Scax — Duke of Riches and Infernal Investments

At the orphanage gate, a wealthy stranger leaves a chest of gold and a letter promising support for a hundred years. By sunset the children have supper, the steward has bought new blankets, and the town praises the generosity. Within a week an accusation of theft reaches every magistrate. Nobody thinks to ask why the donor wrote his own name on the receipt: Scax, Duke of Riches.
At a Glance
- Identity: Scax, Duke of Riches; an individual lawful-evil devil of Mammon’s court, not a devil type and not the goetic spirit called Shax.
- Office: Chief of investments for Mammon, directing wealth toward ventures that damage goodness and trust.
- Seat: The counting houses of Coinspire within Minauros, the Third Hell.
- Appearance: A stork-beaked noble covered in sharp golden feathers, with hooves, tattered wings and fingers that click like coins.
- Weapon: Ruin, a vile wrist dagger able to inflict ruinous curses and strip a soul of its wealth.
- Ally: Melchom, Duke of Profit; one spends money to create damage, the other converts the damage into profit.
- Methods: Corrupted donations, ruined reputations, cursed wealth and the 1,200-year Sins of the Father contract.
- Nature: Lawful evil. Scax keeps signed agreements while deceiving his clients about what his gifts will cost them and their descendants.
What Is Happening Right Now?
Scax’s agents have purchased the debts of several charitable houses. His gifts are generous enough to make their directors dependent on him. In Minauros, Melchom reports that one of these investments has begun to generate unusually large returns, and Mammon demands an audit. Scax must decide whether to reveal the mortal institutions he has corrupted or divert the evidence elsewhere.
Coinspire and the Investment Houses
Coinspire is a district of gilded accounting towers and bank vaults amid the marshes of Minauros. From its counting houses, Scax decides which wars to fund, which philanthropists to disgrace and which noble estates to corrupt through inheritance. Every coin is accounted for, but no account is ever fair. The duke’s clerks travel with ledgers that show a donor’s good intentions on one page and the infernal benefit on the next.
Scax’s wealth works slowly. He prefers to destroy a reputation over decades, then lend the ruined party enough money to survive only by accepting another bargain. He is an expert at turning public scandal into distrust of honest charities and cooperation between neighbours.
Ruin, Root of All Evil and Sins of the Father
Ruin rests against Scax’s wrist as a dagger that appears to be a piece of jewellery. It carries enough infernal power to afflict the wielder’s enemy or turn stolen wealth into an infection. The curse called Root of All Evil begins in a coin, gem or gift received from Scax; its victims find their judgment and intelligence fading while the duke offers expensive temporary relief.
The Sins of the Father contract is longer-lived. A willing mortal signs for wealth that continues through their lifetime, then an inherited misfortune falls upon the family. Scax claims a right over the souls of later descendants, but the claim is incomplete. At the end of 1,200 years, a living descendant must sign a new agreement for the souls to pass finally to him. The chance to refuse is real, and generations of adventurers have a reason to find and protect the last signatory.
Infernal Commerce and Rivalries
Scax is an indispensable servant of Mammon. He funds operations that turn mortal generosity into suspicion, and he is destroyed if those investments fail. Melchom is his natural partner and rival: Scax creates opportunities for ruin while Melchom counts the gains. Together they can break a guild, a city or a family without deploying an army.
Scax — Game Statistics
Scax, Duke of Riches
Large Fiend (Devil), Lawful Evil
Armor Class 24 (Natural Armor and Enchanted Jewellery) · Initiative +6 (16)
Hit Points 465 (30d10 + 300)
Speed 40 ft., Fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 22 (+6) | 30 (+10) | 28 (+9) | 22 (+6) | 36 (+13) |
Saving Throws Str +17, Dex +15, Con +19, Int +18, Wis +15, Cha +22
Skills Deception +22, Insight +15, Investigation +18, Perception +15, Persuasion +22, Sleight of Hand +24, Stealth +15
Damage Resistances Acid, Cold; Bludgeoning, Piercing and Slashing from nonmagical attacks that aren’t silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 25
Languages Common, Infernal; Telepathy 120 ft.
Challenge 30 (155,000 XP; Proficiency Bonus +9)
Traits
Legendary Resistance (3/Day). If Scax fails a saving throw, he can choose to succeed instead.
Magic Resistance. Scax has Advantage on saving throws against spells and magical effects.
