HELL


The Politics of Hell
Reality in the FR
Using the Rules
Servants and Vassals
Spells in the Hells
1. Avernus
2. Dis
3. Minauros
4. Phlegethos
5. Stygia
6. Malbolge
7. Maladomini
8. Caina
9. Nessus
Dragon

The Nine Hells, Part I
by Ed Greenwood

A devil . . . thought the adventurer.
Now there is a fitting foe! Moreover, his
lands would not be safe until it was no
more, and so he set about tracking it.
And a little later . . . There are more
where that one came from, he thought to
himself, standing over its smoldering
remains.
"They could well come again," he said aloud.
"Yes," agreed the paladin who had
fought at his side. "You have joined an
endless battle, my lord. But if you weary
of fighting it here, amid that which you
hold dear, then come with me—I ride on
the hells tomorrow."

Devils && demons have always been
favorite monsters in AD&D play, particularly
with upper- and mid-level characters.
As a DM, I have been reluctant to
include devils until I had done some
work on the Nine Hells ? for the simple
reason that player characters, once they
are introduced to devils and find out facts
about them, are sure to want to carry the
fight to the enemy's home ground. I am
basically kind and fair (what DM isn't?),
and it goes against the grain not to allow
characters to enter the hells after they?ve
gone to some trouble and expense to
secure the means to do so. Not permitting
them to make the trip, when they deserve
to be given the try, condemns the characters
to endlessly be on the defensive when
fighting devils. Far more so than (for
instance) the chaotic layers of the Abyss,
the environment of the Nine Hells
demands that the DM do considerable
preparation before play moves to that
environment. There are gaps and uncertainties
in available official information
about the Hells. Briefly, this article will
touch on some of these and explain the
reasoning I have adopted; other DMs may
well make different decisions. The treatment
of the Nine Hells offered here leaves
ample room for a DM to make the hells
more as he or she sees them, and/or to
include specific features therein for a particular
adventure.

The very name of the styx devil (see the
FIEND FOLIO® Tome, pp. 25-26)
implies that the river Styx exists in some
form in the Nine Hells of the AD&D multiverse,
and we know (from the DEITIES
& DEMIGODS Cyclopedia) that the
sahuagin deity, Sekolah, swims in the
deepest part of the seas of the Nine Hells.
Sekolah is a giant white shark that
?hunts only the largest and fiercest of
prey.? The illustration in the DDG book
suggests that a giant squid is part of such
prey. Might Sekolah also hunt dragon
turtles, or giant octopi? Or are there
aquatic leviathans unique to the hells?
There are other details a DM must
resolve, too: Gruumsh, Maglubiyet, Kurtulmak
and some human deities (Set, for
example) named in the DDG book are
placed in the Nine Hells. Gruumsh and
Maglubiyet are locked in unending battle
with the armies they command, and these
armies had best be geographically placed
in relation to hell's nine planes. In issue
#64 of DRAGON® Magazine, Mr. Gygax
moves the first three deities (to Gehenna,
Gehenna, and Acheron respectively), but
it is unclear whether this change applies
officially to the AD&D rules, or just to the
WORLD OF GREYHAWK campaign
setting. Certainly, from a design standpoint,
these deities are best removed, for if
the archdevils themselves (see the DDG
book) are merely lesser gods, how do they
exist amicably with Set, a greater god
who conceivably has the power to (lawful
evil, remember?) rule them.
If any deities are to be allowed in the

hells, the suggestion from here is that
they be confined to the first (uppermost)
plane, which can serve as a universal
?doormat? area for visitors and nondevils,
and a staging area both for any
standing armies or defenders of the hells,
and for foraging parties who are to leave
the hells on various missions.

Most PC invasions of the
hells, too, would arrive on the first plane.
It is, however, necessary for the DM at
invasion time to know something of the
other planes of hell, since from those
planes will come the reactions to any
such invasions. Here we depart from the
official, and move into this writer's
attempts to make the Nine Hells a playable
environment.

Reality in the Realms

The Realms (my campaign world), I
have followed the idea of the shifts specified
by Mr. Gygax in DRAGON #64,
removing all non-devil deities from the
Nine Hells except for Sekolah. In the
campaign pantheon there exists a greater
god of lawful evil alignment (Bane, by
name) who is worshipped by humans.
The problem of how to deal with such a
deity vis-a-vis the archdevils has been
avoided by separating the two (the deity
and the devils) entirely. Bane does not
attempt to hinder or control Asmodeus or
the other devils because they serve his
purposes acting on their own, freeing
Bane to do his work elsewhere. By strictly
avoiding the devils, Bane maintains an
unwitting (?) but steadfast and quite
powerful set of allies without fearing
treachery from them, and without
expending time and effort in the intrigues
of training, organizing, or commanding
infernal armies.

High-level clerics of Bane regard devils
as a group of lawful evil beings who can
be commanded into various services by
the proper means, and who can be
expected to act thus-and-so due to their
lawful evil nature and the social organization
of the hells, but who are selfinterested
and not willing servants of
Bane or of the clerics. This is essentially
no different from the way clerics of other
deities regard the devils; the diabolical are
never dealt with in safety and trust. To
what extent Bane and the archdevils
know of each other, or have contact, can
remain vague ? part of a DM?s ?design
elbow room? ? for now. (Bane is geographically
separated from the Nine
Hells, too ? he is in Acheron.)

Using the rules

Various hints about the nature of the
Nine Hells are found in the rules, such as
the suggestion (by inference from the description
of bone devils, and from the
cold-related powers that Geryon and the
bone devils possess) that Geryon?s plane
is a rather icy place. By gathering the
information contained in the AD&D rule
books, and embellishing these facts with

information from literature, one can cobble
together a geographical picture of the
Nine Hells.

