Contents
- 1Introduction: Welcome to the Nine Hells
- 2Chapter 1: Kelemvor's Cathedral
- 3Chapter 2: The Nine Hells
- 4Chapter 3: Avernus, the Eternal Battlefield
- 5Chapter 4: Dis, the City of Burning Iron
- 6Chapter 5: Minauros, the Endless Swamp
- 7Chapter 6: Phlegethos, the Fiery Wasteland
- 8Chapter 7: Stygia, the Frozen Sea
- 9Chapter 8: Malbolge, the Realm of Decay
- 10Chapter 9: Maladomini, the Domain of Ruined Cities
- 11Chapter 10: Cania, the Relentless Cold
- 12Chapter 11: Hunted by the Dukes
- 13Chapter 12: Nessus, the Bastion of Asmodeus
- 14Appendix A: Lords of the Nine
- 15Appendix B: Monsters
- 16Appendix C: Non-Player Characters
- 17Appendix D: Infernal Magic Items
- 18Appendix E: Corruption
- 19Appendix F: Player Handouts
- 20Credits
Chapter 10: Cania, the Relentless Cold
[image: Trapped in the ice, the Anakim's brains are harvested to make wine.]
With freezing temperatures and constant blizzards of snow and ice, Cania is the least habitable layer of the Nine Hells. Unlike Stygia, which is a sheet of ice sitting atop a frozen sea, Cania is a massive glacier hundreds of miles deep. Its cold is magical in strength, completely ignoring all protection and sources of warmth that aren't magical themselves, and capable of freezing a mortal to death in only a few hours. Nobody knows what Cania's sky looks like, as it hides behind a white sheet of clouds created by freezing weather.
Running This Chapter
Before running this chapter read the "Cania Overview" section. It provides you with the necessary information as the characters come close to ending their journey down the River Styx. Tiax may have a special role in this chapter, so review the "Tiax's Betrayal" section later in this chapter. Ultimately, if the characters have completed their main objectives, the "A Thankful Patron" event occurs, setting the stage for the resolution to the adventure in chapter 12.
Encounters
This is the last layer of the Nine Hells in which the characters can use Koh Tam's barge. Their final journey takes them through the frozen landscape, diverting down a tributary of the Styx to the Sorrow Mine. Roll at least once on the Random Encounters in Cania table, near the massive waterfalls or after they divert towards the Sorrow Mine.
Random Encounters in Cania
| d6 | Encounter |
|---|---|
| 1 | Sudden winds whip fallen ice into a veritable blizzard. Making matters worse, a nearby iceberg gets sheared, causing pieces to fall to the ground. Each creature within the blizzard must make a DC 18 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. |
| 2 | A pack of three vorvolakas (see appendix B) circle in the skies above the icy surface, searching for mortal blood. Canian devils call them "ice vultures." Once they find a victim, they stalk and wait for the temperature to make things easier, staying in the air and just out of range until their prey weakens. |
| 3 | A young Styx dragon (see appendix B), cut off from the river by falling ice, sought shelter in a nearby ice cave. Without intervention, it will likely die of starvation or frostbite in a few days. It is both defensive and hungry, but it recognizes the position it is in. |
| 4 | Halogs (see appendix B) are known to resist the fires of Phlegethos, and as a swarm of four of them runs by, it becomes apparent they can also survive the freezing temperatures in Cania. They could provide a good source of foodâif not for the characters, then for the devils native to this layer. |
| 5 | Scouting out the ever-shifting landscape of the layer is a small group of three ice devils. Who they work forâthemselves, Cania's leader, or some other powerâremains a mystery. Depending on their employer and their attitude, they could see mortals as worthy of a fight. |
| 6 | The frozen ground cracks and howls, opening up a ravine in preparation for a coming iceberg. Each creature in a 20-foot-wide line, a mile long, must succeed on a DC 17 Dexterity saving throw or stumble into the opening ravine, falling 200 feet and taking 70 (20d6) bludgeoning damage. The ravine could lead anywhereâa subterranean system, ruins frozen in time, or just an empty gap. If this encounter occurs while aboard Koh Tam's vessel, part of the River Styx begins to flow into the chasm and he's hard-pressed to steer past safely. |
Locations
The characters must journey to the Sorrow Mine, once they've learned of its existence from either Tiax or more magical means. The "Key Locations in Cania" section provides the necessary information for you to guide the characters' exploration.
