This site is games | books | films

Devil, Melchom, Duke of Profit

Melchom, Duke of Profit
Create (midjourney.com)

Melchom, the Duke of Profit, is an imposing and sinister figure with a large, humanoid frame clad in merchant’s attire of dark green and mustard hues, accentuated by gleaming silver and gold jewelry. His face is a grotesque amalgamation of rat-like and simian features, with a pronounced, rodent-like muzzle and a heavy brow. Small, sharp horns protrude from his wiry, bushy hair, and his rat-like tail twitches inconsequentially. His hands are unnaturally large and ape-like, yet his penmanship remains unnervingly elegant. Melchom constantly carries two key items: his Stylus, a magical writing instrument fashioned from the teeth of ten common dragon species, and The Ledger, an infinite book bound in black wyrm scales, which he keeps chained to his right arm.

Behavior:
Melchom exudes an air of cold calculation and relentless greed. He is meticulously organized, constantly managing and expanding his financial empire in Minauros, the Third of the Nine Hells. He is rarely seen outside his domain without his entourage of pit fiends, whom he dispatches for any necessary enforcement. His behavior is characterized by an insatiable drive for wealth and a ruthless, predatory approach to negotiations. Melchom is a master of deception, using his Haggle ability to manipulate others into unfavorable deals and exploiting his Boon of the Bourgeois to extract every ounce of value from his clients.

Habitat:
Melchom resides in the gloomy, oppressive city of Minauros, a realm of endless, murky swamps and treacherous bogs within the Nine Hells. His domain is a labyrinthine complex of grand, decrepit towers and dark, cavernous vaults overflowing with amassed wealth. The environment is a reflection of his nature—dark, unwelcoming, and suffused with the stench of corruption and greed. His quarters are a stark contrast to the chaos outside, meticulously organized and adorned with opulent, yet unsettling, furnishings.

Modus Operandi:
Melchom’s modus operandi revolves around exploiting the desires and weaknesses of mortals through intricate contracts. He offers seemingly benign deals, promising enhanced skills or valuable items in exchange for future services or payments. Once the terms are agreed upon and the contract is signed in his Ledger, the victims often find themselves ensnared in a web of deceit. Melchom uses his Tax ability to devalue or curse items and currency, ensuring that any gains from his deals benefit him exclusively. His Boon of the Bourgeois entices clients with short-term advantages while ensuring long-term loss and eventual damnation.

Motivation:
Melchom’s primary motivation is the accumulation of wealth and the expansion of his influence within Hell. Driven by a combination of personal greed and the overarching goals of his master, Mammon, he seeks to amass as much material wealth as possible. This drive is not merely for the sake of opulence but is intertwined with his survival; his position as Treasurer of Minauros depends on maintaining an overflowing treasury. His secondary motivation is the enjoyment he derives from manipulating and ensnaring mortals, finding perverse satisfaction in their downfall and suffering as a result of his schemes.


  • Melchom, Duke of Profit 5e
  • Melchom, Duke of Profit 3.5
Melchom, Duke of Profit
Create (midjourney.com)

Medium Devil, Lawful Evil


Armor Class: 21 (Natural Armor)
Hit Points: 300 (24d8 + 192)
Speed: 40 ft., fly 60 ft.


STRDEXCONINTWISCHA
22 (+6)24 (+7)22 (+6)28 (+9)26 (+8)30 (+10)

Saving Throws: Dex +15, Con +14, Wis +16, Cha +18
Skills: Arcana +17, Deception +18, Insight +16, Persuasion +18
Damage Resistances: Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
Senses: Darkvision 120 ft., Passive Perception 18
Languages: Infernal, Abyssal, Common
Challenge Rating: 25 (75,000 XP)


Traits

Legendary Resistance (3/Day). If Melchom fails a saving throw, he can choose to succeed instead.

Magic Resistance. Melchom has advantage on saving throws against spells and other magical effects.