Master of Riches. Scax knows the location of any coin, gemstone or crafted valuable worth at least 500 gp within 120 feet that isn’t protected against Divination. He has Advantage on Dexterity (Sleight of Hand) checks involving a valuable object.
Root of All Evil. A creature that willingly accepts a cursed gold coin or jewel from Scax, or takes one from his hoard, must succeed on a DC 28 Constitution saving throw or be cursed. For seven days it has Disadvantage on Intelligence, Wisdom and Charisma ability checks. The curse ends early with Remove Curse cast using a level 7 or higher spell slot, Greater Restoration or Wish. While cursed, the victim can give Scax treasure worth 100 gp to suppress the effect for 24 hours.
Sins of the Father. Scax can bind a consenting adult to an infernal inheritance contract lasting 1,200 years. The signatory receives coins worth 500 gp per character level and a further 100 gp per level each year while alive. Inheritance becomes cursed after the signatory’s death: descendants find their earnings reduced, and hoarded wealth spoils. Their souls are held under a provisional claim, not finally transferred to Scax, unless a later descendant freely signs the concluding contract when the term expires. Destroying the contract, freeing the final descendant from coercion, or winning an infernal legal challenge can release the entire bloodline.
Ruin. A +3 magic wrist dagger formed from a bladed gauntlet. It has 10 charges, regains 1d6+4 expended charges at dawn, and can cast Greater Invisibility (3 charges) or Bestow Curse (4 charges), spell save DC 30. A creature other than Scax touching the dagger without his consent must save against Root of All Evil with Disadvantage.
Actions
Multiattack. Scax makes two Claw attacks and one Ruin attack.
Claw. Melee Attack Roll: +17, reach 10 ft. Hit: 22 (3d8 + 8) Slashing damage.
Ruin. Melee Attack Roll: +18, reach 5 ft. Hit: 19 (2d8 + 10) Piercing damage plus 21 (6d6) Poison damage. A creature hit must succeed on a DC 28 Constitution saving throw or have the Poisoned condition until the end of its next turn.
All That Glitters (3/Day). Scax offers an apparent donation to one creature within 60 feet that can hear and understand him. The creature must make a DC 30 Wisdom saving throw or have the Charmed condition for 1 minute and be magically inclined to accept the gift. While affected, it obeys one non-suicidal Suggestion concerning how to use the donated wealth, repeating the save at the end of its turns. A success grants immunity for 24 hours. The property remains cursed even if the charm is resisted.
Gold Surge (Recharge 5–6). In a 30-foot-radius Sphere centred on a point Scax can see within 120 feet, spectral coinage and jagged bullion strike all creatures of his choice. Each makes a DC 30 Dexterity saving throw, taking 54 (12d8) Bludgeoning damage on a failure, half on a success.
Spellcasting. Charisma is Scax’s spellcasting ability (spell save DC 30, spell attack +22); no Material components required. At Will: Animate Dead, Detect Magic, Dispel Magic, Greater Invisibility, Major Image, Suggestion, Wall of Fire; 3/Day Each: Dominate Person, Feeblemind, Greater Invisibility, Hold Monster, Teleport; 1/Day Each: Meteor Swarm, Mirage Arcane, Power Word Stun; 1/Week: Wish.
Call Devils (1/Day). Scax summons two Pit Fiends, four Horned Devils or six Barbed Devils to unoccupied spaces within 90 feet that he can see. The devils remain 1 minute, obey his commands and cannot summon others.
Bonus Actions
Vault Transfer. Scax moves one non-artifact object worth at least 100 gp he is touching into a prepared vault in Minauros, provided it is not held or worn by an unwilling creature.
Legendary Actions
Scax has 3 Legendary Action uses, regained at the start of his turn, and can spend one at the end of another creature’s turn.
Teleport. Scax teleports up to 60 feet to an unoccupied space he can see.
Ruin Strike. Scax makes one Ruin attack.
Audit the Guilty (Costs 2 Uses). A creature within 60 feet that bears a debt to Scax must succeed on a DC 30 Wisdom saving throw or be Restrained by spectral chains of coinage until the end of its next turn.
Lair Actions
On initiative count 20 (losing ties) in Coinspire, Scax animates a 30-foot-wide path of coins into a hazard (DC 30 Dexterity save or 27 Bludgeoning damage), turns an unclaimed treasure into an illusory prize for one round, or opens a sealed vault to admit one barbed devil guard. The same effect cannot be used in consecutive rounds.