Koh Tam and Tiax
Koh Tam suggests avoiding being noticed by Mephistopheles, fearing the archdevil's unwanted attention. Unfortunately, Koh Tam is less familiar with Cania. If Tiax is still with the party, he speaks up, for he has heard of the famed Sorrow Wine extracted from the Sorrow Mine. He suggests traveling there. He wants to accompany them everywhere but behaves oddlyâat each new location he should be grumpy and insulting, but then promptly apologize when called out on his behavior.
Objectives
Make sure you keep track of your player's objectives and lead them to the appropriate areas so they may complete their goals.
The following objectives can be attained in Cania:
Objectives in Cania
| Objective | Location |
|---|---|
| Phylactery of the merciless | Sorrow Mine: The Mining Town |
| Phylactery of the student | Sorrow Mine: The Mines |
| Staff of the Magi | Sorrow Mine: The Mines |
Temptations
Have the characters encounter at least one temptation during their time in Cania. You can of course have them encounter more if you want. If the characters give in to temptation, use the information in appendix E to keep track of their corruption level.
Cania Overview
The transition between Maladomini and Cania on the Styx is confusing and magical. One moment the river is sloping downwards through a cave system, and the next it emerges onto an icy glacier. While it cuts through the glacier towards its last stop, even the Styx can't avoid the temperatures of the layer. Icebergs and ice floes drift within the river, and its current slows significantly. Along its banks lie the remains of less-prepared boats, frozen over and forever abandoned. A sheer drop at the edge of Cania marks the end of the Styx, where it turns into frozen falls covering an ancient being on its way to Nessus.
In addition to the ice creating the layer, sheer mountains pierce the skies of Cania. Their faces are jagged and unforgiving, and the cascade of avalanches is almost constant. Partnering the mountains are the mobile glaciers and icebergs that carve the landscape. Seemingly with a life of their own, these massive ice structures meander through the realm, occasionally crashing into each other or the mountains in a spectacular explosion of ice and snow. They leave fissures and cracks miles deep in their wake, which are quickly covered by snowbanks, awaiting unknowing victims who then fall to their deaths.
Because of the freezing temperatures and hostile environment, almost no creature calls Cania its home. Mephistopheles himself, ruler of the realm, spends most of his time in a heated fortress, protected from the elements. His steward, Adonides, is the only archdevil native to Cania, and he regards it fondly despite the elements. Aside from Adonides, only ice devils (gelugons) live in the icy wasteland. Mephistopheles cultivates the devils, employing them as his standing army, spy hunters, and defense throughout the realm.
Leaving Cania
If the rumors are to be believed, a heavily guarded portal beneath the city of Mephistar is one of only two methods of entering Nessus. The other entrance lies with the Styx and is equally as dangerous. Only by navigating the Styx from its first entrance into Cania can a captain find the exitâotherwise, some form of magic keeps the edge of Cania hidden and the river goes on indefinitely. Where the Styx reaches the edge, it pours over into a massive frozen waterfall, which solidifies around the body of a gargantuan ancient being. Reaching Nessus requires climbing down the frozen creature, a perilous path plagued with deathly falls, dangerous creatures, and twisting paths. Should one survive the trek, they arrive at the entrance to Nessus.
The end of this climb is described in the "Climbing down into Nessus" section in chapter 12.
Features
Colder even than Stygia, all creatures on Cania face a constant battle with hypothermia. Each time a mortal finishes a long rest, they must succeed on a DC 17 Constitution saving throw or gain a level of exhaustion.
Mephistopheles keeps a tight watch on any visitors to the realm to ensure no information is leaked. As part of his influence, any Divination spell cast while within Cania has a 50 chance to fail. When a spell fails, its materials and spell slots are consumed, but the spell has no effect. Creatures designated by Mephistopheles are immune to this effect.
Key Locations in Cania
[image: Cania's glaciers hide ancient evils.]
Some of the major locations found in Cania are described below.
