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 9: Maladomini, the Domain of Ruined Cities
[image: The Eye Market looms over the surrounding streets.]
Once the most beautiful layer in the Nine Hells, Maladomini has since fallen to ruin due to the overzealous actions of its ruler. In an attempt to return his realm to beauty, Baalzebul orders the construction of a new city every few years. When these inevitably don't meet his standard of perfection, he abandons the city and starts anew. The entire layer is now covered in a thick, toxic smog, and sickly black ichor oozes from everything. Hidden behind the smog is a ruby-red sky, blackening the higher it gets. Despite all this, Maladomini remains the only layer with an official school, and many of the intelligent devils call it home.
Running This Chapter
Before running this chapter read the "Maladomini Overview" section. You can use the information in this section to guide your players through the different attractions this layer has to offer.
Encounters
During their travels across Maladomini the characters encounter some of the devils that call this place their home. Roll at least once on the Random Encounters in Maladomini table whilst here.
Random Encounters in Maladomini
| d6 | Encounter |
|---|---|
| 1 | 1d4 erinyes quietly travel throughout the realm, checking in on construction projects. They're spies from another layer of the Nine Hells, though from which they're unwilling to share. |
| 2 | Construction on a new project is being done by thirty lemures, led by a corruption devil (see appendix B). |
| 3 | An amnizu (see Monsters of the Multiverse) researcher is exploring the various ruins nearby, cataloguing what it finds for storage in Grenpoli. |
| 4 | Three swarms of ayperobo (see appendix B) wander through Maladomini looking for something to fight. |
| 5 | Hidden within a nearby ruin is a small camp of six spined devil runaways. They shirked their construction duties and are hiding from their former masters. |
| 6 | A belch of foul smog suddenly drops from the sky, covering one of the characters and expanding out from them. Treat the smog as if it were a 9th-level Cloudkill spell except that it covers a 200-foot-radius sphere and has a save DC of 21. |
Locations
If the characters want to explore some of the other locations in Maladomini, the "Key Locations in Maladomini" section will help you set the scene. There is much to see, as Maladomini is forever being developed, with new cities rising every few years that rival the might of the ones that came before. Two of the cities the characters might choose to visit: Grenpoli and Gorloron. The city of Grenpoli serves as a welcome safe haven for many. Within its walls all forms of aggression are forbidden. The city of Gorloron, the latest of Baalzebul's vanity projects, will no doubt be surpassed by an even more ambitious metropolis in the future. Besides the cities, the characters can explore the Carnival Eternal. There are many lethal thrills to be found within, and as the characters stroll across the carnival grounds, devils cry out to tempt them to go on the carnival's Hellish rides.
Objectives
Make sure you keep track of your player's objectives and lead them to the corresponding areas to ensure they can complete their goals. Once done exploring, they need to make their way to the Eye Market. Here they can find some of the items and souls they're searching for.
The following objectives can be attained in Maladomini:
Objective in Maladomini
| Objective | Location |
|---|---|
| Phylactery of the great con | Eye Market: Ganglands (Memnoriac's territory) |
| Phylactery of the spouse | Eye Market: Ganglands (Ilkatar's territory) |
| Staff of the Woodlands | Eye Market: The Slums |
| Jenevere | Eye Market |
Temptations
Have the characters encounter at least one temptation during their time in Maladomini. If the characters give in to temptation, use the information in appendix E to keep track of their corruption level.
Maladomini Overview
The River Styx enters the realm through a massive canyon that stretches to Malbolge. The river moves from the canyon into a massive subterranean cave system, where it avoids the exploitation of the surface for some time before emerging from underground and exposing the smog covered sky to those sailing its waters.
During its heyday, Maladomini was a beautiful paradise, with varying biomes and lush vegetation. Sadly, the only forests that remain are either decaying or dead, with no wildlife or beauty to be found. In between the deforestation lie strip mines, surface mines, and processing facilities that belch smog and toxins into the air. Any water that once existed has turned to sludge, save only for the secluded Styx. The layer is truly a testament to Baalzebul's failure in his search for perfection.