Spellcasting. Melchom is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). He has the following spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, True Strike
  • 1st level (4 slots): Disguise Self, Magic Missile, Shield, Witch Bolt
  • 2nd level (3 slots): Mirror Image, Misty Step, Ray of Enfeeblement
  • 3rd level (3 slots): Counterspell, Fear, Lightning Bolt
  • 4th level (3 slots): Phantasmal Killer, Greater Invisibility, Blight
  • 5th level (3 slots): Cloudkill, Dominate Person, Telekinesis
  • 6th level (2 slots): Eyebite, Harm
  • 7th level (2 slots): Etherealness, Plane Shift
  • 8th level (1 slot): Power Word Stun
  • 9th level (1 slot): Meteor Swarm

Infernal Command. Melchom can use a bonus action to command any devil within 120 feet of him that can hear him. The commanded devil must obey Melchom’s orders, and it gains advantage on attack rolls and saving throws until the end of its next turn.

Unholy Aura. Any creature within 30 feet of Melchom that starts its turn there must succeed on a DC 27 Wisdom saving throw or be frightened until the start of its next turn. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Melchom is within line of sight, ending the effect on itself on a success.


Actions

Multiattack. Melchom makes three attacks: one with his Claw and two with his Fist.

  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 16) slashing damage.
  • Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 30 (4d10 + 16) bludgeoning damage plus 15 (3d10) psychic damage.

Spellcasting (At Will). Melchom casts one of the following spells: Dispel Magic, Wall of Force, or Teleport.

Dreadful Presence (Recharge 5–6). Melchom exhales a wave of infernal energy. Each creature of his choice within 60 feet and aware of him must succeed on a DC 27 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Melchom is within line of sight, ending the effect on itself on a success.


Legendary Actions

Melchom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Melchom regains spent legendary actions at the start of his turn.

  • Attack. Melchom makes one attack with his Claw or Fist.
  • Teleport. Melchom magically teleports up to 60 feet to an unoccupied space he can see.
  • Invoke Terror. Melchom uses his Dreadful Presence ability.
  • Grasp of the Infernal (Costs 2 Actions). Melchom creates a rift in reality at a point he can see within 120 feet. Each creature within a 20-foot radius of the point must make a DC 27 Strength saving throw, taking 50 (10d10) force damage on a failed save, or half as much damage on a successful one.

Regional Effects

The region within 10 miles of Melchom’s lair is warped by his presence, which creates the following effects:

  • Corrupted Landscape. The land becomes twisted and darkened, with vegetation turning black and the sky perpetually overcast.
  • Infernal Influence. Areas within the region experience random magical effects, such as illusions or sudden shifts in temperature.
  • Malevolent Whispers. At night, whispers of Melchom’s schemes and threats echo through the region, causing unease and fear among the inhabitants.

Lore

Melchom, the Duke of Profit, is a devil of unparalleled cunning and ambition. As a high-ranking Duke of Hell, he thrives on manipulating mortal and infernal schemes alike to accumulate power and wealth. Known for his seductive charm and razor-sharp intellect, Melchom engages in intricate deals and machinations to expand his influence. His lair, a grand infernal palace filled with arcane riches and dark secrets, serves as the epicenter of his schemes. Mortals who cross paths with Melchom often find themselves ensnared in a web of deceit and manipulation, their fates sealed by the Duke’s merciless drive for power.

Devil, Melchom, Duke of Profit
Create (midjourney.com)

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr. Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

More than any other fiends, devils are known for their predilection for drafting contracts with those with whom they deal. Legends and myths associate devils appearing to work out deals with foolish mortals, promising them wealth and power in return for mortal souls. These deals are often signed with the mortal’s blood, consigning the mortal’s soul to unending torment in Hell once the contract has been fulfilled. In many ways, these legends are not exaggerations for at least one Duke of Hell comes close to actualizing these stories. That Duke is Melchom, the Treasurer of Minauros.

Like most of Mammon‘s Courtiers, Melchom rarely finds himself at the beck and call of his master as he spends the bulk of his time bringing ever more material wealth to Minauros in order to satiate not only the greed of Mammon, but his own avarice as well. Like Mammon and most of the other Courtiers of Minauros, Melchom is consumed with material gain with the least amount of work on his part. What is more, Melchom is also responsible for the coffers of Minauros; the coffers must always be overflowing with gold and platinum or else Melchom’s existence becomes forfeit. Clearly, Melchom excels at his job as he has served Mammon longer than almost any other Duke of Hell.

