TEXT: THE PERILOUS PACT
  A poor man makes a deal for power and wealth in  
  the world’s greatest roleplaying game.
   A 4-6 HOUR STANDALONE ADVENTURE
  
  By Matt Vaughan
  A 4-6 HOUR STANDALONE ADVENTURE
  THE PERILOUS PACT
  
  1
  A PERILOUS PACT
  Introduction
  Greetings!  Welcome to Waterdeep, where you will 
  uncover a story of deceit.  A struggle for power leads 
  a poor man to make a deal with a devil who seeks to 
  unleash hell into the heart of Waterdeep itself.
   This adventure is designed for a party of three to six 
  3rd to 5th level characters, and is optimised for four 
  4th level characters.  Characters beyond this level range 
  will not find the encounters challenging and would 
  require work in order to update the encounters to be 
  relevant. 
   
  Adjusting this Adventure
  Throughout the adventure there are recommendations 
  for increasing certain challenges in order to create a 
  more diffcult adventure for eeperienced adventurers, or  
  those groups where parties are higher than the recom-
  mended level.  If you are running a party with more 
  players than the recommended group size, it would also 
  be advisable to increase the size of most encounters 
  throughout the adventure in order to present a more 
  enjoyable challenge.
   It is beneficial to plan these adjustments out before 
  running the game.  Throughout the adventure there 
  will be sidebar recommendations provided to adjust the 
  diffculty of certain encounters.  If there is no sidebar  
  then it is not recommended to adjust this particular 
  encounter.
   To know if you should consider adjusting the diffculty  
  of this mission, please consult the table below.  To 
  calculate your average party level, first sum up the 
  level of all characters in the party before dividing by the 
  number of characters (rounding .5 or greater up; .4 or 
  less down).
  Average 
  Party Level
  Number of 
  Adventurers
  Mission Difficulty
  3
  3
  Very Hard
  3
  4-5
  Hard
  3
  6+
  Easy
  4
  3-5
  Recommended
  4
  6+
  Easy
  5
  3-4
  Recommended
  5
  5+
  Easy
   
  Before Play at the Table
  Before you run this adventure, consider the following:
  • Read through the adventure thoroughly, taking notes 
  of aspects you think will interest your players or that 
  you would like to eepand on during the game.  This 
  could be tactics you would like for the NPCs to take 
  during a combat, to social encounters you would like to 
  eepand on.  Appendie A contains information on a variety 
  of additional NPCs that you can use to flesh out any 
  encounters that appeal to you as the DM.
  • Pull together everything you will need to run the game.  
  A notepad and pen is the main weapon of any DM and 
  should be in easy reach, along with dice, battlemats and 
  any miniatures you wish to use.
  • Ask the players to provide you with relevant character 
  information, such as name, race, class, languages spoken 
  level and passive Wisdom (Perception).  Also ask for any 
  other pertinent information that you think will help you 
  in the campaign.
  Playing the Dungeon Master
  The role of the DM is the most important at the table.  
  Your aim is to allow the players to have fun, and tell the 
  story where they can be the heroes.
  In order to do this, consider the following:
  You are in control. This adventure is a baseline, a 
  guide.  As the DM you can add, adapt, adopt and amend 
  as you see fit in order to offer the best eeperience for 
  your players.
   Push your players to the edge. All parties are different. 
  Some are tactically acute with eeperienced players 
  whereas others are full of new players who all want to 
  charge in swinging.  Whatever way your players go, make 
  sure you challenge them, but with the opportunity to 
  succeed. Every single player should have an opportunity 
  to shine during the game.
  Help when you need to. Sometimes, especially in 
  longer sessions, player’s can miss clues or struggle to 
  catch on to something.  Let the players struggle but 
  before it gets frustrating offer a hint or clue, this can be 
  in game as an assisting NPC to not remove immersion 
  into the world.  If the game starts moving too slow it is a 
  sign you need to step in.
  Estimated Duration. The estimated durations in this 
  campaign are set for groups that stick to the story.  If 
  you are in a home setting and have nothing to rush, 
  there is no reason why this campaign cannot take place 
  over 2, or even 3 sessions, with sidequests and chal-
  lenges filling the world.
  Have Fun.  This is for you as well as the players, make 
  sure you enjoy it.  But remember, your aim is not to ‘win’
  
