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The Infernal Pact Deck


Expanding Chains of Asmodeus

Drawing from this deck can be Hell . . .

The box safeguarding The Infernal Pact Deck is an example of sinister artisanship, meticulously
assembled from the cranium of a demon. It boasts elaborate textures and designs that are
distinctly demonic in nature. These designs meander across the container's exterior, emitting a
subtle, unholy glow when a creature comes within touching distance.
A complete Infernal Pact Deck consists of 22 cards. Its inferior cousin, the Deck of Many Things,
may be found with 13 cards, but not this deck. Each card is made from demonskin, a material
that is both supple and durable, with a texture that is unsettling, as though it were perpetually
shifting between states of solidity. The cards themselves seem to move when viewed out of the
corner of the eye; this ominous effect makes the cards seem alive.
As your draw a card from the deck, the unmistakable voice of Asmodeus whispers within your
mind, weaving thoughts like a thread of darkness. The words inscribed in italics at the bottom of
each card's description are those spoken by this malevolent presence. Even when the card's
outcome bodes well, the voice's utterances send a chill of dread, as if a shard of ice has trailed
down your spine.
The Infernal Pact Deck is not merely a set of cards; it is a conduit for dark magic, a tool of
prophecy and manipulation for those with the knowledge and will to harness its power. The box
and cards together create an artifact of immense potential, a key to unlocking the machinations
of the infernal realms.

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Lore

 Rumors persist that only 3 Infernal Pact Decks exist simultaneously, named Zagrathok,
Infernix, and Malifurn in the Common tongue. These decks are said to possess the
remarkable ability to regenerate, either replenishing their cards once depleted or
reconstituting themselves if destroyed. When this occurs, the deck will appear in a
separate location, awaiting the touch of a new master.
 The original infernal names of these decks have been lost to time, but legend holds that
knowing a deck's true name allows control over its power. Whether such tales are fact or
fiction, and the exact nature of these powers, remains an enigma.
 One of the decks is allegedly held by Mammon, a devil synonymous with avarice and
excess. Another is claimed by Asmodeus, while the keeper of the third remains shrouded
in secrecy. Legend has it that whoever secures all three decks will gain unprecedented
power.
 Inherently products of the infernal realms, drawing cards outside of the Nine Hells is
fraught with peril. For every card drawn, roll a d100. On a roll of 1, the deck detonates in a
devastating explosion, encompassing a 60-foot radius sphere and inflicting 1d8 force
damage per card remaining in the deck to any creature within range, without any chance
of mitigation. The deck is destroyed in such an explosion.
 The rules for drawing cards are the same as those for the Deck of Many Things, described
in the Dungeon master's Guide on page 161.

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Oracle (replaces Vizier, Ace of diamonds)

Description:
This card depicts Asmodeus, the Lord of the Nine Hells, seated upon his infernal throne,
shrouded in a cloak of shadows and flame. His eyes, burning with the knowledge of the ages,
pierce through the darkness, meeting the gaze of the one who dares to draw this card. Around
him swirl the chains of fate and power, binding the souls of the damned to his will. This image is
both mesmerizing and terrifying, a reminder of the dark pact that binds Asmodeus to answer the
summoner's call.

Effect:
Upon drawing the Oracle, the bearer gains the ability to ask a question directly to Asmodeus
himself, to which he is compelled to answer truthfully. This question must be posed within 1 year
of drawing the card, and the answer received will be cryptic yet accurate, revealing secrets,
guiding the quest, or unveiling hidden treacheries. The knowledge gained can be a powerful tool
in the hands of the wise, but beware; the Lord of the Nine Hells does not take kindly to being
summoned, and the price of such knowledge may be more than the asker is prepared to pay.
Additionally, if drawn within the Nine Hells, the hero is beset by a revelation most harrowing—a
secret that casts a sinister shadow over their family, themselves, or one of their closest
companions. This knowledge is not merely unsettling; it holds the power to alter the course of
their journey and test bonds of loyalty.

