TEXT: Eleven Hells
  16
  
  CREDITS
  Design: Wolfgang Baur, David “Zeb” Cook
  Development & Editing: Scott Gable
  Art Director & Graphic Design: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Phil Stone, Karl Waller
  Back Cover Art: Russ Nicholson
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
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  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
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  © 2019 Open Design LLC
  www.koboldpress.com
  TABLE OF CONTENTS
  “A Grand Tour of the Eleven Hells” by Wolfgang Baur  ............................................................2
  “The Town of Smoke” by David “Zeb” Cook .............................................................................14
  TM
  
  2
  corruption, selfishness, ambition, or wrath. 
  Thus do the hells turn all the multiverse to 
  their corrupt purposes. Several of the hells 
  themselves are known to send ambassadors 
  to the mortal world, seeking closer ties. Evil 
  nations such as Niemheim and Caelmarath 
  both have (or had) deep connections to 
  the hells, and their people frequently visit. 
  Other wiser nations avoid any and all 
  contact with the diabolical and the demonic.
  Structurally, the Eleven Hells follow a 
  progression from Urgennos (the most 
  common entry to the Eleven as a whole) to 
  Chundresh (the most difficult to reach from 
  mortal lands or from Yggdrasil). However, 
  this is not strictly a linear path: Urgennos 
  and its fire connect directly to Efrizarr’s 
  ice, Qes-al-Marit’s darkness, and the cold 
  waters of Archedantuss and the Styx. No 
  well-attested planar document describes 
  all the connections between the Eleven 
  Hells, though it seems clear that they are 
  roughly ranked from easiest to enter to most 
  difficult. The roads and gates between them 
  are somehow controlled by the archdukes, 
  dark gods, and demon lords who rule 
  O
  ften confused with Evermaw (the 
  divine realm of the gods of undeath) 
  and the Yawning Void (a nightmare realm 
  beyond mortal understanding), the Eleven 
  Hells are the homes of demons, devils, and 
  fiends of all kinds, and most are at least 
  theoretically survivable by living visitors. 
  They are ruled by dark forces inimical to 
  those of good and light. While some might 
  seem relatively benign on the surface, all 
  contain horrors, and all are hostile to the 
  goals of righteous folk.
  Cosmology of the  
  Infernal Planes
  Some souls migrate over the River 
  Lethe and down the Styx to the hells for 
  punishment in the afterlife, but these planes 
  are primarily realms given over to dark 
  forces and purely malevolent creatures, 
  which seek to corrupt, destroy, and conquer 
  all realms. Their eternal war against the 
  forces of the light is sporadic but persistent, 
  and mortals who visit the Eleven will often 
  find themselves drawn into this struggle by 
  A GRAND TOUR  
  OF THE ELEVEN HELLS 
  by Wolfgang Baur 
  The Eleven Hells of Midgard are the least‑visited, least‑studied, and most‑feared planes 
  known to the mortal world, ranking in the realm of whispered horrors and extremely 
  scanty documentation. Those who visit rarely recommend them.
  
  3
  them; they are not dependent on ley lines 
  or similar magic but on transdimensional 
  arcane rites known primarily to fiends and 
  certain trusted cultists.
  Servants and Vassals  
  Among the Hells
  The inhabitants of the Eleven Hells are vast 
  in number, and they include all known 
  demons and devils, many tieflings, great 
  apocalyptic heralds, and purely mercenary 
  fiends and horrors who traverse the hells 
  and make a fortune defending one warlord 
  against another. Other evil races from ogres 
  to derro and even the world-ending satarre 
  (see Underworld Player’s Guide) can be 
  found among the hells as well, at least in 
  particular sites and cities. 
  While most reports of the hells emphasize 
  the societies and people therein, it is 
  worth noting that many bizarre and 
  fiend-inflected plant and animal 
  species exist and are unique to 
  these planes. These range from 
  the common sulfur rats and bluewing 
  biting flies to necrotic mammoths, 
  noxious hell weed and shambling 
  brambles, tar melons, head-like 
  ingattet, and bloodsucking thickets of 
  various kinds. Leopard-spotted goats, 
  murderous teal river pigs, and other 
  familiar-yet-twisted species are found 
  in every one of the hells, either feral 
  or as domesticated animals.
  1. URGENNOS, LUMINOUS  
  HELL OF FIRE AND SULFUR
  Urgennos is a plane of choking smoke, 
  sinuous rivers of lava and strangely 
  dancing sky-rivers made of ash, and 
  stony ground, teeming with peculiar 
  fireweeds and black brambles. Clouds 
  of noxious smoke often fill the air, and 
  settlements are few and far between. The 
  dominant life forms are the vast swarms of 
  slintesh, also called sulfur rats, that devour 
  both plants and the living. (For slintesh 
  statistics, use wolves.) Alnaar demons, 
  fire imps, and echo demons are all quite 
  common as well, as are efreeti and malign 
  fire elementals and salamanders.
  The primary city of the plane is Ahtesseri, 
  the City of Flowering Fire, known for its 
  magma fountains and its exotic scents, 
  perfumes, and metal works. Among its 
  citizenry are barbed devils, salt devils, and 
  gilded devils, and a large number of efreeti 
  find the place congenial. Looming over the 
  city and staffed with hundreds of barbed 
  devils and fire imps is the Scarred Palace, 
  a frequently blackened and occasional 
  scarlet-painted monstrosity of turrets, 
  heavy walls, and deep-dug barracks. This 
  is the seat of power of Duchess Alsikaya, 
  the Screeching Mother of Volcanoes, 
  
  4
  ruling the majority of Urgennos with 
  her occasional consort and favored 
  warlord, Mechuiti, Lord of Apes 
  and Fire. Duchess Alsikaya is a 
  babbling demonic creature of 
  hideous stench, a round-faced 
  and stringy-haired demon with 
  some resemblance to a troll and 
  covered in pustules that resemble 
  small volcanic cinder cones. 
  Their rival on the plane is 
  Camazotz, the Lord of Bats, 
  who rules the rusted, stony 
  Qëqboo Peaks and the 
  seemingly infinite caverns 
  of explosive gas and teeming 
  insects beneath them. His 
  various demonic hordes are 
  often mistaken for swiftly flying 
  clouds, and they strike and retreat 
  with dizzying speed. Most of these 
  are neophron or echo demons, 
  though some are vrock, fire imps, 
  wind demons, and even stranger 
  species of demon. Camazotz seems 
  to have no particular favorite abode, 
  though the Ubintel Caverns see 
  him often enough to maintain the 
  Singing Shrine to his name, sometimes 
  called the Cayin  Shrine of Camazotz. 
  In addition, the demon lord Typhon, Lord 
  of Monsters (see Creature Codex) lives in 
  Urgennos, gathering an army of fiends to 
  some purpose known only to itself. The 
  mustering grounds are called the Brambles, 
  a region of thorny execrable shrubs and devil 
  boughs (see Creature Codex). The demon 
  lord seems to have a vast store of coin and 
  lemures to feed to demonic mercenaries, 
  infernal troops, and stranger denizens of the 
  planes. At some point, it is expected it will 
  march against the Storm Court, Valhalla, or 
  the Celestial Stairs.
  2. EFRIZARR, FROZEN HELL  
  OF ICE AND SILENCE
  Efrizarr is a hell of snow and ice, of cities 
  carved into glaciers miles deep, and of entire 
  armies frozen near the gates where they 
  entered without sufficient preparation for 
  the blizzards, frozen tundra, and lack of 
  sustenance that characterize the plane. While 
  the event is rare, the temperature of Efrizarr 
  does rise above freezing from time to time, 
  allowing rivers to turn to churning masses of 
  ice and slush, destroying bridges and wiping 
  away settlements along their banks. These 
  times are also known for chilling fogs, which 
  cover everything in thin rime.
  The greatest city of Efrizarr is Azulanta, a 
  deep-blue series of chambers and corridors 
  
