Going to Hell


Advice

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King of Vrock wrote:

Your group is a bunch of infiltrators with no divine support so I would definitely stick to some Arcane chicanery to wrangle the soul back. The contract devil and a fiddle playing contest (skill challenge) is a definitely go to idea! I like the imp as the delivery vehicle for the soul and a bearded devil as muscle.

Ok to challenge their stealth Hell Hounds are pretty perfect 1st line of defense especially with scent. Next you drop a few alarm spells at key strong points (like doors) or better yet make the door a guardian unto itself (animate objects). Hell is a chance to throw out the really bizarre ideas!

They're going in there via the aid of a priest, and have the recommendation of the top paladin of Erastil in the country (a small country, but still). They've got no direct divine support I admit, but they have alliances with the churches of Erastil and Desna that probably count for something in the grand scheme of things. I suppose you were probably referring to the lack of a divine caster in the party itself though.

I'm saving a lot of my best/weirdest ideas for whenever I get to do an adventure in the abyss, the first world, or somewhere else chaotic. The chaotic places will get more of the weird, whereas I'd expect a lawful plane like hell to be rather cunning in its traps and defenses, but not overly bizarre. I like your idea of making the door a guardian however.


Shah Jahan the King of Kings wrote:
On a similar note- The ability to travel into Hell in a pinpoint location is an ability that clearly has not been mastered even by the above parties, or they'd have done it more often. If ANYONE can do it, they are extremely powerful. So WHY is this power being entrusted to this weak group of people? If someone can make a scroll or item for this, then they must clearly be at least a high enough level to planewalk, if not higher to pinpoint a guarded location. Why isn't this person and his similar-leveled buddies going? Basically, Hell is hard to get to.

Arcane casters have to be very powerful to plane shift. (13th level) Clerics get the ability significantly earlier (9th level). Thus assuming a cleric made the scroll, it would only have to be a fairly powerful caster. A fairly powerful person who, in this case, died of old age a long time ago. The scrolls were being kept in storage by the church, and have been for a long time.

I still have strong doubts about your (very vocal) fears that the theft of one soul will lessen hell or bring its entire fury on them. It's stylistic differences though I guess, and what ruins one player's perception of something might not have the same effect on another. I think I know my group well enough to safely say that this won't lessen hell in their eyes, and they're more likely to just enjoy the experience of adventure in another plane.


Pathfinder Rulebook Subscriber
Gluttony wrote:

I still have strong doubts about your (very vocal) fears that the theft of one soul will lessen hell or bring its entire fury on them.

Personal opinion: The fact is, the PC's in hell represent one hell of a resource to the locals. Deniable assets for one, or convenient distraction for the enemies of whoever they're trying to steal from for another.

Its far more likely than their incursion drawing wrath, that it will draw several potential allies looking to capitalize on their mission for their own ends.

"How would you like to know the safest route into the demense of my greatest enemy?"

"I would be happy to assist you, provided we make one stop along the way..."

"Why am I helping you? Suffice it to say, there is no small personal benefit to seeing this particular devil laid low..."

"For a small favor to be named at a later date, you will have the assistance of a powerful ally to help you on your mission..."

Hell is NOT the abyss; its populated by cunning, intelligent beings who are known for plotting and manipulation.

You just have to make sure that its clear if the PC's deal with them, its the Devil who gets the better end of the bargain :) But it doesn't have to be obvious how.


KrispyXIV wrote:

Hell is NOT the abyss; its populated by cunning, intelligent beings who are known for plotting and manipulation.

You just have to make sure that its clear if the PC's deal with them, its the Devil who gets the better end of the bargain :) But it doesn't have to be obvious how.

Excellent point, although I doubt anybody in my group would fall for the "small favour to be named at a later date" offer.

RPG Superstar 2015 Top 8

One interesting way for them to try to get to the locale in hell that they want to go do would be for them to have to descend down some kind of infinite spiral stair case (a 'stairway to hell', so to speak). The starway has no banister, and is opened toward the center, so that you can look down and see it spirally downward forever. Every prime numbered landing might have a fiendish monster or trap of increasing CR, and though stair way seems to go down forever there is a secret door on the 23rd (say) landing, and since the center of the stairway is a 20 foot wide opening the prime landings could be bypassed with fly, or acrobatics checks to jump across the opening. Or the players could stealth passed the monsters and disarm the traps.

For monsters, don't forget the fiendish and half-fiend templates. You can make all sorts of devilish critters that way.

Frog God Games

What about something hitchhiking inside or on one of your players to become a nasty surprise later on? By going into Hell, they've already fallen into the trap.

Say, for instance, the big bad later in your campaign wouldn't even exist if they characters had never made their excursion into hell. It allowed a devil who is now corrupting someone with much more power and influence than the characters have to "hitch a ride" to the material plane.

That's what I would do. Show that the best of intentions when dealing with Hell can have disastrous results. I wouldn't put it past a Devil to ALLOW the rescue of the soul for the potential of a better haul later on. They ARE known for playing the long game, after all.

RPG Superstar 2015 Top 8

Another interesting idea might be to have a sort of collection of soul gems at the end, where the bearded devil is. They have little plaques, so the PCs can identify the one they want. But if the bearded devil or his half-fiend assistant is adjacent to one, they can as a standard action destroy the soul in it to create a lemur under their command. The PCs would have to keep the two creatures occupied, especially if they ran next to the soul gem that was the object of their quest.


Pathfinder Rulebook Subscriber
Gluttony wrote:
KrispyXIV wrote:

Hell is NOT the abyss; its populated by cunning, intelligent beings who are known for plotting and manipulation.

You just have to make sure that its clear if the PC's deal with them, its the Devil who gets the better end of the bargain :) But it doesn't have to be obvious how.

Excellent point, although I doubt anybody in my group would fall for the "small favour to be named at a later date" offer.

Clearly you just need to make them more desperate :)

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