Seven Hells Advocacy Services

The Seven Hell Advocacy Services (SHAS) is a diabolical law office and intelligence agency hidden within the planes, operated by Infernal Chancellor Lazivos. Behind elegant consulting rooms and polished contracts lies a soul-mining operation harvesting secrets for blackmail, manipulation, and power. Here, deals are inked in blood, and the price of information is often far more than gold.  
Type
Casino

Getting There

Lazivos has made deals with solicitors, banks, and other businesses across the plans to grow his power. They gain success, he gains access to their clients. The buildings where these firms do business each hold a private consulting room, empty aside from a silver-framed painting of a handsome human—Lazivos depicted as if he were a human.   Should a desperate client need the very best service, the staff leads them through a simple bloodletting ritual to turn the painting into a portal to the foyer of SHAS (area I1). Any creature who passes through is covertly soul-mined (see “Soul Mining”).   A creature in the Basalt Citadel within luxuria can also find a public entrance to the foyer on the main street. Simply opening the door leads to the foyer.  

Description

General features

The Office consists of areas I1 to I4. The Agency consists of areas I5 to I12. Unless otherwise noted, each area has the following features:   Ceilings. The ceilings are 15 feet high.   Doors (Agency). The doors to Agency areas are made of stygian steel and stand 10 feet tall. A detect magic spell reveals these doors have auras of transmutation magic. Each door is locked and can be picked with a successful DC 20 Dexterity check using thieves’ tools. Failing this check deals 16 (3d10) fire damage to the creature trying to pick the lock, and if the thieves’ tools used are mundane, they instantly melt. Each door has AC 22, 50 hit points, immunity to poison and psychic damage, and immunity to bludgeoning, piercing, and slashing damage from mundane attacks.   Doors (Office). The wooden doors between Office areas are 10 feet tall and bear Lazivos’s seal in gold inlay.   Furniture. The desks, couches, and other furniture in the lair appear to be beautiful pieces of art; however, a character who inspects a piece of furniture more closely notices its frame is carved from Humanoid bones and the leather is Humanoid skin.   Illumination. The lair is magically illuminated by bright ambient lighting that shines down from the ceilings.   Partner’s Key. A partner’s key, found in several areas throughout SHAS, can unlock or lock any door in the lair.  

Resting in SHAS

If the characters haven’t fought any battles in the lair, they can take a short rest in areas I2 and areaI3. The party can also take a short or long rest in the interrogation clinic (area I9) after dealing with any enemies there. Otherwise, if the characters try to rest, there is a 50 percent chance a devil jurist and two devil legates interrupt them halfway through the rest.  

Soul Mining

Lazivos has woven magic into several pieces of his lair that covertly leech information from the minds of visitors and intruders in a process called soul mining. Soul mining doesn’t work on creatures who are immune to effects that read their thoughts, such as a creature affected by a mind blank spell.   Each time a creature is soul-mined, a piece of information is telepathically gleaned from their mind and transmitted to the archivists in the Vault of Leverage (area I11). Soul mining can also affect combat with Lazivos in his office (area I12).   The information stolen from the subject is one distinct, directly exploitable fact about them, such as a phobia, a flaw, a past mistake, or a vice. It should be something that would be damaging to the creature were it widely known, or otherwise useful leverage for Lazivos to have.   When a creature who is proficient in Arcana is soul-mined, they can make a DC 22 Intelligence (Arcana) check. On a success, they know their mind was just plundered for secrets, but not what those secrets were.  

I1. Entrance Foyer

When a creature enters SHAS, they step out through a portal in a silver picture frame on the north wall. This space has a 30-foot-high ceiling and the following features:  
  • “Wood-paneled walls lined with tall vases of orange lilies and pink aconites end at a pair of large double doors with a motto carved above them in Infernal.”
  • (If a character can read Infernal) “The motto reads, ‘Better the devil you know.’”
  • “A plush carpet leads to a smartly dressed devil standing beside a desk in front of the doors.”
  Portal. The portal in the foyer links back to whichever portal the creature last used to reach SHAS. If the creature didn’t arrive at SHAS via the usual method, this portal brings them to a connected portal of their choice that they have seen before, or to a random portal of the GM’s choice if the creature hasn’t seen another portal connected to SHAS.   Flowers. A character who succeeds on a DC 17 Intelligence (History) check knows the floral selection is a warning, symbolizing a need for caution amid a background of contempt and hatred.   Signing In. Orecic (a devil legate) greets guests, answers questions, and makes sure visitors sign the ancient visitors’ book—which soul-mines any creature who writes in it (see “Soul Mining”). A detect magic spell reveals the book’s aura of divination magic.   Orecic insists the characters sign in, but a character can convince the devil the group doesn’t need to sign in with a successful DC 17 Charisma (Intimidation) check. Characters who pretend to sign the book must succeed on a DC 17 Charisma (Deception) check to fool Orecic. If combat breaks out in this room, the four devil legates from reception (area I2) investigate.   The visitors’ book is enchanted so that non-Devil creatures can’t read its contents, but a creature who can read Infernal and succeeds on a DC 22 Intelligence (Arcana) check can read the names of past visitors who signed in. If the book is removed from SHAS, it bursts into flame and is destroyed.  

