TSR 2605 - In the Abyss.pdf - [PDF Document] (2024)

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    INTRODUCTION

    Pure fact is, there's as much intrigue as ever in Sigil

    Today: The Doomguard has just completed what may

    Be the biggest deal in its history but the deal's gone

    Sour

    In the realm of Twelvetrees, deep in the Abyss, the tanar'ri andthe Doomguard have finished constructing sevenship

    chaos, hugeentropy weapons intended for the Blood War. Inpayment for its help building theships, the Doomguard was to reconeof them. Supposedly the tanar'ri honored the bargain, as theyallowed the Doomguard to take a ship to Citadel Exhalu

    Doomguard kip,on the QuasielementalPlane of Vacuum. What thefaction doesn't know is that theship is a sentient entity with am

    of its own (a transformed vrock, to be exact), beholden only toits tanar'ri lords. At an appropriate moment it dashed back to theAb

    hauling five hapless Doomguards-men with it. As soon as theynoticed theship was missing, the Doomguard dispatched a delega

    to Twelvetrees, thinking the tanar'ri had turned stag on thedeal, but they hit the blinds when they found out theship wasn'tthere.

    In Sigil there are vague rumors among all the factions thatsomething momentous has gone down, but nothing's clear bey

    the fact that the Doomguard is involved. However, the baatezuhave learned about theship and its disappearance. Baator's DarkE

    see the situation as a superb opportunity embarrass theDoomguard (whose love of entropy runs contrary to baatezu beliefs).Th

    also like to examine theship and determine what kind of threatit would pose if and when the tanar'ri deployed it in the BloodWar.

    Hence, under the guise of an agent o f the General AssuranceCompany a cartel that underwrites losses for interpl

    merchants a baatezu pit fiend plans to recruit the playercharacters (PCs) to enter the Abyss and recover theship, or atleast find

    the chant on it and report back.

    ADVENTURE SUMMARY

    InChapter Ithe PCs meet Willum, a pit fiend posing as one of theGeneral Assurance Company's high-up men, and hea

    proposal. He sweetens the offer with spell keys, magical items,and cash as advance payment. Willumalso offers valuable power k

    to the party's priests, which could help the PCs survive therigors of the Abyss (although they also could be perilous to

    characters). The PCs have time to consider his proposition aswell as gather equipment and information before entering the Ab

    Several factions are interested in theship's fate, and they'llprod reluctant PCs into accepting Willum's job if necessary.

    InChapter 11 the PCs arrive on the Plains of Infinite Portals,the first layer of the Abyss, where they must deal wi

    molydeus who wishes to recruit them for the Blood War beforethey can begin searching for the ship. If offered sufficientjink,

    molydeus will not only allow the PCs to proceed, but it willpoint them in the right direction.While searching, the party mustdeal w

    wandering hordes of stragglers fromthe Blood War, groves ofvipertrees, and other hazards of the Abyss. The friendliest crea

    they're likely to meet is an efreeti, unwillingly pulled intothe plane through a conduit from the Elemental Plane of Fire.

    InChapter IIIthe PCs find and board theship, where they mustdeal with a babau who has taken command. Even afterfiend iseliminated, the PCs must deal with theship of chaos itself, for thevessel's vrock mind is as untrustworthy and capriciou

    any tanar'ri. It decides the PCs would make an excellent gift toits overlords,and if they aren't on their toes, theship will takethem

    Twelvetrees,where it's certain they'll get lost unless they fleefor their lives or garnerassistance fromthe aforementioneddelegatio

    Doom-guardsmen there. 'Course, quick-thinking parties can escapefrom theship or disable it before it kidnaps them, but whethert

    be bloods or deaders remains to be seen.

    PREPARING FOR PLAY

    To runIn the Abyss, the DM needs to knowthe dark ofthePLANESCAPEboxed set and thePlanes ofChaos campaign ex

    sion. In particular, the DM should understand Sigil's variousfactions, the Blood War, and the physical and magicalconditions

    exist on the Abyss.

    Note that the adventure contains italicized textin amber: Thesepassages should be read aloud, or at least paraphrased

    the players. Items marked with diamonds (6) contain importantinformation for the DM; the PCs may or may not discoverinformation,depending upon what they do. There also are special DMNOTESthroughout the text.

    In the Abyss is designed fora party of four to six characters atthe 8th to 10th level of experience (48-60 character levels in

    However, many of the encounters in this adventure are sufficientto put even powerful groups in the dead-book if the pla

    subscribe to a straightforward "hack 'n slash" style of playeven in a place as rough as the Abyss, fighting ain't always thesurest r

    to survival! The adventure assumes that the PCs are Outsiders,but they can more readily (and cheaply) gather information

    proceed more smoothly if they belong to a faction.

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    Even though the Abyss is a deadly plane where a single misstepcan lead to disaster.In the Abyss isn't intended to be a

    death trap.To keep the adventure challenging without making ittoo deadly, use the following guidelines when employing the tan

    gate ability: If the number of character levels in the partytotals 48 or less, ignore gating (figuring that the creatures thePCs encou

    are unwilling to become indebted to other creatures by gating inreinforcements). If the party's levels total 49 to 60, roll forgating o

    when the text in an encounter calls for it. If the party'slevels total 61 or more, most tanar'ri the PCs meet should try togat

    reinforcements immediately, and gate attempts called for in thetext should automatically succeed. However, fiends that have b

    gated into an encounter shouldn't use their owngateabilitiesunless the PCs are making quick work of it all.

    All monsters that appear in this adventure are described in thePLANESCAPE MONSTROUSCOMPENDIUM", theMonstrous Manu

    and thePlanes of Chaosboxed set. The DM will need thoseresources in order to know the full dark of each tanar'ri'spowers.

    FACTIONS

    Most factions play a secondary role in this adventure, thoughthey can provide their members with information.However

    Doomguard and several other factions are more concerned withtheship of chaos's ultimate fate, and the DM can use thesefaction

    channel the PCs in the right direction if they're unwilling tostart the adventure or waste too much time making preparations.Th

    factions will also affect the rewards and consequences of thePCs' experience after the adventure.

    THE DOOMGUARD

    These poor sods face a major setback. Not only nave they losttheship of chaos,but also they're certain to suffer greatembarrassm

    and loss of face in Sigil if word of the broken deal with thetanar'ri leaks out.

    AGENDA: Get theship of chaosback, whatever the cost. TheDoomguard hopes its delegation in Twelvetrees will recover theship,

    it's willing to take more direct action as well. The Doomguardknows nothing about Willum or the General Assurance Company,factionmembers can easily discover the deception if they bother to go totheir headquarters and ask. Nevertheless,the factolwill o

    the PCs to undertake the mission. (Recovering theship isrecovering theship,and forewarned is forearmed when it comes to apeeli

    THF GUVNERS, THE MERCYKILLERS, AND THE HARMONIUM

    These factions are delighted that the Doomguard is having somuch trouble with the tanar'ri. On a more practical note, they'rewor

    that the Doomguard might recover theship of chaos, which is athreat to the "natural order of the multiverse."

    AGENDA:Destroy theship, or at least keep it fromleaving theAbyss. PC faction members are encouraged to accept the mission ino

    to be in a better position to destroy theship themselves, orlead other faction members to it.

    THE ANARCHISTS AND THE XAOSITECTS

    These factions are furious with the Doomguard for letting awonderful weapon like theship slip through their fingers.They're

    secretly excited about the prospect of stealing theship forthemselves.

    AGENDA: Get theship. Both factions feelthey can use it to createmore chaos than the Doomguard can,but in the end it doesn't re

    matter which of the three chaos factions controls theship. Whatmatters most is wresting theship away fromthe tanar'ri or who

    holds it now.

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    It's a rare, clear day in Sigil. The air is fresh and sweetexcept near the Foundry and the roofs overhead are aglitter w

    a dewy sheen left over from last night's rain. Some of theCage's nastiest berks ain't too fond of daylight, so the streetsare bit q

    as the sky brightens toward midday. ('Course, as all bloodsknow, the city's dives and back rooms are busy with intrigueall

    time; that's the way of things at the crossroads of themultiverse.) You feel a chill as you amble down the street thebreeze t

    carries away the ever-present soot and smoke is a triflebrisk.

    A bright note from a trumpet blows through your musings onSigil's weather. As the clarion tone multiplies and divides

    a lively fanfare, you mark its source, drifting on the breezetoward you: It's a tabard-clad trumpeter that's perfectly flat,like a s

    hanging in front of a shop. A long banner hanging from the hornbears some kind of proclamation. The musical flourish dra

    considerable attention, so you have to elbow your way through acrowd of shopkeepers, tourists, and adventurers li ke yourse

    before you can see what the sign says. It's written in Dabus,probably because most bloods in town "speak" the language. "

    Abyss!" mutters a nearby basher. "Pike that!"

    A few minutes later, the trumpeter fades from sight and is gonelike a whiff of candle smoke.

    The trumpeter is aprogrammed illusion, which reads:"Calling allbloods!TheGeneral Assurance Company seeks cutter

    retrieve something lost on the Abyss. Excellent pay. See Willumin the Grinning Imp." Willum has ordered several of the her

    placed around the city. Most of them reappear on the hour todeliver their messages, and continue to do so until sunset.

    Show the players the rebus - the picture-message - entitled "TheTrumpeter's Proclamation," printed on the outside of

    cover. If they can't translate it, the disgusted "nearby basher"can translate (with just a hint of amusem*nt). If the PCs beginask

    questions, they find no useful information on the street, butthere are some rumors and gossip:6 TheGrinning Imp is a high-pricedtavern in the Lower Ward, not far fromthe Shattered Temple. It'sknown as a good place to

    when a body's got a tale to tell about giving a power thelaugh.6 An assurance company takes a body's jink and agrees to paylots of it backif something bad happens.If nothing bad happens

    company keeps the cash. Wealthy merchants use assurancecompanies to offset the occasional business loss.

    6 Willum is unknown in this district.

    6 The Abyss is a nasty kip - it's full of tanar'ri.

    THE GRINNING IMP

    A cast-iron imp's head with a toothy smile marks the entrance tothe Grinning Imp. Without the sculpture, the entra

    would look like any other back staircase leading into thecrumbling tenements on the block. The place must be next toimposs

    to find in the dark.

    The steps are steep and narrow bubbers can't have an easy timegetting into this place and must have even m

    difficulty getting out. They descend into a deep recess with ablack, windowless door in its shadowy depths.''

