12.1 – The City of Fire

12.1 – The City of Fire

Conversion of a D&D one page

Background: About 400 years ago,  The precursor to the Yernoids used this part of the mountain facility to shelter from the Sathar bombs. Fortunately, they escaped most of the danger.  Unfortunately, the crystalline nature of the planet enhanced and reflected the radiation to a point that it mutated those in the shelter.  Eventually the Eorna died out and the Yernoids were born.  Unfortunately for the Yernoids, other mutations from the radiation began to form – something the Yernoids call Fire Devils.


Idea:  The Lava is molten crystal mixed with impurities left over from the war.  It mutates anything it touches into some kind of lava beast.  

  • What are the “devils”?  Mutated Yernoids?
  • Carrion Crawlers convert to flaming tunnel worms (mutated to be smaller)
  • Bearded Devils?? Spined Devils

Idea: They awakened something – Their trip through the gate had side effects in the tunnels.

The Devils

Alien beings from another dimension imprisoned on the ship that crashed here centuries ago.  There beings were accidently release and subsequently mutated by the lava.

Barbed/Spined Devil

Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)

Attributes: Agility d10, Smarts d8(A), Spirit d10, Strength d12+3, Vigor d8

Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d8, Stealth d12, Shooting d8

Pace: 6; Parry: 6; Toughness: 8 (2)

Special Abilities:

  • Armor +2: Thick plates, Barbed
  • Barbed defense – Any creature striking a barbed devil with handheld weapons or natural weapons takes Str+d6/AP2 points of  damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
  • Bite and Claws: Str+d8/AP 4 (Impaling) – Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
  • Fearless: Immune to Fear and Intimidation.
  • Hardy: Multiple Shaken results do not cause a wound.
  • Tail: Str+d8, Reach 1, AP 2, –2 to Fighting when used.
  • Fear:  Opponent must succeed at a Fear check to act against the creature, on the first round and any round afterwards until they successfully cause damage to the creature.
  • Grab: +2 to grapple opponent and hold it
  • Darkvision 60 ft.
  • Immunity to Energy, half damage
  • Telepathy 100 ft.
  • Scorching ray – Twice in a combat, the creature can emit a psionically based heat blast that causes 2d6+3 damage.
  • Teleport (self plus 50 pounds of objects only) 100 ft.

A barbed devil is about 7 feet tall and weighs about 300 pounds.

Bearded Devil  

Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)

Attributes: Agility d10, Smarts d8(A), Spirit d10, Strength d12+3, Vigor d8

Skills: Climbing d8, Fighting d8, Intimidation d10, Notice d8, Stealth d12

Pace: 6; Parry: 6; Toughness: 8 (2)

Special Abilities:

  • Armor +3: Thick plates.
  • Bite and Claws: Str+d6.
  • Fearless: Immune to Fear and Intimidation.
  • Hardy: Multiple Shaken results do not cause a wound.
  • ArmClaws: Str+d8, Reach 1, AP 4 (x2)
  • darkvision 60 ft.
  • Immunity to Energy, half damage
  • Telepathy 100 ft.
  • At will— greater teleport (self plus 50 pounds of objects only). 100 ft.

A bearded devil stands 6 feet tall and weighs about 225 pounds.  Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.

Infernal Wound

The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.

A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard

If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy

Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

Fire Death Worm

The death worm is longer than a human is tall, covered in flexible sand-yellow scales, lives beneath the soft sand of its desert home, and has the ability to kill a grown man at a distance.

Agility d6, Smarts d8(A), Spirit d6, Strength d8, Vigor d6

Skills: Fighting d8, Intimidation d6, Notice d8, Shooting d6, Stealth d8

Pace: 8; Parry: 6; Toughness: 9 (2)

Special Abilities:

Armor (+2): Hard, scaly skin.

Bite: Str+d6.

Burrow (8): Death worms can move through sand and soft soil at full Pace and may attack from below.

Death Power: Instead of biting, the death worm can focus an internally generated electrical charge strong enough to stop a man’s heart or fry electrical systems in a vehicle. Range 3/6/12, RoF 1, Damage 4d6, AP 10. It may do this from just beneath the earth.

Size +2: Death worms measure 10’ in length and are 1’ in diameter.


Lighting: Some rooms dimly lit by flickering hellfire. Otherwise, total blackness.