A vast number of writers have offered
their own religious or primarily fantastic
conceptions of the infernal regions (those
lands of the dead that are linked with evil
spirits and, usually, punishment of the
souls of the dead). The chief sources of
geographically detailed descriptions of
the hells are listed here, for DMs who
want to develop their own versions:

  • Dante's Inferno;
  • Homer's Odyssey, book XI;
  • Virgil's Aeneid, book VI;
  • Spenser's Faerie Queene, book II canto 7;
  • Ariosto's Orlando Furioso, book XVII;
  • Tasso's Jerusalem Delivered, book IV;
  • Milton's Paradise Lost;
  • Fenelon's Telemaque, book XVIII; and
  • William Backford's fantasy romance Vuthek.

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    Libraries are the
    best sources for the above books.
    Also valuable are modern fantasy versions
    of the hells drawn from the original
    sources, such as Inferno by Larry Niven
    and Jerry Pournelle (a 1976 Pocket Books
    paperback, still in print). There are many
    other such examples in fantasy literature,
    and many comparable underworlds (those
    in Ursula LeGuin's The Furthest Shore
    and H.P. Lovecraft's The Dream-Quest of Unknown Kaddath leap to mind) also to
    be found therein that will yield ideas of
    flora, fauna, and physical conditions to a
    DM creating his or her own version of the
    Nine Hells. What follows is my own
    (unofficial) conception.

    Servants and vassals

    Before plunging into a plane-by-plane
    description, a note regarding servant and
    vassal devils: These beings are useful in
    that they help to delay any direct intervention
    by archdevils in play, stretching
    out the fun and providing player characters
    with individual, significant foes of
    lesser power before bringing the ?big
    guns? onstage. To characters (such as
    powerful clerics) in the Realms who are
    privy to such information, the role and
    descriptions of these servant devils is
    known to be as follows:

    Some devils, even those of sufficient
    power to attain archdevil rank, see their
    safest position in the present infernal
    regime to be that of lieutenant to an
    archdevil. Their precise reasons for this
    attitude are known only to themselves,
    but it is thought that some prefer to
    maintain a low profile so that they can
    work "behind the scenes," and others
    prefer to act in the name of an archdevil,
    thereby disclaiming responsibility for
    their own actions.

    A DM should bear in mind that there is
    certainly some degree of silent cooperation
    between these servant devils, who
    wish to avoid being openly set against
    each other (i.e., in combat) or against any
    archdevil. This cooperation must be
    obvious to the archdevils, who seem to
    tolerate it (Baalzebul the least), and some
    believe that Asmodeus quietly aids and
    encourages it, for it adds stability to the
    present status quo ? in which he is on
    top. Fear and/or mindfulness of general
    strategy (ahead of short-term tactics) prevent
    most open rivalries between devils
    from escalating further than exchanges of
    nasty words and cruel pranks. A player
    character should not be able to play one
    devil against another like a Machiavelli
    might manipulate his courtiers; bear in
    mind that most devils are of reasonably
    high intelligence.
     

    Spells in the hells


     
    Magic Alterations Cleric Druid Magic-User Illusionist
    Magic Item Alterations Character Ability Alterations - - -

    There is much more to be done before
    the Nine Hells are truly playable. As
    another step in that direction, the
    remainder of this presentation is devoted
    to some suggested spell alterations (that
    is, differences in the performance of spells
    on the Prime Material Plane compared to
    the plane in question), primarily for the
    plane of Avernus.

    (Editor?s note: Frank
    Mentzer, one of the resident rule experts
    on the AD&D? game at TSR Hobbies,
    Inc., responded to our request for additional
    help by offering some additions
    and suggested corrections to the author?s
    spell list. We have used [square brackets]
    to set off Frank's remarks from Ed
    Greenwood's original material.)

    The defensive strategy of the Nine
    Hells is to confine all entries to this
    plane, so that hostile or unauthorized visitors
    can be dealt with on Avernus and
    not in the realms of any of the archdevils.
    If an attacker is strong, the archdevils
    merely send more and more of their
    armies (who, given an arch-devil?s
    authorization, can move freely about the
    hells) to Avernus, into the fray, until the
    foe is overwhelmed. If this strategy works,
    further details of the rest of the Nine
    Hells may never be necessary.

    Magic alterations
    The Nine Hells are environments very
    different from the Prime Material Plane.
    The arch-devils have, over a span of time
    far beyond man's ken, twisted facets of
    the nature of the hells to their own ends,
    resulting in magical conditions forbidding
    to intruders. As a rule of thumb,
    spell casters entering the Nine Hells will
    find that they cannot contact or summon
    creatures from other planes; cannot control
    fauna, flora, or weather; and in particular
    they will face many creatures (the
    devils) that are immune to the effects of
    most mind- and control-related spells.
    Clerics and druids cannot regain spells
    above 2nd level, once cast, and the effects
    of many spells and even magical items are
    altered. A protection from devils scroll,
    for instance, would be ineffective if read
    in the hells. [A scroll of protection from
    devils would still have effect, but only
    that of a ?normal? protection from evil,
    10? radius spell effect. Partial reading
    gives the ?2 penalty to attacks of, and the
    +2 bonus to the saving throws of the
    defenders from, the given type of devil (3,
    7, or 10 segments to affect lesser, greater,
    or all devils, respectively). However, contact
    with any magic-resistant creature
    might cause the protection to vanish
    (normal MR check applies).]

    Suggested spell alterations are given below,
    including those for spells published in earlier issues of DRAGON® Magazine,
    either from E. Gary Gygax's column,
    From the Sorcerer's Scroll, or
    Len Lakofka's column, Leomund's Tiny Hut.

    Note that new spells published after
    issue #69 of DRAGON Magazine are
    unknown to me as of this writing, and
    hence are not covered.

    These alterations
    (and those of magical items and character
    abilities, detailed hereafter) are of necessity
    incomplete: few are eager to learn
    such alterations the hard way, by experimentation
    in the hells, and few who do
    learn return to tell the tale.
    Spells are listed by class, and within
    each character class by ascending level,
    alphabetically by name within each level.
    ?X? equals ?ineffective.?

