I’m running Descent into Avernus and I’m looking for some ideas for infernal bargains to tempt my players. I love the idea of getting a player hooked on small doses of power until they’re addicted, but I’m struggling with the carrot to offer, the stick to punish them, the mechanics for running the bargain, and coming up with unique enticements for my six players. In short, I’m struggling with everything. I’m not an experienced DM and my players are all new to the game.
My experience with offering PCs dubious bargains is... they usually won't bite, but sometimes they do, and it's hard to predict when they will. As such, I wouldn't put too much effort or planning into any given temptation -- just throw out lots of bait.
I've had 2 players make bargains with fiends. One for a soul debt
The Wizard made one with Mephistopheles for access to spell components, because access for them was going to be difficult across Avernus, with compound interest in the clause.
The Druid-Barbarian inhabits a small fragment of Zariels rage against Demonkind. 👀
The Paladin is getting pulled in two ways, Tiamat & Bel vying for his service. Tiamat covets what Bahamut has, a new champion to replace her slowly decaying one, and the Paladin was taught Smithing under Bel.
An extra spell slot, at the expanse of one of your Hit Dice as it fiendishly cannibalize your life force to do so.
Slowly replacing them, until you have multiple extra spell slots and 1 Hit Dice coming back after a Long Rest as you become weak and obsessed with power.
I'm not familiar with that module, but if there's room for some world-building of your own, and your players are connecting with the story, then you might also try tempting them with story rewards instead of material gain. Is there a town suffering a drought or disease that could be suddenly ended with some infernal intervention? Does that character want to become a local hero for making it happen?
One fiendish trick might be offering a contract where the character performs a certain number of tasks, in exchange for a series of rewards (one reward after each task). And never mind that the tasks will be determined later... you can decide at any time that you want to end the deal, so that's fair, right? What they don't tell you is that when you stop, you forfeit everything you already received. Plus, if the DM can keep track of it, the demon can make a claim to any secondary gains from the contract as well: if the character was given gold as a reward, and they spent it, then the fiend claims whatever was purchased, plus: "I wonder how that shopkeeper will react when he discovers that you paid him with counterfeit coins." So the fiend can threaten them with worse consequences if they don't fulfill the entire contract.
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I’m running Descent into Avernus and I’m looking for some ideas for infernal bargains to tempt my players. I love the idea of getting a player hooked on small doses of power until they’re addicted, but I’m struggling with the carrot to offer, the stick to punish them, the mechanics for running the bargain, and coming up with unique enticements for my six players. In short, I’m struggling with everything. I’m not an experienced DM and my players are all new to the game.
My experience with offering PCs dubious bargains is... they usually won't bite, but sometimes they do, and it's hard to predict when they will. As such, I wouldn't put too much effort or planning into any given temptation -- just throw out lots of bait.
I've had 2 players make bargains with fiends. One for a soul debt
The Wizard made one with Mephistopheles for access to spell components, because access for them was going to be difficult across Avernus, with compound interest in the clause.
The Druid-Barbarian inhabits a small fragment of Zariels rage against Demonkind. 👀
The Paladin is getting pulled in two ways, Tiamat & Bel vying for his service. Tiamat covets what Bahamut has, a new champion to replace her slowly decaying one, and the Paladin was taught Smithing under Bel.
An extra spell slot, at the expanse of one of your Hit Dice as it fiendishly cannibalize your life force to do so.
Slowly replacing them, until you have multiple extra spell slots and 1 Hit Dice coming back after a Long Rest as you become weak and obsessed with power.
Eventually leading to a death if not saved...
I'm not familiar with that module, but if there's room for some world-building of your own, and your players are connecting with the story, then you might also try tempting them with story rewards instead of material gain. Is there a town suffering a drought or disease that could be suddenly ended with some infernal intervention? Does that character want to become a local hero for making it happen?
One fiendish trick might be offering a contract where the character performs a certain number of tasks, in exchange for a series of rewards (one reward after each task). And never mind that the tasks will be determined later... you can decide at any time that you want to end the deal, so that's fair, right? What they don't tell you is that when you stop, you forfeit everything you already received. Plus, if the DM can keep track of it, the demon can make a claim to any secondary gains from the contract as well: if the character was given gold as a reward, and they spent it, then the fiend claims whatever was purchased, plus: "I wonder how that shopkeeper will react when he discovers that you paid him with counterfeit coins." So the fiend can threaten them with worse consequences if they don't fulfill the entire contract.