Author note: The Cryopod to Hell is a Reddit-exclusive story with over three years of editing and refining. As of this post, the total rewrite is 183 parts long and 757,000+ words. For more information, check out the link below: What is the Cryopod to Hell? Official Discord Server. Support me on Patreon! Every dollar helps, and you get access to lots of art and other cool stuff! Want to read the whole story without waiting? Click here. It's free! I will be reposting the full story at a rate of one part every day until I've reached the current part. During that time period, I will update the parts to edit them more cohesively as well. Once I reach the current part, new parts will be posted on HFY and RedditSerials, alongside my main subreddit as they become available. Thank you for reading, and enjoy. ...................................
(Previous Part) (Part 001) ...
A few weeks later. The specialized computer console before me illuminates its words with heatmapping instead of visible light. Thanks to my infrared vision, I can now make out the letters and shapes onscreen. From what others have told me, all they can see is a white screen. Talk about the ultimate privacy filter...
My goal today is to create new technology blueprints for a machine I built two weeks ago; a Star Trek-style replicator.
Capable of transforming raw electrical energy into objects with mass, the machine is a feat of engineering previously well beyond my reach. The only reason I was able to create it was thanks to the mental acuity the Crown granted me. Of all the things I've owned in my life, nothing comes anywhere close to Solomon's Crown.
The Crown fills in the details in my mind as I build the thirteenth blueprint: an energy rifle. I rapidly type on the Braille keyboard using senses that I've enhanced with my Wordsmithing, and the replicator accepts my inputs once I finish.
The stress on my mind is much worse than when I Wordsmith, but at the same time, the replicator does all the work once I've input my specifications. I built this system so that I could create new tools, armor, and weapons for humanity without having to worry about my spiritual energy levels. Makoto seems to approve, and I know the military is grateful for faster production options.
Still, even with a fusion reactor, it takes a while to replicate new objects. I'll build massive replicators later for tanks and vehicles, but my head hurts thinking about all the mental strain that'll entail.
A slight dizzy spell grabs me as I lean away from the computer. Hans Wagner notices, and he walks over to check on me.
"You are done vith zee blueprint, Mein Lieber?"
I mop my forehead wearily. "Y-yeah. Something like that. You can start synthesizing energy rifles whenever you feel like it."
Hans nods. "Once vee have finished zee personal shield from zee last batch, I vill begin making zee energy rifles. However, I think you should take a break. Your complexion is looking quite ghastly."
"You think so? Maybe you're onto something." I glance down at my hand and notice it's trembling.
Taxing my brain has a bunch of side effects on my whole body. Good to know. "Oh, oh, no." Hans squints to stare at my face for a moment, then pulls out a handkerchief from his shirt pocket. "Ah, Herr Hiro, zees is for zee nose."
"Nose?" I echo his words, then feel wetness on my lips. Taking the handkerchief, I dab at my nostrils and realize they're bleeding slightly. "Shit. Sorry, this is a little embarrassing. I'll magic you up a new one so that you don't have to wash the blood out of this."
Hans shakes his head. "Nein, zere is no need. Take zee day off. You've been slaving avay day and night! Nobody vants to see you in a coma again."
"Oh, alright. Thanks."
Nodding, I stagger to my feet and stumble through the factory. Not many people work here, and those who do typically help transfer replicated items to other divisions and areas — maybe two dozen staff in total.
Hans's assistant stops when she sees me. "Are you alright, Commander Hiro? You look like you're having trouble walking."
"I'm fine, Debra. I just need some fresh air. Have you seen Phoebe?"
"Miss Berthold? Last I heard she was visiting the Core to discuss our next incursion. She should be back within the hour."
"That's what I wanted to hear. Thanks."
"Anytime, Commander."
She hesitates for a moment before walking away, and I smile to myself about nothing in particular. I technically lead humanity, and everyone knows I'm the Hero who saved them from Bahamut, but I don't have an official title. Phoebe calls me 'Your Grace,' though she's growing out of the habit slowly, while Neil Adams calls me 'My Liege,' and others call me 'Commander.' I really ought to determine military rankings at some point.
Rows of machinery, including a line of sewing machines and a mechanic shop, spread out across the building, their whirrs and clicks telling tales of people and monsters crafting and fixing things for the general population. The door outside radiates warmth as the early Fall sun beams down on the lands.
When I step through, a current of air breathes down my neck, its temperature lower than the glaring daylight implies it should be. Winter is coming; it seems. The shiver down my back wakes me up, and my stupor vanishes.
I guess I really did need a breath of fresh air. Go figure. The Factory, or the Rust Bucket as some call it, sits about half a mile north of the palace. Even further north, over the ridge and down in the canyon below, Tarus II's forest stretches out for a few miles before eventually arriving at the warpgate installation.
Lately, Kar has raised concerns about the potential for demons to use Warpers and teleport into Hero City, thus attacking us at the heart of our infrastructure. He's right, of course. I take concerns about security earnestly and am debating deploying mechanized troops for day and night surveillance. With the threat of snow and the bitter cold encroaching on our doorstep, I'm worried about not only a demon invasion, but also about leaving troops out in the freezing weather.
If only I could look into the future, my life would be so much easier. Maybe I should see if Wordsmithing can bypass the boundary of time.
That's a scary thought. The last thing I'd want is to create paradoxes and tear apart the universe by accident. Messing with time is a recipe for disaster. Marty Mcfly taught me that much.
Minutes pass as I pace down the street, inhaling deeply and kicking my legs out with more effort than usual. I try and shake some life into them, but my actions don't accomplish much. Sitting on a chair for hours is uncomfortable, no matter how much padding I slap down. I am not the office-drone type.
By the time I enter the palace, walk down the lobby and pass several people, I'm about ready to go back to work and start on another blueprint. Such is the curse of a lazy workaholic.
I arrive in front of my room. Once I open the door, my spherical vision illuminates the inside and- uh...
Phoebe lies on my bed, conked out, breathing silently. Her boots are still on, and she hasn't changed into her night-time clothes yet. Her room is right next to mine, so she must have mixed them up. This isn't the first time, and I won't complain.
I kick my shoes off but catch them with telekinesis before they
thud onto the ground. Once that's done, I set the Crown on my dresser and silently glide over, ease onto my bed, and lay down beside Phoebe to rest my eyes for a moment. I know from experience that my pupils are like miniature flashlights, and on more than a few occasions, I've startled her when she saw my eyes in the darkness.
Feeling the bed move makes Phoebe's breath catch for a moment. She blinks her eyes open and yawns. "Jason?"
"Yeah. Hi."
"Oh. Sorry. I ended up in your room again." She grips the covers and pulls herself closer to me, then flops an arm and a leg across my body. "I hope you aren't mad."
"Exactly the opposite," I murmur, before leaning over and kissing her forehead. "As soon as you stop stalling and marry me, we can do this all the time."
She rubs her nose on my side to itch it, then lolls her head back. "I can't do that. We've barely been together a few months. We have to take things slowly. Besides, there are all these preparations to attend to..."
"Excuses, excuses." I poke her gently in the ribs. "You know, if we did things the way people did in my time, marriage wouldn't even be necessary."
"Not necessary? For shame. Marriage is a sacred vow, Your Grace."
"You're still calling me that?"
