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3.5ed Update to The Deva Spark


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Hymneth's picture

These updates are my own personal attempts to update the 2nd ed. Planescape Adventures to 3.5 ed. Some feats, skills, or rules are borrowed from the Planescape 3.5 ed. Project at, and some creature stats are taken from the PSMC 3.5.

General: Any NPC groups that have their race listed as VAR in the adventure are statted as Humans here. Feel free to modify an individual’s stats on the fly by, for instance, making them a dwarf by removing one feat and one skill and giving them Dwarf traits and Ability Score modifiers (Use any race you feel is appropriate to mix things up. The planes are a cosmopolitan place).

p. 7

Ybdiel the Monadic Deva

Use the statistics for the Monadic Deva in the Fiend Folio. Add the following ability:

Celestial Reverence (Su): Once per hour a Monadic Deva can call upon an inner reserve of power to fill its voice with a quality that speaks to the very heart of any creature that follows the path of Good. Anyone of Good alignment who hears the Deva’s words must make a DC 18 Will save or feel compelled as by a Suggestion spell to do whatever is in their power to follow the Deva’s instructions. A being that passes its save is not compelled to obey the Deva, but does not feel hostility towards the Deva either.

In the first chapter of the adventure Ybdiel’s statistics mirror those in the Fiend Folio. By the second chapter he has lost 4 points of Charisma. By the third chapter he is nearly helpless and all of his stats are at half their initial value.

p. 9

Abaia the Bebilith

Use the statistics for a Bebilith from the Monster Manual. For the details on the effects of the Bebilith’s venom use the venom in the Monster Manual if Abaia is encountered in combat, but use what the adventure says concerning the venom when it comes to Ybdiel’s deterioration.

Garrish the Nycaloth

Use the statistics for a Nycaloth from the Manual of the Planes.

p. 12

If the PCs upset the dancing Imps, then use the statistics for them from the Monster Manual. Use the 1st lvl Githyanki from the Monster Manual for the upset band.

p. 14

The Planar traits of the Abyss are listed in the Dungeon Master’s Guide.

The statistics for a Bar-lgura are given in the Fiendish Codex I.

The drink Blarj offers the group works as a poison. DC 15 Fortitude save, 1 Str/1d4 Str

A DC 15 Sense motive check, or a DC 20 Wisdom check reveals that the “Vrock’s” motives are uncharacteristically nice for such a creature.

Play out the Press Gang encounter without rolling any checks. If necessary, a few DC 20 Diplomacy checks (or DC 20 Intimidate checks. Demons respect hostility) will hold off violence for a few more rounds.

p. 15

When Fachan the petitioner is killed, the released spark will hold all Demons from attacking for 1d4+2 rounds. On the first round of combat, Ybdiel is stung by Abia and the poison effects that drive the rest of the adventure begin. On the second round Ybdiel is severely injured and invokes his Celestial Reverence. Abia will flee into the Abyss if it receives any 3 injuries, whether they are from the PCs or Demons, but will fight until then.

In order to escape, the PCs must pick up Ybdiel, follow his directions to the exit portal, and not get killed/detained by Demons. It shouldn’t be too hard on the PCs to escape, but each PC should have to make a few Jump, Tumble, Strength, or Bluff checks along the way to flee through the crowd. It wouldn’t hurt for them to receive a few blows from the crowd, either.

p. 18

The price the Ciphers agree upon is equal to the party’s Diplomacy check X 50gp per PC. If the PCs have impressed the Ciphers, add 100gp per PC. If they’ve upset them somehow, half the price.

p. 19

The Planar effects of Elysium are listed in the Dungeon Master’s Guide. Hopefully the PCs will not remain on the plane long enough to become Entrapped. An additional effect that is important to the adventure is the Travel Time Alteration. If the PCs alignment or actions are primarily Good and selfless and helpful and such, then travel to any location on the map takes 1d4 hours. If the group has been acting selfishly or evilly, then the travel time is 1d4 days. PCs that are Evil and insist on acting evilly will make no progress at all until they remedy their actions.

p. 20

If the PCs convince the shepherds with a DC 15 Diplomacy Check (DC 10 with a convincing story that they wish to believe) to allow them to dig up the body, then the fatal wound is obvious, and the items are a set of Gauntlets of Ogre Power, and a +2 Longsword (Outlands).

