Tyranny of Dragons looks awesome!
It is the first official 'not written by WotC Adventure' in a long time. It is being written by long time D&D Hero Steve Winter. It connects well to public play. It is connected to D&D Basics. It is basically everything I could hope for...except the basic premise.
I do not know when Tiamet got trapped in Hell.
Here is the blurb:
For years, the evil Cult of the Dragon has devoted itself to creating undead dragons in a vain attempt to fulfill an ancient prophecy. However, the cultists were misguided. They misunderstood. But now, under new leadership, the cult believes that the prophecy does not speak of undead dragons, but of a dragon empire that’s been extinct for 25,000 years. Tiamat, the queen of evil dragons, has languished in the Nine Hells for millennia [sic]. The cult believes that the time of her return is at hand.
I love the idea of a Cult Re-branding itself--the external & internal response will be awesome.
But I thought Tiamet was the ruler of Level One, and not a captive, right?
there is this note on wikipedia
The Banishment of Tiamat Many myths claim that Tiamat lived for a long time on the Prime Material Plane, seeding it with evil dragons and dark magic. Eventually she was banished to the Nine Hells by Bahamut and a sky/sun god (perhaps Pelor or Heironeous).
But no citation--I am sure someone knows where the idea of Tiamet as captive in Hell, rather then Ruler, started. I had just never heard it before.
In fact, to me this still does not look like a Prison:
Over on Candlekeep they are still trying to explain a lot of this, but evidently:
Tiamat being banished from the Realms was a plot resolved by the whole Chessenta business leading up to and following the Time of Troubles.
I read it more as an attempt to allow her to enter Toril in her true form, since deities are usually not allowed/able to do so.But I am still not convinced that this is not something that is simply being added to the cosmology to support the adventure.
In fact, here is Ed's article from Dragon #75 that sets a lot of this up
1. AVERNUS
The uppermost
plane of the Nine Hells is ruled by Tiamat, the Chromatic Dragon, and serves as
a home to all lesser unique devils. These are devils with individual names and
characteristics, and powers of greater magnitude than those of a pit fiend (for
all such unique devils of lesser power are soon destroyed by their enemies and
the cruelty of their fellows), which are not otherwise placed in the hells as
ruling archdevils or their direct servants.
There are
approximately fifty of these lesser unique devils; embittered, frustrated beings
who torment the lemurs and spined devils of this plane and viciously attack all
intruders. Chief among them is Nergal, who like all of his outcast fellows
plots and schemes constantly to win a higher rank, but through hopes of reward
always eagerly and enthusiastically obeys commands issued by the archdevils.
Most such commands concern the defense of the hells against all intruders, for
the dukes of hell have no wish to deal with intruders on their own ground. the
plane or planes they rule .when such disorderly business can be conducted
elsewhere. The uppermost plane of the hells thus serves as a marshalling area
and training ground for infernal armies, and is (preferably to the devils) the
place in which intruders are dealt with.
It is a plane of
darkness, consisting of rocky crags and hillocks, a desolate wasteland of
stunted, poisonous vegetation and bare rock. Many concealed pits lined with filth-smeared
stakes and the like have been prepared for intruders. Avernus has no roads or
buildings, but many caves and warrens have been dug out of the rocks; most are
devils. homes, as unwary travelers seeking shelter will soon learn
At irregular
intervals the darkness is lit by fireballs (as in the spell, varying in size and
damage from 2d6 to 7d6) that form spontaneously from the vapors of the air, bursting
at any height above the ground. If one should notice a glowing, swirling effect
in the air, one soon discovers that a fireball will burst in that location one round
later. The precise cause of these fiery discharges is unknown, but it is natural
and not under the control of any devil or other creature. A gust
of wind spell will push a forming fireball away, but a dispel
magic will not stop it from forming, or negate its effects. (Editor.s
note: DMs using Avernus in play should take note of the alterations in magic
spell effects that are prevalent there and on the other planes of the Nine
Hells. That information will be part of the second installment of this
article.).