I2. Reception

This room has a 30-foot-high ceiling and the following features:  
  • “The delicious scent of fresh tea and pastries wafts from a full buffet spread across two tables.”
  • “Two devils stand behind a large desk at the south end of the room.”
  • “Another four armored devils armed with long pikes stand at attention, overlooking the orderly chamber.”
  Buffet. The buffet’s food and drinks are of the finest quality. A creature who consumes anything from the buffet gains 10 temporary hit points and is soul-mined (see “Soul Mining”).   Reception Devils. Anyahx (a devil jurist) has a particular talent for administration and a brutal adherence to regulations. If the characters enter the room peacefully, she demands they wait in this area until a devil is free to speak with them. After 5 minutes, she introduces them to Thrubwell. If the characters are rude to Anyahx, she vindictively makes them wait longer.   Thrubwell (a devil notary) stands behind the desk, following Anyahx’s directives. Once assigned to the characters, he leads them to one of the consulting chambers (area I3) for a consultation. If either Anyahx or Thrubwell think the characters are going to cause trouble, Thrubwell instead escorts them straight to the guard station (area I5) and into an ambush with the other devils there. Characters who succeed on a DC 18 Wisdom (Insight) check sense the devil is leading them into a trap.   Guards. Four devil legates stand at attention near the reception desk. The characters can sneak past the guards into the backroom corridor with a successful DC 17 group Dexterity (Stealth) check.  

I3. Consulting Chambers

Each consulting chamber is a private, soundproof space the SHAS devils use to make deals with clients. This area has the following features:  
  • “This cozy stone room holds a conference table next to a smaller desk.”
  • (If Thrubwell is with the characters) “Thrubwell sits at the far side of the table and motions for you to sit as well.”
  • (Secret) A magic ward in the room compels non-Devil creatures to tell the truth.
  • (Secret) An archivist in the Vault of Leverage (area I11) uses a permanent clairvoyance spell to observe the chamber.
  Let’s Make a Deal. If Thrubwell is with the characters, he explains that wards in the room ensure clients tell the truth so conversations can be frank. He then informs them that by attending a meeting with the devils of SHAS, the characters must promise to keep what they learn in this room private. If the characters don’t agree to the terms or if they don’t fail their saving throw against the chamber’s zone of truth (see “Zone of Truth Effect”), he politely asks them to leave. If they do agree to the terms, Thrubwell goes on to offer a list of what SHAS can offer, including but not limited to the following goods or services (which you should modify as you see fit):  
  • The true name of a devil the party can use during a summoning
  • A specific magic item of very rare or lesser rarity
  • The assassination of a mortal who isn’t a client or employee of SHAS
  • An endowment of art, coins, gems, or other treasure worth up to 50,000 gp
  • A piece of lost, hidden, or forbidden information or lore
  Thrubwell explains that SHAS would want a similar service or goods from the characters in exchange. For instance, if the characters ask for a magic item, the devil might ask them to assassinate a mortal, to recover a shipping manifesto at the bottom of the sea, to find proof of a monarch’s rumored extramarital affair, or to pay up to 50,000 gp for the item.   If requested, Thrubwell leaves the room to give the party space for private discussion. If the characters don’t ultimately make a deal, he asks them to leave SHAS.   Zone of Truth Effect. Each consulting chamber is under a magical effect. Whenever a non-Devil creature enters one of these chambers, they must succeed on a DC 17 Charisma saving throw (which they can choose to fail) or be unable to speak a deliberate lie while they remain in the room. The creature is aware of the effect on them and can be evasive or avoid answering questions. Any Devils in the room know if a creature succeeds on their saving throw against the effect.   Being Watched. The archivist watching the characters through a permanent clairvoyance spell listens in on their conversations and records salient information about the characters.   Soul Mining. If the characters spend at least 5 minutes in one of these chambers, they are soul-mined (see “Soul Mining”).   Treasure. Thrubwell’s desk contains pens, inks, a potion of clairvoyance, a partner’s key (see “SHAS Features”), and a sack of salted human eyeballs he snacks on in private.  

