Contents
Devil, Metal, Die!
An Adventure for Level 3 Characters
This adventure is designed to fill one or two sessions of play.
If you aren't using the Map of Greyhawkins, it can begin in any tavern before descending into the Nine Hells.
Key Plot Points
This information is key to the adventure's story:
- Plot Point 1. x invites the characters to compete in the Hellfire Games. If they accept, they're transported to the x.
- Plot Point 2. In the Hellfire Dome, the characters face off against devils, demons, and a dragon unlike any other.
- Plot Point 3. Spectators shower the characters with gold throughout the competition. If a character falls in battle, Dardew intercedes and offers them the chance to rise and fight again as part of an infernal pact.
- Plot Point 4. The characters either complete all the challenges or die trying. Any survivors are inducted into the Hellfire Club.
DM Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the "x" and x" sections.
- Step 2. Familiarize yourself with the x and the x.
- Step 3. Familiarize yourself with the creatures in this adventure, which are as follows:
- 1 Barbed Devil
- 1 Bearded Devil
- 5 Cultists of Demogorgon
- Dardew
- 5 Demobats
- 1 Demodragon
- 1 Demogorgon Spawn
- 6 Dretches
- 3 Gnoll Warriors
- 2 Hell Hounds
- 1 Imp Trickster
- 1 Medusa
- Step 4. Familiarize yourself with the Magic Items in this adventure, which are as follows:
Player Assistance
You can simplify the DM's role by having the a player handle tasks typically assigned to the DM. Before play begins, see if a player would like to be the Rules Consultant. That player references the D&D Beyond Basic Rules as needed.
- Monster Wranglers. Whenever the characters encounter Hostile monsters, one or two players can run those monsters using the referenced stat blocks. (If you have two players doing this, they can take turns.)
- Rules Consultant. One player references the D&D Beyond Basic Rules as needed.
[image: Within the Hellfire Dome, x welcomes an audience of roisterous fiends to the Hellfire Games]
Adventure Background
From the fires of the Nine Hells rises the infamous x, a diabolical arena where contestants of ill repute vie for gold and glory. Death, betrayal, and priceless treasures await those who endure the lethal games in the dome, which are spectated by an audience of disorderly fiends.
Contestants must rely on strength and wits to overcome the diabolical gauntlet that awaits them in the dome. The last and greatest of these trials is a showdown with the Demodragon: a wretched, two-headed terror created by Demogorgon, the Prince of Demons. Those who slay the Demodragon depart the Nine Hells as wealthy champions.
Winners are also inducted into the Hellfire Club, an exclusive association of infernal origin respected by devils of every rank. Members of the Hellfire Club have a reputation for being tough, fearless, and above allâtotally metal.
Every six years, the Hellfire Dome opens its doors to non-Fiends, allowing them to compete in a series of infernal challenges. Dardew the Banished, a cambion with aspirations of grandeur, invites the characters to compete in the arena. If victorious, the characters will be crowned members of the legendary Hellfire Club, and Dardew will rise in the fiery ranks. However, if the characters lose, they might forfeit their souls.
Dardew the Banished
This year's master of ceremonies for the Hellfire Games is a music-loving fiend named Dardew the Banished. A lowly cambion, Dardew hopes to ascend the ranks of the Nine Hells through panache and showmanship, impressing powerful devils in the audience with an unforgettable performance. He believes the characters are his ticket to fame.
Deal with the Devil
Few survive the Hellfire Dome in one piece, but those who make deals with devils have a better chance at making it out alive. Early deaths among contestants can make for an underwhelming display, and Dardew can't afford for this year's Hellfire Games to disappoint.
To give the characters an edge in the arena, Dardew has arranged a special contract to keep them fighting beyond the brink of death. Still, no fiend can resist corrupting a mortal soul, especially one that belongs to a good-hearted adventurer. The characters would be wise to consider the contract's fine print before they sign.
Infernal Contract
Whenever a character drops to 0 Hit Points in the x, x extends an infernal contract to that character. This event takes place outside the Initiative order, which resumes after the character accepts or declines Dardew's offer.