Any non-devil lawful evil creatures not native
to the hells (such as the occasional beholder), if they are to be found in the infernal
regions at all, will be found on Avernus unless specifically located elsewhere by
order of an archdevil. One noteworthy example of such creatures are the
nycadaemons (see the FIEND FOLIO Tome). These have the power to move freely
about the Nine Hells, but they are disliked and distrusted by the archdevils and
may well be met with physical opposition if they appear uninvited on a plane other
than Avernus. (DMs should bear in mind
that a nycadaemon might aid a party of adventurers traveling in the hells, to
further its own ends.)
Avernus is
nominally ruled by Tiamat, the Chromatic Dragon. The mother of all evil
dragonkind holds Avernus through the support of Asmodeus, but her actual authority
extends only as far as her physical reach. Most of the inhabitants of the plane
avoid her, not wishing to serve as her meals.
The Chromatic Dragon spends most (90%) of her
time sprawled in her lair, the great caverns known as Azharul, .”The
Dragonspawn Pits”. Here she is attended by her bodyguards five huge adult male
dragons—one white, one black, one green, one blue, and one red (for details, refer
to the Monster Manual). She is constantly guarded by these consorts, and when
not plotting, feeding, enjoying cruel sport or facing danger, Tiamat will be
found mating with one of them within a protective ring formed by the other four.
She bears litters of 1-4 dragonets (or .mewlings.: very young dragons born conscious
and in control of their feeble powers) after an average gestation period of 6
days. Tiamat occasionally (7% chance at any given time) travels via the Astral Plane
or Ethereal Plane, perhaps to give birth to a litter on the Prime Material Plane
(or Planes, if the multiverse of your campaign includes .parallel worlds.) . sometimes
grudgingly, at the behest of Asmodeus, but more often to further some plan of
her own.
The scant
remainder of her time is spent roaming Avernus; very rarely, she journeys to
the palace of Asmodeus. Those of Tiamat.s offspring that are born and remain on
Avernus occupy themselves with hunting down and bringing back food for Tiamat
and her consorts while the Chromatic Dragon is in her lair. These
offspring/underlings are of all sizes, types, and ages of evil dragonkind, and
all are aggressive, cruel, and in good health. Injured, weak, or disobedient specimens
are soon eaten by Tiamat, or by others at her direction; she also dines on
slain dragons, including slain consorts who have displeased her, and all
newborn spawn who are multi-headed or otherwise chromatic in nature. The few of
her spawn that survive to achieve .huge adult. status serve as replacements for
her consorts.
Note that Tiamat
will have full amounts of treasure (as shown in the Monster Manual entry) only
while in her lair. She may seize small amounts of treasure when on the Prime
Material Plane, but only quantities which she can transport herself, since her
bodyguards are unable to accompany her when she leaves Avernus. They guard her
hoard in Azharul diligently in her absence, for she will notice if even a
single bauble is gone!
The treasure
prized most highly by Tiamat is magic . specifically, magicuser spells of 1st
to 5th level which are new to her. With these she can increase her personal
power, and consequently she is always seeking more powerful offensive and
defensive spells which she can study, experiment with, and modify for her own use.
Note that Tiamat needs time and trial to modify a written magic-user spell from
the standard form to her own (verbal component only) form of casting.
While on the
Prime Material Plane, she will reveal herself in the open only if she believes
a fair chance exists to gain such spells in so doing. Otherwise, her visits to the
Prime Material tend to be secretive affairs, for she feels uneasy without her bodyguards.
In the past, it is said, many men (and some of other races) worshipped Tiamat,
and her visits were triumphs of worship, adulation, pampering, and the bestowal
or riches and magical information to the extent of human experimentation and
mastery upon the Chromatic Dragon . but if this was indeed so, it is no longer
the case. Nowadays, evil dragons will still acknowledge their allegiance to
her, but this is a .worship. born of fear and respect rather than love or
loyalty.