Kintyre
Hidden inside some glaciers and bergs are strange beings and massive constructions, alien to the Nine Hells. Some of the more powerful archdevils have learned to harness the glaciers and control their movements, constructing cities atop the most stable. Others have carved caverns into their faces, where some claim Mephistopheles hides laboratories and libraries of ancient knowledge. Largest among these structures is the ancient city of Kintyre, which taunts explorers with its hidden wealth.
Mephistar
Largest of the glaciers is Nargus, with the equally massive city of Mephistar constructed atop. Mephistopheles rules the realm from his heated citadel and from here he or his steward, Adonides, control Nargus. Mephistopheles has a legion of gelugons guarding the Pit, a shaft rumored to hold a portal to Nessus. It is roughly 500 feet across and several miles deep. A frozen lake lies at the bottom, 1,001 fathoms beneath which lies the portal.
The Lake of Wael
Another icy lake resides near the Falls of the Frozen Titan. The characters are directed there to discover items to help protect themselves when they travel to Nessus. Yet something terrible lingers under its surface and the characters must confront it to claim their prize.
Falls of the Frozen Titan
Once the characters are ready to leave Cania, the most obvious option is climbing down the Falls of the Frozen Titan. If the characters are contemplating using The Pit in Mephistar, Koh Tam urges them against it. He offers instead to steer the barge along the River Styx towards the edge of Cania where the Styx plummets over the edge. There they can climb down the frozen river into Nessus. Koh Tam docks the barge at the banks of the river, a little way from where the characters must start their climb. Proceed to the "Tiax's Betrayal" section.
Adventure: The Sorrow Mine
When visitors are finally able to take it in and understand what they're looking at, the Heights of Anakim are one of the most awe-inspiring and appalling of all the sights in the Nine Hells.
There was, at some point in the shrouded past, a bloodline of true giants, the sort that build worlds for gods. Beings of the earliest creation, when the many planes of the universe were still coming together, possessed of a might and craft no longer seen. As the greatest of giants often will, they fell into a dispute with the elder gods of the time. A war followed, fit to tear the firmament down and sunder the planes. And, in the end, they lost and were hunted across creation by the vengeful gods. In the height of their desperation, the giants made a foolish deal with the lords of the lower planes. Perhaps they were offered eternal sanctuary and preservation against the annihilation the gods were bringing. Whatever the details of the bargain, they were tricked. And yet they were preserved, for in Cania they still remain.
Advice from Koh Tam
Koh Tam's (or Tiax's) advice to the characters is as follows:
- He suggests the characters make their way to the Sorrow Mines, as he believes it is their best bet to find the last items they seek.
- He warns them to make haste and limit the time they spend here as Cania's cold is dangerous even for the devils of the Nine Hells.
Arriving at the Cliffs
Those who get to the upper reaches of the glacier see the faces of the giants. The expressions of semi-divine entities who understood, at the very last, that they had been deceivedâand that they were doomed to this frozen, eternal end.
Sorrow Wine
The mere fact and sight of the Heights of Anakim is enough to bring mortals to their knees, but it gets worse. Whilst devils aren't averse to the idea of just leaving things to be tormented forever, they found a use for the giants. So it is that the sharp-eyed visitor scanning the upper reaches of that appalling cliff finds scaffolding and gantries and excavation. Tunnels and quarries that carve into the literal faces of the giants to get at the treasure within.
Long after the powers of the Nine Hells had tricked the Anakim, Mephistopheles discovered the trapped giants contained a unique resource valuable to the rest of the Nine Hells and beyond. A combination of their semidivine nature, the ancient age they were preserved from and their own vast horror at being betrayed means the minds of the giants are a source of the most concentrated misery to be found anywhere in the planes.
The labyrinthine brains of the Anakim contain blue-silver seams of the stuff, that can be quarried out, rendered down, and condensed into vials and barrels of pure corrosive suffering that the devils jovially refer to as 'sorrow wine'. To mortals, the substance is pure vitriol. Concentrated, it causes wounds that strong magic can't heal, and that burn with fresh agony forever. Diluted into a potion it imposes a burden of existential unhappiness that drives the drinkers to empty hedonism and sin as their lives become hollow and meaningless. To devils, the sorrow wine is a potent beverage, a unique vintage of misery fit for the tables of Mephistopheles and Asmodeus themselves. In the Giant Mine, Cania's ruler has a commodity not to be found anywhere else that he uses for bribery, reward, and leverage across the lower planes. His only challenge is reliably extracting it.
