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Six Swords Out of Hell
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Six Swords Out of Hell


Go beyond Avernus!

Visit Maladomini, the Seventh Layer of Hell, in this epic 8-hour adventure for characters of levels 11 to 16!

A prisoner with knowledge vital to the safeguarding of Faerûn is held in Maladomini, the seventh of the Nine Hells. Retrieving her is a blood-tinted guided tour of all of this plane has to offer.

There are bargains to be made and infernal bureaucracy to be navigated in Grenpoli, the City of Politics. In Malagard, the imperfect monument, a melancholy lethargy threatens to overtake the weak. At Offalion, deadly brigades of devils train eternally to assault the mortal realms. Laughter and screams ring out in symphony from the barbaric playground of the Carnival Eternal.

Waiting to welcome adventurers to all its sights are the Rulers of Maladomini themselves.     

More than just an adventure, Six Swords Out of Hell includes:

  • An intense and cinematic 8-hour storyline featuring every pillar of play. Navigate the hellish bureaucracy, ochestrate a prison break, negotiate with contract devils, brave the desolate ruined landscapes of forgotten cities, gamble with lives at the Carnival Eternal, and face off with the rulers of Maladomini themselves!
  • Expanded lore sections provide additional background information on famed locations in Maladomini. Use these to add depth to every encounter, or to build your own homebrew campaign!
  • Maps, handouts, stat blocks, and everything else needed to run the adventure is included. Even a playlist to serve as your soundtrack and mood-setter while preparing the adventure! 
  • Go Beyond the Adventure! Want to expand the adventure into a longer campaign? A special appendix includes information on additional locations and optional encounters that can be added to expand the adventure to more than double the suggest playtime. 
  • Want even more? Beyond the Adventure also includes details on how to seamlessly incorporate more than 20 encounters from the official Infernal Encounters supplement. It detailes exactly where and when to run them in a way that complements the core adventure. 
  • Worth a thousand words! Beautifully illustrated throughout, the adventure package also includes a printer-friendly version, as well as separate files for maps and handouts. 
  • Time it right for your group. The adventure can be easily split into two or more parts and run across multiple sessions. Detailed tips on timing and multiple recommendations on how to split it to suit different playthroughs are included. 
  • Legal for Adventurers League play. This adventure is approved for AL play under the code CCC-6SWORDS-01. 

Inner CoverIntroduction: Welcome To Maladomini

Call to Action Previewimps preview

Maladomini Map

Malagard PreviewThere she stood

beyond the adventure previewAdditional Encounters

Six Swords Out of Hell is an entirely stand-alone adventure. Some characters that appear can also be encountered in the Swords Below the Moonsea trilogy and in House of Webs.

Swords Trilogy linkHouse of Webs Link

About the Author & Team

Andrew Bishkinskyi is the author of over a dozen DMsGuild Adventures. He has written both official and community-created content for the D&D Adventurers League, including the gold-selling adventure Six Summoned Swords and the platinum-selling Stopped at the Gate. He has also written for the Across Eberron storyline, Jeff Stevens Games' Encounters series, and is currently working on an Amarune's Almanac adventure. You can find his adventures here and follow him on twitter @JaysNDragons. 

The adventure was edited by Stuart Broz. You can find his work here.

The layout for the adventure and the beautiful art of the Stop and the Palace of Filth were created specially for this adventure by Joe Abboreno. You can find him on twitter @JoeAbboreno.

The cover illustration is by Toronto artist James Austin.

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Reviews (2)
Discussions (1)
Customer avatar
David A December 29, 2020 9:09 am UTC
Having great fun playing this module! However, my party seem to have found a bit of a legal loophole :-). If they get to Prisoner T5-76259 and present the contract as defined in the chapter, there doesn't seem to be much preventing them getting Talabaste asking 'the question'. So I used the 'lost memory' as a get out...
However, if they had the spells for restoring memory that may have been a deal breaker - what did I do wrong?
Customer avatar
Andrew B December 29, 2020 12:45 pm UTC

The issue is not with asking the question, it's with the Prisoner not being willing to answer until the terms are fulfilled. The general theme of infernal contracts is that they are "enforced by the universe" and cannot be cheated or circumvented. Even if memory is restored, there is no way to get cooperation, the main issue isn't "not remembering the answer". Hope that helps.
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File Last Updated:
July 12, 2020
This title was added to our catalog on July 20, 2020.