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  A PERILOUS PACT
  Adventure Primer
  This section provides the adventures background, a 
  list of prominent NPCs, an overview of the adventure 
  in play, and a hook that you can use to introduce your 
  party to the action.
  Adventure Background
  Not fulfilled with his lot in life, a foolish man by the 
  name of Thod Nestlemucker has found an easy way to 
  gain power, money and stature.  He made a deal with an 
  imp named Dreznaz who will gift Thod with everything 
  he needs to gain access to the upper echelons of society 
  in Waterdeep.  All Thod will need to do in return is 
  enact one favour to the imp.  A favour that is about to 
  be asked.
   Thod, now going by the name of Brendan Burbridge, 
  has ensconced himself into the noble hierarchy and 
  announced his proposal to the beautiful heiress of 
  the Dunstable fortune.  Having fulfilled his side of the 
  deal, Dreznaz is going to ask Thod to murder an elderly 
  half-elf scholar by the name of Dorchraes Idontar.
   Dorchraes has spent years studying Devils and the 
  Nine Hells.  During his study a portal to Avernus was 
  opened which Dorchraes has blocked and is close to 
  permanently sealing.  If Dreznaz can construct the 
  demise of Dorchraes before this happens the portal will 
  be opened, allowing Zariel to send forth the devils to 
  bring suffering and desolation to the Forgotten Realms.
  Devils
  Devils are the definition of evil and tyranny.  They eeist 
  to rule and conquer all mortal life, spreading the rule of 
  the archdevils and forwarding their vile plans.  Coming 
  in all shapes and sizes, devils are an oppressive foe.  
  Whilst some are strong and powerful, others are quick 
  of tongue, using any encounter with a mortal being as 
  an opportunity to turn them to their favour and further 
  their cause.
  Avernus
  The first layer of Hell is ruled over by the Archdevil 
  Zariel.  Avernus is a barren wasteland, which eetends 
  all the way to the cosmos with the sky being clear of 
  stars, instead full of a choking smoke and glowing 
  charred red.
   Avernus is home to a variety of Devils, from Erinyes 
  and Spined Devils to the more common Imps. During 
  the Blood War, Avernus was home to countless battles 
  and to this day the detritus from these can be found 
  collected on the banks of the River Stye.
  MAjor PlAyers
  This story focuses on the plight of Thod/ Brendan as 
  the party discover what has bought him to this point 
  and how to prevent what his actions have put in to 
  motion. Whilst other minor characters may make an ap-
  pearance throughout the campaign the most important 
  characters are detailed below:
  Thod Nestlemucker/ Brendan Burbridge: Thod was 
  a poor man.  With a hunched back, balding head and 
  missing most his teeth the cobblers son had always 
  wanted to escape the peasant life.  One day upon 
  reading a book in his deceased grandmothers belong-
  ings he found a way to unlock everything he had ever 
  wanted.  Reading the incantations on the page he 
  summoned forth an imp from Avernus, first layer of hell.
   The imp, Dreznaz, promised that he could allow 
  Thod access to the elite of Waterdeep.  All he would 
  need would be one favour in the future, to be carried 
  out immediately and without question.  Thod agreed 
  and so began his transformation.  Taking the name 
  Brendan Burbridge the imp provided the man with a 
  new, visage.  Standing 6ft. Tall and with striking blue 
  eyes and  blonde hair, Brendan now made heads turn 
  as he walked down the street.  Dreznaz made sure 
  Brendan had all the wealth he would need to rise the 
  social ranks, and dressed in fine attire he swiftly made 
  a name for himself amongst the nobility.  Within three 
  months he was engaged to a beautiful girl by the name 
  of Seraphina Dunstable, heiress to Favien Dunstable’s 
  milling fortune, and he was tipped a future leader of the 
  Merchants Guild.
  Dreznaz: An imp with a quick mouth and quicker mind, 
  Dreznaz has set about this entire turn of events in order 
  to best serve Zariel and open a door from Avernus to 
  Waterdeep.  He planted a tome with a fake incantation 
  to summon him in Thod’s home, knowing the simple 
  man would not be able to resist.  Upon being read out 
  Dreznaz dropped his invisibility and played the part of 
  summoned devil, manipulating Thod with ease.
  With his Ruby coloured skin, dark leathery wings, and 
  scorpion-like tail Dreznaz relies on his appearance 
  to quell the mortal beings he encounters.  If any act 
  aggressively he is very cowardly and will flee quickly, 
  trying to barter his way out of any dangerous situation
  Dorchraes Idontar: A powerful half-elf mage in his time, 
  Dorchraes has spent his life investigating and writing 
  in depth tomes about the history, environment and 
  denizens of Avernus.  Feeling confident in his power, 
  one fateful day Dorchraes opened a temporary portal to 
  Avernus in his workshop.  The portal failed to close as 
  planned, since that day Dorchraes has spent every bit of 
  his power to keep the portal sealed whilst researching a 
  way to permanently close it.
  Adventure Overview
  To begin the adventure, the party will be approached by 
  the father of Brendan’s fiancee who is perturbed by the 
  appearance of this mysterious stranger who has stolen 
  his daughters heart.
   Part 1 - The adventurers will need to gain access 
  to a ball where they can meet Brendan.  During this 
  encounter, Brendan will leave and they will have the 
  opportunity to listen in on him speaking with Dreznaz 
  - this is an opportunity for them to learn some clues 
  relating to his history.  If the party pursue Dreznaz 
  he will escape and force them into an unwelcome 
  encounter.
  