Example:
Upon drawing the card, a hero named Thalia discovers that her most trusted mentor, the one
who taught her the ways of magic and guided her through her most formative years, has been
secretly manipulating her path for their own nefarious ends.
"You dare summon me, mortal? My reach extends through the fabric of existence, into the depths
of darkness and beyond the veil of reality. Speak now, for you stand at the precipice of
enlightenment and damnation. What is it you seek to know?"

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Eclipse (replaces Sun, King of Diamonds)

Description:
This card portrays an ominous eclipse viewed against an infernal skyline, the air thick with
swirling smoke above a landscape of hellish, craggy mountains. The eclipse itself is a rare
spectacle of darkness consuming light, as a black disk devours the fiery sun.

Effect:
Upon drawing the Eclipse and after completing a long rest, the hero gains enough experience to
ascend to the next level. Additionally, when rolling for hit points due to this level increase, the
hero is granted the boon of rolling at advantage.
Furthermore, the hero receives a wondrous item. This item is chosen by the Dungeon Master.
If drawn within the Nine Hells, roll a d20. On a natural roll of 1, every magical item the hero
possesses is immediately teleported to Asmodeus' throne, including the wondrous item they just
gained.

Read aloud:
"You grow in power, weakling. A noteworthy feat, albeit one akin to a flicker in the eternal
darkness of my domain. Perhaps, should you survive the pitiful toils and trifling endeavors that lie
before you, we shall meet. Imagine, standing before the Lord of the Nine Hells, armed with
nothing but your newfound strength and a semblance of courage. It would be . . . entertaining, to
say the least. Until then, let this boon serve as a reminder of the vast chasm that lies between us—
and the potential for you to either bridge it . . . or fall into its depths."

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Werewolf (replaces Moon, Queen of Diamonds)

Description:
This card features the visage of a werewolf, caught in the transformative moment under a full
moon's light. The werewolf's eyes gleam with a mix of ferocity and cunning, embodying the dual
nature of its curse and gift. The background is a deep, haunting forest at night, bathed in the
silver light of the moon.

Effect:
You gain the ability to cast the wish spell 1d3 times.
If cast within the Nine Hells, roll a d20. On a roll of 1, the creature succumbs to permanent
lycanthropy, as if they were born a lycanthrope, inheriting all the strengths and weaknesses of
this new form. Ironically, this condition can only be reversed by the very power that caused it—a
wish spell, as detailed on page 206 of the Monster Manual.

Read aloud:
"Beware the lure of the moon, for its beauty masks a curse most dire. Under its silver gaze, the line
between man and beast blurs, and the beast within yearns to break free. Tread carefully on the
path ahead, lest you lose yourself to the wild call that haunts the night. Remember, not all
transformations can be undone, and some truths, once revealed in the moonlight, cannot be
hidden again."

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Shadow (replaces Star, Jack of Diamonds)

Description:
This card features a solitary figure standing at the crossroads of light and darkness, with half of
their form consumed by shadow. This shadow is not mere absence of light but a palpable force,
swirling with power, suggesting both the risk and reward of delving into the darker side of life.

Effect:
Upon drawing card, the hero is granted the opportunity to refine their abilities. They may choose
to increase one ability score by 2, or increase two different abilities by 1, reflecting a more
balanced growth in their capabilities.
If this card is drawn within the Nine Hells, roll a d20. On a roll of 1, the card's embrace becomes a
curse. One of the hero's abilities, determined randomly, drops to a mere 3, a catastrophic
reduction. The curse can only be reversed with a wish spell.
If a hero's ability score is reduced to 3, the impact is profound, marking them with a severe and
crippling condition that reflects the nature of the drained statistic:

 Strength: The hero is afflicted by a mysterious wasting illness, leaving them weak. They
struggle to perform even the simplest tasks such as standing unaided.
 Dexterity: The hero becomes exceedingly clumsy, with hands that tremble and falter,
unable to grasp or manipulate objects with any precision. Their movements are slow.
 Constitution: The hero is perpetually exhausted, falling ill at the slightest provocation
with a body that can no longer withstand the rigors of adventure. Even minor wounds or
ailments take a heavy toll.
 Intelligence: A fog descends upon the hero's mind. They struggle to recall basic
knowledge, formulate plans, or understand new information.
 Wisdom: The hero becomes oblivious to social cues and unable to read situations
effectively. Their judgment is impaired, making them susceptible to deception, as if they
have lost the ability to discern truth from lies or sense danger.
 Charisma: The hero's force of personality fades, their confidence shattered. Social
interactions become awkward, as if they have become a shadow of their former selves,
unable to connect with those around them.

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When drawn within the Nine Hells, the hero senses the insidious influence of Asmodeus, feeling
an undeniable tug towards his dark dominion. It becomes evident that Asmodeus seeks to
corrupt their moral compass. Succumbing to this manipulation permanently shifts their
alignment to Lawful Evil, a change that can only be undone by the magic of a wish spell.
Should the hero choose to defy this pull, they are compelled to endure a test of their resolve,
necessitating a Wisdom saving throw with a DC of 24. Failure to withstand this challenge results
in the hero being afflicted by a madness, a tempest of the mind that persists for the duration of
their stay in the current layer of the Nine Hells. The specific nature of this madness is
determined by a roll on the Long-Term Madness table found on page 260 of the Dungeon
Master's Guide.

Read aloud:
"Ah, my little insect, you seek to augment yourself. Indeed, I find myself impressed by your
audacity. But heed this caution, do not overestimate your significance. The gifts you so eagerly
grasp can just as easily be stripped away. Remember, in the grand tapestry of existence, what has
been given can equally be taken. Tread carefully on the path you choose, for I will be watching,
always."

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Serpent (replaces Comet, Two of Diamonds)

Description:
This card showcases a massive serpent, poised to strike, with scales that glisten with a
supernatural glow. In the serpent's eyes, there is a sharp intelligence, reflective of Asmodeus in
an earlier guise he was known to assume.

Effect:
The hero is presented with a formidable task: they must single-handedly defeat the next hostile
monster or group of monsters they encounter. Success in this endeavor rewards the hero with
50,000 experience points.
Failure to defeat the enemy alone, or the involvement of allies in the combat, results in the card
having no effect.
When drawn in the Nine Hells, if the hero faces a lone hostile creature and suffers defeat, their
body and everything they are wearing and carrying is reduced to ash, which the hellish breezes
then disperse into oblivion. A hero slain in this manner can be restored to life only by means of a
True Resurrection or a Wish spell.

Read aloud:
A sibilant, snake-like voice seems to slither through the hero's mind.
"So, you have chosen mortal combat, because mortal it will indeed be, my friend. Fail in your task,
and you shall become nothing more than ashes on the wind. Choose wisely, for your fate hangs by
the slimmest of threads in my realm."

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Destiny (replaces The Fates, Ace of Hearts)

Description:
This card showcases the intricate tapestry of fate, woven by unseen forces that guide and shape
the cosmos. The card depicts shadowy figures manipulating strands of destiny—past, present,
and future, under the watchful gaze of Asmodeus. Their hands move with precision and purpose,
crafting the fabric of existence with every thread.

Effect:
The hero is granted the power to alter a single event in their past, present, or future. This card
allows for the undoing of a regrettable action, the righting of a wrong, or the avoidance of a
forthcoming peril.
When drawn in the Nine Hells, any change the hero desires to make must receive the express
approval of Asmodeus. The determination of whether Asmodeus consents to this alteration falls
entirely to the Dungeon Master's discretion. Should Asmodeus choose to oppose the requested
change, the hero must engage in a contested Persuasion check against him. Success in this
challenge means Asmodeus relents, permitting the desired alteration to proceed.