Saving the lamb from the river requires either a DC 15 Swim check, the use of some form of magic, or a successful touch attack with a net or lasso of some sort, in the first 4 rounds. Regardless of the PCs success, if any of them tried to save the lamb, then consider the PCs to have done a good deed for the purposes of quick travel. Needless to say, ignoring or attacking the lamb will slow the party down a great deal.

p. 21

There are a total of 7 people trapped in the rubble of the Rollicking Crescent.

If the PCs try to free them, have them make Strength Checks. Every Strength check in excess of 25 (PCs may assist each other) frees one trapped individual. Each PC makes one check each hour. The old woman Astrid will try to help if asked, but only has a Strength of 8. A DC 15 Diplomacy check each can convince 4 additional survivors (Str 12) to help with the work.

This is an excellent time for Abia to abduct Ybdiel. By this point in the adventure, Abia has been altered by the spark enough that it gains the ability Greater Teleport at will, although it is only able to randomly bounce around the area due to its still partially evil nature. If the PCs seem distracted or involved in their work, Abia will teleport in and act as described in the adventure.

p. 22

In the encounter with the fishermen, the PCs will come across them within a minute of Abia’s attack. Two are dead, the third has been reduced to 3 Con and will almost certainly die in a few rounds unless the PCs halt or cure the poison somehow (The fisherman currently has a Fortitude save of -4 due to the damage, and must beat a DC 24 save or take 2d6 Con damage).

For the purposes of game statistics, the Chalice of Peace is an Artifact with no real use except for its role in the upcoming ritual. At the DMs discretion it may also be able to cure disease or produce Holy Water or some other similar ability.

p. 23

The Wraithform ability mentioned on this page is no longer part of a Nycaloth’s abilities. Instead, if reduced to 40 hp or less, Garrish will cast Invisibility, flee, heal himself, and attack again later. He will continue this pattern until he is slain or somehow prevented from following the group.

I must stress the importance of the “To Teach A Bebilith” section to this adventure. The PCs are going to need to understand the problems Abia is going through in order to have any sort of compassion for him. Play through several scenarios while traveling in which Abia starts to commit an evil act and the PCs must convince him otherwise. Even though he has his doubts, his mindset is still in the “Might makes right, survival of the fittest, kill for the pleasure of it.” way of the Abyss. The PCs should try to explain to Abia how these things are not going to make him feel better as only good acts can now. Preferably the PCs will roleplay it out with reasonable arguments, but Diplomacy checks can be used if they need some hand-holding. If you feel the PCs are being successful, consider changing Abia’s alignment to Chaotic Neutral or True Neutral at this point.

The encounter with the Moon Dogs is mostly a diplomatic encounter, as the dogs could easily wipe out the party and probably Abia as well. If the worst happens, the entire pack will flee if any one member is reduced to 50hp or less. However, trying to kill these creatures is almost certainly an evil act and will slow the party’s travel greatly.

Moon Dog

Medium Outsider (Good) Hd: 12d8+48 (102 hp) Init: +3 Spd: 50ft AC: 20 (+3 Dex, +7 Natural), touch 13, flat-footed 17 Base Attack/Grapple: +12/+17 Attack: Bite +17 melee (2d6+5, 19-20/x2) Space/Reach: 5ft/5ft SA: Howl, Spell-like abilities SQ: Aura of freedom, damage reduction 10/evil, darkvision 60 ft., planewalk, see invisibility, spell resistance 15, telepathy Saves: Fort +12 (+16 against poison), Ref +11, Will +13 Abilities: Str 21, Dex 16, Con 19, Int 15, Wis 16, Cha 17 Skills: Concentration +19, Diplomacy +18, Heal +18, Hide +18, Knowledge (the planes) +17, Listen +24, Move Silently +18, Sense Motive +18, Spot +20, Survival +18 (+22 tracking by scent) Feats: Alertness, Improved Critical (bite), Improved Natural Attack (bite), Iron Will, Power Attack CR: 11

Aura of Freedom (Su): Creatures that spend at least one hour within 30 ft. of a moon dog are automatically subject to a break enchantment effect (caster level 12th), freeing them from all enchantments, transmutations, and curses.

