at the front with a grille. These cells are used for
Fire Spouts (CR 2): Some of the fire swamp the particular type of torture called Little Ease; see
territory is subject to spouts of ignited marsh gas. The Harvest Of Souls. Travellers walking on the
These areas are 5 to 10 feet across. Stepping on the mountain paths are assailed by pleas from the souls
spouting ground of the fire swamp is likely to cause a held captive; they clutch at their bars and beg to be
sputtering rush of flame to shoot upwards. The first let out. If any creature is foolish enough to try, the
creature to enter one of these areas is subject to a fire grilles are made from steel or binding metal and can
spout, which deals 4d6 fire damage, with a Reflex be wrenched off with a Strength check (DC 25). A
saving throw (DC 15) allowed for half damage. After region with hobbyl cells is always patrolled by 1d4
the spout has gone off, the area does not emit another bearded devils or 1d4 erinyes, charged with the task
for 1d6 rounds. When another fire jet is ready to of making sure that the grilles are not wrenched off.
go off, the first creature to move within the area is
subjected to the fire jet. Needle Peaks: A needle peak is a mountaintop with
extrusions so sheer and pointed that each one is like
a spear or knifepoint. The mountain range called the
Mountains Cinderstone Heights rises to a multitude of needle
Hell’s mountains are, without exception, craggy, peaks. Assume that out of each block of four squares
forbidding and jagged. There are no soft contours in a needle peak region, one is the peak itself.
and fierce winds howl around their peaks. Most of
these mountains are unremarkable; the forbidding When a creature (such as a plummeting soul) falls
mountain territory entry in Core Rulebook II is on to one of these, it must make a Reflex saving
adequate for them. There are, however, some specific throw (DC 15) or be impaled. It suffers 8d6 piercing
subtypes of mountain in Hell, detailed below. The damage (as well as any accumulated falling damage)
largest of Hell’s mountains, Mount Zeberrok, is in and is pinned in place, helpless. It may attempt a
fact something quite different and has its own entry. Strength check (DC 25) each round to pull itself off
the spike. The most likely creatures to be impaled
Gatehouses: These towers are located near portals on the peaks are falling souls, who tumble from the
and mountain passes. They are found both in the sky all the time. Flying devils often throw opponents
demonic and the devilish regions of Hell. A fiendish down on to the peaks to finish them off.
lord of at least bebelith status rules each gatehouse,
although glabrezu, mariliths, barbed devils and The Game Of Shish: The erinyes, with their cruel
cornugons are more common. By ancient compact, sense of humour, have developed a game to relieve
these gate lords are sworn not to destroy travellers the monotony of Hell. The object is to grab a creature
on sight but instead must grant them an audience. from the ground below (it does not matter what, so
A traveller can negotiate for the protection of such a long as it wriggles and screams) and drop it so that
gate lord and for the service of a guide to the lower it is impaled squarely on a needle peak. When the
reaches. The minimum fee for such aid is at least erinyes (or any other flying creature) drops a creature
500gp per level per traveller; this figure is doubled with the express intent of landing it on a target such
for good characters and tripled for paladins or good as this, it may add its ranged attack bonus to the DC
clerics. of the creature’s Reflex saving throw to avoid being
impaled. There is thus a major element of skill to the
At the top of each gatehouse is a great cage containing ‘game’.
a single damned soul, set alight using demonic
magic. In its agonies, the soul is warped to the size The Mountains of Sin: These are immense mounds,
of a giant, and appears as a burning skeleton of white formed not from solid rock but from uncountable
light. The soul is horribly sensitive to any form of millions of stones piled on one another. It is said that
planar travel other than the innate plane shift or gate every sinful act adds a pebble to these mountains; if
ability of certain fiends, so any arriving travellers true, then hope is fading fast, for these mountains
cause the soul unbearable agony. This behaves like a are taller than any natural range. Each mountain
locate portal with a range of thirteen miles from the represents a different sin, from the foothills of
gatehouse. The soul projects a beam of burning light Falseness and Deceit to the vast peaks of Atrocity
that acts like a faerie fire outlining the travellers for and Murder. Each mountain has a ruler aligned to
1d10 minutes. its particular misdeed; succubae flock around the

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mountains of Lust and Illicit Desire, balors stalk the Material plane with it on its upward path) until Hell
slopes of Wrath, hezrou and dragons dwell in the and Heaven are once more in proximity. Zeberrok
peaks of Greed. will be wielded against the heavenly hosts that first
created it and they will fall in their millions. This is
These mountains are aware of their natures; if an a popular legend amongst the fiends, though nobody
extraplanar creature commits the relevant sin while who has seen the immensity that is Zeberrok would
standing on the appropriate mountain, the mountain believe that a single being could ever lift it.
tries to claim him. He gains double the normal
amount of corruption for the sin; see the Corruption Fiends suffer mild discomfort in the presence of
chapter for details. In addition, the character must Mount Zeberrok, but nothing worse. Good-aligned
make a Will saving throw (DC 23) or be struck by characters in Hell sometimes foolishly attempt to
an imprisonment spell as the mountain tries to absorb seek sanctuary on its slopes, only to find that the
him. The DC of the imprisonment spell is raised by 1 fiends have become acclimatized to it over the
for every level of corruption that the sinning creature centuries. Aside from holding Hell down and playing
has. a part in certain prophecies, it has no other effect.

Mount Zeberrok The Four Rivers


This mountain dominates the skyline of Hell and From the base of Mount Zeberrok flow four eternal
lies at the centre of the main continent. It is an rivers, detailed below. These rivers burst forth when
unimaginably vast peak, thousands of miles across the plane of Hell was first struck by the descending
at the base, with something oddly artificial about blade of Zeberrok and have been flowing ever since.
its outlines. It looks more like a steep dome than a Each river is half a mile across.
mountain. If travellers draw near enough to examine
it, they find that it is made entirely out of dark, Echtum, The River Of Filth: Echtum is a
tarnished metal, though it has layers of encrusted manifestation of the corruption of Hell, the turgid
sand and filth lying over it. The images of screaming foulness that rises from its diseased heart. It is
angels, barely recognisable after millions of years, a sluggish flow of a substance that seems to be
can be discerned in some portions of the mountain’s composed mostly of raw sewage, with lakes and
face. Mount Zeberrok is in fact the topmost part of rivulets of more watery effluvia passing over the
the hilt of a sword built to a scale that only Gods surface. It can be smelled from thirty miles away
can comprehend, hurled down from Heaven as the and the constant haze of baneflies hovering above it
final gesture in the original war between the planes, resembles a thick black cloud. Swarms of fiendish
shearing through the upper layers of Hell and pinning rats nest on its banks and fiendish otyughs immerse
the whole Infernum down, keeping it in place. themselves in the muck, waiting for prey.

Mount Zeberrok radiates a faint aura of good. The The slurry of Echtum has several supernatural
fiends cannot damage it – no matter how hard they try. qualities. It transmits a potent strain of marsh fever
It has not been damaged by the uncounted centuries (see above) with a DC of 25 for the Fortitude saving
that it has spent here, only veiled by the grime and throw, although victims of this strain do not dissolve
dust that has been heaped upon it and the filth spat into marshy putrescence when they die. Vermin that
and hurled at it by the fiends who loathed it and all nest in or near it are fortified, slowly increasing their
that it stood for. Chipping or rubbing at the surface of hit points until they are at the maximum allowable
Zeberrok reveals bright shining metal beneath, which for the creature’s Hit Dice. The stench of Echtum is
nothing at all can damage. equivalent to that of a charnel heap (see above) but
with the additional quality that it transfers itself to
According to one of the Apocalypse Texts, the non-evil creatures that come into contact with it. If a
final days will begin when the promised avatar, the non-evil creature is besmeared with Echtum’s sludge,
chosen one of Hell referred to as the Avenger, arises it must make a Fortitude saving throw (DC 25) or be
and claims the sword Zeberrok for his own. When cursed with foul stench.
that day comes, so the story goes, the Avenger will
seize all the power that lies in mighty Zeberrok and A creature coming within 30 feet of a stench-cursed
profane it to the cause of evil. The Avenger, grown person must make a Fortitude saving throw (DC
to the stature of a god, will draw forth Zeberrok and 20) or be nauseated for as long as it remains in the
Hell, no longer impaled, will ascend the planes once area and for 1d4 rounds after. Objects can also
more (bringing the crumbling remains of the Prime be befouled in this way. Finally, the mess has the

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power to desecrate. None but the powers


of evil will grant divine magic to one who
has been marred by Echtum. Those who
are cursed with stench are also unable
to receive divine spells from non-evil
deities. A creature attempting to cast a
divine spell without an evil descriptor on
a stench-cursed person must first succeed
in a caster level check (DC 30). The curse
can be removed by a break enchantment or
remove curse spell, which necessitates a
prior caster level check as usual.

Evil creatures that are immersed in Echtum


gain the foul stench power described above
(as a supernatural ability rather than a
curse) for one week, after which it fades.
Before going into battle, some of the demon
legions will hold ‘baptisms’ in which
honoured members are washed in Echtum’s
filth. According to one legend, the vrocks
were originally the fiendish vultures that
waited by the banks of Echtum to eat the
bodies of those who died from disease and
eventually evolved into stinking demons in
their own right.

The matter that flows in Echtum loses its


properties within a week if brought away
from the river and becomes nothing more
than ordinary filth. If it is transported and
stored in vessels of solid gold (costing at
least 500 gold pieces per pint of ooze) then
it keeps its properties indefinitely. House
Glabretch of the noble devils views the
river Echtum as sacred and has several
great cities established on its banks. These than one made of pure black onyx, the only substance
sell golden bottles of the potent sludge to Glabretch that can preserve the virtue of the waters. Such a
pilgrims, who take them home and reverently rub vessel costs a minimum of 400 gold pieces to make.
their contents over themselves. The only magic that can restore lost memories is a
wish or miracle. Even then, the creature is allowed
Nepenthe, The River Of Forgetfulness: The waters to reject the return of its memories if it does not
of the river Nepenthe, which are about the only true want them back. Once a creature has drunk from
moisture to be found anywhere within Hell, are Nepenthe, it can prevent the memories of its previous
deep, black and cold. A haze of positive darkness life from ever returning to it.
hangs over the river’s surface, preventing any greater
illumination than shadowy light. A creature looking Neben-kra, The River Of Innocent Blood: Neben-
into the waters finds that he casts no reflection. Along Kra flows like a tumultuous flood, since its high
the shores of the river, gloom devils and slugs of banks contain all of the innocent blood that Hell’s
inanity lurk; see The Creatures of Hell for these. minions have ever spilled or caused to be spilled in
the other planes. Its banks are liberally covered with
Drinking from the river erases all of the drinker’s the red roses of Hell and occasionally with one of the
memories, permanently and forever. A Will saving much scarcer black rose bushes. See The Creatures
throw (DC 30) is allowed to resist this effect. The Of Hell. These bushes are found elsewhere in Hell,
waters of Nepenthe lose their memory-erasing power such as in stately gardens cultivated by briar devils
if they are brought from the river in any vessel other and in the depths of infernal forests, but never in such

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profusion as they are found here. Rose vampires, mass lifted out of Tastumo. Diabolical industry is
the victims of the roses’ insatiable hunger, attend the swift and efficient, as the raw materials start out in
bushes, fetching up bucketfuls of innocent blood and a molten state and do not need to be dug from the
dousing the rose bushes with it. ground and melted down.

Evil-aligned creatures can draw upon the power of The demons do not have access to Tastumo as it is
the innocent blood to heal themselves. The blood devil territory and must instead resort to such molten
of the corrupt is common enough stuff but the blood metal wells as they have in their tunnels and caves,
of innocents has a sweet and nutritious purity to it. for which see below. This is the reason why devils
Drinking or applying a pint of Neben-Kra’s unending are much more likely to use manufactured weapons,
stream of blood heals 1d8 hit points of damage, while while demons use natural weapons like claws and
complete immersion in Neben-Kra heals 4d8 hit bites. The exceptions to this are the powerful balors
points and 1 point of ability score damage per round and mariliths, who are at the top of the demonic
of immersion. The powerful healing properties of pecking order and get whatever they want.
the river, together with the aesthetic appeal of the
red and black roses, has led the noble devil families
to establish holiday villas and healing spas along The Boundary Wardens
Neben-Kra’s banks. Only the intercessory power of Between the largest of the devils’ territories and
the briar devils has made this possible. that of the demons lies an immense plain, called
‘Mugarri’ in the local dialect. This has been the site
Neben-Kra is also the site of many infernal military of battle after battle between the armies of the fiends;
hospitals. There is no sentiment in Hell; the there are horned skulls deep beneath the soil here
wounded are left to rot and such pathetic creatures whose owners were among the first to fall from the
as the lemures are used up in their thousands without Firmament.
anyone sparing them a thought. However, the higher-
ranking devils have their privileges, one of which is Across this no-man’s-land stride huge figures like
access to the healing blood flow of this river. walking mountains. Certain ancient gods, now
long forgotten, placed these there. They are neither
Tatsumo, The River Of Molten Steel: Tatsumo combatants nor hostile to either demons or devils.
is a white-hot flow, bathed in sizzling steam, with a Instead, they serve as watchers, alerting each side
rippling scum of metal dross bubbling on its surface. to the presence of the other. If a force of fiends
It is not obvious what its origin is but the planar numbering more than a hundred comes within fifty
trauma caused by the impact of Zeberrok possibly miles of the borders of Mugarri, the wardens’ notice
broke open a rift into some primordial plane of and begin to cry out a warning. This makes sure that
metals. Whatever the truth of the matter, Tatsumo whenever a force of devils sets forth, the demons have
boils and hisses its way across the derelict plains of plenty of time to meet it and vice versa.
Hell and ultimately into the Flaming Sea. It loses
none of its heat on the way. Only when Tatsumo’s
molten flow is brought away from the river does it
have the chance to cool down at all.
T he Cha s m o f U n g a r a u n
This chasm is the largest demon-populated land
feature on the surface of Hell. It resembles a
Falling into Tatsumo is likely to spell instant death for cross between the Grand Canyon and a work by
any creature that does not have protection against fire Heironymous Bosch. Ten miles long, a mile across
damage. Any character caught in the flow takes 16d6 and so deep as to seem bottomless; the chasm is
fire damage per round and must make a Swim check home to several billion demons. The population and
(DC 25) or be dragged under. All metal is affected the activity in each area of the chasm vary according
by heat metal. to how close to the surface one is.
Tatsumo is the source for the vast majority of metal The chasm is roughly divided into seven levels.
used in Hell. Its banks are clustered with industrial Three of these are accessible from the sides of the
buildings in which chain devils and bearded devils chasm; the remaining four can only be reached from
haul gigantic crucibles of liquid metal up from above. The huge gulf in the chasm’s centre is also
the river and pour them out into moulds. Almost populated, with winged demons passing across from
everything metallic in the devils’ part of Hell, from side to side like flocks of birds. At the centre of the
the arrowheads used by the erinyes to the chain gulf hangs a monstrous globe, held there by a web of
devils’ eponymous chains began its life as a molten

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titanic chains secured to anchor points in the walls of When in use, three vrocks use the dome to perform
the abyss. This is called the Eye of Havoc and is the their dance of ruin, while a fourth demon occupies
central defensive emplacement for the whole chasm. the crow’s nest, using the windlass to haul up the
Beneath it, the chasm is filled with steam and smoke counterweight. On the concluding round of the
from the constant toil that goes on in the industrial dance, the fourth demon pulls the lever, which
levels. releases the counterweight and causes the vents to fly
open, thus allowing the energy produced by the dance
The sound of the place is indescribable, a constant to explode out from the dome. The vents slam shut
din of ringing metal, roaring wind, hissing steam and again immediately afterwards. The counterweight
cackling laughter. Even so, sometimes a groan will can then be winched back up again and a new dance
echo up from the chasm that is loud enough to drown begun. Obviously, for this to work, the demons must
out the other sounds for a moment; shortly thereafter, all take their actions on the same initiative count.
a gout of white steam wells up from the chasm’s
depths. This arrangement is far more effective than a dance of
ruin performed in the open, as there is very little that
The demons like steep vertical environments, as their can be done to prevent the vrocks from finishing their
best medium infantry (the vrocks) are accustomed to dance and unleashing the blast. There is only one
attack on the wing. The chasm is therefore home to major drawback. Since the energy released is slightly
more vrocks than any other type of demon, which fills dissipated by the intervening structure between the
every chamber and tunnel with their characteristic vents, all Reflex saving throws to take half damage
stink. Anyone who has faced vrocks before can tell from the energy are made at a +2 circumstance bonus.
that there are vast numbers of them here. The intervening stone framework is wide enough to
completely shelter a creature of Tiny or smaller size,
Balconies: The vertical sides of the chasm have if it pressed itself right up against the wall of the
innumerable balconies built into them. These are dome.
the standard means of egress into the tunnels beyond.
The balconies are little more than crude stone ledges There are other ways in which the emplacement can
that sink into the wall of the chasm to a depth of one go wrong. Timing the opening of the vents is tricky
foot, beneath strong metal doors that open from the and requires a successful Dexterity check (DC 15)
inside. There is always an overhang above the door on the operator demon’s part. Failure means that the
as well as a ledge below it. This overhang has holes vents are opened too early or too late and the energy
in, so that the demons can dump corrosives and cast goes nowhere. The lids of the vents are three inches
spells on creatures trying to get in. thick and made from the hardest metal available. The
vents themselves are circular holes five feet across.
Arrow slits on either side of the door allow the demons When the lids are closed, a locking mechanism holds
within to make sure that none but their own number them shut.
is able to get inside. A flying creature can land on
the balcony and remain there without a problem, Despite these mild inconveniences, vrock domes
while it waits for the door to be opened. Flightless are immensely popular with the demons, who build
creatures find the balconies much more precarious. them whenever and wherever they can. They allow
The Balance check DC to move along one or keep the demons to deliver 20d6 damage to all creatures
your footing while attacked is 10. The demons keep except themselves within 100 feet, once every three
plenty of oil in reserve to coat the balcony and make rounds, again and again. The vrocks performing the
it slippery. dance of ruin are safe behind the walls of the dome.
It takes a lot of work to smash your way into a vrock
Vrock Domes: The vrock dome is a standard dome and the demons inside can always abandon the
demonic defensive emplacement. It is a worked emplacement and flee through the tunnel in its base if
stone dome like an igloo, twenty feet across and with the fight goes badly for them.
metal vents around the outside. The dome is entered
from beneath, never from without. Inside the dome, The vents are only open for a brief moment, to allow
a central metal pole is topped with a metal basket like the energy to explode outwards but it is still possible
a crow’s nest from a ship. Within reach of this basket for a creature to dive into the dome through an open
is a large windlass and a lever, attached to a set of vent. To do this, the creature making the attempt
chains, usually taken from defeated chain devils, that must act on the same initiative count as the vrocks,
are attached in turn to the lids of the metal vents and which usually entails delaying its action. When the
to a counterweight. vents open, the creature may take a move action and

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make a Tumble check (DC 15) to duck nimbly into The battlement level is where the majority of
the dome. If the skill check fails, the creature remains Ungaraun’s siege engines are stationed. These
on the outside of the dome. The creature must also be consist mainly of soul ballistae (see The Harvest Of
able to fit through a five-foot circular gap! Souls) and other, more devastating engines as detailed
in Infernal Equipment.
It is not immediately obvious, to those who have not
encountered one before, what a vrock dome’s purpose Level Two: The Barracks And Armoury. This
is. Those within thirty feet of the dome are entitled level provides living accommodation for the rank
to a Listen check (DC 20) as a free action to hear the and file of the demonic guard stationed in Ungaraun.
sounds of chanting and stomping feet from inside the It is little more than a hive of crude chambers with
dome, which might provide a clue as to what is going the occasional fighting pit or feasting hall thrown
on inside. in for variety. The dead are brought down here to
be stripped of their weapons and armour before the
Vrock domes are surface defences, intended for bodies are tossed into the chasm. The armouries of
use when defending the horizontal upper level of a Ungaraun are mostly filled with armour and missile
structure. As the demonic energy explodes upwards ammunition, since demons prefer to fight with their
as well as outwards, they are perfect against aerial own claws and teeth than with melee weapons.
attackers. When defending against ground troops,
the same philosophy behind a vrock dome is used A small room, for the use of the commanding
in defending walls. In this case, a cylindrical ‘vrock demons only, contains several racks of masterwork
column’ is built into the side of the wall. It does quality claw sheaths. These weapons are the sign
not matter that the energy explodes into the demon of a respected warrior in the demons’ ranks and are
stronghold as well as outwards, since the demons are detailed in Infernal Equipment.
completely immune to it.
Level Three: The Halls Of Industry. This level of
Demonic gatehouses will always have one vrock the chasm is the first to have access to the wells of
column on either side of the main gate. The ability to molten metal, bored down to deep sources of liquid
produce such devastating energy discharges is central iron and steel that may, or may not be, subterranean
to the demons’ battle strategy and they exploit it as tributaries of the river Tastumo. The dretch
often as possible. workforce slaves ceaselessly, bringing cauldrons
of brimming metal up from the depths and tipping
Level One: The Battlements. The topmost level them down pipelines (kept at a constant red heat to
of Ungaraun is nothing but fortification, as far as the avoid clogging) into the zones where the demonic
eye can see. Both the flat land at the edges of the blacksmiths work.
chasm and the sheer vertical sides are clustered with
defensive emplacements. Assume that a demonic The population at these levels consists mainly of
defendant can always attack from behind cover when marilith weaponsmiths and babau assistants. Narrow
it is stationed in the topmost level of Ungaraun, unless chimneys bored through the rock allow the smoke
there is a very good reason why it should not be able of the forges to escape out into the chasm; tunnels
to do so. The portals of Ungaraun are mostly made angled the other way are used to tip the slurry and
from steel or adamantium. The population here is refuse out. Viewed from the outside, a constant pall
made up mostly of hordes of dretch infantry, backed of smoke rises up the sides of the chasm from the
up by hezrou commanders and vrock lieutenants. third level, while beneath it a constant rain of refuse,
clinker and an occasional shrieking dretch (caught in
In the centre of the battlements is a vast, circular the machinery) tumbles into the void.
metal door, shaped like an iris valve and powered
by two separate machine-houses nearby, which run At times of siege from creatures other than devils,
on Agony. This is the top of the shaft that descends access panels are opened to allow the cauldrons of
down to the Halls of Changing on the sixth level. As molten metal all the way to the battlements layer,
the valve is such a potential security risk, it must be where they are taken and used to drive off foes. The
opened by two demons, one in each house, pulling demons do not bother wasting metal against the
a set of levers in the correct sequence at the correct devils, as many of them are immune to fire but they
time. The shaft is filled with a constant up draught, will not hesitate to use it against their own kind. A
making it even harder to use as a method of egress to cauldron of molten metal emptied over an area deals
the lower levels. 8d6 points of fire damage in a 10 foot burst, with a
Reflex saving throw (DC 15) to take half damage.

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An immense double door made from adamantium a telepathic amplifier anywhere else in the Chasm
seals the upper three layers off from the lower ones. receive a +1 circumstance bonus to Initiative checks
It is held fast by an arcane lock, with a caster level while the chamber is manned.
of 20. All the senior demons have magical key
stones worn around their necks, which allow them This level and those below it are set about with
to pass through the doors. Beyond this point, it is numerous downdraught traps (see below) that drag
not possible to enter the chambers of the chasm from intruders down screaming into the depths. Only the
the sides. You must descend from the inside. This demons and their honoured guests know which doors
feature ensures that the senior demons are kept safe open on to a command room and which open on to
until they choose to venture aloft. a sucking hurricane. Other than magical detection
methods, the only way to detect a downdraught is
There are a handful of secret emergency entrances and with careful listening, for which see below.
exits, whose location is entrusted to the most valued
and reliable of the babau assassins who work for the Level Five: The Elite Apartments. These luxurious
commanders of Ungaraun. These are fitted with the rooms are where the mariliths and balors dwell,
same calibre of arcane lock as the main gateway and with their retinues of slaves and concubines to wait
are so cunningly concealed that they require a Search upon their lusts. The treasure chambers are also on
check (DC 35) to detect; one would also have to know this level. Ambassadors from the upper world and
where to look. Two of these secret tunnels lead from other important guests are received here, so that
the third level to the babau conference rooms on the they can sample the full splendour of what Hell has
fourth level; the remainder lead from the surface to to offer. The apartments are always fully stocked
the elite apartments, where the demon lords can use with healing balms and poisons, so that visitors
them to escape if the chasm should ever become can be helped to health or done away with as the
overrun, not that this is especially likely. hosts choose. It is traditional for the humans who
are to become travesties and serve the demons (see
The only other link between the deeper levels and Infernal Transfiguration) to be allowed to spend the
the surface is a single shaft that connects the Halls of previous night in the elite apartments, as a reward for
Changing with the battlement level. This shaft is filled the permanent change they are about to undergo in
with a constant up draught. When a consignment of service to their lords.
freshly transmuted troops needs to be delivered to
the upper levels, a telepathic signal is sent to the Level Six: The Halls Of Changing. The Halls
machine-houses by the valve on the battlements level, within the Chasm of Ungaraun have room enough to
telling the attendant demons to open the valve. When transmute one thousand creatures. The use of Halls
this happens, the assembled mass of newborn demons of Changing is detailed in Infernal Transfiguration.
and travesties is hurled up the shaft to the upper level, This area also has a secure egg chamber for the
where the waiting demon sentries assist them to grab private transformations of high-ranking demons.
on to the ledge and climb out.
Level Seven: The Conduit To The Below. The
Level Four: The Chambers Of Command. These single salient feature of this vault is a hexagonal
halls are more ornately styled and contain such portal of mist three hundred feet across, set into the
features as scale model maps of the Infernum, tactical floor. This is the opening into the chaotic evil aligned
plans spread over tables and rooms where scrying plane of Khulmesh, the plane immediately ‘under’
devices have been set up. A sealed audience chamber this part of the Infernum. The demons use the portal
allows the demon lords to receive intelligence reports as a means of gaining reinforcements and would also
from their most valued babau spies, scouts and flee through it if it ever became necessary to do so.
assassins and to give them new assignments. The
senior demons use these chambers to consolidate their The Eye Of Havoc: This is one of the few surviving
knowledge, plan attacks and formulate strategies. A demon battlespheres; an artefact left over from a time
telepathic amplifier (see Infernal Equipment) allows when humans still knew the art of making the most
the central command chamber to receive reports powerful magical devices and assisted their demon
from the various guard stations and sentry rooms at allies by crafting seven immense engines of war.
other places in the Chasm. This interwoven relay of These used to hover above the battlefield, piloted by
communications allows all demons on this level a +2 trained demons, unleashing actinic hellbolts upon the
circumstance bonus to Initiative checks, so long as opposition and occasionally descending to roll over
the command chamber is kept manned and telepathic them and grind them into paste like some mechanical
signals are not blocked. Demons within 100 feet of steamroller. With the Seven Eyes to assist them,

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the demons almost succeeded in seizing the whole † A creature within the Eye can activate a wall
upper level of Hell for themselves but their chaotic of force that surrounds the whole battlesphere.
nature soon asserted itself; there was fighting over While this wall is in place, the sphere cannot
which device belonged to whom, several of the Eyes use any of its weapons. The wall has a caster
were stolen, sabotaged or drifted off unattended and level of 20. The wall remains in place for 24-
fairly soon the balance between devils and demons hours; it may be set to reactivate at any time
reasserted itself. within one hour of the time when it would
otherwise drop. This ‘dead man’ switch is
The Eye of Havoc, without any other instruction, to prevent a creature from activating the wall
simply hovers in place. The art of piloting an Eye of force and then dying. If the wall of force
is long lost, though the demons of Ungaraun still is brought down by hostile magic (such as
know how to operate certain of the weapons systems; disintegrate) it reforms 1d4 rounds later.
fortunately for the demons, many of them operate
automatically. Unable to use the Eye to its full effect, † The Eye’s automatic weapons systems
they have opted to secure it with multiple chains so unleash a torrent of green, livid energy against
that it will not be stolen and flown away by someone any creature (other than a demon or travesty)
who does know how to work it. Situated as it is in the that approaches closer than 200 feet. The Eye
very centre of the chasm, it can bring its weapons to has the power to detect creature types and
bear on the greatest possible number of foes. alignments, even if the creature has altered
its form. It can be fooled by a shape change
The Eye is an adamantine sphere one hundred spell, though the caster must succeed at a
feet across, hovering immobile in the air, covered caster level check (DC 30) to pull this feat
with twitching spikes and nozzles. The walls are off. This energy manifests as a ray attack,
two feet thick. It can be entered and left through with a ranged attack modifier of +30. If it
a single hatchway in its side. The interior of the successfully hits, the victim suffers 20d6
Eye is panelled, rather disturbingly, with something damage, with a Fortitude saving throw (DC
that seems to be pink fur; whether this is a growth 25) allowed for half damage. This energy is
from the Eye itself or some chaotic design feature without specific type and is simply ‘demonic’
is unknown but the demons do not dare to remove in nature, like that produced by a vrock’s
it in case something goes wrong with the sphere. dance of ruin. Spell resistance does block
Within, a single command deck fitted with hissing this ray attack; the Eye produces the rays at
organic controls allows an operator to pilot the an effective caster level of 20. The Eye makes
sphere or activate the weapons systems. From the this attack at an initiative count of 1, or at the
inside, the sphere appears transparent, so a creature initiative count of its operator if it has one. It
at the consoles can see out, although creatures on the can produce a maximum of 10 rays in any one
outside cannot see in. round. No creature will be targeted by more
than one ray while it remains further than 50
The Eye has the following powers while in its current feet away; creatures that approach closer than
state. The Games Master must be the judge of 50 feet are treated as serious threats and will
what kind of knowledge would be needed to induce have any unused ray attacks directed against
the sphere to fly again, or activate its more potent them.
functions. We suggest that such knowledge would
be as difficult to find as an artefact itself. Any person † A simple control protuberance within the Eye
who knew how to fly the Eye of Havoc would be can be thumped to electrify its surface, which
in a position to steal it. The devils would be very is the standard means of repelling boarders.
interested in such a proposition, if they could find This electrification lasts for one full round
anyone foolhardy enough to take it on. after activation. The electrical energy burst
affects any creature that is in physical contact
† A constant antipathy effect emanates from with the Eye at the moment of activation or
the Eye to a distance of 75 feet, with a caster makes contact with it during the round in
level of 20 and a Will saving throw (DC 25). which it is active. Such creatures suffer 12d8
This effect repels devils, angels, archons and electrical damage, with a Reflex saving throw
guardinals. (DC 25) allowed to suffer half. Once the hull
has been electrified, it cannot be electrified
again for 1d4 rounds.

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† If the operator chooses, he can constantly Hell. Others believe that it is in fact a minor god,
electrify the hull while having the energy who was undecided as to which side to take in the
beams fire intermittently. This setting keeps conflict between Hell and Heaven and was trapped by
the outer casing of the Eye continually the avalanche of matter when Hell fell to its current
electrified (as above) but the green rays may place. The most speculative of all theories holds that
not fire again for 1d4 rounds after they have the face is that of the demon of demons, the original
discharged. The Eye has monstrous amounts crown prince of Hell himself whose name is never
of power, but it does have limits. spoken aloud, who lies pinned in place by the blade of
Zeberrok, unable to free himself until the end of days,
The Great Face: Below the clamour of the industrial when the Avenger comes to haul Zeberrok out once
levels, where constant smoke and din veil the lower more and wage war on Heaven.
chasm from the eyes of the upper world, the walls veer
down into the dark for mile after mile, sheer and silent. Whichever theory may be true, if indeed any of them
If a creature were to plumb these depths, which grow are more than the troubled dreams of magi who have
dank and cold the further away from Hell’s surface spent too long poring over books of arcana, there
you travel, he would eventually discover an artefact is one point on which all the theories concur. The
that the denizens of the world above know is there, Great Face is not only sentient; its mind records every
though few of them have ever seen it. It lies precisely single word in all the planes that has (or ever has
one hundred and fifty six miles
below the surface, in a region
cold enough to be considered
arctic. Refer to Core Rulebook
II for the effects of intense cold
upon creatures.

The Great Face must have


been carved out of the side of
the chasm, though its surface
bears no sign of the marks of
tools. It is made from the same
black stone as the chasm itself
and has human features, with
an agonised expression. From
time to time (within 2d8 rounds
of the start of every hour) it
groans in pain and white steam
surges from its mouth and
nose. All creatures within a
hundred feet of the face must
make Fortitude saving throws
(DC 24) or be deafened for 1d4
rounds. Creatures that fail this
saving throw by 10 or more are
deafened permanently, their
eardrums burst.

Theories vary as to what the


Great Face is. At the very least,
it has no discernible alignment,
nor does it seem to be affected
by any magic. Some scholars
believe it to be a construct,
placed there by some insane
demonic architect of the deep,
serving no other purpose than
to contribute to the malaise of

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had) magical associations or magical power. Every that (like Atlas in the legends) supports the
syllable of every spell devised, however obscure; burden of magic’s existence. This explains its
every command word of every magical item, however knowledge of all arcana. It is fundamentally
insignificant, all of these are locked within the stony neutral and selects who shall perish and
index of the Great Face. Whatever it may be, it who shall live on a basis of how much their
knows. continued existence will upset the balance.
This means that the more trivial a creature
Any creature that wishes to seek an audience with the and its aspirations are, the more likely it is to
Great Face and perhaps learn some crucial fragment survive.
of magical lore has only to pass through the upper airs
of the Chasm of Ungaraun, descend to the level where † The Face is Knowledge itself, an accursed
the Face broods in eternal darkness and verbally being because it is the logical contradictory
request that the Face divulge the information sought. of innocence. It groans because it hates itself
Some seekers bring tribute, such as living creatures and wishes its torment to end. Petitioners who
to sacrifice or songs sung in praise of whatever the remind Knowledge of itself (by having a total
seeker thinks the Face actually is; none of this has of 12 or more ranks in any single Knowledge
so far made a difference to the outcome, as far as skill) are devoured. Others are allowed to
anyone can tell, but this does not stop petitioners live.
from trying.

Only two outcomes follow from this. The face either


transmits the requested information telepathically to T he F a r t hes t R ea c hes
the petitioner’s brain, or the face extracts and devours At the outermost extremity of the Sea of Fire, in
the soul of the petitioner as if by a trap the soul the opposite direction to that by which one enters
spell. The latter effect is instantaneous; the soul is Hell, the sea washes against a bleak shore that
immediately gone and does not dwindle over time as seems to have powdered bone for sand. The sky
is usual for trap the soul. Spell resistance does not overhead is no longer filled with clouds of fire but is
avail against it and the DC of the Will saving throw instead absolutely black. Although there is no light,
to resist the effect is 60. The effect is supernatural, everything in the region is clearly visible, albeit in
not spell-like. monochrome; grey-white shades move against a
charcoal background. Only artificial light shows
The Face is one of the greatest mysteries of Hell. things as they are, in colour.
Nobody has, to date, been able to ascertain what makes
the difference between a petition answered and a soul The shore is utterly desolate, with no buildings
devoured, though the available data is admittedly or creatures anywhere to be seen. There is only a
scanty. There are only records of about twenty sense of a Presence far too vast and old to be given
petitions, exactly half of which were successful. The a name. This area is utterly cut off from any but the
truth behind the Face is left to the Games Master to evil-aligned planes. Clerics of non-evil deities cannot
determine but we offer the following options for those regain their spells here.
who would rather use such things:
Bubbles of ultimate blackness drift to and fro along
† The Face is a being left over from the original the shore, seemingly without direction. These sinister
creation, in which primordial chaos and order spheres are explained below.
are fused together. Its ties to the underlying
order of things permit it knowledge of all The Wall: Half a mile inland from the bleak shore,
magical words and phrases, while its chaotic there is a solid wall of darkness. This, not the depths
nature prevents it from ever using them of the infernal burrows and tunnels, marks the limit
coherently. It determines its response to a of Hell. The deep Hells are bottomless and go on
petitioner by sheer random chance. There is forever, while the wall of darkness marks the point
a 50% chance for a petitioner to be devoured; beyond which there is no longer any Hell but only the
it is that simple and nothing can affect this primal darkness, the principle of which Hell is merely
outcome. one manifestation.

† The Face is the being that makes all magic For game purposes, walking into this wall is the
possible, both arcane and divine. It is not equivalent of entering a sphere of annihilation. No
the source of magic, but the titan-like entity creature that has ever ventured into the wall has ever

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returned, nor has it been possible to contact them. will slowly drift towards him at the rate of 10 feet per
Even the Gods cannot tell their fate, though they can round. This is a result of the wall’s proximity and
restore them to life by direct intervention. Should this as such only occurs while creatures are on the bleak
happen, the creature can remember nothing of what shore; if the sphere is taken anywhere else it hangs
happened. static in the air, as they are wont to do. Creatures
that are reckless enough can come to the bleak shore
That which lies beyond the wall is an evil so and attempt to harness a sphere of annihilation of
absolute, so archetypal, that all other instances of evil their own. While the sphere is within half a mile of
throughout the planes are just partial and incomplete the wall of darkness, the DC for the control check to
reflections of it. It has lain beyond the wall since move it mentally is 40 rather than 30.
before there was any such thing as Hell and defined
the direction of ‘evil’ into which the Hells and their
occupants fell after the decisive war with Hellglass Deposits
Heaven. The origin of the wall is the The mountains and
origin of Creation itself. windswept deserts of the
Infernum occasionally reveal
Before the universe could exist, deposits of hellglass. This is
the forces that created it had to the result of sand and silicate
define their ground; in doing so, rocks being melted to boiling
they discerned between evil and soup by the intense heat of the
good and between law and chaos. bottom of the Infernal Sea in
That primal act of differentiation aeons when the lands were
excluded the Presence behind the beneath its surface. Hellglass
wall from the rest of the universe. looks much like obsidian, a
In a metaphysical sense, it defines gleaming treacle-black rock with a
the planes of Good by remaining mirror-like surface when polished. It is
beyond its wall. So long as the semitransparent, like smoked glass but has
darkness abides where it is, a far greater tensile strength. Hellglass
there can be such a thing has a hardness of 10 and 20 hit points
as good. If it were ever to per inch. It has a resistance to fire of 30
emerge, then the polarity of points and damage resistance of 5/good.
the planes would be upset
forever. Good and evil would Hellglass deposits are a hazard of the
become mere philosophical Infernum, as heat or the impacts of meteors
abstracts instead of spiritual can smash them into sharp edges and pointed
forces. slivers. A desert region where a layer of sand
or dust overlays hellglass shards is treated
Small wonder, then, that certain as if it were covered with concealed
of the Apocalypse Texts predict caltrops (see Core Rulebook I). Exposed
just such an outcome. They insist hellglass is treated as caltrops that can
that the darkness beyond the wall is be avoided if characters move at half speed. A
only dormant (not subdued) and will person who is knocked prone on a region of jagged
awaken if the proper rituals are carried out. hellglass suffers an attack at +6 melee; the glass
The associated cult devotes its entire energy to finding deals 4d6 piercing damage if it hits.
the items and people it needs to pass through the wall
safely and deliver a one-word message – ‘awake’ – to Between Levels
the Darkness that lies beyond. As the various levels of Hell are stacked on top of one
another, there have to be ways of crossing between
Emitted Spheres: Those few creatures that have them. Naturally, it is much easier to descend than to
visited the Farthest Reaches and returned to tell ascend.
the tale know the secret origin of the spheres of
annihilation. They are not created at all but emitted Inferniculars: Inferniculars are quick paths down
spontaneously from the wall of darkness. Within into the depths. They are sluices made from the
any 100-foot square area on the bleak shore, there spines of hellworms, the fiendish purple worms that
will be 1d4 spheres drifting aimlessly around. If a burrow like maggots beneath Hell’s crust. A character
living creature comes within 30 feet of a sphere, it

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sliding or flying down an infernicular is transported against knockdown and bull rush attacks, such as
to another layer of the Infernum at great speed. The dwarves have) may add any bonuses to this check as
surface of an infernicular is exceedingly slippery; a circumstance bonus. A creature in a region where
anyone trying to stand on the floor of an infernicular there are potential handholds is entitled to a Reflex
without falling into the slide must make a Balance saving throw (DC 25) to grab one before it makes its
check (DC 30) each round or slip into the abyss. Strength check.

Levitating Gusts And Sucking Downdraughts (CR Creatures pulled into a downdraught fall at a much
2/6): The differences in pressure and temperature faster rate than usual. Any falling damage they take
between the various levels of Hell mean that there upon impact is resolved as if they had fallen 50 feet
are certain smooth rock chimneys, between 5 and further than they have, adding an additional 5d6
20 feet across, that are filled with roaring blasts of damage to whatever else they may suffer. If they
air. These are either warm or chilly; the warm gusts strike an object on the way down (highly likely, as
are surging constantly upwards, while the cold ones the fiends line the shafts with spikes and protruding
suck downwards. The force of the blast is sufficient obstacles for falling creatures to bounce off) they
to blow a creature straight up the chimney or suck suffer full falling damage and may begin to fall again.
him down it. A creature has a 1 in 6 chance to remain stuck on an
obstacle that it ploughs into. Otherwise, it slides off
The upward draughts are seen as useful by the and begins to fall over again.
fiends, as they allow effortless transport, while the
downward gusts are used as traps. In either case, a Flying creatures can struggle against the downdraught.
chamber with a heavy door at each end seals off the A creature can attempt a Strength check (DC 25)
shaft from the remainder of the level, so that the wind to move upwards at its full flying speed minus 50
does not disrupt activity. feet. This may of course still result in the creature
continuing to fall, albeit at a slower rate. If it strikes
A creature that steps out into an up draught is lifted a protrusion in any round in which it was trying to fly
upwards at a speed of 1d6x10 feet per round, so long upwards, it may deduct damage from the impact at the
as it does not weigh more than 500 pounds, or 600 rate of 1d6 per 10 feet of flying speed. For example, a
pounds if it is a flying creature, as the wings give it creature that was flying upwards at a speed of 40 feet
additional lift. If it exceeds this weight, it slowly could deduct 4d6 of damage if it struck a protrusion
sinks downward at a rate of 10 feet per round. or the bottom of the shaft. This damage is taken off
Creatures lifted by the flurry of air are unable to use the total before it is rolled, not after.
their Dexterity bonus to Armour Class and suffer
a –2 penalty to attack rolls. Flying creatures with A falling creature can attempt to grab a handhold as
Good manoeuvrability or better can move laterally it zooms past, should one present itself. This requires
across the shaft at their usual speed, allowing them a Climb skill check (DC 40). Even if this skill check
to manoeuvre, while flightless creatures or flying is successful, the creature suffers 2d6 falling damage
creatures with inferior manoeuvrability must make a from the shock of impact.
Dexterity check (DC 15) to move 5 feet in any given
lateral direction. Detecting Downdraughts: The subterranean fiends
make sure that their great portals are tightly fitted
Exits from the shaft are set at intervals, with iron into place, to prevent gusts of wind from causing
handles to grab hold of. One ends one’s upward disturbance, so it is difficult to hear the roar of the
flight by grabbing hold of one of these and lifting downdraught even from close by. A creature listening
oneself through into the corridor beyond. To do this, at the outer portal of an airlock can attempt a Listen
a creature must succeed in a Climb check (DC 15). check (DC 30) to hear the winds shrieking beyond; if
Naturally, it cannot do this unless the handle is within it listens at the portal closest to the shaft, the DC is
its reach. lowered to 15. It is impossible to tell just by listening
whether the sound is that made by an up draught or a
Sucking downdraughts are far more dangerous. A downdraught, unless the listener is a dwarf or gnome,
creature standing within 10 feet of the edge of a or has more than 5 ranks in Survival.
downdraught shaft must make a Strength check (DC
25) each round or be knocked prone and dragged into
the shaft. If it is gripping on to something, it gains
a +4 circumstance bonus to this check. A creature
that has especially stable footing (i.e. a bonus

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Then the Incubus stood up within the Circle and his Shirt fell from his Body, and he came into the Candlelight;
and to see him there all Golden-eyed and Wanton-hair’d with the Down on his Chest like glistering Flames I
thought I might be in the Presence of Lucifer Himself before his Fall; and may great Hurm be bless’d eternally
that this false Joy was swiftly Slain in me.
- You think me to be naught but Evil? said he. I am free to do Good if I choose, for its Own sake, and not because
any Man or God commands it.

- Villain thou art not Free at all, for by great Hurm’s grace I have thee Bound.
- I walk not Abroad, but my Spirit is free. And thou, priestess, how is it with Thee? Knowest thou thy true
Desires? Canst take pleasure in thy Thoughts, or must thou Censure them for the sake of thy Church?
- My delight is in serving my God, said I.
- Tell me, said He with an insolent Cocking of the Head, how came you to the State of a Churchwoman?
- What business is That of Yours?
- None, but that I would Know.

- Know then, said I, it was my Father’s earnest Wish that I should lead a Clerical Life; and this being in accord
with my own true Disposition, I took Orders as soon as the Opportunity afforded it Self, and in thirty Years I
have not once had Regret of this. There, you have your Answer.
- I trow you wanted a Husband in younger years, said he.
I said Nothing but he knew he spoke True. We both Knew that it is the Custom in the North, that the Unwed
Daughter had best go into the Church, for though she may have no Beauty she may yet get Wisdom.

- You have led a Life blest with Simplicity, Sister Kurrik. You are an Honest Northern woman and keep Strictly
to Doctrine; ’tis Pity I have Muddled your greying Head so. How I have Crept in to thy Peace like the Serpent
into the Garden! Ere I came you were in Innocence, and believ’d Heaven and Hell were Absolute as the Sun and
Moon, having no Experience of either; now all is reveal’d to be Chaos, and the Devil plays upon a Jewell’d Harp,
while Great Hurm has gone a-Whoring!
- Though you seek to Wrack my Faith with these Sayings, I have seen the Light of Hurm burn thy Body, which
is more to Me than all thy Persuasion.

At this he spat Blood and said Go to then, you Thing of Stone. I was not Damn’d before, but you have chosen to
Damn me. He cast him self to the Floor and would not Move.

I marvell’d again at the Beauty of this Spirit, who seem’d a thing Transparent and Aerial, such was the Grace and
Subtlety of him. For many Moments I look’d upon Him thinking; Must it be that he shall Die in Torment?

For I knew I could not keep him Here for Ever; and I regretted with great Anguish that I had ever cag’d this
Bird, for had he come to any Other, he had surely been Butcher’d or forced to Flee; for any other Priestess of
the Hammer would have written for Aid to her Brothers and Sisters in Hurm, and cleansed the Cancer right
Quick, while I, Sister Kurrik, had kept the Monster shut Away as a Milkmaid might treasure a Love-token. Vain
Arrogance that I thought to help my Church by Wringing Words from the Beast!

I could not slay him in cold Blood; yet I could not keep him neither. I could tell None of this, for I might be call’d
Witch and Consorter with Devils for all my Priestly apparel, and be Hung for it. Already the Word had gone
About that I was conducting strange Rites in my Cellar, which Rumour I lik’d not’.
- (From the papers left behind by the late Sister Sigrud Kurrik, in the keeping of the Temple of Blessed Hurm,
Northern Segrevdia)

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Lower Levels common in the nightmares of those who


have glimpsed this place during sleep, as
they attempt to flee some invisible pursuer,

T
he following are some of the lower Hells only to find that their legs will not carry
that lie beneath the Infernum. Rather than them.
detail the residential Hells that are occupied
by much the same kind of fiends as the upper levels † The same restrictions regarding spells that
– demons and devils – who live out their lives in apply to a maze spell also apply to the
much the same way, we have focused on the more labyrinth plane.
unusual, aberrant and noteworthy levels of Hell.
† The labyrinth is home to several stalking
The Lab y ri n t h fiends that enjoy hunting down and devouring
those who wander lost within their realm. In
This plane is one of the most notorious of all for
sending echoes of itself into the minds of sleeping the portion of the labyrinth that is closest
people. It is, as the saying goes, a maze of twisty to the devils’ realm, the fiends are steam
passages, all alike. The walls and floor are of devils; in the demons’ quarters, they are
black stone blocks, fit closely together. There is bebeliths, who make full use of the dark side
no obvious exit; the environment is so homogenous passages to lurk in and leap out upon passing
that it is practically impossible to tell which way is creatures.
up.

This is the original planar maze from which all maze


T he P la y g r o un d O f E vil
spells borrow a little essence when they come into C hild r en
being. Unlike them, it has a fixed structure and one The do-gooders of the Prime Material plane point
can learn one’s way around in it. A creature that has to children as examples of all that is innocent,
been deposited in the maze has no idea where it is at sweet and uncorrupted. For the most part, this is
first, nor how to find its way out. true enough. There are, however, some instances of
true evil manifesting itself even in a childish mind.
The following special rules apply to creatures It does not happen often but happen it does. Such
within the labyrinth: a child may drown a playmate or strangle a pet out
of nothing more than idle curiosity. Parents may
† Every day, a creature that is exploring the suspect demonic possession or sorcerous influence.
labyrinth may make an Intelligence check In truth, the child is simply evil, tainted from
(DC 15). Success means that it has found a within.
salient feature in the maze where it has not
been before, such as an audience chamber, This layer of Hell is given over to the delights of
a room with a distinctive floor, another way evil children. Visually, the place seems to be a
into the labyrinth, or some similar feature. It comfortable village, such as halflings might live in.
can now find its way to this feature on future Everything is built to a small scale, with climbing
occasions. Success by more than 10 means frames, play houses, building blocks and toys…
that it has found an exit from the labyrinth. many, many toys, all with spikes and sharp edges
A creature may add the total number of and crusted with blood.
salient features discovered so far to its
Intelligence check each day. If multiple A traveller coming across this level of Hell may
creatures are involved in the exploration, think that he has encountered a paradoxical place
then they must nominate one creature to lead where innocent angels reside amongst corruption.
their explorations and make the Intelligence It does not take long for the truth to become
check. apparent. The children, who want to be ‘played
with’, soon surround newcomers in mobs of ten
† It is impossible for non-evil creatures to and twenty, pulling at them and babbling excitedly.
run in the labyrinth. Any neutral or good Games are suggested, such as ‘Stabby Stabby One
aligned creature attempting to run finds that Two Three’ and ‘Blind Man’s Butcher’. The former
the air itself seems to thicken around its feet consists in running up to someone, stabbing them
and slow it down. This effect is especially

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three times with a knife and running away, while the spells (see Infernal Secrets of Magic) are most
latter involves blinding two creatures, giving them commonly cast. The angels held here are being
cleavers and making them fight one another. kept in the hope that House Zethu, or some mortal
ally of the devils, can find out what their true names
The evil children resident on this level are those are and thus render them susceptible for corruption.
who were taken away by the fiends during life, so Nothing is sweeter to the devils than to have a true
that they could have a special place all of their own. fallen angel among their ranks.
They are not damned souls but a special class of
fiend, subtly altered by the pervasive magic of the The following special rules apply within the Angel
place. Prisons:

To create an evil child, first generate a child character † There is only one entrance to the Angel
and apply the fiendish template from Core Rulebook Prisons. This is an adamantine portal within
III. The evil children who live here are immortal the sanctum sanctorum of Hell, where the
unless killed. In their twisted playground, they have Four Great Princes hold private council.
forever to pull the wings off flies – and off larger Only the most trusted of the pit fiends and
creatures than flies. The special responsibility for the current heads of Hell’s noble houses are
maintaining this plane is given to the erinyes, who allowed free access.
ordinarily hate children but who do not object to
those who enjoy the same twisted amusements as † A dimensional lock seals the whole plane.
they do. The children call their guardians the ‘bird No interplanar travel or even teleportation is
ladies’. possible within the prisons. The only means
of entering or leaving is via the main portal.
The following rules apply to the Playground Of Evil
Children:
The B elly O f T he B ea s t
† Entrances to this plane are few. They Unique among all the fiends, the Prince of Hell called
commonly resemble slides, such as are found Leviathan does not live within a plane or sub-plane
in the playgrounds of mortal children. of Hell. He is so vast that he is a sub-plane of Hell
unto himself. He lies adjunct to the other planes,
† All creatures within this plane are continually his immense body feeding upon the spillages and
veiled by an undetectable alignment effect, corruption of Hell, awaiting the day when he can
as if produced by a 20th level caster. This project his immensity into the Prime Material and
is a supernatural emanation of the plane. It go ravaging. Nobody knows what Leviathan looks
applies to creatures that enter it as well as like any more, though there are some sketches in
creatures who are native to it. certain forbidden tomes of diabolic lore that depict
something like a cross between a devil, a dragon and
a blue whale. It is believed that he was originally
T he An gel P ri s o n s the founder member of House Oblurott, who gorged
This plane, access to which is fiercely restricted, himself upon soul after soul and just never stopped
is purely for the purpose of holding outsiders of growing. The other Princes of Hell, who know the
good alignment captive. The typical method of truth of this, have not contradicted it.
confinement is to suspend the outsider in the centre
of a pit, held immobile by chains that hook through Those who enter Leviathan encounter an
its body. It cannot move at all and can only suffer. environment of gurgling red-walled passageways,
pulsing cells coated in slime, ribbed vaults that
Although the prison complex is referred to as ‘the slowly breathe in and out and ghastly intestinal
Angel Prisons’, it is used to hold all manner of tunnels full of the devil’s stinking stomach contents.
outsiders. There are archons and similar creatures It becomes rapidly apparent that the whole plane of
here, who have been held in adamantine chains since Leviathan is alive.
the very first of the wars in Heaven and have still not
given up hope of rescue. Their steadfastness is like The damned souls within Leviathan are condemned
a lantern in the darkness and sickens those devils to be eternally digested, reduced to sizzling
that are exposed to it. translucent skeletons by stomach acids and regrown

This dismal place is where corrupt the blessed


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from ectoplasmic matter before being devoured above them. A telepathic creature standing
again. Lesser fiends, many of whom find their within 100 feet of one of these clusters may
parasitic existence within Leviathan relatively communicate directly with Leviathan’s
comfortable compared to other places in Hell, mind. Injuring a cluster causes a spasm as
patrol his body and keep out intruders. Leviathan’s Leviathan reacts to the pain. This makes the
main line of defence is the periodic appearance of a tissues within 150 feet of the cluster shake;
bile duct (see The Creatures of Hell) along with the all creatures within the affected area must
brood of bile devils that it generates. Popular belief make an immediate Balance check (DC 20)
has it that the bile ducts found elsewhere in Hell as a free action or be knocked prone. When
were in fact parts of Leviathan’s body that somehow injured in this way, Leviathan dispatches a
budded off from his flesh and took root within the group of 5d4 bile devils to investigate.
Infernum.
† The ‘white cells’ of Leviathan’s body are
Leviathan is one of the Four Great Princes of fiendish oozes. A similar theory to that
Hell who rule over the Infernum but is obviously which postulates the origin of the bile
incapable of attending council meetings, owing to ducts holds that all oozes began when they
his immense size. He therefore sends a specially were secreted in some elephantine gland
constructed iron golem, built for him by Baalzebul, of Leviathan’s, after which they bred on
to represent him. This golem is in constant other planes. Ochre jellies are found near
telepathic contact with Leviathan and is mistakenly the stomach regions, gelatinous cubes near
believed to be him by many of the less important the nerve clusters and black puddings in the
denizens of Hell. blood flow.

Leviathan has nothing to fear from those who enter † Hacking at the walls of a passage within
his body. Most of the time, he is no more aware of the body of Leviathan can have several
them than a giant would be aware of fleas. His body different possible effects, detailed below.
is simply so vast, approximately the size of a small The Games Master should choose between
moon, that it would be practically impossible to do these depending on where he reckons the
him any lasting damage. Nonetheless, it is possible culprit to be, or roll randomly. In any case,
to irritate him and he will dispatch bile devils to the fleshy tunnel walls have a Hardness of
investigate any source of annoyance. 3, damage resistance of 10/good and 5 hit
points per inch. They naturally heal at the
The following special rules apply within the body rate of one hit point per hour, closing rents.
of Leviathan:
† Hacking through the wall of a blood
† Entrances to this plane resemble greasy vessel results in a torrential gush of blood,
mouths, studded with occasional teeth, flooding the passageway. One hundred
which open on to throats. These are the cubic feet of blood are released per round.
tubes through which Leviathan feeds. They Creatures caught in the gush must make
are typically found near charnel points and Strength checks (DC 25) or be knocked
sites where masses of organic waste pile up. prone; especially stable creatures, such
Exits from the plane are stinking orifices as dwarves, may apply their racial bonus
that gush with sludge, through which against knockdown attacks to this check.
Leviathan emits its bodily wastes. Several
of these empty into Glabretch territory and † Hewing into a fat deposit sprays the creature
one swells the river Echtum. with rancid, lumpy yellow paste. Though
it smells revolting, this has the same effect
† The spongy texture of Leviathan’s innards as rubbing yourself with oil prior to a
makes it easy to walk without making noise, wrestling bout and adds a +2 circumstance
adding a +4 circumstance bonus to Move bonus to Escape Artist skill checks. The fat
Silently skill checks. is highly flammable and if set alight will
burn intensely for one round, inflicting 3d4
† Leviathan’s nerve clusters resemble fire damage.
bunches of grey footballs hanging from the
roof of a tunnel, with a gnarled set of roots † Breaking open the skin next to a lung area

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results in a terrific gale that either sucks the that the titanic sword of Zeberrok thrust through the
creature responsible inwards toward the centre of Hell was quite large enough, if one wanted
lung cavity or blows it outward down the gigantic weapons. Ezrazene Callimauphrey stormed
passage, depending upon whether Leviathan off to a private plane of his own, brandishing a
is inhaling or exhaling. Either condition fistful of blueprints and followed by a train of loyal
lasts for ten rounds, following which there devotees and was not seen again. That was over
is a two-round hiatus. Use the gust of wind nine hundred years ago. Since then, his lunatic
spell to determine the effect of the gale. The plans have taken fearsome shape, to the surprise of
DC of the Fortitude saving throw to avoid a great many. House Zethu still adamantly refuse to
being knocked off one’s feet is 30. associate themselves with him.

Ezrazene is still adamant that the Cannon, when it


T he Can n o n Ai m e d At is eventually completed, will be able to fire a single
Heaven projectile through the planes, which will smash
into Heaven like a comet. The targeting will be so
This plane is an engineering nightmare, the work of
precise that the matrix on which Heaven rests will
one tormented genius among fiends. It is strongly
be broken up, creating a drop-zone straight from the
lawful, helping the machines within it to function
shattered remnants of Heaven straight to Hell. The
smoothly. The plane is nothing but a single flat
Cannon still needs at least another century’s work
sheet of greyish metallic rock, crisscrossed by
done on it before it will be ready to fire. When
regular, geometric trenches filled with black oil and
this finally happens, the assembled devils of House
covered over with thick smog.
Zethu will finally know whether Ezrazene was in
fact their greatest genius or the cracked madman
In the centre of this artificial-looking landscape,
they collectively believe him to be.
rising high above the cloud level, towers a cylinder
nearly a dozen miles in height. On the outside of the
The following special rules apply on the plane of
cylinder, layer after crusted layer of scaffolding has
the Cannon:
built up. Biomechanical life forms and sweating
devils toil side by side, adding more and more height
† The plane has several entrances, all found
to the already absurdly huge edifice. As an observer
in the devils’ portion of Hell. These are
watches, tiny forms fall screaming from the sides of
deep underground and located in, or near
the tower; this is clearly a common occurrence and
to, regions of industry. They resemble huge
no heed is paid to it.
bulkheads or airlocks, closed off by metal
doors with wheel-like handles. Ezrazene’s
This is the work of the noble devil Ezrazene
project made it necessary to steal certain
Callimauphrey, once the most brilliant innovator
equipment and materials that could not
in all of House Zethu and said by some to be the
be found on his own private plane, so the
inventor of biomechanical life. Having scored
entrances were made close to sites of heavy
several resounding victories against the forces of
machinery.
good, he became an enthusiastic advocate of the
Final Blow hypothesis. According to Ezrazene, the
† Infernal machines and biomechanoids do not
key to winning the war against the heavenly host
need special fuel to work in Erazene’s plane.
should not involve trying to fight them on their own
They can sustain themselves by drawing
ground, but dealing them a devastating stroke from
from the rivers of rich oil that flow through
below and letting the angels and archons plummet
the ground.
down from a shattered Heaven into Hell, where
the fighting would at least be on the fiends’ turf.
† The air of the plane is practically unbreathable,
Dismissing the various Apocalypse Texts as sheer
as it is thick with pollutants, chemicals and
claptrap, he insisted more and more furiously that
the smoke of the infernal machines. This
infernal engineering was the way forward and that
does not bother the biomechanoids or the
all that was stopping the devils from winning the
fiends, who are used to the thick airs of
day once and for all was the lack of a weapon big
Hell but may present a problem to travellers
enough.
from off-plane. A breathing creature who
is neither a fiend nor a biomechanoid must
House Zethu did not condone this plan, believing

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make a Fortitude saving throw (DC 15) an attendant glabrezu will use its wish-granting
every hour or suffer 1d6 nonlethal damage ability to summon that damned soul to the tent.
from lack of adequately breathable air. If the The creature willing to gamble for the soul’s release
creature should become unconscious from must (of course) put his own soul up as collateral, as
inhaling this atmosphere, it begins to suffer anyone must do if they are attempting to win a soul
lethal damage every hour instead. away from Hell, whether by gambling or contest;
see The Customs Of Hell.

The Dark C arn i v al The house always sets the odds. The proprietor,
This plane lies close to the Tattered Market and a curvaceous marilith named Lady Myonatix,
may once have been part of it, before the clamour decides what the bet shall be based on. This can be
and insanity grew too great and caused the plane to anything: a simple toss of the dice, a bet over which
shear away. The plane is extremely small, taking way a beetle will crawl, the draw of a card from the
the form of a dense forest in which all roads lead to deck. It has to be as random as possible and not a
the same clearing. Within the clearing, a travelling test of skill, endurance or wit in any way. Myonatix
carnival has been set up. Fiends stroll to and fro, is open to suggestions from the floor; these are more
admiring the attractions and trying their luck on the likely to be heeded if they are entertaining for the
stalls. This is the home plane of the demon clowns, audience.
who live here in brightly coloured tents.
Two principles govern the gamble. The odds are
The dark carnival is a sick parody of the human idea always stacked in the house’s favour (otherwise,
of an old-fashioned funfair. The coconut shy uses the what would be the point of playing?) and the house
severed (and still screaming) heads of damned souls has to be able to cheat. One might think that this
as the targets; demons hurl balls of iron at them and combination of factors would mean that no soul
try to knock them off their stands. The freak show ever managed to escape. Such was indeed the case
contains damned souls who were formerly human, for a long time but it was discovered that without
but have been stretched, torn and reshaped beyond the possibility of success, nobody wanted to play,
all recognition by means of the Soul Sculpting skill, which was unforgivably boring. It is, therefore,
for which see The Harvest Of Souls. The merry-go- possible to win at this game. It happens very rarely
round rides are powered by infernal machines and but even a minute chance is better than no chance at
feature real horses, still living by means of demonic all when in Hell.
magic, impaled on struts and trampling the bodies
of the damned in an unending parade. Bogeymen The following special rules apply in the Dark
are employed as the roustabouts, succubae entice in Carnival:
customers and burly hezrou stand ready to rip the
head off any customer who complains. † The plane can be entered from the Tattered
Market, from any of the demon cities, from
For all its gaudy horror, the Carnival has one quality the Playground of Evil Children and from
that makes it vitally significant to the damned and Asylum. Entrances to the Dark Carnival
those who have friends among the damned. By usually resemble doorways made from
time-honoured tradition, this is one place where the colourful tent fabric but occasionally look
living may gamble for the release of a damned soul. like the beaded curtains that hang over the
Unlike the Court of Bountiful Injustice, release here entrances to fortune-tellers’ booths.
means genuine release. The demon clowns being
fundamentally chaotic, they respect the whims of † The Dark Carnival is a place of luck, chance
chance. There is no way that negotiation will ever and blind fortune. It is more chaotic than
avail to win a soul back from them but gambling just evil. When a man comes here, his personal
might do it. store of luck is accentuated. While on this
plane, all Luck bonuses and penalties to any
The gambling takes place in the central tent of the roll or check whatsoever are increased by 2.
whole carnival. Here, a living creature who still
has his soul may nominate any damned soul in the
demons’ section of the Infernum for release. For the T he A ud it o r ium
price of a ruby worth no less than 3,000 gold pieces, This plane is one unimaginably vast chamber. It

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takes the form of an inverted cone, around whose


perimeter are set rank upon rank of carven stone
thrones, six hundred and sixty six thousand in
total. The centre of the Auditorium is a pedestal
five hundred feet across, continually illuminated
by a shaft of light from above. In the centre of the
Auditorium is a speaker’s podium, with a lectern
and a gavel.

The Auditorium is the central council chamber


for the devils. Elite members of the noble devil
families, generals and commanders of the military
devils and honoured servants of the devils’ cause
assemble here to hear the proclamations of the
Princes of Hell and to debate policy, when policy is
allowed to be debated. The Auditorium is also used
for other purposes, such as recitals, trials, petitions
for the release of souls (see The Customs Of Hell)
and important executions, such as the decapitation
of powerful archons.

The following special rules apply within the


Auditorium:

† Entrances to this plane are found in all the


noble devils’ major estates. They resemble
ornate double doors in a classical style. clouds of Hell become the screen on which
The door opens directly on to the throne or the Auditorium’s proceedings are magically
thrones that the noble devils who own the displayed. The Princes of Hell also use this
estate are entitled to occupy. method to summon the devils to arms, by
speaking to them through the fire-clouds.
† When a fiend of at least 20 Hit Dice strikes
the gavel, the Auditorium is deemed to be
in session. A silence effect, as if produced The Co ur t O f B o un t if ul
by a 20th level caster, affects every seat in
the Auditorium except those on the central I n jus t ic e
pedestal itself. Those in the seats can hear The devils have the Auditorium, in which they
what is said from the pedestal but they conduct trials and hearings in accordance with their
cannot respond. The wielder of the gavel lawful ways. The demons have their own courts,
may remove this effect from the occupier of which are a deliberate mockery and perversion of
a given throne, to allow him to speak. all justice, celestial, human and infernal. These are
found at the Court of Bountiful Injustice.
† Each throne has a crystal sphere in front of
it, which a telepathic creature can mentally The purpose of the demons’ court is simple. There
instruct to glow blue or red. The occupants is no appeal for a soul that has been condemned to
of the throne use these spheres to cast votes eternal punishment. There is only the accounting
and to call attention to themselves, when they at the Court of Bountiful Injustice. The fiends are
wish to make a point or raise an objection. – theoretically – open to bribes to win freedom for
a damned soul. In truth, the best fate that can be
† The power of the Auditorium is such that won is a kingship amid the flames or a position in
its proceedings can be relayed to the upper the armies of the Infernum, following the process of
world, in such a way that any creature on the infernal transfiguration. The only real purpose of
upper level of the Infernum can witness what the Court is to calculate how large the bribe should
happens. When this mode is active, the fire- be. Refer to The Customs Of Hell for guidelines

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regarding this. barring your way that you know the law
better than it does. Diplomacy checks are
The massive courthouse is a labyrinth of tunnels required everywhere within the Court. The
scratched into the rock. This labyrinth is of typical DC for a Diplomacy check to gain
immense complexity, as it is a direct manifestation access to a trial, to find out the appropriate
of the complexity of the laws and precedents related bribe to set a creature free or to meet with
to bribing the nalfeshnee judges. Subsidiary one of the demonic officials is 30.
labyrinths contain the thousands of scrolls and
tomes that detail the sale of souls, and souls are
traded in the Tattered Market above the labyrinth. T he Ta t t er ed Ma r ket
Lawyers and orators are common in the tunnels Like a patchwork quilt of ragged scraps thrown in
surrounding the Court, hawking their skills and haste across the floor of a cave, the tents and canvas
(lack of) virtues to prospective bribers. The gold or stalls of the Tattered Market lie in eternal hubbub
magic given in bribes is funnelled back to the other across a vault beneath the surface of Hell, close by
planes, to fuel the schemes of the emissaries of Hell the heart of the demon lands. A vast open staircase
or other fiendish agents. in the central square corkscrews down into the
deeper dark, where raised voices argue in the Court
The following special rules apply within the Court of Bountiful Injustice.
of Bountiful Injustice:
The commodities bought and sold in the Tattered
† Entrances to this plane can be found all over Market are primarily of one kind: damned souls.
demon territory. It is easy to gain access to Specimens that have been captured, tricked into
the Court. The main entrance is found in the entering Infernum, cultivated or stolen from the
centre of the Tattered Market. devils’ soul trawlers are all displayed here for those
who wish to buy. Other delicacies, such as flasks
† Violence within the Court is expressly of hell-broth, can be had for the right price. What
forbidden, unless you are an authorised passes for order in the market is maintained by a
bailiff. The demons are not lawful but even force of glabrezu, under the overall command of
they recognise the authority of the bailiffs. A the balor Mezuk. The atmosphere is that of a slave
bailiff is recognised by the silver pentagram auction. Souls are sold based on their endurance,
that he is allowed to wear, as a badge of his their attractiveness and (most importantly) the
office. Most bailiffs are nalfeshenees and degree of their corruption, since the most depraved
mariliths, though some hezrou qualify for of souls are the best source for hell-broths. Innocent
the office. The job of the bailiffs is to keep souls, who can be used to make Sorrow, fetch an
the Court free from disruptions and throw even higher price.
anyone who causes trouble out of the plane.
As with all proceedings in the Court, the The following special rules apply in the Tattered
bailiff’s authority can be had for the right Market:
price. Bribing a bailiff to look the other
way for a moment typically costs 1d6x100 † Entrances to the plane usually look like
gold pieces. Garnering yourself a bailiff’s the hastily erected opening into a merchant
badge costs 15,000 gold pieces and requires stall. They are made from sticks and twine,
a successful Diplomacy check (DC 30). If apparently thrown together in a hurry. They
you are willing to pay 25,000 gold pieces, can be found in any subsidiary market in any
you can dispense with the need for the demon city. Entrances are also occasionally
Diplomacy check. found in markets on the Prime Material
plane. These are erected by the demons,
† Creatures within the Court are not obstructed in the hope of drawing in lost children,
by the threat of violence but by the monstrous curious wanderers, thieves seeking a hiding
demon bureaucracy. This is so recondite, place and other hapless souls. Those who
Byzantine and meaningless that it is next to follow mysterious veiled women down dark
impossible to make any headway within it alleyways sometimes never come out. There
unless you can make yourself out to be an may be a serpent’s tongue flickering under
authority, or at least convince the demon the veil, and more than one pair of graceful

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LOWER LEVELS

arms. find themselves met with a twenty-foot heart


looming out of the whiteness or an image of a brain
† The whole plane reeks of misdirection, sliced in two, or a gigantic eyeball. Every once in
concealment and blather. Whether a horned a while, a scream echoes through the pale corridors
merchant is trying to distract you from and fades away.
the flaws in his merchandise or a sinuous
demoness is making advances just so that Where the corridors meet, a flesh golem stands,
her consort can pick your pocket, they have silent and attentive. These golems wear stark white
the chaos and confusion of the market on gowns. Some are dressed in the habits of those
their side. It is simply not the kind of place monks and nuns who care for the sick. Creatures
where one can see through to the truth of who make undue amounts of noise, or who the
things. All Sense Motive skill checks made golems recognise as ‘patients’, will be escorted
here suffer a –2 circumstance penalty. back to their cells; other creatures will be left
unmolested, though the golems defend themselves
† By ancient covenant, entertainers are not to if attacked. The golems have maximum hit points
be ripped apart and eaten within the Tattered for their size but are otherwise identical to those in
Market, no matter what their alignment may Core Rulebook III.
be. The demons that run the market know
the value of a good performance; it brings in This level of Hell is home to the tormentors, for
the punters and helps the day along. Thanks which see Devil Species. They use this endless
to this tradition, any creature who can prove hospital to practice their medical researches,
itself worthy to be considered an entertainer bringing creatures here from all planes and spending
is allowed to remain in the market along with hours slicing them up into their component organs.
up to two companions, on condition that it The following special rules apply within the Surgery
provides a show for the assembled crowd. level:
A sinew wood stage stands in the centre of
the Tattered Market for this purpose, with † All Move Silently skill checks suffer from
the dismembered remains of inadequate a –4 circumstance penalty, because of the
entertainers piled up around it. In game terms, manifold echoes.
one can prove oneself to be an ‘entertainer’
to the satisfaction of the demons by making † The sterile conditions mean that creatures
a successful Perform check (DC 25). Failure heal much faster. All Heal skill checks and
means that the crowd thinks you would make Fortitude saving throws to recover from
a better addition to the butcher’s stall than disease are made at a +2 circumstance
the performers’ guild. Depending on the bonus.
preceding events, this DC may be raised or
lowered by 2; evil characters have an easier † Any mad thaumaturgist wishing to bring a
time of it, while good characters have much creation to life is in the perfect place to do so.
more to prove. Flesh-based constructs, such as flesh golems,
built here in the Surgery are automatically
created with maximum hit points for their
T he Surg e ry An d size.
Di ssec t i o n Ro o m s
This level is made up entirely of stark white A s y lum
corridors, opening on to cubical rooms. The air The level of Hell called simply Asylum, part of the
smells of a chemical tang and the lighting comes demon territory, is the permanent home of those
from fluorescent panels in the floor. Everything is who were taunted or encouraged by ‘voices’ while
horribly sterile. Characters walking here find that in life until they did unspeakable, sinful things. The
their footsteps echo and their breath fogs in the truly mad are of course not evil, because they are not
cold. responsible. They have happier planes of their own
on which they abide. Asylum is reserved for those
The walls are all but featureless, broken in places who surrendered to the temptation of madness, to
by a huge (and garishly coloured) illustration of a give themselves the freedom that they desired, the
bodily organ. Characters turning a corner might

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freedom to work evil. carven skeletons holding scythes and hourglasses,


images of weeping figures being hauled away,
Asylum is an endless array of twisted, haphazard ravens perched pensively on skulls and similar
structures. Windows are lopsided, doors are baroque images expressing the futility of life and
trapezoid instead of rectangular and ladders lead the inevitable eternity of damnation.
up and down from one ledge to another. The place
is painted in dazzling primary colours. Inside the The clock has but a single hand, fashioned as an
structures live the damned, carrying out the same actual human hand with a pointing finger. It is
rituals they did in life: they scream, they rend their divided into twelve regions as a normal clock is but
hair, they smear blood and filth on their walls and instead of numerals, the phrase ‘Too Late’ is written
they randomly attack one another. All of the damned in Gothic script in each section. The hand moves
that are resident here act as if they were under the on every 5 minutes (50 rounds) but always points to
influence of a permanent confusion effect. the words Too Late. A metronome-like device rocks
back and forth above the face, emitting the hollow
The custodians of the insane damned are equally tick-tock noise that great clocks make, its needle
mad themselves. These are the raving demons and pointing alternately to the words ‘ever’ and ‘never’.
the cacodaemons, for which see Demon Species.
Set above these in authority are a special detachment The following special rules apply within the Hall
of demon clowns, who are responsible (the term is of Regret:
used loosely) for keeping the residents of Asylum
under control by terrifying them into submission. † There is one and only one entrance to the
Hall. According to legend, it is in one of
The following special rules apply within Asylum: three possible locations; beneath the hellglass
palace of Irania of House Astyanath, behind
† The architecture and layout of the place the entrance that the Princes of Hell use to
does not conform to the usual conventions access the Auditorium, or behind a panel
of reality. You can go up a ladder and come in the nalfeshenee judges’ chambers in the
out beneath the point where you started, or Court of Bountiful Injustice. The Games
walk through one door and come out through Master may choose which, if any, of the
another at ninety degrees to it. legends is correct.

† The irrational environment, with its failure to † The clock is an artefact of outrageous power.
observe the laws of geometry, rapidly takes The whole of the Hall of Regret is influenced
its toll on the sanity of creatures who come by it. Within the hall, a permanent time stop
here. Every hour that a creature spends in effect is in place. Those souls held prisoner
Asylum, it must make a Will saving throw here are more thoroughly damned than their
(DC 25) or begin to suffer from encroaching miserable counterparts outside, as their
madness. Failure costs the creature 1 point of torment is an eternity within an eternity. The
permanent Intelligence and Wisdom. Failure hall is sealed off from all other planes and
by more than 5 causes the creature to suffer may only be entered by means of one door.
from confusion as per the spell cast by a 20th A creature that leaves the Hall of Regret
level caster. Creatures of chaotic alignment, comes out the very round after it went in,
fiends of any alignment and beings that are whether it spent ten minutes or a thousand
already mad are immune to this effect. This years inside.
is a mind-affecting effect and a supernatural
emanation of the plane.

The Hal l o f Re g re t
A gigantic clock face dominates the Hall of Regret,
twenty feet across. This is set in a background of

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THE CREATURES OF HELL

The Creatures attacks any living prey it encounters. A swarm deals


2d6 points of damage to any creature whose space it
occupies at the end of its move.

Of Hell Combat

T
he creatures detailed here are neither demons Disease (Ex): Any creature that suffers damage from
nor devils but the native life forms of the a banefly attack must make a Fortitude saving throw
Infernum. They are very rarely encountered on (DC 12) or be exposed to slow putrefaction, a grisly
other planes, when rifts bring them through or natural disease that eats away the flesh (incubation period
gateways allow them passage. 1d4 days, damage 1d4 Strength). The corpse of a
creature that dies from slow putrefaction releases a
new banefly swarm 1d4+2 days after death, unless the
Ban efl y Sw arm body is burned, dissolved or otherwise destroyed.
Diminutive Vermin (Evil, Extraplanar, Swarm)
Hit Dice: 6d8–3 (24 hp) Distraction (Ex): Any living creature that begins its
Initiative: +8 turn with a banefly swarm in its space must succeed
Speed: 10 ft. (2 squares) fly 30 ft. (poor) on a Fortitude save (DC 16) or be nauseated for 1
AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/–
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction,
disease
Special Qualities: Darkvision
60 ft., hive mind, immune to
weapon damage, resistance to
fire 10, swarm traits
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 1, Dex 19, Con
8, Int 6, Wis 10, Cha 2
Skills: Listen +4, Spot +5
Feats: Improved Initiative,
Iron Will, Toughness

Environment: Infernum
charnel pits
Organisation: Solitary, cloud
(2–7 swarms), or plague (11–20
swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful
evil
Advancement: None
Level Adjustment: —

Baneflies are fat, bluebottle-like


insects that stink of the midden
and have bright green eyes.
They move in clouds over the
charnel pits of Hell, breeding on
the decayed remains of mortal
creatures that have strayed there.
A banefly swarm surrounds and

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round. The save DC is Constitution-based


and includes a +4 racial bonus.

Hive Mind (Ex): A banefly swarm with at


least one hit point per Hit Die forms a hive
mind, giving it an Intelligence of 6. When
a banefly swarm’s hit point total is reduced
below this threshold, it becomes mindless.

Skills: A banefly swarm has a +4 racial


bonus on Listen and Spot checks.

Bil e Du c t
Colossal Aberration (Evil, Extraplanar,
Lawful)
Hit Dice: 24d8+240 (348 hp)
Initiative: +0
Speed: 0 ft.
AC: 6 (–8 size, –4 Dex, +8 natural), touch
1, flat-footed 6
Base Attack/Grapple: +18/+47
Attack: Slam +25 melee (3d8+19 plus 1d6
acid)
Full Attack: Slam +25/+20/+15/+10 melee
(3d8+19 plus 1d6 acid)
Space/Reach: 100 ft./5 ft.
Special Attacks: Creeping bile, spawn bile
devil
Special Qualities: Absorb bile devil, blind,
damage reduction 20/good, immunity to fire,
acid, disease and poison, resistance to cold
20, SR 25, tremorsense 200 ft.
Saves: Fort +20, Ref +4, Will +17
Abilities: Str 36, Dex 2, Con 30, Int 4, Wis
12, Cha 3
Skills: Listen +28
Feats: Improved Initiative, Blind-Fight,
Great Fortitude, Iron Will, Alertness,
Endurance, Improved Natural Attack,
steams, giving off a vile odour like stomach juices
Weapon Focus (slam), Greater Weapon Focus (slam)
and bubbling with livid yellow goo. This central hole
is one of Hell’s bile ducts. It is a living thing; the hole
Environment: The Infernum
leads down through a ring of flesh to an underground
Organisation: Solitary, attended by bile devils
stomach, as wide across as the crater and full of
Challenge Rating: 10
creeping bile, for which see below. This stomach is
Treasure: 1/10th coins, 50% goods (no non-metal or
the home of multiple bile devils. The statistics above
non-stone), 50% items (no non-metal or non-stone)
are for the whole creature of which the bile duct is
Alignment: Any evil
merely the mouth. The stomach produces new bile
Advancement: —
devils constantly, growing them like embryos from
Level Adjustment: —
its walls.
There are certain craters in the surface of Hell,
When the duct feels creatures walking across its
between two hundred to three hundred feet across,
surface (using its Tremorsense special ability) it
that have half-dissolved skeletons lying in them.
prepares to spout bile and ensnare them. It will
At the centre of each crater, a ten-foot wide hole

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THE CREATURES OF HELL

usually wait until the creature or creatures are right


up next to the central crater before erupting, as this
B ile D ev il
Small Outsider (Evil, Extraplanar, Lawful)
gives them much less of a chance to evade the bile
Hit Dice: 6d8+18 (45 hp)
eruption.
Initiative: +8
Speed: 50 ft. (10 squares)
It is impossible to attack any part of the bile duct
Armour Class: 22 (+8 Dex, +3 natural, +1 size),
unless you descend into the stomach. This is always
touch 19, flat-footed 14
full of creeping bile. The only other option is to
Base Attack/Grapple: +6/+2
uncover part of the stomach by digging through the
Attack: Bite +14 melee (1d4 +1d6 acid)
rock or opening it up somehow.
Full Attack: Bite +14 melee (1d4 +1d6 acid) and 2
claws +9 melee (1d3)
A bile duct’s natural weapons count as evil-aligned
Space/Reach: 5 ft./5 ft.
and lawful-aligned for the purpose of overcoming
Special Attacks: Acid spit
damage reduction.
Special Qualities: Damage reduction 5/good,
darkvision 60 ft., immunity to acid and poison,
Combat
Blind: A bile duct has no eyes. It tracks
enemies through Tremorsense and by
listening to them to judge their position.
All enemies attack the bile duct as if they
were invisible. However, bile ducts
are capable of attacking opponents
efficiently even though they cannot see
them; note the bile duct’s Blind-Fight feat
above.

Creeping Bile (Ex): A bile duct ejects


enormous quantities of creeping bile from
itself. It is always full of creeping bile.
See the Infernal Equipment chapter for
more details.

Spawn Bile Devil (Su): A bile duct may


take a full-round action to spawn 2d4 bile
devils from its stomach lining. Each
spawned devil reduces the duct’s total hit
points by 3.

Absorb Bile Devil (Su): As a full-round


action, a bile duct may absorb any bile
devils that are inside its stomach back
into itself by releasing a special enzyme.
The duct heals 3 hit points of damage for
every devil that it absorbs. It may absorb
any number of bile devils in a round,
all of which must be inside the duct’s
stomach region.

Tremorsense (Ex): The bile duct can feel


vibrations made by creatures walking on
the ground above it. It can automatically
pinpoint the location of anything that is
in contact with the ground within 200
feet of itself.

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THE CREATURES OF HELL

resistance to cold 5 and fire 5, SR 7 Full Attack: 4 branches +16 melee (1d8+10)
Saves: Fort +8, Ref +13, Will +6 Space/Reach: 15 ft./15 ft.
Abilities: Str 10, Dex 26, Con 16, Int 6, Wis 12, Cha Special Attacks: Improved grab, lightning blast,
10 constrict 1d8+15
Skills: Hide +8, Jump +6, Listen +5, Move Silently Special Qualities: Darkvision 60 ft., fire healing,
+5, Spot +10, damage reduction 10/cold iron or good, resistance to
Feats: Weapon Finesse, Dodge, Mobility cold 10, rooted, immunity to disease, electricity and
poison, SR 15
Environment: Bile duct craters Saves: Fort +12, Ref +4, Will +4
Organisation: Cluster (2–8) or swarm (6–36) Abilities: Str 30, Dex 13, Con 20, Int 13, Wis 12,
Challenge Rating: 5 Cha 18
Treasure: None Skills: Intimidate +17, Listen +14, Spot +14
Alignment: Always lawful evil Feats: Weapon Focus (branch), Combat Expertise,
Advancement: 7–12 HD (Medium) Improved Surface Bash, Power Attack
Level Adjustment: —
Environment: The Infernum, forests on evil-aligned
Bile devils are the product of bile ducts. They are planes
hardly even worthy of the title ‘devil’, as their sole Organisation: Solitary or grove (1–4)
function is to eat and relay food back to the great Challenge Rating: 10
bile-pumping stomach where they were born. They Treasure: Standard
live only to serve the monstrosity that birthed them, Alignment: Any evil
though they are not above performing acts of cruelty Advancement: 11–16 HD (Huge), 17–21 HD
and malice to please themselves. They are yellow, (Gargantuan)
rubbery creatures with blistered skin and watery eyes, Level Adjustment: —
moving by scurrying and hopping about.
Night-oaks resemble leafless black trees, with
Bile devils are extremely cowardly and will not attack skeletal branches and thick trunks. Two gnarled boles
if outnumbered, retreating instead to the bile duct. If in the centre of the night-oak function as eyes. Night-
they have at least twice the numbers of their attackers, oaks preside over the forests of Hell, hunting down
they will make a mass charge, taking full advantage damned souls who try to use the forests as a haven
of their abilities. Those devils at the back will spit or an escape route. They often grow on the edges
at the opponents, while those at the front pounce of precipices or on high promontories, as they have
forward and rip at them. an especial fondness for seizing fugitive souls and
hurling them back down to damnation. The charnel
A bile devil’s natural weapons and any weapons that pit (see Chapter 2, Geography of the Infernum) has
it wields count as evil-aligned and lawful-aligned for night-oaks standing as sentinels around the outside,
the purpose of overcoming damage reduction. waiting for souls to clamber up the sides just so
they can grab them and fling them all the way down
again.
Combat
Acid Spit (Ex): Bile devils constantly drool streams
of corrosive juice, which adds acid damage to their Combat
bite attack. A bile devil may attempt to spit a gob Constrict (Ex): A night-oak deals1d8+15 points of
of acid at a target as a ranged attack. The range damage with a successful Grapple check.
increment is 10 feet and the damage is 1d6 acid.
Improved Grab (Ex): To use this ability, a night-oak
must hit a Large or smaller opponent with a branch
N igh t - Oak attack. It can then attempt to start a grapple as a free
Huge Plant (Evil, Extraplanar, Lawful) action without provoking an attack of opportunity. If
Hit Dice: 10d8+50 (95 hp) it wins the grapple check, it establishes a hold and can
Initiative: +1 constrict, lightning blast or hurl the opponent, so long
Speed: 40 ft. (8 squares) as the opponent is of the requisite size and weight.
Armour Class: 17 (+1 Dex, +8 natural, –2 size), Night-oaks have a +4 racial bonus on Grapple checks,
touch 9, flat-footed 16 which is already included in the statistics block.
Base Attack/Grapple: +7/+29
Attack: Branch +16 melee (1d8+10)

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points of magical fire damage dealt to the


creature causes one point of magical
healing. Noble devils that keep night-
oaks on their estates use their scorching
ray spell-like abilities to replenish the
creatures’ energy at range.

Rooted (Su): Night-oaks spend


their days with their roots driven
deep into the scarlet soil of Hell,
drawing up unholy nourishment from
that accursed earth. While a night-oak is rooted, it
cannot move at all, though it can still defend itself.
A rooted night-oak benefits from fast healing of
10 points per round and can use its lightning blast
ability against grappled opponents, for which see
above.

A rooted night-oak can uproot itself if it needs to


move, such as to relocate itself, pursue foes or make
a tactical retreat. The night-oak must take a move
action to pull its roots up. It may re-root itself if it
chooses to do so but must take a full-round action
to achieve this. A night-oak may not root itself on
rock, hellglass or on any other surface that cannot be
penetrated by roots.

If a night-oak is rooted in the soil of any


other plane than Hell, it does not benefit from
Lightning Blast (Su): its fast healing ability or from its lightning
Night-oaks can call down bolts of blast ability. A creature may attempt to uproot
lightning to smite opponents that a night-oak against its will. To achieve this, a
are ensnared in their branches. To do this, it must successful Grapple check must be made against the
succeed in a Grapple check against the opponent. night-oak, which gains a +4 circumstance bonus to its
The lightning blast strikes down from the sky Grapple check when resisting forcible uprooting.
overhead; if the night-oak is indoors for whatever
reason, or the sky is not filled with clouds, the night- New Grappling Manoeuvres
oak cannot use this ability. The blast of lightning
deals 6d8 electrical damage, with a Reflex saving
Bashing An Opponent Against A Surface
During a grapple, combatants often take advantage of
throw (DC 19) allowed for half damage. The save
hard surfaces to do extra damage to their opponents.
DC is Charisma-based. Once the night-oak has used
A human grappling another human will slam his
its lightning blast ability, it cannot use it again for 1d4
enemy’s head into the floor or into a nearby wall.
rounds. A night-oak cannot constrict an opponent
Creatures with flexible tentacles, such as ropers, will
and lightning blast him on the same round, nor may it
get a grip on enemies and then pound them into the
call down lightning against any opponent other than
ground. A giant that has a person in its grasp will
one that it has grappled. Note that lightning called
smash him on a cave wall to finish him off quickly,
down from the skies of Hell by a night-oak counts as
like an animal breaking a bone to get at the marrow.
evil-aligned for the purpose of overcoming damage
Those monsters with the constriction special ability
reduction. A night-oak must be rooted in the soil of
(or one of its variants, such as rend) can exert
the Infernum to use this ability.
greater force against a grappled opponent and deal
additional damage that way but any creature can
Fire Healing (Su): Unlike most plants, night-oaks
take advantage of the environment to hurt a grappled
love fire, relishing the occasional ember showers
opponent. Bashing an opponent against a surface
that fall from the Infernal skies. Ordinary fire does
offers an opportunity to deal more damage to them
not harm the creature at all. Magical fire damage
but increases the likelihood that they will slip out of
nourishes and fortifies the night-oak. Every two
your grasp.

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To bash an opponent against a surface, you make a


grapple check as if you were attempting to deal your
usual unarmed strike damage against them. However,
instead of the usual amount of damage, you apply
your usual unarmed strike damage for the impact
plus one and a half times your Strength ability score
modifier. This damage is lethal by default. If you
wish to make the damage non-lethal, you invoke a –4
penalty to your Grapple check.

Once you have attempted to bash your opponent


against a surface, your grip is slightly weaker
in the next round, whether you are successful in
your bashing attempt or not, as you are shoving
your opponent away from you. You receive a –4 throws a smaller friend over a wall. The following
circumstance penalty to all Grapple checks against rules are used when you hurl a creature from you.
that opponent for the whole of the next round.
To hurl a creature, you must be at least two size
You must, of course, have a hard surface within the categories larger than it is. A storm giant can hurl a
space that you and your grappled opponent occupy human, while an ogre can hurl a halfling. A creature
in order to use this move. Creatures that have strong must have hands, claws, tentacles or a similar
grips (a high Grapple check modifier) can use this grasping body part to hurl an opponent. If it only has
move again and again in order to smash enemies to a bite, sting, gore or similar attack, it cannot do this.
bits.
You cannot hurl a grappled opponent if their weight
N ew M o n s t e r Fe at (including all the gear they are carrying) amounts to
more than a Light load for your Strength ability score.
Improved Surface Bash For example, a treant with a Strength ability score of
Prerequisite: Dex 13, Str 17 29 cannot hurl an opponent who weighs more than
Benefit: The creature is accustomed to holding 466 pounds.
tightly on to creatures while whacking them against
hard surfaces in order to do more damage to them. You must be grappling the opponent in order to
The creature only suffers a –2 penalty to Grapple make a hurl attempt. To attempt to hurl him, make a
checks against an opponent it has bashed against a Grapple check. If the opponent is willing to be hurled,
surface in the subsequent round, instead of the usual then he does not make any opposing check and begins
–4 penalty. his flight through the air. If he is attempting to hang
on, then he makes a Grapple check to oppose yours.
Success means that the grapple continues and he is
Hurling A Grappled Opponent not flung; failure means that he is flung. If you are
The largest of Hell’s devils, such as the behemoths attempting to throw the grappled creature at a specific
and the steam devils, like to snatch up opponents of target (such as an opening) then make a ranged attack
Medium or Small size, such as human heroes, and roll at a –4 nonproficiency penalty, as if the grappled
dash their brains out against cliffs or hurl them into
the flaming sea. It is much quicker to do this than
to waste time fighting them all. Even when you can
Hurling Opponents
grapple an armoured paladin and slowly crush him Grapple Check Excess Distance Thrown
to death, such tactics are much less satisfying than Less than 9 10 feet
flinging him high into the sky and then watching 10–15 20 feet
him plummet and splatter across the rocks. Some 16–20 30 feet
creatures of the upper world, such as giants, also use 21–25 50 feet
this manoeuvre. Even humans have been known to 26–30 70 feet
do it; if you happen to have Improved Grapple, then
31–35 100 feet
grabbing a venomous creature, such as a snake, and
hurling it out of the window can be quicker than 36–40 130 feet
finding a weapon to stab it with. Hurling can even 41–45 160 feet
be used co-operatively, such as when a large creature 46–50+ 200 feet

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creature were a thrown weapon. If you miss, then


refer to the thrown weapon chart in Core Rulebook I
R o s es o f H ell, (B la c k)
Medium Plant (Evil, Extraplanar, Fiendish,
to see in which direction the thrown creature lands.
Lawful)
Hit Dice: 8d8+11 (47 hp)
When you throw a creature, the amount by which
Initiative: +4
your Grapple check result exceeds your opponent’s
Speed: 0 ft.
determines the distance the opponent is flung.
Armour Class: 20 (+4 Dex, +6 natural), touch 14,
Consult the table below. The result is the distance the
flat-footed 16
hurled creature covers in its trajectory. If you throw
Base Attack/Grapple: +6/+12
the creature laterally, such as by pitching it across
Attack: Thorn lash + 10 melee (1d4+2 plus poison
open ground and it strikes no obstacles en route, then
and energy drain)
it suffers falling damage on impact as if it had fallen
Full Attack: 2 thorn lashes +10 melee (1d4+2 plus
half the distance that it has travelled; so, a creature
poison and energy drain)
thrown 200 feet laterally would suffer 10d6 falling
Space/Reach: 5 ft./5 ft.
damage.
Special Attacks: Energy drain, fascination, blood
drain, poison, stupefying scent, spectral projection
If you throw the creature straight up into the air, it
Special Qualities: Plant traits, darkvision 60 ft., DR
travels the total distance indicated by your Strength
10/magic, resistance to cold 10 and fire 10, SR 13
check before beginning to fall, dropping all of the
Saves: Fort +7, Ref +6, Will +3
initial distance plus your total height. So, if a giant,
Abilities: Str 14, Dex 19, Con 12, Int 10, Wis 12,
20 feet tall, threw a creature directly upwards and had
Cha 18
a result of 40 feet, the creature would fall 60 feet and
Skills: Listen +12, Spot +12
suffer falling damage accordingly.
Feats: Weapon Finesse, Toughness, Power Attack
If you hurl a creature into a solid object, such as a
Environment: Evil-aligned planes
wall, a rock face or another creature, then it suffers
Organisation: Solitary, cluster (2–4) or floral border
damage as if it had fallen the whole distance, because
(4–12)
of the speed at which it is travelling. For example, a
Challenge Rating: 7
creature thrown for an indicated distance of 70 feet
Treasure: 1/10th coins; 50% goods; 50% items
that smashes into a brick wall after 20 feet still suffers
Alignment: Neutral evil
7d6 damage. Creatures that have been hurled are
Advancement: 8–16 HD (Medium), 17–25 HD
entitled to make a Jump or Tumble check to reduce
(Large)
the damage (see the section on falling damage in Core
Level Adjustment: —
Rulebook II) as if they had fallen.
Much more rare than the red roses of hell are the
Flying creatures that are hurled through the air are
exquisite black roses. These have an unearthly
better able to resist the effects, as they are used to
beauty about them, each petal incandescent with
being airborne and can slow themselves down. A
blackly luminous blushes, with the faint image of
flying creature that succeeds in a Reflex saving throw
the face of a bewitching female devil moving within.
(DC 10 plus half the hurling creature’s Hit Dice
Black hell-roses drain not only blood but life energy
plus its Strength ability score modifier) can halve
away from their victims.
the total distance travelled when an opponent hurls
it. Creatures receive a bonus to their Reflex saving
The black roses are one of the rare neutral forces in
throws based on their manoeuvrability: Perfect +8,
Hell. They do not owe allegiance either to the devils
Good +4, Average +2, Poor +0, Clumsy –4. In
or the demons. The only creatures they respect are
addition, a flying creature that is hurled laterally
the briar devils, with whom they have empathy. This
or straight upwards does not fall to earth like other
has given the devils the edge over the demons and
creatures once it has travelled to the limit of the
allowed them to establish settlements in regions
throwing distance. Flying creatures do not usually
where the roses grow.
have much to worry about from hurling attacks but
there is always the danger that a strong creature will
Creatures slain by the black rose’s energy drain
grab them and fling them against a solid surface.
attack may arise 24 hours later (1 chance in 4) as
rose vampires. These are identical in most respects
to vampire spawn, for which see Core Rulebook
III, with the following differences. They are under

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the control of the rose bush, which uses them as


guardians and food-gatherers. Rose vampires always
R o s es o f H ell, (R ed )
Medium Plant (Evil, Extraplanar, Fiendish)
have porcelain-white skin, whatever their original
Hit Dice: 6d8+3 (30 hp)
skin colour may have been, jet-black hair and bright
Initiative: +3
red lips. They gain the stupefying scent supernatural
Speed: 0 ft.
ability, which is constantly active and does not
Armour Class: 16 (+3 Dex, +3 natural), touch 13,
require any effort on the rose vampire’s part to use.
flat-footed 13
Depending on the vampire spawn’s other abilities,
Base Attack/Grapple: +4/+9
this may increase its Challenge Rating by one.
Attack: Thorn lash +7 melee (1d4+1 plus poison)
Full Attack: Thorn lash +7 melee (1d4+1 plus
Combat poison)
Blood Drain, Flexible, Poison, Stupefying Scent: Space/Reach: 5 ft./5 ft.
The black rose has the same abilities as the red rose, Special Attacks: Blood drain, poison, stupefying
for which see below. Saving throw DCs against scent
poison and scent are 17 and 15 respectively. Special Qualities: Plant traits, darkvision 60 ft., DR
5/magic, resistance to cold 5 and fire 5, SR 11
Energy Drain (Su): The black rose’s thorn lash Saves: Fort +5, Ref +5, Will +3
bestows two negative levels on the victim. Each Abilities: Str 12, Dex 16, Con 10, Int 4, Wis 12, Cha
negative level bestowed grants the black rose 5 14
temporary hit points. The black rose may use its Skills: Listen +10, Spot +10
energy drain ability once per round. Feats: Weapon Finesse, Toughness

Fascination (Su): As a standard action, the rose may Environment: Evil-aligned planes
open one of its blooms, revealing the full glory of the Organisation: Solitary, cluster (2–4) or field
flowers to a target within 50 feet. Looking into this (10–60)
spellbinding vortex of darkness is captivating and the Challenge Rating: 5
target creature must make a Will saving throw (DC Treasure: 1/10th coins; 50% goods; 50% items
18) or be fascinated for as long as the bush sustains Alignment: Neutral evil
the effect. The saving throw DC is Charisma-based. Advancement: 7–12 HD (Medium), 13–25 HD
The bush does not need to concentrate to maintain the (Large)
fascination. It can fascinate one creature at a time per Level Adjustment: —
3 Hit Dice it possesses.
The roses of Hell are of the most rich, silken scarlet
Spectral Projection (Su): At will, as a free action, to be seen anywhere in the planes. Hell is not without
the black rose may project a major image of a tall, some specimens of beauty and its roses are without
white-clad elven or human female, as if produced doubt one such. Beneath their luscious blooms are
by a 12th level caster. This is the ‘soul’ of the black thorns as thick as your thumb, with hollow points.
rose bush, given illusory form. Those who are brave The roses use these to feed. They thrive on blood and
enough to examine the rose petals closely realise that do not especially care where they get it. They will
the spectral projection has the same face that appears attack devils and demons as readily as they attack
in the petals. mortals and the damned. Noble devils wanting these
roses in their estates employ briar devils to tame them
The bush uses this image to communicate with first. House Astyanath has a special love of these
those around it. Unlike red bushes, black bushes are roses and incorporates them into its torture devices,
intelligent and can be bargained with. The black rose creating living frames on which souls are hung, with
bush will often use its spectral projection ability to the roses’ briars twined in and out of their bodily
make it appear that the figure is under attack from the openings.
rose, thus coaxing good-aligned creatures to come to
the rescue. The spectral projection has a range limit
of 50 feet. A creature that interacts with it may make
Combat
Flexible: The roses’ snaking, twining briars are
a Will saving throw (DC 17) to disbelieve the illusion.
especially suited for ensnaring foes, giving the rose
The saving throw DC is Charisma-based.
bush a +4 racial bonus to Grapple checks.