Melchom seeks to fill his pockets with as much coin as possible by granting improved skills to workers but not compensating them appropriately for their efforts. To many beyond Hell, this behavior would apparently place Melchom closer to Dispater than Mammon; however, there is no real confusion. Melchom does value the skill of his workers. The faster they complete a project, the sooner he can turn a profit. The more his workers think they are being treated fairly, the more productive they become, which results in greater production and a heavier purse for Melchom. This contrasts with the attitudes of Dis in which there is no concern about valuing those who toil under the oppressive weight of a corporate structure, never receiving any increased knowledge or even the illusion of improvement. In Dis, there is naught but stagnation or the slow movement of a lead wheel, while for Melchom everything must happen quickly in order for his coffers to expand.

But, herein lies the evil associated with Melchom. Not only does Melchom not compensate his workers properly, he only grants them enough to make them productive for his own wealth. Once he is done with his workers, they are cast aside unless they can prove their worth in some other manner. Most cannot and these are often sold to the allies of Dis.

In Hell, Melchom has a comfortable relationship with his liege. Although the two share a mutual distrust, Mammon has not been able to satisfactorily prove that Melchom has robbed him, likely because the Duke of Profits is either too good with balancing the books or because he is a loyal servant. Mammon knows the answer is the former and has a grudging respect for Melchom’s abilities. Melchom has healthy business arrangements with virtually every Lord of Perdition that interacts with mortal clients. The strongest partnership he claims is with Scax. These two Dukes of Minauros have carved up entire worlds; while Scax enriches and curses, Melchom taxes and makes everyone destitute. Both Dukes have benefited greatly from each other. Still, Melchom does not particularly like Scax, whom he perceives as haughty and overweening; fortunately for both Dukes, Melchom is not interested enough in Scax’s responsibilities to attempt assuming them. Beyond Mammon and Scax, Melchom counts his greatest allies among the Courts of Dis and Cania. In Dis, Melchom has an excellent relationship with Caim, the Duke of Logic, from whom he acquires the bulk of his business contacts in the Mortal Coil; he also has a relatively open line of communication with both Glasya and Dispater through their erinyes. Among the Dukes of Cania, Melchom deals most frequently with Leonar. There are many foolish spellcasters who require plenty of laborers and supplies in pursuit of their endeavors, and Leonar directs such unscrupulous individuals to Melchom, who reaps greatly from this service. In return, Melchom greatly discounts all material items he offers to Leonar. Recently, Melchom has opened up lines of communication with the Court of Stygia; although aware of Leviathan’s treacherous intent, Melchom believes that so long as none of Leviathan’s machinations come to fruition he does not have to worry about what the Prince does with his services. For centuries, Melchom has had business contacts with all kinds of fiends, even demons. To date, those who have worked with Melchom know that he charges far more than necessary; however, most willingly pay his exorbitant prices since without his aid, their schemes would not have been successful.

Melchom appears as a large humanoid male dressed in unassuming merchant’s attire usually dark green and mustard in color with hints of silver and gold jewelry. His hands are large and almost ape-like; despite this, his penmanship is graceful. His head is somewhat too large, and he has a rat-like muzzle beneath a heavy, simian brow. A pair of small horns grows from the bushy mass of wiry hair that tops his head. A rat-like tail twitches from the base of his back, apparently as a useless appendage. Melchom always carries his Stylus, a magical writing instrument made from the teeth of all ten common species of true dragons, and his Ledger, which is chained to his right arm at all times. If this book were to ever get into the hands of mortals seeking to escape the collectors of Hell, many souls would be freed. To date, all who have tried to steal Melchom’s Ledger have met terrible, permanent fates.