Howl (Su): Every 1d4 rounds, a moon dog can release a howl empowered by the holy energies of the Upper Planes. All creatures of evil alignment within 80 ft. that can hear the howl suffer 2d6 point of holy damage and become panicked for 1 minute. A successful Will saving throw (DC 19) halves the damage and negates the fear effect. The save DC is Charisma-based.

If a creature failing the Will save is an outsider with the evil subtype, there is a 10% chance that the howl also banishes it (as the banishment spell) to its home plane.

Planewalk (Su): Once per day as a full-round action, a moon dog can enter the Astral Plane, as if using the plane shift spell. It then automatically senses the location of the nearest astral pool leading to its desired destination.

See Invisibility (Su): A moon dog can continually see invisibility, as the spell.

Telepathy (Su): A moon dog can communicate telepathically with any individual whose language they can understand to a range of 60ft. Moon dogs speak Celestial, Planar Trade, and their own language.

p. 24

The Waters of Serenity are a special form of holy water, but it only retains its powers as long as it is contained in either Lake Serene or the Chalice of Peace, or for one round after leaving those containers. At the DMs discretion, in addition to their use in the ritual they deal twice the normal damage to undead and evil outsiders as regular holy water. Remember that the PCs are going to have to carry the chalice full of water for some distance without spilling it. A few minor spills are ok, but if they drop the chalice they will have to go back for more. Balance or Tumble checks at a DC 15 would be appropriate during any combat situation, with progressively higher saves for special dangers.

The statistics for a Phoenix can be found in the Monster Manual II, but are pretty much irrelevant for this encounter. If asked nicely, the Phoenix will surrender the Gem of Harmony, but will require something else of beauty or personal value to complete the weave. In addition to the suggested herbs or quick retrieval quest, a large gemstone, interesting art piece, or personal memento like a childhood toy or drawing of a loved one would be acceptable. In the case of a personal item, offering it up is enough, and it will be returned to the PC later by a newborn Phoenix that finds it.

The Gem of Harmony is a diamond easily the size of an Ogre’s fist. Because of the way it captures and reflects light, in any environment with at least as much light as a single candle flame, it will glow as bright as a Daylight spell with brilliant reflected rainbows.

p. 27

Getting to the Labyrinth of Accord can be tricky. If they demand an audience with someone in command, then they will be taken to Dargus the Per and will have to convince him that they should be allowed through. This will require both a good, reasonable explanation, and a DC 20 Diplomacy check. Dargus can sense lies, so any Bluff checks will fail unless they stick strictly to the truth. Sneaking past the line requires 2 DC 18 Move Silently and 2 DC 18 Hide checks from each PC, although Invisibility and Silence or similar magics can make this easier. There’s a 10% chance that a nearby outsider can See Invisible. If the PCs have to fight through the line, then they can hit a weak point in the line. They will need to subdue, escape from, or otherwise avoid 6 Petitioners, 3 Foo Dogs, and 2 Good Planewalkers that were in the area. If combat lasts more than 5 rounds, or if anyone is killed, then Dargus the Per arrives and the PCs will have some explaining to do.