The Sorrow Mine Locations
Locations relevant to this part of the adventure are described below.
T1: The Mining Town
At the foot (literally) of the Heights of Anakim there is a town of sorts. A huddle of buildings, mostly carved from ice, built around one vast hall raised from iron interlayered with the hides of long-extinct monsters, where the raw giant-stuff is rendered down into sorrow wine. Beyond, the cliff face itself is cut and carved with multiple zig-zagging paths up to the heights, along with winches and lifts to take miners up, and bring the yield down. In the town dwells a variety of devils seldom seen elsewhere in Cania who deal with the administration of the mining efforts, the constant infernal accountancy of supply and demand and a modicum of trading with visitors.
T2: Baron Klendisk's Fort
The town itself is overseen by the gelugonsâwho shun such menial workâand commanded by one Baron Klendisk (ice devil with 250 hit points), who reports directly to Mephistopheles. The baron is an ice devil of twice the usual size, emaciated and hunched almost double, usually to be seen squatting on a spider-legged throne formed from an enslaved ice Elemental. Klendisk's public face is that of a monstrous tyrant, cruel in his discipline towards other gelugons and doubly so to any other devil breeds. Behind closed doors, he is a devil with a problem, because mining the giants and producing the sorrow wine is difficult and his own master brooks no excuses. Hence, while a terror to other devils, Klendisk is known to at least give a hearing to outsiders with a solution.
The difficulty is in the very nature of the stuff they mine. The raw seams of misery in the brains of the giants are powerfully destructive. Whilst Klendisk has no compunction about destroying souls or mortal prisoners, the cold of Cania and the corrosive nature of the misery destroys such tools before they can be of much use. Infernal labor has other problems. Contact with the giant-stuff makes them drunk: boisterous and leery with the heady misery of ages. A fiendish workforce would fall to squabbling, brawling and unacceptable indiscipline, even the icy gelugons themselves. It is a pitiful devil that needs to go beg outside help but that is the situation that Klendisk often finds himself in.
Though these mines would seem to be a good place to avoid, mortal travelers do visit. It helps that Cania has few other locales to recommend it, and the town at the foot of the Heights does at least have shelter and goods for trade. Sometimes mortals are sent there by other Fiends, seeking to abstract some of the processed sorrow wine for their own delectation or trade. Klendisk's ice devils keep a compound eye out for strangers, though, and anyone who comes to their attention without a good excuse or permits signed in triplicate find themselves introduced to the mines or the vats in swift order, or else claimed by Klendisk for a little informal torment. Assignment to the Heights is short on entertainment.
Usually, visitors simply stay long enough to turn a profit and then leave. Others hang on too long or try to claw too much from Klendisk. When his temper breaks, he loses all perspective and has them destroyed or cast out into Cania's killing cold.
Contractors
Currently there are two major contractors working at the face, and one more running the rendering shed. Both mining contractors, Kargan and Cornelius, have a constant need of specialist materialsânecromantic or machine componentsâand anyone bringing in fresh stocks will find favor with one (and attract the ire of the other). Alternatively, particularly wicked mortals with a solution to Klendisk's labor problems are always assured a hearing. The mines can always use a new contractor. For the price of 300 gp per day, Klendisk is willing to grant a dispensation to the characters so that they may attempt to work the mines.
The Prison
In the Sorrow Mines most of the workforce is either Undead or made of metal. However, there are still plenty of devils roaming about, many of them are under the influence of the sorrow wine. Imbibing too much doesn't always end well for the devil in question. The prison at the edge of Klendisk's Fort houses those unfortunate devils whose liquid bravado provoked Klendisk's wrath. It is run by chain devils with several prisoners of little importance currently housed in the cells.
Phylactery of the Merciless
The prison is where the soul of the merciless can be found. Upon entering the village at the foot of the mines, the character searching for this soul, feels a strange pull towards this location. When the characters enter, they must evade a patrol of three chain devils. If they're discovered, they're attacked, and at initiative count 20 of round 5, and every 5 rounds thereafter while combat continues, another chain devil arrives to help. While being attacked in this way, the characters can't easily investigate the cellsâthey need to eliminate the devils and go back to hiding first.