Blood Drain (Ex): The roses use their long, sharp,


hollow thorns both to inject poison into their victims

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THE CREATURES OF HELL

and to suck out their is 15, including a


lifeblood. They can drain +2 racial bonus. The
blood with a successful Grapple saving throw DC is
check. If a rose successfully pins an Constitution-based. A creature
opponent, it drains blood, dealing 1d4 points of that fails its saving throw falls asleep for 1d6x10
Constitution drain each round. With each successful minutes. Slapping or wounding a creature that is
blood drain attack, the rose bush gains 5 temporary sleeping because of poison does not automatically
hit points. wake them. Every such attempt allows the creature
to attempt a new Fortitude saving throw (DC 25) to
Stupefying Scent (Su): The heady aroma of the waken. One such attempt can be made per round.
roses confuses the perceptions of those who come
close to them. It is so thick as to be intoxicating. Smite Good (Su): Once per day, the bush can make a
A creature coming within 30 feet of a rose bush normal melee attack to deal an additional +6 damage
must make a Fortitude saving throw (DC 13) or be against a good foe.
intoxicated for as long as it remains in the area and
for 1d4 rounds afterwards. An intoxicated character
suffers a –2 competence penalty to all attack rolls, S lug s O f I n a n it y
skill checks and Armour Class. The saving throw Large Outsider (Evil, Extraplanar, Lawful)
DC is Constitution-based. This is an inhalant poison Hit Dice: 8d8+35 (71 hp)
effect, so immunities and resistances apply. Initiative: –2
Speed: 20 ft. (4 squares), climb 20 ft.
Soporific Poison (Ex): The bushes have a powerful Armour Class: 17 (–2 Dex, +10 natural, –1 size),
natural weapon in their venom. When they deal touch 7, flat-footed 17
damage to a creature, they pump it full of toxins that Base Attack/Grapple: +8/+17
remove the pain of the wound and send the creature Attack: Bite +12 melee (2d6+7 plus disease)
to sleep, so that the bush can continue to feed without Full Attack: Bite +12 melee (2d6+7 plus disease)
interruption. The saving throw DC for the poison Space/Reach: 10 ft./5 ft.

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Special Attacks: Disease, memory erase Some desperately miserable souls actively seek the
Special Qualities: Damage reduction 5/good, slugs out, hoping to have their memories devoured, as
darkvision 60 ft., fast healing 3, immunity to fire the oblivion of memory loss is preferable to knowing
and poison, resistance to acid 10 and cold 10, see in where they are and why there are there. Hell is much
darkness, spell resistance 12 worse if you understand that it is a punishment for
Saves: Fort +10, Ref +4, Will +5 what you did and an eternal separation from the life
Abilities: Str 20, Con 18, Dex 6, Int 4, Wis 8, Cha 14 you used to lead. If you cannot remember anything
Skills: Climb +20, Concentration +15, Listen +10, but Hell, it does not seem so bad, terrible though it
Move Silently +10, Spot +11 is.
Feats: Toughness, Ability Focus (memory erase),
Improved Natural Attack A slug of inanity’s bite attack counts as evil-aligned
and lawful-aligned for the purpose of overcoming
Environment: Deep caves or crevasses in the damage reduction.
Infernum and the Nine Hells
Organisation: Solitary or pair
Challenge Rating: 7 Combat
Treasure: None Disease (Ex): The bite of a slug of inanity transmits
Alignment: Neutral a form of disease known as brain rot, which corrodes
Advancement: 9–16 HD (large), 17–24 HD (huge) the mind of the victim. The Fortitude saving throw
Level Adjustment: — DC to avoid contracting the disease is 18 and is
Constitution-based. Brain rot has an incubation
These monstrous gastropods feed on the intellect period of one day and deals 1d6 Intelligence damage
and emotions of those around them before eating upon the sufferer. A slug of inanity will usually bite
their physical bodies. They resemble pulsing black a victim once and then retreat, returning to the area
slugs with hard chitin domes protruding from their days later in the hope of finding him a stupefied
head parts; these domes protect the slug’s main nerve vegetable that will be much easier to consume.
clusters. Their eyes are burning red globes on stalks.
Memory Erase (Sp): The primary magical attack of a
The slugs of inanity live in the blackest hollows and slug of inanity is its memory erasing blast. It fires this
trenches of Hell, surrounded by the hollow husks as a cone 30 feet wide at the base, emitted from its
of the dead and damned souls who have forgotten eyestalks. All creatures caught in the area must make
who they are. Many of them cling to the walls of Will saving throws (DC 18) or suffer memory loss.
Hell’s chasms, held fast by their gluey undersides, This saving throw DC is Charisma-based.
waiting for souls to fall in. Like the legendary River
Nepenthe, one of the four rivers to run through the To ascertain the effect of a memory erase attack on
Infernum, the slugs of inanity erase the memory of the affected creatures, roll 2d6 and add the affected
their victims. While they move around and feed creature’s Will saving throw modifier, then consult the
upon their victims, they make a sound like lugubrious table below to determine the severity of the memory
sighing, uncannily similar to the groans of a horribly loss. If the creature affected has already suffered
bored person. memory loss from a given slug of inanity, then it does

Memory Erasing
Roll Result Memories Lost
2–3 Victim is stunned for one round. He suffers complete mind wipe; he loses all prepared arcane spells
and recalls nothing at all of his life, including his own name. Permanent.
4–5 Victim is stunned for one round, loses all prepared arcane spells and cannot remember anything of
the last 10 years of his life. Permanent.
6–7 Victim is stunned for one round and cannot remember who he is, who his friends are or anything of
the last 5 years of his life. He loses all prepared arcane spells. Duration 1d6 weeks.
8–9 Victim is stunned for one round. He can remember who he is but not who his friends are nor any of
the events of the previous week. He loses all prepared arcane spells. Duration 1d6 days.
10–11 Victim is stunned for one round. He cannot remember any of the events of the day but remembers
who he is and who his friends are. He loses all prepared arcane spells of higher than third level.
Duration 1d6 hours.
12+ Victim is stunned for one round but suffers no memory loss.

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THE CREATURES OF HELL

A creature that has suffered memory loss


does not lose any experience or gain
any negative levels. It can
defend itself and it not
insane. Lost memories,
whether temporarily or
permanently lost, can be restored with
a greater restoration, heal, limited
wish, miracle or wish spell. Remove
curse does not restore lost memory.
Legends abound of powerful heroes of
the Prime Material plane who set out to
harrow Hell and who were believed
lost, yet who are in fact alive and
suffering memory loss, roaming
the wastelands of the Infernum with
no recall of their former lives. Some
brave souls have even set out to rescue
these legends and restore their memories
to them.

Skills: Like all gastropods, slugs of inanity


cling to surfaces. A slug of inanity has a
+8 racial bonus on all Climb skill checks.

S uic id e W illo w
Huge Plant (Evil, Extraplanar, Lawful)
Hit Dice: 10d8+50 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armour Class: 17 (+1 Dex, +8 natural, –2 size),
touch 9, flat-footed 16
Base Attack/Grapple: +7/+29
Attack: Tentacle +16 melee (1d8+10)
Full Attack: 8 tentacles +16 melee (1d8+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, constrict 1d8+15
Special Qualities: Darkvision 60 ft., damage
reduction 5/good, resistance to cold 10 and fire 10,
immunity to disease and poison, SR 15
Saves: Fort +12, Ref +4, Will +4
Abilities: Str 30, Dex 12, Con 20, Int 13, Wis
12, Cha 18
Skills: Bluff +17, Diplomacy +17,
Intimidate +17
Feats: Weapon Focus (tentacle), Combat
not add its Will saving throw modifier to t h e Expertise, Improved Feint, Power Attack
roll when determining the effects of a subsequent
memory erase attack from the same slug. Repeated Environment: The Infernum, forests
memory erase attacks from the same slug are almost Organisation: Solitary or grove (2–8)
guaranteed to destroy a person’s recall. Once a slug Challenge Rating: 10
has used its memory erase attack, it cannot use it Treasure: Standard
again for 1d4 rounds. Alignment: Always lawful evil

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THE CREATURES OF HELL

Advancement: 11–16 HD (Huge), 17–21 HD If the path leads into a dangerous area, such as over
(Gargantuan) the edge of a cliff or through a region filled with
Level Adjustment: — hellglass spikes, then the victim is allowed a second
saving throw. Captivated creatures can take no
Suicide willows are drab, grey, animate trees with actions other than to defend themselves; they cannot
roughly humanoid trunks that look oddly like attack nor can they run away but they do not suffer
old women or hags, their bodies contorted and any penalty to Armour Class or any other defensive
bent, frozen in a posture of mourning. From their penalty. A victim within 5 feet of the suicide willow
outstretched branches dangle thick, ropy strands. simply stands there in abject misery and does nothing
These have loops at the end that look exactly like to resist the willow’s attack. At this point, the willow
hangman’s nooses. A successful Spot check (DC 25) will attempt to grab the victim with one of its looped
from a distance of at least 30 feet is needed to notice tentacles and choke him to death. The effect lasts for
the loops at the end of the tentacles. as long as the willow keeps up the whispering and for
one round afterwards. A bard’s countersong ability
A suicide willow’s natural weapons count as evil- allows the captivated creature to attempt a new Will
aligned and lawful-aligned for the purpose of saving throw.
overcoming damage reduction.

T it a n ic S t a lker
Combat Colossal Outsider (Evil, Extraplanar, Lawful)
Constrict (Ex): A suicide willow deals 1d8+15 Hit Dice: 36d8+360 (522 hp)
points of damage with a successful Grapple check Initiative: +3
against a Large or smaller creature. As the willow Speed: 80 ft. (16 squares)
seizes its victim by the neck, a creature in the willow’s Armour Class: 17 (+3 Dex, –8 size, +12 natural),
grasp cannot speak nor sing, nor can it cast spells with touch 5, flat-footed 14
verbal components. Base Attack/Grapple: +36/+68
Attack: Slam +46 melee (2d8+16) or trunk slap +46
Improved Grab (Ex): To use this ability, a suicide melee (4d6+8)
willow must hit a Large or smaller opponent with Full Attack: 2 slams +46 melee (2d8+16) and trunk
a tentacle attack. It can then attempt to start a slap +41 melee (4d6+8)
grapple as a free action without provoking an attack Space/Reach: 30 ft./30 ft.
of opportunity. If it wins the grapple check, it Special Attacks: Improved grab, constrict 4d6+24,
establishes a hold and can constrict. Suicide willows trample 2d8+24, spell-like abilities
have a +4 racial bonus on Grapple checks, which is Special Qualities: Damage reduction 10/good and
already included in the statistics block. silver, darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, regeneration 3, see
Whispers Of Despair (Su): Suicide willows are in darkness, spell resistance 32, telepathy 100 ft.
shrouded in an almost palpable aura of bleak misery, Saves: Fort +30, Ref +22, Will +23
the collected sorrow of all those who have taken Abilities: Str 42, Dex 16, Con 31, Int 8, Wis 13, Cha
their own lives and been condemned to the Forest 16
of Suicides. The willows draw upon this sorrow to Skills: Balance +42, Concentration +49, Intimidate
beckon others to their deadly embrace. They may +42, Listen +40, Search +40, Sense Motive +40, Spot
emanate a subtle whispering that has a stupefying +40, Survival +40
effect on the target, drawing him helplessly to the Feats: Power Attack, Cleave, Great Cleave, Combat
willow’s foot where it loops a vine around his neck. Reflexes, Weapon Focus (slam), Greater Weapon
When the willow begins to whisper, all creatures Focus (slam), Improved Bull Rush, Awesome Blow,
within a 300-foot spread other than devils and Dodge, Mobility, Improved Sunder, Iron Will
plants must succeed on a Will saving throw (DC
19) or become captivated. This is a sonic, mind- Environment: The Infernum, The Nine Hells
affecting charm effect. A creature that successfully Organisation: Solitary or herd (3–12)
saves cannot be affected again by the same willow’s Challenge Rating: 16
whispers for the next 24 hours. The save DC is Treasure: None
Charisma-based. Alignment: Lawful Evil
Advancement: 37–72 HD (Colossal)
A captivated victim walks steadily towards the suicide Level Adjustment: —
willow, taking the most direct route available to him.

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THE CREATURES OF HELL

These monsters are among the most enormous found Improved Grab (Ex): To use this ability, a titanic
anywhere in Hell. Distant cousins of the behemoths, stalker must first hit with its trunk slap attack. It can
they resemble fiendish elephants of gigantic size then attempt to start a grapple as a free action without
whose legs have been elongated by stretching, so provoking an attack of opportunity. If it wins the
that the result is like a mammoth crossed with a grapple check, it establishes a hold and can constrict.
cranefly. Standing at their full height, titanic stalkers It may only use this ability against gargantuan or
average seventy feet high. The heads of some of the smaller opponents.
noble devil houses, such as the heads of House Zethu
and House Carthenay, occasionally travel in huge Regeneration (Ex): A titanic stalker takes normal
howdahs dripping with ornamentation on the backs damage from silvered good-aligned weapons and
of titanic stalkers, which travel in procession across from spells or effects with the good descriptor.
the immense infernal plains.
Spell-like abilities (Sp): At will: shout (DC 17),
Despite their titanic size, these creatures are very blasphemy (DC 20), greater dispel magic; 5/day:
agile. Their legs are as thick as tree trunks but move earthquake. The caster level is 18th and the saving
deftly, like those of insects. They can negotiate the throw DCs are Charisma-based.
crumbling mountain slopes and hellglass fields of the
Infernum with little trouble and can wade through Trample (Ex): The titanic stalker’s trample attack
deep lava because of their immunity to fire damage, deals 2d8+24 damage. The DC of the Reflex saving
keeping their passengers unscorched. Titanic stalkers throw to take half damage is 44. This saving throw
and their crews are employed to do battle against DC is Strength-based.
demonic ships close to the devils’ estates, as they can
wade into the flaming sea to a depth of 40 feet and Titanic Stalker Howdah: The howdah that is
still fight without hindrance. customarily mounted on the back of one of these
monstrosities is a small self-enclosed platform
A titanic stalker’s natural weapons and measuring 15 feet square, set in the centre
any weapons that it wields count as evil- of the stalker’s space. Any creature fighting
aligned and lawful-aligned for the from inside it benefits from cover. The usual
purpose of overcoming damage strategy is to fill the howdah with archers and
reduction. spellcasters, who can then assault flying
opponents or those on battlements. The
stalker’s movements are so graceful
Combat that the usual penalties for using
Slam: The titanic stalker ranged weapons while mounted are
attacks by smashing its huge halved. The howdah is likely to be
legs down on opponents. It can crewed by a squadron of erinyes led
make a single slam attack without by a horned devil. A command
causing its passengers any stalker will have a crew made
inconvenience. To make up of a pit fiend general and a
a full attack with both retinue of horned devils.
slams, it has to rear up.
Any creature aboard As the stalker is so tall,
the titanic stalker its passengers will
that is not secured usually rope themselves
in place must make in, securing themselves
a Balance or Climb in position in case the
skill check (DC creature rears or stumbles.
15) or fall from its This requires a Use Rope
perch. skill check (DC 10).
While roped in, a creature
Constrict (Ex): A may not move further than
titanic stalker deals 5 feet from its tethered
4d6+24 damage with position but it is safe from
a successful Grapple falling out if the stalker
check. should rear up.

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THE ORGANISATION OF THE DEVILS OF HELL

The they are careful to be seen to play by the rules at all


times, yet being evil, they exploit these rules to their
best advantage. There is nothing a noble devil likes

Organisation Of more than tricking a foe into becoming the agent of


his own destruction. This is why the noble devils,
unlike the military devils, are so often associated

The Devils Of with contracts, pacts, unfair contests and similar


crooked deals. They hold to their side of the bargain
with compete fidelity; they will never break a deal

Hell but they will insist that the deal is fully honoured,
even if the unfortunate victim did not read the small
print, or failed to understand exactly what he was

T
o the devils, organisation is paramount. Evil
that has no structure to work through is signing up to.
impotent to achieve anything but destruction,
slaughter and havoc, which while they are laudable The Hierarchy of Hell
ends in themselves are not the heights that true evil All of Hell, including the Nine Hells and any part
seeks to attain. of the Infernum under the control of devils, is
ultimately ruled by the Princes of Hell, who are
In the political structure of the devils’ Hell, which detailed later in this chapter. These are the supreme
is fundamentally lawful and keeps each creature in governors, whose leadership determines Hell’s
its place, the noble devils form the citizenry and the entire policy towards the other planes. They form
governing elite, answering to the Princes of Hell and the head of what may be called the executive branch
to their lieutenants. They are the civitas, the bulk of Infernal government.
of the population of Hell. They are organised into
nine great houses, each one of which has estates, Immediately below the Princes in rank are the
holdings, servants, a stock of the souls of the damned Inquisitors, the head of the judicial branch. These
and agents in the upper world. The nine houses are elite devils are a breed of their own, who take no
continually feuding with one another. Each one has part in governing but who see too all the important
its own specific character and interests; these lead judicial matters that arise in Hell. When a devil is
the houses to play perpetual power games, making found to have broken the law, either the Inquisitors
and breaking alliances across the aeons. themselves or one of their appointed representatives
pronounces sentence upon them. Even the Princes
Alongside these runs the hierarchy of the military are technically subject to the Inquisitors where
devils. These are those familiar fiends found in Core judicial matters are concerned.
Rulebook III, such as bearded devils, bone devils and
pit fiends. They are not nearly so humanlike in their The Princes are not only in overall command of
appearance or their habits as the noble devils. Their the populace of Hell; they direct its military forces,
role is that of the standing army of Hell. They are too. Common mortal wisdom and the study of
the dedicated warriors, whereas the noble devils are demonology texts tend to give one the impression
the citizens. that the overall governors of Hell are the pit fiends.
This is only true in a limited sense. The pit fiends
Only the absolute authority of the Princes of Hell, are the undisputed lords of the military devils but
backed up by the fighting power of the military this hierarchy is only one family of fiends, the one
devils, keeps the entire population of Hell from that acts as the strong arm of Hell. The military
dissolving into civil war. It is sometimes said that the devils stand in relation to the noble devils and their
eternal wars between the devils and the demons are families as the armed forces stand in relation to the
kept going by the devils’ side purely for the reason citizenry in a more conventional society.
that the absence of a common enemy would remove
the only thing that the houses have in common and Of course, as there is so much warfare in and around
pitch all of Hell into a vicious, eternal civil war. Hell, both with the demons and with the denizens
of the upper planes, the number of members of
Instead of open conflict, there is a seething rivalry, in the military is only slightly less than that of the
which suspicion and plotting are rife. The devils live citizenry. This is the reason why the military devils
in an environment that has no equal when it comes are all such dedicated fighters, each with their
to political treachery and conniving. Being lawful, particular brand of weaponry and natural mode of

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THE ORGANISATION OF THE DEVILS OF HELL

attack. They are the ugly devils of folklore, the In accordance with charters drawn up by the Princes
rending, slashing brutes that tear the damned to of Hell and the heads of the noble houses in times
pieces. The noble devils, with their more humanoid long since past, each house is allowed a standing
physiognomy, are more likely to take the part of the military division in order to protect its interests and
smooth-voiced devil who seduces the innocent into defend them from the demon swarms that surge into
the ways of sin, or who whispers terrible secrets into the Infernum from the Abyss.
the ear of a sorcerer and persuades him to take up a
diabolic path. Pit Fiends
A single pit fiend acts as military attaché for each
Thus, the military devils, though they are the most noble house. There are thus nine of them involved
commonly encountered type of devil, are not the in such activity at any one time. The noble devils
sole occupants of Hell by a long way. They are expect the pit fiend to represent their interests and
the military class of Hell’s population, the most treat him with as much fawning courtesy as they
powerful in terms of fighting strength and thus can, giving him gifts and servants. The pit fiends
the most likely to be sent to the upper world on exploit this to the full, forcing their hosts to provide
missions of importance. The overall commanders them with the estate’s best and taking full advantage
of the military devils are the pit fiends, who have the of whatever the house has to offer, whether it is
authority of line commanders over the lesser species willingly proffered or not. It is mutually understood
of devil and act as the generals of Hell, under the that the pit fiend may help himself to any of the
overall command of the Princes of Hell. female devils or slaves who are members of the
household, up to and including the lady of the house
Hell is effectively under martial law and has been herself; since female noble devils are all too often
for countless millennia, ever since the wars between thrill-seeking debauchees, this arrangement does not
demons and devils began. Although the noble devils displease them.
are allowed autonomy, meaning that they can work
their estates in the Infernum and pursue their own Horned Devils
agendas (so long as none plays the traitor to Hell) they Horned devils rarely cross paths with the noble
may not interfere with the work of the military devils devils. They are such military specialists that
and must submit to their demands when necessary. Hell saves them for the defence of tactically vital
For example, if an ice devil under the command of locations, such as the infernal fortresses at the brink
one of the pit fiends needs to garrison troops in a of the Nine Hells, the openings into the Infernum
noble devil’s estate, then the noble devil must allow or the frontier where the clash with the demons is
this. The noble devils are allowed authority over presently occurring. Every head of a noble house is
lemures and imps but not over any higher-ranking assigned a retinue of four horned devils to act as a
devil unless that devil has specifically been placed personal bodyguard.
under the command of the household.

The noble devils do have a voice in the running


Ice Devils
These are the least likely devils to encounter in
of Hell. In matters concerning the day-to-day
noble devil society. Their role is almost exclusively
government of the Infernum, the supreme generals
military. Ice devils also have the worst relations
of the pit fiends and the current heads of the noble
with the noble devils; for reasons that nobody has
houses sit on a council called the Sovereign Grand
yet ascertained, the two strains of devil despise
Infernal Assembly, under the presidency of the
each other. Mortal sages have theorised that the ice
Princes of Hell, in which policy is discussed and
devil’s insectoid form, further from the humanoid
disputes settled. The two branches of the infernal
shape than any other military devil’s (excepting
population, the military and the civil, with the pitiful
the hellcats) is the reason for this. The noble devils
lemures as a slave class and the damned souls as
enjoy emulating the ways of humans and building
little more than a resource, together make up the
a perverse version of human society in the world
society of Hell.
below, a society to which the ice devils are resolutely
alien.
Relations Between Military And
When an ice devil is found on a noble devil’s estate,
Noble Devils it is usually investigating some allegation of treason
Members of the military castes are often assigned to prompted by a bone devil’s report. Ice devils are
the houses of the noble devils to fulfil various duties.

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in charge of those bands of devils who enforce the because the bone devils may report on the conduct
public order in Hell. They are the closest thing Hell of any devil lower in authority than the Princes of
has to a police superintendent, with the bone devils Hell, whether that devil outranks them personally or
taking the role of the constabulary and spy forces. not. For example, a bone devil could inform on a
horned devil, although the horned devils are senior
Barbed Devils to the bone devils in Hell’s caste system.
The barbed devils are the chief security staff of the
noble devils. They are found guarding the most vital Erinyes
parts of any noble estate (such as vaults and prisons) The erinyes are the servants of the noble devils,
and may also be assigned to act as bodyguards to while the lemures are the slaves. There are always a
less important noble family members. The barbed great many erinyes found in any estate of the noble
devils resident on a noble devil estate are set in devils, as they have a great many functions. They
charge of the more numerous bearded devils who act act as domestic servants, bedmates, sentries and
as guards and sentries. messengers between the houses. They do not do
a great deal of manual labour, leaving that to the
Just about every devil in Hell is a torturer of some lesser devils under their command. An erinyes is
description but the barbed devils have a special more of a handmaiden than a night porter to a noble
additional responsibility. If a political prisoner or devil household. They are excellent hunters and are
captive taken during war needs to be interrogated, often placed at the head of soul-hunts (see below) as
then the barbed devils are called in, with a staff harrowers and spotters.
of chain devils to assist them. The barbed devils’
torture is reserved for those incarnate beings who A typical noble devil mansion, occupied by a Count
are not yet damned souls; for example, if a human of Hell of one of the houses, would contain from
paladin were captured and dragged down into Hell, four to ten of the erinyes. An erinyes is the most
it would be a special task force of barbed devils that likely of all the devils to be placed in service to an
was given the job of breaking his spirit. The chain evil spellcaster who has earned the favour of a noble
devils are also enthusiastic torturers but are less house. Their close resemblance to humanity and
adept at keeping the victim alive over time; they are undoubted sexual appeal serves them well in this
better suited to rending the elastic flesh of damned respect.
souls than the more frail flesh of mortal beings, as
the latter break too easily. See the section on Torture In the military hierarchy, the erinyes have quite
in The Harvest Of Souls. a different role. They are the scouts of Hell
par excellence and have the special function of
Bone Devils capturing and retrieving souls who try to escape.
These skeletal horrors are the Secret Police of the With their speed of flight and their ability to ensnare
Infernum. There is much in common between these foes easily, they are the perfect agents to retrieve
insidious devils and the Gestapo of Nazi Germany; if those who attempt to make a break for it through
a Games Master is in need of inspiration for how to a gateway or some similar futile plan. Many noble
play a bone devil, then that is the best of archetypes houses employ their erinyes servants to hunt the
to draw upon. Bone devils do not have residences skies for falling souls who can be snatched up and
on the noble estates but they do pay frequent visits, claimed for the house’s soul harvest before they have
just to check that all is in order. The most common a chance to fall into the sea.
way for rival noble devils to make trouble for one
another is to create a situation that the bone devils Hellcats
are obliged to come and investigate. Many a noble These fiendish felines take pleasure in allying
devil has fallen from grace (and on some occasions themselves with the various noble houses of Hell.
been demoted to lemure status) after being tricked Not every mansion has a hellcat in residence but the
into committing an offence against the laws of Hell, palace of the head of the house always will. The
which the bone devils have then investigated and hellcats are not pets; they are active participants in the
acted upon. family’s business and intrigues. They are respected
as members of the family. The noble houses call
The bone devils have the special prerogative of upon their hellcat allies to carry out covert spying
reporting directly to the Inquisitors without going missions on each other, as the hellcats are masters of
through the normal chain of command. This is stealth. It is very common for a household’s hellcat

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to act as an unofficial bodyguard and confidant, as of gather incriminating evidence. Hellcat testimonies
all the military devils the hellcats are more inclined often play a decisive part in the trials of allegedly
to favour the noble devils than their own military traitorous devils.
overlords. Hellcats especially enjoy the soul-
hunting expeditions that many of the noble houses Chain Devils
engage in, as they are often the first to pick up on the The kytons are the overseers of any labour that goes
quarry’s track and lead the hunters after him. on in a noble devil household. They can be found at
the heads of work gangs and supervising the torture
Some hellcats are not allied to any of the houses of the damned. They use their chains to enforce
but instead throw their lot in with the military of discipline, lashing truculent lemures with them
Hell. These are usually the largest and most vicious and spearing those who try to get away, hauling
of their kind. They are employed by the bone them back on the end of a barbed length. Kytons
devils in an investigative capacity, accompanying also serve as the mechanics on any torture palaces
them in the same way that police dogs accompany or infernal machine emplacements (see Infernal
mortal patrolmen. The hellcat’s ability to observe Equipment and The Harvest Of Souls) that the
without being observed makes it an ideal agent to

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household owns, owing to their affinity with worked size and excellent flying manoeuvrability and speed
metal. They are uniquely qualified to mend broken makes them ideal for watching without being seen.
machinery or replace worn parts.
Lemures
The other specialty of chain devils is of course the These wretched parodies of humanity (scarce better
inflicting of pain. They have one of the greatest than the damned souls that they once were) are the
appetites for torture of all the devil species and lowest of the low among the devils of Hell. They
one of the most useful weapons for satisfying that are used without any care or consideration. Their
appetite to the full, the barbed chain. Kytons are job in the noble houses is to serve as mindless
found in abundance in any hall of torment, finding menials doing the most repetitive and punishing of
new ways to wring even more searing agonies out of tasks, such as digging, hauling and working the vast
the souls of the damned and always hungry for fresh machines of Hell. They cannot manage anything
souls to practice on. more complicated than this, as they simply do not
have the reasoning power. No consideration is given
Noble houses most commonly employ kytons as to their safety and they are frequently crushed, sliced
their assassins against mortal targets who they wish up or kicked about by bored bearded devils until
to terminate after a harrowing chase, as the kytons they perish.
enjoy the hunt so much. The chain devils are not
always efficient at surprising their prey, as they make
a lot of noise with their rattling chains but they are The Noble Devils
extremely good at spinning out the terror and panic Noble devils are a subspecies of fiend. They do not
the prey feels before finally finishing them off. belong to the military devil family and have several
characteristics that set them apart from the majority
of devils. They have a great interest in the upper
Bearded Devils
world, modelling their society upon it in ways that
These are the regular patrolmen, sentries, guards and
both parody the better achievements of humans
security boys on a noble devil estate. Depending on
and humanoids and celebrate all that is worst about
the size of the place and its grounds, from ten to fifty
them. Noble devils believe in subtlety over brute
bearded devils are likely to be found patrolling the
force, corruption over carnage. They hold to the
establishment, reporting to the barbed devils and
principle that one can achieve much more evil in the
making sure the borders are secure. Bearded devils
on the quieter estates of Hell (yes, some estates can
be said to be relatively quiet) require a heavy hand
to supervise, as they are prone to boredom and will
happily start fights with one another if they are not
given anything else to attack.
Seven are they, seven are they!
In the channel of the deep seven are they!
In the radiance of heaven seven are they!
Imps In the channel of the deep in a palace grew they up.
Imps on noble estates are used for odd errands,
Male they are not, female they are not.
with the erinyes of the house set over them and as
In the midst of the deep are their paths.
messengers when a devil is out of telepathy range.
Wife they have not, son they have not.
If, for example, it were necessary to send a message
Order and kindness know they not.
to a Count of Hell studying in isolation in a tower,
Prayer and supplication hear they not.
an imp would be dispatched to relay it. Imps also
The cavern in the mountain they enter.
see to the little duties of day-to-day maintenance,
Unto Hea are they hostile.
such as polishing the implements of torture, clearing
The throne-bearers of the gods are they.
away the tattered fragments of devoured souls after a
Disturbing the lily in the torrents are they set.
banquet or sluicing a corpulent guest’s gastric juices
Baleful are they, baleful are they.
out of the main hallway. They have a very servile
Seven are they, seven are they, seven twice again are
existence, though their lot is not nearly so bad as that
of the lemures.
they.
May the spirits of heaven remember, may the spirits
In the armies of Hell, imps serve as scouts and of earth remember.
attendants. They are especially good at spying, as
their ability to turn invisible coupled with their small - Ancient Charm against Demons

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word with a few well-chosen words and a carefully Full Attack: +1 flaming greater hellfork +11/+6
pitched appeal to the worst in human nature than melee (1d8+3 plus 1d6 fire) or +1 flaming flail
with a full-on assault. +11/+6 melee (1d8+3 plus 1d6 fire) or 2 claws +11
melee (1d3+2)
Unusually for devils, they dress in a very similar way Space/Reach: 5 ft./5 ft.
to mortals. The ultimate ideal of the noble devils is Special Attacks: Spell-like abilities, summon devil
to create Hell on Earth and it seems that they believe Special Qualities: Damage reduction 5/good,
the transition will be easier if Earth is parodied darkvision 60 ft., immunity to fire and poison,
in Hell. Noble devils often walk among mortals, polymorph, resistance to acid 10 and cold 10, see in
imitating them and sowing the seeds of evil among darkness, spell resistance 20, telepathy 100 ft.
them. It is much easier to do this convincingly if Saves: Fort +10, Ref +11, Will +11
you are already acclimatized to mortal society by Abilities: Str 14, Dex 21, Con 18, Int 21, Wis 21,
having lived in your own version of it on your home Cha 21
plane. Noble devils visit the Prime Material plane Skills: Bluff +23, Concentration +16, Craft (any)
much more often than any other breed. As the devils +11, Disguise +17, Diplomacy +21, Hide +17,
leave their evil festering in the upper world, so that Intimidate +19, Knowledge (any two) +17, Listen
it comes closer to resembling the Hell they wish it to +17, Move Silently +17, Search +11, Sense Motive
be, they bring more and more of the upper world’s +17, Spot +17
ways and styles back with them. Feats: Dodge, Combat Expertise, Improved Feint,
Persuasive
The other reason for emulating mortals is simple
boredom and a wish for novelty. The devils Environment: The Nine Hells, The Infernum
have eternity in which to amuse themselves and Organisation: Solitary, group (2–8), hunting party
many pastimes grow stale after the first thousand (4–16) or estate (6–36)
repetitions; there are only so many ways to pour Challenge Rating: 8
molten lead into the sawn-open skull of a damned Treasure: Standard
soul, so many different shapes you can twist a body Alignment: Always lawful evil
into. The infinite variety of the upper world races, Advancement: By character class
especially the humans, is inspiring to the noble Level Adjustment: +7
devils, who use it to tickle their jaded palates.
Different breeds of noble devil have different
Noble devils are much more humanlike in their appearances according to which house they descend
thinking than the military devils are. The military from but all have the same basic body shape. They
species are devils of a monstrous, near-bestial kind, are humanoid with small horns, lashing forked tails
lacking subtlety and artifice, while the noble devils and goat-like legs that end in cloven hooves, the
are given to plotting, advanced calculation and the classic fairytale image of a devil, completed by
development of cunning schemes. Military devils the flaming pitchfork-like weapon (the hellfork,
are all shrieks and roars and frenzied carnage when for which see below) that is the signature weapon
in combat. Noble devils, by contrast, are precise and of the males. Male noble devils of a classical bent
ruthless. sometimes use a trident instead. Females also have
small bat-like wings that emerge from their shoulder
blades; these devils prefer a barbed flail or bow as
Nobl e De v i l a weapon. The flesh is usually tinged red, the hair
Medium Outsider (Evil, Extraplanar, Lawful) lustrous black and the eyes brilliant yellow or green.
Hit Dice: 9d8+36 (77 hp) Males typically favour a widow’s peak hairstyle and
Initiative: +5 a well-groomed goatee, while the females grow their
Speed: 30 ft. (6 squares), females fly 40 ft. (8 hair long and abundant.
squares, good)
Armour Class: 23 (+5 Dex, +8 natural) touch 15,
flat-footed 18 Combat
Base Attack/Grapple: +9/+11 Spell-like abilities (Sp): At will – greater teleport
Attack: +1 flaming greater hellfork +11 melee (self plus 50 pounds of objects only), charm monster
(1d8+3 plus 1d6 fire) or +1 flaming flail +11 melee (DC 19), major image (DC 18), pyrotechnics (DC
(1d8+3 plus 1d6 fire) or claw +11 melee (1d3+2) 17), scorching ray (three rays), unholy blight (DC

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Hellforks
Weapon Cost Dmg (S) Dmg (M) Critical Range Increment Weight Type
Hellfork (light) 15 gp 1d4 1d6 19–20/x2 10 ft. 2 lb. Piercing
Greater Hellfork 20 gp 1d6 1d8 19–20/x2 10 ft. 4 lb. Piercing

19), wall of fire (DC 19). Male noble devils also greater. Ordinary hellforks are light, single-handed
have scrying (DC 19) as a spell-like ability, usable jabbing weapons that look like large toasting
three times per day. The caster level is 12th. The forks (or small tridents) with barbed ends. Noble
save DCs are Charisma-based. devils ram them into the flesh of damned souls for
amusement. At social gatherings, it is customary
Polymorph (Su): All noble devils have an alternate to skewer chunks of the flesh of the damned with
humanoid form, which they may assume at will as hellforks and broil them over a raging fire. Greater
a standard action. This transformation does not hellforks are similar to two-tined tridents and look
cure any hit points. The humanoid form retains the more like pitchforks. When a hellfork scores a
same general build (slim, fat, muscular and so forth) critical hit, the prongs are driven deeply into the
and facial features as the devil, without any of the victim’s body and then ripped out; the barbs cause
devilish features. The devil loses its natural attacks horrendous damage as the weapon is withdrawn.
when in humanoid form and female devils cannot
fly without their wings. Most noble devils have a
human alternate form, though some prefer to adopt H o us es O f The U n ho ly
the forms of elves or dwarves. The noble devil will The noble devils all belong to one of the nine great
adopt this form when interacting with upper world houses, or to a lesser line that is affiliated to one
society, so that the agenda of Hell can be pursued of the families. These families are detailed in the
without attracting undue suspicion. chapters that follow.

The devil can maintain this form indefinitely so long


as nothing threatens or harms it. If the devil suffers
Signature Magical Items
The heads of the houses all wield one or more
good-aligned damage, such as from a holy smite, it powerful magical items, which have been in the
must make a Concentration check (DC 10 + total keeping of the house since ancient times. These
good-aligned damage suffered) or revert to its devil
magical items are all of artefact calibre; they are
form. If this should happen, the devil cannot assume
unique and may not be recreated. If a house ever lost
its alternate form for one hour.
one of its magical items, it would stop at nothing to
recover it, even going to the extent of turning aside
Summon Devil (Sp): Once per day, a noble devil
from the ongoing wars and breaking alliances with
can attempt to summon 2d10 lemures, 1d4 bearded
other houses until the item was returned.
devils or one erinyes with a 50% chance of success.
This ability is the equivalent of a 3rd level spell.
As Hell is a lawful society, it is understood that the
honour of the house depends on its reserving its
Skills: Noble devils are some of the most smooth,
signature items for its own use, so a war to recover
accomplished liars in the multiverse and can talk the
a lost item is legitimate, if regrettable. Those good
hind legs off a tarrasque. It is next to impossible to
agencies that attempt to lessen the power of Hell
avoid being taken in by their glibness and persuasive
have sought to set the houses against one another by
talking. They benefit from a +4 racial bonus to all
mounting expeditions to steal one of the items and
Bluff and Diplomacy checks.
leave evidence that blames one of the other infernal
houses.
The Hellfork
Hellforks are the favourite martial weapon of the
male noble devils. The image of the hellfork is
instantly recognisable as a symbol of Hell. They
come in two sizes, the regular hellfork and the

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House coming up with elegantly cutting comments about


those who are not in favour. A typical Astyanath can
be compared to a cruel demimondaine or diva, very

Astyanath, Th e much in control of the scene around her and able to


cause pain with a single word.

Cruel Astyanaths are great ones for holding court and


hosting grand parties of torment to which only a
select few are invited. It is made quite plain to the

T
he noble devils of House Astyanath are steeped attendees that a different quality of pain is available
in the arts of cruelty. To them, the Infernum is at an Astyanath ball than at any other place in Hell;
all about pain, more than anything else. They they are the elite, the master craftsmen and women of
are devout sadists and (to a great extent) masochists torture and one had better stay in favour if one wishes
too, as the tastes of the family run to embracing pain to remain safe. Astyanaths are extremely adept at
as well as inflicting it. They like nothing more than character assassination and can stick knives in your
finding what will most hurt a person and then twisting back as readily as using them to flay the skin from
the metaphorical knife. This extends to psychological your body.
aspects of torture as well as the physical. They have
sharp tongues as well as sharp knives. The devils of The devils of House Astyanath have a not-so-secret
House Astyanath inspire mortals to insult and belittle conviction that they are the most truly devilish of all
one another, whispering ingeniously catty comments the devils. In form and in character, they are clearly
into people’s ears so that they may strip others of their the most truly representative of Hell. They do not
self-esteem and confidence. The more tears their waste time with acquisition, like the Carthenays,
victims shed, the more the devils of House Astyanath or with study, like the Zethu; instead, they devote
laugh. themselves to perfecting the arts of torment, which is
what being a devil is all about.
Appearance
Members of House Astyanath are slim and sleek, Habits
taller than humans with sharp features and almond As might be expected, the chief delights of the
eyes. They have no body hair at all and their skin is members of House Astyanath are those that involve
as black and shiny as polished leather. Their bodies tormenting the damned. They attempt to do this in
are covered with tiny hooks and barbs, remarkably more and more inventive ways, creating macabre and
like the thorns found on the stems of roses. A row complicated devices that gore, gouge and eviscerate.
of thicker thorn-like protrusions runs down the spine Members of House Astyanath build more torment
and on to the top of the tail. According to the theories palaces than any other house and they will not tolerate
of demonology, they are most closely related to the any comparison in quality with those of the others.
barbed devils, though they enjoy the company of
chain devils most as they share their passionate Astyanaths can nurse grudges for thousands of years,
interest in tearing up flesh. When in human form, savouring the cold burn of their desire for revenge.
they have pale white skin, elven build and glossy The crowning glory of an Astyanath’s career is to
black hair. carry out that revenge by dragging a pure agent of
good down into Hell and torturing it slowly over
The Astyanaths have a penchant for barbaric metal the months and years, keeping it alive. A paladin or
jewellery that threads through their bodies, fashioned good-aligned cleric is quite a catch, as these frequent
by the kytons. Many of them have deep, self-inflicted the Prime Material plane and are relatively easy to
wounds that they hold open with metal rings or ribs. snatch away; even better is a half-celestial, who can
This jewellery has magical properties, for which see have his wings steadily plucked and finally carved
the entry on Astyanath Piercing Rings, below. from his body; the best of all is a celestial, such as
an archon or a planetar. House Astyanath already
hold six captive celestials prisoner in the deepest
Character dungeons of Chateau Malaise, where (if rumours are
Astyanaths are proud and arrogant even by the
to be believed) they are taunted with open gates to the
standards of devils, utterly convinced of their own
Prime Material plane, only to find when they struggle
beauty, intelligence and blood superiority. They
towards these gates that their flesh has been impaled
delight in gossip, malice and poisonous rumours,
with huge hooks on chains; the harder they try to fly

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towards freedom, the more sorely they are torn. The of the thumbscrew, a device that human clerics have
gates are, of course, always closed before the celestial occasionally found very useful.
has any chance to reach them.
Estates
Interest In Mortals The greater part of the Astyanath estates is situated
The Astyanaths see in the humanoid races in the shadow of the Steeples of Pain. The castle of
a wonderful potential for cruelty. the head of the house is called Chateau Malaise and
Every time a small boy pulls the is made entirely of razor-sharp hellglass. There is not
wings from a fly or a little girl tells a soft surface anywhere within the place. Everything
spiteful tales and lands an innocent is knife-edges, needlepoints and ripping barbs. For
playmate in trouble, the cold black details of hellglass, see Infernal Environments.
hearts of House Astyanath exult.
They inspire humans to set aside their
humanity and lose all regard for mercy, Modifiers And Special
respecting pain and the value it has. Abilities
If the human can be persuaded Members of House Astyanath are less
to practice its cruel acts while competent to summon other devils
justifying this, claiming that than those from other houses,
it is in the best interests possibly because of their
of the victim, then the tendency to set themselves so
victory of Astyanath is far above the other breeds.
complete. Astyanaths Their attempts to summon
gain a 10% bonus to other devils (see above)
Corruption earned have only a 20% chance
from inducing of success, irrespective of
mortals to commit what is being summoned.
acts of emotional or This lessened ability to
physical cruelty. summon help means
that the Astyanaths tend
Torments to go around in packs,
or ‘cliques’ as they are
Those damned
souls unfortunate often called and are rarely
enough to be encountered alone.
given over to the
Astyanaths suffer They gain the power to use
the pains of Hell in symbol of pain at will as a
the most immediate spell-like ability (DC 20)
and physical sense. though they may have no
It is not possible to more than one such symbol
describe fully the agonies active at any one time.
that the Astyanaths, who
are masters of cruelty, Relations
inflict upon the damned, on Astyanaths are widely respected
grounds of good taste; but we among the houses of Hell. Even in
may adumbrate a regimen that has the absence of any formal alliance, the
been known to include peeling off skin, Sturrachs look to them for leadership, while
the insertion of fine needles into ears and eyes, they look to the Sturrachs for military support.
removal of fingernails, lips and teeth, slow stretching
across many square yards until the victim comes to Astyanaths utterly despise the members of House
resemble a vaguely humanoid membrane that is then Oblurott, who are crass where they are refined, gross
punctured in strategic places, along with assorted where they are fine and more interested in luxury
grindings, eviscerations and tearings performed by than in pain. The most carefully crafted, witty
the Astyanath machines. The Astyanaths are fond of Astyanath insult is likely to fly right over the head
their devices and are said to have been the inventors of an Oblurott, while the slim, wicked blades of the

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Astyanath torturers are not very effective against the 22), unholy blight (DC 21), wall of fire (DC 21). The
pulpy bulk of an Oblurott body, not that the Oblurott caster level is 12th. The save DCs are Charisma-
would be likely to feel much in any case. based.

Currently, House Astyanath is allied with House Polymorph (Su): Irania’s alternate form is of a tall,
Riethii, the alliance cemented with the union of bald, elven female with a cruel smile and extensive
the Majestrix Irania of the Astyanaths and Lady tattoos, a trait from her devil shape that she refuses
Barbelion, the High Voluptuary of the Riethii. This to conceal.
union forms the strong base of the Triad of the Fine,
the other member being House Zethu. Summon Devil (Sp): Once per day, Irania can
attempt to summon 2d10 lemures, 1d4 bearded devils
or one erinyes with a 20% chance of success. This
ability is the equivalent of a 3rd level spell.
Notabl e M e mbe rs Of Ho u s e
Ast yan at h Spells Known: (6/8/8/8/7/7/7/7/6/6; save DC 17
+ spell level); 0th level: resistance, daze, mending,
The head of House Astyanath is always female and message, detect magic, read magic, touch of fatigue,
given the honorific title of the Mater Lachrymae mage hand, arcane mark,; 1st level: protection from
(Mother of Tears); the current holder of the title is the chaos, protection from good, mage armour, true
Majestrix Irania de Malfaisance, a statuesque devil- strike, identify; 2nd level: resist energy, detect
queen whose body is covered in blazing tattoos. thoughts, hideous laughter, touch of idiocy, cat’s
grace; 3rd level: magic circle against good, magic
The Majestrix Irania: Female noble devil Sor 20; circle against chaos, fireball, vampiric touch; 4th
CR 28; Medium outsider (lawful, evil); HD 9d8+36 level: arcane eye, crushing despair, phantasmal killer,
plus 20d4+80; hp 159 (48 points lost to piercings); enervation; 5th level: dominate person, feeblemind,
Init +10; Spd 30 ft, fly 40 ft, (good); AC 24 (+6 Dex, nightmare, waves of fatigue; 6th level: greater dispel
+8 natural) touch 16, flat-footed 18; Base attack: magic, symbol of persuasion, chain lightning; 7th
+19; grp: +21; Atk +26 melee (1d8+7 plus 1d6 fire level: banishment, plane shift, mass hold person; 8th
plus laceration, +5 flaming flail of laceration) or level: binding, mass charm monster, horrid wilting;
+21 melee (1d3+2, claw); Full Atk +26/+21/+16/ 9th level: weird, energy drain, wail of the banshee.
+11 melee (1d8+7 plus 1d6 fire plus laceration, +5
flaming flail of laceration) or +21 melee (1d3+2, Treasure: Kindness, her +5 flaming flail of
claw); Space/Reach 5 ft./5 ft; SA spell-like abilities, laceration; 6 Astyanath Piercing Rings.
summon devil; SQ damage reduction 5/good,
darkvision 60 ft., immunity to fire and poison, +5 Flaming Flail Of Laceration (Axiomatic,
polymorph, resistance to acid 10 and cold 10, see in Unholy): This is an iron-handled lash whose three
darkness, spell resistance 20, telepathy 100 ft.; AL strands have clearly come from one of Hell’s black
LE; SV Fort +16, Ref +18, Will +24; Str 14, Dex 22, rose bushes, as they writhe and surge towards any
Con 18, Int 21, Wis 22, Cha 24. potential victim, eager to slake their inch-long thorns
in blood. As it is an axiomatic, unholy weapon, it
Skills and Feats: Bluff +45, Concentration +29, deals an additional 2d6 damage upon any creature
Craft (alchemy) +12, Craft (jewellery) +23, Disguise of Chaotic alignment and an additional 2d6 damage
+19, Diplomacy +23, Hide +18, Intimidate +34, upon any creature of Good alignment. Any chaotic or
Knowledge (arcana) +23, Knowledge (nobility good creature attempting to wield it gains a negative
& royalty) +14, Knowledge (the planes) +20, level while the weapon is wielded.
Knowledge (religion) +23, Listen +18, Move Silently
+18, Search +13, Sense Motive +21, Spellcraft +23, The flail is so thickly set with cruel thorns that it
Spot +18; Dodge, Combat Expertise, Improved Feint, deals slashing rather than bludgeoning damage and
Persuasive, Combat Casting, Weapon Focus (ray), functions as a wounding weapon, inflicting a point
Improved Initiative, Empower Spell, Quicken Spell, of Constitution damage from blood loss whenever it
Enlarge Spell. hits a creature (see Core Rulebook II). In addition,
any creature struck by the flail must make a Fortitude
Spell-like abilities (Sp): At will – greater teleport saving throw (DC 20) or be wracked with agony as if
(self plus 50 pounds of objects only), charm monster by a symbol of pain. This agony lasts for one hour.
(DC 21), major image (DC 20), pyrotechnics (DC Three of these objects are known to exist, each one
19), scorching ray (three rays), symbol of pain (DC named. That borne by Irania is called Kindness; the

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others are called Charity and Compassion. Whether effect upon the wearer and giving him or her a
this reflects some part of the Astyanath philosophy damage reduction of 10/adamantine. Any one ring
of pain or whether it is simply an ironic joke is may prevent a total of 150 points of weapon damage,
unknown. after which it is exhausted. Once one ring has been
exhausted, the next takes over. They do not function
Others: Important nobles and allies of House simultaneously. Any one creature may wear a
Astyanath are Princess Thanee, the deranged maximum of six of these piercing rings. They do not
daughter of Irania; Duke Khal, the brother/son of count as ‘rings’ for the purpose of determining how
Irania, begotten on her by her own father, who is a many magical items a creature may use at once.
renegade to House Sturrach; Luxibel and Vantangro,
the hellcats of the household and Numinus Wackett, The members of House Astyanath keep these
a mortal human sorcerer who resides in the magical piercing rings for their own immediate
Infernum as the liaison between Astyanath and households and their most loyal servants.
the human world. They are a badge of rank as well as a form
of personal armour. Any member of
the house or important servant who has
proven their loyalty may wear one, heads
Sec re t s of households are entitled to two, regional
Of H o u s e estate commanders may wear three, senior
lords within the family are given four, the
Asty an at h immediate relatives of the head of house
are allowed five and only the head of
Astyanath Piercing the house herself is allowed to wear
the full six.
Rings
The body jewellery sported The rings have an additional function.
by so many members of the They compel obedience. When
Astyanath house, made for a ring-wearing creature wears
them by the chain devils fewer of the Astyanath rings than
and enchanted by their another creature, it suffers a
own dedicated spellcasters, –2 penalty to Will saving
is not only ornamental but throws against spells
also functional. Each ring and spell-like abilities
must be forcibly driven from that creature for
through the flesh of the every ring that the
wearer and hammered shut in senior creature has.
order to function. For example, if
an Astyanath of
The piercing process for four rings cast a spell
each ring deals 3d4 points upon one of two rings,
of damage that can never be the latter would suffer
healed so long as the ring is a –4 penalty to its Will saving
worn. Once removed, it heals throw. Mortals are sometimes
naturally. The technique persuaded to accept a ring as
for fitting the piercing is a ‘reward’, only to find that it
kept within the Astyanath makes it far harder for them to
house. Unless the ring is escape from abject thraldom to
fitted in the proper way, it the Astyanaths. Of course, if
will not function. they are serving willingly,
then they welcome this
Each ring has a damage domination…
absorption function,
conferring a stoneskin

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House hoarders, they are completely paranoid about the


security of their goods and the trustworthiness of the
people around them. Carthenays will have servants

Carthenay, The flayed alive if they suspect that pilfering has gone
on. The surest way to threaten a Carthenay is to
endanger his wealth, while the best way to get on his

Hoarders good side is to bribe him with riches or offer favours.


Carthenays keep meticulous track of all their affairs;
they are the most parsimonious record-keepers of all
the devils. Any devil will offer to buy your soul, but

T
he noble devils of House Carthenay prize
wealth over all else. Money, to them, is the root only a Carthenay will haggle over the price.
of all evil, which makes it the most precious of
possessions for a lord of Hell. It is no coincidence that Another aspect of the Carthenay character is their
both the God Pluto (from whence we have plutocrat exactitude in matters of law. They know all of the
and other words to do with wealth) and the Devil rules of Hell, the history and the details of them and
Mammon were both occupants of the underworld. can recite them on demand. Carthenays are the most
Hell and buried treasure are both found deep under likely devils to be called up as barristers in the Courts
the Earth’s surface and mortals have long associated of Hell.
the two with one another, often expecting devils to
be found guarding legendary hordes of gold. The Habits
Carthenays are as greedy for possessions and material Carthenays care little for the social interactions of
objects (and other forms of wealth such as slaves the other noble devils. To them, the only meetings
and, of course, souls) as the Oblurotts are greedy for worth having are those to do with commerce, business
food and drink. When, in the upper world, a man and (most of all) making deals. They have audience
murders his fellow man for money, the influence of chambers for this purpose, carefully situated away
the Carthenays is at work. from any goods that might be stolen from them. The
only other social activities they take part in are those
Wealth in the conventional sense (such as gold and when they attempt to curry the favour of senior devils;
gems) is of course of little account in Hell; such things they occasionally parade important guests around
are used to bribe mortals into signing away their souls their holdings, gloating over the extent of their wealth
and to fund the projects that the devils undertake in and showing off their latest acquisitions.
the mortal world. The true treasures are such things
as magical items, gems with trapped souls in, stores of Carthenays are not just accumulators of their own
adamantium and other raw materials for making arms wealth and resources. Avarice is, after all, the sin
and armour, although gems into which innocent souls of using wealth to build more wealth, not just that of
have been bound are some of the most precious items being mean. They act as bankers for the other noble
in Hell. Contracts, incriminating letters and other houses, keeping their goods stored in the deepest
important documents are also the kinds of wealth vaults of Hell. This relationship, along with the
prized by the Carthenays. Carthenays’ reputation for ruthlessly exact dealing,
gives the house a measure of respect that no other
Appearance house enjoys. Many despise the Carthenays but their
Carthenays have what Shakespeare called ‘a lean and usefulness is undeniable.
hungry look’. They are wispy-haired and pinch-faced,
with a thinning, grey tinge to their hair. Carthenays When in the Infernum, it is a Carthenay habit to have
are Hell’s misers and look the part. Often, they are a secretarial imp flutter close behind one at all times,
hunched, gnarly-fingered and bespectacled. Very with a quill and parchment ready. This ensures that
few of them seem to be young. The males favour no important conversation ever takes place without a
waistcoats, half-moon glasses and gold-inlaid canes, record of what was said by whom, in case it becomes
while the females dress in faded ball gowns and cover necessary to refer back to it.
themselves with jewellery.
Interest In Mortals
Character In the context of the general agenda of Hell, the
The Carthenay temperament is extraordinarily mean. Carthenay role is to promote greed and avarice.
They never forget a favour owed or a debt unpaid and They induce mortals to give up any aspirations to
begrudge even the tiniest expense. As with many charity and instead keep their goods for their own

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enjoyment. Slave-traders are particular favourites of


the Carthenays, as they both further human misery and
Modifiers And Special Abilities
Carthenays have Appraise as a class skill; for a
increase profits. The Carthenays make the rewards of
standard specimen, substitute one of the Knowledge
exploiting others for material gain very clear to the
skill options for an Appraise skill of +17.
people of the Prime Material. Carthenays receive
a 10% bonus to all Corruption earned for deeds of
They also have the inherent power to transmute base
avarice, greed or small-heartedness.
substances to gold or silver for a limited time, a power
that is often used to tempt mortals into the service of
Carthenays are also interested in mortals because
Hell. Treat this as a spell-like ability, with the devil
of own their keen desire to go on acquiring souls of
having the power to cast polymorph any object three
quality. As well as taking the usual devils’ route of
times per day as if by a 12th level caster, with the
waiting for the damned to fall from the sky or fishing
limitation (and the exception to the usual rule of the
them out of the Sea of Fire, the Carthenay house
spell) that it may only be used to transmute base metals
picks out especially fine specimens on the Prime
into an equal quantity of gold or silver. Materials so
Material plane and attempts to corrupt them, selecting
transmuted remain in this state for 24-hours.
targets after careful scrying of the upper world. The
formula is well worked out. A devil of the house of
Carthenay (in human form, as a rather charming old Relations
gentleman) will approach a mortal who is down on his All of the noble houses of Hell, with the exceptions
luck and offer him a quick solution to his problems; of Haimon and Glabretch, have a good deal of wealth
the exchange of his soul, which is not something he stored in the Treasury of Mammon and in the other
really needs anyway, for an immediate increase in vaults of the Carthenays. This makes for a balance
prosperity. Upon the mortal’s death, his soul is forfeit of power more lasting than any purely political
and may be collected by one of the many thousand arrangement. The Carthenays have a very strong and
devils in the house’s service. stable position among the houses of Hell. They do not
rock the boat, nor do they like others to.
Torments House Haimon and House Glabretch are contemptuous
Carthenays are not especially interested in tormenting
of wealth of any kind. The former looks to all things
their damned souls. They own them and that is enough.
morbid and withered, while the latter is preoccupied
A damned soul in the Carthenay vaults is tormented
with disease and disfigurement. Neither house has
with utter desolation and boredom, not with hot irons
very much use for material resources. As such, the
or racks. They have nothing to look forward to except
Carthenays do not have the lever of influence with
an unending gloom of confinement with no possibility
them that they do with the other houses, making for
of escape. Some of these poor wretches even envy
mutual suspicion and hatred. Their only other major
the lot of those who are taken by the Astyanaths or
problems are with House Sturrach, who they see as
the Sturrachs, since they at least know some variety
dangerously impetuous and too fond of mayhem.
even if it is only the variety of being torn to shreds in
Carthenays like the assured corruption of a well-
a different way each morning.
ordered system, not the wanton, bloody violence of
combat, no matter how lawfully ordered or ordained
Estates it may be.
The Carthenays have the most extensive and best
fortified of all estates, owning much of the territory
on the fringes of the flaming sea. They hold the N o t a b le Mem b er s O f H ous e
immense Treasury of Mammon, a multi-chambered
vault deep below the surface of the Infernum, where
C a r t hen a y
The head of House Carthenay is called the Great
the riches of many of the heads of the noble houses
Mammon (this is actually a title, not a proper name, a
are stored. This is accessible only through the titanic
point which has greatly confused mortal researchers)
armoured gateways in the Carthenay estates. Though
and the position currently belongs to Grand Duke
the Carthenays are well entrenched, they have little in
Contumacius von Berrengrath, a monocle-wearing
the way of offensive equipment such as siege devices,
devil who appears to be many thousands of years old,
as they have no interest in taking any part in the Blood
so hoary and decrepit is he. This haggard appearance
Wars other than defending what is theirs.
disguises his true nature, which is lightning-quick and
lethal when he chooses to be. His teeth have long
since been lost and replaced with carved diamonds,
which have nothing of their original beauty left, now

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that centuries of tobacco-tinged drool have dribbled Device +38, Forgery +36, Gather Information +25,
over them. Hide +26, Intimidate +31, Knowledge (the planes)
+17, Knowledge (history) +17, Listen +17, Move
Contumacius von Berrengrath: Male noble devil Silently +26, Open Lock +37, Search +12, Sense
Rog 20; CR 28; Medium outsider (lawful, evil); HD Motive +18, Sleight of Hand +38, Spot +18, Use
9d8+36 plus 20d6+80; hp 227; Init +11; Spd 30 ft.; Magic Device +18, Use Rope +23; Dodge, Combat
AC 25 (+7 Dex, +8 natural) touch 17, flat-footed 18; Expertise, Improved Feint, Persuasive, Improved
Base Atk: +24; gRP: +26; Atk +31 melee (1d6+6 Initiative, Weapon Finesse, Mobility, Spring Attack,
plus 1d6 fire, +4 flamimg hellfork of impaling) or Combat Reflexes, Weapon Focus (hellfork).
+31 melee (1d3+2, claw); Full Atk +31/+26/+21/+16
melee (1d6+6 plus 1d6 fire, +4 flaming hellfork of Treasure: +4 flaming hellfork of impaling (see
impaling) or +31 melee (1d3+2, claw); Space/Reach below), +5 ring of protection, monocle of miserly
5 ft./5 ft; SA spell-like abilities, summon devil; sneak sight. Contumacius’ personal treasury contains some
attack 10d6 SQ damage reduction 5/good, darkvision five hundred million gold pieces in Hell’s Gold.
60 ft, evasion, immunity to fire and poison, improved
uncanny dodge, polymorph, resistance to acid 10 and Spell-like abilities (Sp): At will – greater teleport
cold 10, see in darkness, spell resistance 20, telepathy (self plus 50 pounds of objects only), charm
100 ft.; AL LE; SV: Fort 16, Ref 25, Will 18; Str 14, monster (DC 20), major image (DC 19),
Dex 24, Con 18, Int 21, Wis 22, Cha 22. pyrotechnics (DC 18), scorching ray
(three rays), unholy blight (DC
Skills and Feats: Appraise +30, Balance +37, Bluff 20), wall of fire (DC 20); 3/day
+22, Concentration +15, Craft (trapmaking) - scrying (DC 20). The caster
+10, Decipher Script +36, Disguise level is 12th. The save DCs
+16, Diplomacy +20, Disable are Charisma-based.

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Polymorph (Su): Contumacius’ alternate form is of soul-trading contract forms; Luxibel Toadscroate,
a short, tubby, jovial old human banker, remarkably the keeper of House Carthenay’s hall of records,
like Mister Pickwick as created by Charles Dickens. in which the contents of the Vault of Mammon are
He retains his monocle of miserly sight when in this meticulously detailed; Oleaginus Cresk, the grinning
form. salesman extraordinaire who has successfully talked
more mortals into parting with their souls for money
Summon Devil (Sp): Once per day, Contumacius can than any other devil; and Titus Spittlegreave, the sour-
attempt to summon 2d10 lemures, 1d4 bearded devils faced supervisor of the legions of bearded devils who
or one erinyes with a 50% chance of success. This guard the Carthenay vaults.
ability is the equivalent of a 3rd level spell.

+4 Flaming Hellfork Of Impaling (Axiomatic, S ec r et s O f H o us e


Unholy): This magical light hellfork (see above) has
the name of Morton and is as greedy for the blood C a r t hen a y
of enemies as its owner is for their possessions. If Hell’s Gold
it scores a hit, its barbs clamp into the flesh of the It is well known that the treasuries of Hell put
target, keeping the hellfork locked fast in the target’s dragons’ hordes to shame. Enormous mounds of
body. On each round after this, it automatically glittering coins seem to give the lie to the platitude
hits and causes maximum damage. The wielder’s that evil does not pay. This gold is mined from the
Strength bonus is not included in this, as the wielder rich veins of the underworld and minted into coin by
only drives the hellfork in once. A person impaled by the mindless slaves of the devils. On its own plane,
the hellfork can attempt to pull it out of his body as a the Infernum, the stuff is not a great deal of use. It is
standard action, if he has a free hand to do so. Another too plentiful and besides, there is nothing to spend it
person can also attempt to do this. A successful on. Nonetheless, the devils still hoard it and wear it
Strength check at a DC of 25 is required to achieve as jewellery.
this; whether or not the check is successful, the
hellfork deals damage as if it had scored a hit (though When taken from its own plane, Hell’s gold seems
not automatically scoring maximum damage) with to be a very pure form of the metal. Mortals who
every attempt to extract it, as the barbs rip and tear are given bags of it often cannot believe their luck.
at the flesh. The wielder may summon the hellfork However, luck is the very thing that Hell’s gold
back to his hand as a free action, so long as he is corrodes. If a person who is given Hell’s gold by
within 200 feet of it. Contumacius’ preferred tactic a devil then passes it to someone else as a gift or in
is to sneak attack his foes with Morton, teleport away trade, the person who receives the gold suffers a –2
to a safe distance and watch as the victim struggles luck penalty to all saving throws for as long as he has
to pull Morton out of his body. Should he succeed, the gold in his possession. If he then passes it on
Contumacius simply summons Morton back to his to another person, the curse is transferred to them.
hand and either retreats or finds a spot to hurl Morton The gold is a cursed item (other than when on the
from again. Infernum), so a person must voluntarily take it in
order to suffer the penalty. One cannot slip a coin to
Monocle Of Miserly Sight: This is a gold-rimmed another person or throw it at them in order to saddle
crystal lens on a chain that fits snugly over one eye. them with bad luck. Knowingly passing cursed gold
It gives the user extraordinary precision of sight, with to another in order to rid yourself of it is possible but it
the following magical effects: is an evil act (Sin Rating 2) and generates corruption.
The only way to get rid of the curse without harming
† Continual +5 insight bonus to all Appraise and anyone is to throw the gold away or destroy it.
Search skill checks.
The nature of the gold may be detected easily by
† Continual true seeing. anyone who troubles to try; it is tinged with evil magic
with a flavour of necromancy. Any attempt to remove
† Ability to produce true strike three times per the malign influence from the gold itself is doomed
day. to failure. The gold of Hell melts into rotten slush if
such spells as remove curse or even dispel magic are
Others cast upon it anywhere other than in the Infernum. The
touch of a lawful good individual who is genuinely
Important nobles and allies of House Carthenay
are Zephestus Baunt, the devil in charge of soul pure of heart and without any trace of corruption also
traffic with the upper world and scribe of standard causes the coins to dissolve into foul-smelling goo.

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House conventional beauty without thinking it would be


better defiled. A strong, fit body would to them be
much improved with the addition of some weeping

Glabretch, The sores, a tapeworm or two in the guts and perhaps a


chronic nervous complaint as well. They are so keen
to trample all beautiful things into the mud that they

Putrid will often make quite generous deals with mortals


who give them an opportunity to do so. A mortal
sorcerer who offered House Glabretch the chance

H
ell is an orderly place. Over millennia of to spend several decades turning a beautiful princess
specialisation, the devils of Hell have all into a pestilent, bloated, unrecognisable freak would
come to embody one of the fundamentals of have much more leverage than one who only offered
evil. House Astyanath is cruel, House Carthenay a quantity of innocent souls. To the Glabretches,
is avaricious and House Sturrach is violent. House corruption should be a visible, tangible thing – a
Glabretch is simply disgusting. They are the least literal rottenness or sickness of the body, not just a
sophisticated of all the noble devils, even exceeding morally low state.
the coarseness of House Oblurott. The members
of House Glabretch venerate all that is diseased, Those who have studied the ways of House Glabretch
infested, rotten, loathsome and venomous. They are at length know the reason for their hatred of the
the devils that exult in plagues, the epidemics that beautiful. Like the erinyes, they were once angels
wipe out whole cities and leave the dead piled up in and have a very clear memory of how far they have
the streets but also in the secret, shameful diseases fallen. Unlike the erinyes (for whom they do not
that are spread in private, of which the signs are often care) they retain no vestige of their original angelic
little more than scabs and odours but which eventually loveliness. The devils of Glabretch have a passionate,
kill just as surely as the plague does. When the upper unquenchable hatred for beauty because they see it
world groans with fever, when the sewers overflow, as the work of a benign creator. By ruining the best
the leprous lie in the streets and the flies and rats creations, they are punishing Heaven for having cast
have the run of the cities, House Glabretch rejoices them out.
in Hell.
Habits
Appearance The devils of Glabretch are gregarious. They like to
These devils have a sickly greenish tinge to their skin. congregate in large numbers, knowing that where they
They all display the symptoms of a common disease are gathered, others will find it difficult to bear their
(see Core Rulebook II) though the sickness does not vile odours. The other devils tolerate them, as they
seem to interfere with their activities. They embrace fear falling victim to the diseases that the Glabretches
disease symptoms and go out of their way to make carry. Devils are tough but they are not immune to
them prominent and noticeable. The disease chosen disease. The Glabretches know this and capitalise
will vary from devil to devil. Some have obvious skin upon it, making sure that the other devils give them
conditions, such as the bubo devils that are covered the respect that they feel they are due. Very few of
with skin lesions that constantly seep vile-smelling the noble devils visit Glabretch estates, for the simple
ichors. Others seem to have respiratory ailments, reason that they do not want to expose themselves to
wheezing constantly and hacking up fist-sized gobs the diseases that breed there.
of phlegm, while a few judder with the symptoms
of palsy and a fortunate few suffer from leprosy or Glabretch society is focused upon the seething pits,
gangrene. Some Glabretches of high rank within the which are the main feature of any Glabretch estate.
house cultivate parasites instead of diseases. These These are the equivalent of a public bath for these
devils have bodies swarming with lice and ticks, or devils, in which the bathing matter is a glutinous
bloated bellies from the worms that breed therein. sludge that resembles maggoty algae. The stuff is
lethally dangerous for mortals even to touch, acting
as a contact poison (DC 18), an initial damage of 1d4
Character Constitution and secondary damage of 2d4 Charisma.
The devils of House Glabretch do not just prize The Glabretches immerse themselves in these reeking
disease and disfigurement, they actively despise vats for pleasure and rejuvenation. Every hour that a
beauty. They embody the twisted principle that ‘fair Glabretch spends in a seething pit is the equivalent of
is foul and foul is fair’. They cannot see a thing of a day of rest, with the same natural healing benefits.

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Certain especially qualified members of the Glabretch then seek out promising candidates from among the
house, namely those who have over 10 ranks in both dying and offer them the chance to avoid death, if
Craft (alchemy) and Heal (a skill which is never used they will consent to retain the plague within them and
for actual healing but only for the study of diseases carry it to new settlements, an offer that many accept
and parasites) become disease harvesters. It is the rather than ending their days in the putrid horror of
job of these researchers to scrutinise the new strains plague. This has for many generations been the way
of disease that are spontaneously created from the in which Glabretch gains agents in the mortal realm.
stew of foulness that is the infestation burrows. With
this new information, the house of Glabretch extends Poison is part of the Glabretch sphere of interest, as
its arsenal of what are essentially tools of biological it has many of the admirable qualities of disease. It,
warfare. too, destroys the body and corrupts its function in
exciting ways that the Glabretches love to study.
Disease harvesters also have the ability to create More importantly for Hell, mortals use poison
plague grenades containing a disease of the devil’s to commit evil deeds on a regular basis, whereas
choice, which require a Craft (alchemy) skill check they rarely use disease to harm their fellow man.
at the same DC that is needed to resist the disease Significant exceptions to this do exist, such as the use
and free access to the infestation burrows. These of pox-infested blankets to give a deadly disease to a
are bundles of highly concentrated infection encased tribe of pagans. Glabretches earn a 10% bonus to any
in a blister-like skin, which the Glabretches hurl at Corruption generated by deeds of evil in which the
enemies. When a plague grenade bursts, it sends up perpetrators achieve their ends by the use of poison
a fug of particles in a ten-foot spread. The stench or disease.
of this affects creatures in this area as if a Glabretch
had been standing amongst them, while the disease-
infested particles force all creatures in the affected Torments
area to make a Fortitude saving throw or contract The Glabretches torment the damned by causing
the disease bound into the plague grenade. The them to suffer the symptoms of disease. The damned
Glabretch’s ability to increase the DC of the disease’s souls in a Glabretch estate are trapped in an unending
saving throw applies here. nightmare, where everyone is ill, there is no relief and
there is not even any merciful death to look forward
to at the end of it. As the souls are indestructible,
Interest In Mortals they can be burdened with multiple different diseases.
Glabretches see mortals as flawed but nonetheless Some are so crusted with scabs and dried fluxes that
sound creations that should be infected, befouled it is no longer possible to recognise the creature they
and dragged down into the slime wherever possible. used to be.
They share something of House Astyanath’s appetite
for suffering, as a quick death does not allow the
disease the chance to wreck the body of the victim Estates
properly. There is no point in hastening the end The majority of the Glabretch estates are situated
when the progress of the illness is so fascinating and directly above the infestation burrows, so that the
uncomfortable. As the Glabretches are so vile in their stinking vapours can waft upwards and perfume
habits and mortals find them hard to tolerate even the halls of the devils. The infestation burrows are
when they are in human form, they have relatively always producing new varieties of disease that the
few dealings with mortal spellcasters and rarely Glabretch alchemists study, learn from and attempt to
become patrons. The most likely time for them to cultivate in themselves.
recruit pawns is when a city is labouring under the
weight of plague. Glabretch buildings are remarkably like the filthy,
squalid slums of a human city. When passing through
Humans have a saying that cleanliness is next to an estate occupied by the Glabretch, one could easily
godliness. Glabretches go out of their way in the mistake it for an especially bad case of ordinary urban
mortal world to prove that the reverse is certainly decay and neglect. The Glabretch do not favour the
true – that filthiness is close to Hell’s heart. They like usual infernal architecture, choosing instead to
nothing more than to gain access however they can to emulate the human style of life at its most disease-
the sewer system of a major city of the upper world, or ridden. A Glabretch street is an open sewer on either
better still the water supply, then spread their foulness side of which stand ramshackle buildings, with poxed
and contagion and watch the resulting hysteria as the devils emptying slop canisters from windows into
settlement succumbs to disease. The Glabretches the street below, cellars where fiendish swine lie

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alongside more devils in the mud and scum and road


junctions where seething pits have been set up and the
N o t a b le Mem b er s O f H o us e
devils of the estate roll around in nauseating slime to G la b r et c h
their heart’s content. The head of House Glabretch is Duke Festenadi. His
chosen disease is leprosy, which he has allowed to
Modifiers eat into his extremities, so much so that several of
his crooked fingers are missing and he no longer
Glabretches are immune to the debilitating effects
of all diseases and parasite infestations. They may, has a bottom jaw. Duke Festenadi does not care for
however, exhibit the symptoms of infection or robes or clothing, choosing instead to wear lengths of
infestation and, more importantly, may pass on these bandage wrapped around his body, so that he looks
conditions to others. Glabretches are ideal plague- like a living mummy with horns poking from his
carriers, strengthening the diseases that they host and swaddled head.
passing them on in even stronger strains. Whenever
a Glabretch hits an opponent with a claw or with Duke Festenadi: Male noble devil Ftr 20; CR 28;
a melee weapon that it has handled for more than Medium outsider (lawful, evil); HD 9d8+36 plus
ten minutes, the opponent is exposed to the disease 20d10+83; hp 270; Init +10; Spd 30 ft; AC 24 (+6
carried by the Glabretch. When a creature is exposed Dex, +8 natural) touch 16, flat-footed 18; Base Atk:
to a disease or infestation from a Glabretch, the DC +29; Grp +33; Atk +40 melee (2d4+13/18–20 plus
of the initial saving throw to resist the disease is disease, +5 Festering Falchion) or +41 ranged touch
increased by +4. (entanglement plus disease, +4 Net Of Stifling Fevers,
see below) or +33 melee (1d3+4 plus disease, claw);
If remove disease is cast on a Glabretch, the devil Full Atk +40/+35/+30/+25 melee (2d4+13/18–20x2
may be stripped of its precious disease; it must make plus disease, +5 Festering Falchion) or +33 melee
a saving throw or suffer 1d6+1 points of Constitution (1d3+4 plus disease, claw); Space/Reach 5 ft./5 ft;
damage and lose the ability to pass on more virulent SA disease transmission, spell-like abilities, summon
forms of disease until it has bathed in the plague pits devil; SQ damage reduction 5/good, darkvision 60
of the Infernum for 12 hours, which restores both the ft., immunity to disease, fire and poison, polymorph,
lost Constitution and the disease enhancing ability. A resistance to acid 10 and cold 10, see in darkness,
Glabretch only suffers Constitution damage after the stench, spell resistance 20, telepathy 100 ft.; AL LE;
first casting of a cure disease spell, as it neutralises SV: Fort +22, Ref +18, Will+17; Str 18, Dex 22, Con
an important part of the devil’s physiology. Repeated 18, Int 21, Wis 21, Cha 20.
castings after the first have no effect.
Skills and Feats: Bluff +43, Concentration +21,
All Glabretches have a terrible stink, the smell of Craft (weaponmaking) +21, Disguise +22, Diplomacy
disease so far advanced that the organs of the sufferer +21, Hide +20, Intimidate +39, Knowledge (the
are beginning to putrefy while still alive. Living planes) +20, Knowledge (obscure diseases) +22,
creatures within 10 feet must succeed at a Fortitude Knowledge (poisons) +21, Listen +22, Move Silently
saving throw (DC 19) or be sickened for 1d6+4 +26, Search +21, Sense Motive +27, Spot +37; Blind-
minutes. A creature that successfully saves cannot be Fight, Cleave, Combat Expertise, Combat Reflexes,
affected again by the same devil’s stink for 24 hours. Dodge, Exotic Weapon Proficiency (net), Great
A remove disease, delay poison or neutralize poison Cleave, Greater Weapon Focus (falchion), Greater
spell removes the effect from a sickened creature. Weapon Focus (net), Greater Weapon Specialisation
Creatures with immunity to poison or disease are (falchion), Improved Feint, Improved Initiative,
unaffected and creatures resistant to poison or disease Mobility, Persuasive, Power Attack, Spring Attack,
receive their normal bonus on their saving throws. Toughness, Weapon Focus (falchion), Weapon
The save DC is Charisma-based. If a Glabretch is in Specialisation (falchion), Weapon Focus (net),
human form, the stench is not so powerful. It has no Whirlwind Attack.
harmful effect but it can still be detected, which may
cause the Glabretch’s subterfuge to be uncovered. Disease Transmission: Any successful hit that
Duke Festenadi makes with a weapon or with a claw
Every single Glabretch is infected with a disease or exposes the target to infernal leprosy. This disease
parasite (see below) of its own choosing. It suffers deals 1d4 Charisma damage, has an incubation period
one point of ability score damage of the kind that of three days and a Fortitude saving throw (DC 22).
the disease reduces but is otherwise immune to the
disease’s effects.

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Spell-like abilities (Sp): At will – greater teleport When thrown, it trails loose strips of cloth behind it,
(self plus 50 pounds of objects only), charm monster looking more like the severed head of a mummy than
(DC 19), major image (DC 18), pyrotechnics (DC a net. If the net entangles a target, he is assailed by
17), scorching ray (three rays), unholy blight (DC a multitude of sicknesses and is steadily exhausted
19), wall of fire (DC 19), 3/day - scrying (DC20). as the net drains his energy away. For every round
The caster level is 12th. The save DCs are Charisma- of entanglement, the victim must make a saving
based. throw against a disease (determined randomly) or
become infected by it. It is possible for a victim
Polymorph (Su): Duke Festenadi’s human form who struggles with the net for a long time to become
is of a healthy, bearded merchant in fine robes, infected by many different ailments. The stifling
drenched in perfume in order to conceal the stench effect of the net deals 1d6 nonlethal damage per
of disease. He has long since learned that mortals round upon a target trapped within it.
find the Glabretch hard to stomach when they
appear in their full revolting glory, so adopts The magic of the net increases the DC of the Escape
a form less likely to dissuade them from Artist skill check needed to wriggle out of it by +4,
dealing with him. for a total DC of 24. The Strength ability score check
needed to burst the net is similarly raised by +4, to
Summon Devil (Sp): Once 29.
per day, Duke Festenadi can
attempt to summon 2d10 Helm Of The Plague-Fly: Duke Festenadi’s battle
lemures, 1d4 bearded devils helmet is shiny and bulbous, resembling the head of
or one erinyes with a 50% a common housefly, with colander-like metal eyes, a
chance of success. This leather head covering with short metal ‘hairs’ and a
ability is the equivalent of a trumpet-like mouthpiece at the front. When worn,
3rd level spell.

+5 Festering Falchion
(Axiomatic, Unholy):
The signature weapon
of House Glabretch is
the festering falchion, a
great curved blade of
rusty metal that drips a
thin black discharge. The
wounds that it creates hiss and
bubble, infected with the filth
scraped from the bottommost dregs
of Hell. Any creature struck by
the festering falchion must make
a Fortitude saving throw (DC 20)
or instantly become infected by a
devouring disease that spreads out from
the wound and eats away at the body’s
tissues. This disease is so rapacious that
it takes over the body immediately
(with no incubation period) and deals
damage every hour instead of every
day. The damage is 1d4 Constitution. Only
good-aligned magical healing can counter the
wasting sickness that the festering falchion
deals.

+4 Net Of Stifling Fevers: This unusual net


appears to have been woven from scraps of old
bloodstained rag, grimy hospital blankets torn
into long strips and lengths of filthy bandage.

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Parasites
Saving
Parasite Type Damage Establishment Treatment Throw DC
Belly Larvae Intestinal 3 Dex 3 days Purgative 8
Tapeworm Intestinal 2 Con 7 days Purgative 10
Needleworm Intestinal 1 Con, 1 Str 4 days Purgative 12
Boil Goblins Subcutaneous 3 Cha, 1–3 hit points per 1 day Cautery 6
day
Bore Worm Subcutaneous 1 Dex per day 1 day Acid 10
Ear Slug Subcutaneous –4 to all Listen checks 1 hour Extraction See Below
Jiggers Subcutaneous 2 Dex, half movement rate 1 day Knife See Below
Flea Skin/Hair 2 Dex, –4 to all 5 hours Fumigation 18
Concentration skill checks
Louse Skin/Hair 2 Dex, Difficulty Sleeping 5 hours Alchemical 8
Soap
Scrutters Skin/Hair 2 Cha 4 hours Cautery, Knife See Below
Treatment
Tick Skin/Hair 1–4 hit points 4 hours Fire None

the helm confers a +3 deflection bonus to Armour Glabretch, Oblurott and Carthenay form the ‘triad of
Class. The wearer may also call upon the following the coarse’, against which House Astyanath, Riethii
abilities of the helm, which have an effective caster and Zethu have formed the ‘triad of the fine’.
level of 18:

† Fly with Good manoeuvrability at will. S ec r et s O f H o us e


† Insect plague three times per day, by blowing G la b r et c h
through the mouth-trumpet. Parasites
Parasites are an unpleasant but inevitable fact of
† Acid arrow at will, manifested as a vomited life in the fantasy milieu. Though they are often
missile from the mouth. spoken of in the same breath as diseases, they are
really very different. Parasites are living creatures,
Others rarely larger than fine size, who infest the body of
the victim and feed from it. This inconveniences
Other noted members of House Glabretch are
Snitchbloat, the gamekeeper who oversees the the host considerably. Parasites are rarely fatal and
Glabretch plague-pits where the damned souls are their infestation results in discomfort more often than
kept, noted for his enormous and continually running serious damage.
nose; Bladderghast, the bearded piggy-eyed devil
who is said to have the worst stink of any of the Parasites are transmitted orally or by contact,
Glabretches and who spends much of his time in depending on whether they live inside or outside the
mortal form in the upper world, leering at human body. Orally transmitted parasites are contracted by
women; and Old Volcani, whose boils are envied by eating undercooked meat, drinking water that is not
all the Glabretches. safe, or by failing to observe a basic level of hygiene.
A typical case is that in which a barbarian picks up a
case of tapeworm from eating semi-raw beef. Contact
Relations transmitted parasites are contracted by spending time
The Glabretches are a powerful clan. Their dominion close to an infested object or person, such as wearing
over disease makes them formidable allies for any a set of furs that is crawling with fleas, or sleeping
house to have. The devils know better than to let in the same bed as a person who has lice. It is also
the Glabretches’ repulsiveness blind them to their possible to contract such parasites by walking through
usefulness as allies. At present, they are allied or sleeping in areas where there is infestation, such as
with House Carthenay and House Oblurott and are picking up sheep ticks from long grass.
pursuing good relations with House Haimon. House

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No saving throw is allowed to avoid parasite the poison is. The parasites benefit from any magical
infestation, as the health of the creature concerned is or alchemical bonus to saving throws against poison
not a factor. Instead, there is a base 1 in 6 chance for that the host has.
an exposed creature to contract parasite infestation
when exposed to the parasites. This chance is raised Belly Larvae: These thumb-sized grubs are found in
to 1 in 3 if the creature is especially unsanitary in its egg form in old magical potions that have been allowed
habits or if it is forced into unsanitary conditions, to spoil. They are the larval stage of a harmless fly
such as being kept as a prisoner in an orcish cell with called the botsuc that is attracted to magical energy.
nothing but louse-ridden furs to sleep on. The most common way for a character to contract
belly larvae is by drinking a potion that was found
Once a parasite is picked up, it begins to settle in to along the way, whose seal has been broken without
the host’s body, during which time it is not easily the character noticing. Even if the potion is effective,
noticeable. This period is called the establishment it may have been infected with botsuc eggs, giving
time and varies from parasite to parasite. Once it is the drinker a dose of belly larvae. When the larvae
established, it deals the amount of damage (or other establish themselves in the host’s innards, they inflict
effect) shown. This damage or effect lasts for as long wracking cramps that make it hard for the host to
as the parasite is resident in or on the host’s body. move comfortably. Those who quaff potions found
The damage is usually inflicted only once, though in old abandoned laboratories would be well advised
some parasites (such as boil goblins) produce effects to check the stopper carefully, in case a botsuc fly has
that go on day after day. been attracted to the magical aura of the potion and
laid its eggs inside.
Parasites are not easy to get rid of. Remove disease
does not work on them, as they are a creature and not Purgative: Belly larvae may be treated with an herbal
a disease. Each parasite has a treatment listed next purgative. This is a foul-smelling brew made from
to its description below. The parasite is allowed a herbs and roots, requiring a successful Heal, Craft
Fortitude saving throw to survive the treatment, with (alchemy) or Survival check to make. The person
the DC listed alongside. The parasite’s Fort save is preparing the brew must either have a healer’s kit
+0 by default. Any death effect that affects an area to hand, have access to medicinal herbs, or make a
rather than individual creatures can be used to wipe successful Survival check (DC 15) to forage for such
out parasites. Repel vermin instantly drives off skin herbs in the wild, assuming there is a source of herbs
and subcutaneous parasite infestation. Cloudkill nearby. A creature that has downed the purgative is
destroys all skin parasites in an infested object. immediately sick, hopefully bringing up the parasites
too. Whether or not the parasites make their saving
Some breeds of the same basic type of parasite are throw, the imbiber of the purgative is sickened for two
tougher than others. The Infernum produces fiendish hours after drinking it.
parasites that count as evil creatures and have a +2
resistance bonus to survive the treatments listed here. Tapeworm: The eggs (known as cysts) of these
Infernal fleas, for example, are larger, evil-aligned horrendous ropy worms are found in meat that has not
crimson variants on the original. been properly cooked. They are extremely common
among orcs and other creatures that like to tear into
You can diagnose a case of parasite infestation with a raw meat, though they do not infest ghouls and similar
successful Heal check (DC 10), though this does not undead because parasites need a living host in order
help you get rid of the parasites in any way. If you to survive. A person with a tapeworm looks drawn
have more than 5 ranks in Knowledge (nature) then and sickly and knows that there is something amiss.
you get a +2 circumstance bonus on this check. The most obvious symptom of tapeworm is a loss
of weight with an increase in appetite, as the worm
feeds on the nutrition that the host would otherwise
Intestinal Parasites be getting. Tapeworms can be removed by means of a
This type of parasite enters the body through the purgative, for which see above under belly larvae.
mouth or a similar orifice and grows to full size inside
the intestines. Once there, it feeds on the host, either Needleworm: These worms have long, thin bodies
consuming food that he eats or absorbing nourishment with sharp heads. Once inside the stomach, they
directly from his tissues. In addition to the treatments burrow into the host’s vital organs and drain juices,
listed, intestinal parasites are vulnerable to poison. If sapping his strength and causing his health to suffer.
a character imbibes poison, the parasites must make a They are contracted by drinking water that has had
Fortitude saving throw or die, whatever the effect of eggs laid in it by the adult needleworm. Such water

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is usually found underground, as this is where the and forces the parasites to make a saving throw or be
adults live. A successful Survival skill check (DC wiped out.
15) can identify water that is likely to be infested.
If the water is boiled before it is drunk, there is no Bore Worm: These corkscrew-like worms are
chance of infestation. Needleworms can be removed small, grey and so thin and threadlike that they can
by means of a purgative, for which see above under penetrate the host’s skin without causing any pain.
belly larvae. Once they are under the skin, they leave their tails
at skin level and probe their heads towards the host’s
joints, where they start to feed. This causes agony in
Subcutaneous Parasites the bones for the host, like a terrible case of arthritis.
These parasites live inside the flesh of the host, below The longer the bore worms remain in the body, the
the level of the skin. They are the hardest parasites more immobilised the host becomes, until eventually
to remove without harming the host. The contents of he can no longer move at all. Bore worms can be
the intestines may be voided at either end and the skin identified by the holes they leave in the host’s body,
may be scraped clean but to get into the flesh, you through which they take in the air they need to live
have to cut, sear or melt your way in. The exception through their tails. A victim of bore worms has a
here is the ear slug, which can be pulled out of the multitude of little pinholes in his skin near his elbows
same orifice by which it entered. and knees.
Boil Goblins: These parasites are amongst the most Acid Treatment: Other than magic, the standard way
horrifying ever documented. Fortunately, they are to destroy bore worms is with acid. Other methods
relatively rare, appearing only in dense jungle and (such as cautery, for which see above) may bring
forests. They are called ‘goblins’ because of their temporary relief but acid applied to the infected area
appearance, although they are not related to the is the only way to finish the worms off once and for
monster called a goblin in any way. An adult boil all. The treatment must deal at least 3 points of acid
goblin is miniscule, measuring only half an inch to damage to the host, following which the worms make
an inch in height. Boil goblins are contracted when a their collective saving throw to survive. Any source
potential host sleeps out in the open. While the host of acid may be used.
sleeps, an adult boil goblin jabs an ovipositor into the
host creature’s body in several places and tiny worm- Ear Slug: This bloodsucker is undoubtedly related
like creatures burrow under the skin. These stings, if to the leech, which it resembles. It is the size of a
found in the morning, resemble gnat bites, which they finger-joint, reddish-brown in colour and attracted to
are usually believed to be. warm places. When it has not fed for a while, it is no
thicker than a little string. Ear slugs live in streams
Once the establishment period is over, the true horrors and rivers, latching on to animals and people who
of boil goblin infestation become apparent. The host swim there. When a potential host is infested with
breaks out in huge boils the size of a hen’s egg, angry an ear slug, the little creature crawls inside the ear,
and red, soft to the touch with a hard nub at the centre. latches its mouth on to the warm flesh and begins to
These are infant boil goblins, breeding under the skin. feed. The amount of blood drained is tiny; it does not
Each day, one to three of the boils will burst (causing trouble the host at all. However, as the ear slug feeds,
a hit point of damage to the host) and a tiny manikin it swells up, blocking the ear canal. A host with
clambers out of the flesh, sometimes making a high one ear blocked by an ear slug cannot hear well and
squealing noise as it does so. The boil goblin does suffers the penalty shown to all Listen checks. A host
its best to escape to the floor below, where it looks with both ears blocked cannot hear at all. Ear slugs
for long grass to hide in. Victims of boil goblin only infest humanoids and monstrous humanoids of
infestation continue to suffer from the boils until they Medium or Small size.
die or until the parasites are removed.
Extraction: To remove an ear slug, one must get a
Cautery: Other than magic, the only way to get rid firm grip on the creature and pull hard. A successful
of boil goblins is to take a hot poker (or sword tip, Dexterity check (DC 15) is needed to get the grip in the
or similar implement) to the victim. The potential first place, following which a Strength check (DC 15)
boil areas have a tiny red spot in the centre, which is needed to pull the slug out. The slug’s mouthparts
must be seared with a hot point. This has to be done tear at the host’s flesh while it is extracted, inflicting
quickly, or the subcutaneous parasites will wriggle 1d4 points of damage every time a Strength check is
away to new parts of the body. Every hour of cautery attempted to remove it, whether or not the check is
deals 4d4 points of fire damage on the host creature successful. Killing the slug can be achieved without

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any great difficulty but this does not remove it, as its as the larvae grow in their sacs. Creatures that move
mouth champs on to the host by reflex action. by walking have their movement rate reduced by
half and can no longer run, as their feet are in agony.
Nose Slug: This is a variant species that latches on to Jiggers left untreated break the skin and crawl out
the flesh inside the nose of the victim. It is less of a after four weeks, leaving scarring behind but no other
pest than the ear slug, as it only prevents the victim’s damage.
ability to breathe through his nose.
Knife Treatment: The accepted way to get rid of a
Jiggers: Humanoids who go barefoot on case of jiggers is to dig them out of the flesh with
open plains sometimes contract jiggers. a sharp knife. To do this, a character must make an
They are the larvae of a tiny ground- attack roll with a light weapon that deals slashing or
dwelling insect, which lays its eggs piercing damage. He may not add his Strength bonus
just beneath the surface of the skin to this roll, though he may add his Dexterity bonus
of the feet. When the eggs hatch, if he has the Weapon Finesse feat and is proficient
excruciatingly painful with the weapon. The result of this attack roll is the
swellings develop Fortitude saving throw DC that the jiggers must make
in order to survive the infestation. If the attack roll
scores less than 10, the host of the jiggers suffers
the base damage of the weapon, without modifiers.
Otherwise, he only suffers one point of damage from
the blade digging the grubs out.