Read or paraphrase the following text:
Show that player the x and ask them if their character agrees to the following terms:
- Defying Death. When you drop to 0 Hit Points while in the Hellfire Domeâincluding when you are first offered this contractâyou can roll any number of d6s (minimum of 3d6) and regain a number of Hit Points equal to the roll's total (no action required). If you roll a 6 on three or more of these dice, you also forfeit your soul and can't benefit from the contract in this way again.
- Forfeiting Your Soul. If you forfeit your soul, it becomes the property of Dardew the Banished on your death.
- Voiding the Contract. As a Magic action, Dardew or an archdevil can void this contract, returning any forfeited souls to their previous owners. Destroying the contract or its arbiter doesn't void the agreement.
If the character accepts these terms, they sign the contract. Dardew then collects the contract and vanishes in a cloud of brimstone. Dardew reappears to offer the same contract to any character who drops to 0 Hit Points while in the Hellfire Dome, even if the character previously rejected the contract.
Beginning the Adventure
When the players are ready to begin the adventure, read or paraphrase the following text:
x has come to recruit the characters for the Hellfire Games. He is Indifferent toward the partyâbut still charmingâand shares the following information about the competition:
- Hellfire Games. The Hellfire Games are a sexennial competition in which contestants battle for prestige, treasure, and induction into the exclusive Hellfire Club.
- Hellfire Club. The Hellfire Club is an invite-only club whose members include epic heroes, high-ranking devils, and figures of legend.
x. The games are held in the Hellfire Dome, an arena far from Greyhawkins; Dardew is this year's host and can take the characters there.
If the characters ask about the risk, Dardew explains that while the Hellfire Games are dangerous, the characters have nothing to worry about. He has prepared a special contract to help the characters cheat death (see "x"), though he doesn't delve into specifics.
Accepting the Invitation
If the characters accept Dardew's invitation, he magically transports them to the Hellfire Dome. Read or paraphrase the following text:
The characters begin the games in x of the Hellfire Dome.
Declining the Invitation
If the characters decline, read or paraphrase:
At your discretion, Dardew might return later to reissue his invitation, perhaps offering an important insight or piece of information in return for the characters' participation.
Hellfire Dome
Devils prize competition, treachery, and power, so they created the Hellfire Dome, a gauntlet of deadly scenarios designed to feature all three. These challenges take place in a volcanic pit on Avernus, the first layer of the Nine Hells. Just outside the arid dome lies an endless wasteland razed in the Blood War, an eternal conflict between devils and demons.
The Hellfire Dome is a multistory arena hewn from obsidian. A massive dome forged from infernal steel covers the arena, shielding it from meteors that fall from Avernus's skies. Beneath the dome, an infernal steel cage prevents contestants from escaping.
Thousands of devils gather to watch the Hellfire Games. These rowdy onlookers sometimes cast coins into the pit, showering contenders with gold. Unpopular contestants occasionally receive a ball of flame hurled by a disgruntled fiend.
Refer to the x and note that the players begin in the center of x. Don't reveal the rest of the map's contents yet, as it is not not initially visible to the characters.
Hellfire Dome Features
The Hellfire Dome has the following features:
- Ambiance. The arena is dry and oppressively hot, and it reeks of blood and brimstone. The audience roars with cheers and howls.
- Ceilings. Aside from the dome over the arena, the Hellfire Dome has no ceilings. An indestructible cage 60 feet above the pit separates contestants from the audience.
- Lighting. Unless otherwise specified, areas in the dome are in Bright Light.
- Portals. Each of the lettered portals on Hellfire Dome map is a gateway of harmless fire linked to another area in the arena. A creature that enters a portal emerges within 5 feet of the portal with the matching letter on Hellfire Dome map or in the nearest unoccupied space.
Dungeon Locations
The following locations are keyed to the Hellfire Dome map. The map also shows the locations of characters and monsters in the tunnels.