  5
  beneath the Azulor Glacier, home to 
  demons, devils, imps, and a surprisingly 
  large group of frost giants and dwarves. 
  Rune-encrusted stone tunnels connect 
  the blue ice chambers and corridors to 
  the magma-heated chambers called the 
  Foreigner’s Gallery where temperatures are 
  tolerable for most mortal races. This quarter 
  includes the Bitteran Forge, where the ice 
  devils and other creatures of Efrizarr melt, 
  refreeze, and forge various ice spears, craft 
  steel and iron weapons and armor, and 
  mint coinage and melt treasure into bars, 
  for instance. Warmth-tolerant creatures are 
  often taken as slaves to pump the bellows, 
  feed the furnaces, and handle the iron 
  worked in the Bitteran Forge.
  The city is ruled by Duke Gletsagrim, an 
  arch-devil of frost and glacial powers who 
  resembles a mummified frost giant with 
  eyes of bitter blue, two additional arms, 
  and a smaller creature embedded in his 
  chest, a fleshbound servitor called Gletsa 
  Minor. This creature seems to be some 
  form of undead, perhaps a wight, with 
  frozen breath and bluish hair and limbs. 
  Gletsagrim himself seems to have powers 
  of prophecy or runelore rarely found in the 
  hells and frequently drinks waters stolen 
  from Hvergelmir (the Well of Nidhoggr 
  at the root of Yggdrasil) to retain these 
  powers. As a result, he often knows exactly 
  when to expect visitors, can address them by 
  name without introduction, and generally 
  seems shockingly well-informed about plots 
  against him. Most of his foes wind up frozen 
  in a glacier or turned into a bloody paste by 
  frost giant clubs.
  In addition, the dark god Boreas maintains 
  a residence here as well as his tower in 
  the mortal world. These two are said to be 
  linked by a simple portal that allows the 
  God of the North Wind easy access between 
  his two domiciles.
  Efrizarr is well known for its peculiar 
  weather systems: silent storms and 
  thunderice storms. The silent storms are 
  magical bursts of powerful wind, up to 
  eighty or ninety miles per hour, that tear 
  icicles from overhangs and that kick snow 
  into the sky—and that utterly silence any 
  creature that remains within the winds for 
  more than a minute. After the storm passes, 
  voices and sounds return within a minute.
  The thunderice storms are powerful 
  hailstorms that combine lightning strikes 
  and hail the size of a fist or larger, often 
  resembling the effects of both call lightning 
  and ice storm spells. These storms are sent 
  with a purpose: both Boreas and Duke 
  Gletsagrim seem able to command the 
  storms to attack particular targets or chase 
  fugitives, leading to the local expression, 
  “Might as well die fighting since you can 
  never outrun the storm.” The demons of 
  Efrizarr are a stoic bunch.
  Connections from Efrizarr are known 
  to lead up a frozen river of black ice 
  (sometimes called the Sable Slush) to the 
  Riverine Hell. Boat fiends on the Slush 
  charge extra; the work of keeping a skiff, 
  barge, or barque afloat among the ice is 
  exhausting even for enormously strong 
  servants of Charun and the river lords.
  3. QES-AL-MARIT, SHIFTING HELL  
  OF DARKNESS AND BONE DUNES
  Qes-al-Marit resembles a vast open plain 
  under a sky of blinking, often moving 
  lights, a place where darkness seeps into 
  everything, the earth is chill, and white sand 
  drifts in vast constellations of dunes, waves, 
  and even rivers. The shifting sands often 
  seem to whisper to those who listen closely, 
  and some poets are driven mad by the sand 
  of Qes-al-Marit, which retains its slithering 
  and blasphemous voice when removed from 
  the plane. 
  The Hell of Darkness is not heavily 
  populated. Its demons and devils are quite 
  few but extremely dangerous, including 
  balors, owl harpies, erinyes, various 
  
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  sphinxes, malakbel demons, as well as 
  salt devils, nalfeshnee demons, crystalline 
  devils, and harvester devils. Barbed devils 
  are also quite common as are a variety of 
  blue-skinned tiefling rarely seen elsewhere. 
  The Qes-al-Marit is home to nomadic 
  groups of fiends, some shepherding flocks 
  of souls while others are more warlike 
  and given to banditry. Its greatest city is 
  Sa-Mozan, the City of Silences, the home 
  of Alquam. Its walls are made of black 
  glass ten feet thick, carved with hideous 
  protective wards, resembling glass shards or 
  spikes that project from the walls, which cut 
  everything they touch. These walls are often 
  bathed in the blood of creatures executed 
  there, enemies of its people.
  The ruler of Sa-Mozan is the owllike 
  Alquam, the Demon Lord of Night, 
  Prince of Nocturnes, Master of Silence, 
  and King of the Whispering Wastes. His 
  rule is capricious, and he plays favorites 
  against one another constantly; new 
  visitors (especially mortal ones) are 
  sometimes brought to his palace atop the 
  city’s acropolis, among a dozen ruined 
  temples to other rulers or dark gods, to 
  stand and wait upon Alquam’s curiosity, 
  surrounded by twenty or a hundred lunar 
  devils. Sometimes this takes the form of an 
  awkward, painful staring contest when the 
  eyes of Alquam seem to dissect a visitor, 
  leaving them paralyzed or confused. Other 
  times, the demon lord asks a few questions 
  about the mortal world and quickly grows 
  bored. On rare occasions, a visitor is eaten 
  or held hostage for reasons that are rarely 
  shared with the victim; other members of 
  the fiendish band or adventuring company 
  are let go with a prophecy in hand or a blade 
  of lunar steel. Some whisper that is was 
  Alquam who created the Scepter of Silence, 
  which Shelesorra stole from him via some 
  peculiar bargain or through subterfuge. 
  Another important figure in Qes-al-Marit 
  is the Queen of the Ghuls, her majesty Aicha 
  Qandisha , and her various followers. Exiled 
  from Evermaw by Vardesain and his legions, 
  the queen seeks to prove her strength and 
  increase her following among necromancers, 
  ghouls, and cultists throughout the planes 
  and is known to readily grant arcane and 
  divine favors to her faithful.
  4. ARCHEDANTUSS, RIVERINE HELL 
  OF THE STYX & LETHE
  The plane of Archedantuss is sometimes 
  proposed as the entryway to the Eleven Hells 
  as the rivers that feature so prominently 
  in its topography also connect to less 
  maleficent places and water the roots of 
  Yggdrasil. However, others believe that this 
  knot of waters, marshes, and riverbanks is 
  more akin to a maze or labyrinth, meant 
  to keep planar travelers from any further 
  progress into the hells. This is because while 
  the rivers lead into Archedantuss they 
  rarely seem to lead out. The god Charun the 
  Boatman deposits souls here hourly as do 
  other psychopomps and gods concerned 
  with the great passage from life into afterlife, 
  arriving from all the mortal worlds with a 
  few coins on their eyes—small fiery souls 
  seeking forgiveness, mercy, punishment, 
  absolution, but finding only the fog and 
  despair of this hell where nothing is ever 
  forgiven, where fiends never display pity, 
  and where punishment is plentiful but 
  absolution is unattainable. Souls brought 
  here writhe in shame and torment and are 
  quickly enslaved, devoured, or cheated 
  by the many devils and soulstealers who 
  frequent its shores.
  Duke Mammon (see Tome of Beasts) 
  collects all the coins from the dead souls, 
  surrounded by legions of gilded devils and 
  hezrou who patrol the rivers, seeking easy 
  prey among the lost souls. His throne sits in 
  the city of Plutus, a lavish and ostentatious 
  settlement of gilded pillars and glittering 
  roof tiles, where the Castle Oriel contains 
  both stymphalian birds of bronze, an 
  
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  entire legion of devils, and a fraction of 
  Mammon’s great wealth in the form of 
  coins, rings, necklaces, and other golden 
  objects. The streets of Plutus are paved with 
  a golden shade of copper, and its doors 
  are worked silver. As a result, visitors are 
  often confounded by how any such place 
  can feel so empty and impoverished, but 
  the inhabitants of Plutus are miserly, cruel, 
  and ungracious, often cursing at strangers, 
  denying any hospitality, and holding 
  themselves about the “penniless tourists” 
  who dare visit them. Instead they spend their 
  time on an endless round of one-upmanship 
  with other devils, which consumes their 
  energies entirely. Compassion, a friendly 
  greeting, or even an honest smile are 
  unknown to Mammon’s followers.
  No other great cities stand in 
  Archedantuss, though the Nebbuzzar 
  Cove is a gathering place for riverfolk, 
  including charonadaemons, hezrou, angels 
  of judgement, and priests of Charun. The 
  Boathouse Temple there stands along the 
  riverbank and is said to be eternally full of 
  ghosts and spirits. 
  5. BZELETALET, BUZZING HELL  
  OF INSECTS
  Bzeletalet is a plane of forested hills, mild 
  climate, and abundant prey and herd 
  animals, from infernal swine to vast flocks 
  of flightless birds. Throughout are dozens 
  or hundreds of tosculi cities and colossal 
  shrines to Arbeyach and similar diabolical 
  figures, for the tosculi consider Bzeletalet a 
  paradise rather than any kind of hell at all. 
  Duke Arbeyach is a power here along with 
  the arch-devil Ia’Affrat (see Tome of Beasts), 
  though by most standards the realm of 
  Bzeletalet is considered a minor hell at best. 
  Its people are tosculi, infernal wasps, and 
  similar things, all buzzing and chitinous and 
  eager to devour softer visitors whole.
  The many hive-cities of Bzeletalet are 
  named after their founders and include the 
  extremely ancient halls and honeycombed 
  chambers of Usmarrek, Yseetet, and 
  K’kar’iket. Each of these hive-cities is 
  devoted to a diabolical lord, and each 
  generates vast legions of ice devils, tosculi 
  diabolists and warriors, automata devils, 
  and more. The tosculi system of totally 
  devoted service to their hive queens fits very 
  neatly with the devils’ system of hierarchy, 
  and the two seem to strengthen one another 
  not only when they serve in a planar army 
  but more generally. 
  The partnership works like this: tosculi 
  are builders and farmers, able to generate 
  a vast array of foodstuffs, walls, weapons, 
  and more. The devils and archdevils provide 
  arcane might and planar portals for the 
  tosculi to raid not just their neighbors 
  but mortal races far distant from tosculi 
  homelands. When one of the insect armies 
  of Bzeletalet arrives out of a hell portal, 
  the world might as well be ending for any 
  humans, dwarves, or goblins nearby—their 
  system of conquest and strip mining of 
  food, metals, slaves, and magic is extremely 
  well-developed, and a region plundered by 
  an infernal army may never recover at all. 
  All that remains in these places is usually 
  an ancient portal, half-powered, that awaits 
  someone foolish enough to link a ley line to 
  it or that uses liminal magic to empower and 
  restore the connection to the hells and step 
  through to Bzeletalet. When this happens, 
  the tosculi often know that a region has 
  recovered somewhat and might be worth 
  returning to for an additional round of 
  plunder, raiding, and blood sacrifices.
  6. SNORECKSUBO, LINGERING  
  HELL OF PLAGUES
  Snorecksubo is a strange hell, a place that in 
  many regards seems a normal, if oppressive, 
  plane of millions of tielfings, greater fiends, 
  hobgoblins, ogre magi, wasteland dragons, 
  and other creatures living and working to 
  serve dark gods such as Malena, the White 
  
