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Hell's Bells - D&D - 5e
Hell's Bells - D&D - 5e
Table of Contents
Credits ................................................................................ 1
F or the players .................................................................... 1
............................................................................................ 2
Ch apter 1. D on’t go into th e light........................................ 2
1. The Keepers ...........................................................................3
2. The Fairweather Fort ..........................................................3
2.A. Be Our Guest ..................................................................... 4
2.B Make Yourself at Home................................................... 4
2.C Neighbours From Hell..................................................... 4
3. Ready, Set, Go. ......................................................................5
Chapter 2. The first mission........................................................5
The Professor’s Home ............................................................5
Chapter 3. One step closer to Paradise ..................................... 6
3.1. Wait... Did You Hear That? ..............................................7
Chapter 4. Where do we go from here? .....................................7
4.1 Deal With a Devil ................................................................7
4.3 Let’s Kill an Angel .............................................................7
4.4 No Good Deed Goes Unpunished .................................. 8
Disclaimer: I am not responsible if reading or using any of my content makes your players throw things at you ; I can’t even stop my own players from doing
it and I wish you luck.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the Dragon Ampersand, Ravnica and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
pp
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permissio n under the Community
Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Willow Locke and published under the Community Content Agreement for Dungeon
Masters Guild.
1
FOR THE PLAYERS 09-13 Got punched a little
too hard in a tavern
65-74 Spent the night with a
succubus (worth it)
brawl.
14-19 Fell off a ladder. 75-78 Caught running away
So, you’ve just died. That’s a shame, but not to worry, this from a battle, killed
is only the beginning for you! It looks like you lived a very for deserting.
• What good or evil acts has your player done throughout their
life?
• Do they have any important NPCs they are leaving behind?
• Are there any dead NPCs they may run into in the afterlife?
• What would their idea of ‘paradise’ be?
• How did they die?
2
‘Welcome one and all, to The Fairweather Fort- the This celestial will introduce himself to the party as Arius,
home of the Hell’s Bells program. As most of you one of their two keepers. He is overly friendly and seems
will I'm sure be aware, your time on the mortal excited to greet them and explain how he hopes to guide
plane has ended on the event of your death. So, them smoothly to paradise.
1. T HE KEEPERS
C
Read this:
‘As the shock starts to wear off just a little, you see
two figures walking calmly towards you down a long B
dirt path. One seems to tower over the other even
without the pointed horns atop their head, but the
shorter of the two waves a hand in the air
enthusiastically and shouts over to you, “Sorry
we’re late!”
As he begins to hurry over, you also notice a pair of
wings emerging from his back that look somewhat A
holographic. They catch the golden starlight in such
a way that they almost appear to be made of
flickering candlelight.’
3
The party is led over to what appears to be a one-story 2.B MAKE YOURSELF AT HOME
bunker made of dark stone. There doesn’t seem to be
anyone else inhabiting this building, and nothing can be
This room will be the party’s main base of operations away
heard from inside.
from prying eyes, so they can want to decorate or fortify it
in their own ways. You may also want to surprise each of
‘Although it is a somewhat intimidating and military them a personal item from their time on the mortal plane,
or even a letter from a notable NPC in their backstories
building, it is clear that someone has tried to make it
that Arius could have procured for them.
look more inviting. Pastel bunting has been draped
over windows, and flowers are growing up the walls.’
‘In this hall there are neatly made empty beds and
side tables for each member of the party, as well as a
Outside of the fort’s walls fog obscures the party’s vision
small, homely kitchen and dining table at the other
so it is unclear if this place is completely isolated or what end of the room. This room immediately feels more
else may be beyond. If anyone chooses to explore beyond comforting than the quiet emptiness of the fort so
the fort, they can make an investigation check of D C 16. On far, especially as it is filled with the smell of warm
a success they will discover that they are on some kind of bread from the oven.’
floating island, and anything beneath them is too far down
to see.
Arius will excitedly show the party that he stocked the
Choosing not to follow Erin and Arius will definitely cupboards with ingredients for all of the players’ comfort
irritate them, and they may be less friendly to anyone who foods from their life. This is a great roleplaying
chooses this option. This may be important to remember opportunity for the party to get to know each other based
for later interactions. on what food they find in the kitchen.
The party will be left to their own devices for a few hours
by their keepers, as Erin will explain that they have some
time to settle in before their first quest in the afternoon. In
this downtime the party is welcome to relax however they
please, or even to explore the rest of the fort.
There are four doors behind this one, two of which are
The first room the party will be shown is a large dining
locked. The locks on these two can be picked or broken by
hall, or possibly converted ball room.
brute force on a skill check of D c16 or higher in sleight of
h and or athletics. Behind the locked doors are two very
different bedrooms, the first is mostly filled with sketch
‘There are extravagant decorations and a long pads and art equipment. On the desk of this room there is a
wooden table with dozens of empty chairs. Although painting of the orange and red constellations the party saw
there are huge bookshelves and wine racks, most of when they first arrived, but it is only half-finished. The
the space seems to be filled with only dust and the second bedroom is a little messier and the only personal
echoes of your own breathing.’ items is a collection of axes hanging from the wall that
may have been impressive once but are now covered in
rust. One thing both of these bedrooms have in common is
If anyone cares to look around further, they will find a that everything inside them is covered in a thick layer of
small kitchen and pantry behind a door at the end that dust.
seems built to cater to many more people than actually live
in the fort. In the third room they will find a tidy and fairly
minimalistic bedroom. From the clothes in the wardrobe,
If anyone asks either of the keepers about the lack of other it’s clear that this is Arius’ room, but it doesn’t look like
people wandering around, they’ll explain that a lot of he’s spent much time in it.
people have been fired recently due to ‘bud get cuts in our
department’ The fourth room is decorated like a small gothic mansion
and is littered with empty wine bottles. This room very
obviously belongs to Erin, because she’s sitting on her bed
reading a book and is not pleased at all about the
interruption.