"Oops." Phoebe pulls away from me and adjusts her shirt. "Sorry. It's been a long day. Adams received more requests from low-level imps to join our society, along with some Gargoyles, a Succubus, two Sirens, and another Minotaur. None of them appear to be double agents, but you know what Kar says..."
"It only takes one," I say, finishing the sentence for her. "Right. Well, worst case scenario, we-"
Before I can continue, the phone beside me rings, making me damn near jump out of my skin. "Son of a bitch!"
Phoebe plays it cool, but I can tell she was a little startled too. "Want me to get it, or is the big strong man scared of some ringing?"
"I got it, I got it," I reply, before grabbing the phone. "Yeah?"
"Hurgh. Turtle, I hope I am not disturbing you. Gearhead said you had gone home for the day, but this is somewhat important."
Gearhead? Oh, right, he means Hans, I think to myself. Sometimes Kar's nicknames can get a little confusing. "I was thinking of taking a nap, but if you need me, I can pop over for a visit."
Kar clears his throat. "Hurgh. Blinker has returned, along with two demons. You might have forgotten, but I sent her off a couple of weeks ago to-"
"No, no, I remember. Yeah, I'll drop by. Have they said anything?"
I can almost hear Kar shake his head. "Nay. I haven't yet spoken to them about the Black Witch. If you'd like, I can ask them before you hang up."
"Not necessary. I'll be right over." Without saying 'goodbye,' I click the phone down and sigh. "Alright, I'll be back in a bit."
Phoebe rubs her eyes. "Was that Kar or Neil?"
"Kar. He wanted to know how my day was going and if he could set me up on a date with a cute redhead from accounting."
Phoebe slugs me. "Ass."
I smirk. "Kidding! Blinker brought some friends back from the Labyrinth. I'm going to head over there and ask them about Roland's world."
"Oh! Well, that's... wonderful news."
Despite her positive words, Phoebe's expression stays neutral. I can make it out even with total darkness in the room.
"Problem?"
"No, no." She pulls herself into a sitting position, and I mimic her movements. Phoebe inhales audibly. "It's just that once again, you're about to face off against that monstrous little girl. After what she did to you... you're still too kind. I know you haven't the heart to kill her."
Oh man... not this talk. I pull away and sweep my legs off the side of the bed. "I'm a Wordsmith, Phoebe. I have a trillion different ways to handle any situation. I can freeze Amelia in carbonite or something. Violence isn't the only answer."
Phoebe crosses her arms. "Amelia slaughtered Roland's entire homeworld, Jason. All the humans, animals, and plant-life died because of her. She deserves the worst end possible."
"The guillotine?"
"Basically."
I exhale and climb off the bed. "I'll worry about Amelia when the time comes. I don't agree with capital punishment, morally, at least. It doesn't sit right with me. I believe in rehabilitation and redemption, where possible."
Phoebe jumps to her feet. "That's always your reply. If you'll excuse my impudence, I'll come with you and hear what she's been up to."
"Sounds good. Want me to drive?"
Phoebe pulls her socks and boots on. "No, I'll drive. I'll even take it easy since you're all tuckered out."
"Pff. You were snoring like an avalanche when I showed up."
"N-no I wasn't!" Phoebe gawks at me in the dark, then fumbles around. "Can you turn on the lights? I can't find my other boot."
"Sure."
............................................
Twenty minutes later, we cruise down the road, and the engine silently hums as the trees glide past us on the left and right. Phoebe, ever the kind soul, hitched a trailer full of supplies and weapons for the Core to her truck. Using it instead of my Ferrari was a good idea.
She hums along to some tune in her head and taps on the wheel. After a few minutes, she asks, "Say, Jason, your Crown allows you to make blueprints for the replicator, right?"
"Mhm." I touch the Crown, self-consciously checking to make sure I'm still wearing it.
"Well, I was thinking.... why not let someone else use the Crown to make blueprints? Then you wouldn't be cooped up in the Rust Bucket all day. You could use your Wordsmithing to make other items or do other things instead."
"Uhh... I don't know about that." My gut squeezes together reflexively. "The Crown is an ancient artifact. It can't be taken off someone's head unless they consent or die. Hell, even when I was comatose, you couldn't take the Crown off, remember? I had a terrible rash after my recovery."
Phoebe nods. "Okay, I understand. Giving it to Hans would be a bad idea, then?"
I chuckle. "Heh, yeah. To say the least. I mean, the guy used to be a Nazi."
"A Not-see? I think you mentioned it once. Oh! When you first met him!"
I fold my arms together. "Yeah. There's a bit of history involved, and it's kinda lengthy. Let's just say the Nazis gave Amelia a run for her money when it came to the business of exterminating human life."
Phoebe's expression darkens, and she turns to stare at me. "What? You can't be serious!"
"Eyes on the road, sweetheart. And yes, I am. They rounded up millions of humans of a different nationality and exterminated them en-masse. It was brutal. Most people didn't find out until a decade had passed."
She cocks her head. "What is 'a different nationality?'"
"Well, uh, think of King Arthur. Surely he had enemies from other nations?"
"The Saxons, yes."
"Alright. Well, imagine that after capturing hundreds of Saxon prisoners, he then suffocated them all, one by one, including their wives and children."
"Oh." Phoebe relaxes slightly. "That doesn't sound as bad as I was expecting."
"What?!" I nearly break my neck swiveling to gape at her.
She looks at me quizzically before turning back to the road. "Well, if you're at war, then killing your enemies is only natural. If you keep them as prisoners, you'll have to feed and keep them alive, and then you'll have to worry about revolts... at least, that was the case for Arthur."
"Okay, that's a fair point, but the difference is that the Nazis killed people who lived among them peacefully. It would be as if Arthur declared that all people with a different eye color were heretics. Do you see the difference?"
A flash of recognition appears in Phoebe's eyes. "Yes, I understand how that could be disconcerting."
"To say the least," I mutter. "Sometimes you worry me, Phoebe. You can be gentle, yet vicious and cold-hearted at the same time."
"I would argue that I'm merely pragmatic," Phoebe replies, while tugging a stray hair into place behind her ear. "You can't save everyone. Sometimes you have to let someone die to save another life, or give up on idealism and finish off your mortal enemy. War is messy, and pragmatists tend to win, not idealists."
I let silence fill the air for a few moments. "So, which was King Arthur? An idealist, or a pragmatist?"
Phoebe shakes her head. "Neither. He was a Hero. Thus, he did what was needed. I wavered, not him."
Her eyes blank out for a moment. "I should have atoned instead of fleeing and falling into Bahamut's trap."
"Then we wouldn't have met," I counter. "I thought you believed in fate, destiny, and all that other mushy stuff?"
Pursing her lips, Phoebe forces a smile. "That's a good point, Jason."
In the distance, the warp-gate comes into view. I lean back in my seat. "Anyway, going back to the original topic, I wouldn't give the Crown away unless it was to someone completely trustworthy. Like you."
"Me?" She cocks an eyebrow. "What would I do with it?"
"Make blueprints for the replicator. Stuff like that. It's not a bad idea. I'd rather you have the Crown than Hans."