    Cleric spells
    Command: Ineffective against greater devils.

    Detect evil: Evil is so overwhelming
    that this spell can only be used negatively;
    i.e., to detect the absence of evil in
    a specific object or creature.
    [Light and continual light spells have
    areas of effect of half normal size and
    intensity, and may attract wandering residents
    of the plane, if any (1 in 6 chance,
    check per turn).]

    Protection from evil: X

    Protection from good: Effects of double
    strength.

    [Purify food & drink: X]
    Z

    Sanctuary: Ineffective versus archdevils;
    other creatures attacking caster
    gain a +2 bonus on saves vs. spell.

    Chant: X

    Holy symbol: Ineffective, and any
    attempt to cast will draw the nearest devil
    to the place of casting, quickly.

    Messenger: X

    Dust devil: X

    Enthrall: X

    Prayer: X

    [Speak with dead: X]

    Abjure/implore: Both forms ineffective
    Ceremony, consecrate ground: X

    Divination: X

    Negative plane protection: X

    Protection from evil, 10? radius: X
    [Note that a paladin?s radiant protection
    effect (and that of any other creature connected
    to the Positive Material Plane) is
    merely reduced from 10? radius to personal
    effect only.]

    Protection from good, 10? radius:
    effects of double strength.

    Atonement: X

    Commune: X [Commune, aerial servant,
    conjure animals, and other spells
    involving direct contact with another
    plane might work, depending on the
    power of the being contacted and the
    actual plane of the Nine Hells on which
    the spell is cast. If on the outermost (or
    first, or highest, or closest to the Inner

    Planes), all such spells will work properly.
    A demigod can be contacted on the
    second plane ?down?; a lesser god, the
    third; and a greater god, five planes
    ?down.? No contact of any sort can be
    made from the 6th-9th planes of the Nine
    Hells unless permission is given from the
    ruler of the plane.]

    Dispel evil: X

    Flame strike: X

    Insect plague: X

    Quest: X

    Raise dead: X

    Aerial servant: X [See commune.]

    Conjure animals: X [See commune.]

    Find the path: X

    [Word of recall: Will only work from
    the 1st-6th planes; the 7th-9th planes are
    too far removed.]

    [Astral spell: Will only work from the
    1st of the Nine Hells.]

    Control weather: X

    Earthquake: X

    Exaction: Ineffective versus devils.

    [Gate: Affects deities in limited fashion,
    as per commune (see above).]

    Henley?s digit of disruption: Ineffective,
    but caster will know this upon
    thinking of the spell, prior to casting.

    Holy word: Ineffective. (Unholy word
    will be effective only if caster worships
    one of the arch-devils, and then only
    against lesser devils.)

    Resurrection: X

    Druid spells
    Entangle: X

    Predict weather: X

    [Purify water: X]

    Heat metal: Functions normally, but
    note that devils suffer no damage from
    the ?hot? version and only half damage
    from the cold version.

    [Obscurement: Half normal dimensions,
    1/8 normal volume (½? cube/level).]

    [Call lightning: X]

    Plant growth: X

    Summon insects: X

    Animal summoning I: X

    Call woodland beings: X

    Hold plant: Plants native to the hells
    save vs. the spell at +2.

    Animal growth (or reduction): X

    Animal summoning II: X

    Commune with nature: X

    Insect plague: X

    Animal summoning III: X

    Conjure fire elemental: X [Conjure
    elemental (fire or earth) works from
    Avernus only.]

    [Feeblemind: Treat all devils as if
    human clerics (+1 to save).]

    Weather summoning: X

    Chariot of Sustarre: This spell is effective
    on Avernus, but not when cast on
    any of the other hells.

    Confusion: Ineffective versus greater
    devils; lesser devils save vs. spell at normal,
    not at ?2.

    Conjure earth elemental: X [But see
    conjure fire elemental above.]

    Control weather: X

    Creeping doom: X

    [Finger of death: Ineffective against any
    devil.]

    [Reincarnation: X]

    Magic-user spells
    Cantrips ? Bee: X; Bug: X; Change:
    ineffective vs. creatures native to the hells;

    Gnats: X; Mouse: X; Spider: X; Yawn:
    ineffective vs. creatures native to the hells.

    Find familiar: Will work only if cast by
    a lawful evil or neutral evil magic-user;
    only imps can be summoned in the hells.

    [Light and continual light: See note
    under cleric spells.]

    Melt: Ice devils are not affected by this
    spell, suffering no damage.

    Mount: X

    Precipitation: X

    Protection from evil: X

    Protection from good: Effects will be of
    double strength.

    Taunt: X

    Detect evil: See note under cleric spells.

    Forget: Ineffective against all devils.

    [Invisibility (all sorts): The DM must
    remember to check each devil?s chance of
    detecting invisibility (as applicable),
    based on intelligence and hit dice (DMG
    p. 60). Thus, any form of invisibility is
    often ineffective against arch-devils.]

    Irritation: ineffective against devils

    [Rope trick: The ?extra-dimensional
    space? will be on an adjacent level of the
    hells, and may invite unexpected visitors
    (cf. gate).]

    Scare: X

    [Shutter: Will not affect a devil?s
    talisman.]

    Tasha?s uncontrollable hideous laughter:
    Ineffective versus greater devils.

    Cloudburst: X

    Material: X

    Monster summoning I: X

    Protection from evil 10? radius: X

    Protection from good 10? radius: Effects
    will be of double strength.

    Sepia snake sigil: Will always miss devils
    of any sort.

    Charm monster: Ineffective versus
    greater devils; lesser devils save at +2.

    Fear: Ineffective versus undead, devils.

    Fire charm: Ineffective versus greater
    devils.

    Monster summoning II: X

    Plant growth: X

    [Wall of ice: Duration is but 1 round
    per level in most warm areas of the hells.]
    Avoidance: Ineffective versus the
    apparel or possessions on the person of a
    devil.

