Battle of the Bands - Its all just a Challenge

The band took a rest in the ride to the battle lines inside the Souless Hag.

After a good few hours they reach the backlines on the War along the River Styx.

Confronting Orcus is no simple matter. 

The band must traverse the battle-ridden hellscape and fight past hordes of devils and demons interlocked in deadly combat along the River Styx. 

Only then can they get close enough to the Prince of Undeath, Orcus, and challenge him to a rock-off. 

The time has come to challenge Orcus—the Demon Prince of Undeath, the Blood Lord, the unsufferable goat-headed monstrosity—to a rock-off! 
To get to Orcus you must fight through hordes of demons invading Avernus from the River Styx, and there is no better way to do this than with…a montage! 



With Bardo chained to the front of the Souless Hag, the band plays an inspiring rock ballad that enables the forces of Avernus to charge the demonic position along the River Styx, this speeds up their movement through.


After picking back up Xlixi who fell off, next the band rocks out atop The Soulless Hag and mows down thousands of demons as they race toward the front lines of the Blood War to confront Orcus. 

Suddenly They see
The Archduke Zariel being knocked out of the sky by Orcus, Cloadah reacts and casts feather fall on Zariel, so she gently lands on top of the Souless Hag
Zariel is so impressed with the character she flies them across the battlefield and drops them off to challenge Orcus. 

The band find themselves before Orcus…the battlefield becomes deathly silent as he turns toward you and points a ghastly wand made of a human spine topped with a man’s skull radiating necrotic energy. 

“You are fools to come here, mortals! Bow before me and I shall make your death swift! Challenge me, and I shall tear the limbs off your body and throw your tattered corpse into the infinite Abyss!” 


Bardo takes up the role to Challenge Orcus, Orcus laughs maniacally, points the wand of Orcus at Bardo, and utters a foul phrase as he casts power word kill on them. 

Bardo's vanquished corpse slumps over on the floor in a broken heap of flesh. The sky turns as dark as the endless emptiness of space, and an inferno blazes up from the depths of hell as a striking, devilish figure with a neatly trimmed goatee appears wearing crimson robes and wielding a ruby rod. 

“You cannot defy the one rule I bound you by in the demon code, Orcus! The contract you signed eons ago is now enforced upon you!” 





The devilish figure is Asmodeus, the ruler and Lord of the Nine Hells, whose power is unfathomable. Asmodeus snaps his fingers, resurrecting Bardo creating an arena out of thin air.

Now you will obey my rules and Rock-off to the Death.

The Band cast up their Rock Off Avatars
Orcus Splits himself into five different Avatars!

Now begins the epic rock-off to determine the fate of the multiverse! 



The Epic Rock off unfolds with the Band almost wiped out, but claw back a victory with some critical power chords.

A portal to the Abyss opens beneath Orcus as he is dragged back into the endless Abyss clawing in desperation as he screams vile curses at the Band. 

The Band has done it! 

They’ve defeated Orcus and saved the multiverse. 

The multiverse is saved and as thanks, Asmodeus is impressed and offers the Band an infernal contract. 

The Band quickly sign and collect their goods, and as they do a dark sphear encases them and they start to travel up and out of Hell and the world starts to go black.
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ASMODEUS RECORDS INFERNAL CONTRACT

BE IT HEREBY KNOWN that this document sets forth the terms and conditions of the Infernal Agreement between the signatory and Asmodeus, bound hereby in blood and effective immediately throughout the known Multiverse.

The signatory hereto consents and agrees to act as the personal bard of Asmodeus when called upon and hereby covenants to always save the Nine Hells from destruction when asked.

In addition, the signatory agrees to enter into an exclusive record label contract with “Asmodeus Records.” Asmodeus Records shall receive 50% of all future musical royalties, and ticket sales earned by the signatories. In return, the signatories receives all the following:

  • For the Band
    • 50,000 gp worth of art objects, coins, gems, or property of the signatories choosing for the whole band
    • One piece of information that can’t be acquired by any other means, redeemable at the signatories time of choosing 
    • A single task that Asmodeus or one of his minions can complete within the next nine days
    • The aid of Orianna and Mordakai Mafisto who can serve as the signatories record label agents, personal assistants, or roadies 
    • The benefit of a wish spell (with no exhaustion for using an effect other than duplicating another spell)
  • For each Members of the Band
    • a Magical Instrument for each member of the band
    • A supernatural gift manifesting as a charm 
To enter the contract, both parties must sign their names on the golden flat circular disc using their 
own blood.

Voiding the contract requires sacrificing 10,000 humanoids in the name of Asmodeus, a 1,000-year record label renegotiation between “Asmodeus Records” and the signatories. This negotiation must have a legal notary and both the Eye and Hand of Vecna present.

The parties hereto acknowledge that this Infernal Agreement shall be construed in accordance with the laws of Avernus, without regard to the conflicts of law provisions thereof. The parties hereby irrevocably consent to the jurisdiction of the infernal courts located in Avernus, in any action arising out of or relating to this Infernal Agreement and waive any other venue to which either party 
might be entitled.