Phoebe doesn't reply for nearly a full minute. The gears turn in her head. "I'm not good at creativity, Jason. You come from hundreds of years after me. You can easily think up crazy inventions, but that isn't my forte. Besides, what if I go power-hungry and decide to keep the Crown? You'll have to kill me to get it back."
I snort. "Pfft. Like that'll happen. I'll seduce you into taking it off."
"Just the crown?"
"Maybe a few other things, too."
She winks at me. "Your mind is always in the pig trough."
"Yeah. Anyway, the Crown does all the work. All you need is to think of a problem, like making a weapon that can cut through steel, and the Crown will help you design something suitable. A vivid imagination helps, but you'll do fine."
Phoebe sighs. "I was only suggesting it, but you're acting as if you've already made up your mind. Don't tell me this is all so you can get out of working at the Rust Bucket."
I cross my arms. "I'd be lying if I said that wasn't a part of it."
Phoebe slugs me in the shoulder. "Ass!"
I smile. "Kidding."
Phoebe reminds me of Amelia sometimes. The two of them aren't as different as they think.
...
Minutes later, we arrive at the warp-gate, and thanks to a vehicle access ramp I constructed, along with enlarging the portal somewhat, I've made it possible for her to drive her supplies straight into the Core.
We pass through the gate, and several monsters quickly shimmy out of the way as Phoebe drives down into the arena below. She slows the truck to a stop. "Special delivery from the Berthold Trucking Company!"
Several orcs walk up to the truck. "Ready to work! Something need doing?"
Phoebe hops out of the driver's side and jerks a thumb to the trailer hitched to the back. "Haul the food and weapons where they're needed."
"Be happy to!" The orcs amble to the back of the rig and start unloading.
Phoebe slams her door shut. She and I walk over to Kar, who I've already spotted. His giant blue form stands out in a crowd. A flicker of heat flits around him, revealing Blinker's presence.
"Kar! Sorry it took me a little while to get here."
I grin at Kar, but he doesn't return the smile. "Ah, Turtle, there you are. I have... bad news."
I stop and stare at him. The look on his face, though hard to make out thanks to his cold blood, is rather ominous. "And that would be?"
"We haven't told Roland yet." Kar gestures to two demons in front of him. "These two are Hernox and Fernox. Go on, tell him."
I examine the demons. They appear to be Scythers; demons who have two massive swords for arms. Their blades are sharp enough to slice through steel. While not the most intelligent Variants, they're great at tearing through the frontline of an enemy army.
The first one, I think Hernox, raises a sharpened limb. "I already told the green-skin what I know. The Council destroyed the Black Queen's hideout. The whole planet."
My jaw drops. "What?! When- no,
how did they manage that?"
"We cannot say. All we know is that the planet is gone. They destroyed it entirely."
Phoebe's expression is numb. "Incredible. How... how could anyone..."
A realization dawns on me. "Amelia may have been on the planet. She might be dead."
Fernox leans forward, his beard spilling past his staff. "Rumor has it that there was an awe-inspiring battle. Emperor Diablo sent out his three mightiest Dukes to duel the Black Queen, but alas, she was the victor."
Hernox continues from his brother's words. "Agares, the Duke of Reptiles, died. Barbatos, the Duke of Steel, suffered gruesome wounds. Only Mephisto, the Duke of Mist, was able to escape unscathed. His ghost-form allowed him to evade her attacks."
"Jesus Christ," I cough out painfully. "Amelia battled
three Demon Dukes and won? That doesn't sound like the Amelia I know."
Kar clasps his claws together thoughtfully. "The Frilled One consumed a world of human souls. Her power may be greater than that of the Emperors."
Fernox shakes his head. "The Emperors sealed her planet from accessing the Labyrinth and destroyed it. Those are the rumors whispering throughout the gambling dens of late. She is long dead."
It takes me a moment to gather my wits. "Maybe. Let's find out.
Locate."
The Scythers stare at me silently for a moment before my eyes seemingly tear from my skull and fly into the sky, then race through a void of blackness. Faster than I've ever traveled before, images of monsters, demons, humans, and far more zip past me as I speed through the Labyrinth. Walls and ceilings don't impede me, and eventually, my eyes slow to a crawl. A portal appears in an unmarked corridor.
Passing through the portal, I appear on the surface of an unknown world. The sun beats down, warming an ocean as it gently washes against a sandy beach. My eyes fly away, over a mountain, through trees, past villages made of wood and straw, and into a clearing where I eventually screech to a stop in front of a familiar face.
Amelia.
I swallow involuntarily.
The child I knew several months ago is gone. She is a fully-grown woman now, one with long white legs, flowing black hair, cherry-red lips, and a torn blue sundress clinging to her skin. The dress is far too small for her, revealing dips and curves where it should hang loose. I smile wryly, realizing that my eyes work. Locate gives me my vision back temporarily.
Seeing her is torture.
She's so beautiful, sensual, in a way that Phoebe isn't. Phoebe's purity is the exact opposite of Amelia's violent sexuality. If Phoebe is the light, then Amelia is the darkness.
Amelia stomps forward and frowns. "Oh, come on! I'll get new clothes later!"
The sword at her side, Dellfingler, chirps happily, "Why wear anything at all? Run free! Clothes are suffocating! Trust me; I'm a sword!"
She swats the weapon. "Idiot! Pervert! You're worse than Jason!"
Hearing her say my name makes my heart catch. I quickly pull away, flying back through the aether to return to my body.
Amelia isn't sexual. She isn't enticing. I can't be a guy... not this time.
She's a monster. I have to kill her.
However, I don't have to like the idea.
Suddenly, I'm back in my body. I stumble slightly and inhale. "She's alive!"
My tone sounds happier than it should. Too late, I notice Phoebe glaring at me. "Don't get all choked up or anything."
Kar shakes his head. "So the Frilled One survived the destruction of the planet. Unfortunate. How could she have done so?"
"A portal." I lean my head back slightly and rub it. "I passed through a portal at some point. She's on a new planet, likely devouring the humans there."
Fernox grumbles. "Perhaps she can open up portals."
Hernox nudges his brother. "Or she has an ally among the Warpers."
"It's unfortunate either way," Phoebe mutters before crossing her arms. "And here I thought we'd been handed a gift on a silver platter. What now? Will you go to face her?"
No need to think of a response. "Not a chance. She defeated three Dukes. I can't hope to beat her as I am now. I need to find that portal. I also need to come up with a way to overcome her new power."
Neil walks over and adds his two cents. "Perhaps you should ally with the demons. Maybe, with the help of an Emperor and Dukes, you could overwhelm her."
"And reveal himself to them? That's suicide!" Phoebe immediately jumps in to shield me. "I won't allow it!"
"Phoebe... that's very sweet of you." I lean over and wrap an arm around her shoulder, pulling her in close. Immediately some of her tension dissolves.
Works every time, I think silently. "I can handle myself. Obviously, I'm not going to let the Demon Emperors know of my existence. That would be suicidal."
Silently I pull away from her. An idea occurs to me. "I won't kill demons to raise my energy level. However... if I remember correctly... there may be a way I can increase my combat abilities. Something I saw when I first entered Hell. I... I don't know for certain."
"What are you talking about?" Phoebe asks.
"I could be wrong. I don't know. Phoebe, do you remember what we talked about on the ride over?"
She shrugs. "Death camps?"
"The other thing."
"Pragmatism and idealism?"