Although Tiamat will battle (attempting to
kill and eat) individual devils without hesitation, she will never knowingly attack
an archdevil or a lieutenant to an archdevil. She rules her spawn by force and
fear, but her will is enforced on Avernus by 40 companies of abishai under the
command of Malphas, 29 similar companies
led by Amduscius, and 3 companies of erinyes under the command of
the pit fiend Goap. (Names printed in italic type
indicate devils who are individually described in the text that follows.) These
forces are always busy, for Avernus is constantly dealing with intruders and
the machinations of the .rabble of devilkin. . former consorts fallen from
favor, and other unique devils too weak or too mistrusted to gain or hold a
position in the hierarchy of the hells. These beings are constantly attempting
to gather enough support to win (at least) a position in the service of Tiamat,
perhaps by supplanting one of the incumbent vassal devils, and are always
moving to avoid the armies searching for them. Among these outcast devils are
names such as Rumjal, Caim, Bist, Cahor, Dagon,
Azazel, Armaros, Kochbiel, Nisroch, and Nergal.
Tales are told of
a mysterious archdevil, Astaroth, said to be mightier in power than any devil
save Asmodeus himself (see Alexander von Thorn.s article, .The Politics of
Hell,. printed in DRAGON #28 and reprinted in the BEST OF DRAGON. Vol. II
anthology), who dwells elsewhere than the Nine Hells, apart from the present
regime, working alone to advance his secret ends. This devil represents the
greatest threat to Asmodeus; with Astaroth.s support, Mephistopheles,
Baalzebul, or even a lesser archdevil such as Geryon could conceivably wrest
control of the Nine Hells from the Great Devil himself. But even the existence
of Astaroth is uncertain; he is definitely not an avowed force in the hells at
this time.
AMDUSCIAS (Duke of Hell)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: See below
HIT DICE: 92 hit points
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: See below
PSIONIC ABILITY: 216
Attack/Defense Modes: All/all
AMDUSCIAS (Duke of Hell)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: See below
HIT DICE: 92 hit points
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: See below
PSIONIC ABILITY: 216
Attack/Defense Modes: All/all
Amduscias is a
duke in the service of Tiamat, ruler of Avernus, and leads 29 companies of
abishai. He is a being of long memory and cunning strategies. He can shape
change at will into a dirty yellow unicorn with eyes of flame and a purple
horn, a hawk-headed man (he usually wears dark red or black robes when in this
form), or his favored form: a wolf with a prehensile, constricting serpent .s
tail. He does not need, and does not wear, armor in any of his forms
When in unicorn
form, Amduscias attacks with his horn (acts as a sword of wounding,
for 2-9 damage), or his hooves (2 per round, for 2-10 damage each).
His maximum movement rate in this form is 18.; he can .bolt. from a standing
start, and some say that when horses spook or gallop uncontrollably, it is
because Amduscias has affected them.
In human-like
form Amduscias has average dexterity, and two or three attacks (fists for 1-2
each and beak for 1-8, or weapon and beak). Amduscias is ambidextrous and can
wield two weapons if they are small (e.g., daggers or darts). This devil has
above average strength when in human-like form, and a long, curved beak
somewhat like a hummingbird .s in appearance. This beak is, however, terrifically
strong and sharp. His move in this form is 12..
Amduscias prefers
to fight in wolf form; his movement rate is 18., and he attacks with two raking
foreclaws and his jaws, or his hind claws and tail. If in a position to do so,
he can use all six of these attacks in a round, against as many targets. The
claws do 3-12 damage each, the jaws 1-20, and the tail 1-10 constriction damage
per round plus additional damage if Amduscias uses it to immerse a held victim
in water, batter a victim against a rock, etc. The tail will loosen its grip if
it is severed, or if it is dealt 17 points of damage in any single round or 26
points of damage over a succession of rounds.
Amduscias can
change forms in one round (during which he can do nothing else except speak),
and is restricted to the forms described. He can use the spell-like powers
listed below, one at a time, once per round. Note that (as with other devils) verbal,
somatic, and material components . as spell-casters on the Prime Material Plane
know them . are not necessary. Amduscias. spell-like powers are: pyrotechnics,
produce flume, fire shield (either version), detect
invisibility, detect lie, read magic, locate object, dispel magic, telekinesis (5,000
g.p. maximum weight), find familiar (for another
being; the familiar will be an imp), and faerie fire. Amduscias
can cause fear (save vs. spell to
avoid) in anyone within 3. he points at (but only one target per round). Once
per day he can use a symbol of stunning.