    TheGrinning Imp is a tiny establishment that serves beveragesfromall over the multiverse. Prices are high, but any dri

    bubber could want is available, from Krynn dwarven spirits toOlympian wine. Shapeshifters comprise the regular clien

    lycanthropes, polymorphed fiends, dopplegangers, and the like.The place also is popular with Athars looking for a fairly quietn

    TheGrinning Imp is famous as a place where tall tales are told.The regulars, involved in the art of deception themselves,apprec

    hearing a whopper once in a while.

    The establishment doesn't accept silver coins (in deference tothe lycanthropic clientele). It's open around the clock. Du

    the day (when the PCs are most likely to visit), the commonroomis filled with assorted fiends and lycanthropes in human form(a

    seeingspell would give a sod quite an eyeful). The place tendsto be quiet then - clinking tankards and whisperedconversations

    the only sounds. TheImp is livelierat night, whenAthars,performing bards, and wealthy, slumming rakes predominate.No quest

    are asked and a bubber is only as good as his jink. The door'snot locked, and nobody answers if the PCs knock; customers

    expected to walk right in.

    The room beyond the door is horseshoe-shaped and dark. The onlylight, other than a few pale beams that creep in from

    street when you open the door, comes from large, caged beetleswith luminescent eyes and backs. A motley collection of humans

    tieflings relaxes at small tables, contemplating their flagonsand exchanging quiet words. They give you half-interestedglances

    you enter, then turn away. A series of arched niches line thewalls, creating areas even darker than the main room. Severalpair

    glowing eyes briefly study you from those recesses.

    The bar stands directly opposite you, where a huge tieflinglazily polishes mugs in the dim light. He has a high foreh

    and a long, impish nose. Six-inch fangs protrude from his upperlip. He gives you a noncommittal look as he continues his work.

    The tiefling is Kor Clotbur (Pl/Female 5tf/F5/At/N), theGrinningImp'sbartender and bouncer. Kor does nothing but conti

    to polish his mugs (with an occasionalspit), unless the PCsstart a fight or approach the barto order drinks. He's friendlyenough i

    PCs strike up a conversation with him. If they spend too muchtime gawking when they enter, however, he assumes they're Cluel

    newly arrived in Sigil, so he overcharges them for drinks, andhe doesn't answer any questions unless he gets a little garnish

    Otherwise, he's happy to tell the PCs what little he knows aslong as they order a few rounds.

    If the PCs ask about the restriction against silver coins, Kortells them that the owner hates the stuff. ("Ittarnisheseasily.")

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    Pit Fiend (Willum): THACO 7; #AT 6 or 1; Dmg ld4/ld4/ld6/ld6/2d6/2d4 or by weapon (long sword) +8 (Strength and magicbonus

    AC -5; HD 13; hp 68; MV15, Fl 24(C); SA Strength 18/00, fear,poison, tail constriction, spell-like abilities;SD regeneration,hit only

    +3 or better weapons, immune to fire and poison, half damagefromgas and cold; MR 50%; SZ L (12' tall); Int genius; AL LE;ML

    XP 21,000.

    Spell-like abilities (13th level): Always active:know alignment;once per round:advanced illusion, animate dead, charm pers

    detect invisibility, detect magic, fireball, hold person,improved invisibility, infravision, polymorph self, produce fla

    pyrotechnics, suggestion, teleport without error, wall offire;once per day:symbol of pain;once per year: wish.

    Gate(once per round): Two lesser baatezu or one greater baatezu(100%).

    If the deal is concluded,Willumgives each PC a 1,000-gp ruby andtakes his leave to gather up the magical items, keys,

    jink. He asks them-to rejoin him at theGrinning Imp in threedays. The PCs are free to spend the time in any way they wish m

    groups will probably visit their faction headquarters, gatherinformation about the mission, and pick up equipment.

    DM NOTE: Most of the magical items Willumoffers are temporaryconstructs. The only genuine items Willum can get

    magical weapons:He can procure Abyss-forged weapons (bootyfromthe Blood War) of almost any type. All such weapons hav

    bonus of+3 (or less) on the Abyss and no special abilities.Willum gladly supplies virtually any items the PCs request, butthey'

    disappearutterly and irrevocably in about a month. Until then,the temporary items are indistinguishable frompermanent itemsby

    means short of a wish.

    All scrolls are genuine, however (drawn froma secret baatezustockpile in Sigil). The PCs can ask for any combinatio

    priest spells, so long as the total number of spell levels doesnot exceed 30. For example, Willum can supply fourresurrectionsp

    and one aidspell on a single scroll or 30 cure light woundsspells on 30 different scrolls.

    WHAT THE FACTIONS KNOW

    Every faction in Sigil knows something about the Abyss, but onlya few of them know anything about Willum's mission. If

    PCs go to their faction headquarters, they can find someone whocan give them any information included in The Travelogue in

    Planes of Chaos boxed set. For a little extra jink the PCs alsocan learn the dark of how magic works on the Abyss. Factions

    specific information about the situation are listed below.

    THE DOOMGUARD

    This faction knows the chant, though they know nothing aboutWillum. Doomguard PCs can learn the following at

    Armory:

    6 The Doomguard has lost a flying ship in the Abyss, but ithasn't engaged the General Assurance Company to retrieve it. Fiveh

    up Doomguardsmen have gone to Twelvetrees to find out if thetanar'ri had anything to do with the ship's disappearance -that'sfull extent of the Doomguard's efforts to find the ship.

    6 Five Doomguardsmen disappeared along with the ship. They couldbe eitherinnocent victims or traitors. The PCs should find

    what happened to them if possible.6 Whoever Willum is, he ain'ta Doomguardsman! (His faction isn't known, but he's probably anIndep.) It's possible the ship

    looking for isn't theship of chaos,but it would be quite acoincidence if there were two flying ships roaming the Abyss rightnow.

    6 The ship is no mere "conveyance," but an entropy weapon ofconsiderable power. Its permanent loss would be regrettable.

    6 The fact that Willum would see theship of chaos destroyedindicates he's an enemy of the faction.Nevertheless, any Doomg

    PCs in the party are instructed to accept the mission. Willumisdoubtless plotting some treachery, but the PCs are forewarned

    therefore forearmed.

    The PCs should not go to Twelvetrees if they can help it. Thetanar'ri are touchy and the PCs' sudden appearance could u

    negotiations.6

    If the PCs press the point, the Doomguard agrees to matchWillum's bonus for returning the ship.6 If the PCs recover theship, they should take it back to Citadel Exhalus, where it camefrom.

    THE FRATERNITY OF ORDER, THE HARMONIUM AND THE MERCYKILLERS

    These factions keep a wary eye on the Doomguard, and they knowsome of the dark surrounding the mission. PC fac

    members can leam the following if they visit theirheadquarters:

    6 The Doomguard has recently concluded some sort of deal withthe tanar'ri. The details aren't well known, but those alliesalm

    certainly intend to spread chaos throughout the planes.

    6 Willum's lost ship probably has something to do with theDoomguard's deal. Willum is a known Indep, and probably is a frontfor

    Anarchists or the Xaositects. The otherchaotic factions probablywant to stealthe ship for themselves and deny it to the Doomg

    if they can't have it typical chaotic behavior.

    6 The PCs should accept Willum's mission and destroy the ship;anything the chaotics want can't be good for the res tofmultiverse.

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    THE ANARCHISTS AND XAOSITECTS

    These factions are sometimes Doomguard allies, and they have apretty good idea of what's going on.6 The Doomguard has recentlyacquiredan entropy weapon, andthen foolishly lost it. Willum'sflying ship could be that weapon.

    6 Willumis a known Indep who could be acting as an agent for anyofa numberof factions ("but not ours"). He seems to be play

    his cards close to his chest, because his desire to see the shipdestroyed could mark him as either a Doomguard agent or foe.

    6 The PCs are to accept Willum's mission and find out what theship really is. If it is an entropy weapon, it should be deliveredto

    of the chaos factions if not to them, then to the Doomguard.

    OTHER FACTIONS

    All other factions know very little.6 The General AssuranceCompany provides financial security to traders, but no Sigil-basedmerchant owns any flying ships.

    6 Willumis an Indep that faction can confirm this to its ownmembers. It's likely that another faction or a mercenary compan

    Willum's true client.

    BACK TO THE GRINNING IMP

    Willumreturns to theGrinning Imp to meet the PCs exactly threedays (to the minute) after he took his leave. He is seate

    one of the dark alcoves with two erinyes for company(freshlygatedin for the task). The erinyes are polymorphed into theform

    extremely attractive tiefling females, and they carry thePCs'scrolls, magical items, and cash in big leather sacks. Priestswho accep

    Willum's offer of power keys each receive a small, jet-blackamulet. Each is a flat pentagon about 1 inch thick.

    DM NOTE: Willum's power keys contain confined spirits. Eachamulet can power any six priest spells before the spirits in it

    exhausted and the key becomes inert. A true seeingspell revealsthe spirits within.

    The PCs are fairly safe using the keys on the Abyss, where mostpowers have very little influence, but good and neu

    characters who use themmight have some trouble with their owndeities after the adventure - once the PCs exit the Abyss, thepow

    will take notice. Unless the PC immediately discards her keyafter departing the Abyss (preferably by sacrificing it to her ownde

    she suffers some minor disfigurement (her eyebrows growtogether, her hair changes color, a favored magical item beco

    permanently soiled or corroded, etc.). The disfigurement is asign that all is not well between the PC and her power.

    If the PC uses the key after becoming disfigured, she isfurthertransformed, suffering a more noticeable change (a warton

    nose, leathery skin, a short tail, etc.), which lowers herCharisma score by 1 point,except to fiends. Further, her deity nolonger gr

    her highest level of spells, but a power of Baator grants theminstead (unbeknownst to the priest).

    If the PC uses the key yet again, she undergoes a majortransformation that also imparts some special ability (DM's cho

    small wings that allow limited flight, fangs or claws that allowthe character to inflict ld4 points of damage in unarmed combat,sc

    that improve Armor Class by 1 point, etc.). At this point thecharacter no longer receives any spells higher than 2nd levelfrom

    deity, but the power of Baator quietly grants them instead.

    If the PC uses the key once more, she becomes lawfulevil, losesan experience level, becomes a cleric beholden to the poof Baator,and loses allgranted powers from her previous deity.