Read aloud:
"So, you wish to meddle with the fabric of what has been, what is, and what is yet to unfold? Tell
me, why should I permit such audacious tampering? What boon does it bring to my realm, to my
power? You dare to presume, little more than an insect scurrying in the shadows of existence,
attempting to eke out a fleeting moment of significance. Speak, then. Convince me of the merit of
your desire, lest you remain a mere footnote in the saga I weave."

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Sovereign (replaces Throne, King of Hearts)

Description:
This card presents an aged king ensconced upon his throne. Time has etched its tale across his
face, with a beard that speaks to his years, yet it is the dark, penetrating gaze that captures one's
attention—a gaze that has witnessed the depths of deceit and the fragility of fealty. His eyes,
dark and wary, dart across his hall with a paranoid intensity, a king beset by the specter of
treachery at every turn.

Effect:
The hero gains proficiency in the Insight skill, and doubles your proficiency bonus on checks
made with that skill.
Additionally, the hero dominates a tower or palace in one of the Nine Hells, the specific layer left
to the hero's determination. However, this new realm is far from a peaceful abode; it is overrun
with monsters typical to its hellish layer, making it a place of potential peril. The Dungeon
Master is encouraged to develop a side quest for the hero and their companions to cleanse their
new quarters of these monstrous inhabitants.
When drawn within the Nine Hells, the hero must roll a d20. Should they roll a 1, they are
afflicted with deep-seated paranoia towards their companions and any new acquaintances,
rendered incapable of trust. This cursed state of distrust lingers until dispelled by either a
Greater Restoration or Wish spell.
This curse hampers the hero's ability to engage with others, gradually leading to their
ostracization. The hero is urged to embody this shift in personality through their role-play,
navigating the complexities of strained interactions and the challenge of isolation.

Read aloud:
"Ah, so you aspire to dominion, to carve out a realm within my inferno? To stand as a lord under
my vast empire? Be forewarned, the toll for such ambition is steep, and I shall levy my dues with a
heavy hand. Survive, if you can—few withstand the relentless blaze of Hell. Remember, in seeking
power here, you but serve my ends. Tread carefully, for the path to sovereignty is fraught with peril
and betrayal."

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Shadowblade (replaces Key, Queen of Hearts)

Description:
This card depicts a formidable sword, its blade forged from a material that seems to absorb the
light around it.

Effect:
Upon drawing the card, the hero is bestowed with a magical weapon of rare or greater rarity,
which materializes in their hands. The Dungeon Master chooses the weapon.
When drawn within the Nine Hells, the weapon's true potential is unleashed; it emits a faint,
shadowy aura and deals necrotic damage. When held, the weapon hums softly with an
otherworldly energy, its presence alone commanding attention.

Read aloud:
"Ah, I see you've claimed a new toy. This is no ordinary weapon in your grasp. Beyond spilling the
blood of your foes, it will leech their spirit, siphoning the essence of life itself. Use it wisely, or
perhaps, to your own peril."

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Fiend (replaces Knight, Jack of Hearts)

Description:
This card features a violet-scaled Bearded Devil, its long, beard-like tendrils tipped with deadly
vipers.

Effect:
You gain the service of a 4th level fighter as described in the Dungeon Master's Guide, page 164.
Upon drawing the Fiend card in the Nine Hells, you conjure a Bearded Devil into existence
within 30 feet. This devil emerges ready to serve you and is bound by the power of the card to
obey your commands.

Read aloud:
"You may command one of my lesser pawns, for the moment. But do not delude yourself into
thinking this grants you any real protection. My legions are loyal to me alone. Their allegiance
cannot be swayed by mortal whims. So, enjoy this temporary advantage, insect, but remember to
watch your back. In the end, all will serve my will."