Finding their way is easy, as the character in question recognizes the voices coming from one of the cells. Inside two figures are torturing a flesh golem that resembles a haggard and emaciated version of the character. The torturers look and sound exactly like the character's true love but are actually chain devils. If the character slays the devils without exposing their true form first, another chain devil appears in the doorway. They immediately transform into the form of the character's true love before entering the cell and attacking. During these battles the devils constantly taunt and mock the character in the voice of their loved one.
A successful DC 14 Wisdom (Insight) check can help the characters understand that they need to remove the devils' disguises before slaying them. They can use Dispel Magic or any other similar means to help them break the magical disguise. Once the devils are wearing their own faces, and then slain, the flesh golem vanishes, leaving the phylactery in its place.
As the characters retreat, they must evade another patrol on their way out, as described earlier.
T3: Kargan Skul's Home
This is the home of the most long-standing mine baron, Kargan Skul, and even she, a frost giant, bundles herself in fur, against the uncanny cold of the plane. She spends most of her time at the mines (area T6), tending to the Undead workforce she maintains. If the characters enter her home without permission, they're attacked by Kargan's butler (archmage but their creature type is Undead), and the household staff which consists of ten ogre zombies. An Alarm spell alerts the frost giant to the intrusion and if Kargan is encountered later in the mines, she attacks the characters without hesitation.
Treasure
There's a Soul Coin, 10 diamonds (each worth 1,000 gp) and 4,500 gp that can be recovered by pilfering Kargan Skul's home.
T4: Cornelius Brassgrave's House
Cornelius Brassgrave (neutral evil veteran) is a gnome artificer driven from a dozen separate haunts in the mortal planes, a creature of pure reason and no morality whose industrious experiments have poisoned seas and turned the living earth into a metal-tasting wasteland. He has made a number of large claims to Klendisk about how his machinery will revolutionize the mining at the Heights and is now finding that even golems and automata can be ground down by the weight of misery. Cornelius is less suited to Cania than most of the inhabitants of this mining town, so he tends to spend most of his time here, in his very warm home. His Constructs keep him informed and alert him to any problems in production.
Another reason that he's sticking to this haven is that Kargan Skul has been in a foul mood, believing him to be responsible for disrupting her supply lines. He isn't responsible, however, and just as confused about it as she is. If he is attacked, pieces of furniture animate (two stone golems with immunity to cold and fire damage) and come to his defense. If the characters slay Kargan Skul, thus raising Cornelius' value to Baron Klendisk, or they deal with the rogue modron in the mines, Cornelius rewards each character with brass armbands, engraved with the gnome's name and family crest (each is worth 600 gp but have no special properties).
T5: The Rendering Sheds
[image: Baron Klendisk]
The rendering sheds themselves are run under a quite different arrangement, one that has persisted for as long as any denizens of the Heights can recall, and which Klendisk himself is powerfully uncertain about. The Regular Orthoclath (lawful neutral iron golem with Charisma, Intelligence, and Wisdom scores of 16) is a thing of facets, eyes and geometrical shapes from the lawful planes of Nirvana, here with an apparently endless workforce of modrons. They work the vats and stills tirelessly, producing sorrow wine so long as the mines yield raw materials, and never complain or ask for payment. They usually work in teams of a dozen tridrone modrons overseen by a pentadrone modron. Quadrone modrons are used by the Regular Orthoclath to send messages to teams.
The modron's involvement predates Klendisk's appointment and the devil exhausts himself trying to discover the actual terms of their employment. In the absence of certainty, infernal rumor is that either these are, in some way, bad modrons who are being punished for crimes against lawfulness meaningless to othersâor else the whole business is some grand experiment into the enduring nature of law. Certainly, individual workers eventually become corrupted by the work, sad little pieces of geometry infected with emotion, grinding to a halt as they're consumed by misery. At which point the Orthoclath casts them out, and the devils are free to devour or toy with them, not that the creatures give any real sport. There are always, apparently, more modrons ready to troop down from the lawful planes and give themselves to the work.
T6: The Mines
Once the characters reach the mine entrance at the top of the glacier, read the following:
[image: The mining of sorrow brings its own challenges.]
