The currency in the Hells is Suffering. Its denizens thrive off of it, even mortal shades. Blood offerings are the most universally accepted, though each fiend has their own preferences. Effects last until the creature’s next long rest or can be cured with a Greater Restoration, Heal, or Wish.
• Blood Offering (-2d10 health)
• Reliving a terrible memory (-2 WIS)
• Tormented by the soul of someone you wronged (disadvantage on survival checks)
• Physically weaken yourself (-2 to STR)
• Inhibit a sense (disadvantage to perception checks with that sense)
• Inhibit physical speed (-5ft movement)
• Sap your warmth (cold vulnerability, +1 exhaustion in cold environments)
Not a session or session recap but i AM gonna throw it under that tag for ease of access! Some conversations between party members during a long stretch of travel.
Since it’s a fairly long document, I highlighted the most pertinent stuff in red for your TLDR skimming pleasure.