I4. Backroom Corridor

This corridor contains shelves stacked with tins of coffee, fruits, ink made from humanoid blood, pens, and other miscellany. If the characters consume any of the food, they are soul-mined (see “Soul Mining”).  

I5. Guard Station

This area has the following features:  
  • “At the south end of the room, a studious devil works at a desk that sits atop a 15-foot-tall platform framed by thick red curtains.”
  • “Two armored guards stand at the bottom of the stairs that lead up to the desk.”
  Devils. Aemilios (a devil jurist) writes an hourly report for Lazivos in a ciphered script, while two devil legates stand guard. Aemilios politely asks the party to wait a moment while they write up a description of the party. The devil then offers a sincere apology for the delay before ordering the guards to attack. If combat breaks out before Aemilios orders the guards to attack, the devil takes no part in the first two rounds of combat, preferring to finish their report.   Treasure. The desk drawer contains a feather token (whip). Aemilios carries a partner’s key (see “SHAS Features”) and wears a necklace of gilded finger bones (worth 250 gp).  

I6. Staircase

This chamber is 100 feet tall and houses a staircase that connects each level of the lair. The three levels are 50 feet apart.   Security. A patrol of two devil jurists moves between the levels. The characters can avoid them with a successful DC 17 group Dexterity (Stealth) check. If alerted by the sounds of conflict at the guard station (area I5), the devils lie in wait above the door on the third level.  

I7. Information Retrieval Corridor

The corridor has the following features:  
  • “Three devils stand guard before a heavy metal door at the end of this long corridor.”
  • “Faint racking sobs emanate from behind the door.”
  • “Bloodstained spikes protrude from the ceiling.”
  • “A large lever protrudes from the north wall.”
  • (Secret) The lever activates a trap.
  Guards. A devil jurist and two devil legates guard the door to the holding cells (area I8). When they notice intruders, the legates attack. The jurist hangs back near the lever and flips it once all the characters enter the room.   Reversed Gravity Trap. Creatures can use an action to pull down the lever on the north wall. When the lever is flipped, gravity reverses for each non-Devil creature in the room. Each non-Devil creature on the ground must succeed on a DC 17 Strength saving throw or take 3 (1d6) bludgeoning damage plus 11 (2d10) piercing damage, and be restrained as they fall up into the ceiling spikes. A creature restrained in this way takes 11 (2d10) piercing damage at the start of each of their turns. A creature who isn’t restrained can pull a restrained creature within their reach free with a successful DC 17 Strength (Athletics) check made as an action. A creature can turn off the trap by pulling the lever back up as an action, freeing any creatures restrained by the reversed gravity, who then fall 15 feet to the floor, taking 3 (1d6) bludgeoning damage and landing prone.  

I8. Holding Cells

This area has the following features:  
  • “Eight cells with portcullis doors line the walls of this dungeon.”
  • “The only prisoner, an old hag with a gaping chest wound, sobs uncontrollably in her cage.”
  • (Secret) A minuscule black gem set into the ceiling creates an aura of hopelessness.
  Aura of Hopelessness. This chamber is bathed in a magic aura of hopelessness so strong that inmates look forward to their interrogations. While the aura is active, non-Devil creatures must make a DC 15 Charisma saving throw at the end of each minute they spend in this area. On a failed save, the creature’s overall level of sadness increases and they gain 1 melancholy (to a maximum of 4). Whenever a character makes an ability check, attack roll, or saving throw, they subtract their melancholy from the result.   If a creature who has melancholy leaves this area or if the gem creating the aura is destroyed, they lose 1 melancholy at the end of each hour. A cure ailment power of 4th order or higher or a greater restoration spell removes all a creature’s melancholy.   Gem of Hopelessness. A creature who succeeds on a DC 20 Wisdom (Perception) check notices the gem in the ceiling. A detect magic spell reveals the gem’s aura of enchantment magic. A character who examines the gem and succeeds on a DC 15 Intelligence (Arcana) check identifies it as the source of the aura of hopelessness.   The gem (AC 21, 50 hit points, and immunity to poison and psychic damage) becomes mundane if targeted by a dispel magic spell, ending the aura of hopelessness. If a creature who can reach the gem uses an action to try to remove it from the ceiling, the gem is destroyed.   If the gem is destroyed before being rendered mundane, it releases a burst of psychic energy. Each creature within 30 feet of it must make a DC 17 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.   Cells. The cell bars are made from stygian steel and each requires a successful DC 25 Strength check to bend. A Small or smaller creature can escape after a single bar is bent. A Medium creature requires two bent bars to squeeze through, and a Large creature requires three bent bars. Otherwise, the cells can be opened like Agency doors (see “SHAS Features”).   Sasha Darkdream. Sasha Darkdream, a night hag with 4 melancholy, has been imprisoned for longer than she can recall and still doesn’t know why. Her heart has been cut out, leaving a ragged hole in her chest, but the devils have performed a ritual to keep her alive without it. Sasha bargains with the characters, promising to assist and reward them (see “Treasure”) if they return her heart, which she knows is kept in the interrogation clinic (area I9). If the characters return her heart and free her, she accompanies them through the rest of the lair, hoping to reach the Vault of Leverage (area I11) and discover why she has been imprisoned.   Treasure. If the characters free Sasha, she vomits up an Ioun stone (protection) that she swallowed when imprisoned and gives it to them as thanks for freeing her.  