Skin/Hair Parasites
The most common of all parasites, these live on the
body or in the clothing of the host. They usually suck
blood from the host for nourishment.

Flea: Fleas are one of the most common parasites


in the world. They are ubiquitous, irritating and
remarkably tough. Humans and other humanoids
frequently have fleas living in their clothing and in
their carpets, rugs and other fabric. Fleas do not
infest any creature that is not covered in fur, so though
they may plague bugbears, fleas only trouble humans
and similar creatures when they infest their clothes or
bedding. Their bodies are not actually infested.

Flea bites cause angry red lumps that itch outrageously,


making it hard to keep concentration on what you
are doing. The results of flea infestation (Dexterity
ability score damage and a penalty to Concentration
skill checks) automatically occur after a character has
spent the establishment time in immediate proximity
to a flea-ridden object or animal, whether or not the
character becomes infested. The effects last for one
day. This is a poison effect; though it does not have a
saving throw, creatures that are immune to poison are
not affected by it. Spells that remove the effects of
poison are also effective on fleabites.

Creatures with one or more points of natural armour


are never troubled by fleas, as their hide is so thick
that the fleas cannot pierce it. High-level barbarians
can wear furs that are crawling with bugs without
any problem, for precisely this reason. A cloth or
fur item stored next to a flea-infested object has the

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same chance to become infested as a character. The against fever for every day that he has the infestation.
most likely items to become infested are garments Plague lice are hardier than other parasites and benefit
(especially cloaks and shirts), furs, hide armour and from a +4 resistance bonus to their Fortitude saving
bedding such as bedrolls and blankets. throws to resist infestation treatment.

Fumigation: Characters only suffer fleabites while Scrutters: Common parasites among those who
they are wearing flea-infested clothes or sleeping on live in forest regions, such as rangers and wood
flea-infested bedding, or otherwise spend time close elves, scrutters are vegetable based life forms. They
to fleas. A garment that becomes infested with fleas (a infest moss, moist bark, forest loam and similar wet
whole outfit counts as a garment for game purposes) vegetative places, latching on to people who sleep out
cannot have the fleas removed unless it is fumigated. in the open or use moss as pillows. Repel vermin does
This requires 24 hours of dousing the garment with not work on them but such spells as control plants do.
smoke from a specially prepared smokestick that Scrutters look like little scraps of mould or flakes of
costs the same to prepare as the standard variety. You bark and cluster on the victim’s face, clinging to the
cannot wear a garment while it is being fumigated. region around the eyes, nose and mouth like lichen
Washing has a chance to remove fleas but they have scabs. Scraping them off removes them temporarily
a DC of only 6 on the saving throw to survive this. and causes 1d3 hit points of damage to the host but
Some characters have garments burned rather than go the tiny roots remain and the scrutters return after
to the trouble of fumigating them. 24-hours.

Infernal Flea: This insect is the size of an apple seed Cautery and Knife Treatment: There are two ways
and the colour of a hot coal. Infernal fleas have a to get rid of scrutters. Cautery is automatically
+4 resistance bonus to their saving throws against successful but deals 2d4 points of fire damage on the
treatment. Their bites are especially irritating. A victim, who must make a Fortitude saving throw (DC
character suffering from infernal fleabites is treated 20) or suffer one point of permanent Charisma ability
as if he were constantly suffering from distraction. score damage from severe scarring. Knife treatment
He needs to make a Concentration check (DC 15) may also be used (see Jiggers above) but a result of
to undertake any action that involves concentration, less than 10 on the attack roll accidentally deals a
including casting a spell or performing skill checks critical hit with the weapon, using the base damage
that call for focus. Infernal fleas are evil-aligned only.
and suffer damage from effects that damage evil
creatures, such as holy smite. Washing in holy water Black Scrutters: Far more rare than the common
is a reliable way to remove infernal fleas; their saving breed are the ghastly black scrutters. These parasites
throw DC against this treatment is 18. spread to cover the whole body, not just portions
of the face, so that the victim’s body becomes as
Louse: Lice nest in furs and cloth in much the same blackened, damp and flaky as a rotten log. They
way as fleas but will infest humanoids directly. Louse deal 4 points of Charisma damage and 4 points of
infestation attacks the hairy parts of a creature’s body, Constitution damage. Fire treatment is the only way
where the lice lay eggs. Their bites cause pain and to get rid of them, other than magic.
itching. A character who has a louse infestation must
make a Fortitude saving throw (DC 10) whenever he Ticks: Ticks are bloodsucking parasites that bury
takes a night’s sleep; failure leaves him fatigued for their heads in the victim’s flesh and are difficult to
the whole of the next day, as the constant annoyance pull out. They go for soft, warm parts of the body,
of the lice robs him of restful sleep. including the underarms and the insides of the
thighs. Ticks cling to the tips of long blades of grass,
Alchemical Soap: The only reliable way to rid a body from where they latch on to the bodies of passing
of lice is the use of an alchemical preparation that creatures. Simply ripping the ticks from the affected
costs 3 gp to make and requires a Craft (alchemy) creature’s body leaves the head and mouthparts
check (DC 12). A thorough wash, taking at least an beneath the skin. If this is done, the area becomes
hour, is necessary. It is most effective if the infested infected automatically and hit point loss from ticks
character shaves off all his body hair. If this is done, is permanent until a remove disease spell (or similar
the lice have a saving throw (DC 18) to survive the disease-removing magic) is cast.
treatment.
Fire: The way to remove ticks is to touch a hot coal
Plague Louse: This rarer species transmits disease or hot poker to them. A successful Dexterity check
in its bite as well as causing irritation. A character (DC 15) is required to do this safely. Failure deals
infested with plague lice must make a saving throw 1d3 points of fire damage upon the host.
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House Haimon, despise demons and the chaos they create, especially
the infuriating cacodaemons. It is difficult for other
devils to relate to them, as although they share the

The Deathly appetite of all devils for indulging in evil deeds and
helping others to do so, they seem so subdued and
passive that it is easy to think that they are bored by

H
ell is not just an abode of devils; it is an the prospect. Haimons are not exactly the life and
afterlife, a dwelling place of the dead. soul of any party in Hell. The truth of the matter is
Some of its occupants are more inclined to that they are simply very patient, formulating their
celebrate death and its perversion than to torment plans over decades and centuries without any need
the dead once they arrive. The chalk-white, sunken- to fuss or hurry. Haimons have the patience of the
eyed devils of House Haimon care nothing for the cold dead.
noisy, shrieking delights of souls peeled slowly
over the Astyanath banqueting table nor for the
abundance of vulgar gold spilling from the vaults Habits
of the Carthenays. They exult in desolation and Contrary to the expectations of others, the Haimons
in vast piles of reeking death. House Haimon do have celebrations to which none but their kind
loves everything morbid; their environment is and privileged undead guests are invited. The
one monstrous ossuary built from the remains of Haimon carnival is called the danse macabre and
mortals, fallen or plundered from the graves of the is sometimes celebrated in the Infernum, sometimes
upper world. on Earth. Members of House Haimon prefer to host
a danse macabre on the Prime Material plane, as
The devils of House Haimon are the special patrons the corpses of the unhallowed dead can be raised
of the undead. Although there is a potent demon up out of their graves and marched back to Hell
lord who is sometimes called the Prince of the when the celebration is done. Those mortals who
Undead, many of the undead are in fact lawful have managed to witness a danse macabre from a
evil and do not cleave to the cause of chaos. These safe spot have told horrible stories of great bone-
lawful evil undead find ready allies in Hell in the fires burning with fizzling blue light, desecrated
form of House Haimon and include such creatures as cemeteries, circles of capering skeletons and ragged
wights, mummies and mummy lords, spectres, many zombies urged on by desiccated corpse-kings, with
of the more civilised vampires and a good proportion the dance led by skinny white devils tootling on
of liches. flutes evidently carved from human remains. The
main purpose of the danse macabre is to bring home
more corpses to boost the undead armies of House
Appearance Haimon, though it is also used as an opportunity to
Devils of House Haimon are the cold white colour desecrate holy sites (thus earning fresh Corruption
of a dead fish’s belly, their leathery skin flaky and for the devils involved) and liase with undead allies
sagging as if rubbed with floury paste. Their horns based on the Prime Material plane.
and claws are more brittle than those of other devils,
so they are frequently cracked and or broken off. Many mortals have legends of the danse macabre,
Without exception, they are very skinny indeed, with knowing that there is a day of the year when
large ribcages, shrunken waists and rat-like tails, so spectres, vampires and other night-horrors rise
that they almost look like bipedal greyhounds from a from their graves (or leave their castles) and fly to
distance. They are clearly related in some way to the lonely mountains or graveyards, where they hold
bone devils; the same stink of the grave surrounds their grisly Sabbath with the devils who advise and
them. encourage them. The signs of such an event are
unmistakeable. Previously holy altars drip with
black foulness, images of saints lie in scorched
Character pieces across the floor and the graves of good men
The Haimons are utterly lacking in humour that any
and women now gape open and empty, torn open by
sane creature can understand. They have macabre
dead hands – from the inside.
tastes even by the standards of Hell, finding the
mounds of decaying flesh heaped up on their estates
Haimons have the least in common with the military
genuinely beautiful to look at and savour. Too much
devils of any noble devil race. Their close kinship
noise and clamour offends them; for this reason, they
with the undead supplies them with troops of their

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own, more worthy of trust than the military devil showers of bone and grave-dirt. The Haimons use
soldiery that they are required to accommodate on these skeletal remains to build their ossuaries.
their estates. There are many rumours that the bone Haimon ossuaries are one of the wonders of the
devils give House Haimon preferential treatment, Infernum. Simultaneously weirdly beautiful and
turning a blind eye to their plots and intrigues ghastly in the extreme, they are dwellings, fortresses
when they should by rights be investigating them and palaces made entirely from the bones and skulls
and finding out just what they are up to in their of the dead. Those who have visited Hell or seen
ossuaries and mausoleums. The undead armies of visions of it (whether from actual scrying or from
House Haimon are nothing like as powerful as the episodes of delirium) report seeing vaulted corridors
massed ranks of the military devils but it is still a whose roofs are made from vast ribs and spines,
source of annoyance to the other noble devil houses teetering towers like skeletal fingers and crenulated
that the Haimons have a private fighting force all of battlements at the tops of castles made from row
their own and a ‘special relationship’ with the bone upon row upon row of human skulls.
devils.
The Haimon centre of power is situated in the
Dead God’s Bones, in the northern extremity of the
Interest In Mortals Infernum. The palace of Balsfemeros is built into
The Haimons are very interested in mortal
the skull, which has been added to and built upon
necromancers. They have little concern with
so extensively over the aeons that towers now burst
spreading corruption in any other way than by
through its cranium and additional overhanging
furthering the necromantic arts, increasing the
chambers cling to its cheekbones and sides like
numbers of lawful evil undead on the Prime Material
growths.
plane and persuading powerful mortal spellcasters to
defy death and become liches or vampires. When a
mortal sorcerer or evil cleric has a devil patron from Modifiers
House Haimon (see Sympathy For The Devil) he can The devils of House Haimon are more skeletal
count on that devil’s help when he needs to create and shrunken than most. Their hide is not so thick
and control large numbers of undead. and leathery as that of the other noble devils. It
resembles peeling sheets of tissue paper or badly
When a mortal shows contempt for the sanctity of healed skin after an infection and reeks of rot. This
the grave and blasphemes against the memory of the gives them a natural armour bonus to AC of only
departed by turning them into his servants, or defies +7, making them less effective in combat than other
fate by making himself into an undead monster so noble devils.
as to go on existing past his natural lifespan, House
Haimon has scored a victory over the forces of This weakness is relatively minor compared to the
good. Haimons earn a 10% bonus to all Corruption benefits that members of this house enjoy. Their
generated by performing acts of defilement, tails have a venomous sting in them, which though
desecration or the creation of undead. it does not resemble the scorpion-like appendage of
the bone devil is no less virulent. The devil attacks
with the tail as a natural weapon; it deals 2d4 damage
Torments plus the devil’s Strength modifier. The poison has a
Damned souls held by the Haimons are given ordeals
Fortitude save (DC 20), with initial damage of 1d6
of labour. The Haimon command over death and the
Strength and secondary damage of 2d6 Strength.
dead makes them inclined to use their stock of souls
The save DC is Constitution-based.
as workhorses. Though the souls are weak, they can
still be used. Damned souls on the Haimon estates
Haimons have the ability to cast animate dead three
can be seen pushing huge boulders up hillsides,
times per day as the spell cast by a 12th level sorcerer
staggering with vast mounds of chains on their
and create undead once per day. All House Haimon
backs and screaming as they are crushed beneath
structures count as desecrated for the purpose
collapsing walls too heavy for them to hold up.
of casting these spells, allowing the Haimons to
produce 24 HD of lesser undead with a single use of
Estates the ability when doing so on their own grounds.
The main Haimon estates are situated beneath the
charnel points (see Infernal Environments) where
the detritus of mortal graves falls down in occasional

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N ot ab l e M e m be rs
Of H o u s e Hai m o n
The head of House Haimon is
Balsfemeros. It is a seven-foot
tall, skeleton-thin specimen of
the Haimons, who is respected
and feared by undead across
the planes. The gender of
Balsfemeros is unknown. The
features are too shrivelled, the
face stretched into a permanent
skeletal grin, for any observer
to be able to ascertain whether
Balsfemeros be male or female.
When in its own chambers, which
is virtually all of the time, it is
habitually dressed in a garment
like a long, rotting wedding dress,
which may indicate that it is of the
feminine gender, or may just prove
that Balsfemeros has not been
fully sane for a very long time.
Balsfemeros is utterly reclusive
and does not allow itself to be
disturbed for anything other than
the most important news. Only a
select few members of the house
are allowed into its presence, to
bring new information and to
receive instructions.

Balsfemeros: Noble devil of


unknown gender Clr 20; CR 28;
Medium outsider (lawful, evil);
HD 9d8+36 plus 20d8+80; hp
247; Init +10; Spd 30 ft; AC 23
(+6 Dex, +7 natural) touch 16,
flat-footed 17; Base Atk: +24;
Grp: +26; Atk +32 melee (2d4+8/
x4 plus 1d6 fire, +5 flaming
scythe of severance) or +26 melee
(1d3+2, claw); Full Atk +32/+27/
+22/+17 melee (2d4+8/x4 plus
1d6 fire, +5 flaming scythe of
severance) or +26 melee (1d3+2,
claw) and +21 melee (2d4+2 plus
poison, tail); Space/Reach 5 ft./5
ft; SA spell-like abilities, summon
devil; SQ damage reduction 5/
good, darkvision 60 ft., immunity to fire and poison, Skills and Feats: Bluff +24, Concentration +36,
polymorph, resistance to acid 10 and cold 10, see in Craft (bone carving) +15, Disguise +20, Diplomacy
darkness, spell resistance 20, telepathy 100 ft.; AL +38, Hide +20, Intimidate +26, Knowledge (arcana)
LE; SV: Fort +22, Ref +18, Will+24; Str 14, Dex 22, +37, Knowledge (religion) +19, Knowledge (the
Con 18, Int 21, Wis 24, Cha 22.

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planes) +19, Listen +21, Move Silently +38, Search creature’s current hit points, it dies, with no saving
+15, Sense Motive +21, Spellcraft +32, Spot +14: throw allowed.
Dodge, Combat Expertise, Improved Feint, Combat
Casting, Persuasive, Improved Initiative, Mobility, +5 Flaming Scythe Of Severance (Axiomatic,
Spring Attack, Combat Reflexes, Weapon Focus Unholy): The weapon that Balsfemeros wields is
(scythe). symbolic of swift death and severance of the soul
from the body. It is one of the only items in creation
Spell-like abilities (Sp): At will – greater teleport that can sever the silver cord of an astrally projected
(self plus 50 pounds of objects only), charm monster person. If the scythe is wielded against a person who
(DC 20), major image (DC 19), pyrotechnics (DC is travelling by means of an astral projection spell,
18), scorching ray (three rays), unholy blight (DC so that their silver cord is manifest, Balsfemeros can
20), wall of fire (DC 20); animate dead three times attempt to attack it. For the purposes of attacks by
per day; create undead once per day. The caster the scythe of severance, the silver cord has the same
level is 12th. The save DCs are Charisma-based. base Armour Class as the character, discounting
any armour or shield bonuses and adding a +4 size
Polymorph (Su): Balsfemeros’ human form, which bonus. If 20 or more points of damage are dealt to
it does not often adopt, is of a hooded, cloaked it in one blow, it is severed and the character dies.
person so aged and hairless that its gender is no Otherwise, the attack has no effect. If a natural 20 is
easier to determine than when it is in devil form. rolled when attacking an astrally projected character,
the silver cord is instantly severed, killing the victim.
Summon Devil (Sp): Once per day, Balsfemeros Note that the silver cord is only visible when an
can attempt to summon 2d10 lemures, 1d4 bearded astrally projected character is on the astral plane
devils or one erinyes with a 50% chance of success. proper. If the character then formulates a body on
This ability is the equivalent of a 3rd level spell. one of the Outer Planes, the silver cord is no longer
visible and benefits from full concealment.
Spells Prepared: (6/7+1/7+1/7+1/6+1/6+1/5+1/
5+1/4+1/4+1, save DC 16 plus spell level); 0th
level: detect magic, detect poison, guidance x2,
Others
Other prominent members of House Haimon include
read magic, resistance; 1st level: bane, cause fear,
Amaloi, the Bone Princess who is so devoted to
curse water, detect undead, detect good, divine
darkness and solitude that she has established a
favour, protection from chaos, shield of faith; 2nd
stronghold beneath the surface of one of the stagnant
level: bear’s endurance, bull’s strength, death knell,
lakes of Hell, built from the bones of sailors who
darkness, desecrate, hold person, resist energy,
drowned in a state of sin; Crevicule, the keeper of
undetectable alignment; 3rd level: animate dead x2,
the names of the dead, who keeps the records of
bestow curse, inflict serious wounds x2, invisibility
all those whose souls House Haimon will claim
purge, magic circle against chaos, magic circle
when they die; and the Whispering Twins, a pair of
against good; 4th level: death ward, dimensional
identical devils who speak in quiet hissing voices
anchor, discern lies, dismissal, divine power, inflict
and are the immediate retainers of Balsfemeros,
critical wounds x2; 5th level: dispel chaos, dispel
keeping all disturbances away.
good, greater command, plane shift, slay living,
true seeing, unhallow; 6th level: banishment, blade
barrier, create undead x2, harm, inflict moderate Relations
wounds (mass), ; 7th level: blasphemy, destruction House Haimon has uneasy and uncertain relations
x2, dictum, inflict serious wounds (mass), repulsion; with the other houses. They are the wild card in
8th level: dimensional lock, create greater undead, the political games of Hell; nobody knows their
fire storm, inflict critical wounds (mass), greater true strength, as they are so secretive, nor does
spell immunity; 9th level: implosion, soul bind, storm anybody know their true leanings, apart from their
of vengeance, wail of the banshee x2. basic loyalty to Hell. They have not failed to supply
troops and undead support in the ongoing war
Domain Power: Balsfemeros may use a death touch against the demons but this support is the extent of
once per day. Its death touch is a supernatural ability their participation. Other than this, they are entirely
that produces a death effect. It must succeed on a reclusive, taking no part in the politics of Hell. Very
melee touch attack against a living creature using few visitors from the other noble houses are brought
the rules for touch spells. When he touches a living to the Haimon estates.
creature, roll 20d6; if the total at least equals the

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The other noble devils are convinced that the


Haimons are ‘up to something’ but have so far failed
S ec r et s O f H o us e H a im on
to ascertain exactly what this may be. One theory The Burning Dead (‘corpse-
holds that the Haimons are attempting to build a
mile-high colossus from melted down corpse matter,
candles’)
House Haimon has developed a special kind of
with which they shall subjugate all who oppose their
undead, not often found outside Hell, which fuses
rule. Others believe that they are in collusion with
the unholy strength of the Infernum with the powers
House Glabretch to create a disease so lethal that
of undeath. The burning dead resemble half-rotted
even the devils of Hell shall succumb to it.
zombies who are constantly wreathed in flames. The
fat of the zombie’s body seems to fuel the process
somehow, turning the creature into an inexhaustible
flaming torch. Mortal students of the infernal
sometimes call the burning dead ‘corpse-candles’.
The secret of creating these monsters is found in the
flaming sea of the Infernum. Burning dead may be
created by a create undead spell cast upon a corpse
that is wholly immersed in the liquid of the Sea of
Fire. The Haimons have access to a subterranean
reservoir of this fiery substance. The spell must be
cast immediately, before the flames have a chance to
consume the dead body.

It is customary in House Haimon estates to


use the burning dead for illumination as well
as shock troops. The Haimons themselves do
not need light to see but they sometimes light
beacons and provide light for their guests. For
this purpose, the burning dead are hung in strong
iron cages that resemble gibbets, or impaled upon
tall iron spindles. The main audience chamber of
Balsfemeros’ palace has its lighting supplied by a
sphere of transparent material in which the bodies
of ten of the burning dead, made from the
bodies of good heroes, constantly
writhe and scream.

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Bur n i n g De ad
Medium Undead (Fire)
Hit Dice: 14d12 (91 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armour Class: 23 (+4 Dex, +9 natural), touch 14,
flat-footed 19 FAUSTUS. Now tell me, what
Base Attack/Grapple: +7/+12 says Lucifer, thy lord?
Attack: Slam +12 melee (1d6+5 plus 1d6 fire) MEPHISTOPHELES. That I shall
Full Attack: 2 slams +12 melee (1d6+5 plus 1d6 wait on Faustus whilst he lives,
fire) So he will buy my service with his
Space/Reach: 5 ft./5 ft. soul.
Special Attacks: Immolation, flaming body FAUSTUS. Already Faustus hath
Special Qualities: Darkvision 60 ft., undead traits hazarded that for thee.
Saves: Fort +4, Ref +8, Will +9 MEPHIST. But, Faustus, thou must
Abilities: Str 21, Dex 19, Con —, Int 11, Wis 10,
bequeath it solemnly,
Cha 10
And write a deed of gift with thine
Skills: Climb +11, Hide +19, Listen +11, Move
own blood;
Silently +21, Spot +15, Swim +9
For that security craves great
Feats: Alertness, Dodge, Improved Initiative,
Lucifer.
Improved Grapple, Improved Unarmed Strike
If thou deny it, I will back to hell.
Environment: Any
Organisation: Solitary, gang (2–4), or mob (4–16) FAUSTUS. Stay, Mephistophilis,
Challenge Rating: 9 and tell me, what good will my soul
Treasure: None do thy lord?
Alignment: Always chaotic evil MEPHIST. Enlarge his kingdom.
Advancement: 15–21 HD (medium); 22–28 HD FAUSTUS. Is that the reason why
(large) he tempts us thus?
Level Adjustment: — MEPHIST. Solamen miseris socios
habuisse doloris.
Immolation (Su): One of the burning dead may FAUSTUS. Why, have you any
choose to expend all of the fiery energy bound pain that torture others!
into its undead form at once. This attack burns the MEPHIST. As great as have the
creature out, so that it loses the flaming body feature human souls of men.
(see below) but it does not harm it. The burning But, tell me, Faustus, shall I have thy
dead immolates as a standard action; this gives off soul?
fire energy in a burst 40 feet across, inflicting 12d6 And I will be thy slave, and wait on
damage to all creatures within the area. A Reflex thee,
saving throw (DC 15) is allowed for half damage. And give thee more than thou hast
The save DC is Charisma-based. wit to ask.
FAUSTUS. Ay, Mephistophilis, I
Flaming Body (Su): The body of the burning dead give it thee.
gives off fire like a torch, so that roaring flames MEPHIST. Then, Faustus, stab
constantly surround the creature. Any creature thine arm courageously,
striking the burning dead with its body or a handheld And bind thy soul, that at some
weapon deals normal damage but at the same certain day
time the attacker takes 2d6 points of fire damage. Great Lucifer may claim it as his
Anyone grappling the burning dead takes 6d6 points own;
of fire damage. Burning dead often act as suicide And then be thou as great as Lucifer.
troops, grabbing on to attackers in the front line
and mindlessly hanging on, burning their victims - Christopher Marlowe, Doctor
steadily to death. Faustus

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House Habits
Oblurotts celebrate sins of excess with enormous

Oblurott, The
feasts that go on for weeks, reminiscent of the orgies
of old Rome. The celebrants gorge themselves to
bursting point, pausing to eject floods of vomit into

Gross
iron vats borne by unfortunate servants, so as to make
more room in their stomachs. These feasts always
involve the roasting alive of several of the damned,
who’s butchered but still living remains are tossed into

G
luttony and sloth are the vices most dear to carrion pits after the flesh is cut from them.
the hearts of House Oblurott. To them, Hell
is a carnival of consumption. They stuff Some Oblurotts develop a taste for the flesh of wicked
their bloated bodies with meat torn from the ribs children and take any chance they can to venture into
of screaming souls, guzzle vats of wine and liquor the upper world. There they use their polymorph
captured from the upper world and recline on the most ability to assume the aspect of friendly, merry people,
luxurious cushions and canopies found anywhere in who make away with children and devour them.
the Infernum. If House Carthenay are the devils most
greedy for material goods, these devils are greediest
for food, drink and all forms of gluttonous indulgence. Interest In Mortals
They are responsible for promoting all evils that The Oblurotts see mortals as a valuable source of
depend on excess. Oblurotts whisper in mortals’ ears pleasure. The best feast of all for an Oblurott is
that eating, drinking and making merry are not enough the flesh and blood of the damned, but they do seize
and that they must do all of these things to excess. other goods for their enjoyment. If an Oblurott can
Nobody who has been tainted by the Oblurotts can pervert a cleric of a good religion, it can gain access
ever feel truly satisfied. They always crave more. to sacramental wines and other such sacred foodstuffs,
which House Oblurott loves to guzzle like so much
fodder.
Appearance
All Oblurotts are grossly fat. Their horns are small, Oblurotts spread the evils of Hell by encouraging
their tails thin and rat-like and their bodies vast mortals to indulge their basest appetites. They
sweating heaps of blubber. Their eyes are tiny and leave the carnal urges to the devils of House Riethii
narrow and their jowls heavy with fat. Their mouths and content themselves with promoting the sins of
are broader than those of other devils, full of pointed gluttony and sloth. Oblurotts tempt mortals into
shark-like teeth. Their jaws can dislocate, so as to wasting their lives and their fortunes on feasting,
swallow large items of food whole. Their skin has drinking and gambling. In the aftermath, they
a slight tinge of gold to it, making a room full of urge them to avoid honest work and never to exert
stationary Oblurotts in the crimson half-light of Hell themselves when they could bully another into doing
look like an assembly of idols. the work for them. The Oblurotts cultivate tyrants and
lords as likely candidates for damnation, as they are in
Character an ideal position to fatten themselves at the expense
of others but they also groom greedy merchants,
Oblurotts are like a parody of all stereotypically fat
and jolly people. They are only happy when they competing with the Carthenays for these souls. The
have gorging to look forward to. They are utterly term ‘fat cat’ gives a very clear indication of the
gross in their tastes and they know it, taking a perverse kind of person that House Oblurott seeks to recruit.
pleasure in this. They seem to have no regard for Oblurotts gain a 10% bonus to all Corruption earned
subtlety, invention or scheming, which infuriates the by acts of evil involving consumption, drunkenness,
more sophisticated devils such as the Astyanaths and idleness and neglect.
the Riethiis. Oblurotts are, in fact, far shrewder than
they are given credit for; those beady little eyes see a Torments
lot. They are one of the most internally uncooperative Those damned souls fated to be tormented by House
houses of all. Oblurotts are constantly at odds with Oblurott are those who were themselves greedy,
one another. The most resounding victory an Oblurott excessive and gluttonous in life. The least corrupt
can ever score against a rival is to butcher and eat among them are condemned to eternal starvation,
him. trapped in wasted, skinny soul-bodies and forced
to watch the Oblurotts stuffing themselves. Those

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who were somewhat worse are kept in stockyards whole opponents who are at least one size category
like cattle, fattened on slops and taken out on their smaller than them. An Oblurott can try to swallow
appointed day to be hacked into meat for the feast. a grabbed opponent by making a successful grapple
Once their digested bodies have been deposited in check. Once inside the devil’s belly, the opponent
the teeming Oblurott dung-piles, they begin the slow must succeed on a Fortitude saving throw (DC 18)
process of regeneration, with no brighter future in or be paralysed for 3d6 rounds by the devil’s potent
sight than to be herded, fattened and devoured all over digestive juices, taking 2d6 points of acid damage per
again. round. A new saving throw is required each round
inside the devil’s stomach. The saving throw DC
The very worst souls of all (those who are not corrupt is Constitution-based. A swallowed creature can
enough to be turned into nascent devils themselves) attempt to cut its way out by using a light slashing or
are allowed a measure of participation in Oblurott piercing weapon to deal 25 points of damage to the
indulgence. They are nailed to boards in much the devil’s interior, which has an Armour Class of 14. A
same manner as geese are when foie gras is made and Medium sized Oblurott’s interior can hold one Small,
force-fed with gruel until their swollen bodies finally two Tiny or four Diminutive or smaller opponents.
rupture. This event is cause for rejoicing among the
devils, who then rip out the entrails and enjoy them as The Oblurotts’ most revolting combat tactic is to
a delicacy. eject a stream of vomit over their opponents. They
cannot do this unless they have feasted to excess
within the last eight hours. Devouring a soul before
Estates battle (see below) counts as feasting to excess. No
Oblurotts like gaudy, vulgar splendours. Their one Oblurott may vomit more than once per 2 points
estates are richly decorated palaces with friezes of Constitution ability score modifier that he has
commemorating legendary feastings and feats of (rounded down) before feasting again and refilling his
gluttony of the past. Butchery is a constant theme, with belly. For example, an Oblurott with 18 Constitution
rooms fitted out like the interiors of carcasses (with could deliver two vomit attacks before needing to stuff
roofs vaulted like ribcages and furniture sculpted to himself with food again.
resemble sweetbreads) and mazes of abattoirs beneath
the palaces where damned souls are carved into food The Oblurott vomit attack is delivered as a line 15
for the banqueting table. Witnessing the interior of feet long and 5 feet wide. Affected targets suffer 2d6
an Oblurott kitchen (whether in person or through a acid damage and are sickened. A successful Fortitude
scrying link) is such a stomach-wrenching experience saving throw (DC 18) avoids these effects; the saving
that any non-evil character must make a Will saving throw DC is Constitution-based. Those who fail
throw (DC 18) or be sickened for 1d6 minutes. their saving throws by more than 10 are nauseated
instead of sickened. A creature that fails its saving
The central palace of the Oblurotts is the immense throw cannot remove the sickened condition until the
banqueting hall that the devils call Hell’s Kitchen. coating of vomit is removed, either by taking off the
This is one enormous dome inside which is a circular affected worn items or washing thoroughly.
feasting table, around which there is room for all
the most favoured of the house to gather when Oblurotts are so heavy that their speed is reduced to 20
Hurgblotten commands it. Surrounding this dome are feet. Female Oblurotts (it is often hard to tell which is
a dozen separate kitchens, staffed by sweating devils which) cannot use their wings for flying at all; they are
assisted by members of the devils line. Prepared food much smaller than those of other female noble devils,
is sent into the central feasting hall in wheeled iron as if they were shrunken from disuse. The bulky flab
carts the size of mine trucks. surrounding the Oblurotts’ limbs interferes with hand
gestures and body movements, giving them a constant
Modifiers And Special Abilities arcane spell failure chance of 10% and a –4 armour
All Oblurotts have a layer of thick fat that acts as check penalty to the skill checks affected by armour
additional natural armour. Their natural armour rating encumbrance.
is raised to +10. They are more resilient against harm
than others and have damage resistance of 10/good.
N o t a b le Mem b er s O f H o us e
A favourite Oblurott attack mode against small
opponents (such as quasits) is to grab them and
O b lur o t t
The head of House Oblurott is the monstrous
devour them whole. Their large jaws can stretch Hurgblotten, a mountain of blubber with gleaming
wide like those of snakes, allowing them to swallow black horns and a constantly smirking, constantly

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drooling mouth as wide in his face as a bullfrog’s. He Full Atk +40/+35/+30/+25 melee (2d4+13/18–20,
is habitually dressed in a blood-spattered butcher’s +5 slaughterer’s cleaver) or +33 melee (1d3 plus
apron and carries a huge cleaver which he keeps razor- 4, claw); Space/Reach 5 ft./5 ft; SA swallow whole,
sharp with a whetstone carried in the apron pocket; spell-like abilities, summon devil, vomit; SQ damage
he has a very unpleasant habit of whetting the blade reduction 10/good, darkvision 60 ft., immunity to fire
while he is talking, which makes his audience deeply and poison, polymorph, resistance to acid 10 and cold
uneasy. It is his proud boast that he has devoured ten 10, see in darkness, spell resistance 20, telepathy 100
million souls since the foundation stones of Hell were ft.; AL LE; SV: Fort +22, Ref +18, Will+17; Str 18,
laid. Dex 22, Con 18, Int 21, Wis 21, Cha 21.

Hurgblotten delights in the title of ‘Hell’s Butcher’ Skills and Feats: Bluff +43, Concentration +21,
and makes a point of appearing at functions draped Craft (cookery) +23, Disguise +22, Diplomacy +23,
in the sausages that he has made out of his political Hide +22, Intimidate +39, Knowledge (the planes)
opponents. His lair is constantly smoky from the +23, Knowledge (nature) +22, Listen +23, Move
sulphurous fires that he uses to cure his many hanging Silently +26, Search +16, Sense Motive +27, Spot
carcasses. Those few unfortunate mortals who have +37: Cleave, Combat Expertise, Combat Reflexes,
seen the inside of Hurgblotten’s larder and found Dodge, Great Cleave, Greater Weapon Focus
out the fate of the heroes sent to bring his rule to an (cleaver), Greater Weapon Specialisation (cleaver),
end have taken the sight with them to their graves; Improved Feint, Improved Initiative, Mobility, Spring
dedicated paladins and clerics of good deities now Attack, Weapon Focus (cleaver), Improved Unarmed
swing from S-shaped hooks, reduced to so much Attack, Improved Grapple, Persuasive, Power
brisket. Attack, Improved Sunder, Improved Disarm, Weapon
Specialisation (cleaver), Whirlwind Attack.
Hurgblotten: Male noble devil Ftr 20; CR 28;
Medium outsider (lawful, evil); HD 9d8+36 plus Vomit (Ex): Hurgblotten can vomit over opponents,
20d10+800; hp 267; Init +10; Spd 20 ft; AC 26 (+6 possibly causing them acid damage and sickening
Dex, +10 natural) touch 16, flat-footed 20; Base Atk: them. See above for details of this special ability.
+29; Grp: +33; Atk +40 melee (2d4+13/18–20, +5
slaughterer’s cleaver) or +33 melee (1d3+4, claw); Swallow Whole (Ex): Hurgblotten can attempt to
swallow a grabbed opponent whole by making a
successful Grapple check; see above for the rules.

Spell-like abilities (Sp): At will – greater teleport


(self plus 50 pounds of objects only), charm monster
(DC 19), major image (DC 18), pyrotechnics (DC 17),
scorching ray (three rays), unholy blight (DC 19),
wall of fire (DC 19), 3/day - scrying (DC 19).
The caster level is 12th. The save DCs are
Charisma-based.

Polymorph (Su): Hurgblotten’s alternate


form is utterly unlike his devil-shape. In
order to beguile mortals, he takes the
shape of a small boy of around 10 years
in age, with a cheeky grin and bright blue
eyes. While in this form, he tempts adults
and children alike into his clutches, adding
them to the stockyards of Hell.

Summon Devil (Sp): Once per day, Hurgblotten


can attempt to summon 2d10 lemures, 1d4
bearded devils or one erinyes with
a 50% chance of success. This
ability is the equivalent of a
3rd level spell.

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+5 Slaughterer’s Cleaver: This huge length of


sharpened magical iron has a hole in one end, so
Relations
House Oblurott is a key player in Hell’s politics.
that Hurgblotten can hang it from a hook when not
The Oblurotts have an unending and mutual hatred
in use. It is so keen that it can strike right through the
for the Astyanaths, which has gone on so long that
bones of a joint with a well-placed blow. The weapon
even ancient clay tablets of the upper world make
has the vorpal quality; on a roll of natural 20, with a
mention of the hatred that the fat devils have for the
second roll to confirm a critical hit, the head of the
skinny devils. The rivalry of these two houses would
victim is struck from his shoulders.
undoubtedly split Hell down the middle if it were not
for the stabilising influence of House Carthenay and
Others the Princes of Hell above them, backed by the military
Other nobles of House Oblurott are Mudger of the Pot, might of the devils. The Oblurotts may be slow
who keeps a forty-foot wide cauldron full of broiling moving but they are tough, making them dangerous
souls constantly suspended by chains above the Sea front-line fighters.
of Fire, reeling it in from time to time so that his kin
can sample it with long ladles; Kithlubbin, who lives
at the bottom of a rubbish chute that he has not left in S ec r et s O f H o us e
three thousand years, as he is content to gorge himself
on the scraps that others throw away; The Lobbigus,
O b lur o t t
an Oblurott devil so obese that he is now of Large size The Devouring Of Souls
and has to be wheeled around in a converted chariot Any devil can devour a damned soul. See The
drawn by bearded devils; and the most gloriously Harvest of Souls, for a description of what souls are
overweight female Oblurott of all, Rosa, who is the forced to endure. The devils of House Oblurott are
consort of Howling Aengus of House Sturrach. particularly fond of eating entire damned souls, not
only for pleasure, but to derive especial nourishment
from them.

To gain sustenance from a particular damned soul, its


entire body must be consumed. The Oblurott method
of doing this is to hew off the limbs first, then swallow
I went down to Satan’s Kitchen the head and torso whole. This gives the devourer
For to get me food one morning additional temporary hit points above his normal
And there I got souls piping hot total. A devil that devours a soul gains 3 temporary
All on the spit a-turning additional hit points for every level or Hit Die of the
damned soul that he consumes, to a maximum of
There I took up a cauldron 40 temporary hit points. These additional hit points
Where boiled ten thousand harlots; disappear after 12 hours, whether any of them have
been used up or not.
Though full of flame I drank the same
To the health of all such varlets! The Oblurotts have a custom of feasting on the
damned before going into battle. When mustering for
My staff has murdered giants, a fray, they bring along a ‘packed lunch’ of impaled
My bag a long knife carries souls, carrying them on their melee weapons for ease
To cut mince pies from children’s thighs, of transport and tearing into them shortly before battle
And feed them to the faeries’ begins.

And still I sing, bonny boys,


Bedlam boys are bonny,
For they all go bare and they live by the air
And they want no drink nor money!

- Mad Tom O’Bedlam (Traditional ballad


of the humans)

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House Riethii, entertainments and practices become too extreme for


their tastes are almost always in too deep to get out
again. The Riethiis love to see innocence violated,

The Voluptuous natural instincts perverted and all restraint dispensed


with.

H
ell would not be Hell unless it contained all The Riethiis have always been closely allied with the
the vices of the upper world, exaggerated and Astyanaths. Both houses are fundamentally cruel
magnified to an obscene degree. Avarice, but while the Astyanath urge is to slice, slash and
greed, filthiness and cruelty are found in abundance in lash, the Riethiis prefer to use, abuse and defile. The
the estates of the Carthenays, Oblurotts, Glabretches damned kept by the Riethiis are doomed to be used
and Astyanaths; carnality, too, has its place in Hell as playthings, pets and concubines. At heart, the
and its own family of noble devils who are devoted Riethiis are twisted, rapacious brutes, with none of
to it. It is not ordinary bodily urges that the Riethii the sophistication that they pretend to have and cursed
clan celebrate. These are healthy in moderation. to be forever unsatisfied. They are utterly vain.
Instead, it is the distortion and deformity of the
natural instincts that the Riethiis adore. They deal in
cravings, obsessions, envy, twisted lusts and crimes Habits
of passion. If the angels are set over the impulse to The Riethiis model their dress and behaviour on
love, then the Riethii households are set over all that various different regimes of the upper world, always
distorts and disfigures that impulse, defiling its purity choosing a time of especial decadence. The code
and dragging it into the slime. of fashion in play at any given time depends on the
whim of those at the head of the house. The regimes
Self-obsession is the sin the Riethiis most love to that are emulated will depend on the campaign but we
cultivate. They are notoriously narcissistic and like to would suggest that such examples as the court of the
see others going down the same path. When a person Roman Emperor Caligula are the best kind. It amuses
turns all their attention inward and lives purely for the Riethiis and satisfies their vanity to play the part
his own pleasure, elevating himself above all others, of mortal dukes and duchesses, holding court over
then the Riethiis have scored a victory over the cause retinues of adoring sub-devils.
of heaven.
Riethii festivals are carnivals of enthusiastic obscenity,
in which honoured members of the house perform the
Appearance feats and tableaux that they have worked upon in the
Riethii devils are brilliant red in colour and are all preceding months. These are undeniably splendid
strikingly handsome, with pert little horns and white (and involve a good deal of artistic invention) but
teeth. The females are proportioned like the fantasies always culminate in horrible, orgiastic routs in which
of a sailor who has been at sea too long, with frankly the devils seize upon and wilfully abuse any soul they
unlikely vital statistics and dazzling smiles. Riethii can lay their claws on.
devils are closest of all to the quintessential image
of a devil, the image that is habitually represented in
tattoo designs or folk art. They dress most commonly Interest In Mortals
in garments of leather and silk, like celebrants at an Riethiis love to lead mortals into ruin by manipulating
exotic party. their emotions. They have an easier time of it than
most devils, as many mortals have a weakness for
sensual pleasures; the pious have often said that the
Character fastest route to Hell is to give in to the temptations of
Riethiis have in common with Oblurotts the belief that the flesh. Riethiis corrupt mortals by leading them
there is no such thing as ‘too much’. They believe into lesser evils practiced often, in contrast to the
in excess and in drowning the senses in rapturous methods of such houses as the Sturrachs, who aim for
things. Many mortals are tricked into thinking that major sins such as the murder of siblings.
the Riethiis are not all that bad, really; they seem to
be encouraging people to live a little, to celebrate Riethiis use mortals as playthings, much like they
while there is time to do so. In reality, the Riethiis use the bodies of the damned. A living creature
are not so wholesome. Their palates are rapidly jaded in Hell that falls into the hands of the Riethiis is
and they require greater and greater stimulation in destined for a starring role as the centrepiece of some
order to entertain them. Those who find that Riethii devil’s tableau. The Riethiis are careful to keep such

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unfortunates alive, as there is no fun to be had from a


plaything that breaks too quickly.
N o t a b le Mem b er s O f H o us e
R iet hii
Torments The head of House Riethii is given the title of High
Voluptuary, with the title currently residing with the
Damned souls in the Riethiis’ keeping are not
subjected to so much physical agony as others. self-affirmed Queen of Sin, Lady Barbelion. She is
Instead, they suffer torment from being forbidden to a visually stunning devil with red hair that glows like
indulge in the pleasures they see going on all around hot embers. Barbelion is always found in the company
them – the standard punishment for those who were of her mount, a fiendish pyrohydra with seven heads,
excessively carnal in life – or by being forced into named Thero. She is always intoxicated, sometimes
depraved acts by the devils, who take full advantage to a minor degree in which she can still communicate
of the indestructibility of the bodies of the damned. coherently, sometimes so much so that she cannot
Good taste and concern for the comfort of our readers speak except to cast spells or roar a battle cry.
prevents us from documenting such acts in detail;
suffice it to say that they are no less uncomfortable When in her full glory, as depicted in prophetic
than the worst butcheries of the Astyanaths. tapestries and illuminated copies of the Apocalypse
Texts, she is shown riding on the seven-headed fire-
breathing monster with the Chalice of Abominations
Estates in one hand, the Rod of Dissolution in the other, her
The Riethii estates are in the most civilised, settled flaming greatsword slung from a scarlet girdle at her
regions of the Infernum, namely the central plateau waist and the golden Crown of Blasphemies sitting
and some of the major islands. They build palaces slightly lopsided on her head, as if it were slightly too
like great manor houses in which to celebrate their big for her, or she had put it on while drunk.
wantonness; the richer the branch of the family,
the more vast the mansions will be and the more Lady Barbelion: Female noble devil Ftr 10/Clr 10;
spectacular the events. Riethiis love statuary and CR 28; Medium outsider (lawful, evil); HD 9d8+36
have vast erotic images, sculptured out of the red- plus 10d10+40 plus 10d8+40; hp 257; Init +10; Spd
black rocks of Hell, erected in the gardens of their 30 ft, fly 40 ft. (good); AC 24 (+6 Dex, +8 natural)
houses. The grounds of a Riethii mansion will touch 16, flat-footed 18; Base Atk: +26; Grp: +29;
always include a labyrinth, into which captive souls Atk +35 melee (2d6+9/19–20 plus 1d6 fire, +5
are released so that the hellhounds and other noble flaming greatsword) or +29 melee (1d3+3, claw);
devils can hunt them for sport. Full Atk +35/+30/+25/+20 melee (2d6+10/19–20
plus 1d6 fire, +5 flaming greatsword) or +29 melee
(1d3+3, claw); Space/Reach 5 ft./5 ft; SA spell-like
Modifiers abilities, summon devil; SQ damage reduction 5/
To do their wicked work, Riethiis must winnow away
good, darkvision 60 ft., immunity to fire and poison,
the common sense and the willpower of those they
polymorph, resistance to acid 10 and cold 10, see in
target for their attentions. Those who have escaped
darkness, spell resistance 20, telepathy 100 ft.; AL
the Riethiis describe a strange, sweet-smelling
LE; SV: Fort 24, Ref 18, Will 22; Str 16, Dex 22, Con
pink cloud that permeated everything, making it
18, Int 21, Wis 22, Cha 22.
impossible for them to resist the devils’ charms and
making their illusions seem unquestionably real.
Skills and Feats: Bluff +22, Climb +11,
Concentration +34, Craft (jewellery) +11, Disguise
This curious mist in which willpower just melts away
+16, Diplomacy +40, Handle Animal +14, Hide
is the result of an inherent ability unique to the Riethii
+18, Intimidate +36, Knowledge (arcana) +14,
house. They can produce a mind fog three times per
Knowledge (history) +13, Knowledge (religion) +15,
day as a spell-like ability, as if cast by a 12th level
Knowledge (the Infernum) +15, Knowledge (the
caster. The devils breathe the fog out through their
planes) +17, Listen +17, Move Silently +17, Ride
mouths and nostrils. Standard Riethii tactics are to
+38, Search +12, Sense Motive +18, Spellcraft +25,
emit this fog immediately before using their charm
Spot +18; Dodge, Combat Expertise, Improved Feint,
monster or major image spell-like ability.
Persuasive, Improved Initiative, Mobility, Spring
Attack, Combat Reflexes, Combat Casting, Weapon
Focus (greatsword), Mounted Combat, Ride-By
Attack, Mounted Archery, Power Attack, Cleave.

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Spell-like abilities (Sp): At will – greater


teleport (self plus 50 pounds of objects
only), charm monster (DC 20), major image
(DC 19), pyrotechnics (DC 18), scorching
ray (three rays), unholy blight (DC 20), wall
of fire (DC 20); mind fog (DC 20) three times
per day. The caster level is 12th. The save
DCs are Charisma-based.

Polymorph (Su): Lady Barbelion’s


alternate form is of a tall, graceful elf with
fiery red hair down to her waist, who smiles
frequently and never says a word. She visits
the mortal world very often and has done for
many centuries; as elves have long memories,
her image has been recorded as something to
fear. Pictures of Lady Barbelion in her elven
form are found in ancient books of elven
lore, with many warnings and speculations
as to her true nature written in by wise sages.
The most famous account of Lady Barbelion
is in the vision of one of the human prophets,
who was once scrying the Infernum and saw
her riding Thero out of the flaming sea. He
never recovered from the experience and the
record is preserved as one of the Apocalypse
Texts.

Summon Devil (Sp): Once per day, Lady


Barbelion can attempt to summon 2d10
lemures, 1d4 bearded devils or one erinyes
with a 50% chance of success. This ability is smite good; SQ darkvision 60 ft., damage reduction
the equivalent of a 3rd level spell. 5/magic, fast healing 17, low-light vision, resistance
to fire 5, resistance to cold , scent, spell resistance 12;
Domain Power: As a cleric of the evil domain, Lady SV Fort +10, Ref +6, Will +4; Str 19, Dex 12, Con 20,
Barbelion casts evil spells at +1 caster level. Int 3, Wis 10, Cha 9.

Spells Prepared: (6/6+1/6+1/4+1/4+1/3+1); 0th Skills and Feats: Listen +7, Spot +7, Swim +12;
level: detect magic x2, guidance x2, resistance x2: Combat Reflexes, Iron Will, Toughness, Weapon
1st level: bane, command, curse water, divine favour, Focus (bite).
doom, protection from good, protection from chaos;
2nd level: bull’s strength, darkness, desecrate, eagle’s Smite Good (Su): Once per day Thero can make a
splendour, enthral, hold person, inflict moderate normal melee attack to deal extra damage equal to his
wounds; 3rd level: bestow curse, deeper darkness, HD (+7) against a good foe.
dispel magic, magic circle against good, magic circle
against chaos; 4th level: discern lies, divine power, Chalice of Abominations: The prize signature item
poison, inflict critical wounds, unholy blight; 5th of the Riethii devils is a golden cup, so large that it
level: greater command, dispel chaos, dispel good, resembles a trophy, set around the rim with precious
insect plague. jewels. The rim and sides are crusted with dribbles of
spilled blood. The chalice is always brimful with the
Thero: Male fiendish pyrohydra with 7 heads; CR blood of slaughtered innocents, a draught that devils
9; Huge magical beast; HD 7d10+38; hp 77; Init +1; delight in. If emptied, it will refill in one round as
Spd 20 ft, swim 20 ft; AC 17 (–2 size, +1 Dex, +8 soon as it is righted again; it does not pour and pour
natural), touch 9, flat-footed 16; Base Atk: +7; Grp: constantly if it is tipped. Only the most privileged of
+19; Atk 7 bites +10 melee (1d10+4); Full Atk 7 bites devils are permitted to drink from the chalice, as it is
+10 melee (1d10+4); Space/reach 15 ft./10 ft.; SA

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the heart of all that the Riethiis stand for. According Any non-evil character that sets the crown upon
to one of the Apocalypse Texts, the brew that shall his head immediately suffers 3d6 points of damage
awaken the primordial darkness behind the great Wall and gains one negative level. This negative level
(see Infernal Environments) must be prepared within will never result in actual level loss but it cannot be
the Chalice of Abominations. removed so long as the crown is worn.

One creature per round may drain the chalice. The Rod of Dissolution: This rod of office is slim and
blood inside it tastes bitter and full of fire. Non- golden, tipped with a single large ruby. The High
evil characters that handle it gain a negative level, Voluptuary wields it when presiding over orgiastic
which may be removed with restoration and similar revels in the mortal world. It has the power to render a
remedies and will never turn into actual level loss; living creature into a boneless, oozing mass, symbolic
non-evil characters that drink from it willingly suffer of the Riethii aspiration to destroy uprightness and
2d6 points of fire damage. The chalice has several steadfastness in mortals and leave only submissive,
possible applications for an evil character. pliant flesh. A favourite spectacle is to use the rod
to transform the mortal revellers at an upper world
† If the contents of the chalice are drained, the carnival one by one into a homogenous pink sludge,
drinker benefits from a cure moderate wounds with remnants of limbs and hands protruding from it,
effect as if produced by an 18th level caster. so that they can surge and mingle together like the sea
of libidinous scum they truly are.
† The blood in the chalice may be used as the
basis for summoned creatures. The wielder † The wielder of the Rod of Dissolution can
may produce a summon monster IX effect cast baleful polymorph on a total of thirty
three times per day as cast by a lawful evil creatures per day, with a caster level of 18. It
caster, with a caster level of 18th and the may only transform creatures into pink oozes
benefits of an Augment Summoning feat, or lemures. A pink ooze is a small grey ooze
with summoned creatures benefiting from with a Strength ability score of 3 and no acid
a +4 enhancement bonus to Strength and attack ability.
Constitution.

† The wielder may command the blood in the Others


chalice to become corrosive. A chalice-worth Other renowned members of House Riethii are Duke
of corrosive blood can be thrown at a target Radamanthus, who specialises in recruiting young
within 10 feet as a splash weapon. A full hit nobles of the upper world to the cause of Hell,
deals 4d8 points of acid damage, with a splash promising them debauch and wild parties with the help
inflicting 1d8 points. of his pretty sisters, then revealing the true horrors of
the Hell that they have condemned themselves to;
† A vampire or vampire spawn that drinks Madame Japusca, who collects the souls of murdered
from the chalice receives a massive boost of harlots who died with evil still in their hearts; and
energy, the equivalent to a transformation Lord Kavalon, who might be called the patron devil
spell produced by an 18th level caster. The of misunderstood young poets and tempts the lonely
Haimons regard the chalice with covetous and unloved into committing suicide.
eyes because of this, wanting it for their
vampire shock troops. Relations
The Riethiis are the most powerful of Hell’s noble
Crown of Blasphemy: This crown of solid gold, houses in terms of numbers and influence. They
when viewed at a distance, seems to be nothing are not the strongest fighters by a long way but
more than an ornately shaped diadem. When seen up their ability to bend others to their will has deeply
close, it becomes apparent that the crown is covered entrenched them in Hell’s circles of power. They
with blasphemous phrases and images, insulting the have a strong alliance with the Astyanaths, whose
good deities and depicting them engaged in abhorrent loftiness they tolerate and whose craft they respect
practices. The images and phrases on the crown shift and a more tenuous alliance with the Zethu. The
slowly while the observer watches, so that new words Zethu see the Riethii preoccupation with indulgence
appear and the images animate. The crown thus as a waste of time unless it directly furthers the cause
shows a constantly shifting stream of blasphemies of Hell, while the Riethiis remind the Zethu that
against all that is good and true. It confers upon the eternity is a long time and that the whole point of
wearer the power to produce a blasphemy effect three Hell is to torment the damned while enjoying one’s
times per day, at a caster level of 20. devilish status.
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House when making their plans. No Sturrach ever goes


into a fight unprepared. If a Sturrach decides that an
enemy needs to be terminated, he will plan the event

Sturrach, The with extreme caution, making sure he has backup


plans in case the first should fail. Sturrachs are not
mere berserkers, like their opposite numbers in the

Bloody ranks of the demons. They are masters of tactics


and strategy.

A
ccording to one legend of the origin of man, They are not entirely without emotion, as they kill
in which one brother slaughtered another, for pleasure as well as for expedience. Sturrachs
the oldest sin of all is that of cold-blooded love the soul hunt more than all other devils. To
murder. The better nature of man is eclipsed in a Sturrach, the prey’s fear is part of the pleasure
that moment, making him something infinitely of the hunt, which makes a long chase after a
worse than he was meant to be; one can even define terrified victim the most satisfying of pursuits.
true evil as the willingness to kill another in cold They understand the Astyanath attitude toward
blood. All of the good religions have codes against prolonging a victim’s suffering but they do not agree
killing. It is acknowledged that to cause death in with it. What is the point, they argue, in tormenting
self-defence, or in the protection of another, is a creature that cannot get away? It quickly resigns
legitimate, though it should be avoided if at all itself to its fate.
possible. However, to kill one who cannot defend
himself, or to cause death when it is not absolutely
necessary, leads one directly into the cold, black Habits
heart of evil. It is in that cold black heart that the House Sturrach busies itself with killing constantly.
Sturrachs live. House Sturrach is the brood of devils If it did not, its members would become listless
that inspires an assassin to kill a goodly king for and apathetic. Fortunately for them, Hell is always
pay, a soldier to strike the head from a child for fun, offering opportunities for blood and slaughter. The
or a man to come home drunk and batter his wife to Sturrachs work alongside military devils in the
death. They spread the cause of Hell through the Blood Wars, acting as assassins against the demons’
worst sins of all. commanders or as elite troops fighting side by side
with the horned devils. During lulls in the fighting
against the hordes of the Abyss, the Sturrachs
Appearance keep their bloodlust slaked by mounting frequent
The Sturrachs can easily be distinguished from other soul hunts and by acting as patrons to assassins
devils by the length of their horns, which are easily in the upper world. It is almost as satisfying for a
twice as long as those of other devils, sweeping Sturrach to see one of his own mortal assassins kill
above their heads like the horns of an ibex. Their an innocent as it would be if the Sturrach had done
bodies are pale pink, with only their hands the full the deed himself.
rich red of other devils, as if they were stained with
the blood of many murders. Their faces tend to be Sturrachs have very good relations with the erinyes,
lean, with hollow cheeks and sunken eyes, like those who serve them as aerial scouts and ‘beaters’ when
of a person who has not slept properly. Sturrachs a hunt is due to begin. Erinyes are also employed
rarely smile at all, the only exceptions being the as gamekeepers on Sturrach estates, as they are
moments when they make a perfect kill. especially qualified to notice souls attempting to
escape and can bring them down with ease. Some
Character erinyes of proven loyalty and competence have
Sturrachs are killers, through and through. They are entered Sturrach families as consorts.
very good examples of the evil end of lawful evil,
in which a person is nothing more than a resource
that can either be used, ignored or removed. If
Interest In Mortals
Sturrachs cultivate mortals for two main purposes.
they think that a person is actively hindering their They intend either to hunt them or to use them as
schemes, they will have that person killed. They are pawns in the upper world. When an important mortal
hot-blooded when in the field, loving the smell and who is pledged to House Sturrach dies, his damned
sounds of battle but are completely cold-blooded soul is collected and then allowed to run loose in the

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Forest of Suicides, where


the main Sturrach estates
are. He will then become
the subject of a soul hunt,
once he has had a chance
to familiarise himself
with the territory and
learn a few hiding places.
Sturrachs only bother to
cultivate mortals who will
be suitably quick, elusive
and persistent to make the
hunt enjoyable.

On rare occasions, such


as nights on which natural
gateways to Hell open,
they will take the whole
hunting party to the upper
world and hunt down
a mortal of particular
interest to them. This
has resulted in legends
of a ‘wild hunt’ with fire-
breathing hounds and
a horned Master whose
prey is men. A victim
who is torn to pieces in
the mortal world can then
have his soul brought back
to Hell, if the chase was
worth the trouble, so that
he can be hunted all over
again. If he offered little
sport, his soul is allowed
to fall from the sky of the
Infernum like any other
and the Sturrachs will not
bother with him. Torments
Damned souls can be ‘killed’ again and again.
Sturrach hunts in the mortal world are usually See The Harvest of Souls. To be killed is always
after lawful evil individuals, as the devils want to a horrible experience for a soul, as its very
keep the soul afterwards and derive more hunting consciousness is ripped into shrieking fragments
pleasure from it. This gives rise to the belief that and kept in unending, yearning agony, unable to find
evil, sinful people, or those who have made pacts any surcease. The horror of being damned is that
with the devils, have ‘hellhounds on their trail’ and consciousness never ceases. One is always aware of
are the true prey of the wild hunt. However, the what is happening, even if one’s body is pulverised.
Sturrach hunting parties will sometimes chase a This is the fate that awaits those kept in the game
victim chosen completely at random. They have reserves of the Sturrachs. A few weak souls are
no hope of catching any soul other than an evil one, kept as menials but the great majority are used for
even if they should slay the victim but they hunt hunting. Sturrachs ride out on a hunt every day if
them anyway, as their attempts to stay alive are so they are not required elsewhere, such as when there
very entertaining. is a lot of fighting with the demons to be done.

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Sturrachs do not only hunt damned souls. They will Sturrachs who have the ability to perform sneak
occasionally take ships out on to the Sea of Fire, attacks (such as by having levels in rogue) also
or hunting parties on to the Ashen Plains where the gain the ability to perform death attacks, as they
hellworms roam and go after larger prey. Damned are so competent in the arts of slaughter and have
souls are used as bait, with up to five of them had countless years to practice their techniques.
impaled and squealing on huge iron hooks, which If a devil of house Sturrach studies his victim for
are then dipped into the flaming sea or left in the 3 rounds and then makes a sneak attack with a
open plain to attract the roaming creatures. melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly
either paralysing or killing the target; the devil may
Estates choose which.
Sturrach estates are built from sinew wood (see
Infernal Equipment) in preference to stone and
While studying the victim, the devil can undertake
resemble hunting lodges. Those few constructions
other actions so long as his attention stays focused
that are made from stone are crude fortresses
on the target and the target does not detect the
whose battlements bristle with iron spikes. The
devil or recognize him as an enemy. The innate
central Sturrach estate is at the rim of the Forest of
polymorph ability of the noble devils is vitally
Suicides, into which captive souls are released so
useful here. If the victim of such an attack fails a
that the Sturrachs can hunt them down later. The
Fortitude saving throw (DC 10 + ½ the devil’s total
whole forest is surrounded by a great stone wall one
Hit Dice and class level + the devil’s Intelligence
hundred feet high, whose sides are festooned with
modifier) against the kill effect, he dies. If the
fragments of sharp material – sword blades, bits of
saving throw fails against the paralysis effect, the
broken glass, broken bones and similar protrusions.
victim is rendered helpless and unable to act for
This wall can be climbed but slices the climber to
1d6 rounds plus 1 round per level or Hit Die of the
ribbons as he does so; see the rules on Hellglass in
Sturrach. If the victim’s saving throw succeeds, the
Infernal Environments.
attack is just a normal sneak attack. Once the devil
has completed the 3 rounds of study, he must make
Modifiers the death attack within the next 3 rounds.
All Sturrachs are expert hunters. They have
different special abilities depending on their gender. If a death attack is attempted and fails (the victim
Male Sturrachs pursue prey across the ground, as makes his saving throw) or if the devil does not
they are wingless. They have their choice of either launch the attack within 3 rounds of completing the
the Mounted Archery feat or the Track feat for study, 3 new rounds of study are required before he
free, allowing them to pursue prey even across the can attempt another death attack.
fuming, acrid plains of Hell. The most common
composition of a Sturrach hunting party is for the Owing to their racial specialisations, which make
males to ride on nightmares, accompanied by the them more of a stalking and slaying caste than a
household’s hellhound pack, while the females fly political one, Sturrachs do not receive the +4 racial
above them. bonus to all Bluff and Diplomacy checks that the
other noble devils enjoy. Instead, as their talents are
Female Sturrachs gain the Flyby Attack feat for focused more in the direction of silent pursuit and
free. A typical tactic when pursuing a fleeing soul hunting in the open, they receive a +4 racial bonus
is for the females to harry the soul with arrows from to all Move Silently and Survival skill checks.
above, guiding it into the path of the riders below
who then charge down upon it to finish it off. The The Sturrachs’ obsession with killing has caused
females will often leave the prey an apparent path their innate magical potential to wane, robbing them
to safety (their airborne position allows them to see of the use of some of the spell-like abilities that they
the landscape more clearly than the ground-bound would ordinarily have. Sturrachs cannot use any of
soul can) and allow it to think that it has a chance the listed spell-like abilities of a noble devil except
of getting away, only to dive down with exultant greater teleport and (if they are male) scrying.
screeches and shower the area with fiery arrows. They retain their summon devil spell-like ability.

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N ot abl e M e mbe rs
of House
St urrach
The head of House Sturrach is the
imposing Count Zarov, whose eyes
are icy blue (unique among devils)
and whose bald head is offset by
his huge black beard. He is in the
direct service of the Princes of Hell,
who believe that House Sturrach
is too dangerous to be wrapped up
in the politicking of the infernal
houses. The Princes view Zarov as
their most reliable assassin. He has
managed to infiltrate the demonic
command circles and terminate key
members on at least three separate
occasions, for which the demons
have set a two million gold piece
bounty on his head, should any
mortal be willing to consider the
mission of slaying him.

Count Zarov: Male noble devil


Rog 10/Rgr 10; CR 28; Medium
outsider (lawful, evil); HD 9d8+39
plus 10d6+40 plus 10d8+40; hp
240; Init +11; Spd 30 ft; AC 25
(+7 Dex, +8 natural) touch 17, flat-
footed 18; Base Atk: +26; Grp:+29;
Atk +34 melee (2d6+10/19–20, +5
Spot +21; Dodge, Combat Expertise, Endurance,
vorpal greatsword) or +38 ranged (1d8+5 plus 1d6
Exotic Weapon Proficiency (greatsword), Improved
fire, +5 flaming longbow); Full Atk +34/+29/+24/
Feint, Persuasive, Improved Initiative, Manyshot,
+19 melee (2d6+10/19–20, +5 vorpal greatsword)
Mounted Archery, Rapid Shot, Survival, Toughness,
or +38/+33/+28+23 ranged (1d8+5 plus 1d6 fire,
Track.
+5 flaming longbow); Space/Reach 5 ft./5 ft; SA
spell-like abilities, summon devil, sneak attack
Spell-like abilities (Sp): At will – greater teleport
+5d6; SQ damage reduction 5/good, darkvision 60
(self plus 50 pounds of objects only), 3/day - scrying
ft, evasion, immunity to fire and poison, polymorph,
(DC 19). The caster level is 12th. The save DCs are
resistance to acid 10 and cold 10, see in darkness,
Charisma-based.
spell resistance 20, telepathy 100 ft, uncanny dodge;
AL LE; SV: Fort 20, Ref 27, Will 17; Str 16, Dex 24,
Polymorph (Su): Zarov’s human form is of a bald,
Con 18, Int 21, Wis 21, Cha 21.
goateed nobleman with a cruel smile.
Skills and Feats: Bluff +24, Climb +23,
Summon Devil (Sp): Once per day, Count Zarov
Concentration +36, Craft (jewellery) +21, Disguise
can attempt to summon 2d10 lemures, 1d4 bearded
+18, Diplomacy +39, Handle Animal +14, Hide
devils or one erinyes with a 50% chance of success.
+18, Intimidate +38, Knowledge (arcana) +15,
This ability is the equivalent of a 3rd level spell.
Knowledge (history) +20, Knowledge (religion) +22,
Knowledge (the Infernum) +22, Knowledge (the
Spells Prepared: (3/2); 1st level: alarm, longstrider,
planes) +17, Listen +18, Move Silently +18, Ride
pass without trace; 2nd level: bear’s endurance, wind
+38, Search +17, Sense Motive +18, Spellcraft +25,
wall.

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House Zethu, utterly single-minded in their pursuit of vengeance


through the discovery of angelic secrets. Nothing
else – not luxury, not tormenting the damned, not

The Unveilers fighting – holds any interest. They regard the


ongoing conflict with the demons as an absurd waste
of energy. Alone among the devil houses, they

H
ouse Zethu are the most motivated of all the repeatedly propose a cessation of hostilities with the
devils and have an agenda that sets them apart demons.
from all of their noble kin. They are driven
to the point of obsession by a desire for vengeance
against Heaven. Unwilling to languish in idleness
Habits
The Zethu scholars are rarely seen out of their
and make the best of Hell like the Oblurotts, or
libraries and towers. They spend their days
quench their hatred with blood and destruction like
compiling notes, scrying the Prime Material plane
the Sturrachs, the members of House Zethu labour
for useful information, casting spells that allow
night and day to find new ways of bringing down
them to ask questions of higher intelligences and
their hated celestial opponents. To the members of
planning expeditions to remote places (such as the
House Zethu, knowledge is the most precious of all
deeper levels of Hell) where buried secrets might
resources. No amount of military strength will ever
be uncovered. When they are not researching, the
break the seals that divide Hell off from its enemies.
Zethu are usually developing new weapons and
Only research, science and magic will be able to do
technologies. It was the Zethu who created the
that.
steam devils; they may also have been responsible
for the entire race of biomechanoids that now shares
House Zethu is determined to find out the secrets of
Hell with the fiends and serves them, though they
the heavenly host, such as the true names of angels
have never taken credit for this.
and the hiding places of the keys that seal off the gates
to Hell. For the most part, it shares its discoveries
The Zethu are masters of magical item creation.
freely, giving other devils the information they need
When one of the higher-ranking fiends needs an item
to inflict the most damage on the angels. There are
made, the Zethu are approached to craft it for them.
some secrets that House Zethu has uncovered that
As they are so much in demand, it is extremely
even the Four Princes do not yet know about, with
difficult to persuade them to perform such a task for
the possible exception of their patron Lucifer.
you. At the very least, a Diplomacy skill check (DC
25) and a bribe (or, as they like to call it, a ‘courtesy
Appearance charge’) of at least 5,000 gold pieces are needed in
The devils of House Zethu have cobalt blue skin, a addition to the cost of the item itself. If you ever
striking difference from the other devils whose hue insult or offend the Zethu, they will flatly refuse to
is predominantly orange and scarlet. They dress in make anything for you or your associates.
long, flowing robes into which elaborate cabalistic
designs have been woven in metallic thread. As they
are almost all members of the wizard class, they
Interest In Mortals
House Zethu are the most likely devils to form
very rarely carry weapons. When in human form,
a bonded relationship with a mortal wizard or
they favour the appearance of monks and nuns (the
sorcerer. They like to work with those who have
clerical variety, not the martial artist monk character
a lust for arcane knowledge, as this resonates with
class) from lawful good monastic orders. It is said
their own natures. They are not especially interested
that Mephistopheles, one of the most famous of all
in corrupting mortals, though they will do so out
devils, was a member of this house.
of duty. However, powerful wizards will certainly
be invited to sojourn in Hell and help the devils of
Character Zethu with their research.
These devils have an instantly recognisable
demeanour. They are the spirit that drives the crazed
researcher, the obsessed wizard and the fanatical
Estates
House Zethu have no estates of their own. They
alchemist. To a member of House Zethu, discovery
occupy towers, libraries, academies and halls of
of new information is the ultimate reward. They are
magical learning on the estates of other noble
addicted to research and discovery. Zethu devils are
devils. By ancient compact with the Four Great

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Princes, all other noble devils are obliged to provide Zethu is increased by 1, owing to the potency of
accommodation and sustenance for members of their magical art. In addition, they may take the
House Zethu on their own estates. Some noble devils, Craft Soul-Bound Item feat (see below) at 10th level
such as the Carthenays, find this a fine arrangement. rather than 20th.
The Zethu keep themselves to themselves and their
potent magic is very useful for safeguarding the House Zethu also have a vulnerability most
vaults. The Riethii and the Oblurotts, by contrast, commonly associated with the undead, possibly
think of the Zethu as altogether too serious and related to their habit of spending so many hours
regard their refusal to participate in Hell’s delights indoors, studying books. They are sensitive to
as suspicious. daylight. The flaming sky of Hell does not disturb
them in the least but exposure to the sunlight of the
Prime Material plane (or the sun on any non-evil
Modifiers plane that has a sun) causes them harm. Exposure to
House Zethu are steeped in magic, through and
direct sunlight robs the devil of one-quarter of its hit
through. They gain a +2 racial bonus to all
points per round until it is destroyed completely on
Knowledge (arcana) and Spellcraft skill checks. In
the fourth round of exposure.
addition, the DC of the saving throw against any
spell or spell-like ability from a member of house

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N ot ab l e M e m be rs Of H o us e Summon Devil (Sp): Once per day, Prince Akkaron


can attempt to summon 2d10 lemures, 1d4 bearded
Zeth u devils or one erinyes with a 50% chance of success.
The current head of House Zethu, whose role is that This ability is the equivalent of a 3rd level spell.
of a research supervisor, is Prince Akkaron, bearer
of the Sword detailed below in the section on soul-
bound items. He is a soft-spoken devil who never
Relations
House Zethu is very frequently condemned for
seems to become angered and is extremely fond of thinking itself above the other houses and their
engaging intelligent opponents in games of chess. interests. It is not that the Zethu are arrogant; the
Astyanaths already have the monopoly on that
Prince Akkaron: Male noble devil Wiz 20; CR vice. It is more that the Zethu do not think that
29; Medium outsider (lawful, evil); HD 9d8+36 anything in Hell could possibly be more important
plus 20d4+80; hp 207; Init +6; Spd 30 ft; AC 24 than their research and the victory it will ultimately
(+6 Dex, +8 natural) touch 16, flat-footed 18; Base bring. From the Zethu point of view, they have been
Atk: +19; Grp: +21; Atk +26 melee (1d8+7/19–20 working hard for countless centuries, bringing the
plus additional effects dependent upon active array, other devils the benefit of their industrious research,
for which see below, +5 sword of Akkaron) or while all the likes of House Oblurott have ever done
+21 melee (1d3+2, claw); Full Atk +26/+21/+16/ is to produce an assortment of belches.
+11 melee (1d8+7/19–20 plus additional effects
dependent upon active array, for which see below, House Riethii is currently allied with House Zethu.
+5 sword of Akkaron) or +21 melee (1d3+2, claw); Apart from this (largely token) alliance, no one
Space/Reach 5 ft./5 ft; SA spells, spell-like abilities, house of the noble devils has particularly good
summon devil; SQ damage reduction 5/good, relations with House Zethu, though they are nothing
darkvision 60 ft., immunity to fire and poison, like as alienated from the rest of the devils as House
polymorph, resistance to acid 10 and cold 10, see in Haimon is. Of the military devils, the pit fiends have
darkness, spell resistance 20, telepathy 100 ft.; AL exceptionally good relations with House Zethu. The
LE; SV: Fort +16, Ref +18, Will +24; Str 14, Dex 22, pit fiends ensure that House Zethu is always kept
Con 18, Int 24, Wis 22, Cha 21. informed of any discoveries made by the frontline
troops, while Zethu keeps these generals of Hell
Skills and Feats: Bluff +23, Concentration +36, fully up to date with its research and supplies them
Craft (armoursmith) +25, Craft (weaponsmith) +39, with potent magical armour and weaponry.
Decipher Script +39, Disguise +17, Diplomacy +21,
Hide +18, Intimidate +19, Knowledge (arcana) +39,

Secrets of
Knowledge (the planes) +39, Knowledge (religion)
+19, Listen +18, Move Silently +18, Search +12,
Sense Motive +18, Spellcraft +39, Spot +18; Dodge,

House Zethu
Combat Expertise, Improved Feint, Persuasive,
Scribe Scroll, Craft Magical Arms & Armour, Craft
Wondrous Item, Craft Soul-Bound Item, Craft Rod,
Craft Staff, Forge Ring, Quicken Spell, Maximise Soul-Bound Weapons And Armour
Spell, Silent Spell. The art of making soul-bound magical weaponry
and armour resides with House Zethu of the
Spell-like abilities (Sp): At will – greater teleport Infernum and is not known to exist anywhere else.
(self plus 50 pounds of objects only), charm monster If the celestials know of it, they do not employ it, as
(DC 20), major image (DC 19), pyrotechnics (DC it is a fundamentally evil art. It is said to be part of
18), scorching ray (three rays), unholy blight (DC the secret technique whereby artefacts were created
20), wall of fire (DC 20); 3/day: scrying (DC 20). in aeons now lost to history. Whether this is true or
The caster level is 12th. The save DCs are Charisma- not, it does allow the creators of magical weapons
based and include the Zethu racial bonus. to exceed the usual limitations imposed upon their
craft.
Polymorph (Su): Akkaron’s alternate form is
of a slender, bald monk with a somewhat dour The soul-binding technique uses gems into which
expression. the souls of living creatures have been bound as key
components in the magical matrix. Each trapped

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soul is forced to be a nexus of magical energy, which


causes the soul agony beyond measure. The item
may draw upon the nexus of one soul at a time.
Rather than having a single magical core, so to
speak, it has several, within a common framework.

The net result is unarguably efficient. A soul-bound


item contains two or more trapped souls, each one of
which is keyed to an array of powers. By touching the
jewel that contains the soul you want and speaking
the appropriate command phrase, that
soul’s array is activated. The
implications of this
are quite staggering
for magical weapon
creators.

Ordinarily, when
creating a magical
item such as a sword
or a spear, the creator
may only include an
enhancement bonus
and additional special
abilities that give a
total of +10, with the
maximum enhancement
bonus being +5. In practice, this
means that you cannot create a sword
that has a +5 enhancement bonus and is
simultaneously vorpal and unholy. However,
when creating a soul-bound item, the enhancement
bonus remains constant but each gem-bound soul
has an array of powers that may be brought on line.
This allows a single item to possess a multiple set of
special abilities, which though they may not all be
used at once allows a vast degree of flexibility.

Craft Soul-Bound Item [Item


Creation]
You may craft special magical items that use bound
souls to achieve a greater range of abilities than is
normally possible.

Prerequisite: Craft Magic Arms and Armour; Creating Soul-Bound Items


caster level 20th You must have the Craft Soul-Bound Item feat (see
above) in order to achieve this at all, as well as its
Benefit: You can create magical arms and armour prerequisite, the Craft Magical Arms and Armour
with more than one array of powers and with a feat.
constant enhancement bonus. See the section below
for full details To create a soul-bound item, you must possess one
gem into which the soul of a creature of at least 3
Special: Members of House Zethu may take this Hit Dice or experience levels per point of bonus
feat at 10th level

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modifier has been bound by means of a trap the soul The gems in the hilt of the Sword of Akkaron are a
spell, with a minimum of 8 Hit Dice or levels per ruby, a sapphire and a diamond. When the ruby array
gem. Remember that by the rules for trap the soul, is activated, the sword activates its archon-slaying
the gem must have a value of at least 1,000 gold array. It acquires the good outsider bane, unholy and
pieces per level or Hit Dice of the creature whose speed special abilities, giving its wielder the ability
soul it is going to contain. Consult the magic item to make additional attacks and deal significant extra
creation tables in Core Rulebook II to find out the damage to good outsiders.
total bonus modifier for the special abilities you
want. For example, if you wished to include a gem The diamond gem activates the mortal-slaying array.
with the array of unholy, flaming burst and ghost The sword manifests the keen, mighty cleaving and
touch, the total would be +5, so you would need a brilliant energy special abilities, allowing the user
gem that contained the soul of a creature with 15 or to slice through armour and deep into the vulnerable
more Hit Dice. Note that only weapons and armour mortal flesh beneath.
may be created as soul-bound items.
The sapphire gem transmutes the sword into a
When you create the item, you must specify its base demon-slaying weapon. It acquires the axiomatic,
enhancement bonus first. This remains constant; chaotic outsider bane and speed special abilities.
whichever array of powers is active. A soul-bound
item cannot have any special abilities that are not Destroying Soul-Bound Items: Although they
part of a given gem’s array; for example, you cannot are extremely powerful and versatile, soul-bound
have a magical sword that is always flaming no items are no harder to destroy than ordinary magical
matter which array is active. If you wanted the items. They are not artefacts and as such do not
sword to be flaming all the time, you would have to have specific requirements for their destruction.
include that special ability in each array. There is also a strong motive for good-aligned
creatures to destroy them rather than wield them,
No one array can have special abilities that, when namely the release of the imprisoned souls. With
added to the base enhancement bonus of the item, the usual rules for the trap the soul spell, the gem is
exceed +10. For example, if the item’s base the soul’s vessel and the soul is released if the gem is
enhancement bonus was +3, you could only have destroyed. However, incorporating one of these soul
special ability arrays whose bonus modifiers each gems into a soul-bound item makes the whole item
totalled +7 or less bound into your soul gems. You the vessel for the trapped souls. There is no other
may only include five such gems in total in any one way to release the trapped souls than by destroying
item. the whole item, nor is it possible to release only one
of them without releasing all.
Activating a given array of powers is a free action.
The wielder must know the proper command phrase Knowing this, the Zethu craftily use multiple gems
and be wielding the weapon or wearing the armour into which they bind the souls of evil creatures
at the time. The great advantage of soul-bound as well as good ones. As they have opponents
weapons is that they allow a single weapon to among the demons, such as the powerful balors and
change powers according to what is needed by the mariliths, they do occasionally have the opportunity
wielder. to do this. For example, if they bind a gem containing
the soul of a mortal hero (such as, say, a paladin who
For example, the Sword of Akkaron, a signature item ventured into Hell on some gallant quest, or who was
of the Zethu house, is a +5 greatsword with three captured on the Prime Material plane and brought to
soul gems set into the hilt. The occupants of these the Infernum) into a weapon, they may well add two
gems were once powerful archons, now forced to more gems containing the souls of demons. That
occupy and empower a weapon that is dedicated way, any heroes attempting to free their comrade by
to slaughtering their kind. However, it is not only destroying the item will find themselves confronted
archons that the devils of House Zethu must face; by two huge, potent, evil outsiders as well as the
they often have cause to fight mortals and demons as hero they sought if they should succeed.
well. They therefore forged a weapon that could be
used to stand against any one of these foes.

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The Four Great of Hell as his deity. If he ever changes his deity,
even from one of the Princes to another, he may not
continue to gain the Powers.

Princes The Powers of the Sphinx can only be gained by


means of painstaking and disciplined work. The

H
ell is ruled by a coalition of four crown spellcaster can choose which power of the Sphinx
princes. These share authority equally and to develop first. Almost any caster will choose the
have done since the devils first claimed Hell easiest option, determined by whichever Prince of
for their own. This group has many different names; Hell that he worships, as detailed below. After this,
the humans call them by one set of titles, the elves he may attempt to acquire the other powers. The
by another but they all refer to the same four beings. Powers of the Sphinx are all supernatural abilities.
Here, we shall refer to their Satanic Majesties by
the names they are customarily given in human To do this, he makes a Knowledge (arcana) check for
theology: Satan, Lucifer, Leviathan and Belial. each week that he spends in study, meditation and
disciplined practice, carefully heeding his infernal
It is beyond the scope of this book to provide mentor. The result of this check is then multiplied
statistics for the four of them. Leviathan alone is by the DC of the power that he is attempting to gain,
so vast that he constitutes an entire plane in his own as described below and a running total kept. The
right! Their status is that of deities, not fiends and process is essentially similar to the use of a Craft
it is as deities that we here treat them. Each of the skill to make an object. When the running total
Four has his own domains and issues divine spells to reaches 5,000 he has gained the power. If he should
his followers, much like any other divine being. fail his Knowledge (arcana) skill check by 4 or less,
he makes no progress in his studies; if he fails by
The noble houses of the devils each have a 5 or more, he loses 1d6 x 100 experience points.
priesthood who worship one of the Four as a deity Study is not without its dangers.
and duly receive divine spells from them. This is not
to say that the houses in question may never worship The DC of the Knowledge (arcana) skill checks to
any other of the Four, or any other deity for that cultivate one of the four Powers of the Sphinx is
matter. The Prince listed does, however, have the 20 for the first power, 22 for the second, 24 for the
role of patron for the house as a whole. As a rough third and 26 for the last, irrespective of the order
estimate, 90% of the clerics of one of the listed in which the powers themselves are taken. It is
houses will have the given Prince as their deity. always much easier to grasp a single principle than
to integrate it with the others that you have already
mastered. Each of the Four Princes has dominion
The Powers of the Sphinx over one of the powers and reduces the DC for one
Those wizards and sorcerers in bonded relationships
of his followers to acquire it by 4. For example, a
with devils and who follow the Four Princes as
mage who followed Lucifer and was attempting to
personal deities sometimes speak of the four
gain the Power to Know as his first power would be
cardinal virtues of Hell as the Powers of the Sphinx,
making Knowledge (arcana) skill checks against a
for reasons which are long lost to the arcane students
DC of 16.
but may have something to do with the ancient desert
civilisations where the Four were worshipped under
other forms. The Power To Know
Knowledge is what makes men into potential
These powers are to know, to dare, to will and to Gods. Armed with knowledge, one can avoid
keep silence. Each one means far more than the untold amounts of danger, difficulty and effort. The
name alone would suggest. The principles are so spellcaster with this power gains an insight into the
universally applicable that they have been used in fundamental workings of the universe. He may
teaching magic by other schools than the diabolic add a +2 insight bonus to any Knowledge checks.
ones. It is only the diabolic schools, however, that Since this power makes it easier to acquire the other
may cultivate the powers in sequence. One does not powers, many mages take it first.
have to have a bonded relationship with the devils
in order to gain these powers. All that is necessary
is that the spellcaster have one of the four Princes

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the effects of torture, for which see The Harvest of


The Power To Dare Souls, or to resist an attempt to examine the contents
The servants of Hell are masters over their own
of his mind.
lower natures. Fear is a cry from that part of oneself
which is still a cowering animal; it must be turned
from a lamb into a wolf. When this power is gained, Satan
the spellcaster’s heart is fortified beyond the power Often considered by many to be the true ruler of
of any force to intimidate it. He becomes completely Hell, or at least the voice that the other members of
immune to fear effects. the coalition unite behind, Satan is depicted as the
quintessential devil. His skin is red, his body that of
The Power To Will a goat from the waist down and his wings vast and
All magic is dependent upon will. By making bat-like. His image is found all over Hell, where it
choices and enforcing one’s will upon reality, is often mistaken for mere decoration. Within the
one reshapes the universe. Pure will is its own Council, he advocates unity and can often bring
justification for being and needs no moral arguments other contending viewpoints into agreement. Satan
to support it; it is as blameless and direct as lightning. has a gift for making the oppressed and the wicked
The spellcaster with this power gains a +2 resistance feel like they have something in common, making a
bonus to all Will saving throws. In addition, any brotherhood out of evil.
mind-affecting spells that he
casts (including spell-like
effects) are produced as if they
were 2 caster levels higher than
they are and have the DC of
their saving throws increased
by 1.

The Power To Keep


Silence
Silence is more than simply
‘not speaking’. It represents
the concealment of secrets
behind a veil of utmost secrecy.
A mage who cannot keep
silence, in the sense in which
it is meant by this power, is
magically incontinent. He
wastes his energy and leaves
himself open to exploitation.
Every apprentice knows stories
of mages who were too fond
of talking, who boasted of
their powers and their exploits
and thus made it easy for the
self-appointed guardians of
good to find and destroy them.
When this formidable power is
achieved, the spellcaster gains
the Silent Spell feat for free
and may add a +2 competence
bonus to all Move Silently skill
checks. He may also add a +4
resistance bonus to any Will
saving throws made to resist

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Ideologically, Satan stands for rebellion, though they argue, in submitting to some bleeding-heart
this is not rebellion against law and order; indeed, democratic plan of society in which everyone is
such a rebellion would contradict the fundamental forced to be equal? Why should lions be made
lawfulness of the Prince’s own outlook. Satan rebels to comply with the same laws as sheep? It is
against restriction and encourages his followers manifestly obvious to anyone – anyone whose eyes
to do the same. Those who follow Satan rebel are not clouded by pious idealism, that is – that some
against their own limitations, against the tyranny of people are simply better than others. One can either
others and against their own lack of power. Satan bow one’s head in assumed humility and deny the
encourages the cultivation of power through system very qualities that place one above others, which
and structure. He has no time for the idle or the is of course exactly what the weak and the stupid
indolent. The Satanic outlook is to see existence want you to do, or one can raise oneself in pride and
as competition. The strong survive, while the refuse to be numbered among the peasants and the
weak are eaten. Law is necessary to ensure the servants. The first step to liberation, according to
consolidation of one’s own power (and chaos serves the code of Lucifer, is to be proud. When you are
nobody’s interest, being but a waste of energy) but humble, you allow the world to walk all over you.
the sanctimonious pabulum peddled by the followers Humility is just another name for cowardice. Pride
of ‘good’ need not fetter one. is what makes you say, as Lucifer first said to the
assembled powers of lawful good, ‘I will not serve.’
Satan is sometimes called ‘the father of lies’. He
regards principled honesty as a vulnerability and Lucifer is sometimes called the Prince of the Powers
not part of his concept of law at all. Deceit and of the Air. Symbolically, air is associated with the
manipulation are entirely legitimate. Those who intellect and with the critical faculties. Lucifer’s
are intelligent enough will see through a bluff and followers are great lovers of knowledge, keeping
may be commended for doing so, while those who to the aphorism that knowledge is power. He has a
are stupid enough to be gulled deserve all they get. great many devotees from the wizard and sorcerer
Truly strong individuals know that lies are a valuable classes. Within the Council of the Four, Lucifer
weapon to wield. Every predator uses camouflage argues in favour of the intelligent course of action;
and every military commander uses subterfuge. research, research and more research before forces
To survive in the real world, one cannot be a boy are committed. He is often at odds with Belial,
scout. One has to have guile, wit and the instinct whose quick temper and desire to do something
to trick those who would otherwise dominate one. right now can easily overbalance a debate.
There are many kinds of strength and a person who
can overcome a far stronger opponent by wits and Associated Houses: Astyanath, Zethu
treachery alone is beloved of Satan. Domains: Air, Evil, Knowledge, Magic
Power Of The Sphinx: To Know
Associated Houses: Riethii, Carthenay
Domains: Fire, Evil, Law, Strength, Trickery
Power Of The Sphinx: To Will L ev ia t ha n
Leviathan is sometimes called the Monster of the
Sea. The huge sea-creatures called leviathans are
Luc i fer said to be his children. As detailed in Lower Levels,
Lucifer appears in a form that has not changed he is a beast so enormous that his body constitutes a
significantly from his days as an angelic being. He sub-plane of Hell. He is depicted in art as a whale-
resembles a beautiful young man with blond hair, like devil, or sometimes as a sanity-wrangling
swan-like wings and a golden halo. Depending on composite of squid, dragon and humanoid with great
his whim, he may also have tiny horns, or a burning goggle eyes. It is difficult to find accurate images of
star on his brow. He is one of the most comely Leviathan, because nobody has seen him (other than
beings in the universe. Those who have seen him from the inside) for several millennia.
in his full glory have spent the rest of their days
in happy senseless oblivion, stricken mad by the In terms of infernal ideology, he represents
splendour of the sight. stubbornness, obstinacy, inertia and the ideals of
the flesh. Leviathan is all about the body and its
Lucifer’s prevailing moral quality is pride. His various desires and wilful ways. It is important, in
followers hold themselves to be the keen, the the canon of Hell, to accept the flesh for what it is
proud, the royal and the lofty. What is the purpose, – not something to be chastised but something to be

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enjoyed. Within the Council of the Four, Leviathan Belial is the archetypal satanic warrior. While Satan
(by means of his iron golem proxy) always argues is all fire and defiance, Lucifer pride and glory and
for the minimum of effort to be expended to deal Leviathan carnality and mass, Belial is the mailed
with any crisis. Sitting and waiting is his favourite fist of Hell that strikes back against the powers who
strategy. would keep the fiends down. Ideologically, Belial
is about action over thinking. Rage has its own
The followers of Leviathan tend to be stolid and wisdom and vengeance is purpose enough.
languorous to the point of seeming idle. His Oblurott
clerics lie amid steaming mounds of food, while his Associated Houses: Sturrach, Haimon
followers among the Glabretch sit and fester in pits Domains: Earth, Evil, War, Destruction, Death
of disease and decay. They emulate their massive, Power Of The Sphinx: To Dare
almost immobile deity.

Associated Houses: Oblurott, Glabretch


Domains: Water, Evil, Protection, Animal
Power Of The Sphinx: To Keep Silence

Beli al
Belial is a towering fiend
with great tusks protruding
from his bottom jaw. He
appears clad in armour and
brandishing a greatsword,
while the pennants of
Hell’s armies flutter
around him. He represents
the vengeance of Hell
incarnate. In the Council,
Belial is always advocating
war. His answer is always
the same; trample down
those who would oppose
us. It is the influence
of Belial that makes for
mighty, regimented armies
on the Prime Material
plane, armies made up
of people who easily
forget their humanity and
are happy to slaughter
those who are different to
themselves. To Belial, the
law of lawful evil is that
of the soldier, the military
structure that keeps each
warrior in his proper
place and prevents Hell’s
forces from degenerating
into rabble like that of
the demons. Belial is the
commander-in-chief of the
military devils.

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Devil Species Combat


A herald devil’s natural weapons and any weapons
that it wields count as evil-aligned and lawful-aligned

T
he following devils increase the ranks of those
for the purpose of overcoming damage reduction.
already found in Core Rulebook III. In the
social structure of Hell, they are all classed as
Thunderous Blast (Sp): A herald devil can emit
military devils.
a magical blast of wind through its nose-trumpet,
which combines the effect of a gale with that of a
Heral d De v i l deafening noise. The blast acts as a gust of wind spell
with a caster level of 12th and a Fortitude saving throw
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+6 (33 hp) DC of 17. In addition to the gust of wind effects,
Initiative: +3 creatures in the affected area must make a Fortitude
Speed: 30 ft. (6 squares) saving throw (DC 19) or be deafened for 1d6 rounds.
AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 The saving throw DC is Charisma-based and the
Base Attack/Grapple: +6/+9 deafening effect is a sonic effect. Herald devils use
Attack: Claw +9 melee (1d6+3) this ability to knock adversaries prone, following
Full Attack: 2 claws +9 melee (1d6+3) which their sturdier companions charge forward and
Space/Reach: 5 ft./5 ft. massacre them.
Special Attacks: Thunderous blast, induce fear,
inspire courage, spell-like abilities Inspire Courage (Su): A herald devil can use the
Special Qualities: Damage reduction 5/good, hellish music that it plays with its body to inspire
darkvision 60 ft., immunity to fire and poison, courage in its allies and in the herald devil itself,
resistance to acid 10, cold 10 and electricity 10,
see in darkness, spell resistance 12, telepathy
100 ft.
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 16, Dex 17, Con 12, Int 13, Wis
14, Cha 20
Skills: Bluff +14, Climb +12, Concentration
+10, Diplomacy +14, Intimidate +14, Jump
+12, Move Silently +12, Perform +21, Tumble
+12
Feats: Combat Expertise, Dodge, Skill Focus
(perform)

Environment: The Infernum, The Nine Hells


Organisation: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always lawful evil
Advancement: 7–12 HD (Medium), 13–18
HD (Large)
Level Adjustment: —

These bizarre creatures are the musicians


of Hell, accompanying the ranks of devilish
infantry into war and terrifying their opponents
with the shrieking music they make. They
have three faces; the one on their head has an
elongated trumpet-like nose which the devil
plays like a wind instrument, the one on the
belly squeaks in treble, while the one on the
posterior bellows in bass. As herald devils
have parts of their own body that they can
use as musical instruments, they never need to
carry any other musical equipment.