Regional Effects
Within six miles of Scax’s counting house, rumours of sudden fortunes spread, borrowed coins display unfamiliar marks and gilded doors appear in empty streets. Only treasure given or deliberately cursed by Scax is supernaturally tainted; ordinary coins in the region do not turn to lead.
Scax, Duke of Riches
Large fiend (devil), lawful evil
Armor Class 24 (natural armor, enchanted jewellery)
Hit Points 465 (30d10 + 300)
Speed 40 ft., fly 60 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 22 (+6) | 30 (+10) | 28 (+9) | 22 (+6) | 36 (+13) |
Saving Throws Str +17, Dex +15, Con +19, Int +18, Wis +15, Cha +22
Skills Deception +22, Insight +15, Investigation +18, Perception +15, Persuasion +22, Sleight of Hand +24, Stealth +15
Damage Resistances Acid, Cold; Bludgeoning, Piercing and Slashing from nonmagical attacks that aren’t silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 25
Languages Common, Infernal; Telepathy 120 ft.
Challenge 30 (155,000 XP; proficiency bonus +9)
Traits
Legendary Resistance (3/Day). If Scax fails a saving throw, he can choose to succeed instead.
Magic Resistance. Scax has Advantage on saving throws against spells and magical effects.
Master of Riches. Scax knows the location of any coin, gemstone or crafted valuable worth at least 500 gp within 120 feet that isn’t protected against Divination. He has Advantage on Dexterity (Sleight of Hand) checks involving a valuable object.
Root of All Evil. A creature that willingly accepts a cursed gold coin or jewel from Scax, or takes one from his hoard, must succeed on a DC 28 Constitution saving throw or be cursed. For seven days it has Disadvantage on Intelligence, Wisdom and Charisma ability checks. The curse ends early with Remove Curse cast using a level 7 or higher spell slot, Greater Restoration or Wish. While cursed, the victim can give Scax treasure worth 100 gp to suppress the effect for 24 hours.
Sins of the Father. Scax can bind a consenting adult to an infernal inheritance contract lasting 1,200 years. The signatory receives coins worth 500 gp per character level and a further 100 gp per level each year while alive. Inheritance becomes cursed after the signatory’s death: descendants find their earnings reduced, and hoarded wealth spoils. Their souls are held under a provisional claim, not finally transferred to Scax, unless a later descendant freely signs the concluding contract when the term expires. Destroying the contract, freeing the final descendant from coercion, or winning an infernal legal challenge can release the entire bloodline.
Ruin. A +3 magic wrist dagger formed from a bladed gauntlet. It has 10 charges, regains 1d6+4 expended charges at dawn, and can cast Greater Invisibility (3 charges) or Bestow Curse (4 charges), spell save DC 30. A creature other than Scax touching the dagger without his consent must save against Root of All Evil with Disadvantage.
Actions
Multiattack. Scax makes two Claw attacks and one Ruin attack.
Claw. Melee Weapon Attack: +17, reach 10 ft. Hit: 22 (3d8 + 8) Slashing damage.
Ruin. Melee Weapon Attack: +18, reach 5 ft. Hit: 19 (2d8 + 10) Piercing damage plus 21 (6d6) Poison damage. A creature hit must succeed on a DC 28 Constitution saving throw or have the Poisoned condition until the end of its next turn.
All That Glitters (3/Day). Scax offers an apparent donation to one creature within 60 feet that can hear and understand him. The creature must make a DC 30 Wisdom saving throw or have the Charmed condition for 1 minute and be magically inclined to accept the gift. While affected, it obeys one non-suicidal Suggestion concerning how to use the donated wealth, repeating the save at the end of its turns. A success grants immunity for 24 hours. The property remains cursed even if the charm is resisted.
Gold Surge (Recharge 5–6). In a 30-foot-radius Sphere centred on a point Scax can see within 120 feet, spectral coinage and jagged bullion strike all creatures of his choice. Each makes a DC 30 Dexterity saving throw, taking 54 (12d8) Bludgeoning damage on a failure, half on a success.