4
3. READY , SET, GO.
Medium fiend, lawful evil
After the party has finished whatever shenanigans or
exploration they have chosen to do in their downtime, they Armor Class 15
will hear the loud rin gin g of a bell throughout the fort. Hit Points 45
Speed 50 ft.
This sound will summon the keepers to wherever the
party is, and Erin will explain what is about to happen. STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
‘Alright you lot, it’s time for you to make yourselves Skills Perception +5
useful. There’s some guy on the mortal plane who’s Damage Resistances Darkvision 60 ft., Passive Perception 15
just kicked the bucket, and he’s meant to be getting Damage Immunities fire
the fast lane to heaven. Apparently, there’s some Condition Immunities enter here
Senses Darkvision 60 ft., passive Perception 12
kind of issue with actually getting him to leave
Languages Understands Infernal but can't speak it
though. His name is Professor G ilbert, and your job
Challenge 3 (700 XP)
is to figure out what the problem is so we can get
him up here safely.’ Keen Hearing and Smell. The hound has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a
KEY OF DISPLACEMENT creature if at least one of the hound's allies is within 5 feet of the
creature and the ally isn't incapacitated.
Wondrous item, (requires attunement)
This key is large and golden, with a red gem inset into the head.
Once a day, this key can be placed into any locked door and the Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7
door will open to a specific location. This location cannot be (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
changed; another key will be required for a different location.
Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot
After the introduction from Erin, the party will be given cone. Each creature in that area must make a DC 12 Dexterity
this key and told that they can use it to return after the saving throw, taking 21 (6d6) fire damage on a failed save, or half
mission is over. She will then take out her own key and as much damage on a successful one.
open a portal for them to step through.
5
spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the
Tiny fiend (devil), lawful evil 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
Armor Class 13 dies.
Hit Points 10
Devil's Sight. Magical darkness doesn't impede the imp's Darkvision.
Speed 20 ft., fly 40 ft
STR DEX CON INT WIS CHA Magic Resistance. The imp has advantage on saving throws against
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2) spells and other magical effects.
6
After their battle and a very long day, the party will and get a second chance at life, or she could offer them
presumably want to rest. Ask the players if they want to do other rewards that could function as new plot hooks. For
anything before they sleep to celebrate their first victory. example, the map of a place where the party can find a
huge amount of gold or the location of a missing NPC in a
3.1. WAIT... DID YOU HEAR THAT? player’s backstory.
FROM HERE ? Telepathic Bond. The fiend ignores the range restriction on its
telepathy when communicating with a creature it has charmed.
After this discovery it will be fairly clear to the party that The two don't even need to be on the same plane of existence.
this is not a place that they are safe to stay in for much Shapechanger. The fiend can use its action to polymorph into a
longer. The next day the keepers will act as if nothing is small or medium humanoid, or back into its true form. Without
different until Erin eventually manages to speak to the wings, the fiend loses its flying speed. Other than its size and
party alone. speed, its statistics are the same
4.1 DEAL WITH A DEVIL Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
As soon as she is able to get them alone, Erin will explain Charm. One humanoid the fiend can see within 30 feet of it must
how Arius used to be a very low status worker in the once succeed on a DC 15 Wisdom saving throw or be
very busy Fairweather fort, and they began seeing each magically charmed for 1 day. The charmed target obeys the fiend's
other. She soon became tired of his goody two-shoes verbal or telepathic commands. If the target suffers any harm or
nature and began to slowly get him hooked on ‘blood of receives a suicidal command, it can repeat the saving throw,
the innocent’ which is a ritual process of devouring a ending the effect on a success. If the target successfully saves
person with a truly good soul. Through this ritual she
against the effect, or if the effect on it ends, the target is immune
transformed him into some strange kind of Incubus and
to this fiend's Charm for the next 24 hours.
things got a little out of control. At first she would
The fiend can have only one target charmed at a time. If it charms
occasionally sneak rescued souls to him but then
another, the effect on the previous target ends.
eventually he started needing more and the angels started
to go missing to feed his habit. Draining Kiss. The fiend kisses a creature charmed by it or a
willing creature. The target must make a DC 15 Constitution saving
Eventually it became just the two of them in the Hells throw against this magic, taking 32 (5d10 + 5) psychic damage on a
Bells fort and they started devouring people who failed save, or half as much damage on a successful one. The
graduated the programme. When the party joined it target's hit point maximum is reduced by an amount equal to the
became clear that it wouldn’t be enough for Arius and Erin damage taken. This reduction lasts until the target finishes a long
believes he’s about to turn on her in insanity. rest. The target dies if this effect reduces its hit point maximum to
0.
Scared of being his next victim, Erin offers the party a Etherealness. The fiend magically enters the Ethereal Plane from
deal: If the party kills Arius, then she will offer them a deal the Material Plane, or vice versa.
of some kind. Depending on where you want the adventure
to go, she could offer them the chance to be resurrected
7
After the deal has been arranged, Erin will give them a
head start by blinding Arius temporarily and allowing
them to form a plan. They may sneak around the fort to
find him but will need to make stealth checks every time
they enter a new room or area. Ask them to roll initiative at
the beginning of the hunt so that when combat eventually
starts everyone will be prepared.