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   Part 2 - The opportunity for further investigation 
  from the leads they have, the party will learn what has 
  happened between Brendan & Dreznaz, Brendan’s true 
  identity and the plan ahead.
   Part 3 - The party will need to stop Brendan from 
  carrying out his mission, and then face off against 
  Dreznaz and his devilish associates.
  Adventure Hook
  The adventurer’s will be approached at an inn or similar 
  location by a well dressed elderly noble being flanked 
  by two bodyguards, it is obviously a person of notable 
  importance.  He introduces himself as Favien Dunstable. 
  Favien is dressed in eetremely eepensive clothing that 
  would have been fashionable twenty years ago in the city 
  and speaks with more pauses than would reasonably be 
  eepected even for a man of ill health.  His bodyguards 
  are both Goliaths who tower over him,
   He has come to you because he is concerned by the 
  man who has recently become engaged to his daughter, 
  Seraphina, and has heard of your recent eeploits.  The 
  young man arrived in Waterdeep merely three months 
  ago and has become toast of the town and made a big 
  ruckus amongst the nobility.  Young, handsome and 
  wealthy he claims to have arrived from Baldur’s Gate, 
  but the nobles contacts in the city have never heard of 
  him and he has avoided all questions of his past.  The 
  man’s name is Brendan Burbridge and Favien would like 
  you to investigate him, and if he is not as seems then 
  drive him from Waterdeep to save his daughter from 
  whatever fate would beset her.
   He will reward the party appropriately and offer up 
  to 500 gold, starting lower and negotiating up for their 
  services. After agreeing the fee he will inform the party 
  that Brendan and Seraphina will be attending a ball at 
  Lord and Lady Ballingers residence this evening, it is 
  invite only but he is sure a party of their talents could 
  easily gain access, one way or another.
  Adapting the Location
  Although the setting for this campaign is Waterdeep, it is 
  more than possible to run this campaign in its entirety in 
  a different location in the forgotten realms, or in your own 
  homebrew world.
  The locations visited such as Lord and Lady Ballinger’s 
  Estate can be replaced with places that your adventurers 
  know and love, or used as they are presented in this 
  adventure, adding to world.
  
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  A PERILOUS PACT
  PART 1 - The Ballinger’s Ball
  Estimated Duration: 1hr - 90 minutes
  Knowing that Brendan and Seraphina will be present at 
  Lord & Lady Ballinger’s Estate this evening, the party 
  will need to find a way to secure access and speak with 
  Brendan.  
   The Ballinger estate is located in the Castle Ward on 
  the Street of Silver.  It is a splendid estate obviously 
  masterfully constructed several decades ago at the least.
   There are two different approaches they can take to do 
  this, either one is viable.
  oPtion one - WAlk through the Front Door
  The party may attempt to obtain a legitimate invite to 
  the ball.  To do this they could seek to purchase, eetort 
  or intimidate a invite from someone already on the list.
   The following items should be considered if this route 
  is taken by the party:
  • Do the names on the invite require amending?  These 
  are the elite of Waterdeep and will be recognisable
  • Their attire should match that of the nobles
  • If the invites are stolen, what would happen when the 
  genuine owners arrive?
  There are several locations around the estate where 
  stealing an invite would be possible, bars, inns and 
  carriage houses are all possible options.
   After this the characters may be challenged at the 
  door as they are not recognised.  All weapons will need 
  to be handed over, small weapons may be smuggled in 
  but larger items will be confiscated and returned after 
  the ball.
  oPtion tWo - inFiltrAtion
  The ball, whilst having security on the front door is 
  relatively simple to infiltrate, mostly as it is not eepected 
  that anyone of great skill would try to break in.  
   There are two obvious points of entry the party could 
  attempt that they can discover when they evaluate the 
  options. These are:
  • Upstairs windows located at the side of the house 
  (15m off of the ground);
  • Over the garden fence (8m high), and through the gar-
  dens to the rear entrance;
  When doing this the party should be confronted by a 
  series of three challenges from the below:
  • A patrol of two Estate Guards - these can be avoided 
  by scouting or stealth.
  • A physical challenge of either a locked window or a 
  high wall to scale.
  • An onlooker should spot them and the party will 
  be required to resolve the situation, either by bribery, 
  persuasion or intimidation.
   After either entering through the window or over the 
  wall, once they are safely in the estates ground the 
  party is approached by a set of guards who will inform 
  them that no weaponry is allowed and that they will 
  need to hand it in at the entrance.  A party member may 
  attempt to smuggle in a small weapon, but larger items 
  will be confiscated and returned after the ball.
  The Ballroom
  As you enter the ballroom you are awestruck that such 
  glamour and excess could exist in a city such as Waterdeep.  
  Where beggars sit penniless on every street corner and 
  families starve every day as there is not enough food to 
  go around. 
   
  Yet here there is gluttony and extravagance as is rarely 
  seen, with a banquet fit for several kings and enough 
  waiting staff that no drink will go untopped. 
   
  Despite this you immediately see Brendan.  He is stood 
  front and central of the elite of the city, all in rapturous 
  admiration as he reels off another fantastical tale.  Tall, 
  blonde, attractive and well dressed you can see how he 
  has attracted the attentions of all the ladies in town, 
  and several of the men too.  By his side is a slight girl 
  with raven coloured hair and a radiant smile that beams 
  as she wraps her arms around Brendan, this must be 
  Seraphina.
  Upon entering the ball the party will be accosted by 
  multiple members of the gentry, including Lord & Lady 
  Ballinger who will quiz the party about their who they 
  are and why they are here, though as the nobles all 
  want to appear in the know this will be easy to do.
   The party are able to approach Brendan and 
  Seraphina.  Seraphina is under the effects of a powerful 
  Charm spell and will be very doting and swooning 
  unnecessarily over Brendan.  Brendan himself will be 
  overly polite and complimentary to the party, but will 
  however try to avoid any diffcult questions regarding  
  his past.  He will disclose the below:
  • He comes from Baldur’s Gate, and is the son of a pow-
  erful merchant (lie)
  • His has always been wealthy, and can’t imagine any 
  other way of life (lie)
  • He loves Seraphina dearly (true)
  • He plans to take a seat at the head of the Merchants 
  Guild (true)
  The party will be able to make a DC15 Wisdom (insight) 
  check to tell the lies from the truth.  If pushed on any 
  of the lies Brendan will attempt to part ways from the 
  group.
   If the party quiz any other members of the nobility 
  about Brendan, they will receive very positive reviews.  
  He has made an outstanding impression since his 
  arrival in Waterdeep.  A large amount of bachelorettes 
  