Each of the ruins covering the realm is more spectacular than the last. During their construction, Baalzebul wanted each to be his ultimate metropolis and spared no expense. Even in their detritus they remain grotesquely beautiful. Occasional treasure hunters from other planes explore the ruins in search of treasure, and many escaped devils or souls hide deep inside. The overexploitation of the surrounding lands makes the ruins some of the safest spots in the layer, and they remain largely forgotten by the ruling archdevil.
Despite his disloyalty to Asmodeus, Baalzebul remains the archdevil in charge of Maladomini. His rule is assisted by other powerful archdevils, including Abigor. Baalzebul is driven towards perfecting his realm and many construction projects are constantly underway. Devils not working on the various construction projects prefer life in the domed city of Grenpoli.
Leaving Maladomini
The only known way in or out of Maladomini is the Styx, though rumors claim other entrances and exits exist. Because of the stream of devils entering and exiting the realm for training and schooling, scholars believe there to be a hidden infernal passageway that connects the layer to the rest of the Nine Hells. Explorers also claim that the cave system the Styx passes through has connections to other layers, though such connections have yet to be found. Besides, if one can brave the cave systems, the Styx is a relatively easy method of travel.
Features
Although Maladomini remains one of the safer layers, the influence of the Lord of the Flies remains powerful. Whenever a creature is asked a question, they must make a DC 14 Wisdom saving throw. On a failed save, the creature is magically compelled to tell a lie, stretch the truth, or avoid answeringāanything that would prevent the truth from being told.
Key Locations in Maladomini
The characters need to make their way to the Eye Market but may want to spend some time in the other locations found in Maladomini. Use the information below to guide their excursion.
City of Grenpoli
Unique to Maladomini and known throughout the Nine Hells is Grenpoli, the City of Diplomacy. All forms of aggression or weapons are forbidden within the city, and a powerful spell suppresses violence when it would occur. Upon entering the city through one of its four gates, visitors are searched, and their weapons confiscated. These will only be returned once their visit to the city has ended. Grenpoli contains the Political College of the Nine Hells, which offers devils courses in deception, manipulation, and negotiation. Located just outside the city is Offalion, a training facility that enacts large-scale scenarios to train devils, testing and enhancing their ability to barter effectively with mortals. These exercises prepare a multitude of devils for delicate excursions into the Material Plane.
City of Gorloron
[image: A flying fortress oversees the construction of Gorloron.]
Baalzebul's "greatest" city of the moment is Gorloron, which contains his seat of power and much of the devil population in the realm. The city's construction is still underway, and the place is utter chaos.
[image: Visitors must dock their ships outside the gates of Grenpoli.]
Carnival Eternal
Also of note is the Carnival Eternal, which is a terrifying and absurd amusement park built to reward successful devils. If the characters have not yet encountered the "Ruin and Amusement" random encounter (see chapter 2), feel free to run that now if the characters explore the Carnival Eternal.
The Eye Market
This dangerous area is nestled in the center of a ring of partly abandoned buildings, all of it the turf of various factions vying for control.
Adventure: The Eye Market
The Eye Market is run by an odd coupleāa mind flayer and a beholder. For the right price, they will replace the eyes of a customer with new jeweled eyes of great magical power.
If asked about the Eye Market, Koh Tam has this to say:
Advice from Koh Tam
Koh Tam warns the characters to be careful while on the streets around the Eye Market. He can also offer the following advice:
- The Eye Market is the name for the entirety of the neighborhood surrounding the specialty store in the inner district operated by strange beings known as Vaness and Fling. It is also the name of their store.
- Rival gangs of devils roam and control various portions of the Eye Market, and it would be best to not get mixed up in their turf war.
This is a location well known to many travelers and Koh Tam can provide a standard map of the Eye Market (see appendix F) to the characters. They can then use this map to decide which route they want to take to reach Vaness' and Fling's shop (area M6).
