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Infernal Court

rd tier (
Challenge
DC
Area
(less than 1 hour)

There are many courts held in the lower planes, and they are held for many reasons. For arbitrating contentious contracts, for resolving conflicts before engaging in battle, and other foul wheeling and dealing. Under a pretense of impartiality, mortals are sometimes “invited” to serve as arbiters or jury members in such cases.

Order in the Court. Layers of magic and contracts have been laid on the court building to hinder any outright combat or magical interference. Those wishing to do so must make a Charisma saving throw to overcome such wards, but being caught at it will likely result in the whole of the infernal court becoming hostile.

The Truth. Roll 1d4 or choose one of the following, but don’t reveal the result to the party until they have succeeded or guessed at the answer.
1—accused is guilty or in the wrong;
2—accused is innocent or in the right;
3—there’s a key misunderstanding, such as the wrong person having been brought here;
4—the entire thing is a farce to entrap or test the adventurers.

Of All the Corners of All the Hells. A warlock who currently or previously had a fiendish patron or an adventurer who has had past dealings with a fiend have a 25% chance of encountering the entity in question (or perhaps a direct representative, in the case of a particularly powerful patron) at court. This may provide the adventurers with advantage, disadvantage, or another complication or opportunity based upon their past dealings.

Possible Solutions

Weighing in on a complicated issue is tricky, but gathering the information to understand what’s actually happening can be harder. Each adventurer can choose from Insight, Intimidation, Persuasion, or Religion as part of a group check to question witnesses and determine the truth.


Potential Outcomes

Critical Failure. The adventurers are entirely lost in the byzantine legal proceedings and the stifling malaise of so many devils in one place. Each adventurer suffers a level of both fatigue and strife and takes 17 (5d6) psychic damage.

Failure. The adventurers can only guess at the correct deduction, as established in The Truth above. If they are correct, this result counts as a Success. Otherwise, it triggers a Critical Failure.

Success. The adventurers come to the correct deduction and are invited to stay as guests at the presiding fiend’s home for the duration of a long rest, providing a Haven.

Critical Success. The adventurers guess correctly and even turn the proceedings to their advantage. As a Success, but also roll on the Boons and Discoveries table.