Spellcasting. Charisma is Scax’s spellcasting ability (spell save DC 30, spell attack +22); no Material components required. At Will: Animate Dead, Detect Magic, Dispel Magic, Greater Invisibility, Major Image, Suggestion, Wall of Fire; 3/Day Each: Dominate Person, Feeblemind, Greater Invisibility, Hold Monster, Teleport; 1/Day Each: Meteor Swarm, Mirage Arcane, Power Word Stun; 1/Week: Wish.
Call Devils (1/Day). Scax summons two Pit Fiends, four Horned Devils or six Barbed Devils to unoccupied spaces within 90 feet that he can see. The devils remain 1 minute, obey his commands and cannot summon others.
Bonus Actions
Vault Transfer. Scax moves one non-artifact object worth at least 100 gp he is touching into a prepared vault in Minauros, provided it is not held or worn by an unwilling creature.
Legendary Actions
Scax has 3 Legendary Action uses, regained at the start of his turn, and can spend one at the end of another creature’s turn.
Teleport. Scax teleports up to 60 feet to an unoccupied space he can see.
Ruin Strike. Scax makes one Ruin attack.
Audit the Guilty (Costs 2 Actions). A creature within 60 feet that bears a debt to Scax must succeed on a DC 30 Wisdom saving throw or be Restrained by spectral chains of coinage until the end of its next turn.
Lair Actions
At initiative count 20, Scax sends coins surging across a 30-foot line (DC 30 Dexterity save or 27 bludgeoning damage), turns treasure into a tempting illusion, or opens a vault for a barbed devil guard. He cannot use the same effect twice consecutively.
Regional Effects
Within six miles of Coinspire, rumours of wealth increase and cursed coins carry the Duke’s marks. Ordinary currency outside Scax’s bargains remains unaffected.
Scax, Duke of Riches — CR 31
XP Epic encounter (campaign award) · LE Large outsider (devil, evil, extraplanar, lawful), arcane trickster 10/rogue 3/sorcerer 7
Init +10; Senses darkvision 60 ft., see in darkness; Perception +23
Defense
AC 51, touch 22, flat-footed 41 (−1 size, +10 Dex, +23 natural, +6 armor, +3 profane)
hp 503 (20d10 + 3d8 + 17d6 + 320); regeneration 8 (good and silver)
Fort +30, Ref +32, Will +33
DR 20/good and silver; Immune fire, poison; Resist acid 20, cold 20; SR 46
Offense
Speed 50 ft., fly 90 ft. (average)
Melee Ruin +43/+38/+33/+28 (2d6+9 plus vile damage and poison), or two slams +34 (2d6+5) and two wings +32 (1d8+2)
Space 10 ft.; Reach 10 ft.
Special Attacks All That Glitters, call devils, impromptu sneak attack 2/day, ranged legerdemain 3/day, Root of All Evil, Sins of the Father, sneak attack +7d6, spells
Spell-Like Abilities (CL 37th; save DC 19 + spell level)
At Will—animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, suggestion, unhallow, unholy aura, wall of fire
3/Day—destruction
1/Day—meteor swarm, symbol of pain
1/Week—wish
Sorcerer Spells Known (CL 37th; save DC 19 + level): 1st—disguise self, identify, magic aura; 2nd—addiction, blindness/deafness, misdirection, resist energy; 3rd—displacement, haste, ray of exhaustion; 4th—bestow curse, dimensional anchor, solid fog; 5th—baleful polymorph, feeblemind, major creation; 6th—repulsion, wall of gold; 7th—insanity, project image; 8th—moment of prescience, greater curse.
Statistics
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 31 (+10) | 27 (+8) | 29 (+9) | 30 (+10) | 29 (+9) |
Base Atk +30; CMB +36; CMD 56
Feats Combat Expertise, Corrupt Spell-Like Ability, Deft Hands, Eschew Materials, Exotic Weapon Proficiency (bladed gauntlet), Extend Spell, Heighten Spell, Multiattack, Quicken Spell-Like Ability (greater teleport), Weapon Finesse; Epic Feats Epic Evil Brand, Epic Skill Focus (Sleight of Hand)
Skills Appraise +45, Bluff +52, Diplomacy +53, Disguise +45, Escape Artist +50, Forgery +35, Knowledge (history) +29, Perception +23, Sense Motive +46, Sleight of Hand +69, Spellcraft +52, Stealth +46
Languages Common, Infernal; telepathy 500 ft.
