INFERNAL RAPTURE
As the owner and host of Infernal Rapture, Mahadi
takes his responsibilities very seriously. Every patron
that enters the demiplane that houses his establishment
must sign an infernal contract. It presents a ve ry simple
arrangement stipulating that patrons must pay for every-
thing consumed and all services used before they leave.
Mahadi employs many servants, each of them under
the effect of a geas spell to provide the best service they
possibly can and appear happy while they work. Most of
these individuals are former patrons.
Upon entry into Infernal Rapture, guests are escorted
to a private chamber where they may lounge on pillows,
cushions, and divans as they place orders for extrava-
gant dishes from across the planes of existence and en-
joy a variety of spa services that range from the simple
and mundane to the exotic and bizarre.
S ince Infernal Rapture exists in a demiplane, it
doesn't technically reside in the Nine Hells. If someone
wanted to meet with creatures unable or unwilling to
travel to the Nine Hells (or even just Avernus), this es-
tablishment provides a possible meeting location. Of
course, entrance to the demiplane must be negotiated
with Mahadi, with the promise of appropriate payment.
Each chamber that exists inside Infernal Rapture
is created for a specific purpose. When that purpose
ends and the occupants of the chamber leave, that room
ceases to exist unless Mahadi deems otherwise.
Dining Services. The dining menu at Infernal Rap-
ture changes daily, providing a fixed-price selection.
Sample menus are provided as player handouts in ap-
pendix E. A full meal costs one sou/ coin. Unlike food
consumed elsewhere in Avernus, which is uniformly
terrible, the food at Infernal Rapture tastes delicious.
Special food requests can be filled, but they must
be made weeks in advance and can be costly. Mahadi
charges from five to ten soul coins for an exotic request,
depending on the difficulty involved in fulfilling it. Con-
suming a meal at Infernal Rapture has the same ben-
efits as a heroes' feast spell, with the added effect that
those who eat the food have disadvantage on Wisdom
(Insight) checks made against Mahadi.
Spa Services. Infernal Rapture offers a variety of spa
services. Light spa amenities (body, foot, and hand treat-
ments, massage therapy, skin care, general grooming
and bathing) are included along with the standard din-
ing menu at no additional expense.
Specialty services include dream therapy, whole body
restoration, and longevity therapy, as well as a host of
services for every appetite, both wholesome and degen-
erate. Each of these services costs an additional sou/
coin. Mahadi consistently and laboriously upsells fur-
ther services to clients at additional expense. He seeks
to take possession of such individuals and make them
permanent residents of Avernus.
FIRESNAKE FORGE
This establishment is run by three salamanders named
Rassh, Skids, and Slagg. The salamanders owe Ma-
hadi a debt for taking them in and secreting them away
after a bold escape from Bel's Forge. They operate as
indentured servants, maintaining Mahadi's infernal war
machines while also crafting wares for sale to visitors.
From time to time, Mahadi sends them abroad to pro-
cure parts to refurbish the caravan. Nine magmins and
eight suits of animated a rmor assist.the salamanders
with their work.
The salamanders' infernal war machine has been cob-
bled together from a half dozen others. At a moment's
notice, the vehicle can separate into three smaller
infernal war machines, each piloted by one of the sala-
manders. Treat these smaller vehicles as Tormentors
(see page 218).
Weapons and Armor. All metal armor and weapons
listed in chapter 5 of the Player's Handbook a re avail-
able for sale at this shop, at a 150 percent markup.
Infernal War Machine R ep air. The salamanders can
repair a damaged but functional infernal war machine
at a cost of 50 gp per hit point restored.
BURNEY THE BARBER
Burney appears as a cheerful, well-kept Calishite
woman. She provides all services any proficient barber
m ight, up to and including medical attention for those
with injuries or ailments. For healing purposes, t reat
Burney as though she has the Healer feat as well as pro-
ficiency with both the healer's kit and the herbalism kit.
While she works, Burney tells all manner of sto-
ries, making them up as she goes along, but always
with a moral at the end. Burney's stories might point
toward an achievable objective, if the customer is of
good alignment and inclined to take direction from the
chatty barber.
Burney is, in fact. an ancient copper dragon named
Balarystul. Burney resides in Avernus on direct assign-
ment from Babamut, keeping an eye out for signs of in-
creased activity among Tiamat's followers. After the last
time the queen of evil dragons tried to escape the Nine
Hells, those who oppose her are taking no chances. Bur-
ney is particularly interested in any information about
the activities of Arkhan the Cruel (see page 111).
Burney has received several blessings in her service
to Bahamut:
- Unless Burney decided otherwise, once any creature
less powerful than a deity has taken three steps from
her, they can no longer remember her or having inter-
acted with her specifically.
Burney is under the effect of a permanent mind blank
spell, and cannot be detected by magical or mundane
means unless she wishes it. In exchange for this bless-
ing, Burney can take no direct action against the deni-
zens of the Nine Hells, though she can certainly enlist
the help of those who can.
• Burney always knows the location of the Wandering
Emporium and can transport herself there as though
by a word of recall spell. This explains why Burney
simply seems to appear amid the fully deployed mar-
ketplace each morning it is active to provide service
and tell stories.
• Once each day, when Burney so desires, she can in-
stantly transport herself to the court ofBahamut via a
powerful blessing akin to the plane shift spell.
CHAPTER 3 I AVERN"US
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