|
.Beyond
Countless Doorways Preview: A Look at Kin-Li'in
An excerpt from "The Burning Shadows of Kin-Li'in"
by Monte Cook
Kin-Liin
is a hellish plane of extreme heat and frigid cold.
Demons cavort among the blasting geysers of fire and
frost in a bacchanal of horror, rejoicing in their
own destructive and perverted natures.
Although
many kinds of demon inhabit Kin-Liin, chief
among them is the terrorite, a monstrosity so perverse
that even its shadow brings woe. The entire plane
lies underground, an endless succession of caves of
ice and fire. The plane itself bears a magical infection
that gives a twisted kind of life to the shadows of
all creatures that dare enter its confines.
A
Subterranean Hell
Some
say that Kin-Liin is the deepest level of the
Underland (see Chapter One: The Countless Worlds).
Some say it helped inspire the concept of the evil
underworld. In any event, the plane Kin-Liin
has no surface. The entire plane consists
of caverns and tunnels, most of which appear to be
natural, glistening with stalactites and stalagmites
like wet fangs. Maps of Kin-Liin are notoriously
useless, because the plane is so unstable. Passages
collapse and new ones open up all the time. Sometimes
it simply becomes impossible to get from point A to
point B, even if it was once easily done. Most of
the inhabitants are demons and, frankly, these issues
dont bother themthey can teleport where
they need to go. They often ignore the passages, considering
them a nuisance or a liability. Some demons intentionally
collapse any passages leading to their lairs.
Temperature
in Kin-Liin varies widely. Extreme chill permeates
some places, as one might expect deep under the ground.
Other areas are insufferably hot, as one might anticipate
if moving through volcanic caverns. Blasts of hot
air rush down a passage only to be followed by a cloying
cold. Patches of turbid ice and frost quickly melt
into feculent pools in the lowest parts of a cave,
only to eventually freeze again. The changing temperatures
actually make the plane rather windy, which is not
something most people expect underground. The wind,
of course, is the least of a travelers worries.
Geysers
of Flame and Frost
| Roll |
Geyser |
DC |
Damage |
| 0130
|
Fire
|
16 |
5d6 |
| 3160
|
Frost
|
16
|
5d6 |
| 6170
|
Fire
|
20 |
7d6 |
| 7180
|
Frost
|
20 |
7d6 |
| 8185
|
Fire
|
20 |
10d6 |
| 8690
|
Frost
|
20 |
10d6 |
| 9193
|
Fire
|
22 |
15d6 |
| 9496
|
Frost
|
22 |
15d6 |
| 9798
|
Fire
|
25 |
20d6 |
| 9900
|
Frost
|
25 |
20d6 |
The
most prominent feature of this underground realm is
also its most dangerous. Vents throughout Kin-Liin
create drastic fluctuations in temperature as they
unpredictably blast gouts of fire and hot air or frost
as well as frigid air. These inherently magical vents
lie everywhere on the plane: on cavern floors, tunnel
walls, and even the ceilings. Pick a given spot, and
theres a 1 in 6 chance a geyser could erupt
and affect that space. Once established that a geyser
could in fact erupt in a particular space, the chance
of it doing so while a creature is nearby is 1 in
20 (movement often triggers an eruption).
To
simplify, if the group of PCs consists of four to
eight characters, assume that after every two minutes
of movement some of them (roll 1d41 to determine
how many) must make Reflex saves to avoid damage from
a random nearby geyser, as determined on the table
below. A successful saving throw indicates that a
character takes half damage. The higher the roll,
the larger the geyser. If a geyser affects more than
one character, its shooting its jet horizontally
across the group from a wall.
Throughout
their journey, the DM should describe the nearby (but
too distant to threaten) geyser eruptions that occur
all around the player characters almost all the time.
The eruptions are so frequent, in fact, that the dark
caves almost always enjoy at least a little illumination
from the fire blasts.
Characters
can search for a safe spot to stop, but unless they
make a successful Search check (DC 15), there might
be a hidden geyser in the area that they are unaware
of. Hidden geysers are always of the smallest variety
(DC 16, 5d6 points of damage) and have a 1 percent
chance per minute of blasting resting characters.
During
every encounter in Kin-Liin, the DM should roll
a d20 each round. On a roll of 1, a random geyser
blasts 1d41 characters (roll on table above).
|
Planar
Notes
Name:
Kin Liin
Type:
Hell
Common
Conjunction Planes:
AssikonAn
energy plane teeming
with positive energy and inhabited by ravids
and golden plants whose vines grow at the rate
of 1 inch per minute. They are kept in check
by large silvery insects that feed upon them
even as they spew forth pure oxygen.
The
Ethereal SeaA plane connecting to many
others like an ocean connects to many lands
(see Chapter One).
Jholis-dfolA
world where time flows at an erratic rate. Special
individuals among the human and halfling inhabitants
are born with the ability to jump ahead in time
when it moves very slowly.
OnnumAn
alien realm that occupies the interior of a
hollow metallic cube 1,000 miles across, filled
with warring destrachans and will-o-wisps
that fight amid an iron maze that covers every
interior surface of the cube.
ScethA
beautiful plane where little is what it seems:
The flowers shoot deadly spines, the babbling
brooks are actually evil elemental creatures,
and even the grass itself feeds on flesh.
SerranAn
alternate world where noble giants rule as wardens
of the land and humans live among a variety
of different races: diminuative fey, savage
but honorable leonine warriors, vinaceous-skinned
psionicists, once-human reptillians, and a now-intelligent
race that once were only beasts.
|
Hells
Faithful
The
demons of Kin-Liin do not worship gods. Instead,
they revere Kin-Liin itself. Kin-Liin,
in their view, manifests itself in two waysas
fire and frostso they worship those elements
as higher powers. But this religious belief does not
draw the inhabitants of Kin-Liin together. Instead,
being demons, they find it cause for still further
contention. Every demon on the plane worships either
fire or frost, and each group hates the other. Devout
demons, it turns out, give new meaning to the term
fanatic, and their intolerance for the
opposing fellowship knows no bounds nor shred of logic.
A weaker demon of one belief will throw itself upon
a much more powerful adherent of the opposing faith.
There is no dogma or code of behavior associated with
either cult. Each creed focuses purely on the reverence
of its chosen elements destructive power and
the respect the demons have for that powers
ability to maim, slay, and bring pain and sorrow.
Followers of a non-evil god whose portfolio includes
either fire or cold would find no kinship among these
demons, nor sympathy for their convictions.
Recent
History in Hell
A
demon prince named Beligos once ruled all of Kin-Liin,
serving as the planar warden and a purveyor of evil.
About 10 years ago, however, a group of bold heroes,
armed with gifts from the angels of Justiral (see
Chapter Five: The Crystal Roads of Deluer), bearded
the archfiend in his own lair and put him to the (holy)
sword. Beligos Palace, a hideous edifice of
bone and dried flesh that rose like a column a mile
wide and a thousand feet tall, collapsed around them.
The heroes got away safely, and Beligos body
lay amid the ruins of his former home. In the wake
of Beligos death, the entire plane erupted into
chaos and warfare, although a newcomer might not have
been able to notice the difference. Minor demon despots
attempted to ascend Beligos throne. The result
of the conflict was wildly inconclusive.
No
one rules Kin-Liin now. If one demon did ever
rise to the position Beligos once held, the newly
crowned demon prince would certainly lead the forces
of this hell in a war of retribution against the celestials
of Justiral.
Now
that Beligos is gone, however, the most powerful demons*
within Kin-Liin are the terrorites (see page
96). Although no single terrorite has managed to claim
control of the plane, as a group they have managed
to infect Kin-Liin with something called the
Shadow Plague.
*
There are no mariliths or balors in Kin-Liin.
The
Shadow Plague
Although
as individuals they make war, as a group the terrorites
hold the power of Kin-Liin. And so, while each
one would rather see himself as the sole ruler of
the plane and holds nothing but contempt for his rivals,
all terrorites see other demons as even worse (and
nondemons as less than that). So, in a way, they work
together to make clear their hold on the plane first
and foremost, and then struggle among themselves secondarily.
To this end, they spawned a magical disease called
the Shadow Plague that infects not other beings, but
the plane of Kin-Liin itself.
The
Shadow Plague makes all creatures shadows perilous,
much in the way the terrorites shadows are naturally
dangerous. Each day while one is in Kin-Liin,
there is a 1 in 6 chance that ones shadow, at
an unexpected time, takes on a life of its own and
attacks the creature that casts it. Usually, the shadow
waits until its creature is most vulnerable. These
animated shadows are like standard undead shadows,
except they are not undead but outsiders; DMs need
not change any shadow statistics or traits, only the
spells and effects that can affect them. They do not
create spawn, and their attacks can be described as
having a burning quality upon any living
thing they touch, although the attack is not actually
heat or acid relatedit is spiritual. Undead
and constructs remain immune to the attacks of their
shadows and can ignore them; the frustrated shadow
stays with the undead or construct and attacks living
creatures the undead or construct comes near (although
the shadow is not under the control of the undead
or construct).
If
defeated, the shadow disappears. For this reason,
most creatures on the plane do not have shadows. The
loss of a shadow diminishes a creature in a metaphysical
way. The shadowless suffer a 1 morale penalty
on all attack rolls, saves, and checks. A creature
that leaves Kin-Liin regains its normal shadow,
but if that creature returns to Kin-Liin, it
is subject to subsequent attacks by its new shadow
as normal. The terrorites shadows are immune
to this animation.
An
animated shadow that slays its caster takes on the
casters form instead of its normal black color
and gains all its memories, powers, skills, ability
scores, and so on. The shadow even gets the original
creatures equipment. The new shadow creature
is chaotic evil and has its own motivations, although
it obeys the commands of a terrorite it comes in contact
with. It cannot leave Kin-Liin. Only a true
resurrection spell can return the original creature
to life; it suffers a special 2 penalty on all
attack rolls, saves, and checks until its shadow form
is slain. A creature slain by its shadow and brought
back to life by means of true resurrection cast while
in Kin-Liin still has no shadow (thus the total
penalty for attacks, saves, and checks is 3).
A resurrected creature slain by its shadow may regain
a normal shadow on another plane, but returning to
Kin-Liin makes it subject to further attacks
by its previous shadow. This means that a creature,
slain by its shadow more than once, could have more
than one shadow form of itself wandering the passages
of this hellish plane.
|
Hell
Money
Throughout
many hells of the Countless Worlds, the demons
and devils create their own perverse currency
in the form of hell money, or hells
coins. These objects appear to be large
reddish-gold coins (disks with a 2-inch diameter)
with the faces of the tormented upon them. Examined
closely, the faces move and contort, as if they
were real people in agony. Each hell coin represents
an actual damned soula currency any fiend
can appreciate. Some fiends and other creatures
living in hellish realms do not accept regular
coins and value only hell money.
These
magical coins (each carries a minor aura of
conjuration) are each worth 200 gp to a fiend
or someone who deals regularly with fiends.
To others, they are worth only 10 gp, and to
some they are utterly abhorrent and worth nothing.
Since the souls represented by the coins are
already damned, there is nothing a person can
do to save them. However, an evil creature might
use the soul in a foul ritual, as part of the
process of creating some magic item, or simply
as a delicacy to be devoured. Any such use destroys
the coin.
|
Nar-Haran
A
city composed of winding mazes and well-guarded caverns,
Nar-Haran reeks of evil. It is a city only in
the sense that its caves and tunnels contain a much
higher concentration of demons and other malevolent
inhabitants than most other portions of the plane.
It does not have buildings and streetsthe streets
are simply wide passages connecting the various caves.
Nar-Haran
presents some real challenges in getting around, since
one must always go through one or more caves to get
to the passage that leads where you want to go. But
these caves are the homes, shops, festhalls, and torture
dens of the residents. For demons, this is no problemthey
can teleport wherever they want. Nondemons must make
their way carefully and hope they dont disturb
someone more powerful than they.
The
Mothery Mixen
This
cave, called a festhall by the natives, is the closest
thing to a tavern in Nar-Haran. Nondemons might
actually find solace here, to an extent. The Mothery
Mixen is operated by a half-demon ogre-mage named
Youmish. He brews a concoction he calls moltwater,
a foul drink no one would wish upon their worst enemy.
Those with demon blood favor it, however, and its
the only liquor Youmish serves. His food choices are
yet more disturbing.
The
crowd at the Mothery Mixen comprises a mixture of
races. In addition to a handful of planar-traveling
humans, elves, dwarves, halflings, and gnomes, a visitor
will find tieflings, githyanki, a dark elf or two,
a visiting slaad, a few demons (particularly succubi,
who enjoy the clientele), and perhaps even a vampire
or a mind flayer.
Planar
travelers come here to find out information about
the plane (or other hells), to learn dark secrets
like foul incantations or forbidden eldritch inventions,
or to purchase evil magic items, poisons, and even
vials of pure disease. It might be the safest place
for such travelers in Kin-Liin. But its
still extremely dangerous.
Some
patrons play a game called Kevils, also known as Deadmans
Bones. Its a fairly complex game of tossed dice
and numbered tiles. Travelers may have the misfortune
of meeting a human named Colonus Breedbate, often
found playing Kevils here. This is not actually Colonus,
but his shadow form. The real Colonus was killed by
his animated shadow more than a year ago (see the
The Shadow Plague, page 89), and the shadow
took his form. Shadow Colonus preys upon visitors
to Kin-Liin by selling them directions that
lead them to near-certain death, then collecting their
possessions from their bodies. Sometimes he works
out arrangements with demonic natives to send off-world
prey their way in exchange for some or all of the
victims loot. Other times, he simply lures the
unwary into a cavern sure to be scoured by a powerful
flame geyser or buried in a rockslide.
Colonus
has spread rumors that he is a possible contact for
travelers looking for information and pays those that
send him referrals a cut of whatever he
can get. He even has managed to make it known off-plane
that travelers who come to Kin-Liin should seek
him out. This shadow-form creature speaks Abyssal,
Aquan, and Infernal in addition to Common.
COLONUS
BREEDBATE, male shadow-form human Sor12: CR 12;
Medium humanoid; HD 12d4; hp 33; Init +0; Speed 30
feet; AC 14 (armor +4), touch 10, flat-footed 14;
BAB +6; Grapple +6; Attack +8 melee (1d6+2, critical
20/x2, club), or +8 ranged (1d6+2, critical 20/x2,
club); Full Attack +8/+3 melee (1d6+2, critical 20/x2,
club), or +8/+3 ranged (1d6+2, critical 20/x2, club);
AL CE; SV Fort +4, Ref +4, Will +10; Str 11, Dex 10,
Con 11, Int 16, Wis 14, Cha 19
Skills and Feats: Bluff +11, Concentration +5,
Craft (weaponsmithing) +7, Diplomacy +9, Intimidate
+6, Knowledge (arcana) +17, Knowledge (dungeoneering)
+11, Knowledge (the planes) +7, Listen +9, Move Silently
+2, Search +8, Spellcraft +5, Spot +5; Craft Arms
and Armor, Craft Wondrous Item, Heighten Spell, Persuasive,
Silent Spell, Spell Penetration
Possessions:
+4 bracers of armor, +2 evil outsider bane
club,+1 club, wand of summon monster II (18 charges),
potions of cure light wounds, gaseous form, haste,
and heroism, hell coins (2), 45 gp
Spells
Known (6/7/7/7/7/5/3): 0acid splash,
dancing lights, detect magic, flare, light, mage hand,
mending, ray of frost, read magic; 1stcharm
person, chill touch, comprehend languages, magic missile,
shield; 2ndbears endurance, locate
object, obscure object, scorching ray, spider climb;
3rdblink, fireball, fly, major image;
4thcharm monster, dimension door, polymorph;
5thblight, prying eyes; 6thsummon
monster VI
The
Font of Fire
The
adherents of fire, who call themselves the Seared,
hold one place on the plane sacred (using that term
loosely). This place, the site of the largest of the
flame-spouting geysers, they call the Font of Fire.
Here demonic clerics lead unholy rites in the name
of the flames of Kin-Liin.
Joaalrenag
is a glabrezu that serves as the High Priest of Fire
by right of might. Although the fire of Kin-Liin
is no god, these demon clerics of fire can tap into
its vigor to cast cleric spells. However, because
this is more their own doing than that of the nonsentient
fire, they cannot manage greater than 3rd-level spells.
Joaalrenag
frequently sends babau assassins to infiltrate the
ranks of the priests of frost to slay whom they can.
These assassins rarely succeed, but their number is
virtually limitless, making them as useful as they
are expendable.
Visitors
can find the Seared throughout the plane, not just
at the Font of Fire. Though some keep their religious
affiliation secret, others proclaim it proudly and
wear one of various fiery symbols, often as a brand
burned right into their flesh. Usually these unabashed
demons attack a follower of frost on sight, if they
see the appropriate symbol.
The
Font of Frost
The
worshippers of frost in Kin-Liin refer to their
flock as the Frigid. The Frigid gather about the greatest
of the cold geysers called the Font of Frost. The
demon clerics of frost dance and cavort atop a small
frozen lake that surrounds the font, holding violent,
bacchanalian services to revere the cold power manifest
in Kin-Liin.
A
hateful and devious succubus named Ulan holds the
position of the High Priestess of Frost. She takes
many forms, but wears her crown of frost in
all her guises. Ulans fellow priests are mostly
babau demons, although a number of hezrou serve as
unholy knights (guards/enforcers). As with the clerics
of fire, these clerics of frost can draw upon its
power to cast up to 3rd-level cleric spells.
Crown
of Frost: The ingenious
artificers of this small crown crafted it of solid
ice. Its ever-cold form never melts. The wearer gains
immunity to cold and can use cone of cold and
wall of ice each three times per day.
Moderate evocation; caster level 9th; Craft Wondrous
Item, cone of cold, protection from energy, wall
of ice; Price 86,400 gp; 2 lbs.
See
Beyond
Countless Doorways for
more on this plane, including Xar-els Warren,
details on the Awakened One,
Inhabitants of Kin-Li'in, a new demonthe terroriteand
adventure hooks to use in the plane.
Back
to The Stuff Archive Page
/ Back
to Monte's Home Page
"d20
System" and the "d20 System" logo are
Trademarks owned by Wizards of the Coast and are used
according to the terms of the d20 System License version
4.0. A copy of this License can be found at Wizards'
d20 home page. This content is produced under version
3.0, 1.0a, and/or draft versions of the Open Game
License, the d20 System Trademark Logo Guide, and
System Reference Document by permission of Wizards
of the Coast.
Designation of Product Identity: The following
items are hereby designated as Product Identity in
accordance with Section 1(e) of the Open Game License,
version 1.0a: Any and all Malhavoc Press or montecook.com
logos and identifying marks and trade dress, including
all Malhavoc Press product names, page design, and
all illustration; and any specific characters and
places; capitalized names and original names of places,
artifacts, characters, races, countries, geographic
locations, gods, historic events, and organizations;
any and all stories, storylines, histories, plots,
thematic elements, and dialogue.
Designation of Open Game Content: Subject to
the Designation of Product Identity above, these portions
of "A Look at Kin-Li'in" are Open Game Content:
the magic items in their entirety, the statistics
for the characters; and anything else contained herein
which is already Open Game Content by virtue of appearing
in the System Reference Document or some other Open
Game Content source. "A Look at Kin-Li'in"
©2004 Monte J. Cook. All rights reserved.
|