Random Encounters (check each hour)*

Section A (d20):

  • 1-3 = 1  Fire Death Worm – fiery mutated funnel worm
  • 4-5 = 1d3 Fire Death Worm Larvae – Small fiery mutated funnel worm
  • 6-19 = nothing
  • 20 = 1 Bearded Devil

Section B (d20):

  • 1-2 = 1d6 Lemurs (Devlis)
  • 3-4 = 1d2 Giant Centipedes
  • 5 = 1 Escaped humanoid/goblinoid
  • 6 = 1d2 Spined Devils
  • 20 = 1 Bearded Devil

**from areas 22 or 29

Section A

Carrion Crawler Pen

(devils access this area via teleportation to leave bodies or prisoners here to feed the crawlers)

1. Rough mining tunnel, ends in crumbling stonework –  entrance (need to break through)

2. Cold storage room with broken door. Piles of insectoid filth but no rotting food

3 & 4. Empty pantries

5. Kitchen. Large stoves on N wall, huge fireplace in E wall, huge island in center

6. A nest of rags & filth with crumbling walls. 4 Carrion Crawler Larvae. (1d1gp, 2d20sp, dagger, ring of protection against fire)

7. Kitchen staff/servant’s quarters – open door, broken bunks and lockers, filthy rotting bed linens (3d20 silver, hammer)

8. Dining hall filled with long stone tables. Broken chairs and crockery litter the corners. Bones, some recent, piled in the room.

9. Latrine. Terrified Kobold (w/ makeshift bone spear) hides here from the Devil’s pet carrion crawlers.

10. Natural cave. Shallow spring near W wall.

Section B

Devils’ Lair (this whole area is incredibly hot – 120+ degrees – any exertion is draining – sleep nearly impossible)

11. Ceremonial prep. room. 12 female remains in fine dress. Peep hole in W wall. (12 necklaces, 1 silver crown, 1 platinum ring).

12. & 13. Ceremony storage rooms. Rotting robes, candles, incense, etc.

14. Temple. Huge, high ceilings with raised altar area. Pillars throughout. Illuminated poorly by dim, flickering hellfire.

14A. Between two simple altars covered in candles, a 10’ x 10’ shaft that descends into endless darkness.

14B. A huge pile of wood, bones, corpses in finery, etc. burns with, but is never consumed by, hellfire. 5 Spined Devils tend the fire.

14C. Raised altar area with throne of bones. Original dwarven altar on S wall. 1 Bearded Devil and 1 Bearded Devil Captain. If badly

wounded, these will try to escape (teleport) to room 31 (helm of Wisdom +1 in pile of skulls under throne)

15. Entryway. Huge ironwood doors (unlocked, but very heavy). Deep cistern of foul water. (210gp)

16. Grand hallway. Air slightly cooler here. Rubble to the N. Digging will uncover a (warhammer +1, shield +1) along with many bodies.

17. & 18. Storage areas, now used as cells. Filled with filth & excrement. 1d4 random humanoid/goblinoids in each. All weak/dying.

19., 20. & 23. Underpriest rooms. Bedding, straw pallets, burned holy symbols. (1d10gp, 1d10sp in each. Hvy shield under pallet in 23)

21. Head priest’s private shrine, now destroyed and used as toilet for a devil. (11 statues worth 3,000 gp, heavy silver medallion – digging thru filth may cause devil’s chill disease)

22. Head priest’s chambers, now nest for a devil. Hellfire blaze as in 14B in SW corner. 1 Bearded Devil. (112gp, 344 sp, silver dagger)

24. & 25. Closets. Trophies from conquests – piles of dessicated humanoid and goblinoid heads. (3 diamond earrings, 31 gold earrings)

26. Head priest’s bathing room. Incredibly humid. Huge sand-bottomed pool of clear, warm water in E side of room.

27. & 28. Small caves. An escaped, naked halfling hides between these, armed w/ bone club. Devils know he’s here and think it is funny.

29. Combo cave and collapsed room, nest for smallest devil. Hellfire pyre in SE corner. 1 Bearded Devil. (98gp, 213sp, ivory statue)

30. Latrine. Unused for centuries. A black pudding slumbers here.

31. Secret nest of the Bearded Devil Captain. Hellfire pyre on W wall. Huge pile of treasure on E wall includes 2,111gp, 4,388sp, 800pp, splint mail +1, dwarven chain +2, adamantine battle axe, mace +1, medallion of ESP among piles of fine clothing, art, tableware, etc.