I don't think the Paizo deal changes NG's underlying conclusion that JG updatets aren't profitable enough.
Please remember that d20 is not my native language, so translation errors are likely.....
THE WILDERNESS ENTRY (paragraph breaks removed):
The looming forest is made up of tall, spindly, pines with small green tops and parched brown drooping needles on their lower branches, which block much of the rain and snow. The paved road continues into the forest and follows a serpentine path, and is curiously clear of needles. Mules, draft horses, ponies, ordinary mounts, and other equines require a Handle Animals check DC30 otherwise balk, rear, and refuse to enter the forest; dogs, cats, or birds require a Handle Animals check DC24 otherwise refuse to enter; trained warhorses require a Handle Animals check DC18 otherwise refuse to enter; all other animals require a Handle Animals check DC20 to enter. Character familiars are unaffected. Spells of animal control are sufficient to compel animals to enter. The forest floor is covered in a thick layer of pale brown needles which softly muffles all sounds. The trees are close together and thick, and there is little available light. Movement is at half-pace unless characters have low-light vision, use the darkvision spell, use torches or lanterns, or use Spectacles of Night Vision (or similar equipment); equine mounts require augmented vision to move at full speed. As the gloom deepens the party sees (or thinks they see) blinking yellow eyes in the darkness out of sight from the lights, they hear rustling in the underbrush, and frequently hear far-off snarls, cries, howls, and animal screams. Whenever they investigate, however, no animals are seen, only a variety of unidentifiable tracks which are clearly animal in origin. There are no encounters while in the forest. Characters quickly develop the undeniable feeling they are being watched and tracked by the forest animals. The entire experience is very distressing for any Elves in the party, and for Druids. Clerics, Priests, or Paladins of any nature-deity are subliminally bothered and are uncomfortable, with a feeling the entire forest is somehow evilly twisted and distorted. Every 500 to 1000 ft. (5d%+495 ft.) the companions pass a skull spiked onto a tree along the side of the road, mostly human, but occasionally recognizably dwarven or elven, and occasionally not recognizable at all,. All skulls have the aura of evil; skulls can be removed on a Strength check DC17 and are empty. Characters attempting to bury a skull discovers the ground sufficiently hard (even in summer) to bend and dent their ferrous tools; only adamantine or harder tools are sufficient to break the ground. If characters possess means to speak with the dead, all the summoned ghosts can tell them is that in the far past their good and fair land of Brogantes was destroyed by the Legions of Evil, and that evil is still found at the end of the road. Every 1000 ft. to 1500 (5d100+495) feet the companions pass ruined remnants of thick-walled stone buildings, mostly consisting of piles of cubic stones, empty rectangular foundations, and one-story remains of stone walls standing alone amongst rubble. Many appear to have been set afire at some time in the distant past. If characters determine alignment, these ruins have an aura of goodness associated with them. If characters closely examine or dig into the remains of these buildings they find unidentifiable bones, broken wood from furniture, small common household objects and implements, and various small twisted metal pieces. On a successful Search check DC25, the characters find a useful object as determined from 1d10: (1) 2 Cure Moderate Wounds potions, (2) 1d6 vials of Holy Water, (3) 3 Tonics of Disease Removal, (4) a Balm of Stone to Flesh, (5) a gold Mind Shielding Ring, (6) a Cloak of Resistance [+2], (7) a Bag of Holding II, (8) 1d10 arrows +1 TH [+1d8 damage versus Evil Creatures], (9) a +1 Imperial Short Sword, or (10) a silver-bladed +1 Imperial Short Sword; a maximum of 3 objects may be obtained by all companions from searching forest ruins. If a fire is constructed in the forest, the fire remains contained and controlled on a Survival check DC18 otherwise sparks catch fire to the dry forest floor creating a rapidly moving forest fire which scorches the tree trunks; characters avoid the fire by climbing into the trees as indicated by a Climb check DC18; characters caught on the ground during a fire or who do not climb high enough suffer 4d12 fire damage. After 4800 rounds (8 hours) of travel through the bleak and forbidding forest the companions come to a wide river (at least 150 ft. across) flowing through the forest, with the current from left to right. The near bank of the river is mostly flat with a thick carpet of hardy dark green spiky weeds growing along it while steep banks at least 20 ft. high line the opposite side. The water flows quickly, feels icy cold to the touch, and is GTET 20 ft. deep. Regardless of the season, the far side of the river is lined by thick ancient oaks, all with the bare limbs of deep winter and cracked and twisted trunks, and the black stone road continues past and into this icy forest. A weathered arched grey stone bridge spans the river with a single support column in the middle, 15 ft. wide with low stone railings along each side. Over each end of the bridge are arches made of connected black skulls on which is fastened a cast metal plaque reading (in the Common language), ABridge of Doom.