  8
  Goddess, and the Hunter. It resembles 
  a string of hundreds, perhaps 
  thousands, of islands in a rust-red 
  sea with enormous hive-like cities on 
  the biggest of these and smaller fishing 
  villages and farms on smaller islands. 
  The duke of Snorecksubo is the 
  Shogun Ai-Tai-Anma, a bearded 
  arch-devil usually dressed in an 
  Eastern and courtly manner and 
  sometimes in lamellar armor and 
  holding a green mace of malachite 
  infused with the power of 
  disease, called the Arbiter Mace 
  of Snorecksubo. Some believe that 
  Ai-Tai-Anma is an Eastern mask of 
  the death god Anu-Akma, but this may 
  simply be a too-literal conclusion drawn 
  on the linguistic similarity of their 
  names. Others point out that devils are 
  rarely masks for one another. In any case, 
  Ai-Tai-Anma uses his mace to start 
  plagues among courtiers who displease 
  him—merely touching someone with the 
  mace is usually fatal, and the victims are 
  exiled from the palace, spreading their 
  contagion further. 
  All creatures of Snorecksubo rush to seek 
  shelter in locked homes or in overcrowded 
  temples when the plagues come. The 
  plagues burn through entire towns and 
  cities but disappear as quickly as they come. 
  While some might see thousands or tens of 
  thousands of infected creatures as a chance 
  to rally magical healing and show mercy, in 
  this hell, no curing touch or spell seems to 
  work. The fickle hand of the plague strikes 
  down rather at random and weeds out the 
  elderly and the young with special ferocity. 
  Mass graves are common. Empty cities are 
  certainly known. And no inhabitant knows 
  when next the plague will come.
  While most of the plagues of Snorecksubo 
  merely kill their victims, a few worse 
  plagues are also well-known here. The 
  zombie plague turns its victims into undead, 
  the spore plague devours the bodies from 
  within and then explodes it in a messy set of 
  spores, and the burning plague generates a 
  fever that eventually becomes a literal fire, 
  often leading to a combination of plague 
  and citywide blazes.
  7. EMWABBIK EM, ALIEN HELL  
  OF THE ACID ABYSS 
  Emwabbik Em is a place of tall tales and 
  few believable reports. It contains entire 
  continents filled with vast forests of xichar 
  columns, a species of fiendish or at least 
  malevolent tree that carries vile, burning 
  fluid from the swampy ground up to 
  enormous heights where it is sprayed as 
  a corrosive mist or rain over all beneath 
  them. Visitors must be immune to the 
  dissolving power of these sprays in most of 
  
  9
  the territory of Emwabbik Em as the mists 
  are carried far from the forests, scouring 
  grasslands into yellow husks, destroying 
  the few crops (primarily tar melon and the 
  nutty, somewhat gritty sanga grain, but also 
  headfruit—see Fleggesun for details).
  The acid abyss has thousands or tens of 
  thousands of small villages, formed where 
  fiends have placed slate stones or racks of 
  camparesh leaves in between the xichar 
  columns, forming dry spaces as shelter and 
  then planting tar melon vines or harvesting 
  headfruit for sustenance. Most of these 
  villages are a few dozen ill-tempered fiends, 
  but about a third of them are populated by 
  enormous hezrou demons or similar major 
  figures—ruled by a xecha king or queen—
  who use the villages to gather up soul coins, 
  ambush neighboring villages, and seek to 
  carve out small fiefdoms.
  The layer’s ruler is Xecha Zecha 
  Amblamar, the Lady of Pure Distillate. 
  While her form is generally humanoid, 
  twelve feet tall, her flesh is a translucent 
  green and turquoise, somewhat like a 
  humanoid gelatinous cube. Sometimes she 
  surrounds and absorbs smaller humanoids, 
  slowly peeling them from the outside in, 
  and (it is said) absorbing all their magic, 
  talents, and memories as well as their 
  flesh and bone. The ahu-nixta (see Creature 
  Codex) are her most devoted and capable 
  servants, and she commands many oozes, 
  worms, and evil elementals.
  The acidic oceans of Emwabbik Em are 
  home to the demon lord Chemosh, Lord 
  of Conquest, and his sahuagin, shark-jaw 
  skeletons, and deep one legions. Almost 
  nothing is known of his Great Shark Citadel 
  other than that its walls are said to be made 
  of entire generations of whale bones, 
  and its interior tunnels are lit only by 
  bioluminescent coral. Maze-like and 
  meant to confound any intruder, some 
  of the citadel’s tunnels are said to be filled 
  with pure acid distillate; visitors may not 
  notice until their eyes and armor are already 
  half-dissolved. The very heart of the Great 
  Shark Citadel is said to be a gathering place 
  of leviathans and godlings bent on the 
  conquest of mortal oceans and the death 
  of entire nations of sea elves, locathah, and 
  similar creatures.
  8. FLEGGESUN, FETID HELL  
  OF CANNIBAL ROT 
  Fleggesun is a hell of decay, fungal growth, 
  lush green and purple jungles, and 
  stench-ridden marshes along pestilential 
  riverbeds. Its inhabitants are mushroom 
  folk and oozes, demons of decay, mud-
  spattered, surface-dwelling derro, and a 
  particularly aggressive species of subek 
  (see Tome of Beasts). Everywhere you look 
  is mud, whispering reeds, and frequent, 
  oily rain. The smell of the place is almost 
  
  10
  impossible to remove from wool or linen.
  The largest city of Fleggesun is a reeking 
  pile of crumbled stone and rotting reed 
  rooftops called Hargemissan, the Halls of 
  Necrosis, City of Leather and Worms, filled 
  with towering temples to all the dark gods 
  and inhabited by trollkin, tieflings, trolls, 
  ogres, barbed devils, subek, and minotaurs 
  as well as oozes and various forms of 
  mushroom folk and even derro. The place 
  is enormous but decayed and decrepit, a 
  city that looks as if it were once wealthy 
  and powerful with entire quarters partly 
  underwater and other sections overgrown 
  and inhabited only by flies and lizards. 
  Hargemissan sits on the banks of a tributary 
  of the river Styx with good connections by 
  river barge to Archedantuss.
  All the races of Fleggesun are headhunters, 
  cannibals, or otherwise depraved and evil, 
  and they practice the rearing or conjuration 
  of ingattet (in-GAH-tet, or literally 
  “headfruit”). This is an alchemical process 
  that transforms the head of an enemy into a 
  shrunken sphere the size of an apple or even 
  a plum and retains its rough shape. These 
  small items can be devoured by their owner 
  with the effect of a potion of healing, or they 
  can be eaten and used to grant advantage to 
  a single die roll. Ingattet are sometimes used 
  as primitive currency, and creatures wearing 
  large necklaces of them are generally either 
  extremely lethal combatants or extremely 
  high-status rulers among the plane’s various 
  tribes and factions.
  The Lord of all Rot is better known as 
  Qorgeth, Demon Lord of the Devouring 
  Worm, a servitor or at least ally of the 
  hunger god Vardesain and an ancient 
  entity of evil in its own right. It maintains 
  an audience chamber at the shrine city 
  of Kneccor where the flow of blood and 
  sacrifices to its gullet is constant. Visitors are 
  few. Most of the city inhabitants are ghouls, 
  members of Qorgeth’s cult, or wyrmhearted 
  suffragans (see Tome of Beasts).
  9. NAKHOL, VANISHING HELL  
  OF IGNORANCE 
  In Nakhol, all creatures are stunted and 
  stupid, and visitors to the realm quickly 
  realize that the plane itself is hostile to 
  knowledge and learning through strange 
  mechanisms that are quite difficult to 
  discern. Scrolls and books (even magical 
  ones) brought into Nakhol quickly fade 
  with cantrips and non-magical writing 
  disappearing within hours, 1st-level spells 
  within a day, 2nd-level spells within 2 days, 
  and so on. All Knowledge rolls made on the 
  plane are made at disadvantage.
  The landscape of Nakhol is pleasant 
  enough: rolling plains, wide rivers, copper 
  and crimson forests, all interspersed with 
  cloud-shrouded mountains and winding 
  roads that always seem to circle back to the 
  great city of Luret-Moire at its heart. This is 
  a place entirely built to confound visitors: 
  it has a very tall city wall set with more 
  than twenty impossibly thin, 600-foot-high 
  towers, each of which has a commanding 
  view over the plains. Within, its streets 
  curve and spiral and sometimes fail to 
  intersect properly as one street sometimes 
  bridges over or dives under another; 
  at other times, streets simply dead-end 
  without warning. Luret-Moire is all about 
  function at some level; its squarish and 
  hexagonal buildings are connected via 
  skybridges and floating streets and barges 
  at the upper levels, and tunnels below 
  the streets are comfortable terrain for the 
  tieflings, satarre, and lesser devils who make 
  up most of the city’s population. There 
  is no map, and there are no street signs; 
  natives know their way around, and giving 
  directions is an unknown custom. Visitors 
  are encouraged to hire a guide to help them 
  get anywhere specific.
  And the tone of the place is quite unlike 
  the rest of Nakhol. It seems, in some ways, 
  as if all the elegance and wisdom and skill 
  that has been drained from elsewhere on 
  
