Chains of Asmodeus

AdventureCoA2014

Chapter 11: Hunted by the Dukes

[image: Abigor, Duke of the Nine Hells]

The events in this section may occur at any time during the characters' journey through the Nine Hells.

Not all dangerous devils confine themselves to a specific layer of the Nine Hells. Some roam, either escaping from enemies, or hunting potential victims. Among the greatest of these powerful devils are Brother Adramalech and Brother Morax, who are agents of Asmodeus and command a warship, the likes of which have never been seen outside the Nine Hells. But Baalzebul also has an agent who travels the River Styx—an archdevil known as Abigor, who pilots an infernal submersible.

Running This Chapter

There are two methods by which the characters can encounter either of these naval opponents. Either the characters are hunted by the warship or the submersible, or the characters hunt one, or both, of these devil-ships.

The Hunters

The archdevils, Brother Adramalech and Brother Morax, have been tasked by Asmodeus to hunt the characters down and take them captive. If they succeed in taking the characters captive, then they take them to Malsheem where they're confronted by Asmodeus (refer to the section on "Malsheem" in chapter 12).

The archdevil Abigor has been tasked by Baalzebul to simply kill the characters and eliminate the threat to him that they present.

The Hunt Begins

These archdevils start searching for the characters once they've completed one of their group patron's objectives. From this point on, every time the characters move between layers (while on the River Styx) there is a 25 chance that they're intercepted by one of these foes.

If the characters are intercepted, proceed to the "Ambushed by the Infernal Warship" or the "Ambushed by Abigor" section. You choose which one.

The Characters Are Searching The characters might pursue Brother Adramalech and Brother Morax, in the hopes of rescuing Barachiel, who is a prisoner aboard their infernal warship. Alternatively, they might seek Abigor for one of the following three reasons:

  • The Triad. The characters may have made a bargain with the devils Rimmon, Zagum, and Buer to capture Abigor (see "Malsheem" in chapter 12).
  • The Geas. They may have allowed Anacreda to place a geas upon them that compels them to slay Abigor (see "Anacreda the Angelmaker" in chapter 8).
  • The Unmaker. They may be seeking the Unmaker if the Conclave is their patron.

If the characters are searching for either vessel, each time they enter a new layer of the Nine Hells via the River Styx, roll a d8. The quarry they seek is on the layer of the Nine Hells that matches the result. Reroll the d8 if the result matches the layer which the characters are just exiting. If the ship they seek is on the same layer as they are, then the characters need to succeed on a DC 20 Wisdom (Survival) check to locate the target vessel or use magic to determine its location. If the characters have been told of the location of Abigor's submersible, there is no need to make this check—just pick a layer of the Nine Hells and inform the characters that is where Abigor may be found.

If the characters find their desired ship, proceed to either "The Brothers' Infernal Warship" or "Baalzebul's Infernal Submersible."

Ambushed by the Infernal Warship

Review the top deck (area N1), for details on the attacking force (the ship is considered to be at battle alert). Once the warship is close enough to the barge, the devils on the top deck, as well as Brother Morax, leap onto Koh Tam's barge to attack the characters. If the characters fall, Koh Tam and Tiax (if present) are incapacitated during the fight while the characters are captured and brought aboard the warship.

If the characters repel the invaders, or are captured, proceed to "The Brothers' Infernal Warship."

Ambushed by Abigor

Baalzebul's submersible is considered at battle alert when it finds Koh Tam's barge. The submersible surfaces and Seleceus (pit fiend) flies above the barge and begins repeatedly using its Fireball spell against it. Their intent is to kill the characters, and swiftly. Abigor himself prepares to defend the submersible if Seleceus is slain. If the characters attack the submersible, Abigor does everything in his power to defeat them.

If the characters are victorious and explore the ship, proceed to "Baalzebul's Infernal Submersible."

The Brothers' Infernal Warship

The warship is under the command of Brother Adramalech and Brother Morax.

