Monday, September 18, 2017

The Fraternity: A Cult of Asmodeus

The Ruby Rod of Asmodeus

When I began developing the Great Dungeon, I wanted to emphasize OD&D and the Holmes/Moldvay basic sets over the much more popular AD&D game. One of the biggest things I wanted to do was restrict the extreme complexity of the great planar wheel and focus on the simpler, more elemental conflict of Law versus Chaos.

One problem, though: I just couldn’t quit devils, those lawful evil fiends first introduced in AD&D. Try as I might, every time I chopped a devil entry out of a random table, I ended up coming back and putting it back in. Eventually I stopped worrying about it and flung open the gates of the Nine Hells to the Great Dungeon, and I’ve never looked back.

The Cult of Asmodeus in the Great Dungeon

It is a bitter paradox that the same Southrons who introduced the great Church into the North also brought with them the vile practice of devil-worship, which had been hitherto unknown to the region. In the mighty cities of the Southern Empires, the cruel and ambitious have long resorted to infernal powers to achieve their darkest desires. There open veneration of archdevils is discouraged but ultimately permitted, and entire temples to the Asmodeus operate freely. In the North, devil-worship is forbidden by the Church and is largely unknown to the general populace, though rumors of secret cults persist.

The Friends, a lawful evil faction of tieflings, sponsors a secret society known only as the Fraternity, which in turn supports numerous charities and holds exclusive events for members such as masked balls and feasts. Fraternity halls are fairly common in larger towns and cities. Membership in the Fraternity is by invitation only and highly coveted by social climbing merchants and nobles. Members are said to stick together and support each other’s interests outside the Fraternity. While there is much speculation as to who might or might not belong to the society, the membership rolls are closely guarded secrets.

The Fraternity is tiered into nine ascending levels; each new level is said to unlock additional privileges and secrets for attaining members. Rumors abound of decadent rituals performed by high level members, though these are wholly unsubstantiated. Advancement is achieved only through dedication of significant time and coin to the Fraternity.

The Fraternity, of course, is a front for the Cult of Asmodeus, who is known to Fraternity members as Osmoday, a divine spirit associated with leadership and prosperity. The Friends faction contains numerous human diabolic clerics who work closely with the tieflings on expanding the faction’s influence in the Great Dungeon. These clerics wear horned masks and helmets to conceal their identities; each is dedicated to an archdevil patron. In Delvetown the Fraternity maintains a small but reportedly active chapter hall on the outskirts of the village.

The following text is Open Game Content:

Infernal Patrons

Diabolic clerics may choose one of several archdevils as an infernal patron, though of course all ultimately serve Asmodeus.

Infernal Patrons
DeityAlignmentAreas of ConcernDomainsFavored Weapon
AsmodeusLEpride, slavery, tyrannyEvil, Law, Trickerylight mace
BaalzebulLEarrogance, flies, liesAir, Death, Evilspear
BarbatosLEanimals, corruption, gatewaysLaw, Magic, Travelquarterstaff
BelialLEadultery, deception, desireCharm, Destruction, Evilranseur
DispaterLEcities, prisons, rulershipEvil, Law, Nobilityheavy mace
GeryonLEforbidden knowledge, heresy, snakesEvil, Strength, Waterheavy flail
MammonLEavarice, watchfulness, wealthArtifice, Earth, Lawshortspear
MephistophelesLEcontracts, devils, secrets Knowledge, Law, Runetrident
MolochLEfire, obedience, warEvil, Fire, Warwhip

Sample Diabolic Clerics

Diabolic acolytes are newer initiates into the infernal cult, and are often assigned to dangerous or tedious duties.

Diabolic Acolyte CR 1

Human cleric 1

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 17, touch 9, flat-footed 17
(+6 armor, -1 Dex, +2 shield)

hp 13 (1d8+5 HD)

Fort +4, Ref +1, Will +4

Offense

Spd 20 ft.

Melee mwk heavy mace +2 (1d8+1)

Special Attacks rebuke undead 4/day (+1, 2d6+2, 1st)

Spells Prepared (CL 1st, 2nd for law or evil spells)

1st—command (DC 13), protection from good D, sanctuary (DC 13)

0—detect magic, resistance, virtue

D domain spells; Domains law, evil

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +0; Grp +1

Feats Lightning Reflexes, Toughness

Skills Concentration +5, Knowledge (religion) +4, Speak Language (Infernal), Spellcraft +4

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of endure elements (fire), oil of magic weapon, scroll of cure moderate wounds; Other Gear masterwork splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic underpriests are often accompanied by 1d3 acolytes.

Diabolic Underpriest CR 3

Human cleric 3

LE Medium humanoid (human)

Init -1; Senses Listen +2, Spot +2

Languages Common, Infernal

Defense

AC 18, touch 9, flat-footed 18
(+7 armor, -1 Dex, +2 shield)

hp 26 (3d8+9 HD)

Fort +5, Ref +2, Will +5

Offense

Spd 20 ft.

Melee mwk heavy mace +4 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+4, 3rd)

Spells Prepared (CL 3rd, 4th for law or evil spells)

2nd—desecrateD, silence (DC 14), hold person (DC 14)

1st—command (DC 13), divine favor, protection from goodD, sanctuary (DC 13)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 12

Base Atk +2; Grp +3

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +7, Knowledge (religion) +6, Speak Language (Infernal), Spellcraft +6

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of summon monster III; Other Gear+1 splint mail, masterwork heavy steel shield, masterwork heavy mace

Diabolic priests often head up small cells of devil worshipers and may report directly to an Evil High Priest.

Diabolic Priest CR 5

Human cleric 5

LE Medium humanoid (human)

Init -1; Senses Listen +3, Spot +3

Languages Common, Infernal

Defense

AC 19, touch 9, flat-footed 19
(+7 armor, -1 Dex, +3 shield)

hp 39 (5d8+13 HD)

Fort +7, Ref +3, Will +8

Offense

Spd 20 ft.

Melee mwk heavy mace +5 (1d8+1)

Special Attacks rebuke undead 8/day (+3, 2d6+5, 4th)

Spells Prepared (CL 5th, 6th for law or evil spells)

3rd—blindness/deafness (DC 16), deeper darkness, magic circle against good D

2nd—bear’s endurance, desecrate D, silence (DC 15), hold person (DC 15)

1st—bless, command (DC 14), divine favor, protection from good D, sanctuary (DC 14)

0—detect magic, guidance, resistance, virtue

D domain spells; Domains evil, law

Statistics

Str 13, Dex 8, Con 14, Int 10, Wis 16, Cha 12

Base Atk +3; Grp +4

Feats Extra Turning, Lightning Reflexes, Toughness

Skills Concentration +9, Knowledge (religion) +8, Speak Language (Infernal), Spellcraft +8

SQ auras (lawful, evil), spontaneous casting (inflict spells)

Combat Gear potion of cure serious wounds, scroll of flame strike; Other Gear +1 splint mail, +1 heavy steel shield, cloak of resistance +1, masterwork heavy mace

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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