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  A PERILOUS PACT
  in attendance are eetremely jealous of Seraphina as 
  Brendan is very in demand love interest.
  A Cost Unfolds
  After separating from the party Brendan will leave the 
  party and head outside to the walled gardens.  If the 
  party follows him they will notice that he is speaking 
  with someone,  If they are trying not to be noticed and 
  as such there are plenty of places where they can be 
  overheard from.
   The party will hear a voice they do not know, high 
  pitched and raspy with a manic alertness:
  “Now listen to me ‘Brendan’, you shall do as I say or 
  you shall find your soul vanquished into the 9th layer of 
  hell where Zariel himself will ensure an eternity of tor-
  ture and despair. We have a DEAL.  I took you from the 
  dirt when you were a filth addled no-one called Thod, 
  living on the Docks in a rat infested room over your 
  dying cobblers. I gave you everything you could ever 
  want, money, influence, love and power, and now it is 
  time for you to pay your dues.  Do what I ask or you will 
  regret it for the rest of time. 
   
  You will forfeit your very soul and spend an eternity in 
  Avernus.  Buzzards will peck at your eyes, whilst scor-
  pions sting you over and over.  Spiders and insects will 
  crawl all over you, entering every orifice, biting and 
  scratching you until the pain is unbearable - and then 
  they will keep going. 
   
  Do you understand THOD, this is not a bargain, this is 
  not a request.  You will do this for me NOW.  You will 
  keep your end of the deal and then you can go back to 
  being Brendan.  You have until the strike of Twelve Bells 
  to complete this task or you will have failed me.  Now 
  go!”
  The creature speaking is Dreznaz, upon completing 
  his monologue he will cast invisibility causing him to 
  disappear in the blink of an eye.  He will depart the area 
  rapidly.
   If the party approach Brendan they will find him 
  eetremely flustered and he will attempt to flee the group.
  If the party attempt to stop him from doing so this 
  should not be a struggle.  When questioned Brendan will 
  offer the following information up.
  • Yes, his real name is Thod Nestlemucker
  • He made a deal with a creature named Dreznaz in 
  order to grant him a better life
  • Dreznaz has just tasked him with murdering a Scholar 
  by midnight this evening, he knows not his name but 
  knows where to find him.  He will not tell the party the 
  location but will ask them for help to escape this deal. 
  If the party press him further and attempt to force more 
  information out of Brendan then the following is also 
  available on completion of a DC20 Charisma (intimidation) 
  or (persuasion) check, depending on the route taken:
  • The scholar has sealed a portal to Avernus that 
  Dreznaz wants to open.
  • Dreznaz is an imp who is normally accompanied by 
  a larger devil with a snakelike growths protruding from 
  it’s face that appear to move on their own.  (This is a 
  bearded devil, the party may recognise this if a character 
  has knowledge or has encountered one before.)  
  Brendan will appear apologetic and ask the party to help 
  him in his predicament.  He will lead the party inside 
  where he will call the guards and flee!
  Roleplaying Brendan/ Thod
  Capturing the nature of Brendan is crucial to getting 
  the characters onto his side, despite what his intended 
  actions are. 
  Brendan is torn up inside, he wants to do the right thing 
  but knows that if he doesn’t carry out Dreznaz instruc-
  tions that he will be tortured for eternity and he will never 
  see Seraphina again.  Some key points to consider are:
  • Brendan is a good person who made a mistake
  • He truly loves Seraphina
  • He does not understand the later effects his actions will 
  have on people outside him and Seraphina.
  As well as this, Brendan has been magically imbued with 
  Charisma, looks and influence, consider:
  • He makes people feel good about themselves, and will 
  use just the right amount of flattery
  • Brendan is used to everyone loving him so will speak  
  to the party as though they are already close friends
  • In a tight spot he will attempt to use money and 
  promises to get his way
  
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  PART 2 - Brendan Flees
  Estimated Duration: 1 hour - 90 minutes
  As Brendan calls the guards the party will find 
  themselves struggling to follow him as the crowds at the 
  party will hinder them whilst allowing for his escape.
   Following this, they then will find themselves in a 
  tough encounter, made all the more challenging by the 
  fact some of their weapons may still be at the ballroom.
  Planned Escape
  Brendan rushes out of the ballroom leaving the party in 
  his stead.  As the party are currently weaponless they 
  can either:
  • Pursue without collecting their weapons
  • Collect their weapons then try and follow
  • Split the party, one doing each task
  • Leave him
  Each of these options will result in the party running 
  down an alleyway where they will be set upon by a 
  number of Gargoyles.  Brendan will have escaped and 
  they can no longer pursue him
  oPtion one - iMMeDiAte Pursuit
  The party will fight their way through the crowds and 
  pursue Brendan through the streets, this will be a 
  relatively easy task as they can see him.
   When they about to catch him up they will be set 
  upon by a singular Gargoyle that Dreznaz has been 
  animating.
   The gargoyle will fight to the death and occasionally 
  use ‘Debris’ to change the layout of the fight (see below).
  oPtion tWo - ColleCt WeAPons
  The party will need to try and follow Brendan’s path.  
  They will be able to do this by tracking him, or by 
  Debris
  Due to the nature of this fight, being an open area with 
  a low number of tough enemies to make the fight more 
  dynamic, the Gargoyles can use the Debris ability detailed 
  below, in lieu of making an attack.  This will allow for 
  a changing battlefield as well as the Gargoyle to move 
  slightly unpredictably.  Add the below ability to the 
  Gargoyles stat block:
  Debris (recharge 5-6): The Gargoyle flies upwards, 
  remaining airborne for this round (40ft).  It throws D4 
  pieces of detritus at the party, each targeting a separate 
  player.  A player who is targeted suffers D4 damage.  Add 
  a piece of detritus to the board for each hit, it is difficult 
  terrain.
  asking citizens who he has passed.
   Due to the delay in time Dreznaz will have been able to 
  summon a second gargoyle to the fight, one will have the 
  debris ability (see ability below).
  oPtion three - sPlit PArty
  If the party decide to split up with some gathering the 
  weapons and some following then follow option one 
  above, with the following eeceptions:
  • After 3 rounds the remainder of the party arrives
  • After 1 additional round a second Gargoyle flies down 
  from the rooftops, this should act on a separate initiative 
  step to the first,
  Further Questioning
  With Brendan having escaped and the party needing 
  to find him they must use the leads they have so far in 
  order to track him down.  The following pieces of infor-
  mation are available to find at the following locations.
  