There are more treasures than mere misery frozen in the glacier. The giants were artisans to the gods before they rebelled. They clutch in their colossal frozen arms treasures from elder ages, secrets on great withered scrolls, the raw stuff of creation stolen from divine workshops. An intrepid team of mortals might steal up the cliffs and into the mines where untold treasures wait to be unearthed deep in the heart of the ice. Even the spoil-heaps of the mines themselves glitter with discarded wonders, if only one can get to them. For while the devils care only for the misery and the wine they make from it, punishing errant thieves remains one of their few pleasures and they always look forward to the next visitorsâmortals or devilsâto try it.
The items of value these giants crafted aren't easily transported. If an entire day is spent excavating, the characters recover a 100-pound statue made of gold and gems (and worth d12 x 500 gp). However, this excavation draws the attentionâand wrathâof the devils unless the baron has granted the characters a dispensation. A similar statue can be recovered with each day's effort, until 3d4 have been unearthed.
The Miners
Most of the workers in the mines are either automatons, under the control of Cornelius Brassgrave, or the Undead created by Kargan Skul (lawful evil, Huge-sized lich but she isn't Undead, her creature type is Giant). Cornelius is at his home in the town below, but Kargan is almost always in the mine. She is a necromancer of considerable power and her solution to efficiently mining has been to use mindless Undead to do the brute work. She is constantly importing bones and cadavers from elsewhere in the planes, preferring to create ogre zombies and minotaur skeletons for the mining operation. The misery erodes even these, but so long as she can get the raw material, she can keep up productivity.
Conclave (Sorcerer/Warlock/Wizard)âStaff of the Magi
Kargan Skul wields the Staff of the Magi (40 charges), carries it with her everywhere, and is quick to use it if threatened. She will generally not relinquish the staff without a fight. However, if the characters deal with the rogue modron sabotaging her Undead workers, she is willing to sell the staff to them, for the sum of 10,000 gp.
Trouble in the Mines
There is a steady stream of Constructs and Undead, harvesting the raw material of sorrow wine, and carrying it to the mining town below. The two factions seem to ignoreâor not even noticeâone another. However, Kargan's workforce has deteriorated faster than usual, with fewer of her zombie and skeletons making the return trek to town. She has attracted Klendisk's ire by falling behind, and believes that her chief competitor Cornelius is sabotaging her supply lines.
Only if the characters are investigating Kargan Skul's claims of sabotage, do they discover the truth. A lowly modron (chaotic neutral quadrone with 50 hit points) has been corrupted by the overwhelming grief permeating the mines. It has gone rogue and skulks the shadows of the mines, pushing miners off scaffolding, or narrow rock bridges when it can. Unfortunately, the Undead tend to be easier to shove than the golems, so many more of Kargan's minions have been lost to the mines, than Cornelius' golems.
After an hour of investigation, the characters come upon the following:
If the characters pursue the modron, it tries to stay in the air 60-80 feet away from them and fires arrows. It can't be reasoned with. If it is badly damaged, it charges the weakest looking character and tries to grapple them. If successful, it uses its movement to jump into the abyss of the mine with its victim (maximum fall damage).
The characters can use this information as they see fitâif either Kargan or Cornelius learn of the rogue modron, hostility between their two factions decreases a bit. Klendisk, if told, won't reveal the truth to Kargan. He, of course, is more than happy to have Brassgrave and Kargan constantly sniping at each other. He has no interest in his underlings uniting and ending up in a position where they could make demands of him.
If the modron's body is returned to the Regular Orthoclath (area T5), it is taken away to be repurposed.
Phylactery of the Student
A character looking for the phylactery of the student, notices a gnome that is dashing between the feet of the zombie workers. The gnome is holding a bucket above her head. In truth the gnome is a shell that is used to torture the student. The soul is linked to the body of a long-deceased female gnome and has been imprisoned here in the mines, enduring the agonizing pain and despair that comes from contact with the sorrow. The student is driven to work harder and harder by the brutish overseers.
If the characters follow the gnome into the workshop, they are attacked by four ogre zombies. Once three of the brutes have died, Kargan joins the fight to defend her workforce. After Kargan is defeated the body of the imp collapses lifeless on the floor, dissolving and leaving the phylactery in its place. Once the character takes possession of the phylactery of the student, they gain the Phylactery Benefit associated with it.