Ecology
Environment Minauros; Organization solitary or with 5–20 barbed devil guards; Treasure triple standard plus Ruin
Special Abilities
All That Glitters (Su). Three times per day, when Scax donates money, the recipient makes a Will save (DC 29 +1 per 10,000 gp offered) or accepts the money and becomes subject to one suggestion for each 10,000 gp, to be issued within nine days.
Root of All Evil (Su). Cursed wealth transmits an infernal disease with a 1d3-day incubation, doing 1d6 ability damage to Intelligence, Wisdom and Charisma (Fort DC 28). Removing the effect requires a successful caster-level check against Scax’s SR 46. A payment of 100 gp per point of damage suppresses it for a day.
Sins of the Father (Su). A willing client signs an infernal contract lasting 1,200 years, receiving HD × 500 gp and HD × 100 gp annually. After the signatory’s death, descendants suffer −10 on Profession and Craft checks and lose half their income. The family’s savings diminish monthly. Their souls remain under provisional claims until the final descendant voluntarily signs a second contract at the end of the term. If they refuse, the souls are released. Remove curse from a 31st-level cleric followed by a quest can end the burden before that time.
Ruin. A +4 vile bladed gauntlet with 50 charges restored each month. It can cast addiction (1 charge), slash tongue (1), sap strength (1), vanish (3) or soul’s treasure lost (4); touching it without Scax’s consent triggers Root of All Evil with a −3 saving throw penalty.
Call Devils (Sp). Once daily Scax calls twelve lemures, eight bearded devils or erinyes, six barbed or bone devils, four horned or ice devils, or two pit fiends. He may summon them three times daily instead, but cannot call and summon on the same day.
Scax, Duke of Riches
Large Outsider (Devil, Evil, Extraplanar, Lawful), Arcane Trickster 10/Rogue 3/Sorcerer 7 · Challenge Rating 31
| Hit Dice | 20d8 + 3d6 + 17d4 + 320 (566 hp, maximised Hit Dice) |
|---|---|
| Initiative | +10 |
| Speed | 50 ft., fly 90 ft. (average) |
| Armor Class | 51 (−1 size, +10 Dex, +23 natural, +6 armor, +3 profane), touch 22, flat-footed 41 |
| Base Attack/Grapple | +30/+39 |
| Attack | Ruin +43 melee (2d6+9 vile and poison), or slam +34 (2d6+5) |
| Full Attack | Ruin +43/+38/+33/+28 melee (2d6+9 vile and poison), or two slams +34 (2d6+5) and two wings +32 (1d8+2) |
| Space/Reach | 10 ft./10 ft. |
| Special Attacks | All That Glitters, call devils, impromptu sneak attack 2/day, infernal presence, ranged legerdemain 3/day, Root of All Evil, Sins of the Father, sneak attack +7d6, spells and spell-like abilities |
| Special Qualities | Duke of Hell qualities, DR 20/good and silver, darkvision 60 ft., evasion, immunity to fire and poison, regeneration 8, resistance to acid 20 and cold 20, see in darkness, SR 46, telepathy 500 ft., trapfinding, trap sense +1 |
| Saves | Fort +30, Ref +32, Will +33 |
| Abilities | Str 21, Dex 31, Con 27, Int 29, Wis 30, Cha 29 |
| Skills | Appraise +45, Bluff +52, Diplomacy +53, Disguise +45, Escape Artist +50, Forgery +35, Gather Information +45, Hide +46, Intimidate +39, Listen +23, Move Silently +46, Open Lock +46, Search +35, Sense Motive +46, Sleight of Hand +69, Spellcraft +52, Spot +23 |
| Feats | Combat Expertise, Corrupt Spell-Like Ability, Deft Hands, Eschew Materials, Exotic Weapon Proficiency (bladed gauntlet), Extend Spell, Heighten Spell, Multiattack, Quicken Spell-Like Ability (greater teleport), Weapon Finesse |
| Epic Feats | Epic Evil Brand, Epic Skill Focus (Sleight of Hand) |
| Environment | Minauros, Third of the Nine Hells |
| Organisation | Solitary or with 5–20 barbed devil guards |
| Treasure | Triple standard plus Ruin |
| Alignment | Lawful evil |
Combat
Scax avoids open battle. He calls devils and uses greater invisibility to make them appear in misleading positions. He targets perceptive foes with feeblemind or baleful polymorph and does not approach until he can benefit from a sneak attack. At 100 hit points or fewer he abandons the encounter, unless leaving would destroy a centuries-long plan.