    The character can halt the transformation anytime before heralignment changes by discarding the key and receiving

    atonementspell (a quest is required to affect the atonementinadvanced cases). Once the character's alignment changes, she

    regain her former status only by renouncing her fiendish patron.This strips the PC of all spells and effectively makes her a d

    classed character with 0 experience points in her presentcharacter class. If human,the character can pursue any other classfor w

    she qualifies. If demihuman, the character can become aspecialty priest or cleric. Any character can choose to return toher fo

    deity. The character regains spells and granted abilities as shegains new experience, but does not gain any new hit point

    proficiencies until she surpasses her old experience pointtotal.

    Willum has some additional advice for the PCs before theyleave:

    6 Take along plenty of food and water.

    6 Watch out for the molydei, the guardian tanar'ri who keepwatch over everything that moves in and out of the Abyss. ThePCs

    know when they meet one, as they're about the only tanar'ri thathave two heads.

    6 Never forget the value of a little garnish. ("Sometimes a lotworks when a little won't."")6 The PCs will know theship when theysee it. It's 300 feet long and looks unlike anything else on theplanes.6 Willum's sources have informed him of the rumored locationof a temporary portal that will take the PCs directly to thePlain

    Infinite Portals, the first layer of the Abyss. It's in ornearTashad's Barber Shop, near the Shattered Temple. The key to theport

    reported to be any scrap of rusty iron.Iron, not steel;the PCsshould be able to pick some up anywhere.

    6 The party should be fairly near the ship when they arrive onthe Abyss. They should wave some jink at the first intelligentb

    they meet even a leatherheaded tanar'ri should remember seeing aflying ship.

    6 When the PCs are ready to leave the Abyss,they might prefer touse the portalthat leads to Plague-Mort rather than the port

    Sigil; it's in the burg called the Broken Reach.Red Shroud, theruler of that cage, is a noted poisoner, so it might be a good ideato

    along a vial of poison as garnish. (Willum can provide it if thePCs ask, but he'll ins is t that they give it to Red Shroudwith

    compliments, rather than theirs.)

    THE PORTAL

    Willum's directions lead you to Tashad's Barber Shop, a smallcase located on the ground floor of a tall, half-timbuilding nearthe Shattered Temple. Like everything in the area, the building iscovered with filth, soot, and a thick laye

    razorvine There are no obvious clues that indicate a portal butthe open doorway into the shop seems to be the only archwa

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    As you study the arch, a stifled groan erupts from the shop'sdingy interior. An agonized scream follows a second later.

    Tashad (Pr/Male h/Tl1/FL/N) is a barber-thief from Zakhara. Shecame to the Outer Planes involuntarily some years ago, a

    offending a marid. After discovering the City of Doors, shedecided to stay. In addition to providing shaves and haircuts,she

    serves as a surgeon and healer. The Athar, who pike mostpriestly assistance, provide her with plenty of business. She'sbusy clean

    out an infected wound right now, hence the screams.

    Tashad knows her shop's dooris the portal to the Abyss,and thatit's active only for five days each month.For the price

    shave and a haircut, and a few civil words,she'll tell the PCsas much. (They're in luck: It just became active again today.) Forano

    garnish, she'll leave her door open until the portal shuts downon its own,in four days. (When Tashad shuts the door she closes

    portal, as there's no longer an open archway.)

    OPTIONAL ENCOUNTERS

    The DM can spice up the PCs' time in Sigil by throwing in one ortwo of the following encounters. This section also inclu

    two ways to start the adventure if the PCs are unwilling to getthe ball rolling themselves.

    BEWARE THE GUARDS: The PCs' more-or-less open meeting withWillum at the Grinning Imp, and their subsequent efforts to ga

    information about the Abyss, have drawn the attention of theinvolved factions. The Mercykillers and the Doomguard are the m

    likely candidates use the faction most opposed to the group'sgeneral faction allegiance. If the PCs refused the mission, b

    factions might hunt the PCs because they assume the adventurersplan to recover or destroy theship.

    Two fighters approach the PCs on the street and tell them toforget going to the Abyss to look for flying ships. They p

    out that an arrow is aimed at each PC's back. (If the PCslookbehind them, they see archers with nocked arrows standing on anea

    roof.) If the PCs choose to Fight,the two bashers on the streetparry with their swords while their companions fire arrows. Eachfighas at leasthas a score of 17 or higherin at leastone of thefollowing statistics:Strength, Dexterity,and Constitution. If thePCs d

    deal with the fighters immediately, they'll have to face themwhen they try to use the portal.

    GUARDS(8*): THACO 13;#AT3/2 or 2/1; Dmg by weapon; AC4; HD 7**;hp 5 per HD; MV9; SA Strength and specialization bonu

    as assigned by the DM; SZ M; fat avg; AL varies; ML 12; XP 975each.

    Equipment:Banded mail, long sword, long bow, 20sheaf arrows+1.

    *Assuming six PCs, there are two guards, plus one additionalguard per PC.

    ** Assuming 10th level PCs the guards should be two or threelevels lower.

    ALITTLE BUB GOES ALONG WAY:Sam (Pl/Male h/F6/S2)/CN), adown-on-his-luck bubber with nothing to do but stick his nose intoo

    people's business , accosts the PCs while they're sitting downfor a drink or a meal. In return for a little hub, he can tellthe

    everything they need to know: "S'cuse me, friends, but are youplanning a trip to the Abyss?" Sam actually knows enough about

    Abyss to give the PCs the same general information they couldget at any faction headquarters. He'll also answer any otherques

    the PCs put to him, provided they keep his cup full, but hecollapses in a heap after about five drinks. Samhas the followingadditi

    information.

    6 Willumrefused to pay off one of his customers recently. Theclient was shipping silver ingots to the Abyss and lost everyth

    right down to the pack animals and guards.

    This is true; the silverwas destined for Twelvetrees,where itwas going to be turned into ballista bolts for theships of ch

    Willum's policy with the merchant helped him learn abouttheship. This bit of information really has nothing to do with theadvent

    but it might sound important to the PCs. If they ask Willumabout the incident, he tells them that the merchant's policy didn'tco

    losses due to war in this case, the Blood War.

    6 The Doomguard (or the Mercykillers) are looking for the PCs.(This is a good one to use if the PCs already have met the fightersfr

    the previous optional encounter.)

    The DM can use Sam to convey any other information that the PCshave overlooked. (If the DM wants the PCs to kno

    Sam can tell them about it.)

    ALTERNATE STARTS

    FACTION START: If the PCs are members of one of the six factionsmentioned in the "What the Factions Know" section (page 6),they

    receive a summons fromtheir faction.A high-up man in the factiontells the PCs about Willum's announcement and suggests that t

    meet him. The conversation might go something like this:

    "Some dried-up berk named Willum is trying to scare up people togo to the Abyss and find something that somebody l

    This Willum is sitting in the Grinning Imp, swilling bub. Gotalk to him and find out the chant. There's bound to be some jinkin

    deal for you, and the factol is very, VERY interested in thedark of it all - get the hint?"

    NONFACTION START: Willum might forget his illusory trumpeter andcontact the PCs himself, explaining that he knows thePCsreputation. To get their attention, he might introduce himselfby offering them a gem or magical item.

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    The portaltakes the PCs to a ruined city in the Plains ofInfinite Portals, the firstlayer of the Abyss. Theship is somew

    nearby, roaming about under the command of a babau, collectingstray tanar'ri for the Blood War before it returns to itsmaster

    Twelvetrees. The section of the plane that the PCs are visitingis safer than usual because many tanar'ri (who have no desire toserv

    the Blood War) are avoiding theship.

    DMNOTE: There's no day or night on the Plain of InfinitePortals. Smart cutters might note the passing hours by how oftenthey

    hungry otherwise, time flows by unnoticed. The air is fairlyclear, but a dusty haze cloaks everything in the distance;visibility is

    equivalent of mistor light rain (see thePHB, table 62). PCs onthe ground can see landmarks such as mountains, lakes,and ruins

    or ten miles away (three hexes on the DM map - see the inside ofthe gatefold cover) at most. Froma height, the PCs can seelandm

    about 20 miles away (seven hexes). The large circle in the DMmap's center marks the limit of the PCs'ability to spot landmarksif t

    climb on any roof of the mined city, or if they fly up to get abetter view.

    Remember that magic is often altered in the Abyss. See thePlanesof Chaosboxed set for details, but the effects of the p

    upon the various wizard schools are briefly outlined below.('Course, the PCs' magic works normally if they have the properspell key6 Alteration magic opens the recipient to uncontrolledtransformations. (See the alteration spell effects, detailed on themap s

    entitled "An Abridged Lexicon of the Abyss," in the aforementioned boxed set, for guidelines.)

    6 Conjuration/summoning magic can draw the attention of thetanar'ri, as can evocation/invocation magic.

    6 Divinations are often safe, but when a true tanar'ri issubjected to a divination it can create a special magicalcounterattack

    addition to its own spell-like abilities). SP is particularlyhazardous to the caster. 6 Illusion/phantasms are enhanced.

    6 Necromancy works normally.

    6 Wild magic is even more unpredictable than usual.

    6 Elemental magic is ineffective.6 Priest spells are affectedaccording to their school, and most priests suffer a reduction incasting level.

    TANAR'RI SPELL-LIKE ABILITIES: Unless otherwise noted, alltanar'ri in this adventure have the following spell-likeabilities:Darkness

    radius, infravision,and teleport without error.These abilitiesare notsubject to the Abyss's special magical properties.

    COMBATWITH THE DENIZENS OF THE ABYSS:Unless otherwise noted, nontanar'ri attempt to flee fromcombat if they lose at least halfthei

    points , and if they have an escape route (as those whosurrender are generally as good as los t in the Abyss) . Mosttanar'ri telepor

    safety if they lose 90% or more of their hit points or whentheir leader is defeated. All tanar'ri have the followingresistances

    immunities:

    They suffer no damage frompoison, non magical fire, orelectricity. They sustain only half damage fromcold, magicalfire,

    gas. Greater tanar'ri suffer only half damage formsilverweapons. Magical weapons carried by tanar'ri in this adventuredisappear w

    the creature is slain.Smart DMs will consult the PLANESCAPEMONSTROUS COMPENDIUM and theMonstrous Supplementin thePlane

    Chaosbox for a clear understanding of tanar'ri.

