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Post by joatmoniac on Mar 27, 2020 22:44:44 GMT
This exercise, once again from the amazing mind of rorrik , calls back to the episode Art of the Pact with Adam Lee and will focus on how to introduce and carry out a pact with a devil in our worlds. Players are clever beasts and may think they can get the upper hand in a pact. We’ll see about that though! [sinister laugh goes here] 1. What events precipitate the pact? (death saves, access to a place, power) 2. What does the devil want in return? 3. What is the unexpected twist hidden in the contract? 4. What will the devil try to do next? 5. (Bonus) Actual text of the contract? 6. You do you! Let’s make some dirty deals!
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Post by letterlost on Apr 5, 2020 19:44:41 GMT
1. What events precipitate the pact? (Death saves access to a place, power)
The party kills a number of people, including a warlock wielding a magical mace. The mace is (see DMG 142) of a Fiendish appearance, has a sinister history, has the wicked minor property, and a Hungry quark. It has a magical property (mace of Terror), but the wielder is unable to attune to it. When they are alone (next time they are pooping, so they are in an awkward position and will sit long enough to listen) an Imp appears. It tells them it’s going to need the mace back … stupid something or another got killed before they could hold up their end of the deal … you’d think they could kill 6 stupid goblins … masters going to be upset … how is it going to kill 6 stupid goblins with the mace, it can barely even lift it … maybe you could help? You look big and strong. I saw you carrying it in here no problem. I could help you attune to it, it’s famous you know, “Burkul the Basher”. I’d need it back though, not that I can carry it. Then the shield and the stupid Halfling. You're strong, maybe you could hold the mace until I really need it! If you killed the goblins. But, no, nobody helps Limp Imp. I’d better get going, goblins and all. I’ll just take Bashing Burkul.
2. What does the devil want in return?
You to wash your hands before picking up Burkul.
He wants to help you attune to the Burkul the Basher, the mace of terror (except it has a 2nd little quark when you use the terror part, everyone except you … just you … has to make the save or be frightened, but your friends would probably get advantage the 2nd time); just sign this paper: I hereby willingly except the responsibility for caring for Burkul the Basher until time when I must return it to Limp Imp or his master Buzgob.
Then he wants you to kill 6 goblins (he even knows where the ones blah blah the warlock was going kill, its close by). Then you can keep it until he’s done with Mub and the Halfling.
3. What is the unexpected twist hidden in the contract?
Limp Imp is just your average 6.6.6. Serial murderer, going around corrupting souls in the name of Buzgob the Pit Fiend. He is trying to get you hooked on his evil magic items, perhaps hoping you will do evil with them, perhaps hoping you will get attached and do more evil to keep them.
4. What will the devil try to do next?
After a week or so Limp pops back up, he would like your help again. He got Mub, it’s a shield. It similarly has a fiendish appearance but has been painted with some lovely pastel green and pink, history of a Halfling berserker, Alton Hilltopple, who’s rage was legendary (they say when he fought it was like a man fighting his way out of hell). Limp Imp will tell you it’s an heir loom now, and he’s been contracted to deliver it to Reed Hilltopple Alton’s great great grandson; you can keep what ever he pays for it (he’s got at least 1,000 gp in a hole, with his grandfathers shield he could become and adventurer and make more (don’t ask how I know that, look I just thought setting you up with a little extra gold after helping me out with the goblins and watching the mace for me would be nice, yes?). just sign this, details … your responsible for delivering the shield, you can have any reward offered, yadayadayada, and you’re reliable for any damages so don’t go bashing it up okay. Get Mr. Hilltopple to sign this so you don’t get into any trouble on his account. Paper work, paper work, paper work. And give him this; it’s a copy of the will bequeathing it to him. Thanks, you’re doing old Limpy a solid here so if you need me give me a shout, Just say, “Shout out to Limp Imp.” I’ll do my best to show up. Mub is a +1 shield of missile attraction, if the PC equips it for combat they will get cursed; but more importantly it’s gotten 4 Hilltopple’s killed and it’s going for 6, Reed has an angry teenage daughter who will inherit it.
Later on Limp shows up, He’s dragging a set of plate mail and it’s so heavy and he needs your help again. He needs to get this brand new Devilishly Fine Armor (compare to demon armor) to some cultists. He says you can keep the helmet, the leader has a big head and it wouldn’t fit them anyway (it won’t attune to the PC, but old Limpy could probably help you work something out). Limp might seem a little excited about this, if questioned he will tell you the 6 cultists are all riled up, something about big ritual coming up. “Just sign this, get them to sign this, give them this note in Infernal, by the way they only speak infernal (some oath or something) so you might want to put on the helm before talking to them (once again, they won’t be able to attune to the helm), you know the usual.
The cultists might attack the party if they can’t speak infernal; they’ve also been waiting for their sacrifice to show up and might get the PC’s confused. Either way it’s not Limp’s responsibility, it’s the PC’s. But at least now they have an Imp friend to call if they get into hot water.
5. (Bonus) Actual text of the contract?
I hereby willingly accept the responsibility for caring for Burkul the Basher until that time when I must return it to Limp Imp or his master Buzgob P. Fiend. I, and especially not Limp Imp, am responsible for all loss of life, property, reputation, and any other damages occurring on behalf of Burkul the Basher while it is in my care. Furthermore, I take responsibility for feeding, cleaning, and any repairs which Burkul the Basher might require. Signed: your PC Witnessed: Limp Imp on behalf Buzgob on behalf of Asmodeus
6. You do you!
How bad does the PC want to keep Bashing Burkul the mace of terror?