Encounters

The exterior of this warship is patrolled by devils, as described in area N1. Additionally other devils occupy the watchtower (area N18). Evading their notice is challenging. If the characters somehow enter the ship without being noticed, the hallways are patrolled by a pack of four displacer fiends (see appendix B). Every minute spent in the hallways there is a 1 in 4 chance of running into them.

Locations in The Brothers' Infernal Warship

The major locations found within the ship are described below.

N1: Top Deck

The top deck is usually crewed by a half-dozen cambions aided by ten bearded devils. They attack anyone that isn't a crew member. If the ship is at battle alert, then Brother Morax is on the top deck.

Characters might try to operate the shipboard weapons. While the great ballistae are only usable against other warships, the acid sprayers and flamethrowers can be pivoted to attack creatures on the deck (see the sidebar for details).

N2: Acid Vats

These chambers are where the acid is stored that is used in the sprayers. There are ten of these acid vats, each one colored green on the accompanying map. Each vat is situated below an acid sprayer on the top deck (area N1).

N3: Hellfire Fuel

These chambers are where the fuel is stored that is used in the flame throwers. There are ten Hellfire vats, each one colored red on the accompanying map, and each situated below a flame thrower on the top deck (area N1).

N4: Command and Navigation Bridge

Brother Adramalech can often be found here. He is usually only accompanied by three imps that he uses to send messages to other parts of the ship.

Treasure

There are a half dozen steel chests in this room. Each is locked and requires a successful DC 20 Dexterity check with thieves' tools to unlock. Five of the chests contain platinum bars, each worth 1,000 gp. Each chest has 5 bars stacked inside of it.

The last chest contains plans written by Asmodeus himself. The plans detail how he intends to trick Baalzebul into leaving his plane so that he can turn him back into the slug form that Baalzebul so despises. He has ordered the archdevil brothers to find Abigor, Baalzebul's trusted lieutenant, and take him prisoner to draw Baalzebul out. This is the same plan that the Triad will offer the characters (see chapter 12).

N5: Brig

The rooms are used for disobedient crew members and prisoners of war. Unlocking the door with the key makes a loud screeching noise and by the time the door is fully opened, the prisoners beyond are already standing and looking expectantly at the door. There are currently four prisoners being held in separate cells—a cambion named Shlatchel, a bearded devil, a couatl that has assumed the form of a cambion to avoid conflict with his cell mates (though all other crew members know the truth) and the former Hellrider, Barachiel (see appendix C).

The key that opened the outer door also opens any of the cells. When Barachiel sees the characters, he approaches the bars of his prison.

Barachiel insists on freeing the other prisoners (even though he doesn't know that there is a couatl here). He feels all of them have served enough time aboard this infernal vessel already. Once Barachiel is restored, the characters may use the ritual that the Hellriders taught them to free him from the Nine Hells.

N6: Nest

This is where the brothers keep their vorvolakas (see appendix B). There are three to be found here unless the ship is at battle alert, whereupon the room is empty.

N7: Engine Room

The horned devil is called Coal Heart (he keeps his real name to himself) and does his job with a great deal of relish. A dozen lemures work for him and sometimes, when he's bored, he'll throw one of them into the furnace. Coal Heart is a favorite of Brother Morax and there is a 1 in 4 chance that the archdevil is making his way to the engine room to spend time with his favorite subordinate.

Anyone entering the furnace (or starting their turn in it) must make a DC 15 Constitution saving throw, taking 17 (5d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. Both Coal Heart and Brother Morax attempt to grapple an enemy to drag them into the furnace if combat occurs here.

[image: The brothers' infernal warship sails the Styx.]

N8: Kitchens

The tieflings (commoners) have no loyalty to the Brother archdevils. They're willing to tell intruders everything they know, as long as none of the imps are around to rat them out.