H1: Hellfire Arena
The five Demobats fight to the death. Whenever the characters vanquish a Demobat, the audience rewards them (see "Treasure" below). Once the characters defeat the bats, five blazing portals appear along the arena's walls.
Dardew then floats down and congratulates the characters on completing their first challenge. He informs them that only after they have completed at least two more challenges can they proceed through the east portal to their final test (x). Dardew doesn't reveal what lies beyond any of the portals.
- Portals. Five portals in the arena lead to the following locations:
- Portal A. Portal A leads to x.
- Portal B. Portal B leads to x.
- Portal C. Portal C leads to x. The portal doesn't function until the characters have completed challenges in at least two other areas.
- Portal D. Portal D leads to x.
- Portal E. Portal E leads to x.
Each portal initially functions as a one-way door, preventing reentry until the characters have completed the challenge in the destination area.
Treasure
Each time a character kills a Demobat, the audience throws 50 GP into this area.
[image: Dardew amuses a cultist of Demogorgon during a trivia round of Fiend Feud]
H2: Fiend Feud
This challenge is called Fiend Feud, a trivia game of brains and bloodshed where two teams compete for fame, fortuneâand their lives. The opposing team consists of five Cultists of Demogorgon who are Hostile toward the characters. Dardew acts as host.
Once the characters take their places behind the podium, the game begins.
- Playing Fiend Feud. Fiend Feud is a trivia game with three rounds and a mostly arbitrary points system. The game's rules are as follows:
- Trivia Questions. Each round, Dardew asks the characters one question from the Fiend Feud Questions table, rerolling duplicates. These questions test player knowledge as much as character knowledge. The player characters are allowed to briefly deliberate before giving their response. If they answer the question correctly, their team receives 1 point.
- Chance to Steal. If the characters answer a question incorrectly, the opposing team has a chance answer the question, receiving 1 point if they answer it correctly. The cultists are well-versed in occult lore and answer any such questions correctly, but they know little about anything else and get those questions wrong. The cultists know the answers to questions 1, 4, and 6 in the Fiend Feud Questions table.
- Bonus Round. After three rounds of trivia, both teams can earn bonus points by killing members of the opposing team. Have everyone roll Initiative. For each opposing team member they slay, a team earns 1 point.
The game ends when only one team remains.
Fiend Feud Questions
| 1d6 | Question | Answer |
|---|---|---|
| 1 | What vile lich is missing one eye and one hand? | Vecna |
| 2 | What creatures love brains but loathe zombies? | Mind flayers |
| 3 | Which vampire lord rules over the land of Barovia? | Count Strahd von Zarovich |
| 4 | Which demon lord is the self-styled Prince of Demons? | Demogorgon |
| 5 | Which warrior severed the hand of a famous lich? | Kas |
| 6 | Which archdevil rules over all the Nine Hells? | Asmodeus |
At the DM's discretion, a character can take the Study action to make a DC 15 Intelligence (Arcana or Religion) check to know the answer to a question, learning the correct answer on a successful check.
Treasure
Characters receive treasure as follows:
- Correct Answers. Whenever a character correctly answers a question, the audience throws 10 GP into this area.
- Slaying Cultists. Whenever a character slays a cultist, the audience throws 25 GP into this area.
- Winning the Game. If the characters win Fiend Feud, the audience showers them with 150 GP.
H3: Demonic Incursion
[image: A dretch bursts forth from a demonic well]
- DM Secret!. Don't reveal the Imp Trickster yet. This monster is invisible.
Six Dretches erupt from the well. The Hostile demons fight the characters and the Bearded Devil, which is initially Indifferent toward the party and fights alongside them. Once all six dretches have been slain, the challenge is complete, and the portal to x reopens.
A treacherous Imp Trickster with the Invisible condition watches the battle unfold. The imp loathes the bearded devil and wishes it dead but is Indifferent toward the characters. During the battle, the imp encourages characters to turn on the bearded devil when the last dretch falls.
The Devil You Don't Know
The bearded devil is an overbearing grunt who barks orders at the characters and scolds any who defy its commands. Whenever a character slays a demon, the bearded devil loudly takes credit for the kill.
