Descent into Avernus

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affected individual until their debt is paid in full. What
Mahadi does with such defaulters depends on their ca-

pabilities. Some become indentured servants, working


at Infernal Rapture. If they possess a talent for sales,


they might eventually obtain a business to run within


the Wandering Emporium.
If adventurers inform Mahadi (and by extension Asmo-
deus) about Arkhan's possession of the Hand of Vecna,
Mahadi does everything he can to strike a deal with
them, offering any of the gifts listed under "Mahadi's

Deals" in exchange for the artifact. This is in lieu of the


terms normally offered by Asmodeus.

MAHAD I 'S DEALS


Mahadi has the power to make deals at the direction


and with the authority of Asmodeus as if he were an


archdevil (see appendix A). All such deals must be pre-


sented to the other party without alteration, and they


are not negotiable. In all such agreements, Asmodeus


wants one thing only: a character signing one of these


contracts gives up their soul forever. After the signing


character reaches 17th level, if at any point they die,

their death is permanent, with no chance to return from


the grave. Asmodeus takes their soul and makes them a
pit fiend, in his service for eternity.
Mabadi can offer the following gifts in exchange for a
soul contract:

Magic Item. Asmodeus gifts the adventurer with a rod


of lordly might, to which only the recipient and its di-


rect descendants can attune.


Resurrection. Asmodeus sends one of his loyal priest


followers to cast true resurrection on a deceased


character.

Tiefting Transformation. Asmodeus transforms the


character into a tiefiing with a direct infernal blood-

line to him. Substitute the character's racial traits with


tiefting racial traits.

MA H ADI AND ZARIEL
Zariel relies on Mahadi's services to provide supplies,

magic items, and other items of value necessary for


continuing her campaign in the Blood War. Infernal


Rapture has also been known to host meetings or


high-ranking devils as a neutral and private space.


Mahadi is bound by contract with Asmodeus to not


stage a coup in Avernus or directly assist others to do


so. Nothing in the contract, however, states that Mahadi


can't indirectly assist others in attempting to overthrow


Zariel or whoever else is in control, either by imparting


information or selling goods.

MAHADI A N D LU LU

When Lulu arrives at the Wandering Emporium, its tan-


talizing s ights, sounds, and smells are dimly familiar to


her. Mahadi seems more familiar to Lulu than anything


else in the emporium, but she can't remember why.


Although Lulu has no memory of any prior visit to the


Wandering Emporium, Mahadi is happy to remind her


that he sheltered Lulu for a while after she became lost


in Avernus. What Mahadi fails to mention is that, after


earning her trust, he splashed Lulu with water from the


River Styx to strip her of her spellcasting abilities and


CHAPTER 3 I AVERNUS

memories. Mahadi then sold Lulu to some devils who, in

turn, delivered her back to Zariel.


Mahadi is surprised to see Lulu again but tries not


to show it. He initially suspects that the hollyphant has

come seeking revenge for the memory loss he inflicted


upon her. Once he realizes that her intentions are be-


nign, Mahadi pretends to be her friend once more.

APPROACHING THE
WANDERING EMPORIU M
The Wandering Emporium travels on the backs of nine

Huge infernal war machines similar to Demon Grind-


ers (see page 219), but with Flamethrowers and Styx


Sprayers instead of Chompers and Wrecking Balls.


When Mahadi finds an adequate location to set up


shop, he orders his drivers to form a horseshoe-shaped


defensive perimeter. As the infernal war machines grind


to a halt, their crews (comprised of indentured humans,
duergar, hobgoblins, salamanders, succubi, incubi, and

assorted other creatures) disembark and begin unpack-


ing tents and whatnot. All shops are open within the


hour aad remain open for business until Mahadi decides


it's time to pack up and move elsewhere.
If the characters come upon the Wandering Empo-

rium while it's open for business, describe it to the


players as follows:


A collection of brightly colored tents stands clustered to-
gether, creating an oasis of comfort amid the dread land-
scape of Avernus. Huge infernal war machines form a
horseshoe about the tents, with curtains made of small,
rectangular iron plates and lamps dangling from chains

l


strung between them. Soft, lilting music and wondrous
smells drift across the hot winds, inviting a closer look.

The Wandering Emporium provides a haven for all who
enter and is considered neutral ground for those that
might otherwise initiate a conflict. A s ign posted at the
entrance, strangely unde rstandable in all languages,

simply states: "All are welcome here. No fighting! No


spellcasting! No exceptions!"
Mahadi greets all visitors, directing them toward
whatever establishments interest them the most while

reserving the highest praise for his own beloved restau-


rant and spa, Infernal Rapture. There, he fulfills their

every desire in an attempt to place them in his debt. If


this doesn't work, he isn't averse to offering payment

in exchange for services rendered. The characters are


welcome to stay as Jong as they wish, until such time as


Mahadi decides it's time to pack up and go elsewhere.
Characters indebted to Mahadi can stay on with the

Wandering Emporium, but only as his servants.


WANDERING EMPORIUM BUSINESSES


The c haracters are free to visit any establishment in the


Wandering Emporium. You can create your own busi-

nesses and add them to those presented here.

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