I sigh. "The Crown! I'm going to leave the Crown with you. I need to move around the Labyrinth covertly. I can trust you with it. Keep helping humanity out and building new things."
"Jason." Phoebe blushes. "I told you I'm no good at that stuff."
"Well, I think you're wrong." Before she can react, I pluck the Crown from my head and slap it on hers. "You are now temporarily Queen Phoebe! All hail her highness! How's that sound?"
She doesn't respond.
"Uhh, Phoebe?" I wave my hand in front of her face. Only now do I notice the blank expression in her eyes. "Phoebe? Phoebe?!"
Phoebe slumps forward. I catch her. "Aaaahhnnn!!!" She howls in pain, and I suddenly remember my first experience with the Crown. The overwhelming information. The mental agony.
A moment later, she stiffens in my grasp and shakes her head. "Aoouuu... Jason... Jason, it hurts. My head hurts."
"God, I'm sorry. That was thoughtless of me." I rub her scalp gently, but already she's standing up straight again. "Are you better?"
Phoebe nods, and a tear rolls down her face. "You... jerk. I can't believe you. I need a nap now. My brain hurts."
"Sorry. It is pretty overwhelming the first time. You'll get used to it. Probably."
After a few moments, Phoebe blinks hard and waves her hand in front of her face. "Goodness! What is- what is that?! Can you see that?"
"Is it a holographic map of the Labyrinth?"
Phoebe shakes her head violently. "No, no!! It's a map of the-" She pauses, realizing what I said. "Oh, well, yes, I suppose you're right. Is this what you see all the time?"
"You can make it go away. Think really hard about disabling it, and it will vanish."
Neil, Kar, and the two Scythers stare at us silently while I guide Phoebe through the baby steps of using the Crown. Blinker hovers over and lands on my shoulder. "Soooo what's with the Crown? Is it magical or somethin'?"
I nod and explain it to her. The other four listen intently. It occurs to me that I kept its properties secret for a reason, and now these unknown Scythers know about its existence. Damn. The cat's out of the bag. Maybe I should try erasing their memories...
Several minutes later, Phoebe's eyes rove all around as she examines what is likely a series of images relating to chairs. "Wow! So many of them! I've never done wood-work a day in my life, and I feel as though I could become a professional carpenter by daybreak!"
"Imagine how much easier it is with Wordsmithing," I casually remark. "Do you understand now? You can help out humanity in my stead while I leave."
Phoebe pauses. I can immediately tell the heightened intelligence and memory retention the Crown gives is doing its work. "Hey... you didn't know Roland's planet was gone before, yet you must have already been thinking about leaving. What's the big idea?"
"I wanted to go treasure hunting for a while. I can't leave on a dime, though, so ensuring humanity had the Crown would mean you guys weren't defenseless."
"Hmm." Phoebe squints at me, second-guessing my motivations, but doesn't press further. "If you say so, Jason. Oh, also, you should leave Hoarhiim's orb with me."
I glance down at his shining orb in my belt pocket. "Huh? Why?"
"Well, in the darkness of the Labyrinth, you'll draw a lot of attention to yourself. You don't need light anyway, do you?"
"No. Fair point." I reach into my belt and tentatively hand the glowing orb over to her. "Keep him safe... okay? He's a good friend. Even if he is giving me the silent treatment."
"Of course."
Phoebe takes the orb from me, and a feeling of trepidation fills the air. Neil harumphs. "Ahhh, well, this is very sudden! I didn't expect you to leave out of the blue!"
"An occasional change of scenery is a good idea," I say. "Anyway, with the new weapons, turrets, and replicator, you guys can defend yourselves and advance without my presence. When I return, I plan to build a much bigger and better replicator system."
Kar punches his fist. "Damn straight! With several Dukes down, the demons won't know what hit 'em!"
"Strike while the iron is hot," I laugh.
Everyone shares a moment together, but Blinker tugs on my shirt collar and whispers, "Make sure you kiss your girl. She'll miss you TONS while you're gone!"
"Good idea," I whisper, patting the tiny woman on her head. The fairy giggles and flutters away, landing on Kar's shoulder.
Before I leave, I pull Phoebe aside and sweep her off her feet. "A little fairy told me I should."
"Oh, you."
Next Part submitted by I've created this halloween adventure as a one-shot, but it contains adventure hooks so you can slot it into your current game if you wish. This is the first thing I've written for DnD and I just started DMing this year, so constructive criticism would be very welcome.
Link to the Google Doc.
For: 3-5 level 3 characters
Time: 3-5 hours
Synopsis
The village of Eagle Peak is home to a big secret. A year ago a mob of villagers killed the baroness and her entire family, except for the youngest son. The son, now a mercenary, has come home. In a fit of rage he summoned a devil and promised it his soul in exchange for revenge. He soon came to regret this. The villagers are at the same time looking for help in ridding themselves of the monster who haunts them.
Themes
This is a world with grey and black morality. There is no “right” way to handle the situation and the players have to make their own choices. When it comes to tone it’s best played as a thriller with elements of investigation and combat.
Adventure hook
- The adventurers could arrive in the village to have a funeral for someone close to them. They could have brought an urn with the person's remains or Gjal could have sent them a letter inviting them to the funeral. Gjal will in that case be a sibling to the deceased person.
- Alternatively Gjal could be a sibling of one of the player characters who have sent them letters requesting help to solve the trouble the village is in.
As a one-shot
If you play the adventure as a one-shot the characters are part of a mercenary company that’s been together for at least a year. Their leader, Gjal’s sister Fewain, has just died and been cremated. Her will states that she would like to have her ashes spread out over the mountainside, close to her family home. A letter has been sent in advance and the village has already gathered, including Gjal and Ingelram. Here you could have all the character’s say a few words about their deceased leader. Have them decide:
- Who leads the ceremony?
- Who’s holding the urn with ashes?
- Who takes on the role to comfort others?
Background
The Silverfire family have come upon hard times with the baroness racking up gambling debt. A year ago, they increased the taxation of the village, who already lived on meager means. When a mob of villagers approach the family to beg for tax relief the baroness laughed in their faces. Someone threw a stone and the baron pulled a sword. This lead to a scuffle and all three family members ended up dead, including the rather well liked heir of the family. To make it look like an accident, the villagers burned down the eastern wing of the manor and threw the bodies into the fire. They later looted the manor and ran the few servants left out of the village. The ghosts of the family now haunt the house not being able to rest until their bones are buried in the family crypt.
The family’s mastiffs and a messenger crows feasted on the corpses of their former masters and were cursed to be forever starving. No meat will ever satisfy them, and they will retch up whatever is given them.
After getting a letter from his beloved Gjal, Cyprian the youngest and sole surviving child of the Silverfire family have returned home. After learning of what happened to his family, he decided to use a scroll of Infernal calling taken from a defeated warlock. He summoned the devil Malkuut and made a pact to avenge his family in exchange for his soul. Soon after, Cyprian regretted his deal with the devil and is now looking for a way out. Malkuut has so far killed three people. The latest victim was Vela, the village elder’s daughter.
Cast
- Cyprian (Knight MM)- Second child in the impoverished Silverfire family. He took up work as a mercenary to try to pay off the family’s debt. His ultimate goal was to be able to settle down with the love of his life, Gjal. Cocky but regretful of what he has done. Has started to drink heavily. Dresses in the sturdy clothes of a hedge knight.
