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The climax of the original characters part in this adventure concludes here. Must have been in a twisted mood after re-reading some of these descriptions!

Part 4: Penetrating the Vault

 

Like most archfiends, Hganthyrphorum does not trust his most prized possessions to the care of other fiends. Thus, he has taken some of this most prized possessions in his collection to his current lair in the city of Westcrown (including his True Name). Wisely, he does not trust the loyalties of his fellow devils so has bound a pair of special guardians to protect the vault and has placed alarm spells throughout the area.

 

12.    The entry room to the vault consists of a bare room with three identical metal doors. Each door has a different glyph on it written in Infernal, the image representing Order (A), Obedience (B) and Subterfuge (C). Anyone touching one of the doors not of Lawful or Evil alignment will set off a Greater Glyph of Warding (A – Chain Lightning, 15d6, DC21 save, B – Blast 10d8, DC21 Save, C – Baleful Polymorph, rat, DC20 save). Each door also has an ornate keyhole with a challenging lock (DC32) that if successfully opened, will allow the door to swing forward to reveal a blank wall. Behind door C is a secret door DC30 detect.

The second secret door in the room (DC35 to detect) is the one that leads to the true vault.

13.    When the door is opened, torches in the corners of the room will flare to life and a thick smoke will appear with image of an 18’ tall looming archfiend (Moloch, CR26, see picture, former ruler of Malebolge). He will growl menacingly at the group and say:

“So, you have successfully entered my most protected vault. It is a shame that you will not live to tell others of the wonders I have accumulated. But you will make fine slaves for me in my home of Malebolge. Prepare to meet your doom!”

This is actually a Permanent Image that is meant to scare, but will not do any harm. If the PCs attack, give them a DC22 Will save to detect the illusion.

False vault is loaded with magic and gold, but all are ‘tainted’ with an invisible arcane mark that will allow the owner to find his stolen property and exact his revenge. In the room are: 8 chests (marked) with 12,550 pp, 35,600 gp, gems and jewelry of various sizes worth 224,000 gp total, 4 suits of +5 Plate Armor, +4 Warhammer of Thunder, Oathbow, Luck Blade (1 wish), Demon Armor, Iron Golem Manual, Headband of Inspired Wisdom +6, Mirror of Life Trapping. There are no other wards on this room as the devil has no problem with retrieving or recruiting successful thieves. A DC30 Spellcraft with detect magic will reveal the ‘trace’.

 

The True Vault

 

The only ‘real’ treasure that Hganthyrphorum keeps closely guarded are his infernal contracts and his true name. These he has cleverly disguised amongst the equipment that his hired guardians use in their research. The gold, jewels and magic in area #13 are a pittance to him.

 

14.    This vast chamber appears to be bare, with everburning torches placed about every 15’ on the walls in ornate brass sconces. In the center of the room is a 10’ tall platform with steep stairs rising to the top, on which sits a large metallic throne. The surface has a silvery-blue hue and looks like it is kept highly polished. 4 columns made of the same material stand in each corner, rising to the ceiling, 80’ above. When the doors are opened, a silent alarm spell will activate and notify the guardians of visitors.

 

This area is the true Vault of Hganthyrphorum. The archfiend has bound the service of a twin pair to protect the rooms. He also allows them to perform their respective hobbies while they while away the time. If anyone other than Hganthyrphorum enters this area, the two siblings will immediately investigate, usually with greater invisibility cast first.

 

The throne is a remnant of an age long ago when the most powerful priests of Aroden would use the temple above for their meetings. The High Priest could use this seat to commune with his god, Aroden and receive information, boons and blessings for his followers. The throne still emanates a strong aura of good and the evil beings in here do not touch it for fear of taking damage from its power (5d10 dam/round in contact, no save). Although a follower of Aroden does not gain the benefit of communing with his god, Iomedae will sometimes answer a devout follower (although this has not happened in the past 50 years due to the archfiend’s residence). A follower of Iomedae (or someone of like mind) can use the following spells while sitting upon the throne (CL18, all abilities known when the throne is sat upon): 1/day: Prayer, Foresight, Mass Cure Critical Wounds, Augury 1/week: Commune, Greater Restoration

15.    The Laboratory: The brother known as Rafiali works here on his alchemical experiments. Various liquids, powders, unguents and ethers are contained in an array of flasks, bowls, retorts, tubes, vials, mortars, cylinders, jars, urns and vats. Cages with live and dead creatures add to the horrid smell of sulfur, blood and vomit. It looks like there are several ongoing experiments, including one in which a semi-conscious small winged humanoid (pixie) has tubes draining some bodily liquid into a set of glass pistons.

