Note: this thread is meant to be a "Plot Hook" place for Planar Adventuring. Astral, Ethereal, Shadow/fell, Feywild,
Inner and Upper, Middle, and Lower Outer.
While it might start with Fiends👹 it isn't meant to be limited to them.
Spoiler: RantI don't Run any of the Sentient Beings (Int and Wis 8+) as Stupid.
The tropes of Lawful Stupid/Good, Fiendish Morons, and Chao-Idoitic are not used or really tolerated in my games.
Hell/Inferno1 Avernus.Bel under Zariel
2 Dis Dispater
3 Minauros Mammon
4 Phlegethos Fierna - Belial
5 Stygia Levistus
6 Malbolge Glasya
7 Maladomini Baalzebul
8 Cania Mephistopheles
9 Nessus Asmodeus
Spoiler: Ranks of Devils
01 Lemer
02 Nupperibo (cr 2) (Demotion only)
03 Spined/Spinagon (Legion/Merregon CR 3)
Lesser
04 Bearded
05 Imp (v)
06 Steel/Bueroza CR 6
07 Chain
08 Harvester/Falyugon or Pain (cr 7) and Erinyes (Amnizu/Guardian CR 7)
09 Amnizu (Orthon CR 8)
Greater
10 Bone/Orthon -> Demoted to Malebrabche
11 Barbed
12 Gurlugon/Ice - Demoted to Xerfilstyx
13 Horned or Pleasure/Brachina (CR 11) (Promoted Erinyes)
14 Assassin
15 Paeliryon (Xerfilstyx CR 15)
16 Pit Fiend
--------------------
17 Duke
18 Archdevil
19 Archduke
20 Ruler of Inferno
Ok. Some might not like this, but (IMO) LE as applied in Inferno/Hell is all about the letter of any agreements, written and spoken. All Loopholes will be exploited to maximum effect.
Only the Genies can compete, here.
Inferno is the Worst Reflection of Mortal Societies.
Cooperative efforts are more "ingrained habits" than helpful to the community. All "assistance" comes with a Price. So, think the worst combination of para-military structure with an absolute corrupt government bureaucracy.
Finally: Devils prefer to behave 'Like civilized folk'. Which means that violence is either necessary, profitable or unavoidable.
*****First, this assumes that the DM is already familiar with the Realm Features and Archduke of each Level of Hell.
Also, it seems that all the Lesser Devils can now be found on all the Levels.
With some types being more common on some Levels.
Like Ice Devils on Stygia.
But also found in Cania.
It's going to be hard making this where Hooks can be applied without knowing the number of PCs, their Class/Subclass, and more importantly each PC's
Traits, Ideals, Bonds, and Flaws.
DMs are encouraged to modify anything to better fit these.
*****Ok. Let me see:
Archdukes, Archdevils, and even Pit Fiends can effectively grant Wishes to Mortals that have made a Deal or have signed a Contract with them. Usually in exchange for their Soul, but other "Favors" can be substituted, if included in the original agreement.
For this exercise, I'm going to go with the fact that the only one that knows Moloch's "Imp Curse" is Asmodeus, who can recognize Moloch in that form.
Second, that while Moloch loses a lot of his Archdevil power while being an Imp, he still retains some power even in that form (which sets him apart from the other Imps). As such, he still retains his LR, LA, Wish and Teleport Abilities.
Third: Remember that outside Hell (Inferno!) Moloch is an impressive Archdevil.
EditEveryone knows that the Imp Triptot "works" for Moloch, and will gladly trade Information with him.
The "female" Imp Yaaqu is his most eager informant.
Those Devils that have earned enough Status for a Promotion, but can't get it through their normal Chain of Command, can arrange a meeting with Moloch in Sigil through any Imp.
**Start Point One**Moloch visits Sigil often, and is willing to sell information about Hell, and the Archdukes and Archdevils for gold.
The PCs actually seek Moloch out for this information, most likely for "retrieving" someone from Hell.
Moloch will gladly exchange basic information.
And will offer a Bargain for providing transportation to Hell.
**Start Point Two**Use the classic "Gem-Eyed Fiend Statue" (which actually is dedicated to Moloch) as the means to send the PCs to Hell.
(Most likely to the Sixth Level, and not the First Level, since I allow other Archdevils to override the "no magical shifting between Levels" rule by Asmodeus.)
This immediately alerts Moloch, who will follow the Party into Hell, become an Imp; and offer his services as a guide and adviser.
Moloch will play the part of the "helpful Imp" to the hilt.
*****I'd also steal a little from the Effreet's playbook, and have him grant Wishes (does not require saying "I wish", and can be implied: "By thunder I could use a magic weapon about now!" With the weapon they are holding {or the next weapon 'found'} becoming a +2 weapon that also does 2d6 thunder damage - Etc) that are made nearby Moloch - and not tell anyone how that happened or that there are "strings" attached.
(Note: there should be some clue/s to allow the Players to figure out what's going on, though)
*****
Now, this can go quite a few directions.
1) The Party simply makes their way up the First Level of Hell to maybe "fight" their way out.
2) Moloch leads them directly to Glasya's Palace, and hopes they take her out. He most likely does a vanishing act to avoid going inside.
3) The PCs know the location of a desired Item, and Moloch "helps" along the way.
This can include:
The Wizard wanting to "acquire" a rare spellbook from the Library of Mephistopheles, preferably while he's "out".
The Warrior wants a magical Sword (or whatever) from the Armory of Bel (or Beal or Archduchess Zariel.)
The Cleric/Druid wants a Holy Relic possessed by the Devils.
The Rogue wants to get into Mammon's Treasure Room...
****What are your ideas?