  11
  this plane are presented here in baroque 
  and florid form. Everything is decorated, 
  embellished, gilded and overblown. 
  Demons wear pocket watches, and devils 
  offer elaborate courtesy to visitors (before 
  attempting to draw them into depravity and 
  evil of course). Flattery, poetry, and even 
  scholarly discussion can be heard on the 
  streets, even if nothing is ever written down. 
  Songs and jests and incredibly filthy jokes 
  pass through Luret-Moire like fair winds. It 
  is a strange thing to hear laughter, even cruel 
  laughter, in the hells, but it is found here.
  Nakhol is ruled by Parzelon, Arch-Devil of 
  Secrets (see Creature Codex). All knowledge 
  in Nakhol belongs to Parzelon and him 
  alone, for he controls the magical Library of 
  Sondre-Fillieux where all the disappearing 
  knowledge and fading writing of the plane 
  is pooled and somehow retained. Secret 
  shames and dark deeds useful for extortion 
  find their way into Archduke Parzelon’s 
  many dossiers and files. Cryptic prayers 
  and lost arcana are found in his golden 
  books of dark piety and forgotten spellcraft. 
  While he lacks anything like the armies 
  of other arch-dukes, he is rarely at war 
  with any of them, for he knows everyone’s 
  secret weaknesses, fears, and frailties, and 
  those who cross him find their reputation 
  in tatters, their fiefdoms undermined by 
  rumor, and their most important servitors 
  and proxies mysteriously absent.
  10. SOOLELEED, MIRROR  
  HELL OF LIES 
  The deeply disquieting plane of Sooleleed 
  (SOH-leh-leed) is a world of illusions and 
  shadows where very little is real and most 
  creatures, objects, and even features of the 
  landscape are not as they appear. Items 
  routinely melt and reform over a period of 
  hours; some lakes and hills are little more 
  than mirror-trickery, and entire villages 
  may be reflections of a single building or 
  a mirror maze of real and illusory places. 
  Likewise, the inhabitants of Sooleleed 
  are shapeshifting, skilled at deception, 
  and often spin webs of arcane deception 
  impenetrable to even the keenest eye. Add 
  to this the truly bizarre weather of the place: 
  whirlwinds that carry illusions away or coat 
  entire landscapes in bright colors or hellish 
  spikes, rains of acid that dissolve all lies 
  for a time, washing away deceptions and 
  leaving the plane’s creatures in their true 
  form until their illusions are restored, and 
  night time when all shadows are animated 
  and all darkness grows hungry. In most 
  ways, strangest of all are the mirror shard 
  winds, a silvery wind that chills creatures 
  and deposits a peculiar mirror coating on 
  all surfaces, turning everything reflective. 
  Sooleleed is a place where nothing can 
  be relied on, even the ground and sky are 
  subject to change and subject to vanishing 
  into something else entirely. Nothing can 
  be trusted. 
  While it might seem that a plane of 
  shifting reality and constant deception 
  would be a terrible place to attempt to build 
  a large settlement, the will of the Duchess 
  of Lies has made it possible to build a city 
  of great splendor. This is Traumhof, the 
  City of Beautiful Dreams, which changes 
  its face daily to suit the ruler’s whims and 
  which retains a simple, effective structure 
  underneath thick layers of illusion, glamour, 
  and arcane frosting. At its center is the 
  Palace of Perfection, a mirrored hall with 
  diamond pillars that is quite difficult 
  to navigate without careful attention at 
  all times as the whole building seems 
  optimized to confound the eye. A passive 
  Perception of 15 or better is required to 
  move through the palace without stumbling 
  into walls or mistaking mirrors for doors. 
  The city’s primarily inhabitants are 
  fiends, possibly doppelgangers, and many 
  other shapeshifters and shadow creatures, 
  including voidlings, shadows, and satarre 
  (see Underworld Player’s Guide). Many 
  
  12
  are here for the prominent 
  college of illusion magic, 
  the College of Subtle 
  Mirrors. The archmagi 
  at its heart are Speega 
  Narra and Sporra Vet, two 
  Khandirian humans who 
  came to learn from this plane 
  and found that their talents 
  were appreciated here. The 
  students are generally evil 
  aligned but not always, and their 
  mastery of illusion is enhanced by 
  the properties of the plane itself. 
  Many of the students walk around 
  with a particular variant of mirror 
  image, meaning that they always 
  appear to be three or four 
  identical selves in class.
  Duchess Shelesorra, the 
  Demoness of Lies and Cruelty, 
  rules the plane as the sworn foe 
  of Totivillus, the Diabolical 
  Scribe, and as the nemesis of all 
  gods of truth and justice. As the perverted 
  and depraved daughter of Addrikah and 
  Mammon, Shelesorra is the Mother of 
  Doppelgangers and Queen of Illusion, able 
  to bend reality around her and to skew 
  anyone’s senses into a conflicting welter 
  of jarring, blurred, and deceptive sights. 
  She maintains a perpetual ability to see 
  through all lies, illusions, and deceptions 
  used against her, though she seems to have a 
  particular vulnerability to radiance and fire. 
  In addition, Shelesorra either created or 
  stole the Scepter of Silence, a deep-black 
  artifact bound in spirals of demon-skin 
  leather and topped with a bright-red sphere 
  of pure arcane energy, capable of stilling 
  the tongue of foes and rendering them 
  temporarily or permanently mute as well 
  as destroying the minds of lesser souls 
  entirely. In this manner, she delights in 
  destroying the songs of bards, the prayers of 
  the faithful, and the arcana of wizards and 
  sorcerers, leaving them with no words to 
  call for help.
  The arch-devil Belphegor (see Creature 
  Codex) also maintains a court in a distant 
  corner of Sooleleed (and seems to be allied 
  with Parzelon and a rival of Shelesorra). 
  His court is a place of maleficent constructs 
  and devices, built and tended to by the 
  inhabitants of Endekkor, a city full of 
  tieflings and gnomes. Diabolical automatons 
  and spiked walls, streets, and even taverns 
  are common in Endekkor, a place more 
  suited to barbed devils and spider fiends 
  than anything else. Some believe that 
  Belphegor has recently become enmeshed 
  in studying the Void itself, and that this 
  explains his growing power over enormous 
  
  13
  undead such as death barques and bone 
  colossi (see Warlock #15). It’s unclear 
  whether this is just the clack that he spreads 
  about to warn off enemies while he lolls 
  about in perpetual sloth and idleness.
  11. CHUNDRESH, HUNTER’S HELL  
  OF BLOOD AND FEAR
  Chundresh is a place of dark forests and 
  narrow ravines, of hilly uplands roamed by 
  vast herds of hellish goats, peculiar black 
  sheep, and red-eyed, white-furred deer. It is 
  a place where predators roam free to kill for 
  sport and for sustenance and where some 
  souls are set loose in the bodies of prey, the 
  better for them to be hunted, chased, and 
  dragged down to a messy end.
  While most of the plane of Chundresh 
  is devoted to blood hunts, it does also 
  have a few scattered cities and keeps, all 
  devoted to the worship of the Hunter or 
  to various demon lords of a similar stripe. 
  The greatest of these cities is Verdano, a 
  noisy place of hounds and leatherworkers, 
  falconers and butchers. Its inhabitants 
  are almost all tieflings with a scattering of 
  trollkin and even orcs. They maintain large 
  packs of hunting dogs, from hounds of 
  the night to mastiffs and lich hounds, for 
  the use of the lords and ladies of the hunt 
  (almost all major cultists of the Hunter or 
  impressive demons). Dog fights in the street 
  are a common entertainment, and anyone 
  who is without some form of guardian 
  animal is treated as a servant (for servants 
  are forbidden from owning animals in 
  Verdano).
  When not hunting game and souls, the 
  lords and ladies of Chundresh hunt one 
  another; this is more dangerous than game 
  but also leads to greater status and greater 
  prizes as each lord and lady has at least one 
  and often dozens of small keeps and castles 
  to defend. Small-scale raids, midnight 
  ambuscades, and everyday assassinations 
  are common in Chundresh, and rare is the 
  Chundran keep that has not changed hands 
  a dozen or a hundred times. A Chundran 
  demon lord or arch-devil on the move from 
  place to place is always accompanied by 
  at least a few hundred fiends if travelling 
  informally or an entire army on a more 
  public round of visits to its holdings and 
  estates. The use of body doubles and illusions 
  is very common in Chundresh, and many of 
  the illusions and transmutations used in this 
  manner are purchased from the College of 
  Subtle Mirrors or from Sooleleed generally; 
  the two planes share at least one major gate, 
  the Reflecting Cloud. Entering it to traverse 
  between the two planes has been described 
  as somewhat akin to walking into a cloud of 
  flesh-stripping flies and being vomited forth 
  on the other end. Few mortals enjoy it. 
  Sleep and rest are quite difficult for 
  non-natives on Chundresh. Each short rest 
  brings a sense of unease as if something is 
  watching. And indeed, often birds or other 
  small, unnaturally colored animals will seem 
  to observe creatures at rest and occasionally 
  call with a peculiar whistling tone said to 
  bring wolves, hounds, or hunters. Each 
  long rest brings disturbing dreams of 
  being chased, torn apart, and devoured by 
  demons or other horrors—a successful DC 
  15 Constitution check is required for non-
  natives to rest successfully in Chundresh.
  In Summary
  While the Eleven Hells are home to sentient 
  creatures and complex societies, they are 
  hostile and xenophobic enough to ensure 
  that travelers are unwelcome and visitors 
  unwanted. True heroes and scholars might 
  visit and survive long enough to bring some 
  word of these places back to the mortal 
  realms of Midgard and thus ensure that 
  other travelers continue to avoid them. A 
  grand tour of the Eleven Hells is, after all, far 
  less of a joy than a grand tour of just about 
  anywhere else in the multiverse.
  