MELCHOM, Duke of Profit
Duke of Hell
Large outsider (Devil, Evil, Extraplanar, Lawful)
SymbolAn open white ledger, a black pen down the spine, with a gold coin resting on each page on a green, inverted triangle
Rogue 20 
Hit Dice20d8 + 20d6 + 320 (600 hp)
Initiative+18
Speed50 ft.
Armor Class58 (+8 armor, +5 deflection, +10 Dexterity, +23 natural, +3 profane, -1 size), touch 27, flat-footed 58
Base Attack/Grapple+30/+41
AttackStylus +42 melee (1d6+13 + 2d6 (unholy) + 1 Constitution damage 19-20/x2)
Full AttackStylus +42/+37/+32/+27 melee (1d6+13 + 2d6 (unholy) + 1 Constitution damage 19-20/x2)
Space/ Reach10 ft. /10 ft.
Special AttacksCall devils, Infernal Presence, sneak attack +10d6, spell-like abilities, Tax
Special
Qualities
Boon of the Bourgeois, damage reduction 20/good and silver, Darkvision 60 ft., defensive roll, Duke of Hell qualities, Haggle, immunity to fire and poison, improved evasion, improved uncanny dodge, regeneration 8, resistance to acid 20 and cold 20, see in darkness, skill mastery (Appraise, Bluff, Decipher Script, Disable Device, Disguise, Escape Artist, Forgery, Intimidate, Move Silently, Open Locks, Sleight of Hand, Use Magical Device), slippery mind, Spell Resistance 46, telepathy 500 ft, trap-finding, trap sense +6
SavesFort +30, Ref +32, Will +33
AbilitiesStrength 25, Dexterity 31, Constitution 27, Intelligence 29, Wisdom 28, Charisma 26
SkillsAppraise +45, Balance +14, Bluff +66, Climb+28, Concentration +29, Decipher Script +32, Diplomacy +16 (+22 with evil beings), Disable Device +33, Disguise +53 (+57 when acting in character), Escape Artist +20, Forgery +34, Gather Information +36, Hide +51, Intimidate +57 (+63 against evil beings), Jump +32, Knowledge (arcana) +30, Knowledge (local [the Nine Hells]) +22, Knowledge (nature) +30, Knowledge (the planes)+30, Knowledge (religion) +30, Listen +34, Move Silently +31, Open Locks +33, Search +50, Sense Motive +32, Sleight of Hand +40, Spellcraft +23 (+25 to decipher scrolls), Spot +30, Survival +11 on another plane, +13 while tracking, Tumble +40, Use Magic Device +31 (+35 to use scrolls), Rope Use+10 (+12 with bindings)
FeatsCorrupt Spell-like Ability B , Deceitful, Dodge, Improved Initiative, Iron Will, Mobility, Persuasive, Quicken Spell-Like Ability (power word stun), Skill Focus (Bluff)
Epic FeatsEpic Evil Brand B , Epic Skill Focus (Appraise), Epic Skill Focus (Bluff), Self Concealment x2, Superior Initiative
EnvironmentMinauros, Third of the Nine Hells of Perdition
OrganizationSolitary or attaches (2 – 4 pit fiends)
Challenge
Rating
34
TreasureTriple standard plus Stylus, The Ledger, +8 bracers of armor, +5 ring of protection
AlignmentLawful Evil

Combat

Melchom, By Louis Le Breton - https://gallica.bnf.fr/ark:/12148/bpt6k5754923d/f463.image, Public Domain, https://commons.wikimedia.org/w/index.php?curid=50425049
By Louis Le Breton – https://gallica.bnf.fr/ark:/12148/bpt6k5754923d/f463.image, Public Domain, https://commons.wikimedia.org/w/index.php?curid=50425049

Melchom is not a combatant. As soon as combat appears imminent, he orders the 2 to 4 pit fiends who always accompany him to handle the problem. If it appears that his bodyguards are outmatched, Melchom will summon more devils before teleporting from danger.

In the unlikely event that Melchom has to engage in battle, he will call on his Infernal Presence before covering the surroundings with a meteor swarm. In the next round, he will cast mass hold monster or power word stun depending on how many adversaries remains standing. He will then select the weakest looking opponents for destruction spells.

Boon of the Bourgeois (Su): Melchom is often contracted by unscrupulous guilds leaders and artisans seeking to increase their productivity without necessarily having to pay for it. These men and women call on Melchom, only a few unaware of his true nature, to appear and grant greater talent either to them or (preferably) to their employees. Thus, the employers take advantage of their worker, while the workers ignorantly consign their immortal souls to Hell.