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bolstering them against fear and improving their Feats: Alertness, Improved Initiative, Power Attack,
combat abilities. To be affected, a creature must be Cleave, Great Cleave, Multiattack, Ability Focus
an ally of the herald devil and must be able to hear (trample)
the devil play infernal music. The effect lasts for as
long as the ally hears the devil play and for 5 rounds Environment: The Nine Hells, The Infernum
thereafter. An affected ally receives a +2 morale Organisation: Solitary or squad (2–4)
bonus on saving throws against charm and fear effects Challenge Rating: 18
and a +2 morale bonus on attack and weapon damage Treasure: Standard
rolls. Inspire courage is a mind-affecting ability. Alignment: Always lawful evil
Advancement: 21–36 HD (Gargantuan), 37–50 HD
Induce Fear (Sp): When the herald devil turns its (Colossal)
cacophony against opponents, it can fill them with Level Adjustment: —
terror. All enemy creatures within 40 feet of the
herald devil are affected. The herald devil makes A behemoth is a vast bipedal devil with a bulging,
a Perform skill check, which is then the DC for the round belly and the head of a grimacing elephant. It
Will saving throw against the fear effect. Creatures is a jovial, simple creature, content to gorge itself on
that fail their saving throws are frightened for 1d4+1 damned souls until it is time to fight, at which point
rounds, while creatures that succeed are shaken for it literally wades into the fray and stamps on smaller
1d4+1 rounds. Induce fear is a sonic mind-affecting creatures than itself. Behemoths are notorious bullies
fear effect. and especially like to victimise creatures that are

Skills: Herald devils receive a +4 racial


bonus to all Perform skill checks.

Behe mo t h
Gargantuan Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 20d8+160 (250 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
AC: 18 (–4 size, +12 natural), touch 6, flat-
footed 18
Base Attack/Grapple: +20/+46
Attack: Gore +30 melee (2d8+21)
Full Attack: Slam +30 melee (2d6+14)
and 2 stamps +28 melee (2d6+7) and trunk
slap +28 melee (2d8+7); or gore +30 melee
(2d8+21)
Space/Reach: 20 ft./20 ft.
Special Attacks: Improved grab, constrict
(2d8+21), counterblast, frightful presence,
trample (2d6+21)
Special Qualities: Darkvision 60 ft.,
damage reduction 15/good, resistance to
acid 10 and cold 10, immunity to fire and
poison, regeneration 5, see in darkness, spell
resistance 30
Saves: Fort +20, Ref +12, Will +12
Abilities: Str 38, Dex 10, Con 26, Int 10,
Wis 10, Cha 20
Skills: Bluff +28, Concentration +31,
Intimidate +28, Listen +25, Perform
(trumpeting) +28, Search +23, Sense Motive
+23, Spot +25

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much smaller than them, grappling them with their than the behemoth are affected; those with equal or
trunks and then flinging them against hard surfaces. more are not. A creature that successfully saves
against the behemoth’s frightful presence ability is
Behemoths are used as the watchmen of Hell and immune to that same behemoth’s frightful presence
are stationed by the main gateways to the Infernum. for 24 hours. This is a mind-affecting fear effect and
They are valued for their musical ability as much as the save is Charisma-based..
for their fighting prowess and often entertain massed
hordes of devils at banquets with their trumpeting, Improved Grab (Ex): To use this ability, a behemoth
leading a group of herald devil minstrels. must first hit with its trunk slap attack. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
Combat grapple check, it establishes a hold and can constrict.
A behemoth’s natural weapons and any weapons that It may only use this ability against Huge or smaller
it wields count as evil-aligned and lawful-aligned for opponents.
the purpose of overcoming damage reduction.
Regeneration (Ex): A behemoth takes normal
Constrict (Ex): Behemoths like to use their muscular damage from good-aligned weapons and from spells
trunks to crush enemies to jelly. A behemoth deals or effects with the good descriptor.
2d8+21 damage with a successful Grapple check.
Trample (Ex): The behemoth’s trample attack deals
Counterblast (Su): A behemoth can trumpet 2d6+21 damage. The DC of the Reflex saving throw
through its trunk, creating a roaring din that boosts to take half damage is 36, which includes the benefits
the morale of any devils in the vicinity. It uses this of the behemoth’s Ability Focus (trample) feat. This
blast like the countersong of a bard, to assist its saving throw DC is Strength-based.
devilish comrades to resist the effects of spells and
spell-like effects that depend on sound. To use this
ability, the behemoth must have its trunk free (it may I n c ub us , L es s er
not be using it to grapple an opponent) and must make Small Outsider (Evil, Extraplanar, Lawful)
a Perform skill check for each round on which it is Hit Dice: 6d8+6 (33 hp)
using the counterblast. Any creature within 60 feet Initiative: +7
of the behemoth, including the behemoth itself, that Speed: 30 ft. (6 squares)
is affected by a sonic or language-dependent magical Armour Class: 17 (+3 Dex, +3 natural, +1 size),
attack (such as a mass command or holy word spell) touch 14, flat-footed 14
may use the behemoth’s Perform skill check result in Base Attack/Grapple: +6/+3
place of its saving throw if, after the result is rolled, Attack: Claw +8 melee (1d6+1)
the Perform check result is the higher of the two. If Full Attack: 2 claws +8 melee (1d6+1)
a creature within range of the counterblast is already Space/Reach: 5 ft./5 ft.
under the effect of a non-instantaneous sonic or Special Attacks: Nightmare, spell-like abilities
language-dependent magical attack, it gains another Special Qualities: Damage reduction 5/cold iron or
saving throw against the effect each time it hears the good, darkvision 60 ft., immunity to fire and poison,
counterblast but it must use the behemoth’s Perform resistance to acid 10, cold 10 and electricity 10, see
skill check result for the saving throw. Counterblast in darkness, spell resistance 12, telepathy 100 ft.,
has no effect against effects that do not allow saving greater invisibility
throws; for example, it would be effective only Saves: Fort +6, Ref +8, Will +7
against the banishing function of holy word and not Abilities: Str 13, Dex 17, Con 13, Int 12, Wis 14,
against its other functions. A behemoth may keep up Cha 20
the counterblast for 10 rounds. Skills: Bluff +14, Climb +14, Hide +14, Move
Silently +18, Open Lock +12, Perform +14, Sleight
Frightful Presence (Ex): The behemoth uses its of Hand +12, Tumble +12, Use Rope +12
vast stature and imposing appearance to terrify foes. Feats: Ability Focus (nightmare), Improved
It triggers its frightful presence ability by taking a Initiative, Stealthy
standard action to roar. Opponents within 30 feet
must make a Will saving throw (DC 25) or become Environment: The Nine Hells, The Infernum
frightened for 5d6 rounds. Creatures that successfully Organisation: Solitary
make their saving throws are shaken for 5d6 rounds Challenge Rating: 6
instead. Only creatures with fewer Hit Dice or levels Treasure: Standard

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not have the stomach for a fight. They will


attempt to become invisible and run away if
they are threatened with violence.

A lesser incubus’ natural weapons and any


weapons that it wields count as evil-aligned
and lawful-aligned for the purpose of
overcoming damage reduction.

Nightmare (Sp): A lesser incubus may affect


one creature per day with a nightmare, as per
the spell. There are several major differences
between the nightmare produced by the
lesser incubus and the kind produced by
the spell. The lesser incubus may use this
spell-like ability as a standard action. The
target creature must be asleep at the time
of the ability’s use and the lesser incubus
must deliver the spell with a successful
touch attack. The Will saving throw DC to
resist the nightmare effect is 20; this saving
throw DC is Charisma-based and includes
the benefits of the Ability Focus feat. This
saving throw DC is used instead of the usual
mechanism for calculating saving throws
against a nightmare. The caster level is 9th.

The effect is instantaneous, so dispel evil


cannot help the victim, unlike the usual
casting of nightmare. In addition to the usual
effects of a nightmare, a victim that fails his
saving throw may (30% chance) gain one
Alignment: Lawful evil negative level. If there is anyone other than
Advancement: 7–8 HD (Small) the intended victim in the area, the lesser incubus
Level Adjustment: — will always make itself invisible with its greater
invisibility ability before delivering the nightmare
The lesser incubus is a hideous, dwarfish creature with effect.
an oversized head and an evil grin. Like the greater
version, it is reputed to visit people in their sleep but Greater Invisibility (Sp): A lesser incubus may
while the greater incubus is a sensual seducer, the activate greater invisibility at will, as a free action;
lesser kind brings only nightmares and horrors. the caster level is 9th.

Greater incubi tolerate the lesser, as they find them Spell-like abilities (Sp): At will: cause fear (DC
amusing and servile. A greater incubus always has 16), sleep (DC 16), dancing lights; 3/day: fireball
a retinue of between two and six lesser incubi, to (DC 18), fear (DC 19). The saving throw DCs are
act as servants, clowns and assistants in deviant Charisma-based and the caster level is 9th.
practices. Greater incubi find that their own suave,
refined approach to infernal decadence is given a Summon Incubus (Sp): Once per day, a lesser
perfect counterpoint by the gross, bumbling antics of incubus may attempt to summon another of its own
the lesser incubi. The relationship is rather like that kind at a 40% chance of success.
between a satanic Oberon and his Puck.
Skills: Lesser incubi receive a +4 racial bonus to all
Climb and Move Silently skill checks.
Combat
Lesser incubi, like all succubae and incubi, are not
combatants. They enjoy working malice but do

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In c ubus, G re at e r to be metallic. In all other respects, it resembles a


strikingly handsome human or elven male.
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8+6 (33 hp)
According to legend, greater incubi are seducers rather
Initiative: +1
than energy thieves. They are not combatants; their
Speed: 30 ft. (6 squares)
role in Hell is much more subtle than that, in that they
Armour Class: 20 (+1 Dex, +9 natural), touch 11,
have an eye turned to the future. In brief, they further
flat-footed 19
the cause of Hell by begetting devilish children on the
Base Attack/Grapple: +6/+7
Prime Material plane and using them as agents once
Attack: Claw +7 melee (1d6+1)
their parents have abandoned them in horror. They
Full Attack: 2 claws +7 melee (1d6+1)
delight in leaving mortal females impregnated with
Space/Reach: 5 ft./5 ft.
half-fiends, even if they never return to the infant, as
Special Attacks: Dominating gaze, spell-like
they know the horror that follows when the parents
abilities, summon devil
discover that their ‘child’ has tiny horns and yellow
Special Qualities: Damage reduction 10/cold iron or
slit-pupil eyes.
good, darkvision 60 ft., immunity to fire and poison,
resistance to acid 10, cold 10, and electricity 10, see
The typical incubus tactic is to dominate the victim
in darkness, spell resistance 18, telepathy 100 ft.
with its gaze, impregnate her and then use its modify
Saves: Fort +6, Ref +6, Will +7
memory spell-like ability to make her either forget
Abilities: Str 13, Dex 13, Con 13, Int 16, Wis 14,
the event entirely or recall it as a particularly intense
Cha 26
dream. The ultimate achievement for an incubus is to
Skills: Bluff +19, Concentration +10, Diplomacy
beget a half-fiend upon a female paladin. Such incubi
+12, Disguise +17 (+19 acting), Escape Artist +10,
are feted in Hell above all others.
Hide +10, Intimidate +19, Knowledge (any one) +12,
Listen +9, Move Silently +10, Search +12, Spot +9,
House Riethii has always had excellent relations with
Survival +2 (+4 following tracks), Use Rope +1 (+3
the incubi and Lady Barbelion always has a retinue of
with bindings)
ten of the most accomplished of them in her court.
Feats: Dodge, Mobility, Persuasive

Environment: The Infernum, the Nine Hells


Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7–12 HD (Medium)
Level Adjustment: +6

The lesser and greater incubi could hardly be


less alike. While the lesser incubi are cackling,
ugly little creatures, the charming, articulate
greater incubi are the most handsome of all
devils. All of them are male. They are the
counterparts of the demonic succubae, who they
despise, though they have much in common
with them. The popular theory is that the incubi
and the succubae were once one species, who
during the primordial war against Heaven chose
to side with law on the one side and chaos on
the other. The greater incubus lacks the energy
drain ability, polymorph ability and wings of the
succubus but possesses a powerful dominating
gaze and formidable spell-like abilities.

A greater incubus in its natural form has


metallic skin of a bronze or gold colour, tiny
horns and tightly curled hair that also seems

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Combat
Dominating Gaze (Su): The incubus can
overpower the will of another merely by
looking into his or her eyes. This is similar
to a gaze attack, except that the incubus
must use a standard action and those merely
looking at it are not affected. Anyone the
incubus targets must succeed on a Will
saving throw or fall instantly under the
incubus’ influence as though by a dominate
person spell, with a caster level of 12th and
a saving throw DC of 23. The ability has a
range of 30 feet. It is, however, limited to a
three-hour maximum duration. The saving
throw DC is Charisma-based. The incubus
may not use this ability if it is invisible.

Spell-like abilities (Sp): At will – greater


invisibility, greater teleport (self plus 50
pounds of objects only), charm monster
(DC 22), major image (DC 21), pyrotechnics
(DC 20), scorching ray (three rays), unholy
blight (DC 22). The saving throw DCs are
Charisma-based.

Summon Devil (Sp): Once per day, a


greater incubus can summon 1d4 lesser
incubi with an 80% chance of success, or
a single greater incubus with a 40% chance
of success.

W atc h e r De v i l
Small Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 6d8+18 (45 hp)
Initiative: +9
Skills: Balance +15, Disguise +11, Hide +15, Listen
Speed: 30 ft. (6 squares)
+18, Move Silently +15, Sleight of Hand +15, Search
Armour Class: 26 (+5 Dex, +1 size, +10 natural),
+12, Spot +18, Tumble +15
touch 16, flat-footed 21
Feats: Improved Initiative, Alertness, Weapon
Base Attack/Grapple: +6/+2
Finesse
Attack: Club +7 melee (1d4) or gore +12 melee
(1d4)
Environment: The Nine Hells, the Infernum
Full Attack: Club +7/+2 melee (1d4) and gore +7
Organisation: Solitary
melee (1d4)
Challenge Rating: 5
Space/Reach: 5 ft./5 ft.
Treasure: None
Special Attacks: Stun, polymorph, spell-like
Alignment: Always lawful evil
abilities
Advancement: 7–12 HD (Small), 13–18 HD
Special Qualities: Damage reduction 5/good,
(Medium)
darkvision 60 ft., immunity to acid and poison,
Level Adjustment: +3
resistance to cold 5 and fire 5, see in darkness, spell
resistance 7, telepathy 100 ft., true seeing
These minor devils are most commonly assigned to
Saves: Fort +8, Ref +10, Will +11
mortals who serve the cause of Hell. They are used as
Abilities: Str 10, Dex 20, Con 16, Int 14, Wis 22,
sentinels, guardians and security systems. A watcher
Cha 12
devil has the ability to transform itself into a form

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of solid wood, allowing its master to hide it in plain


sight.
D us t D ev il
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 6d8–6 (21 hp)
The wizards and sorcerers who work with them
Initiative: +7
sometimes call watcher devils ‘Jeromes’, as the most
Speed: 40 ft. (8 squares), fly 80 ft. (good)
famous example of this species was the sentinel of
Armour Class: 22 (+7 Dex, +5 natural), touch 17,
a magical supplies shop (a botanica, for which see
flat-footed 15
Encyclopaedia Arcane: Tomes and Libraries) and
Base Attack/Grapple: +6/+10
went by that nickname.
Attack: Claw +13 melee (1d4+4)
Full Attack: 2 claws +13 melee (1d4+4) and gore
A watcher devil is a squatting creature like a tribal
+11 melee (1d6+2) and tail lash +11 melee (1d4+2)
fetish, with large horns, a slender body, a long face
Space/Reach: 5 ft./5 ft.
with a downwards-curving mouth, bug eyes and a
Special Attacks: Greater vortex, spell-like abilities,
loincloth for clothing. It carries a club over one
summon dust devil
shoulder. When in static form, it seems to be made of
Special Qualities: Damage reduction 5/bludgeoning
some hard dark wood.
and good, darkvision 60 ft., immunity to fire and
poison, lesser vortex, resistance to cold 5 and acid 5,
Combat see in darkness, spell resistance 7, telepathy 100 ft.
A watcher devil’s natural weapons and any weapons Saves: Fort +4, Ref +12, Will +8
that it wields count as evil-aligned and lawful-aligned Abilities: Str 18, Dex 24, Con 9, Int 17, Wis 17, Cha
for the purpose of overcoming damage reduction. 12
Skills: Bluff +11, Escape Artist +17, Hide +17,
Stun (Ex): Watcher devils excel at incapacitating Knowledge (the planes) +13, Move Silently +17,
foes by striking sensitive areas. A watcher devil may Search +13, Sleight of Hand +17, Spot +13, Survival
declare any attack with a club as a stunning attack. If +13, Tumble +16
the attack hits and does damage, the opponent must Feats: Weapon Finesse, Multiattack, Dodge
make a Fortitude saving throw (DC 19) or be stunned
for one round, until just before the watcher devil’s Environment: Warm deserts, the Nine Hells, the
next action. This saving throw DC is Wisdom-based. Infernum
A stunned character cannot act, loses any Dexterity Organisation: Solitary, patrol (2–5) or swarm
bonus to Armour Class and takes a –2 penalty to (4–16)
Armour Class. The watcher devil may make one Challenge Rating: 7
stunning attack per Hit Die that it has each day; most Treasure: Standard
watcher devils may make six such attacks per day. Alignment: Always lawful evil
Advancement: 7–12 HD (Medium), 13–18 HD
Polymorph (Su): The watcher devil may turn (Large)
its body into sinew wood, for which see Infernal Level Adjustment: +6
Equipment. It may assume this form as a free action.
While in wood form, it remains alert and perceptive ‘Dust devil’ is the name given to the tiny whirlwinds
and will relay anything important that it sees to its that blow across desolate plains. It is also the name
allies telepathically. The devil will usually activate of a genuine devil of Hell, which is responsible for
its undetectable alignment and misdirection spell- creating some of these vortices. A whirling cloud of
like abilities before assuming wood form, so that dust almost always surrounds dust devils, obscuring
examination will not reveal its nature. them from clear view; see the Lesser Vortex ability
below.
Spell-like abilities (Sp): At will - undetectable
alignment, hold person (DC 13), web (DC 13), If the dust ever clears, the true form of the devil can
misdirection; 3/day - scorching ray, stinking cloud be seen. A dust devil is extremely thin, thinner even
(DC 14). The caster level is 8th and the saving throw than a skeletal creature and entirely black, with a V-
DCs are Charisma-based. shaped head with curved horns and a long lashing tail
with a barbed tip. Against its usual desert background,
True Seeing (Su): Watcher devils benefit from true it resembles a stick drawing. Only its large, yellow,
seeing as per the spell at all times. unblinking eyes show up against the darkness of its
body. Despite its whipcord-thin frame, the dust devil
is extremely strong.

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Greater Vortex (Su): The dust devil can


transform itself into a vortex once every 10
minutes and remain in that form for up to five
rounds for every 2 Hit Dice it has; most dust
devils can do this for 15 rounds. In this form,
the dust devil can move through the air or
along a surface at its flying speed. The vortex
is 5 feet wide at the base, up to 30 feet wide at
the top, and up to 30 feet tall. The dust devil
controls the exact height, but it must be at least
10 feet. While in vortex form, the dust devil
still benefits from the displacement effect of
the lesser vortex ability.

The dust devil’s movement while in vortex


form does not provoke attacks of opportunity,
even if the dust devil enters the space another
creature occupies. Another creature might be
caught in the vortex if it touches or enters
the vortex, or if the dust devil moves into or
through the creature’s space.

Creatures one or more size categories smaller


than the dust devil might take damage when
caught in the vortex and may be lifted into
the air. An affected creature must succeed
on a Reflex saving throw when it comes
into contact with the vortex or suffer 1d6
bludgeoning damage. If the base of the vortex
is in contact with sandy material, or fragments
of abrasive material such as hellglass, the
damage is increased to 1d6+4 because of the
lacerations inflicted.
Some call these creatures ‘stick devils’ or ‘wind
devils’. They are most commonly found in the desert An affected creature must also succeed on a second
regions of the Infernum and in correspondingly arid, Reflex saving throw or be picked up bodily and held
dusty regions of the Prime Material plane, when they suspended in the powerful winds, automatically
blow in through natural desert gateways. taking damage as described above each round. A
creature that can fly is allowed a Reflex saving throw
each round to escape the vortex. The creature still
Combat takes damage but can leave if the saving throw is
A dust devil’s natural weapons and any weapons that successful. The DC for saving throws against the
it wields count as evil-aligned and lawful-aligned for vortex’s effects is 17 and is Strength-based.
the purpose of overcoming damage reduction.
Creatures trapped in the vortex cannot move except to
Lesser Vortex (Su): When in an environment where go where the dust devil carries them or to escape the
there is dust or sand, the dust devil can activate a vortex. Creatures caught in the vortex can otherwise
vortex of dust and debris to whirl around itself as a act normally, but must succeed on a Concentration
free action. This makes it difficult to strike the devil check (DC 15 + spell level) to cast a spell. Creatures
accurately with blows. A devil with its lesser vortex caught in the vortex take a –4 penalty to Dexterity
active benefits from a continual displacement effect; and a –2 penalty on attack rolls. The dust devil can
any melee or ranged attack aimed against it has a 50% have only as many creatures trapped inside the vortex
miss chance unless the attacker can locate the dust at one time as will fit inside the vortex’s volume. The
devil by some means other than sight. True seeing dust devil can eject any carried creatures whenever it
allows an observer to see the dust devil’s location but wishes, depositing them wherever the vortex happens
see invisibility does not have any effect. to be. A summoned dust devil always ejects trapped

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creatures before returning to its home plane; a dust Jump +19, Spot +13, Survival +13
devil that is travelling on its own volition will use its Feats: Dodge, Mobility, Spring Attack
vortex to trap creatures before bringing them back to
the Infernum. Environment: The Infernum, The Nine Hells
Organisation: Solitary or pair
If the vortex’s base touches the ground, it creates Challenge Rating: 7
a swirling cloud of debris. This cloud is centred Treasure: Standard
on the dust devil and has a diameter equal to half Alignment: Always lawful evil
the vortex’s height. The cloud obscures all vision, Advancement: 11–20 HD (Medium), 21–30 HD
including darkvision, beyond 5 feet. Creatures 5 feet (Large)
away have concealment, while those farther away Level Adjustment: —
have total concealment. Those caught in the cloud
must succeed on a Concentration check (DC 15 + Briar devils, or thorn devils as they are sometimes
spell level) to cast a spell. called, are humanoid creatures with egg-shaped
skulls, covered in long curved thorns like those found
A dust devil in vortex form cannot make claw, gore or on hawthorn bushes. Briar devils are the gardeners
tail attacks and does not threaten the area around it. of Hell, tending the blood-orchards and the vampiric
rose bushes, for which see Infernal Environments.
Spell-like abilities (Sp): At will: gust of wind (DC They retrieve souls that have fallen from the sky into
13), 3/day: control water (lower water effect only) the Wood of Damnation, using their briar lashes to
(DC 15), glitterdust (DC 13). The caster level is 10th drag them down out of the branches.
and the save DCs are Charisma-based.
From a distance of up to 60 feet, a person can mistake
Summon Dust Devil (Sp): Once per day, a dust devil briar devils for barbed devils if he has not seen one
may attempt to summon a second dust devil,
with a 50% chance of success.

Br i ar De v i l
Medium Outsider (Evil, Extraplanar,
Lawful)
Hit Dice: 10d8+30 (75 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armour Class: 21 (+5 Dex, +6 natural), touch
15, flat-footed 16
Base Attack/Grapple: +10/+16
Attack: Claw +16 melee (1d4+6) or briar lash
+16 melee (1d4+6)
Full Attack: 2 claws +16 melee (1d4+6) or 2
briar lashes +16 melee (1d4+6)
Space/Reach: 5 ft./5 ft. or 15 ft. with briar
lash
Special Attacks: Briar cage, briar lash,
lacerate, spell-like abilities, summon devil, evil
plant empathy
Special Qualities: Damage reduction 5/good,
darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in
darkness, spell resistance 18, telepathy 100 ft.
Saves: Fort +10, Ref +12, Will +7
Abilities: Str 22, Dex 20, Con 16, Int 14, Wis
10, Cha 18
Skills: Bluff +17, Climb +19, Diplomacy
+17, Intimidate +17, Knowledge (nature) +15,
Knowledge (the Infernum) +15, Listen +13,

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before; a Spot skill check (DC 20) is needed to notice claw attacks or perform any task requiring manual
the difference. Briar devils have a ceaseless hatred dexterity. It may however use its lashes as if they
for non-evil druids and will seek them out and tear were ropes fitted with grappling hooks, in which
them to pieces whenever they can. Evil druids are case it receives a +4 racial bonus on Climb checks
tolerated, though they are not lawful. so assisted.

Evil Plant Empathy (Su): Briar devils have a


Combat rapport with evil creatures of the plant type, as they
A briar devil’s natural weapons and any weapons that clearly have some plant in them. A briar devil can
it wields count as evil-aligned and lawful-aligned for take a free action to change the attitude of all the evil
the purpose of overcoming damage reduction. plants within 30 feet of itself towards a given target
with a Charisma check (DC 15). Briar devils are thus
Briar Cage (Sp): A briar devil may fling a highly valued in the estates of Hell, as they can calm
magical prison made from tangled thorns around down ravening rose bushes, or command the night-
its opponents. The briar cage is a cube of material oaks to attack a rival.
10 feet thick, enclosing a space 5 feet across. The
enclosing material is identical to that produced by a Lacerate (Ex): When a briar devil grapples, its
wall of thorns, with the exception that the damage thorns cause ghastly slashing damage to those in its
the thorns deal is counted as lawful-aligned and evil- grasp. A briar devil deals 1d6+12 points of damage
aligned for the purposes of damage reduction and the with a successful Grapple check.
thorny material is immune to fire damage, magical
and otherwise. Spell-like abilities (Sp): At will: entangle (DC 15),
freedom of movement (self only). Caster level 8th.
If there is room to evade, then all creatures within the
target space are allowed a Reflex saving throw (DC Summon Devil (Sp): Once per day, a briar devil may
19) to dive out of the way of the cage as it forms. attempt to summon 1d6 lemures with a 60% chance
Creatures that make their saving throws are moved to of success, 1d2 bearded devils with a 40% chance of
the outer periphery of the cage. The briar devil may success, or a fellow briar devil with a 30% chance of
use this ability five times per day; the saving throw success.
DC is Charisma-based and the caster level is 12th.

Briar Lash (Ex): A briar devil can fling forth two S p in n in g D ev il


slashing rope-like lengths of thorny flesh, which Large Outsider (Evil, Extraplanar, Lawful)
flagellate and lacerate its opponents. These exude Hit Dice: 14d8+28 (91 hp)
from openings in the briar devil’s palms. A briar lash Initiative: +9
functions as a whip that deals lethal damage and can Speed: 70 ft. (14 squares)
be used against creatures with natural armour. The Armour Class: 24 (+7 Dex, +8 natural, –1 size),
briar lash is treated as a melee weapon with 15-foot touch 16, flat-footed 17
reach, though the briar devil does not threaten the Base Attack/Grapple: +14/+24
whole area into which it can make an attack. In Attack: Hoof +19 melee (1d6+6) or tongue +19
addition, unlike most other weapons with reach, the melee (1d8+6)
briar devil can use its lashes against foes anywhere Full Attack: 6 hooves +19 melee (1d6+6) and
within its reach, including adjacent foes. The devil’s tongue +14 melee (1d8+3)
use of a briar lash does not provoke an attack of Space/Reach: 10 ft./10 ft.
opportunity, unlike attacking with a whip. Special Attacks: Strike sparks, spell-like abilities,
summon devil, trample (1d6+9)
A briar devil can make trip attacks with its briar Special Qualities: Aura of truth, darkvision 60 ft.,
lash. When using a briar lash, the briar devil gets a see in darkness, impossible to flank, immunity to
+2 bonus on opposed attack rolls made to disarm an fire and poison, resistance to acid 10 and cold 10,
opponent; the devil is not itself disarmed if it loses telepathy 100 ft., damage reduction 15/good, spell
the opposed roll, as its briar lash is part of its body. resistance 19
A briar lash can be targeted with a sunder attempt. It Saves: Fort +11, Ref +18, Will +13
has a hardness of 3 and 10 hit points. Abilities: Str 22, Dex 28, Con 15, Int 23, Wis 19,
Cha 30
While a briar devil is manifesting its lashes, it cannot Skills: Balance +28, Concentration +19, Diplomacy
use its hands to hold anything, nor may it make +27, Forgery +23, Knowledge (the Infernum) +23,

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houses. They speak in bellowing voices, as if


some great cistern of brass was booming the
words out. They can be seen moving hurly-
burly across the broad plains of Hell, acting as
emissaries from the Princes themselves, taking
news to one estate after another. Their noted
inability to lie and the aura of truth that they
emanate makes them ideal inspectors for the
infernal Princes.

Combat
A spinning devil’s natural weapons and any
weapons that it wields count as evil-aligned and
lawful-aligned for the purpose of overcoming
damage reduction.

Aura Of Truth (Su): The spinning devil


constantly emanates a zone of truth as per the
spell, which extends to a 30-foot radius around
itself. Creatures within the zone, or which enter
it, may not speak any deliberate and intentional
Knowledge (the planes) +23, Intimidate +27, Jump lies. They are allowed a Will saving throw (DC
+25, Listen +21, Search +23, Sense Motive +21, 24) to avoid the effects when they first enter the area;
Survival +21, Spot +25, Tumble +28 this saving throw is Charisma-based and includes a
Feats: Combat Expertise, Combat Reflexes, Dodge, racial bonus. The spinning devil is itself completely
Mobility, Spring Attack unable to tell deliberate and intentional lies. Spinning
devils epitomise the law in lawful evil. They only
Environment: The Nine Hells, The Infernum ever use their Forgery skill to detect forgeries, not to
Organisation: Solitary concoct them.
Challenge Rating: 12
Treasure: None Impossible To Flank (Ex): The spinning devil’s
Alignment: Always lawful evil two faces make it impossible to flank the creature
Advancement: 15–22 HD (Large), 23–28 HD effectively. It retains its Dexterity bonus to Armour
(Huge) Class even when flanked.
Level Adjustment: —
Skills: Spinning devils receive a +2 racial bonus to
Spinning devils (sometimes called ‘whirligigs’) are all Balance, Jump and Tumble skill checks. They
possibly the most bizarrely shaped of all devil kind. receive a +4 racial bonus to all Spot checks, as their
Their form has a fleshy core with a bearded face in the two faces can survey a broad region.
centre on each side and a ring of eight goat-like legs
around the outside, so that the whole creature looks Spell-like abilities (Sp): At will: dispel chaos (DC
like a cartwheel made from head, legs and hooves. 25), dispel good (DC 25), haste, scry, true seeing;
The creature has a single long, serpentine tongue 3/day: blasphemy (DC 27), greater teleport; 1/day:
with which it can lash opponents. The devil has two dominate monster (DC 29), mass hold monster (DC
faces in total but only one of them ever speaks, as it 29). The saving throw DCs are Charisma-based and
has the tongue in its mouth. A spinning devil moves the caster level is 18th.
by tumbling and can travel at bewildering speed. Its
favourite mode of attack is to use its exceptional Strike Sparks (Su): By clashing its shod hooves
speed to trample multiple targets. When it makes a together while spinning on the spot, the spinning
full attack, the devil uses two of its legs to stand upon devil can create a spray of burning sparks that sears
and lashes out around itself with the others. all creatures within the area of effect. The sparks
jet forth in a cone 30 feet wide at the base and deal
Spinning devils are in service to the infernal 20d4 fire damage, with a Reflex saving throw (DC
government and act as official messengers, bringing 27) allowed to take half damage. The Reflex saving
the proclamations of the rulers of Hell to the noble throw DC is Charisma-based.

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Summon Devil (Sp): Once per day, a spinning


devil may attempt to summon 1d3+1 bone
devils with a 50% chance of success, or a single
barbed devil with a 40% chance of success.

Trample (Ex): Spinning devils habitually


trample their opponents, running over multiple
targets in a row. The spinning devil’s trample
attack deals 1d6+9 damage, with a Reflex
saving throw (DC 23) allowed for half damage.
The saving throw DC is Strength-based.

St eam De v i l
Huge Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 14d8+112 (175 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armour Class: 24 (+2 Dex, +14 natural, –2
size), touch 10, flat-footed 22
Base Attack/Grapple: +14/+33
Attack: Slam +24 melee (2d6+11) or chest
cannon +14 ranged (6d6)
of personification of devouring industry. Some pious
Full Attack: 2 slams +24 melee (2d6+11) and bite
scholars have theorized that an increasing tendency
+22 melee (2d8+5) and drill +22 melee (2d8+5) or
for dwarven and gnomish manufacturers to look
chest cannon +14 ranged (6d6)
to machinery to supply their needs has caused the
Space/Reach: 15 ft./15 ft.
appearance of this industrial devil, risen from Hell to
Special Attacks: Spell-like abilities, summon devil,
pollute the upper world.
double damage against objects, drill, powerful charge,
trample 2d6+16
Steam devils are not constructs or biomechanoids,
Special Qualities: Darkvision 60 ft., see in darkness,
though they appear to be at first glance. A steam
immunity to fire and poison, resistance to acid 10 and
devil has an outer casing of beaten brass, like a set
cold 10, telepathy 100 ft., damage reduction 15/good,
of plate armour, with a huge horned helmet in whose
spell resistance 19
eye sockets the fires of Hell blaze, sending forth
Saves: Fort +17, Ref +11, Will +9
beams of bright light. Below the spotlight eyes is
Abilities: Str 32, Dex 14, Con 26, Int 9, Wis 11, Cha
a jag-toothed jaw like that of a modern excavator
16
that champs monotonously as if it were insatiably
Skills: Bluff +20, Craft (weaponmaking) +16,
hungry. The devil has two bulging arms ending in
Intimidate +20, Knowledge (architecture and
metal fists and a single drill-like protuberance in
engineering) +16, Listen +17, Profession (siege
its lower abdomen. From the back of the casing,
engineer) +17, Spot +17
multiple pipes emerge, from which a constant stream
Feats: Power Attack, Improved Sunder, Improved
of black smoke pours. There are two bull-like nostrils
Overrun, Weapon Focus (slam), Multiattack
in the face of the helmet, from which steam hisses;
the whole monstrous figure is mounted on a base like
Environment: The Infernum, The Nine Hells
that of a chariot, with four wheels instead of a lower
Organisation: Solitary or squad (2–4)
torso. The body of the steam devil is fused with the
Challenge Rating: 10
machinery that encases it.
Treasure: Standard
Alignment: Always lawful evil
The truth of these creatures’ origin has nothing to
Advancement: 15–30 HD (Huge), 31–45 HD
do with the possible industrialization of the upper
(Gargantuan)
world. Steam devils are in fact a product of House
Level Adjustment: —
Zethu’s tireless research and experimentation and
may even be an early stage in the development of the
Steam devils are very rare and have only recently
biomechanoids. They were originally intended for
been recorded by students of the diabolic. Their
use as devilish siege machines against the strongholds
whole appearance suggests that they are some kind

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of Heaven, as their powerful wheels make them cone is 50 feet long and deals 12d6 fire damage. A
natural gate-rammers and infantry-crushers but the Reflex saving throw (DC 25) is allowed to take half
steam devils themselves have proved to have other damage from the steam blast; the saving throw DC is
appetites. A steam devil loves to tear up and devour Constitution-based.
forest. When let loose on the upper world, they
ravage, tear, burn and devour any trees they can find, Drill (Su): The steam devil’s drill weapon receives
until the landscape resembles that of Hell itself. its power from infernal forces that make it able to tear
through hard materials. When the drill is used to deal
damage to an object, the object’s hardness rating is
Combat treated as 5 lower than it actually is, to a minimum of
A steam devil’s natural weapons and any weapons 0. The steam devil often uses its drill to make sunder
that it wields count as evil-aligned and lawful-aligned attempts against opponents’ shields and weapons.
for the purpose of overcoming damage reduction.
Spell-like abilities (Sp): At will: shatter, freedom of
Double Damage Against Objects: A steam devil movement, dispel good (DC 18), cloudkill (DC 18):
that makes a full attack against an object or structure 1/day: acid fog. Caster level 14th.
deals double damage.
Summon Devil (Sp): Twice per day a steam devil
Powerful Charge (Ex): The steam devil often can automatically summon 2 lemures, bone devils or
commences combat by surging forward on its great bearded devils, or one erinyes or horned devil. This
wheels and using the additional force to impale the ability is the equivalent of an 8th level spell.
opponent on its fearsome drill. In addition to the
normal benefits and hazards of a charge, this allows
the devil to make a single drill attack with a +25 Co r n D ev il
melee attack bonus that deals 4d6+11 damage. This Medium Outsider (Evil, Extraplanar, Lawful)
counts as a full attack for the purpose of determining Hit Dice: 10d8+30 (75 hp)
double damage against structures and objects. The Initiative: +5
steam devils often use their powerful charge abilities Speed: 30 ft. (6 squares)
to ram into the gates of structures again and again. Armour Class: 21 (+5 Dex, +6 natural), touch 15,
flat-footed 16
Trample (Ex): The steam devil’s Trample attack is Base Attack/Grapple: +10/+16
horrible to behold; it simply roars and grinds forwards Attack: Scythe +17 melee (2d4+9/19–20/x4) or claw
on its huge wheels, crushing opponents underneath. +16 melee (1d4+6)
A Reflex saving throw (DC 28) is allowed for half Full Attack: Scythe +17/+12 melee (2d4+9/19–20/x4)
damage; the saving throw DC is Strength-based. or claw +16 melee (1d4+6)
Space/Reach: 5 ft./5 ft.
Chest Cannon (Su): The steam devil can extend a Special Attacks: Spell-like abilities, summon devil
brass tube from its chest and fire a steam-propelled Special Qualities: Damage reduction 5/good,
projectile, much like a cannon ball. Once the steam darkvision 60 ft., immunity to fire and poison,
devil has used this attack, it may not use it again for resistance to acid 10 and cold 10, see in darkness,
a full round, as the mechanism inside its body needs spell resistance 21, telepathy 100 ft.
to reload. Saves: Fort +10, Ref +12, Will +7
Abilities: Str 22, Dex 20, Con 16, Int 14, Wis 10, Cha
Choking Cloud (Su): The steam devil is constantly 18
emitting foul black smoke from its vents, so that it is Skills: Bluff +17, Hide +18, Intimidate +17,
veiled in a pall of unbreathable air extending out to a Knowledge (nature) +15, Knowledge (the Infernum)
distance of 10 feet. Any air-breathing creature within +15, Listen +15, Move Silently +18, Jump +19, Spot
10 feet of the steam devil must make a Fortitude +15, Survival +13
saving throw (DC 25) on its initiative count or suffer Feats: Alertness, Power Attack, Weapon Focus
2d4 damage from smoke inhalation. The saving (scythe), Improved Critical (scythe)
throw is Constitution-based.
Environment: The Infernum, The Nine Hells
Steam Blast (Su): The devil may project a cone Organisation: Solitary
of boiling steam from its nostrils, scalding enemies Challenge Rating: 7
caught in the blast region. Once it does this, it Treasure: Standard
cannot emit steam again until 1d4 rounds later. The Alignment: Always lawful evil

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DEVIL SPECIES

In lands that are plagued with corn devils,


the populace make a horrible bargain. The
farmers leave a sacrifice for the corn devil,
which the devil comes to collect once per
month. In return, the devil uses its increase
plants spell-like ability to provide a good
harvest for the people. It does this to keep
them in its sway, not out of any goodness on
its own part. If it does not receive a pleasing
sacrifice, the corn devil uses diminish plants
and insect plague to devastate the fields.

The sacrifice left for the corn devil must be


a living being. Usually, a being of animal
intelligence and at least three Hit Dice
will suffice. Once per year, however, the
sacrifice must be a non-evil-aligned creature
with 6 or more Intelligence. Communities
that are in thrall to a corn devil, or which
are evil-aligned and depend upon one
voluntarily, will often lure travellers into
their community for a festival, in which
the traveller ends up being the sacrifice
of the day. Terrible tales are told of rural
communities outside the boundaries of
civilisation, where bonny local maidens
promise strangers a night they will never
forget, only to lure them into the cornfield at
midnight where a sharp scythe blade waits to
make a sacrificial offering of them.

Corn devils mostly plague communities that


have no druid of their own. Where there are
druids, the populace can look to them for a
blessing on the crops. For this reason, corn
devils that target an area will always attempt
to kill the local druid first.
Advancement: 11–20 HD (Medium), 21–30 HD
(Large) Combat
Level Adjustment: — A corn devil’s natural weapons and any weapons that
it wields count as evil-aligned and lawful-aligned for
Also called ‘the walkers behind the rows’ or Hell’s the purpose of overcoming damage reduction.
reaper men, corn devils have a peculiar connection
to the crop fields of the Prime Material plane. They Cornfield Gate (Sp): Corn devils can create
represent all that farming mortals are most afraid temporary gateways into the Prime Material plane
of; the blight on the crops, the famine that causes from any other plane on which they may happen
starvation, the parched corn that loses its fertility to be, or from the Prime Material plane into the
and the hungry soil that must be fed with blood. A Infernum, as per the gate spell as cast by an 18th level
corn devil is bright green in colour, with eyes like caster. The gate may only open directly into or from
burning coals and a pinched, scowling face, with a a field of ripe corn (not stubble) and may only be
pale beard like corn silk. Corn devils wear rags and used for transport, never to summon another creature
scraps of clothing and carry a scythe slung across one across. As the gate opens, it presses down the corn
shoulder. From a distance, a corn devil looks like an in a harmless vortex 20 feet across. Such a circle is a
agricultural labourer or perhaps a scarecrow. sure sign of corn devil visitation. The devil may use
this ability twice per day.

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DEVIL SPECIES

Spell-like abilities (Sp): At will: entangle (DC 15), Abilities: Str 12, Dex 13, Con 10, Int 13, Wis 14,
haste, diminish plants, plant growth; 3/day: animate Cha 22
plants, blade barrier (DC 20), unholy blight (DC 18), Skills: Balance +8, Bluff +13, Climb +16, Diplomacy
insect plague. The locust swarms summoned by this +13, Hide +8, Jump +8, Move Silently +8, Sleight of
spell-like ability remain for 12 hours, rather than 12 Hand +8, Survival +9
minutes. The caster level is 12th and the saving throw Feats: Weapon Focus (bite), Ability Focus (despair)
DCs are Charisma-based.
Environment: Underground on a lawful evil aligned
Summon Devil (Sp): Once per day, a corn devil may plane
summon 2d4 lemures (50% chance), 1d2 bearded Organisation: Solitary, huddle (2–8) or cluster
devils (40% chance) or a fellow corn devil (20% (6–24)
chance). Challenge Rating: 3
Treasure: None
Alignment: Lawful evil
G l oom Dev i l Advancement: 5–12 HD (Medium)
Medium Outsider (Evil, Extraplanar, Lawful) Level Adjustment: +3
Hit Dice: 4d8 (18 hp)
Initiative: +1 Gloom devils spend their eternity in a state of baleful
Speed: 30 ft, climb 20 ft. misery. The only consolation they ever receive is to
Armour Class: 15 (+1 Dex, +4 natural), touch 11, inflict this misery upon others. When they are not
flat-footed 14 pitching others into a state of sorrow, they squat in
Base Attack/Grapple: +4/+5 damp caves and shadowy places, clustering together
Attack: Bite +6 melee (1d6+1) under a pall of black depression. They have bald
Full Attack: Bite +6 melee (1d6+1) heads with little horns, rubbery lips that are forever
Space/Reach: 5 ft./5 ft. downcast, floppy ears with hairy tufts protruding
Special Attacks: Despair, spell-like abilities from them, round pot bellies, skinny limbs and flat
Special Qualities: Damage reduction 5/good, paddle-like hands and feet. Their teeth are jagged and
darkvision 60 ft., gloom, immunity to fire and poison, sharp. A region of actual gloom, equivalent to partial
resistance to cold 5 and acid 5, see in darkness, spell illumination, always shrouds a gloom devil. Their
resistance 10, telepathy 100 ft. hands and feet are mildly adhesive, allowing them to
Saves: Fort +4, Ref +5, Will +6 scramble up and down surfaces with ease.

Gloom devils are not inclined to seek the


company of other devils, which suits the
latter very well. No devil wants to spend
time with a gloom devil, as they are the most
despondent of all possible companions.
They only ever huddle together with their
own kind. Gloom devil burrows are found
just above the tunnels and trenches where
the slugs of inanity crawl. According
to legend, they were once angels whose
spheres of patronage were beauty and joy;
on finding that they were condemned to an
eternity of separation from heaven, they
sunk into a woeful malaise from which they
have never recovered.

Combat
A gloom devil’s natural weapons and any
weapons it wields count as evil-aligned and
lawful-aligned for the purposes of damage
reduction.

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DEVIL SPECIES

Despair (Su): Gloom devils can infect others with Environment: The Infernum, The Nine Hells
the despair that hangs over them. They can project Organisation: Solitary
a cone of misery at will, equivalent to the crushing Challenge Rating: 9
despair spell as cast by an 8th level caster, with a Treasure: Standard
Will saving throw (DC 22) allowed to negate the Alignment: Lawful evil
effect. The will saving throw DC is Charisma-based Advancement: 13–24 HD (Large), 25–36 HD
and includes the benefit of the gloom devil’s Ability (Huge)
Focus (despair) feat. Level Adjustment: —

Gloom (Su): All gloom devils have a zone of Tormentors are the twisted surgeons of Hell. Their
shadow surrounding them to a distance of 30 feet. expertise with scalpels, needles and cautery makes
The gloom devil can never be in brighter than them much in demand on the battlefield when the
shadowy illumination. No amount of natural light devils go to war. The healing techniques that the
may brighten this zone. Attempts to brighten it tormentors learn are agonisingly painful but very
with magical light must successfully overcome the efficient. As well as searing and stitching the wounds
gloom devil’s spell resistance; even if such an attempt of devils, the tormentors apply their skill at slicing
succeeds, the gloom returns once the spell has run its and stitching to the arts of torture, which is where
course. A permanent light effect that is established they derive their name. Tormentors are able to
in a devil’s zone of gloom must overcome the devil’s mangle the flesh of their victims beyond recognition;
spell resistance every 24 hours. once they get a grip, the blades go in and the victim
is rearranged into what the devil considers a more
Skills: Gloom devils receive a +8 racial bonus to pleasing form. House Astyanath keeps a retinue of
Climb skill checks. the most experienced tormentors on hand to keep
the tortured conscious while they are put through
Spell-like abilities (Sp): At will: darkness, dispel their agonies and to help the Astyanaths perfect their
good (DC 21), touch of fatigue (DC 16); 3/day: techniques of pain inflicting.
unholy blight (DC 20). The caster level is 8th.
Tormentors are tall and gaunt, with bluish skin, as if
they were partly organic and partly metallic. They
Tor m e n t o r constantly practice their surgical techniques on their
Large Outsider (Evil, Extraplanar, Lawful) own bodies, so they are covered with a webwork of
Hit Dice: 12d8+12 (66 hp) scars, stitching and open wounds. Their long fingers
Initiative: +7 end in various metallic surgical implements (bone
Speed: 40 ft. (8 squares) saws, sharp blades and the like) that are fused with
Armour Class: 28 (+7 Dex, +12 natural, –1 size), the flesh and their eyes are hidden in nests of creases.
touch 16, flat-footed 21 A tormentor has a silvery eye-like organ in the centre
Base Attack/Grapple: +12/+23 of its head, between its horns, that sheds bright light.
Attack: Finger blades +18 melee (1d8+7) Its teeth are metallic and constantly chatter.
Full Attack: 2 finger blades +18 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Grievous wound, hideous scarring, Combat
spell-like abilities, stitch mouth A tormentor’s natural weapons and any weapons that
Special Qualities: Darkvision 60 ft., see in darkness, it wields count as evil-aligned and lawful-aligned for
immunity to fire and poison, resistance to acid 10 and the purposes of damage reduction.
cold 10, telepathy 100 ft., damage reduction 10/good,
spell resistance 23 Grievous Wound (Su): The finger-blades of the
Saves: Fort +9, Ref +15, Will +13 tormentors can disembowel a target with a swift
Abilities: Str 24, Dex 24, Con 13, Int 10, Wis 21, stroke. A tormentor can attempt to slash its opponent
Cha 15 horribly, causing a grievous wound; this is a full
Skills: Bluff +17, Concentration +16, Craft (flesh attack action. To do this, it makes a single melee
carving) +15, Heal +24, Knowledge (the Infernum) attack with its finger blades. If the attack hits and
+15, Profession (torturer) +24, Jump +22, Move deals damage, the target must make a Fortitude
Silently +22 saving throw (DC 23) or suffer a grievous wound,
Feats: Improved Grapple, Improved Natural taking 1d6 Constitution damage as well as the hit
Weapon, Dodge, Mobility, Spring Attack point damage from the blow. The saving throw DC is
Dexterity-based.

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DEVIL SPECIES

its own lips and open its mouth with a successful


Strength check (DC 25). Each attempt to do this,
whether successful or not, deals 1d4 damage on the
creature; a torn-open mouth results in a 50% spell
failure chance for spells that have verbal components
and a –10 circumstance penalty to all Perform skill
checks that involve speaking or singing.

Hideous Scarring (Su): A tormentor can rip through


the target’s flesh to its very soul, leaving wounds that
diminish its foes’ sense of self. Formerly beautiful,
striking or impressive creatures are turned into mere
lumps of butchered meat, with their pride broken and
their presence wrecked. A tormentor can attempt to
gouge out its opponent’s tissues, causing hideous
scarring; this is a full attack action. To do this, it must
make a successful melee attack with its finger blades.
The target must make a Fortitude saving throw (DC
23) or suffer a grievous wound, taking 1d6 Charisma
damage as well as the hit point damage from the
blow. The saving throw DC is Dexterity-based.
After stitching a bard’s or a sorcerer’s mouth shut, a
tormentor will usually attempt hideous scarring, just
in case they can cast silent spells or know any non-
verbal ones.

Permanent Wound (Su): Three times per day,


immediately before an attack with its blades, a
tormentor may charge its finger blades with seething
energy drawn from its black and corrupted heart and
declare an attack as dealing permanent damage. It
Stitch Mouth (Ex): The tormentor’s implement-
charges its blades as a free action. If the subsequent
laden fingers are horribly quick and move swiftly
melee attack hits and causes damage, the damage
enough to sew an opponent’s lips together if the
cannot be healed with anything less than a wish or
tormentor can hold him still for long enough. A
miracle spell.
tormentor must succeed on a Grapple check against an
opponent in order to do this and may only attempt this
Repair Evil (Su): With a successful Heal skill check
action against an opponent of Large size or smaller.
(DC 15), a tormentor may heal any evil outsider for
The creature must also have a mouth with lips and a
1d8+12 points of damage. It may use this ability six
natural armour bonus of no higher than +3.
times per day.
Stitching a creature’s mouth shut deals 1d4+3
Skills: Tormentors receive a +4 racial bonus to all
points of damage and renders the creature unable to
Heal skill checks and to all Profession (torturer) skill
speak, sing or cast spells with verbal components.
checks.
A tormentor will often grab a spellcaster and sew
his mouth shut before slicing his flesh to pieces. A
Spell-like abilities (Sp): At will: death knell (DC
creature may attempt to cut its mouth open again by
14), create undead, 3/day: harm (DC 18), slay living
taking a full-round action to make a Sleight of Hand
(DC 17), symbol of pain (DC 17). Caster level is 12th
or Craft (tailoring) skill check (DC 25). Failure on
and saving throw DCs are Charisma-based.
the skill check deals 1d4 damage. Even if the creature
succeeds in cutting its mouth free, spells with verbal
components suffer from a 20% arcane spell failure
chance and a –4 circumstance penalty to all Perform
checks that involve speaking or singing owing to the
damage to the lips until the creature is fully healed.
A creature that is utterly desperate to speak may tear

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DEMON SPECIES

Demon Species wearing a long coat or cloak. Its eyes glow a dim
green. Tiny wriggling insects and worms drop from
its sleeves and its mouth and nostrils, as if it were

T
his section casts a wary eye over some of the nothing but a skin stretched over a mass of crawling
less well-known horrors to emerge from the bugs.
demon isles. Some, like the bogeyman, have
long been known of but rarely reported, as they are so
stealthy and reclusive; others, like the demon clown, Combat
are not often seen because there are so few of them, A bogeyman’s natural weapons and any weapons that
which is something for which the denizens of the it wields count as evil-aligned and chaotic-aligned for
Prime Material plane can be truly thankful. the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a bogeyman


Boge y man must hit with its claw attack. It can then attempt to
Medium Outsider (Evil, Extraplanar, Chaotic) start a grapple as a free action without provoking an
Hit Dice: 6d8+6 (33 hp) attack of opportunity.
Initiative: +5
Speed: 30 ft. (6 squares) Rend (Ex): Bogeymen slay their opponents by
Armour Class: 24 (+5 Dex, +9 natural), touch 15, seizing them in their spade-claw hands and ripping
flat-footed 19 them to pieces. A bogeyman that wins a grapple
Base Attack/Grapple: +6/+11 check after a successful claw attack establishes a
Attack: Claw +11 melee (1d6+5) hold, ripping flesh out of the opponent’s body. This
Full Attack: 2 claws +11 melee (1d6+5) attack automatically deals 1d6+5 points of damage.
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, rend, spell-like Modified Gate (Su): Once per day, a bogeyman
abilities can open a gate from its home plane (usually the
Special Qualities: Damage reduction 10/cold iron Infernum) to the Prime Material, or from the Prime
or good, darkvision 60 ft., immunity to electricity Material to its home plane, purely for the purpose of
and poison, modified gate, resistance to acid 10, cold travel and never to summon a creature across. Caster
10, and fire 10, spell resistance 18, swarm spillage, level is 18th. This gate is subject to certain limitations.
telepathy 100 ft. It can only open into or from a dark, enclosed place,
Saves: Fort +6, Ref +10, Will +7 no greater in size than 5 feet by 5 feet. The bogeyman
Abilities: Str 20, Dex 20, Con 13, Int 16, Wis 14, may therefore open a gate into the inside of a dark
Cha 20 closet, the space beneath a bed or the interior of a
Skills: Bluff +14, Craft (trapmaking) +12, Disguise tomb but not into an open field or a wide cavern.
+14, Hide +16, Listen +11, Move Silently +16, Open This is the origin of the legend that bogeymen lurk in
Lock +14, Sleight of Hand +14, Search +12, Spot cupboards, woodsheds and children’s closets.
+11, Use Rope +14
Feats: Dodge, Mobility, Stealthy Swarm Spillage (Su): A bogeyman’s body is mostly
clustered vermin with a rotten skin stretched over it.
Environment: A chaotic evil-aligned plane Every time the bogeyman suffers damage, a mass of
Organisation: Solitary wriggling insects or arachnids drops from its wounds;
Challenge Rating: 7 these are usually harmless but sometimes there are
Treasure: Standard enough of them to amount to a swarm. When the
Alignment: Always chaotic evil bogeyman is reduced to three-quarters of its total hit
Advancement: 7–12 HD (Medium) points, two swarms of spiders or a single swarm of
Level Adjustment: +5 centipedes (rolled randomly, 50% chance of either)
burst from its body into its space. The same thing
One of the best-known demons among mortal happens when the bogeyman is reduced to half its
children, yet ironically not believed in by the majority total hit points and again when it is reduced to one
of adults, the bogeyman is a child-eating horror that quarter of the total. The bogeyman cannot eject
has a unique talent for shifting between the planes. It the swarms voluntarily other than by doing itself
moves from Hell to the mortal world during the hours sufficient damage to release them.
of darkness, looking for careless victims to snatch
up and devour. A bogeyman looks like a half-rotted Spell-like abilities (Sp): At will: ventriloquism, ghost
human, with long talons and a broad toothy grin, sound, obscuring mist; 3/day: polymorph, humanoid

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DEMON SPECIES

Silently +8, Jump +1, Tumble +8


Feats: Weapon Finesse

Environment: The Abyss, The Infernum


Organisation: Nest (2–8), cluster (4–16)
or swarm (8–48)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2 HD (Small), 3 HD
(Medium)
Level Adjustment: —

The old Greek term ‘cacodaemon’ literally


means ‘noisy spirit’. A typical cacodaemon
is small, chubby and has a shock of
bright blue hair, wide watery eyes and a
deceptively small mouth. Cacodaemons
spread chaos by making noise and clamour.
They love nothing more than to disrupt a
carefully planned endeavour by breaking
someone’s concentration. When they can,
they will clash little brass cymbals, knock
objects over and play musical instruments
badly; when they have no objects to make
a racket with, they babble unceasingly
in high-pitched voices. Those who are
plagued by cacodaemons can get no rest
and find it next to impossible to concentrate
on what they are doing.
only. A bogeyman may only assume the form of a
person whose dead flesh it has eaten. It uses this Cacodaemons are extremely weak when on their own
ability to convince those who investigate its activities but a horde of them can be effective, especially against
that there is nothing amiss. Caster level for these spellcasters. More powerful demons will often send
spell-like abilities is 12th. in the cacodaemons to hide themselves in crannies
in the rock as a party approaches, so that when an

Cac odaem o n ambush takes place, the cacodaemons’ babbling will


disrupt any spells the opposition tries to cast.
Tiny Outsider (Evil, Extraplanar, Chaotic)
Hit Dice: 1d8+2 (7hp)
Initiative: +4 Combat
Speed: 30 ft. (6 squares) A cacodaemon’s natural weapons and any weapons
Armour Class: 19 (+4 Dex, +3 natural, +2 size), that it wields count as evil-aligned and chaotic-
touch 16, flat-footed 15 aligned for the purpose of overcoming damage
Base Attack/Grapple: +1/–10 reduction.
Attack: Claw +7 melee (1d3–3)
Full Attack: 2 claws +7 melee (1d3–3) Babble (Su): The cacodaemon’s main form of
Space/Reach: 2 1/2 ft./0 ft. attack is its babble. It may babble as a free action.
Special Attacks: Babble, spell-like abilities On any round on which it does so, all creatures that
Special Qualities: Damage reduction 5/good, are not demons within a 60-foot area of effect suffer
darkvision 60 ft., immunity to poison, resistance to distraction. If they attempt any task that requires
fire 10 concentration, such as casting a spell or making
Saves: Fort +4, Ref +6, Will +2 an Open Lock skill check, they must succeed in a
Abilities: Str 5, Dex 18, Con 14, Int 6, Wis 10, Cha Concentration check (DC 20) or fail in the task,
20 lose the spell or otherwise suffer the consequences
Skills: Bluff +9, Hide +8, Intimidate +9, Move of distraction. This is a sonic mind-affecting effect.

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DEMON SPECIES

Skills: Balance +27,


Climb +25, Escape
Artist +33, Hide +17,
Intimidate +30, Listen
+13, Move Silently +27,
Perform (juggle, dance
or comedy) +30, Spot
+24
Feats: Dodge,
Improved Initiative,
Combat Reflexes, Power
Attack, Iron Will, Great
Fortitude, Lightning
Reflexes

Environment: Deeper
levels of Hell, The Dark
Carnival
Organisation: Solitary,
double act or troupe
(3–12)
Challenge Rating: 20
Treasure: Standard
A bard’s countersong ability allows a creature to Alignment: Always
substitute the bard’s Perform check result in place chaotic evil
of his or her Concentration check result. Creatures Advancement: 19–36 HD (Large), 37–54 HD
cannot rest or prepare spells while a cacodaemon is (Huge)
babbling within range of them. Level Adjustment: —

Spell-like abilities (Sp): At will: lesser confusion Clowns. Thank the Gods that they are so rare, for it is
(DC 16); 1/day: confusion (DC 19). Caster level is 6th hard to conceive of anything in Hell more frightening
and the save DCs are Charisma-based. than these white-faced, cackling, rotund creatures of
nightmare, pacing stealthily up behind you with their
Cl ow n De m o n insidious flap-flap-flap. Other demons might have
bats’ wings, tusks and claws like scimitars but at least
Medium Outsider (Evil, Extraplanar, Chaotic)
you know where you stand with them. They want to
Hit Dice: 18d8+54 (135 hp)
kill, torture and possibly eat you. They are terrifying,
Initiative: +10
true enough, but in a wholly different way to clowns;
Speed: 30 ft. (6 squares)
there is no way to guess what a clown might have in
Armour Class: 19 (+6 Dex, +3 natural), touch 16,
store for you. Anybody who has ever seen clowns
flat-footed 13
and shuddered knows the truth. They are avatars of
Base Attack/Grapple: +18/+28
shrieking, malicious insanity.
Attack: Slap +22 melee (1d4+4)
Full Attack: 2 slaps +22 melee (1d4+4) and bite +17
Clown demons are radically chaotic. They do not
melee (1d6+2)
co-operate with other demons, preferring to spread
Space/Reach: 5 ft./5 ft. and see below
misery and carnage through their own efforts. They
Special Attacks: Constrict (2d4+8), flower squirt,
will band together in troupes with each other but that
frightful presence, improved grab, pie throw,
is as far as their collective ventures will go. Greater
shocking grip, size alteration, trip
demons, such as the balors, do not like to have clown
Special Qualities: Damage reduction 15/cold iron
demons around and do what is necessary to keep
and good, regeneration 5, elastic body, immune to fire,
them away, propitiating them with fresh souls if
poison and disease, resistance to cold 10, electricity
need be. It is not that the balors are intimidated by
10 and sonic 10, immune to mind-affecting spells and
clown demons; they are just so very hard to get rid
effects, indestructible, spell resistance 32
of. Lesser demons are often every bit as scared of the
Saves: Fort +16, Ref +19, Will +16
clown demons as mortals would be.
Abilities: Str 18, Dex 22, Con 16, Int 10, Wis 16,
Cha 28

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DEMON SPECIES

Clown demons look like portly humans,


dressed in striped costumes with pointed
hats. They have long shoes that flip and
flop when they walk. Their faces are
white and covered with thick make-up;
when they grin, they reveal shark-like
teeth. Their bodies are rubbery and
feel spongy to the touch, like an inflated
rubber ball.

No two clown demons have the same


face. Every clown demon keeps his
distinctive face design painted upon an
eggshell, stored in a secure place. This
eggshell is dealt with below, as it is of
critical importance.

Combat
Constrict (Ex): Demon clowns wrap
their elastic, sinuous arms around their
victims and choke the life out of them. A
clown can twine an arm around a victim’s
neck several times, much like a python.
With a successful Grapple check, a
demon clown deals 2d4+8 points of
damage.

Improved Grab (Ex): To use this


ability, a demon clown must hit with
its slap attack. It can then attempt to
start a grapple as a free action without
provoking an attack of opportunity. Flower Squirt (Su): Demon clowns grow large,
flower-like organs on their chests. These are glands
Spell-like Abilities (Sp): At will: blink, confusion that secrete a powerful acid. As a standard action, the
(DC 23), hideous laughter (DC 21); 3/day: irresistible demon clown can squirt this acid at a creature within
dance (DC 27); 1/day: maze (DC 27). Caster level is 30 feet. The acid squirt requires a ranged touch attack
16th and the saves are Charisma-based. to hit and deals 3d6 acid damage. In addition, the
target creature must make a Fortitude saving throw
Pie Throw (Su): As a standard action, the demon (DC 22) or suffer 1d6 Charisma damage as well. The
can manifest a pulpy mass of creamy goo in one hand saving throw is Constitution based; the Charisma
and throw it. This is a ranged attack, with a range damage is a contact poison effect.
increment of 10 feet and maximum range of 100 feet.
Once it has used this ability, it may not use it again Frightful Presence (Ex): The insane laugh of a
for 1d4 rounds. demon clown is one of the most terrifying noises one
can hear anywhere in all the Hells. It is the laugh of
A creature struck by the mass must make a Reflex a creature that can look on the worst of Hell’s horrors
saving throw (DC 28) or have the goo plastered to his and find them hilariously funny. When the demon
face. He is immediately blinded and unable to speak. clown laughs, all creatures within 30 feet who have
He also begins to suffocate, as the sludge clings to his less than 18 Hit Dice or levels must make a Will saving
mouth and nose. Refer to the drowning rules in Core throw (DC 28) or become frightened for 5d6 rounds.
Rulebook II. Ripping off the clinging mass requires An opponent that succeeds at this saving throw is
a successful Strength check (DC 28). Once removed, immune to the demon clown’s frightful presence for
it becomes inert. The saving throw DC is Charisma- the next 24 hours. This is a mind-affecting fear effect.
based. The saving throw is Charisma-based.

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Immune To Mind-Affecting Spells And Effects: Elastic Body (Ex): Demon clowns have bodies made
The demon clown is not mindless but its mind is from stretchy, rubbery material. They can attack with
incomprehensible to other creatures. It is not possible a slap or with a bite as a reach weapon, by extending
to use mind-affecting spells or effects against it. their arms or necks out. They can squeeze through
gaps of up to six inches across, taking a move action
Trip (Ex): The long, floppy shoes that demon clowns to do so. This flexibility gives them a +6 racial bonus
wear are ideal for tripping over moving opponents. on all Escape Artist skill checks and Grapple skill
They receive a +4 circumstance bonus to any trip checks.
attempt made as an attack of opportunity.
Indestructible (Su): It is practically impossible to
Regeneration (Ex): A demon clown takes normal destroy a demon clown permanently. Even if they
damage from good-aligned cold iron weapons and are killed, they spontaneously reform after 1d4 days,
from spells and effects with the good descriptor. at a spot within 100 feet of the eggshell where their
makeup design is kept. The only way to finish a
Shocking Grip (Su): The demon clown can make given demon clown for good is to find the eggshell
a touch attack against a target and deliver a violent and destroy it. Doing this does not slay the clown
jolt of electricity. It may do this three times per day. outright, but it prevents the demon clown from
It gains a +3 bonus to the attack roll of the target is reforming if it is killed. If the clown can create a new
wearing metal armour, made from metal, carrying eggshell, which takes it one hour (and requires access
large amounts of metal and so forth. The demon’s to paints and a small egg) then it can replace the old
shocking grip deals 18d6 electrical damage. The one. A clown may only have one eggshell at a time.
recipient must also make a Fortitude saving throw It does not know when its eggshell is broken.
(DC 28) or be paralysed for one round, which allows
the demon to make a second Shocking Grip attack
the next round against the same target. A successful G r em lin
use of this attack against the same opponent as the Tiny Outsider (Evil, Extraplanar, Chaotic)
previous round does not count as a use of the ability Hit Dice: 3d8–3 (11 hp)
for the day. Clown demons love to make this touch Initiative: +6 (Dex)
attack as a handshake, then laugh for round after Speed: 20 ft. (4 squares)
round as their opponents crackle and fry. The saving Armour Class: 21 (+2 size, +6 Dex, +3 natural),
throw DC is Charisma-based. touch 18, flat-footed 15
Base Attack/Grapple: +3/–6
Size Alteration (Su): One of the demon clown’s Attack: Bite +11 melee (1d3–1 plus soporific)
most frightening powers is its ability to increase or Full Attack: Bite +11 melee (1d3–1 plus soporific)
decrease its size at will. It does this as if it were Space/Reach: 2 1/2 ft./0 ft.
a humanoid balloon. An expanding demon clown Special Attacks: Soporific venom, spell-like
huffs and puffs as if it were inflating itself, blowing abilities
down one of its fingers; a shrinking clown makes a Special Qualities: Damage reduction 5/good,
high-pitched flatulent sound, like a child’s balloon darkvision 60 ft., immunity to poison, resistance to
discharging wind. The clown may take a full-round fire 10
action to increase or decrease its size. Adjust the Saves: Fort +2, Ref +9, Will +5
clown’s armour class, attack modifiers and so forth Abilities: Str 8, Dex 22, Con 9, Int 10, Wis 14, Cha
accordingly; see Core Rulebook III. A given demon 14
clown may alter its size to two size categories larger Skills: Bluff +8, Climb +5, Disable Device +21,
or smaller than its default size. A Medium demon Hide+12, Move Silently +18, Open Lock +12, Sleight
clown may therefore increase its size to Large and of Hand +12, Use Rope +12
then to Huge. The demon may only remain at an Feats: Weapon Finesse, Skill Focus (disable device)
altered size for one hour per day, after which it reverts
to its natural size and cannot use the ability again for Environment: Any land and underground
1d4 hours. Organisation: Solitary, pair or nest (4–16)
Challenge Rating: 2
The demon clown is more vulnerable to critical hits Treasure: None
when it is inflated. A critical hit with a weapon Alignment: Always chaotic evil
that deals slashing or piercing damage does double Advancement: 4–6 HD (Tiny)
damage against a demon inflated to one higher size Level Adjustment: —
category and triple damage against a demon inflated
to two higher size categories.
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Gremlins always attempt


to leave no trace of their
tampering behind; the
+5 increase to the DC is
factored in already.

Combat
A gremlin’s natural
weapons and any
weapons that it wields
count as evil-aligned and
chaotic-aligned for the
purpose of overcoming
damage reduction.

Soporific Venom (Ex):


A gremlin’s bite transmits
a mild toxin that sends
the victim to sleep. They
will sometimes bite their
sleeping victims just to
make sure that they do
not wake up, though this
Gremlins are tiny, colourful demons with large tufts
can be a risky gambit if the sting of the bite awakens
of hair growing from their ears. They excel at making
them and the poison does not take. Creatures that
mischief without being detected, hiding themselves
fail their Fortitude saving throw (DC 12) against the
away and creeping out when nobody is around to see
toxin are sent to sleep for 2d6 rounds. The save is
them. Gremlins are more chaotic than evil, detesting
Constitution-based, including a +2 racial bonus.
all order and tidiness. Their favourite habit is to
sabotage machinery, in as subtle a way as they can.
Spell-like abilities (Sp): At will: detect good, detect
Gremlins take up residence in large houses and places
magic, invisibility (self only), animate rope; 1/day:
of work, usually making a lair in the chimney or
Entangle (save DC 12).
under the floorboards, sneaking out at night to cause
chaos. They also follow parties of adventurers if they
Skills: Gremlins receive a +6 racial bonus to all
see them go past or if they pick up their trail, hoping
Disable Device and Move Silently skill checks.
that when the party stops for the night they will be
able to interfere with their possessions.

Overnight camping is the most common time for


R a v in g D em o n
Medium Outsider (Evil, Extraplanar, Chaotic)
gremlins to make trouble for most adventurers. Hit Dice: 6d8+6 (33 hp)
Gremlins can cause serious problems for adventurers Initiative: +8
if they are not discovered. Gremlins will get up Speed: 30 ft. (6 squares)
to all manner of annoying things, some of them Armour Class: 18 (+4 Dex, +4 natural), touch 14,
inconvenient, some of them potentially fatal. They flat-footed 14
are so crafty that the sabotage is often not noticeable. Base Attack/Grapple: +6/+11
Use the gremlins’ Disable Device skill to cover these Attack: Claw +7 melee (1d6+1)
instances, which include soaking flammable items Full Attack: 2 claws +7 melee (1d6+1)
(like tindertwigs or smokesticks) in water (DC 15), Space/Reach: 5 ft./5 ft.
arranging scrolls so that they will tear when pulled Special Attacks: Gaze, crash circle, spell-like
from the case (DC 15), untying shoelaces (DC 15), abilities
rigging bowstrings to snap (DC 20), loosening sword Special Qualities: Damage reduction 10/cold iron or
belts (DC 15), opening potions so that they go rancid good, darkvision 60 ft., immunity to electricity, fire
(DC 15) and even cutting most of the way through and poison, resistance to acid 10 and cold 10, spell
lengths of rope, so that they will snap when used (DC resistance 16, telepathy 100 ft.
20). Success on the Disable Device check means that Saves: Fort +7, Ref +10, Will +9
the sabotage is carried out without being obvious.

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Abilities: Str 13, Dex 18, Con 13, Int 4, Wis 17, Cha Gaze (Su): The gaze of a raving demon causes
24 confusion as the spell. The range is 30 feet, the caster
Skills: Concentration +10, Intimidate +16, Listen level 10th and a Will saving throw (DC 20) negates the
+12, Spot +12, Tumble +13 effect. The saving throw DC is Charisma-based.
Feats: Dodge, Improved Initiative, Improved
Grapple Crash Circle (Su): Raving demons have a strange
innate ability to struggle through protective spells
Environment: A chaotic evil-aligned plane and boundaries that would hold other evil or chaotic
Organisation: Solitary outsiders back. Some quality of their delirious minds
Challenge Rating: 8 allows them to ignore the magical symbols and
Treasure: Standard forces that ought to keep them out. A raving demon
Alignment: Always chaotic evil benefits from a +6 bonus to its Spell Resistance
Advancement: 7–12 HD (Medium) when attempting to overcome any of the following
Level Adjustment: — spells: protection from evil, protection from chaos,
magic circle against evil, magic circle against chaos,
A raving demon is humanoid in form, tall, thin and repulsion, antipathy. This ability also gives the raving
emaciated. It has bulging eyes, a long pointed nose demon +6 turn resistance if a character should attempt
and wayward hair that constantly coils and twists like to turn it with the Planar Turning epic feat.
the snakes of a medusa. Raving demons always go
naked; they look like mad hermits or escaped lunatics. Spell-like abilities (Sp): At will: dancing lights,
One look at a raving demon is all you need to know fireball (DC 20), shout (DC 21); 1/day: blasphemy
that the creature is fundamentally and permanently (DC 24). The spell-like abilities function with a
insane. The creatures epitomize the very depths of caster level of 12th.
chaos and evil, reducing everything they encounter to
smouldering ruin. Their favourite method of
attack is to leap on an opponent and grapple
him, choking him to death with their clawed
hands. They are not especially capable
grapplers, being much more lethal with their
spell-like abilities but they enjoy the feeling
of clutching at an adversary’s throat. They
have an especial hatred of good-aligned
spellcasters. When confronted with a magic
circle against evil or chaos, they will howl
and rant and go out of their way to batter
through the protection and reach the person
who created it.

Raving demons never communicate anything


coherent by verbal means. Their demon
allies use telepathy to communicate with
them, as this is the only way to deliver a
message or ascertain anything of the raving
demon’s intent. Raving demons do speak but
what comes out of their mouths is a torrent
of complete gibberish, filled with blasphemy,
curses and obscenity. This constant ranting
like a drunken maniac is what gives the
raving demons their name.

Combat
A raving demon’s natural weapons and any
weapons that it wields count as evil-aligned
and chaotic-aligned for the purpose of
overcoming damage reduction.

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DEMON BIKERS FROM HELL

Demon Bikers biker gang, offering protection and Agony fuel in


exchange for assistance in wartime.

From Hell Mariliths are unable to ride hellcycles, as they lack


the lower body parts, while dretches are both too
stupid and too low-ranking to be allowed anywhere

T
his chapter is given over to one of the most near one. Some of the weaker mariliths have taken up
daunting of all infernal phenomena, the with cycle gangs as resident mechanics, using their
demonic tribes that use biomechanical life multiple arms to good effect.
forms to ride across the landscape of Hell at speed.
The most common biomechanoid for doing this is
the two-wheeled hellcycle (see Infernal Equipment)
Demons And Their Steeds
Demons who have hellcycles are passionate about
with three-wheeled cycles coming a close second.
them. They only ever use their own and though
A whole demonic culture has built up around these
they will sometimes accept passengers, they will not
creatures. Devils have not embraced this at all,
suffer another demon to ride their hellcycle. If you
finding the whole movement chaotic in the extreme.
damage a hellcycle, the owner will rip you to pieces
if he possibly can. When one demon covets another’s
The majority of demons regard the cycle-riding tribes
cycle, he will usually try to fight him for it, with the
as worthy of respect, if somewhat odd in their ways.
winner taking the prize. Demons work with a power
Their efficiency has been proven time and time again.
struggle of dominance, bullying and brute force.
There are few better scouts than the demon bikers and
practically nothing can equal them for speed when on
Succubae do not often own their own hellcycles.
a flat surface, such as Hell boasts many of, with its
They accompany the male demons as concubines,
thousands of miles of desert and rocky plain.
riding pillion and screaming encouragement. The
only way for them to gain a cycle of their own is by
Membership killing anyone who says they should not have it or
The most likely demons to become cycle riders tries to take it from them, which happens very rarely,
are babau, vrocks, hezrou and succubae, who are since succubae are not fighters.
especially enamoured of hellcycles. A typical
‘chapter’ (as they are called) of demonic bikers will
consist of one hezrou leader, three or four vrock
Gang Mentality
Demons do not go in for alliances and group efforts
lieutenants, up to twenty regular members made up of
as a rule but the hellcycle gang is an exception. Its
babau and succubae and a few quasits, who help the
members are chaotic and evil to a man and will
mechanics. Travesties are also extremely well suited
happily kill each other over the ownership of a bottle
to the life of a demon biker. Even ordinary mortals, if
of Strain but will always place conflicts with others
they are evil enough, are sometimes allowed to join,
over their own disagreements. Hellcycle gangs
though they are given a much harder time than most
hate other gangs almost as much as they hate the
and will have to prove themselves several times over.
devils and the powers of heaven. They are fiercely
territorial, patrolling their own lands regularly and
Larger demons, such as the glabrezu and nalfeshnee,
attacking trespassers but also mounting raids on the
do not often become bikers, simply because they are
territory of other gangs.
too big and hellcycles of their size are extremely rare.
Even biomechanical power can only do so much.
Every gang has its chosen symbol, which is worn
It simply is not possible for the majority of huge
by all the members. This can take the form of a
demons to own a hellcycle that will reach anything
medal, a crest, a design painted on a piece of armour
like the speeds the demons crave, because the size of
or anything of that kind; the only constant factor is
the biomechanoid needed is much too great.
that all the members wear the design in the same
way. If the head of the chapter wears a helmet that
Balors, for their part, find the demonic biker
bears your symbol, then all the gang members wear
phenomenon amusing but beneath them. So long as
helmets. The item bearing the symbol is called the
the bikers keep themselves busy on the outer edges of
‘patch’, irrespective of the form that it takes. The
the demonic lands and do not make trouble for those
gang member must wear his patch at all times. If it
in command, then they may do as they please. At
is lost, he is treated as an outcast. No gang member
least one balor has made a deal with a local demon

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may allow his patch to be defaced or ridiculed, so the † Ride at top speed across a narrow ledge, or
various gangs are of course always trying to do this to up the side of a mountain while other demons
each others’ patches. throw rocks at you. Negotiating the ledge
requires a Ride check (DC 20) every time you
move into a curve; failure means that you lose
Getting Kicks control. If you are struck by a flying rock,
Demon bikers love to mock cowards and will goad you must make an immediate Concentration
each other into doing ridiculous things in order to check (DC 15) plus the amount of damage
save face and avoid appearing weak. This inevitably taken; failure means that you must make
leads to dares and bravery contests. The leader of the an immediate Ride check (DC 20) or lose
cycle gang can insist at any time that a given member control. Refer to the rules on cycle riding in
has to perform a set stunt or lose his membership, Infernal Equipment for the consequences of
which also means being slaughtered by his fellow control loss.
bikers and having his vehicle either given to another
or broken up for spare parts. The stunts are such that † Lie completely still without flinching while
failure will usually result in death in any case, so the another demon jumps over you on his
challenged demon has nothing to lose. Typical stunts hellcycle. This requires a Will saving throw
include: (DC 20).
† For a flightless demon, such as a babau, jump A standard evening’s entertainment involves riding
across a ravine or a river of lava on a hellcycle. out to some suitable spot, bringing plenty of flasks
Jumping distances on cycles is covered in of Agony and Strain and a few souls (or better still,
Infernal Equipment. Flying demons can also living creatures) to have fun with. The demons spend
be given this task but they have their wings the day having obscene fun and ride back when the
bound first, so there will be no chance of celebration is over, hunting for souls and terrorising
escape. other demons on the way. The biker chapters in Hell
are just as cruel and malicious as other demons and
† Start a fight with a demon bigger than yourself are especially inventive when thinking up ways to
and win. torment the damned. The added machine power that
they gain from their hellcycles is put to creative use.
† Ride into the territory of another demonic These torments are hideously painful to the damned
cycle gang and steal an item belonging to one and fatal to the living:
of their members. Bringing back a ‘patch’ is
the most desirable outcome.

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† A creature tied to the back of a hellcycle


and dragged along suffers 1d6 bludgeoning
Joining The Demon Bikers
When a candidate first joins a gang, he is considered
damage for every square of movement that the
a ‘prospect’ rather than a full member. He is not
hellcycle passes through. This is reduced by
allowed to wear the gang’s patch at first and is instead
1 point for every point of armour bonus that
given some appropriate token to designate his lower
the creature possesses, to a minimum of one
status. While he is only a prospect, he is the lowest of
point of damage. If the hellcycle passes over
the low. He is made to wait on the others, gets kicked
especially bumpy territory, such as a field of
about, is constantly abused and is never given any of
stones, the bludgeoning damage is increased
the hell-broth. Even so, an attack on a prospect is still
to 2d4; if it moves over abrasive territory,
counted as an attack on the whole group.
such as a field of hellglass, an additional 1d6
slashing damage is added.
Once he has been a part of the gang for a set amount
of time, usually a year, he undergoes his initiation.
† A favourite demon biker method of execution
Each chapter has a different version of this but
is to tie the victim’s limbs to two hellcycles
there is always a test of bravery involved and the
and then ride them in opposite directions,
consequences of failure are always death. A very
tearing the victim apart. This counts as a coup
common initiation test is to bring back the head of a
de grace against the creature. The damage
devil. This must be a true devil – scum like lemures
dealt is 2d6+10.
do not count.

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At my next Meeting with the captive Incubus he said quite calmly


- I must die soon.
- Do you think me as murderous as yourself? I said.
- Your needs must be, for you cannot release me.

- No, that I cannot do.

- Then we are at a Stalemate, he said and sigh’d.


- Do you not fear Death?

- Of course I fear Death said he. What sane Man does not?
- He that dies in the grace of great Hurm fears not Death.

He laugh’d and said So, you would have me accept great Hurm as my Saviour? Kiss the Hammer that burned
me? Wash the Blood of my lov’d Victims from my Hands?

- Aye I said, I would have it so.


- What Difference would it make to you, O my Executioner?
- I would believe that a Devil can repent.
- Could such a Thing be?

The thought of Salvation seem’d to fill him from Within like the blooming of a strange Golden Rose, that was
all the more Beautiful for the blackness of the Soil wherein it grew.
- It needs only your devout Intention to make it so, said I.
- Come into the Cell, sister, he said, let me look upon you.

I did this, and he fell upon his Knees before me.


- Will you then receive Atonement and be Reborn into the service of great Hurm, thou Incubus Choraziel? said
I. Will you give up the Life of Sin, and cease this foul Practice of Seduction that is damnable in the Eyes of
great Hurm?
- Sister, I will. What must I do?
- Prepare yourself. Turn your thought towards great Hurm and confess yourself to be a Creature of Blackest
Sin, a very Dung-beetle of the lowest Hell, which by His mercy He may wash clean. This you may do alone,
for I go to fetch Water.

- Will that not burn me?


- Hold hard, my Son, and be not afraid.

I trembl’d to fill the Bowl, for I was overcome with Awe and love of great Hurm, that this Miracle had come
to be, and that I was to be the Vehicle of it.

- From the papers of Sister Kurrik

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THE LAWS AND CUSTOMS OF HELL

The Laws And Your Seal Is Your Bond


A similar custom to that above, this reflects the

Customs Of
fiends’ universal use of seals as tokens of identity. A
fiend’s seal is a squiggly glyph, looking like a cross
between a circuit diagram and a bizarre form of

Hell
notational shorthand. Fiends use these seals where
mortals would use signatures. A fiend’s seal is in
fact a form of arcane mark. No two are identical. A
creature can make a Knowledge (demonology) skill

H
ell is a place of age-old tradition. All of its
occupants abide by certain specific customs, check (DC 20) or a Decipher Script skill check (DC
which have been perpetuated for as long 35) to read a fiendish seal and understand to which
as anyone can remember. These customs are not fiend it belongs.
codified into law but every devil or demon under the
sky of Hell knows them. Fiends formalise contracts by placing their seals
upon them. Once the seal has been placed on an
The devils have rigid laws in addition to the customs agreement, it is binding upon the fiend thereafter.
of Hell. These do have a set penalty in the event of Naturally, such contracts contain reams of small
breach. The bone devils act as spies and informers, print, intended to minimise the fiend’s contractual
seeking out instances of illegal behaviour. Both obligations. A successful Knowledge (law)
the laws and the customs of Hell are given below. skill check (DC 30) can decipher even the most
Customs are common to both devils and demons, convoluted contract and ascertain what one is
while laws are observed by devils only. actually putting one’s name to.

Customs Touch Not The Truly Pure


There is no formal penalty for breaching custom. A curious and little-known custom of Hell is that a
A fiend who does so is deemed to be a traitor to truly pure, innocent soul, without even the slightest
Hell itself; his life is forfeit and anyone can claim stain of corruption upon it, may not be harmed in
it. Fiends who are known to have breached Hell’s any way. To qualify for this rare dignity, a creature
customs will always be met with severe hostility must be of good alignment and never have harmed
by other fiends. Customs are so entrenched in the or caused upset to another creature ever in its life.
fiends’ natures that it is difficult for them even to Moreover, certain prophetic signs that prove it to
think about breaching them; they must succeed in a be an utterly pure creature must mark its body.
Will saving throw (DC 20) to entertain the notion of Only once in several centuries does such a soul
doing so. arise. Ordinary innocence is not adequate; newborn
babies and such like are devoured like so many hors
d’oeuvres in Hell.
An Agreement In Writing Is
Binding Keep The Gatehouse Peace
A verbal promise is worth absolutely nothing in From time immemorial, travellers have been
Hell, unless it is sworn by the Four Rivers, for which allowed to visit Hell and look upon its manifold
see below. The fiends can give you assurances that horrors. Some have returned to the upper world and
so long as you keep to the path, you will not be written epic sagas about their experiences; a few
harmed, or that they will escort you to the places have promptly converted to a good-aligned religion
where you wish to go; so long as they do not after seeing what kind of fate lay in store for them
commit to anything in writing, they are not bound and used their description of Hell to convert others.
at all. They can promise to defend you and then rip
your limbs off for their own amusement if they so Such travellers would not have been able to get far
choose. However, as soon as they put their seal upon had it not been for the custom of the gatehouse peace.
a written agreement, they are bound by it. Seals are As mentioned in Infernal Environments, the fiends
covered below. who govern the gates may extend their protection to
those who enter Hell in exchange for a suitable fee.
When you are under the protection of a gatehouse

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THE LAWS AND CUSTOMS OF HELL

lord, any attack against you is an attack against by the Four Rivers and will phrase the oath evasively
them. This does not mean that you are immune from if they possibly can, so as to give themselves a way
harm and may blithely saunter through Hell without to break it in spirit but not in letter.
fear; it means only that anybody wishing to assault
you must be prepared to confront the gatehouse lord
and all his allies. This has in fact happened several L a ws
times; it is more common in demon territory than These are the solemn laws of Hell, which even the
in that of the devils, since the demons are always Four Great Princes keep.
waging civil war on one another.
Sustain No Private Quarrel When
Respect The Laws Of Hospitality In Battle
This custom is an extension of the previous one. This rule ensures that personal differences
Once you have taken travellers under your protection between the devils, who are quick to fight amongst
for the duly agreed sum, you do not simply abandon themselves, are laid aside in the face of a common
them or sell them as pleasure slaves in the Tattered foe. Both personal grudges and rivalry between
Market, nor do you show them to a ‘guest chamber’ noble houses are expected to be forgotten when the
for the night that turns out to be the meat locker for demons are at the gate, or when the host of Heaven
the local Oblurott faction. A fiend who did this threatens to overwhelm the forces of the damned.
would be ruining the arrangement for all the other Disruption in the ranks caused by argument is an
gate-lords. Travellers have to be able to trust their offence; if the argument should come to blows, it
hosts; if they could not, nobody would ever use the is a far worse offence. This rule applies only to
service. the devils, of course. They and the demons have
common enemies but this has never led to unity
That said, demons can occasionally be tempted to between them.
break this custom if there is nobody around to see
it, though the usual Will saving throw applies, for Punishment For Quarrelling: Lashing with a
which see above. A crime that leaves no witnesses is whip fitted with silver spikes on first offence (5d4
not a crime at all. Travellers under the protection of damage), removal of tongue on second offence (1d6
gate lords should make the best use of the protection damage and mute until healed), death on third
they have but should not relax their vigilance.
Punishment For Fighting: Severed arm on first
Allow Entertainers To Live offence, death on second
This is the custom in the Tattered Market and holds
sway throughout many of the demons’ lands. One Obey Your Superior
can never be sure whether it is held to in a given Hell is a place where desires are freely indulged,
city, so it is wise to find out before going there. This without concern for the victim or any form of
custom is detailed extensively in the Tattered Market remorse. Even so, it is not a libertine’s paradise.
section in Lower Levels. The devils have a very strict pecking order and it
may not be undermined. Bearded devils must be
An Oath Sworn By The Four deferential to the erinyes, who must in turn submit
to the authority of barbed devils. It is incumbent
Rivers Is Unbreakable upon everyone to know their place.
The most potent of all oaths in Hell is an oath sworn
by the Four Rivers that flow from the foot of Mount Punishment For Disrespect: Searing of tongue
Zeberrok in the centre of the plane. If a fiend should with acid (1d4 damage, mute until healed)
swear such an oath, it cannot break it voluntarily.
The fiend can only be released from the oath if the Punishment For Insubordination: Death
person to whom it was sworn (if applicable) chooses
to release it, or dies. For example, if a fiend swears
by the Four Rivers that it will never set foot in the Defy Not The Princes
house of Lady Challenor, then the demise of said Hell does not single out individual mortals for
noble lady allows the fiend to enter the property special attention unless they make a point of standing
once more. Fiends are very reluctant to swear oaths against the Four Great Princes and their schemes.

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Simply having a good alignment is not enough is the property of one being, then that being alone
to earn the enmity of Hell. However, interfering is obliged to defend against your challenge and you
repeatedly with agents of Hell in pursuit of their alone are allowed to make it. If right and title to the
ends is an offence against Hell’s laws, irrespective object of desire belongs to an institution, such as a
of what your alignment may be. The same applies to noble devil family or infernal consortium, then all
even a single case of obstruction of a duly appointed members of the group may defend their claim.
representative of the Princes.
Mortals have used this law to win back souls from
Punishment For Defiance: A mortal who defies the Infernum. It is very difficult to achieve this and it
Hell in this way is targeted as a threat. The Princes is only really possible when the owner of the souls is
will dispatch a force of devils, which they estimate a small or unpopular force. The noble devil houses
to be sufficient to do away with him, once and for are more than capable of defending their claims.
all. If this force fails, they will send another, or
attempt some subtler ploy, such as a disguised Instead of fighting, the challenger may propose a
assassin or a trap baited with innocent lives. If the contest and put up a stake at least equivalent in
mortal manages to escape the wrath of Hell on three value to that for which he is bidding, which will
separate occasions, he will not be targeted again (see become the property of the challenged if he should
below) unless he re-offends. lose. This is much less offensive than provoking a
duel and does not require the challenged to answer
or lose face.
Fairly Bought Is Owned
The laws of Hell respect fair trade. When you pay
This method is the one most commonly used by
the asking price for something without haggling,
mortals to free specific souls who are owned by
you own it, fair and square. Even if an object was
devils. Contests of skill, especially those that
stolen from a high-ranking devil and then sold on to
involve playing musical instruments, are very
a third party, the purchaser is still considered to be
popular indeed in Hell, no more so than in the courts
the lawful owner, so long as he had no involvement
of the noble devils. Some contests have been so
in the theft. If the original purchaser wishes to get
famous that the Princes of Hell have given
it back, he must fight the current owner for
permission for them to be held in the
it. To do this, he must commence a formal
Auditorium, so that the whole of Hell
challenge as outlined below.
can watch. The typical procedure is for
the challenger to offer his own soul as
Punishment For Theft: Severed
collateral for the contest. If he wins,
hand on first offence (1d8
the soul goes free; if he loses,
damage, cannot wield item),
then the challenged fiend keeps
death on second
the original soul and may
add the challenger’s to his
Fairly Fought collection.

For Is Owned Punishment For


If you desire Fighting Unfairly
something that Over Goods: Death
another person or by drowning in molten
group owns, then you gold
can attempt to take it
from them by force.
The only condition Decline Not A
is that you do so with
honour, as befits a
Challenge From
gentleman, giving every A Peer
prior indication of your The system of Hell is one
intentions and allowing of strict caste and rank. Any
your opposite number time noble devil is obliged to accept
to prepare his defence. If the a challenge when laid down by
desired object (or consort, or land) another noble devil or by another fiend

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whose Hit Dice are within 2 ranks of his own. Lesser conflict or contest, the feuding parties must conduct
fiends are not seen as sufficiently high-ranking to their business in the proper manner.
challenge their superiors, though they may challenge
each other. For example, one bearded devil could Devils of 8 Hit Dice or less can settle their
challenge another, as they are close enough in rank. differences by a common brawl. The chain devils
Similarly, a bearded devil could challenge a chain and bearded devils are not expected to have the same
devil, as the bearded devil has 6 Hit Dice and the regard for proper form that their superiors do. A
chain devil 8. However, it would be inappropriate higher-ranking devil can however challenge a lower-
for a bearded devil to challenge an erinyes, as the ranking one, even if the challenge could not have
difference between their respective Hit Dice is too been made from the other side. In essence, a noble
great. can challenge a commoner but a commoner cannot
challenge a noble, although nobles and commoners
When reckoning social rank from Hit Dice, only the can challenge each other. When a devil is of 9 Hit
base Hit Dice of the type of devil count. A bearded Dice or more, it is expected to abide by the proper
devil of 10 HD is still only a bearded devil. The formalities.
one exception is with the noble devils, who may add
their class levels to their base Hit Dice of 8 when The following strict laws apply to duels between
determining social rank. devils, or between devils and other creatures:

Punishment For Failing To Accept Challenge: † A judge must be present. This must be a
Ridicule and dishonour. The creature’s social rank senior noble devil, bone devil, ice devil,
is calculated as if it were 4 Hit Dice lower than it is horned devil, pit fiend or even one of the
and it gains a –4 circumstance penalty to Charisma- Four Princes. The judge’s decision is final.
based skill checks when dealing with devils. Each person involved in the duel must also
have a second present, of equivalent rank and
status.
Escape Punishment Three Times
And Go Free † The challenged creature may choose the
The Rule of Three is reminiscent of the old human ground of engagement. This may be any
custom that a prisoner who was condemned to the place within any plane that can be reached
gallows was allowed to go free if the mechanism by the contending parties, their seconds and
failed to kill him three times in a row. It also has the judges.
a certain similarity with the rule of many assassins’
guilds that a given contract will only be essayed by a † If either party wishes to withdraw from
maximum of three assassins. the duel and apologise for the insult (or
whatever the misdemeanour may have been
Those who have offended against Hell’s laws very that provoked the duel) he must offer his
rarely manage to escape unpunished but if three opposite number a barbed flail and his own
separate attempts to do so prove unsuccessful, Hell bare back for the lashing. Should this be
will no longer attempt to enforce the punishment. found acceptable, a sound whipping ends the
This rule also applies to any person destined for Hell matter. The offended party is not obliged to
upon his death who manages somehow to escape the accept this offer and may proceed with the
devils sent to fetch his soul away. duel if he wishes.

