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Netherworld — Demon Reactions

The seven new reactions unique to the Netherworld — how demons negotiate, capture, convert, demand tribute, and make pacts.

netherworldreactionsdemonic-pactcaptureconversionburn-soulsmercenariesdemand-obeisance

Netherworld — Demon Reactions

The Netherworld uses all standard 4AD reaction rules plus these seven new reactions unique to the demonworlds.

Burn Souls

The monsters operate (or transport) a Soul Furnace. They offer to process captives for a fee.

  • Agree to bribe (10 Ϟ): their reaction becomes peaceful.
  • Refuse: reaction is capture (outdoors/dungeons) or peaceful (inside a stronghold).
  • 2-in-6 chance they are also merchants.
  • Each NETHERRAIDER dot your group has adds +1 Ϟ to the processing price.

Capture

The monsters use non-lethal attacks to take captives rather than kill.

  • Any character reduced to 0 Life is captured, stripped of all equipment, and brought to the nearest stronghold (left with d3 Life).
  • Companions can buy the captive back from that stronghold. Roll 2d6 on the Slave Pen table each time you visit the pens, adding the captive's level.
  • The stronghold will have 3d6 additional captives at any time.

Conversion

Salamandrine Men — the original inhabitants of the Netherworld — offer mortals the chance to become one of them.

  • If all characters refuse, roll d6: 1–2 quest, 3–6 fight.
  • Accepting conversion transforms the character permanently:
  • Grey bony skin and four spidery black eyes: +1 reaction penalty outside the Netherworld, −3 reaction bonus with other Salamandrine.
  • Eats bone dust; ignores food rules in the Netherworld. Costs 10 gp per adventure on other planes.
  • Cannot be Blessed, resurrected, or make demonic pacts.
  • When the converted character dies, their killer suffers a free fire attack at +2.
  • Cannot feel love or joy; cannot reproduce. Hates (and is hated by) Blasphemous Ones — attacks them on sight.
  • All other traits and class abilities remain unchanged.
  • Captives and retainers lack the willpower to convert; they die if conversion is attempted.

Demonic Pact

Demons offer safe passage and 1 soul cube (50 Ϟ) in exchange for a binding oath.

  • Accept: you must slay the first non-demon, non-undead creature (excluding captives) your party meets, and bring it back to where you met the demons.
  • Fail to fulfil: all characters who die henceforth (in the Netherworld or elsewhere) cannot be resurrected — the demons come to collect their souls.
  • Refuse: the reaction becomes fight.
  • Only one demonic pact can be active at a time. Meeting other demons while under a pact means they automatically fight.

Demand Obeisance

A powerful monster demands tribute in blood, captives, soul cubes, or Netherworld magic items.

  • Tribute values: 1 Ϟ per Life point of blood, 10 Ϟ per captive, 50 Ϟ per soul cube, 75 Ϟ per Netherworld magic item.
  • If you agree, make a new reaction roll subtracting −1 per 20 Ϟ offered (up to −4). Add +1 per NETHERRAIDER dot.
  • On second roll of 2 to −1: gain 1 clue and a quest (always: kill a rival Lord and bring back its head).
  • On second roll of −2 or lower: the Lord's favor — −1 to all reaction rolls inside its stronghold and −10% prices while it remains your patron.
  • Refuse: fight.

Demand Worship

A Blasphemous One demands a sacrificial offering — a captive or a party member.

  • Groups with a paladin cannot worship Blasphemous Ones; the paladin always attacks on sight.
  • Offer a captive (Madness check): the Blasphemous One grants a quest — kill another Blasphemous One with a different name and return its heart. Completing the quest earns an Abominable Gift (see the Blasphemous Ones article).

Mercenaries

Monsters offer to fight for the party in the next combat.

  • Price: total of monsters' Life points + level (in Ϟ). Demons demand blood or living captives.
  • Before the fight, make a morale check for the mercenaries: +1 vs vermin, −1 vs Weird Monsters, −2 vs Bosses, −3 vs Final Bosses / Blasphemous Ones.
  • Refuse to hire: treat as a bribe result (3d6 Ϟ).
  • Dismiss after hiring: make a reaction roll at −2.

Merchants

Always react with pacifism unless attacked. Commerce binds even demons with greed.

  • Trade in food, soul cubes, captives, and Netherworld items.
  • Gold and jewels are worthless to most Netherworld denizens.
  • Nobody in the Netherworld sells Blessing spells, holy water, or resurrection rituals.

Cleric of Zur

Clerics of Zur — the god who rules the Netherworld — have a special Blessing use: spend 1 Blessing to turn a hostile encounter with undead into a peaceful reaction (automatic vs vermin/minions; save vs monster level + cleric level for Weird Monsters/Bosses; costs 1 Life in blood offering; does not work on Final Bosses).

Clerics of Zur need no food in the Netherworld, have access to Lesser Necromancy, but cannot use Create Holy Water or Scroll Maker. They must not use soul cubes or procreate; doing so removes all spellcasting until a random quest of atonement is completed.