Infernal Deals

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Infernal deals:

Demands:

1. Kill demons and collect Ichor


a. Type 1: 1-5 vials Tier 1
b. Type 1: 5-10 vials Tier 2
c. Type 2: min 1 vials Tier 2
d. Type 2 min 3 vials: Tier 3
e. Type 3 : Tier 4
f. Type 3: 2 vial Tier 5

2. Use hellfire weapon and kill mortal in Baldurs Gate


a. 2: Tier 1
b. 4: Tier 2
c. 6: Tier 3 (or 1 good mortal)
d. 8: Tier 4
e. 10: Tier 5 (or 2 good mortals)

3. Collect soul coins from devils


a. 20: Tier 1
b. 40: Tier 2
c. 60: Tier 3
d. 80: Tier 4
e. 100: Tier 5

4. Participate in Arena, no spells or abilities


a. Win no round: Contract Void
b. Win 1 round: Tier 1
c. Win 2 rounds: Tier 2
d. Win 3 rounds: Tier 3

5. Find Hellrider Grant Hardin and release him


a. Tier 3

6. Locate and destroy contract beloning to Bazelsteen named “Silting souls”


a. Tier 4 (locate)
b. Tier 5 (destroy)

7. Locate and detain Bitter Breath


a. Locate and kill: Tier 3
b. Locate and Restrain: Tier 4

8. Sabotage flying fortress


a. Sabotage Tier 4
b. Crash Tier 5
9. Retrieve item from hellwasp nest (infernal tack)
a. Succeed Tier:3

10. Herd a group of Abyssal Chickens for a chicken farmer


a. 0 losses: Tier 2
b. 1-5 losses: Tier 1
c. More than 5 losses: No reward

11. Get another mortal to sign time or soul away


a. ¼ life span: Tier 3
b. ½ life span: Tier 4
c. Soul: Tier 5
Rewards:

Tier 1: Uncommon magic item, 1 – 5 soul coins / 100 – 500 gp, Charm (1)

Tier 2: Uncommon and common magic item (1 each) , 5 – 10 soul coins / 500 – 1000 gp, Charm (1-2)

Tier 3: Common and uncommon magic items (2), 10 – 25 soul coins / 1000 – 2500 gp, Boon (1) or C
harm (1-3), info

Tier 4: Rare magic item, 25 – 100 soul coins / 2500 – 10.000 gp , Boon (1-2), info, aid from devil

Tier 5: Rare and very rare magic item, 100+ soul coins / 10.000 gp +, Feat or boon (1-3), information,

Aid from devil

Charms:

1: Reroll a die, after 3 uses it vanishes.

2: Use legend lore spell once without spell slot or components

3: Gain 1 extra skill proficiency

Boon:

1: One stat of choice increases +1

2: Permanent increase of AC + 1

3: Permanent increase of saving throws +1

Feat:

Artificer: After dealing the extra lightning damage with node. Expend 1 use and make target roll
Constitution saving throw to avoid being stunned till end fo your turn. Uses equal to prof. bonus. Per
longrest

Paladin: Channel divinity champion challenge: Creature failed saving throw has disadvantage on any
creature other than you. Turn the tide: 1d8+char modifier to any creature within 30 feet

Warlock: Hexblades curses can be transferred to another target with bonus action after target dies.
Must be within 1 min.

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