One of the flasks, in a rack with 11 other slightly magical potions, all giving off minor transmutation magic is a cleverly disguised potion containing the fiend’s true name. If someone sips the liquid, they will immediately know the true name and symbol of Hganthyrphorum and gain the benefits described below (the PCs will not know the exact benefit however).

Items in lab, all CL12:

8 Potions of Abjuration – shield x3, prot from arrows x2, resist energy (fire), resist energy (cold), nondetection

4 Potions of Divination –comp langs x2,  locate object, see invis

7 Potions of Evocation – shocking grasp x3, flaming sphere, fireball, daylight x2

8 Potions of Transmutation – enlarge person x2, reduce person x2 (one is True Name, see belolw), beast shape I, gaseous form x2, haste

6 Potions of Necromancy – alter self x2, bull strength, bears endurance, levitate x2

Restoration Dust x4, Elixir of Vision x3, Iron Flask (Cornugon Devil)

16.    The Necrobrary: The sister known as Kalifi is a ruthless, brutal knowledge whore. She requires a constant supply of live victims to perform experiments on, usually while they are alive and suffering to the highest degree. She has three large swiveled tables with leather and iron straps upon which are three creatures; A) a dead female elf, mostly vivisected, B) a live mind flayer with its facial tentacles removed and its brain exposed and hundreds of needles protruding from it with thin metal wire converging in a jar with green liquid. It’s eyes roll around frantically as the needles spark and electricity flows from the brain to the liquid, C) a live human male with the skin on his fingers and arms peeled back and his eyelids removed. He appears comatose at first, but then a bulge in his abdomen causes him to groan (the bulge is a live juvenile rot grub feasting on his internal organs, the human is recently deceased).

The room has extensive notes that are both fascinating and horrifying. The fine quills, ink and vellum used indicates a refined sage’s tastes. Many horrific, grisly devices lie neatly on a table waiting to be used. Hidden among the notes (DC35 Per to find if searched) are 6 Infernal Contracts.

At the far end of the chamber is “the device”. A 6’ wide x 4’ deep x 10’ tall cage stands against the wall. About once per week, a new ‘subject’ appears in the cage (sent by one of the fiend’s minions). There is a teleportation circle in the base of the cage that leads to a nasty area of Hell.

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2 Rakshasa, Demonspawned

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The most important possession of the archfiend is his true name, and he has hidden it well in this set of rooms. On the table with the red x is a set of clear vials that all detect as various magic potions. One of the set, however, contains a liquid that has been magically infused with a vision of Hganthyrphorum’s true name and his symbol when sipped.

 

“You take a small swig of the potion and instead of the effect you were expecting, a large 4’ tall burning symbol of a two-faced head with a broken inverted pentacle appears in the air in front of you. I addition, a word is whispered into your brain that sets your stomach churning. You know this is the true name of an archfiend.” The drinker must make a DC 30 Fort save or be Nauseated for 1d4 rounds. A save lessens the effect to Sickened for 1d4 rounds.

 

Combat Tactics:

 

When the doors to the main room #14 are opened, the twins will receive a silent alarm and will begin preparations for a violent confrontation.

Each will cast: Shield, Mage Armor, Stoneskin (140 pts) and Greater Invisibility.

The twins will then observe the group and detect thoughts (Will DC 17) from their respective doorways and communicate telepathically to assess the roles of each. They will try to keep the PCs in the main room and will attack from behind anyone trying to enter the labs.

Temple Undervault.jpg

If spotted, the twins appear as attractive male and female elves with long flowing golden hair and wearing rich velvet robes of violet and maroon (respectively).

 

The twins will start with Transfix if the group is clustered together and then Chain Lightning (all within 30’) to catch as many as possible in the effect. They will begin to taunt the group and use Mass Suggestion to get them to surrender. If one of the twins is killed, the other will pull out a scroll of Anti-magic field and will challenge them to “true melee combat.”

 

An illusory wall stands between the Vault and Hganthyrphorum’s audience chamber. It is an Permanent Image, DC22. Going past this door, there is no Dimensional Lock protecting the rooms beyond.

17.    A large pair of brass double doors stand at the end of this hall. The metal glows as if superheated and as the PCs get closer, they do indeed feel heat coming from the doors (permanent heat metal keeps them toasty). On the doors is an engraved outline of a bull’s head with a flame in the center (symbol of Moloch).