Amduscias is
sometimes called the .Reconciliator of Foes,. because he is a skillful actor
and negotiator, and Tiamat often employs him to mediate in disputes between
devils or her kin. While in any of his forms, Amduscias can speak and understand
perfectly any language (cf. tongues spell).
When encountered, Amduscias will only have treasure with him if he is in his
human-like form; if so, it may be of any type. Amduscias regenerates 2 hit
points per round. He can summon (with a 70% chance of
success) 1-3 abishai at will.
MALPHAS (Duke of Hell)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 12./30. (in crow form)
HIT DICE: 90 hit points
% IN LAIR: 20
%TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: See below
PSIONIC ABILITY: 220
Attack/Defense Modes: All/all
MALPHAS (Duke of Hell)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 12./30. (in crow form)
HIT DICE: 90 hit points
% IN LAIR: 20
%TREASURE TYPE: See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: By weapon type +5
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 70%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: See below
PSIONIC ABILITY: 220
Attack/Defense Modes: All/all
Malphas is a duke
in the service of Tiamat, ruler of Avernus. He leads 40 companies of abishai,
and, like his fellow duke Amduscias and the pit fiend Goap, is likely to be
found traveling about Avernus enforcing Tiamat.s will. None of Tiamat.s dukes
have permanent encampments or fortresses, but instead they maintain a commonly
held system of guarded, .safe. caves where their forces can rest or gather.
Malphas appears
as a powerful, darkcomplexioned man dressed in black velvet studded with gems
(of considerable value; his robes have 333 gems of all sorts, 100 g.p. base
value each, if recovered complete), or as a large, black, crow-like bird.
Malphas shuns
armor, and fights with all weapons (and his spell-like powers) when in human
form. His voice is deep and compelling, and with his powers of tongues
and ESP (usable at will), he is
adept at deceiving others, particularly non-devils. He may carry treasure of
any type if encountered in human form.
Once per round,
at will, Malphas can use one of his spell-like powers: tongues
or ESP (as noted above), pyrotechnics,
produce flame, fortress (this creates a structure similar to Daern.s
Instant Fortress . see the DMG . in all respects, save that its
door will open and close for anyone, and it will disappear in 16 turns or when
Malphas wills), detect invisibility, read magic, dispel magic,
flame arrow (Malphas can also apply this to blades wielded
by himself or others; these become flume tongue swords
. fiery damage, but no .to hit. bonuses . for 3 rounds), and remove
(or bestow) curse. Once per day
Malphas can use a symbol of pain, and he can cause fear
(save vs. spell at -2 to avoid) by touch (one target per round). He
can summon 1-2 abishai, with a 55% chance of success, at
will. Malphas regenerates 2 hit points per round.
NERGAL (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 18./10.
HIT DICE: 106 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (9. tall)
PSIONIC ABILITY: 211
Attack/Defense Modes: All/all
NERGAL (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 18./10.
HIT DICE: 106 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (9. tall)
PSIONIC ABILITY: 211
Attack/Defense Modes: All/all
Nergal is the
most powerful of the .rabble of devilkin. banished to Avernus by the
archdevils. Usually enveloped in magical darkness, Nergal
appears as a lion-headed, winged toad. His mottled pinkish-grey, warty skin is
covered with sores which ooze a clear, colorless ichor. This liquid is deadly
poisonous to humans and demi-humans, who must save vs. poison to avoid this
effect if contacted. If the save is successful, the ichor does 1-6 points of
corrosive damage and confers immunity to its effects upon the victim for 10-40
turns. Nergal is sometimes called .The Bringer of Pestilence and Fever. because
of this property.
Nergal is
warlike, quick to attack those who defy him or bully injured or weaker creatures.
His bite does 3-12 points of damage, and possibly confers a disease; refer to
the DMG for type and effects. Victims who are bitten must save vs. poison at +3
to avoid disease.