Elysium Petitioner

Male or Female Human War 2 Medium Outsider (Good) Hd: 2d8 (10 hp) Init: -1 Spd: 30ft AC: 11 (-1 Dex, +2 Armor) Touch 9, FF 11 Base Attack/Grapple: +2/+4 Attack: Club -2 (1d6+2 Nonlethal, 20/x2) Face/Reach: 5ft/5ft SQ: Immunity to Mental Effects, Immunities (Electricity, Cold), Resistances (Fire 20), Planar Commitment Saves: Fort +6 Ref +2 Will +4 Abilities: Str 14 Dex 8 Con 10 Int 13 Wis 12 Cha 15 Equipment: Club, Leather Armor AL: NG

Foo Dog

Medium Outsider (Extraplanar, Good) Hd: 2d8+4 (13 hp) Init: +2 Spd: 40ft AC: 19 (+3 Dex, +6 Natural) Touch 13, FF 16 Base Attack/Grapple: +2/+6 Attack: Bite +6 (1d6+4, 20/x2) Face/Reach: 5ft/5ft SA: Spell-like abilities, strike evil, summon foo, trip SQ: Aura of goodness, Darkvision 60ft, low-light vision, scent, SR 12 Saves: Fort +6 Ref +6 Will +5 Abilities: Str 17 Dex 17 Con 17 Int 12 Wis 14 Cha 10 Skills: Diplomacy +5, Jump +21, Knowledge (religion +6, the planes +6), Listen +9, Sense Motive +5, Spot +9, Swim +8, Survival +7 (+11 tracking by scent) Feats: Alertness, Track (B) CR: 3 AL: CG

Aura of Goodness (Su): A foo dog is protected by an aura of goodness. An evil creature that attacks a foo dog suffers a -1 penalty to attack and damage rolls. This supernatural ability can be dispelled, but the foo dog can restart it as a free action on its next turn.

Spell-Like Abilities: At will – ethereal jaunt, invisibility, plane shift (to or from Astral Plane, Beastlands, or Material Plane only). Caster level 15th.

Strike Evil (Su): A Foo dog gains a +2 morale bonus to attack and damage rolls when attacking creatures of evil alignment. This ability is always active and cannot be negated or suppressed.

Summon Foo (Sp): Once per day, a foo dog can attempt to summon 1d4 additional foo dogs with a 35% chance of success.

Trip (Ex): A foo dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the foo dog.

Skills: Foo dogs have a +4 racial bonus on Jump checks. When tracking by scent, they have a +4 racial bonus on Survival checks.


Male or Female Human Planar, Ftr 4 Medium Humanoid Hd: 4d10+4 (28 hp) Init: +1 Spd: 30ft (20ft in Armor) AC: 17 (+1 Shield, +5 Armor, +1 Dex) Touch 11, FF 16 Base Attack/Grapple: +4/+5 Attack: MW Longsword +7 (1d8+3, 19-20/x2) Face/Reach: 5ft/5ft Saves: Fort +5 Ref +2 Will +3 Abilities: Str 13 Dex 12 Con 12 Int 11 Wis 10 Cha 11 Skills: Climb +8, Handle Animal +7, Jump +8 Feats: Blind Fight, Improved Sunder, Iron Will, Power Attack, Weapon Focus (Longsword), Weapon Specialization (Longsword) Equipment: MW Longsword, Light Steel Shield, Chainmail AL: NG

p. 29

Test #1

It is a DC 15 Strength check, DC 15 Tumble check, or a successful Bull rush attempt versus a 13 Strength to push through the crowd to try to catch a falling child.

It is a DC 15 Dexterity check to actually catch one.

Any of the figments of Fachan will tell the PCs a version of what happened, at least from Fachan’s point of view. Ybdiel will tell what he thought he saw. If the PCs put things together for Ybdiel then no checks are necessary. If they seem stuck, perhaps a few DC 15 Wisdom checks could allow the PCs to understand.

p. 30

Test #2

It takes a DC 18 Diplomacy check to convince Abaia to stop attacking the Manes, with a +2 bonus for each good reason the PCs can supply.