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  thoD’s house    
  Above the Cobblers, Nestlemuckers Sole, on Belnimbra’s 
  Street in the Dock Ward sits the place Brendan called 
  home when he still answered to Thod.  The Cobblers is 
  boarded up and simple to gain entry to.
  Squalid, decrepid and thoroughly miserable, the house 
  above the Cobblers shop where Thod grew up shows 
  the worst of the cities poverty.  The walls are covered 
  in thick, grimy green mould that throws spores into the 
  room, sticking deep in your throats.  What furniture that 
  is present in the room is makeshift and been mended 
  twenty times over.  Filth covers every surface in the 
  room, you feel the need to bathe having taken just a few 
  steps inside.
  The following information is available to find in this 
  residence:
  • The tome Dreznaz planted to trick Thod (see Appendie C - 
  Handouts).  This shows that Dreznaz had planned this 
  from the start and Thod is simply a tool.  It will reveal 
  that the portal is in the Idontar workshop.  The first 
  handout (fig. 1) is illegible and should be passed to the 
  party, it is written in Elvish and will require translation 
  (fig. 2)
  • A list of copious bills owed by the cobbler, and a 
  Moving the clues
  Players can be surprising in their actions, but some of the 
  clues located at Brendan’s residence and Nestlemucker’s 
  Sole are crucial in allowing the play to continue.  As such 
  if the players are investigating elsewhere it is possible 
  that they find these, for example:
  • Seraphina remains at the ball if they return there, or is 
  at her Father’s residence.
  • The Tome is found amongst a cache of Brendan’s 
  belongings.
  ledger showing they were losing money is hidden in 
  a secret drawer in the oak bureau DC15 Intelligence 
  (investigation) check
  • Thod’s childhood diary with a list of his dreams, which 
  are to be rich, to marry a beautiful girl and to live a 
  quiet life. This will be found on a successful DC15 
  Wisdom (perception) check in a pile of hay used for a 
  bed in the corner
  BrenDAn’s house
  Brendan now lives in a fine house in the North Ward 
  district. Embarrassed that Brendan abandoned her at 
  the ball they will find Seraphina crying in the parlour, 
  she will allow them to enter when they arrive.
  Opulence and excess is proudly on show in Brendan’s 
  sizeable townhouse.  The parlour is richly decorated in 
  lavish tapestries with dark wood furniture finely accented 
  with gleaming golden ornaments. 
   
  Seraphina holds back her tears as she walks slowly to a 
  high backed chair and takes a seat, raising a full goblet 
  of wine to her lips.  Her eyes full of sorrow and panic, 
  being separated from Brendan for even this short a time 
  is obviously causing her distress.
  Seraphina will have been crying but will still only speak 
  of Brendan in an unnaturally positive light and will not 
  admit they he could ever have done, or be planning to 
  do anything that is not for good.  This is the effect of 
  the charm spell.  Seraphina will when questioned let on 
  that she believes she has known Brendan for years and 
  that they are finally to marry, she believes he has been 
  in Waterdeep this entire time.  A dispel magic spell will 
  remove this charm feature, if used Seraphina will turn 
  against Brendan - saying he is a Sorcerer and his Imp 
  familiar did this to her.
   Seraphina will let on during discussions that Brendan 
  said he was heading to do some work in the Castle Ward.
  Locating The Scholar
  When the party have the knowledge that they are 
  looking for Idontar (from the note) in the Castle 
  Ward (from Seraphina) this will allow them to locate 
  Dorchraes.  This information should be easily available 
  from any person living in the Castle Ward who knows 
  Dorchraes Idontar is, he is eetremely well known in the 
  area as being an eccentric scholar with a large workshop 
  based in the university.
  