Special Abilities
All That Glitters (Su). Three times per day Scax can force a recipient to accept a charitable donation (Will DC 29 +1 per 10,000 gp offered). If the save fails, he can make one suggestion per 10,000 gp, without further saves, within nine days.
Root of All Evil (Su). Wealth granted or taken from Scax inflicts a magical disease after 1d3 days, dealing 1d6 ability damage to Intelligence, Wisdom and Charisma (Fortitude DC 28). Dispel attempts must beat SR 46. A payment of 100 gp per point of ability damage suppresses the effects for one day.
Sins of the Father (Su). A client may sign a 1,200-year contract for HD × 500 gp immediately and HD × 100 gp each year. After their death descendants lose half their earnings, suffer −10 on work-related skill checks and see savings decline. Their souls are held in stasis under a provisional infernal claim. When the term expires, the youngest living descendant is offered a concluding contract: signing completes the soul transfer, refusing releases the whole line. Remove curse cast by a 31st-level cleric followed by a quest can free the family sooner.
Infernal Presence (Su). Will DC 29; caster level 37th.
Spell-Like Abilities (Sp). Caster level 37th, save DC 19 + spell level. At will—animate dead, blasphemy, charm monster, create undead, deeper darkness, desecrate, detect good, detect magic, fireball, flame strike, greater dispel magic, greater invisibility, greater teleport, magic circle against good, mass hold monster, mirage arcana, persistent image, polymorph, power word stun, produce flame, pyrotechnics, suggestion, unhallow, unholy aura, wall of fire; 3/day—destruction; 1/day—meteor swarm, symbol of pain; 1/week—wish.
Sorcerer Spells. Caster level 37th, save DC 19 + spell level; slots 6/9/8/8/8/8/7/7/5. Common spells include disguise self, misdirection, haste, solid fog, baleful polymorph, feeblemind, wall of gold, power word blind, project image and moment of prescience.
Call Devils (Sp). Scax can call twelve lemures, eight bearded devils or erinyes, six barbed or bone devils, four horned or ice devils, or two pit fiends once daily, or summon the same groups three times daily. He cannot call and summon in one day.
Ruin. A +4 vile wrist dagger, treated as a bladed gauntlet, carrying 50 self-renewing monthly charges. As a staff, it can cast addiction or slash tongue (one charge), sap strength (one), vanish (three) or soul’s treasure lost (four), CL 37th. A creature touching Ruin without the Duke’s permission saves against Root of All Evil with a −3 penalty.
Encounters and Adventure Leads
The Gift That Killed a Town
An orphanage closes after a huge anonymous donation is found to have been stolen. Its director insists the money arrived honestly. The characters must establish who forged the donation, release the director from the Duke’s promises and keep the children safe while Scax’s creditors begin claiming property.
The Last Descendant
A family has endured eleven centuries of financial disaster. Only a few decades remain before its ancestral bargain matures. Scax’s agents are searching for the youngest descendant, whose signature would condemn the entire line; rival devils will pay to ensure the contract is never completed.
The Account That Never Balances
Melchom demands evidence that Scax has diverted investment gold from Mammon. Scax offers twice the fee to hide the evidence. The ledger points to an apparently upright guild that has been quietly financing slave raids and infernal recruitment.
Travel and Infernal Law
Coinspire’s vault doors bear stamps showing exactly which magistrate recognises the debts within. A contract written by Scax is enforceable in Minauros, but a petitioner can contest forged signatures, mistaken identity or demands not contained in the terms. Anyone bringing cursed money into the district should declare it to an infernal customs clerk before entering a private counting house; doing so may cost a fee but prevents the Duke from claiming it as voluntarily accepted.
Sources and Licensing
Scax’s original epic statistics, position under Mammon, Root of All Evil, All That Glitters, Sins of the Father and the dagger Ruin derive from Dicefreaks’ The Gates of Hell / Grimoire of Cosmic Entities, Volume One, credited to Eli Atkinson, William Church and Serge W. Desir Jr., with original concept by Serge W. Desir Jr. The goetic figure Shax is a separate historical inspiration, not this devil. Scax’s original epic Challenge Rating 31 and inherited curses have been retained. See Devils of the Nine Hells and Minauros.
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