The Law
Watching over the streets around the Eye Market is Akrekarn, the closest this morass has to the law. A corruption devil (see appendix B) retired from a life of blackmailing mortals, Akrekarn patrols the streets around the market with a writ from Baalzebul, allegedly enforcing the archdevil's will but in truth simply shaking down locals and visitors for all he can get. He is more than ready to have his mob of infernal deputies (six bearded devils) seize anyone who won't bow the knee or proffer a bribe, taking them to be tormented, sold, or ransomed as he thinks best. When not terrorizing the streets, Akrekarn takes his unspeakable pleasures in the one completed building in the city, a guard house he has made his headquarters. Or else he is to be found at the Eye Market itself, shaking down the proprietors and reminding them that they operate only on sufferance.
Eye Market Locations
[image: Akrekarn imposes the law on the streets outside the Eye Market.]
The characters must navigate dangerous streets to get to the Eye Market. However, if they keep their wits about them, they may just find what they're looking for.
M1: Outer Streets
Reaching the market is easier said than done. The convoluted streets of the abandoned city it nestles within are fraught with peril around every turn. Desperate lost souls and minor devils, cut loose from the hierarchy of the Nine Hells, throng thereāmost bitterly seeking the unique service the Eye Market can provide but unable to pay the fee. Every hollow shell of a building hides a nest of wretches preying on each other, scrabbling in the mulch, or descending into the monster-haunted and unsound sewers of the place in the hopes of finding something of value.
A variety of gangs preside over this layer of scum, extorting prices of souls, flesh, and labor from those on their turf. This being the Nine Hells, of course, it isn't a dog-eat-dog chaos, but a knife-edged dance of diplomacy, custom, and expectation. Every gang is the heart of a web of alliances and carefully negotiated territorial arrangements, all of which contain hidden get-out clauses and exceptions that allow them to be shrugged off at any moment. The devils live strung between two poles, constantly living as though their word is their bond, yet ready to exploit loopholes to betray their fellows at every step.
M2: GanglandsāIlkatar's Territory
Ilkatar's people are abishai and pay at least lip service to Tiamat, in her lair far above. Of all the gangs, they value mortal treasure most, hoarding gold and gems and tithing to their great mother. They're by nature cruel but lazy, easily appeased with gifts or service.
Tribute
If tribute is paid, the characters may head north and around the inner district to area M3 or enter the inner district and reach the "Eye Market," bypassing any other gangs. If the characters seek out Ilkatar to pay this tribute, proceed to the following:
To pass through this territory the characters need to pay 7,500 gp or deliver a rival's head. If they choose to fight their way through, they're challenged by Ilkatar (green abishai), the white abishai lieutenant (see Monsters of the Multiverse for the abishai stat blocks), and four hell hounds.
Treasure
If the characters slay Ilkatar and succeed on a DC 22 Wisdom (Perception) check, they find a discarded lockbox under the wooden throne. Opening it reveals 3,500 pp.
Phylactery of the Spouse/True Love
The character who has ventured into the Nine Hells to rescue their true love finds them imprisoned in one of the buildings in Ilkatar's territory. The soul is tormented in a twisted hall of mirrors. The whole interior of the building is made of mirrored walls, floors, and ceilings.
The soul is trying to find their true reflection among the hundreds of reflections around them. An impossible task, and painful and deadly every time they guess wrong.
To save them, the character needs to find their true love among the many reflections. Have the character make an Intelligence (Investigation) check. Look up their result on the Mirror Reflections table. Once the character has dealt with the outcome of a failure they can try again.
After finding their true love's reflection, it vanishes leaving the phylactery in its place. The character takes possession of the phylactery of their true love and gains the Phylactery Benefit associated with it.