A Thankful Patron
When the characters are ready to meet with their group patron after completing all of the required objectives, they may ask Koh Tam to sail them to the agreed upon location in Cania. This location should probably be close to the Lake of Wael to encourage the characters to travel there after this meeting.
The banner is a deep red with electrum-colored striping if the group patron is the Conclave of Halruaa. If the characters allied instead with the Deathstalkers, the banner is a velvety black, speckled with white frost. The Hellrider's banner is a bright silver, on it their coat of arms is depicted in radiant gold.
The Hellriders
It is assumed that the characters have used the Hellrider's Salvation ability to safely return the Celestials they've rescued to the Material Plane. If they're still with the group for some reason, adjust the following:
The Conclave
It is up to the characters whether they recover all the class-based powerful magic items the Conclave helped them locate. Their group patron objective is considered complete once they've dealt with the Unmaker.
Zythan bows his head a brief moment and then moves about the tent, though it is clear he is actually elsewhere. If the characters have not destroyed the Unmaker's soul, they're asked to place the coin in which they've captured the soul inside the Halruaan Ethereal Vessel. The Halruaans dispose of it now.
The Deathstalkers
The Deathstalker quest is considered completed if the characters have recovered at least 2 of the itemsâenough to weaken Asmodeus's allies and make the archdevil think twice about swindling the Deathstalkers.
Once the characters select one of the artifacts, Sarevok grasps it, nods his head curtly, and enters the tent.
Parting Ways
The characters, unless they decide otherwise, are still considered as working for their chosen patron, but they no longer have an active mission with them. The characters have fulfilled their obligations, and the patron, by helping them throughout the adventure, has fulfilled theirs. The characters are encouraged to make final purchases from their contacts. The patron remains at this location until the characters return to the barge and sail away.
If spoken to again, the patron encourages the characters to climb down into Nessus, after acquiring appropriate magical protection from Asmodeus's watchful gaze. They're also cautioned to stay focused once they're in Nessusâthey should obtain what they need from that place and return swiftly.
Before Leaving Cania
When the characters appear to consider travel into Nessus, Koh Tam becomes concerned. Before entering Nessus, the characters must find the means of avoiding the watchful eye of Asmodeus. Magic items such as Amulets of Proof Against Detection and Location can do this, but the characters would need one for every member of the group. Koh Tam knows of an ill-fated expedition to Nessus that ended in the Lake of Wael. He knows that each one of them possessed an Amulet of Proof Against Detection and Location since he was the one who transported the group.
Koh Tam is insistent that the characters would be apprehended the moment they set foot in Nessus, without protection. He strongly urges them to seek out the failed expedition to recover the amulets and offers to guide them towards "The Lake of Wael." Only after some sort of protection has been obtained, should the characters climb the frozen falls of the Styx into Nessus itself. Once they reach the falls however, "Tiax's Betrayal" occurs.
The Lake of Wael
[image: What lies beneath the Lake of Wael?]
Some interaction of the Styx's unnatural water and Cania's unnatural ice has created a great flooded bowl, a lake whose surface has become a drifting maze of frozen islands. And sometimes there is a voice.
Whilst crossing the icy lake is still a formidable task, the lack of a rushing current allows the sailors something of a respite, as they pole their way through the creaking ice. However, the lake is the domain of something quite other, and has been for centuries. Waeloquay (see accompanying stat block) is a water Elemental of immense size and age. Exactly how it came to the Nine Hells in the first place is lost to timeâbrought by some infernal collector or slipping through a temporary portal between planes. It found its way to the Styx, losing all recollection of its own past and nature but not simply dissipating. Eventually it reached the bowl of the lake in Cania and settled there, slowly growing as it incorporated the substance of the malign river into its nature until now it is the lake, and the Styx passes through it on its constant course down.
Waeloquay is obsessed with memory. Although it attempts to sequester its own experiences from the Styx, they slowly leach away into oblivion. Whenever new ships arrive to navigate its icy labyrinth, Waeloquay sees them as a vital source of new experience. It doesn't care what experience. It just seeks to fill the constantly leaking void within itself.