N9: Mess Hall

There are usually three or four each of tieflings (bandits), cambions and bearded devils. There are several smaller mess halls along the lower deck, but each only contain one or two occupants at any time.

N10: Common Quarters

There are numerous identical crew quarters throughout the lowest level of the warship.

Treasure

Searching any of these rooms usually nets 1d10 gp and 1d4 pp. There is a 10 chance that 1d4 bearded devils return to their quarters during the characters' search. They won't engage but run to area N4 to alert the rest of the ship.

N11: Officer's Quarters

Below-decks there are 6 almost identical officer's quarters.

Treasure

Similar to the common quarters, but a search reveals 1d10 pp and 1d4 gems worth 50 gp each.

N12: Workshop

A maelephant nomad (see appendix B) named Zerkosis runs this workshop. It is assisted by four bone devils and four barbed devils.

N13: Storage

The various storage rooms are filled with rations for the crew.

N14: Soul Fire Engine

This is the engine that powers the ship. Anyone entering the engine area (or starting their turn in it) must make a DC 15 Constitution saving throw, taking 17 (5d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

N15: Fuel Reserve

This reserve of fuel is used to power the ship if the usual soul fuel is unavailable.

N16: Armory

The armory is filled with weapons of almost every kind. In addition, there are two magic weapons—a Stygian Spear and a Demonbone Polearm (see appendix D).

N17: Kennels

This is where the displacer fiends (see appendix B) are kenneled. There are six of them here resting at any given time.

N18: Watchtower

At any given time, four cambions are on watch, observing the cardinal directions for signs of other vessels approaching. If a vessel is spotted, or if intruders enter the watchtower, one of the cambions attempts to flee to warn the Brothers.

Brothers Adramalech and Morax

Asmodeus seldom deigns to wield the whip himself when someone rouses his ire. He has lesser devils to do that for him. Though, in this case, 'lesser' can still mean very powerful indeed. Adramalech and Morax have served the greatest of Fiends faithfully since the earliest days of the Nine Hells. They were angels within the host Asmodeus commanded. When he fell, they cast themselves willingly down to be with him. In an internal hierarchy rife with ambition and betrayal, the brothers' lawful nature manifests as absolute loyalty. In return, Asmodeus gives them what they want. They stand outside the intricate hierarchies of the Nine Hells, reporting directly to him and undertaking his commands with their own hands, his personal enforcers. His 'hounds', say other devils with a sneer of contempt, but Adramalech and Morax are as content with their lot as any devil can be.

They manifest most often as chalky white humanoids, Adramalech around eight feet tall and the hulking Morax, twelve. Morax is the more physically potent of the two, his hide spined and barbed, his hands jagged talons. Adramalech does most of the talking, to dreadful effect. As befits Asmodeus's devils-of-all-work, they're a versatile pair of monsters, more than equipped to punish those who have disappointed their master. And 'punish' is the operative term. Asmodeus dispatches his enemies to them when they've roused his personal ire.

Morax (see the accompanying stat block) has the tremendous strength and speed one would expect of a martial devil. His spines are brittle and hollow, and shards of them lodge in the flesh of those he strikes, or who strike him, where they rapidly begin to grow jagged extrusions of their own like miniature sea urchins. The shards must be cut out swiftly before they carve his victims up from the inside. This is mostly by way of a distraction so that Adramalech (see the accompanying stat block) can play his own games though.

Adramalech retains his angelic voice from before the fall. His golden words inveigle their way into the ears of listeners, confusing, distracting, distorting the way they see the world and causing mind-wrenching dissonance in mortal minds. Worse than this, Adramalech can conjure simulacra of his enemies' loved ones, living or dead. More than mere illusions, these creations have a temporary life and thought drawn from the memories of the brothers' enemies. This psychic link means that, when Adramalech torments them or Morax tears them apart, the pain is felt by those whose minds gave rise to them. In this way, Asmodeus's decreed punishments combine physical agony and mental trauma in equal measure.