    Conjure elemental: X [See note under
    druid spell conjure fire elemental.]
    Contact other plane: Effective only to
    other planes within the hells. [Ignore the
    ?elemental? line in the spell description,
    calculating all distances as needed.]

    Dismissal: Effective in the normal
    manner, but its reverse, beckon, will
    never succeed in summoning a creature
    from any plane but one of the other hells.

    Distance distortion: X

    Dolor: Ineffective versus devils and
    other creatures native to the hells.
    Nothing will happen when it is cast; the
    target devil will not charm and dominate
    the caster.

    [Feeblemind: See note under the druid
    spell of the same name.]

    Leomund?s lamentable belabourment:
    Ineffective versus devils.

    Leomund?s secret chest: The chest can
    be summoned on Avernus, but not on any
    of the other hells, and in no case will a
    living creature of any sort enter the hells
    via such a chest.

    Magic jar: Ineffective versus greater
    devils.

    Monster summoning III: X

    [Wall of iron or wall of stone: These
    effects have a duration of 1 turn per level
    of the caster.]

    Control weather: X

    [Death spell: Ineffective against any
    devil.]

    Ensnarement: X

    Geas: Ineffective versus devils.

    Invisible stalker: X [See note under the
    cleric spell commune.]

    Monster summoning IV: X

    [Reincarnation: X]

    Spiritwrack: Only effective versus devils
    (demons cannot be contacted from the
    hells), and casting it will attract any
    greater and arch-devils on the plane of
    casting to the location of the caster,
    within 1 turn.

    Transmute water to dust: The waters of
    marshy areas in the upper hells (e.g.,
    Minauros) will be affected by this spell,
    but the river Lethe and the waters of the
    swamp and ocean of Stygia will not.
    Banishment: Note that a devil cannot
    be forced ?back? to ?its own? other plane
    of the hells; this spell can banish other
    creatures from the hells, but cannot force
    creatures native to the hells from one
    level to another.

    Cacodemon: X

    Charm plants: X [Permits communication
    only, not charm.]

    Limited wish: Devils are in no way
    affected by a limited wish cast in the
    hells. Creatures may leave, but not enter
    or be summoned to, the hells by means of

    a limited wish. Such a spell cannot be
    used to contact a deity or a deity?s servants
    except an arch-devil or servants, nor
    to gain spells from that deity or servants.

    Monster summoning V: X

    Teleport without error: This can be
    used to enter or leave the hells, but the
    chance of error in any case rises by 21%.
    Torment: Any unfortunate spell caster
    undertaking such a spell will soon learn
    that, in the hells, no devil can be bound
    in a magic circle, thaumaturgic triangle,
    pentagram, or other drawn boundary.
    (Protective circles will keep some devils at
    bay, however, and physical barriers or
    prisons, such as a forcecage, can contain
    most devils.)

    Truename: It is worth noting with
    respect to this spell that no arch-devil?s
    true name is known to other devils
    (except perhaps Asmodeus; if this were
    not so, the devil in question would not
    retain his or her position for long), and as
    a rule, only arch-devils know the names
    of other devils (typically only a few loyal
    to them, for they would act quickly to
    bring about the downfall of an enemy, by
    means not available to casters of this
    spell). Devils do not bargain with the true
    names of other devils, although they may
    bargain for such names. The sending portion
    of the spell will work as a means of
    delivering willing creatures from the hells
    to other, safer planes, or as a means of
    transport within the hells.

    [Vanish: If the object is of greater bulk
    than the given limit, the object is not
    replaced by stone, but is instead entirely
    unaffected.]

    [Antipathy/sympathy: Any devil on its
    home plane is unaffected.]

    Binding: See torment, above.

    Demand: Ineffective versus devils.

    Mass charm: Ineffective versus greater
    devils.

    [Maze: The ?extra-dimensional space?
    is 3 planes removed at best, and may
    (depending on the level of the hells on
    which it is cast) have an effect similar to
    rope trick or gate.]

    Monster summoning VI: X

    Sink: Greater devils are unaffected by
    this spell. Other creatures of the hells are
    allowed the usual saving throw.

    Symbol: Ineffective versus greater
    devils.

    [Trap the soul: Ineffective against
    arch-devils.]

    Energy drain: Ineffective in the hells.
    When the spell is called to mind (the concentration
    just prior to casting begun),
    the caster will realize that the spell will
    not work ? and if spellcasting is not
    undertaken, the spell will not be lost.
    Imprisonment: [Ineffective against
    arch-devils, but will place any other devil
    into temporal stasis until dispelled (and
    note that a standard magic-resistance

    check applies).] The reverse of the spell
    will not cause any creatures to appear.

    Monster summoning VII: X

    Wish: See limited wish, above; conditions
    are identical except that a wish may
    affect lesser devils.

    Illusionist spells
    [Hypnotism: Ineffective against all
    devils.]

    [Light and continual light: See note
    under cleric spells.]

    Spook: Ineffective on creatures native
    to the hells.

    [Wall of fog: Half normal dimensions,
    1/8 normal value.]

    Fascinate: X

    Hypnotic pattern: Ineffective versus all
    devils.

    [Invisibility (all forms): See note under
    magic-user spells.]

    [Illusionary script: Ineffective against
    greater devils.]

    [Paralyzation: Note that a paralyzed
    devil can still perform ?at will? abilities,
    including teleport.]

    Confusion: Ineffective vs. greater devils;
    lesser devils save vs. spell at par, not at ?2.

    [Emotion: Ineffective against greater
    devils.]

    [Minor creation: Half normal duration,
    or 1/10 normal duration when on the
    7th-9th planes of the hells.]

    Phantasmal killer: Ineffective versus
    greater devils.

    [Shadow monsters: All have half the
    given hit points, and inflict half the given
    damage against victims who make their
    saving throws, due to the remote position
    of the hells with respect to the Plane of
    Shadow.]

    Solid fog: Does not reduce the movement
    of creatures native to the hells.
     