  14
  And the place to find those guides is 
  Smoketown.
  In addition to the guides or because of 
  them, Smoketown draws the desperate and 
  broken. There are hell’s refugees and asylum 
  seekers, broke and trapped; mad twisted 
  dreamers, looking for dark enlightenment; 
  con men, fortune hunters, and collectors 
  of the grotesque and arcane; cults, good 
  and foul, competing for the faithful; 
  noble paladins, planning heroic raids; and 
  even the occasional demon or devil on 
  diplomatic duty. 
  Getting There
  Sometimes called the “shifting village,” 
  the “town in the mist,” or simply the “lost 
  place,” Smoketown hovers in the indefinite 
  border between the Shadow Realm and 
  hell, all of the Eleven Hells. It borders all 
  O
  f all the towns and villages of the 
  Shadow Realm, Smoketown is 
  something different. True, it is home to 
  an assortment of mismatched folk, mostly 
  tieflings, just like other places. True, it is 
  a backwater, just like many other places. 
  And true, it is a marketplace, and there are 
  many of those in the Shadow Realm. But 
  Smoketown sells something no other town 
  has—pathways to the Eleven Hells. Its most 
  important goods are the services of the 
  guides who make it home.
  While the gates to the Eleven Hells are 
  open to anyone, those are the gates for the 
  dead and damned. Only the foolhardiest 
  of mortals bang on these doorways, 
  demanding entrance. Few do, and fewer 
  still survive to regret it. No, to get in—and 
  maybe out—of the hells safely requires 
  a guide, someone who knows the secret 
  pathways the demon and devils overlook. 
  THE TOWN OF SMOKE 
  by David “Zeb” Cook 
  “Where is Smoketown? Gods blessings, that I cannot say. I don’t think anyone really 
  knows where it is, but I can tell you how to find it. Just take the northeast road from here, 
  and when you get to a big bend with a standing rock, look for a trail going more north. 
  You follow that over the ridge, and once it goes into the mist, Smoketown will find you.
      “But I must ask, why? Only the lost and fools go to Smoketown.” 
                                                                                                      —Deacon Tunburga Swinhall
  
  15
  ONE CONFIGURATION OF SMOKETOWN
  1
  2
  3
  4
  5
  6
  7
  9
  8
  10
  
  16
  eleven or none at all, all at the same time. 
  The geometaphysicians who have studied 
  it say parts of the town, specifically the 
  gateway and the road up to it, exist in the 
  Shadow Realm while the rest of the town 
  exists in a psychic no-man’s-land, a vague 
  realm that touches all of the hells. Others 
  disagree of course. They say the town is a 
  psychoresonant entity that responds to the 
  yearnings of travelers. Thus it appears where 
  it is needed or wanted and takes the traveler 
  to where it thinks they belong.
  The facts are that Smoketown is able 
  to appear anywhere on the border of the 
  Shadow Realms and connects to various 
  places in all of the Eleven Hells. Where 
  exactly is exists is unknown as it is always 
  shrouded behind a wall of mist and fog, but 
  more so, its exact location in the Shadow 
  Realm changes frequently, so finding it 
  is never a simple case of following the 
  directions used by the last traveler. 
  Through trial and error, seekers have 
  settled on two ways to find Smoketown. 
  Both are rituals of sorts. In the first, the 
  traveler writes a contract expressing their 
  Secret Desire—the passion that drives 
  them to seek the hells in the first place. The 
  contract must state the hell being sought and 
  the fare the traveler is willing to pay. Fares 
  can be almost anything: gold, magic, years 
  of life, dreams, living sacrifices, knowledge, 
  promises of future reward, or whatever 
  seems suited to where the traveler is trying 
  to go and the urgency of their journey. 
  The contract is buried in the dark on a 
  well-traveled path, and the petitioner waits. 
  If everything was correctly worded and the 
  price reasonable, an emissary contacts the 
  person to settle the deal. The emissary may 
  be almost anything: a raven, a one-legged 
  man, a dream, a talking goat, a pattern in the 
  fallen leaves, even a newborn child. There 
  may be haggling over the price, but once 
  that is settled, the emissary provides a place 
  and time where Smoketown will be found.
  Others say Smoketown can also be found 
  by those who passionately need it even if 
  they don’t realize it. They claim Smoketown 
  senses the desperate and opens a path to 
  draw them in. When this happens, the 
  traveler simply finds the town without ever 
  realizing they were searching for it in the 
  first place. The traveler has found their way 
  to Smoketown
  Whatever the method, the journey to 
  Smoketown always leads the traveler to a 
  trail that will be gone the next time they 
  pass by that way. The path winds through 
  familiar to increasingly unfamiliar terrain. 
  The land becomes shrouded in thick mist 
  as it plunges forward. After an unexpected 
  turn, bend, dip, or rise, Smoketown appears 
  out of the nothing as if it had always been 
  there.
  Arrival
  New arrivals are invariably greeted by 
  a distinguished older man dressed as a 
  seasoned warrior, possibly a nobleman. 
  He introduces himself as the Captain, the 
  master of Smoketown. If the town was 
  summoned, the Captain produces the 
  contract the player wrote and buried and 
  politely asks for the payment. Once the 
  payment is made, both sides mark the 
  contract fulfilled. The Captain explains they 
  are now free to find and hire a guide to 
  continue their journey onward. If asked, he 
  points people toward the First Hope Tavern 
  as a good place to begin their search.
  If for some reason the player refuses to 
  honor their contract, the Captain will press 
  them to change their mind. He warns they 
  will not like the consequences but makes 
  no overt threats or hostile moves. Instead 
  he asks the players to come with him to the 
  town square. Whether they come or refuse, 
  he still goes to the square and stands under 
  an ancient, hanging gibbet to read out their 
  sentence.
  
  17
  “Citizens, by the voice of your Captain and 
  the authority granted him, know that [name 
  of the one sentenced] has refused just and 
  legal payment for our services. Let no person 
  provide guidance or charity until the proper 
  payment has been made twice over. So the 
  justice of Smoketown is declared!” 
  With that, he nails the contract to the 
  gibbet pole, and the sentence is complete.
  Once the sentence is passed, no one 
  in Smoketown will agree to guide the 
  sentenced out of town, regardless of their 
  destination. Likewise, no one will offer 
  them any free lodging, food, or supplies. 
  These things can be bought, but prices may 
  be dear. The sentence will be lifted when 
  the player(s) pay double whatever they 
  promised in the contract. Sometimes this 
  is easy to figure out, but if not, the GM 
  should make clear to the players 
  what will fulfill the sentence. In no 
  case should the GM present them 
  with terms that are completely 
  impossible to fulfill.
  For players who arrive 
  without a contract, strictly 
  based on passionate need, 
  the Captain greets them by 
  name on their arrival. If 
  questioned, he can explain 
  that they have been embraced 
  by Smoketown and that here 
  they can find the 
  service they need. 
  The GM can use the 
  Captain to provide 
  semi-cryptic guidance to 
  players who are unclear about 
  why they are here and what 
  they should do next.
  If players attack the 
  Captain, he and any 
  guards with him will fight 
  without mercy to the best 
  of their ability. 
  Leaving 
  Getting out of Smoketown is no easier 
  and possibly even harder than getting into 
  Smoketown. The town’s existence in a 
  place that is neither here nor there makes 
  it almost impossible not to get lost in the 
  mist without a guide. That is the point 
  of Smoketown; people come here to hire 
  guides to lead them into whatever hell 
  they want to visit. Trying to make that trip 
  without a guide is foolishness.
  Of course, some people will be foolish. 
  Those not under sentence can pick a road 
  and plunge into the mist whenever they 
  want. However, there are no road signs or 
  markers to guide them once beyond the 
  town. While the players blunder around in 
  