Though concentrating on destroying the less imposing Adramalech might seem the logical way to assault the brothers, the pair have a final surprise for their foes. They were as close as two angels could get before the fall and nothing in all the eternal ages of the Nine Hells has ever divided them. If either falls while the other still stands, the remaining Brother's presence sets their fallen kin's flesh bubbling in a frenzy of regeneration. They must be defeated together or not at all.

Baalzebul's Infernal Submersible

The submersible is commanded by Abigor.

[image: Baalzebul's infernal submersible emerges from the Styx.]

Baalzebul's Infernal Submersible Locations

The major locations found within the submersible are described below.

B1: Bridge

The bridge is always crewed by a half-dozen bone devils. There is a 50 chance that the commander on deck is Abigor, otherwise it is the first mate, a pit fiend named Seleceus. If the submersible is currently at battle footing, then Abigor is in command. The words on the wall are written in Infernal and are how the aboleth in area B3 communicates with the bridge commander.

B2: Brig

The prisoner is named Aeshma (see his entry in appendix C). The moment he walks free of the room with the characters, he holds out his hand for the coin he has won from them (he did win the wager after all). His satchel contains two Soul Coins, 15 gp, and a set of gambler's dice.

The Conclave as Patron

If the characters are working for the Conclave, Aeshma is the Unmaker. To fulfill their patron's objective, the characters must capture and destroy Aeshma's soul. Aeshma knows nothing of this: as far as he is concerned, he's just a fairly lucky (albeit compulsive) gambler making his way through life. Despite his ignorance, Aeshma, and the protection being the Unmaker provides, isn't going to make this grim task easy for the characters. The following describes what the characters might learn from Aeshma, or how he might react depending on how they interact with him:

  • The Manacles. If asked why he's not chained up, he merely shrugs and says he made a bet with the guards and he won. He'll raise the plate of food and declare, "That's how I got this as well." However, if the characters appear to be dangerous to him, he lies instead and insists that there was another prisoner here, "A really bad fellow; they just dragged him off, that-away." If they leave, he attempts to hide from them in the submersible.
  • The Unmaker. If asked about being the Unmaker, Aeshma (truthfully) has no idea what the characters are talking about. The reality is that Asmodeus—and perhaps other archdevils—would like to use the Unmaker to set the stage for a wager of divine proportions, one that will leave the world permanently changed and possibly irrevocably broken. Though Aeshma himself is innocent in this future wrongdoing, his soul is simply too dangerous to be allowed to exist.
  • If Attacked. Aeshma tries to talk his way out of conflict, and if that fails, he flees. If slain, the characters have 1 minute to use the Conclave Coin to capture Aeshma's soul, otherwise the Unmaker is reborn in the next generation and the threat returns (the characters fail their patron, who no longer provides additional support, other than Koh Tam's services).

Ultimately the characters must slay Aeshma and capture his soul with the Conclave Coin. Once accomplished, they can bring the coin with them to their final meeting with their patrons (see "A Thankful Patron" in chapter 10). Clever characters might instead destroy the coin now, ensuring that the soul doesn't fall into the wrong hands. An infernal ship's furnace consumes the Conclave Coin instantly and destroys the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, powering the infernal ship. Not even divine intervention can restore a soul destroyed in this manner.

B3: Communication Room

The tentacled creature is an aboleth that was imprisoned by Abigor centuries ago. It now serves the purpose of keeping Abigor in communication with everyone on the ship and its other servants throughout the Nine Hells. The aboleth uses the sigils to send messages to other rooms in the submersible or receive messages from those locations. Likewise, and not unlike a Sending Stone, some of Abigor's minions carry talismans that can send messages to this room or receive messages from it, even when they are on a different layer.

