Saturday, 21 September 2013

An Adventure for Every Monster - Devil, Erinyes


Although I'm a big fan of Tramp, I'm not that keen on his illustration of the Erinyes in the Monster Manual so here are some other interpretations which I found whilst out on the net.



Righty-ho, let's get on with the adventure.


Erinyes

Frequency   Uncommon
No. appearing  1-3 or 4-16
Armour class  2
Move    6”/21”
Hit Dice  6+6
Percentage in lair 20%    
Treasure type R
No. of attacks 1
Damage per attack 2-8     
Special attack  See below
Special defences  See below
Magic Resistance 30%
Intelligence Average
Alignment  Lawful Evil
Size   M (6’ tall)
THAC0  13
XP value 875 + 8/hp

Magical dagger, when struck, save v poison or faint for 1-6 rounds
Rope of Entanglement
Cause Fear in all who look at them
Once per turn or melee round
Detect invisible
Locate Object
Invisibility
Polymorph self
Produce Flame
Summon another Erinyes (25% chance of success)

Other powers:

  • Charm person
  • Suggestion
  • Illusion
  • Teleportation
  • Know alignment
  • Cause fear
  • Animate dead

The Adventure itself

The party is given the job of hunting down and bringing back alive a fugitive from justice. The precise details can vary depending on either DM choice or a die roll.

Five options; 

1. The fugitive has killed his father in a vicious argument that got out of hand (well, that’s his story). In fact, his father found him forging documents to get his hands on the inheritance and a fight broke out which was rather one-sided as the father was elderly and infirm. However, his siblings will be rather cross about the whole thing since the authorities have refused to permit their father’s will to be read until the killer is brought to justice. Therefore, the siblings have hired their own gang of bounty hunters to bring him back alive and this is where the party comes in.

2. The fugitive is being pursued because of his evil murder of his step-children, who were standing in the way of him inheriting his wife’s fortune. His wife is being slowly poisoned by the fugitive but his choice of method for the infanticide raised suspicions amongst the city watch and he realised that it was time for him to leave town. The city watch’s jurisdiction extended only so far from the walls and so a posse was formed to hunt him down and bring him back for trial.  The party has been hired by relatives of the fugitive’s wife to hunt him down and bring him in.

3. The fugitive had been involved in atrocities committed during a war about five years ago and had been rewarded by his master, a duke who has now been deposed by a palace coup. Keen to start with a clean deck, the new regime has turned on the favourites of the old duke and that includes the fugitive who has now skipped town. As well as the party hunting him down, there are also the relatives of the victims who want the fugitive’s head.

4. The fugitive is a professional con-man, swindler and fraudster whose latest scam has deprived a charitable foundation of its main source of income, led to soup kitchens and shelters being closed down and the suicide of one of the trustees of the foundation. The party will have been hired by an irate member of the foundation who wants to keep the revenge mission quiet as the foundation itself is run by a religious body who, much against their better judgement have forgiven the fugitive (as their doctrine demands)

5. The fugitive is a former member of the Order of Dispater who has angered his master by transgressing the precepts of the order (possibly for personal gain) and is now a marked man. The party will be hired by a member of the Order, but he will keep his identity secret and just use the cover story that he has been cheated of a large amount of money/his brother has been murdered by the fugitive. He wants the head back in one piece if possible and will offer a bonus if that can be done.

The personal stats and capabilities of the fugitive are up to the DM to decide; he can be a match for the party or an easy capture but needs to be played convincingly and with conviction.

It won’t be long before the party realises that they are not the only ones on the fugitive’s trail. The Erinyes will make their presence known through subtle manifestations of their power, since they want to make their victim sweat before bringing him in. Thus, the party will know that the fugitive is being chased but not by whom. 

When the party catches up with him (and in all likelihood they will) then he will throw himself on their mercy and explain (assuming that the presence of the Erinyes is known) that he has somehow angered the infernal powers – all the time portraying himself as an innocent man – then explain that he needs to get to the abandoned temple to find the item that will enable him to escape his doom. 

The fugitive has worked out that if he can present the infernal lord with sufficient souls, he can escape the justice of the Erinyes. However, he has to get the party to the long-abandoned temple of Dispater so that when he sacrifices them, their souls will go straight to the second plane of Hell.  He promises the party full access to the treasure which is there as long as he can have that one magic item. Of course, the temple of Dispater is a full dungeon in itself, complete with lethal traps, crumbling architecture and unknown denizens, any one of which can cause real problems for the party.

Meanwhile, there is another individual on the case – Father Sholta, a cleric whose church is keen to have the Order of Dispater destroyed. He will be pursuing the fugitive himself but believes that the fugitive can lead him to the temple, so will not attack immediately, even if he has the fugitive and the party at him mercy.

However, there are three options for Father Sholta

  • He is a low-level cleric who has adopted his quest to prove his worth to his church hierarchy. Competent for his level, he is zealous, intelligent and determined – just not strong enough to take on a flock of Erinyes or the fugitive and his party in combat. He knows this and will use subtlety and cunning rather than outright confrontation. He realises that the party may in all likelihood have been tricked or deceived into helping the fugitive and may use indirect approaches to pull them back from their Faustian deal.
  • He is a mid-level cleric, who has a selection of powers and weapons at his disposal but operates alone, due to the distaste evidenced by his church for his methods (he’s a bit of a loose cannon when it comes to combating evil, but the church is happy to accept the results, just not the means). Collateral casualties are all in a day’s work for Father Sholta, who has seen those he befriended and cared about killed by evil cultists in the past. If the party have thrown in their lot with a disciple of Dispater, they deserve all that’s coming to them.
  •  He is a high-level cleric, with an arsenal of spiritual and magical weapons at his disposal as well as a collection of acolytes who follow him to learn his methods and gain spiritual credit in the eyes of the church. He has not got where he is today without learning a few tricks but has also acquired a degree of pragmatism, so may be more inclined to cut the party a deal if they realise that they have been stitched up by the fugitive.

As can be seen, this is a very adaptable adventure, which has a variety of possible outcomes. It might almost grow into a mini-campaign as there are off-shoots and side-quests suggested by the characters and situations.

2 comments:

  1. Man, oh man! I sure do miss me a good old-fashioned paper chase!!! This is GORGEOUS!!!

    ReplyDelete