- Gjal (Druid MM) - A dreamer who in his youth had thoughts of going out into the world but have instead taken over the family trade as village herbalist. Have promised to marry Cyprian after he came back from his mercenary career. Have kept in contact with Cyprian via letters. He wears simple clothes and live a simple life.
- Ingelram (Priest MM) - The village elder and priestess to Ilmater, the god of endurance and suffering. Lead the mob of villagers who confronted the baroness. She regrets what happened. Her oldest daughter Vela is the latest victim of the devil, Malkuut. She wears a hair-shirt with the back covered in dried blood from self-flagellation, and the traditional red cord of Ilmater around her hands.
- Malkuut (Malmkuut) - Clerc of the infernal court in Phlegethos. Have been summoned by Cyprian to avenge the Silverfire family in exchange for his soul. Malkuut is proud, and arrogant. The devil never lies but doesn’t necessarily tell the whole truth without a trade of some sort. Intends to stick to the contract. Spends most days and nights in the shape of a black cat, when not out hunting for Silverbrand’s killers.
General notes
- If the players dally in the village for too long the devil will claim another victim during the night. The body will be left close to the village. They can then track it’s footsteps first to the crossroad then further on to the manor.
- The devil can be encountered at any time when they visit the manor but will only fight them to defend itself or after they talk to Cyprian and decide to save the villagers.
Village
“Late in the afternoon you make your way to Eagle Peak. You walk through the small mountain village situated just outside of Cormyr’s northwestern border. Eagle Peak is located on a mountainside, just above a lake created after the opencast silver mine got flooded half a century ago. You know that the village was famous for its eagles who roosted among the peaks, but the roosts were raided to often and you don’t see anything besides crows circling in the sky. Nowadays it’s mostly known as a stop for caravans on their way from or to the Sword Coast” On their way to Gjals home they will pass a small tavern, mostly aimed at caravans passing through. Many of the houses are run down since the inhabitants have moved on after the mine dried up. The houses still inhabited are humble constructions, built tall but narrow to fit the ledges of the mountainside. The lower floors are made of stone, while the upper stories are made of painted wood.
Shepards can be seen herding goats through the village, and out on the lake fishermen are hunting with trained cormorants from small boats. Some plots of land are farmed along the less steep parts, but the soil is lean and only the hardiest crops survive.
The villagers will not be out in darkness as previous victims have been taken during the night. Both farmers and shepherds will hurry home to get inside before nightfall. If they visit any of the other houses they can find odd items taken from the manor. In one there might be an expensive carpet, and in another silver cutlery, way to nice for an ordinary pesant.
Gjal’s house
“Gjal’s house can be found outside on the outskirts of the village. You walk up to the top of a steep cliff looking out over the lake. It almost gives you a sense of vertigo. From here you can see the road snaking along to a crossroad. One part continues towards the coast and the other towards Silverfire manor, the noble estate in the region. The first thing that hits are the smells. Around the house is a small herb garden with a great variety of medicinal plants. Around the back is a small duck pond. In the garden you can see an old training dummy, now used as a scarecrow. It’s full of old wounds caringly stitched back together. On its head it has a bucket for a helmet and in it’s hand a broken shovel for a weapon.” The dummy was used was once used by Gjal when he still had dreams of becoming an adventurer. He now lives on the tales of adventure told by Cyprian. Gjal greets them warmly when they arrive. With him he has Ingelram, the village elder. Now is a good time to perform the funeral or have a heartwarming reunion depending on which adventure hook you choose. Regardless Gjal will later invite them all into his house for a rest and a hot meal.
“When stepping into the creaky house you are met by more smells, even more potent than outside. A myriad of different herbs hangs from the rafters to dry. It looks like Gjal was in the middle of preparing some kind of remedy as a mortar and pestle stands on a counter. The place is otherwise quite cramped and a couple of you will have to make do with sitting on a chest to fit around the table” After making sure they are comfortable Gjal goes out back to slaughter one of the ducks and prepare a duck blood soup. While by no means luxurious, they get the feeling that the meal is lavich for someone of meager means like Gjal.
While alone with Ingelram, she pleads to them for help. She tells them how two people have already been killed, and how her oldest daughter went missing last night. The victims have been found with burns and big claw marks. Some of the livestock have also been found with similar but smaller marks. Her daughter was last seen yesterday down by the crossroads herding goats just before dark. The villagers are too afraid to go out looking for her. If they can stop whatever kills them, she offers them a couple of big silver candlesticks, worth approximately 300 GP, with the promise of more if no one else gets hurt.
During dinner Gjal tells them how the troubles started a year ago after the Silverfire family died in a fire. Now no one dares go close to the manor. Even the animals avoid it. If asked Gjal admits that he’s been in contact with Cyprian and have told him that the rest of his family is dead.
- Guilt - On a success with Wisdom (Insight) against Ingrams Charisma (Deception) they can tell that she is not telling the entire truth. She’s feeling guilty about something. What she is hiding is that those killed were part of the mob that caused the Silverfires to die, and that the silver is taken from the Silverfire manor. She feels tremendous guilt over this even though she herself did not raise a hand against them. If asked and if they succeed on a DC 10 Charisma (Persuasion) check, she will admit to what the villagers did, but still plead for them to save the village.
- Love letter - With a successful DC 12 Intelligence (Investigation) check they notice a half written letter on one of the side tables. It’s written in common and addressed to Cyprian Silverfire. In it Gjal expresses regret of not telling Cyprian about the death of his family earlier and proclaims his love for him.
- Bloody shirt - With a successful DC 12 Wisdom (Perception) check they notice how the back of Ingelram’s hair shirt is caked with dried blood. With a successful DC 12 Intelligence (Religion) check, they know that self flagellation is sometimes used by priests of Ilmater as a penance for sins committed.
- Candlesticks - If they inspect the candlesticks and succeed with a DC 12 Intelligence (History) check they recognise that Silverfire’s crest, a silver oak surrounded by fire, is stamped on the bottom.
Crossroads
“You can feel that the road beneath your feet is well traveled, as the ruts from wagon wheels run deep. However you can see how the vegetation has started to reclaim some of it, a sign of less traffic in the last few weeks. You hear the sharp screeching of crows in the distance. Further up an old stone bridge crosses a small brook that runs alongside the road towards the fork.” - Murder of crows - With a successful DC 15 Wisdom (Animal Handling) check they can hear how the crows are fighting over something, but something in their crows sounds off. If anyone speaks infernal they can hear swearing mixed in with regular cawing.
- Blood in the water - With a successful DC 12 Wisdom (Perception) check they notice streaks of red in the water. If inspected closer they can see what looks like blood trickling in from upstream.
“Further up you see the road split. One road goes off towards the Sword coast, the other climbs a hill up towards Silverfire manor. In the fork stands a big oak looming over the road and you as you get closer. Stuck to it are old and weathered signposts indicating directions and distances to far off important cities. The tree is full of crows that go silent and looks almost suspiciously at you as you approach. From a branch you see how a mangled corpse hangs from a rope.” Even through the crows seem to have been feasting they can identify the body as that of a young woman, Ingelram’s daughter Vela. She is dressed in torn clothing of typical of a shepherd. Carved into the body is the word “guilty”. It swings slowly in the wind while blood runs down her leg dripping into the brock below. A quick search won’t reveal much except a sling and a few stones.