Mirror Reflections
| Result | Outcome |
|---|---|
| 3 or less | The reflection vanishes, meanwhile three white abishai (see Monsters of the Multiverse) step out of nearby mirrors, surrounding the character. If the character gets this result on their fourth or later roll, they find their true love instead. |
| 4ā6 | The mirror shatters and the shards cut the character. The character must make a DC 16 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one. |
| 7ā9 | The reflection vanishes once the character reaches out for them. If the character gets this result on their fourth or later roll, they find their true love instead. |
| 10ā12 | The character is pulled into the reflection by two black abishai. If the character gets this result on their third roll, they find their true love instead. |
| 13ā15 | A red abishai lunges forward from the reflection and attacks the character but vanishes at the end of its second turn of combat. If the character gets this result on their second roll, they find their true love instead. |
| 16 or more | They find their true love. |
M3: GanglandsāMemnoriac's Territory
Memnoriac was once one of Baalzebul's architects, a pit fiend of great status and power. Like all such, his perceived 'failures' eventually led to his downfall, and now he squats with his ragbag of followers in the city he designed and will never complete. The single most powerful devil in the ruin, he is tormented by the collapse of his final project and has become a Baalzebul in miniature. Those under his control are constantly re-edifying the buildings around him, raising them up and tearing them down as he seeks his own minuscule perfection.
Tribute
If tribute is paid, the characters may head west and through the inner district to reach the "Eye Market," bypassing any other gangs. If the characters seek out Memnoriac to pay this tribute, proceed to the following:
To pass through this territory, the characters must pay 20,000 gold in gems and coins to fund Memnoriac's construction efforts. Alternatively, they can offer something even more valuable: a compliment. Congratulating Memnoriac on his fabulous city and then succeeding on a DC 22 Charisma (Deception) check earns the Fiend's goodwill and safe passage. Failing the check, or refusing to pay tribute, results in the pit fiend fighting the characters on his own. He refuses to believe he needs help defeating such puny adversaries. If slain, the Fiend has no treasure, just diagrams of his future building plans.
Phylactery of the Great Con
The character looking for their soul can find it among the lowlifes and grifters that inhabit the streets surrounding Memnoriac's skull-gated manor. In other circumstances they would have been right at home here, conning their way to the top of the devil food chain. However, the character's soul isn't in the position to con anyone. It is being tormented by the gang that runs this territory. Memnoriac and his troop of devils have taken up root here after the pit fiends' fall from grace. His obsession with perfecting and completing the city around him, sees him constantly changing the makeup of streets and buildings.
The character searching for this soul hears a voice calling for help from a nearby alley. If the characters investigate, read the following:
The character realizes that this imp is the vessel for their soul and that they must rescue it from a chain devil, a bone devil, and three bearded devils. The devils immediately attack. On each of their turns, one of the devils tries to hit the imp while the others attack the characters. Each time the imp dies it comes back to life on initiative count 20 of the following round but another hostile bearded devil also materializes at the same time. The imp has the frightened condition and is afraid of both the devils and the characters and on its turn, it attempts to flee from both.
To free the imp from its torment, the characters must kill all pursuing devils before anything kills the imp. When this occurs, the imp vanishes, leaving the phylactery in its place.
M4: GanglandsāJacelisk's territory
Jacelisk is a recent addition to the landscape, a tiefling archmage who brought her band of wicked companions to the Market for its particular services. Now, under the influence of recently installed eyes, she sees herself as the liberator and protector of the city she resides in, a great and adored hero. In truth she is as vicious as all the rest, with the added problem that her perceptions make her profoundly unpredictableāsometimes nobility itself and sometimes brutal enough to impress a full-blooded devil.
Tribute
Jacelisk has claimed prime gang real estate. If tribute is paid, the characters may head directly north, taking the shortest route to reach the "Eye Market," bypassing any other gangs. If the characters seek out Jacelisk to pay this tribute, proceed to the following:
Given that her route is the shortest to the Eye Market, and observing that the character's carry many interesting valuables, Jacelisk demands a rare or better magic item and at least four uncommon or better magic items as tribute. If attacked, Jacelisk (archmage with resistance to fire damage, the ability to cast Hellish Rebuke twice a day, and the ability to use her Eyes of Charming one time), tries to keep her three barbed devils in between herself and the characters while she unleashes deadly magic. She has already cast Mage Armor and Stoneskin on herself. If the characters have attempted to fly past this area, they're intercepted by the barbed devilsāJacelisk has cast the Fly spell on them.