Headings in this Infernal Agreement are for convenience only and shall not be used to interpret or construe its provisions. This Infernal Agreement may be signed in counterparts, which together shall 
constitute one Infernal Agreement. This Infernal Agreement and each party’s obligations hereunder 
shall be binding on the representatives, assigns, and successors of such party and shall inure to 
the benefit of the assigns and successors of such party; provided, however, that the rights and obligations of the signatory hereunder are not assignable. No delay or failure by Asmodeus to exercise 
any right under this Infernal Agreement, and no partial or single exercise of that right, shall constitute a waiver of that or any other right, unless otherwise expressly provided herein.

IN WITNESS WHEREOF, the undersigned have caused this Infernal Agreement to be signed as of today’s date.

Signed Arcane Fire - Bardo, Xlixi, Clodah, Heironimo, Hydrica

Date 1368

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In another plane of existence, Tasha smiles in Baga Yaga’s hut as she uses her cauldron of everything to scry on the band. She claps and turns to a bald mage in blue robes standing next to her, “Well, I told you Mordy, these are the bards we’d need. Much better than your blood hunters if I do say so myself.” 

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Tasha smirks and everything goes dark. And just like that, the greatest adventure in the world ends.  

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Magical Instruments

Magical Instruments the band got from hell - of course there would be a catch, they were gifts from hell!

I am so lonely

All the items are cursed, and even if they do not state they require attunement, all of them take an attunement slot.

If you are not within 10ft of your item the I am so lonely effect is felt

A I am so lonely player has disadvantage on Constitution checks and saving throws, and their movement speed decreases by 5 feet.

The DM rolls 1d4 or chooses one of the following depending on the source of this condition. The player gains disadvantage on

  • Athletics checks on a 1,
  • Acrobatics checks on a 2,
  • Stealth on a 3.
  • On a 4, the DM rerolls the first d4, as well as an additional d4, following the above rules.
If the item is returned to them and in their hand, the effect goes.

At the end of a long rest, if the item is still not with them, thee player may attempt a DC 12 Constitution saving throw at the end of each long rest, on a failed save they gain a level of exhaustion.

I’m Just a Jealous Guy

If someone else uses your instrument, you become enraged and will instigate a fight with them, regardless of how powerful they are or if they were friendly.

The fight lasts until:

  • You have your instrument back and they have apologies for the slight, or
  • You are incapacitated

Hydrica

Rhythm Maker's Drum

Source: Tasha's Cauldron of Everything

Wondrous item, rare (requires attunement by a bard)

While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum's rarity.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

Hieronymo

Instrument of The Bards - Reapers Drum

Wondrous Item, rare (requires attunement by a bard)

An instrument of this type is made mostly of bone, be it laminated or carved, it has 3 small diamonds embedded in it and contains 6 charges. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

Once attuned, the owner innately learns a sorrowful melody that they feel compelled to play every evening at dusk for at least 10 minutes, doing so restores 1d4(+1 if playing for 1 hour or longer) charges but causes 1d6+2 dancing ghostly couples to appear within a 20ft radius of the caster for the duration. the couples are illusory and ignore any attempt at interaction. Once complete the spirits applaud the performance and vanish. If the attuned is unable or unwilling to play for any reason, they takes 2d4(+1 per charge under 6) psychic damage, wherever they are, and lose attunement with the instrument.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until dusk. The spells use your spell-casting ability and spell save DC.
fly, invisibility, levitate, protection from evil and good

In addition, the following spells may may be cast any number of times by expending the required charges.
When you use the instrument as a focus item to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw.

Xlixi

Instrument of the Bards - Death's Lyre

Wondrous item, very rare (requires attunement by a bard)

A magical 10 string lyre made from a fallen Volodni with ancient runes inlayed with blood around the band. When played the sound yet beautiful has a hauntingly eerie tone.

Death's Cords. This instrument has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the instrument becaumes a nonmagical lyre, on a 20 it regains all charges.

While playing this instrument, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell attack bonus and save DC: chill touch (1 charge), cause fear (1 charge) ray of enfeeblement (2 charges), blindness/deafness (2 charges), bestow curse (3 charges), or animate dead (3 charges).

Bardo

Instrument of the Bards - Cli lyre

Wondrous item, rare (requires attunement by a bard)

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

Spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall
 

Clodagh

Horrid Mouth Harp

Wondrous item, rare

This instrument of discord is absolutely horrible. Simply the worst. The sound of its horrid tune can fill any who hear it with dread.

Wicked Tune. This magical instrument has 10 charges. As a reaction to a creature within 30 feet of you making an ability check, attack roll, or saving throw and before the results of the roll have been announced, you may expend a charge to impose disadvantage on that roll. 
When a Horrid Mouth Harp is reduced to 0 charges, the foul instrument explodes in the user's mouth, exuding a deathly stench and imposing the poisoned condition upon them for 1 minute.
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A supernatural charm gift

Each Band member has the following charm

Rakdos Charm

When you activate this charm, you can cast the Crown of Madness, Hellish Rebuke, or Shatter spell. The charm vanishes after you activate it.
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Tasha "Shit, Wait, What, Oh Boy"

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