Descent into Avernus

(Jeff_L) #1

2r2


APPENDIX A: DIABOLICAL DEALS


A hallmark of devils is their delight in striking deals

with mortals. These deals are more than mere agree-


ments; they are cosmically binding exchanges in which


a devil grants a mortal character some measure of


power for a price. Once an agreement is reached, the


deal is sealed with a binding contract, which both par-
ties must sign.
A devil's u ltimate goal is to claim mortal souls. If it

can't get a mortal's soul in one fell swoop, the devil tries


to take it one little piece at a time by encouraging the
mortal to commit evil acts and thereby condemning the

mortal's soul to the Nine Hells.


Infernal deals are enforced by the weight of the multi-


verse itself, by the very essence of the forces of Law and


Evil. Devils channel this essence through the infernal


hierarchy that governs their existence. Devils higher up
in the hierarchy can leverage more potent deals and of-
fer more enticing gifts.

Least devils can't enter into deals. Lesser and greater


devils can enter into deals either for themselves or as an


intermediary for their infernal superiors. Archdevils are


the only devils able to freely deal with creatures outside


the Nine Hells, usually when mortals invoke them to beg
their favor.

ENTERING INTO A DEAL
Despite their thirst for trapping mortal souls in binding
contracts, devils can enter into deals only in specific

circumstances. The easiest way for a devil to forge a


deal is to do so within the Nine Hells, where it's closer


to the infernal hierarchy and can more easily channel its


power. Elsewhere in the multiverse, most devils are too


removed from their power structure to enter into bind-


ing deals without some extraordinary circumstances.


A deal consists of a proposal that covers the terms


each party expects, and a contract that seals the deal


and makes it binding.


Lesser and greater devils can't freely make deals out-


side of their home plane, but there are ways it can be


done. If a summoner on another plane knows a devil's


true name or has its talisman (as described in "Devil


True Names and Talismans" in the Monster Manual),


instead of binding the devil into service, the summoner


can create a ritual circle that allows the devil to forge a


deal. Once the deal is sealed with a contract, the devil


returns to the Nine Hells.


An archdevil who wishes to make a deal with a char-

acter can do so in person or send a minion to propose


the deal and negotiate on its behalf. A character can also


contact an archdevil by kilting a chaotic-or good-aligned


humanoid and praying to the archdevil over the course


of 1 hour. The archdevil hears the character's prayer


and can choose to respond in dreams or visions, or it


can send a minion with the authority to make a deal on


its behalf.

APPENDIX A I DTABOLTOAL DEALS

INFERN A L HIERARC H Y
Least Devils
l. Lemure


  1. Nupperibo


Lesser Devils


  1. Imp

  2. Spined devil

  3. Bearded devil

  4. Merregon

  5. Barbed devil

  6. Chain devil

  7. Bone devil


PROPOSAL


Greater D evils


  1. Orthon

  2. Horned devil

  3. Erinyes

  4. Narzugon

  5. Ice devil

  6. Amnizu

  7. Pit fiend


Archdevils


  1. Duke or duchess

  2. Archduke or archduchess


Diabolical deals start with either the devil or the char-


acter broaching the subject and offering something.

The terms of the deal require, at a minimum, the devil


to offer a gift and the character to agree to a price. If


the terms aren't acceptable to either party, they can


negotiate and try to sweeten the deal by offering more


valuable terms, or simply walk away. Not every deal is


meant to be.
If the price is anything less than the character's soul,
a devil often stipulates a penalty in the event the charac-
ter fails to meet the deal's price.

Once both parties agree to the terms, they seal the


deal with a physical contract, which can take one of
many forms (see "Infernal Contracts," page 214).

ABILITY CHECKS AND DEAL-MAKING
Most deals with devils can be resolved without rolling
dice to determine the outcome. A Charisma check can't
deceive or persuade most devils into a bad deal because

the fiends are too clever and experienced in deal-making


to be fooled. If devils do get involved in a deal that


sounds too good to be true or is confusing, they're likely


to pause negotiations while they ask smarter devils for


their opinions on the deal.

The following ability checks can be made during


deal-making:
If a devil attempts to deceive a character at the

deal-making stage, the devil can make a Charisma


(Deception) check opposed by the character's Wis-
dom (Insight) check. If the character's check result is

higher than the devil's, the character sees through the


devil's deception.


  • Devils like to slip extra clauses into the fine print of
    a contract. When this happens, a character who can


read Infernal can make an Intelligence (Investigation)


check opposed by the devil's Charisma (Deception)


check. If the character's check result is higher than


the devil's, the character detects the extra clauses in


the fine print and can have them removed before the
contract is signed.
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