    Chaos: X

    [Demi-shadow monsters: See shadow
    monsters above.]
     

    [Major creation: Half normal duration,
    or 1/10 normal duration when on the
    7th-9th planes of the hells.]

    Maze: [See note under magic-user spell
    of the same name.]

    [Shadow door: The invisibility is ineffective
    against arch-devils.]

    [Shadow magic: Victims failing their
    saving throws take only half normal
    damage.]

    [Summon shadow: X]

    Conjure animals: X

    [Demi-shadow magic: See shadow
    magic above.]

    [Mass suggestion: Ineffective against
    arch-devils.]

    [Permanent illusion: Lasts only 3 minutes
    after concentration ends.]

    [Shades: See shadow monsters above.]

    Alter reality: Devils are in no way
    affected by an alter reality cast in the
    hells; the conditions limiting the spell are
    identical to those on the magic-user spell
    limited wish (see above).

    [Astral spell: See note under cleric spell
    of the same name.]

    Shadow walk: X

    Vision: X [Works normally on the first
    of the Nine Hells.]

    Weird: Ineffective versus greater devils;
    lesser devils save at +3; ineffective versus
    undead.

    (Note that in this list, the term ?greater
    devil? includes arch-devils unless the two
    terms are used separately in the same
    entry.)

    [General note on limited and full
    wishes: The ruler of any plane of existence
    (including the Nine Hells) has full
    and final ?veto power? over any wish cast
    within its/his/her territorial jurisdiction.
    This power might or might not be exercised
    with any given wish, depending on
    the nature of the ruler and the wish.
    However, the exceedingly lawful nature
    of the hells is such that the ruler will
    immediately know of any and all such
    attempts, and will immediately (in all but
    exceptional circumstances) cancel, modify,
    or grant the effects, quite possibly
    arriving in person (with all appropriate
    guards and assistants) to adjudicate the
    matter.]

    Magic item alterations
    Potion of fire resistance: Effective
    against the natural fires of the hells and
    those magically produced by creatures
    such as nightmares, up to and including
    malebranche ? but, the potion seems
    ineffective against the fiery magics of pit
    fiends and all greater unique devils. (A
    ring of fire resistance seems strong
    enough to protect against such powerful
    magical fires.)

    Potion of gaseous form: An adventurer
    using such a potion exploded when
    struck by a firewind, while fleeing across
    the rifts of Nessus. Companions of the
    lost one say the firewind appeared drawn
    to the gas.

    Oil of etherealness: [No effect.] Ethereal
    individuals are apparently not invisible
    in the hells.

    Potion of treasure finding: Apparently
    ineffective in palaces and caves of the
    Nine Hells.

    Ring of djinni summoning: The djinni
    will not feel its summons, nor appear, if
    such a ring is rubbed when in the hells;
    its operation is suspended.

    Ring of elemental command: Such a
    ring is inoperative in the hells, and none
    of its effects or properties (including saving
    throw penalties) will be effective.
    Ring of fire resistance: See potion of
    fire resistance, above.

    Ring of human influence: All devils,
    even if in human or humanoid form, are
    totally unaffected by such a ring.
    Ring of multiple wishes: Any wishes
    that affect any greater or arch-devil (other
    than to free the speaker or a stated creature
    from the physical grasp or confinement
    of such a being) are beyond the
    power of the magic of the item. Requests
    involving exit from the hells will be
    granted, as will wishes involving travel
    from place to place within the hells, but
    such travel will not extend to captive devils
    or other creatures of lawful evil
    alignment, and may not operate to the
    precise destination requested.

    Ring of three wishes: See ring of multiple
    wishes. For limited wish items, see
    that spell under the above list of spell
    alterations.

    Ring of water walking: This item will
    operate in the marshes of Minauros and
    probably elsewhere in the hells as well,
    but demonstrably does not function with
    respect to Lethe, the River of Forgetfulnss,
    on Nessus.

    Rod of beguiling: [Ineffective against
    all residents on their home planes.]

    [Rod of lordly might: In the first hell
    (Avernus), the battle axe effect is +2, the
    spear +1, and other weapon effects are
    non-magical. Deductions apply for
    planes further removed. All mechanical
    effects work normally.]

    Rod of resurrection: This item will not
    function properly in the hells. If its
    employment is attempted, charges will be
    drained in the usual manner, but the rod
    will only animate dead ? ?raising? a
    mindless, undead zombie which will obey
    anyone bearing the rod. The zombie is
    subject to the usual damage and continuing
    decay while animated, and if removed
    from the hells to another plane, will
    revert to an inanimate, lifeless corpse.

    Rod of rulership: Such rulership is
    ineffective against hellcats and all devils.

    [Rod of smiting: Acts as a +1 weapon
    in the first hell, and non-magical on
    planes further removed; however, one
    charge is still used on a roll of 20, and
    triple normal damage is still inflicted
    thereby (if the victim can be damaged by
    normal weapons).]

    Staff of command: Ineffective in the
    hells.

    Staff of the magi: Protection from evil
    power ineffective, protection from good
    of double strength. Plane travel power is
    unaffected, but conjure elemental function
    will be ineffective. The retributive
    strike power is unaffected, and has operated
    most efficiently in the hells! [For
    staff of the magi and staff of power, see
    notes on spell alterations for light, invisibility,
    etc.]

    Staff of the serpent: Hell hounds, hellcats,
    and all devils are immune to the
    poison of the adder version.

    [Staff of striking: Acts as a +1 weapon
    in the first hell, and non-magical on
    planes further removed; however, charges
    still double or triple normal damage (if
    the victim can be damaged by normal
    weapons).]

    Staff of withering: Ineffective in the
    hells (refer to DMG).

    Wand of conjuration: The monster
    summoning function will be ineffective,
    but charges will be drained ? and lost ?
    in the usual manner when this power is
    called upon.

    Wand of enemy detection: Ineffective in
    the hells.

    Wand of fear: Ineffective in the hells.