    ARRIVAL

    The heroes arrive in a ruined city (at the center of the circleon the DM map) and cross the path of a molydeus, who th

    they'd make fine troops for the Blood War. The PCs mustdefeatthe fiend or convince it to let themgo. (The latterrequires a lotof j

    but it's possible.) If the PCs fought the Mercykillers orDoomguardsmen from the optional encounters in Chapter I, it'spossible

    their foes might pursue themthrough the portaland continue theattack. If so, the PCs'difficulties amuse the molydeus so muchth

    just blocks the portal and sits back to enjoy the show.

    You step onto an empty street covered with orange-red dust. Yourfeet send up plumes of crimson motes, giving the air a

    scratchy smell. The skeletons of gutted bui ldings loom overyou, and dusty heaps of smashed masonry lie everywhere. A fewpatc

    of razorvine cling to the broken stones, and a bloated red sunlooms high above the rooftops. The sunlight is strong and hot,

    utterly cheerless.

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    If the party has been followed by rival factioneers, say so andresolve the encounter before reading the next passage.

    For a moment there is no sound except your feet scuffling in theruddy dust and a sneeze or two from your party. The

    hissing laugh erupts behind you. A massive creature with twoheads, one snakelike and one canine, stands in the archway beh

    you, cutting you off from Sigi l. The snake head continues tosnicker as the canine head address you with a growl: "So, whathave

    here?"

    "Planar volunteers for the Blood War of course!" answers thesnakehead.

    "Look lively then," says the canine head. "The stinking baatezuare impressed by disciplined troops!" The creature hef

    wicked-looking double-headed battle-axe.

    MOLYDEUS: THACO 9; #AT 3; Dmg 2d6/ld6/2dl0+5 (are); AC -5; HD12; hp 70; MV15; SA vorpalaxe of dancing,poison; SD hit o

    by cold-iron weapons, never surprised; MR 90/o; SZ H (12' tall);Int exc; AL CE; ML 20; XP 21,000.

    Spell-like abilities (12th level): Always active: trueseeingonce per round:affect normal fires, animate object,blindness, charm per

    or mammal, command, Evard's black tentacles, fear, improvedinvisibility, know alignment, polymorph other, sleep, suggest

    vampiric touch;seven times per day: lightning bolt.

    Gate (once per hour):ld4 babau, ld2 chasme, or 1 molydeus(35%).

    The party would do well to negotiate with the molydeus. Itcannot be intimidated or bluffed,and it will gladly fight ifattac

    In combat, the molydeus uses itsaxe and drops back to use itsspell-like abilities when the weapon begins to dance. If it suffersm

    than 20 points of damage, it uses itsgate ability to summon achasme. If the molydeus suffers at least 50 points of damageittelep

    away.

    The first spell attack that breaches the molydeus's magicresistance draws retaliation from a tanar'ri lord. (See the"Mag

    Conditions" section of the "Depths of the Abyss" chapter inTheBook of Chaos, in thePlanes of Chaosboxed set.) The tanar'ri

    causes 2dl0 of the surrounding rocks to transform into dretchesthat swarm over the offending spellcaster. The dretches fighttodeath if the molydeus is present, but teleport to safetyimmediately if the molydeus flees or is killed.

    If the PCs decide to negotiate, the molydeus is arrogant andsupremely confident. Its two heads keep up a running ban

    suggesting various horrible fates that might await the PCs inthe Blood War. The molydeus can be bribed to let the PCs pass,b

    offended if offered anything less than 1,000 gp per person. Itis satisfied with at least 2,000 gp per person or a magical item.Charac

    who cannot pay must fight the molydeus or become a draftee forthe Blood War. If the PCs are reluctant to part with their jink,on

    the heads suggests that allthe party's treasure would be lost ifthe molydeus simply slew them.

    If the PCs mention theship of chaos, the molydeus hints that itknows where theship is. For a payment of at least10,000

    two magical items,or one Blood Wardraftee, the molydeus tellsthe PCs that it sawtheship flying over the lakes of molten ironju

    few hours ago. The information is correct; the molydeus assumesthe PCs are Doomguard who have come searching for theship,

    that they eventually will be trapped on the layer of Twelvetreesif they board theship.

    If the PCs askabout a guide, the molydeus whistles up anarmanite who will serve the PCs for a mere 5,000 gp,a magical i

    or a Blood War draftee. The armanite is fairly reliable astanar'ri guides go. It offers no information,but gives generallytruthful answ

    to any questions put to it. If the PCs fight any tanar'ri, thearmanite hangs back until it appears that one side or the other iswinnthen joins the winning side. If the PCs don't watch thearmanite carefully, it grabs their treasure or a wounded PC andteleports aw

    The DM is free to decide a kidnapped character's ultimatefate.

    If the PCs don't survey the area froma height, all they see areruined buildings and a few purple trees beyond. However, th

    are numerous rises and broken-down buildings that the PCs canclimb in order to get a bettertake on the plane. The DM can sug

    as much if the players ask about the surroundings. Read thefollowing if the PCs survey the area from a height. The covergate

    illustrates the following text; let the players look at it whilethe passage is read:

    A bleak vista of rust-red dust, bathed in the crimson rays fromthe sun, surrounds you. The massive orb hangs motion

    and directly overhead in a perpetual high noon. There seem to beno true directions here the distant horizon is cloaked

    blood-red haze, and it appears to curve upward and away fromyou, as though you stand in the depths of a huge bowl, yet

    ground around you seems flat as a tabletop.

    A weird forest of grotesque trees immediately surrounds theruins where your party stands. The plants are about 30

    high and twisted into wild serpentine curves. Their bark andfoliage are either disgusting purple, made even more lurid by thesunlight, or bone white that appears to be freshly washed in blood-another trick of the red sun.

    Straight ahead, you can make out the shores of a lake filledwith white hot iron, but only the merest tip shows through

    haze, and you can't tell how large the l ake is. To the left,also cloaked in haze, you spy a great fortress of rusty iron. Aseething m

    of tanar'ri surrounds the citadel in a restless, living tide.Waves of attackers swarm over the battlements, tearing away greatchu

    of metal.

    In the opposite direction of the molten lake, a ruin just likethis one stands silently at the edge of sight. Further to thelef

    you scan, a second iron fortress lies within another forest ofpurple and white trees.

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    SEEKING THE SHIP OF CHAOS

    Once the PCs have dealt with the molydeus, they're free tosearch for theship. If they allowed Willumto lure them

    wishingto find theship, it makes no difference where they go orwhat they do they'll mark it eventually.If the party treatedwith

    molydeus, they'll most likely head for the lake of molten ironimmediately, as that's where the molydeus says it saw theship. Factis

    ship still is taking on crew in the town of Raazorforge (see theDM map). The party should have no difficulty finding the town

    catching theship before it leaves.

    If the PCs did not make thewish and did not ask the molydeusabout theship, they must either stumble upon it or pic

    some clue of its whereabouts fromsome passing denizen of theplane. Assume that theship spends three or four days inRaazorfo

    then moves counterclockwisearound the map, visiting each of thecitadels,cities, and ruins, pausing at each location forat leastahours (never longerthan a day) before exiting through the conduitnearest the top of the map. Theship moves about 24 hexes per

    and completes its circuit of the map in ten days.

    Theship is about 300 feet long and at leastvaguely visiblefromup to 20 miles away. It also leaves a trail of dead larvaei

    wake. When moving across the map,theship drops the witheredshell of a larva about every mile or so (three larvae per hex).With

    larvae appear to be blackened husks about 4 feet long. Theycrumble to dust at the slightest touch. Characters who examine ah

    closely without touching it can make out the features of thelarva's humanoid face. (Note thatspeak with dead spells are uselessin

    case; once a larva dies it is utterly destroyed.) Most tanar'rithe PCs meet can be bribed or coerced into revealing what theyk

    about theship (which is very little unless it has passed byrecently); a garnish of about 500 gp or a suitable showof force issuffic

    to extract a tanar'ri's information. Intelligent non tanar'riare slightly more talkative; see individual encounters (in thepages that fol

    for details.

    DM NOTE: The meeting with the molydeus is the only presetencounter in this chapter. The remainder of the material in thischa

    describes the various features of the DM map,and it's intendedto be used for randomencounters,to keep the action moving whilePCssearch for theship.Encounters are listed by terrain.

    If the PCs get the molydeus's clue, head straight forthe lake ofmolten iron, and proceed directly to Raazorforge, they sho

    have only two or three random encounters. If they wander theplane instead, they should have about one encounter per day.

    PLAINS

    These open areas contain nothing but red dust, occasionalout-croppings of rock, and patches of razorvine. The PCs m

    have any of the following encounters while traversing theplains.

    HORDE OF WANDERING TANAR'RI: Two to four hundred least andlesser tanar'ri led by a cambion, succubus, or vrock havedeserted

    Blood War and are roaming the plane. The horde raises toweringclouds of dust that can be seen fromat least 15 miles away. The

    easily can avoid the horde, but if they're addle-coved enough toapproach it, the tanar'ri attacken masse until the PCs flee or ares(A horde can appear in the PCs' path whenever they go anywhere theDM doesn't want them to.)

    CHASME SCOURS: ld3 chasme pass by, searching for stragglersfromthe Blood War. If the PCs attack, the chasme swoop into com

    using theirsleep drone as they close. If the PCs ignore them,the chasme approach to within 100 yards, hover overhead for l

    rounds, and use theirsleep drone. At the end of this time theymight attack the group (40/o), fly away (40%), ortele-portaway

    return in 1 d4 hours with three more chasme and 2d4 eyewings.The chasme and their allies attackunless the PCs pay amagicalite

    tribute.

    CHASME (1D3): THACO 13; #AT 3; Dmg 2d4/2d4/ld4; AC -5; HD 8+2;hp 38; MV 6, Fl 24(D); SAwounding, sleep drone, terror;

    50%; SZ M (7'long); Int avg-very; AL CE; ML 15-16; XP14,000.

    Spell-like abilities (8th level): Always active:detect good,detect invisibility; once per round:insect plague, ray ofenfeeble-m

    telekinesis.Gate (three times per day):2dl0 manes, ld4+lcambions, or 1 chasme (40%).

    EYEWING (2D4): THACO 17; #AT 3 or 1; Dmg ld6/ld6/ld4 ortears;AC4; HD 3; hp 15; MVFl24(B); SA hit fromtearinflicts 2d6 po

    of damage - save vs. poison for half, splash fromtearattacks allcreatures within 10' at THACO 19, which inflicts 2d4points ofdam

    - save vs. poison for half; SD immune to cold; SZ L (15'long);Int low; AL CE; ML 12; XP 650.

