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Last Call in the Underworld

Underworldcomedic Lv. 6 · 3 players

Last Call in the Underworld

A trio of entrepreneurial villains descend into the Underworld to pitch Death himself on a bartending gig at their criminally dubious restaurant. Death, deeply unimpressed and thoroughly annoyed at the interruption of his eternal coffee break, kills them on the spot. Now trapped in the Underworld as undead misfits, the party must complete a ridiculous quest across the afterlife to prove their worth — and maybe, just maybe, convince Death to pour a drink for the living.

comedyunderworld explorationunlikely redemption

Read Aloud

You stand at the yawning obsidian gates of the Underworld, armed with a laminated business proposal, a PowerPoint scroll, and entirely too much confidence. The air smells of brimstone, stale regret, and, inexplicably, a faint whiff of burnt espresso. Across an enormous desk of carved bone sits DEATH himself — a towering skeleton in a rumpled cardigan, reading spectacles perched on his nasal cavity, cradling a mug that reads "World's Okayest Reaper." He looks up at you with hollow eye sockets that somehow still manage to convey profound, bone-deep disappointment. You clear your throat, unroll your proposal, and begin your sales pitch. He does not look enthused.

Description

This is the comedic cold-open scene. The party has somehow — through a ritual, a wrong turn, sheer audacity, or all three — arrived in Death's personal office in the Underworld. The office is cluttered with filing cabinets stuffed with soul paperwork, a motivational poster that reads "Hang in There" above a skeleton dangling from a noose, and a single dying potted fern. Death listens to the entire pitch in silence, refills his mug, and then, without a word, snaps his fingers. The party immediately dies. Cut to black.

DM Notes

Play this entirely for laughs. Let each player describe how their character contributes to the sales pitch. Death should respond only in flat, deadpan one-liners — "No." "Still no." "The fern has more promise than you." No skill checks are needed here; this scene is pure narrative setup. Death is not evil, merely extremely irritable. When the snap happens, describe each character's death in a hilariously undignified way — the Druid trips on their own staff, the Fighter's sword falls on their own foot, the Wizard is bonked on the head by a falling filing cabinet. No saving throws allowed. Death is CR infinity.

Read Aloud

You wake up on the cold stone floor of a dimly lit processing chamber that smells strongly of mildew and bureaucratic despair. Fluorescent soul-light flickers overhead. A laminated sign on the wall reads "WELCOME TO THE UNDERWORLD — PLEASE TAKE A NUMBER." Yours is 4,000,003. The number currently being served, according to a distant ding, is 7. You look down at your hands — except they are not quite your hands anymore. The Druid's bark-like skin has gone grey and crumbling, the Fighter's armored body clanks with a hollow metallic rattle, and the Wizard's robes billow around a form that is, unmistakably, mostly translucent. A nervous, clipboard-clutching imp in a vest scurries over and squeaks: "Ah! The special cases! Right, so — you're not fully dead. Not fully alive. We call it... probationary deceased."

Description

The party wakes up as undead. The Druid is a Ghoul (grey, twitchy, compelled to sniff everything), the Fighter is an Animated Armor (their soul is literally piloting their own now-empty suit of armor, which has a habit of falling apart at inconvenient moments), and the Wizard is a Specter (partially incorporeal, keeps accidentally phasing through floors). The imp, Piffle, serves as the party's reluctant guide and quest-giver on behalf of Death. He explains that Death has left them a sealed scroll — a quest. Complete it, and he'll hear their pitch again. Fail, and they get filed permanently under "D" for Disappointment.

DM Notes

Encourage players to roleplay their new undead quirks for the whole session — the Druid (Ghoul) must make a DC 12 Wisdom saving throw whenever they smell fresh souls or risk being distracted for one round; the Fighter (Animated Armor) falls apart and must spend a bonus action reassembling if they take more than 15 damage in a single hit; the Wizard (Specter) can walk through walls but keeps accidentally falling through the floor at dramatically inconvenient moments (once per scene, DM's choice). Piffle is cowardly and unhelpful but technically informative. The sealed scroll reads: "Retrieve the Ledger of Lingering Debts from the Vault of Unfinished Business. Return it to my desk. Try not to cause more paperwork." Signed with a small skull doodle.