    Wand of magic detection: Ineffective in
    the hells.

    Wand of metal and mineral detection:
    Ineffective in the hells.

    [Wand of wonder: No effect if heavy
    ruin, summon, or create any creature,
    plant, or object (rhino, butterfly, grass, et
    al.) is indicated; only certain spell effects
    will be produced.]

    Arrow of direction: Ineffective; it will
    fall in random directions when used in
    the hells, although this may not be
    immediately evident to the user.

    Bag of beans: The soil and water of the
    hells cannot cause such beans to sprout.
    They retain, however, their explosive
    property.

    Bag of devouring: A bag of devouring
    will never be found in the hells, and will
    not enter them; it will disappear (along
    with any contents) instantaneously if its
    bearer enters any of the hells.

    Book of exulted deeds: Cannot be
    touched by lesser devils, against whom it
    functions as though it were a protection

    from evil of 20? radius, and if any such
    approach to 10? distant, they take 2-12
    electrical damage (no save), and are repulsed.
    This applies also to non-diabolic
    creatures of the hells. Greater devils take
    1-6 damage per contact, and are (save at
    +1) confused (75%), slowed (20%), or both
    (5%) for 1-4 rounds at every contact with
    such a book. Arch-devils take 2-4 points
    of damage upon touching such a book,
    and their touch destroys it.

    Bowl commanding water elementals:
    Ineffective in the hells.

    Bowl of watery death: Will function
    normally in the hells. A tiny, drowned
    magic-user will turn into a lemure of
    normal size if still in the hells after 60
    turns have elapsed.

    Brazier commanding fire elementals:
    Ineffective in the hells.

    Brazier of sleep smoke: When a fire is
    lit in such a brazier when in the hells,
    clouds of billowing smoke will pour
    forth, but it has no sleep effects, and no
    fire elemental will appear. The smoke
    will dissipate, and the fire go out, in 2-6
    rounds.

    Censer controlling air elementals: Ineffective
    in the hells.

    Censer of summoning hostile air elementals:
    Ineffective in the hells.

    Crystal ball: If used while in the hells,
    the chance of locating a subject within
    the Nine Hells is normal; i.e. as given in
    the DMG (note that from one level of the
    hells to another is to another plane, and
    subject to ?25% penalty). Arch-devils will
    always (100%) feel the view-presence of a
    scrying entity, knowing its direction and
    approximate distance after 1-4 rounds of
    observation, if on the same plane, and
    knowing the plane after 3-12 continuous
    rounds of observation if the observer is on
    another plane. If a crystal ball is
    employed in the hells to observe things
    on other planes outside of the hells, there
    is a penalty of ?33% on locating a subject
    (but only ?24% if the subject is on the
    Prime Material Plane).

    Crystal hypnosis ball: If a magic-user
    should employ a ball controlled by an
    arch-devil (and most arch-devils place
    four to twelve or so on the Prime Material
    Plane to further their own ends and to
    observe events) while in the hells, the
    suggestion employed immediately will be
    to travel to (or move toward) the location
    of (or the plane of) the controlling archdevil.
    Rarely (and only if the controlled
    individual?s party is strong), the devil
    may compel the individual ?to undertake a
    mission in the hells, typically stealing
    from or spying on a rival arch-devil. If a
    crystal hypnosis ball controlled by a
    being not in the hells is employed by a
    magic user in the hells, nothing will
    occur; the crystal ball will seem only a
    non-magical sphere of glassy crystal,
    although it will still radiate a detectable
    dweomer.

    Deck of many things: Plaques drawn in
    the hells will have normal effects except

    for the following: knight will arrive by
    means of plane shift in 1-3 rounds,
    bewildered but fully armed and armored,
    fresh and at full hit points ? and will
    immediately recognize the character he
    wishes to follow. Flames will cause the
    devil (DM?s choice as to identity, but it
    will be a devil somewhere in the hells at
    the time the card is drawn) to immediately
    see the character who has drawn
    the card, and know the precise location of
    the character at that time. If balance is
    drawn and the character?s new alignment
    is lawful evil, betrayal of the party in
    such a way as to gain the most status for
    the newly lawful evil character will be the
    ultimate result.

    Eyes of charming: Charm powers are
    not effective versus devils or other monsters;
    the eyes enable the wearer to charm
    person only.

    Helm of teleportation: This item will
    function properly in the hells, but there is
    a 33% chance that the destination reached
    will be slightly different than that
    intended ? i.e., a teleport into an infernal
    palace might deposit one outside the
    gates. Inter-planar travel (i.e. into another
    level of the hells) is of course not possible.
    This ?shift? phenomenon does not
    appear to affect the spell teleport (but
    evidence available to date is fragmentary),
    and in any case the ?shift? effect is
    entirely separate from the vertical-error
    risk of teleportation.

    Horn of the Tritons: Ineffective if
    winded in the hells.

    Horn of Valhalla: Will be effective if
    winded in the hells, and any berserkers
    appearing will fight any devils within
    view before turning on the horn-blower,
    if there is any class or alignment conflict.
    The berserkers will vanish in 6 turns
    (although few will survive that long if
    called into direct combat with devils).
    Instrument of the bards: See bards
    under character ability alterations, below.
    Iron flask: Any devil or rakshasa
    released from such a flask will immediately
    know where it is and will seek to
    summon or attract the attention of infernal
    aid to defeat the individual releasing
    it and any companions.

    Pipes of the sewers: Rats are present in
    the hells in only two places: the dungeons
    beneath the iron city of Dis, and in the
    garbage-choked towers of Malagard. Only
    when the pipes are played in these places
    will rats appear.

    Robe of eyes: The tracking ability of
    such a robe is ineffective in the hells, but
    otherwise it functions normally.

    Scarab of enraging enemies: Greater
    devils and arch-devils are immune to the
    effects of this item.