† The challenged creature may also choose


Keep To The Laws Of The Duel the weapons of engagement, unless the
It is not unknown for fiends to have disagreements challenger professes on his honour that he
with each other or with mortals. These disagreements is not proficient at fighting with weapons of
can escalate into grudge matches that extend through a given kind, in which case the challenged
decades or even centuries. The demons simply seize creature may propose a second type of
any opportunity to disembowel their opponents, weapon. The challenger remains at liberty to
preferably while there is nobody else around but decline any type of weapon used in combat,
the devils take the business of formal conflict with on the grounds that he is not proficient with
great seriousness and insist that it is done properly. it, until the challenged finally suggests a
Should a disagreement ever turn into an open weapon or a challenge that is acceptable to

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both parties. For example, were a mortal The use of spell-like abilities is likewise forbidden
wizard to receive challenge from a noble unless both parties have the same ones. Light
devil, he might opt to fight the duel with offences are settled when one combatant draws
magic in preference to blades. blood from the other, ruled here as the dealing of
a wound that causes more than three hit points of
† In the event that both parties to the duel are damage after damage reduction has been applied.
capable of assuming alternate forms, the Severe offences can be settled only by the death of
challenged party has the right to decide the one of the combatants.
shape that shall be adopted by both duellists,
with no further alterations of shape allowed Ranged Duels: Combat duels that involve the
once the duel has begun. use of ranged weapons are settled differently and
resemble magical duels. Each duellist stands within
† By mutual agreement and the consent of an inscribed circle 5 feet across, with the two circles
the judge, the duel may be conducted as a 30 feet apart from one another. The duellists then
contest of skill, of performance, of bravery proceed to fire at one another alternately, with the
or some similar test, in preference to a clash challenged having the first shot. If a duellist leaves
of weapons. The right to propose such an his circle, he has forfeited and must suffer whatever
alternative rests with the challenged. For penalty his opposite number prescribes, as ratified
example, a mortal troubadour, having by the judge. As with the hand-to-hand combat
professed his honour that he is no swordsman, duel, magic that enhances one’s own performance
might propose a contest with the lute, the is acceptable but protective magic or magic that
winner to be the one who most pleases the interferes with one’s opponent’s combat capability
assembled gentlefolk of Hell. is not. For example, you could cast true strike prior
to entering into a duel but you could not smite your
† Again by mutual agreement and the consent opponent with a ray of enfeeblement. Ranged duels
of the judge, a duel may be fought between are either considered finished and done after three
nominated champions or between the shots have been exchanged (in the event of a light
seconds. If it should come about that the offence) or proceed to the death.
challenged proposes a weapon of engagement
or a contest of skill and the challenger is not Magical Duels: Magical duels are fought with
himself competent to enter therein, he may each duellist standing within an inscribed 5-foot
permit his second or his champion to fight circle; the two circles are 30 feet apart. If one of the
the duel on his behalf, if the second or the duellists leaves his circle, he has forfeited. Before
champion does have such a competence. For the duel starts, each creature involved has one round
example, were a noble devil and his erinyes in which to cast any abjuration magic he may wish to
second to be challenged to a contest of employ. This is to ensure that the duel is not over in
archery by a mortal ranger, the noble devil one round, which would be boring for the audience.
(having no skill with the bow) could allow During the duel, prepared or spontaneous spells
his second to fight the duel in his stead. of any kind may be employed, though spell-like
abilities may not be used unless both parties possess
† Intimidation attempts are perfectly the same ones. As with the duel with weapons, no
permissible when duelling, whether the other creature present may take part. Summoned
contest is with weapons, magic or skill. creatures may however be used in the duel, as may
familiars.
Melee Duels: Physical duels involving hand-to-
hand combat are fought with the chosen weapon, Contests Of Skill: The rules for settling a contest
within a circle 60 feet across. Spectators may of skill are markedly different to those of combat.
cheer, jeer and otherwise show their appreciation The rule in the contest of skill is that one person
of the duellists but are expressly forbidden from demonstrates, then the other person emulates and
interfering. Duellists may use magic to enhance improves. The first person to fail to keep up has lost
themselves before entering the circle but protective the contest. In game terms, the contest begins with
magic, or magic that interferes with the other one party choosing a low DC for a skill check and
duellist, is forbidden. All magic must be employed then attempting to make the skill check successfully.
prior to the duel commencing; using magic in the If he succeeds, then the other contestant must choose
midst of a duel is counted as cheating. a higher DC for his skill check and attempt to make

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that. The first contestant then has to raise the DC Timpanelli attempts an improvisation of his own,
still further and so on. designed to show off his full vocal range and
assigns it a DC of 27. He rolls a 1! In the midst of
It is customary to begin with a low DC and then a high note, his voice cracks. The audience gasps.
move on to higher ones. Starting off with a very However, in a contest of skill, everyone is allowed a
difficult task is considered inelegant and bad form, second try at a given DC. Timpanelli calls for wine
as it robs the audience of the excitement of watching to wet his throat and begins his second attempt. If
the challenge build. You may take 10 on a check he fails again, Isabelle has won the contest. If he
in a contest of skill; duellists frequently do so when succeeds, Isabelle will have to raise the DC even
building up the DC from low numbers, just to give higher than 27…
the impression that they find such trifles ridiculously
easy. Contests Of Bravery And Endurance: This kind
of contest is more common among the low-ranking
In the event of any given skill check failing, the devils. Typically, each contestant is subjected to a
contestant may make one and only one retry attempt physically or mentally punishing trial and must make
for that check DC. A second failure means that a saving throw or ability score check each round in
the contestant has lost the duel. The same rules order to carry on. The first person to fail has lost
regarding preparatory magic apply as in the case of the contest. The challenged may, as per the usual
a melee combat duel. You may enhance your own rules, choose the type of trial; it is not permissible
performance but not interfere with your opposite to choose a trial that involves damage or an effect
number’s. to which you are immune. For example, a noble
devil may not propose a poison-drinking challenge,
The best illustration here is also the most popular because he is immune to the effect.
skill contest in Hell, namely the musicians’ duel.
The following example should give an idea of how Typical contests of bravery and endurance are:
the contest works.
† Holding a heavy weight at arm’s length. This
In the grand Auditorium in Hell, the famous diva involves a simple Strength check each round,
Isabelle Cariachi is engaged in a contest with the with the DC starting at 15 and increasing by
noble devil Terchulos for the ownership of her 2 with every round that passes.
brother’s soul. Terchulos has put forward his
representative, the damned soul of the castrato † Endure a continual drip of acid without
Timpanelli, to sing on his behalf in the duel. The screaming; this would be a Fortitude
contest will be determined by operatic singing, so saving throw (DC 20) each round, with the
the appropriate skill will be Perform (sing). Isabelle victim suffering 1d4 hit points and 1 point
has a total skill modifier of +15 for this skill and of temporary Constitution damage every
prays that it will be enough; Timpanelli has a skill passing round.
modifier of +17.
† Drink flask after flask of ingestive poison
Isabelle begins by setting the DC low, but not too until one duellist is either dead or insensible.
low. She chooses a DC of 15 to start with and
launches into a simple aria that does not challenge Penalty For Breaking The Laws Of The Duel:
her vocal range in the slightest; she can comfortably When one party in a duel is found to have cheated,
take 10 on the check. Timpanelli sneers at her and the other party may set the penalty as he sees fit.
proceeds to trill out a piece from one of the more This may only involve the person of the cheating
obscure composers, choosing a DC of 20 and taking party, not his property; you cannot confiscate
10 on the check. The audience applauds and hisses someone’s entire estate if he tries to cheat in a duel,
in appreciation; Isabelle must set the challenge though you can have him executed. The judge
much higher than this if her brother is to go free. present must confirm this penalty as acceptable. If
Her own soul, too, is on the line if she fails. There both parties in the duel are found to have cheated,
is everything to play for. She picks the Song of the then the judge pronounces the penalty and will use
Dying Phoenix from Esper’s ‘Doleful Threnody’ his summon devil ability to call in enforcers to aid
cycle, a fiendishly complicated array of notes with a him in carrying it out.
DC of 25. Rolling a 12, she makes the skill check.
Murmurs run through the assembled devils. The
mortal is braver than they thought.
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Corruption supposed to punish and contain the souls of evil


creatures, in accordance with the wrongs they did
while alive. This would not be possible if ‘evil’ were

T
his chapter deals with the translation of evil a generic title, with no room for different levels and
deeds into a scale of relative Corruption. The grades of evil. Without a scale of measurement, the
Corruption rating is used to measure many devils and demons would not be able to single out
important things in Hell, including the likelihood of the very worst of the damned for possible inclusion
a given damned soul being transformed into a devil in their own ranks.
or demon after death.
Earning Corruption Points
T he Theo ry Of C o rru pt i o n A creature earns Corruption points whenever it
A thing can be evil without doing evil. In the fantasy knowingly and wilfully performs evil acts. These
game world, evil is a noun as well as an adjective. are referred to henceforth as ‘sins’, each one having
It represents one of the active principles in the its own degree of severity. In much the same way
universe, not merely an absence of good but a quality as experience points result in an increase in level,
in its own right, which is present in varying degrees Corruption points result in an increase in Corruption
in different things. A magical ring, for example, can level. Sins are given a Sin Rating that corresponds to
have an evil alignment although its ability to do evil the Challenge Rating of a given encounter.
deeds is limited.
To calculate the Corruption point gain for a creature
In metaphysical terms, doing evil deeds results in who commits a sin, refer to the experience point gain
an accretion of evil in the creature’s body and soul. tables in Core Rulebook II, substituting the sin’s
When evil deeds are done, the aura of evil that clings Rating for the listed CR and yielding Corruption
to the perpetrator becomes thicker and more intense. points instead of experience points. If the Rating
There is no moral relativism involved. Evil deeds of the sin would result in a double asterisk instead
draw evil energy, just like a magnet drawing iron of a numerical figure, award the highest possible
filings to itself. Creatures are not judged to be evil Corruption for the character’s Corruption level. For
in this universe; there is no subjectivity involved, nor example, if a creature with a Corruption level of 1
any moral relativism. They simply are evil, in the managed to commit a Rating 20 sin, he would gain
same way that a knife is sharp or fire is hot. 10,800 Corruption points and no more.

The more evil a creature amasses, the more Corruption level is calculated using the experience
thoroughly damned it will be upon death. An point tables in Core Rulebook I. Simply proceed
evil alignment only indicates a creature’s spiritual as if Corruption points were experience points. For
sympathy and its tendency to act in an evil manner. example, a creature with 14,200 Corruption points
It does not in itself put any blood upon the creature’s has a Corruption level of 6.
hands. Only when a creature acts in accordance with
an evil alignment can it be considered corrupt. The higher your Corruption level, the harder it is for
you to increase it further without performing worse
A creature’s Corruption rating is a measure of the and worse acts. A person who frequently tortures
amount of evil it has done in its life. It represents animals to death, for example, will rapidly advance
the weight of evil deeds on the creature’s shoulders, in Corruption level at first but will not be able to
or the density of the evil aura that surrounds it. The make further progress beyond third or fourth level
more evil the creature has done, the thicker and without committing worse sins. This is directly
denser the aura. It is therefore possible for two analogous to progress in experience level via
creatures to be of the same evil alignment but to increasingly challenging encounters.
have very different levels of Corruption. A lawful
evil creature that has killed dozens in cold blood You can advance from first to second level easily
is far more steeped in Corruption than a chaotic enough simply by slaughtering orcs and kobolds;
evil creature that has never done worse than lying, once you reach sixth level, you must go after bigger
stealing and kicking dogs. fish. It is exactly the same with Corruption. The
main difference is that unlike progress in experience
Corruption is relevant to Hell because not all evil level, in which a low-level character could not
creatures can be treated in the same way. Hell is easily survive a high CR encounter, progress in

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Corruption level can happen swiftly and easily. A disregard for their lives has probably committed an
character without any Corruption at all only has evil act. Some acts fall into a grey area, such as the
to start committing murders in cold blood and his sacrifice of innocent lives so that many others might
Corruption will skyrocket. be saved. Traditionally, such acts are not regarded as
evil, merely undesirable.
Only evil characters can earn Corruption points and
have a Corruption level. Corruption assumes that a You cannot force a person to earn Corruption points
character is evil already and is simply a measure of by mentally dominating him and forcing him to
just how steeped in evil they are. Good or neutral commit sins. A character who performs an evil
characters do not, by definition, commit evil acts. act against his own will while under the influence
For example, a good character in command of of dominate person or a similar spell does not earn
an army can knowingly send men to their deaths himself any Corruption points; the puppet master
without having committed an evil act, if this is is responsible, not the creature himself. Carrying
tactically necessary in order to serve the greater out an evil act under the instruction of another is
good. sinful, whereas carrying out an evil act under the
domination of another is not, as the perpetrator is
When a good or neutral character commits one of not responsible.
the sins listed below, the Games Master must decide
whether or not this warrants a change of alignment, Estimating Corruption For Established
just as he would in normal play. Committing one of Characters: Evil characters who have been active
the lower rating listed sins should not automatically for some time will have earned Corruption points
result in a character becoming evil; there is a and it will be necessary to estimate their Corruption
difference between a momentary lapse into bad levels. As a rule of thumb, assume that an evil
behaviour and a deed that expresses the wickedness character has a Corruption level equal to half his
festering in one’s heart. level of experience at most. Evil characters that have
not gone out of their way to commit evil acts should
It may be that a character does become evil in be given a Corruption level of one third of their level
one moment, such as when he commits an act of of experience.
cold-blooded murder purely for financial gain. A
character that knowingly commits an evil act that Corruption And Set Alignment: It is not possible
would result in a change of alignment gains the for a creature that has an alignment listed as ‘always’
Corruption points for the sin as well as changing his evil to earn Corruption points. Only creatures with
alignment to evil. a variable alignment can earn a Corruption rating,
because only these have a real choice about being
The Games Master is the ultimate arbiter of whether evil. Most evil outsiders, for example, have evil in
or not a creature changes its alignment to evil as their essence. They cannot be corrupted, because
the result of a given act. These decisions can be they are already evil; you cannot besmirch that
very contentious and it is better to err on the side of which is filthy by nature. To be corrupted, you
caution than on that of condemnation. The fairest must turn from a state of balance and voluntarily
way to play is to warn a player that a given action go against your better instincts. Creatures that are
is going to be considered a sin before he commits it. always evil have an effective Corruption rating equal
That way, one can ensure that whatever evils may to two times their hit dice or experience level.
be done were done in full knowledge of their evil
designation. Creatures that are ‘often’ or ‘usually’ of evil
alignment have a measure of evil in their blood. Evil
Intent and foreknowledge are critical to judging is considered to be inherent as well as cultural; orcs
whether or not a given act is evil and the Games are not just raised to be evil, they are born that way
Master must take this into account. It can be argued and rarely overcome this. This kind of creature only
that where ‘evil’ deeds are concerned, ignorance is gains half the Corruption points from committing
an excuse. For example, it is not evil to open a door evil acts but automatically has a Corruption level
that then unleashes a flood that drowns a mine full of equal to its hit dice or experience level. Creatures
dwarves if you had no idea that this would happen. that are inherently evil do not need to work at it.
However, a character who knew perfectly well that
the dwarves would drown and acted with callous

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alike. Nonetheless, it is a natural consequence of


Optional Rule: Corruption And the representation of supernatural evil in the game.
Turning To Evil Those characters who wish to embrace the fullest
If the Games Master wants a campaign in which levels of Corruption possible (which, after all, is
characters descend into evil steadily rather the point of this section of the rules) must commit
than overnight with an alignment change, then such acts as the murder of innocents or of a relative
Corruption points may be used for good and neutral or friend.
characters as well as for evil ones. Keep track of
a character’s Corruption level based on the sins he
commits. Once a character reaches a Corruption
Corruption In Hell
A creature’s Corruption level in Hell is a direct
level of 1, he may no longer have a Good alignment
measure of its status. Corruption is simultaneously
and must become neutral or evil. Once a character’s
a measurement of how far from redemption a
Corruption level reaches 3, he may no longer be
creature is and how much the denizens of Hell
neutral and must become evil. Single acts should
favour it. The companions of a corrupted creature
still have the potential to force alignment change
on the Prime Material plane may hate and revile it
but this system allows a character’s heart to become
but it is admired and revered by the devils, or by the
steadily blackened over time.
demons if it is of chaotic alignment. The agents of
Hell target creatures who raise their Corruption level
Maximum Corruption Level to significant heights, seeking to recruit them to the
This rule, though optional, is strongly recommended. cause either before or after their deaths.
It is meant for Games Masters who wish to force
their players to commit the most unspeakable acts The denizens of Hell are always keen to increase
of atrocity before they can truly call themselves their levels of Corruption. They have a constant
corrupt. By the standard rules as given above, a supply of victims, namely the damned and have
person can descend to the depths of Corruption eternity to practice on them. This is the reason why
simply by committing petty sins again and again tormenting the damned is such a key activity in Hell.
over time. The minimal yield of Corruption points Although it is popular, it is limited as an activity. In
for low-level sins when you are at a high level of Hell there are no innocents to slaughter, no friends to
Corruption would eventually mean that you would betray, no good creatures to entrap and kill. For this
no longer gain significant Corruption from such reason, the devils and demons turn their attentions
acts but the Games Master may feel that a further to the Prime Material plane, where there is so much
restriction needs to be set in place to divide the truly scope for further Corruption.
inhumane from the merely bad.

Under the optional maximum Corruption level


Sins And Their Ratings
The following list gives a description of some of the
rules, you may never advance higher in Corruption
most commonplace sins in the fantasy game world.
level than the Rating of the worst sin you have ever
The Games Master should make any adjustments
committed to date. For example, if you had never
that he feels are necessary to reflect the moral
committed a murder in cold blood, you could never
climate of the campaign and to add any specific sins
rise above a Corruption level of 10, even if you spent
that this supplement does not cover. It is important
the whole day nailing elves to planks and setting
that the players should know the rating of any sin
fire to their trees. Under this system, characters
they might be tempted to commit.
have a clearly defined notion of just how far they
have gone down the dark road. A character that
Some of the low rating sins listed here might seem
can read another character’s level of Corruption
a little trivial, when compared to the kinds of evil
(such as a paladin) will be able to tell whether the
that are usually perpetrated in fantasy campaigns,
evil character has done nothing worse than lying or
in which heads are hacked off liberally and combat
cheating, or whether he has the blood of thousands
is a daily occurrence. They are included primarily
on his hands.
for the sake of completeness and also because those
who truly wish to achieve as much evil as possible
If you use this system, then be prepared for characters
will not pass up any opportunity to do so. There are
actively seeking out opportunities to commit worse
also limitations on how much evil you can perpetrate
and worse atrocities. This can be a challenging type
in a well-policed, lawful community. It is a lot easier
of game to play, for Games Masters and players

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to get away with malicious deceit and cruelty than it Use Of Evil Magic (Sin Rating 1-3)
is to commit cold-blooded murder. Quite apart from the uses to which they are put,
which may constitute sins in and of themselves,
The Games Master should always be hesitant casting evil spells unleashes malignant energy on
to award Corruption points for acts that were the world. Casting a spell with the evil descriptor
committed out of necessity. The issue of necessity always counts as a sin, so working evil magic is one
can often determine whether or not an act is sinful. of the easiest ways to gain Corruption points. Spells
For example, killing a man in self-defence is from first to third level have a Sin Rating of 1, spells
necessary, as is stealing food when you cannot get it from fourth to sixth level have a Sin Rating of 2 and
any other way. Lying is often necessary when telling spells from seventh to ninth level have a Sin Rating
the truth would compromise an important mission. It of 3. If you use an evil-aligned spell to achieve an
is a classic characteristic of evil that it is gratuitous. end that also counts as a sin (such as by using dispel
Good can sometimes cause suffering, but will only good to attack a good creature) then you receive
do so when needful; evil causes suffering for no Corruption points from casting the spell and from
reason other than to entertain. committing the associated sin.

The lists of sins given here are not intended as Verbal Cruelty (Sin Rating 1)
pitfalls that characters must avoid in order to There are many ways in which you can creatively
remain good; most good or neutral characters hurt someone without laying a finger upon them.
will not even consider doing them anyway. They Evil characters take pleasure in even the smallest of
are, rather, a set of actions that evil characters can sins. There is no excuse for letting any opportunity
commit deliberately in order to gain greater levels to cause misery go by. Verbal cruelty is an evil
of Corruption. This supplement assumes that truly act, whether it involves crushing a young woman’s
dedicated evil characters, with their eyes set on self-esteem, laughing at a beggar’s pathetic state or
achieving status in the Infernum, will want to be as reminding a person of emotional pain that he has
evil as they possibly can be whenever they get the suffered.
chance. By reference to the sins listed below, you
can ascertain exactly how evil you have managed
to be.
Attacking A Good Creature (Sin Rating 2)
To qualify for this sin, you must attack a creature
with the Good descriptor, not merely a good-aligned
Remember that evil is always self-serving. An
creature. Assaulting the agents and incarnations of
attitude that deems other people insignificant
primordial good is an evil act. The more damage is
compared to oneself and holds that the sufferings
done to the servants of good, the more the agenda of
of others are not one’s concern is not ‘neutral’ but
Hell gains ground over that of the good outer planes.
evil. Truly neutral characters understand that all
This sin only applies if you attack the creature
living beings are participants in a closed system
without killing it.
and depend upon one another. They appreciate
that inaction is sometimes an actively evil choice.
To maintain the balance, one cannot always refrain Refusing To Relieve Suffering (Sin Rating 2)
from acting. To step back and allow evil to occur There are sins of omission as well as commission.
unchecked is to aid and abet evil, which is not the act In other words, you can commit a sin by failing to
of a truly neutral being. act as well as by acting badly. In this case, you
commit a sin when you could intervene and relieve
another person’s suffering (without significant cost
Malicious Deceit (Sin Rating 1)
or inconvenience to yourself) and you do not. For
Not every lie or deception is a sin, or else every use of
this sin to have been committed, the suffering person
the Bluff skill would damn souls to Hell. Malicious
must be in genuine need and ask you for help that
deceit is defined as a lie told for no other reason
you then refuse. For example, refusing to give a
than to cause pain or harm to another person. An
copper piece to a starving beggar when you have a
example of malicious deceit would be to persuade a
hundred gold would count as a sin, if done out of
young child that his parents were dead, just to watch
malice.
him cry, so that you could enjoy it. Fatal deceit (see
below) is a more serious sin than malicious deceit.

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Betrayal (Sin Rating 3-8) count as a sin is a sin in its own right. For example,
This is a difficult sin to define but like the famous if your commander orders you to decapitate an
definition of obscenity, one knows it when one sees unarmed captive and you obey, you commit this sin
it. A character that sells out his friends, who defects instead of the sin of murder; the blood is on your
to an evil cause, who abuses a trust or who makes commanding officer’s hands but you share in the
empty promises for his own ends is committing responsibility.
betrayal. Betrayal is a sin of varying severity,
depending on the seriousness of the betrayal. A This sin can sometimes be a difficult one to
betrayal that leads to the death of a creature (a death adjudicate. When the character in question is
that would not have occurred without the betrayal) is evil and is happily obeying the order, there is no
a sin of Rating 8. problem; the Corruption points are earned and it
is really more a matter of the evil character being
Cruelty To Creatures Of Animal Intelligence obliged to take less credit for the evil act he is
ordered to perpetrate, while the commander is
(Sin Rating 3) able to earn Corruption points for himself without
Creatures with animal levels of intelligence
lifting a finger. Good characters may sometimes
(an Intelligence score of 2) experience pain, so
be ordered to commit evil acts and threatened with
tormenting them physically counts as cruelty to a
execution for insubordination if they refuse. It is
sentient being. Creatures such as oozes do not.
recommended that no good character be allowed to
You cannot torture a lump of jelly. Cruel behaviour
continue with good alignment if he participates in an
towards animals, such as malicious wounding,
evil act to save his own life, as one of the founding
burning, deliberate starving or beating, is definitely
principles of good is that it is willing to sacrifice
a sin. Hunting an animal for food, spurring a horse
itself for others. Such an instance should at least
to make it go faster or killing an animal that attacks
shift the character’s alignment to neutral but not to
you are all necessary acts and do not count as cruelty
evil, unless he has a way to disobey the order and
unless the animal is made to suffer more than it has
keep himself alive, such as desertion.
to.

Obeying An Order To Commit An


Evil Act (Sin Rating 4)
Irrespective of what one is
ordered to do, obeying an order
to commit an act that would

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Physical Cruelty To Intelligent Creatures (Sin Good creature should not force a neutral or good
Rating 4) aligned character to change alignment if it was done
This sin covers any and all acts of wilful and sadistic in self-defence. The powers of Hell look with great
harm to creatures with Intelligence scores of greater favour upon those who slay the avatars of good, as
than 2, including humanoids. It does not matter every good creature that falls is one less for Hell to
whether the creatures are themselves evil or not. trouble itself about. The Sin Rating of this vile act
is 6 plus 1 per 4 Hit Dice of the creature slain; the
more powerful the creature, the more evil is done by
Refusing To Save Another’s Life (Sin Rating 5) its death. Destroying an ancient, wise gold dragon
This sin constitutes failing to prevent a person from
is far more evil than slaughtering a unicorn, though
dying when it was unquestionably in your power to
both actions are sinful.
do so and you had nothing to fear from them. For
instance, if you had plenty of water in the desert and
met a man dying of thirst who begged you for a sip, Fatal Deceit (Sin Rating 7)
failing to help him would be a sin; the same would Fatal deceit is deliberately causing the death of a
apply if you met a person drowning in a marsh and creature by telling lies. It is not the same as murder,
you could throw him a rope easily but could not be as you do not strike the killing blow yourself but it is
bothered to do so. almost as severe a sin. For example, giving a person
a flask of poison to drink and telling him that it is a
healing potion is fatal deceit, as is telling someone
Defiling A Good-Aligned Item Or Place (Sin that the coast is clear and he is safe to come out when
Rating 3-5) a group of bugbears waits to shoot him to death with
As in the case of attacking a good creature (see missile weapons. As with all deceit-related sins, lies
above), an attack against a good-aligned item, such told in self-defence or to trick an enemy do not count
as an attempt to destroy a holy avenger sword, or an as sinful.
attack on a good-aligned place, such as setting fire
to the church of a good deity, counts as a sin. The
Unpremeditated Murder (Sin Rating 8)
severity of the sin depends on the potency of the item
This sin covers murder committed without any prior
or the primacy of the site.
planning. An example of this sin would be killing
someone who surprised you while you were burgling
Killing A Creature That Is At Your Mercy (Sin a house. You did not know they were there and you
Rating 7) did not go in with the express intent to kill them.
This sin is not quite murder, as it is not premeditated. It does not cover cases of accidental death, only of
It consists of the slaughter of a creature that has no killings that were both avoidable and unlawful.
weapons, is not capable of defending itself and is
bound, held in manacles or otherwise incapacitated. Protracted Torture (Sin Rating 9)
Many uses of a coup de grace by evil characters fall Torture is several steps beyond cruelty. Whereas
under this heading. For this sin to count, the creature cruelty to a creature involves causing it pain or
slain must not be have been dangerous to the slayer distress, torture involves the cold-blooded use of
in any way. expertise and equipment to cause a creature as much
pain as possible without killing it, just so that it can
Delivering a coup de grace to a helpless evil creature suffer. Evil regimes and individuals use torture
during combat does not count as a sin; slitting the to extract information from their enemies. More
throats of evil-aligned captives does. Though this primitive evil groups use torture for amusement
may seem somewhat convenient, in the simple or punishment of offences. This sin is committed
universe of d20 fantasy, killing an evil creature the first time you spend more than thirty minutes
cleanly in the heat of battle is almost never an evil torturing a creature and does not count as committed
act. again until at least one day has passed.

Killing A Good Creature In Combat (Sin Rating The torments inflicted upon the damned of Hell
7+) count as protracted torture, as they are an infliction
Killing a creature that is of the Good subtype (not of suffering that has no redemptive purpose
merely of good alignment) is a sin, as it directly whatsoever. This is why the tormentors in Hell are
opposes the cause of heaven by reducing the net devils and demons, not angels. When good-aligned
quantity of manifest good in the world. Killing a creatures cause pain, they do it to teach a lesson or

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give a warning; it is always to a constructive end. or even the hatchlings of gold dragons counts as
Evil creatures inflict pain because they love to do a massacre of innocents. If the innocent involved
so. No being other than an evil one could conceive was of the Good subtype, add a further +1 to the Sin
of condemning a creature to infinite, unending Rating for every 4 Hit Dice that the innocent creature
torment. Despite the misunderstandings of certain possessed. This sin covers only single instances of
pious commentators, eternal punishment is not a murder; mass murder is covered below.
sentence meted out by a good celestial agency but
simply a way for devils to generate more Corruption Mass Torture (Sin Rating 14)
for themselves and more evil in the world. Mass torture is when a number of individuals are
tortured on your command. You cannot commit
Murder In Cold Blood (Sin Rating 10) mass torture by yourself; you must have a dedicated
Murder is the most primordial of all the sins, group of individuals working under you who can do
prohibited by every good-aligned religion. It is it on your instruction.
clearly distinguished from killing an opponent in
combat. To slay a foe who is intent upon killing Mass Murder (Sin Rating 15)
you is not an evil act. Even attacking a foe from An individual cannot commit mass murder on his
behind, without warning, is not necessarily evil; one own. He may commit several murders in sequence
can shoot an orcish sentry in the back without having but this is not the same thing. Mass murder may
committed any sin, though it is a dishonourable only be carried out on instruction; it is an order that
thing to do. Killing a person who fights for a cause you give to creatures under your command. For
or nation with whom you are at war is not deemed example, instructing your troops to execute all the
murder but warfare; a debate on the relative evil captive men-folk of a village would be an act of
of war is beyond the scope of this volume. It is, mass murder on your part.
however, most assuredly evil to kill a person just
because it is convenient, or because you need to shut Mass Murder Of Innocents (Sin Rating 18)
him up, or because you want his money. The Games See above under mass murder. Mass murder of
Master should make it very plain to a character when innocents is the very worst of sins and is usually
he is about to commit cold-blooded murder. So long only carried out when a tyrant wants to rid himself
as the Games Master and the players have the same of an entire dynasty, ensuring that nobody can come
idea of what entails murder, the game should run after him to challenge his rule.
smoothly enough.

If the creature murdered was of the Good subtype, Multiple Sins


then add +1 to the Sin Rating of this act for every 4 Characters may be put in a position where it seems
Hit Dice that the creature possessed. they can commit multiple sins at once. For example,
a person with water in the desert who is approached
Murder Of A Friend Or Relative (Sin Rating by five people dying of thirst could refuse to save
all of their lives, thus committing a sin five times
11)
over. Under such circumstances, raise the Rating of
All murder is sinful but the murder of a person
the sin by 1 instead of treating the event as multiple
who knows and trusts you, or of a family member
sins. The same rule applies to instances of multiple
with whom you are on good terms, is considered
murder on the same occasion.
especially abominable. The act is made worse than
usual because it is both the taking of a life and the
betrayal of a trust. This sin also covers the murder of Incitement
a person that you are sworn to protect or who you are Inciting another person to commit a sin is a sin in
sworn to serve, such as a vassal lord or a monarch. itself. Incitement is fundamentally different from
command. You incite another to commit a sin by
Murder Of An Innocent (Sin Rating 13) persuading them to do it, offering bribes, making the
The killing of innocent, intelligent creatures, such as sin seem like the right and proper thing to do and
infants, is a worse sin than murder alone. For game so forth. A creature that commits a sin that it has
purposes, an innocent is a creature that is intelligent, been incited to commit has made a voluntary choice,
below the age of adulthood and not inherently evil. while a creature that is ordered to commit an evil
An innocent does not necessarily have to be human act often has less choice in the matter. Incitement
or humanoid. Butchering the children of centaurs to commit a sin has special rules to cover it. If the

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incitement is carried out by a creature that is not of ordinary people. Those who have others carrying
the Evil subtype, the incitement counts as a sin of out their instructions can commit sins that those who
any rating of the incited sin minus two; incitement have no followers cannot.
to commit cold-blooded murder is therefore a sin of
rating 8. Incitement is less inherently corrupt than When you obey an order to commit an evil act
instruction, as the target creature usually has much that you know to be such, you commit a specific
more of a choice about whether or not to commit an sin listed above, namely that of ‘obeying an order
evil act. to commit an evil act’; there is no excuse of ‘only
following orders’.
When creatures of the Evil subtype practice
incitement, it is not so much a sin as an act carried
out in the direct service of evil. The inciting creature E f f ec t s O f C o r r up t ion
gains the same number of Corruption points as the Once you start down the path of evil, you have two
creature that was incited to sin. Ordinarily, a devil choices. You can renounce it, change your alignment
with a Corruption level of 20 would not gain much and attempt to make amends, or you can walk it to
from committing cold-blooded murder (a CR 10 sin) the very end. Most intelligent characters realise that
as the sin is so far beneath it that it is barely worth they are doomed to Hell if they live an evil life. They
the bother. However, if that same devil persuaded are willing to live a pleasurable, selfish existence on
a human being with a Corruption level of 1 to the earthly plane until their time is up, at which point
commit cold-blooded murder, both the devil and the they will burn in the Infernum and that is that.
human being would gain 10,800 Corruption points.
Corrupting a person who has not yet been stained The more ambitious evil characters understand that
with sin is far more rewarding to a devil than helping the torments of the Infernum are only for the under-
a villain to achieve yet another atrocity. achievers. To have any kind of hope of an afterlife
other than one of eternal pain, they must attract the
With this in mind, it is readily apparent why the attention of Hell by performing acts so atrocious that
devils and demons have always taken the part of the demons and devils themselves applaud. If they
tempters and seducers, trying to persuade others are sufficiently corrupt when they die, the agents of
to do evil in the world. Evil outsiders gain most Hell may raise them from the ranks of the merely
of their Corruption points from inciting others to damned and transform them into demons and devils
commit sins. Members of some noble houses gain a themselves. Hell rewards those who practice evil,
bonus to these Corruption points, depending on their both during life and after death.
specialty; see the various chapters on the different
noble houses for details. For example, members of The main reason for increasing your Corruption
House Astyanath gain a +10% bonus to Corruption is thus to escape the fires of Hell and become a
points earned when they incite mortals to commit tormentor rather than one of the tormented when
acts of verbal cruelty, physical cruelty or torture. you die. You are not guaranteed a place among the
armies of Hell even if you do have a high Corruption
level but if your Corruption is not high enough to
Instruction warrant notice, you are definitely going down in
Giving another person the order to carry out an evil flames. It is therefore important for an evil character
act is an evil act in itself. For example, if you are in to be as evil as he can possibly be, if he cares at all
command of a group of soldiers and you tell them about his eventual fate. This is the reason why evil
to slaughter the occupants of a village, you gain the non-player characters and similar villains are often
Corruption points just as if you had committed the so profoundly evil in their ways, instead of being
sin yourself. Some sins cannot be committed except only mildly deviant. Hell has no regard for half
by instructing others to do them; they are beyond the measures.
power of any one individual and must be committed
through others under your command. For example, It is not just the moment of death, though, which
an individual cannot ordinarily commit mass murder, brings your Corruption level to the fore. Those who
except through such acts as setting a building on fire. call upon the assistance of Hell during life have a
He simply does not have the resources to do this in much better chance of getting Hell to notice them if
his own right. By commanding others to commit they are as satanic in their ways as the demons are.
atrocities in his name, he can achieve greater heights The nature of this assistance depends on the type of
of Corruption. This is the reason why tyrants relationship you have with your infernal allies.
and dictators have higher Corruption levels than

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There are three possible relationships a mortal may A character who has a Corruption level of one or
have with the powers of Hell, these being Cordial, higher is entitled to choose from the following list
Bonded and Pledged. Your level of Corruption of benefits. He must also choose a disadvantage at
determines the privileges to which you are entitled. the same time. The build-up of evil in his soul and
The fouler you are, the more services Hell will aura has negative consequences as well as positive
extend you. For more details on the three types of ones, though if he is careful he can maximise
relationship, see the Sympathy for the Devil chapter. the benefit and minimise the inconvenience. He
Corruption also brings with it certain infernal may choose a further benefit and accompanying
benefits and disadvantages listed below. disadvantage when his Corruption level reaches 3,
another when it reaches 6 and so on. No benefit or
disadvantage may be selected more than once. A
Attracting The Attention Of Hell character who chooses not to take a specific benefit
To attract the attention of Hell, a character only has
or disadvantage at the moment when he gains a new
to call upon the infernal powers. They are always
level of Corruption may make that choice at any
listening and willing to help out those who serve their
point thereafter but is obliged to keep to the option
cause. Some characters will not wish to do this, as
chosen once the decision is finally made.
calling upon Hell’s assistance is the beginning of an
ongoing relationship with the devils or the demons
If a character loses levels of Corruption for whatever
and they prefer to remain independent. Other
reason, he also loses the benefits and disadvantages
characters will happily take whatever help they can
he gained at those levels. If, having lost levels and
get in a tight spot. Either way, your Corruption rating
thus benefits and disadvantages, he then gains levels
influences how noticeable you are to the devils and
of Corruption again he may choose different benefits
demons. No power in Hell can be bothered to lift a
and disadvantages from the ones he gained the first
claw to help a mere liar and cheat but the Devastator
time around.
of Orlan Khang, who hurled his mother from the
battlements at the age of eight, or the Cannibal King
These benefits and disadvantages are, as it were,
of Goldriver Dell who turned a sylvan grove into
side effects of the character’s evil ways. They are
an abattoir are powers worth preserving. It is not
not gifts from Hell, spells, presents from evil deities
necessary to have a formal relationship with any of
or any such thing. Possession of them does not
the denizens of Hell before you can call upon them;
mean that the character is indebted to any power
a cordial relationship will suffice. Further details on
or being. They are all supernatural effects. Note
calling upon Hell are given in the next chapter.
that a character is never obliged to take a benefit
or a disadvantage when he gains a Corruption
Detecting Corruption level. These things are strictly optional. He must,
The Corruption level of a creature can be detected. however, take a disadvantage every time he takes
A detect evil spell reveals not only the strength of an a benefit. There is no such thing as a free lunch,
evil aura but also the Corruption level of the creature especially where Hell is concerned. If a character
that it belongs to. As an optional rule, you may has his Corruption points ‘frozen’ with an atonement
change the way detect evil works and substitute the spell and/or changes his alignment to something
Hit Dice of a creature for its Corruption level when other than evil, he no longer enjoys the benefit, nor
calculating the strength of an evil aura. This makes does he suffer from the disadvantage.
the deeds of a creature much more relevant for a
detect evil spell than its powers and stature. Optional Rule: Instead of the player choosing
both the benefit and the disadvantage, you may
opt to have the player choose the benefit but the
In fer n al B e n e fi t s Games Master pick the disadvantage and keep it
Though moral reformists and pious puritans do not secret from the player until he finds out what it is.
like to admit it, pursuing the path of Corruption has This rule takes a measure of control away from the
definite benefits. A creature that gains Corruption players and so may be unpopular for that reason but
may gain small but significant boons along the it is an excellent dramatic tool. Players who have
way, owing to the increasing concentration of blithely set off down the path of Corruption in the
supernatural evil in his soul. Evil in the fantasy hope of gaining even more powers and privileges for
game environment is a force like electricity as well their characters can be brought up sharp when they
as a moral quality; you need no magical training to realise that the innocent blood that just sprayed all
gain supernatural benefits from it. over them is not coming off and will mark them as a
murderer forever more!
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Corru pt i o n B e n e fi ts of a non-evil cleric, it may not be used as such


again until it has been cleansed and treated with a
A character may choose one benefit at his first
consecrate spell. A character with this benefit who
Corruption level and another at levels three, six,
takes the Holiness Burns disadvantage (see below)
nine, twelve, fifteen and eighteen.
still suffers burns from holy water if it is thrown
at him. He does not deconsecrate the water the
Hard Heart: A heart that is inured to atrocity
moment it hits him.
acquires a certain inner strength that the sentimental
advocates of good cannot match. Evil characters
Forked Tongue: The agents of evil are notoriously
may be despicable and doomed to ultimate eternal
persuasive. They use unctuous words to talk their
damnation but in life they are strong, willing to
dupes into signing their souls away, or committing
crush others who get in their way and capable of
acts that their consciences tell them are wrong.
trampling down any qualms they have. A character
When cornered and challenged, they insist that the
with this benefit gains a +1 morale bonus to all Will
situation cannot possibly be what you believe it to
saving throws.
be. Lies and persuasion are as fundamental to evil
as honesty and acceptance are to good. A character
Luck Of The Devil: Bad guys only get their
with this benefit gains a +1 benefit to all Bluff and
comeuppance in fairy stories. In reality, the villains
Diplomacy checks against creatures that are unaware
get away with their ghastly deeds far more often
of his alignment.
than not. At times, it seems there is some kind of
a supernatural agency watching out for them – the
Sinister Ambience: When a character is steeped
devil looking out for his own. Where characters
in evil, it gleams in his eyes and lends a chill to his
with this benefit are concerned, this is the truth.
words. Listening to an evil character make a threat,
Such characters may invoke a single luck bonus of
one can believe he means to carry it out. Evidently,
+2 to any saving throw or skill check per day.
he has done worse things in the past. A character
with this benefit gains a +2 competence bonus to all
Cruel Blow: Evil breeds in the heart, taking the
Intimidate skill checks.
form of negative emotions, such as murderous
rage, jealousy, greed and cruelty. A character with
Evil Physiology: The workings of the evil
this benefit can send a charge of pure malice down
character’s body shift and alter subtly, bringing it
through a weapon or an unarmed strike, tearing
more closely into line with the bodies of devils and
through the tissues of his opponent. He may declare
demons. He becomes more resilient against venom
a cruel blow once per day, adding 1d3 Strength
and disease, much as the demons are. A character
damage to that dealt by the weapon or strike. The
with this benefit gains a +1 resistance bonus to
weapon or blow counts as evil-aligned for the
saving throws against poison or disease.
purposes of damage reduction while the blow is
being dealt.
Fear Not The Fire: Those who know that their
souls will eventually be dancing among the eternal,
Dark To Darkness: Evil has always cleaved to
sulphurous flames of the underworld have little to
the dark, which hides the deeds of the wicked from
fear from the paltry fires of Earth. Demons and
the revealing light of day. Characters who are
devils alike have considerable resistance to fire,
accustomed to using the dark for cover while stabbing
as they spend so much time in it; so too do those
others in the back or burgling good-aligned temples
evildoers who aspire to become demons or devils in
are advised to take this benefit, as it reflects the
time. Characters with this benefit have a resistance
eternal connection between darkness and evil. The
to fire of 3, allowing them to tolerate most small fires
character with this benefit gains a +1 circumstance
without injury.
bonus to Hide and Disguise skill checks when he is
able to stand in shadowy illumination or darker. The
Chain Me Not: Like the snake that is one of its
benefit is lost in full illumination.
most universal symbols, evil is a lithe and elusive
force, hard to contain or keep locked away. It works
Touch Of Defilement: Some characters have their
in twists and tangles instead of straight lines. The
corruption close to the surface, so close that they
influence of evil on a character’s soul helps him hold
can pass it on with a touch. If a character with this
others in a tight grip and escape the grips of other
benefit touches or handles a flask of holy water, the
creatures. A character with this benefit gains a +1
blessing is removed. If he handles the holy symbol

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morale bonus to all Grapple checks and to all Escape and cannot easily handle ordinary animals attempt to
Artist skill checks. find evil-aligned magical beasts as mounts.

Like Attracts Like: The more evil a character Holiness Burns: The more you embrace evil, the
accumulates within and around himself, the more more damage concentrated goodness can do to you.
empathic attunement he develops with creatures Much like undead creatures, your flesh burns at the
that are of an inherently evil nature. Evil outsiders touch of holy water, as if it were acid. A flask of
are no longer so alien to him; they seem to be more holy water deals the same damage to you that it
like distant relatives. A creature with this benefit can would deal to an undead creature or evil outsider,
send simple one-word telepathic messages to any namely 2d4 damage for a direct hit and one point
creature of the evil subtype within 100 feet. This for a splash.
is a language-dependent ability. He also gains a +2
insight bonus on Charisma ability checks made to Magic Vulnerability: Evil energy concentrated in
influence the attitude of such creatures. your body, the curdled sickness of numerous sins,
lowers your resistance to the powers of good. You
Unholy Spell: An evil spellcaster who has accreted become more susceptible to good-aligned magical
sufficient levels of corruption may divert some of spells and effects, incurring a –2 resistance penalty
that taint into the magic that he produces. He can to saving throws against such effects.
use this to lend a given damage-inflicting spell an
evil cast, so as to overcome the kind of damage Flee The Light: Sunlight has always been an
reduction typically found in good outsiders and expression of goodness and positive energy. It shines
suchlike creatures. One spell per day may be into the dark places of your soul, illuminating the
affected with this ability, with the maximum level guilt and shame that crawl within you like maggots
of the spell being equal to one third of the caster’s and for this reason you cannot bear it. If you are
Corruption level, rounded down. The spell becomes exposed to full daylight, you become shaken, taking
evil-aligned for all purposes, including those of a –2 penalty on attack rolls, saving throws, skill
damage reduction. checks and ability score checks. This condition lasts
until you can get out of the full daylight and into a
more shadowy area. Magical effects that duplicate
Corrupti o n Di s ad v an t ag es the effect of sunlight also provoke this reaction in
Each time a character chooses a benefit, he must you but effects that simply produce light do not.
choose an accompanying disadvantage. These can
be chosen in any order. May Be Turned/Rebuked: Your essence is now
so very sympathetic to Hell that you react badly to
Mark Of The Beast: You lack the ability to disguise positive energy when a cleric or paladin channels it at
the writhing evil within you. You are one devil that you. A character that can turn or rebuke undead may
cannot assume a pleasing shape. A character with turn or rebuke a character with this disadvantage,
this disadvantage can clearly be recognised as evil just as if he were undead. He may only be turned or
just by looking at him. Something about the look rebuked, never destroyed or commanded. If the evil
on his face, the cast of his eye or the way he carries character with this disadvantage is able to channel
himself broadcasts his nature to the world. An negative energy (for example, he might be a cleric)
observer is simply certain of his alignment, as surely he may bolster himself, just as undead clerics can
as if he had cast detect evil on the evil character. do.
Use of the spell undetectable alignment prevents
this effect for as long as it lasts, as well as masking Slow Healing: The life that once flowed in your
the character’s alignment. veins is now sluggish and bitter, corrupted by the evil
in your unrepentant heart. You no longer recover hit
The Dogs Shall Know You: Animals, with their points quite so swiftly as you used to; wounds pain
curious sense for supernatural evil, can smell the you for longer, a reminder of the eternal pain that is
corruption on you. Any creature of the animal type waiting just around the corner when you eventually
is repelled by you and will shy away from you if die. A character with the slow healing disadvantage
possible; if you continue to approach, it will attack. may use only half of his normal healing rate,
You incur a –4 circumstance penalty to all Handle rounded down.
Animal checks. Characters who are steeped in evil

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Hunted: You have been identified as an enemy of all Eternal Stain: When the blood of a victim touches
that is good. A temple to a good deity, determined you, your skin is stained with a scarlet mark forever,
by the Games Master, has you on its list of important clearly visible on your body even if your skin would
strategic targets. The number of creatures pursuing ordinarily hide it. Characters with this disadvantage
you depends on your level of Corruption and your gradually develop bright red hands, with bloody
experience level but it is customary to send a paladin smears up to the elbow and usually have speckles
of at least your own level of experience (as estimated of bloodstain across their faces. The Games Master
by the temple) to hunt for you. What he does with must rule as to when a given act causes a victim’s
you on reaching you will depend on your Corruption blood to land on your body but as a general rule,
level. If it is less than 10, the objective is to hold you any combat with a slashing or piercing weapon will
prisoner and attempt to persuade you to give up your release enough of a blood spray to cause a visible
evil ways before it is too late. If your Corruption stain.
level is 10 or more, then the objective is to destroy
you. Nightmares: Is there perhaps some vestige of
conscience left deep down inside? If so, it could
Withering Death: The evil in your soul causes the be one explanation for the nightmares that vex and
good green life around you (to a distance of 5 feet) plague you. If you have this disadvantage, your
to become jaundiced and wither away, perhaps in nights are rarely peaceful, except for the times
sympathy with the grassless plains of Hell where grit when you drink yourself into oblivion first; you are
and hellglass hold sway and no plant life is found but haunted by memories of the terrible deeds you have
the suicide willows and grim night-oaks. All normal done, which you may never go back and change. A
plants (as opposed to creatures of a plant type) in character who suffers from nightmares has a 10%
your vicinity slowly die. If you walk across grass, chance to wake up in the morning fatigued, as if he
it turns yellow and dies; if you sit near a houseplant, had slept in armour. A fatigued character can neither
it will be brittle and brown the next morning. Small run nor charge and takes a –2 penalty to Strength and
plants such as blades of grass and flowers are killed Dexterity. If a fatigued character does anything that
instantly, though it takes a day for this death to be would ordinarily cause him to become fatigued, he
obvious. Large plants, such as trees and hedges, can becomes exhausted instead. If a fatigued character
endure up to a day of your presence before they too manages to rest undisturbed for 8 hours or more, he
are killed off. This disadvantage is not so bad in a is no longer fatigued.
city, where the only plants likely to suffer are those
found in window ledges and public parks but in the
wilderness it can be a killer. A character who leaves
Erasing Corruption
Fortunately for those whose hands are stained with
a stripe of dead yellow grass behind him is absurdly
much blood, so long as you are still alive there is
easy to track.
an option to repent. The only way to rid yourself
of Corruption accumulated during life is to change
Obstinate Wounds: Your body, seething with evil,
your alignment and renounce evil. Changing to a
resists the gentle touch of healing. Attempts to cure
neutral alignment results in a steady, automatic loss
your wounds magically are occasionally completely
of 5 points of Corruption per day, while changing
futile. Pain and blood are more closely sympathetic
to a good alignment results in a loss of 10 points
to Hell than soothing and comfort! Any attempt to
of Corruption per day. So long as you live long
heal your wounds with magic, including potions, has
enough, you will eventually shed all of the evil taint
a 10% failure chance.
that was upon you.
Irredeemable: A character who chooses this
At the Games Master’s discretion, heroic acts may
benefit is effectively damned before his death.
erase Corruption points. The creature must first
Such a character may never enjoy the full benefit
have changed its alignment away from evil, of
of an atonement spell. Although he may change his
course. Evil is fundamentally selfish, so an unselfish
alignment, that being one of a player’s prerogatives,
act in which the creature gives of itself is the very
no atonement spell will have the effect of freezing his
opposite of evil. A character who risks his own life
Corruption points as it would for other characters. A
to save others should certainly be entitled to a major
character should not choose this disadvantage unless
reduction in his Corruption level; depending on the
he wishes to forego any future chance of escaping
severity of the risk, a loss of one level per heroic
damnation by any means short of infernal torment.
deed is not inappropriate.

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above but they no longer count as Corruption.


However, if the creature that has undergone
atonement should ever change its alignment
back to evil, the entirety of the ‘frozen’
Corruption becomes active once again. If
the character dies with ‘frozen’ Corruption
points, they do not burden the creature’s
soul upon death and the creature goes to the
appropriate plane, though the ‘frozen’ points
are still there if the character is ever raised or
resurrected. Atonement is thus an extremely
popular spell when an evil creature is on its
deathbed and feels its last breath approaching.
Those who try to escape their fate are frequently
confounded when they realise that atonement
requires sincere repentance and cannot
simply be undergone as a swift
spiritual wash and brush up before
one is claimed by Hell.

Atonement can do nothing


to help a character who has
pledged his soul to Hell by
means of an infernal contract,
for which see Sympathy for the
Devil. A pledged soul is a matter of
a magical bargain struck between the
individual creature and a given devil
or demon. It has nothing to do with
the Corruption level of the creature.
A creature does not even have to be
evil or have a Corruption rating in order
to pledge its soul. Doing so is not an evil act, as a
The most historically celebrated means to erase creature’s soul is its own, to dispose of as it chooses.
Corruption earned during a wicked life is to end that It is a fundamentally stupid thing to pledge one’s
life with a voluntary gesture of self-sacrifice in order soul to a devil but it is not a wicked thing.
to save others. It all too often happens that creatures
who realise the terrible futility of their evil lives
have only a few short moments in which to make
Unredeemed Ghosts
What becomes of a character who dies with a
amends for this. Self-sacrifice as a heroic gesture
Corruption level still in place but who has changed
removes 1d6+4 levels of Corruption from a creature;
his alignment away from evil to good or neutral?
if the creature decides at the moment of death that it
Such characters, as the stories correctly tell, are
will not return to the mortal plane and thus never be
doomed to a twilight existence in which they
raised or resurrected, then all of its Corruption levels
walk the earth lamenting their state, pleading for
are removed.
deliverance. They are referred to henceforth as the
‘unredeemed’, as they have Corruption points left
For the religious, there is another option. The
that still weigh them down and were not able to
atonement spell, when cast on a creature that has
shrive themselves before death.
changed its alignment away from evil, is specifically
intended to wash away Corruption. Atonement
Instead of travelling to the plane most appropriate
may be cast only once following a given change of
to his deity or alignment, an unredeemed character
alignment. The effect of atonement is to ‘freeze’ the
becomes a ghost, haunting either his place of death
target creature’s Corruption points. They remain in
or the place where he carried out the majority of
place and disappear on a daily basis as described
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covered in spiritual chains or weights, representative


of the Corruption that still drags at his soul and will
not let him travel on to the afterlife. If his Corruption
level was less than 5, he loses Corruption points at
a steady rate, according to his alignment (see above)
and will eventually be able to cease his hauntings
and move on. If his Corruption level was greater Optional Sub-Plane: Purgatory
than 5, he is trapped as a ghost upon Earth and Although no provision is made for the plane
cannot leave until a specific condition is fulfilled. of Purgatory in most standard d20 settings, it
This condition must be specified by the Games can be included with advantage if the Games
Master but will always involve an act of repentance, Master believes it would benefit the campaign.
making amends or reparation, comparable to that
Purgatory depends upon a definition of evil
by which a character may shed Corruption points
during life. that does not lump all evil acts together under
one heading. It assumes that some characters are
For example, the noted assassin Desmodus, having truly damned, being evil through and through,
killed hundreds for pay and buried the loot in a safe while others only need to have the evil burned
place, suffered pangs of conscience towards the end away from them in order to be restored to their
of his life. Having spoken at length to a wandering pristine state.
monk, who knew who he was and still showed no
fear of him, Desmodus opted to repent, changing his
alignment to lawful neutral; with no cleric nearby
When an evil character dies but has a Corruption
to cast atonement, he retained his Corruption level, level of 5 or less, he is considered too bad for the
despite his change in alignment. Following his heavens but not evil enough for damnation. He is
renouncement of evil, Desmodus found that life was thus consigned to Purgatory, a realm of infinite
intolerable and that he saw the faces of his victims fires that lies between the Astral Plane and the
wherever he looked. There was only one thing left opening of the Infernum. While in Purgatory, he
to do. Being the assassin that he was, he made a is treated as if he were the recipient of an infernal
very neat job of his own suicide. Unfortunately, his
Corruption level of 15 meant that he was bound to
torment spell of the purgatorial variety, though
remain on Earth as a ghost, gloomily haunting the he does not have to change alignment first. Once
spot where his gold was buried. So long as the gold all his Corruption is burned up, he automatically
remained under the ground, Desmodus’ spirit was changes alignment to neutral or good instead of
doomed to stay and haunt the place. The Games evil; the player may choose which.
Master ruled in this instance that Desmodus could
only let go of his outstanding Corruption points if Purgatory is a contentious concept, inasmuch as
his gold was found and used in a good cause, such
it implies that sentient creatures are not always
as by being donated to a good-aligned temple, used
to feed the hungry or passed on to the families or evil by nature; having an evil alignment may be
descendants of the people he assassinated. a stain that sits upon you rather than the result
of an evil heart. The assumption of Purgatory is
Unredeemed Ghosts And Purgatorial Torment: that sufficient spiritual scorching will eventually
Ghosts who are tied to the mortal plane because of get rid of the evil that encases you and reveal the
their Corruption level may also be targeted with an good within. Some players may not like this;
infernal torment spell (see The Harvest Of Souls) of
they want to be evil, or they would not have
the purgatorial torment kind. This is a merciful act,
as it allows the ghost to end its long confinement on chosen it. It is therefore only legitimate to
the material plane, burn away the stain of its sins and include a Purgatory plane if you want a genuinely
go on at last to its true reward in an outer plane. An mediaeval theme, or if the ethics of your
unredeemed ghost that is liberated by this spell does campaign support the idea that sentient beings
not need to perform any further acts of atonement. sometimes have evil alignments covering over an
originally good nature.

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best suited to campaigns that seek to emulate the kind


Evil Ghosts of view of the world found in mediaeval Europe. A
Evidently, not all evil characters automatically drift
damned ghost is simply a damned soul that has the
off to an appropriate plane when they die, or there
power to formulate itself as a ghost and travel the
would never be any such thing as an evil ghost. The
material plane between dusk and dawn. The soul
following optional rules are suggested for Games
does not truly leave Hell while this formulation takes
Masters who want to allow for the possibility that
place but is rather projected into the material plane
some ghosts should by rights have gone to Hell but
as if by a form of astral projection. A soul that is
are prevented from doing so either by their own
wearing a manacle of binding metal can still project
strength of will or by some other contingent factor.
itself as a damned ghost, if it has the power.
Petty Ghosts: Some ghosts are kept chained to
There are many differences between damned ghosts
the mortal plane because they are evil, though not
and ordinary ones. A damned ghost cannot continue
evil enough for the torments of Hell. Such ghosts
to manifest between dawn and dusk and must
would include misers, bullies and abusive drunkards.
return to Hell. It is in fact not a ghost at all in the
When a person dies with a Corruption level of 5 or
technical sense but a damned soul that is projected
less, they may make a one-off Will saving throw (DC
into the Prime Material plane. As such, it cannot
20) to avoid moving on to the Infernum and cling on
affect material things, nor can they affect it. All
to the mortal plane. It is only fear of their eventual
that it can do is manifest itself and communicate.
fate that keeps these ghosts from departing. If the
When manifested, a damned ghost appears as it
focus of their obsession is still present in the mortal
does in Hell, surrounded by the various tools and
realm – for example, money in the case of a miser,
instruments of its damnation, wreathed in the fires
or a battered wife in the case of an abusive drunkard
eternal and howling in agony.
– then the ghost gains a +2 circumstance bonus to its
Will saving throw.
For a damned soul to manifest itself successfully as a
damned ghost, it must fulfil three conditions.
Malicious Ghosts: Some ghosts were so strong-
willed in life that they cling violently to it after death,
Firstly, the damned soul must have a strong link to
refusing to allow themselves to be dragged away to
the material plane in the form of a friend, relative
eternal fire. To attempt to cling to existence as a
or item upon which it can focus. Damned souls
ghost, a dying evil creature must make a Charisma
often appear to their offspring, complaining of their
check (DC 25); the creature must have a Corruption
damned state and begging to be rescued from Hell,
level of 5 or more and each 2 levels of Corruption
or demanding that their death be avenged.
grant the creature a +1 circumstance bonus on its
Charisma ability score check.
Secondly, the damned soul must succeed in a
Charisma check (DC 20) every time it wishes to
This clinging to existence is formulated as an oath
manifest itself to visible appearance. If it fails this
on the ghost’s part, along the lines of ‘so long as
check, it cannot enter the material plane that night,
this is the case, I shall not depart’. The ghost cannot
nor may it communicate with the living on the
formulate an absurd or impossible condition as its
material plane by any means.
oath and it must (in the judgement of the Games
Master) reflect a genuine motivation to stay bound
Lastly, the damned soul must have strong and
to the material plane. Good examples here are those
unfulfilled desires that relate to the material plane.
of an evil ghost which refuses to leave while the
It must crave vengeance, escape, a chance to repent,
spirits of its victims are still held prisoner as it feels
the rescue of something or someone precious to it, or
they should be, or a ghost that will not depart a house
some similar outcome. This desire is what compels
while the descendants of its enemy still live in it.
it to project itself into the material world. A damned
ghost cannot be targeted by spells (including infernal
Damned Ghosts: There are some ‘ghosts’ who are
torment) but it may be turned as if it were undead.
in fact damned souls, as in the Shakespearian case of
Successful turning forces the damned ghost to return
the shade who is ‘doomed for a certain time to walk
to the Infernum early.
the night and for the day confined to fast in fires’.
This kind of ghost is very classical in nature and is

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Sympathy For A character may attempt to strike up a cordial


relationship with one of the powers of Hell (though
it is in common use, the phrase is misleading, as

The Devil the devils and demons are anything but cordial
and are simply out for all they can get) once he
has a Corruption level of at least 10. The infernal

S
ome mortals are content to be merely evil; some powers are not interested in petty criminals or
wish to be actively satanic. All deeds of evil those who steal from blind beggars. To commence
in the world of men further the cause of Hell the relationship, all that the character has to do is
to some extent but sometimes a favoured human or speak to a devil or demon personally (in which case,
humanoid can establish a working relationship with disregard the section above concerning which House
devils or demons, actively assisting them to achieve notices him) and propose it, or utter a brief prayer to
their ends on Earth, while they provide him with the devils or demons of Hell in which he suggests a
tactical help and support. mutually profitable association. To succeed, he must
never have actively opposed the cause of Hell, nor
In this chapter, we look at the different types of hindered one of its agents from doing what it wished
relationship that can be forged between an evil to do, much less attacked or killed one.
creature and the lords of Hell, from the cordial
but informal relationship in which each side does Establishing The Relationship: The character must
the other favours on an ad hoc basis, to the fully- successfully appeal in order for the relationship to
fledged satanic pact of legend in which a devil or be recognised. This is resolved as a Charisma check
demon strikes a bargain with a mortal, exchanging (DC 20), with a +1 bonus to the check for every
miraculous prosperity in life for his immortal soul Corruption level above 10. If the character fails
upon death. the check, he is on his own; Hell is not interested in
pursuing a dialogue or extending aid. He may make
a further appeal once he has attained the next highest
Cordial level of Corruption and thus won a little more respect
In a cordial arrangement, either the devils or the
in the eyes of the infernal ones.
demons (depending on the character’s alignment)
know the character concerned by reputation and they
Privileges And Obligations: A cordial relationship
have a minor degree of respect for him, based on the
places little obligation on the character during his
evil that he has done. Lawful characters attract the
day to day life; he may never oppose the infernal
attention of devils, while chaotic characters attract
faction with which he is friendly but other than that,
that of demons; neutral characters may attract either
he is not expected to carry out any special missions.
but once they have accepted a cordial relationship
The character thus retains his freedom of action but
with one side, they may not then establish one
is not guaranteed any assistance from Hell.
with the other. In the case of the devils, one of the
families of noble devils notices the character. Use
The privilege of a cordial relationship is the power to
the guidelines regarding the different spheres of
call on infernal favours. The character may appeal
interest of each infernal House to determine which
to Hell for assistance at any point. This appeal
one is most likely to notice him.
duplicates the effects of a lesser planar ally, planar
ally or greater planar ally spell, with the restriction

Calling for Infernal Favours


Circumstantial Factors Diplomacy Check DC
Duplicate effects of lesser planar ally (outsider of up to 6 HD) 20
Duplicate effects of planar ally (outsider of up to 12 HD) 25
Duplicate effects of greater planar ally (outsider of up to 18 HD) 30
Per call for help already made in the last 24 hours +10
Outsider asked to perform especially simple task –2
Outsider asked to perform difficult task +2
Outsider asked to perform dangerous task, or to fight for character +4
Character has a Corruption level of 13–16 –2
Character has a Corruption level of 17–20 –4

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that only a devil or demon belonging to the faction that profit from having an infernal patron, spellcasting
originally made the arrangement with the character classes benefit in certain special ways. Despite
may answer the call. The character may make the similarities, this is not the Faustian arrangement in
call irrespective of his experience level; though this which the evil character’s soul is pledged in return
is a summoning effect, it is not a summoning spell. for power; that is a pledged relationship, which is
A character may not call upon an outsider that has a dealt with later in this chapter.
Hit Dice of more than his own experience level +3, as
the houses of Hell refuse to send pit fiends on errands Such is the lure of the bonded relationship that some
that bearded devils could achieve. schools of evil wizardry, such as the Covenant of the
Nine Pillars, teach it as standard. In those circles, a
This appeal for help is made as a Diplomacy skill devil patron is as much of a commonplace feature of
check, with the DC determined as follows: a wizard’s life as his familiar is. In regions where
this is the norm, the terror that common people
As per the planar ally spells, the outsider will traditionally have for magic is redoubled. Wizards
require a service from the character upon completion and sorcerers naturally tend towards evil, because
of its allotted task. Refer to the planar ally spell the good ones are outnumbered and swiftly exiled or
description for the guidelines on this. Defaulting on a executed, while the evil ones enjoy greater powers
service owed to your devilish or demonic assistant is thanks to their bonded relationships with Hell and
a grave insult and has severe repercussions. The very their mutual support. For more information on
least that will happen is the immediate termination organisations such as this, see the Bonded Groups
of the cordial relationship, with no possibility of section later in this chapter.
reinstatement.
Establishing The Relationship: In order to
As in the case of the infernal patron (see below) establish a bonded relationship, a character must
the various outsiders who may answer a given first have had a cordial relationship for at least a
appeal should be detailed in advance by the Games year and a day. During this time, he must have
Master. It is especially important that they should be paid for all services promptly and must still have
assigned motivations, as they have a better chance of at least the same level of Corruption as he started
answering a call if doing so would further their own with, preferably more. The character calls upon his
aims and goals. For example, an erinyes that was Infernal allies to send the usual evil outsider, not to
called upon to assist a character in battle against an perform a favour but to witness the swearing of the
archon would be easier to call (–2 to DC) if she had pact. The outsider always answers this call and no
the Revenge motivation, as she would be especially Diplomacy check is necessary unless the call is made
eager to loose her flaming arrows against such an in a combat situation or would otherwise put the
avatar of goodness, the likes of whom cast her and answering outsider directly into danger.
her kind out of Heaven many aeons ago.
The pact is a simple one to arrange and takes only one
full round, during which time the character must sign
Bonded a contract in blood (inflicting one point of damage
In this form of relationship, the alliance between the upon himself) and concentrate on what he is doing.
evil character and the powers of Hell is formalised. The pact, which resembles a magic scroll, is prepared
He undertakes to serve the cause of Hell with as in advance by the infernal patron or his superiors and
much ingenuity and resource as he can muster. is a magic item, activated by the signature. Every
In return, Hell provides him with a patron, who noble House of Hell has a stock of these ready to be
instructs, guides and assists him. There is a mutually used, so there is never any delay in finding one when
binding accord between the two. As the character a client decides to establish a bonded relationship.
progresses in experience, his patron steps down to be The completed pact then functions as a talisman,
replaced by another. granting certain powers to the patron and to the
client. These powers are detailed below. The patron
This is the most common relationship for evil keeps the pact hidden on his body, among his other
spellcasters (especially sorcerers) to have with devils possessions.
or demons. It is the classic scenario in which an
evil magician has a horned fiend watching over his Clerics and other divine magic users can only enter
shoulder, explaining to him the most efficient secrets into bonded relationships with demons or devils if
of practical magic. Although any character class can their deity allows it. In these cases, the patron must

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be an agent or at the very least an ally of the deity, in thing, all this on pain of dissolution of the bonded
order to permit the spellcaster to gain infernal divine relationship, loss of all privileges and the forfeit of
spells through the patron. his immortal soul.

What The Character Swears: The character Characters entering into a bonded relationship also
undertakes to perform whatever tasks his infernal swear to carry out any particular requirements that
patron may set for him, whether general or particular, the patron may include, as determined by the patron’s
to the best of his ability; to support the faction with motivation, for which see the Infernal Agenda section
which he is now formally allied and not to oppose it below. As the patron changes, these requirements
or its agents in any way; to heed his patron’s advice may also change; not all patrons are motivated in the
and show respect for his patron at all times; to report same way. These additional requirements are given
back to his patron a complete account of any observed in the Obligations section following the description
event or semblance of event that would conceivably of each motivation.
be of interest to Hell; never to hinder, much less to
oppose, his patron’s free action; and lastly to keep no What The Patron Swears: To guide and advise
secrets from his patron of any kind whatsoever, being the client in his ways, giving the full benefit of
at all times ready and willing to divulge the contents any knowledge and expertise that may be of use;
of mind, journal, private correspondence or any such to remain at all times attendant upon the client, the
better to answer his needs and give him counsel; to
assume a pleasing shape when the client is about his
daily business, so that those not cognizant of the pact
may not suspect its nature; to divulge the infernal
secrets of Magick Art if appropriate, so that the client
may (should he be of a mind) master the mysteries
thereof and come to a profound understanding
of the principles by which magic operates,
thus enhancing his own powers as a
caster of spells; to defend the client
against assault, physical or magical,
within the limits of practicality and
reasonable risk; lastly, to employ
his senses and especial powers
of observation and report to the
client concerning the same by
means of telepathy, so that the
client may be constantly warned
of any threat to his person.

Assuming A Pleasing Shape: It


is standard practice for the infernal
patron to ‘assume a pleasing shape’,
as the grimoires of the Art have it.
The magic of the pact allows
the patron to polymorph
into one alternate form,
which must be chosen
by the client at the
moment when the pact
is signed. If the patron is
agreeable, then it adopts the
form forthwith and continues to do
so at all times, except when the client
is alone with it in private. Devils that
have assumed the form of common
animals, such as black dogs, cats and

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goats, may often be confused with ordinary familiars where there is space for a new patron to take over.
by those who are unaware of the pact. This amendment, replacing one patron with another,
is the only modification that may safely be made to
Ordinary devils, such as bearded devils or chain the pact.
devils, are most likely to take animal shape and
pretend to be pets or guardians. Noble devils The pact resembles a lengthy legal document in
customarily adopt their human form and assume a scroll form. It confers the following powers. Once it
role suitable to the client’s station in life, in which has been signed, a given pact will only ever work for
they will not be recognised for who they are, such as the creatures that are named on it. The patron may
butler, mistress, colleague or ‘charming new friend’. add new clients.

Demons As Patrons: Demons, being chaotic, are † If the named client or clients has the ability to
much less willing to submit to the bonds of the pact rebuke undead, then they also gain a certain
than the devils are, as are the chaotic evil characters measure of authority over devils or demons,
who would be dealing with them if such pacts were to according to whether their patron is a devil or
be made. Bonded relationships between mortals and a demon. They gain the power to rebuke or
demons are thus far rarer than those between mortals awe these outsiders as if they were undead.
and devils. This is not to say that such relationships They may not, however, rebuke or awe
do not exist; they do, as the demons have come to outsiders of equivalent or greater Hit Dice
accept (grudgingly) the mutual profit to be had from than their own patron.
such an arrangement. Demons need mortal agents
to help them in their ongoing war against the devils, † The named patron may plane shift at will,
to represent their interests in the world and to secure either from his current position to within 30
their own supply of damned souls. feet of the client or one of the clients (so long
as said client is on the Prime Material plane)
A demon patron is much more wilful and less likely or from his current position to the Infernum.
to abide by the spirit of the pact than a devil would Patrons use this power to return to Hell,
be. If the demon does not feel inclined to keep to report on their clients’ progress and return to
the pact, it will come up with excuses, threats and the upper world.
complaints in an attempt to get out of it. It will not
attack its client nor put him in danger but it will † The patron is given the power to polymorph
be rebellious, truculent and evasive whenever its into a ‘pleasing shape’ as described above.
own interests are not directly served by helping the
client. Demon patrons will attempt to bully their † The patron and the named client or clients
clients with Intimidate skill checks if they do not get may communicate telepathically across
what they want out of the deal. As far as the demon distances of up to one mile, so long as they
is concerned, the client is lucky to have them as a are on the same plane. Multiple clients may
patron. communicate with the patron, though not
with each other.
Familiars For Bonded Wizards And Sorcerers:
A wizard or sorcerer in a bonded relationship with † The pact becomes magically linked to the
the powers of Hell is entitled to an imp or quasit as client or clients who sign it. They suffer what
a familiar, instead of the familiar he currently has, it suffers, irrespective of any distance between
should he so desire it. them, including distance in planar terms. If
the pact is stabbed with a weapon, the client
is wounded; if it is immersed in fire, the client
The Powers Of The Pact takes fire damage. Magical resistances and
An infernal pact must be created just like a magical damage reduction apply but armour does not.
item. The task of creating the pacts is left to the The pact itself does not suffer any damage
spellcasting noble devils of the various noble houses, until every client that signed it has died, at
who have the appropriate item creation feats and which point it too is destroyed. The patron
memorised spells. Each pact may only be used once uses this link to punish rebellious clients, or
and is only deemed activated when all creatures who to destroy them altogether; the most favoured
are to be included in the bonded relationship have method is to throw the pact into the burning
signed it. The patron does not need to sign the pact. sea, then depart for the Prime Material plane
He places his name or seal in the ‘patron’ section, to collect the clients’ souls. If the client is

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Patron Creatures
Character Class Experience Level Demon Patron Devil Patron
Barbarian/Fighter/Ranger 1–8 Vrock Chain Devil
Barbarian/Fighter/Ranger 9–16 Hezrou Bearded Devil
Barbarian/Fighter/Ranger 17+ Marilith Horned Devil
Bard/Rogue/Monk 1–8 Babau Hellcat
Bard/Rogue/Monk 9–16 Glabrezu Bone Devil
Bard/Rogue/Monk 17+ Nalfeshnee Noble devil of same class
Cleric/Druid/Wizard/Sorcerer 1–8 Succubus Noble devil spellcaster
Cleric/Druid/Wizard/Sorcerer 9–16 Glabrezu Noble devil spellcaster
Cleric/Druid/Wizard/Sorcerer 17+ Retriever Noble devil spellcaster
standing in an antimagic field, the pact still If the patron is ever killed, the pact bursts into flame
does not suffer damage but it is not inflicted and is no longer active.
upon the client either. Experienced paladins
and clerics know that the most reliable way to The patron himself, who will return to Hell and make
take out a diabolic cult is to find the pact and the necessary arrangements when the time comes,
burn it, which usually results in a temple full handles any change in patrons resulting from the
of black-robed cultists bursting into flame, clients’ advance in experience level. This change
running around and screaming. only requires a minor modification to the pact, which
can be achieved with a full-round action.
† The patron (and only the patron) may cast
any spell that targets one or more creatures Infernal Pact: Strong conjuration, divination and
upon the pact, naming one of the clients transmutation; CL 13th; Craft Wondrous Item, plane
who has signed it; the spell then affects that shift, polymorph, scry; Price 100,000 gp. Devils and
creature rather than affecting the pact. Only demons do not need to pay any material costs when
spells that target creatures or have a range of making infernal pacts, though they must still pay the
‘touch’ may be used, not ray or area-effect experience point cost.
spells. Patrons may thus use the pact to place
magical protections upon their clients, or to
inflict punishments upon them. Types Of Infernal Patron
The type of patron allocated to a client depends on
† If any of the named clients should die, the the client’s own skills and proclivities. A fighter
patron and four more outsiders of the same will be given a patron who can fight alongside him
type (devil or demon) and up to the same Hit in battle or tend to his wounds, while a sorcerer will
Dice are instantly summoned to the astral be allocated a patron who can assist him with his
location corresponding to the point of death, magical studies. Refer to the table above for the
by the magic of the pact. They seize the soul type of patron each type of character will be granted.
of the deceased client, clap a manacle of For multiclass characters, the client may choose the
binding metal upon his leg and escort him to most appropriate patron. The noble devil spellcaster
the Infernum, there to dwell for eternity in the is likely to be of House Zethu, though it is more
place allotted to him. This will usually be the appropriate for the patron to be of House Haimon
estate of a noble devil house or the hunting if the client is especially given to working with
grounds of a demon, depending on the nature necromancy and the undead.
of the patron. This ensures that clients who
have been punished do not escape their fate Bonded Groups
and that worthy clients meet the reward Covens of evil-aligned witches, groups of students of
they have earned in Hell. If, for any reason, forbidden mysteries, unwholesome sects and infernal
the outsiders are unable to depart with the cults are all alliances of spellcasters with a common
damned soul, it drifts to the plane inhabited bond. While individuals working under the tutelage
by its deity or appropriate to its alignment, by of devils and demons can achieve much, a group
the usual system. whose members are all bonded to the same demon
can sometimes be more efficient.
In order to benefit from the plane shift and polymorph
powers, the patron must carry the pact on his person. In a bonded group, two or more people (to a
maximum of thirteen) all have a bonded relationship
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with the same demon or devil patron. This kind of wants out of the deal, visiting a cleric of a lawful
arrangement is easier to make. Of the participant good deity to seek help and try to lay a trap for the
members, only one needs to have had the previous patron. This would constitute a gross breach of the
cordial relationship with the patron demon or devil. pact. If the patron found out about it, he could take
The patron’s type is determined by the experience action.
level and class of the highest level member of
the group; in the case of a tie, spellcasters take How these situations are resolved depends on the
precedence over non-spellcasters. Finally, the level of esteem in which the client is held. In cases
experience point cost for a member to prepare an where the client has a Corruption level of less than
infernal spell can be spread across the whole group; 14, the patron has full authority to declare the pact
any member may contribute towards the necessary null and void and invoke the penalty clause, without
total. Even a sorcerer can draw experience points taking the matter to any higher court. It is thus
from fellow group members when casting infernal entirely up to the patron devil or demon to judge the
spells, though they must be within 100 feet of him case. This is not by any means a fair situation but
for this to work. All members of the bonded group then, this is Hell we are talking about here… Devils
must sign the same talismanic contract. and demons alike do not revoke contracts arbitrarily,
as they have to keep some semblance of fairness. If
Competitive Bonded Groups: The patron may they did not, then nobody would ever enter into a
opt to prepare the contract for a competitive bonded bonded relationship, as they would simply be asking
group. Demons, with their relish of conflict and to be exploited. Additionally, bonded relationships
setting intelligent creatures at one another’s throats, are the soundest way of gaining allies on the Prime
often use this version of the pact. The group is Material plane, who can help both the devils and the
limited to a set number of people, usually 13. Once demons achieve their goals.
per year, on the anniversary of the formation of the
pact, the patron judges which of the group’s members Clients with Corruption levels of 14 or less do not
has pleased him the least. The patron is empowered have any recourse if they believe that their patron has
to decree this person in contravention of the contract not honoured his side of the agreement. When your
and may invoke the penalty clause upon him; see Corruption is no higher than 14, then you must take
below. A new member is added to the contract to what assistance you can get and be thankful for it.
replace the one who has failed. The same process Again, even if they are recalcitrant, most demons and
happens if a member ever dies or is ruled in breach of devils will not ignore their contractual obligations
the contract. This ensures that the number of people and all of them will attempt to fulfil the compact to
in the group always stays the same. some degree, purely to encourage others to do the
same and keep their allies on side.
It is customary for the bonded group to form the inner
circle of a dark sect, while the outer circle is made up If the client’s Corruption level is 15 or more, then they
of ‘hopefuls’. When the time for the removal of a are too significant to be dealt with quite so lightly. A
name from the contract approaches, those hopefuls creature with such an impressive track record of evil
who have proven themselves are eligible to be deeds has the right of appeal to a higher power if his
chosen for addition to the contract. patron rules that the contract should be declared null
and void. He also has the right to appeal in the event
of misconduct by his patron. Clients who deal with
Forfeit devils may have such appeals heard in the Infernal
Since the bonded relationship is, at the end of the Court, while clients who have demon patrons may
day, made with an evil outsider, the balance of power appeal to the demon’s overlord or military superior.
is firmly on the side of Hell. Devils are constrained
to keep to their half of the bargain because of their The Penalty Clause: The patron may enact the
lawful nature, demons by the bonding magic of the penalty clause by burning the pact (see above), which
pact; their mortal clients are compelled to keep to it will usually do if only one person is involved in
theirs because their patrons can claim their very souls the bonded relationship. If the pact involves multiple
if they should break the bargain. characters and only one of them needs to be struck
from it, the patron will either use the plane shift
There will be times when one or the other side comes power granted by the pact to appear next to the
close to infringing the pact or oversteps the mark client and tear them to pieces in person, or cast spells
completely. For example, a participant in a bonded through the pact and annihilate the client that way.
relationship might get ‘cold feet’ and decide that he

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with you, you are placed on the fast track to


Infernal Privileges rebirth as a demon or devil in your own right.
Being in a bonded relationship with the powers
Instead of being tormented along with the rest
of Hell is like having membership of an exclusive
of the damned, you are a potential soldier in
club. So long as you are careful to associate with the
the armies of Hell. You automatically qualify
right beings, you can advance your own career and
for infernal transfiguration. Refer to the
make contacts in very low places. Any character in
Infernal Transfiguration chapter for details.
a bonded relationship, whether solo or group, enjoys
the following privileges:
Pledged Relationships
† In the case of those who work with noble The pledged relationship is completely different
devil patrons, the estate of your patron’s from the cordial or the bonded relationship. A
house is open to you when you visit the pledged relationship is the old familiar kind, in
Infernum. You are entitled to reside in the which a mortal ‘sells his soul to the Devil’ in
estate’s chambers, take sanctuary there and exchange for worldly prosperity. Unlike the other
receive healing and other such services from kinds of relationship, the character does not even
the estate’s occupants. You may also take out have to be evil, nor does selling one’s soul count as
an interest-free loan from the estate’s treasury an inherently evil act. It may be a stupid thing to
of up to two thousand gold pieces per level of do but it does not hurt anyone other than yourself.
experience, which you must repay within a The pledged relationship is entirely the province
year and a day on penalty of forfeit. If your of devils; demons do not bother with it, as it is too
patron’s house is Carthenay, this amount is sophisticated. They would much rather be rending
doubled. and burning than formulating lengthy ‘the party of
the first part’ documents. Only the glabrezu ever feel
† If you announce yourself and the name of your inclined to tempt mortals into ruin and they use their
patron at any of the devil-controlled gateways wish-fulfilling abilities to achieve this. Their system,
to the Infernum, the gate’s guardians are in which sacrifices are given in exchange for wishes,
honour bound to admit you and provide you is much less complex than a pledged relationship and
with an honour guard of four bearded devils, more suited to a demonic mentality.
who will escort you to any destination within
fifty miles of the gateway. Pledged relationships begin when a devil or the agent
of a devil makes a proposal to a mortal. Only noble
† The demon-controlled sections of Hell are devils ever do this; the likes of the pit fiends and bone
much wilder and less organized than the devils have their own work to do. The devils visit the
devil-held sections. Demons prey upon each Earth in their alternate, humanoid forms and seek out
other as well as their mutual enemies and individuals who are down on their luck, in desperate
such horrible creatures as bebeliths seize and straits, or who long for something they cannot have.
devour all creatures within reach, irrespective The male devils find such suitable individuals by
of their nature. Notwithstanding this, a pact using their scrying abilities. The conversation that
is still respected. If you let a demon know then follows involves the devil persuading the mortal
the name of your patron, then the demon to give up his soul in exchange for a given service or
will understand that an attack upon you is an set of services.
attack upon them. Demons work by bullying
each other, so if your patron has more Hit The different services that Hell can offer are detailed
Dice than the demon you are addressing and below. Under the ordinary terms and conditions, the
he has heard of your patron, he will treat you client may choose any two of these options. The
with grudging respect. The demon is entitled Games Master may add to these as he sees fit, if
to a Knowledge (the planes) check (DC 15) to do so would serve the interests of the campaign;
to see whether he has ever heard of your however, it is traditional to limit the scope of infernal
patron. benisons, seeing as Hell never gives anyone a free
lunch. Simply shortening the duration of the pact
† The greatest privilege of a bonded relationship is the easiest way to do this. The more the client is
occurs after death. So long as you die with the granted, the less time he should have to enjoy it.
pact still unbroken and your patron is satisfied
Unless an option that extends the operative time of

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the pact is chosen (such as Extended Life) the default gains the benefits of material goods. The devil
duration is twenty years, which is long enough for that prepares the contract arranges for a vast sum
anyone to enjoy himself – or realise just what he has in Hell’s gold pieces (see House Carthenay) to be
signed away. deposited in a location of the client’s choice. This
pile of Hell’s gold cannot be exhausted so long as
Extended Life: Hell encourages its dupes to enjoy there is some left over. Up to one hundred thousand
themselves in this world and not to trouble themselves Hell’s gold pieces can be removed from the pile at
about the next. One can guarantee that the old and once, leaving a handful of coins left. This wealth
decrepit, just as much as the young and beautiful, magically accumulates at the rate of one thousand
will want to stop the clock and gain a few more years Hell’s gold pieces per day, until it reaches the one
of life. This is most especially true of human beings, hundred thousand Hell’s gold piece figure. If all
who live absurdly short lives compared to the likes of the Hell’s gold is ever removed, whether the
of elves. This option allows the character to live for client does this or someone else does, it no longer
one hundred additional years without aging a day. accumulates. The last coin has been spent and that
The character suffers none of the effects of aging, is that. On the expiry of the contract, the Hell’s gold
including the increases to some ability scores. When melts into rotten pulp.
the pact expires, the character suffers the result of a
hundred years of aging in an instant, which is enough Wishes: The client is granted three wishes, usable
to kill almost all humans outright. as per the rules governing the wish spell. Once
all of the wishes have been used, the contract is
Renewed Youth: The client can have lost youth and concluded. If this option is chosen, the client may
vitality restored. His age is reduced by up to one not choose a second option; it is an all-or-nothing
hundred years. This undoes the physical damage of choice. However, the client has as long as he likes to
aging (restoring lost Strength, for example) but does use the wishes, so the pact has no default time limit.
not undo increases to such statistics as Intelligence, If he should happen to die from any cause before he
since the creature’s mind is the same as it was. The uses them, then any unused wishes are lost and he is
creature does not gain the benefits of aging again on dragged down to Hell anyway. When granting this
reaching advanced age a second time around. If this option to exceptionally long-lived creatures such as
option is taken along with Extended Life (see above) elves, the lords of Hell usually set an expiry date
then the creature remains at its youthful age for a on the pact of some 300 years, just to hurry things
hundred years before beginning to age again at the along.
normal rate. In either event, once the creature has
reached the age it was at when the pact was made, the The Love Of An Unattainable Person: A
pact has run its course. surprisingly common request, this option has a
traditionally unhappy outcome. When the client
Prosperity: The client’s life becomes prosperous and desires that a given person should fall in love with
he has extraordinarily good fortune. He immediately him, such as the princess of a given nation or some
gains a +2 luck bonus to all skill checks. In addition, similar focus of desire, the powers of Hell attempt
any Craft or Profession skill check he makes for the a mind-affecting enchantment. First, a noble devil
purpose of earning a living automatically brings wizard of 20th level (with an Intelligence ability
in the maximum possible revenue. His Charisma score modifier of +5) attempts to scry the intended
ability score gains a +5 enhancement bonus when target. Once the scrying has identified the target, the
dealing with merchants, tradesmen, shopkeepers, wizard attempts a demand spell, with the included
bankers and suppliers. The full details of the suggestion that the target is developing romantic
Prosperity option must be played out in game; the feelings towards the client. If the saving throw fails,
Games Master should rule in the character’s favour then the effect is permanent while the pact lasts. If the
whenever an issue of business comes up. He has target successfully saves against this effect, then Hell
a supernatural degree of success when engaging cannot grant this request; there are, after all, limits to
in business undertakings and everything he turns how much of a person’s free will can be subjugated
his hand to becomes fruitful. Unlike the Wealth and the client had better choose something else.
option below, a client with Prosperity appears to be Perhaps Sir would consider the Charisma-increase
succeeding in his own right, with a good deal of luck option and pursue his goal another way?
on his side.
This option should be played out very carefully.
Wealth: The client who chooses wealth as an option

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Although it is a classic ingredient in the ‘pact with and then come back in the morning playing amazing
the devil’ story, it has the potential to cause problems music that nobody has ever heard before. This option
because of the loss of free will involved. In the may be chosen twice but not for the same skill.
interests of game balance, even satanic contracts
should not take away a player’s freedom of choice. Power and Influence: The client immediately
No player character should be compelled to a gains the Leadership feat. By a series of subsequent
lifelong course of action just for failing one saving events that must be played out in the game (that is
throw even if that would be appropriate to the genre. to say, not by overnight magic) he also gains a small
keep, tower or stronghold. This then becomes the
Incredible Ability: The client simply gains a +3 basis of his material power. Any creature fighting
enhancement bonus to an ability score. This option under his command gains a +1 enhancement bonus
may be chosen twice but not for the same ability. to all attack and damage rolls, granting a significant
edge in battle to any military units or armies that he
Incredible Competence: The client becomes gathers to himself.
uncannily good at one type of task. He may
choose one skill and henceforth benefits from a +10 Nine Lives: The client has the fabled nine lives of a
competence bonus to all uses thereof. This is the cat. If he is killed by any effect that does not destroy
option that allows a young musician to go out to the his body altogether, such as poison, hit point damage,
crossroads at midnight, make a deal with the devil ability score drain or such like, he is instantly raised the
next round as if by a raise dead spell. Should
he suffer complete destruction, such as from
disintegrate or a sphere of annihilation, he is
killed (or destroyed completely, in the latter
case) and Hell may claim his soul.

Disadvantages Of A Pledged
Relationship: A character in a
pledged relationship always
radiates a strong aura of evil,
though it is clear that this does not
come from his essence, even if he
is evil himself. It is as if he carried
an evil magical item, or had an
invisible, evil outsider standing close
behind him.

The Pact Itself


The pact for a pledged
relationship looks very
similar to that for a bonded
relationship. It is a golden
parchment scroll with
the details of the contract
spelled out intricately in
metallic red ink. The pact
is retained by the devil that
makes the bargain and collects
the client’s signature. To be
activated, the pact must
be signed in blood. This
establishes the magical
link between the pact
and the client.

The pact has the same


ability to inflict harm or beneficial influence upon
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the client as that for a bonded relationship does; if by a devil, though they commonly are; the devils like
you stab the pact, then the client bleeds. The client to attend to the details of such things themselves.
usually only sees the pact once, when he first signs it. They occasionally work through middlemen, usually
After that, it is taken away to Hell. The pact grants characters in bonded relationships with Hell. These
the devil the ability to plane shift to visit his client and agents have authority to make arrangements with
back, exactly as the pact for a bonded relationship prospective clients and supervise the signing of
does; it does not, however, confer the polymorph contracts on Hell’s behalf. For an agent to do this, he
ability, or the ability to rebuke evil outsiders. must be supplied with a prepared pact, which counts
as active from the moment the client signs it.
A pledged relationship always ends with the client
dying and being sent down to Hell. This takes The mortal agent has several advantages over a
place in exactly the same way as detailed above devil. He is less likely to attract suspicion and can
under bonded relationships. No matter what the persuade a prospective client that the clause in the
client’s alignment may be, he is drawn down to contract about forfeiting his immortal soul is ‘just so
Hell when he dies, because that is part of the point much small print’. A client scanning the contract to
of the pact. An innocent soul in Hell is far more find penalty clauses and such like must succeed in a
entertaining to torment than a wicked one. Unlike a Search check (DC 20) to do so, with a +2 synergy
bonded relationship, slaying the devil who first made bonus if he has more than 5 ranks in Decipher
the bargain does not destroy the pact. A pledged Script or Forgery, as the penalty clause is buried in
relationship is made between the client and the very long tracts of legal pontificating. Unlike a devil, he
Lords of Hell themselves, not just with one single cannot necessarily demonstrate any special powers
devil. as proof that what he offers is genuine but he is also
less likely to intimidate clients. Devil patrons with
Of course, most of the time, the client has not died the Acquire Souls motivation require their clients to
when it is time to collect. Under these circumstances, go out and look for gullible mortals willing to sign
the devils come for their own while he is still alive, their souls away. So that they can achieve this, they
plane shifting to his location on the Prime Material are supplied with ready-to-use pacts and authority to
plane and carrying him off, body and soul, to Hell. broker the deal.
Those who are taken to Hell while still in the body
are slowly and tortuously slain on arrival, after which
their ragged soul is fitted with a manacle of binding Infernal Contests
metal and their physical remains are burned. It sometimes happens that a devil will go on the
hunt for souls by using a much more straightforward
The Halls Of Dying Fire: Each noble House in approach. Instead of offering reward in exchange
Hell has a great hall kept behind locked doors, whose for the subject’s soul, the devil makes a proposal; a
walls are lined with hundreds of shelves. Each shelf contest of skills.
holds hundreds of candles, each candle representing
the life of a person who has pledged his soul to Hell. The devil offers some splendid object, such as a
This allows the devils to keep track of how close any piece of jewellery or a magical item and bets it
one person is to the date of his contract’s expiry. against the subject’s soul. The object is always
Extinguishing the candle has the effect of freezing one that has been specifically chosen to match
the magic of the contract in place, while relighting the subject’s preferences. Hell’s budget is, for all
it starts the clock again. A person with only five practical purposes, unlimited but there are certain
minutes left before the contract was over and Hell traditions to be upheld, so the prize (while generous)
could take his soul could theoretically extend the will never be absurdly excessive. As a general rule,
contract indefinitely by extinguishing his candle. an object worth at least ten thousand gold pieces per
Naturally, he would still be taken by Hell when he level of the subject is about right. A wizard might
died but a cunning person can evade death for a very be offered a potent magical staff, or a thief a magical
long time indeed… cloak. A bard, who is traditionally the most likely
class of character to be offered this deal, might bet
his soul against a golden fiddle or a harp gleaming
Mortal Agents with gems.
A pledged relationship does not have to be arranged
Infernal contests are rarely played out ‘on the level’.
The devils do not cheat but they go out of their way to

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make the contest difficult, though not impossible, for or patron prefers its mortal charge to do. For example,
the person they challenge. For example, a musician a patron who is motivated by revenge will have a
might agree to a contest of harp playing, only to find different set of goals from one who is motivated by
that the venue for the contest was a torture palace in a desire for territory, so a bonded mortal under that
Hell, full of grisly distractions. As a guideline for the fiend’s patronage will have to carry out different
Games Master, we recommend the following phrase kinds of acts in order to stay in favour. Devils and
for the devils be used whenever possible: ‘Well, you demons use mortals to help them accomplish their
didn’t specify that.’ This is adaptable to any number goals, so they will select the mortals who are most
of situations. competent to achieve their own particular ends.