    RAMPAGING ARMANITES:A packof ld4+4 armanites charges thePCs.They have lost their knect and attackuntil they're destroyedor

    PCs find a way to escape. If the PCs attackthe armanites as theyapproach, half of themhalt and fire their arrows and spark boltsat

    party while the remainder closes to melee range. Once melee isjoined, the halted armanites charge.

    ARMANITE (1D4+4): THACO 15;#AT3; Dmg 2d6/2d6 (hooves)/ Id10(flamberge) or ld8+l (arrow); AC 2; HD 5; hp 23; MV 18, Fl 18

    SA spark bolts,crushing hooves; SD hit only by +2 or betterweapons, immune to poison, cold, and electricity; SZ L(10' tall);Int a

    AL CE; ML n/a; XP 2,000.

    GIANT ANTS:The PCs stumble onto a nest of Id 100 giant red ants,which swarm out of the dusty ground. These ants are tougher t

    h i i i l b ' h i l h d d h i b d h i h f i i

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    the Abyss. They attackfearlessly until half their number areslain or until the PCs use fire against them. They are hard todetect w

    lying in wait in the red dust, and impose a -3 penalty upon theparty's surprise rolls.

    GIANT ANT (ID100): THACO 17; #AT 1; Dmg 2d4; AC3; HD 3; hp 10;MV18; SA hit allows sting attackfor 3d4 points of damage, s

    vs. poison for only ld4 damage; SZ S (3' long); Int non; AL N;ML n/a; XP 420.

    VIPER TREE FORESTS

    The tanar'ri planted a grove of viper trees to protect theportal to Sigil in the ruins. (See theMonstrous Supplementin

    Planes of Chaosboxed set.) The trees are particularly aggressiveand attack anything that comes within reach except tanar'rithatman-sized or larger. When the PCs enter a forest hex, theystumble into ld3 viper trees and must fight. If the PCs flee, eachtree bre

    off ld4 branches, which pursue. If the PCs are wary of thetrees, an alertness proficiency roll,detect invisibility spell, orsucces

    Intelligence check allows them to locate the dangerous trees andavoid them. However, paying such close attention to the t

    imposes a 90/o chance of getting lost and wandering in circleswithin the forest; the chance of getting lost falls to 50% if theparty

    an armanite guide.

    VIPERTREE (1D3): THACO 13; ^AT7; Dmg 2d6; AC7; HD 7; hp 30; MV0;SA venom, detached branches; SD immune to cold, poi

    acid, and spells that affect single creatures, half damagefromtype B weapons, double damage fromfire; SZ H (30' tall); Intsemi;

    CE; ML 12; XP 5,000.

    RUINS

    These areas, including the one containing the portal the PCsused to enter the plane, are the broken remnants of foPlague-Morts.Periodically the gate-town is pushed over the boundary of theOutlands and into the Abyss, when enough folks in

    burg go barmy with evil and riot in the streets. Over thecenturies, a whole series of cities have drifted into the Abyss.(If the PCs

    low the line of ruins, they'll eventually find the Broken Reachand its portal to the Outlands.) The transported Plague-Mortscontinu

    function for a time, but they eventually fall into disrepair.Enterprising planars emigrate to other locales, where the tanar'rioverlor

    more firmly in control, and the original city is graduallyabandoned. Finally, a horde of tanar'ri invades the city and stripsi

    everything valuable.

    If the PCs visit any ruins, they might encounter any of thefollowing creatures.

    MANES: 5dl0 of these creatures are noisily scavenging. The PCscan give themthe laugh if they move quickly, but the manes atta

    they mark the party. The PCs cannot communicate with them, evenusing magic.

    MANE (5D10): THACO 20; #AT 3; Dmg ld2/ld2/ld4; AC8; HD 1; hp 4;MV6; SA acidic vapor; MR 10%; SZ S (3' tall); Int semi; ALML n/a;XP 975.

    ARMANITES:2dl0 armanites are searching for a place to establisha newcity. They'll attackat the slightest provocation,but gladlyac

    some jink in return for information.

    ARMANITE (2D10):THACO 15; #AT 3; Dmg 2d6/2d6 (hooves)/ 1d10(flamberge) or ld8+l (arrow); AC 2; HD 5; hp 23; MV 18, Fl18(C);

    spark bolts, crushing hooves; SD hit only by +2 or betterweapons, immune to poison, cold, and electricity; SZ L (10' tall);Int avg

    CE; ML n/a; XP 2,000.

    CRANIUM RATS: Forty craniumrats are attracted to the PCs'rations. There are enough of them to generate twophantasmal forcesp

    (described for the players below). Because illusions areenhanced in the Abyss, the effects have an audio component.

    You have entered an area of tangled wreckage, heavily overgrownwith razorvine and carpeted with deep drifts of red from thesurrounding plain. The dust muffles your footsteps, and you'd be assilent as wraiths if not for the jangling of your arms

    equipment. As you trudge along, a despondent moaning seems torise from the dust at your feet. Shortly thereafter, a cloa

    apparition materializes before you: It is man-sized, but seemsto be legless. Its pinched face is pale and covered withparchment

    skin drawn so tight it's nearly skeletal. The creature clutchesa wooden alms bowl in its clawlike hands. With another implor

    moan, it holds out the bowl.

    The rats hope the party will give up some food. The illusioncan't speak, but it can moan and move to block a single chara

    who tries to walk by without giving it anything. If severalcharacters pass the illusion, a second begging phantom appears.

    Anything the PCs put into the bowls disappears. Liquids seemtoevaporate or drain away. Solid items such as coins clin

    the bottomof the bowl, but vanish. Food disappears, too, but thePCs can "fill" the bowls if they pile in food quickly enough.

    items actually fall to the ground, landing silently in the dust.If the PCs specifically look at the ground, they see the items andh

    good reason to disbelieve the illusion.

    The rats let the PCs go if they surrender at least two weeks'worth of rations. They attack otherwise.

    CRANIUM RAT (40): THACO 19; Dmg ld4; AC 6; HD 1; hp 3; MV15; SAspells; SD communal mind; SZ T (6' tall); Int low; AL

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    ADVENTURERS: A group of Clueless treasure hunters has lost allits rations to the cranium rats. They detected the rats'illusions

    dispersed the pack, but the rats returned while the group wasresting and stole all their food. The adventurers are starvingand

    perate. They'll pay 500 gp or apotion for a week's rations.(They have 2,000 gp and the potions listed below.) If the PCsrefuseto

    the adventurers attack.

    FIGHTERS (6*): THACO 13; #AT3/2 or 2/1; Dmg by weapon; AC 4; HD8**; hp 48; MV9; SA Strength and specialization bonuse

    assigned by the DM; SZ M; Int avg; AL N; ML 12; XP 1,400each.

    Equipment: Banded mail, shield,long sword +1, long bow, 20 sheafarrows, dagger, two potions each from the following list:E

    extra-healing (x2),fire breath, flying, gaseous form, healing(x2),invisibility, oil of slipperiness, speed, treasure finding,und

    control(spectre).

    PRIEST:THACO 16; Dmg by weapon; AC 4; HD 9**; hp 45; MV 9; SASpells cast at 7th level; SZ M; Int avg; AL CN; ML 12; XP 2,0

    Equipment:Banded mail,shield +1, mace of disruption, potion ofextra-healing, potion of fire resistance.

    Spells Carried: Ist-level: cure light wounds; 2nd-level:aid,augury; 3rd-level:neutralize poison, cure disease; 4th-level:cureser

    wounds.

    WIZARD: THACO 18; Dmg by weapon; AC 4; HD 9**; hp 27; MV 9; SAStrength and specialization bonuses as assigned by the D

    SZ M; Int high; AL CN; ML 12; XP 2,000.

    Equipment: dagger +2, wand of fear (19 charges), wand of wonder(41 charges), potion of ventriloquism.

    SPELLS CARRIED: Ist-level: magic missile (x2), charm person;2nd-level: ray of enfeeblement, stinking cloud; 3rd-level:fireball, slow;

    level: dimension door, improved invisibility; 5th-level: wall ofiron.

    *Assuming six PCs, there is one fighter per PC.

    **Assuming 10th level PCs - the NPCs should be two or threelevels lower.

    CITADELS

    Powerful tanar'ri lords maintain these enormous iron fortresses.Some of them are simply clever individuals who have mana

    to carve out personal domains in the internecine chaos of thePlains of Infinite Portals.Other lords (usuallynalfeshnees,mariliths,

    balors) actually serve in the Blood War by keeping a lookout forinvading baatezu and others who might try to seize control over

    lakes of molten iron. All the lords are especially wary, nowthat aship of chaos is in the vicinity. They're apt to consideranystran

    either a baatezu agent or just another opportunistic enemy.

    You have a message for the master? Follow me:

    I believe he will have an immediate reply for you.

    A cambion lieutenant to a group

    of soon-to-be-lost leatherheads.

    Each lord is served by an elite cadre of about a dozenweakertrue tanar'ri (vrock, glabrezu, and hezrou), an elite guardof a

    dozen greater tanar'ri, and several hundred lesser and leasttanar'ri. Wise bloods will stay well away from the citadels.

    If the PCs approach a citadel, a security patrol comes out tomeet them. A typical patrolconsists of a vrock leader, accom

    nied by seven or eight alu-fiends and cambions - the patrolalways outnumbers the PCs. The vrock demands to know the

    intentions. Generally, the vrock turns the PCs away,

    probably will attack unless they offer it a substantial garn

    If a fight breaks out, one or two tanar'ri reinforcements ar

    every round (teleporting to the battle from the citadel) u

    the PCs flee or are slain.

    ALU-FIEND: THACO 19; Dmg ld8+l[long sword +1); A

    [plate armor +1); HD 2; hp 9; MV 12, Fl 15(D); SA regain

    points ; SD hit only by magic or cold-iron weapons, se

    danger 75/o of the time; MR 30%; SZ M (6' tall); Int avg

    CE; ML 11; XP 4,000.

    Spell-like abilities (2nd level): Once per round:charm per

    ESP, shape change, suggestion; once per day: dimens

    door.

    Cambion: THACO 17; #AT 2; Dmg ld8+3 (+2 attack rolls

    damage for magic and specialization); AC 1 (plate armor);

    9 (F9); hp 81; MV12; SA causefearby touch, thief abili

    SD never surprised; MR 30%; SZ M (6' tall); Int avg; AL

    ML 13; XP 6,000.