Will they attune to the Devilishly fine helm? What will they do to get it off? (See Demon Armor)
Did the PC get the delivery contract signed? If not, what’s the cost for the breach of contract; they’d better work something out with Limp before word gets back to Buzgob.
What will Limp Imp ask you to do next? Will you help him change his name?
Most importantly, did your PC wash their hands?
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Post by DM Onesie Knight on Apr 7, 2020 23:08:16 GMT
First: a teeny tiny bit of context about where my current campaign is set. It's in a rough and tumble frontier region where there are ruins of a collapsed reptilian civilization. These lizard-people used to worship fire and the local volcanoes, but their church got co-opted and corrupted by Mephistopheles, the archdevil who created hellfire. That was many thousands of years ago; now, Mephistopheles is at it again with the barbarian tribes of the area.
1. Things are escalating quickly with these devil-worshiping barbarians. If the party wants to understand what is really going on, their search will lead to someone who is likely to have a wealth of firsthand knowledge: an ancient red dragon said to be sleeping in the central, most volcanically active spot on the map. Getting to him is a deadly dangerous affair, and he's as likely to roast them alive for bothering him as speak with them. But if they can somehow get his attention, he may offer a pact, bound by ancient magic.
2. The dragon has been scrying events in the region for some time, and has a very dispassionate, pragmatic, and selfish agenda. He has three main goals: keep Janartaw lawless and independent (to prevent organized resistance to his depredations), increase trade and mining production (so he has caravans and towns to raid for his hoard), and <i>get that filthy xenoplanar scheming hellspawned pretender to the elemental fire-related community</i> out of here for good.
More specifically, he wants all barbarian tribal leaders, shamans, and clerics purged (even the ones who hadn't turned to devil worship, just to be safe) and assassinated. He wants the remaining savage fire-lizard remnants wiped out. And he's got a list of mine bosses, wine barons, merchant princes, and other influential figures who want to keep the great powers of the world from claiming Janartaw for their own.
Right now his offer to the players is a boon: either a "blessing" or a treasure from his hoard, in exchange for wiping out every cult leader among the tribes, and every last human-sacrificing fire-lizard. You know, be heroes! Yeah!
3. *Every* cult leader? Well, technically, to use archaeological terminology, an aboriginal, locally-practiced faith can be called a "cult." So the players are now bound by primordial magic to murder every shaman among the tribes, even the ones resisting the cult of Mephistopheles. So that's bad. But it will be a while before they realize that!
4. The dragon plans to let that tidbit about killing all the shamans sit on the backburner. In the meantime, he will offer more deals to the players that start to look like regular old quests. These will be carefully set to influence the long-term sociopolitical direction of the whole territory. Not all of it is strictly bad. In fact, he may try to spin every offer as a quest for justice or somesuch. But in the end, he sees all mortal life as pawns. He doesn't care who dies, or who gets to have a happy ending, as long as things end up just how he wants them.
5. I plan on this being more of a verbal contract, but the wording is important. The dragon will deliver it as a "repeat after me" to the party. He casts Tongues on anyone who doesn't speak Draconic.
I hereby swear upon my worldly being. With resolve, I accept these gifts bestowed unto me by (whatever name I give the dragon) I vow to use them to protect and defend the great valley, Janartaw, from Mephistopheles. I will slay every cult leader among the wandering tribes of the valley. I will purge the archdevil's fire-lizard servants and stop their murderous raids. This is my duty.
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wizzardofaus
Squire
Posts: 27
Favorite D&D Class: Kobold
Favorite D&D Race: Kobold
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Post by wizzardofaus on Aug 6, 2023 4:17:49 GMT
1. What events precipitate the pact? (death saves, access to a place, power)
Old tales tell of devils showing up at crossroads during midnight, devils also have a reputation for twisting words. Some devils have combined these notions and will appear when you are at a crossroads in your life. Who cares for mortal infrastructure when an emotional schism is the perfect setup for dealing. When your characters hit a point in their story where their path options meaningfully vary, a devil could appear to take advantage.
2. What does the devil want in return?
As with most devils, souls are on the table. Depending on the characters abilities, the devil might want a service that they are specifically placed to provide. Either way, it is all detailed in the contract no matter how illegible it may be.
3. What is the unexpected twist hidden in the contract?
Timing, and a well informed devil. Devils may be immortal but they don't have to be patient. They have put a sandtimer (ticking clock) on the characters and perhaps begin to involve themselves in the plot. What else can this devil get out of the connections the players may have.
4. What will the devil try to do next?
Always looking to expand their influence, the Devil might interject themselves in the contacts or families of the players.
5. (Bonus) Actual text of the contract?
I have a contract I give to players that is 3 pages of paradoxical infernalese nonsense so I can't post that so here is a brief description:
Each contract has some flexibility to it. It has seven offers, each based off one of the seven deadly sins. At it's base the contract promises a service from The Nine Hells in return for Payment. Each deal is increasingly grand and leans ever so slightly in favour of the devil. The fine print allows for challenges of the contract and details what happens when there is a breach while also having hidden messages to vastly outweigh the favour towards the devil that was only gently shown earlier. Players can read all this this but I give them the form written in several D&D languages (types and font languages changed) and some deciphering alphabet guides I provide as long as the party know the language.
6. You do you!
Some of the finer print benifits the devil outside of the direct pact rewards. If the devil is able to make their way through the contracts deals, it affords them more allowances from the Nine Hells such as free travel between the Material and Hellish planes (rather than being directly or circumstantially summoned)
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