The In fe rn al Ag e n d a Acquire Souls


Mortal scholars have frequently paused to wonder This motivation applies only to devil patrons. Devils
what it is that the devils and demons actually want with this motivation are acquisitive. They are
with the world and whether the two different species consumed with greed for the one commodity that has
have the same goals or not. Why is it that these any real value in Hell – the souls of the damned. The
creatures are not content to stay in Hell, indulging fiend owns at least one resource extraction facility
their despicable tastes with the souls of the damned? (see The Harvest of Souls) and wants to fill it with
What does an evil outsider, who has no use for the most corrupt damned souls he can acquire, so as
money or earthly power, actually gain from trying to to get the most efficient use out of it.
recreate Hell on Earth? Do the devils or the demons
have any ultimate goal in sight and if so, what can it Although these fiends will claim any damned souls
be? Is there any way to prepare for it? In short, what they can, they are especially interested in the corrupt
do the demons and devils actually want and how can ones. The more sinful and irredeemable a given
they be prevented from achieving it? damned soul is, the more hell-broth it yields when
tormented. Only the least of the fiends makes do
The most basic form of the Infernal Agenda can be with ordinary damned souls who are simply fished
summed up as follows: to corrupt as many souls out of the Sea of Fire or plucked from the Cinderstone
as possible. Those mortals who are not yet turned Heights. The true movers and shakers of Hell keep
to evil and who have the potential to be must be stables of souls who the mortal world still remember
corrupted, while those who are determined to oppose as villains of legend.
evil must be destroyed. This fundamental principle
determines how a devil or demon is likely to react to Roleplaying: Fiends driven by a desire for souls are
characters. Corrupting a human or humanoid soul is always on the lookout for fresh candidates. They
always much more of a victory than slaughtering the only made the pact in the first place so that they
body. As demons are chaotic, they are much more would be able to gain a foothold in the Prime Material
likely to rend first and attempt corruption later, while plane and cultivate fresh souls for their herd. They
devils will usually do the opposite. have a deal-making mentality and resemble nothing
more than obnoxious stock traders, always zipping
As well as the general plan of corrupting the souls back to Hell to check on their holdings and update
of mortals, there are a set of secondary motives that the records. They are so accustomed to judging the
apply. Which one is uppermost in the mind of a given degree of suitability of new souls that they can tell
fiend will depend on the kind of creature that it is; a person’s Corruption level simply by looking; if
explanations are given in the different entries. This the person is attempting to conceal this, the devil
section is included primarily to assist Games Masters must succeed at a Sense Motive check opposed by
in making the behaviour of devils and demons more the target creature’s Bluff check. If the person is
believable and consistent. These creatures are all too concealing their alignment by magical means, this
often seen as simple ‘tough monsters’, who serve ability cannot be used. This is a supernatural ability.
no purpose other than to show up occasionally in
response to a summoning and tear into the characters. Obligation: Clients in bonded relationships with
By understanding what motivates given demons and these fiends are expected to do their utmost to
devils, characters can either work alongside them to increase the fiend’s personal stock of souls. They
mutual advantage or anticipate their actions and thus achieve this by persuading others to sell their souls
stand against them more efficiently. to Hell in exchange for personal profit. To remain
in favour with their patron, they must successfully
The other reason for including a section on fiendish
motivations is that it influences what a demonic ally
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persuade at least one person per month to enter into a


pledged relationship. Obligation: Characters bound to patrons with this
motivation may not tolerate the continued existence
of beauty. Whatever their Charisma ability score may
Defilement be, they are not allowed to be physically attractive
Ugly or loathsome fiends, such as members of House and must voluntarily mar their appearance if they
Glabretch, often have defilement as their motivation. are not already ugly or at least plain by conventional
They equate beauty and harmony with Heaven and standards. If an especially beautiful item or person
the goodness for which it stands. Their driving force should enter their presence, they must do all in their
is a form of revenge wish but instead of wanting to power to defile, deface or destroy it. They do not
destroy or slaughter good creatures, they prefer to have to do this immediately but they must satisfy the
deform or mutilate them. Their motto is ‘fair is foul patron that they are planning to do so.
and foul is fair’. If they see a finely wrought statue
or exquisite work of art, they want to smash it; if they They must slaughter one specimen of physical
encounter a pretty face, they want to tear it with their beauty per month and provide evidence of this to
nails and leave it covered in scars and contusions, the patron; in game terms, this specimen is defined
preferably without killing the victim; even a beautiful as a creature with a Charisma score of at least 16,
landscape, such as a forest at dawn, would look better though Charisma is of course not a direct measure
to them if it was reduced to smouldering stumps and of comeliness. Such repeated slaughter of attractive
ashes. creatures to fulfil the pact is behind many ‘serial
killer’ incidents on the Prime Material plane. They
Roleplaying: Defilement-driven patrons are full must also do all in their power to assist the fiend to
of hatred and resentment. They suffer from violent capture or steal any creature or item upon which it
mood swings, celebrating their own ugliness and becomes fixated.
revelling in it one moment, then lamenting it the
next. They always react negatively to attractive or
handsome creatures, irrespective of alignment. They Entertainment
find the presence of beauty intolerable; if they are Sometimes, a fiend may establish a bonded
obliged to look upon a creature or object that the relationship with clients out of nothing more than a
Games Master rules is of great beauty, including desire to amuse itself. Eternal life can become stale
masterwork items or finely crafted jewellery, they and boring and there are only so many delights that
must make a Will saving throw (DC 25) or be Hell can offer; once you have flayed your thousandth
sickened until they can no longer see the beautiful howling soul, the experience begins to pall a little.
thing or it is destroyed. The material world, however, is mostly unspoilt,
ideal virgin territory for a fiend to play in. It is much
Fiends driven by defilement are prone to fixations. more entertaining to bring nightmares into people’s
This happens when they encounter a beautiful everyday waking lives than to perpetuate the eternal
creature or object and want to keep it for themselves, nightmare of Hell.
planning to alter it so that it is ugly like them. Instead
of wanting to see the beautiful thing destroyed, they Entertainment is a common motivation among the
dream of claiming it and keeping it forever. The most demons, especially the succubae and the babau.
common object of fixation is a strikingly handsome Their chaotic nature gives them a low attention span,
or lovely mortal creature. When a defilement-driven so they are easily bored and just as easily absorbed.
fiend makes you the focus of its obsession, there is Devils tend not to be motivated by a wish for
no hope that it will recover; it will pursue you until entertainment, with the exception of the Astyanaths
it gets you, then it will carry you off to Hell to be its and the Oblurotts, both of whom like to lie back and
companion, tearing your face off on the journey so see others work hard to keep them happy.
that you are as hideous as it is. A fiend may only
have one fixation at a time. When it sees a creature Roleplaying: Fiends driven by a desire for
or object of truly exceptional beauty, it must make entertainment are like spoiled brats or cruel children.
a Will saving throw as above but instead of being They continually yawn and sigh and demand to be
sickened, it becomes obsessed, as if suffering from kept provided with interesting things. Those who are
an ongoing suggestion effect. The suggestion is to bonded with them by pacts can often find them trying
claim the creature or object for its own and keep it, company. They are only content when they are given
once it has been properly defiled. something new to play with, to torment or to corrupt.

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Often, their clients stick with them simply because show of weakness or sentimentality on the part of
to end the pact would be far worse and they may be those with whom they are bonded and will threaten
replaced with another, more tolerable patron in time. dissolution of the contract if their proposals are not
followed. Malicious outsiders are always full of
Obligations: The fiend must be kept entertained. suggestions for what their allies could do. They are
This means providing at least one original plan, the archetypal ‘devil on the shoulder’ whispering into
scheme or staged entertainment per week. For their client’s ear, urging him to the worst possible
preference, the fiend requires an innocent victim to course of action.
torment. Persuading it to be happy with some other
form of entertainment, such as a violent brawl in a Obligation: A character in a bonded relationship
tavern, tip over and smash, requires a Diplomacy with a malicious patron must constantly prove his
check (DC 25). Irrespective of what is offered, devotion to evil. He must be no less inventive and
the fiend will not be entertained unless somebody persistent in his pursuit of sin than his patron is.
suffers. Accordingly, he must advance by at least one level
of Corruption per year while his Corruption level is
below 20 and by one level every two years if it should
Malice rise above that. Failure to do so, or voluntary loss of
‘Evil for evil’s sake’ is the motto of the true purist. any Corruption annuls the relationship.
In the great majority of cases, evil is not a cause in
and of itself but a license to behave bestially. Evil
characters lack the moral restraints that prevent Revenge
others from killing, cheating and simply taking Hell has always been the target of victimisation,
what they want. Only very rarely is evil studied and invasion and repression from the upper planes. They
practiced as a positive thing, with its own values and have shown no respect, nor have they recognised evil
aesthetics. as a necessary part of the cosmic balance. Instead,
they have taken the view that evil is something that
A malicious devil or demon is one who believes exists only to be opposed, something that the good
in following the path of evil in the most existential can crusade against in order to give meaning to
sense, not for revenge nor for gain but for its own their lives. Some devils, such as the erinyes, were
sake. Working evil is almost seen as an artistic angels once, cast down from their place because of
path, with each deed of depravity being judged on an alleged rebellion, or a failure to bow and scrape to
the skill of its execution, the scope of its effect and some self-important divinity.
the notoriety that it wins for the perpetrator. This is
the rarest of all motivations, only found among the These affronts will be avenged. Hell can be a roaring
most philosophical of the fiends. Almost all of the Infernum or a slow-smouldering fire; subtlety can
devils and an even greater proportion of the demons rule the day over brute force. The devils have
are evil because of what it gains them, in terms of eternity to wait and plot and plan. Good must be
satisfaction, indulgence and power. They do not opposed not just because it is the polar opposite of
often go out of their way to commit atrocities. By evil and thus its natural foe but also because it has a
contrast, malicious fiends devote time and energy history of interference and abuse. To the pompous
to working evil, often at great cost to themselves paladins of Earth, simply being evil by nature is
personally. To them, it is all worth it in the end. justification enough for a death sentence. What kind
of ‘goodness’ is that?
This motivation is found among the oldest and most
powerful of the fiends. They have long since become Corrupting souls is not just the best way to expand
tired of power, conquest and such like pandering to the population of Hell; it is the best way to take
basic instincts and have looked beyond these drives revenge against the heavenly forces that threw Hell
to the glory of undiluted evil. down in the first place. By corrupting a soul, you
ensure that its whole future is ruined forever. Once
Roleplaying: Outsiders that are driven by malice damned, it is the prisoner of Hell for evermore, never
use their allies as catspaws, apprentices and protégés. again to enjoy the freedom of the upper airs. Such
They have an almost avuncular attitude to those who a fate, visited upon a creature that could have been
establish pacts with them, schooling them in the good in a different future, is sweet to those fiends that
ways of evil and ensuring that they reach their full crave revenge. The most likely devils to have this
potential for corruption. They become furious at any motive are the erinyes and noble devils, who have

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bitter memories of the wrongs done to them by the real battle needs to be waged against the whole lot of
powers of good. Some succubae also feel this way, them at once, against the very walls of Heaven.
though most of them are driven by a wish to defile or
by malice. Roleplaying: Territorially minded fiends are cool-
headed and ambitious. They spend a good deal
Roleplaying: An evil outsider motivated by revenge of time on Earth, knowing that the first step is to
will never pass up a chance to destroy or torment a conquer lands in the Prime Material and then use
good outsider and will enthusiastically respond to the massed forces and resources gained thereby to
summonings that allow it to do so, so long as it has bring Heaven to its knees. Mortal agents are vitally
a good chance of winning. Such creatures are only important to them, as they are native to the Prime
interested in acquiring souls because it robs the upper Material and can achieve more there than the fiends
planes of them, not because it results in any personal can. When a territorially motivated fiend sets up in
gain. They wish to inflict upon the good outsiders business with a bonded relationship, it immediately
some of the pain that they have suffered. All evil begins to entrench, giving orders and instructions
outsiders despise good outsiders on principle but and helping its clients gain followers of their own.
evil outsiders with this motivation have truly insane Those who enter into bonded relationships with these
levels of hatred for them. fiends can find themselves in charge of fortresses and
private armies within as short a time as six months.
When an evil outsider is motivated by a desire for
revenge, it finds it difficult to resist the possibility of In a populated area, this is achieved through stealth;
causing harm to a good outsider and will prioritise the fiend will use its spell-like abilities to help its
this above such less important goals as spreading clients kill off all those who oppose their political
corruption and recruiting souls for Hell. Any Bluff ends. In a more isolated area, the fiend works
or Diplomacy skill check that incorporates the openly when it can, cowing the local population
possibility of doing harm to a good outsider must be with brutal slayings and setting up the clients as
opposed by the devil or demon at a –4 circumstance military dictators. These fiends take full advantage
penalty. of the power the pact gives them to remain on the
Prime Material plane indefinitely, using it to make
Obligation: Characters under the patronage of their own contacts with weapons dealers, mercenary
outsiders with this motivation are constantly urged captains, assassins and rogues. In order to work out
to seek out good outsiders, or at the very least their the fiend’s material resources, calculate its treasure
allies and annihilate them. If the patron does not see by the usual means and assume that it is willing to
his charge doing enough to punish the denizens of sell, trade or invest this in order to achieve its ends. If
the heavens, the relationship will be withdrawn. The it is a noble devil, it has access to as much Hell’s gold
charge must destroy or capture (for slow torturing as the total gold piece value of its treasure.
purposes) one creature of the Good subtype per
month in order to stay in favour. Obligations: The fiend sees its clients as military
allies rather than dupes. It gives them orders to
kill political opponents, hire mercenaries, acquire
Territory property, build fortifications and expand its frontiers.
These fiends think tactically and plan far ahead. The exact nature of these obligations will depend on
They want to create their own portion of Hell on the campaign but the fiend’s first objective is always
Earth in a literal sense, by taking over land where to establish its agents as a significant power in the
they can entrench and pool their power. The most region, with itself as their ruler and commander.
common reason for this is strategic. The Prime
Material plane is an ideal staging point for Hell’s
forces. If they can amass themselves there in
sufficient numbers, they can call the versatile mortals
to their service and prepare for the ultimate onslaught
against Heaven. The first step in achieving this is
to build up fortifications on Earth. Other objectives
are disdained. There is no point in wasting time
amassing souls if you do not plan to spend eternity
making the best of it in Hell, nor is there any sense
in slaughtering individual good outsiders when the

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Infernal of Hell as well as spells of benefit to the caster and


celebrants.

Secrets Of Infernal spells are granted in the same way, whether the
petitioner is using arcane or divine magic. The patron
is not itself a deity but is able to grant these spells as

Magic the agent of an evil deity or power, as appropriate to


the campaign. In the case of divine magic, spells are
granted through (not from) the patron entity. Note
that the patron cannot use infernal spells. An infernal

S
pellcasters who have infernal patrons gain
special privileges, as these denizens of Hell are spell requires a special combination of circumstances
able to teach them certain arcana hidden from in which a mortal spellcaster receives instruction from
other mortals. a devil or demon; neither the spellcaster nor the devil
or demon can create an infernal spell independently.
Infernal spells cannot be written down in spell books,
The Four Powers Of The Sphinx nor scribed into scrolls. They are only ever learned
A spellcaster who has a devil patron and who is also by means of spell preparation carried out under the
a worshipper of one of the Four Great Princes of Hell tutelage of the patron. A wizard does not even need
may cultivate the Powers of the Sphinx, detailed in his spellbook to prepare an infernal spell, as the
the chapter on the Four Great Princes. These confer patron dictates it to him.
additional benefits that are not available to other
spellcasters. Which powers he cultivates will depend Sorcerers and bards, of course, do not prepare spells.
upon the Prince that he follows. For them, the relationship with the patron is different.
They may choose one infernal spell of each level that
they can currently cast. They then know this spell in
Infernal Insights addition to the other spells that are available to them.
While the bonded relationship lasts, the client gains
Whenever they cast an infernal spell, it costs them
a +2 insight bonus to all Knowledge (arcana) and
experience points as above. The spell thus taxes their
Spellcraft skill checks, representative of the insights
life force at the moment of casting, rather than the
into magic that his pact with Hell grants him. He
moment of preparation.
may also petition his patron to grant him certain
exceptionally devastating spells that may not be
Certain infernal spells may only be granted by devils
learned or acquired any other way. Although these
and some by demons, as the two great factions of
spells are attributed to a given level, they are much
the Infernum have their own magical mysteries that
more potent than other spells of the same level. These
they conceal and protect jealously. These spells are
are called ‘infernal spells’ henceforth.
designated in the list below.
To gain an infernal spell, the client must have his
patron present while he prepares his spells. The
patron may be in its alternate form, so long as it can
I n f er n a l S p ell L is t
The following spells are only available to the fiends
still communicate with the client. Each infernal spell and to evil characters who are in bonded relationships
learned takes up a spell slot of the appropriate level with the powers of Hell and have a devil or demon
as if it were a normal spell. Infernal magic does not patron. Spells tagged as (devilish) are only available
come without price and the patron will always drain to those who work with the lawful evil powers, while
away a certain amount of life force in exchange for spells tagged as (demonic) are only available to those
this boon. Every time an infernal spell is prepared, who work with the chaotic evil powers.
the client must sacrifice a number of XP equal to
twice the amount that would be needed to create
a spell scroll for a spell of the equivalent level, for Abyssal Cauldron
which see Core Rulebook II. Preparing a terrible Conjuration (Creation, Summoning) [Evil, Demonic]
swarm spell, for example, would cost 90 XP for a Level: Sor/Wiz 5, Clr 4, Drd 4
wizard (45x2), as it is a fifth level spell. Components: V,S,F
Casting Time: 1 standard action
Exception: The spells lesser black mass and greater Range: Close (25 ft. + 5 ft./2 levels)
black mass do not require an investment of XP to Effect: One iron cauldron
prepare, as they are devotional ceremonies in honour Duration: 3 rounds + 1 round/level

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Saving Throw: Fortitude negates (see below) Effects Of The Greater Black Mass
Spell Resistance: No
Sacrificed
Creature’s Total
This spell must be cast on a metal cauldron at least one
HD or Level Effect of Mass
foot across. The caster throws assorted ingredients
into it (see below) following which it begins to boil 1–4 +10 temporary hit points, +2
and steam. A thick, visible cloud of greenish vapours resistance bonus to saving throws
comes roiling forth from the cauldron, expanding at 5–8 Fast healing 2, +10 temporary
the rate of 10 feet per round until it is 10 feet across hit points, +2 resistance bonus to
per level of the caster. These vapours are strongly saving throws
toxic and affect creatures within the area covered 9–12 Fast healing 3, DR 5/good, +1
as an inhalant poison, with initial damage of 1d6 enhancement bonus to Intelligence,
Constitution and secondary damage of death. Wisdom and Charisma, +10
temporary hit points, +2 resistance
The vapours emitted by the abyssal cauldron are bonus to saving throws
only the first phase of its action. Once activated, it 13–17 Fast healing 4, DR 10/good, +2
automatically summons one dretch or 2 quasits per enhancement bonus to Intelligence,
round (50% chance of either), which clamber up out Wisdom and Charisma, +10
of the cauldron and attack any creatures within the temporary hit points, +2 resistance
cloud. These creatures take full advantage of their bonus to saving throws
immunity to poison, attempting to entice or drag 18+ Fast healing 5, DR 15/good, +3
other creatures into the toxic fug. enhancement bonus to Intelligence,
Wisdom and Charisma, +10
Material Component: A tiger’s stomach, the blood of temporary hit points, +2 resistance
a baboon, a newt’s eye and a dog’s toe. bonus to saving throws

Focus: A metal cauldron as described above. of the greater black mass depend on the acceptability
of the sacrifice; consult the Modifiers to Sacrifice
Acceptibility table to determine this and the result.
Black Mass, Greater
Conjuration [Evil] Material Component: One chalice full of fine wine
Level: Clr 4 per celebrant, worth no less than 5 gp.
Components: V, S, M, F, DF
Casting Time: 10 minutes Focus: As well as the cleric’s holy symbol, the
Range: Touch greater black mass must include an altar service
Effect: One chalice of wine per level made from gold and gems, to the value of no less than
Duration: Twelve hours 1,000 gold pieces. Moreover, this set of items must
Saving Throw: Fortitude negates (see below) either have been stolen from a temple to a good deity,
Spell Resistance: No or been made from materials stolen from a temple
to a good deity. Each celebrant also requires a gold
This ritual is the apex of infernal worship and is chalice worth at least 20 gp. Finally, the sacrificial
reserved for the most honoured of celebrants. It blow that slays the creature must be dealt with an
involves the sacrifice of a living creature, which unholy or evil-aligned weapon.
must be slain on completion of the spell. Undead,
constructs and oozes cannot be sacrificed as part of
a greater black mass. The customary way to do this Black Mass, Lesser
is to have the creature rendered helpless on an altar Conjuration [Evil]
or similar easily accessible surface, so that a coup de Level: Clr 1
grace can be administered to finish it off. Components: V, S, M, F, DF
Casting Time: 10 minutes
As with the lesser black mass, the spell conjures Range: Touch
infernal energy into a prepared substance, in this case Effect: Three servings of bread and wine per level
a chalice of wine, which must be drunk (a full-round Duration: Twelve hours
action) in order to benefit from the effects. Non-evil Saving Throw: Fortitude negates (see below)
characters who drink this prepared wine are affected Spell Resistance: No
as in the case of a lesser black mass. The exact effects

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Modifiers To Sacrifice Acceptability


Creature Characteristics Modifier To Effective HD
Creature is good-aligned +1
Creature is of the Good subtype +3
Creature is of above animal intelligence (Int 4–7) +1
Creature is of typical human intelligence (Int 8–15) +2
Creature is highly intelligent (Int 16–19) +3
Creature is of superhuman intelligence (Int 20+) +4
Creature has been prepared for sacrifice +1/week of preparation (maximum 3)
Creature is especially suitable (for example, pure in body) +2
Creature is evil-aligned –4
Creature is of the Evil subtype –8
This simple ritual observance is performed in honour and similar creatures. The target immediately takes
of Hell and requires only one officer. It bestows one point of Constitution damage and thereafter
an infernal energy upon bread and wine, which the suffers double damage whenever it is struck by a
creatures present then consume. All creatures doing weapon or effect that does bludgeoning damage while
so gain +5 temporary hit points and a +1 resistance the spell lasts. The effects of this spell can be negated
bonus to saving throws while the effect lasts. If the with restoration or heal.
lesser black mass is interrupted for any reason during
its celebration, the effect is lost altogether. The spell
does not target creatures directly; to benefit from the Cannonball
lesser black mass, a creature must consume the bread Conjuration (Creation) [Evil, Devilish]
and wine, which requires a full-round action. They Level: Sor/Wiz 3
must be consumed within 10 minutes of the lesser Components: V,S,M
black mass or they lose their effectiveness. Non- Casting Time: 1 standard action
evil creatures that consume these substances gain no Range: 120 ft.
benefit and must make a Fortitude saving throw or be Area: Up to 120 ft. line (see below)
sickened for 1d4 rounds. Duration: Instantaneous
Saving Throw: Reflex avoids
Material Component: One serving of bread and wine Spell Resistance: No
per congregant.
This spell is beloved of the devils, as the mortals to
Focus: Other than the cleric’s holy symbol, the whom they teach it may employ it to deal devastating
celebration of the lesser black mass also requires a damage to the lower ranks of demonkind, who are
silver altar service worth at least 100 gold pieces and vulnerable to cold iron as well as to good-aligned
a silver chalice for each celebrant, worth at least 10 weapons. It conjures into being a sphere of iron,
gold pieces. flying as swiftly as if it had been fired from a cannon.
Any creature in the sequential line of effect that fails
its Reflex saving throw is struck and suffers 1d6
Brittle Bones points of bludgeoning damage per level of the caster,
Necromancy [Evil] to a maximum of 14d6.
Level: Sor/Wiz 3
Components: V, S Creatures that are struck also suffer a trip attack from
Casting Time: 1 standard action the cannonball, whose great force scatters targets like
Range: Close (25 ft. + 5 ft./2 levels) ninepins. The cannonball has an effective Strength
Target: One creature/level score of 30 and cannot itself be tripped if the trip attack
Duration: One hour/level fails. A creature that is tripped by the cannonball is
Saving Throw: Fortitude negates knocked prone, following which the cannonball then
Spell Resistance: Yes affects the next creature in the line of effect. If any
creature in the line of effect successfully stands its
This spell leeches vitality and strength from the ground and avoids being tripped by the cannonball,
target’s body, making its bones weak and prone to the effect ends with that creature and is not applied to
shattering. Any creature that has an organic, internal the next creature in the line.
skeleton can be affected, including undead skeletons

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Material Component: A cold iron sphere, one inch Its Grapple bonus is identical to this figure –4, which
across. incorporates both the hand’s tiny size and an inherent
bonus to Grapple checks. The choking hand only ever
grabs the throat of the target. Directing the choking
Chains Of Immobility hand to a new target is a move action for you.
Transmutation [Evil]
Level: Sor/Wiz 3, Clr 3 When the choking hand successfully grabs a target, it
Components: V, S, M/DF may attempt a Grapple check to constrict immediately,
Casting Time: 1 standard action as if it had the Improved Grab special ability. A
Range: Long (400 ft. + 40 ft./level) successful Grapple check inflicts 1d3+10 points of
Area: 40-foot radius spread damage. While the target is being grappled, it cannot
Duration: 1 minute/level (D) speak or cast spells with verbal components.
Saving Throw: Reflex partial; see text
Spell Resistance: No The choking hand has the same number of hit points as
you do when you are undamaged and has an Armour
When this spell is cast, heavy iron chains burst from Class of 23 (+2 size, +11 natural). Being invisible, it
the floor and entangle themselves around creatures’ benefits from full concealment at all times. It takes
feet, preventing movement and holding flying damage as a normal creature but most magical effects
creatures down close to the ground where flightless that do not cause damage do not affect it. It has the
foes can reach them. The chains have a vertical same vulnerabilities and immunities as an interposing
reach of ten feet, so any creature flying that far off hand, for which see Core Rulebook I.
the ground or lower is affected. Creatures that are
ensnared by the chains are in an entangled condition, Material Component: A black leather gauntlet.
for which see Core Rulebook II.

A creature enwrapped by the chains can break free Corrupt The Blessed
and move half its normal speed by using a full-round Transmutation [Evil]
action to make a Strength check (DC 26) or an Escape Level: Sor/Wiz 9, Clr 9
Artist check (DC 26). A creature that succeeds on Components: V, S, M
its Reflex saving throw is not entangled but may still Casting Time: 1 standard action
move at only half speed through the affected area. Range: Touch
Effect: One good outsider
Duration: Special (see below)
Choking Hand Saving Throw: Will negates and special, see below
Evocation (Force) [Evil] Spell Resistance: Yes
Level: Sor/Wiz 5, Clr 5
Components: V, S, M As evil spells go, this one is possibly the most
Casting Time: 1 standard action heinous of all. Its potency is such that it can
Range: Long (400 ft. + 40 ft./level) recreate the original fall of the celestial powers, in
Effect: Invisible hand which previously good and holy creatures were cast
Duration: 1 round/level (D) from Heaven to become the first of the devils. It
Saving Throw: None transmutes a good outsider into its evil counterpart,
Spell Resistance: Yes or attempts to.
This spell creates a human-sized, invisible hand This spell cannot be cast upon a creature unless
composed of force energy tinged with evil. You can its true name is known. The names used by good
direct it to grapple a humanoid opponent of large size outsiders are almost never their actual names. An
or smaller around the neck. Though it is invisible, outsider’s true name, whether its nature be that of an
you know where it is at all times. Its attack bonus angel or a demon, is a thing of power. Only a few
to make contact is equal to your caster level plus oracles, such as the Great Face that lies in the Chasm
your Intelligence, Wisdom or Charisma modifier, of Ungaraun (see Infernal Environments) can divulge
according to whether you are a wizard, cleric or the true name of an outsider.
sorcerer, +10 for the hand’s Strength ability score of
31, +2 for its tiny size, +2 for its invisibility. Its target A creature affected must succeed on a Will saving
is also denied any Dexterity bonus to Armour Class, throw or be transported to a sub-plane similar to
unless it has some way of seeing the invisible hand. that called into being by a maze spell. While within

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this prison dimension, it is subjected to horrific round. The Constitution and Dexterity damage is
torment, bombardment of all its senses and visions inflicted automatically, without the caster having
of decadence and debauch, all intended to break its to concentrate to achieve this. If the target creature
spirit and persuade it that goodness is futile, while succeeds on its saving throw on a round after the first,
evil is the true path. The creature can do nothing but it falls from its position (unless it can fly) and suffers
suffer, bracing itself to resist this onslaught with all falling damage. The same happens when the spell
the strength it has. No other creature can reach it or expires naturally.
communicate with it.

For every day that the creature spends in its private Defy Symbol
prison, including the moment of arrival, it must make Transmutation [Evil]
a Will saving throw. Success means that it remains Level: Clr 1, Sor/Wiz 1
sane and in control of itself, though it does not escape. Components: V
Failure means that its sense of self begins to slip away Casting Time: 1 standard action
and it starts to heed the call of evil. Once the captive Range: Medium (100 ft. + 10 ft./level)
creature has failed its saving throw a number of times Target: One creature; see below
equal to its total HD, its alignment is changed from Duration: Instantaneous
good to evil and it is released back to the point where Saving Throw: Will negates
the spell was first cast. Spell Resistance: Yes

Examination of the image of the angel used as This spell may only be cast upon a creature that
a material component can reveal the degree of is wearing, carrying or brandishing a visible holy
corruption that has set in so far. The more saving symbol of a non-evil deity, including the mistletoe
throws the imprisoned creature has failed at, the more used by druids. The spell targets the symbol, causing
tarnished and blackened the image becomes until it is it to combust in the case of a wooden symbol or melt
eventually dissolved in stinking filth as the outsider in the case of a metal one. The holy symbol makes
succumbs wholly to evil. its saving throw as if it were the wielder. Loss of a
holy symbol leaves a character unable to cast divine
Although the victim of this spell cannot do anything spells that require a divine focus, or to turn or rebuke
to escape, other creatures can release it. A freedom undead.
spell cast at the point where the victim creature was
cast into the prison dimension releases it, as does Detestable Putrescence
destruction of the image. Necromancy [Evil, Demonic]
Level: Clr 6, Sor/Wiz 6
Material Component: The image of an angel Components: V, S, M/DF
fashioned in pure gold, worth at least 2,000 gold Casting Time: 1 standard action
pieces. Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Crucify Duration: See text
Saving Throw: Fortitude negates, see text
Necromancy [Evil]
Level: Clr 3, Drd 3 Spell Resistance: Yes
Components: V, S, M
Casting Time: 1 standard action This spell produces a hissing black ray that causes
Range: Medium (100 ft. + 10 ft./level) the flesh of any creature struck to turn liquid and melt
Target: One humanoid creature of large size or away from its bones. It is a disease effect, so creatures
smaller that are immune to disease cannot be affected by it
Duration: 2 rounds/level (D) and saving throw bonuses against disease also apply
Saving Throw: Will negates to this spell. The target first begins to shed flakes of
Spell Resistance: Yes skin, then lumps of living tissue and finally sloughs
great slimy chunks of itself. This spell is not effective
This spell functions identically to rack (see below) upon plants, constructs, undead, non-organic life
apart from two key differences. The target is held forms or creatures that are immune to critical hits.
in a cruciform posture, with arms outstretched and
lifted into the air to a maximum height of 30 feet A form of vastly accelerated disease afflicts a creature
above the ground, rising at a rate of 10 feet per that is struck by detestable putrescence. If it fails the

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initial saving throw, it suffers damage of one point surfaces of these pillars are covered with grimacing
per round to each of its physical characteristics faces, sharp blades, curved hooks and fragments
(Strength, Dexterity and Constitution). Instead of of cadavers that have been ripped asunder. These
making a further saving throw each day, as if it were pillars extrude long, whipping chains with barbs
attempting to recover from disease the creature must and slashing blades on the ends. Each pillar is a
make saving throws to recover from the effect each construct, incapable of movement and able to make
round. It must make two successful saving throws in melee attacks on any target within 15 feet with its
a row for the effect to cease. The Heal skill cannot be extensible chains. The caster may produce one such
used to aid characters afflicted by this spell. Remove pillar for every 4 levels he has in his spellcasting
disease or heal stop the effect. class. The pillar is able to detect creatures in its
vicinity with true seeing, though the caster does not
Material Component: An egg that has been allowed benefit from this effect.
to go rotten, crushed in the course of casting.
A pillar may make up to four chain attacks per round,
with a melee attack bonus of +15 and damage of
Doom Of The Void 2d6+5. It has an AC of 20 (+11 natural, –1 size) and
Evocation (Force) [Evil] a hardness of 6. If it suffers more than 80 points of
Level: Sor/Wiz 8 damage, it is destroyed. It may not move from its
Components: V, S, M position and can only spin on the spot. Spellcasters
Casting Time: 1 standard action often use this spell to block a retreat, or cast it into
Range: Close (25 ft. + 5 ft./2 levels) an enclosed region from which its intended victims
Effect: 1-ft.-diameter/level sphere, centred around a cannot escape. At the conclusion of the spell, the
creature pillar sinks back into the floor.
Duration: 1 min./level (D)
Saving Throw: Reflex negates Material Component: A specially carved miniature
Spell Resistance: Yes pillar of jet, worth at least 100 gp.
This spell encases a target in a sphere of force,
identical to that produced by a resilient sphere spell. Eyeburst
Unlike that spell, the sphere produced by this spell Necromancy [Evil]
contains only vacuum and does not allow air to pass Level: Brd 3, Clr 4, Sor/Wiz 3
through it. A creature that ordinarily depends on Components: V
breathing to stay alive immediately starts to suffocate, Casting Time: 1 standard action
as per the drowning rules in Core Rulebook II. The Range: Medium (100 ft. + 10 ft./level)
vacuum also causes damage to all creatures other Target: One living creature
than constructs, inflicting 4d8 points of damage per Duration: Permanent
round, with a Fortitude saving throw allowed to take Saving Throw: Fortitude negates
half damage. Creatures trapped in a vacuum cannot Spell Resistance: Yes
speak, sing or produce any sound at all.
This spell blinds the target in an especially horrible
Material Component: A sphere of crystal. way. The target’s eyeballs explode, causing agonising
pain and permanent disfiguring injury. As well as the
effects of blindness, the target takes 2d6 points of
Evisceration Pillar damage. The cure blindness/deafness spell cannot
Conjuration (Creation) [Evil, Devilish] restore eyes that have been destroyed by this spell.
Level: Clr, 5, Sor/Wiz 4 Only a regenerate spell, or more potent magic such as
Components: V, S, M wish or miracle, can help. Creatures without eyes are
Casting Time: 1 standard action not affected by this spell.
Range: Medium (100 ft. + 10 ft./level)
Effect: One pillar/4 levels, 5 ft. across and 10 ft.
high, with a 15 ft. reach Flay
Duration: 1 round/level Necromancy [Evil]
Saving Throw: None Level: Brd 3, Clr 4, Sor/Wiz 3
Spell Resistance: No Components: V
Casting Time: 1 standard action
This spell calls into being one or more black stone Range: Medium (100 ft. + 10 ft./level)
pillars that rise from the floor, spinning in place. The

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of natural armour bonus from such creatures and


inflicts 1d4 points of damage per size category of the
creature; medium-size creatures thus take 4d4 points
of damage, large creatures 5d4 and huge creatures
6d4. This lost natural armour can be restored with
a heal or regenerate spell; otherwise, it heals back
at the rate of one point of bonus per week. The
Games Master may rule that a longer healing period
is necessary for creatures of huge size or larger, as
they have more new skin to grow. Creatures that have
an external carapace, such as giant beetles, or that
depend upon a tough shell for their protection, such
as turtles, are not affected by this spell.

Against creatures that have no natural armour, or who


have had their natural armour flayed away, the spell
simply rips off the top layer of skin, causing extreme
pain and inflicting grisly wounds. The creature suffers
1d6 points of damage per size category (see above)
and is in an agonized condition until it receives any
form of healing, including a successful Heal check
(DC 20). This treatment removes the agony but does
not restore the lost skin. An agonised creature suffers
a –4 penalty on attack rolls, skill checks, and ability
checks. The creature loses all the skin from its body,
which will usually impede social interaction, as the
creature looks freakish; the Games Master should
rule accordingly, with a –4 circumstance penalty to
Charisma-based skill checks when interacting with
civilised races being appropriate. It is impossible to
flay a creature again once it has lost its skin in this
way. The skin counts as an organ for game purposes
and thus requires a regenerate spell to restore.

Footprints Of Blood
Transmutation [Evil, Devilish]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature
Duration: 1 hour/level (target), 1 day/level (prints)
(D)
Target: One living creature Saving Throw: Will negates
Duration: Permanent Spell Resistance: Yes
Saving Throw: Fortitude negates
Spell Resistance: Yes This spell is a firm favourite among clerics of evil
deities, who use it to track those who attempt to rob
This horrific spell tears the skin from the target, their temples. Organisations of rogues warn against
ripping it away as if by invisible knives. The exact thieving from such places, as the priests who serve
effects vary depending on the type of body the Hell have their own means of finding out who the
creature has. If the creature has a natural armour guilty are and punishing them. A creature affected
score resulting from a thick hide, scales, tough skin by this spell leaves bright footprints behind him
or a similar form of protection, part or all of this is wherever he goes, which seem to have been made
flayed away. The spell causes the loss of 1d6 points from fresh blood. Even if he is wearing many layers

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of footwear, the footprints are still left. Invisible deity prepared the scroll. More than one godsbane
creatures still leave visible footprints. Flying effect can be operative in the same area and whole
creatures leave a spattered trail of blood behind them, pantheons can sometimes be found symbolically
directly under their flight-path. The footprints last desecrated in temples of evil.
for one day per level of the caster, who may erase
them at will. Tracking them is very easy, as they are Focus: The image of the deity as described above.
bright scarlet and glistening; they do not even require This must be of at least small size or larger.
a Survival skill check to follow, unless the Games
Master rules that poor lighting or weather conditions XP: Desecrating a deity’s image to produce a
require such a check. godsbane effect requires the investment of 800
experience points.
No amount of cleaning, cutting or incineration can
erase the footprints. If the surface on which they lie
is destroyed, they appear on the surface immediately Hail Of Nails
below; if it is covered up, they appear on the surface Conjuration (Creation) [Evil, Devilish]
immediately above. Dispel magic can erase all Level: Drd 3, Sor/Wiz 3
footprints within its area of effect and an antimagic Components: V, S, M/DF
field destroys them. Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Godsbane Duration: 1 full round
Abjuration [Evil] Saving Throw: None
Level: Drd 8, Clr 7 Spell Resistance: Yes
Components: V, S, F, DF, XP
Casting Time: 10 minutes A shower of nine-inch cold iron nails comes hurtling
Range: Touch from the sky for 1 full round, dealing 5d6 points of
Area: 120 ft. radius, centred on deity’s desecrated piercing damage to every creature in the area. A –4
image penalty applies to each Listen check made within the
Duration: 1 month/level hail of nails effect and all land movement within its
Saving Throw: None area is at half speed. At the end of the duration, the
Spell Resistance: No hail of nails disappears, leaving no after effects other
than the damage dealt.
When a cleric or druid wishes to ensure that the
worshippers of a rival deity are put at extreme
disadvantage, so that followers of that deity cannot Hellish Brand
easily work magic in a given area, he may employ Transmutation [Evil]
a godsbane spell to achieve this end. Godsbane Level: Sor/Wiz 7
involves the lengthy and thorough desecration of an Components: V, S, F/DF
image of the deity in question. The deity’s image Casting Time: 1 standard action
must have previously been enshrined in a hallowed or Range: Touch
consecrated region by its worshippers; a shop-bought Target: One creature/4 levels
or custom crafted image will not work for these Duration: Permanent
purposes. Most of the spell’s casting time involves Saving Throw: Will negates
smearing the image with stinking substances such as Spell Resistance: Yes
asafoetida and sulphur, hammering iron nails into it,
ritually striking it with a ceremonial weapon, spitting This spell burns a mark, symbolic of Hell’s dominion,
upon it and other similar acts of defiance. into the victim’s flesh with a touch attack. They then
become less resistant to evil spells, suffering a –2
Within the region of operation, all divine spells cast resistance penalty to saving throws against any spell
by worshippers of the deity whose image has been with the evil descriptor. Any attempt made by an evil-
desecrated by the godsbane spell are subject to an aligned creature to scry a creature that bears a hellish
automatic dispel magic effect at your caster level. brand is made with a –4 resistance penalty to the
This effect only applies to spells that were granted target’s Will saving throw, as the hellish brand makes
by the deity in question. If a spell scroll containing it much easier to focus on the creature. Any evil spell
a divine spell is used, then the godsbane effect that ordinarily requires a touch attack to deliver can
does not apply unless a worshipper of the defiled now be delivered against that target with a ranged

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touch attack instead. Removing the brand requires Arcane Material Component: An ounce of water
a wish or miracle spell. Although it is described as a from the ice level of Hell.
brand, it is not a fire effect and cannot be resisted as if
it were such. The hellish brand causes no damage to
the target’s body. It merely establishes a strong link Infernal Embassy
with the evil energies of the universe. A creature may Abjuration [Evil]
only ever bear one hellish brand. Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF, F, XP
There is one minor advantage to this spell. If a Casting Time: 1 full round
creature with a hellish brand attempts to scry the Range: Medium (100 ft. + 10 ft./level)
creature that made it, the link works both ways Area: 40-ft. radius emanation centred on a point in
and the target creature also receives a –4 resistance space
penalty to its saving throw. Duration: One day/level
Saving Throw: None
Arcane Focus: A small branding iron, with the head Spell Resistance: Yes (harmless)
fashioned into the appropriate symbol.
The infernal embassy spell infuses a region with the
planar ambience of Hell, establishing what is in effect
Icy Prison a bubble of Infernum on the Prime Material plane or
Conjuration (Creation) [Evil, Devilish] another. Any summoned creature that is native to
Level: Drd 4, Sor/Wiz 4 the Infernum (and would ordinarily have to return
Components: V, S, M/DF there once the spell that summoned it had expired)
Casting Time: 1 standard action may remain within the infernal embassy until that
Effect: Ray spell expires. Once a creature leaves the infernal
Duration: 2 rounds/level; see text embassy, it remains summoned for the normal
Saving Throw: None number of rounds before returning to its native plane.
Spell Resistance: Yes A creature may move in and out of the embassy while
it is active; time spent within the embassy does not
This spell, whose origin is attributed to the ice devils, count towards the total time elapsed since the creature
produces an intense blue-white ray that freezes the was summoned.
target creature in a solid block of magical ice. The
ice block is the same height, length and breadth as the High-level spellcasters working under the aegis of
creature, plus three feet in each direction. If there is Hell use this spell to assemble great assemblies of
insufficient room for the ice block to form fully, then fiends, who serve either as guards or as strike troops.
it occupies such space as is available. The creature It is a typical tactic to establish an embassy outside
is trapped in position and cannot move, speak or take a besieged fortress, summon a legion of fiends into
any action at all that requires gestures. If the creature it, wait and recover spells, summon more fiends and
needs to breathe, it finds that it cannot; refer to the so on, until the whole assembled group leaves the
drowning rules in Core Rulebook II. While encased, embassy and wreaks havoc.
it suffers 1d6 points of cold damage +1 point per
caster level each round. An infernal embassy may be made permanent by
means of the permanency spell. The caster must be
A trapped creature may attempt to smash its way out of at least 17th level and must expend 4,000 XP.
through sheer strength alone. A successful Strength
check (DC 15 + your caster level) allows it to break Arcane Material Component: A handful of soil
out of the ice from within. Other creatures may brought from Hell, scattered around the spell’s area.
attempt to smash through the ice block and free the Focus: The caster must drive an ornamental golden
trapped creature. The encasing ice has a total of 108 hellfork, worth 2,000 gold pieces, into the ground
hit points. Fire spells such as fireball can be used to repeatedly during the casting of this spell.
melt the ice but the entrapped creature suffers any
damage that the ice does not absorb. For example,
if there were 30 points of ice wall left and a fireball Infernal Aspect
inflicted 40 points of fire damage on the wall, the Abjuration [Evil]
trapped creature behind would suffer 10 points of Level: Clr 3, Sor/Wiz 3
damage, with a Reflex saving throw allowed to take Components: V, S, M
half damage. A creature encased in ice suffers a –6 Casting Time: 1 standard action
penalty to any such Reflex saving throw. Target: Caster

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Duration: 1 minute/level (D) and see text of Constitution damage as its belly erupts. On each
Saving Throw: Will negates (harmless) round thereafter, the target creature’s animated
Spell Resistance: Yes (harmless) viscera attack him, doing so as if they were one
single opponent. Their size for grappling purposes
A spell that requires the patron and the client to be on is considered to be one lower than the creature itself
extremely good terms, infernal aspect allows you to but they use the same Strength and melee attack
benefit from certain of your patron’s special qualities. bonuses.
For the duration of the spell, you acquire the same
damage reduction, energy resistance and immunities Any damage inflicted upon the animated entrails,
as your patron. You do not gain any spell resistance, whether by the target creature or by another, inflicts
nor do you gain any other special qualities possessed damage upon the creature itself. In addition, the
by your patron. For example, if you were a chaotic animated entrails are granted the Improved Grab and
evil sorcerer with a succubus as your patron, casting Constrict special abilities, allowing them to attempt
this spell would grant you damage reduction 10/cold a grapple check to constrict immediately after a
iron or good, immunity to electricity and poison and successful grab. When the viscera constrict, they
resistance to acid 10, cold 10 and fire 10. While the inflict damage as for a creature of their size category
spell is in effect, your patron does not benefit from plus one and a half times the target creature’s Strength
these qualities and is thus left vulnerable. You must bonus.
be within Long range (400 ft. + 40 ft./level) of your
patron for this spell to work. Your patron may cancel Arcane Material Component: A sharpened butcher’s
the spell and reclaim its damage reduction and energy hook made from binding metal.
resistance at any time, as a free action. If you move
out of range of your patron while the spell is in effect,
it is cancelled and your patron reclaims its qualities. Lacerating Blast
Conjuration (Creation) [Evil, Devilish]
Material Component: A flask of your patron’s blood, Level: Sor/Wiz 5
shed no more than 24 hours previously, which costs it Components: V, S, M
1d4 hit points to provide. Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Intestinal Strangler Duration: Instantaneous
Necromancy [Evil] Saving Throw: Reflex half
Level: Clr 6, Sor/Wiz 6 Spell Resistance: No
Components: V, S, M/DF
Casting Time: 1 standard action This spell looses a violent blast containing thousands
Range: Medium (100 ft. + 10 ft./level) of razor-sharp hellglass fragments, slashing and
Target: One living creature wounding all targets in a cone-shaped burst. Its
Duration: 1 round/level immediate effect is to inflict 1d6 slashing damage per
Saving Throw: Will negates level of the caster, to a maximum of 15d6. A Reflex
Spell Resistance: Yes saving throw is allowed for half damage.

Many evil wizards and sorcerers in the service of Hell If an affected creature fails its saving throw, then
use this gruesome spell to carry out the executions any damage die that comes up as a ‘6’ has also left a
of those who stand against them. Once the public hellglass splinter in the victim’s body. These splinters
have seen a person killed by means of this spell, they slowly work their way under the skin, weakening the
will think twice about raising arms against him. Put injured creature. One hour after the lacerating blast
succinctly, the spell causes a creature’s intestines to is loosed, any creature that still has hellglass splinters
burst from his abdomen and attempt to strangle him. lodged in its body takes one point of Strength damage
Naturally, it can only be cast upon creatures that have and one point of Dexterity damage per splinter. This
living internal viscera; if a creature cannot be affected damage can be healed by means of such spells as heal
by critical hits, intestinal strangler may not affect it. but unless the splinters are removed it will recur one
Undead, constructs and oozes this cannot be affected hour after the healing is applied.
by means of this spell.
Removing a hellglass splinter is a delicate task that
On the first round on which the spell is cast, the requires a Heal check (DC 25). This DC is raised by
creature suffers 6d6 points of damage and 1d3 points 1 for every day that the splinter remains in the body,

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to a maximum DC of 35. The only magic that can fails its Fortitude saving throw, the summoned
remove the embedded splinters is wish or miracle. creature explodes from the target’s body, killing
him instantly. If the target creature makes its saving
throw, it takes 3d6 points of damage plus 1 point per
Laughter Of Insanity caster level instead. If this is not enough to kill it,
Enchantment (Compulsion) [Evil, Mind-Affecting, then the summoning does not occur but if the damage
Sonic] kills the creature anyway, then the summoning effect
Level: Brd 2, Sor/Wiz 3 occurs as above.
Components: V
Casting Time: 1 standard action Arcane Material Component: A rod carved from
Area: 60 ft. spread centred on you sinew wood and tipped with a black onyx, worth 500
Duration: 10 rounds + 1 round/level gp.
Saving Throw: Will negates
Spell Resistance: Yes
Noxious Emissions
You utter a demonic cackle that unravels the nerves Conjuration (Creation) [Evil, Demonic]
of those who hear it. Affected creatures suffer Level: Clr 2, Drd 2, Sor/Wiz 2
from confusion as if you had cast the spell at your Components: V, S, M/DF
caster level. While they do so, they laugh manically, Casting Time: 1 standard action
spreading the laughter of insanity effect. When a Range: Medium (100 ft. + 10 ft./level)
creature affected by laughter of insanity reaches its Area: Slow spread 10 ft./round (maximum 100 ft.)
turn to act in the round, it is first entitled to a saving Duration: 10 rounds + 1 round/level
throw to recover from the effect. If it does not Saving Throw: Fortitude negates and see text
recover, it continues to suffer from confusion. If it Spell Resistance: No
receives any other result than ‘act normally’, it also
laughs manically and in doing so affects all creatures This spell causes invisible gas to spread in a cloud
within a 30-foot radius with the spell effect. These from the designated point, spreading out at the rate
creatures must then make saving throws or suffer of 10 feet per round and expanding no further than
from laughter of insanity themselves and so forth. 100 feet. The gas has a strong, pungent smell. Any
creature that inhales this gas must make a Fortitude
Affected creatures continue to suffer from confusion saving throw or be sickened for 1d4 rounds but
until they successfully make a saving throw or until otherwise suffers no worse effect than this. If the gas
the spell’s original duration expires, whichever is comes into contact with a naked flame, it explodes
sooner. A creature with an Intelligence score of 2 or for 1d6 fire damage per round it has accumulated,
lower is not affected. inflicting this damage upon all creatures in the area;
the maximum damage is 10d6 and a Reflex saving
throw is allowed for half damage. A gust of wind
Living Gate spell or a strong breeze dispels the gas. The gas is
Conjuration (Summoning) [Evil] naturally transparent and cannot be seen even with a
Level: Varies, see text see invisibility spell or similar magic.
Components: V, S, F/DF
Casting Time: 1 round Arcane Material Component: A bottle of swamp
Range: Close (25 ft. + 5 ft./2 levels) water.
Effect: Ray, one summoned creature
Duration: Ray instantaneous, summoning 1 round/
level (D) Rack
Saving Throw: Fortitude negates Necromancy [Evil]
Spell Resistance: Yes Level: Clr 2, Drd 2
Components: V, S, M
This spell replicates the summon monster spells up to Casting Time: 1 standard action
Level 5 and has a spell level of the summon monster Range: Medium (100 ft. + 10 ft./level)
spell that it duplicates plus 4. So, a living gate spell Target: One humanoid creature
that duplicated summon monster V would be a 9th Duration: 1 round/level (D) plus concentration; see
level spell. You must successfully strike the target text
creature with the spell’s ray in order to open the living Saving Throw: Will negates; see text
gate. If you are successful and the target creature Spell Resistance: Yes

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This spell holds the target creature immobile as if by


a hold person spell and in agony, while unseen forces
stretch its muscles and crack its bones as if it were
undergoing torture on a rack. The creature is aware
and can breathe normally but cannot take any actions,
including speech. While the caster concentrates on
the subject, he can inflict damage directly to its joints,
tendons and skeleton, causing 1 point of Constitution
damage and 1 point of Dexterity damage per round.
If the caster ceases concentration, the subject is still
held immobile until the spell ends but no longer takes
ability score damage. The subject may attempt a new
saving throw each round on its turn to end the effect.

Material Component: A small, carved wooden


replica of a torturer’s rack.

Putrid Projectile
Evocation (Acid) [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

This spell rather resembles the casting of a fireball


but the explosion is of sickly green sludge instead
of the usual roaring conflagration and a stench of
rot fills the air when the putrid projectile detonates.
The stench is reminiscent of ignited marsh gas or the
burning vapours of decomposing bodies. A putrid
projectile inflicts 1d4 acid damage per level of the
caster (to a maximum of 10d4) with a Reflex saving
throw allowed for half damage. In the aftermath of hooks, wrapping lengths of chain around the target’s
the projectile’s explosion, the floor within the area of body and rending its flesh. The chains attempt to hold
effect is coated with green slime, for which see Core the target immobile or cause damage to him according
Rulebook II. to your wish. You must succeed at a ranged touch
attack with the bundle in order for the spell to take
Material Component: A flask of creeping bile. effect. If the touch attack succeeds, the chains have
grabbed the target and may immediately grapple.
Rending Chains
Transmutation [Evil, Devilish] The animated chains are treated as a Medium
Level: Sor/Wiz 3 construct with 10 hit dice, an effective Strength of
Components: V, S, M 30, a Grapple modifier of +24 (including a +4 racial
Casting Time: 1 standard action bonus) and an Armour Class of 22 (+12 natural). The
Effect: One handheld bundle of chains chains cannot move under their own speed; if the
Duration: 1 round/level (D) target wrests them off, they lie where they fall and
Saving Throw: None may only attack targets that move into their space, as
Spell Resistance: No they have an effective reach of 0 feet. You may pick
them up and throw them again while the spell lasts.
You fling a gnarled bundle of fine chains at the target,
which explodes into a tangle of links festooned with

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Casting Time: 1 standard action


Scales Of The Hellworm Target: Caster
Evocation (Force) [Evil]
Duration: 1 round/level
Level: Sor/Wiz 8
Saving Throw: See text
Components: V, S, F
Spell Resistance: No
Casting Time: 1 standard action
Range: Touch
You gain the legendary power of the succubus,
Target: Creature touched
namely the ability to drain a victim’s life force with
Duration: 1 hour/level (D)
a kiss. You can simply plant a kiss on a willing (if
Saving Throw: Will negates (harmless)
unsuspecting) target. If the target is not willing to
Spell Resistance: No
be kissed, then you must start a grapple in order to
inflict it. The kiss bestows one negative level on the
This spell creates shaped plates of force around
victim. The kiss also has the effect of a suggestion
your body, forming black armour that glows with
spell, asking the victim to accept another kiss. The
a faint violet luminescence. This grants you a +8
victim must succeed at a Will saving throw to negate
armour bonus to your armour class. Unlike mundane
the effect of the suggestion. While this spell is in
armour, scales of the hellworm entails no armour
effect, you become completely immune to the kisses
check penalty, arcane spell failure chance, or speed
of succubae.
reduction. Since the armour is made of force energy,
incorporeal creatures cannot bypass it the way they
Arcane Material Component: A lock of the hair of a
do normal armour.
living succubus.
The plates of force are so richly suffused with evil
that any good-aligned weapon that successfully Surface Walk
strikes you (including natural weapons) automatically Transmutation [Evil]
suffers 3d6 points of damage. This damage is applied Level: Clr 2, Sor/Wiz 2
to the weapon if one is used, or to the attacking Components: V, S, M/DF
creature if a natural weapon is used. Casting Time: 1 standard action
Target: Caster
Duration: 10 minutes/level
Scarlet Lightning Saving Throw: None
Evocation [Electricity, Evil]
Spell Resistance: No
Level: Sor/Wiz 3
Components: V, S, M
You gain the ability that devils of folklore are said to
Casting Time: 1 standard action
possess, by which they cross over the land and any
Range: 120 ft.
intervening buildings in a straight line, passing from
Area: 120-ft. line
one infernal gateway to another. The tracks of hoofed
Duration: Instantaneous
beings have sometimes been found the morning after
Saving Throw: Reflex half
heavy snowfall, tracing up the sides of walls, over
Spell Resistance: Yes
roofs and down the other side, prompting rumours
of devilish visitations. You may move at your full
You loose a sizzling bolt of electrical energy of a
speed up or across any surface without having to
bright ruby-red colour, like that which forks down
make Climb skill checks. You may, for example, run
from the skies of Hell. This functions as a lightning
up a vertical wall, across the ceiling and down the
bolt spell, with the difference that the upper limit on
other side.
the spell’s damage is 18d6 and creatures in the first
40 feet of the area of effect must also succeed at a
Arcane Material Component: An iron horseshoe.
Fortitude saving throw or be stunned. If a creature
takes no damage from the scarlet lighting, it also
ignores the stunning effect. Terrible Swarm
Conjuration (Summoning) [Evil]
Level: Drd 7, Sor/Wiz 7
Succubus Kiss Components: V, S, M/DF
Transmutation [Evil, Demonic]
Casting Time: 1 round
Level: Clr 4, Sor/Wiz 4
Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S, M/DF
Effect: One swarm of hellwasps

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Duration: Concentration + 2 rounds When this spell is cast, a zone of profane energies
Saving Throw: None is established which directly opposes good energies
Spell Resistance: No brought into it. At this level, the effects are mild.
Flasks of holy water brought into the zone become
You summon a swarm of hellwasps, which you can superheated and explode one round after they are
direct as you would any other summoned creature, taken into the area of effect. Attended flasks may
so long as you can communicate with it; otherwise, use the bearer’s saving throw bonus to save against
it acts according to its lawful evil alignment and its the effect but a new saving throw must be made for
hive mind Intelligence of 6. You may summon the each round that the flasks spend inside the affected
swarm so that it shares the area of other creatures. zone. They become hot to the touch immediately. A
If no living creatures are within its area, the swarm creature carrying flasks of holy water who brought
attacks or pursues the nearest creature as best it can. If them into the region on its turn has until the end of
the hellwasps take possession of a dead body or living its turn to leave the area or discard them; the Games
creature, you may control it as you control them. Master may rule that flasks carried in backpacks
cannot be discarded in time. Each flask explodes for
Arcane Material Component: A ruby worth no less 1d4 slashing damage and 1d4 fire damage.
than 500 gold pieces, carved into the shape of a single
hellwasp. Material Component: Powdered silver to the value of
50 gp, which is sprinkled in the area of effect.
Tongue Lash
Transmutation [Evil] Unholy Warding II
Level: Brd 1, Sor/Wiz 1 Evocation [Evil]
Components: V, S, M Level: Clr 4
Casting Time: 1 standard action Components: V, S, M, DF
Range: Touched Casting Time: 1 standard action
Targets: Creature touched Range: Close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level Area: 30-ft.-radius emanation
Saving Throw: Fortitude negates (harmless) Duration: 10 minutes/level
Spell Resistance: Yes (harmless) Saving Throw: Will negates (object)
Spell Resistance: No
The transformative magic of this spell turns the
tongue of the creature touched into a powerful natural This spell replicates the effects of unholy warding I.
weapon, extensible and venomous. The tongue attack As well as causing flasks of holy water to explode,
is made at your normal melee attack bonus and has a any holy or good-aligned metal items in the area of
reach of 10 feet. If you have the Weapon Finesse feat, effect become subject to a heat metal effect, which
you may apply your Dexterity modifier to the attack lasts as long as the spell does. Unlike the usual heat
roll. It strikes for 1d4 damage plus your Strength metal effect, items only begin to cool down after they
modifier. Any creature that takes damage must are removed from the area. If they reach searing
make a Fortitude saving throw against poison (DC temperature and are not removed from the area of
10 plus half your caster level plus your Intelligence effect, they remain at searing heat. As an item must
or Charisma modifier, according to whether you are a be magical in order to have an alignment, it is entitled
bard, sorcerer or wizard) or suffer the venom effect, to a Will saving throw to avoid the effect but this
which inflicts primary damage of 1d6 Charisma and saving throw must be made afresh for every round
secondary damage of 2d4 Charisma. that the item remains in the area.

Material Component: Powdered silver to the value of


Unholy Warding I 200 gp, which is sprinkled in the area of effect.
Evocation [Evil]
Level: Clr 1
Components: V, S, M, DF Unholy Warding III
Casting Time: 1 standard action Evocation [Evil]
Range: Close (25 ft. + 5 ft./2 levels) Level: Clr 8
Area: 30-ft.-radius emanation Components: V, S, M, DF
Duration: 10 minutes/level Casting Time: 1 standard action
Saving Throw: Will negates (object) Range: Close (25 ft. + 5 ft./2 levels)
Spell Resistance: No

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Area: 30-ft.-radius emanation


Duration: 10 minutes/level
Saving Throw: Will negates (object)
Spell Resistance: No
Come infernal, terrestrial, and heavenly Goddess
This spell replicates the effects of unholy warding II. of the broad roadways, of the crossroad, thou who
In addition, the sheer intensity of the profane energies goest to and fro at night, torch in hand, enemy of
begins to blacken and corrode holy or good-aligned the day. Friend and lover of darkness, thou who
items brought into the area of effect. If such an item doest rejoice when the bitches are howling and
fails its saving throw, it suffers 2d6 acid damage on
warm blood is spilled, thou who art walking amid
every round that it spends in the affected area. Even
an item that successfully saves against this effect
the phantom and the in place of the tombs, thou
must make a fresh saving throw on the next round if it whose thirst is blood, thou who doest strike chill
is still within the affected area. and fear in mortal hearts, Gorgo, Mormo, Moon
of a thousand forms, cast a propitious eye on our
Material Component: Powdered fire opal and silver, sacrifice!
to the value of 800 gp.
- Invocation to a Queen of Hell
Vomit Frogs
Transmutation [Evil] Wingbind
Level: Brd 2, Sor/Wiz 2 Conjuration (Creation) [Evil]
Components: V, S, M Level: Sor/Wiz 3
Casting Time: 1 standard action Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels) Casting Time: 1 standard action
Targets: One creature/level, no two of which can be Range: Medium (100 ft. + 10 ft./level)
more than 30 ft. apart Effect: Ray
Duration: 1 round/level Duration: 1 round/level
Saving Throw: Fortitude negates Saving Throw: Will negates, see text
Spell Resistance: Yes Spell Resistance: Yes

A spell that is said to have been a favourite of This spell is effective only against creatures that use
mediaeval witches, vomit frogs causes the target wings to fly. Spellcasters working alongside devils
creatures to do exactly that, retching and heaving and demons use it to bring down winged opponents,
up live frogs. These frogs are harmless and are the such as archons. When you cast the spell, a steely
common, tiny variety. As summoned creatures, grey ray lances from your finger towards the target.
they last as long as the spell does. While the spell If the ray successfully hits, the target must succeed at
lasts, the target is sickened. He has a 50% chance a Will saving throw or have its wings wrapped around
of retching up a frog on every round on which the with strong chains. While these binding chains are
spell is in effect. If he is not throwing up a frog, he in position, the creature cannot fly. If it was already
can act normally, though he still suffers the penalties airborne, it plummets. On its turn, the creature can
for being sickened. If he is regurgitating a frog on take a full-round action and attempt to break the
a given round, he is incapable of taking any other chains with a successful Strength ability score check
action save moving a five-foot step, though he is not (DC 10 plus your caster level plus your Intelligence
helpless and may defend himself. A character who is or Charisma ability score modifier, according to
vomiting a frog cannot speak. whether you are a wizard or a sorcerer) or an Escape
Artist check against the same DC.
Material Component: A small handful of pills, made
from dried frog.

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The Harvest Of hit points or was disintegrated is of no account; the


same result occurs. A dispersed soul reforms once
again after 3d6 days plus one day for every level or hit

Souls die that it possessed. When the soul has reformed, it


appears on the point at which it was destroyed. If this
would cause the soul to be destroyed over again (such

T
he souls of the damned are the most commonly as reappearing directly over the Sea of Fire) then it
encountered creatures in Hell. They are the reappears at the closest stable location.
inmates, the population and the currency.

A Devil Put Aside For Me


Under certain circumstances, Hell will send agents
T he In des t ru c t i bi l i t y O f to fetch the soul of a recently deceased person
to the Infernum. The different noble houses lay
Soul s claim to the souls of especially corrupt individuals,
Unlike outsiders, which have a body and soul as a based on the kind of sins they committed in life.
single unit, and ordinary mortals, who have a soul Gluttons are claimed by House Oblurott, misers
resident within a body, the damned are nothing but a by House Carthenay, the violent and murderous by
soul. Outsiders can be killed and may not be raised House Sturrach and so on. The death of the corrupt
or resurrected afterwards; mortals can be killed and individual acts as a summoning effect, bringing 1d4
brought back from the dead by means of raising or devils to the Astral Plane to collect the damned
resurrection; souls cannot be destroyed at all, except person’s soul. If the corrupt individual is moribund,
by extremely rare processes such as devouring by such as from old age or sickness, the devils will arrive
powerful undead. an hour before the estimated time of death, to make
sure that they collect the soul.
Souls suffer damage in the same way as other
creatures, even though they are only tangible to fiends When the person dies, their soul enters the Astral
and to Infernal materials. They recover hit points Plane first, after which the ‘gravity’ of its alignment
over time, benefiting from the same natural healing or its deity pulls it to one of the Outer Planes. This
rate that they would enjoy in life. gravitation ceases as soon as the creature reaches
the outer plane appropriate to its alignment or the
Damned souls can take much more physical presence of its deity. If a corrupt individual dies,
punishment than incarnate creatures. You can tear their soul gravitates to the Infernum whether the
a soul’s arm off, rip out its entrails and scorch it in a devils of a noble house claim it or not. The devils
furnace and it will still retain consciousness – though only dispatch a collection team to save themselves the
it will wish that it did not. Most of the souls in Hell trouble of finding the damned soul when it falls into
are in a terribly disfigured state, their flesh hanging the Infernum and to prevent any other faction, such as
off them in strips so that they resemble the walking a band of roving demons, from claiming it.
dead. Souls in torture palaces (see below) are all too
often left stretched out like elastic between sets of Creatures on the Astral Plane can attempt to interfere
hooks or crushed to an inch-thick pancake of flesh and prevent the emissary devils from fetching the
under iron plates. Left alone, they eventually heal deceased person’s soul away. All that a devil needs
back to their former state. A soul with 0 or less hit to do to bring a soul back to the Infernum is to
points is disabled but is not dying; souls cannot die. successfully grapple the soul and then activate its
power as a summoned creature to return to its native
Even the immensely elastic, resilient body of a plane.
damned soul has its limits. When a damned soul is
reduced to –50 or fewer hit points, it is dispersed. Ordinary Death: When an evil character dies but is
This means that its being has finally lost all of the not sufficiently corrupt to earn the special attention of
cohesion that held it together; it assumes vaporous Hell (Corruption level less than 5) his soul is likely
form automatically. A soul in vaporous form is a to be gathered up by one of the groups of demons
mere smudge that can take no actions and cannot be or devils that roam the flaming sea and survey the
affected by anything. Any gear that it was carrying high peaks. You can either play out the travels of
is vaporised along with it, including its manacle of the character after death, finding out if he is free to
binding metal if it had one. All it can do is reform. return that way, or simply apply the following rule:
Whether the soul was battered to destruction by losing a character’s soul has a 10% cumulative chance per

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day after death of being gathered up by one of the prosperity, then twenty years is what you get; the
demonic or devilish factions. devils will come and claim you at the end of that
time, whether you are living or dead. A creature
If you do decide to play out the character’s adventures fetched to Hell while still alive is quickly slaughtered
as a disembodied soul, then the Games Master can upon arrival, after which its soul is as captive there as
either decide where the character’s soul lands, or roll any other.
on the table below:
The magic of the contract itself guarantees the
summoning effect that brings the devils into the
Arrival Point In Hell For Newly Dead Souls
presence of the pledged character and bestows upon
2d6 the devils the power to bring the pledged character
Result Arrival Point back with them when they return to the Infernum.
The soul lands in the Wood of Suicides, This is a notable exception to the rule that summoned
2 where the soul hunts take place creatures cannot bring other creatures back with them
The soul crashes into one of the demon on returning to their native plane.
3–4 territories
The soul lands amid the Cinderstone
5–6 Heights
Complications With Raising And
7 The soul falls into the Sea of Fire Resurrection
The soul is snared on the branches of the The standard rules for bringing a character back from
8 Wood of Damnation the dead only require the character to be willing to
9–10 The soul lands on the Mountains of Sin return from the plane where it has gone to reside.
The soul falls to ground near one of the This is usually a simple matter; the character either
11 noble devil estates wants to return, in which case the player can go on
playing the character, or he does not, in which case
The soul falls directly into the estate of one
a new character can enter play. If the Games Master
12 of the Houses of Hell
wishes, these rules can hold, though it is only logical
to suppose that Hell would be less than willing to let
Devil Transformation: If a damned soul has a soul return to the material plane. The alternative
been elevated to the status of devil or demon, he rules presented here assume that evil characters will
cannot be restored to life at all. He has undergone sometimes have a more difficult time of it if someone
a transformative process that has changed his nature tries to bring them back to life.
from humanoid to outsider; he no longer has a soul or
body but is a single unit. Accepting transformation Good characters can be called back to the mortal
into a demon or a devil signals full and final rejection realms easily. They reside on their afterlife plane as
of one’s life as a mortal. One can never be raised or a reward, not a prison or punishment. Evil characters
resurrected but one will also never grow old. are another matter. As the damned in Hell are
essentially prisoners undergoing punishment, it is not
Infernal Pacts: When a person has pledged his soul always possible to bring a soul back. The tormenting
to Hell in exchange for powers and privileges during devils or demons are reluctant to let valuable souls
life, Hell takes no chances when retrieving that soul. go.
A person does not have to be evil to pledge his soul
to Hell; most people who do so are in fact well- Claimed And Unclaimed Souls
intentioned fools, flawed but not evil, without any When a soul is claimed by one of the infernal factions,
Corruption. a bracket made from binding metal is fastened around
its arm or leg, bearing the seal of the noble house or
A person who has pledged his soul to Hell is doomed the demonic principality that owns it. When souls are
to the Infernum when he dies, whether he is evil or fished out of the Sea of Fire or gathered up from the
not. However, he still gravitates toward the plane Cinderstone Heights, the first priority is to hammer
most appropriate to his alignment and if Hell is the bracket around one of their limbs. Depending
unable to claim the pledged soul, he drifts to the most on the fate of the soul, the bracket may subsequently
suitable Outer Plane. The devils are aware of this and be affixed to heavy chains, a boulder, a rope, or to
make sure that a suitable force is dispatched to grab another soul, creating a work gang.
the pledged individual on the date of the contract’s
expiry. If your contract gives you twenty years of

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Binding metal manacles are crucial to the successful


operation of Hell. Like cattle brands, they show which
The H ell- b r o t hs - A g o n y ,
house has a claim to the soul. They keep the souls of S o r r o w a n d S t r a in
the damned in place, preventing all attempts at escape The devils and demons have certain delicacies that
and allow the devils to lock the damned to whatever they indulge in. These are so pleasurable that the
form of torment awaits them today, unfastening them horrors of Hell do not seem significant next to the
again when it is time to move on. If it were not for the forbidden delights the tormentors enjoy. Torment
use of these manacles, it would be next to impossible is not just a means to generate more corruption or
to keep control of the damned. to indulge twisted desires, though these ends are
frequently and enthusiastically pursued. It also has
As the manacle of binding metal prevents the creature side effects that explain why there is such a demand
from leaving the Infernum, a soul thus bound cannot for damned souls and why the devils go to such
return to the Prime Material plane and thus cannot be trouble to put them through the ingenious, laborious
raised or resurrected. The only way to bring back a punishments that they do. It also accounts for a good
bound soul is to remove the manacle somehow. The deal of the motivation behind the Blood Wars between
manacle becomes part of the soul once affixed and the devils of the Hells and the demons of the Abyss.
cannot be gotten rid of by severing a limb or changing
shape. It can however be removed with physical force There are three potent tinctures that can be extracted
or targeted with magic. from souls and these go by the names of Agony,
Sorrow and Strain. When fully processed, they have
Manacle of Binding Metal: Tiny object; hp 50; a liquid form and are bottled for consumption by the
hardness 10; damage resistance 15/good. devils. Agony is a deep red liquid that resembles old
port. Sorrow is clear and fluid, like vodka, while
The Undead And The Afterlife Strain is a brassy colour like beer. Each tincture is
drawn from a soul that is undergoing a particular
When a mortal becomes an undead creature, such as an
innocent maiden becoming a vampire following a bite kind of torment. Agony is made from the shed blood
from one, their alignment automatically changes to of souls in the utmost pain, Sorrow from their tears
evil. This does not affect the soul of the poor creature of grief and Strain from their sweat as they toil at
suffering this fate. If a creature was not evil-aligned meaningless tasks that can never be completed.
before it was turned into one of the undead, then its
soul is not condemned to Hell. In such cases, the soul The nature of these tinctures is such that they must be
remains trapped within the undead shell, unable to produced from the fluids of souls when shed in a state
leave and go on to the afterlife that it was meant to of profound negative emotion. Blood is used to make
have. Although former friends may think they see Agony, but it is not adequate to grab a soul and pop
some remnant of the person they used to know in his head off. The blood must be shed drop by drop,
the eyes of the undead monster, they are mistaken. while the soul suffers the kind of pain that would kill
The soul cannot communicate and for all intents and a living creature in an instant. Similarly, Sorrow must
purposes, does not exist. Evil acts perpetrated by the be brewed from tears that fall from the blackest and
undead monster do not incur any Corruption points most genuine grief, while Strain cannot be made from
for the soul trapped within it, unless that soul was also the sweat of meaningful or rewarding toil but only
of evil alignment. from backbreaking, pointless slavery, working the
victims until they drop.
Slaying an undead creature releases the victim’s soul,
allowing it to move on to the afterlife that awaits it. In their efficient, lawful way, the devils have set up
This is why the likes of paladins consider slaying processing plants where souls can be wracked and
vampires to be an act of mercy; they are right. The the essence of their suffering collected. Examples
look of peace on the faces of many slain vampires of these plants exist on the estates of all noble devils.
testifies to the relief and freedom their souls now There is some variety in these but in general, they
enjoy. Such a creature may even be resurrected, if devolve to three main types, one for each of the
it chooses to leave the afterlife and come back to the tinctures. Agony is generated in torture palaces,
material world. Sorrow in halls of misery and Strain in toiling fields
or houses. These tinctures are either drunk neat by
the devils (both for their intoxicating effect and for the
benefits they convey) or mixed with other substances
and drunk, which lessens the effect but makes the

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substance more tolerable. Suitable mixers are given See the entry on Halls of Misery below for details
for each tincture, which are all known to work. If a of this problem. The rarest of all souls in Hell is a
mixer is used, the numerical benefits of the tincture remorseful tyrant, one who has a high Corruption
are halved but the imbiber gains a +4 circumstance rating but is still moved to tears by the contemplation
bonus to his saving throw. For example, a draught of of what he has done.
Agony that has been diluted in blood only confers a
fast healing rate of 3. Using Non-Evil Souls: It is a curious fact that the
souls of both the deeply corrupt and the profoundly
Agony, Sorrow and Strain are intensely powerful innocent can produce far richer hell-broth than the
extracts that cannot be quaffed like so much penny souls of mediocrities. It sometimes happens that
ale. Whenever any one of the tinctures is drunk, the the soul of a non-evil person will be claimed by
imbiber must make a suitable saving throw (detailed Hell, sometimes because they were unwise enough
in the description) or suffer the negative effects along to venture into the Infernum and were captured but
with the positive. If the imbiber is not a devil or more commonly because they were tricked into
demon, the DC of the saving throw to avoid negative signing away their soul for material gain; see the
effects is increased by +2. Drinking these extracts section on Pledged Relationships in the Sympathy
knowingly is almost always an evil act. One dose of for the Devil chapter. All non-evil souls count as
tincture is an ounce of fluid, the same quantity as a the equivalent of three ordinary damned souls for
potion. resource extraction purposes and are never immune
to misery palaces, which makes them ideal fodder for
A creature may attempt to drink more than one of the producing Sorrow.
hell-broths, so as to benefit from the effects of each.
If this is done, the DC for the saving throw to avoid
the negative effects of all hell-broths after the first is Agony
raised by +8. This deep red substance has an almost intolerable
fiery taste. Quaffing a dose causes the imbiber to
The Advantages Of Especially Corrupt Souls: It flush deeply and his or her heart race to increase, as
has not escaped the notice of scholars of the infernal if from a rush of adrenalin. The imbiber’s veins feel
that the demons and devils are especially keen to like they are full of burning lava. A creature drinking
claim the most corrupt souls of mankind for their Agony does not experience pain itself but instead
own, sometimes spending years cultivating a soul experiences a delicious thrill, as if all the pain of the
and leading it into greater and greater depths of tormented victims had been fermented into pleasure.
corruption. Why should they bother to do this, if all
damned souls are equally useful? The simple answer A creature under the influence of Agony has a
is that the hell-broth yield from damned souls that are tremendously accelerated healing rate. It is not just
steeped in corruption is far greater than that from the the suffering of the damned souls but their resilience
merely sinful. that is extracted in the preparation of this hell-broth.
While the dose of Agony lasts, the creature benefits
Under the resource extraction section below, the from fast healing of 6 and experiences pleasure
necessary total number of souls needed to create a instead of pain when it is injured. Magical effects
specific hell-broth is given. For the purposes of hell- that produce pain, such as symbol of pain, have no
broth extraction, a damned soul that has a Corruption effect. If it already has the fast healing special ability,
level of 11 or above counts as the equivalent of a this amount of recovered hit points per round stacks
number of souls equal to his Corruption level minus with its ordinary amount. A single dose of Agony
10. So, an especially perverse damned soul with a lasts for 3d8 rounds. Devils enjoying the effects of
Corruption level of 18 would actually count as the Agony will sometimes wound their own bodies in
equivalent of eight souls in an extraction facility. artistic ways or invite others to do the same.
This is why the most corrupt sinners have whole
rooms and complexes given over to their torment and Agony is also used as a fuel for infernal machines
why the various houses of Hell are so enthusiastic to and some biomechanoids; see the Infernal Equipment
claim them. They are a high-yield investment. chapter, in particular the section on Agony Engines.
Freshly extracted Agony is best for this purpose.
There is, however, a difficulty with using corrupt Once Agony has been stored for over a day, it loses
souls to make Sorrow. The more corrupt a soul is, some of the volatile quality that allows it to be used
the less likely it is that the soul will have any shred as fuel, though it is still just as potent when drunk.
of remorse, or pity for anything other than itself. Stored Agony only counts as half a dose for engine-
fuelling purposes.

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Negative Effects: A creature that drinks a dose of endure it. Evil creatures that fail their saving throws
Agony must make a Fortitude saving throw (DC 22) are so overwhelmed by the sensations of power and
or suffer the negative effects. Agony has a dramatic superiority that they become sluggish and distracted.
effect on the imbiber’s anatomy, rupturing vessels and They are slowed for the duration of the effect as if
flooding tissues with the quintessence of the suffering by a 20th level caster. A slowed creature can take
of the damned; those that cannot bear it suffer 2d6 only a single move action or standard action each
Constitution damage as their blood vessels explode turn, but not both, nor may it take full-round actions.
and their bones crack. One can easily identify a target Additionally, it takes a –1 penalty on attack rolls,
who has failed his saving throw, as he bleeds from all armour class and Reflex saves. A slowed creature
his bodily orifices, including his eyes, which seem to moves at half its normal speed, rounded down to the
be weeping tears of blood. This Constitution damage next 5-foot increment, which affects the creature’s
is not healed by the fast healing effect of the Agony jumping distance as normal for decreased speed.
draught.
A creature that fails its saving throw by more than
An imbiber who fails his saving throw by more than 10 experiences quite a different reaction. It is so
10 is simply constitutionally incapable of dealing with overwhelmed by the distilled sensations of grief that
the Agony draught. His system purges it as quickly it is stunned for the duration of the draught’s effect
as it can. Such an unfortunate suffers the negative and can only weep. This is one of the worst things
effects but does not benefit from the positive. that can possibly happen to a devil or demon. To be
moved by the sufferings of the damned, instead of
Mixers: Agony can be mixed with fresh blood, gall, savouring them as it should, marks such a creature
vinegar or pure alcohol in order to dilute it and make out as irredeemably weak. After the other devils
it easier to save against its negative effects. A pint of or demons present have finished laughing at the
fluid is needed to dilute the dose down enough. sentimental creature, it is either torn to pieces or
forced to endure torments itself. There is no place in
Value: The asking price for a flask of Agony is 250 Hell for those who empathise with the tormented. A
gold pieces. devil that weeps has come to the end of his career. The
risk that one will not be able to handle a draught of
Sorrow is always present for those devils and demons
Sorrow who indulge in it. Drinking Sorrow fearlessly proves
The essence of refined sorrow is clear as diamond that a devil is without compassion or mercy.
and tastes shockingly bitter. Any creature that does
not take sadistic pleasure in the misfortunes of others Mixers: Although mixing Sorrow with other
(a non-evil creature) cannot benefit from a draught substances is seen as the act of a coward and frowned
of Sorrow at all. The benefit of Sorrow results from upon, some creatures do it. Sorrow can be mingled
savouring the emotional pain of others, which gives with unholy water or the waters drawn from the Styx
the imbiber a massive boost to his or her own sense in order to thin it down.
of self and importance. An evil creature under the
influence of Sorrow has a towering ego and feels Value: Sorrow typically changes hands for 2,500
itself to be a God, high above the suffering creatures gold pieces per dose.
whose pain entertains it so much. Creatures that are
natural bullies, such as all devils and demons, love
Sorrow because it confirms their idea of themselves Strain
as the biggest, strongest and the most brutal. A This golden liquid has a coppery, acidic taste and is
creature must have an Intelligence ability score of at favoured among the lower ranks of the devils, who
least 4 to be affected by a draught of Sorrow. consume it in much the same way as mortal peasants
consume beer. The sweat of pointless toil flows
While under the influence of Sorrow, the imbiber freely, unlike tears and does not harm the soul, unlike
gains a +4 alchemical bonus to Charisma and a +4 she shedding of blood. Consequently, Strain is the
alchemical bonus to Will saving throws. The effects easiest of the hell-broths to make and can be come by
of a dose of Sorrow last for 3d8+10 rounds. Devils relatively easily in Hell.
who use many spell-like abilities drink Sorrow before
going into battle, as it makes their abilities much A draught of Strain floods the imbiber’s body with
harder to save against. fresh energy, removing any trace of fatigue. All
nonlethal damage the imbiber may be suffering from
Negative Effects: A creature that drinks a dose of is restored and fatigued or exhausted conditions are
Sorrow must make a Will saving throw (DC 22) to

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annulled. In addition, a creature under the influence souls’ bodies in different directions. chain devils love
of Strain can enter a wild rage at will, much like the torture palaces and are frequently employed there as
rage of a barbarian. While enraged, the creature smiths and chain specialists. Every torture palace has
temporarily gains a +4 bonus to Strength, a +4 bonus a resident Tormentor who oversees the process and
to Constitution and a +2 morale bonus on Will saving gives advice. The blood shed by the pitiful victims
throws but he takes a –2 penalty to Armour Class. is funnelled away efficiently by a system of tubes,
The increase in Constitution increases the creature’s or licked up by trained imps who then spit it into
hit points by 2 points per level or hit die but these collection tins. Infernal machinery uses some of the
hit points go away at the end of the rage when his Agony it produces to fuel itself.
Constitution score drops back to normal. These extra
hit points are not lost first the way temporary hit Almost all noble houses have torture palaces, as
points are. they are de rigueur for devils; the most elaborately
equipped and architecturally inventive are those on
If the creature already has the ability to rage, such as the estates of House Astyanath. Unlike halls of misery
by having levels as a barbarian, then its rages under and toiling fields, torture palaces are labour-intensive
the influence of Strain result in an additional bonus for the devils. A higher degree of supervision and
of +2 to Strength, for a total bonus of +6. While he involvement is needed. A staff of two devils per soul
is raging, the character’s behaviour is subject to the is required for a traditional torture palace and one
same limitations as a barbarian’s are; he may not devil per soul for a mechanised one.
perform any activity requiring concentration. The
effects of a dose of Strain last for 2d4+10 rounds. Five souls undergoing torture for one week can
produce enough Agony for one dose. A typical
Negative Effects: A character must make a Fortitude torture palace contains 30 souls, which is enough to
saving throw (DC 22) to tolerate a dose of Strain. If produce six doses of Agony per week.
he fails this saving throw, he enters a state of rage
immediately and may not end it until the dose wears
off and also suffers from confusion for as long as the Sample Torture Palace: The
dose lasts. Factory of Lady Jezafeen
Lady Jezafeen of House Sturrach maintains a torture
Mixers: Strain may be diluted with the cerebrospinal palace that is simply called the Factory. Situated over
fluid of a creature with at least 6 Intelligence. One a river of burning lava, it is a gigantic structure of
medium-sized creature produces enough fluid to black bricks with high chimneys, tall windows that
dilute two doses. The creature must be living at the glow red and a constant clamour of machinery from
time; the fluids of damned souls are not usable. the inside. The interior of the Factory comprises a
collection of machines on platforms and suspended
Value: A dose of Strain can be bought for 500 gold from chains, accessed via wobbling catwalks and
pieces, if a dealer can be found. ladders. This machinery serves no purpose other than
to cause physical damage to the souls fed through the
Extrac t i o n F ac i l i t ies Factory. A typical machine occupies a space 10 feet
across. While the machinery is active, any creature
This section covers the different types of facility that standing within 10 feet of it has a 50% chance
are needed to make the hell-broths. on any given round to suffer an attack from the
machine, which attacks with a spinning chain (+16
Torture Palaces melee, damage 2d8 bludgeoning), a slashing blade
Torture palaces are most commonly towers or (+20 melee, damage 4d6 slashing) or a projection
complexes containing all of the famous pain of spikes (three attacks each at +14 melee, damage
inflicting devices that people associate with Hell. A 2d6 piercing). This damage counts as evil-aligned
torture palace will always contain at least a rack, an and lawful-aligned for the purposes of overcoming
iron maiden, a set of whipping posts, thumbscrews, damage reduction. Each machine has a hardness of
cauldrons of boiling oil and such reliable staples of 8, 100 hit points and a DR of 5/good. A machine
the torturer’s trade. More elaborate palaces introduce reduced to 25% of its total hit points can no longer
infernal machinery into the process. Rotating columns make attacks.
fitted with butchers’ hooks rend the flesh of naked,
howling souls, whirling blades slice them thinly and Damned souls are winched up to the top of the
barbed chains whip from the walls to drag the snared Factory and dumped into a hopper, which feeds them

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into one of the waiting machines. Each machine then creature is first exposed to the hall. For every level
mashes, tears, mangles or otherwise mutilates the of Corruption the creature has above 10, it has a 10%
screeching soul before sending it through a pipeline chance of having no potential for remorse at all in
into the next machine along. The agony-rich blood its soul, up to a maximum chance of 99%. For this
is drained away through metal pipes. The machines reason, the fiends do not try to cultivate especially
are designed to harm, rather than to kill outright, corrupt souls to populate the halls of misery. They
though occasionally the whole factory grinds to a are much more use in torment palaces or toiling fields.
shuddering halt because someone has been caught in The halls of misery are for the ordinary damned, most
the machinery again. Once or twice a month, one of of which can still cry.
the Factory’s maintenance chain devils has to be sent
into the pipelines to free the remains of a mashed soul A hall of misery can accommodate one soul for every
from a cog or piston. cell it has; fifty souls are needed to produce one dose
of Sorrow per week. A cell need not be an enclosure
and can be any zone up to twenty feet square. A
Halls Of Misery typical hall of misery contains only one hundred
As sorrow is a matter of the heart rather than a matter souls, enough for two doses per week.
of the body, it is more of a subtle business to extract
genuine tears from the souls of the damned. The
tincture called Sorrow is thus the most rare of the Sample Hall Of Misery: The
three. Genuine tears are much more scarce in Hell
than blood or sweat. Of all the infernal houses, Avenues Of Infinite Mirrors
only House Astyanath specialises in the cultivation This hall is found beneath the palace of Lady Terjulia
of Sorrow; this is the source of the house’s political of House Astyanath. Each soul is led by attendant
strength. devils (usually noble devils of low rank or erinyes)
down a circular corridor, each 20-foot square segment
Those devils who harvest tears are careful to select of which counts as a misery cell. The corridor is lined
the damned souls who are most haunted by guilt, on both sides with mirrors that reach from floor to
remorse and regret. Only those rare souls who can ceiling. The soul is forced to look into the mirror,
generate their own torment in Hell can shed the kinds where he sees images of futures that might have
of tears needed to produce the tincture. The devils been; he sees himself as he could have been if he had
must arrange matters so as to remind the damned soul repented in time, changed his ways, made amends
of what it has done and what it has left behind. for his evil deeds and taken a different course in
life. This is allowed to go on until the soul weeps,
Halls of misery are magical structures like prisons or at which point his tears are quickly caught in a cup
asylums, with multiple cells in which damned souls of iron and he is led to the next mirrored segment.
are kept chained. These cells use illusion effects The mirrors are made from a thin sheet of hellglass
to torture the damned with their own memories. over polished iron; they have a hardness rating of 10,
Any creature enclosed within a hall of misery is damage reduction of 5/good and 20 hit points. If a
constantly subjected to illusions drawn from his own mirror is smashed, that region of the corridor ceases
subconscious, which torment him with the memory to function as a misery cell.
of his mortal life. This effect only affects creatures
who have some remnant of conscience and who have Elsewhere in the underground complex, specially
committed deeds terrible enough to be worthy of valued souls are condemned to the Chambers of
regret. A Will saving throw (DC 20) must be made Eternal Waking. The misery cells fool the imprisoned
every hour in order to avoid weeping and becoming soul into thinking that he has awoken from a dreadful
overcome with despair, as if by a wracking despair dream. He was not truly dead and damned; it was
spell cast by an 18th level caster. Most of the damned only a vivid nightmare, the devils and hellfire are far
do not bother to resist after the first few days of away and there is still time to make amends. Once he
incarceration. The tears of the damned are collected is convinced of the reality of his waking, the illusion
by attendant noble devils. drops away and he finds himself in Hell once again.
This method rarely fails to draw tears of grief from
Some souls are simply useless for a hall of misery, the souls who are subjected to it.
as they have no concept of remorse. A creature
with a Corruption score of 11 or higher may well Toiling Fields And Houses
be completely immune to the effects of the hall. These are zones of Hell where the souls of the
To determine this, make a one-off check when the damned are forced to carry out strenuous work, which

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is always pointless, repetitive and achieves nothing at


all. Large amounts of rock and heavy iron chains are
Sample Toiling Field: The
easily come by in Hell, so many toiling fields involve Channels Of Plutac
these ingredients. A favourite type of toil involves The noble devil Plutac of House Carthenay owns an
rolling a boulder larger than the damned soul itself. estate on which he keeps several toiling fields. The
Some inventive devils have enchanted boulders so largest of these is a flat area of soil one thousand feet
that the soul begins by rolling a pebble uphill; the square, bordered by walls at the corner of which
pebble grows in mass and weight as the soul pushes stand sentry towers. Each one of these is manned by
it uphill, eventually becoming a vast boulder that the an erinyes, who makes sure that none of the damned
soul cannot budge. Industrial accidents in toiling are foolish enough to attempt escape. The soil of the
fields are common. Souls are frequently crushed field has numerous trenches three feet deep dug into
under the stone rollers, boulders or weights that they it, running parallel as if the field had been tilled for
are forced to move. sowing. Damned souls roll boulders ten feet across
down these trenches, trundling them steadily from
Souls condemned to toiling fields are those who one side to the other. A Strength check (DC 20) is
were lazy in life or who exploited others. Overseers required to roll the boulder five feet. As they work,
who whipped their labour crews until they fell dead groaning with the endless effort, imps hover nearby
from exhaustion, mine owners who sent children with rags and buckets, collecting the souls’ sweat and
or halflings down into choking darkness and slave- wringing it out. The sweat of the toiling damned is
owners who treated their chattels like expendable stored in canisters and taken away for processing.
property are all found among the work gangs in Any creature that falls into the path of a boulder must
toiling fields. make a Reflex check (DC 15) or suffer 6d6 points of
bludgeoning damage.
Toiling houses are slightly different in layout and are
constructed on infernal estates in places where there
is not enough room to roll enormous rocks about.
They save space by using machinery to keep souls S o ul S c ulp t in g
in pointless endeavour. Souls in a toiling house are The practice of moulding the bodies of the damned
kept walking on infinite treadmills, walking round into new shapes is well established among the devils
and around capstans, carrying heavy loads up and and demons, who long ago recognised how useful
down ladders or
just holding piles
of rocks on boards
above their heads
for hours and hours.

Ten souls can secrete


enough sweat for
one dose of Strain
in a week’s toil. A
typical toiling field
can accommodate
one hundred souls,
enough to produce
ten doses of Strain
per week.

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these indestructible creatures could be. It entertains the progress from the sequential Craft checks can be
them to mistreat the damned so and saves them time, worked out.
since by using the damned as convenient objects (to
walk on, sit on and so forth) they are tormenting them Posed Soul (DC 10): The simplest application of
without effort. the soul sculptor’s craft locks the subject soul into
a frozen posture. It cannot move at all, though it
A soul-sculpted ‘object’ (one or more damned souls can moan and groan. This technique is used to turn
wrested into a new configuration) has the special a single soul into a coat rack (standing upright with
property of being solid to all creatures on the plane, arms outstretched) or an occasional table (on hands
not just to fiends and native materials. It is thus and knees) and so on. It is not very versatile, as
possible for creatures other than fiends to ride upon it limits the soul sculptor to those shapes that can
mounts made from massed souls, walk upon stairways be achieved by twisting the soul’s limbs about.
and walkways created from the fused bodies of souls About the only weapon that can be made from a
and recline upon furniture made from the paralysed stiffened soul is a clumsy greatclub that bestows a
body of a soul. Tormentors are experts in the craft of –2 circumstance penalty to the wielder’s attack roll.
soul sculpting. Souls needed: 1. Value: 5.

Stretched/Compressed Soul (DC 20): The soul


New Feat: Craft Soul Item sculptor may squeeze, stretch and knead the souls of
Prerequisites: Outsider native to an evil plane. the damned like clay or toffee. A given soul may be
stretched out in one direction to three times its height,
This feat allows a creature to manipulate the bodies or stretched out like a sheet that covers a region of
of damned souls and turn them into useful objects. A one and a half times its height square. Alternatively,
soul sculptor works with blades, saws, tarry pitch and it may be squashed to a packed wad of up to one third
a needle and twine. The soul sculptor may mutilate of its original height. This more versatile technique is
a soul in such a way that the soul does not regain its used to turn souls into the sails and rigging of ships,
natural form, so long as its head is left intact. Any boulder-like weights to hold doors open, shaped
fiendish creature can mutilate a damned soul but furniture, floor coverings and similar accoutrements.
only a soul sculptor can do so in such a way that Souls needed: 1. Value: 20.
they become solid enough for non-fiends to interact
with. The skill check DCs given below are the Craft Bound Group (DC 20): A soul sculptor may fuse
skills needed to create the items shown. Failure on the body of one soul to that of another and may
the skill check deals 6d6 damage to any soul or souls allow certain limbs freedom of movement. The
involved; the sculptor may attempt to use the same most common uses of this application are the fleshy
souls again and again until they dissipate. The default arch, which is a doorway made from two or more
Craft skill to make any item is Craft (flesh carving) souls acting as gateposts with their arms forming
but other Craft skills may be substituted at the Games the crossbars of a set of double doors (so that the
Master’s discretion. souls can swing the doors open or shut on command)
and the transport huddle, which is a group of four
Devils and demons like to be surrounded by souls bent and twisted in such a way that the upper
suffering, so soul sculptures are the commonest way part is flat and the lower part has four sets of strong
in which their living quarters will be dressed. It is legs. The heads of the souls are set on the sides of
more pleasant for a devil to sit on a couch made from the abomination, so that it can see where it is going.
three sewn-together bodies, whose faces grimace Transport huddles are ridden as mounts by many
as the devil shifts its weight, than for the devil to of the devils; their ordinary movement speed is 40
use ordinary leather and wood furniture. Damned feet. Souls are not compelled to obey automatically
souls are also resistant to damage and will heal but are assured of a whipping or worse if they are
up when abused, a quality that ordinary furniture not compliant, so rebellions are nonexistent. Souls
does not share. Visitors to Hell have to get used to needed: variable. Value: 30.
encountering mangled human shapes all over the
place, serving various practical functions. Fused Block (DC 15): This is simply a mass of
damned souls measuring ten feet by ten feet and
Soul items do not have a gold piece value, as souls from five to six feet thick depending on the heights
themselves are currency in Hell. However, an of the souls that were used. The souls are arranged
equivalent value is given so that the length of time in a closely clustered square with their faces looking
needed to carry out any given crafting operation and upwards. A cauldron of reagent is then poured in,

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melting the souls’ bodies together. Soul blocks are form. To create a soul mask, the soul’s skin is
usually used for building walkways or staircases, so carefully flayed off, leaving the skinless and agonized
that the devils can trample upon the upturned faces. soul behind. This inflicts 8d8 points of damage on
The souls encased in a soul block constantly emit a the damned soul, which regrows its skin at its natural
soft, tortured moaning. It is possible to cut individual healing rate. Duly prepared by the soul crafter’s art,
souls free from the block; once freed, they heal the soul’s skin lasts for seven days before drying up
naturally. A total of 20 points of slashing damage and going crispy, after which it is no longer usable.
must be dealt to the block to cut a soul free from it.
Souls needed: 25. Value: 5. To use the soul mask, the devil slips the flayed-off
skin over its own body; thanks to the soul crafter’s art,
Soul Projectile (DC 20): A soul sculptor may the skin shifts and clings in such a way that the wearer
prepare a damned soul so that it can be fired from a does indeed seem to be the damned soul whose skin
catapult, trebuchet or ballista. It is either moulded he has borrowed and not merely a devil in an ill-fitting
into an aerodynamic clump or smoothed out into a skin suit. A devil that does not have a humanoid form
long spindle with a pointed end. When a projectile or cannot assume one with polymorph or a similar
made from a damned soul is fired from a siege engine, spell-like ability cannot wear a soul mask; the beards
it screams as it flies. All non-evil creatures within of bearded devils or the horns of an ordinary noble
40 feet of the projectile’s entire flight path (for game devil poke right through the skin. While a devil is
purposes, treat this as a straight line traced from the wearing a soul mask, it receives a +10 circumstance
origin weapon to the point of impact) must make Will bonus to Disguise checks made to assume the identity
saving throws (DC 20) or be shaken for one round. of the soul in question. Devils will often make soul
This is a sonic mind-affecting effect. Souls needed: masks so that they can pretend to be dead people,
1. Value: 10. so as to deceive the living; for example, a devil

Soul Watchman (DC 10): This is


simply the severed head of a humanoid
soul, with its hair bound up in a plait
and tied to a fixing point beside a
door. Its lungs are left to dangle, so
that it can speak and shout. It is the
soul watchman’s job to call out when a
visitor approaches. This is a standard
means to man a minor entrance point in
Hell, such as a doorway into a devil’s
dwelling. The soul watchman’s role
is more to announce guests than to
defend the portal, though he will alert
any guards by shouting and screaming
if there is a threat. The Astyanaths
customarily use a soul watchman as a
doorkeeper and doorknocker; guests are
expected to bang the soul’s head firmly
against the sinew wood of the door until
either the noise of the banging or the
soul’s shrieking alerts the dwelling’s
occupants. Soul watchmen have
effective Spot and Listen skills of +8.
Souls needed: 1. Value: 5.