- The crows - With a successful DC 12 Wisdom (Perception) they can see how the crow's eyes give off a red glow, like embers from a fire. They can also hear them mimicking the words “No, please! We didn’t mean to.”
- Burn marks - Taking the body down and examining it will reveal claw and burn marks. A successful DC 12 medicine can determine that the claws are sharper and spaced wider apart than that of any animal in the nearby region.
- The ring - If they succeed with a DC 12 Intelligence (Investigation) check they find a gold ring (worth approximately 40 gp) tucked away at the bottom of the sling bag. It looks to be of a quality way above the status of a village peasant. The inside have an inscription with the words “Till death do us part”.
Graveyard
“Behind the tree you see an old graveyard stretching out. It’s surrounded by a stone wall reaching to about your waist. It has collapsed in places. Some of the tombstones and statues are new, but most are old, sunken down and covered in lichen. There is a faint smell of decay emanating from the mat of leaves on the ground. One grave stands out from the others, a daunting mausoleum adorned with a crest portraying a silver oak surrounded by fire.” DC 12 Intelligence (History) they can recognize the crest adorning the tomb as that of Silverfire. Soon they will be approached by a whimpering dog. It’s big, very thin and shaggy, but it looks to be of a good breed. If the try to touch her she will growl, and if pressed, she will attack unless they succeed on a DC 15 Wisdom (Animal Handling) check. If they try to feed her, she will eat it greedily but throw it all up again together with a black acid ichor and what looks like pieces of burnt flesh. With a success with Wisdom (Perception) against the dogs Dexterity (Stealth) they can hear the rest of the pack creeping up on them (PC’s+1 in total) otherwise the dogs will have a surprise round when attacking.
If it gets to a fight, the cursed dogs (Wolf MM) will try to fight at least two against one using their pack tactics. The crows (Swarm of ravens MM) will swoop down from the tree and go after the groups mages or archers to keep them occupied. The graveyard is full of statues that together with the tree can be climbed to get away from the dogs. If reduced to half strength the dogs and crows will try to escape to the mansion. With their last breath the dogs will retch up a torrent of black ichor acid and chunks of burnt flesh. A successful check against DC 12 Intelligence (Medicine) helps identify some of the pieces as bones and nails from a human. A successful DC 15 Intelligence (Investigation) check reveals a small piece of burnt silk among the chunks and ichor.
Crypt
“The mausoleum looks to be several hundred years old. Moss dripping with moisture is growing on the steps and roof on the shaded side of the structure. The door is slightly ajar and you can hear water dripping against stone echoing inside and a set of stairs leading down. Cold air is radiating out from below and you can feel the hair on exposed skin raising. You can see the faces of grinning gargoyles watching over anyone wanting to enter the tomb.” At the bottom of the stairs stands a statue of a stern man with prominent sideburns. He’s holding a sword in one skeletal hand and a scale in the other. At the foot of the statue there is a single spent candle. The candle was left by Cyprian when he came to pay his respects at the family tomb. Priests have cast the spell Hallow on the crypt with the effect of everlasting rest. Dead bodies interred in the crypt can't be turned into undead. If the remains of the dead Silverfire family members are brought here, they will be able to rest in peace. Before disappearing passing on the ghost will show them the secret alcove.
- The door - With a successful check against DC 12 Intelligence (Nature) or DC 14 Wisdom (Perception) they see how there’s moss missing from where it should be growing in front of the door. It looks like it has been cleaned away recently.
- Footprints - With a success on a check against DC 12 Wisdom (Perception) they find a pair of muddy footprints going down the stairs, and the same pair going back up again. The trail leads to Cyprian's family’s part of the crypt. With a success against DC 15 Intelligence (Investigation) they can see that person wore plate sabatons and that they left scratch marks in the stome from when they kneeled down by Kelemvor’s statue.
- Kelemvor’s statue - With a successful DC 12 Intelligence (Religion) check they recognize the statue as a depiction of Kelemvor, lord of the dead. With a success against DC 15 they can see the components from a hallow spell in the bowl’s of the scale. There is dust from incense and herbs and a faint lingering smell.
- Secret alcove - With a successful check against DC 20 Intelligence (Investigation) or if shown by the ghost they will find a small alcove behind Kelemvor’s statue, which can be moved. It’s filled with level appropriate treasure.
“Below it is cold, damp and very quiet, except for the sound of the dripping water. Every breath you take emanates steam. The crypt is divided into small rooms holding generations of the Silvefire family in stone caskets. It looks like it has been expanded in stages during the years. Each casket lid is engraved with the likeness of a person lying serenely with their arms crossed. In one room they can see that four casket lids are leaning against the walls and that the engraved portraits are missing their faces. There are four empty caskets matching the lids.” The caskets without lids were meant for Cyprian’s family and himself. There faces are uncarved because that was meant to be done after they died, but with Cyprian gone and nobody else around it never got done. This also meant that their bodies were never entombed. If they succeed on a check against DC 12 Intelligence (Investigation) or if they just look inside they can see that there is dust inside the caskets indicating that no one have been laying in them.
If they start to open up the closed caskets and taking the contents they will find old fine clothes and jewelry worth approximately 500 gp. Anyone who leaves the crypt and has any jewelry in their possession will cursed, the character has disadvantage on ability checks and saving throws made with Wisdom. The curse can be lifted by passing it on to someone else, returning it to the crypt, or casting remove curse.
Silverfire manor
The manor is situated a few miles from the village. One of the paths running from the crossroad leads up all the way to the gate. The road has not been used in quite some time as the family is now dead.
“As you emerge through the woods you come to the foot of a hill. You see the manor on top of the hill you looking down on you and the village. Nature has slowly started to reclaim the mansion. Even though the rutts in the road are wide and deep, weeds are now sprouting from the cracked soil. Further on you can see the iron gate swinging, clanging as it swings open and shut time and time again. On top of it you see the Silverfire’s crest. Surrounding the house is a brick wall, twice your height. It’s covered in poison ivy fighting to get a grip among the cracks in the mortar. Through the gate you see the house, it’s constructed out of wood and white plastered brick with a tiled roof. The windows on the upper floor have beautiful stained glass windows presumably portraying heroic scenes from the family's once glorious past. The eastern wing has collapsed after a fire. From one of the rooms on the western wings top floor you can see the flickering glow of a single candle.” They can see more of the red eyed crows sitting on top of the gate and spread out across the roof of the manor and stable buildings.
Ghosts
The Silverfire family haunt the mansion as poltergeists (Specter variant MM). Unless the PCs disrespect the family the won’t try to hurt the PCs. If any of the villagers are with them they will attack them. They will reenact scenes from their life or their murder and guide them to their bones in the burnt wing. Feel free to use various ghostly effects.