I9. Interrogation Clinic

The door to this chamber is unlocked. It is filled with dim light, except for a 10-foot-diameter, 15-foot-high cylinder of bright light around the operating table. This area has the following features:  
  • “A bright beam of light surrounds a well-maintained operating table and an expansive set of torture tools.”
  • “Two tall cabinets stand behind the table.”
  • “A white-robed devil wipes a single drop of blood from the table. Two glowing eyes burn in the void of her face as four more devils in bloody aprons step into the light.”
  Devils. The Clinician (a devil magistrate) is Lazivos’s dedicated information retrieval specialist. Obsessed with order, she takes pride in the efficiency of her interrogations and the cleanliness of her workplace, and enjoys violence. Her assistants, four devil notaries, join her in combat.   Treasure. The cabinets contain collections of Humanoid teeth and organs, Sasha Darkdream’s heart (see area I8), a vicious weapon (dagger), and silver torture tools (worth 500 gp). The Clinician carries a partner’s key (see “SHAS Features”).  

I10. Management Corridor

The corridor has the following features:  
  • “A single iron door stands at the north end of this corridor, bearing a golden plaque that reads ‘Restricted Area.’”
  • (Secret) The north door is magically warded.
  Warded Door. The door to the Vault of Leverage (area I11) magically and silently alerts Lazivos if a non-Devil creature moves through it. A creature who succeeds on a DC 20 Intelligence (Investigation) check notices the faint outline of a magic sigil on the door. The detect magic spell reveals the sigil’s aura of abjuration magic. A creature who examines the sigil and succeeds on a DC 20 Intelligence (Arcana) check understands the ward’s nature. A dispel magic spell removes the ward and sigil from the door without alerting Lazivos.  

I11. Vault of Leverage

This area has a 40-foot-high ceiling and the following features:  
  • “Sitting in a chair made of plastinated muscle, a devil in noble attire whispers with a floating, shadowy specter.”
  • “An ominous black cylinder runs through the center of this chamber.”
  Deal with a Devil. Akistos (a devil adjudicator) is in charge of keeping the information in the vault secure. Lazivos ordered the devil to look into the intruders, and if any character has been subjected to soul mining, Akistos is looking through the information the vault contains about them when the party arrives.   If Akistos notices the characters, he approaches them with a deal. He hates Lazivos, but Akistos’s contract prevents him from taking direct action against his superior. But if the characters have come to kill Lazivos, Akistos wants to help them. If the characters agree, Akistos explains how to retrieve information from the vault. If the characters don’t take his deal, Akistos attacks, as the characters are now a liability who could tell Lazivos about his betrayal.   Archivists. Five wraiths are what remains of wizards who died while owing Lazivos a debt. Only one archivist leaves the vault at a time to attend Lazivos, but if a creature damages the vault, they all emerge and defend it to the death.   Vault. The black iron cylinder in the center of the room is only part of the true vault. Within is an incomprehensible mass of filing cabinets, scrying tools, and the wraiths that operate both. The interior is inaccessible to corporeal beings and actively hostile to life.   Any creature who sits in the plastinated muscle chair can request information from the attending wraith. If the requested information is available and known to Lazivos, the wraith enters the vault to locate the file then returns to relay the contents in terrible whispers.   A character can request Lazivos’s true name, but must make a DC 20 Charisma (Persuasion) check to convince the wraith to look up any information about the devil. On a success, the wraith returns with a fake true name of Lazivos, “Velott Llicame.” A character who succeeds on a DC 20 Wisdom (Insight) check knows this must be a fake name implanted by Lazivos. A character can make a subtler request to obtain Lazivos’s genuine true name. If they ask the wraith for Lazivos’s biggest secret or the thing the devil most wants to keep hidden and succeed on a DC 20 Charisma (Persuasion) check, the wraith returns with Lazivos’s true name, “Minto Abi.”   If a character asks for information about Sasha Darkdream (see area I8), the wraith tells them her internment was paid for by Pulmonia Spittlesand, a rival night hag. If Sasha learns this, she betrays the party to Lazivos at the first opportunity, hoping to buy revenge on her rival.  