Vrock Figments

Large Outsider (Chaotic, Evil) HD: 10d8+50 (95 hp) Spd: 30ft, Fly 50ft (average) AC: 22 (-1 size, +2 Dex, +11 natural) Touch 11, FF 20 Base Attack/Grapple: +10/+18 Attack: Claw +13 (2d6+4, 20/x2) Full Attack: 2 Claws +13 (2d6+4, 20/x2) and Bite +11 (1d8+2, 20/x2), and 2 talons +11 (1d6+2, 20/x2) Space/Reach: 10ft/10ft Saves: Fort +12, Ref +9, Will +10 Abilities: Str 18, Dex 15, Con 20, Int 14, Wis 16, Cha 16 Feats: Cleave, Combat Reflexes, Multiattack, Power Attack AL: CE

Note that the figments have none of the usual Tanar’ri immunities or powers. They are only figments.

Test #3

Each turn the Bebilith Figment makes 2 claw attacks against nearby PCs in addition to severing one of the strands holding the Deva Spark in place. 3 strands are attached to Ybdiel and 6 are attached to Abia. A PC of any Good alignment can attempt to catch the Deva spark in the facets of the Gem of Harmony by making a DC 20 Wisdom check. They may attempt the check once per round.

The Bebilith Figment cannot be killed by normal means, but there are several ways of defeating it.

Throwing the Water of Serenity at the Bebilith Figment will destroy it completely if a Ranged Tough attack versus AC 9 hits.

Pouring the Water of Serenity onto Abia and Ybdiel will cause the Bebilith Figment to shrink to Large size and take a -5 to its attack and damage. If the PCs can then calm their own emotions by making either a DC 15 Concentration check or a DC 15 Wisdom check, then the Bebilith Figment Shrinks away to nothing.

Casting healing, blessing, or other beneficial spells on the Bebilith Figment makes it take a cumulative -1 to attack and damage for each spell cast. Casting similar spells on the PCs gives them a cumulative +1 to their Wisdom or Concentration checks to calm themselves.

Bebilith Figment

Huge Outsider (Chaotic, Evil) Init: +5 Speed: 40ft, Climb 20ft AC: 22 (-2 size, +1 Dex, +22 Natural), Touch 9, FF 21 Base Attack/Grapple: +12/+29 Attack: Claw +19 (2d4+4, 20/x2) Full Attack: 2 Claws + 19 (2d4+4, 20/x2) and sever one strand Space/Reach: 15ft/10ft SQ: Invulnerable, Hostility affinity, Benevolence intolerence, Darkvision 60ft, Scent, Telepathy 100ft Abilities: Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13 Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks) Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track AL: CE

Invulnerable: The Bebilith Figment thrives upon pain, suffering, and hostility. Thus, it is immune to all forms of damage, automatically passes any and all savings throws, and cannot be affected by any spell that would harm, hamper, or be in any way adverse to it.

Hostility Affinity: Any time that an action that could be considered hostile is directed at the Bebilith Figment, if gains a cumulative +1 to attack and damage rolls.

Benevolence Intolerance: Any time that an action that could be considered benevolent is directed at the Bebilith Figment, it takes a cumulative -1 to attack and damage rolls. Damage rolls may not drop below 0.

Skills: A bebilith figment has mottled coloration that gives it a +8 racial bonus on Hide checks.

p. 31

Allow the PCs to discuss what they would like to do with the spark for a few minutes. It is a very important decision. However, you should stress that the lives of both Abia and Ybdiel are hanging on the decision. Depending on the faction and alignment of the party members, several of the options could be the “best” option, although uniting the two is probably the true best answer.

p. 32

Walking the labyrinth successfully will break any curses, enchantments, compulsions, geases, or the like that are afflicting any of the PCs. In addition, they will each receive an Ioun Stone of Harmony.

Ioun Stone of Harmony

This ioun stone is a finger sized sliver of shattered diamond that glitters with the colors of the rainbow. It sheds light as a candle at all times and will automatically counter the first four hostile charm, enchantment, or compulsion effects that target the PC. Even after the 4 charges are used up, it still floats and sheds light and is easily worth 4000gp as a diamond.

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