  18
  the fog, the GM should determine where 
  they eventually wind up by making a 
  percentile check:
  01–45
  After 2–3 days of wandering, 
  the group stumbles back into 
  Smoketown. They have wandered in 
  a great circle.
  46–95
  After a day’s journey, the group 
  arrives at a random* hell. 
  96–00
  Through amazing luck, the 
  group manages after two days of 
  wandering to reach their desired 
  destination. 
  *Random, of course, can mean a hell where the GM 
  has an adventure ready to use.
  For those under the Captain’s sentence, 
  leaving is even more difficult. No guide will 
  work for anyone under sentence. Those 
  who leave without a guide will wander 
  in the mist for 1–2 days only to return to 
  Smoketown. No matter what precautions 
  are taken, the result will always be the same. 
  Short of using extraordinary magical means, 
  the only way to leave is to pay the Captain’s 
  fine and hire a guide.
  Duels and Deals
  Smoketown is home to and hosts a wide 
  range of beings with beliefs ranging 
  from self-righteous virtue to abhorrent 
  evil. With such a mix, one might expect 
  the town to be a field of open warfare. 
  However, the opposite it the case. A tenuous 
  understanding keeps all this from exploding 
  into outright slaughter. It is an accepted 
  tradition that Smoketown is a place of 
  truce—except when it isn’t. 
  Demons and devils love no one, even their 
  own. The righteous fume about the evil 
  around them. The vengeful see Smoketown 
  as a place to settle scores. Therefore, 
  knowing the nature of his visitors, the 
  Captain turns a blind eye to dueling—
  provided some rules are followed.
  • The duelist must formally challenge his 
  target and establish a time and place. 
  Simply attacking a foe in the middle of 
  the street is a violation of this rule. 
  • The duel must be fought away from 
  people and buildings. With wizard 
  spells, breath attacks, and worse, the 
  risk to others is too great. There are a 
  number of accepted dueling grounds 
  on the fringes of town, even fitted with 
  pavilions for spectators.
  • The duel must be one-on-one. This is to 
  prevent large mob battles from erupting. 
  The Captain and is guards will arrest 
  anyone who defies these basic rules. It may 
  take time and effort to arrest a demon lord 
  intent on destroying the town, but the 
  Captain will persist. 
  Because the town is a mixing point for 
  folks noble and vile, it also serves as a 
  neutral ground for those times when two 
  sides must sit down face-to-face. There are 
  times when a celestial arrives on one road 
  while an archdemon enters by another. 
  These meetings are carefully planned in 
  advance and the Captain makes special effort 
  to make sure everything goes smoothly. 
  The Town
  First-time visitors often gape at the 
  collection of diabolic souls who live in 
  Smoketown. Depending on the visit, the 
  town has 200–500 residents. The majority 
  are tieflings who have found occupations 
  and shelter here. The next largest group 
  are humans, followed by trollkin, shadow 
  fey, gnolls, dragonkin, dhampir, elves, and 
  elfmarked. Dwarves, gnomes, halflings, 
  gearforged, kobolds, and others are rare. 
  Travelers who have been here more 
  than once are amazed that the streets and 
  buildings of Smoketown are completely 
  different from visit to visit. It may on one 
  visit be a walled hamlet with well-made 
  stone buildings and on the return trip be a 
  
  19
  sprawling, defenseless village of mud-brick 
  buildings. Each time a traveler arrives, the 
  layout of streets, the placement of buildings, 
  even the very nature of the town is different. 
  Still, elements of Smoketown remain 
  unchanged even if appearances are altered. 
  There is always a river or stream that runs 
  through or past the town, and it is always 
  plied by boats bringing goods and travelers. 
  The businesses and homes are always 
  present—there is always the First Hope 
  Tavern, the Captain’s Manor, the Gibbet, 
  the Smoke Gate, and others. The buildings 
  will look different and be in different places, 
  but the inhabitants will be the same. 
  The locals do not find this unusual, 
  and many aren’t even aware that their 
  surroundings are different. It is not clear 
  when the change happens since the town 
  never seems to alter its appearance while the 
  player characters are staying there. 
  Collecting travelers’ reports, there appear 
  to be eleven different configurations of 
  Smoketown. These are: 
  1.   A stereotypical human town, walled with 
  a single gate, half-timbered buildings 
  with shingled roofs.
  2.   A walled town with mud-brick buildings 
  laid out in a very rectangular grid.
  3.   A ramshackle collection of wooden 
  buildings and shacks within a rotting 
  wooden palisade.
  4.   A collection of tribal huts surrounding 
  an old temple.
  5.   A village of stone-and-thatch buildings 
  enclosed in an earthen wall ring 
  6.   An unwalled village of elaborately carved 
  wooden buildings with high-peaked 
  roofs and dragon-headed ridgepoles. 
  7.   A prosperous town of brick buildings 
  and cobbled streets inside a crumbling 
  ancient stone wall.
  8.   A landscape of crystalline buildings with 
  sharp edges lit in smoky blue hues.
  9.   A walled town of ancient, polished stone 
  buildings with a majestic but crumbling 
  plaza at the center.
  10. A town of mildewed townhouses where 
  the streets are all canals crisscrossed by 
  bridges.
  11. A log-walled stockade with thick timber 
  blockhouses, enclosing wood-and-hide 
  lodges. 
  Metaphysicians have tried to calculate 
  if the town’s appearance is linked to 
  whichever hell is nearest and if the town 
  maintains a fixed order to the hells it visits. 
  Unfortunately, knowing both of these things 
  requires going to each hell and coming 
  back, sometimes repeatedly—something no 
  scholar has yet managed to do. 
  In play, it is best to have at least two 
  different town layouts, even if the players 
  only expect to visit Smoketown once. 
  However, it is not necessary to map every 
  iteration of Smoketown. Simply describe the 
  look of the buildings using one from the list 
  above and keep the locations vague. “Down 
  the street” or “across town” is enough to 
  provide directions without requiring an 
  exact survey. 
  Guide to Smoketown 
  Regardless of the layout, the town will 
  always have the following locations. The 
  buildings are described in general terms 
  of size and purpose along with suggested 
  appearances for different manifestations of 
  Smoketown. 
  1. THE CAPTAIN’S HALL
  The Captain’s Hall is always one of the 
  largest and most important buildings 
  in Smoketown, as befits the lord of this 
  strange village. Here the Captain both 
  lives and manages the daily business of 
  ruling Smoketown. Regardless of form, the 
  hall always has a space where the Captain 
  receives ambassadors and hears the day’s 
  
  20
  cases if there are any. In addition, there 
  will be a small armory, his private quarters, 
  kitchen, and at least one storeroom. 
  Depending on the town configuration, there 
  may be additional rooms or outbuildings for 
  guards, servants, and special guests. 
  • The Hall is an unadorned stone keep 
  with a great set of iron-clad doors and 
  arrow slits in the walls. The building is 
  three stories tall with a main feasting 
  hall overlooked by an upper gallery and 
  many side rooms.
  • The Hall is a grand tribal building 
  built on stilts, so it stands 6 feet off the 
  ground. A swooping palm-leaf roof 
  has wide eaves to protect from the sun 
  and rain. Lavish rattan weavings cover 
  the floors and walls where the Captain 
  receives visitors, eats, and sleeps.
  • The Hall is the best of the leaky shacks 
  that make up the town. Worn cowhide 
  covers the holes in the roof. Inside 
  there are benches and stools around a 
  warming central firepit. In the shadows 
  are sleeping mats, baskets, and chests.
  The Captain is a human man, grim and 
  heartless but scrupulously proper. He 
  enforces and is part of the unstated laws 
  that govern Smoketown. He is a classic 
  tyrant with absolute power over Smoketown 
  and a dedication to protect it. While his 
  judgements are harsh, they are scrupulously 
  fair by Smoketown standards. He adheres 
  to the absolute letter of the law regardless 
  of the suffering this causes the guilty or 
  the innocent. He has never been known to 
  display favoritism or mercy and has a well-
  earned reputation for being incorruptible. 
  The Captain is a powerful fighter of 
  indeterminate level. He should provide a 
  severe challenge to any group that threatens 
  him, always being at least equal to them 
  if not better in power. However, he is not 
  invulnerable or unkillable—he can be 
  defeated by those with enough skill and 
  luck. If he is killed, he will reappear the 
  next morning as if nothing had happened. 
  He literally holds no grudge or ill-will 
  against anyone who kills him, at most 
  advising his killers their efforts are futile and 
  unproductive. Killing him will not lift any 
  sentence he set on a player character. 
  2. BY-WATER INN
  Always located on the town’s riverbank, 
  the By-Water Inn is Smoketown’s only, 
  and thereby finest, inn. It provides lodging 
  for travelers and some permanent guests, 
  victims of the Captain’s sentence still looking 
  for the way to pay their sentence. Overall the 
  inn is less-than-stellar. The food and drink 
  are both thin and sour, the staff cross and 
  suspicious of all their guests. Regardless of 
  the rest of the town, the inn buildings are 
  always in need of repair and cleaning. 
  • This is a traditional half-timbered 
  building in clear need of repairs. The 
  mud-and-wattle walls are cracked, and 
  large chunks of the plaster have fallen 
  away in places. The place is a maze of 
  little rooms, most windowless, on a 
  variety of floors and uneven hallways. 
  The main room is dingy and overheated 
  with soot-stained glass windows that 
  barely let any light in.
  • The dusty mud-brick inn’s main room 
  is a cantina with bare dirt floors and 
  a mismatched collection of tables and 
  benches. The second floor is mostly two 
  large rooms where a traveler can rent a 
  pallet on the floor. A few private rooms 
  have doors that don’t latch and windows 
  without any glass or coverings.
  • This crystal building has seen better 
  days. The walls are marked by spiderweb 
  cracks and unwashed grime that 
  dmiminish the luster of the crystal. 
  Throughout there are too many 
  sharp-edged projections for anyone to 
  sit comfortably anywhere.
  