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Soul Coin (replaces Gem, Two of Hearts)

Description:
This card is emblazoned with the image of a sinister coin, its surface etched with infernal runes
representing the tormented souls held within. The coin embodies the essence of the Nine Hells'
economy, where souls are traded as currency.

Effect:
Drawing the Soul Coin card typically bestows a treasure of precious jewelry or gemstones upon
the hero, as with its original intent.
However, when drawn within the Nine Hells, the card's effect is twisted by the dark magic of the
realm. In this case, the hero receives 50 Soul Coins, a substantial sum in the currency of the Nine
Hells. These coins are not mere objects but contain the essence of damned souls, used by devils
and the damned alike for barter and trade.
The possession of these Soul Coins grants the hero significant leverage and purchasing power
within the Nine Hells, allowing them to acquire infernal goods, services, and perhaps even
information that would otherwise be beyond their reach.
However, the hero must tread carefully; the use of Soul Coins is a dangerous game, implicating
the wielder in the dark economy of souls and attracting the attention of both covetous devils and
desperate damned.

Read aloud:
"Ah, these pitiful souls have come into your possession, have they? Use them as you will, but
remember this—every soul, no matter how far it wanders, is ultimately mine to claim. They return
to me, in time. And believe me, I am patient. So revel in your temporary stewardship, for all debts
to the inferno are settled, sooner or later."

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Claw (replaces Talons, Ace of Clubs)

Description:
This card is adorned with the chilling image of a shadowy, skeletal claw, emerging from the
darkness as if to grasp at the fabric of reality itself. This eerie representation captures the essence
of loss and the inevitability of relinquishment, with the talon symbolizing the cold hand of fate
that eventually claims all things.

Effect:
Traditionally, drawing the card signifies the loss of material wealth or belongings. However,
when the card is drawn within the Nine Hells, its effect takes on a sinister twist befitting Hell's
absolute ruler. Instead of disintegrating or vanishing into nothingness, all of the hero's magical
items are immediately transported to the feet of Asmodeus himself.

Read aloud:
"Ah, your pitiful belongings now lie at my feet, how delightful. I doubt there's much of worth
among your meager possessions, but I shall deign to sift through them at my leisure. Consider it a
reminder of where all things end up, eventually, under my dominion.”

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Hell (replaces The Void, King of Clubs)

Description:
This card features Asmodeus holding a tiny phial, within which the essence of a hero's soul is
captured, swirling as a mesmerizing purple liquid. His gaze upon the phial is both contemplative
and pleased, appreciating the significance of the soul contained within and its contribution to
his endless collection.

Effect:
The hero's soul is drawn from its body and contained in a place of the Dungeon Master's choice.
One or more powerful beings guard the place. While the hero's soul is trapped in this way, its
body is incapacitated. A Wish spell can't restore the soul, but the spell reveals the location of the
object that holds it. The hero draws no more cards.
Upon drawing the card within the Nine Hells, the hero's soul is immediately captured and sealed
within a phylactery, represented by the phial held by Asmodeus. This phylactery, now a token of
Asmodeus' vast collection, is kept in the possession of one of the rulers of the Nine Hells,
potentially Asmodeus himself. The exact devil holding the phylactery and its location within the
infernal layers are determined by the Dungeon Master, setting the stage for an exciting side
quest.

Read aloud:
"You are mine now. Observe how feeble your existence becomes, swirling aimlessly within my
grasp. Such a pitiful soul, yet another to add to my collection. The challenge, it seems, will be
finding space for you among the countless others. Ah, but do not despair too greatly; there is
always room for one more . . ."

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Enmity (replaces Flames, Queen of Clubs)

Description:
This card features Asmodeus himself, with a glare that pierces through the veil of the card itself,
directly challenging the holder. His eyes burn with a cold fire, a clear indication of his ire. The
card's background depicts a hellish landscape symbolizing the infernal wrath that has been
awakened.