If slain, the characters may remove Jacelisk's eyes, and if returned to Vaness, these Eyes of Charming can be sold back for half their indicated cost.
M5: The Slums
Closer to the shattered dome of the Eye Market itself is a whole town within a town, a wretched slum of shacks and sheds thrown up with materials salvaged from the abandoned construction works. Here is a morass of pathetic minor devils and travelers who mob any newcomer, desperately trying to sell them all manner of trashābroken weapons, ruined shreds of garments, cracked mirrors, the most meagre of worthless costume jewelry. To the uninitiated the whole desperate circus seems utterly inexplicable. Many will trade junk for equally valueless junk, rubbish passing hands in a constant round of meaningless commerce. Their grotesque parody of trade seems readily exploitable by anyone coming in from the outside, but there is a curious malaise on the streets around the Market. Deal too much with the trash hoarders and you might find yourself getting sucked into their game, desperate to make the next big trade or to acquire some filthy piece of detritus, valuing the junk just because everyone around you does the same.
A remarkable number of the denizens of this slum are damaged, victims of Baalzebul's construction works where safety is never a concern. Crooked and whining imps and other lesser devils roost or slither everywhere, proffering fistfuls of slimy muck, desperate to get in on the ground floor of the city's nonsense economy.
Conclave (Druid)āStaff of the Woodlands
When the characters walk the slums, they're beset by lowly devils trying to sell them their useless trinkets. If a character is looking for the Staff of the Woodlands their attention is drawn to a miserable looking imp who has set up shop in the corner. When they inspect its wares, they find the staff among them. The imp has no idea of the value of the item it possesses. The character needs to succeed on a DC 16 Charisma (Deception) check to purchase it for a reasonable price.
Upon success the imp sells the staff for a mere 200 gp or 1 Soul Coin. It is so happy with the transaction that it throws an amulet of protection in for free. The amulet is a fake and won't protect the character. However, if the character wears the amulet, it leaves a green stain on their skin that can only be removed after 6 days. On a failure, the imp notices the character's eagerness to buy the staff and increase the price to 1,000 gp and 3 Soul Coins.
M6: The Eye Market
[image: Vaness inspects his wares.]
The proprietors, Vaness and Fling, offer a service unique in all of Maladominiāin all the Nine Hells, in fact. They offer relief from the appalling oppression of the infernal landscape. They offer a glimpse of happiness and wonder, positive things, that benefit Fiends and mortals alike. A bizarre gem to find in such a corrupted setting. Except, of course, nothing in the Nine Hells is as good as it appears.
Vaness is a beholder of exceptional size, his pinkish hide puffed-up and corpulent. His central eye has been replaced by a lens of ruby quartz that, it is said, focuses magic rather than negating it. In his workshop, using telekinesis and extremely fine-scale disintegration, he crafts the eyes that are the Market's stock in trade. Fling, in contrast, is an alhoon (see Monsters of the Multiverse), a mind flayer long gone on their peculiar path to lichdom. It acts as surgeon, implanting Vaness' creations and connecting them to the brains of its patients/ customers. They make a strange and jarring pair, not least because of their manner. Vaness and Fling strike the unwary as an old married couple, constantly bantering back and forth, making jokes at one another's expense, and exploding into arguments that settle almost instantaneously. It seems impossible that either creature could actually form a real bond, but to all intents and purposes the pair seem genuinely attached. Which often serves to lull visitors into a false sense of security. Vaness and Fling have not survived the Nine Hells for so long by being nice. They're as ruthless and powerful as any other infernal magnates, able to defend themselves physically if need be, but preferring to rely on their minions, treaties with the gangs and, if necessary, protection from Akrekarn and his posse. Moreover, anyone going to deal with them to actually gain new eyes should be very careful what they're agreeing to. Vaness and Fling have a flare for crooked bargaining that some devils could learn from.
