Every devil’s duty is to collect mortal souls to bolster the forces of Hell. Powerful adventurers turn the tide of their eternal war against the forces of the heavens and sunder the hordes of Abyss.
As for weaker souls, well, let’s just say the nightmare stables don’t clean themselves.
In Devil’s Hospitality, you, the Game Master roleplay an ambitious upstart devil who has set their eyes on converting a band of adventurers into Hell’s minions.
To aid in your endeavor you are provided with a diabolical toolkit of deception and trickery to challenge players.
Violence is not a necessary component of this encounter, but adventurers can certainly revel in it.
Primordial magic as old as creation itself governs the immutable agreements of infernal contracts. Even the most powerful archdevils can do nothing more than dance around the loopholes.
The signer of the contract must fully comprehend the terms for it to be valid. This is an ironclad rule.
However, through a stroke of luck you discovered the contract can actually be signed before the terms are understood.
Once both conditions are fulfilled, the voice of the cosmic arbiter informs the adventurers an infernal contract had been signed and they have a 1 minute cooling off period to cancel the contract. Certain conditions apply.
Your task is simple. Lie, cheat, weasel and do everything you can to prevent that from happening. But, there are still rules you need to follow, or the contract will be void.
The idea here is to test the players’ ability to focus on the most important task at hand, which is cancelling the contract and pushing through the obstacles instead of reducing the hit points of everything they see to zero.
Encounter Type: Combat and social
Map: Dungeon theatre
Lighting: None (single room encounter.)
System: 5E
Length: One shot
Installation Type: Addon
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)