  9
  A PERILOUS PACT
  PART 3 - Dorchraes Workshop
  Estimated Duration: 45 minutes - 1 hour
  The party will arrive at Dorchraes’s workshop located 
  near the university, in the Castle Ward, just behind 
  Brendan.  Here they will have to protect Dorchraes 
  whilst he closes the portal to the ninth layer of hell 
  permanently.
  The Barrier From Good And Evil
  With the time approaching midnight the party arrive 
  just in time to see Brendan entering the workshop. On 
  a successful DC10 Wisdom (perception) check the party 
  will see a knife glimmering in his belt.
   Brendan walks up to the door, opens it and walks 
  straight in, unhindered - leaving the door open behind him.
   When the party approach the opening they are met by 
  a large stone door frame engraved with an elven poem 
  of a battle between angels and demons.  The open door 
  is heavy oak and carved with images of the blood wars.  
  Any Good or Evil aligned characters are unable to enter, 
  though any neutrally aligned character is free to enter,  
  If the neutral member passes through they can disable 
  the magical mechanism by pulling a lever inside the 
  door.  The lever is then stuck until an incantation is 
  uttered by Dorchraes.
   If a good aligned character attempts to enter then read 
  the following teet:
  As you attempt to walk through the door frame a golden 
  glow flashes across the opening and you are stopped 
  violently in your path.  Memories from your life sweep 
  over you in an moment.  Every instance of you helping 
  someone in need or performing an altruistic act floods 
  your heart.  You feel honorable, brave and proud - but 
  you can pass no further.
  If a evil aligned character attempts to enter then read 
  the following teet:
  As you go to step through the door frame you are thrust  
  backwards.  The opening flashes a deep, blood red and 
  an audible crackle wreaks through the air around you.  
  You feel violent moments from your life stream into your 
  consciousness.  The scream of every tortured victim on 
  your watch rings through your ears and the face of 
  every murdered soul passes your eyes.  But for you this 
  is nothing new, a sense of accomplishment lies where a 
  normal person would feel despair.
  In order to pass through the door the party will need to 
  find a neutrally aligned person to enter first, disabling 
  the trap or find a way to disable it at a distance.   
   The lever inside is located on the far wall, about 15 feet 
  away from the players, and about 3 feet off the ground. 
  Some options the players have, but not an eehaustive 
  list, are:
  • Lasso over the lever with some rope and pulling it 
  down
  • Sending a neutrally aligned animal companion/ famil-
  iar to pull the lever
  • Use Mage Hand to pull the lever
  Once the lever is pulled the party will be unable to 
  restore it to it’s original position, a DC10 Intelligence 
  (arcana)  check will show that this is because a specific 
  protection spell is required when doing this in order to 
  set the barrier up.
  ENTER THE WORKSHOP
  At the top of the stairs the party are stunned for a 
  second at the scene that stands before them.
  You enter the study to see Brendan standing over a gaunt 
  old half elven man.  Brendan is weeping as he holds a 
  blade shining in the light over his head, ready to stab 
  down.  The man is silent, lay on the floor below Brendan 
  with a cold acceptance in his eyes. 
   
  The room is illuminated in a bold red as light emanates 
  from a stone sculpture at the back of the room.  A 
  rippling liquid wraps over an opening, lapping back and 
  forth relentlessly.  The pushing out towards the centre of 
  the room but stopping after a few inches as though some 
  kind of barrier is blocking it from moving any closer.
  The party will have the opportunity to speak Brendan 
  down from murdering Dorchraes.  The scholar will 
  then inform the party that he is seconds away from 
  closing the portal.  Upon announcing this Dreznaz will 
  appear having followed the party, previously the barrier 
  prevented him from entering but the party having been 
  lowered by the party.
   Dreznaz will command his entourage to attack imme-
  diately. The below make up the Devil contingent:
  • Dreznaz
  • A single Bearded Devil
  • 6 Lemures
  During the fight Dreznaz will stay back and begin the 
  fight by using his Wand of Sanctuary and will try and 
  avoid being targeted using a combination of invisibility, 
  shapeshifting and moving away.  Whilst doing this he 
  will command his Devils to kill Dorchraes.
   The Lemures and Bearded Devil will attempt to move 
  towards Dorchraes, the Lemures unrelentingly whilst 
  the Bearded Devil will stop to attack enemies in his 
  path, fighting his way through.
  
  10
  A PERILOUS PACT
   Whilst this is occurring, Dorchraes will spend his 
  actions attempting to complete his ritual on the portal.  
  Closing the portal requires Dorchraes requires 3 suc-
  cessful DC25 Intelligence (arcana) checks, he has a 
  +10 bonus to this.  Upon completion the portal will be 
  completed and the devils will turn their attention to 
  defeating those who foiled them.
   If the Bearded Devil & Lemures are defeated then 
  Dreznaz will attempt to bargain for his life.  He will offer 
  to free Brendan from his deal if the party will let him 
  go, he will also offer the party his wand of sanctuary to 
  sweeten the deal.  If they accept this is the ‘Cursed Rod 
  of Sanctuary’, if they accuse him of it being cursed he 
  will remove the curse before handing it over meaning the 
  party will gain ‘Rod of Sanctuary’.
  Increasing the Difficulty
  There are several options to alter the difficulty of this 
  encounter:
  • Add in an additional Bearded Devil;
  • Increase/ Lower the number of lemures;
  Portal Disruption!  The portal can be unstable and can be 
  used to lower or increase the difficulty also
  • To lower the difficulty, each time Dorchraes makes 
  a successful ritual check the Portal blasts with energy 
  dealing D6 damage to all demons.
  • To increase the difficulty, each time Dorchraes makes 
  a failed ritual check all non-devil characters (excluding 
  Dorchraes) within 30ft. of the portal are hit with energy 
  pulling through from Avernus and suffer D6 damage 
  (DC15 Dexterity saving throw for half).
  A.  Portal & Idontar Dorchraes
  B.  Bearded Devil
  C. Dreznaz
  D. Lemure
  