The doors are not locked and if opened, reveal the following:

“Through the brass doorway you see a vast plain of ash and smoke. Dotted throughout the plain are trees that smolder and drop chunks of ash like fallen leaves. A few square buildings in the distance stand tall in the outline of the red sky and even at this distance, numerous creatures dot the sky from the doorway to the distant structures. An oppressive, smoky heat assaults you and makes your eyes water slightly.”

This is merely another permanent illusion that can be overcome with a DC22 Will save or by just walking through the portal to the next room.

In the final room of this vault, the confrontation with the archfiend is meant to be very challenging. Although the original party does not know it, they are actually helping the current party at a critical moment of their own challenging adventure.

Part 5: The Master Returns

 

If someone actually defeats the twin guardians and opens the vial containing the archfiend’s true name, Hganthyrphorum will appear in his audience chamber in all of his wrath.

 

A strange dual voice, like two people yelling simultaneously resonates through the rooms,

 

“So, thieves have entered my private vault, but soon their eternal souls shall be mine! I will take you to my infernal home and torture you until you beg for my mercy, then you will serve as my personal slaves. You shall beg me daily for the sweet release of death, but it will never come! Never!”

 

The illusionary wall will drop and the fiend will appear on his slimy mound. He will activate his personal guard to attack while he casts spells at the interlopers. Anyone using his name as they attack or cast, or visualizing his symbol will negate his DR and reduce his SR to 20.

 

18.    Hganthyrphorum’s inner sanctum is a foul nest of slime, carcasses, bones and filth. The fiend sits upon a high nest of the flotsam and commands his Brass Golems to attack the intruders while he begins casting spells.

 

Guardians:  4 Brass Golems CR 14

Hganthyrphorum: Belier Devil (Bdellavritra) CR 16

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Combat Details:

 

Hganthyrphorum will order his guardians to attack.

The golems will lurch to life and close with the party, spreading out to meet them. When they are within 15’, they will attack with their falchions. Roll a d4 and on a 1, the golem will instead, use its breath weapon on a cluster of PCs.

 

Meanwhile, Hganthyrphorum will begin casting spells in the following order:

  • Waves of Exhaustion  (when he can get at least 3 in the 60’ cone)

  • Blasphemy if 3 or more get within 40’ of him and are threatening melee

  • He will use Possession on a powerful opponent giving him the most trouble

  • For anyone at range, he will cast Acid Fog in the group (20’ rad)

  • If he is affected by any dangerous spell, he will cast Greater Dispel Magic, or he may use the GDM to nullify Haste, etc. in an area (20’ rad) and he can do this at will.

  • If he is feeling too pressed, he will use his Tongue attacks (20’ range)

 

If Hganthyrphorum drops below 50 HP, he will spit a curse in Infernal, promise to meet them again and use a ring with a stored spell of Plane Shift back to his home in Malbolge.

 

Infernal Contracts (DC15 local to know):

 

Janus Indiro (caravan teamster leader)

Marcus Phandros (patriarch of House Phandros)

Geofery Chandler (Captain of Destiny, Westcrown Naval warship)

Arabeth Jin (lieutenant of Citadel Rivad Hellknights)

Stavos Zorkoram (merchant’s league chairman)

Iliani Truesilver (ranking priestess of Iomedae)

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Wrap-up:

 

Once the party has defeated Hganthyrphorum they will teleport back to Sandpoint where Abel is waiting for them and has been trying to scry them unsuccessfully. He will be impressed with their competence and will ask questions regarding the whole experience. At the end, he will offer the group his reward. He will hand each character a small platinum token that he explains can be fashioned into any piece of jewelry, armor, weapon or just kept as it is. He also hands them 4 extra identical tokens. Once all of the group is holding it, Abel will touch Rand on the shoulder and Po will speak a final word of binding. The group will feel their bodies become 2-dimensional for a moment then contract and expand quickly. They will find themselves in a large valley with a small lake, a thick stand of trees and a 2-story manor house with a thriving garden on one side. The manor’s architecture is eastern in design and whole place gives off a zen-peaceful vibe.

 

Po will explain that they are the new owners of a small pocket dimension, adjacent to the prime material. It used to belong to Po’s old master, who populated the living things here and tended to them, but when he passed, Po just didn’t have the time to properly appreciate it. He explains that the tokens they all have can be used to transport themselves and up to 4 other willing creatures to this plane. When they want to leave, they will reappear where the entered. The extra tokens can be attuned to anyone they want as long as one of them accompanies the first time. There are accommodations for a small staff, but the manor and the pocket plane itself are imbued with helpful magic to create food/water, change weather, etc.

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© 2021 by MF

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