    Sphere of annihilation: Such phenomena
    are never found in the hells, and cannot
    be magically plane shifted or otherwise
    made to enter the infernal regions.
    Stone of controlling earth elementals:
    Ineffective in the hells.

    Talisman of pure good: In the hells,
    this item will not function normally: evil
    clerics (or evil creatures of any sort) will
    not be swallowed up in a flaming chasm.
    Such a talisman has a marked effect on
    all vile creatures in the hells (including
    devils); the touch of one (?to hit? roll
    required) will do any such creature 12-48
    points of damage (no saving throw), and
    drain 1 charge. If its charges are
    exhausted in the hells, such a talisman
    will darken, shrivel, and crumble.

    Talisman of ultimate evil: Will function
    normally in the hells, but will not
    lose any charges, regardless of the number
    of uses to which it is put. Devils will not
    have or know how to use such talismans.
    Trident of fish command: Any aquatic
    life to be found in the hells (i.e., in the
    swamp or ocean of Stygia or the river
    Lethe) is unaffected by such a trident.

    [General note on magic items: For
    items constructed on the Prime Material
    Plane, all magic weapon ?plusses? are
    dropped by 2 on the first of the Nine
    Hells (Avernus), and by 1 more for each
    plane further removed.]

    Note regarding artifacts and relics: All
    such items function normally in the hells.
    It is most unlikely that artifacts or relics
    of any sort will be found in the hells. If
    there are any such, items dedicated to
    ?good? will not be found among them,
    and they will lie within the walls of the
    arch-devils? fortresses ? not lost or ?forgotten
    ? for a character to happen upon.
     

    Character ability alterations

    Combat
    Note that a +2 (at least) or better magic
    weapon is required to physically hit any
    unique devil or arch-devil, including the
    nobility of hell and the outcast devils.
    DMs should also remember that fire of
    any sort has no effect on devils or any
    other creature native to the hells.
    Archery: Use of this skill (by any character
    proficient in it) is impossible on the
    plane of Dis, save within Dispater?s
    palace itself, or underground (due to the
    winds), and also impossible in the central
    rifts of Nessus (due to the firewinds). It
    can otherwise be exercised normally,
    although volcanic activity on Phlegethos,
    and fireball formation on Avernus, may
    destroy the occasional missile.

    Infravision: For elves, half-elves, spell
    casters employing such a spell, and other
    creatures while in Phlegethos, Malbolge,
    and Maladomini, there is too much background
    heat in all surroundings for
    infravision to detect anything more than
    cold or cool spell effects, objects, etc.,
    (and these soon warm from contact with
    the surroundings).

    Psionics
    Psionic processes function with only
    minor modifications in the hells. Psionic
    combat is unaffected.

    Animal telepathy: All creatures native
    to Hell are considered "monsters" as
    far as this ability is concerned.

    Body equilibrium: Anyone walking
    upon the water of the river Lethe (or for
    that matter, the rivers of fire in Phlegethos,
    or the lake of Cocytus) will be subject
    to the natural effects described in the
    text of this article. Note that use of this
    discipline will not prevent Cocytus from
    swallowing a psionic character ? that
    action is a physical, attacking action and
    not a matter of the ice giving way and
    closing over someone who has fallen.

    Detection of good/evil: The overwhelming
    evil of the hells so pervades
    everything a psionic character concentrates
    on that good creatures are easier to
    distinguish (+33% chance), good objects
    slightly so (+10%), and evil creatures or
    objects do not betray their potency or
    power by their auras, nor their precise
    (lawful, chaotic, neutral) evil alignment.

    Domination: This ability functions
    normally in the hells, but arch-devils and
    greater devils are immune.

    ESP: The thoughts of devils will be
    meaningless unless the psionic recipient
    is conversant with Mabrahoring, the language
    of the hells. The minds of archdevils
    and greater devils are not
    ?unshielded?; they cannot be ?read? by
    this means.

    Hypnosis: Devils of all sorts are
    immune to this mental power.

    Invisibility: Arch-devils have minds of
    too great power to be affected by psionic
    invisibility, but they will not always

    immediately realize that the psionic character
    is invisible to others.

    Molecular agitation: Devils are
    immune to both heat and fire damage
    effects.

    Sensitivity to psychic impressions: Any
    psionic character foolish enough to exercise
    this discipline in the hells will
    quickly (within 1 round) be overwhelmed
    by the cumulative violent emotions and
    horrific visions of the many lemures,
    tormented souls, and evil deeds done here.
    The effects are as follows: The psionic
    must save vs. death magic or be driven
    insane (melancholia, megalomania,
    mania, manic-depressive, hallucinatory
    insanity, homicidal mania, hebephrenia,
    suicidal mania, or catatonia; see DMG). A
    psionic character who successfully saves
    will fall unconscious for 1-2 rounds, and
    thereafter be confused for 1-4 rounds.
    (Psionic individuals who are evil by
    nature save at +2.)

    Mass domination: Ineffective versus
    arch-devils and greater devils.

    Molecular rearrangement: Any metals
    contained in diabolical magic items, such
    as the fork of Mephistopheles, will not be
    affected by this psionic power; nor will its
    use affect the powers of such items.

    Telepathic projection: Ineffective versus
    all devils.

    Teleportation: There is a 33% chance
    that an intended destination will not be
    reached (see helm of teleporation under
    Magic item alterations, above). Note that
    this is different from mis-teleporting (i.e.
    low or high), which can also occur (normal
    probabilities and means of psychic
    prevention prevail).

    Clerics
    No cleric, regardless of alignment or
    deity, can turn away or command into
    service any devil while in the hells.
    Undead, etc., will be affected normally.

    Druids
    The flora, fauna, and weather of the
    hells, as mentioned under the list of spell
    alterations above, are largely immune
    from magical influence and control.
    Druid abilities gained at third and seventh levels (refer to the PH)
    are unaffected.