  11
  A PERILOUS PACT
  Resolution: Dealing with Thod
  Dreznaz upon fleeing will lift all his magics upon 
  Brendan once again returning him to being plain 
  old Thod.
   Having seen the crime Thod had intended to 
  carry out the party are free to enact their own 
  punishment or hand him over to the authorities. 
   Experience (XP: 870 ea.)
  Total up all combat eeperience earned for defeated 
  foes, and divide by the number of characters 
  present in the combat. For non-combat eeperience, 
  the rewards are listed per character.
  Name of Foe
  XP Per Foe
  Bearded Devil
  700
  Dreznaz
  200    
  Lemure
  10
  Gargoyle
  450
  Part 1: Gaining Entry
  200
  Part 2: Gathering 
  Information
  200
  If you are instead choosing to use a Milestone XP 
  system, the end of this encounter should represent 
  a significant part of a level.
  Treasure
   Returning to Favien the party will be rewarded as 
  previously agreed.  He will thank them graciously 
  for their efforts.
   Favien represents a good opportunity to eetend 
  this one shot, offering the party more work in and 
  around the city.
  CurseD WAnD oF sAnCtuAry
  Wand, rare (requires attunement)
  This wand has 3 charges. While holding it, you can 
  eepend 1 charge as an action to cast the sanctuary spell 
  from it (save DC 10). The wand regains 1d3 eepended 
  charges daily at dawn.
   Curse. When used for the first time this item latches 
  onto the caster cursing them.  You have disadvantage on 
  all Wisdom saving throws.  It is never wise to make deals 
  with the devil.
  You may not give this weapon away, however you may 
  make a deal with someone where this is payment on 
  your side, you cannot let the other party know of this.  
  This may not sell this item traditionally. You can break 
  the curse in the usual ways.
  WAnD oF sAnCtuAry
  Wand, rare (requires attunement)
  This wand has 3 charges. While holding it, you can 
  eepend 1 charge as an action to cast the sanctuary spell 
  from it (save DC 10). The wand regains 1d3 eepended 
  charges daily at dawn.
  
  12
  A PERILOUS PACT
  Appendix A: Characters
  Main Characters:
  Name
  Location
  Description
  Brendan Burbridge
  Various
  Standing 6ft. tall and with striking blue eyes and blonde hair.  
  Wearing an opulent evening suit and not a hair out of place.  
  Speaks with a deep strong voice.
  Dorchraes Idontar
  Dorchraes Study
  Pale, bald and obviously very ill.  Dorchraes has think glasses 
  on a sharp ridged nose and the air of a headmaster.
  Favien Dunstable
  Inn
  Favien is dressed in extremely expensive clothing that would 
  have been fashionable twenty years ago in the city and speaks 
  with more pauses than would reasonably be expected even for 
  a man of ill health
  Lady Eliza Ballinger
  Ballinger Estate
  Wearing a tight green dress, Lady Ballinger has a crazed laugh 
  and can be heard all over the estate when she gets excited 
  talking.
  Lord Rupert Ballinger
  Ballinger Estate
  With a fine evening suit, the silver haired Lord Ballinger is a 
  polite and charming host.
  Seraphina Dunstable
  Various
  Petite raven haired human female, 21 years of age.  Very at-
  tractive, well spoken and polite.  Has a large heart necklace 
  than seems overly gaudy for her modest taupe dress.
  Thod
  Dorchraes Study
  Has a hunched back, balding head and missing most his teeth.  
  Smells musty with old ripped and torn clothes.
  Spare NPCs (for use throughout the adventure):
  Name
  Gender/ Race
  Age
  Description
  Keenwolf
  Male Goliath
  40
  Tribal tattoos over his face
  Jake Dralleigh
  Human Male
  22
  Stuck up nose and pointy features
  Gimen Sparkspinner
  Female Gnome
  140
  Wears a bright green dress and shining jewelry
  Elton Snowdon
  Male Human
  60
  A red nose and dark bagged eyes
  Elbert Netley
  Male Human
  18
  Smells of alcohol and pipe smoke
  Abbie Bunce
  Female Human
  25
  Pretty with a tattoo of a flower on her lower arm
  Mya Godwin
  Female Human
  42
  Tall and strongly built wearing work clothes
  Odia Blankhead
  Female Dwarf
  201
  Carries a large bag that jingles as she walks
  Brisso Redguard
  Female Dwarf
  111
  Has the symbol of Helm displayed prominently
  