Effect:
Upon drawing the Enmity card, the hero finds themselves the target of a powerful devil's malice.
The Dungeon Master decides which devil from the Nine Hells now harbors enmity towards the
hero. This malevolence could stem from any of the rulers of the nine layers, providing a rich
narrative to explore,
Alternatively, the animosity could come directly from Asmodeus himself, setting the stage for the
ultimate confrontation that lies at the heart of the Chains of Asmodeus storyline.

Read aloud:
"Ah, so we find ourselves at odds, adversaries in this grand game. The thought of extracting your
soul from its mortal coil, each scream a symphony to my ears, fills me with a delight. Be assured, I
am aware of your impending approach, and I welcome it. Come then, and let us see if your resolve
is as strong as your foolish courage."

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Dullard (replaces Idiot, Two of Clubs)

Description:
Centered on the card is the image of the wizard in a place of study, surrounded by books of
learning. Where his expression once radiated keen insight, it now hangs slack, a testament to his
befuddlement. His eyes, formerly alight with intelligence, have retreated, exposing only their
whites—a stark signal of vanished intellect.

Effect:
Your Intelligence score is reduced by 1d4+1 (to a minimum of 3). You can draw one additional
card beyond your declared draws.
Drawing this card within the Nine Hells inflicts upon you a relentless headache for the next
seven days, impairing your focus. This results in a disadvantage on all Constitution saving throws
made to maintain spell concentration. The headache resonates with the incessant peal of a
tolling bell, as distracting as it is agonizing. Furthermore, you must roll a d20. On a roll of 1, your
primary ability score (rather than Intelligence) is adversely impacted, whatever that may be, and
you are subjected to additional taunts from Asmodeus himself (detailed below).

Read aloud:
"Behold your pitiful state, you fool! Your intellect now mirrors that of my lowest lemures. It's
unfathomable to envision any purpose you could serve henceforth. Perhaps it would be wise to
abstain from furthering your lineage; eradicating your blood from the pool would be a favor to all."

In the event of rolling a 1 (as described above)...


"You couldn't possibly think you'd escape so lightly, could you? Time to strike where it truly pains
you."

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Reaper (replaces Skull, Jack of Clubs)

Description:
This card features a daunting figure shrouded in darkness, wielding a scythe that radiates an
ominous aura. The chilling image serves as a stark representation of the finality of death and the
soul's journey beyond.

Effect:
Similar to the Skull card outlined in the Dungeon Master's Guide on page 164, drawing the card
summons a Reaper (statistics identical to the avatar of death described). The scenario that
follows is identical to that described.
If drawn in the Nine Hells, the card's effect takes on a darker dimension. Should the hero fall in
battle against the summoned entity, their soul is not simply vanquished but ensnared within a
phylactery, echoing the dire consequences detailed by the Hell card. This vessel, a symbol of the
hero's soul now bound in eternal servitude, falls into the hands of a ruler within the Nine Hells,
potentially even Asmodeus himself. The location of this phylactery and its keeper are at the
Dungeon Master's discretion, potentially serving as the catalyst for a quest to liberate the hero's
soul from its infernal prison.

Read aloud:
"Ah, my faithful servant here will tear the soul from your very flesh and deliver it unto me. How
utterly delicious. The moment of your reckoning is at hand, and I await with bated breath for the
addition of your essence to my collection."

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Chains (previously Donjon, Ace of Spades)

Description:
This card features a harrowing image of ethereal chains, radiating a cold, dark energy as they
bind and constrict. These chains are not mere physical restraints but are imbued with magic that
ensnares both body and mind, symbolizing absolute subjugation. The background of the card is
a desolate vista of the Nine Hells, where the fires burn low under a sky heavy with despair,
hinting at the place of eternal bondage that awaits the hero.