Soul Mask (DC 20): Devils sometimes


spy on their fellows by disguising
themselves as the souls of the damned,
then slipping in among the hordes on the
rival devil’s estate. This is particularly
common among the noble devils, who
can only polymorph into one alternate

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might use the skin of a damned soul to convince his strike a foe, each successful attack does an additional
family that he was still alive and thus entice them 1d4 points of damage as the soul tries to bite. This is
into corruption after him. If the creature wearing simply treated as extra damage, not as an attack in its
the soul mask engages in grappling, the soul mask own right. A damned soul made into a living weapon
has a chance to slide off. Every time an opponent gains a hardness rating of 5 while it is shaped into
succeeds in a Grapple check over the wearer, the this form. Each time it is used to attack, it suffers
skin has a 1 in 4 chance to split and fall away. A 1d4 bludgeoning damage plus the wielder’s Strength
creature may voluntarily shed the skin to free itself ability score modifier. Souls needed: 1, or 2 for a
from a hold. Shedding the skin gives the creature double weapon. Value: 30.
a +4 circumstance bonus on a single Escape Artist
skill check; success leaves the opponent clutching the Soul Net (DC 25): Soul nets are some of the
empty skin instead of the grappled creature. Souls most horrendous weapons found anywhere in the
needed: 1. Value: 20. Infernum. Some mortals who have seen soul nets in
action have gone mad on the spot, as they are such
Soul Sentry (DC 20): A soul sentry is a common a defilement of the mortal form. A soul net is made
sight outside many noble devil estates. Four souls from four truly unfortunate souls. Their heads are
have their bodies compressed together and wound situated at the corners of the net, acting as weights,
round in a decorative spiral. This forms the central while their unravelled intestines, stretched out and
pillar of the soul sentry, which is stretched so as to knotted together, form the main body of the net. The
raise the height of the whole thing to 10 feet. The soul remainder of their bodies is discarded, reducing the
sentry’s four heads look out, each in one direction and hit points of the participant souls by –20 apiece.
yell to raise the alarm if they see anything suspicious.
Soul sentries can see in a complete 360-degree circle When a soul net is thrown, it actively attempts to
and have effective Spot and Listen skills of +10. entangle the foe. The net has an effective Grapple
Souls needed: 4. Value: 20. attack of +20 and an effective Strength modifier
of +5. An entangled creature must beat the net’s
Soul Snap-Trap (DC 15): To make this item, the Grapple attack with an Escape Artist check in order
soul’s arms and legs must first be hacked off, as they to wriggle free, or beat the net in an opposed Strength
will only get in the way. A slit is then made down the check in order to rip a hole in the intestinal webbing.
centre of the soul’s torso and the ribcage broken open. The net’s hit points are the total of all the souls
The soul sculptor sharpens the points of the ribs, involved in making it.
bends them out slightly and makes adjustments to the
point where they join the spine, incorporating muscles Souls that form part of a soul net do not recover their
and tendons from the discarded limbs. The result is bodies by natural healing until they are disentangled
an organic mantrap. When set, the two halves of the from the main mass. To unpick a soul’s innards from
ribcage are bent backwards and lie nearly flat. When a soul net requires a Use Rope skill check (DC 30).
pressure (such as from a descending foot) is placed Souls needed: 4. Value: 40.
on the exposed spine, the sharpened ribs slam shut,
making a melee attack at +15 and inflicting 2d6+5 Soul Organ (DC 30): This gruesome object takes
piercing damage. If the trap hits successfully and pride of place in many noble devils’ palaces. It is
the victim is of large or smaller size, it immediately a huge musical instrument that resembles a church
makes a Grapple check, again at +15. If the grapple organ, complete with stops, keys and pedals. Thick
check is successful, the entrapped victim has its speed iron pipes protrude from the top of the device
reduced by 50%. An entrapped victim may attempt but instead of each one ending in a reed, they are
to wrest itself free of the trap by making an opposed topped with the severed heads of souls. The heads
Grapple check or Escape Artist skill check against of humanoid females and elves occupy the tops of
the trap’s effective Grapple of +15. Souls needed: the pipes towards the higher ranges, while the heads
1. Value: 10. of humanoid males and dwarves occupy the lower.
When the device is not in use, the heads glance at
Living Weapon (DC 25): One of the most difficult each other apprehensively (and look at newcomers
techniques in soul sculpting is to make a damned with pleading in their eyes) but cannot speak. When
soul into a weapon. Edged weapons cannot be a note is played, air is funnelled through the soul’s
made by these techniques but impaling weapons vocal chords and forces it to scream a specific note.
and bludgeoning weapons can. Living weapons A competent player can rouse a chorus of harmonised
incorporate the moving jaws of the damned soul into screams from the implement. It takes a great deal of
their construction. When a living weapon is used to time and trouble to create a soul organ, as the souls

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chosen must scream or bellow at exactly the right Making a soul balloon is an elaborate, difficult
pitch. process. The bodily orifices of the souls involved
must first be sealed, usually by stitching shut or
Evil creatures that have the Perform (keyboard) application of thick glue. The souls are then inflated
skill can use a soul organ to produce an impressive with lighter-than-air gases that are belched from
infernal cacophony. They may add a +3 circumstance ducts in the landscape of the Infernum; these are
bonus to their Perform skill checks when using the first gathered up in bellows and then pumped into the
instrument. Soul organs are too large to move around distended bodies of the souls. The eventual result is
(they measure 15 feet by 15 feet and weigh half a ton) a set of floating, spherical souls blown up to the next
but can be used in situ to great effect. Souls needed: size category, taut-skinned as beach balls and in a
60. Value: 500. state of horrible discomfort. These are then lashed to
a basket of sinew wood ten feet across on each side,
Soul Catapult (DC 30): This infernal siege engine the carriage of the balloon. Each inflated medium-
resembles an ordinary catapult, made from the tough sized soul can lift a weight of 100 lb. Six such souls
sinew wood that is cut from night-oaks and suicide are needed to raise a fully laden basket.
birches. A soul catapult is in fact an upgraded version
of such a siege engine. The Craft (soul sculpting) When launched, soul balloons gently drift upwards
skill check is needed to replace the ordinary firing until they reach a height of 500 feet. The devils that
mechanism with a soul-based one. Soul catapults use crew them usually have a spellcaster on board to cast
entwined soul bodies instead of twisted sinew to fire suitable spells to propel the balloon in a set direction.
their projectiles (barely recognisable as humanoid any Alternatively, they enlist the help of winged devils to
more) and have two souls with their arms tangled in pull them in a set direction. The damned souls used
the machinery, who can draw back the catapult’s arm as the actual balloons retain the same natural armour
by hauling on their own appendages. A soul catapult bonus and hit points as they had before (with a
has a range of 150% of that listed for an ordinary light modification to armour class because of their increase
or heavy catapult and is self-reloading. A light soul in size) but may no longer use a Dexterity bonus to
catapult requires one less crewmember than listed; a armour class; they may only float and bob about. A
heavy soul catapult requires two less crewmembers. balloon soul that suffers bludgeoning damage is not
Souls needed: 4. Value 100. in danger until it is reduced to zero hit points (at
which point it bursts) but a soul that suffers more
Soul Ballista (DC 25): This ingenious contraption than 10 points of piercing or slashing damage begins
is made entirely from reshaped damned souls. A to expel gas. A punctured soul can lift only 50 lb;
soul on its hands and knees has its body elongated, if it is punctured twice, it deflates altogether ceases
to form the central mass of the ballista. The head of to contribute any lift at all. A soul that suffers more
this soul is forced through the hollowed-out midriff of than 30 points of piercing or slashing damage in one
a second, which is shaped into a curve and stiffened attack bursts and no longer contributes any lift. Souls
with unguents. The entrails of this second soul are needed: minimum 4. Value: 500.
lashed to its hands and feet and used to form the
ballista’s bowstring. As a soul ballista is made from
living bodies, it can fire missiles further and with
greater force. The range is increased by 50% and D a m n a t io n
the damage of the projectiles is increased by a +2 Most damned souls suffer simply by virtue of being in
circumstance bonus. Soul ballistas can move under Hell. The house that has claimed them enacts tortures
their own power, at a speed of 20 feet. During sieges according to its preferred methods (see Houses of the
in Hell, soul ballistas can be seen scuttling back and Unholy) and gains additional Corruption and status as
forth over the infernal battlements, like giant crabs. a result. For most souls, torment is a straightforward
Souls needed: 2. Value 50. matter of burning, flaying, disembowelling and
other similar practices that do not fall far short of
Soul Balloon (DC 35): This is possibly the worst of elementary sadism. The souls recover in time; even if
all Infernal blasphemies against the residual dignity torn to pieces, they eventually reform and the whole
of the damned. It is not often manufactured as its terrible process starts again.
use is limited but some devils enjoy using them as an
unusual battle weapon, so that they can dump barrels Some souls are singled out for special attention.
of creeping bile or similar bombardment weapons on Those who are deemed worthy of their own special,
their foes. private Hell, instead of the generic torments meted
out to the hordes of the damned, can be placed into a

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special, personal state of torment. This is achieved by repent. Some of them are holding out hope that they
means of the Infernal Torment spell. will eventually be selected for promotion to the rank
of devil and escape their damnation that way.
Infernal Torment Malicious Torment: This application of the spell
Conjuration (Teleportation) condemns the recipient to eternal suffering in a section
Level: Clr 9, Sor/Wiz 9 of Hell designed solely for the purpose. It is used by
Components: V, S the senior devils to punish those who offend them or
Casting Time: 1 standard action who break the great laws of Hell as well as being the
Range: Close (25 ft. + 5 ft./2 levels) way to punish those wicked individuals whose crimes
Target: One damned soul or evil outsider are such that they warrant a private Hell of their own.
Duration: See text Placing a creature with a lower Corruption rating than
Saving Throw: Will negates yourself into malicious torment earns the caster 5,000
Spell Resistance: Yes Corruption.
You place the subject into a state of continual agony Creatures undergoing malicious torment may be
of a mental or physical nature, especially crafted to placed into a sub-dimension as for purgatorial
suit the evils that it committed in its former or earlier torment but may also be placed into a region of the
life. This spell cannot be cast upon a creature with a Infernum or of the Nine Hells prepared specially for
Corruption level of less than 3. Infernal torment has them, a course which is taken far more often as the
two applications. devil making the condemnation wishes the suffering
creature’s torments to be on display for all to see. The
Purgatorial Torment: The spell may only have this caster must have authority over this region and set
effect if the recipient is willing to receive it. The target aside at least a 30-foot square of ground as preparation
must also agree to change alignment to non-evil if it for the malicious torment. Any creature attempting to
has not already done so. Purgatorial torment allows enter the region of the malicious torment must make
the target creature to enter into agonies voluntarily as a Will saving throw at the same DC as the original
a form of atonement. While in this state, the subject is spell in order to move into the territory; if this is done,
confined to a sub-dimension similar to that generated then the caster of the malicious torment is instantly
by a maze spell. Every year spent in purgatorial aware that there is a trespasser. Unlike the rest of
torment removes 200 points of Corruption from the the damned, creatures undergoing malicious torment
suffering creature. It has no way to speed up the are aware of nothing but their eternal fate and do not
process. Once all its Corruption is burned away, acknowledge the presence of other creatures in the
the creature passes from the sub-dimension of its vicinity. They cannot be removed from the area of
purgatorial torment directly into the plane on which it their torment by any means while the spell is current.
would reside had it died with its new alignment. This
spell is one of the only ways in which a damned soul The only way to free a creature from infernal torment
can be given an escape from Hell, or an unredeemed of either kind is to cast a freedom spell at the point
ghost can leave the mortal plane. If a creature is at which the infernal torment spell was cast. The
released from purgatorial torment before all of its creature’s name and details of its background must
Corruption is seared away and voluntarily chooses to be known. Since most infernal torment spells are
leave, its alignment defaults back to the original evil. cast in the high courts of Hell, getting there is not at
all easy.
Good-aligned clerics and their paladin allies have
occasionally mounted missions of mercy into the An infernal torment spell provides all the necessary
Infernum, seeking to find the worst of the damned ‘props’ for the private Hell, such as eternal flames,
souls and persuade them to repent and accept eternal cold, tantalising seductresses who vanish into
purgatorial torment as a release. They refer to this as mist when approached, water that vanishes when
‘harrowing Hell’ and consider it one of the most heroic you try to drink it, boulders that become heavier and
acts that a good creature can ever perform. Some of heavier as they are rolled uphill and so forth. These
the damned gladly accept this, as it allows them to props and participants are only real for the subject
replace the sadistic fires of Hell with the cleansing and may only affect him, though others can see and
fires of purgatorial torment and thus eventually gain hear them if the subject is not in his own private sub-
their freedom. However, a surprisingly large number dimension.
of the damned do not accept the option of purgatorial
torment when offered. They are simply too proud to

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The Art Of T o rt u re Check: You make a Profession (torturer) skill check


at the end of a torture session, which then becomes
the DC for the victim’s saving throw. His failure
Warning: This section deals with very disturbing
means that you used it effectively and that the damage
practices, included for the sake of completeness
you dealt also had an impact on the victim’s mind.
and authenticity. They have not been made up.
Success on his part means that you only managed to
Each one of the tortures listed here was inflicted
damage the victim’s body.
upon those accused of witchcraft in the past, by
people who believed themselves to be virtuous
Action: You can only make one skill check per
and expected to go to Heaven. If you prefer not
session of torture. The sessions take a variable
to include such abominations in your game, then
amount of time, as determined by the entries on the
skip this section.
various tortures below.
It is worth taking some space here to detail the
Try Again: Yes. However, if a creature has
ancient and renowned art of torture, which has surely
successfully saved against a given method of torture
been in existence for just as long as many of the more
once before, he gains a +4 circumstance bonus on
salubrious professions and has no less a weight of
further saving throws against that same method. It
literature devoted to it than, for example, medicine,
is also not possible to inflict more than the maximum
divination or floristry; it has its professional tools, its
possible amount of Wisdom and Charisma damage
expert practitioners and a body of knowledge passed
for a given method within one three-hour period by
down from expert to student down the years. While
using that method. For example, no matter how long
any thug can achieve results with a club with a nail in
you flagellated a victim for, you could not inflict more
it, the torturer’s skill is far more refined.
than 2 points of Wisdom and one point of Charisma
Although the great majority of tortures
in Hell are practiced upon the damned,
who (as we have noted) are remarkably
resilient, we will now deal with torture
as practiced upon corporeal creatures.
This is by no means uncommon in Hell.
Demons and devils torture each other,
as well as relishing the screams of any
good-aligned creatures they succeed in
capturing. Torturing the damned is easy,
as they are already dead but torturing
a living creature is a far more difficult
business.

Here we run into the first challenge that


faces the torturer, namely the physical
limits of the creature concerned. If you
apply the wrong amount of pressure, cut
too deeply or overwhelm its senses, it
may simply pass out, its consciousness
retreating to a blank state where your
efforts cannot reach it. Worse, it may die,
in which case you have lost a possible
source of information, or at least cut the
entertainment short.

New Skill: Profession


(torturer)
The creature with this skill is experienced
with the various methods of breaking
down a creature’s mind by means of
physical torment.

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damage. Damage already done in a given hour The Mechanics Of Torture: A given form of
counts towards the maximum, so even if you change torture takes a set amount of time to achieve and
methods halfway through the three-hour period, you inflicts a certain amount of hit point damage upon
are limited as to how much Wisdom and Charisma the victim. If, for whatever reason (such as damage
damage you can inflict. resistance or surreptitious healing) the creature is left
undamaged at the end of the torture, you cannot make
Special: To torture a victim effectively, you must be a Profession (torturer) skill check. The creature must
able to speak the same language. Torture involves be injured for torture to work. Nonlethal damage
threats and promises as much as infliction of pain. If counts. Specifically psychological tortures, like
you cannot communicate with the victim in a shared sensory deprivation, do not require injury.
language, you suffer a –4 penalty to uses of this
skill. Once the damage has been dealt (but not before) the
torturer may make a Profession (torturer) skill check.
Synergy: If you have 5 or more ranks in Intimidate, The result of the skill check, plus the stated modifier
you get a +2 bonus on Profession (torturer) skill for the torture method, then becomes the DC for the
checks. victim’s Will saving throw to resist the effects of
torture. If the saving throw is unsuccessful, the victim
The Objective Of Torture: Unless it is being suffers the stated amount of ability score damage. A
practiced solely for entertainment, the purpose of victim is broken when his Wisdom and Charisma are
torture is either to gain voluntary compliance from both reduced to less than 3 by torture. Reducing them
the victim, so that he will tell you anything you like, below this threshold by other methods does not work,
or to get the victim to ‘crack’, a state in which the though reducing them by other methods first and then
victim can no longer resist and has no willpower left dropping them below the final threshold with torture
at all. does work.

Once a victim has been wholly broken, he becomes Naturally, overdoing it so that either ability score
compliant. He may no longer make Will saving reaches 0 (thus placing the victim in a stupor) does
throws against you or your allies, nor may he oppose not break him, neither does a character count as
Bluff, Intimidate or Diplomacy checks that you make. broken if he is reduced to 0 Wisdom or Charisma
The state of being broken lasts until the victim has and then recovers to 1 or more. This is the problem
recovered sufficient Wisdom and Charisma to bring referred to above, in which the victim passes out too
both these ability scores higher than 3, as determined quickly. To be broken, he must still be conscious
by the sections below. immediately after the ability score damage is dealt.

You can attempt to change the alignment of a broken Creatures in the midst of ongoing torture (such as
creature, by brainwashing it. Each attempt requires creatures held in Little Ease) are unable to rest and
a day of indoctrination, during which you bombard thus do not recover lost Wisdom and Charisma through
the creature with propaganda and undermine its faith natural healing. Creatures that have been allowed to
in its current alignment. A day of indoctrination can rest do recover lost Wisdom and Charisma.
change the creature’s alignment one step; so, you
could change a lawful good creature’s alignment to All torture is technically a fear effect. Creatures
lawful neutral, or a neutral creature’s alignment to that are immune to fear are completely resistant to
neutral evil. Successful indoctrination requires a torture, though they may choose to submit voluntarily
whole day of work followed by a Diplomacy check to save themselves from dying. Creatures that have
(DC 10 plus the creature’s level of experience or hit bonuses to saving throws against fear effects may add
dice). If you fail, you can try again the next day, so those bonuses to their Will saving throws to resist the
long as the creature is still in a broken state. effects of torture.

No amount of torture can change the alignment of The Anticipation Factor: It is possible to torture a
a creature that has the good, evil, lawful or chaotic victim with the promise of agony to come. This can
descriptor. Such creatures have ties to the polarities sometimes break him more quickly and effectively
of the universe that go beyond mere conviction. than the torture itself, as the pains that you can
Similarly, no amount of torture can persuade an imagine are always far worse than the reality. To use
outsider (such as an angel) to divulge its true name. this method, the torturer makes an Intimidate skill
check in the usual manner before the torture starts
and the damage is dealt. He may add half of the

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modifier for the torture method (rounded down) as Flagellation


a circumstance bonus to this Intimidate skill check. The victim is bound to a pole or hung from a chain
The victim must be allowed to see the torture device and whipped. This method of torture is not effective
that awaits him, or the modifier may not be added. If against creatures with 3 or more points of natural
the victim fails, he is not broken but he does submit, armour. If barbed whips are used, or some similar
as per the normal rules for the use of the Intimidate method of inflicting lethal damage, then substitute
skill. lethal for nonlethal damage below and change the
torture modifier to +1.
Torture Methods Duration: Until victim has suffered 50% of his total
hit points in whip damage. If the victim is injured
The following section covers several of the methods
available to the torturer. By carefully choosing which already, it may be impossible to achieve this without
one to use, he may achieve the desired end, namely rendering him unconscious
breaking the will of the victim without destroying his Damage: Automatic hit with a whip, repeated round
body. The Games Master should use these guidelines by round
when constructing new methods of torture dreamed Torture Modifier: –1
up by himself or by the players. As a general rule, Ability Score Damage: 1d3 Wisdom, 1 Charisma
tortures that inflict a lot of punishment all at once
should wear away the victim’s Wisdom, while Water Torture
tortures that last a long time but do little damage Gallon after gallon of water is tipped into the
corrode his Charisma. creature’s body through a funnel, causing its stomach
to distend. If this torture is continued for long
Strappado enough, the victim’s body bursts and he dies. This is
This torture involves tying the victim’s arms behind a drastic and frequently fatal torture method, usually
his back and hauling him up on a rope. A successful resorted to in the last ditch.
Use Rope skill check must be made to bind him in Duration: 2 hours
place. If the victim successfully opposes this with Damage: 1d6 Constitution
an Escape Artist skill check, he takes no damage Torture Modifier: +3
from the torture. The victim is allowed to dangle, Ability Score Damage: 1d6 Wisdom
while the joints in his arms and shoulders give him
terrible pain. If the torturer so chooses, he may drop Pressing
the victim and catch him with a jerk. This brings the The victim is placed between two sheets of wood
torture to an end, inflicting an additional 2d6 damage, or metal. Weights (usually rocks) are then added
1d4 Strength damage and adding +2 to the torture steadily to it, crushing the creature slowly.
modifier. Duration: 1 hour
Duration: One hour Damage: 4d6 bludgeoning
Damage: 2d6 Torture Modifier: +2
Torture Modifier: 0 Ability Score Damage: 1 Wisdom, 1d3 Charisma
Ability Score Damage: 1d4 Wisdom, 1 Charisma
Gnawing
Punches And Kicks This especially horrific form of torture involves the
This form of torture involves simply beating the use of a small captive swarm, such as a jar full of
victim up. He is bound first, so this renders him rats or centipedes. The container is placed over the
helpless. You can perform this torture with either victim’s body and the occupants are allowed to gnaw
lethal or nonlethal damage. If you use nonlethal at the victim’s flesh. If the container is heated, the
damage, the torture modifier is changed to –5. swarm panics and tries to burrow its way out through
Duration: Until the victim has suffered 50% of his the victim’s body, automatically inflicting maximum
total hit points in unarmed attack damage. If the damage and changing the torture modifier to +4.
victim is injured already, it may be impossible to Duration: 3 rounds
achieve this without rendering him unconscious or Damage: 3 automatic hits from the swarm
killing him Torture Modifier: +2
Damage: Automatic hit with an unarmed attack, Ability Score Damage: 1d4 Wisdom, 1 Charisma
repeated round by round
Torture Modifier: –1
Ability Score Damage: 1d2 Wisdom, 1 Charisma

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Tearing Burning/Searing
The torturer (or his assistants) uses meat hooks on The torturer uses the classic mediaeval method of
chains to pull the flesh away from the victim’s body. applying hot irons or acid to the flesh. The victim
Chain devils are especially fond of performing this must succeed at a Fortitude saving throw (DC 15 plus
torture; if a chain devil assists with the session, the the total damage taken) or pass out. He cannot choose
torture modifier is raised to +5. to fail this saving throw voluntarily. The torturer can
Duration: 30 minutes use the irons to blind the victim, in which case the
Damage: 6d6 plus 1d4 Constitution, 1d4 Strength DC of the saving throw is 20 plus the damage taken,
Torture Modifier: +3 the torture modifier is +6 and the Wisdom damage is
Ability Score Damage: 1d6 Wisdom, 1d2 Charisma increased by +2.
Damage: 1d6 fire or acid
Flaying Torture Modifier: +2
The victim’s skin is cut into strips and peeled from his Ability Score Damage: 1d4 Wisdom, 1 Charisma
body. Some torturers like to keep the skin and make
it into ornaments. This torture can only be inflicted
once.
Torture Modifiers
The following methods can be employed to enhance
Duration: Five hours a given method of torture. A good torturer always
Damage: As per the flay spell, for which see Infernal keeps several weapons in reserve.
Secrets of Magic
Torture Modifier: +6
Ability Score Damage: 2d4 Wisdom, 1d3 Charisma Narcotics
You can use cocktails of drugs to make the victim
hallucinate, which makes his experiences all the
Sensory Deprivation more dreadful. A dose of torturer’s chemicals costs
This torture is designed to break the victim’s spirit 50 gold pieces and requires a Craft (alchemy) project
by isolating his mind, so that it can feed off its (DC 18). The victim may make a Fortitude saving
own churning fears and insecurities. The victim is throw (DC 20) to resist the effect. While under the
confined to a dark place where he cannot see or hear influence of the narcotic toxins, which lasts for 8
anything. His environment is impossible to discern. hours, the victim suffers a –4 alchemical penalty to
Creatures that can see in the dark are not susceptible all Will saving throws and suffers 1d6 Intelligence
to sensory deprivation unless they have been blinded damage. Lowered Will saving throws make the
first. If the sensory deprivation is disrupted by victim much more likely to succumb to torture. Since
noise or light, the torture fails and the torturer it is difficult to feed the drugs to a struggling victim,
cannot attempt a Profession (torturer) check. While they are usually administered by injection.
undergoing sensory deprivation, the victim cannot
recover ability score damage to Wisdom, Intelligence The hallucinogens are a poison, so immunities and
or Charisma but heals physical ability score damage resistances to poison apply. Repeated doses are
and hit point damage normally. dangerous to the victim’s sanity. A creature that has
Duration: One day its Intelligence reduced to 3 or below by the narcotics
Damage: None becomes permanently insane and cannot recover
Torture Modifier: +2 its lost Intelligence naturally. Magical healing of
Ability Score Damage: 1d4 Charisma the calibre of heal is necessary to recover the lost
Intelligence.
Little Ease
This torture places the victim in a tiny, cramped Lies And Trickery
cell. There is not enough room to stretch out, nor The best torturers work with the victim’s beliefs,
to sit down. Instead, the victim is forced into a tricking him into feeling hope and then snatching it
strained, unnatural position that soon develops into away from him. A torturer can attempt to do this by
horrible cramp and fatigue. No further intercession adroit use of the Bluff skill. Rather than providing
is necessary; the stricture of the environment is strict rules, the Games Master is encouraged to use
torture enough. Even if the victim passes out through imagination and allow players to do the same. As a
unconsciousness, he cannot rest and does not recover general rule, a lie told by the torturer that would lower
any hit points. the victim’s spirits if it were found to be true (such as
Duration: 12 hours telling the victim that his comrades have been found
Damage: 4d6 nonlethal damage and killed and he may as well give up) should bestow
Torture Modifier: +4
Ability Score Damage: 1d3 Wisdom, 1d4 Charisma
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a –1 morale penalty to Will saving throws against practically out of their sockets. Evidently, there will
torture if the Bluff skill check is successful. If the be no more non-lethal damage in this torture chamber.
victim sees through the deception, it backfires and he The strappado inflicts 13 points of lethal damage and
is entitled to a +1 morale bonus to the same saving 2 points of Strength damage. The nonlethal damage
throws, as well as a +4 insight bonus to Sense Motive now exceeds the lethal, so Berrian passes out and
skill checks against the torturer’s future attempts to Esteban cannot make a Profession (torturer) check.
bluff. He will now have to wait for Berrian to wake up.
Marvellous. He stomps off in disgust, deciding that
It is best to attempt subterfuges fairly late in the game, he will start again the next morning. Overnight,
to help finish off whatever remaining willpower the Berrian recovers 8 hit points, one point of Wisdom,
victim has. Once the victim’s grasp on reality has one of Strength and one of Charisma. He is right
slipped and his Wisdom is lowered, his ability to back where he started, with a few bruises.
perform Sense Motive checks is lessened, giving your
bluffs more of a chance to work. Esteban sends his thugs in to work Berrian over
before he makes a personal appearance. The two
half-orcs wish Berrian a bright good morning and
Example: Berrian The Just Is begin to belabour him with their fists, using lethal
Subjected To Torture damage this time. 16 hit points of lethal damage later,
Berian, a lawful good cleric of 8th level, has been Esteban comes in to gloat and make his Profession
foolish enough to let himself get captured. His (torturer) check. The modifier is –1: he rolls 24.
opposite number, the cleric Esteban, intends to do Esteban fails to save and suffers 2 points of Wisdom
more than just prise information out of him; he damage and one point of Charisma. He has only 12
intends to break his will completely and convert him hit points left.
to the cause of Hell. Berian’s Wisdom is 18 (for Will
saving throw modifier of +10) and his Charisma is 14, Esteban decides on the hot irons next. He sears
so it will take a lot to wear him down. He has a total Berrian for 4 points of fire damage. Berrian
of 32 hit points. unfortunately makes his saving throw and remains
conscious. It is time for another Profession (torturer)
Esteban has a total Profession (torturer) skill of +10. check; the modifier is +2. Esteban rolls 18. Berrian’s
The irons are put into the brazier and a selection of Will saving throw modifier is now only +9, because
gleaming instruments are laid out on a tray. Esteban of the 2 points of Wisdom damage he took last round.
rolls up his sleeves and goes to work. He rolls a 5 and fails for the second time. Esteban
rolls the maximum Wisdom damage (4) but because
Session One: Punches and Kicks. Esteban begins Berrian has already suffered 2 points of Wisdom
by beating Berian up, always a good opening gambit. damage in this three-hour period, he only suffers
He can do nothing to resist as the evil cleric taunts 2. Similarly, he cannot suffer a second point of
him and thumps him in the stomach. Esteban opts to Charisma damage, because the maximum Charisma
inflict nonlethal damage, so as not to damage Berian loss from searing is 1 and he has already suffered 1
too much in the early sessions. After seven rounds point of Charisma damage in this three-hour period.
of ‘oofs’ and ‘unfs’, Berian has suffered 17 points of
nonlethal damage, which is more than 50% of Berian’s Esteban is off to a good start on his second day
total hit points. With that threshold passed, Esteban of torture. Berrian is down to 14 Wisdom and 13
can make his first Profession (torturer) skill check. Charisma but has also been beaten and scorched
The torture modifier is –5, since the damage was within an inch of his life. He has only 6 hit points.
nonlethal. Esteban’s check result is 13, which should Any torture that is sufficiently harsh to strip away
be an easy DC for Berian to beat; unfortunately, more Wisdom and Charisma in a short time will
the goodly priest rolls a 1 and fails completely. He probably kill Berrian outright, in this state. Esteban
suffers 1 point of Wisdom and 1 Charisma damage. decides to take a break and heads off to his chambers
The first tiny crack is appearing in his resolve. to wash the blood off his hands and have a nice cup
of tea.
Session Two: Strappado. With plenty of time
left in the three-hour period, Esteban calls in an The torture is well and truly underway. Berrian
assistant, who roughly ropes Berrian into position. is physically battered and his Wisdom is being
Esteban hauls him up and in a moment of ill-advised gradually eroded. Esteban would be well advised to
malice immediately drops him, wrenching his arms let Berrian spend a few nights in Little Ease, so as to
whittle down his Charisma.

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Infernal floods areas of the Infernum, trapping creatures in


place and inflicting acid damage upon them. The
sizzling remains are picked over by the bile devils

Equipment that live inside the duct, which are too cowardly to
face their prey in open combat unless they have the
overwhelming weight of numbers on their side, in
which case they will surge out of the duct after the

T
his chapter details several of the inventions,
transports and contraptions that the demons first wave hits, swarming over characters who are
and devils have devised to make their lives entangled in the bile. Creeping bile is semi-animate,
easier and more rewarding. Many of these are never sucking at moving things and keeping them from
seen on the Prime Material plane, as their function is escaping. Although it is most commonly found
determined by one of the phenomena of Hell; there is oozing from bile ducts, it has a separate entry here
no point in bringing a soul trawler across to the Prime because devils sometimes store it in containers and
Material plane, as there are no damned souls to fish use it as a siege weapon.
for. Biomechanoids can be imported to the Prime
Material but the specific fuels that they need to run When a bile duct begins to spurt, creeping bile surges
can usually only be found in Hell. out of it in a circle that widens by 50 feet per round
for the first two rounds, then by 40 feet for the next
two and so on. If the bile lake reaches the edge of its
In fer n al Su b s t an c e s crater, the oozing stops.
The minerals and vegetable life of Hell are not like
those of the upper world. There is nowhere to find Progress through creeping bile is difficult. The slime
good granite or healthy wood, which is distressing can thicken itself, becoming tough and stringy so as
to dwarves and druids who find themselves in the to hold an opponent in place. The bile is also highly
Infernum. Instead, there are several native materials acidic. On the bile duct’s initiative count, any creature
that are used. These are tough, resilient substances, in an area that is washed over by creeping bile must
as one would expect from Hell; they are all resistant make a Reflex saving throw (DC 20) or suffer 4d6
to fire to some degree, as nothing that was not could points of acid damage and become entangled;
stand the wash of flaming waves from the Infernal success on the saving throw inflicts only half damage
Sea, the rains of cinders or the showers of acid that and allows the creature to move at half its normal
occasionally fall. speed. Each round, on the bile duct’s initiative count,
the creeping bile attempts to entangle all creatures
Binding Metal: Binding metal is as hard as within its area that are not already entangled. Flying
adamantium and as heavy. It is common in Hell, creatures, or creatures that are otherwise keeping off
lying across the surface of the Infernum in enormous the ground, are not affected.
deposits the size of mountain ranges. Theory has it
that these deposits are the heaven-forged chains that Creeping Bile As A Weapon: House Glabretch
hold Hell down, without which it would break free is especially fond of the creeping bile and sends
of its moorings and rise up to challenge Heaven once delegations of devils out to the bile ducts to gather
again. it up. A container of creeping bile can be flung as
a splash weapon. Five pints is the minimum useful
Binding metal has one crucial quality. A manacle or amount; treat lesser amounts of creeping bile as if
chain made from binding metal and fixed around a they were ordinary flasks of acid. On impact, the bile
creature keeps it confined to the Infernum. While the spreads out to cover a five-foot area. It functions as
bond is in place, the creature cannot be removed from described above, entangling and dissolving creatures
the Infernum by any form of interplanar travel. It can within its area of effect, with the exceptions that it
move from plane to plane through physical gateways does so on the initiative count of the creature that
but may not be summoned, brought through a gate, threw it, it does not spread out further than its original
moved with a plane shift spell or anything of the kind. area of effect and it dries to a harmless crust after 20
It is customary to attach manacles of binding metal rounds have elapsed. Creeping bile does not survive
to all the damned souls of Hell as soon as they arrive long outside of a bile duct and must be stored in an
and are claimed. See The Harvest of Souls for more airtight container if it is to be kept for later use.
details.
Hellglass: Hellglass deposits are described in
Creeping Bile: This is a sulphur-yellow oozing Infernal Environments. Creatures that have Craft
slime that emerges from bile ducts (see above) and (weaponsmith) can attempt to make weapons from

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hellglass. They must however be competent in shatter them completely. Whenever a sunder attempt
working with friable minerals first. To attempt to is made against a hellglass weapon and it suffers
make a hellglass weapon, you must first have at least damage, or an attack with a hellglass weapon results
five ranks in a Craft skill involving working with glass in a natural 1 on the attack roll, make a shatter check
or gems or carving stone, such as Craft (stonemason) for the weapon. Roll 1d20; the DC of the check is 4
or Craft (gemcutter). for small weapons, 7 for medium weapons and 10 for
large weapons. If the d20 result is lower than the DC,
To craft the weapon, you must first find a piece of the weapon shatters.
hellglass of approximately the right size and shape,
as the hellglass cannot be mined out without sending Primal Iron: Primal iron is found in a few rare
shearing cracks through it. Finding a suitable chunk places in the Infernum, never as an ore but always
to make a simple, small weapon (such as a dagger) as a deposit of pure iron in a molten clump. A
requires a Search check (DC 10) in a hellglass typical deposit yields 5d8 pounds of primal iron.
deposit. Finding a piece to make a weapon the size Recognising primal iron when it is found requires
of a sword requires a Search check (DC 20), while a Craft check (any craft that works with metal) or a
finding enough to make a greatsword requires a Knowledge (geology) check (DC 20).
Search check (DC 30). The piece only needs to be
large enough to make the bladed or pointed section Those devils who remember how the Infernum came
of a given weapon. For example, a spear tipped with to be have recounted that these deposits are the molten
hellglass only needs enough to make a dagger, as this remains of the armour and weapons of ancient, elder
is the size of the tip. The haft can be made from sinew devils (of whom the likes of the pit fiends are but
wood. a weak shadow) who were all incinerated in one
moment when Heaven smote Hell away from its land
Such weapons are very common among the devils mass, sending it down through the Astral Plane to
who live in the deserts and mountain peaks. plunge into the lower spaces and fill them.
It is a difficult substance to work with, as
a blow in the wrong place can shatter the Primal iron is suffused with the seething,
whole item or place a chip in the middle frustrated evil of those elder devils that were
of a cutting edge. When crafting weapons destroyed in the moment of Hell’s creation.
with hellglass, a single failed Craft check Their essence bubbled and broiled within the
– even by as much as a single point – destroys metal, filling it with their anger and deathless
all of the raw material. malice. Any weapon forged from primal iron
automatically has the unholy special ability, inflicting
The sharpness of worked hellglass makes it especially an additional 2d6 damage upon good-aligned
lethal for piercing and slashing. The critical hit range opponents. The iron itself, if picked up and hurled as
of weapons made from hellglass that inflict this kind of a clump, also has this ability. A weapon does not have
damage is increased by one increment. For example, to be crafted as magical to have this special ability,
a short sword made from hellglass would have a nor need it have any enhancement bonus or even be
critical hit range of 18–20. The damage multiplier of masterwork quality. Devils who find deposits of
is not affected. Any weapon that inflicts piercing or primal iron will usually hide it away and have it made
slashing damage may be made with a hellglass blade. into weapons as soon as they can.
Lumps of hellglass may be made into bludgeoning
weapons but they do not add anything to the critical Primal iron has the same hardness rating and hit points
hit range and are, if anything, less efficient than per inch as normal iron but melts at a much higher
other material for this purpose. They are still made temperature. It is impossible to work primal iron
in great numbers, because of the innate evil charge without a source of intense heat, such as lava, a red
of the hellglass, which is very useful when warring dragon’s breath or a source of magical fire capable of
against good-aligned outsiders. As hellglass is native inflicting at least 20 points of fire damage in a round.
to the Infernum and is utterly steeped in the evil of the The DC to craft a weapon from primal iron is 4 higher
plane, hellglass weapons count as evil-aligned for the than usual, as it is difficult to work with.
purposes of overcoming damage reduction.
Frothstone: Frothstone islands are covered in
Hellglass weapons have an innate weakness. Infernal Environments. Frothstone has a hardness
Although they are strong enough to stand up to a good of 2 and 4 hit points per inch. It is very easy to hack
deal of punishment, there are stress lines running chunks of frothstone out of a surface, if you have a
through the material and a blow in the right place can pick, hammer or similar mining tools for the job. A

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single creature can clear a quantity of cubic feet of Book of the Sea, another volume in the Classic Play
frothstone equal to 5 plus his Strength ability score line. All infernal ships are made from sinew wood
modifier in ten minutes. Souls who try to escape the (see The Geography Of Hell), which is both tough
Infernum or to evade pursuit often make burrows and fire-resistant.
out of frothstone, as it gives them a place to go to
ground.
Devilish Frigate
Sinew Wood: Sinew wood is taken from night-oaks Medium Warship (Sailed)
and suicide willows, peeled away in long strips from Structure Dice: 5d10 (27 sp)
the freshly killed creatures. It looks unpleasantly like Hardness: 8
muscle tissue, which is why it has the name it does, Manoeuvrability: +0
though it is obviously vegetable matter. It is black in Speed: 30 ft./72 miles
colour with scarlet mottling. Sinew wood is the most Turn Rate: 150 ft.
common material used to build the ships in which the AC: 10
devils fare out on to the Sea of Fire. It is completely Weapons Fore: Soul ballista
fire-resistant. Sinew wood has a hardness of 8 and Weapons Aft: None
10 hit points per inch; the texture is rock-hard. Many Weapons Broadside: 6 Cannons of Torment
doors in Infernal structures are made from sinew Damage: Cannons 10d6/5d6; soul ballista 3d6/-
wood and the Sturrach house of noble devils prefer to Special Qualities: Immune to fire damage, optional
build their entire dwellings from the stuff. turbine drive with agony engine
Crew: 50
The wood’s rigidity is only found after the death of Passengers: 70
the plant, since sinew wood is very flexible while it Cargo: 40 tons
is part of a living creature’s body. Once the night- Building Time: 9 months
oak or suicide willow is dead, rigor mortis begins. Cost: 52,000 gp
Immediately after death, it is as soft as leather. Six
hours after death, it is like ordinary wood. Twelve These hard-hitting craft are the mainstay of the
hours after the creature’s death, it is as hard as stone. devils’ naval forces. They are employed to patrol
The only way to soften it enough to work on it is to the Sea of Fire, enforce the limits of allocated soul
immerse it in blood. It takes approximately one pint fishing grounds and drive away any demonic raiding
of blood to soften 5 lb. of sinew wood enough to make parties that attempt to plunder the stock. Soul piracy
it as easy to work as ordinary wood; its full flexibility is extremely common in Hell. Since the damned
can never be restored. The wood dries out and have so many uses, ranging from entertainment to
becomes hard again after six hours. The shipyards of raw materials, the demons try to make off with as
the noble devils always have a large central cauldron many of them as they can. The demons’ lands are
brimful of blood where lengths of sinew wood lie peripheral in Hell, while the devils’ holdings are
steeping. closer to the centre of the Infernum. This means that
proportionally more of the damned fall into devil-
As the blood of the damned is already in high demand held territory than that run by the demons. See The
for use in creating the hell-broth called Agony (see Harvest of Souls for more details.
The Harvest Of Souls) other
sources of blood must perforce
be found. The devils can
always use members of their
own ranks who have fallen
into disfavour but prefer to use
mortals from off-plane, as it is
less wasteful.

Shi ps
There follows a small selection
of the infernal traffic that sails
upon the Flaming Sea. These
ships have been detailed using
the rules system from The

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Agony Turbine: The vessel may be fitted with turbine but leave structures intact. They are the infernal
power. This requires Agony in order to function. See equivalent of grapeshot. Specific targets can be
the section below for the rules regarding Agony picked off with the soul ballistae if necessary. Once
engines. While the turbine is running, the ship’s enemy numbers are whittled down sufficiently,
speed is increased by 20 feet. It can use its turbine boarding can begin.
whether there is any wind in the region or not.
Demonic raiders will usually seek to attack soul
trawlers, as they present lumbering, vulnerable
Demonic Raider targets. More rarely, a whole armada of demons
Medium Warship (Sailed) will descend upon a noble devil colony, ransacking it
Structure Dice: 4d10 (22 sp) completely, raiding the torture palaces and claiming
Hardness: 8 the island for the demon hordes. Demons lack the
Manoeuvrability: +0 patience to plan detailed raids, so anything involving
Speed: 30 ft./72 miles more than about three ships is unlikely unless a
Turn Rate: 120 ft. demon of considerable presence and authority (such
AC: 10 as a balor) commands the invasion.
Weapons Fore: Swarf blaster
Weapons Aft: Swarf blaster Agony Turbine: The vessel may be fitted with turbine
Weapons Broadside: 6 soul ballistae power. This requires Agony in order to function. See
Damage: Swarf blaster special; ballistae 3d6/- the section below for the rules regarding Agony
Special Qualities: Immune to fire damage, optional engines. While the turbine is running, the ship’s
turbine drive with agony engine speed is increased by 20 feet. It can use its turbine
Crew: 70 whether there is any wind in the region or not.
Passengers: 30
Cargo: 50 tons
Building Time: 7 months Soul Trawler
Cost: 46,000 gp Huge Merchantman (Sailed, Cumbersome)
Structure Dice: 9d8 (40 sp)
Demonic raider ships are designed to inflict the Hardness: 8
maximum possible damage upon a devil-ship’s crew Manoeuvrability: –6 (–2 size, –2 merchantman, –2
and leave the vessel itself intact, so that it can be cumbersome)
captured. The sight of a raider is a truly daunting Speed: 20 ft./24 miles
one. The demons pile as many of their warriors on to Turn Rate: 240 ft.
the ship as they can, so as to be sure of outnumbering AC: 6 (–2 size, –2 merchantman)
the enemy when they commence boarding. Every Weapons Fore: 2 harpoons
available surface is swarmed over by scaled, horned, Weapons Aft: Net
chattering fiends. Weapons Broadside: None
Damage: See below
When an enemy vessel is encountered, the demons Special Qualities: Immune to fire damage
will chase it from close behind, using the fore- Crew: 100
mounted swarf blaster to ‘sweep the decks’. Swarf Passengers: 400 prisoners
blasters rip through flesh, even that of most fiends, Cargo: 15 tons
Building Time: 1 year
Cost: 75,000 gp

This immense, miserable hulk


is a prison ship, net-dragger and
harpoon bearer all at once. The
screams of damned souls, on
their way to their final doom,
well up from its bowels. Noble
devil families are responsible
for soul trawlers; they are the
means whereby the family
increases its stock of souls
by working the sector of sea

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allocated to it by the Princes of Hell. Some demon A creature that is at risk of being impaled must make
tribes have successfully captured soul trawlers and a Reflex saving throw (DC 15) plus 1 for every point
now use them to fish for their own damned stock. of damage above 10 that was sustained. Keep a
record of how much damage was dealt, as this will
A typical trawler looks like a floating factory, with a become relevant later on. Success means that the
broad net at the back and a ballista-like contraption harpoon does not get stuck in the creature’s body;
at the front. Its function is to patrol the Sea of Fire, failure means that it is embedded there. A harpooned
hauling up the bodies of the damned souls who fall creature cannot remove the harpoon without causing
from the sky, slapping manacles of binding metal on damage to itself.
them and bringing them back to the family’s estates
to be processed. The souls who are fished out of the Whenever the harpoon is pulled, it has a chance to
flames often think that they are being rescued and it is tear itself free. If any creature pulls at the harpoon
a truly pathetic sight to see them change from sobbing
from either side, roll 1d20. If the roll result is equal
in gratitude to howling in terror. One soul trawler
to or greater than the amount of damage that the
working a section of the Sea of Fire ten miles across
harpoon inflicted when it first struck the creature,
can bring in 10d12 souls per day.
not including any additional damage from critical
Harpoon: The harpoon is a vicious, barbed shaft hits or other factors, then the harpoon tears out of the
attached to a length of chain that can spool out to a creature’s body, automatically inflicting 5d4 slashing
distance of 200 feet. This is launched from a ballista- damage plus the Strength bonus of the strongest
like frame. The creature operating it may use it to creature pulling at it when it tore free. Pulling against
make a ranged attack against any creature of medium the barb causes an automatic point of damage even if
size or larger; it counts as a crossbow for proficiency it does not rip free, as the harpoon’s head worries at
purposes. The harpoon inflicts 5d4 piercing damage the tissues in the creature’s body.
upon its targets and also has a chance to impale them.
A creature is at risk of being impaled if it suffers The operator of the harpoon can take a standard
more than 10 points of damage, since this represents action to use its winch to pull the impaled creature
a square hit from the barb. Less damage than this in towards the ship. To do this, the winch makes a
simply means that the harpoon’s barbs slashed Strength check (with an effective Strength of 24)
the target but the head did not embed itself in the which the creature opposes, if it wishes to oppose it,
creature’s flesh. with a Swim check. This opposition causes trauma to

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the wound and inflicts an automatic point of damage


as described above. If the winch wins, it pulls the
Claw Sheaths
These silvery talons resemble the fingers of gauntlets,
creature in towards the ship at the rate of 30 feet per
only without the rest of the glove. They clip over
round. If the creature wins, the winch does not pull
a demon’s natural claws, providing an enhanced,
it anywhere; if the creature wins by more than 10, the
metallic sheath with a razor edge that lets the demon
chain snaps, though the harpoon remains embedded
increase its claw damage significantly. They are very
in the creature’s flesh. The winch is an infernal
highly prized among the demonic aristocracy and are
engine and requires Agony in order to function.
a sign that the bearer is an accomplished fighter, not
one to be trifled with. According to tradition, killing
Net: The trawler’s net is made from fine, strong
a demon in single combat allows you to claim his
chains woven by the chain devils who serve the family.
fighting claws for your own. Many sets of claws
The net has hooks and barbs worked into it where the
have had a history of multiple owners reaching back
chains join, to make it even harder for creatures to
over centuries. They are always made in sets of two
escape. It draws in all creatures in a cone behind the
but because of the inevitable loss and damage, single
ship, 50 feet wide at the base. Any creature who is
claws are very common. The claws are always highly
in the area of effect as the trawler’s net passes must
stylised, with swirling decorative patterns worked
make a Reflex saving throw (DC 25) or be entangled,
into them and such favourite motifs as screaming
as if by a thrown net. The net is completely immune
skulls and sabre-toothed demonic faces opening and
to fire damage, requires a Strength check (DC 26)
closing on the knuckle joints.
to break or an Escape Artist skill check (DC 26) to
wriggle out of. If either of these checks fails by more
than 5, the creature takes 1d4 piercing damage from
the net’s hooks and barbs.

A set of claw sheaths does not change the base


damage of the demon’s claws, which remains the
appropriate damage for the creature’s size but it does
bestow an enhancement bonus to attack and damage
rolls, possibly with other special abilities. Claw
sheaths are made exactly as magical weapons are,
with the same feats and skills needed to do the job.
The manufacturer must, however, either have at least
5 ranks in Knowledge (the planes) or frequent contact
with the demon for whom the claws are being made
in order to make them, because fitting the claws is
difficult work if you are not well acquainted with the
finer points (excuse the pun) of demonic anatomy.

Devils who fight with claws, such as barbed devils


Agony Turbine: The vessel may be fitted with turbine and pit fiends, will occasionally make use of the claw
power. This requires Agony in order to function. See sheaths but they are seen as very much a demonic
the section below for the rules regarding Agony accoutrement. Oddly enough, among demons it is the
engines. While the turbine is running, the ship’s more powerful of the brood who use weapons, while
speed is increased by 20 feet. It can use its turbine the rank and file use claws and bites; among devils it
whether there is any wind in the region or not. is the other way around.

The reason for the claws’ popularity among demons


is simply that demons love to use their natural
weapons so much that they easily become blunted,

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broken and split. A demon with


worn-out claws is easy prey for
ambitious rivals. Claw sheaths
show that you are enough of a
‘big fish’ in demonic circles not
to have to worry about that. It
cannot be doubted that metal-
encased claws add to a demon’s
machismo. They combine the
efficiency and savagery of natural
weapons with the convenience
of a magically enhanced blade.
Most importantly of all, they
help the demons to overcome
the devils’ damage resistance,
simply by dealing larger amounts
of damage than they otherwise
could.
still benefits from being made from cold iron, in
Claw sheaths count as light weapons. It is possible that it can overcome the damage resistance of such
to disarm a creature who is fighting with claw sheaths creatures as dretches and babau.
simply by smashing them off, though of course the
natural claws themselves cannot be removed. The Masterwork Claw Sheaths: A claw sheath must be
target of the disarm attempt does not, however, incur at least of masterwork quality to confer any benefit
the usual –4 penalty to the opposed attack roll when a at all. A demon who fights with an ordinary set of
creature fights with a light weapon, because they are metal claws over his own set simply inflicts his usual
so closely integrated with the wielder’s own body. claw damage, with no change to attack or damage
rolls. Masterwork claw sheaths, like all masterwork
Size And Type: All claw sheaths are sized and typed, weapons, grant a +1 bonus to attack rolls.
because not all demons have the same claw shapes. A
hezrou’s immense talons are not suited to bear the set Magical Claw Sheaths: As with all magical
of elegant flesh-cutters crafted for a succubus queen. weapons, claw sheaths must first be made to
To use a set of claw sheaths at all, a creature must first masterwork standard before they can be enchanted.
have a claw attack listed in its description; remember Claw sheaths may be given any enhancement bonus
that the sheaths are supposed to augment claws that or special abilities that could reasonably be bestowed
are already there, not supply ersatz claws for creatures upon a dagger, according to the Games Master’s
that do not have them. The creature must also be of preference. Claw sheaths of wounding are thus
the correct size and fiendish species. allowable but vorpal ones are not.

Price: The base value for a set of claw sheaths is 45 Telepathic Amplifier
gold pieces for a medium-sized set, 80 gold pieces This device resembles a sphere squashed on to the
for large and 120 gold pieces for huge. They count top part of a pyramid, the whole contrivance being
as exotic weapons for manufacturing purposes only. five feet across and made from riveted metal. The
A masterwork component may be added for the usual amplifiers are used by demons and devils alike to
sum of 300 gold pieces. extend the range of their telepathic abilities. A fiend
within 100 ft. of a telepathic amplifier may send a
Materials: The vast majority of claw sheaths are mental signal to another fiend, or group of fiends,
made from iron, steel or binding metal, since there are within 100 ft. of any other telepathic amplifier
precious few other metals available in Hell. The most within five miles of the first. The fiend is aware of
prized claw sheaths of all are those made from silvered the presence of all other amplifiers in range and may
metal, as they can rip through the ranks of lemures, choose which one to send to.
bearded devils and chain devils with consummate
ease. Since demons’ most common opponents (after The amplifier allows direct mind-to-mind
the good outsiders and the devils) are other demons, communication with one other creature within the
the second most prized claw sheaths are those made operating range, or simple one-word communication
from cold iron. Even a non-masterwork claw sheath

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with all creatures within the operating range. For The amount of fresh Agony needed to power a
example, a group of demons in a sentry post has a given device, whether it is an unliving machine or a
telepathic amplifier nearby; the demons in a second biomechanoid life form, depends on its size and the
sentry post further inward has one too; their command amount of work it needs to do. Refer to the table
base, half a mile under the ground, also has one. When below to find out how much Agony is needed to keep
an enemy is sighted at the sentry post, the hezrou in a given machine running for ten hours. An additional
command can deliver the quick signal of ‘intruders!’ column gives the number of souls that need to be
to all demons within 100 ft. of the telepathic amplifier installed in an agony engine (see below) to keep it
in the second sentry post, giving them plenty of running constantly. Fewer souls than this can of
advance warning. On the next round, he sends the course be installed, though if this is done the machine
same signal to the command base. Depending on will only be usable at intervals.
how fierce the fighting is, he may also be able to
An infernal machine can be created to give motor
give a full report to the command base, giving more
power to just about any simple device that the
lengthy descriptions of who is approaching, how they
Games Master can envision. Simply assume that
are armed and so forth. Similarly, the command base
the amount of Strength that the machine can exert
can issue instructions to its sentry posts, telling them is that of a creature two size categories larger than
to be especially alert for certain creatures, such as the machine itself. Such a machine can carry out
(for example) escaped prisoners or beings trying to only straightforward motor activities. These would
disguise themselves as demons. include turning a wheel, pulling a load or lifting
a weight. Infernal machines cannot think and
are emphatically not constructs. They cannot be
In fern al M ac h i n e s constructed to anything like the levels of engineering
An infernal machine is a piece of underworld for which the gnomes are famous. Such complicated
technology that generates force by consuming the entities as hellcycles are biomechanical life forms,
hell-broth called Agony and applies it through simple not infernal machines; they are not manufactured,
moving parts. Infernal machines are only found in they are grown.
Hell, as they all require hell-broths as fuel. The
living machines that are known as biomechanoids Operating An Infernal Machine: Almost all
(see Infernal Equipment) often use Agony as their infernal machines have only two settings: on and
off. It takes a full-round action to activate an infernal
source of nourishment.
machine. A machine of large size or greater needs
1d4+1 rounds to ‘warm up’ after activation before it
Hell is a place of great and terrible machines. Soul-
is fully operational.
harvesting ships churn their way through the flaming
sea, demons carve swathes through enemies with Making An Infernal Machine: Manufacturing an
smoke-belching weapons like circular saws and huge infernal machine requires Craft (blacksmith) checks,
factories grind the bodies of the damned into pulped as if one were making any other object from metal.
meat. The only possible fuel for infernal machines The manufacturer must be a fiend himself, or have
is fresh Agony, detailed in The Harvest Of Souls. a fiend present throughout the manufacture process.
This is a mixed blessing; the only source for Agony The overall cost of the machine for manufacturing
is damned souls, so the machines are essentially purposes is 1,000 gold pieces multiplied by the
restricted to Hell, as they cannot operate for long amount of Agony it consumes in ten hours, as
without fuel. However, the additional need to keep listed above. For example, a large infernal machine
fresh legions of the damned in agony (so that the fuel would cost 5,000 gold pieces. The DC of the Craft
supply will increase) just contributes to the unending (blacksmith) check is always 22, irrespective of the
misery of Hell and keeps the fiends busy corrupting size of the infernal machine being built.
potential candidates.
Agony Consumption By Machine Size
Engine Size Agony Consumption Souls Needed
Small (hand-held machine) 1/5 of a dose 1
Medium (cargo lift, light siege engine) 1 dose 5
Large (small warship turbine, heavy siege engine) 5 doses 25
Huge (soul trawler, mechanised torture palace) 20 doses 100
Gargantuan (drilling machine) 50 doses 250
Colossal (mechanised stronghold) 100 doses 500

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Machine Hit Points: Determine


a machine’s hit points as if it were
a construct of equivalent size. For
example, a Large machine would
have 30 bonus hit points and at
least 2 HD, which would be d12.
Machines are objects, not creatures
and so do not have saving throws
unless attended by an operator.
The machine’s Hardness depends
upon the material from which it
is made. It is assumed that all
infernal machines are made from
steel, which has a hardness of 10, or
sinew wood, which has a hardness
of 8. Machines can be repaired in
the same way as other damaged
objects, with a Craft (blacksmith) skill check at DC Acid Hurler (Medium)
22. This is a crude mechanical pump, attached to a short
flexible length of hose garnered from the leathery guts
When a machine is reduced to a quarter of its total hit of some unfortunate fiend. It is fitted with a reservoir
points, it may malfunction. It has a 1 in 4 chance per in which acidic chemicals ferment. The acid must
round of seizing up. Should this occur, the machine be made separately with Craft (alchemy) checks;
will not work again until repaired. A machine some fiends prefer to use creeping bile instead, as it
reduced to zero hit points is destroyed. is easier to harvest. The reservoir holds 50 pints of
acid or bile.
Example Infernal Machines When in operation, the pump projects a blast of acid
The following devices give an idea of the kinds of
to a range of up to 100 feet, with a range increment
machine that Hell has developed.
of 20 feet. It can be set to ‘constant stream’ or ‘single
spurt’. Single spurt mode discharges a gout of acid
Cannon Of Torment (Large) when the nozzle is squeezed. The operator may make
Typically used as a shipboard weapon, this ranged attacks with this acid stream without taking
medium-sized infernal machine uses an explosion the –4 proficiency penalty for throwing a flask, as
of compressed gases to propel an iron or stone the stream is easier to aim. A creature struck by
ball at massive velocity. It makes a lot of noise the blast takes damage as if a flask of acid had hit it.
when operational, emitting a shuddering chugging The machine uses up one pint of acid per discharge
sound that shakes the floor nearby and bestows a –4 when in this mode. Constant stream mode allows
circumstance penalty to all Listen checks within 20 the operator to discharge the acid as a stream 50 feet
feet. long, automatically inflicting 2d6 acid damage on
all targets within the affected area. A Reflex saving
A special check is needed to place the shot, as with all throw (DC 10 + the operator’s ranged attack modifier)
siege engines; see Core Rulebook II for details. is allowed for half damage.
The operator may attempt to make a ranged attack
with the cannon at a living target using his usual
ranged attack modifier, but such an attack is subject
Swarf Blaster (Medium)
This object looks just like a piece of machinery culled
to a –4 competence penalty as the cannon is not a
from some dwarven mine or factory. It has a hopper
weapon that is designed to be used to attack creatures
at the top, a huge grinding wheel at the back and a
and also to a further –4 circumstance penalty as
strange array of pipes, bellows and wheezing pistons
the cannon cannot easily be aimed to track a living
beneath. From the front emerges a conical fixture,
creature. The cannon has a range increment of 200
like a megaphone. The whole array is mounted
feet. The damage inflicted upon a living target is
upon a swivel, so that it can be turned and aimed at
10d6 bludgeoning damage. It requires a crew of only
a target.
2 to operate, one to load and one to fire. It takes one
full-round action to reload a Cannon Of Torment.

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Clearing a blocked swarf blaster requires ten minutes


of work and a Craft (blacksmith) skill check (DC
18).

Land Drill (Huge)


This is a tripod twenty feet high and the same distance
across, in the centre of which is a great juddering drill
shaft five times that height. Originally intended as a
mining engine, so that deposits of binding metal and
other useful resources could be reached, the land drill
has become more of an infernal siege weapon. Since
so much of Hell involves levels of habitation stacked
on top of one another, the best way to breach an
enemy stronghold is not to batter at the gates (if you
can even reach them) but to smash downward through
the roof. The land drill is the most efficient way of
doing this.

When operational, the drill can open up a shaft ten


feet across, descending at the rate of one foot per
minute through solid rock. It can bore through metal
softer than steel at the rate of one foot per hour;
The swarf blaster converts ingots of metal into razor-
harder metals, such as adamantium, block it. The
sharp shards, which are then (as the name implies)
drill may not descend further than 100 feet, nor may
blasted at the target with massive pressure. Fearsome
it be used horizontally. It may, however, be used to
blue sparks fly from the machine while it is in action.
tunnel upwards from below.
The machine requires one operator, who can take a
standard action to fire the device; it can be fired once
per round. The blaster emits a cone of flying swarf
20 feet wide at the base. All creatures within this
area of effect suffer 5d4 damage from flying metal
shards, with a Reflex saving throw (DC 10 plus the
operating creature’s ranged attack bonus) allowed for
half damage. Example Agony Engine: The Black Lily
One of the most feared of the independent
The weapon takes advantage of the vulnerability of demon warships is that piloted by Edmund
certain low-ranking devils to specific metals. Silver Creach, a rogue travesty who broke free of his
bypasses the damage reduction of some devils and demonic masters and set up in business as a pirate
cold iron has a similar effect on several demons.
and soul raider. His ship is driven by sail (see
No metal harder than steel can be used in the swarf
blaster, as it is not strong enough to chew it up.
The Sea Of Fire) but keeps a special little device
in the lower hull for additional propulsion when
A swarf blaster needs ingots of metal as ammunition. necessary. This is an agony engine linked to a
The standard block used for this purpose weighs turbine, which can add 20 feet per round to the
twenty pounds, which is enough for one shot. ship’s speed when it is active and dispenses with
Reloading the swarf blaster is a full-round action; an the need for sails.
assistant can undertake this, to leave the operator free
to aim and fire the device. The blaster can only accept The engine is of Large size and thus consumes
properly shaped ingots if it is to remain functional. It half a dose of Agony per hour of use. It is home
is possible to use twenty pounds of other metal, such
to only one tormented soul, the shade of the
as swords and armour, as ammunition but this has
a flat 1 in 4 chance to jam the machine completely.
sorcerer Michel Valjean, who was sufficient of
Magical metal objects fed into the hopper are entitled a wretch in life to have a Corruption rating of 15.
to a Will saving throw (DC 20) to avoid being ground The agony engine can thus generate one dose of
to shrapnel; if they succeed, the machine jams. Agony per week.

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The drill head moves slowly, so is easy to avoid. It store is equal to the amount needed to keep it running
moves on an initiative count of 1. If it moves into for ten hours. This Agony is stored well inside the
a creature’s space, it automatically inflicts 20d6 engine, to prevent fiends from cracking open the
slashing damage per round of contact. This is only fuel tanks and drinking the contents, a remarkably
likely to happen if a helpless creature is left in the common practice.
drill’s path.
Within an agony engine, the devices that do the actual
After every 20 minutes of operation, roll 1d20. On torturing – scalpels, thumbscrews, rotary blades and
a roll of 1, the drill’s head has become blunted and so forth – are also fuelled by the Agony that the
must be replaced. This takes 30 minutes of work and victims produce but they use so little of it that it does
at least 3 creatures of medium size or larger. not affect performance. However, an agony engine
that runs out of fuel or that is manually stopped
Land drills are not mobile. They are dismantled, cannot restart itself. The souls within sigh in relief,
taken to the site where they are to be used and erected no pain is experienced, the Agony does not flow and
there. Assembling a land drill takes six hours and at the machine is still. It is therefore necessary to ‘kick
least 6 creatures of Medium size or larger. start’ the engine by dealing out pain to one of the
souls. Agony engines come equipped with tools for
this purpose, such as lump hammers and whips.
Agony Engines
The need to use fresh Agony as fuel has led to the A soul may try to resist giving in to the manually
development of ‘agony engines’, devices that are inflicted pain; if it succeeds on a Will saving throw
simultaneously torture devices, Agony extractors and (DC 20), it can prevent the agony engine from
machines. One or more souls is kept in the engine at starting up. It must make this saving throw on every
all times, undergoing constant torment, while metal round that it is tormented. As soon as it fails, it howls
pipes siphon away the blood that falls, bearing it to in pain, the Agony flows, the torture devices start up
glass alembics in which it is converted to Agony. and the whole device roars into life.
This is then fed into the larger machinery in order
to power it. As with ordinary Agony extraction, the
more corrupt the soul, the more Agony is generated.
Some agony engines contain only one or two souls,
who were sufficiently evil in life to keep an entire
machine running on their own.

Not all infernal machines incorporate agony engines.


Some simply accept Agony through a fuel pipe and
are filled whenever possible.

An agony engine can be set to accumulate fuel


instead of running constantly. This is the best
option when you will not need to use the
engine all the time. The soul inside is
still kept in excruciating pain
but the Agony produced is
kept in reservoirs instead
of being fed into the
machines as fuel. The
amount of Agony that an
engine of a given size can

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fight on the side of the demons just as eagerly as the


Filling Stations devils.
Agony engines are efficient, as they provide their
own fuel but they can also be bulky. If the souls
that you are using are not corrupt enough, you need Biomechanical Creature Type
a great number of them in order to extract enough Biomechanoids combine the mechanical structure
Agony to keep your machine running. In regions and capabilities of constructs with the independent
of the Infernum where many infernal machines are sentience and versatility of organic life forms. They
used, such as the demonic tunnelling regions or the are a hybrid of living creature and machine, magically
plains where the cycle tribes ride, torture palaces are fused into one atrocity. Only Hell has produced
sometimes established that act as filling stations. biomechanoids with any regularity, though they are
believed to exist on other planes.
Agony purchased from these places is costlier than
usual, with a 20% tariff imposed upon the gold price. The vast majority of biomechanoids are made to a
The preferred way to pay is in souls. All filling purpose and do not deviate from it. They are, in
stations accept souls in exchange for Agony flasks, essence, mechanically enhanced slaves. Since a
with the going rate being five souls to the flask. biomechanoid is very much better at maintaining
Especially evil souls can fetch more. It is a favourite itself than a blind, unthinking machine would be,
pastime for demonic bikers (see Demon Bikers From they are prized by the demons and devils as reliable
Hell) to ride out in search of souls, hunt them down and efficient devices. Biomechanoids serve fiends in
from their hellcycles with thrown nets and spears, many different ways, acting as vehicles, tools, siege
then haul them back to the filling station and trade engines, symbiotic weapons and heavy machines.
them in for fuel.
Features: A biomechanoid has the following
features.
—10-sided Hit Dice.
Biom e c h an o i ds —Base attack bonus equal to total Hit Dice (as
Hell is a place of rending, soulless machines. fighter).
Those who have glimpsed the levels of Hell where —No good saving throws.
automated torture palaces churn the bodies of the —Skill points equal to (2 + Intelligence modifier,
damned ceaselessly into raw masses of flesh have minimum 1) per Hit Die, with quadruple skill points
reported that a select few of the machines are alive. for the first Hit Die.
Demon lords have been seen with symbiotic weapons Traits: A biomechanoid possesses the following
clamped to their flesh, which fire off scuttling spider- traits, unless otherwise noted in a creature’s entry.
like creatures or whirl a cutting blade. The fiends —No Constitution score.
have clearly managed to breed servants that are —Low-light vision.
both mechanical and organic, allowing independent —Darkvision out to 60 feet.
intelligent action on the servant’s part, coupled —The mechanical form and tough body of a
with the endurance and monstrous strength of the biomechanoid allows it to achieve supernaturally
machine. Perhaps the most striking innovation is high levels of Strength that ordinary organics cannot
that biomechanoids can incorporate wheels into their reach, not without increasing their overall mass and
bodies, something which no other creature has done, muscle. As a result, biomechanoids have the Strength
with the possible exception of the Inevitables from range of a creature two levels higher than their actual
the machine plane. size.
—Immunity to poison, sleep effects, paralysis,
The origin of the biomechanoids is not certain. The stunning, disease, death effects and necromancy
most common account of their origin attributes it to effects.
a rogue faction of House Zethu, that most eternally
inventive of noble devil houses. The steam devil (see Bonus
Devil Species) is not a biomechanoid, though it is Biomechanoid Bonus Hit Biomechanoid Hit
remarkably similar to one and it is well known that Size Points Size Points
House Zethu produced steam devils as a weapon to Fine — Large 15
use against Heaven – surely the similarities are too Diminutive — Huge 20
great to be coincidence! This theory is somewhat Tiny — Gargantuan 30
undermined by the biomechanoids’ failure to exhibit Small 5 Colossal 40
consistent alignment. They may be mostly machine
Medium 10
but this has not made them lawful and they will

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—Immunity to any effect that requires a Fortitude While another creature is wielding a biomechanical
saving throw unless the effect also works on objects, creature of this kind, it must be attacked with a
or is harmless. Sunder attempt instead of being struck as normal.
—Spell resistance equal to Hit Dice +5. They can also be struck out of the wielder’s hands
Biomechanoids are intrinsically resistant to magic. with a disarm attempt, though they actively attempt to
—Not at risk of death from massive damage. avoid this. In either case, the biomechanoid may add
—Immediately destroyed when reduced to 0 hit its Dexterity ability score modifier to the wielding
points or less. creature’s roll, to avoid being disarmed or sundered.
—Because its body is mostly composed of unliving Biomechanical creatures cannot make attacks of their
matter, a biomechanoid is difficult to destroy. It own while they are being wielded.
gains bonus hit points based on size, as shown on the
following table. Static Subtype: Static biomechanoids have no Speed
—Proficient with its natural weapons only, unless and cannot move around. They can never take such
generally humanoid in form, in which case proficient feats as Run or Spring Attack. They benefit from a +8
with any weapon mentioned in its entry. Some racial bonus when rolling to resist attempts to knock
biomechanoids have no natural weapons. them down. Static biomechanoids are usually placed
—Proficient with no armour. where a simple job needs to be done over and over
—Biomechanoids need a specific, named fuel to stay again; a typical example would be a crane or a torture
alive, to nourish their organic parts. A biomechanoid machine.
that is not fed with fuel becomes inert and inactive.
After 24 hours without fuel, it begins to suffer the Blood Subsistence: The biomechanoid can fuel itself
effects of starvation. No foodstuff other than the by drawing blood from its host and needs no other
named fuel will suffice. Biomechanoids rest in the sustenance. This ability is very common among
same manner that elves do, by entering trance for four tool/weapon biomechanoids, which are fastened
hours per night. to the user’s flesh, drive their feeding needles into
the user’s body and remain there indefinitely. A
The following subtypes and special abilities apply to biomechanoid with this ability deals 1d4 damage to
biomechanoids. its host per day but never needs to be given any other
fuel. This ability always ignores damage resistance.
Vehicle Subtype: Biomechanoids of this type are Fitting a biomechanical tool or weapon with this
created to serve as mounts and transports. They can ability to yourself is a full-round action. The tool or
always carry at least one other creature. weapon will not function for you until it has fastened
its feeding probosces in your body.
Wheeled Subtype: Wheeled biomechanoids benefit
from a racial bonus to their Speed of +20 feet. As
their wheels limit their freedom of movement, they Example Biomechanical Weapon:
usually have a restriction on how far they can turn Ripsaw
with a given move. Tiny Biomechanoid (Evil, Extraplanar, Machine/
Tool)
Industrial Subtype: These biomechanoids are used Hit Dice: 2d10 (11 hp)
to perform heavy tasks such as mining, drilling and Initiative: +1
lifting. They typically have high Strength and low Speed: 5 ft. (1 square)
Dexterity. It is rare for them to have more than one Armour Class: 16 (+1 Dex, +3 natural, +2 size)
attack mode. They are not given combat-oriented touch 13, flat-footed 15
feats. Industrial biomechanoids are of at least large Base Attack/Grapple: +2/–2
size. Attack: Saw blade +6 melee (1d10+6)
Full Attack: Saw blade +6 melee (1d10+6)
Tool/Weapon Subtype: These biomechanoids are Space/Reach: 5 ft./5 ft.
never of greater than small size. They are created in Special Attacks: Ignore Hardness
order to be used as portable equipment. A creature Special Qualities: Biomechanoid traits, spell
can attack with one of these biomechanoids as if it resistance 7, blood subsistence
were a weapon. When this is done, the biomechanoid Saves: Fort +0, Ref +1, Will +0
adds one-half its Strength ability score modifier to the Abilities: Str 18, Dex 12, Con -, Int 6, Wis 10, Cha
attack and damage rolls. A powerful biomechanoid 10
weapon can be every bit as potent as a magical Skills: Spot +5
weapon. Feats: Improved Sunder

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Environment: Infernum Advancement: 9–16 HD (Large), 17–24 HD


Organisation: Domesticated within Infernum (Huge)
Challenge Rating: 1 Level Adjustment: —
Treasure: None
Alignment: Any evil A hellcycle is an Agony-fuelled biomechanoid that
Advancement: 3–4 HD (Tiny), 5–6 HD (Small) could only have come from the most freakishly foul
Level Adjustment: — of Hell’s pits. It is a tangle of metal and organic
matter that is clearly alive in some ghastly fashion;
This biomechanoid resembles the severed head of a it emits a horrible purring noise when stationary
swordfish, with little blank eyes and a long blade- and roars like a jungle cat when spurred to speed.
like device jutting from its face, with vibrating teeth Hellcycles are very popular among the tribes of
around the edge. From the creature’s rear extend little demons who dwell on the plains of the Infernum and
lashing tentacles with rigid needle tips. When it is many of them base their whole lives around hellcycle
not affixed to a host creature, it uses these tentacles to culture. See Demon Bikers From Hell.
crawl along; when it is conjoined, it uses them to feed
from the host’s body. The hellcycle rests on two great wheels the size
of round shields, which are rimmed with rubbery
Ignore Hardness: Ripsaws are violently abrasive, material like the sliced-off lips of a giant. The whole
shearing through materials softer than metal or stone. object gives off a stench that mingles machine oil
When wielded against an object, the ripsaw ignores and burning flesh. Above the front wheel is a single,
all hardness ratings of 5 or less and treats hardness malevolent, slit-pupilled eyeball, which glows with
ratings of 6 or more as if they were one level lower light, giving off equivalent illumination to a bullseye
than they actually are. lantern. The biomechanoid has spongy, leathery pads
on its back that allow a maximum of two creatures
Improved Sunder: The ripsaw transfers the benefits to ride upon it. A typical combination for demons
of this feat to the wielder. is to have the rider at the front armed with a lance,
while the demon sat behind him casts spells or makes
ranged attacks.
Example Biomechanical Vehicle:
Hellcycle Powerful Charge (Ex): A hellcycle deals 2d4+14
Medium Biomechanoid (Evil, Extraplanar, points of damage when it makes a charge.
Vehicle)
Hit Dice: 8d10+10 (46 hp) Subspecies: Like all biomechanical equipment, the
Initiative: +1 hellcycle is a creature as well as a device. It needs no
Speed: 60 ft. (12 squares) other fuel than Agony, though some cycles seem to
Armour Class: 21 (+1 Dex, +10 natural) touch 11, enjoy drinking blood. The description given above
flat-footed 20 describes a generic hellcycle. Several subspecies are
Base Attack/Grapple: +8/+15 given below.
Attack: Slam +15 melee (1d4+10)
Full Attack: Slam +15 melee (1d4+10) Vampire: This hellcycle can repair itself quickly
Space/Reach: 5 ft./5 ft. when fed with blood. Instead of a slam attack, it
Special Attacks: Powerful Charge uses two hollow bone barbs on either side of its front
Special Qualities: Biomechanoid traits, spell ‘wheel’ to make an impaling bite attack. This deals
resistance 13 1d6+10 piercing damage. A successful bite attack
Saves: Fort +2, Ref +3, Will +2 against a creature that has blood in its veins allows
Abilities: Str 24, Dex 12, Con -, Int 10, Wis 10, Cha the hellcycle to heal 3 hit points.
10
Skills: Balance +12, Jump +18 Firestarter: This cycle emits a continuous jet of
Feats: Endurance, Run, Improved Overrun flame from its rear end. When it moves, the final
three squares that it moves through to reach its
Environment: Infernum current position are filled with flame for one round,
Organisation: Domesticated within Infernum to a height of 10 feet. This flame deals 6d6 points of
Challenge Rating: 5 damage to any creatures caught in these squares, with
Treasure: None a Reflex saving throw (DC 14) allowed to take half
Alignment: Any evil damage. The saving throw DC is Charisma-based.

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Blackbat: The hellcycle can extend leathery wings hellcycles have tighter turning circles than this, as
out from its sides. These do not allow it to fly but it detailed above. Any hellcycle may make this turn
can glide freely if it has a place to launch itself from. while making a normal or double move but none
It can fly at a speed of 60 ft. (12 squares) with Poor can normally turn while ‘running’. In addition,
manoeuvrability and cannot gain altitude. When hellcycles may ‘drift’ up to ten feet left or right for
gliding, the cycle must move exactly its full speed; it every full thirty feet they move forwards. This is
cannot move any less or any more than 12 squares. performed as a free action and in no way impedes any
other movement the cycle may perform. Creatures
Slasher: This hellcycle has blade-like ‘fins’ down mounted on hellcycles may make attacks as if they
the side, which can be used to attack opponents. were on ordinary combat-trained mounts. The same
The hellcycle’s attack damage is increased to 1d6+7 feats apply.
slashing.
Tight Turns: A hellcycle may attempt to make a
Wasp: This hellcycle is faster and more manoeuvrable much tighter turn than is entirely safe. It may choose
than others but is more lightly armoured. Its natural to make two turns in a round instead of just one,
armour bonus is only +4 but it has a Speed of 80 ft. though these must be made at the beginning and end
(16 squares) and a turning allowance of 45 degrees. of the move – they may not be made halfway through
as a normal turn may. This is a full round action and
Omega: This hellcycle is covered with glossy black requires the hellcycle to make a Dexterity check (DC
armour plating, like a large insect. It has a natural 12) if it is moving at base speed and DC 15 at double
armour bonus of +12. The Omega’s slam attack speed. A single turn may be made at running speed,
bestows one negative level upon the target; each again with a successful Dexterity check, this time at
level so bestowed grants the Omega five temporary DC 25. If the hellcycle is being ridden by a creature,
hit points. Omegas are the rarest of all hellcycles and then you may substitute the creature’s Ride skill
are usually ridden only by vampire lords and demon check for the hellcycle’s Dexterity check and use the
princes. higher result of the two.

Hellcycle Movement: A hellcycle can move Hellcycle Stunts: The creature riding a hellcycle can
independently, or allow itself to be ridden by a perform simple stunts such as jumping from one ledge
creature. When a creature uses a hellcycle as its to another. The creature must make a Ride check (DC
mount, the two of them move on the creature’s 25) at the start of the jump; failure indicates loss of
initiative count. The normal rules of mounted combat control, with a –10 circumstance penalty applied to
apply; see Core Rulebook I. the subsequent Jump skill check. The cycle itself
then makes the Jump skill check to see how far it has
Certain special movement rules apply to hellcycles, managed to travel through the air.
as they are wheeled creatures. A hellcycle may turn
once at any point in its move, up to 30 degrees. Some

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It’s no more than I deserve.

That’s what the voices tell me, every time the world swims back into being and I realise that it is happening
again. Little hissing, whispering voices in my head. Funny. When I was alive, they told me to stop. I never
listened to them then. Now, they tell me that this is what I deserve.

I wake, screaming, with my belly smooth and unmarked; for an instant I wonder what is real.

I do not know what happens while I sleep. I have tried to stay awake but it never works. Things happen to a plan,
here. You cannot change it. Time after time, day after day, the same events, the same repetition.

Sleep and the nightmare about smothering; then waking to find myself chained in the same place as yesterday
and the day before and the day before that and so on for the unending corridor of days that reaches back into the
past like a mirror held up against a mirror held up against a...

When I wake, I can feel it moving inside me. Again.

It’s no more than I deserve.

I wonder sometimes who plans what happens to the likes of me. I don’t know who was watching, who was taking
the bloody notes when I used those girls. Clearly, that is what this is about. From town to town, from girl to
girl. Pleasure and screaming and blood.

The ones I allowed to live bore children, usually. It seems that that little detail was what inspired whoever keeps
me here.

It would chill you to know how easy it was to do as I did. If more people knew how ridiculously exaggerated
their idea of the law’s competence is, they would steal and murder and rape in a heartbeat. I got away with it all
my life. I didn’t listen to the voices that told me to stop.

Of course, now I can’t do anything but listen to them.

They hiss and whisper and scratch in the back of my brain. The thing in my belly grows and moves and grows
and kicks. My stomach is taut and painful now. A man’s belly distended with unnatural life, red and tender.

It’s my turn, you see. Today and tomorrow and the day after, until the last of the grains of matter in the universe
is crumbled to dust.

The pain is venomous; I would convulse if I could but the chains hold me. It is beginning.

Every night, they impregnate my guts with uninvited life. Every day, it breeds and swells and grows, and then
we come to this part. The part when it leaves my body.

The darling little child is eating its way out from the inside.

It’s no more than I deserve


No more than I deserve
No more...

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INFERNAL TRANSFIGURATION

Infernal Creature Types That May Be


Transfigured
Transfiguration Only humanoids, monstrous humanoids, corporeal
undead, outsiders and giants may be subjected to
infernal transfiguration. Animals, beasts, elementals,

T
he most trusted and valued servants of Hell aberrations, magical beasts, plants, dragons, oozes,
may, if they are lucky, be gifted with a different vermin and constructs may not. Incorporeal undead
fate to eternal damnation after they die. This are also unable to undergo the process, with the one
is what keeps the wicked on the road to greater exception being damned souls, which are not only
corruption; if they are evil enough, they can escape eligible, they are the most likely creatures to undergo
damnation and join the legions of the true Lords of the process.
Hell. For the true elite, this fate can befall them while
they still live, preserving them forever without fear of Only outsiders, damned souls and corporeal
aging and transforming them into mighty augmented undead may become fiends by means of infernal
warriors for Hell’s cause. transfiguration. Humanoids, monstrous humanoids
and giants become hellreavers or travesties.
This fate is called infernal transfiguration, the
process whereby a damned soul can be transformed
into a devil or demon, or an incarnate mortal can Qualifying For Infernal
be transformed into a hellreaver or a travesty.
Hellreavers are mortals whose bodies are warped to
Transfiguration
Those who were in bonded relationships with
resemble those of devils, granting them formidable
demonic or devilish patrons in life and who die
natural weaponry and inherent powers, while
without displeasing the patron significantly are
travesties are the demonic equivalent. The creature
automatically eligible for infernal transfiguration.
gives up its former type and becomes an outsider,
These are the lucky ones. Any other previously
no longer a mortal. Only lawful evil or chaotic evil
mortal candidates must be chosen from the uncounted
creatures can survive infernal transfiguration; neutral
millions of damned souls by a devil or demon
evil beings have their own business to attend to and
authorised to do so. In the devil-controlled territories
may not benefit from the rank-swelling activities of
of Hell, this privilege is extended to the bone devils,
the devils and their demonic foes.
with the pit fiends ratifying their decision. In the
demon territories, any demon may propose a soul or
Some fiends of low rank, who have been labouring
collection of souls for transfiguration directly to the
for years in the service of Hell, undergo infernal
balor in charge.
transfiguration in the hope that they will be reborn as
a superior class of fiend. Only a very few dare to do
The fiends choose the souls based on what they
this, because the rigid caste system in place in Hell
observe them doing. If a soul is meekly accepting
means that escape from one’s allotted place is next
its torment, or pointlessly raving and screaming
to impossible. Nonetheless, the prospect that they
defiance, it is passed by. The vast majority of souls
might one day rise above their station is a motivation
do this. Very rarely, a soul is observed who stands
for a vast number of the fiends. It keeps them hard
out from the crowd. Some souls just do not fit in
at work tormenting the damned, as this allows them
and use all their determination to attract the attention
to earn new levels of Corruption (albeit slowly)
of Hell. They might do this by being relentlessly
and thus have a better chance of coming back as a
polite to their tormentors, or by constantly criticising
superior class of fiend.
their performance – ‘you don’t want to do it like
that, you’ve got the angle all wrong, now look what
Undergoing infernal transfiguration means giving up
you’ve done, there’s innards everywhere!’ – or even
all hope of immortality. If you arise as an outsider,
by showing unusual ingenuity or resource in an
your soul and new body will be one unit. This means
escape attempt, though such attempts are always
that you may never again be raised or resurrected and
bound to fail. The fiends are not stupid. They know
may only be restored to life by limited wish, wish,
when a damned soul would make a good addition to
miracle or true resurrection.
their ranks.

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Recruitment often makes for troubled relations


between the noble devil houses and the
military hierarchy. Especially corrupt
souls are valuable to the noble devils
because they can be farmed to yield
large amounts of hell-broth (see The
Harvest Of Souls) but they are also
desirable to the military devils, because
their high Corruption means that
they are more likely to mutate into a
powerful new form. In cases of conflict
of interest, the Lords of Hell rule in
favour of the military devils, meaning
that the noble houses often try to hide
away their prize damned souls where
the military cannot find and sequester
them. Hell being what it is, there is
always a lot of corruption and bribery
involved and a bone devil recruiting
sergeant can often be induced to
look the other way with a generous
private gift of hell-broth.

Shock Troops: When either of


the two great sides in Hell needs
to increase its ranks quickly, damned
souls are herded into the Hall of
Changings in droves and subjected to
forcible infernal transfiguration. The
resulting eggs are treated with Foul
Chrism (see below), which forces
the souls to mutate into lemures or
dretches instead of any higher form.

creatures at once. Once the ritual is complete, all the


The Ritual Of Changing creatures within the hall enter the first of the three
Bestowing infernal transfiguration is a privilege that
stages of infernal transfiguration.
only the highest-ranking fiends hold. It requires
the joint activity of three fiends, who must be pit
fiends, balors or some power of Hell superior even
to them. All those who are accepted for infernal
transfiguration, the incarnate and the discarnate alike,
T he S t a g es O f I n f er n a l
assemble in a vast hall in Hell, where the three fiends T r a n s f ig ur a t io n
in concert perform a ritual that takes one whole hour The following information is not known to any but
to complete. Each of the noble houses has such a the most erudite scholars of diabolic lore. Although
hall, with a central one for the military devils. some of the fiends can trace their origin back to the
creation of the world, such as the erinyes and noble
The ritual involves chanting of page after page of devils who claim to have fallen from heaven, others
barbaric syllables, bashing huge brass gongs, burning were mortals once. Many scholars have suspected
sulphurous incense and the sacrifice of as many this, as there would otherwise be a finite number
screeching victims as can be found. Naturally, the of fiends, which there clearly cannot be; where
demons and the devils have their own separate halls would the new fiends come from, to populate Hell
for this purpose. There are usually many hundreds of when all the demons and devils had eventually been
candidates; the ritual can transform up to a thousand destroyed?

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The truth is both bizarre and curiously apt. The points as the original creature but retains none of
parallels between fiends and insects have been noted its other characteristics (for now) save its original
again and again; ice devils resemble them, hellwasps Constitution ability score. All other characteristics
are the most devastating of swarms, while honorific are treated as null. These characteristics are not
titles such as ‘Lord of the Flies’ reflect the belief that erased, they are simply in abeyance for the moment,
fiends have authority over vermin. Like insects, new so on a technical note it is vital to keep a record of
fiends are generated through a process involving them.
multiple stages of life. A mortal does not simply turn
into a fiend when he dies. The process is far more The thing within the egg is completely helpless.
savage and horrific. The egg itself is treated as an object and has 60 hit
points, a hardness of 8 and damage reduction of 10/
good. If it is smashed through, the creature inside
Egg Stage is defenceless and exposed. The egg can take no
The first effect of the transforming ritual is to actions whatsoever, save to sit there and gestate. It
cause all the creatures present to develop a thick, takes an average of sixteen weeks for an egg to hatch
chitinous layer over their bodies, glossy and black out. After an egg is sixteen weeks old, it has a 1 in 6
like a cockroach. This layer becomes thicker and chance to hatch per day. The sooner the egg hatches,
thicker as the incantations proceed. What is left the better, as the eggs that hatch first are the ones
behind in the somewhat anticlimactic silence when most likely to survive the coming holocaust…
the ritual finishes is an egg, one size category larger
than the original creature, with a maximum size of
colossal. This egg has the same molasses-black Larval Stage
colour and sheen of hellglass and is hot to the touch. What emerges from the egg is sometimes called
It is slightly transparent and something can be seen a hellmaggot, though this flippant title gives no
within it, pulsing and growing. indication of the true horror of the creature. The larva
is as large as the original creature, a lamprey-like,
If the creature was an outsider, a corporeal undead greasy mass with an oversized jaw full of needle-
monster or a damned soul, then from this point sharp teeth, rearing up and screaming horribly like
onwards, the creature’s type changes to outsider nothing that was ever human at all. It immediately
(Evil), irrespective of what it may have been before. starts looking for prey with cannibalistic hunger and
Its hit dice change to d8s. It is now an outsider native no urge in its mind save eating and survival.
to Hell. The creature is now bound into its new form.
Body and soul are one. If it had comrades on the The hatching process is a hideous massacre in which
Prime Material plane, they can no longer raise or larva devours larva, the oozing things ripping at each
resurrect it. The soul can no longer return to life, other’s flesh and chomping noisily until only a few
because it has entered upon a new road. This also specimens, too bloated to move, are left. The sound
means that if the creature is slain, whether this of the larvae feasting on each other is one of the most
happens at the egg stage, the larva stage or at any ghastly things anywhere in Hell; any creature hearing
point thereafter, it is completely destroyed. Only a it must make a Will saving throw (DC 20) or become
wish or miracle can recreate it as a living thing and frightened. This is a mind-affecting sonic effect.
even they cannot change its type back from outsider
to what it was before. To some damned souls, this is Mortal creatures rarely ever see larvae; only a
the best true escape from Hell and one of the most handful of witnesses have ever done so. They only
tempting prospects of infernal transfiguration. One exist for a few hours at most. If it is necessary to
might be eaten alive by a larva but at least one would play out a part of the larval feasting stage, assume
no longer be a miserable damned soul. that the eggs are set thirty feet apart. Roll on the
Randomly Generated Larvae table to determine the
If the original creature was a humanoid, monstrous size and hit dice of random larvae. Larvae of huge
humanoid or giant, it becomes a hellreaver or a size and larger are extremely uncommon and should
travesty and thus an augmented version of its original be placed by the Games Master as appropriate.
species; see below under Hellreavers and Travesties
for further details. Apply the template below to create the larval stage
of the transformed creature. Retain the original
The mess of tissue and fluids within the egg has the creature’s statistics and other notes, as it regains many
same Hit Dice, experience level and number of hit of its lost abilities at the final stage of development.

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Randomly Generated Larvae


2d6 Roll Larva Size HD Strength Bite Attack Bite Damage AC
2 Small 2 8 +1 1d3–1 15
3–4 Small 4 10 +4 1d3 15
5–6 Medium 6 12 +7/+1 1d4+1 14
7 Medium 8 14 +9/+3 1d4+3 14
8–9 Medium 10 16 +13/+8 1d4+4 14
10–11 Large 12 18 +16/+11/+6 1d6+6 13
12 Large 14 20 +19/+14/+9 1d6+7 13
Size: The larva is the same size category as the is consumed, the larva (or larvae) that consumes
original creature. it gains one point of Strength and one point of
HD: d8s, as the creature became an outsider at the Constitution per 5 HD of the dead larva, reducing
egg stage. the corpse’s total HD by 5, representative of the flesh
Speed: 30 ft. (6 squares) for medium-sized or large, consumed. Multiple larvae can eat from the same
40 ft. (8 squares) for huge, 50 ft. (10 squares) for dead larva but in this case it is important to keep track
colossal. of which larva begins eating first. Eating any less
AC: As the base creature, including original size than 5 HD of larval matter confers no benefit. For
modifier and a natural armour bonus of +4. example, if a 9 HD larva dies and two larvae begin
Attacks: Bite, at the creature’s base attack bonus. eating it, then the first to start eating consumes 5 HD
Damage: As appropriate for a bite from a creature of and thus gains the Strength and Constitution benefits,
the larva’s size (see Core Rulebook III) plus one and while the second only has 4 HD left to consume and
a half times the larva’s Strength ability score bonus. so gains nothing.
Special Attacks: Devour larva.
Special Qualities: Pupate. A larva retains the damage A larva that gains 4 or more points of Strength
reduction, resistances and sensory advantages of the and Constitution from eating other larvae becomes
base creature (such as low-light vision) but none of sluggish and bloated; it can only take a move or
the other special abilities. attack action each round and its Speed is reduced
Saves: Same as the base creature. to half of its original amount. A larva that gains a
Abilities: Same as the base creature, with the total of 8 or more Strength and Constitution from
exception of Intelligence, which is 4. consuming other larvae can no longer move at all
Skills: The larva retains any Strength-based, and can only defend itself. If a larva somehow
Constitution-based or Dexterity-based skills but manages to break open an unhatched egg and
none of its Intelligence, Wisdom or Charisma-based consume the contents, it gains the same benefit as if
skills, with the exception of Spot and Listen. The it had managed to consume the larva within once it
larva has no limbs, so it cannot use skills that require had hatched. It gains no benefit from consuming any
them, such as Open Lock. other type of creature.
Feats: Same as the base creature.
Larvae have to eat to survive. The only purpose of
Climate/Terrain: Breeding halls within the this extremely brief stage in the creature’s life cycle
Infernum. is to cram itself full of nutrients. If a larva does not
Organisation: Varies. eat at least one other larva, or its own weight in meat,
Challenge Rating: Same as the base creature –2. it dies three hours after it has hatched.
Treasure: None.
Alignment: Always evil. Pupate: The larva can enter the chrysalis stage at
Advancement: Special; see text. will. To do this, it must take six full-round actions
in a row to secrete a cocoon of sticky matter around
Larvae do not have limbs, nor may they cast spells itself. If it suffers damage during this process, the
or use spell-like abilities. They are unable to cocoon is ruined. Secreting a cocoon provokes
communicate. attacks of opportunity. When the cocoon is finished,
the larva gains a +5 natural armour bonus. A larva
Devour Larva: When one larva kills another, it that does not pupate within three hours of hatching
usually devours the remains. It can take a full round becomes sluggish, as above. If it has still not pupated
action to eat 5 Hit Dice of larval matter. As the larva within six hours of hatching, it dies.

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The larvae try to use cunning tactics to survive to without needing to make any Mutation check and
the next stage. Those that were strong and stupid are dealt with in their own separate section below.
in their mortal life usually go crazy killing and Otherwise, the creature itself may choose what it
devouring other larvae, only to find that this slows develops into, within certain limitations.
them down and they cannot fend off attacks from
smaller, hungrier larvae, who quickly tear into them In order to become a given type of fiend, the creature
and consume their bodies. The larvae that survive must meet the prerequisites listed below in the
are the ones who wait it out, choosing their prey Prerequisites section. Not every creature has the
carefully and finding a space where the others cannot inherent potential to arise as an elite unit of Hell. For
easily reach them. The longer a larva can wait, the example, in order to emerge as a succubus, a creature
more likely its fellows are to have gorged to the point must have spellcasting ability and a Charisma of
of immobility. 20 or more. Once the creature within the chrysalis
has chosen its intended final form, it must make a
The Benefits Of Evil Mutation check.
The more corrupt the original creature is, the more
healthy and energetic the larva that emerges from The Mutation Check: In order to mutate
the egg. Larvae receive a temporary enhancement successfully into its new form, the creature within
bonus to attack and damage rolls of +1 for every the chrysalis must make a successful Mutation check
two levels of Corruption they have above 10; so, a against the DC of the new form. Some forms are
creature with a Corruption level of 15 would have a much harder to achieve than others, which is why
+4 enhancement bonus to attack and damage rolls. Hell is not overrun with pit fiends and balors. Failing
The larvae that survive the gorging are not always the the mutation check leads to the creature emerging
biggest and heaviest but the most vile. from its cocoon as a pathetic drone creature of the
lowest order, namely a lemure or a dretch. The list
below gives the rank of the various creatures of Hell
Chrysalis Stage into which it is possible to metamorphose.
Once the chaos and gore of the larval feasting has
died down and all of the larvae have entered
the chrysalis stage, the attendant fiends clear
away any uneaten body parts and wash the
hall clean of fluids. The chrysalises are taken
away to quiet, isolated caves where they can
develop to final maturity.

