One Soul's Ransom
Pressing Deadline
Wishing Well
Time Flies
Unscripted Revelation
Saving Throw
Interminable Wait
Prelude: this quest triggers when the party casts
raise dead for the first time, and serves as a story-based explanation of the afterlife and why it requires an expensive material component.
When the party attempts to raise their friend, require (then ignore) a save throw. Announce that the spell doesn't function as expected: the components aren't consumed, and the body is not reanimated. Instead the corpse whispers a cryptic message:
"And I saw an angel from Heaven, having the key to the Nine Hells and holding a great chain. He seized the demon and bound him for a thousand years, to bind his power over nations until the time has..."
The corpse howls, then continues.
"...ended. After 1000 years, the demon must be set free for a short time, and will go forth to deceive the nations once more, and gather them for battle."*
Anyone may attempt a Religion check (DC 15); followers of Pelor have Advantage. Success indicates that the first part of the message is a famous passage from The Revelation from Pelor, a holy prophecy of the end times. It's famous because the rest of the prophecy has been lost. It would seem the second part, that followed the scream, is the continuation!
The party must carry the body to the local temple to learn more. Remind them of the deadline--the spell can only restore a body that has been dead for up to 10 days.
I: The Temple
Run this section when the party arrives at the temple. The priests and clerics of Pelor look the body over, attempt numerous skill checks, then confer with the party. They conclude the
raise dead spell is "stuck" on the final word of the incantation: the soul is willing to return, but unable to do so. Some unknown force is holding the soul back.
Give the player of the fallen PC a temporary character to play: Niddrow the Wise, an elderly widower and cleric of Pelor.
Roleplay the priests however you wish, and allow the party to ply them with social skill checks. Tailor the information you provide to the pacing of the story, the quality of their roleplaying, and their skill check results. At minimum, the party learns that unless they can find the source of the interruption and stop it, their friend's soul will be doomed to Purgatory for an interminable amount of time.
To reach Purgatory, the party must travel through a magical portal called The Well of Worlds. The portal is powered by desire and will, so each member of the party must roleplay their favorite memory of the fallen character, and it is important that they express their wish to see him/her again before stepping into the well. If they fail to do so (Wisdom save throw, set the DC based on roleplaying), the Well of Worlds might send them to the wrong part of Purgatory.
II: Timekeepers of Purgatory
Purgatory is a demiplane between the Gates of Heaven and the Nine Hells, where the souls of mortals must wait interminably (this sentence can be shortened by loved ones back on the Prime Plane making offerings to certain temples.) This plane is swarming with flies, and the wind carries the cries of lost souls desperately seeking a way home.
This is the realm of the Beelzebub, the Lord of the Flies. He and his coloxus minions collect and enforce records of every lost soul and the amount of time each has spent. These time-flies are the main henchmen of the dungeon, with undead and lesser devils for flavor and pacing.
III: Lord of the Flies
Ultimately, the party will find the soul of their lost companion, currently being sentenced to a thousand years of service unless they can pay their passage back. The cost is one diamond, and the soul of another willing mortal.
Allow the party to proceed however they wish. They may attempt to bargain, but arrangements lacking a 300gp diamond and the soul of another mortal will not succeed. (Some options: a player who has been considering multiclassing with Warlock may take Beezelbub as patron, or Niddrow will volunteer to stay to be reunited with his late wife.)
The adventure ends with Beelzebub agreeing to the new arrangement & sending everyone back to the Prime Plane. The
raise dead spell ends, the fallen character is restored, and everybody learns about the politics of the afterlife.
*Rev20:1-4, paraphrased