Three times per day, Melchom can call on Boon of the Bourgeois. Through the Boon, Melchom can increase the productivity of those who agree to the Duke of Profit’s terms. Melchom can either provide a +13 bonus to any Craft or Profession skill or once a day he can provide an Item Creation Feat as a bonus feat even if the client does not meet the prerequisites. The bonus to skills or the additional feat typically last for up to nine weeks, although Melchom has been known to offer both longer and shorter terms.

The client can use the Boon in any fashion he sees fit, although in most cases it is to increase work and productivity either for himself or for an employee. However, every time the client either makes something using the Craft skill or is involved in some kind of work associated with his Profession, there is a 3% chance that the result of the work will be flawed or faulty. (Any time a client uses his Craft or Profession skills, rolls are done without his knowledge). This percentage is cumulative over the course of the work with results as follows:

Craft check: The resulting item will be perfect in form and it will take 1/3 of the time to complete. However, it will cost the crafter 3 times the amount in cost and materials. Furthermore, there will be a general wrongness about the item that will result in few wanting to buy it; such items read as evil when detect evil is cast upon them, although there is not an associated aura strength. In essence the item has the stink of evil that unconsciously repulses good and neutral potential buyers. Evil buyers may purchase such items. Finally, any money procured upon a successful sale is lost to the crafter, disappearing from his possession and ending up in the coffers of Melchom in Hell.

Profession check: The client commits an action that ends up having dramatic and adverse ramifications for his role in the Profession in question. Not only does the client lose 3 times the amount in gold he would have made within the course of a week, he also runs the risk of committing a dreadful act that ends his career (this would have to be carefully adjudicated by the DM). Furthermore, all money made a week after the loss of income is magically transported to Melchom’s treasury in Hell.

Any item created by a client who took an Item Creation feat always reads as Lawful Evil, although this does not necessarily translate to the item having an axiomatic and unholy enhancement. Furthermore, such items appear to be unwieldy, clumsy, and extremely gothic in appearance. There is a flat 50% chance that any item created with an Item Creation feat granted by Melchom that the final result is a cursed item that promotes the cause of Hell. In any case, although these items are not sentient, there is a 30% chance that if the item is used in pursuit of an act of goodness or chaos that it will break without warning, ceasing to function.

Those who take advantage of Melchom’s Boon of the Bourgeois risk eternal damnation if ever they use their newfound gifts. After the nine week period is met, the victim’s soul is considered Melchom’s property and he can do with it as he pleases. Melchom often arranges “accidents” to befall these unfortunates; sometimes an imp pushes heavy machinery onto a blacksmith, or an inn collapses on the inn keep courtesy of an osyluth. Once dead, the soul is consigned to Minauros in Hell. Only those who gain Atonement from a cleric of at least 21st level and then undergo a quest to buy back – at full price – whatever their talent wrought within another nine weeks (during which, Melchom will not harm them since their souls would not be his) can cleanse their soul of Melchom’s Boon of the Bourgeois.

Call Devils (Sp): Once per day, Melchom can automatically call 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Since these devils are called rather than summoned, they have the ability to summon their own reinforcements if so ordered. Conversely, 3/day Caim may summon 12 lemures, 8 barbazu or erinyes, 6 hamatulas or osyluths, 4 cornugons or gelugons, or 2 pit fiends. Melchom may either call or summon in a day; he may not do both. Melchom believes that he is one of Hell’s most important commodities. As such, as soon as he feels that his health is in danger, he begins summoning pit fiends.

Haggle (Su): With a sniff of his rat-like muzzle, Melchom can determine the value of any mundane material item he sees and examines for at least six rounds. Once Melchom determines an item’s true value, he can Haggle.

In attempting to buy or sell any material item or service, Melchom acquires a +13 circumstance bonus to his Bluff and Sense Motive checks. Furthermore, the Treasurer of Minauros can also attempt to convince those with whom he is Haggling to do a service for him without earning compensation for the work once a day. In such situations, this element of Haggling affects all potential workers within 30 feet of Melchom, requiring them to make a Will save DC 28. They end up thinking that they heard a price offered when indeed none ever was.

Infernal Presence (Su): Melchom’s Infernal Presence has a Will save DC of 28. His caster level is 29th .