@ Someone has written on the bridge=s buttress in white chalk the single word (also in Common), AAbandon.@ A wooden sign nailed to a stake in the ground to the right of the bridge (also in Common) reads ARiver of Dreams.@ Clerics, Priests, Druids, or Paladins of any deity associated with death, dying, or the underworld, see silent ghostly flickering souls cross the bridge then disappear up the road on the other side. Horses, mules, and other equines refuse to set even a single hoof onto the bridge, regardless of their level of training, degree of loyalty, or use of bridles, goads, prods, chains, or whips; the judge should allow a Handle Animals check but regardless of outcome it always fails. Trained birds cross the bridge on a Handle Animals check DC28, otherwise fly off into the forest and are unrecoverable until the owner reemerges onto the Prime Material Plane; trained dogs and cats require a Handle Animals check DC34, otherwise run off into the forest and are lost; other animals require a Handle Animals check DC 36 to cross the bridge. Character familiars require a Handle Animals check DC14, otherwise lie down away from the bridge and refuse to move. The use of hoods, blinders, eye covers, feed bags, halters and the like do not improve an animal=s chances of crossing the bridge. If an animal is mentally controlled or compelled, the compulsion is broken at the bridge=s archway, and the animal refuses to continue on. The repulsion does not affect intelligent equine creatures such as Unicorns, Daymares, Nightmares, and Pegasus. A caged animal or animal unable to physically resist being forced over the bridge goes into a frightened state and remains in that condition until reemerging onto the Prime Material Plane. The river forms an inter-planar boundary which cannot be crossed by ordinary means, except at a few widely spaced bridges. Characters attempting to cross the river by swimming, water-walking, walking under the water, on a boat or raft, or by flying or levitation, run into an impenetrable force field located about the center of the river. Characters swimming the river or transiting underwater must succeed on a Fortitude check, DC28, otherwise become numbed and insensible due to the bitterly cold water temperature in 1d20 rounds, drowning after 1d10 additional rounds (does not effect characters with innate or enchanted protection from cold); characters possessing the Great Fortitude and Toughness feats check Fortitude, DC20. Characters not numbed must succeed on a Swim check, DC28, otherwise be swept up by the current and transported 1d20*300 ft. downstream before making it back to shore. Characters cannot cross the river by means of Dimension Door, Miracle, Passwall, Phase Door, Shadow Walk, Teleport or Greater Teleport, but may cross by Etherealness, Ethereal Jaunt, or Plane Shift. Characters capable of moving through earth are prevented from crossing under the river. Humans, Elves, and half-Elves drinking from the river (including water stored in canteens or water jugs) must make a successful Will check, DC24, otherwise within 1d12*5 rounds begin vividly hallucinating, with the condition persisting 10d100+300 rounds; a hallucinating character is unable to cast spells, perform any mental activities, and performs combat at a -8 penalty due to their inability to distinguish between real and imaginary opponents. After a character is afflicted with hallucinations they must make a successful Will check, DC16, at the beginning of every subsequent combat [or other significant stressful situation] for the remainder of the module, otherwise they experience a relapse of hallucinations lasting 1d100 rounds. The far end of the bridge is located on the Petit Infernal Plane, also called âUpper Hell,â giving access to Gehenna (True Hell) and Inferno. The ghostly river and bridge are not permanent placed on the Prime Material Plane, flickering in-and-out of existence on a schedule only known to the devils, or as needed by the Judge. Once the characters cross into Upper Hell, the bridge remains for 3d20*10 rounds as measured by time in Hell before phasing out of existence. It manifests for 3d20*10 rounds at intervals of approximately 14,000 rounds (24 hours) as measured in Hell. Time flows differently in Gehenna, with one day in Hell approximately the same as 60 days on the Prime Material Plane. Once characters cross the bridge they are no longer on the Prime Material Plane but are transported to Upper Hell. On the bridgeâs far side the sky is bright but hazy so the sky appears white and washed out of colors, with patches of drifting fog with calm to very light and variable winds, humid and muggy conditions, with a temperature of 84°F. There is a constant drone of minor insects such as mosquitoes, flies, midges, and gnats. There is an odor of lush, luxuriant plant growth, intermingled with an undertone of decay, strangulation, and death. As long as the bridge remains connected to the Prime Material Plane characters cross freely from one side to the other, although the bridgeâs effect on animals never lessens; judges may elect to cause the bridge to immediately disappear to dissuade the companions from quitting Inferno too abruptly. While in Upper Hell the spells Dimension Door, Etherealness, Ethereal Jaunt, Miracle, Passwall, Phase Door, Plane Shift, Shadow Walk, Teleport and Greater Teleport (including any enchanted object imbued with those spells) do not function, although other spells function normally.