HellridersāRescuing Jenevere
More information about Jenevere can be found in appendix C. Characters looking for Jenevere, find the planetar imprisoned in Vaness' workshop. As the characters enter, they notice her caged in the back of the room.
On their travels around the Nine Hells, the characters may have heard the rumors surrounding Jenevere. It is said she has never been broken, not by any devil. She pains her tormentors by immediately forgiving them for their abuse, praying for those souls that inflict torment on her. She believes no oneānot even the vilest of devilsāis beyond saving.
The proudest Fiends think they're to be the one to break her, corrupt her. They fight over her. But possessing the planetar becomes tainted once they realize she can't be broken.
And now, imprisoned here in the workshop, Jenevere's magnificent focus is completely on Vaness. She stares intently in Vaness' direction, even though her radiant eyes were taken from her by her cruel captor. It is as if she is looking straight into the beholder's soul.
She doesn't even notice the characters approaching the cage, but as they do, they hear Jenevere talking. She is lecturing the beholder about forgiveness and urging him to surrender to the grace of the divine light. Vaness has clearly heard it all before and with a frustrated snarl he flings the tool he has been using at the cage. It bounces off Jenevere's head and clatters to the floor. But Jenevere's concentration doesn't even falter, as she continues lecturing the put-upon beholder.
This little exchange should inform the characters that Vaness is growing weary of his captive and might be willing to barter with them for her release. A successful DC 15 Charisma (Persuasion) check convinces Vaness to let them take Jenevere with them, if they let the beholder hang on to the planetar's eyes. If the characters insist on taking Jenevere's eyes with them (or if they fail the check) he refuses them.
Once he refuses them, he tells them to leave. At this time the characters can either attack the beholder or leave and try to come back when the workshop is empty. Both scenarios end up in combat as Vaness is never far from his workshop. Any intrusion results in the beholder attacking the characters. After 5 rounds of combat, Fling comes to Vaness' aid, accompanied by two grell and two grimlocks. After defeating the two proprietors of the workshop the characters can free Jenevere.
If the victorious characters decide to look for Jenevere's eyes, a successful DC 20 Intelligence (Investigation) check reveals them floating in a container nearby. Once Jenevere is freed, the characters may use the ritual that the Hellriders taught them to free her from the Nine Hells.
The Jeweled Eyes
In their workshop, assisted by a blind workforce of grell and grimlocks enslaved by Fling's mental powers, Vaness and Fling remove the natural eyes of their clients and replace them with the jeweled creations from Vaness' workshop, granting a whole new perspective on Maladomini. A simple thing, in a way, and yet priceless. Vaness' eyes allow his patients to see the layer the way it was meant to be. When a newly altered customer wakes from the surgery, the dome above them is complete, its ceiling ornate and painted with frescoes of surpassing loveliness. Vaness and Fling are elegant and dignified, the master-surgeon and the genial artificer, surrounded by their immaculate staff. Outside, the spires of the city reach towards a glorious golden sky, and beyond that there are great verdant forests, jeweled castles that would melt the heart of a Fey queen, a world of glory and wonder such as the Nine Hells have never known.
The true power of the eyes is that these things aren't illusions, to those who can see them. Those towers can be scaled, the woods bear fruit that truly sates hunger. Instead of the poisonous sludge of Maladomini, the streams now run with sparkling claret liquid that tastes like the finest of wines and brings instant relief and freshness to the drinker. To live in the plane visible through Vaness' eyes is to be truly blessed.
The Eyes for Sale table lists the different types of eyes that can be purchased. These eyes do not require the wearer to attune to them, even if they normally would. In addition to the abilities mentioned, each set of eyes also makes the wearer no longer require food or water (because it is always abundant for them), and the weather affecting them is always pleasant (never too hot or too cold; they're immune to nonmagical fire or cold damage). Finally, no terrain is ever considered difficult for them. These effects persist even after the wearer leaves Maladomini.