    VROCK: THACO 13; #AT 5; Dmg ld4/ld4/ld8/ld8/2d4+9(bill-guisarme+2); AC -5; HD 8; hp 36; MV12, Fl 18(C); SA spores,scre

    dance of ruin, first attack; SD neversurprised, hit only by +2or better weapons; MR70%; SZ L (8' long); Int high; ALCE;ML1719,000.

    Spell-like abilities (10th level): Once per round: detectinvisibility, detect magic, dispel magic, mass charm, mirror image,telekinesi

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    If the DM wants a side adventure, glib-tongued PCs might gainentrance to the citadel by claiming to be messengers or

    chants, or by offering to serve the lord. Generally, thetanar'ri will simply lure the PCs inside where they can be over-whelmed

    killed or enslaved (unless they magically escape).

    The citadel marked with crossed swords (inside the circle on theDM map), which was mentioned earlier, is under siege b

    mob of manes, rutterkins, bar-lguras, and a few more powerfultanar'ri. Even froma distance it's clear that the attackers areswarm

    over the fortress like angry ants, literally tearing the placeapart. If the PCs come closer, they see the mob pull down anddevo

    defender, and if they're barmy enough to come closer afterwitnessing that, they are attacked en masse and devouredthemselves.

    CITIES

    These areas are vast slums teeming with dretches,Bleakers,tief-lings, and assorted planars barmy enough to set their kip

    the Abyss. Squads of babau and chasme patrol the streets and thesurrounding plains, looking for deserters from the Blood W

    Somewhere in the city's depths lies a palace or fortress wherethe local tanar'ri overlord resides.

    The PCs should be able to survive a visit to a city, providedthey mind their own business and watch their backs. Supp

    and meals are available at three to five times the normalprice.The PCs can find very little information,as the locals survive bykeep

    their bone-boxes shut about what they see and hear. They knownothing about theship of chaosunless it has visited the city, inwh

    case the city is a shambles because theship's entropy fieldliterally caused a riot. If the PCs ask about such destruction, thelocals

    thema flying ship came by and made everybody barmy. For aminimalamount of jink, the PCs can learn details such as whenthe

    came and which direction it went when it left. Other possibleencounters include:

    BULLY: A cambion with a habit of tormenting the city's planarinhabitants taunts or insults a PC. The cambion is armed withatrid

    +2and is looking for a fight, but teleportsaway if the partygets the upper hand.

    CAMBION: THACO 17; #AT 2; Dmg ld8+2 (+2 attack rolls, +3 damageformagic and specialization); AC 1 (plate armor); HD 9 (F9); hp

    MV 12; SA cause/ear by touch, thief abilities; SD neversurprised; MR 30%; SZ M (6' tall); Int avg; AL CE; ML 13; XP6,000.

    SNAKE OIL:A tiefling dressed in gaudy clothing offers the PCstrinkets, small weapons, vials of poison or acid, and other smallitems.

    goods are shoddy, but the prices are low. He keeps haranguingthe PCs until they buy something. If the characters walk away

    tiefling tags along, still urging them to buy. If he can't makea sale, he picks the closest PC's pockets.

    TIEFLING (T9): THACO 16; #AT 2; Dmg ld6+l(short sword+J)/ld4+l(dagger +7); AC 4; HD 9; hp 28; MV12; SA infravision (

    darkness 15'once per day, pick pockets 95%, backstab forquadruple damage, other thief abilities; SD half damage fromcold,+2

    saves vs. fire, electricity, and poison; SZ M (5' tall); Al CE;ML 10; XP 2,000.

    S 11, D 18, C 11,1 12, W 11, C 12.

    SUCCUBUS

    :A bright-eyed young woman throws herself at the PCs' feet. Sheis desperate to escape fromthe Abyss and begs the PCtake her withthem. She offers to cookand clean forthem. She confesses to havingsome minor spell abilities,and offers to perform

    services the PCs might think appropriate. She is merely seekinga victim, however. (See "Campfollowers," on page 32.)

    SUCCUBUS:THACO 15; #AT 2; Dmg ld3/ld3; AC 0; HD6; hp 27;

    MV12, Fl 18(C); SA kiss drains one energy level; SD neversurprised, hit only by +2 or betterweapons, immune to all fire; MR30%

    M (6'tall); Int exc; AL CE; ML 13; XP 11,000.

    Spell-like abilities (6th level): Once per round:becomeethereal, charm person, clairaudience, ESP, plane shift, shapechange

    humanoid form of about own size and weight),suggestion.

    Gate (once per day):one balor (40%).

    PRESS GANG: A babau and a hezrou are in the city, collectingrecruits for the Blood War. They decide the PCs would make goodtro

    (They might arrive on the scene if the PCs fight the cambion.)The PCs can bribe their way free for 10,000 gp, but only if thereare

    witnesses. If they fight, no one lifts a finger to help thetanar'ri (though they may use theirgateabilities). The tanar'ridon't pursue if

    PCs flee via a teleportspell or other magical means.

    BABAU: THACO 13; #AT 1 or 3; Dmg ld4+l/ld4+l/2d4 or ldlO+8(twohanded sword +1]; AC -3; HD 8+14; hp 50; MV 15;

    enfeeblementgaze, thief abilities;SD acidic jelly,hit only by +1or betterweapons; MR 50%; SZ M (7' tall); Int genius; AL CE; ML

    16; XP 17,000.

    Spell-like abilities (9th level):Once per round: dispel magic,fear, fly, heat metal, levitate, polymorph self.

    Gate (once per day):ld6 cambion or one babau (40%).

    HEZROU: THACO 11; #AT 3; Dmg ld6/ld6/4d4; AC -6; HD 11; hp 58;MV 12; SA bearhug, stench; SD half damage fromnonmag

    attacks, hit only by +2 or better weapons, never surprised; MR70%; SZ L [Ttall); Int avg; AL CE; ML 18; XP 14,000.

    Spell-like abilities (9th level): Once per round:animate object.Wink, produce flame, protection from normal missiles, summoninse

    unholy word, wall of fire;three times per day: duodimension.Gate (three times per day):4dl0 least, 1d10 lesser, orld4 greater tanar'ri (50%); once per day: one true tanar'ri(20%).

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    CONDUITS

    Conduits are ragged cavities in the ground; they can be anywherefrom a few yards to a full league wide. Conduits

    gateways to deeper layers of the Abyss, and the PCs have nobusiness entering any of them during this adventure.

    If the party uses a conduit, it is literally at the DM's mercy.Once they enter, magical forces seize the characters and carryt

    through the loops and spirals in the conduit's tortuousinterior; they cannot control their movement until they arepropelled out of

    conduit's other end. The sods might find themselves submerged indisease-infested muck, hurled into the waiting arms of an Aby

    lord, looped back to the Plains of Infinite Portals,or anywhereelse the DM chooses to place them. The PCs have no encounterswi

    the conduits (everything that enters is immediately shoved outthe other end), but they can have encounters at eitherend.Possibil

    include:

    ARMY:Thousands of least and lessertanar'ri led by a hezrou areon their way to the Blood War. The PCs mustget out of the way o

    trampled to death. If the party doesn't leave the areaimmediately,the commander tries to press them into the ranks. ThePCs can a

    service by donating some jinkor magical items to the cause, orby beating a hasty retreat.If they fight,they'll be overwhelmedand

    to bits.

    HEZROU: THACO 11; #AT 3; Dmg ld6/ld6/4d4; AC -6; HD 11; hp 58;MV 12; SA bearhug, stench; SD half damage fromnonmag

    attacks, hit only by +2 or better weapons, never surprised; MR70%; SZ L (7' tall); Int avg; AL CE; ML 18; XP 14,000.

    Spell-like abilities (9th level):Once per round: animate object,blink, produce flame, protection from normal missiles,summoninsec

    unholy word,wall of fire;three times per day: duo dimension.

    Gate (three times per day):4dl0 least, 1d10 lesser, or ld4greater tanar'ri (50/o); once per day: one true tanar'ri(20/o).

    MOLYDEUS:This creature is keeping watch over the conduit.Itallows no one to pass unless he has a writ of safe conduct fromatan

    lord or enough jink for a bribe.

    MOLYDEUS: THACO 9; #AT 3; Dmg 2d6/ld6/2dl0+5(axe); AC-5; HD 12;hp 70; MV15; SA vorpalaxe of dancing,poison; SD hit o

    by cold-iron weapons; MR 90%; SZ H (12' tall); Int exc; ALCE;ML20;XP21,000.

    Spell-like abilities (12th level): Always active: true seeing;once per round: affect normal fires, animate object, blindness,charm per

    or mammal, command, Evard's black tentacles, fear, improvedinvisibility, know alignment, polymorph other, sleep, suggest

    vampiric touch;seven times per day: lightning bolt.

    Gate (once per hour):ld4 babau, ld2 chasme, or one moly-deus(35/o).

    PRESS GANG: A babau and hezrou are watching the conduit fordeserters and strays. They find the PCs'presence near the conduitt

    highly suspicious, and they offer the characters a chance toprove their good intentions by volunteering for a tour of duty inthe BlWar. The pair can be bribed.

    BABAU: THACO 13; #AJ 1 or 3; Dmg ld4+l/ld4+l/2d4 or ldlO+8 [twohanded sword +]}; AC -3; HD 8+14; hp 50; MV 15;

    enfeeblementgaze, thief abilities;SD acidic jelly,hit only by +1or betterweapons; MR 50%; SZ M (7' tall); Int genius; AL CE; ML

    XP 17,000.

    Spell-like abilities (9th level):Once per round: dispel magic,fear, fly, heat metal, levitate, polymorph self.

    Gate (once per day):ld6 cambion or one babau (40%).

    HEZROU: THACO ll;#AT3;Dmg ld6/ld6/4d4; AC-6; HD 11; hp 58; MV12; SA bearhug, stench; SD half damage from non-mag

    attacks, hit only by +2 or better weapons; MR 70%; SZ L (7'tall); Int avg; AL CE; ML 18; XP 14,000.

    Spell-like abilities (9th level): Once per round:animate object,blink, fear, fly, heat metal, produce flame, protection fromnor

    missiles, unholy word, wall of fire;three times per day:

    duo dimension.