Treasure
Characters receive treasure as follows:
- Defeating the Bearded Devil. If a character kills the bearded devil, the imp turns visible and gives them 200 GP.
- Defeating Dretches. Each time a character kills a dretch, the audience throws 50 GP into this area.
- Defeating the Imp. If a character kills the Imp Trickster, the bearded devil thanks the characters for eliminating "the spy" and gives them 10 GP.
H4: Sanctuary of Yeenoghu
Three Gnoll Warriors beseech the demon lord Yeenoghu for aid in this sanctuary. They are Hostile toward all other creatures and rush them on sight.
These are the same gnolls from the Dungeon of Shadows (see "The Vanishing Gnome"). They have since died and made their way to the x. If the characters fought them previously, the gnolls recognize them and greet them accordingly:
The gnolls fight to the death (again).
Flail
The spinning flail is embedded in the ground between the gnolls. Each round on Initiative count 10 (losing Initiative ties), the flail's three heads crash to the ground. Each creature within 10 feet of the flail must succeed on a DC 15 Dexterity saving throw or take 3d6 Bludgeoning damage and have the Prone condition. The flail doesn't harm the gnolls.
The flail has AC 18, HP 40, and Immunity to Poison and Psychic damage. If the flail is destroyed, it stops spinning, and the audience roars in jubilation.
Treasure
Characters receive treasure as follows:
- Defeating Gnolls. Each time a character kills a gnoll, the audience throws 100 GP into this area.
- Destroying the Flail. If a character destroys the flail, the audience throws 200 GP into this area.
H5: Infernal Court
The judge is Yudith Duboix, a no-nonsense Medusa. Judge Deboix is Hostile toward the characters, who have just entered their own trial. Two Hell Hounds ferociously obey the judge's commands.
The trial proceeds through arraignment, statements, and sentencing, as detailed in the following sections. The characters can either represent themselves or allow the Imp Trickster, an unlicensed attorney, to provide them with bad-faith representation.
The jury is composed of adventurers petrified by Judge Deboix. If the characters try to fight the court instead, they might be similarly turned to stone, in which case x can amend his contract (see "x" earlier in this adventure) to also remove the Petrified condition.
- Arraignment. After the characters' plea, Judge Duboix summarizes the charges against them, which might include but aren't limited to the following:
- Arson. A character is charged with arson if they've ever set anything on fire, including torches.
- Failure to Appear. A character is charged with failure to appear if their player has ever arrived late to a game session.
- Murder. A character is charged with murder if they've ever slain a creature in combat.
- Thievery. A character is charged with thievery if they've ever stolen property, including gold or items found in a dungeon or taken from the dead.
- Trespassing. A character is charged with trespassing if they've ever entered a location, including a dungeon, without permission.
At your discretion, other offenses might be worthy of a charge in this kangaroo court.
Statements
The characters can confer and give a statement in their defense. A character can try to convince Judge Duboix of the party's innocence and make a DC 15 Charisma (Persuasion) check. On a successful check, Judge Duboix finds the party not guilty and dismisses the characters from the court. On a failed check (or if the characters chose to let the imp represent them), Judge Duboix rules against the party and moves to sentencing.
If the party is found not guilty, the challenge is considered complete, and the portal to x reopens.
[image: Judge Yudith Duboix, a stone-cold medusa judge, demands order in the infernal court]
Sentencing
Judge Duboix's sentencing is harsh and swift. If the party is found guilty, the medusa sentences the characters to 1,000 years in prison. The judge then orders the hell hounds to escort the characters to the infernal prison (x) for detainment. If the characters refuse, the hell hounds leap into battle. Judge Duboix defends itself as necessary but otherwise abstains from combat. If both hounds are slain, Judge Duboix surrenders and overturns the previous verdict.
If the characters comply with sentencing and later return to this area, the courtroom is empty, and the portal to x reopens.
Treasure
Characters receive treasure as follows:
- Defeating Hell Hounds. Each time a character kills a hound, the audience throws 200 GP into this area.