    Paladins
    The detect evil ability of this class will
    prove sensitive enough to distinguish
    powerfully evil beings and items from the
    surroundings, although all things native
    to the hells will display their evil nature
    to the paladin. Paladins may not affect
    devils while in the hells (see cleric section,
    above) although this power versus
    undead and the like is unaffected. A warhorse
    cannot be called while in the hells,
    if it is not taken to the hells with the
    paladin; note that such steeds will be
    trembling with fear at all times it is in the
    infernal regions, and if menaced by devils
    and/or not constantly reassured and

    commanded to stay close by its master,
    will bolt in fear (and likely be lost) when
    faced by the diabolic. A paladin?s protection
    from evil does not operate in the
    hells, except as a white, continual lightlike
    radiance enveloping the paladin,
    retaining only the +2 saving throw bonus.

    Rangers
    The tracking ability of rangers is
    entirely lost while in the hells.

    Thieves
    Hiding in shadows is normally impossible
    with respect to devils and other creatures
    of the hells; for game purposes
    assume a base penalty of ?33% to the
    chance, further modified by the DM for
    circumstances. Climb walls is often modified
    in the hells for conditions: smooth
    iron walls, such as those of the city of Dis
    and Mephistar, subtract 20% from the
    ability to successfully climb them; if
    heavily rusted, the DM may add another
    ?15% penalty to simulate the chance of
    the entire wall collapsing or breaking
    away under the weight of the climber.
    The treacherous alpine and glacial ice of
    Stygia and Caina subtract 33% from the
    thief's chance to climb them successfully.
    A spider climb spell employed by a thief
    or other character will overcome such
    penalties, and have its normal effect.

    Assassins
    Refer to thief functions, above; assassins
    are subject to the same modifications.
    A disguise in which the assassin appears
    to be a devil will not fool any devil.

    Monks
    Refer to thief functions, above; monks
    are subject to the same modifications. A
    quivering palm attack cannot affect any
    devil (and remember, creatures only hit
    by magical weapons are unaffected).

    Bards
    Arch-devils and greater devils are
    immune to the charming (suggestion)
    powers of a bard, even when augmented
    by a magical instrument of the bards. All
    other properties of bards and bardic
    instruments will function normally, with
    the following exceptions for abilities that
    are ineffective for certain instruments:
    Fochlucan Bandore, en tangle; Doss Lute,
    hold animal; Cli Lyre, control winds;
    Anstruth Harp, weather summoning;
    Ollamh Harp, control weather.

    Barbarians
    The following barbarian skills are
    affected while in the hells: tracking (as
    with rangers); animal training (ineffective
    versus all animals native to the hells);
    outdoor crafts; and survival. The DM
    should rule carefully on what facets, if
    any, of outdoor crafts and survival
    become effective after a month?s existence
    ? which is no small feat ? in the
    initially alien environment of the hells

    OUT ON A LIMB

    Missing monsters

    Dear Editor:
    I enjoyed your treatise on the Nine Hells
    (issues #75-76) very much. However, as I read
    through the "Major Inhabitants of the Nine
    Hells -- Other Creatures," I saw two new
    monsters: the hoardling and the stench kow.
    The hoardling had already previously baffled
    me in issue #71. I have managed so far to live 
    without these new devils, yet the suspense is
    killing me! I think that you should include
    these creatures in the magazine soon.
    Ivan Ewert
    Crystal Lake, Ill.
    (Dragon #78)
     

    We should have mentioned in the Nine
    Hells presentation that any creatures you
    hadn't heard of before that weren't covered in
    the magazine can be found in Monster Manual
    II, which has just been released. The hordling
    (that's the correct spelling; sorry about that,
    too), the stench kow, and the barghest, as well
    as other "strangers" found on the chart in #75, <link>
    can all be found in this latest volume of creature
    descriptions. Unfortunately, space restrictions
    made it impossible to include this information
    in the Nine Hells section -- and critters
    like the hordling and the stench kow
    weren't as important to the presentation as the
    new devils we had to print. 

    -- KM

    (Dragon #78)
     

    THE FORUM

    Both EGG and Ed Greenwood have suggested
    that the <Hell> be stripped of non-devil
    deities, which begs the question of where to put
    absolute LE deities who aren't devils.

    Actually, the problem extends through all the
    afterlife planes, inasmuch as there are far more
    pantheons of gods in any alignment than there
    are known planes. If we discard the basic axiom
    of the afterlife astral planes, however, we can
    easily dispose of the problem and not really affect
    the known planes too much in playability.

    As it stands, there is 1 AFTERLIFE <dimension> per
    major and/or minor alignment, with official stats
    given for 16 of the 25 possible alignments. If we
    remove this concept and say that there is (with
    exceptions) 1 afterlife plane per manifestation
    of godhead and these planes have alignments, the
    current problems disappear. In the case of the
    <Hell>, those nine <dimensions> occupy only a part
    of what I call the Astral Space  of Absolute LE.
    Since the <dimensions> are determined by the
    intersection ov the Good/Evil and Law/Chaos
    axes and are AFTERLIFE <dimensions>, it can be presumed
    that the third dimensional axis is the Life/Death
    line. (Astral continuums using the Light/Dark
    axis?) The plane which orcs and goblinoids battle
    for possession of lies parallel to the hells, stacked
    within the Astral Space of lawful evil, along with
    the planes ruled by other lawful evil deities.

    Removing the one-<dimension>-to-a-customer rule
    makes it easier to make the astral <dimensions> able to
    be consistent with established mythology. Olym-
    pus can and should be in the same astral space as
    either <Paradise> or the <Heaven>.
    The Greeks and Romans had civilized (lawful)
    societies, and their gods should reflect that.

    It might be convenient to name the 25 spaces,
    but caution should be used to have names which
    do NOT reflect any particular inhabitant of the
    space. <Ed> used the phrase "The
    Infernal Regions" in his article when talking
    about the various hells of lejend and literature,
    and I for one nominate it for the name of the
    Absolute Lawful Evil space.

    S. D. Anderson
    Whittier, Calif.
    (Dragon #82)

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