- Disembodied voices
- Slamming doors and window shutters
- Object moving or floating
- Turning up the heat in a room to almost unbearable levels
- Going through a door might lead to another place in the house
Courtyard
“To your left you see a kennel, and to your right a stable. From the stable you hear the high pitched whinny of a frightened horse. In front of the house is a garden, it must have been impressive in its hay day, but it looks like it’s been neglected for years. The fountain is filled with leaves from the surrounding fruit trees. The sweet putrid smell of overripe fruit permeates the air. Rotten plums and oranges hangs from tree branches and covers the ground underneath. Neither people or animals dare to come close to the manor. Spread out through the garden they can see several toppled over statues with stiff smiles on their faces.” They can also see a black cat lazily licking its fur while observing them. The cat is the shapeshifted devil Malkuut. As harming or killing the group isn’t part of it’s deal with Cyprian it will simply watch them for now. If it thinks it’s not observed it will occasionally mutter to itself in infernal.
Kennel
If still alive, the dogs will be in the kennel, a small wooden building with a fence around it. There is a broke up hole in the fence. It’s clear to see bite marks from the dogs on the inside of the planks in the fence.
The dog’s will try to avoid the PC’s and will flee if confronted. If the players succeed with a DC 12 check against Intelligence (Animal Handling) they can see how the dogs are showing signs of great fear, but that it’s not directed towards the PC’s, but the cat. The kennel is full of foul smelling excrement.
Stable
The stable has a wide double door that’s closed but not locked. It’s a big but simply constructed building made from thick wooden planks.
“There’s room for half a dozen horses in the building but there’s only a single one stabled in one of the boxes. The others are empty and you can smell moldy hay and old horse droppings. You can see the panic in the big warhorse’s eyes and as it strains against the pull of the rope it’s tied up with. Otherwise it looks like it has been well cared for. She’s been brushed and given fresh hay to eat. By your feet you see some adventuring gear scattered around.” If they look through the adventuring gear they will find the contents of an Explorer’s pack, bit and bridle, a military saddle and a curious looking book sleeve. The book belonging to the sleeve can be found in the manors dining room.
“A leather book sleeve sticks out from the rest. It has infernal looking lettering reading “On the matter of devils” and a pentagram carved into the red leather. It looks like it has been discarded in haste, with no book in sight.” To approach the horse without getting kicked (+6 to hit, reach 5 ft., one target. Hit: (2d6 + 4) bludgeoning damage) they need to succeed on a DC 12 check against Wisdom (Animal Handling).
Manor house
They can go through the burnt wing but the floor is hazardous and it might collapse down on them. If you break the windows you can go through them. The ornate 10 ft. wide front door is trapped. A net filled with furniture is suspended from the ceiling and tied to the railing on the second story. The trap is sprung by opening the door. If sprung, they will hear a creak and a whoosh as the net swings down, blowing out the door and hitting everyone standing behind it. If they don’t succeed on a DC 15 Dexterity-save they take 11 (2d10) bludgeoning damage, are pushed 10 feet backwards and knocked prone. If they examine the door and succeed on a check against DC 12 Intelligence (Investigation) they can determine how the traps work. If they look through one of the broken windows give them the information from the entrance hall. Disarming it requires a success against DC 10 Dexterity (Sleight of hand) and is done by loosening the rope going up to the net or just opening the door and getting out of the way.
Entrance hall
“You get the feeling that the entrance is supposed to display opulence, and that might have been the impression people got before the manor was thoroughly looted. Draperies are pulled down from the walls and pots formerly containing beautiful flowers now lie broken on the floor with its contents withered. A big staircase leads up to the second floor. Prominently displayed in front of you is a painting of the Silverfire family. The family looks proud, standing in the once beautiful manor garden. Someone has taken a knife to it and carved the word “Tyrants” into the wall below it.” Here you can have the group encounter the black cat again. It warns them, not to pry, as it would be dangerous. Malkuut does not want to involve the PC’s if possible. It will follow them at a distance throughout the manor.
Burnt wing
“The floor is almost entirely burnt through and creaks ominously when you step on it. Many of the bricks in the walls have cracked from the intense flames. It’s almost as if you can still feel the heat from the fire that must have raged here. Further on you can see a pile of bones, together with a skull, half buried in the rubble.” If they go inside and get close to the bones they can hear faint crying, whispers for help, and begging of “no, don’t do it”. The first time they try to touch one of the skulls it rolls away from them a short distance stopping when it bumps into some of the other bones. On the skull a text reads
“May you who did them wrong find no joy, and those who defiled their bodies find no food to satiate their hunger.”. Terrain in the wing counts as difficult and parts of it might collapse. If they disrespect the bodies or move to fast the roof will collapse. All creatures within the collapsed area needs to succeed on a DC 12 Dexterity-save taking 11 (2d10) bludgeoning damage and becomes restrained on a failed save, or half as much damage on a successful one. To end the restrained condition, they need to spend an action and succeed on a DC12 Strength-save.
- Finding the bones - If they succeed on a DC 12 check against Intelligence (Investigation) they find all three skulls and most of the bones. The bodies are almost entirely decomposed.
- Cause of death - If they succeed with a DC 12 check against Wisdom (Medicine) they can determine that the three persons were subject to blunt force trauma and severe burn damage. With a success against DC 15 they can see that the fire damage were done posthumously as well as the bite marks.
Dining room
“You smell sulfur lingering in the air, mixed in with a scent of sour wine. The smell of dark deeds and loneliness. The dining room is almost empty, except for a small table with a single wooden spoon and bowl. JUst by the table is a large gilded throne. It looks like it has been dragged across the floor. In the fireplace is a pot with a simple stew and they can find a couple of half finished wine bottles. In the middle of the floor is a big chalk summoning circle with black candles in every corner. The floor underneath is scorched. The outer ring of powdered is made of powdered silver but you can see how its been broken in one place. Just outside you find a book with an ominous black cover. You also see a small bowl filled with crusted blood, a knife and a quill.” The book was written by Kalifatos Magnolion, its title is “On the matter of devils”, and it contains a ritual on summoning devils*.* Cyprian were part of the mercenary force sent out to kill this powerful warlock. They failed but were successful in driving away Magnoleon. Cyprian later took the book as loot, intending to sell it at a later date. With a success against DC 12 Intelligence (Arcane) they have heard of the Magnolion and with a success against DC 15 they know that a mercenary crew drove the Warlock of.
Kitchen
“Instead of the pleasant smell of freshly cooked food this kitchen smells of mold and soured wine. A big wine barrel has been mashed and the ground is still sticky with gallons of red wine that’s flooded the floor. The utensils on the walls are rusted from the rain coming through the broken windows.” All the old food has molded or rotted away. In the pantry they can find moldy flour mixed with rat droppings. If they succeed on a DC 12 check against Intelligence (Investigation or Cooking utensils) they will find a sack lacking the grime that otherwise permeates the kitchen. The waxed leather sack is filled with one weeks rations consisting of root vegetables, hard tack and dried meat, a food typical for a soldier in the field.
2 floor hallway
“In front of you there are several doors along the wide hallway of the second floor. The walls are decorated with beautifully stained glass windows and decorative tapestries. Prominently displayed is a macabre painting. It portrays the Silverfire family in a grotesque state. Everyone except their youngest member looks to be dead. Their skulls bashed in and their bodies burnt. The manor garden surrounding them looks like it’s rotting. Standing behind the unharmed child is a huge devil with a hand on his shoulder.” Master bedroom
“You step on the shards of a broken mirror as you walk in. The master bedroom looks like it once has been intimate and beautiful, but have now been thoroughly turned upside down. Furniture have been toppled and bedding silks have been ripped apart together with several sets of fine clothes.“ Even though most of the clothes are ripped they can find one intact set of fine clothes. If they succeed on a DC 15 Intelligence (Investigation) check they can also find a small box of jewelry hidden under the bed. The content is worth 75 gp.
