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nine_hells

(← The Secret of Resh) (Back to Adventures Index) (Norwood's Dryad →)

This adventure was run for The Good Party in September, 1984 (during my senior year in college).

The Nine Hells

The "Wilderness" Map

The Nine Hells "wilderness" map

Map Color Key (1 Hex = 1 Mile)
Brown Mtns 2 hours
Yellow Desert 1 1/2 Hours
Green Forest 1 Hour
Red Marsh 1 Hour
Blue River/Lake
Black Chasm
Blank Rocky Wasteland 1 Hour
Codes
A Arrival Point
NG Nomog-Geaya's Palace
W Waterfalls
P Portal to Prime Material
AK Akhnatep's Castle

Effects of Movement

Every mile of movement roll a d12 for a physical effect
1 Fireball for 2-7 d6 damage forms as per Nine Hells pt. I, pg. 181)
2 Surprise Pit 10-60' deep (save vs. Dex or fall in – entire party)
3 Pit (as above) with planted spikes (additional 1/2 d6 per 10' fallen)
50% of spikes are poisoned at -2 to +3 (d6-3)
4 Cave w/Trap (Dungeon Masters Guide Appendix G or use imagination)
5 Cave w/Encounter
6 Cave (Empty)
7 Gas Vent opens: Roll d12
1 Blinding Save vs. Poison or be blinded. Duration is either 2-8 rounds, 2-8 hours, 2-8 days, or permanent (d4)
2 Corroding Acid damage of 1-4 d6, Save vs. Poison for 1/2
3 Fear Save vs. Spell or Flee for 1-20 rounds
(10% chance per round of falling 1-20')
4 Nausea Save vs. Poison or be helpless. Duration as #1
5 Obscuring Duration 1-20 rounds
6 Poison As per MM2, p.111 (from the “Snake” entry – see table below)
7 Sleep Save vs. Poison. Duration as #1
8 Slowing Save vs. Poison. Duration as #1
9 Weakness Save vs. Poison or lose 1-6 pts Strength. Duration as #1
10 Zombie-like Save vs. Poison. Duration as #1
11 Ageing Save vs. Poison or Age 1-20 years. Duration as #1
12 Alignment Save vs. Poison or become LE. Duration as #1
8 Landslide for 3d6-3 dice of damage (Save vs. Dex for 1/2)
9 Trick (as per Dungeon Masters Guide Appendix H)
10-12 Nothing hazardous
Snake poison from AD&D Monster Manual II, p. 111
Die
Roll
Modifier To
Save vs.
Poison
Results of
Failure to Save
1-4 +3 Sickness + incapacitation, 2-8 days
5-8 +2 Death
9-11 +1 2-8 points of damage
12-14 +/-0 3-12 points of damage
15-17 -1 Sickness + incapacitation, 1-4 days
18-19 -2 Sickness + incapacitation, 2-12 days
20 -3 Death

Random Encounters

Check every 4 hours – chance is 1/10 – Roll d100
01-07 Abishai
08-14 Erinyes Devil
15-21 Spined Devil
22-28 Mephit
29-34 Stench Kow
35-40 Larva
41-46 Orc
47-50 Nupperibo
51-53 Fire Giant
54-57 Goblin
58-60 Hobgoblin
61-63 Kobold
64-66 Wererat
67-69 Manticore
70-72 Wight
73-75 Wraith
76-77 Barbed Devil
78-79 Achaierai
80-81 Lemure
82-83 Blue Dragon
84-85 Green Dragon
86-87 Other Evil Dragon
88 Medusa
89 Mind Flayer
90-91 Mummy
92 Spectre
93 Muckdweller
94 Barghest
Daemon
95 Hell Hound
Imp
96 Hoardling
Nightmare
97 Rakshasa
Beholder
98 Ghost
Ogre Mage
Aboleth
99 Duergar
Flind
Mite
00 Arch-Devil
Deity

Special Encounters

Special Encounters (by terrain)
Mtns Galeb Duhr, 1
HD 9, hp 47
Desert Purple Worm, 1
HD 15, hp 65
Forest LE Treants, 3
HD 10,8,7; hp 36,46,26
Marsh LE Will O' Wisps, 2
HD 9, hp 42, 35
River/Lake Eye of the Deep (HD 12, hp 60)
+ 15 Sahuagin w/Trident, Net & Dagger (HD 2+2)
Chasm 7 LE Pteranodons
HD 3+3, hp 13,14,22,14,14,22,11
Wasteland Iron Golem
hp 6 (Badly corroded)

Akhnatep's Stats

Akhnatep
Pit Fiend hp 71 5'11“ 163#
Mace (specialized) in Human Form, F/12
S 18/00 AC -3
I 15 MV 6”/15“
W 13 HD 13
D 12 #AT 2
C 14 D d4+4/2d6
Ch 16 +2 weapon to hit
Co 12 MR 65%
Psionics 106/107 ACE/GHI
Pyrotechnics
Produce Flame
Wall of Fire
Detect Magic
Detect Invisible
Polymorph Self
Hold Person
Gate (70% chance of success):
1-3 Barbed Devils 60%\\or another Pit Fiend 40%
(1/day) Symbol of Pain
(1/day) Fear 20' radius
Regenerate @ 2 hp/round
Constrict w/tail for 2d4

Akhnatep's Castle

The Pit Fiend, Akhnatep's Castle

Approaching the hill: 1 GIANT SCORPION (hp 28)

  1. 2 MINIONS OF SET on guard
  2. 2 BARBED DEVILS (hp 34,39) torturing 4 LEMURES (hp 11,8,5,8)
  3. Prison Cells: Nothing of Interest / Nobody worth rescuing
  4. AKHNATEP, the PIT FIEND (hp 71) and 2 MINIONS OF SET are in here. Sly's body is hanging by iron spikes through the wrists and ankles at the 'S' on the map. The 'T' is Akhnatep's throne and the M's are the Minions' position. Akhnatep, however, will be in the guise of Set when the party arrives. He will then try to get them to flee (for he fears a fight in his home plane). However, he will not abandon his complex!
  5. Treasure Room: See next page

Akhnatep's Treasure

  • 10,000 cp
  • 5,000 sp
  • 1,000 ep
  • 2,000 gp
  • 2,000 pp
  • 10 gems: 500, 200, 100×4, 70, 20, 11, 9
  • Wrought Silver and Gold Brooch: 1,000 gp
  • Ioun Stones (variation):
    Dull Gray = +5/5 Psionics
    Lavender & Green = Absorbs up to 8th level spells (10 levels)
    Pink & Green = +1 Charisma
  • Iron Flask w/a Water Elemental (HD 8)
  • Chain Mail +2 (Human-sized)
  • +1 Ring of Protection
  • Wand of Magic Detection
  • Staff of Curing (19 charges)
  • Cloak of Protection +1
  • Medallion of ESP w/empathy
  • Longsword +2, Nine Lives Stealer (Note: It is effectively non-magical here)
  • Dagger +1, +2 vs. Small creatures
  • Potions: Heal, Plant Control, Remove Paralysis, ESP, Strength, Vitality


(← The Secret of Resh) (Back to Adventures Index) (Norwood's Dryad →)

1)
I have no idea what book this refers to
nine_hells.txt · Last modified: 2017/05/27 18:56 by 127.0.0.1