THE GATE OF HELL (CIRCLE ZERO)
At the bottom of the great cliff separating Gehenna from Inferno/Malebolge the last traversing ramp turns inward 25 ft. above the ground and turns into a road leading directly away from the cliff in the direction of the center of Inferno. It is 20 ft. wide and made of a gritty blood-red sandstone brick. Four hundred fifty ft. from the cliff the companions find a red sandstone wall about twice the height of a tall man, with flickers of bright red flame spaced at 2 ft. intervals along the top. This wall goes around the whole of Inferno with a total length of 1200 miles. If a character climbs the wall, the spaced flames enlarge and merge become a solid ring of fire doing 8d10 damage to creatures passing through; characters at the top take 1d20 heat damage unless they succeed on a Dexterity check, DC20. The road passes through a 30-ft gap in the wall filled by a massive two-part metal gate and bridged by a black metal arch. Thirty feet in front of the gate stands two very tall (1d20+100 ft.) dead grey trees with 7 ft. thick trunks, one on each side of the road. A single Greater Vulture [HP30] sits on an upper limb of the tree to the left carefully watching the party, but no other creatures are visible; as long as the characters leave the vulture alone, she does likewise. A grave of fresh-turned earth, 12 ft. long by 5 ft. across, is located 40 ft. forward and left of the gate, headed by a 6 ft. tall, 20 inch thick, granite obelisk, and fresh black blood continually seeps out the earth pile. On the near obelisk face is carved the word AValara@ and on the back face is carved [in Common] AThe First Dead.@ Any character summoning Valara=s shade (she does not appear of her own volition) obtains 3 prophecies pertaining to the world above (e.g. the Prime Material Plane) which generally come true. Some of what she predicts may not come to pass, depending on the action or inaction of others. Valara is surly, sarcastic, flippant, resents being summoned, and is difficult to handle or tolerate; she speaks in plain language about the future and enjoys telling about doom (particularly of a personal nature); she is hostile towards her summoner unless they are male AND succeed on a Charisma check, DC24. She knows something of the organization of outer Inferno (through Circle 3) and can tell the characters about the Noble Castle. Buried 4 ft. deep in Valaraâs grave is a locked bronze box (DC18, Open Lock) containing: a Charm versus Power Diabolicus, Prayer Beads, a Circlet of Blasting (Minor), a Cloak of Displacement (Major, sized for a dwarf) a Remove Blindness Potion, 2 Potions of Greater Healing, a bottle of Lethe Water, and Goggles of Night Vision. The gate has massive black iron hinges attached to the stone walls, and each gate section opens outward. The gates are made up of elaborately curled metal bars worked into iron metal likenesses of many winged and horned humanoid figures, and several species of four-legged horned animals (the creatures depicted on the gate are all unidentifiable). Above the gate is an arch to which is attached a large solid rectangular iron plate on which is written in Common: AThrough me is the way into the doleful city, through me the way into eternal pain, through me the way among the peoples lost. Eternal I endure, leave all hope ye who enter.@
The gate is wide open with no apparent barriers. Looking through it, the companions see a region of darkness beginning 50 feet inside the gate, with the road running straight into the dark region. They can hear a loud mixture of curses, angry shouts, weeping and wailing, cries of pain, and cries for help, all over a undercurrent of buzzing noises. The air is hot and humid and the atmosphere (both air and mood) is gloomy and oppressive. Each character is overcome with fear while standing in front of the Gates and unable to pass through unless they succeed on a Will check, DC18 (if the initial check fails, additional checks are made at 600 round intervals). Characters must walk through the gate on their own; a Wall of Force fills the open gap if an unconscious or sleeping character is brought through, or one under mental control or compulsion. There is no resistance to passing through the gate but as each person enters a single mournful bell note sounds from an unknown location. Once a character enters the gate, they a Wall of Force blocks manifests to block their exit if they attempt to leave through it within 15,000 rounds (one day). CIRCLE 0: The region of darkness is 370,000 ft. (70 miles) across and stretches across the Zero and First Circles to the foot of a line of crags which forms the boundary with the Second Circle. The loud background of plaintive wailing is continually heard throughout the region and the air remains hot and fetid. The darkness does not prevent ordinary light sources (torches, candles, lamps, lanterns, matches, etc.), enchanted objects, or light spells from operating, although their effective range is halved. The 157,000 feet (30 miles) between the Gate and the River Archeron, makes up Circle Zero, inhabited by those souls who died neither good nor evil. The ground in the Circle is covered in a 100 inch layer of fine, smooth, sand, and the land is completely without features or objects (nothing larger than the size of a large pebble). The souls here are organized into troops 2d100+100 in size, each troop perpetually running after a large glowing triangular flag which moves ahead of them at 70 ft./round (each flag is self-levitating). As they run, the souls are continually attacked by wasps and hornets, as well as by sharp-toothed worms burrowing up out of the ground....
Geoff
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