  13
  A PERILOUS PACT
  Appendix B: Creature Statistics
  Bearded Devil
  Medium fiend (devil), lawful evil
  Armor Class 13 (natural armor)
  Hit Points 52 (8d8+16)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   16 (+3) 
  15 (+2) 
  15 (+2) 
  9 (-1) 
  11 (+0) 
  11 (  +0)
  Saving Throws Str +5, Con +4, Wis +2
  Damage Resistances cold; bludgeoning, piercing, and slashing
   from nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Infernal, telepathy 120 ft.
  Challenge 3 (700 XP)
  Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
  Magic Resistance. The devil has advantage on saving throws against 
  spells and other magical effects.
  Steadfast. The devil can’t be frightened while it can see an allied 
  creature within 30 feet of it.
  Actions
  Multiattack. The devil makes two attacks: one with its beard and one 
  with its glaive.
  Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 
  6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 
  Constitution saving throw or be poisoned for 1 minute. While poisoned 
  in this way, the target can’t regain hit points. The target can repeat the 
  saving throw at the end of each of its turns, ending the effect on itself 
  on a success.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 
  8 (1d10 + 3) slashing damage. If the target is a creature other than 
  an undead or a construct, it must succeed on a DC 12 Constitution 
  saving throw or lose 5 (1d10) hit points at the start of each of its turns 
  due to an infernal wound. Each time the devil hits the wounded target 
  with this attack, the damage dealt by the wound increases by 5 (1d10). 
  Any creature can take an action to stanch the wound with a successful 
  DC 12 Wisdom (Medicine) check. The wound also closes if the target 
  receives magical healing.
  Dreznaz
  Tiny fiend (devil, shapechanger), lawful evil
  Armor Class 13
  Hit Points 10 (3d4+3)
  Speed 20 ft., fly 40ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (-2) 
  17 (+3) 
  13 (+1) 
  11 (+0) 
  12 (+1) 
  14 (+2)
  Skills Deception +4, Insight +3, Persuasion +4, Stealth +5 Damage 
  Resistances cold; bludgeoning, piercing, and slashing from 
  nonmagical attacks not made with silvered weapons
  Damage Immunities fire, poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Infernal, Common
  Challenge 1 (200 XP)
  Shapechanger. The imp can use its action to polymorph into a beast 
  form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or 
  a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics 
  are the same in each form, except for the speed changes noted. Any 
  equipment it is wearing or carrying isn’t transformed. It reverts to its 
  true form if it dies. 
  Devil’s Sight. Magical darkness doesn’t impede the imp’s
  darkvision.
  Magic Resistance. The imp has advantage on saving throws
  against spells and other magical effects.
  Actions
  Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make 
  a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on 
  a failed save, or half as much damage on a successful one.
  Invisibility. The imp magically turns invisible until it attacks or until its 
  concentration ends (as if concentrating on a spell). Any equipment the 
  imp wears or carries is invisible with it.
  Dorchraes Idontar
  Medium humanoid (half elf), neutral good
  Armor Class 10
  Hit Points 18 (3d8+3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   7 (-2) 
  10 (+0) 
  12 (+1) 
  18 (+4) 
  6 (-2) 
  12 (+1 )
  Skills Arcana +10
  Languages Abyssal, Common, Draconic, Elvish, Infernal, Primordial  
  Challenge 1/8 (25 XP)
  Actions
  Unarmed. Melee Attack: -2 to hit, reach 5 ft., one target. Hit: 4 (1d4-2) 
  bludgeoning damage
  
  14
  A PERILOUS PACT
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 58 (7d8+21)
  Speed 30 ft., fly 60 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  10 (+0) 
  7 (-2)
  Damage Resistances bludgeoning, piercing, and slashing from
   nonmagical attacks not made with adamantine weapons
  Damage Immunities poison
  Condition Immunities exhaustion, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10 
  Languages Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains motionless, it is 
  indistinguishable from an inanimate statue.
  Actions
  Multiattack. The gargoyle makes two attacks: one with its bite 
  and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage.
  Estate Guard
  Medium humanoid, lawful good
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8+2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  12 (+1) 
  12 (+1) 
  11 (+0) 
  11 (+0) 
  15 (+2)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Raise the Alarm. If attacked the Estate Guard will attempt to call 
  for help.  The Estate Guard will spend their bonus action to sound 
  the alarm, resulting in a 50% chance for another Estate Guard to 
  appear at the beginning of the next round.
  Actions
  Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or 
  ranged 20/60ft., one target. Hit: 4 (1d6+1) piercing damage, or 
  5 (1d8+1) piercing damage if used with two hands to make a 
  melee attack.
  Lemure
  Medium fiend (devil), lawful evil
  Armor Class 7
  Hit Points 13 (3D8)
  Speed 15 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0) 
  5 (-3) 
  11 (+0) 
  1 (-5) 
  11 (+0) 
  3 (-4)
  Damage Resistances cold
  Damage Immunities fire, poison
  Condition Immunities charmed, frightened, poisoned Senses darkvision 
  120 ft., passive Perception 10
  Languages understands Infernal but can’t speak
  Challenge 0 (10 XP)
  Devil’s Sight. Magical darkness doesn’t impede the lemure’s 
  darkvision.
  Hellish Rejuvenation. A lemure that dies in the Nine Hells comes back 
  to life with all its hit points in 1d10 days unless it is killed by a good-
  aligned creature with a bless spell cast on that creature or its remains 
  are sprinkled with holy water.
  Actions
  Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
  2 (1d4) bludgeoning damage.
  Thod/ Brendan
  Medium humanoid (human), neutral
  Armor Class 12
  Hit Points 11 (2d8+2)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   9 (-1) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  6 (-2) 
  16 (+3)
  Skills Persuasion +5, Performance +5
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 
  20/60ft., one target. Hit: 4 (1d4+2) piercing damage
  
  15
  A PERILOUS PACT
  Appendix C: Handouts
  FIG.1. Illegible Translation of the relevant entry in the Tome
  
  16
  A PERILOUS PACT
  FIG.2. Elvish Translation of the entry in the Tome
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Perilous Pact Final v2.2.pdf