Garden of Delights
From Tyrants of the Nine Hells needs to be rewritten.
Behind sandstone walls lies the Garden of Delights, an
oasis of pleasure inside the inhospitable city of Dis. To gain
entrance, a visitor need only knock on its delicately filigreed
wooden doors. Comely servants beckon the weary travelers
inside and quickly usher them to the side of a beautiful azure pool. Cool beverages are placed in their hands, as innocent or intoxicating as the visitor specifies. Then the newcomers lean back on silken pillows to watch lovely faeries disport on the water’s surface. Sweetmeats and fruits appear on trays of gleaming silver, and palm fronds bend obligingly down to fan the visitors’ brows. Colorfully attired musicians serenade all present with soothing and sensuous melodies.
When asked how long visitors can remain here, the lovely and charming wait staff responds with naïve surprise. No one, once admitted to the Garden of Delights, is ever required to leave.
But in fact, the garden is a complex illusion created by a
staff of efreeti puppet-masters. Once managed by a single
bound efreeti, it proved so successful as a collector of souls
that an entire group of the deception-loving fire creatures
are now handsomely rewarded to maintain it.
The garden is designed to corrupt souls—or, failing that,
to simply kill enemies of evil. Imps in human form mingle
among the guests attempting to determine each visitor’s
spiritual susceptibility. Then they set to work on those they
deem corruptible, urging them into corrupt or obeisant acts.
The incorruptible are left alone to die of thirst or starvation
in a place where all the food and drink are illusory.
The garden’s complex series of interwoven illusions includes
figments, glamers, patterns, and shadows. Any character
who carefully studies the environment for 1 minute without
interruption can attempt a DC 25 Wisdom save to detect its unreality. However, imps and illusory servants attempt to distract any visitors who appear to be concentrating too intently on their surroundings.
Even characters aware of the garden’s falseness often find
it too intoxicatingly pleasant to leave. Voluntarily exiting the
garden requires a successful DC 30 Wisdom save. Only one such save attempt can be made per day, but a +4 bonus applies if the character knows that the garden is illusory. A character can, however, persuade another to leave by making a pursuasion check opposed by the subject’s Wisdom save.
Spending undue time in the garden saps one’s sense of self
and motivation. For each day after the first spent there, a character takes a cumulative –1 penalty on her Wisdom saves. When a character leaves the garden, this penalty vanishes.
Lawful evil beings can enter the garden only to further a
mission. Dispater firmly prohibits recreational visits by his
minions, which ought to be busy serving him.
Comments