The aboleth knows many things and it is willing to share for the right price. A rare or more powerful magic item is what it wants in exchange for knowledge. It knows almost as much about the Nine Hells as Asmodeus himself. The most important thing it knows is the truth of Asmodeus's origins. You choose which of these origins is the true one:

  • Asmodeus arose from the primordial chaos as the mightiest of the lawful gods, with Jazirian the only one who could rival him. They both took the form of a serpent and they set their minds on bringing law to the chaos. Eventually the two gods fought, and Asmodeus was defeated. His body fell through the multiverse until it crashed into Nessus forming the canyon known as the Serpent's Coil.
  • Asmodeus is a fallen angel. He was originally tasked with keeping the demons of the Abyss in check, but eventually to become better at killing demons he and his angelic followers took on demonic traits. This led to him being banished by the gods. But before he was exiled to the Nine Hells, he was able to fool the gods into signing the Pact Primeval. This is a contract between Asmodeus and the gods of the multiverse that allows Asmodeus and his servants to legally corrupt mortal souls so that they end up in the Nine Hells. These souls can then be used to increase Asmodeus's power.
  • Asmodeus served the first and most powerful god, He Who Was. Asmodeus chaffed at having a master, so he used an artifact called the Shard of Evil to kill his god. Then he was able to erase the name of the god from existence. The Shard of Evil is the ruby at the tip of the rod that is Asmodeus's signet. Asmodeus was banished to the Nine Hells by the other gods.

Betraying Baalzebul

If the characters are working with the Triad to trick Baalzebul into reverting to his slug form again, they can ask the aboleth to summon the archdevil here. The aboleth does this only if Abigor is incapacitated or dead and the characters must agree to cede control of the submersible to the aboleth afterwards. For the ruse to work, Baalzebul must be convinced to leave Maladomini. If the submersible is currently on the River Styx in Maladomini, the aboleth is able to navigate the vessel to the layer above or below this one before contacting Baalzebul.

Once the aboleth summons Baalzebul, proceed to the "Capturing Abigor" section at the end of this chapter.

B4: Engine Room

This is a Hellfire furnace. Anyone entering the furnace (or starting their turn in it) must make a DC 15 Constitution saving throw, taking 17 (5d6) fire damage and 17 (5d6) necrotic damage on a failed save, or half as much damage on a successful one.

B5: Kitchens

The six imps flee from any intruders, looking to alert the rest of the ship.

B6: Showers

There are four rooms dedicated to bathing or showering, along with toilet facilities. These are often empty.

B7: Common Quarters

There are two large rooms dedicated to housing and feeding the crew.

Each of the quarters contains two bone devils and three cambions. If fighting occurs in one of these rooms, the occupants in the other room are likely to hear.

Treasure

Searching any of these rooms turns up 1d10 gp and 1d4 pp.

B8: Officer's Quarters

Treasure

Searching this room nets 8d10 pp. There is a 25 chance that a patrol of 1d4 bone devils notice anyone looting one of these rooms.

B9: Storage

There are several mostly empty rooms dedicated to storing rations and nonmagical weapons.

B10: Abigor's Bedchamber

Abigor is seldom here, as there is so much work to be done in maintaining the infernal submersible. The papers mostly detail the logistics of keeping the devil crew fed and disciplined.

B11: Torpedo Room

There are usually two bone devils present, but on a battle alert the room has eight bone devils working feverishly to keep torpedoes loaded and ready to fire. There are thirty-four cylinders, each a torpedo weighing 800 pounds. They're usually inert, but if the submersible is at a battle alert, then 1d4 of them have been primed. To prime a torpedo, one must press the correct combination of runes on its surface. This requires a successful DC 17 Intelligence (Arcana) check, for each torpedo (Fiends succeed on this check automatically). If a primed torpedo takes more than 10 damage it explodes, dealing 35 (10d6) force damage to every object or creature within a 30-foot-radius. Any primed torpedo damaged in this way explodes too. The damage from two or more torpedoes breaches the hull of the submersible, filling the room with the waters of the Styx within 2d4 rounds.