Effect:
When drawn within the Nine Hells, the Chains card enacts a dire curse. The hero immediately
vanishes from their current plane of existence, transported to a location within the Nine Hells
chosen by the Dungeon Master. Upon arrival, they find themselves enslaved, their body and
spirit wrapped in the unbreakable chains depicted on the card. These chains also shackles the
hero's will and hope, leaving them utterly trapped with no chance of escape.
The only hope for liberation lies with the hero's companions, who must embark on a perilous
quest through the Nine Hells to find and free them. The backdrop of Chains of Asmodeus
provides the backbone for such a quest, though you, as the Dungeon Master, will have to lay the
flesh on it.

Read aloud:
"You belong to me now, ensnared in the cold, infernal iron of my dominion, destined to endure
eternal suffering. Tell me, how does it feel to be so utterly powerless? To know your very existence
is meaningless, that you are nothing more than a plaything in my collection? Revel in your
despair, for your torment has only just begun."

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36
Undone (previously Ruin, King of Spades)

Description:
This card features a starkly vivid image of a house, once a symbol of security and comfort,
violently torn from its earthly foundations. It is depicted floating precariously above a hellish
landscape, encapsulating a moment of profound dislocation. The house remains eerily intact,
suspended in the air, with the swirling fires of Hell and jagged landscapes stretching out below
it. This poignant image serves as a metaphor for the sudden upheaval and transportation of one's
possessions into the lap of Asmodeus.

Effect:
When drawn within the Nine Hells, the Undone card enacts a catastrophic shift. All wealth,
including coins, treasures, and notably, the deeds to businesses and other property, vanish
without a trace, reappearing at the feet of Asmodeus. Moreover, any lands or properties owned
by the hero suffer a fate reminiscent of the depicted house. They are uprooted from their plane of
existence and resettled in the infernal realm of Nessus, the ninth layer of Hell.

Read aloud:
"So, what was once yours now belongs to me. I doubt there's much among your possessions that
could pique my interest, but let us see . . .
Every coin, every deed, every brick and mortar of your holdings now rests within my realm.
Perhaps I'll find some use for them, or perhaps they'll simply serve as another testament to my
dominion. Either way, you've provided me with a most amusing diversion. Thank you for your
generous contribution to my endless wealth."

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Woe (replaces Euryale, Queen of Spades)

Description:
This card features an ominous-looking djinn, its form shrouded in darkness and mystery. The
djinn's appearance is both majestic and terrifying, a being of immense magical strength capable
of bestowing curses as easily as blessings. The background swirls with the dark, ethereal mists of
the unseen world, hinting at the djinn's connection to realms beyond mortal comprehension.

Effect:
Upon drawing the Woe card, the hero is subjected to a curse that mirrors the effect described for
Euryale, casting a shadow of impending misfortune over their path.
Within the Nine Hells, the curse's potency is amplified by the dark energies pervading the realm.
Each time the hero fail a saving throw, roll a d20. A roll of 1 triggers sinister laughter that
resonates within their mind. The voice is that of Asmodeus himself, mocking the hero for their
failure, resulting in further torment. This mental anguish manifests as a madness effect,
determined by consulting the Long-Term Madness table on page 260 of the Dungeon Master's
Guide. This affliction lingers until the hero takes a long rest.

Read aloud:
"You fool, cursed you are, doomed to falter at every step. All your efforts, all your struggles, will
unravel into nothingness. Surrender now, for marked by my power, you are destined for failure.
The shadows of defeat cling to you, a cloak woven from your own despair.”

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40
Turncoat (replaces Rogue, Jack of Spades)

Description:
This card depicts a chilling scene of betrayal, featuring a once-trusted friend whose gaze has
turned cold and hostile, now looking upon the hero with undisguised enmity. The character,
previously a companion or ally, is rendered in sharp detail, their face twisted with the intent of
treachery. The background is shadowy, symbolizing the murky waters of trust that have now
been muddied. This card captures the moment of betrayal, the realization that someone close is
not who they seemed, a pivotal turning point that will forever alter the course of the hero's
journey.

