First layer of [[The Nine Hells]]. Archdevil: [[Zariel]]. Det følgende er basert på [Remixing Avernus](https://thealexandrian.net/wordpress/44214/roleplaying-games/remixing-avernus), men ignorer at den eksisterer i [Dock of Fallen Cities](https://thealexandrian.net/wordpress/44687/roleplaying-games/remixing-avernus-part-5-hellturel), da front line of the blood war er allerede beskrevet som skrevet i boken. (Mye av [RA 5: Hellturel](https://thealexandrian.net/wordpress/44687/roleplaying-games/remixing-avernus-part-5-hellturel) generelt er ignorert, gitt at jeg ikke oppdaget RA innen vi hadde kommet dit—vurder å hente inn elementer igjen på sikt.) For quest notes, se [[The Avernian Quest]]. ### Warlords Hovedartikkel: [Remixing Avernus – Part 7E: Warlords of Avernus](https://thealexandrian.net/wordpress/46667/roleplaying-games/remixing-avernus-part-7f-warlords-of-avernus) - [[Algoran]] - [[Bitter Breath]] - [[Carol D'Vown]] - [[Feonor]] - [[Kolasiah, The Eternal Medusa]] - [[Princeps Kovik]] - [[Raggadragga]] To-do: Hent info fra alle kilder og samle dem her. Se også [[Thalarma the Warlord Hunter]]. (Hvis du bruker en d8 for å trille hvilken warlord de møter, er Thalarma nr 8.) Vi har også [[Mad Maggie]]: "Although not a warlord herself, she is seen by them as an equal and the neutrality of the fort is (generally) respected." ### Locations - [[Elturel]] - [[Fort Knucklebone]] ### Exploration Designed as an [Alexandrian Hexcrawl](https://thealexandrian.net/wordpress/46020/roleplaying-games/5e-hexcrawl). NB: A "player unknown structure"! For random encounters, see [RA 7h](https://thealexandrian.net/wordpress/46883/roleplaying-games/remixing-avernus-part-7h-avernian-random-encounters). #### Hex Map ![[avernus-hex.png]] [Hex key: RA 7c](https://thealexandrian.net/wordpress/46423/roleplaying-games/remixing-avernus-part-7c-avernian-hex-key) Alexandrian hex map of Avernus: ![[Pasted image 20240926151848.png]] Se [RA 7b](https://thealexandrian.net/wordpress/46164/roleplaying-games/remixing-avernus-part-7b-avernian-hex-map) for de forskjellige terrengtypene. (To-do: Lim inn her, og organiser en oversikt.) #### Oppressive Environment The conditions in Avernus are debilitating, alien, and severe, particularly for mortals. In addition to the normal encounter check, there is a 1 in 6 chance per watch that an oppressive condition will begin. Once begun, an oppressive condition continues until another 1 in 6 check per watch ends the effect. ![[Pasted image 20240926152022.png|300]] - **EXTREME HEAT**: Temperatures reach extreme heat. A creature exposed to extreme heat must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures native to Avernus. A successful saving throw while resting resets the DC to 5. - **CHOKING MIASMA**: Thick, noxious fumes fill the air. They may have a source (like volcanic clouds rolling off the mountains) or they may seem to rise from the ground or even just spontaneously emerge from the air itself. At the end of each watch, creatures must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. Creatures who are resting gain advantage on the saving throw. Creatures with resistance or immunity to poison automatically succeed on the saving throw, as do creatures native to Avernus. - **PSYCHIC EVIL**: The supernatural evil of the Nine Hells weighs on the bodies and souls of those who are not evil. A non-evil creature must make a DC 15 Constitution saving throw at the end of each watch or suffer 1d3 points of psychic damage. - **ACID RAIN**: Thick purple clouds spatter the plains with burning acid. A creature without shelter suffers 1d6 acid damage per hour. - **RAIN OF STONE**: Small meteors pelt the plane. Creatures without shelter must succeed on a DC 12 Constitution saving throw each watch or suffer 1d6 bludgeoning damage per hour. There is a 1 in 10 chance per watch that the meteor storm intensifies, with blazing orbs of fire plummeting from the sky. Creatures without shelter must succeed on a DC 15 saving throw or suffer 5d6 fire damage and 5d6 bludgeoning damage. - **TERRAIN CONDITION**: Each type of Avernian terrain has an oppressive condition. This result on the table indicates that you should use the oppressive condition of the terrain in the expedition’s current hex. As noted above, some terrain conditions do not persist. They occur once in the watch during which they are rolled, and then additional checks for oppressive conditions immediately resume in the next watch.