Eyes for Sale
| Magical Power | Requirement | Cost |
|---|---|---|
| Eyes of the ArcherāWhen you use a ranged weapon to make a long ranged attack, you don't have disadvantage on the attack roll. | 9th-level character | 10,000 gp |
| Eyes of Charming (see Dungeon Master's Guide) | None | 5,000 gp |
| Eyes of the Eagle (see Dungeon Master's Guide) | None | 2,000 gp |
| Eyes of Far Sightāthe recipient can cast Clairvoyance at will. | 12th-level character | 25,000 gp |
| Eyes of Minute Seeing (see Dungeon Master's Guide) | None | 3,000 gp |
| Eyes of True SeeingāThe recipient gains truesight out to a range of 30 feet. | 15th-level character | 75,000 gp |
The Truth Is Ugly
Of course, there are drawbacks. The ancient and wondrous beasts that once roamed the forests of Maladomini are long extinct, but they're most certainly there to those with eyes to see. And this being the Nine Hells, they're frequently hostile. Many eye-bearers have been killed and devoured by glorious and majestic monsters that their companions can't even see, let alone fight. Moreover, everyone who leaves the Eye Market having conducted business with Vaness and Fling becomes a target. All those waiting outside would give a great deal more than their eyes to get hold of such things, even though the services of Fling would still be required to implant them. Overcome with wonder, many new patients are easy marks for muggers and back-street surgeons.
The chief question about all of this must be why Baalzebul puts up with any of it. Vaness, Fling, and Akrekarn maintain a careful charade where the two put-upon artisans are constantly under threat from the devil, about to be turned in to the layer's archdevil unless they can come up with the latest bribe or protection instalment. And yet it never quite happens, and somehow the peculiar pair are permitted to run their business, which seems to make a mockery of everything that Baalzebul is constantly, futilely trying to achieve in his domain.
The most persuasive reason is that the eyes, for all their vaunted promise, are a curse. The wearer is at first overwhelmed by the beauty they see, delighted to walk in a 'Hell' that is suddenly restorative and pleasant. Except the truth always creeps in. Those who wear the eyes can stave off reality only so far. In their dreams they see the truth of it, the ruin and the ugliness. Day by day the understanding grows that everything they see, that they could now never live without, is only a sham, however real it is to them. The knowledge torments them, and they're driven to their own hopeless attempts to achieve a lasting perfection. In this way they share in Baalzebul's private misery, and perhaps that is enough reason to keep Vaness and Fling around.
A seditious whisper suggests that there is another reason. That Baalzebul, lord of temptation, feels the hook of their services in him. The idea that he could see Maladomini as he wishes it to be, the great blueprint he constantly fails to build, eats him up constantly. So that he is constantly on the point of ordering Akrekarn to obliterate the Market, but never quite gives the order, because what if...
Whenever a roll on any encounter table is called for, a character possessing eyes from the Eye Market must also roll on the following encounter table. If multiple characters possess these cursed eyes, they all share the same result. If any of these encounters result in combat, only the characters with cursed eyes can see their attackers or target them, and only they are harmed by the abilities of their attackers. Other characters may only provide support, such as healing, to the afflicted characters. Any characters that die outright, or are reduced to zero hit points, in these battles, immediately have their eyes removed and the attackers disappear.
Vaness' Eyes Random Encounters
| d10 | Encounter |
|---|---|
| 1 | A blue abishai (see Monsters of the Multiverse) leads a half-dozen black abishai, cloaked in Darkness spells, in an ambush, hoping to steal the eyes. |
| 2 | A primordial glittering beast (adult black dragon with no flight speed) hunts anyone who possesses magical eyes. |
| 3 | Twisted vegetation emerges and grows around the afflicted character and a dozen strange creatures (nothics with a burrowing speed of 30) crawl out from under the plants. They attack anyone with magical eyes. |
| 4 | A beautiful bird the size of a building (roc with legendary resistance 3/Day) hunts anyone who possesses magical eyes. |
| 5ā10 | A glorious vision enthralls anyone that possesses magical eyes. Each of them must succeed on a DC 20 Wisdom saving throw or have the incapacitated condition for 1d12 hours as they stare at the vision. When they wake, they gain the benefit of a long rest. |