  21
  The landlord is a one-eyed, 
  one-horned tiefling man 
  named Holst Nactwier, as 
  surly a host as one might ever find. 
  He seems to actively resent all his 
  guests and believes every one of them 
  is trying to cheat him in some way. 
  His only concern is to be paid upfront 
  at whatever gouging price he can get. 
  Complaints about the inn’s cleanliness, 
  bad food, lack of service, or 
  anything else are met with a 
  churlish snort and the offer to 
  throw “your ungrateful hide” out 
  into the street. Nor is his partner, 
  an elf woman named Twiletta, 
  any better—shrill, sharp-tongued, 
  and altogether un-elflike. She is quick to 
  flourish a boning knife as a way to make her 
  point clear. 
  3. THE QUAY/DOCKS/LANDING PLACE
  Located on the river, the docks are only 
  used by boats carrying travelers 
  in and out. Mostly deserted, 
  especially at night, the docks are a 
  popular place for clandestine meetings with 
  guides, infernal agents, and robbers. It can 
  be hard to tell one of these from the others.
  The docks, regardless of the town’s 
  appearance, always look like standard docks 
  appropriate to the rest of the town.
  4. FIRST HOPE TAVERN
  The tavern is always located near the Smoke 
  Gate, ready to greet new arrivals to town. 
  No matter the appearance of the town, the 
  First Hope Tavern sports religious symbols 
  that are the antithesis of the Eleven Hells. 
  The yard in front of the tavern is a thicket of 
  protective idols, lucky horseshoes, warding 
  posts, spirit bundles, painted charms, and 
  inspiring holy symbols. 
  • The building is a long, wooden mead 
  hall. The path to the door is lined by 
  holy iconography while the doorposts 
  and lintels are carved with protective 
  prayers of many different religions.
  • The tavern is a simple outdoor space 
  with shade-providing trees. A small 
  shack serves as the storeroom and bar 
  front. Charms and icons hang from the 
  branches of the trees over the guests.
  • Amid the dingy shacks of the town, 
  the tavern is notably clean and well-
  repaired, making it one of the few 
  solid structures in the town. Inside 
  the warmly lit main salon, the walls 
  are lined with protective idols. Paper 
  charms are plastered over the door 
  and window frames, doing more than 
  keeping out drafts.
  The tavern is run by o-Gromma Hakkir, 
  a dragonborn. He is elderly and needs 
  a cane to get about but is still filled with 
  determination and hope. His body shows 
  
  22
  the scars of battles fought long ago, but as 
  o-Gromma readily admits, those days are 
  long past. Big of body and spirit, o-Gromma 
  presides over the tavern with gruff good 
  cheer and a devout reverence for the “noble” 
  gods. He is open with his advice and counsel 
  for those who seek it and often teaches new 
  travelers the ropes of Smoketown.
  His staff is a collection of the trapped and 
  the lost—travelers needing a job before 
  they can move on or those under sentence 
  who find comfort and understanding from 
  the old dragonborn. It is clear he cares for 
  their well-being. What he does not tolerate 
  though are slackers and con men. Those 
  hoping to take advantage of his generosity 
  often find themselves hustled out the door 
  at the point of his sword.
  5. THE CARAVAN YARD
  This is the arrival and departure point for 
  the large overland caravans that sometimes 
  pass through Smoketown. Thus it is a good 
  location to gather information on the route 
  ahead and the latest news from the hells. It 
  is run by the tiefling Missara Curved-Blade. 
  Running one of the few successful businesses 
  in town, she keeps a close watch on the 
  comings and goings of all strangers—and 
  more than a few of the guides. Realistic and 
  hard-nosed, she is very guarded, but those 
  who prove themselves worthy of her trust 
  are rewarded with her guidance and insights 
  as to the reliability of the various guides and 
  mercenaries found in the town, along with 
  their schemes and secret alliances. 
  • The business consists of a large stable, 
  able to house 30 or more animals, along 
  with an attached corral where more 
  beasts can be kept. Missara maintains a 
  small office just inside the stable doors.
  • The caravanserai is a single large building 
  with only two heavily barred gates. 
  Inside is a large courtyard where the 
  animals care kept. Surrounding this are 
  two stories of galleries with rooms for 
  supplies, gear, trade goods, and sleeping 
  for the caravan crews.
  • It is a stone plaza on the edge of town, 
  dominated by a magical fountain with the 
  power to refresh the weary and restore 
  stamina for the long journeys ahead. 
  Outbuildings line the plaza—stables, 
  ordered by beast, plus warehouses, flop 
  rooms, and fodder cribs. 
  6. FERISSON SMITHY
  Run by a pair of hill dwarf brothers, Kelka 
  and Trav Ferisson, this small ironworks 
  provides the needs of Smoketown and the 
  travelers that pass through. The brothers 
  came here to make their fortune and they 
  are well on their way. Kelka, the older, is a 
  sharp dealer who will never give a discount 
  to even a loyal customer. Trav does most of 
  
  23
  the work at the forge and seldom has a kind 
  word to share with anyone although he can 
  spare time for those who know anything 
  of infernal smithing. His metalwork is not 
  amazing but good enough for Smoketown. 
  • It is a stone shed with a massive forge 
  and a bellows powered by a water sluice 
  drawn from the river. A coal bunker fills 
  the rest of the space and Trav’s anvils sit 
  under an awning out front.
  • The forge is a clay pit in a dusty 
  courtyard surrounded by mounds of 
  coal and wood. Large flat stones serve 
  as anvils, and reed mats are Trav’s 
  workbenches. 
  • Built into the hollow of a great dead 
  tree, forge smoke has charred the 
  interior of the natural chimney to the 
  point where it can no longer burn. 
  Nearby, a fine building of wood and 
  iron serves as the workshop and shop 
  front for the brothers. 
  7. THE OLD TEMPLE
  It is hard to know which god was served 
  by this crumbling old ruin. Once it was a 
  modest but fine structure to a deity of good 
  will and intentions, but whatever symbols it 
  bore are long missing. Were they removed 
  or were they defaced? There are signs and 
  suggestions that either could be true. The 
  grounds still carry a faint aura of good, but 
  there is also a strong trace of evil. Was the 
  temple attacked and overrun? Abandoned? 
  Desecrated? Or is it a steadfast reminder 
  that even here goodness can be found?
  • The ruin is little more than a few 
  wooden poles, burnt long ago and 
  moldering with age. The altar, carved 
  from a single massive log, still remains, 
  charred but solid.
  • Clearly this was once a small but soaring 
  crystal structure. Now it lies in a jumble 
  of broken shards with only the archway 
  of the main entrance still standing.
  • Once it was a small clay-brick ziggurat 
  with elaborate decorations on the sides. 
  Time and weather have eroded these 
  to be almost unrecognizable. The ritual 
  brazier at the top still stands with signs 
  of recent ashes.
  Still, the ruin is not abandoned. A tiefling 
  cleric, Manar Inkala, has a small hovel near 
  the ruin. He is ragged and wild-haired. He 
  speaks in cryptic phrases and lies more than 
  he tells the truth. Most in town figure he 
  is mad—just another of the lost who have 
  drifted into Smoketown. In truth, Manar 
  is a cleric of Sarastra with a particular 
  passion to use his divine skills of deceit to 
  save the lost from the treacheries found in 
  Smoketown. Those who can decipher his 
  twisting wordplay and riddles can learn 
  useful advice about the guides in town—
  who knows a true path and who is likely to 
  lead their client into an ambush. 
  8. THE SMOKE GATE
  No matter what form the town takes, there 
  is always the Smoke Gate at the road leading 
  into town. It marks the boundary between 
  Smoketown and frayed edges of whatever 
  lies beyond, Shadow Realm or one of the 
  hells. The gate serves a powerful protective 
  function for the town because the gate 
  can only be found by those who live in 
  Smoketown or have made a contract with 
  the Captain, and no one can properly enter 
  Smoketown except through the gate. It is 
  believed that the ghosts sometimes seen 
  in the streets are the images of those who 
  skirted the gate on their way in. 
  • The Smoketown gate is a stout stone 
  structure with heavy, banded doors 
  protected by a wrought-iron portcullis of 
  snakes and flames. The Captain’s banner 
  hangs over the top of the archway.
  • The gate is a living archway of thorny 
  vines. The wilted flowers and brown 
  leaves don’t reveal what plant this is or 
  
  24
  was. A sign for Smoketown hangs at the 
  top in the faded blooms.
  •  The gate is a massive bronze 
  door decorated with lapis lazuli 
  and gilded designs. It is set in a 
  wall and flanked by two polished 
  marble pillars flying the banners 
  of the Captain and the town. 
  9. THE SOUL MILL
  At the bank of the river is 
  the second-oldest building in 
  Smoketown—a water-powered 
  grist mill. Day and night, the stone 
  wheel turns without stop whether 
  there is anything to grind or not. 
  The villagers do bring their grain 
  here to turn into flour and meal, but 
  it’s known that the miller has other 
  goods to sell. 
  The mill is owned and run by 
  Hezapah, a spawn of Parzelon. If 
  asked why she is here, she tells a tale 
  of how she angered Parzelon and 
  was banished to the Shadow Realm. 
  After much wandering, she found 
  her way here. Unable to go closer to 
  home, she has settled in Smoketown 
  and is making the best of it. Why a 
  miller? The mill was available, and the job is 
  easy, according to her. 
  Of course, nobody else in town believes 
  a word of it. The popular theory is that 
  Hezapah is still serving the Lord of Secrets 
  by passing on information she learns to her 
  infernal lord. Supporting this theory, she is 
  particularly well-informed about visitors to 
  Smoketown along with any sentences the 
  Captain has pronounced.
  For a devil spawn of the Lord of Secrets, 
  she is cheerful, talkative, and helpful, 
  especially to those who cannot pay the 
  Captain’s fines. For those willing to pay her 
  price, Hezapah can persuade the Captain to 
  modify his sentence. Whatever secrets she 
  knows, the Captain is determined to keep 
  them hidden. Her price varies by person. It 
  may be a secret of great power or it may be a 
  soul. Whatever is paid, she casts it upon the 
  millstone and makes it forever hers. 
  • The wooden building’s mossy walls 
  shudder slightly as the great water wheel 
  turns. With each turn, the gears slowly 
  thump as the stones grind together.
  • An isolated tower stands on an island 
  in the river. Driven by water powered 
  gears, the tower steadily turns, the entire 
  base acting as a millstone.
  • The rhythmic beat of hammers resounds 
  from the brick building on the bank. 
  The wheel turns the clockwork gears 
  that drive this hammer mill. 
  