    Gate (three times per day):4dl0 least, 1d10 lesser, or ld4greater tanar'ri (50%); once per day: one true tanar'ri (20%).

    HOLE IN THE GROUND: What appears to be a conduit is merely adeep crater. The rock lining the crater walls is loose and breaksa

    easily. Any creature that weighs more than a housecat creates aminor avalanche, when trying to climb the walls and slides to

    bottom. A slide fromthe riminflicts 6dl0 points of damagefromfalling rocks (save vs . petrification for half). A bebilithhas made its

    in the crater and feeds upon anything that falls in.

    BEBILITH : THACO 9; #AT 3; Dmg 2d4/2d4/2d6; AC -5; HD 12; hp 54;MV 9, Wb 18; SA armordestruction, poison; SD continu-:

    protection from good, hit only by +2 orbetter weapons,webs,plane shift(Astral Plane only); MR50%; SZ H (15' long) Intvery;

    CE; ML 16; XP 13,000.

    CARAVAN ROUTES

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    If the PCs try to follow a route or spend any appreciable timein the vicinity of one, they might encounter Averil's cara

    Averil (Pl/female tf/F10,Wll/FL/CN) roams the Plains of InfinitePortals with his band of tiefling followers and armanitebodyguard

    tow. His train of 20 wagons carries supplies to the settlementsand citadels. Averil also wanders the shore of the lakes of molteni

    bartering for weapons and iron implements.Averil is suspiciousof the PCs, but relieved to see that they aren't bodaks. He is tooc

    ful to halt in the open, but will speak to the PCs if they hailhis caravan.He introduces himself as Averil, "free trader of theluxur

    and mundane." The DM can use Averil to impart any informationthe PCs need; however, the PCs must buy something to loosen

    tongue. (He is too proud to accept a simple garnish.)

    LAKES OF MOLTEN IRON

    The lakes in this section of the Plains of Infinite Portals glowwhite hot. At the shoreline, the molten metal laps aga

    beaches charred black fromthe heat. The warmth froma lake can befelt a league away, and no being can come within 100 yards of

    liquid metal without protection fromthe heat. (Tanar'ri areimmune to nonmagical heat.) Unprotected characters suffer 1d10point

    damage per round. Immersion in a lake requires a save vs. deathmagic, and failure kills the sod immediately. Even if the savesucce

    the swimmer still suffers 5dl0 points of damage per round.There's quite a bit of activity in the area.

    IRON CARRIERS:A party of two dozen manes under a glabrezu taskmaster toils along the shore, carrying crucibles of molten ironsl

    from iron poles. A dozen magma mephits lounge in the crucibles,keeping the metal hot. The glabrezu, G'oud'neejh, is not acti

    hostile, and greets the party in a friendly manner if they don'tattack or flee. The tanar'ri is curious about the PCs, and once hele

    (by virtue of his true sight) that they are not disguisedbaatezu, he's anxious to be helpful. The fiend readily answers allt

    questions, but is truthful only about theship of chaos and thePlains of Infinite Portals.When the PCs are ready to take theirleav

    him, he gives them several gems (the DM is free to set thevalue) and a brass coin imprinted with his name. He tells the PCsto cal

    him if they get into trouble.Fact is (and it should be nosurprise), G'oud'neejh has no interest in the PCs' welfare; he'ssimply trying lure a PC int

    indiscretion at some later date. If the PCs accept the coin,G'oud'neejh will answer their summons, but only after they leavethe Ab

    (G'oud'neejh is not the fiend's true name and confers no specialpower over him.) If the PCs attack, G'oud'neejh orders themephit

    use their breath weapons while he uses reverse gravityon thePCs. (See "Campfollowers," for more about G'oud'neejh.)

    GLABREZU (G'OUD 'NEEJH ): THACO 11; #AT 5; Dmg 2d6/2d6/ld3/ld3/ld4+l; AC -7; HD 10; hp 45; MV 15; SA grab; SD immune to

    magical attacks, hit only by +2 or better weapons; MR 50%; SZ H(15'tall); Int exc; AL CE; ML 17; XP 12,000.

    Spell-like abilities (10th level): Once per round:burning hands,charm person, confusion,dispel magic, enlarge, mirror image,rev

    gravity;seven times per day:power word stun; continuous: detectmagic, true seeing.

    Gate (once per day):one greater tanar'ri (50%).

    Magma Mephit (12): THACO 17; #AT 2; Dmg ld8+l/ld8+l; AC6; HD 3;hp 9; MV12 Fl 24(C); SA breath weapon once every 3 rouheat, canattempt to gate in 1-2 magma mephits with a 25% chance of success;SD regeneration; SZ M (5' tall); Int low; ALN; ML8

    420.

    MANE (24): THACO 20 ;#AT3; Dmg ld2/ld2/ld4; AC8; HD l;hp 4; MV6;SA acidic vapor; MR10%; SZ S (3' tall); Int semi; ALCE;

    n/a; XP 975.

    BODAK:Numerous mortals have foolishly allowed themselves to bekilled in the lakes. One of the resulting bodaks approaches thep

    from the beach and attacks. (This plane's red sun does not harmbodaks.)

    BODAK:THACO 11; Dmg by weapon (if any); AC 5; HD 9+9; hp 50; MV6; SA death gaze; SD hit only by cold iron or magical weap

    immune to poison and charm, hold, sleep,andslow spells; SZ M(6'tall); Int low; AL CE; ML 11; XP 5,000.

    SVERIL'S CARAVAN:The tiefling is on his way to Raazorforge tobarter for iron; see the "Caravan Routes" section (page 17) fordetails

    MOUNTAINS

    These barren peaks are composed of flint and obsidian.The slopesare a mass of pockmarks and jagged fissures.Every de

    in the surface creates an edge as sharp as a knife. Climbing toone of these summits takes two hours and provides a commandingv

    of the area, but the characters must successfully save vs.petrification each turn or suffer 2d4 points of damage from all thesh

    edges (bonuses for Dexterity and magical armor apply).

    VOLCANOES

    These two peaks are loftier than the surrounding mountains.Gaping craters at the summits lead downward for miles.Glow

    pools of magma are faintly visible in the depths. The craterwalls are honeycombed with caverns where flocks of varrangoindwell.

    monsters fear the tanar'ri and keep to their caves. If nontanar'ri trespass in the craters, however, they become agitated.After

    rounds, they swarm to the attack.A pool of magma inside onevolcano contains an immature (one-way) conduit leadingfrom theElemental Plane of Fire. W

    the PCs come within one hex of either volcano they see a massivehumanoid fleeing froma swarm of varrangoin The creature i

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    of varrangoin. The genie can outfly the varrangoin, but a few ofthemhave gotten close enough to make melee attacks.If the PCs

    cool their heels,the efreeti flies away after a round or two,easily outdistancing the varrangoin. (The varrangoin ignore thePCs.) B

    the PCs intervene, the swarm descends on them. Only about 20varrangoin attack at once, but another varrangoin joins the

    whenever one is killed. The whole flock retreats back to thevolcano after 12 of them are killed.

    The efreeti is not at all grateful if the PCs drive off thevarrangoin,but decides the PCs might be usefuland deigns to sp

    with them. (Efreet are haughty creatures who viewnon-efreet aseitherenemies or slaves.) The fire genie wants to know how toge

    the Abyss - the quicker the better. This is a good opportunityfor the PCs to get awish or two. 'Course, any leatherhead knowsaw

    granted by an efreeti is as good as a curse, but if the PCsagree towish the efreeti safely home, it will agree to give themone m

    wish (such as a fresh cherry tart) and one more difficultwish(such as instant transportation to theship of chaos}, free of mostof

    strings that are usually attached to efreet wishes.

    EFREETI :THACO 11; Dmg 2d8; AC 2; HD 10; hp 45; MV 9 Fl 24(B);SA spell-like abilities; SD immune to normal Fire, magical Fireatta

    suFfer a -1 penalty to attack and damage rolls; SZ L (12' tall);Int high; AL LE; ML 16; XP 5,000.

    Spell-like abilities (20th level): Once per round:produce flame,pyrotechnics; once per day:detect magic, gaseous form, invisibi

    polymorph self, wall of fire;grant up to three wishes.

    TYP E II VARRANGOIN: THACO 15; #AT 3; Dmg ld4/ld4/ld6; AC 0; HD5+5; hp 28; MV 3 Fl 18(C); SA breathe cloud of fire with

    diameter, range 30 yards (three times per day); SD immune tofire, half damage fromacid; SZ M (4'-5' tall); Int very; AL CE; ML17

    2,000.

    RAAZORFORGEThis burg is surrounded by a moat of molten iron andramparts covered with razorvine. Until recently it was ruled by amarq

    cambion who drewmetalfrom the moat and forged weapons andmaterials forthe nearby citadels,but theship of chaos's entropy

    has reduced the place to a smoldering ruin. Now, a pall ofoilysmoke hangs over the town. The massive iron gates that guarded

    main entrance have been broken outward and lie in twisted heaps.Theship'sbabau captain has ordered the surviving dretches

    armanites on board, and the town is deserted except for a fewmephits and scavenging manes.

    If theship is still present when the PCs arrive, they can see ithovering over the center of town; proceed to Chapter III. (

    survivors of Raazorforge are laying low and don't bother thePCs.) If theship is gone, the PCs are free to search what's left ofthe to

    though there ain't much to find. Most of the buildings wereramshackle affairs made fromrazorvine woven through frames of ironr

    not what a basher'd call sturdy stuff. Nearly everything in thetown has been broken, bent, or carried off, but the PCs canstill

    anvils of all sizes, unfinished weapons, and piles upon piles ofcast-iron bricks.

    MEPHITS

    : The cambion employed a sizable cadre of fire and magma mephitsto carry messages and assist with metalworking. Nowsurviving firemephits fancy themselves the new rulers of Raazorforge. A dozen ofthemdescend on the PCs, demanding a gift. If

    PCs refuse, the mephits harass them with their breathweapons,magic missiles, and heat metalspells. If the PCs give upthe garn

    they can leam what happened to the town and which way theship ofchaoswent.

    FIRE MEPHIT (12): THACO 17; i?AT 2; Dmg ld3+l/ld3+l; AC 5; HD3+1; hp 10; MV 12 Fl 24(B); SA breath weapon three times per

    heat, can attempt to gate in 1-2 fire mephits with a 25% chanceof success, magic missile (2 missiles)andheat metalonce per day

    regeneration; SZ M (5' tall); Int avg; AL N; ML 8; XP 420.