The chrysalis that a larva weaves around


itself is black and leathery, like a huge
seedpod, with sucker-like breathing vents.
It slowly pulses in and out as the creature
within it stirs in its sleep. The statistics of the
chrysalis are identical to those of the larva,
with the additional natural armour bonus for
the outer coating. It retains any additional
Strength or Constitution that it gained by
consuming other larvae. This may mean that
it can now qualify to mutate into a species
that it could not previously achieve.

The type of fiend that emerges from the


chrysalis is determined as follows. Beings
that were mortal, incarnate and not fiends
already when they underwent infernal
transfiguration become either hellreavers or
travesties, according to whether they were of
lawful evil or chaotic evil alignment. These
automatically mutate into their final forms,

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A mutation check is the result of your total level had formerly been a wizard then went on to gain a
of experience (or hit dice) plus your Corruption level in wizard, he would cast spells as a 9th level
level plus 1d20. The DC of the Mutation check is wizard, not one of first level. A rogue with a sneak
calculated by comparing the creature’s current rank attack ability of +2d6 who mutates into a babau adds
to the rank of the intended form. It is equal to 20 the babau’s sneak attack dice to those it retains from
plus the Challenge Rating of the fiend into which its days as a rogue, for a total sneak attack of +4d6.
you wish to metamorphose. For example, the DC of
the Mutation check needed to mutate into a bearded If the creature’s hit dice now exceed the maximum
devil is 25. You must make the Mutation check listed for the creature type, which often happens
immediately after you enter the chrysalis stage. If when formerly powerful creatures botch their
you fail it, you are doomed to become a lemure or Mutation checks and end up as lemures or dretches,
dretch, according to your original alignment. The reduce its hit dice to the maximum possible for the
excessively ambitious and the weak alike experience creature and make any resulting deductions from
no mercy in Hell. A roll of 1 on the Mutation check other statistics, such as lowering skill ranks and
is always a failure. saving throws.

Some factors can add a circumstance bonus or The fiend’s Hit Dice are now d8s, in accordance with
penalty to the Mutation check, based on the its rebirth as an outsider. Since it has undergone a
creature’s inherent suitability for its new role. For complete rearrangement of its body on a fundamental
example, any creature that meets the prerequisites level, recalculate its total hit points.
can attempt to mutate into a babau but if the creature
already has the Sneak Attack ability (which is not a Speed: The fiend’s speed becomes that of its new
prerequisite) it gains a +1 circumstance bonus on its species. Any increase in speed from formerly having
Mutation check, as creatures that are already sly and levels as a barbarian is incorporated.
stealthy are similar in nature to the babau. Penalties
arise when the creature is not already a fiend and AC: Recalculate this, including the fiend’s natural
is attempting to achieve one of the most powerful armour bonus from its new form and accounting for
forms, such as that of a balor or pit fiend. Only very any change in size. The creature retains any armour
rarely do mortals become such horrendous fiends proficiencies it had, although fiends do not habitually
upon death. It is much safer to advance through use armour.
some intermediate stage.
Attacks: The fiend gains the attacks of its new
species. If it can still wield the weapons it used
Final Emergence to, it regains the ability to fight with them. Natural
It takes one month per hit die for the creature to weapons from the creature’s previous form are lost.
gestate fully in its cocoon and emerge to its new
life. A creature that emerges from its cocoon as a Special Attacks: All special attacks resulting from
fiend is effectively reborn in a new body. Apply the the new fiend’s previous race are lost, including
following changes to the base creature. spell-like abilities. The fiend gains all of the special
attacks of its new form. The DC to save against
Levels and Hit Dice: As the new-born fiend is not a any spell-like abilities should be calculated afresh,
monster with class levels but a creature reincarnated according to the new fiend’s Hit Dice and ability
into a new form, it is not treated in the same way scores.
as usual. The creature’s total class levels are added
together to determine its Hit Dice as a fiend, along The level at which spell-like abilities are used is
with any Hit Dice it had if it was already a monster. recalculated; substitute the creature’s highest level
It regains any class features it previously had, though as a spellcaster that could use the spell in question,
it no longer counts as a member of the class. For if it is higher than the level given in the creature’s
example, an 8th level wizard who becomes a devil description. Otherwise, use the level given. For
can still cast spells as an 8th level wizard. If the example, an 18th level cleric who arose as a barbed
fiend should gain a level in a character class, or gains devil would use his order’s wrath spell-like ability
abilities from becoming a fiend that are the same as at a caster level of 18th, while continuing to use its
abilities it formerly possessed from a given character scorching ray spell-like ability at a caster level of
class, then any abilities it gains stack with those that 12th.
already had. In the example above, if the devil who

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Special Qualities: The new fiend gains all the Demon Str Dex Con Int Wis Cha
special qualities of its new species and forfeits those Babau +1 — — — — —
it had gained from its previous race.
Balor +4 +4 — +4 +4 +4
Bebelith +2 — — — — —
Saves: The creature retains the same base saving
throw bonuses as it previously enjoyed, with any Dretch — — — –5 — —
necessary recalculations for new ability scores. Glabrezu +4 — +4 — — +2
Should it advance in Hit Dice instead of advancing in Hezrou — — +2 — — —
class level, it progresses as an outsider. Marilith +2 — +2 — — +2
Nalfeshnee — — +2 +2 +2 —
Abilities: The creature loses any racial modifiers to Quasit –2 — — — — —
ability scores that it gained from its previous race and Succubus — — — — — +4
gains a new set of racial modifiers as listed below.
Vrock — +2 +2 — — —
Any Strength or Constitution that has been gained
from eating other larvae during the larval stage is
retained. P r er eq uis it es F o r The
Skills: The creature regains all the skill ranks that
F ien d is h S p ec ies
The creature must have these prerequisites in order
it previously had, without any racial modifiers that
to mutate into the form listed. The creature’s ability
resulted from its previous race. Its class skills
scores must meet the minimums listed without any
become those listed in its description in Core
racial bonuses applying. For example, an elf with a
Rulebook III. It no longer has class skills resulting
Dexterity score of 20 after its racial bonus is applied
from previously held character classes. For example,
would not qualify to become a hellcat, since the elf’s
a cleric that becomes a barbed devil can no longer
original Dexterity before modifiers are applied is
count the cleric’s listed class skills as such. It must
only 18 and the minimum needed to transform to a
instead use the skill list for a barbed devil as its class
hellcat is 20.
skills. It gains any listed racial modifiers to skill
checks, such as the chain devil’s +8 racial bonus on
Many of the fiends have very high minimum scores
Craft skill checks involving metalwork.
for Strength and Constitution. It might at first seem
impossible for any creature that was not a fiend
Feats: The creature retains all the feats it previously
already, or at least a monster, to qualify. However,
had.
the larval stage can make a major difference to a
potential fiend’s future prospects. Since devouring
Racial Modifiers For Demons And other larvae gives a direct increase to Strength and
Constitution, a lucky or cunning larva can boost itself
Devils considerably during the feeding frenzy. In strictly
Apply these modifiers to the creature in its final Darwinian terms, the fittest not only survive, they
fiendish form. If it should ever undergo infernal have the option to gain the most power and status.
transfiguration again, remember that these racial
modifiers should not be included when calculating The Intelligence Factor: To become a fiend, you
minimum ability scores. must have a minimum Intelligence of 8, irrespective
of the type of fiend that you are trying to become.
Devil Str Dex Con Int Wis Cha
Prerequisite Size: You must be within one size
Barbed +2 +2 +2 — — —
category of the type of fiend that you wish to mutate
Bearded — — +2 –4 — — into. If you are too small, then you cannot undergo
Bone — — — — — — the mutation. Any creature can mutate into a fiend
Chain — — — –4 — — smaller than itself. A human could theoretically
Hellcat +4 +2 — — — — become a succubus, a hezrou, a marilith or a quasit
Horned +6 — — — — +4 but not a glabrezu or a bebelith. Creatures with
Ice +2 — +2 +2 +2 — aspirations to become huge fiends usually mutate
Imp — — — — — — into a large form first.
Lemure — — — — — –5
Pit Fiend +10 — — — +4 —

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Hezrou: A potential hezrou requires a minimum


Demons Strength of 21, a minimum Constitution of 27 and a
A creature must be chaotic evil to qualify for any
minimum Charisma of 18.
demon species. A creature cannot mutate into a
retriever, as these are constructs rather than demons
Marilith: Mariliths must be female, with a
and are built, not bred.
minimum Strength and Constitution of 27, a
minimum Dexterity, Intelligence and Wisdom of
Babau: The creature must have a minimum Strength
18 and a minimum Charisma of 22. They must also
and Constitution of 20 and a Charisma of 16. If it has
have the ability to cast spells, either arcane or divine.
the Sneak Attack ability, it gains a +1 circumstance
If the original creature has the Multiweapon Fighting
bonus on its Mutation check.
feat, it gains a +2 circumstance bonus to its Mutation
check. If it is not already a fiend, it suffers a –4
Balor: Creatures attempting to become balors must
circumstance penalty to its Mutation check.
have a minimum Strength and Constitution of 30, a
minimum Intelligence, Wisdom and Charisma of 20
Nalfeshnee: These demons require a minimum
and the ability to cast spells. If a creature has the
Strength and Constitution of 25 and a minimum
Leadership feat, the ability to cast 8th level spells
Intelligence, Wisdom and Charisma of 20. If
(whether arcane or divine) or is a cleric of the Evil
the original creature has the Leadership feat or
domain, it gains a +1 circumstance bonus to its
spellcasting ability, it gains a +1 circumstance bonus
Mutation check. If it is not already a fiend, it suffers
to its Mutation check. If it is not already a fiend,
a –4 circumstance penalty to its Mutation check.
it suffers a –4 circumstance penalty to its Mutation
check.
Bebelith: The demons do not allow their kin to
mutate into bebeliths, as these arachnid horrors are
Quasit: To become a quasit, you must have a
a menace to all creatures of Hell, including their
minimum Dexterity of 15. The life of a quasit is
fellow demons. Even so, some private breeding
not as bad as it might appear. You are always being
experiments do take place with this transfiguration in
underestimated, you spend a good deal of time on
mind. Once a creature has chosen its form, no other
the Prime Material plane and you can get up to all
force can tell it not to. There are instances on record
kinds of unpleasant mischief. As becoming a quasit
of transfigured demons emerging as bebeliths, just so
is remarkably easy even for a low-level character (so
that they could rip open the vulnerable chrysalises
long as they are corrupt enough) it is an excellent
of other creatures and devour the contents, thus
choice for a player. Returning as the demonic
wiping out possible competition. It has even been
familiar of a former ally is a great way to stay in the
theorised that the bebelith’s rend armour ability and
game. Creatures that are already of tiny size gain a
its cannibalistic tendencies are indications that it
+2 circumstance bonus to their Mutation checks to
evolved as a predator in the breeding halls, ideally
become quasits.
equipped to tear open eggs and chrysalises.
Succubus: To become a succubus, you must first
To qualify for mutation into a bebelith, a creature
be female, with a minimum Intelligence of 16 and
must have a minimum Strength and Constitution of
a minimum Charisma of 20. You must also have
26. If it already has arachnid traits, such as from
at least one level as a sorcerer, wizard, cleric or
being a drider, it gains a +2 circumstance bonus to its
blackguard. If you have ten or more ranks in the
Mutation check. If it is not already a fiend, it suffers
Bluff skill, you gain a +1 circumstance bonus to your
a –4 circumstance penalty to its Mutation check.
Mutation check.
Dretch: Creatures do not voluntarily mutate into
Vrock: A potential vrock must have a minimum
dretches. A dretch is what you become when your
Strength and Constitution of 23 and a minimum
aspirations to higher status come to nothing and you
Wisdom and Charisma of 16.
fail your mutation check.

Glabrezu: To become a glabrezu, you need Devils


a minimum Strength and Constitution of 27, a A creature must be of lawful evil alignment to arise
minimum Intelligence and Wisdom of 16 and a as a devil.
minimum Charisma of 18. If you have more than 10
ranks in the Bluff skill, you gain a +1 circumstance
bonus on your Mutation check.

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Barbed Devil: Barbed devils must have a minimum Lemure: Those lawful evil creatures who fail
Strength and Constitution of 21, a minimum their mutation checks emerge from their cocoons
Dexterity of 21 and a minimum Charisma of 18. as lemures, broken rejects of the transmutation
process.
Bearded Devil: Candidates to become bearded
devils must either be male or dwarves of either Pit Fiend: To mutate into this mighty avatar of evil,
gender. They must have a minimum Strength the creature needs a minimum Strength, Dexterity
and Constitution of 15. A creature that has class and Constitution of 27 and a minimum Intelligence,
levels as a warrior, barbarian or fighter gains a +1 Wisdom and Charisma of 22. It must also have the
circumstance bonus to its Mutation check. If it has ability to cast spells. If the creature seeking this form
the ability to rage (as the barbarian class feature) it is not already a fiend, it suffers a –4 circumstance
gains a +2 circumstance bonus to the check. penalty to its Mutation check. Next to balors, pit
fiends are the hardest form of all to achieve. Devils
Bone Devil: Bone devils have minimum Strength, spend tens of thousands of years clambering up the
Dexterity and Constitution ability scores of 21 and hierarchy and risking everything they have and are in
minimum Intelligence, Wisdom and Charisma ability pursuit of this goal.
scores of 14. Creatures of the Undead type, with the
exception of damned souls, gain a +2 circumstance
bonus on their Mutation checks to become bone E x a m p le: T he
devils. Any creature with more than 10 ranks in
Intimidate gains a +1 circumstance bonus to this
Tr a n s f ig ur a t io n O f
check. A z a r elle Ts io n e
The 8th level drow sorceress Azarelle Tsione,
Hellcat: Becoming a Hellcat requires a minimum following a lightning raid on her sanctuary by a
Strength of 19, Dexterity of 19 and Constitution of party of good adventurers, lies dying. Even the
17. If the creature is used to assuming a quadruped intervention of her patron, the worthy succubus
form, such as from having lycanthropy or the ability Leshi, could not prevent her demise. Her life has
to assume a wild shape, it gains a +2 circumstance been a long and profoundly wicked one, giving her
bonus on its Mutation check. a Corruption level of 18. As she breathes her last,
her patron arrives to escort her soul to the catacombs
Horned Devil: The horned devil’s prerequisites are of Hell, deep below the demon-infested island
a minimum Strength, Dexterity and Constitution of where she lives. Azarelle’s physical ability scores
25 and a minimum Wisdom and Charisma of 18. If are unremarkable; she has an Intelligence of 17, a
the creature has 10 ranks in Intimidate, the ability Wisdom of 10 and a Charisma score which began at
to cast arcane or divine spells or weapon proficiency 18 and has been increased over the levels to 20, in
with the spiked chain, it gains a +1 circumstance keeping with her sorcerer class.
bonus on its Mutation check.
As Azarelle was in a bonded relationship with a
Ice Devil: Candidates to become ice devils need patron and died in good standing, she automatically
minimum ability scores of 21 in Strength, Dexterity qualifies for infernal transfiguration, should she
and Constitution and of 20 in Intelligence, Wisdom wish it. Naturally, she has no desire to become just
and Charisma. If a creature is of the Cold subtype, another damned soul spending eternity as a plaything
it gains a +2 circumstance bonus on its Mutation for the demons, so she gladly takes the chance.
check, though it does not retain this subtype when it Even if a hellmaggot devours her while she is in
takes its new form. If the creature seeking this form the larval stage, it would at least be oblivion, which
is not already a fiend, it suffers a –4 circumstance is preferable to a conscious eternity as a tormented
penalty to its Mutation check. shade.
Imp: Imps need a minimum Dexterity and Charisma Azarelle takes her place in the Hall of Changings
of 14. As they are easy to qualify for and spend much and the ritual begins, melting and reshaping her
of their time on the Prime Material plane, they are a ghostly flesh and leaving a gleaming egg instead of
good choice for low-level characters who are starting the translucent Drow female soul who stood there
on the path to devilhood. See the above entry on before. As an egg, she experiences nothing other
quasits. than a sense of floating in the void. Her total hit

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points are rerolled; since she is now using d8s instead


of d4s, she is nearly twice as hardy as she used to be,
The Hall Of Changings
Each noble house in Hell and each demonic tribe
for what that is worth.
in the islands of the demons has a prepared Hall of
Changings. This has neither special architectural
The eggs begin to hatch and with that, the real terror
requirements nor any need for magical treatment, as
begins. Azarelle becomes one swollen larva among
the ritual provides all the necessary energy but must
thousands, in an orgy of eating and being eaten. She
be fitted with several features for safety. If necessary,
cannot hope to survive through brute strength, as
a group of three pit fiends or balors can perform the
her base attack bonus is still only that of an 8th level
transfigurative ritual in any environment but the
sorcerer. The spells that she previously knew are
custom of transforming many hundreds of candidates
no good to her in larval form. Not even the racial
at a time requires large, secure halls. The gestating
abilities of a drow can help, as she has left that race
creatures need to be protected from enemies and at
behind. At this stage, she is more vulnerable than
times, the other denizens of Hell need to be protected
any other.
from them.
She does, however, have a singular advantage,
The standard form for a Hall of Changings is to create
stemming from the massacres and assassinations
an area that measures fifty feet from floor to ceiling,
she ordered while in life. Her Corruption level
with one and only one entrance, constantly manned
of 18 gives her a +4 enhancement bonus to attack
by a brigade of horned devils or mariliths. Within,
and damage rolls, good enough for her to quickly
the hall is criss-crossed with walkways at least thirty
kill off three rival larvae close to her. She gains
feet above the ground. These walkways divide the
time by killing them first and eating them later,
hall up into square areas fifty feet on a side.
instead of trying to eat each one immediately after
its death. After fattening on four larvae (for a total
The fiends supervising the transformation take sentry
increase to her Strength and Constitution of +2) she
position at the edges of these walkways, patrolling
decides to pupate but the killing ground below is
them regularly. During the egg and chrysalis stages,
still too dangerous. Using her darkvision to help
they defend the vulnerable pods against attack.
her navigate, she finds a quiet crevice far from the
During the larval stage, they watch the proceedings
slaughter and enters the chrysalis stage.
without interfering, only attacking the larvae if they
attempt to attack their guardians. When fiends are
Azarelle decides to opt for the succubus species as her
being engendered, is forbidden to interfere with the
new race. She meets the prerequisites and assesses
larval feast; irrespective of whether demons or devils
that the risk is minimal. The DC for the Mutation
are involved, Hell involves survival of the fittest.
check is 27 (20 plus the succubus’ Challenge Rating
If shock troops are being bred, there are so many
of 7) and Azarelle’s Mutation check will be 26 (her
lethargic larvae that the guards sometimes kill a few
character level of 8 plus her Corruption level of 18)
off for the sport of it.
plus a d20 roll. Once again, her extraordinarily high
level of Corruption is standing her in good stead for
Harvesting Larvae: If hellreavers or travesties are
her new career as a demoness. She can only fail the
being cultivated at the same time as a mass hatching,
check if she rolls a 1; she rolls a 7 and successfully
permission may be given to kill some of the smaller
mutates. Her slayers on the Prime Material plane
larvae and feed them to the larval creature. This
evidently celebrated too early.
gives it a boost to Strength and Constitution.
Azarelle is now a succubus, with 8 Hit Dice and
Meddling With The Process: Even though the
the spellcasting abilities of an 8th level sorceress in
guards are not supposed to interfere, for a suitable
addition to her newly acquired spell-like abilities.
bribe (3,000 gold pieces or six flasks of Strain, which
The racial modifiers for a succubus raise her
is much more useful) they will make sure that a given
Charisma from 20 to 24, which is about average
larva is helped out, though they have to be discreet
for her new race. She has lost her drow spell-like
about this. This help usually takes the form of an
abilities of dancing lights, darkness and faerie fire
arrow or scorching ray delivered to a larva that is
but considers this a small price to pay, now that she
threatening the one you want protected. Interference
can drain levels with a kiss. Her spell-like abilities as
beyond this, namely killing off a larva that you do
a succubus are produced at a caster level of 12, as this
not want to develop, is a far more serious business,
is higher than her own original sorcerer level of 8.
requiring at least 25,000 gold pieces or, preferably,
ten flasks of Sorrow.

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Foul chrism is thus both a blessing and a bane in


Foul Chrism Hell. Its existence means that the fiends can produce
This substance is a stinking, blackish goo, brewed
huge numbers of lemures and dretches to hurl against
from the scraped-up fat and fluids that are left in
one another’s forces. The presence of foul chrism in
great profusion after a larval feasting. Once all the
fact goes a long way towards explaining why there is
surviving larvae have turned into chrysalises, a group
such a profusion of these creatures, although they die
of low ranking fiends is sent in to gather the stuff up
by the thousand in the wars of devils against demons.
and squeeze it out into cauldrons. No special talent is
It also makes the fiends extremely suspicious of one
required to brew this syrup; it just needs to be heated
another, as a dose of foul chrism can sabotage the
up and reduced to a thick bubbling mess. Once this
evolution into a higher form that a devil has waited
stage of preparation is complete, a Craft (alchemy)
thousands of years for.
skill check (DC 18) is needed to turn a given batch
into foul chrism. A typical feasting involving a
In the devils’ part of Hell, access to foul chrism
thousand larvae produces enough foul chrism for
is strictly controlled and enormous cauldrons of
five hundred doses, so it is not exactly rare. A single
the stuff are kept locked away in a dimensionally
dose is one pint of fluid.
anchored chamber, behind several doors locked with
multiple keys, with each of the Lords of Hell holding
Foul chrism has the alchemical power to taint the
one of these keys. In the demonic zones, individual
mutation process. If a small hole is bored in an
balors, mariliths and nalfeshnees, the owners of
egg and a dose of foul chrism injected into it, the
private Halls of Changing, keep their own stores of
creature inside is stunted. The larvae that emerge are
foul chrism.
weak and lethargic, unable to move. They must be
fed by hand. They automatically enter the chrysalis
stage within an hour and emerge from incubation as H ellr ea v er s A n d
dretches or lemures, according to alignment. If foul
chrism is injected into the chrysalis of a developing Tr a v es t ies
fiend, it causes the fiend to fail its Mutation check While the demons and devils are confined to Hell,
automatically. they can only achieve a limited amount. The Prime
Material is not their world and it is difficult for them
Foul chrism is used for two main reasons. The first to find a way to stay there for any length of time.
is the creation of thousands of disposable troops. When they are summoned or gated in, they are rarely
When Hell needs to create a vast number of lemures able to stay for long; the planar ally spells allow for
or dretches, its occupants use foul chrism to do longer residence but have the disadvantage that the
so, forcibly transforming damned souls into these fiends have to attend to the task required of them by
pathetic low-level fiends. The method is reliable their summoners.
and safe; without a larval feasting stage, all the
damned souls that are used are converted into the When Hell needs a champion that can walk the earth,
same number of cannon fodder troops. The other who incarnates the infernal in a mortal form, it either
use is sabotage. It sometimes happens that a fiend takes the long road of breeding half-fiends or calls
who undergoes infernal transfiguration in order to trusted allies to the Infernum to become hellreavers
increase its power and rank has enemies who find or travesties. Half-fiends have their advantages
out where its Hall of Changings is located. When but they are too much of a long-term investment to
a powerful fiend emerges from his chrysalis as a be any use in a hurry. Besides, even despite their
drooling lemure, it is easy enough to blame the fiendish blood, they may not rally to their infernal
shocking transformation on a failed Mutation check; parent’s banner. Hellreavers and travesties, on the
the ambitious fool clearly had ideas above his station other hand, are ready in a matter of months and are
and could not endure the trials of the change. already of proven loyalty.

A Fortitude saving throw is allowed against the


effects of foul chrism. The DC of the saving throw The Mutation Process
if the stuff is injected into the egg is 30 and it is 25 if A creature can only ever be mutated into a hellreaver
the chrism is injected into the chrysalis. Even if the or travesty once in its life. It is not possible to
saving throw is successful, the creature still suffers undergo the process a second time and acquire
permanent nerve damage, incurring a –2 penalty to even more impressive and devastating mutations.
Intelligence when it finally emerges. Mutation checks to become hellreavers or travesties
automatically fail if this is attempted. They may,

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however, undergo transfiguration to become


devils or demons. This is the standard procedure
Breed Hellreaver/Travesty I
Transmutation (Evil) [Devilish or demonic]
when a particular creature has distinguished itself
Level: Sor/Wiz 4, Clr 4
spectacularly in Hell’s service. Promotion and thus
Components: V, S, XP
further service is the only reward.
Casting Time: 1 full round
Range: Touch
Hellreavers and travesties go through the same basic
Target: One transfigured egg
stages as any other mutating creature, with the egg
Duration: Special (see below)
being formed first, hatching to release the larva and
Saving Throw: See below
ultimately forming a chrysalis. There is, however,
Spell Resistance: Yes (harmless)
one major difference at the egg stage, one at the
larval stage and one at the chrysalis stage.
This spell allows a humanoid, monstrous humanoid
or giant that has been transfigured into the egg stage
Egg: The egg needs additional magical preparation
to emerge as a hellreaver or travesty. It allows the
before it can develop. A creature must cast the breed
creature to claim up to 10 Mutation Points. This
hellreaver/travesty spell (see below) upon the egg
spell exists in two versions, the type that breeds
before it hatches. There are three levels of this spell,
hellreavers and the type that breeds travesties; the
each one of which allows the creature to attempt to
former is devilish in nature, the latter demonic.
gain a different number of Mutation Points. If this
spell is not cast, the resultant creature remains in its
When casting this spell, the caster has the choice of
larval form indefinitely. It must eat every day or die
whether to select the mutations that the creature will
but it cannot pupate and does not suffer death from
undergo, or whether to leave that choice up to the
failing to do so.
creature itself. In the former case, the creature may
make a Will saving throw to override the caster’s
Larvae: The larvae of hellreavers and travesties are
decision and choose its own mutations.
a gleaming blue-black instead of a spongy reddish
colour, so they can be recognised immediately. As
This spell and the higher-level versions thereof can
they are usually produced to order, it makes no sense
be extremely costly in experience points to cast. For
to include them in the feeding frenzy in case they are
this reason, fiends who use it consider the resulting
eaten by accident, so they are carefully segregated in
creatures to be their property. Hellreavers and
private breeding chambers. The fiends who watch
travesties are specially bred juggernauts, significant
over them bring them slain larvae to consume,
investments on Hell’s part. They are weapons, not
increasing their Strength and Constitution by 1d4+2.
individuals with free will.
If there are no other larvae available, then raw meat
is used, which keeps the larva alive but confers no
XP Cost: This spell drains the caster of 300
ability score increase.
experience points.
Chrysalis: The DC for the Mutation check is not
determined by the final form but by the number Breed Hellreaver/Travesty II
of Mutation Points that the creature is attempting Transmutation [Evil, Devilish]
to acquire, based on the level of breed hellreaver/ Level: Sor/Wiz 7, Clr 7
travesty that was cast on it in the egg. It can claim Range: Touch
up to the maximum set by the spell but does not have Target: One transfigured egg
to claim the full amount. Mutation Points allow the This spell functions as breed hellreaver/travesty I
creature to select different features that it will possess but allows the breeding creature to claim up to 25
when it emerges from its cocoon. Mutation Points.

The mutation check is made in the same way as it XP Cost: This spell drains the caster of 1,000
is for ordinary transfiguration (experience level + experience points.
Corruption level +d20). The DC of the Mutation
check is 10 plus the number of Mutation Points that
the creature is attempting to use. A hellreaver or Breed Hellreaver/Travesty III
travesty that fails its mutation check dies, instantly Transmutation [Evil, Devilish]
becoming a damned soul. Level: Sor/Wiz 9, Clr 9
Range: Touch
Target: One transfigured egg

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This spell functions as breed hellreaver/travesty I of other creatures. It may wield a weapon with this
but allows the breeding creature to claim up to 40 arm, gaining an additional offhand weapon attack.
Mutation Points. This option may be taken multiple times.

XP Cost: This spell drains the caster of 2,500 Concealing multiple arms is very hard to achieve.
experience points. You take a –5 penalty to Disguise skill checks per
additional limb if you are trying to appear as a
normal member of your race.
Mutati ons
In essence, a hellreaver or a travesty is a mortal Prerequisite: Creature must already have one or
creature that has been reshaped by the powers of Hell, more arms.
so as to make it a more potent fighting force for the
devils or the demons. The mutations are the key to Mutation Point Cost: 6.
this. Each mutation has a set cost in Mutation Points,
gained by a casting of breed hellreaver/travesty.
Alternate Form (Su)
The creature may adopt a single, previously selected
Some mutations are only available to hellreavers
alternate form at will. This functions as a polymorph
and some only to travesties, as the different fiendish
spell cast by the creature on itself, at a caster level of
species mutate their soldiers in different ways.
12th. It does not regain hit points for changing form
Hellreavers are typically streamlined, almost robotic
and may only adopt a form of its own size category.
engines of destruction, symmetrical and proportioned,
This option may be taken multiple times, with a new
while travesties are more like aberrations, sprouting
form gained every time the option is chosen.
messes of flesh with additional limbs protruding in
odd directions and extra eyes set sideways or in the
Mutation Point Cost: 3.
middle of a cheek. Hellreaver-specific mutations are
designated with an (H), while travesty-specific ones
are designated with (T). Armour Plating (Ex)
The creature develops thick, osseous plates on its
Prerequisites: Some mutations have prerequisites, torso, head and limbs, as if it were growing a suit
such as a minimum ability score. A prerequisite is of plate armour underneath its skin. The thickened
fulfilled if you have the necessary minimum score or skull gives it a lumpen, beetle-browed look. It gains
other feature, or if you are selecting mutations that a +8 natural armour bonus at the cost of 2 points of
will provide these when you finish mutating. For Dexterity. This replaces any other natural armour
example, even if you did not have enough Strength bonus it previously had. Disguising an armour-
to select the armour rending mutation, you could plated creature so that it looks normal is difficult
still take it if you were also taking other mutations but not impossible. A –4 circumstance penalty is
(such as increased muscle mass) that would result imposed on any such attempt.
in enough Strength to meet the prerequisite. If, for
any reason, you end up with a mutation that you Mutation Point Cost: 9.
do not meet the prerequisites for (such as from a
miscalculation) then the mutation simply does not Armour Rending (Ex)
work and you cannot use it. You do, however, retain The creature gains the power to rip the armour off
it, so if you ever come to meet the prerequisites at a its foes, peeling it away to get at the flesh beneath.
future time, the mutation activates and may be used. Hellreavers bred for front-line combat are often
given this mutation, so that they can rend the armour
Prohibitions: You may not take a mutation that of heavy infantry units and horse barding. To make
matches a feature that you already have. For an armour rending attempt, the creature must hit
example, a creature that has claws already may not with two claw attacks. It then deals double its claw
take the claws mutation. damage plus twice its Strength ability score bonus
to the opponent’s armour. Armour reduced to zero
Additional Arm hit points is destroyed. Damaged armour can be
The creature gains an additional arm, directly repaired with a successful Craft (armoursmithing)
beneath or above an arm it already has if it is a skill check.
hellreaver, or placed anywhere on the body if it is a
travesty. The arm is a replica of an arm the creature Prerequisite: Claws, Strength 24.
already has; it may not gain arms modelled on those
Mutation Point Cost: 15.
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Bone Blade (T) inflict double damage plus twice its Strength bonus
The creature has one of its hands replaced with a with a successful Grapple check. It also gains Spine
steel-strong blade made from extended bone. This Defence (Su) as an additional ability. Any creature
is either long and straight or broad and axe-like. attacking it with handheld or natural weapons takes
It inflicts damage as a longsword or battleaxe (the slashing and piercing damage as if the bone spikes
creature chooses which) of the size that would be had hit it with a melee attack. Creatures using
wielded by the creature normally and is considered weapons with exceptional reach do not suffer this
a natural weapon. The creature cannot be disarmed damage, as they are out of the danger range.
and never needs to ready its weapon. A bone blade Prerequisites: Bone spikes.
can be sundered and has a hardness of 6, with 20
hit points; this is for a Medium creature and larger Mutation Point Cost: 6.
or smaller creatures should have duly adjusted hit
points. If it is sundered, the creature grows it back Breath Filter (Su)
naturally in a month. The creature cannot perform The creature grows a fibrous veil across its windpipe,
any task requiring manual dexterity with this limb, which gives its voice a wheezing, husky sound. It
nor can it even pick anything up. This option may does not interfere with normal breathing but allows
be selected once for each arm the creature has. the creature to inhale noxious gases and the like
Disguising a bone blade as an ordinary limb is very without harm. It receives a +10 resistance bonus
difficult, imparting a –8 circumstance penalty on any to saving throws against inhalant poisons and gas
Disguise skill check. effects such as cloudkill, stinking cloud and the
stench ability of a vrock.
Mutation Point Cost: 3.
Mutation Point Cost: 3.
Bone Spikes
The creature’s skeleton undergoes severe mutation. Breathe Swarm (Su)
It extends long spikes of malformed bone through The creature grows two heaving sacs on either side of
the creature’s skin, giving it an appearance similar its neck, which closer inspection reveals to be filled
to a barbed devil. The creature is always considered with teeming maggots. These live symbiotically with
to be wearing spiked armour for combat purposes, the host and do not require feeding. Three times per
even when it is not wearing any; it is automatically day, the caster may breathe out a swarm of baneflies
proficient with these natural weapons. It may thus (see The Creatures of Hell) as if by a summon swarm
do additional damage to creatures with a successful spell produced by a 12th level caster. The creature
Grapple check or with an ordinary melee attack, just has no control over the swarm, which attacks any
as if it were using regular armour spikes. It can no creature close to it, unless he can communicate with
longer wear unmodified armour, as the spikes make it telepathically.
the armour impossible to put on. A successful Craft
(armoursmithing) check modifies armour so that Mutation Point Cost: 8.
a creature with bone spikes can wear it. Ordinary
bone spikes are impossible to conceal other than with Claws
magic; they bestow a –10 circumstance penalty on One of the creature’s appendages is tipped with
Disguise skill checks. claws, which count as natural weapons. It now
inflicts slashing damage with an unarmed attack, of
For an additional cost of +2 Mutation Points, the an amount determined by its size; see Core Rulebook
spikes can be made retractable. The creature can III for guidelines on appropriate damage dice for
extend or retract them as a standard action. This has clawed monsters. A Medium size creature inflicts
no effect on combat but makes the creature’s mutated 1d4 damage with a claw attack; a large creature
nature much less obvious to an observer. The ability inflicts 1d6 damage. The creature adds its Strength
to extend or retract spikes is supernatural in nature. ability score modifier to this damage. The creature is
automatically proficient with these natural weapons.
Mutation Point Cost: 4. Creatures with claws on rear limbs, such as a human
with claws on his feet, cannot use them to attack
Bone Spines (T) unless they gain the Rake special ability. Claws are
The creature’s bone spikes are extended in length and difficult to conceal and bestow a –2 circumstance
made stronger and sharper. The creature can now penalty to any Disguise check made to disguise
the creature as a normal, clawless member of its
species.
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Prerequisite: The creature must already have direction from which the attack came. The spray
extrusions that can be grown into claws, such as extends no further than 5 feet. Creatures in this
fingernails. square take acid damage (1d6 per 5 points of slashing
or piercing damage inflicted, rounded down) with a
Mutation Point Cost: 2 per appendage. Reflex saving throw allowed for half damage. The DC
of the saving throw for a magic weapon to avoid acid
Commune With Hell (Sp) (H) damage or for a creature to take half damage is 10
The mutated creature develops a strong link with the plus half the creature’s Hit Dice (and/or experience
plane of Hell that reworked its body so extensively. level) plus its Constitution ability score modifier.
A pulsing, glowing red node on the back of the
creature’s skull evidences this ability. The creature A creature with this mutation can deliberately release
may use commune once per day as a spell-like ability, acid in a spray as described above by wounding itself
as if produced by a 12th level caster. The commune with a slashing or piercing weapon. The amount
effect may only be used to contact the governing of damage done by the acid is determined by the
powers of Hell. This is a common mutation to give severity of the wound, as above. This can be useful if
to the more stupid, tank-like hellreavers, as it gives it needs to dissolve its way through a lock or barrier.
them a way to avoid having to make decisions that
are beyond their reasoning capacity. Prerequisites: Energy Immunity (acid).

Mutation Point Cost: 8. Mutation Point Cost: 14.

Confusion Aura (Su) (T) Damage Reduction (Ex)


The travesty continually emanates a field of swirling This mutation grants the creature damage reduction,
chaotic energies, a testament to the howling abyss as if it were a fiendish version of its own species. It is
that spawned it. Creatures within 15 feet of the not possible for a hellreaver or travesty to become a
travesty must succeed on a Will saving throw fiendish creature through mutation, as the template is
or be confused as per the spell for as long as it inherited rather than acquired but it can develop some
remains within the affected area and for 1d4 rounds of the same traits. The level of damage reduction
afterward. The DC of the saving throw is 10 plus half determines the cost in Mutation Points. When a
the creature’s Hit Dice (and/or experience level) plus creature takes this mutation, its natural weapons
its Charisma ability score modifier. A creature that and any weapons that it wields count as weapons of
successfully saves cannot be affected again by the its own alignment for the purposes of overcoming
same travesty’s confusion aura for 24 hours. When damage reduction.
they are building their armies, the demons will often
create several well-armoured and tough creatures Death Throes (Su)
with the confusion aura ability, backed up by a troop This mutation can be taken by hellreavers or travesties
of smaller creatures (such as dretches) who defend but is far more suited to the demons’ methods of
the confusion-emitter from harm and take advantage combat. When a travesty launches itself into the
of its effect to bring down opponents. massed ranks of the opposition and submits willingly
to numerous attacks, not defending itself but only
Mutation Point Cost: 10.
Mutation Point
Damage Reduction Cost
Corrosive Blood (Ex)
The creature’s metabolism is radically altered, 5/cold iron or good (T) 7
substituting the blood in its veins for a strong acid. 5/silver or good (H) 9
Its colour changes from red to a bright primary 5/good 10
yellow. The creature becomes completely immune 10/cold iron or good (T) 13
to acid damage henceforth. 10/silver or good (H) 15
10/good 17
Weapons that deal slashing or piercing damage to 15/cold iron or good (T) 20
the creature take 1d8 points of acid damage and the 15/silver or good (H) 22
weapon’s hardness does not reduce this damage. A
15/good 24
magic weapon may attempt a Reflex saving throw
to avoid taking this damage. In addition, the wound 15/cold iron and good (T) 26
sprays acidic blood into the adjacent square in the 15/silver and good (H) 28

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Disease Available To Incubation Damage Severity Modifier Mutation Point Cost


Seeping Sanies H, T 1 day 1d3 Con 0 3
Ember Tumours H 1d2 days 1d4 Cha +2 5
Brain Froth T 1d4 days 1d6 Int +5 8
Kickshanks H, T 1d4 days 1d6 Wis, 1d6 Dex +5 12
Claggy Vein T 1d3 days 1d6 Str, 1d6 Con +8 15
chuckling thickly, then the only explanation that Ember Tumours: The character breaks out in bright
makes sense is that it is a suicide troop with the death red lumps an inch across, which are hot to the touch
throes mutation. When a creature with this mutation and resemble the coals of a fire. They glow faintly
dies, it explodes in a brilliant flare of infernal energy. at night, bestowing a –2 circumstance penalty to any
This deals 5 points of damage per Hit Dice to any Hide checks made in the dark in which the character’s
creature within 100 feet, with a Reflex saving throw skin is left uncovered.
allowed for half damage. The DC of the saving
throw is 10 plus half the creature’s Hit Dice (and/or Brain Froth: The character’s brain stews in its own
experience level) plus its Constitution ability score juice, the evidence being a foul-smelling foam that is
modifier. The explosion automatically destroys any emitted from the mouth and nose.
weapons the creature is holding.
Kickshanks: This terrible disease, now eradicated
Mutation Point Cost: 7. from the Prime Material plane but still rife in Hell,
causes the afflicted to descend into a feverish stupor
Disarming Gaze (Su) (H) in which they flail and lash about with all their
This mutation is granted to hellreavers that are meant limbs, hence the name given to the disease. Their
to take command of large numbers of troops, so that awareness of their surroundings and ability to control
they can glare recalcitrant underlings into submission. their movements is swiftly eroded.
The hellreaver’s gaze is profoundly unsettling, as if
it could see deep into the target creature’s heart and Claggy Vein: The affected creature’s blood vessels
find out all of its guilty secrets. The ability has a fill up with a stodgy, inert substance that resembles
range of 30 feet, with a Will saving throw allowed greasy putty or corpse fat. They stand out against
to negate the effect. Those who fail their saving the skin, like red whipcords, as the blood struggles
throws take a –2 morale penalty on attack rolls for to reach its destination. The character is severely
1d3 rounds. The DC of the saving throw is 10 plus weakened and can deteriorate physically in days.
half the creature’s Hit Dice (and/or experience level) One curious side-effect of claggy vein is that
plus its Charisma ability score modifier. blood-drinking creatures, such as vampires, find the
creature’s blood disgusting and will not willingly
Mutation Point Cost: 4. drink it.

Disease (Su) Energy Discharge (Su)


The hellreaver or travesty is seething with a disease The creature may project energy that deals cold,
bred within Hell’s foul laboratories. Whenever the fire or electricity damage. The amount of damage
creature successfully inflicts damage with a part of dealt by this energy, the frequency of use and the
its body (though not with a non-natural weapon) the form it takes depends on the amount of mutation
wounded opponent must make a Fortitude saving points invested. Refer to the table below to find the
throw or contract the disease. The various diseases total mutation point cost of the creature’s energy
available and their cost to build into the mutation are discharge.
determined by the creature’s origin. The DC of the
saving throw is 10 plus half the creature’s Hit Dice Whatever form, type and frequency is chosen, the
(and/or experience level) plus its Charisma ability saving throw DC to negate or halve the energy
score modifier plus the Severity Modifier listed for damage is 10 plus half the creature’s Hit Dice (and/
the given disease.
Frequency Of Use Mutation Point Cost
Seeping Sanies: The infected character continually 1/day One third of total
oozes a clear, blood-tinged fluid from his ears and 3/day No modification
nose and grows less and less robust with every
Recharge (see below) Total x2
passing day.

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or experience level) plus its Constitution ability Energy


score modifier. The base mutation point cost of Type Resistance 5 Resistance 10 Immunity
the energy discharge is 3 mutation points per d6 of Acid 3 7 20
energy damage dealt (to a maximum of 20d6) with
Cold 4 8 22
a multiplier added for the frequency of use. Only
Electricity 3 7 18 (T)
apply the additional mutation point cost after the
frequency of use multiplier has been included. Fire 3 7 18 (H),
20 (T)
Ray: As with all ray attacks, the creature must
Environmental Tolerance (Su)
successfully hit with the ray to score damage. The
The creature has the ruggedness of Hell infused into
standard ray allows a Fortitude saving throw to
it. It becomes tough enough to ignore extremes of
halve the damage. The creature may opt to have a
heat and cold. While the direct application of intense
successful Fortitude saving throw negate the damage
heat or cold (such as from a fireball or cone of cold)
altogether, which results in a mutation point modifier
still damages it, the creature does not suffer from
of –2 instead of +1.
environmental heat or cold conditions and can walk
naked through an ice waste without discomfort or
Possible Mutation damage.
Energy Energy Saving Throw / Point
Form Types Effect Cost Mutation Point Cost: 2.
100 ft. ray Any Fortitude halves +1
40 ft. cone Fire or Reflex halves +5 Fast Healing (Su)
cold This enviable mutation so empowers the tissues of
80 ft. line Fire or Reflex halves +4 the creature’s body that they heal up with amazing
electricity swiftness. The creature recovers the stated number
20 ft. radius Fire Reflex halves +5 of hit points per round. The ability is expensive
burst (80 ft. but even a single point of fast healing can make
range) a massive difference to an intelligent combatant.
When you realise that with no higher a healing rate
than 1 point per round you can now heal up 600
Recharge: The creature may use this ability any points of damage in a single hour without having to
number of times per day. However, once the creature do anything, you soon learn why fast healing is such
has used this ability, it cannot use it again for 1d4 a benefit. The legions of Hell reserve this ability for
rounds. specialist assassin creatures or commanders, who
have the sense to get away and recover when they are
Example: A travesty seeks to incorporate a ferocious wounded. There is no point in giving fast healing to a
arc of electricity into its arsenal of weapons, as devils run-of-the-mill grunt; additional armour is what they
are rarely resistant to that energy form. It wants the need. Fast healing works just like natural healing.
arc to be a first-strike weapon, usable only once per It does not restore hit points lost from starvation,
day but dealing a large amount of damage. It chooses thirst or suffocation, nor does it allow the creature to
20d6 as the damage, the line as the form and 1/day regrow lost body parts.
as the frequency. 20 dice of electricity damage will
cost 60 mutation points, which is divided by 3 for Fear Aura (Su) (H)
the 1/day frequency (for a running total of 20) plus 4 The creature can radiate a 5-foot-radius fear aura
for the line form, giving a grand total of 24 mutation as a free action. Affected creatures must succeed
points. on a Will saving throw or be affected as though by
a fear spell, with a caster level of 7th. A creature
Energy Resistance that successfully saves cannot be affected again by
The creature gains a variable degree of resistance the same creature’s aura for 24 hours. Devils and
to a given type of energy. The table below gives
the different cost in mutation points for the various Fast Healing Rate Mutation Point Cost
resistances. This mutation may be taken multiple 1/10 rounds 4
times. Hellreavers are not eligible for immunity 1/round 9
to electricity and travesties must invest additional 2/round 18
mutation points for immunity to fire. 3/round 27

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hellreavers are immune to the fear aura. The DC of Points per point of Strength. The second method is
the Will saving throw is 10 plus half the creature’s much cheaper and easier, increasing Strength at the
Hit Dice (and/or experience level) plus its Charisma expense of the creature’s brain power. Each point of
ability score modifier. Strength bestowed costs 2 Mutation Points and drains
one point of Intelligence from the creature. There is
Flaming Body (Su) no upper limit on the amount of Strength that it may
The creature’s body is entirely wreathed in flames. be given but it must be left with an Intelligence of
Any creature engaged in a grapple with the creature at least 3. This mutation is used to create crude,
suffers damage per round according to the creature’s powerful foot soldiers. Whichever method of
size category, as determined below: Strength increase is used, the creature’s Strength
cannot be increased beyond the maximum for its size
Diminutive: 1d6 category, for which see Core Rulebook III.
Tiny: 2d6
Small: 3d6 Mutation Point Cost: 7 mutation points per point
Medium: 4d6 of Strength, or 2 mutation points plus one point of
Large: 6d6 Intelligence per point of Strength.
Huge: 10d6
Colossal: 16d6 Infernal Spell Ability (Sp)
The creature becomes able to prepare and cast
Prerequisites: Immunity to fire. infernal spells in its own right, without assistance
from a patron. The experience point cost to prepare
Mutation Point Cost: 2 per 1d6 of fire damage dealt infernal spells still applies but the patron does not
by the flaming body; a Medium size creature would need to be present. This ability is not so useful to
thus need to spend 8 Mutation Points. spontaneous casters, who only need their patrons’
help to gain new spells at each level.
Hypnotic Voice (Su) (H)
The hellreaver’s voice is compelling, with a resonant Mutation Point Cost: 3.
and hypnotic power to it. It is difficult to disobey
or even disagree with the hellreaver, such is the Infernal Wounding (Su) (H)
potency of its spoken words. The creature gains The hellreaver chooses one weapon with which it is
a +2 competence bonus to Bluff, Diplomacy and proficient. It gains the power to deal infernal wounds
Intimidate skill checks and may use suggestion at will with this weapon. A creature that suffers an infernal
as per the spell cast by a 12th level caster. The DC of wound loses 2 additional hit points each round. The
the Will saving throw to resist the suggestion is 10 wound does not heal naturally and resists healing
plus half the creature’s Hit Dice (and/or experience spells. The continuing hit point loss can be stopped
level) plus its Charisma ability score modifier. The by a Heal check, the DC of which is 10 plus half the
devils bestow this ability upon their infiltration units, creature’s Hit Dice (and/or experience level) plus its
the hellreavers who are charged with the duty of Constitution ability score modifier. The hit point loss
getting into the opponents’ camps with subterfuge can also be stopped by a cure spell or a heal spell but
and deception. a character attempting to cast either of these spells
to heal a creature suffering from an infernal wound
Prerequisites: Charisma 16+. must succeed on a caster level check, or the spell has
no effect on the injured character. This caster level
Mutation Point Cost: 12. check has the same DC as the Heal check described
above. A successful Heal check automatically stops
Increased Muscle Mass the continuing hit point loss as well as restoring hit
This mutation simply piles more beef on to the points. The hellreaver can only deal infernal wounds
creature, thickening its sinews and heightening its with its chosen weapon but this ability is inherent to
physical strength. There are two possible ways the hellreaver, not the weapon. This mutation may
to do this. The more expensive method simply be taken multiple times, with a new weapon chosen
adds Strength, without diminishing any of the every time it is selected.
creature’s other attributes, to a maximum of 5
points of Strength. This method costs 7 Mutation Mutation Point Cost: 7.

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Invisible In Light (Su) (H) head. See Core Rulebook III for details. It adds its
The racial ability of the hellcat is drawn upon to Strength ability score modifier to this damage. For
create this mutation. The resulting creature has the example, a Medium size creature with the Maw
same quality as that monster does; it is invisible in mutation would gain a bite attack that inflicted 1d8
any area that has sufficient illumination for a human damage plus its Strength ability modifier. An attack
to see. When the creature is in a darkened area, it is with the maw counts as an attack with a secondary
visible as a faintly glowing outline that can be seen natural weapon and is thus subject to a –5 penalty
up to 30 feet away, or 60 feet away if the viewer unless the creature has the Multiattack feat. The
has low-light vision. The creature does not show maw attack cannot be made into the creature’s
up in magical darkness, which obscures the glow primary attack. The maw has no tongue. Though it
altogether. may roar, it cannot speak nor can it cast spells.

Mutation Point Cost: 10. Mutation Point Cost: 6.

Long Reach (Ex) (T) Pincers (T)


While in its protective cocoon, the creature’s body Strong pincers, like the claws of a lobster or crab,
is warped and stretched like elastic, turning it into a replace one or both of the creature’s hands. It can no
superior fighting machine. Its arms are lengthened longer perform any task of manual manipulation with
and re-jointed, folded back upon themselves like that hand, nor can it hold a weapon. The pincers are
those of a mantis. The creature’s reach extends natural weapons that inflict the claw damage for the
by 5 feet for the purposes of natural weapon use creature’s size (see Core Rulebook III) plus one and a
only; even then it may only attack with the natural half times its Strength bonus. If the creature’s claws
weapons on the ends of its arms. If it is obliged were its primary natural weapons, then the pincers
to fight with a hand-held weapon, it suffers a now take over as such; if they were secondary, they
–2 circumstance penalty to the attack roll. If the remain so.
creature’s main natural weapon is a bite, it can have
its neck lengthened instead of its arms (extending the The creature also gains the Improved Grab ability.
reach of its bite attack by 5 feet) and may still fight To use this ability, the travesty must hit an opponent
with hand-held weapons at no penalty. at least one size category smaller than itself with a
pincer attack. It can then attempt to start a grapple
Prerequisite: Claw or bite attack. as a free action without provoking an attack of
opportunity.
Mutation Point Cost: 6.
Prerequisite: The creature must have arms that end
in hands or some similar appendage.
Keen Ears (Ex)
The creature’s ears extend and widen until they
Mutation Point Cost: 4 per hand.
resemble those of a bat. The creature thenceforth
gains a +6 racial bonus on all Listen checks and
gains the Blind-Fight feat for free, so long as it can Poison (bite/sting)
still hear its opponent. It also becomes vulnerable to The mutation process introduces poison sacs into
sonic effects, taking a –4 penalty on all saving throws the creature’s jaws or stinger. The creature’s bite
against such effects. now transmits a potent toxin. When it hits and deals
damage with a bite attack, the affected creature must
Mutation Point Cost: 4. make a Fortitude saving throw against the poison as
well as suffering the damage. The saving throw DC
to resist the poison is 10 plus half the creature’s Hit
Maw (T)
Dice (and/or experience level) plus its Constitution
The travesty emerges from its cocoon roaring from
ability score modifier plus the listed severity
the mouth in its head and from a new, wet maw in
modifier. The nature of the poison depends on the
its abdomen. This is a toothed vertical mouth that
creature’s type and the number of Mutation Points
splits the creature’s stomach from top to bottom. The
spent. Poisons transmitted by bites are always more
creature gains a bite attack (whether it had one before
potent and damaging than those transmitted by claw
or not) that inflicts the bite damage of a creature one
attacks, for which see the Poison Mutation table.
size category larger than itself, as the mouth is much
bigger than one that could be fitted into the creature’s
Prerequisite: Immunity to poison; bite or sting
natural weapon.
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Poison Mutation
Available Secondary Severity Mutation Point
Poison To Initial Damage Damage Modifier Cost
Soporific Venom (T) Sleep 1d6 rounds None +2 6
Paralysis Toxin (H) Paralysis 1d6 rounds None +2 8
Nerve Toxin (T) 1d6 Dex 2d6 Dex +2 6
Abyssal Bane (T) 1d6 Con 2d6 Con +2 10
Crippling Poison (H) 1d6 Str 2d6 Str +4 8
Lethal Venom (H) 1d6 Con Death +0 15

Poison (claw) Although damage from spells ordinarily ignores


The creature’s claws grow tiny bulbous sacs under damage reduction, it is still converted into nonlethal
the cuticle, which allow it to deliver poison with damage where regeneration is concerned. Only the
a successful claw attack that deals damage. The specific damage type named in the damage reduction
Fortitude saving throw DC is calculated as for Poison ability can inflict lethal damage.
(bite/sting) above. Claw poisons are weaker than
those transmitted by bites and stings; use the entry for For example, a creature with damage reduction
the appropriate poison but use d4 damage instead of 5/good and regeneration 3 would suffer nonlethal
d6 damage, with 3d4 Con damage replacing death in damage from a fireball but full damage from a holy
the case of lethal venom. Reduce the mutation point smite, since that spell has the Good descriptor.
cost for the poison by 3. For example, if you were
giving a creature Abyssal Bane as a claw-delivered Mutation Point Cost: 10 per point of regeneration.
poison, it would inflict 1d4 Con as the initial damage
and 2d4 Con as the secondary damage and cost you Prerequisite: Damage reduction, for which see
7 Mutation Points. above.

If the poison does not inflict ability score damage, Scent (Ex)
such as in the case of soporific venom, then substitute The creature’s sense of smell is augmented massively,
the dice used to determine the length of the sleep or giving it the ability to locate opponents by scent. It
paralysis from d6 to d4 and do not apply the severity gains the scent special ability as described in Core
modifier. For example, soporific venom transmitted Rulebook III. Mutated creatures are usually given
through a claw would put the victim to sleep for the scent ability when they are being designed as
1d4 rounds rather than 1d6 and have no severity hunter-killer units, so that they can track their prey
modifier. more easily.

Mutation Point Cost: Varies, see Poison Mutation Mutation Point Cost: 3.
table.
Scream (Su)
Prerequisite: Immunity to poison; claw natural The mutated creature can emit an ear-splitting shriek
weapon. that has a chance to leave opponents in the area of
effect reeling. All creatures except for demons or
Poison Immunity travesties within a 30-foot radius must succeed on
The hellreaver or travesty gains the common a Fortitude saving throw or be stunned for 1 round.
demonic and devilish quality of complete immunity The DC of the saving throw is 10 plus half the
to poison. creature’s Hit Dice (and/or experience level) plus
its Constitution ability score modifier. The creature
Mutation Point Cost: 12. may use this ability once per hour.

Regeneration Mutation Point Cost: 7.


An ability reserved for the most elite of hellreavers
and travesties, the creature suffers only non-lethal Serpent Body (T)
damage from attacks other than those of the type that While the creature sleeps in its chrysalis, its body
would bypass its stated damage reduction and heals below the waist is dissolved into an organic soup and
the stated amount of nonlethal damage per round. reformed in a completely new shape. Instead of legs,

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the creature now has a scaly snakelike body with a negate the damage is 10 plus half the creature’s Hit
muscular tail. It resembles a marilith demon in form, Dice (and/or experience level) plus its Constitution
needing only the additional limbs to complete the ability score modifier.
likeness. It gains a tail slap attack that inflicts tail
damage as if the creature were 3 size categories larger Prerequisites: Energy Resistance (acid).
than it is; so, a Medium size creature would gain a
tail slap that inflicted 2d8 damage. The creature adds Mutation Point Cost: 6.
its Strength ability score modifier to this damage, or
half its Strength ability score modifier if the tail is Stupefying Radiance (Su) (T)
used as a secondary attack. The travesty gains the ability to blast foes with visions
of nightmare. Three times per day, the mutated
Mutation Point Cost: 9. creature can create a flare of infernal radiance. When
the ability is triggered, swirls and ripples of amoebic
Skeletal (H) brilliance begin to amass around its body. They
The hellreaver with this mutation emerges from its have no immediate effect; however, one round later
cocoon as a shrunken, bony version of its former self. they burst in a 60-foot radius. Any creature within
It is not undead but it is clearly close to being so; its this area must succeed on a Will saving throw or be
body is wasted, its skin clings to it like thin rubber dazed for 1d10 rounds, bombarded by horrific sights
and only its skeleton seems thicker and more robust. and sounds, like a tormented drug hallucination. An
The overall effect is as if the creature were halfway affected creature receives its full Dexterity and shield
towards transforming into a bone devil. Although bonuses to armour class if it is attacked but it can take
bone devils are not sufficiently thin to gain damage no actions. Other travesties and demons are immune
reduction against non-bludgeoning weapons, a to this effect. The DC of the saving throw to avoid
hellreaver with this ability is. The hellreaver gains the effect of the stupefying radiance is 10 plus the
damage reduction 5/bludgeoning. If it already has creature’s Hit Dice (and/or experience level) plus its
damage reduction, the current damage reduction Charisma ability score modifier.
is modified to include ‘and bludgeoning’. For
example, a creature with damage reduction 5/good Mutation Point Cost: 8.
that becomes skeletal now has damage reduction
5/bludgeoning and good. Stench (Ex)
The creature develops bulbous scent glands near
Mutation Point Cost: 5. its rear end that constantly drip with fetid ooze,
sending up a fug of revolting odour. Any living
See In Darkness (Su) (H) creature (except fiends of the same alignment as the
The hellreaver’s vision changes, giving it the hellreaver or travesty) within 10 feet must succeed on
characteristic glowering eyes of a military devil. It a Fortitude saving throw or be nauseated for as long
can see perfectly in darkness of any kind, including as it remains within the affected area and for 1d4
that which is created by a deeper darkness spell. rounds afterward. The DC of the saving throw is 10
plus half the creature’s Hit Dice (and/or experience
Mutation Point Cost: 4. level) plus its Constitution ability score modifier.

Slimy Coating (T) Creatures that successfully make their saving throws
The creature is constantly slathered in a translucent are sickened for as long as they remain in the
ooze with acidic properties. Any weapon that area. A creature that successfully saves cannot be
touches it takes 1d8 points of acid damage, which affected again by the same hellreaver or travesty’s
is not reduced by the weapon’s hardness. A magic stench for 24 hours. A delay poison or neutralize
weapon may attempt a Reflex saving throw to avoid poison spell removes either condition from one
taking this damage. Any creature that attacks the creature. Creatures that have immunity to poison are
travesty with an unarmed attack, unarmed strike, unaffected and creatures resistant to poison receive
touch spell, or natural weapon takes this damage as their normal bonus on their saving throws.
well but can negate the damage with a Reflex saving
throw. The DC of the saving throw for a magic Mutation Point Cost: 6.
weapon to avoid acid damage or for a creature to

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Sting ones grow up through the sockets, thrusting from the


The creature grows a lashing tail-like appendage bone with agonising force and filling the creature’s
from the base of its spine that can be used to sting mouth with scythe-like incisors. If it did not have
foes. This mutation cannot be taken if the creature a bite attack already, then it gains one at a level
also has a tail (see below) as a sting is here defined of damage appropriate for its size. Medium size
as a form of the tail mutation. A sting can be used creatures gain a bite attack that inflicts 1d6 damage
to deliver the strongest kinds of natural poison, for plus their Strength ability score modifier. If it had a
which see above. A creature with this mutation gains bite attack already, the damage is increased to that
a sting as a natural weapon, which inflicts damage appropriate for a creature one size category larger
appropriate for the creature’s size; a Medium size than it is. This mutation may be taken twice, once to
creature gaining a sting would be able to inflict gain the bite attack and once to improve it. You can
1d4 damage with it, plus its Strength ability score also take this mutation to increase the damage done
modifier if the sting were used as a primary weapon, by a maw mutation, for which see above.
or half the Strength ability score modifier if it were
used as a secondary weapon. Creatures with this mutation have oversized mouths,
as full of teeth as an anglerfish. They find it difficult
The sting is conspicuous and difficult to disguise, to speak coherently and other creatures thus find it
bestowing a –4 circumstance penalty on any difficult to understand them. Rather than imposing
Disguise skill check that would require the creature rules to govern this danger of misinterpretation, it is
to seem not to have it. best to roleplay it (we do not recommend simulating
this mutation by placing 6d4 in your mouth and trying
Mutation Point Cost: 3. to speak – it has been tried and it is a bad idea). A
creature trying to cast a spell with verbal components
suffers a 20% spell failure chance, as it is quite likely
Summon Devil/Demon (Sp)
that a stray tooth will get in the way of the proper
The hellreaver or travesty can summon backup from
pronouncement of a syllable. Tooth extension also
its infernal allies. Much as the devils and demons
confers a –4 racial penalty on any Performance check
themselves, it has a percentage chance to summon
that involves speaking or singing.
a number of fiends. It may utilise this ability once
per day. The efficiency of this mutation depends
Mutation Point Cost: 3 to gain bite attack, 5 for
upon the amount of Mutation Points invested. The
improved bite attack.
creature must have a minimum total hit dice or
overall experience level to apply this mutation (see
Summoning Mutation table). Telepathy (Su)
The mutated creature is truly a member of the ranks
of devil or demonkind when it gains this ability,
Tail
which makes the fiends so efficient on the battlefield.
The creature grows a strong, tapering tail from the
It gains the power to communicate telepathically
usual part of the body that has a tail. In addition to
with other mutated creatures of its own kind (i.e.
having an additional appendage that can be used for a
with other hellreavers or other travesties) and with
limited amount of manipulation, the creature gains a
either demons or devils, depending on what kind of
new natural weapon with which it can make attacks.
mutated creature it is. It cannot use its telepathic
It gains a tail attack that inflicts damage appropriate
abilities to communicate with creatures other than
to its size, for which see Core Rulebook III. For
these. The ability is effective to ranges of up to 100
example, a Medium size creature would grow a tail
feet.
that would allow 1d6 damage. The tail is very hard
to conceal, as it is as thick as an ordinary limb. Any
For fewer Mutation Points, the mutated creature may
Disguise skill check to make the creature look like an
be made telepathy-sensitive (one-way telepathy)
ordinary, tailless member of its species is made at a
instead of truly telepathic. This allows it to receive
–8 circumstance penalty.
telepathic commands and obey them but not to send
back any kind of a response.
Mutation Point Cost: 3.
Prerequisite: Intelligence 6 for two-way telepathy,
Teeth Extension no prerequisite for one-way.
A horrible transformation takes place as the creature
hibernates. Its natural teeth dissolve away and new Mutation Point Cost: 4 for two-way telepathy, 1 for
one-way.

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Thickened Hide penalty to Disguise skill checks to make the character


The creature’s skin grows an additional layer, look like an ordinary member of its race.
becoming deep reddish-brown and leathery. It gains
a +3 natural armour bonus. This replaces any other For an additional investment of Mutation Points, the
natural armour bonus it previously had. Disguising tentacle can be upgraded to a specialised grappling
a creature with thick hide so that it looks normal tentacle. This gives the creature the Improved Grab
is difficult but not impossible. A –2 circumstance and Constrict special abilities when attacking with
penalty is imposed on any such attempt. This the tentacle; the creature may commence a grapple
mutation may be taken simultaneously with armour immediately after a successful attack with the
plating, as this mutation affects an outer layer of the tentacle, without provoking an attack of opportunity
body, whereas armour plating is grown from within. to do so and inflicts the tentacle’s base damage plus
If this is done, then the two natural armour bonuses twice the creature’s Strength ability score modifier
stack, as do the penalties to Disguise checks. when constricting.

Mutation Point Cost: 4. Mutation Point Cost: 3; +3 for grappling tentacle


upgrade.
Tentacle (T)
This mutation is characteristic of travesties; almost Tongues (Su)
all of the demons’ mutated cohorts will have tentacles Another mutation that is habitually bestowed upon
somewhere on their bodies. It is traditional to invest infiltration-based creatures and those who adopt
in a tentacle if you have a few mutation points left disguises, the tongues mutation allows the creature
over, as they always come in useful and they help a the benefits of a permanent tongues effect as per the
hell-spawned blasphemy look the part. The creature spell, at a caster level of 12th.
sprouts a squid-like tentacle from its torso. This is
usually extruded from the flanks or the back but may Mutation Point Cost: 5.
emerge from any part of the creature’s body other
than a limb. It then serves as an additional natural True Seeing (Su)
weapon, which deals damage as appropriate for the The mutated creature continually benefits from true
creature’s size; a Medium size creature deals 1d4 seeing as per the spell, with a caster level of 12th.
damage plus its Strength ability score modifier with
a tentacle strike. A tentacle cannot wield weapons or Mutation Point Cost: 10.
tools, though it can pick up items. This mutation may
be taken multiple times. There is no upper limit on Web Gland (Ex) (T)
the number of tentacles that a travesty may sprout. The travesty’s torso is bloated and discoloured, with
a pulsing orifice where the navel should ordinarily
Tentacles are easier to disguise than other forms of be. This soft, gooey opening is a web duct, allowing
supplementary limb, as they are flexible and rubbery. the creature to produce webbing in strands or (in the
Multiple tentacles soon become unwieldy, however. case of an upgraded gland) in sheets. The creature
Each tentacle that the character has imposes a –3 can exude up to 50 ft. of web strand once per hour;

Summoning Mutation
Mutation Minimum Equivalent
Points HD/level Hellreaver Travesty Spell Level
4 1 — 35%, 1 dretch 1
8 3 — 30%, 1 babau 3
12 5 50%, 2d10 lemures; 35%, 1 bearded devil 30%, 1 vrock 3
16 7 50%, 2d10 lemures or 1d4 bearded devils 35%, 2d10 dretches or 1 vrock 3
20 9 50%, 2d10 lemures; 35%, 1 bone devil 35%, 4d10 dretches or 1 hezrou 4
24 11 35%, 1d6 bearded devils or 1 barbed devil 50%, 4d10 dretches or 1d2 4
vrocks; 20%, 1 glabrezu
28 13 50%, 2d10 lemures or 1d6 bearded devils 50%, 1d4 vrocks or 1d4 5
or 1d4 bone devils; 20%, 1 ice devil hezrous or 1 glabrezu; 20%, 1
nalfeshnee

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INFERNAL TRANSFIGURATION

this is a gluey substance as strong as silk rope. The


creature can throw this as if it were making an
attempt to secure a grappling hook, with a +4 racial
bonus to the Use Rope skill check and a +6 racial
bonus to the Climb check to ascend it. Although the
strand is gluey to the touch, it does not impede the
creature that exuded it.
The Incubus Choraziel was in Contemplation
when I return’d, his hands clasp’d in Prayer, or Web Throwing Gland: For an additional investment
so it seem’d. of 6 Mutation Points, the travesty can throw a web
up to four times per day. This is similar to an attack
- Stand, my Son, said I, that I may Purge thee in with a net but has a maximum range of 30 feet, with
the name of great Hurm. a range increment of 10 feet. This attack is effective
against targets of up to one size category larger than
He stood like an Image of bright Gold crown’d the travesty itself. The web anchors the target in
with Fire, like unto a Heathen Idol, his arms place and does not allow any movement.
Palm outward, with a Smile that was all holy An entangled creature can escape with an Escape
Artist skill check or tear through the web with a
and wanton also, which I was mov’d to kiss
Strength ability check. The DC of either check is 10
tenderly, knowing not why I did so; and I plus half the creature’s Hit Dice (and/or experience
saw I had let spill the Water of Atonement, level) plus its Constitution ability score modifier.
though to me this matter’d not; and I sought to The web has 14 hit points and a hardness rating of 0.
pronounce the Words of Atonement, but could This webbing is mildly resistant to fire; if any fire is
remember only a bawdy Song overheard once applied to it, there is a 75% chance that the webbing
in a Tavern. will not burn, with a fresh check made each round if
fire is continually applied.
The holy Hammer I bore seem’d a catchpenny
Trinket, that I pull’d from my Throat and cast Mutation Point Cost: 3.
off in Disgust; and in the Kisses of Choraziel
there was a distill’d Sweetness I had never Web Throwing Upgrade: +6.
Known, for I had been untainted by Physical
Desire all my Life, and now threw open the Wings
The creature grows wings from its back; these may
Gates to the Storm of Wonder that rush’d
be feathered or bat-like, as the creature chooses.
within.
They allow the creature to fly at its normal speed
+20 ft. with Poor manoeuvrability. Wings are next to
His eyes were like Moonlight reflected in the impossible to conceal and bestow a –10 circumstance
Bottom of a Well, and in them I saw myself a penalty to any Disguise check that requires the
free Woman, dancing and drinking and laughing mutated creature to appear as an ordinary member
loud, trampling beneath my Feet the soil’d of its race.
Cloths of the Religious life. I saw my Robe lay
coil’d at my Feet, and Choraziel did embrace Mutation Points: 7.
me; then as Lightning blasting my Mind it fell
on me what had happen’d, and with a Shriek
I fled away, and barr’d the door; and making
myself deaf to his Pleadings and Cries I made
me a Mortar, and built a Wall, so that the Door
was in a few Hours completely hid, and my
shame with it. Then I fell down and wept full
Sore, and pray’d to great Hurm to save my
poor weak Soul...

- Last of the papers of Sister Kurrik

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ADVENTURE HOOKS

Adventure is an unmistakable terror in their actions. They are


extremely friendly but oddly reluctant to discuss the
coming festival…

Hooks The Architect’s Soul


This adventure is for advanced parties, as it exposes

T
his final chapter in our journey through the
them to considerable risk. The architect Timeon del
worst of all possible worlds gives several
Vaar was a good and virtuous man, as well as the
adventure ideas tied into the Infernum and
most gifted designer and constructor of buildings
other levels of Hell.
in all the world. When he reached the end of his
life, nobody doubted that his soul would ascend to
Island Of The Damned the Heavens and find the rest it sought. The reality
The fruit that comes from the island of was quite different. Upon his death, Timeon was
Merryblossom is famous for its succulence and size. grabbed by four hulking pit fiends and dragged
As far as anyone knows, it is a peaceful farming down to Hell, where he was fitted with a manacle of
community with few ties to the mainland. Called binding metal to keep him there.
in to investigate the disappearance of a young girl,
the adventurers soon find that there are more sinister Count Menthos, a noble of House Zethu, has
forces at work. Far from being a pagan community, ordered Timeon’s abduction. He needs the
the settlement is in thrall to a group of corn devils architect’s help to construct a certain edifice. Using
– the real reason behind the island’s agricultural transplanar geometry and radically innovative
success. magical techniques, House Zethu has designed a
thaumaturgic steeple that (if it works) will allow
The villagers are divided over what to do about the the devils to scry directly into Heaven without the
corn devils, who are demanding more and more possibility of detection, increasing the chance that
sacrifices. They cannot keep giving up their own they will be able to learn the true names of angels
kinfolk to the devils but if they reveal the truth, and make preparations in advance if Heaven should
then who would buy their produce any more? They plan to invade. Unfortunately, they have not been
have already spent the last decade giving people to able to make the steeple stand; it keeps collapsing
the corn devils as sacrifices. If anyone found out in on itself. Menthos needs Timeon’s assistance to
the truth, the village would be held to account and overcome the engineering problems.
several important officials would be executed for
their wicked crimes. Timeon’s granddaughter, who has learned from a
cleric that her grandfather is imprisoned in Hell,
The strongest voice in the village is the local mayor, approaches the players for help. She offers them
who plays the part of a neurotic fool to cover up one of his buildings in payment, left to her in his
his corrupted interior. He is in fact in a bonded will, which could be anything from a tower to a
relationship with Hell. His patron appears in the stronghold or even a palace. Nothing in the material
form of a black horse, kept in the stables behind world is as important as her grandfather’s immortal
the manor house. He and his cronies have come soul. The players must descend to the Infernum,
up with the idea of appealing to the mainland find out where Timeon’s soul is held and negotiate
for an adventuring party to come and help. The with the Princes themselves for his release. By the
adventurers are, of course, destined to become very strict laws of Hell, Menthos does not actually
the sacrifices themselves. Only a few people on have the right to Timeon’s soul. Devils would not
the island, such as the local schoolmistress, are bother with contracts and pacts if you could simply
secretly opposed to the mayor and willing to help grab any soul you wanted. The players have Hell’s
the adventurers bring an end to the evil. laws on their side, but it will not be easy for them to
find a person to plead their case.
The atmosphere of this adventure is very much
like that of a well-known horror film with a large
burning figure in it. It is coming up to harvest time
The Tithe To Hell
According to ancient tradition, the fey are obliged
and the villagers are all wildly excited, planning
to pay a tithe of souls to Hell every seven years.
celebrations and hanging up decorations; yet there
Naturally, the good-aligned fey would not think of

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ADVENTURE HOOKS

such a thing; however, wicked fey are another matter


altogether. When called in to help a band of forest-
A Tune For Lucifer
Bards have to play music to get along in the world
dwelling sprites protect a sylvan glade, the players
and are always stopping off at taverns to sing for
awaken to find themselves in a far less wholesome
their supper. A disguised succubus in the crowd
forest than they bedded down in. They have been
might notice a bard who gives a particularly good
transported to Hell via a plane shift effect while they
performance, as the Tattered Market is always in
slept and must now do their best to escape, if they
need of entertainers. She offers a generous fee if
are not to spend eternity there.
the performer will come and play for her ‘special
friends’.
Old Faces
The rules in Infernal Transfiguration that It is easy enough to find a way in to the Tattered
allow a damned soul to become a demon Market (see Lower Levels) so the musician and
or devil are ideal for bringing back an his companions can come with her if they
adversary that the players had thought wish. Finding the way home might be a more
they had seen the last of. The Games difficult proposal. If the performance at the
Master can take challenge to a new Tattered Market goes especially well,
level by giving the players a a nalfeshnee manager may wish to
chance to kill off one of arrange further performances
the campaign’s persistent in other parts of Hell. Of
villains, only to have course, somewhere
him return more along the line it will
powerful than be forgotten that the
ever. If they learn performer is not the
of the villain’s plans for manager’s property.
transfiguration, they may
be able to gain access (if they The Prodigal
are very lucky) to the Hall of The vast majority of half-fiends
Changing where he is planning to take after their fiendish parent
transform. If they are less lucky, and are evil to the core.
they may arrive just in time for the Once in a while, however, a
larval stage… half-fiend is born who has
a good heart. The players
The Soul Traders are contacted by just such
a creature, who is now
A gang of slavers working
the waterfront in a city near the following several years of
players’ place of residence seems training ready to descend
at first to be no more than the usual to Hell, find his true father
racket. Captives are brought in (an incubus, as they often
from the streets and never seen are) and destroy him.
again. Investigation reveals that
some bogeyman demons have discovered a hitherto Having a half-fiend in the party will make passage
unknown natural gateway that links the tunnels through Hell easier, but the half-fiend has not
below the streets with the sewers of a demon city. reckoned with the temptations that Hell will present;
They are simply carting living beings off to Hell and he feels far more pressure than he ever has before to
selling them in the Tattered Market as slaves. Not allow his fiendish side to take over and to join with
only must the soul traders be stopped, a way must be his devil father instead of striking him down. The
found to close off the natural gateway for good. It players must help their companion hold on to the
is only a matter of time before some more powerful good in himself, in the midst of the most evil place
demon lord finds the gateway and makes much in the multiverse.
more direct use of it. A visitation from hellcycle
riders might even occur.

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DESIGNER'S NOTES

Designer’s
Devil and so on. Some of my borrowings are from
better-known sources but were just too tempting to
leave out; I doubt that anybody needs me to explain

Notes the origin of Lady Barbelion of House Riethii, for


example.

S
ometimes I can’t believe that I get paid
A list of influences – which also, by the way,
to write books like this. Something this
is recommended for anyone who is thinking
enjoyable can’t really be a job, right? The
of expanding on the material here or setting a
Book of Hell has been a delight to compose from
campaign in Hell or both – would have to include
start to finish. I now feel, as I inevitably do after a
the Lucifer comic series, featuring the concept of
project is finished, that there was so much more that
the Morningstar first realised by Neil Gaiman and
could have gone into it; but one only has a certain
developed brilliantly by Mike Carey; several issues
number of pages to work with.
of Sandman itself, especially Season of Mists; the
Hellblazer comic series, though I would personally
The first time I came across Hell as a roleplaying
recommend skipping the ones by Garth Ennis; the
game accessory was when I finally laid my fourteen-
climax to Alan Moore’s ‘American Gothic’ series
year-old hands on a copy of the Judge’s Guild
in Swamp Thing, which was the strongest
module, Inferno. For those who do not
image at the back of my mind when
remember, or for whom Inferno
writing this; the films Crossroads,
was before their time, it was
the Devil and Daniel Webster,
a module based around
Angel Heart (if Lisa Bonet
Dante’s Inferno and dealt
ever reads this, then I
with the first five or
would be obliged if
so circles of Hell. It
she would consider
instantly became the
marrying me),
module for high-
either version
level characters
of Bedazzled;
to play in and get
the artwork of
minced to pulp. (I
Coop, whose
mean, how can you
devil girls and
not love a module
gentlemen are
that featured Tiamat
exactly what the
in the very first
devils of House
section?) It is thus a
Reithii look like;
personal pleasure to
oh, and the video for
be able to revisit Hell
the eighties classic
over twenty years later
Hymn by Ultravox.
and have a go at it myself.
As far as the games mechanics
My main intent with the book was
side of the book is concerned, I
simply to provide material, translated
have tried my utmost to expand on what
into game terms, with a secondary wish to
is already there rather than to innovate overmuch.
explain some of the non-sequiturs that seemed to
It has not been possible to avoid creating entirely
be associated with Hell. The material comes from
new rules for one aspect of evil, however – the
two main sources; my deranged imagination and
Corruption rating. This may or may not be popular
the best part of three decades of reading books
and alignment has always been a bone of contention,
on the subject of magic and demonology. Instead
but I must say (in my defence) that without some
of simply grabbing the material wholesale, I
kind of quantification of evil, a great deal of the
have tried to capture the feel of such texts as the
complexity of Hell would have been lost. The
Dictionaire Infernale, the Goetia and the Sacred
whole concept of Hell depends on the idea of some
Magic of Abramelin the Mage. The reader who is
people being more evil than others. If one lawful
familiar with such things will no doubt recognise
evil person is not actually capable of being any more
the Spinning Devil, the Behemoth, the Herald
evil than another of the same alignment, then how

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DESIGNER'S NOTES

on earth is one to create the legendary Hell in which


the worst offenders receive the worst punishments?
Dante’s Hell was divided into circles for a reason.
Whether or not you like the Corruption chapter, I
hope you understand why it belongs there, in my
opinion.

The other place where I have really stuck my neck


out is in suggesting that raise dead and resurrection
might not always work. Although I have included
the usual disclaimer that Games Masters need not
abide by this if they do not want to, I personally
feel rather strongly on this point. For one thing, I
am one of those who think that the ‘revolving door’
approach to death weakens the game. If you can
simply pop back to life again, with nothing more
than your own consent required, then something of
the sweetness of risk is lost. Secondly, on matters
more pertinent to this book, I simply do not see
how the concept of Hell as a prison is compatible
with a system that allows a soul to be conveniently
whisked back into the body. Evil characters have
freedoms that others do not, being unfettered by
moral restraints. It seems to me perfectly fair that
they should have less freedom after death.

I originally intended this book as something of a


sourcebook for the Games Master, whereby the
villains of the campaign can be fleshed out, but now
that it is finished, I suspect that there will be more
than a few players interested in selling their souls,
undergoing infernal transfiguration, or taking up
the study of infernal magic under a patron. I think
Stephen King said it best, in Danse Macabre: ‘Evil,
let’s face it, has a certain flash that good just doesn’t
have.’

Please remember, good reader, that this is just


a game. Failure to tell the difference between a
fantasy and real life may result in serious grief
and upset. There are already some hilarious tracts
in circulation in which roleplaying games are
portrayed as Gateways to Hell, so let’s not give
anyone cause to take that kind of tripe seriously. I
am sure that while you and I know the difference,
we must remember that we share the planet with the
kind of person who came up with ‘Dark Dungeons’.
Search for it on the Web if you don’t know what I
mean.

This book is dedicated to Irene and David, the oldest


and the best of friends, who may perhaps see a little
of themselves in it.

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INDEX

Index C
A cacodaemon 129
Cannon Of Torment 215
acid hurler 215 Celestials 9
agony engine 217 chain devils 63
agony Turbine 212 Chalice of Abominations 95, 96, 97
All Soul’s Night 7 charnel point 19
Amaloi, the Bone Princess 87 Chasm of Ungaraun 34
Angel Prisons 39 Chateau Malaise 67
Apocalypse Texts 26, 35, 96 Cinderstone Heights 25, 170, 190
Ashen Plains 100 claw sheaths 212, 213
Astral Plane 6, 16, 189 clown demon 130, 132
Asylum 45, 46 Contumacius von Berrengrath 73
Auditorium 43 corn devil 123, 124, 125
Corruption Disadvantages 155
Eternal Stain 156
B Flee The Light 155
Holiness Burns 155
Baalzebul 40 Hunted 156
babau 135, 230 Irredeemable 156
balor 230, 233 Magic Vulnerability 155
Balsfemeros 85, 86, 87 Mark Of The Beast 155
banefly 47, 48 May Be Turned/Rebuked 155
barbed devil 25, 62, 231 Nightmares 156
bearded devil 64, 231 Obstinate Wounds 156
bebelith 230 Slow Healing 155
Beelzebub 12 The Dogs Shall Know You 155
behemoth 112, 113 Withering Death 156
Belial 107, 110 Council of the Four 109, 110
belly larvae 80, 81 Count Zarov 101
Beltane 7, 14 Court of Bountiful Injustice 42, 43, 44, 46
bile devil 48, 49, 50 Covenant of the Nine Pillars 161
bile duct 48, 49, 207 creeping bile 207
binding metal 207 Crevicule 87
biomechanoid 135, 218, 219, 220 Crown of Blasphemy 97
black roses of hell 53
Blood Wars 72, 98
bogeyman 128
boil goblin 81 D
bone devil 62, 231 danse macabre 84
bore worm 81 Dark Carnival 42
botsuc 80 demonic raider 210
briar devil 119, 120 demon biker 135, 136, 137
burning dead 88, 89 devilish frigate 209
dretch 230

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INDEX

Duke Festenadi 77, 78 hellbats 17


Duke Khal 70 Hellcat 231
Duke Radamanthus 97 hellcat 63
dust devil 117, 118, 119 hellcycle 135, 136, 137, 214, 218, 220, 221
hellfork 66
hellglass 35, 100, 208
E hellmaggot 225
hellmaw 12, 13, 14
ear slug 81
hellreaver 223, 225, 232, 234, 235
Echtum 26, 27
hellstone 21
erinyes 62, 75
hellworms 100
Eye of Havoc 29, 32
Helm Of The Plague-Fly 78
Ezrazene Callimauphrey 41
herald devil 111, 112
hezrou 26, 30, 42, 135, 214, 230

F hobbyl cell 25
horned devil 61, 62, 231
falling soul 17 House Astyanath 46, 54, 67, 68, 69, 70, 75, 126,
Faustus 89 152, 194, 195
Festering Falchion 78 House Carthenay 59, 71, 90, 93, 167, 189, 196
Fire-cloud 16 House Glabretch 72, 75, 77, 88, 171, 207
fire swamps 24 House Haimon 20, 72, 84, 86, 88
flaming flail of laceration 69 House Oblurott 68, 75, 90, 189
Flaming Hellfork Of Impaling 74 House Riethii 90, 94
Flaming Scythe Of Severance 87 House Sturrach 70, 75, 98, 101, 194
Forest of Suicides 58, 99 House Zethu 39, 41, 59, 102, 103, 104, 105, 106,
foul chrism 233 122, 164, 218, 247
Four Great Princes 39, 40, 107, 140, 174 Howling Aengus of House Sturrach 93
Four Rivers 139, 140 Hurgblotten 91, 92
Frothstone 23, 208

I
G ice devil 61, 231
Glabretch 27 imp 64, 231
glabrezu 25, 135, 230 incubus, greater 115
gloom devil 125, 126 incubus, lesser 113, 114
Grand Duke Contumacius von Berrengrath 72 Infernal Agenda 5
Great Face 33, 34 Infernal Archipelago 5
gremlin 132, 133 Infernal Sea 23
Infernal Spell List 174
Abyssal Cauldron 174
H Black Mass, Greater 175
Black Mass, Lesser 175
Hall of Changings 231, 232 Brittle Bones 176
Hall of Regret 46 Cannonball 176
Harvest of Souls 4, 5 Chains Of Immobility 177
Hell’s Kitchen 91 Choking Hand 177

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INDEX

Corrupt The Blessed 177


Crucify 178 K
Defy Symbol 178 Khulmesh 31
Detestable Putrescence 178 Kithlubbin 93
Doom Of The Void 179 kytons 63, 64, 67
Evisceration Pillar 179
Eyeburst 179
Flay 179
Footprints Of Blood 180
L
Lady Barbelion 95, 115
Godsbane 181
Lady Challenor 140
Hail Of Nails 181
Lady Jezafeen 194
Hellish Brand 181
Lady Terjulia 195
Icy Prison 182
land drill 216
Infernal Aspect 182
lemure 64, 97, 231
Infernal Embassy 182
Leviathan 39, 40, 41, 107, 109, 110
Intestinal Strangler 183
Lobbigus 93
Lacerating Blast 183
Lord Kavalon 97
Laughter Of Insanity 184
Lord of the Flies 225
Living Gate 184
Lucifer 107, 109, 248
Noxious Emissions 184
Putrid Projectile 185
Rack 184
Rending Chains 185 M
Scales Of The Hellworm 186 Madame Japusca 97
Scarlet Lightning 186 Majestrix Irania de Malfaisance 69
Succubus Kiss 186 Mammon 71, 72, 74
Surface Walk 186 manacle of binding metal 21, 169, 189, 191
Terrible Swarm 186 marilith 25, 135, 230, 233
Tongue Lash 187 marsh fever 24
Unholy Warding I 187 Mater Lachrymae 69
Unholy Warding II 187 Mephistopheles 89, 102
Unholy Warding III 187 Mezuk 44
Vomit Frogs 188 moaning forest 19
Wingbind 188 Monster of the Sea 109
Inferniculars 35 Mount Zeberrok 25, 26, 140
Infernum 3, 4, 6, 7, 38, 40, 42, 51, 61, 62, 70, 88, Mudger of the Pot 93
104, 106, 113, 118, 128, 189, 192, 207 Mugarri 28
Mutations 235

J
Additional Arm 235
Alternate Form 235
Armour Plating 235
jiggers 82
Armour Rending 235
Bone Blade 236
Bone Spikes 236
Bone Spines 236
Breathe Swarm 236

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mike mitchell (order #8652403)
INDEX

Breath Filter 236


Claws 236 N
Commune With Hell 237 nalfeshnee 135, 230, 233
Confusion Aura 237 Neben-Kra 27, 28
Corrosive Blood 237 needleworm 80
Damage Reduction 237 Nepenthe 24, 27, 56
Death Throes 237 night-oaks 50, 51
Disarming Gaze 238 nightmare forest 19
Disease 238 Nine Hells 60
Energy Discharge 238 Numinus Wackett 70
Energy Resistance 239
Environmental Tolerance 239
Fast Healing 239
Fear Aura 239
O
Oleaginus Cresk 74
Flaming Body 240
Hypnotic Voice 240
Increased Muscle Mass 240
Infernal Spell Ability 240 P
Infernal Wounding 240 parasites 79, 80
Invisible In Light 241 pit fiend 61, 231
Keen Ears 241 Playground Of Evil Children 38, 39
Long Reach 241 Powers of the Sphinx 107, 174
Maw 241 primal iron 208
Pincers 241 Princess Thanee 70
Poison 241, 242 Princes of Hell 9, 10, 12, 43, 46, 60, 61, 101, 141
Poison Immunity 242 Prince Akkaron 104
Regeneration 242 Prince of the Powers of the Air 109
Scent 242 Prince of the Undead 84
Scream 242 pseudopod 17
See In Darkness 243 purgatorial torment 201
Serpent Body 242 Purgatory 158
Skeletal 243
Slimy Coating 243
Stench 243
Sting 244
Q
Stupefying Radiance 243 quasit 230
Summon Devil/Demon 244
Tail 244
Teeth Extension 244 R
Telepathy 244 raving demon 133, 134
Tentacle 245 red roses of Hell 53, 54
Thickened Hide 245 Rod of Dissolution 95, 97
Tongues 245 Rule of Three 142
True Seeing 245
Web Gland 245
Wings 246

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INDEX

S T
Sabbath 84 tapeworm 80
Samain 7, 14 Tatsumo 28, 30
Satan 107, 108, 109 Tattered Market 44, 45, 140, 248
screaming cactus 23 telepathic amplifier 213
scrutters 83 titanic stalker 58, 59
Sea Gates 8 Titus Spittlegreave 74
Sea of Fire 3, 4, 7, 9, 72, 88, 100, 170, 189, 190, toiling fields 196
209, 216 toiling houses 196
Shrieking Peaks 3 Tormentor 194
sinew wood 209 tormentor 126, 127
Sin Rating 10, 11, 145, 148, 151 torturer 202
slaughterer’s cleaver 92 Travesties 225
slugs of inanity 55, 57 travesties 232, 234
soul-tree 18 travesty 235
Soul Items 197
Bound Group 197
Fused Block 197
Living Weapon 199
U
Ungaraun 30, 31
Posed Soul 197
Soul Ballista 200
Soul Balloon 200
Soul Catapult 200 V
Soul Mask 198 vrock 29, 30, 135, 230
Soul Net 199
Soul Organ 199
Soul Projectile 198
Soul Sentry 199
W
Soul Snap-Trap 199 watcher devil 116
Soul Watchman 198 Whispering Twins 87
Stretched/Compressed Soul 197 Wood of Damnation 119
soul trawler 210
spinning devil 120, 121, 122
steam devil 122 Z
Steeples of Pain 68 Zeberrok 41
strappado 204 Zephestus Baunt 74
succubus 230, 232
suicide willow 57, 58
swarf blaster 215, 216
Sword of Akkaron 104, 106

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LICENCES

Open Game License 6.Notice of License Copyright: You must update the COPYRIGHT
THIS LICENSE IS APPROVED FOR GENERAL USE. NOTICE portion of this License to include the exact text of
PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY the COPYRIGHT NOTICE of any Open Game Content You
WIZARDS OF THE COAST! are copying, modifying or distributing, and You must add the
OPEN GAME LICENSE Version 1.0a title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you
The following text is the property of Wizards of the Coast, Inc. Distribute.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards’). All
Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except as
1. Definitions: (a)’Contributors’ means the copyright and/or
expressly licensed in another, independent Agreement with the
trademark owners who have contributed Open Game Content;
owner of each element of that Product Identity. You agree not
(b)’Derivative Material’ means copyrighted material including
to indicate compatibility or co-adaptability with any Trademark
derivative works and translations (including into other computer
or Registered Trademark in conjunction with a work containing
languages), potation, modification, correction, addition, extension,
Open Game Content except as expressly licensed in another,
upgrade, improvement, compilation, abridgment or other form in
independent Agreement with the owner of such Trademark or
which an existing work may be recast, transformed or adapted;
Registered Trademark. The use of any Product Identity in Open
(c) “Distribute’ means to reproduce, license, rent, lease, sell,
Game Content does not constitute a challenge to the ownership of
broadcast, publicly display, transmit or otherwise distribute;
that Product Identity. The owner of any Product Identity used in
(d)’Open Game Content’ means the game mechanic and includes
Open Game Content shall retain all rights, title and interest in and
the methods, procedures, processes and routines to the extent
to that Product Identity.
such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly
8. Identification: If you distribute Open Game Content You must
identified as Open Game Content by the Contributor, and means
clearly indicate which portions of the work that you are distributing
any work covered by this License, including translations and
are Open Game Content.
derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity’ means product and product
9. Updating the License: Wizards or its designated Agents may
line names, logos and identifying marks including trade dress;
publish updated versions of this License. You may use any
artifacts; creatures characters; stories, storylines, plots, thematic
authorized version of this License to copy, modify and distribute
elements, dialogue, incidents, language, artwork, symbols, designs,
any Open Game Content originally distributed under any version
depictions, likenesses, formats, poses, concepts, themes and
of this License.
graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments,
10. Copy of this License: You MUST include a copy of this License
personalities, teams, personas, likenesses and special abilities;
with every copy of the Open Game Content You Distribute.
places, locations, environments, creatures, equipment, magical or
supernatural abilities or effects, logos, symbols, or graphic designs;
11. Use of Contributor Credits: You may not market or advertise the
and any other trademark or registered trademark clearly identified
Open Game Content using the name of any Contributor unless You
as Product identity by the owner of the Product Identity, and which
have written permission from the Contributor to do so.
specifically excludes the Open Game Content; (f) “Trademark’
means the logos, names, mark, sign, motto, designs that are used
12. Inability to Comply: If it is impossible for You to comply with
by a Contributor to identify itself or its products or the associated
any of the terms of this License with respect to some or all of the
products contributed to the Open Game License by the Contributor
Open Game Content due to statute, judicial order, or governmental
(g) “Use’, “Used’ or “Using’ means to use, Distribute, copy, edit,
regulation then You may not Use any Open Game Material so
format, modify, translate and otherwise create Derivative Material
affected.
of Open Game Content. (h) “You’ or “Your’ means the licensee in
terms of this agreement.
13. Termination: This License will terminate automatically if You
2. The License: This License applies to any Open Game Content fail to comply with all terms herein and fail to cure such breach
that contains a notice indicating that the Open Game Content may within 30 days of becoming aware of the breach. All sublicenses
only be Used under and in terms of this License. You must affix shall survive the termination of this License.
such a notice to any Open Game Content that you Use. No terms
may be added to or subtracted from this License except as described 14. Reformation: If any provision of this License is held to be
by the License itself. No other terms or conditions may be applied unenforceable, such provision shall be reformed only to the extent
to any Open Game Content distributed using this License. necessary to make it enforceable.

3.Offer and Acceptance: By Using the Open Game Content You 15. COPYRIGHT NOTICE
indicate Your acceptance of the terms of this License. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
4. Grant and Consideration: In consideration for agreeing to use Inc.
this License, the Contributors grant You a perpetual, worldwide,
royalty-free, non-exclusive license with the exact terms of this System Reference Document Copyright 2000–2003, Wizards
License to Use, the Open Game Content. of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich baker, Andy Collins, David noonan, Rich Redman,
5.Representation of Authority to Contribute: If You are contributing Bruce R. Cordell, based on original material by E. Gary Gygax and
original material as Open Game Content, You represent that Your Dave Arneson.
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License. Open game content from Classic Play – The Book of the Planes is
copyright 2004, Mongoose Publishing Ltd.

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mike mitchell (order #8652403)

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