Fires of Dis and FCII

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Rick Summon's picture
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Fires of Dis and FCII

It's obvious the authors of FCII read the adventure Fires of Dis -- it's got the Maggot Pit and the red abishai Arraka who guards it. (For some reason, they didn't read the part about the interior of Dispater's tower, but let's not get into that right now.) Yet, despite the fact that FCII is a lot less Planescape than FCI, it actually corrects a few things in Fires of Dis that I never thought made any sense.

Lord Paracs's Passes

In Fires of Dis, it said that Lord Paracs didn't have the legal right to write letters of safe passage through Baator, but everyone used his letters anyway. Not only that, it said the greater baatezu knew this -- and let travelers get away with it! I mean, sure, it could all be some huge fiendish conspiracy to draw Ribcage across the planar border, but the whole point of having letters of safe conduct is so the baatezu would know the who, what, where, when, and why of anyone entering Baator. Otherwise, the plane would be crawling with tanar'ri spies and annoying paladins, and what would that get you? Chaos! (Gasp!) Not only that, what if your party contains Guvners? Would they willingly use letters that they knew weren't legally valid?

(Yes, there's the whole bit about breaking into Dispater's tower, but I'm sure any Guvner worth her salt could rationalize that away. Though, if you're running that adventure with Guvner PCs, you should make them do so to stay in character.)

FCII says you'd need a real letter or a damn good forgery to get past the baatezu authorities, and I say this makes a lot more sense. But this doesn't really mean that Ribcage needs to change much; it just means Paracs doesn't write the letters himself. In Ribcage, you should be able to hook up with people with the right connections to get you a real letter -- or with skilled forgers who can make you one. I hear the Flamen family can help with that -- for a price, of course. Laughing out loud

Of course, you still need to go through Paracs's fortress to reach the Cursed Gate. After all, his fortress is as much about keeping baatezu from getting out as it is about keeping mortals from getting in. And, of course, you'd still need to pay him an entry fee -- after all, the fortress is private property. He'd probably even insist on signing your letter of safe passage -- it wouldn't mean anything, of course, but it would make him feel important. Laughing out loud

The Entrance to Hell

And now, for the other side of the gate. In Fires of Dis, the other side is guarded by a grand total of one cornugon. Why?! This is the front gate to Hell -- you'd think the baatezu would want to put forth a little effort here. In FCII, it says that the amnizu commonly guard portals into Baator and that they have many organized checkpoints to regulate travelers. The way I see it, the Cursed Gate should open up inside a large fortress filled with amnizu, who would go through the motions of checking your papers, inventorying your possessions, and verifying that you aren't a tanar'ri in disguise. After that, you'd pay the entry fee, they'd stamp your papers, and you'd go on your -- well, not exactly merry -- way. Laughing out loud

The thing is, I never thought Planescape really emphasized the lawful nature of Hell. In Mechanus, you'd have to fill out a few minor forms -- or a few thousand -- but you never heard that about Baator. For all the stuff that FCII gets wrong, this is one thing I think it gets right.

Bob the Efreet's picture
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Fires of Dis and FCII

'Rick Summon' wrote:
(For some reason, they didn't read the part about the interior of Dispater's tower, but let's not get into that right now.)

I think the authors were actually going for an intentional change of Dis and Dispater's realm.

I think your other points are good, though, and I'd guess Fires of Dis made those errors so as to allow PCs to more easily access Baator and get along with the adventure.

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Fires of Dis and FCII

Well, I don't have FCII yet (it's in the mail) but I know that Fire of Dis had a lot of gaping holes in the Hell to accomodate the PCs. It's an adventure, and plot requirements supercede coherent setting material. I'm sure any DM worth his salt could rationalize it somehow, and maybe even twist it to make worse for the PCs.

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Fires of Dis and FCII

'Krypter' wrote:
. . . Fire of Dis had a lot of gaping holes in the Hell to accomodate the PCs. . .
Yeah, it did. But they were intentionally opened holes that Dispater himself allowed to happen on his layer, and probably pulled a few strings and favors to make happen on Avernus, just so his chosen fallguys/gals/things could survive long enough to complete the task at hand. I've always assumed that it's safe to say the Hells are a whole lot harder to pass through unmolested most of the time

Rick Summon's picture
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Fires of Dis and FCII

'Hymneth' wrote:
Yeah, it did. But they were intentionally opened holes that Dispater himself allowed to happen on his layer, and probably pulled a few strings and favors to make happen on Avernus, just so his chosen fallguys/gals/things could survive long enough to complete the task at hand. I've always assumed that it's safe to say the Hells are a whole lot harder to pass through unmolested most of the time.

It's true, of course, that Dispater wanted the PCs to get into his tower; if he'd wanted to keep them out, even 30th-level characters would have been hard-pressed to succeed. However, the letters of safe passage from Ribcage are mentioned in other Planescape sources and are apparently used by everyone who journeys through the Cursed Gate. Besides, Herfik the Silent and Flamen Therma guide people through the Hells on a regular basis and they don't notice any unusual lack of security right up until they enter Dis. (Remember, Therma doesn't know about Dispater's plan, even though the head cleric Pontifus does.)

My changes wouldn't actually make it harder for the PCs to enter; they would just make it seem so. Dispater wants them to get in, but he doesn't want to make it totally obvious. Of course, the real problem with this adventure is persuading the PCs to break into Dispater's tower in the first place. For that, they might be tricked into thinking Dispater had left the tower for his annual meeting with Asmodeus. Those who know the dark of things know that Dispater just sends his greater aspect, but the PCs aren't bloods yet.

And, of course, the pit fiend Kri'ik helps them out along the way as well. He thinks he's using the PCs in his own scheme to gain more power, but he was really set up by Dispater. It's possible that Kri'ik might actually contact the PCs through a baatezu agent in Sigil to persuade them. He'd let them know he's a member of Dispater's court, and that Dispater will be away for the next few weeks, so that now would be the perfect time to sneak into the tower. Since he's a high-up at court, he claims to know all the secrets that will allow the PCs to get away with stealing the sword. (Of course, he doesn't tell all of them to the PCs, but there are a few things Dispater didn't tell him either. In Hell, not only do you not know things, you don't even know that you don't know things.)

So, why would the PCs trust a pit fiend? For the same reason they did in the original adventure when they meet him in Hell -- because they don't have a choice. And, like so many mortals, they probably think they can get the better of him by hammering out a carefully-worded contract. (Here's a ruby the size of a maelephant's head -- too bad you can't have it since you didn't actually steal the sword. Ha ha!)

The only other change I'd make to this adventure is that there shouldn't be a portal leading from Dis to Fortitude. I mean, Fortitude is the gate-town to Arcadia, not Baator; it kinda defeats the purpose of having a gate-town to Baator. The portal could, of course, be one-way; yet, somehow, I don't think the residents of Fortitude would take kindly to traders from Dis. A more sensible alternative would be for the Harmonium to provide a one-shot plane shift item that would allow the party to return to the Outlands. (Or directly to Arcadia, for that matter.) Why don't they use it to get in? Because plane shift is not very accurate. Winding up 500 miles away from Fortitude is probably not that dangerous; winding up in a random location in Hell is much, much worse.

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