    MANES:These fiends served the town as a source of food andunskilled labor. Most of themhave been killed,but a few survivorsh

    broken out of the buildings where they were confined and nowroam the streets, looking for food. A pack of 5dl0 manes thinksthe

    might make a good meal.

    MANE (5DL0): THACO 20;#AT3; Dmg ld2/ld2/ld4; AC8; HD 1; hp 4;MV6; SA acidic vapor; MR10%; SZ S (3' tall); Int semi; AL

    ML n/a; XP 975.

    DRETCHES:These creatures did all the work that couldn't beentrusted to mephits or manes. This group of eight dretches plansto rem

    in the town until the food runs out, then go wanderthe plains.They aren't interested in treasure, but they'll tell what they knowab

    the ship of chaos (which is nothing beyond what it looks like,when it left, and which way it went) if the PCs offer them food.W

    taking the offering, the dretches bite the PCs, then teleport tosafety.

    DRETCH (8):THACO 19; #AT 3; Dmg ld4/ld4/ld4+l; AC 4; MV9; MR10%; SZ S (3'-4' tall); Int low; AL CE; HD 2; hp 9; ML 11; XP1,4

    Spell-like abilities (2nd level):Once per round: scare,telekinesis;once per day:stinking cloud.

    BADLANDS

    These areas of broken ground are riddled with hillocks,gullies,small caves, and narrow fissures.The going is rough,and

    PCs' overland movement is slowed as though the characters werepassing through low mountains (see theDMG, Table 74). Mos

    h l h k d i h i All f d h d li i i f h i l Al h

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    VIPER TREE:THACO 11; #AT 9; Dmg 2d6 per hit; AC 7; HD 9; hp 42;MV 0; SA venom, detached branches; SD immune to cold, poi

    acid, and spells that affect single creatures, half damagefromtype B weapons, double damage fromfire; SZ H (50' tall); Intsemi;

    CE; ML 12; XP 7,000.

    VARRANGOIN:Two dozen varrangoin dwell in a shallow cave withentrances lying right at the party's feet. The varrangoin canhear

    feel the -PCs' footsteps from several hundred yards away andambush the PCs when they arrive.

    TYP E II VARRANGOIN (24): THACO 15;#AT3; Dmg ld4/ld4/ld6; AC 0;HD 5+5; hp 28; MV 3 Fl 18(C); SA breathe cloud of fire with

    diameter, range 30 yards (three times per day); SD immune tofire, half damage fromacid; SZ M (65'tall); Int very; AL CE; ML17

    2,000.

    BODAK:The PCs can come face-to-face with a bodak when they top arise or round a comer.

    BODAK:THACO 11; Dmg by weapon (if any); AC 5; HD 9+9; hp 50; MV6; SA death gaze; SD hit only by cold iron or magical weap

    immune to poison and charm, hold, sleep,andslow spells; SZ M (6'tall); Int low; AL CE; ML 11; XP 5,000.

    HUNTER: An arcanaloth and its pack of 12 yeth hounds, on loanfrom a tanar'ri lord, are out hunting vermin. (The plane's sunl

    doesn't botherthe hounds.) The arcanaloth sends the houndsafterthe PCs, who hearthe baying for ld4 rounds before they see

    opponents.The arcanaloth supports the attack with spells (itdoesn't enter melee unless forced). The hounds fight to the death,w

    the arcanaloth fights until all the hounds are slain, thenteleports away.

    The first spell attackdirected at the arcanaloth draws theattention of the tanar'ri lord who is sponsoring the huntingtrip.

    offending spellcaster breaks out in painful blisters that reduceDexterity and Constitution scores by 2 points and increasespellcastimes by 2. The condition lasts until the victim receives acure diseasespell. Nonmagical remedies are ineffective.

    ARCANALOTH: THACO 9; #AT 3; Dmg ld4/ld4/2d6; AC -8; HD 12+24; hp88; MV12, Fl 18(B); SA poison, spells, spell-like abilities

    immune to fire, acid, poison, and mind-affecting spells, halfdamage from gas, double damage from cold, hit only by +3 or b

    weapons; MR 60%; SZ M (6' tall); Int supra-genius; AL NE;ML16;XP 20,000.

    Spell-like abilities (12th level): Once per round:alter self,animate dead, cause disease, charm person, continual darkness,con

    temperature 70'radius, fly, heat metal, improved phantasmalforce, invisibility, magic missile, produce flame, shape change

    humanoid form), telekinesis, teleport without error; once perday:fear.

    Gate (once per day):ld6 mezzoloths or one arcanaloth (40%).

    Spells carried: Ist-level: burning hands, color spray, grease,sleep; 2nd-level: detect invisibility, Melfs acid arrow, ray

    enfeeblement,web; 3rd-level:dispel magic, fireball, slow,suggestion; 4th-level:contagion, enervation, improved invisibility,wafire;5th-level:feeblemind, hold monster, shadow door, wall offorce;6th-level: disintegrate.

    YETH HOUND (12): THACO 17; Dmg 2d4; AC0; HD 3+3; hp 18; MV 15,Fl 27(B); SA baying causes creatures within 90' to save vs. s

    or flee in panic; SD hit only by silver or magical weapons; MR10%; SZ M (4' tall); Int very; AL NE; ML n/a; XP 13,000.

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    Chaos, mayhem, whole platoons of tanarri slaughtering

    Each other in the streets its almost a shame to share

    This thing with the baatezu.

    -One cambion to another following an encounter

    With the ship of chaos

    If the PCs catch up with theshipbefore it leaves Raazorforge, itis about 300 yards away when they see it hovering over

    center of town. Otherwise, theship could be as far as 20 milesaway when the PCs spot it. At that distance theship is just a h

    unidentified flying object, long and thin, with a pronouncedhump at each end. When the PCs close to within 250-300 yards ofthes

    they can make out the details described below.

    Willum wasn't just flapping his bone-box when he said you'd knowthe ship when you saw it. The construct has to b

    least 300 feet long, probably longer. It's maybe 80 or 100 feetwide and at least 100 feet tall. There are two "heads" one fac

    forward, the other to the rear. Each head is a colossal face aswide and tall as the ship. They both have glassy eyes, protrud

    noses, and gaping mouths full of teeth the size of tavern doors.What you take to be the forward head sports a pair of curvingra

    horns that sweep behind and join together. The back of the rearhead forms yet a third face which looks over the deck this on

    skeletal, having eyeholes sealed with milky lenses and jawsfilled with curved fangs the size of small trees.

    Most of the ship seems to be made of a twisted mass of thick,ropelike fibers. The fibers are woven together in an orga

    mass of pale white, mottled with pale yellow, which looks like avast piece of terra cotta soiled from long exposure to smoke

    filth. An irregular row of translucent blisters, tinted blue,line the ship's flanks.

    There seems to be a group of centawlike beings moving about onthe long, open deck between the two heads.

    The centaurlike beasts are armanites patrolling the main deck(area 1). The PCs might mark the fiends if they've encount

    armanites earlier in the adventure.

    DM NOTE: Theship of chaos is a flying construct made of bone,crushed spirits, and thousands of larvae. It is anentropy wea

    created for the Blood War. (Smart DMs will get to know theentire dark of theship before the PCs come aboard read this en

    chapter and then see thePlanes of Chaosboxed set for even moredetails.) Theship can fly at a maximumspeed of 36 with clas

    maneuverability.It has no minimumspeed, and it can hover.Theship'spower source is its larvae. When the ship is at rest, awith

    larva falls off every hour or so, but it expends larvae morequickly when in motion.

    The mind and spirit of a transformed vrock provide theship withan independent will and a limited numberof special abili

    as described below and in the description of area 9 (page 30).Theship can see, but it has no sense of touch or smell. Itdoesn't

    pain, but it is vaguely aware of its general physical condition.The ship's vision extends forward, left, right, backward,above,

    below itself, but it can't see its own interior. Its range ofvision in daylight is roughly equal to a human's, and it hasinfravision tofeet. It is telepathic and can sense the generallocation and emotional state of every creature on board. It doesn'tattempt to c

    municate with the PCs until they reach one of the control rooms(areas 8A and 8B), but it keeps the babau captain in area 7apprise

    what it knows.

    Theship's hull can be breached by physicaland magical attacksdirected against it. Each 5-foot by 5-foot by 5-foot sec

    has 100 hit points, an ArmorClass ofO, and makes saving throwsas a 12th-level Fighter. (Bashers who try to blast theship outof

    sky are just plain barmy - 8,000 points of damage delivered tothe midsec-tionmightcrack it in half.) When a section is destroyed,m

    of it crumbles away, but ld4+l larvae remain attached to thesides of the hole. They cannot move because their bodies areconnecte

    the rest of the hull, but they're free to attack anything theycan reach. (Larvae embedded in intact sections of the hull cannotattack.

    Theship's vrock "brain" is contained in two nodes set high inthe bow and stem(area 9). Whenevertheship is in motion

    surrounded by a weak entropy field that defeats most teleportsand similar effects; see the "Getting Aboard" section fordetails.

    LARVA:THACO 20; Dmg ld4+l;AC7;HD 1-1 ;hp 3;MV3;SA wounding,disease; SZ M (5' long); Int semi; AL CE; ML 2; XP 35.

    Examining theship's hull too closely is perilous for nonfiends.Atrue seeing spell reveals a horrific tapestry of wrigg

    larvae, raw chaos, and tortured spirits. The caster mustsuccessfully save vs. spell or become confused until the spell endsor

    caster's eyes are covered. Apast life spell similarly requiresthe caster to successfully save vs. death or fall into a faintfor5dl0 rou

    In both cases, Wisdombonuses are reversed (bonuses becomepenalties and vice versa), as superior insight makes the impact ofw

    the caster has discovered all the more unbearable. Theship is amagical construct , and every part of the hull radiates ench

    ment/charm and conjuration/summoning magic.

    Theship has several offensive capabilities. Its primary attackis anentropy field, which theship can activate anytime while inmo

    The field is a sphere with a 480-yard radius. (The entropy fieldhas no effect upon creatures aboard theship.) Creatures withinthe

    are affected according to their Hit Dice:

    6 5 Hit Dice or less: Creatures are overcome by randomthoughtsand are confused as though affected by the 5th-level wizard s

    chaos (no saving throw). Confusion las

TSR 2605 - In the Abyss.pdf - [PDF Document] (2024)
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