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The document is a supplement for 'Chains of Asmodeus' that provides combat maps, encounters, and tokens to enhance gameplay in the Nine Hells. It includes detailed descriptions of various locations, suggested encounters, and balancing tips for different player levels. Each map is designed to immerse players in the setting while offering unique challenges and opportunities for interaction.
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0% found this document useful (0 votes)
3 views11 pages

475167-sample

The document is a supplement for 'Chains of Asmodeus' that provides combat maps, encounters, and tokens to enhance gameplay in the Nine Hells. It includes detailed descriptions of various locations, suggested encounters, and balancing tips for different player levels. Each map is designed to immerse players in the setting while offering unique challenges and opportunities for interaction.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Combat Maps, Encounters and Tokens

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Chains of Asmodeus

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"Chains of Asmodeus" delivers an enthralling journey, yet there's only so much content one can
squeeze into a single book. This supplement aims to enrich your adventure through the Nine
Hells with a collection of combat maps, designed with a twist. Moving beyond the monotony of
traditional gridded maps, these are crafted to not only facilitate combat but also to immerse
players in the vivid scenes and backgrounds of each location.
Each map is accompanied by a read aloud description, suggested locations, and potential
encounters.

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The material presented has not been converted for use on a VTT, but I've made tokens of all of
the creatures, NPCs and many of the items found, for you to copy and use.
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Encounter balancing . . .
Given that these encounters can take place across various layers of Hell, the level and resources
of your players will differ. To accommodate these variances, you may need to adjust the
encounters for balance. Each has a suggested level for a party of 4.
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Map 1: Ice Floe

Description:

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You see an oddly shaped flat iceberg, nestled within an ice floe that stretches far into the horizon.
Its form is irregular, with sharp angles that defy the usual expectations of natural ice formations.
Around it, the ice floe is a patchwork of varying shades of blue and white, with cracks and ridges
that tell the story of the landscape's constant transformation.

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Location:
 An ice floe in Stygia.

Suggested Encounters:


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Snow on the iceberg shelters two young remorhaz (MM, page 258) and two unhatched
eggs. The mother is out hunting, and shall return soon with the remains of a polar bear.
Suggested level: 14th
A trio of frost giants are hunting remorhaz, hoping to capture a young specimen that can
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be tamed. They are led by a female warrior named Shar. The giants will initially parley
with the heroes as long as they can speak their language (Giant) and may consider an
alliance to slay the mother as long as they can incapacitate and capture one of the young.
The giants offer any treasure as the heroes' reward. If the heroes accept, the giants betray
the heroes and seek to kill them once the remorhaz are dealt with. A Cube of Force (DMG,
pages 159-160) is in the stomach of the mother and will be difficult to find by non-magical
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means. Suggested level: 15th


 The heroes encounter an unexpected scene: a llama (use goat statistics, MM, page 330),
burdened with various packs, perched atop the iceberg, casting an indifferent gaze upon
them. This creature strayed from an adventuring party's expedition. With a successful DC
12 Animal Handling check, the heroes can tame the llama. Its bags are filled with ordinary
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adventuring equipment, among which lies a rolled-up Cloak of Displacement.


In addition to its load, the llama from the encounter also bears a ornate bone scroll case. Within,
a demonskin scroll, inscribed in both Common and Infernal, unfurls. This document not only
names the heroes and provides detailed descriptions of them but also declares a bounty of 5 Soul
Coins for the head of each. The scroll bears the signature of an NPC, chosen by you, the
Dungeon Master, intended to emerge as a recurring antagonist in the campaign.

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Map 2: Ruined Barge on the Styx

Description:

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You see before you a barge, marooned and plugged on the muddy banks of a lesser tributary of the
River Styx. This vessel now lies in a state of disrepair. Its wooden body is not just weathered, but
broken and holed, with gaping breaches in the hull that speak of violent encounters with the river's
hidden dangers. The planks are splintered and jagged, some hanging precariously, others already

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succumbed to the murky depths below.
The river's green, poisonous waters lap gently at its sides, as if mocking the vessel's stationary
fate. The blood-red sky overhead casts a somber hue over the scene, emphasizing the desolation of
this place.

Location:

Details:
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This map could be used in many places as the heroes navigate the Styx through Hell.
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 The barge is approximately 90 feet in length, its deck 15 feet wide. The deck is sloping and
treacherous. If a creature is struck by an attack while standing on the deck, they must
make a successful DC 16 Acrobatics check or fall prone.
 The river is 70 feet across in this small tributary, and only 4 feet at its deepest. Timber
wreckage is scattered about, making it possible to jump from one side to the other. Two
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successful DC 10 Acrobatics checks are necessary to make the crossing using this method.

Suggested Encounters:
 Scavengers: A group of scavengers are picking over the remains of the barge. A hobgoblin
warlord (MM, page 187) named Gralmor Bloodfist commands a group of 8 hobgoblins
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(MM, page 186). The hobgoblins have 6 stench kows, laden with saddle bags that contain
mostly mundane loot. The pick of the loot is a spyglass, 12 flasks of alchemist's fire in a
wooden box, a box of 40 silvered crossbow bolts, and a Belt of Dwarvenkind worn by
Gralmor. Gralmor claims the belt is his own, but he's lying. The decomposing body of a
dwarf will be found below deck, from which the hobgoblin took the item. If threatened,
Gralmor will use the belt to parley for his skin. Suggested level: Any (trivial)
 She's About to Blow! The barge was carrying crates of alchemist's fire, 22 in all, stored
below deck. Each crate holds 12 flasks, tightly packed. The crates are intact.

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If the barge is targeted with a spell such as a fireball, or similar, the whole lot may go up in . . .
alchemist's fire! Anyone within 50 feet of the barge must make a DC 20 Dexterity check or suffer
20d4 fire damage and be knocked 10 feet away from the blast, falling prone. A successful saving
throw means the creature takes half damage and is not knocked away.

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 Consider running the hobgoblin encounter as described but add in the alchemist's fire
that the scavengers are yet to discover.
 Undead Crew: The undead crew, 8 ghasts (MM, page 148) and the captain, now a wraith
(MM, page 302) are buried in the muddy river bank and concealed below decks. They

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wait the heroes to investigate the boat and attack. One of the ghasts still wears a pair of
glasses: Eyes of Minute Seeing (DMG, page 168). Suggested level: 12th
 Once again, consider running the undead encounter but add in the alchemist's fire.
 A pack of 4 vrock demons (MM, page 64) are seeking devils, but the heroes will do. They
attack from separate directions using their screech and spore attacks to incapacitate and
carry off prey to devour. Suggested level: 12-13th

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Map 3: The Maw

Description:

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As you approach, you see the gaping maw of a black cave set against the menacing backdrop of an
infernal volcano. Around the mouth of the cave, bones are scattered haphazardly, whispering tales
of the peril that lies within. Sinuous trails of lava snake down the rugged volcanoes' slopes. Plumes
of smoke and ash belch from the crater above, darkening the sky and shrouding the area in a

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foreboding shadow, while the eerie glow from the lava bathes everything in a hellish hue.

Location:
 This cave could be found in many layers of Hell.

Details:
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The approach to the cave runs with rivulets of lava; magical protection (fire) or flight may
be necessary.
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 The cave itself is 50 feet across and 80 feet high.
 The bones outside the cave are those of humanoids.

Suggested Encounters:
 Three fire giants (MM, page 154) and a pair of hell hounds (MM, page 182) camp inside
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the cave, which ends in a cul-de-sac 250 feet into the mountain. The giants are scouting
for a new cave to avoid shredwings that have preyed on their clan. Suggested level: 15th
 A band of prospecting azer (MM, page 22) (3d6) led by Prince Zorton are searching for
veins of precious metals, perhaps infernal iron or sapphire. The azer are initially cautious
of the heroes. They have deployed a Daern's Instant Fortress (DMG, page 161) as a base
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within the cave.


 Consider that the fire giants mentioned above might be hunting the azer.
 A trio of chasme demons (MM, page 57) are exploring the cave, searching for prey. They
emerge from the cave as the heroes approach. Suggested level: 11th
 Infernal Portal: At the cave's rear is a stone portal marked with infernal runes. Its purpose
is left to the Dungeon Master. Consider it transporting the heroes to locations within the
Hell based upon which runes are touched. A DC 20 Intelligence (as well as speaking
Infernal) check is required to decipher the runes and the operation of the portal.

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