Waeloquay interacts with travelers by manifesting shapes out of water and iceâthe forms of those Fiends and mortals that it has previously taken within itself, that become steadily less and less detailed as it forgets their features, until all it is left with are blank-faced mannequins. Alternatively, if anyone has been foolish enough to look down into the water, Waeloquay captures their reflection and creates an icy simulacrum of them. These creations (doppelgangers with immunity to cold damage) crawl onto the ship and seek to ambush individual sailors and throw them overboard into Waeloquay's clutches, or else try to wreck the entire ship against the ice. Anyone ending up in the water faces the effects of a Styx controlled by a hungry Elemental entity. Anyone who drowns in the water here becomes part of Waeloquay's library of memories, at least until the Styx abrades them away.
It is possible to bargain with the Elemental for safe passage and/or for the Amulets of Proof Against Detection and Location that were lost here years ago. Fiendish ships often carry sacrifices to throw overboard to sate Waeloquay's hunger, but it also accepts items of great sentimental value from which it gnaws some mental sustenance.
If the characters don't bargain, then they must fight against a manifestation of the lake. If they defeat it, then Waeloquay quickly moves them to the end of the lake and throws eight amulets into the barge, along with the skeletons still wearing them.
Tiax's Betrayal
When the characters journey to the Falls of the Frozen Titan and, just prior to descending into Nessus, this event occurs. Tiax has determined that he must now eliminate Koh Tam. He approaches the characters, alongside the other 2 crew members who have helped Tiax and Koh Tam manage the ship. Koh Tam follows some distance behind. If the characters are primarily evil, read the following (but skip past it, if the characters aren't evil).
Tiax presents his deal very quickly. If the characters help him slay Koh Tam, he promises to give them the barge, the 20 Soul Coins he carries, and swears to Cyric that he will help them complete their quests in the Nine Hells.
Otherwise, if the characters are good-aligned, or don't immediately agree to join Tiax, he springs his ambush on them and Koh Tam at this moment instead.
The Attack Against Koh Tam
Tiax has previously cast Mage Armor on himself. Regardless of the characters' affiliation, he approaches Koh Tam in a friendly manner but casts Contagion (using the mindfire effect). The attack roll required for this spell automatically succeeds against the unaware Koh Tam unless the characters are able to warn him. Depending on past character decisions, Tiax may have allies or additional opponents as described below:
- Tiax has bribed one of the crew members (use the veteran stat block) and they assist Tiax in this battle.
- Additionally, if Grinken Eyre (neutral evil Medium-sized empyrean) was encountered in Minauros and not slain by the party, he has masqueraded as the other crew member since then and allied with Tiax. He assists Tiax in this fight. Grinken Eyre's presence makes the battle considerably more difficult if he is fighting the characters, so feel free to omit him.
- If the characters have previously met Sir Calenhad Strongheart in the "A Paladin In Hell" encounter, he may have joined them on the barge. If so, he sides with Koh Tam in this battle and comes to the characters aid if the characters do so as well. Calenhad is a lawful neutral death knight that doesn't have the Marshal Undead trait or the Hellfire Orb action.
- If Grinken Eyre isn't present, Tiax previously called in a favor owed him by an ice devil, who shows up at initiative count 10 of the second round of combat. The other crew member (also a veteran) fights to defend Koh Tam, in this situation.
The characters can choose to side with Tiax or Koh Tam. If they ally with Tiax, it is very likely Koh Tam will perish here and Tiax will serve his role for the remainder of the plot. On the other hand, Tiax is very fond of being alive and if reduced to less than half of his hit points (or otherwise feeling like the battle is going against him) casts Dimension Door in an attempt to retreat.
Treasure
Tiax carries 10 Soul Coins (he lied earlier about the amount) and so if the characters allied with him he promises to pay them the rest later. If the heroes defend Koh Tam successfully, he rewards them with 1 Soul Coin each.
Leaving Cania
The characters are nearing the end of their ordeal through the Nine Hells. Before entering Nessus however, Koh Tam offers the following advice. If Koh Tam is dead, Tiax offers it instead, though perhaps not as truthfully as Koh Tam would.
Proceed to the "Climbing down into Nessus" section in chapter 12 if the characters have finished their adventures in Cania and are undertaking the climb. The characters are given an infernal map for the Oasis of the Lethe and cautioned to hang onto it until they need it. Koh Tam or Tiax offer the following parting advice: