09-05-2001, 12:47 PM | #1 |
Vampire
Join Date: April 28, 2001
Location: Cambridge
Age: 40
Posts: 3,877
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What are they? In WK they speak of them and I never played Torment.
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09-05-2001, 02:11 PM | #2 |
Fzoul Chembryl
Join Date: August 30, 2001
Location: somewhere
Age: 54
Posts: 1,785
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I beleive it refers to the continuing war between the Tanarri and Baatzu in the planes of hell. Tanarri are demons and are Chaotic Evil. Baatzu are devils and are Lawful evil. That's why devils are always trying to come up with contracts to sign and demons just tend to mindlessly spread carnage. Baatzu tend to be a bit tougher, but limited by their lawful nature. They WILL follow a lawful binding contract no matter what, but expect them to look for every loophole in their favor.
------------------ The true secret to happiness is not having what you want, it's wanting what you have! |
09-06-2001, 01:56 AM | #3 |
Dungeon Master
Join Date: August 22, 2001
Location: drg
Posts: 64
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Haha that is SO cool...
------------------ When Ixion the mage walks, the world shivers. (old BG saying) |
09-06-2001, 09:09 AM | #4 |
Ironworks Moderator
Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
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Here's some info from an old planar.
It's a good thing that most of the fiends are preoccupied with another problem: the Blood War, a savage quest for annihilation that ravages the Lower Planes. It's supposed to be a war of tanar'ri against baatezu, but everyone and everything down there seems to be involved. And neither of those "sides" can be trusted, either. A baatezu'll turn stag on his brothers if it'll gain even a little power in the process, and the tanar'ri have always been at odds with each other. In between them all are the gehreleths and the yugoloths, eager to fight for the best-paying side. It's a war that's been going on as long as mortals have lived on the planes, and it's a war neither side has yet to win. Nobody even knows what the exact goals of the war are. Genocide's the best guess - the tanar'ri and baatezu'll fight each other until there's none left. Why? What berk understands a fiend's mind, can figure out its depraved depths? Maybe the local powers are playing games and making them fight. Maybe they fight just because they want to. Nobody knows for sure how the war started, but a lot of folks figure the Lady of Pain had something to do with it. Some barmy philosophers claim that she's one of them, a fiend now turned stag against all her own kind. Maybe it's true, and maybe it ain't. The only thing known for sure is that the Blood War's a grim blessing to Sigil. Every move on Sigil by one force triggers a reaction from the other side, since both groups are desperately afraid of the other controlling such power. Sure, it makes traveling the Lower Planes dangerous - especially the battlefields of Gehenna and Carceri - but it keeps the fiends busy. ------------------ |
09-06-2001, 12:19 PM | #5 |
Vampire
Join Date: April 28, 2001
Location: Cambridge
Age: 40
Posts: 3,877
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Just to Balance the Realms I suppose. Demogorgan is CE Tannari then?
Who leads the Bateezu? ------------------ |
09-06-2001, 01:11 PM | #6 | |
Ironworks Moderator
Join Date: February 28, 2001
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Quote:
Plane Ruler 1st (Avernus) Tiamat (the five-headed Chromatic Dragon) 2nd (Dis) Dispater 3rd (Minauros) Mammon 4th (Phlegethos) Belial 5th (Stygia) Geryon 6th (Malbolge) Moloch 7th (Maladomini) Baalzebul 8th (Caina) Mephistopheles 9th (Nessus) Asmodeus The arch-devils are split into three opposing groups. · Asmodeus commands the unswerving loyalty of Geryon and Tiamat. · Baalzebul has Moloch as a stated vassal and has been recruiting Belial, whose rivalry with Geryon is unbounded. · Mephistopheles seeks to appear as a force of reason and restraint; he has Dispater and the ever-greedy Mammon on his side. Both Baalzebul and Mephistopheles seek to dethrone Asmodeus as the Overlord of the Hells, but cannot rely on the members of their faction, who will only defy Asmodeus when victory is certain. Arch-devils will quickly turn on their allies if they can gain additional realms and responsibilities. Also, the faction that is not revolting, will side with Asmodeus, hoping to gain the spoils when the revolt is defeated. Asmodeus plays the factions against each other, never letting his supporters know where they stand in his eyes. ------------------ |
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09-06-2001, 09:43 PM | #7 |
Guest
Posts: n/a
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Baalzubu (sp?) is just Baal's full name.
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09-06-2001, 10:28 PM | #8 |
Dungeon Master
Join Date: June 10, 2001
Location: Fortress of Regrets
Posts: 97
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Which one of those was the deva that got polymorphed into a slug by Azzy again ?
Oh and Memnoch can you post up that information about what Azomdeous' "true " form is ? I read it somewhere, and want to refresh my memory. ------------------ Death comes for you, FEEL IT'S ICY TOUCH |
09-07-2001, 01:53 AM | #9 | |
Ironworks Moderator
Join Date: February 28, 2001
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Quote:
You might be thinking of Bael, who is a duke of Hell (ranking just below the arch-devils). ------------------ [This message has been edited by Memnoch (edited 09-07-2001).] |
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09-07-2001, 03:06 PM | #10 | |
Ironworks Moderator
Join Date: February 28, 2001
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Quote:
ASMODEUS (Arch-Devil) Large Outsider (Evil, Lawful) Hit Dice: 66d8+990 (1287 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 40 ft, fly 60 ft (good) AC: 47 (-1 size, +8 Dex, +30 natural) Attacks: Ruby Rod +86/+81/+76/+71/+66 melee; or slam +81 melee Damage: Ruby Rod 1d10+21 and serious wounds; or slam 1d6+16 Face/Reach: 5 ft by 5 ft/10 ft Special Attacks: Spell-like abilities, spells, psionics, chilling fear and weakness gaze, Ruby Rod of Asmodeus, summon devils Special Qualities: Damage reduction 40/+4, SR 33, regeneration 30, devil qualities, see in darkness, telepathy, darkvision 60 ft Saves: Fort +50, Ref +43, Will +48 Abilities: Str 42, Dex 26, Con 40, Int 34, Wis 36, Cha 42 Skills: Bluff +85, Concentration +84, Craft (weaponsmith) +67, Diplomacy +85, Disguise +85, Gather Information +85, Heal +82, Hide +47, Jump +66, Knowledge (arcana) +81, Knowledge (history) +81, Knowledge (nobility) +81, Knowledge (planes) +81, Knowledge (religion) +81, Listen +82, Move Silently +77, Search +81, Sense Motive +82, Scry +81, Spellcraft +81, Spot +82 Feats: Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Spell, Extend Spell, Expertise, Great Cleave, Improved Disarm, Improved Initiative, Improved Trip, Maximize Spell, Mobility, Power Attack, Silent Spell, Sunder Climate/Terrain: Any land and underground Organization: Solitary or troupe (2-5 pit fiends) Challenge Rating: 25 Treasure: Double standard Alignment: Always lawful evil Advancement: By character class Asmodeus, the Overlord of Hell, rules the dukes and arch-devils by might and wit. Of all the arch-devils he is the most cunning and artful. His mighty palace rests upon the floor of the lowest rift in Nessus, Hell’s ninth, and bottommost plane. Asmodeus appears as a very handsome human standing about 13 feet tall. His hair is black, as is his goatee; his eyes burn red. Small horns jut from his forehead. COMBAT Asmodeus will attack first using his gaze weapon, then his spells and spell-like abilities, followed up by his Ruby Rod. If things go against him (not likely) or he becomes bored with combat, he will summon other devils to finish the combat, while he attends to business elsewhere. Spell-Like Abilities: At will—animate dead, blasphemy, charm person, comprehend languages, daylight, desecrate, detect good, detect magic, detect thoughts, dispel magic, fireball, geas/quest, hold person, hold monster, ice storm, improved invisibility, magic circle against good, major image, mass charm, polymorph self, produce flame, pyrotechnics, raise dead, read magic, see invisible, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, wall of fire, wall of ice, and wish; 1/day—greater restoration, meteor swarm (any),shapechange and symbol (any). These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level). Spells: Asmodeus casts arcane spells as a 20th-level sorcerer (save DC 26 + spell level) and divine spells as a 20th-level cleric (save DC 23 + spell level). He has access to the domains of Evil, Knowledge, Law, and Strength. Psionics (Sp): At will—astral projection, charm monster, deeper darkness, detect evil, detect law, dimensional anchor, dispel good, levitate, and protection from good. These abilities are as the spells cast by a 20th-level sorcerer (save DC 26 + spell level). Chilling Fear and Weakness Gaze (Su): 30 feet; Will save (DC 59) or flee in fear for 2d6 rounds, and be affected by a ray of enfeeblement and a slow spell as cast by a 20th-level sorcerer. If the save is successful, that creature cannot be affected by Asmodeus’ gaze for one day. Ruby Rod of Asmodeus: Asmodeus carries a glowing ruby rod that has the following powers. · Acts as a rod of absorption (Rods, rod of absorption, page 196 in the Dungeon Master’s Guide). · Functions as a +5 greatclub. · Any creature touched is affected as if by inflict serious wounds as cast by a 20th-level cleric (3d8+15 points of damage). · Once per round, it may fire a ray of acid (24d4 points of acid damage), frost (12d6 points of cold damage), or lightning (24d8 points of electrical damage) to a range of 60 feet, Reflex save (DC 20) for half. Each may be used a total of three times per day. Summon Devils (Sp): Three times per day Asmodeus can automatically summon 1d2 cornugons or gelugons, or 1d4 pit fiends. Regeneration (Ex): Asmodeus takes normal damage from holy and blessed weapons of at least +4 enchantment. Devil Qualities (Ex): Immune to fire and poison; cold and acid resistance 20. See in Darkness (Su): Can see perfectly in darkness of any kind, even that created by deeper darkness spells. Telepathy (Su): Asmodeus can communicate telepathically with any creature within 100 feet that has a language. ------------------ |
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