- Defeating Judge Duboix. If Judge Duboix dies, the audience throws 2,000 GP into this area.
- Innocent Verdict. If the party is found innocent, the audience throws 100 GP into this area.
H6: Infernal Prison
The warden of this prison is a masochistic Barbed Devil named Khaos, the Bringer of Pain. Khaos is Hostile toward the characters. When they enter, the devil grunts and points them to the biggest cage (cage 1), attacking any who refuse to enter. Khaos then returns to marching up and down the block.
Khaos enjoys catching escaped prisoners and breaking their spirits and bodies. The devil doesn't confiscate inmates' equipment and pretends not to notice if they try to free themselves or one another. Khaos doesn't pursue runaways beyond this area.
Cages
Khaos wears the key to these six locked cages. As a Utilize action, a character can try to pick a cage's lock using Thieves' Tools, doing so with a successful DC 15 Dexterity (Sleight of Hand) check. The check is made with Disadvantage if the character is trying to pick the lock from inside the cage.
Alternatively, a character can try to goad Khaos into unlocking their cage. As an Influence action, a character can taunt the barbed devil and make a DC 13 Charisma (Performance) check. On a successful check, Khaos unlocks the door, enters the cage, and strikes that character to teach them a lesson.
The cage's contents are as follows:
- Cage 1 contains only a bench chained to the wall.
- Cage 2 contains a Demogorgon Spawn captured on the battlefields of Avernus. The spawn is Hostile toward all other creatures and tries to tear them limb from limb if freed from its cell.
- Cage 3 is empty.
- Cage 4 contains a human Cultist of Demogorgon who warns any who address her that the "Sibilant Beast" will consume them all. The Hostile cultist fights any who enter her cell.
- Cage 5 contains an Imp Trickster playing a harmonica. The imp is Indifferent toward the characters but aids them in combat in this area if freed.
- Cage 6 is empty.
If a character escapes their cage or frees one of the other imprisoned creatures, Khaos brays with malevolent laughter and fights the escapee.
Treasure
Characters receive treasure as follows:
- Defeating Khaos. If a character kills Khaos, the audience throws 2,000 GP into this area.
- Defeating the Demogorgon Spawn. If a character kills the Demogorgon Spawn, the audience throws 150 GP into this area.
H7: Demodragon Lair
x has tilted the odds in the characters' favor. When they enter this area, each character magically gains the benefits of finishing a Short Rest. Then, read or paraphrase the following text:
The final challenge in the Hellfire Games is the Demodragon, an abomination that has slaughtered scores of contestants. The Demodragon is Hostile toward the characters and fights to the death.
- Lava. Rivers of lava flow throughout this area, as shown on the map. A creature that enters the lava for the first time on a turn or starts its turn in the lava takes 6d10 fire damage.
Treasure
The Demodragon's hoard contains the following: an Adamantine Armor (Breastplate), a Spiked Shield, a Potion of Healing, and 2,420 GP.
[image: The Demodragon rouses from its slumber to devour foolhardy contestants]
Conclusion
The Hellfire Games conclude when the characters vanquish the Demodragon or die trying. If the characters defeat the Demodragon, read or paraphrase the following text:
In addition to the treasure they collected in the Hellfire Dome, the characters earn the following rewards for winning the Hellfire Games:
- Hellfire Club Membership. x invites characters to join the Hellfire Club. If they accept his invitation, they each receive a pendant worth 50 GP. The pendant depicts the face of a red devil flanked by a flail and flaming sword.
- Hellfire Hall of Fame. The characters are inducted into the Hellfire Hall of Fame. Their names are recorded forever in the annals of infernal history alongside other legendary heroes and villains.
- Voiding the Infernal Contract. If any character entered into an infernal contract with Dardew (see "x" earlier in this adventure), Dardew voids the contract.
When the characters are ready to leave the Nine Hells, Dardew magically returns them to Greyhawkins. Before he departs, Dardew thanks them for the magnificent performance.