  25
  10. THE GIBBET
  This skeletal structure 
  where prisoners are caged 
  and hung exposed to the 
  elements day and night 
  is always at the center of 
  Smoketown, regardless 
  of its configuration. 
  Furthermore, it’s 
  appearance never 
  changes—an ironbound 
  cage hung from a 
  crossbeam that gently 
  twists and swings at the 
  slightest breeze. Sometimes 
  it is empty but more often 
  occupied. It might be a 
  traveler pleading for mercy, 
  a minor demon who dared 
  to challenge the Captain’s 
  power, a rotting corpse, or a 
  raving madman. Whatever 
  is inside is held by powerful 
  wards woven into the very 
  metal of the cage. 
  The gibbet is reserved for 
  criminals caught in Smoketown, mostly 
  murderers and thieves. They are sentenced 
  by the Captain and caged in the gibbet 
  until their sentence is served. It might be 
  several days exposure or to remain in the 
  cage, without food or water, until dead. 
  The townsfolk know better than to release 
  anyone sentenced to the gibbet. That is 
  another serious crime in the Captain’s 
  ledger sheet. Yet that does not prevent them 
  from hiring or tricking adventurers into 
  staging a breakout. That would certainly 
  mean the adventurers committed the crime 
  The Guides
  The entire point of Smoketown is to find 
  a guide. This should be simple. There are 
  plenty of guides here, but finding a reliable 
  one is another matter. They range from 
  trustworthy to treacherous and none of 
  them know the paths to every hell. 
  There are ten guides in Smoketown. 
  Thena Farrow
  Paths Known: Archedantuss (Riverine Hell 
  of the Styx & Lethe), Urgennos (Luminous 
  Hell of Fire and Sulfur) 
  Tiefling (7th‑level ranger), neutral evil
  Thena is a sharp-eyed scout with distinctive 
  flowing horns that make up for her short 
  stature and a blunt way with people. She 
  and not their would-be employer. 
  On the gibbet post are contracts for 
  travelers currently under the Captain’s 
  sentence. They can be read by anyone. It may 
  be that a group of adventurers has the means 
  to pay off a trapped traveler’s sentence. Who 
  knows what might come of that?
  
  26
  knows her way around, but if she thinks a 
  group is going to get her killed, she has no 
  problem ditching them to their fate. She will 
  feel bad about it later… while she is alive 
  and having a drink at the First Hope Tavern.
  Klaus Mueller
  Paths Known: Bzeletalet (Buzzing Hell of 
  Insects), Efrizarr (Frozen Hell of Ice and 
  Silence)
  Human (6th‑level sorcerer), lawful neutral
  Klaus describes himself as a man who has 
  freed himself from the bonds of ordinary 
  society. Others describe him as a lazy, 
  no-ambition bum. After years of barely 
  getting by as an adventurer, he somehow 
  found himself in Smoketown where he 
  discovered a talent for finding the paths 
  through the mist. Not a natural planner, 
  his preparation is mostly, “Don’t worry. 
  Everything will work out.” The rest is all 
  “Everybody run!” when trouble breaks out. 
  Youma Adamiz ka’Moura’i’a Gara
  Paths Known: Qes‑al‑Marit (Shifting Hell 
  of Darkness and Bone Dunes), Snorecksubo 
  (Lingering Hell of Plagues)
  Elfmarked (5th‑level cleric), lawful good
  Abandoned as a child, Youma has grown up 
  with an intense desire to protect and help 
  the lost and forlorn, which has naturally 
  led him to Smoketown. Devoutly religious 
  and intensely concerned for others, his first 
  reaction to those who try to hire him is to 
  try talking them out of their journey. On the 
  road, he has good intentions but is not the 
  best at following through on his plans.
  Gregor the Bald
  Paths Known: Archedantuss (Riverine Hell 
  of the Styx & Lethe), Emwabbik Em (Alien 
  Hell of the Acid Abyss)
  Human (6th‑level wizard), lawful neutral
  Gregor is one of those people who always 
  manages to see the worst in any situation, 
  even when things are going well. Although 
  extremely skilled and competent, he is 
  plagued by self-doubts and does not see his 
  own ability. He is a meticulous organizer 
  but becomes extremely stressed when things 
  do not go according to plan.
  Malkas
  Paths Known: Bzeletalet (Buzzing Hell of 
  Insects), Fleggesun (Fetid Hell of Cannibal 
  Rot)
  Tiefling (8th‑level fighter), neutral
  Loud to the point of obnoxiousness and 
  oblivious to the feelings of those around 
  him, Malkas is a hard tiefling to love. 
  Fortunately, most of the time he is happy 
  and good-natured, but he is quick to take 
  insult when challenged. His talents as a 
  guide are far less than he believes them 
  to be, but he is a trustworthy sword when 
  things get dicey. 
  Brigid No-Man
  Paths Known: Nakhol (Vanishing Hell of 
  Ignorance), Snorecksubo (Lingering Hell of 
  Plagues) 
  Trollkin (8th‑level fighter), neutral good
  Abrasively sarcastic and half-drunk most 
  of the time, Brigid is a surprisingly reliable 
  and effective guide. Although she puts 
  up a tough front, she has a weak spot for 
  families and especially children. This is 
  matched by her burning hatred of slavers. 
  If the story can be coaxed out of her, player 
  characters might learn she takes only the 
  most dangerous and high-paying guide runs 
  
  27
  to earn enough money to buy her daughter 
  out of bondage. 
  Hamilscar Norand
  Paths Known: Emwabbik Em (Alien Hell of 
  the Acid Abyss), Qes‑al‑Marit (Shifting Hell 
  of Darkness and Bone Dunes), Sooleleed 
  (Mirror Hell of Lies)
  Shadow fey (6th‑level rogue), chaotic evil
  Charming but treacherous, Hamilscar is a 
  complete and experienced liar. Careful to 
  appear as a guide of modest skill, he keeps 
  apart from other guides—who well know his 
  true nature. He presents himself as studious 
  in his guide occupation, but once he leads 
  a group into the mist, his goal to take them 
  to a camp of his brethren. There his clients 
  will be stripped of their possessions and 
  dumped to fend for themselves, unarmed, 
  in the hostile wilderness. Or killed if 
  necessary. If Hamilscar is caught in his 
  ruse, he can be forced to guide the party 
  properly, though he will attempt to escape 
  at the first opportunity. 
  Taminino
  Paths Known: Chundresh (Hunter’s Hell of 
  Blood and Fear), Fleggesun (Fetid Hell of 
  Cannibal Rot)
  Gnome (6th‑level fighter), neutral evil
  Taminino is a skinny little fellow, 
  perpetually badly shaven and dressed in 
  patchy clothes and armor. This is not from 
  poverty but extreme frugality. He almost 
  never speaks. If these odd habits were 
  not enough, he has the unsettling habit 
  of staring at people when he thinks they 
  aren’t looking, abruptly looking away when 
  noticed. He clearly does not seem to like 
  anyone, simmering with some unstated 
  resentment that he mutters under his breath 
  when he thinks he is out of hearing range. 
  Still he is a good guide for those who can 
  tolerate his personality.
  “Buck” Vyger
  Paths Known: Chundresh (Hunter’s Hell of 
  Blood and Fear), Nakhol (Vanishing Hell 
  of Ignorance), Urgennos (Luminous Hell of 
  Fire and Sulfur)
  Gearforged (7th‑level paladin), lawful good
  Buck is a model of quiet virtue, honorable 
  but not naive. He is not overly friendly 
  though. Indeed, most consider him grumpy. 
  He often mutters displeasure about the 
  “unnatural arrangements” of Smoketown. 
  He is selective about who he works for, 
  not accepting contracts with those whose 
  motives he thinks are suspect. Even if not 
  hired, he will try to help earnest travelers by 
  warning them away from unreliable guides 
  and offering advice to better prepare for the 
  journey ahead.
  Helna Grass-Scale (“The Lost Lizard”)
  Paths Known: Efrizarr (Frozen Hell of Ice 
  and Silence), Sooleleed (Mirror Hell of Lies)
  Dragonborn (commoner), lawful neutral
  Helena is the most unlikely of guides, a 
  simple woman, albeit dragonborn, with 
  a talent for guiding through the most 
  dangerous lands. How she came here 
  and why she stays is a mystery although 
  her mossy-tinged scales betray her green 
  dragon ancestry. The work does not seem 
  to bring her any joy as Helna always seems 
  fearful of the job and intimidated by the 
  adventurers she leads. Some think her 
  successes are pure luck, but she’s wily and 
  uses her weaknesses to her advantage. She 
  goes to great lengths to avoid discovery and 
  especially fighting. She knows the ways not 
  patrolled, the places to hide in the muck, 
  where the dimwitted sentries are, how to 
  cower like a peasant not worth the trouble 
  of killing, and when to flatter the powerful. 
  On the road, she has no pride and will do 
  whatever it takes to escape notice.
  
  28
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Creature Codex. © 2018 Open Design LLC; Authors 
  Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, 
  Chris Harris, Jeremy Hochhalter, James Introcaso, Chris 
  Lockey, Shawn Merwin, and Jon Sawatsky.
  Tome of Beasts. Copyright 2016, Open Design; Authors 
  Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and 
  Wolfgang Baur.
  Warlock 16: The Eleven Hells. Authors: David “Zeb” 
  Cook, Wolfgang Baur. © 2019 Open Design LLC.
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock #16 - Eleven Hells.pdf