Nergal can employ
the following spelllike powers, one at a time and once per round: pyrotechnics,
produce flume, wall of fire, continual light, tongues, read magic, detect
magic, detect invisibility, dispel magic, and darkness
15. radius. He can cause fear (save
vs. spell to avoid) by touch, if he so wills. Nergal regenerates 2 hit points
per round. (Note that he cannot use a symbol, nor
can he summon other devils to his aid.)
Nergal likes to
present himself to human intruders as a fellow man horribly transformed by
diabolic magic, and may .help. the intruders for a time, usually to learn of
their powers, magic, treasure, and purposes, before luring them into a trap.
Often he uses the powers and magic he obtains in this way to torment his
victims; sometimes he hoards information and treasure he obtains to use it for
bargaining purposes. Always, he builds and looks to the future, planning a
forcible entry into the ranks of the dukes or archdevils. He has no fixed abode
or lair, but often conceals caches of treasure or magic he has seized in
caverns and grottos scattered all about Avernus.
BIST (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 14.
HIT DICE: 90 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (9. long)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all
BIST (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -2
MOVE: 14.
HIT DICE: 90 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-5/2-5/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: L (9. long)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all
Bist, a devil
akin to the hellcats (see the FIEND FOLIO Tome: Hellcat), is
totally selfish and a master of duplicity. For these reasons, she is mistrusted
by all archdevils and is confined to Avernus. Bist cannot leave the hells
without being summoned (unlike hellcats), for she has been compelled to change
her name, and thus can no longer be summoned by mages on other planes. She
shares many of the hellcats. other capabilities, however.
Invisible in the
presence of light (except for her eyes, which appear as irises of orange flame
floating in midair), Bist appears in darkness as a faintly luminescent, wraith-like,
and unusually large hellcat. Her eyes retain their flame-like appearance when
she is so revealed.
Bist is immune to
all mind-controlling spells (charm, hold, sleep, etc.).
She can only be hit by weapons of +2 .to hit. or better, and all magical
weapons lose their damage bonuses when striking her. Bist communicates by telepathy
in a 14. range, although she can speak (in a hissing, rasping
voice) the common tongue, Mabrahoring (the High Tongue of the hells), and the
lawful evil alignment tongue.
Bist can employ
the following spelllike powers at will, one at a time and once per round: pyrotechnics,
produce flume, affect normal fires, detect magic, detect invisibility, dispel
magic, magic missile (3 missiles per spell), and shield
Once per day Bist can employ gaze
reflection, and once per day she can blink.
In addition, she can generate fear at
will in a 5.-radius sphere about herself. Bist regenerates 1 hit point per
round.
CAIM (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 8./16.
HIT DICE: 93 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: S (5. tall)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all
CAIM (Greater Devil)
FREQUENCY: Unique (very rare)
NO. APPEARING: 1
ARMOR CLASS: -1
MOVE: 8./16.
HIT DICE: 93 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: +2 or better weapon to hit
MAGIC RESISTANCE: 65%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful evil
SIZE: S (5. tall)
PSIONIC ABILITY: 213
Attack/Defense Modes: All/all
Caim is an
outcast devil, bound to Avernus. He is a gossip and a sneak, and is
particularly disliked in the hells. A skilled orator, he can always make his own
actions or opinions seem reasonable .and he often seeks to dupe intruders, partly
because he considers the flesh of elves and men delicious.
Caim appears as a
large, upright, darkly handsome bird . a thrush . with a long, sharp beak and a
belt about the hips. In pouches on this belt Caim carries items he deems
necessary, manipulating them by means of his unseen servant spell-like
power.
Caim can employ
the following spelllike powers at will, one at a time and once per round: pyrotechnics,
produce affect normal fires, unseen servant, light, detect magic, detect
invisibility, dispel magic, hold person, and tongues.
Once per day Caim
can reverse gravity; thrice per day he can cast repulsion.
Caim can generate fear in a 5.-radius
sphere about himself, at will. He regenerates 1 hit point every 2 rounds.
No comments:
Post a Comment