Effect:
Upon drawing this card, the Dungeon Master is tasked with determining which prominent NPC
from the Chains of Asmodeus adventure will betray the hero. The choice could be Tiax, Koh Tam,
or even the hero's patron—someone integral to the narrative and whose betrayal will have
significant repercussions. This event is not a simple twist; it requires careful planning and
consideration by the Dungeon Master to weave into the existing storyline. The betrayal should
serve as a catalyst for future developments in the campaign, affecting relationships, alliances,
and the hero's path forward.

Read aloud:
"Ah, so one whom you held dear now aims to drive a dagger deep into your heart? How deliciously
treacherous. It seems I won't need to lift a finger against you after all. Watch closely as your world
unravels by the hands of a friend turned foe. Trust, it appears, is as fragile as it is fleeting.”

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Wicked (replaces Balance, Two of Spades)

Description:
This card features Asmodeus captured in a moment of malevolent glee, laughing hysterically. His
laughter is not one of joy but of dark amusement at the chaos and moral corruption he
engineers. The card symbolizes a profound shift in the hero's ethical foundations, a turning
point where choices lead down a darker path.

Effect:
Upon drawing the Wicked card within the Nine Hells, the hero undergoes a drastic and
irreversible change: their alignment shifts to Lawful Evil. The change signifies a deep corruption
of the hero's values, potentially altering their goals, methods, and interactions with others.
If the hero's alignment is already Lawful Evil, they gain enough experience to reach the next
level.

Read aloud:
"Ah, so the lure of darkness proves irresistible, a testament to your inherent weakness. Embrace
this transformation, for it is but the first step on a journey that will inevitably lead you to grovel
at my feet. Relish in your descent, for there is no turning back now."

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Inept (replaces Fool, Joker #1)

Description:
This card portrays a wizard standing before an open tome of knowledge with an expression of
utter befuddlement.

Effect:
Drawing the Inept card in the Nine Hells mirrors the effect of the Fool card, representing a
setback in the hero's quest for knowledge and growth. However, the Inept card introduces an
additional effect: the hero's ability to gain experience in the Nine Hells is halved. Encounters that
would normally reward them with a certain amount of experience points now yield only half of
that, underscoring the inefficiency and difficulty of progressing in such a hostile environment.
This effect lasts until the hero manages to gain a level, overcoming the card's influence through
sheer perseverance, or until they leave the Nine Hells, escaping the direct shadow of Asmodeus's
domain.

Read aloud:
"You fool, to think you could glean new powers within my realm. Here, your progress will be
stunted, your strides reduced to mere crawls. Let this be a lesson in humility, should you ever
manage to escape my grasp."

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Enlightenment (replaces Jester, Joker #2)

Description:
This card depicts the same wizard previously ensnared by confusion, but now their face is alight
with a radiant expression of enlightenment. The dark, cluttered chamber remains, filled with
arcane tomes and mystical artifacts, yet the atmosphere is transformed by the wizard's newfound
understanding. The once perplexing tome now lies open, its secrets unveiled to the wizard, who
stands with a wand in hand, now channeling powerful magic with confidence. The candles that
flicker in the background cast a brighter glow, symbolizing the illumination of knowledge.

Effect:
If the card is drawn while in the Nine Hells, the hero receives an additional boon, granting them
50% more experience from encounters than they would normally receive. This effect lasts until
the hero either leaves the Nine Hells or advances to the next level of experience.

Read aloud:
"I shall bestow upon you the gift of knowledge, for you may yet prove to be of use to me, should
you endure the trials that lie ahead. Your potential, though presently untapped, holds promise. Let
this enlightenment be a beacon in the darkness, guiding your path. But remember, survival is a
prerequisite to mastery. Should you live long enough to harness this newfound wisdom, then
perhaps you will become the instrument I seek."

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The End
Asmodeus thanks you for drawing cards . . .
both for his amusement and profit.

Christopher

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