atemu1234
2014-07-15, 12:36 PM
I've got a group of PCs who are in a bit of a bind, but first, the situation.
One of the PCs died in combat (this was the party druid, who acted both as a healer and when wild-shaped was quite powerful) with a powerful demon. The rest of the party was headed for a TPK without my intervention, so I did some quick thinking. Remembering Fiendish Codex, I said that the druid was looking down at the battle from about thirty meters. Standing beside him was a man, well-dressed, wearing a top-hat, with two short devil horns. Apart from that, he looks quite ordinary. He offers the player a chance to live (come back to life) and save his friends, albeit at the cost of his soul. He said he'd collect in six months (revealing himself to be a homebrewed archdevil of mine). The player then had a choice: sell his soul and save his friends, or go on to a nice, peaceful afterlife.
He chose to sell his soul. No one in the party recognized that he'd sold his soul (he passed himself off as having been "barely paralyzed" by the demon), save for the party cleric. The cleric didn't contradict him, however, but when he got a moment alone, he pointed this out to the druid. They hatched a plan. In order to get the druid's soul back, or at least bargain for it, the cleric summoned a devil, servant of the archdevil, bound in a holy cage. They began to parlay, but through a series of unfortunate and unlikely circumstances, the devil escaped. Now, what should it be doing to make a good adventure?
One of the PCs died in combat (this was the party druid, who acted both as a healer and when wild-shaped was quite powerful) with a powerful demon. The rest of the party was headed for a TPK without my intervention, so I did some quick thinking. Remembering Fiendish Codex, I said that the druid was looking down at the battle from about thirty meters. Standing beside him was a man, well-dressed, wearing a top-hat, with two short devil horns. Apart from that, he looks quite ordinary. He offers the player a chance to live (come back to life) and save his friends, albeit at the cost of his soul. He said he'd collect in six months (revealing himself to be a homebrewed archdevil of mine). The player then had a choice: sell his soul and save his friends, or go on to a nice, peaceful afterlife.
He chose to sell his soul. No one in the party recognized that he'd sold his soul (he passed himself off as having been "barely paralyzed" by the demon), save for the party cleric. The cleric didn't contradict him, however, but when he got a moment alone, he pointed this out to the druid. They hatched a plan. In order to get the druid's soul back, or at least bargain for it, the cleric summoned a devil, servant of the archdevil, bound in a holy cage. They began to parlay, but through a series of unfortunate and unlikely circumstances, the devil escaped. Now, what should it be doing to make a good adventure?