B12: Depth Charge Room

There are two bone devils present, whether or not the submersible is at a battle alert. There are ten depth charges, each weighing around 400 pounds. A depth charge must be armed before it is capable of detonating. To arm a depth charge, the correct combination of runes on its surface must be pressed, requiring a successful DC 19 Intelligence (Arcana) check for each depth charge (Fiends succeed on this check automatically). If an armed charge takes more than 20 damage it detonates, dealing 52 (8d12) lightning damage to every object or creature within a 60-foot-radius. Any armed depth charge damaged in this way detonates too. The damage from a single depth charge immediately breaches the hull of the submersible, filling the room with the waters of the Styx.

Abigor

Abigor is Baalzebul's chief general, a warlike monster fit for the violence that the Lord of Deceit considers beneath him. Its preferred shape is a flayed-looking humanoid with musculature of polished metal. Physically, Abigor commands tremendous strength and destructive power. Its greatest joy, however, is to command a battlefield, ordering legions of infernal troops in complex stratagems against the enemies of the Nine Hells. In times past, Abigor has commanded the legions of Maladomini up in Avernus to stem the tides of the Abyss. Most of the time, though, Baalzebul keeps the monstrous creature close to guard against domestic threats or punish those underlings whose construction efforts disappoint their master, as they inevitably do. Abigor considers its talents wasted in such sideshows and its frustrated dreams of war manifest in counterproductive ways. Visitors sneaking through Maladomini might be surprised to find legions of devils standing about in parade ground order, or else marching and drilling, every maneuver perfect, yet their general is never satisfied. What the perfect city is to Baalzebul, military exercises are to Abigor. The archdevil forces its troops to march and salute and trudge through ever more complex motions as it plays at war. Alternatively, it throws its soldiers into vast war games across the ruinous country of Maladomini, decimating its own troops just to try out some new stratagem. Abigor is rightfully hated by all the devils under its command, and covertly mocked by its peers for its obsessions.

Getting close to Abigor without engaging legions of infernal troops is difficult—to Abigor's regret, in fact. Sometimes the archdevil decides to test Maladomini's security by creating openings for imaginary assassins and spies, to see who might take advantage of them. On one occasion this resulted in a determined paladin getting far too close to Baalzebul himself, for which Abigor spent some decades being whipped by infernal rust monsters. After that incident, Abigor became obsessed with presenting a clean and martial appearance, employing a small legion of imps to burnish its skin to a blazing shine.

An actual physical run-in with Abigor (see the accompanying stat block) should be a simple, brutal experience but its relative isolation at the heart of Maladomini has left it curiously desperate to make the most of any fight it might get into. Rather than simply tear up the opposition, it constantly changes to more and more complex and convoluted tactics, desperate to make the very most of any melee. In doing so, it can end up missing obvious opportunities to destroy its enemies, or even inadvertently give them an advantage or let them escape. In one recorded instance, the archdevil even broke off the fight at its moment of victory to school its enemies in how they could provide a greater challenge, then insisted on beginning the fight anew.

Assassinating Abigor

If the characters have come to slay Abigor for the hag, Anacreda, when the archdevil is defeated, they feel the ever-pressing weight of the geas that has bound them magically lift. They've completed their end of the bargain and are free of the hag's influence.

Capturing Abigor

The characters don't need to keep Abigor alive for the Triad's ruse to work. They simply must defeat Abigor and capture the submersible before convincing the aboleth to lure Baalzebul into a rescue attempt. If they've done this, and the aboleth still lives, and the characters return to area B3, then read the following:

Baalzebul (see appendix A) is both confused at his sudden transformation back into his most hated form and in rage at the characters. He lashes out at them. The characters can either stand to fight him or attempt to escape. In either case, they've completed the mission the Triad assigned them and if they survive here, they should return to Nessus.