I12. Chancellor’s Office

This area has a 60-foot-high ceiling and the following features:  
  • “Two couches and a set of closed cabinets stand before an intimidating desk where a regal devil sits.”
  • “The scent of spiced incense permeates this room, whose walls are lined with huge paintings.”
  • (If any character was subjected to soul mining) “The paintings depict scenes from your worst moments in life.”
  • (Secret) The carpet is soaked with flammable oil.
  Lazivos. When the characters enter, Infernal Chancellor Lazivos is reviewing any information he has soul-mined from them. The room appears ready for a meeting, but the devil has prepared himself and the space for combat. Lazivos is impressed the characters have made it this far, and earnestly offers them the opportunity to work for him, gathering information by any means necessary and assassinating his enemies. If the characters take him up on this offer, the terms of the deal are yours to negotiate, but Lazivos expects the characters to commit evil acts in exchange for his seemingly endless supply of influential contacts, coin, and magic items. At your discretion, Lazivos can also offer to kill rivals, resurrect loved ones, or do anything else within his power, exploiting what he has learned about the characters to convince them to make a deal.   If the characters speak his true name or are unwilling to deal with the devil, Lazivos attacks. When combat breaks out, Lazivos summons a devil magistrate and seven devil notaries to his side (no action required).   When Lazivos is reduced to 75 hit points or fewer, he flees.   Painting. Each character who was soul-mined (see “Soul Mining”) has a painting hanging on the wall depicting one of their worst or most shameful moments. Ask the player of each soul-mined character to choose and describe what their painting represents. A detect magic spell reveals each painting’s auras of enchantment and evocation magic.   During combat, on initiative count 20 each round, each painting of a soul-mined character in the room fires a beam of negative energy at that character. The character must make a DC 20 Dexterity saving throw. On a failed save, whenever the character makes an attack roll or a saving throw before initiative count 20 on the next round, they must roll a d4 and subtract the number rolled from the attack roll or saving throw.   Targeting a painting with a dispel magic spell renders it mundane, if no less mortifying. Each painting has AC 13, 18 hit points, and immunity to fire, poison, and psychic damage. When a painting is destroyed, it explodes in a burst of fire and each creature within 5 feet of it takes 10 (3d6) fire damage.   Carpet. A character who succeeds on a DC 22 Wisdom (Perception) check or who touches the floor with exposed flesh (for example, walking into the room barefoot) realizes the carpet is soaked with oil. If the carpet takes any fire damage, it burns for 1 minute. A creature who starts their turn touching the burning floor must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.   Treasure. Lazivos carries a partner’s key (see “SHAS Features”). Lazivos’s desk and cabinets contain his hoard.  

Lazivos’s Hoard

The chancellor’s office (area I12) contains Lazivos’s hoard, which consists of the following items:  
  • Hat of disguise
  • The Closing Argument
  • 5 arrows of +2 ammunition
  • Potion of superior healing
  • Potion of supreme healing
  • Spell scroll of animate objects
  • Spell scroll of modify memory
  • Deed to Addlecove Castle
  • Animated electrum letter opener (worth 900 gp)
  • 13 bottles of vintage celestial wine (worth 1,000 gp each)
  • The carved skull of St. Naram-Sur (worth 800 gp)
  • Dragon bone bracelet set with rubies (worth 650 gp)
  • Pouch of diamond powder (worth 1,000 gp)
  • Signet ring of a lost noble family (worth 150 gp)
  • Suit of infernal ceremonial plate armor inlaid with gold and rubies (worth 2,000 gp)
  • Tarnished broken angel’s harp (worth 20 gp)
  • 1 cp, 33,333 sp, 6,666 gp, and 1,248 pp
 

Map



Cover image: Farewell by Greg Rutkowski

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Author's Notes

Inspired by the Eighth City Advocacy Services from Where Evil Lives


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