Heirs bedroom
“The door to the spartanly furnished room stands ajar and inside you see a big bookshelves, a bed, and a stand with a couple of carved walking canes in it. The nightstand is made of books piled on each other holding more books on top.” The room belonged to the heir of the family. She was crippled after an accident in her youth. After that she was limited to living out her dreams of traveling the world in book form. If they look through the books they can find the following.
Cyprians bedroom
If they triggered the trap or made any loud noise on their way through the mansion, Cyprian will be waiting for them. He’s sitting on a chair facing the window. If not, he will be sleeping on a bed roll instead of the lavishly decorated bed beside it. Make stealth Dexterity (Stealth) roll against his Wisdom (Perception) to approach him unnoticed. He has disadvantage on the roll if he’s asleep.
“You see the light from the single candle fluttering in the half open window. The room is clean except for a broken wine bottle. A stain covers the wall above and you have to step over a red puddle to get into the room. The lavish bed does not look like it’s been used. Instead there is a worn bedroll rolled out beside it. There is a single chair and a writing desk with some papers.” If awake and aware he greets them and tells them that he’s sorry he got them involved in all this. They can smell wine on his breath. He will tell them that he made a deal in a moment of rage after he returned home and found out that the mob of villagers had killed his family. He regrets his deal and that his soul might be forfeit, but also want the guilty villagers to be punished in. If asked, he will direct them to the contract laying on the desk.
With a successful check against DC 12 Charisma (Persuasion) Cyprian can be convinced to confront and fight against the devil.
The deal
The contract is written on the finest vellum in an oily black ink and signed in blood. The penmanship is immaculate as if written by someone with years or even lifetimes of experience.
If the players are smart they might be able to find some loophole in Cyprian's contract with the devil. You as a DM decide on what’s a plausible loophole. The contract can either be fulfilled if all three stipulations are satisfied, both parties agree to annul it or if one or more of the requests are impossible to fulfill.
- Killing those responsible for the death of the Silverfire family: If Cyprian is killed by either the players or Malkuut they are included in this stipulation. The devil will it that case try to kill the PC’s or itself. It can also be argued that the family is not dead as long as Cyprian lives therefore making the contract invalid.
- Returning the fortunes of the Silverfire family to its rightful owner: The contract stipulates that the fortunes should be returned but the family was also in great debt meaning they had no fortune. They could also destroy part of what the villagers looted making it impossible to fulfill.
- Erase Eagle peak from the face of Toril: Could be as simple as erasing the name from a map. Could also be solved by changing the name of the village.
Confronting Malkuut
The devil will try to confront them after they have talked to Cyprian and before they exit the manor. The black cat will start talking in a deep voice.
“I am Malkuut, herald of Fierna and Belial, clerc at in the infernal court in Phlegethos, fourth layer of Balor. I and Cyprian made a deal, and I intend to stick to it. Do not come between me and my task.” The players have the option to fight the devil here, but can also choose to argue the stipulations of the contract. If they find a loophole to make the contract void. Malkuut will attack them out of frustration, stating that if they can’t get Cyprians soul, their lives will have to do.
If a fight breaks out, Malkuut will try to set the house on fire. If they are not eliminated at the crossroads a murder of crows will join the fight on Malkuut’s side. They fly in through any available window, breaking it if necessary.
Large fiend, lawful evil - Armor Class 15 (Natural Armor)
- Hit Points 110
- Speed 30 ft.
STR18 (+4)
DEX12 (+1)
CON18 (+4)
INT14 (+2)
WIS12 (+1)
CHA14 (+2)
- Saving Throws Str +6, Con +6, Wis +3
- Skills Deception +4, Insight +3
- Damage Vulnerabilities radiant, cold
- Damage Resistances poison, acid
- Damage Immunities fire
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Common, Infernal
- Challenge 5 (1,800 XP)
Fire aura. At the start of each of its turns, Malkuut deals 5 (1d10) fire damage to any creature or object within 5 ft..
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Innate Spellcasting. Malkuuts innate Spellcasting Ability is Charisma (spell save DC 13). It can innately cast the following Spells, requiring no material components: 2/day each: Darkness, Hellish Rebuke
Actions
Multiattack. The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: (1d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: (2d6 + 3) piercing damage.
Hurl Flame. Ranged Spell Attack: +7 to hit, reach 150 ft., one target.
Hit: (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Change Shape. Malkuut magically polymorphs into a black house cat, or back into its true form. In cat form it keeps its mental statistics but its physical characteristics changes.
Malkuut’s tactics
If it comes to a fight and Malkuut is still in cat form, it will cast darkness and then transform into its devil form. It will then proceed to attack and hur fire from the cover of darkness. If there is no targets present it will move out of the darkness and go on the hunt while hurling fireballs towards the support columns. If the devil miss with its flame you can rule that the hit the support instead.
Fire and the collapsing building
The support columns have 30 hp and are vulnerable to fire. If it has been hit by fire, it will take 3 (1d6) fire damage each round until it collapses or the fire is put out. If reduced to 0 hp the column and all structures within a 10ft radius collapses. All creatures within the collapsed area needs to succeed on a DC 12 Dexterity-save taking 11 (2d10) bludgeoning damage and becomes restrained on a failed save. To end the restrained condition, they need to spend an action and succeed on a DC12 Strength-save. Once the area is collapsed, the floor of the area is filled with rubble and becomes difficult terrain.
Conclusion
There is no set ending, but if the players have found answers to the choices below it’s time for an epilogue. Take the players choices and weave it into a narrative of what happened to the village, the lovers and the devil.
Killing or siding with Malkuut
- The characters can choose to kill Malkuut. In that case the devil go back to Balor and be back in one years time unless the contract is annulled or fulfilled.
- It’s also plausible that they think Cyprian and the villagers deserves to be punished and let’s it go about its business.
Cyprians fate
- They can choose to kill Cyprian for what he has done. Unless the contract is void, they will be targeted by Malkuut in accordance to the contract.
- Cyprian can be brought to justice. Taking him to a city where he will be judged for consorting with devils and killing the villagers. The same will happen if they hand him over to the village.
- If they let him go free he will leave the village to travel far away never to be seen near the village again.
Fate of the village
- Let the devil do it’s work and the killings will stop after the last person dies. The village will be depopulated as people move away in fear.
- If the devil is killed but the contract is still valid, Malkuut will be back in one years time to continue claiming victims.
- Stop the killings and tell the authorities. The villagers will beg them to be spared. Another noble will take the Silverfire’s place and start with a public execution of several villagers to set an example.
- Stop the killings and keep quiet. The village will slowly go back to normal but no one will forget the village shameful secret.
Burying the bones
- If they bury the bones of the Silverfire family the haunting of the manor will stop and the villagers will dare to approach it again in a few months time. The ghosts will also show the PCs some hidden treasure.
- Without being buried the the haunting will grow stronger and the manor will slowly decay over the years.
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