Spell-like Abilities:

Caster level 29th ; DC 18 + spell level.

Tax (Su): Melchom can cause the value and efficacy of material objects to decrease thrice per day. All items within 30 feet of Melchom must make a Fortitude save DC 28. Failure indicates that the value of the item (reflected in its appearance, ability to use safely, and the like) is reduced by half unless the item was a masterwork. masterwork items simply become mundane. Magical items within the area risk losing a 50% reduction in enchantment (in the case of items bearing a numeric modifier) or becoming cursed (if the magic item possess only +1 enhancement, it is reduced to a masterwork item). Artifacts are not affected.

Finally, Melchom can also affect coins and other forms of currency. Unclaimed coins are simply reduced by one standard; i.e., gold coins become silver coins. If the coins are claimed, then the owner makes a Will save DC 28 for the coins. Melchom acquires the lost coin value.

The Ledger (major artifact): Always attached to his arm by a silver chain and lock is The Ledger of Melchom. The Ledger is a large book, the covers made from the scales of a great black wyrm; the only markings on the cover are Melchom’s symbol on the spine. The pages are said to be made from trees in Mount Celestia, many pointing to the gold aura they radiate as the pages are turned. Although it appears to have about 81 pages, the Ledger is actually infinite in pages. Every single contract Melchom has written up is found in the Ledger; there are rumors that every contract in Hell that focused on material gain is found in the Ledger. Melchom has no problem traversing the book, flipping to entries with no effort. It is unclear if others can use the book safely without Melchom’s allowance since The Ledger is always in his possession.

Every time Melchom makes a contract with a client (including those from his Boon of the Bourgeois), he places the terms of the contract in The Ledger. The client must sign The Ledger before Melchom carries through with his part of the bargain; although there are persistent rumors of Melchom requiring the blood of victims, any mundane writing instrument will do. Anyone reading the contract in The Ledger sees what they want to see and never sees the fine print that consigns the victim’s undying soul to Hell; the client must specifically ask to see any and all fine print. Additionally, once a victim signs The Ledger, Melchom can effortlessly track him for nine weeks. This power traverses planes and only the abodes of gods and cosmic entities can deny Melchom information on a client’s whereabouts, and even then the god or cosmic entity must specifically choose to block Melchom’s tracking attempts.

Once per day, Melchom can use his Stylus to write in The Ledger, allowing him to attach a rider as part of a contract. The rider on the contract includes additional stipulations for the client. This functions as a quest spell cast by a 29th level cleric with no save once the client signs with the following adjustments. First, the client has one week to begin work on the rider before adverse affects from the quest take affect. Second, in addition to the traditional quest penalties, the client also suffers one negative level once a week every time he falls short of completing the assigned task. The only way to eliminate a rider from Melchom’s Ledger is to atone as described in Boon of the Bourgeois.

Possessions: The Ledger, Stylus, +8 bracers of armor, +5 ring of protection, and an amulet of the planes. As the Treasurer of Minauros, Melchom has access to a remarkable amount of silver, gold, and platinum. It is in this kind of wealth that makes up most of his treasure. Thus, Melchom has triple the standard wealth associated with a CR 34 creature, but 75% of this is taken up by coins and gems.

Summoning Melchom

Melchom has simple -if expensive -demands for a sacrifice used to summon him: wealth. Using only rare gems, the summoners must sacrifice the equivalent of 6,666gp to the Duke of Profits.

At the end of the summoning ritual, the sound of tinkling coins fills the air, and a fiendish eye appears reflected in each gem, one by one. The gems seem to stretch and grow, slowly forming into a crystalline effigy of the Duke of Profit. The statue then shatters, and Melchom stands before his summoners.

Melchom first picks up the fragments of gems, scattered by his appearance, and pockets them, before opening his ledger and asking the name and details of the summoners. He will quickly ascertain whether the summoners have any outstanding debts owed to Hell; if so, he will bargain even more ruthlessly than usual.

The Duke of Profit will proceed to offer Boon of the Bourgeois to the supplicants; if they refuse, or seek something else, Melchom will use his Haggle ability throughout negotiations

At the end of the meeting, Melchom simply disappears, with no spectacle or fanfare.

Scroll to Top