1: Filing Fiasco
First Contract for the ICA
Grilbip the filing imp has been improperly filing documents for the past hundred years. The players job is to sort the documents.In Adventure 1: The Filing Fiasco, the DM should emphasize the absurdity and frustration of bureaucracy within the ICA, blending puzzles and roleplay with a touch of dark humor. The adventure starts with the party assigned to sort centuries’ worth of misfiled contracts in a chaotic archive room. The DM can introduce magical filing cabinets, enchanted contracts that argue or attempt escape, and rival coworkers (or imps) planting fake documents to disrupt their work. Challenges should include deciphering cryptic language, solving filing order riddles, and managing the increasingly volatile archive room, which reacts to mistakes with minor curses or magical mishaps. As the party progresses, they uncover a forged contract involving a senior devil, forcing them to decide whether to expose the forgery or sweep it under the rug to avoid interdepartmental retaliation. Keep the tone light yet satirical, with opportunities for creative problem-solving and office-themed humor.
Plot points/Scenes
Part 1: The Archive Abyss
The players arrive at the chaotic Obsidian Archive, a cavernous room filled with animated filing cabinets, floating stacks of papers, and scrolls with wings. Their first task is to get the system operational, as the enchanted sorting mechanism is malfunctioning. This involves: Disarming a paper shredder mimic blocking the main sorting terminal. Calming an overworked clerk imp who has gone rogue, throwing papers in frustration. Repairing the magical sorting engine through an arcane puzzle requiring knowledge of infernal runes and contract logic.
Part 2: The Great Sorting
With the system operational, the players must begin sorting the mountain of contracts. Challenges include: Deciphering cryptic clauses written in ancient or metaphorical language. Resolving disputes between sentient contracts that argue their placement or refuse to cooperate. Preventing sabotage by a rival department's meddling imps, who attempt to slip in fraudulent contracts or tamper with the system. Success in this part involves teamwork and clever problem-solving, with a focus on roleplay and light-hearted antics.
Part 3: The Forged Contract
As the party nears completion, they uncover a forged contract signed by a high-ranking devil, subtly altering the terms to seize a mortal's soul prematurely. The players must decide: Expose the Forgery: Report the document to their supervisor, risking a power struggle or retribution from the implicated devil. Destroy the Evidence: Quietly eliminate the contract and avoid drawing attention, but lose out on any potential rewards. Alter the Forgery: Make the contract’s terms even more egregious and anonymously submit it, ensuring the devil’s downfall but taking a dangerous moral and ethical step. The resolution determines how the players are viewed by the ICA, setting the tone for future adventures.
The players arrive at the chaotic Obsidian Archive, a cavernous room filled with animated filing cabinets, floating stacks of papers, and scrolls with wings. Their first task is to get the system operational, as the enchanted sorting mechanism is malfunctioning. This involves: Disarming a paper shredder mimic blocking the main sorting terminal. Calming an overworked clerk imp who has gone rogue, throwing papers in frustration. Repairing the magical sorting engine through an arcane puzzle requiring knowledge of infernal runes and contract logic.
Part 2: The Great Sorting
With the system operational, the players must begin sorting the mountain of contracts. Challenges include: Deciphering cryptic clauses written in ancient or metaphorical language. Resolving disputes between sentient contracts that argue their placement or refuse to cooperate. Preventing sabotage by a rival department's meddling imps, who attempt to slip in fraudulent contracts or tamper with the system. Success in this part involves teamwork and clever problem-solving, with a focus on roleplay and light-hearted antics.
Part 3: The Forged Contract
As the party nears completion, they uncover a forged contract signed by a high-ranking devil, subtly altering the terms to seize a mortal's soul prematurely. The players must decide: Expose the Forgery: Report the document to their supervisor, risking a power struggle or retribution from the implicated devil. Destroy the Evidence: Quietly eliminate the contract and avoid drawing attention, but lose out on any potential rewards. Alter the Forgery: Make the contract’s terms even more egregious and anonymously submit it, ensuring the devil’s downfall but taking a dangerous moral and ethical step. The resolution determines how the players are viewed by the ICA, setting the tone for future adventures.
Parent Plot
Related Characters
Related Organizations
Related Locations