TEXT: Requires Shadow of the Demon Lord from Schwalb Entertainment. 
  Distributed through the Disciples of the Demon Lord Creative Community at DriveThruRPG.
  ~Credits~
  WRITING, Design and Layout:  
  Tom Robinson
  ILLUSTRATIONs: Creative Commons 
  CC1, CC4.0, Maps by Dyson Logos
  Playtesters: Daniel Christensen, Jaquelin 
  Coronilla, Matthew Derer, Raul Enciso, 
  Magnus Offermanns, Cary Potochnik, 
  Peter Robinson, Randy White 
  Special Thanks: Robert Risko 
  Demonic Princess: Abigail Pippington
  This product was created under license. Shadow of the Demon Lord 
  is a trademark of Schwalb Entertainment, LLC.
  This work contains material that is copyright Schwalb Entertainment, 
  LLC. Such material is used with permission under the Community Content 
  Agreement for the Disciples of the Demon Lord CC.
  All other original material in this work is copyright 2019 by 
  Tom Robinson and published under the Community Content Agreement 
  for the Disciples of the Demon Lord CC.
  Death Comes For All
   It was a dark and stormy night as you arrive in the 
  rotting village of Cleft. The wind howls like a beast 
  imprisoned, clawing to be set free. The rain pelts your 
  unprotected arms like a vicious, stinging nettle. The 
  rupturing sound of the thunder detonate in a cacophony 
  of explosions while the bright flash of lightning flails 
  recklessly, leaving streaks of luminous wrongness across 
  the blighted sky.
   Finality comes this night to the unwary and 
  unprotected; like an unnamed, wild and feral beast 
  coming to claw at the flesh of the living in their constant 
  thirst for fresh blood.
   Fear for what will be lost; fear what lurks in the 
  unknown and despair; fear for your very soul.
   In the end, there is only DEATH IN THE NIGHT.
  Death In The Night
  Death In The Night
  
  2
  The Story
  In the outback the wild is a dangerous place for 
  travelers. But havens of safety can be found where a 
  warm bed and decent meal can be had and adventure 
  can be enjoyed for those willing to set out and 
  explore.
   DEATH IN THE NIGHT is a EXPERT series of mini 
  adventures for a group of players who are level 3 or 4. 
  These materials may be played in a few hours over the 
  course of one session.
   The players will arrive in the town at the brink of 
  evening during a thunderstorm. Groups may use 
  Cleft as a way point and hear various rumors in their 
  adventures or continue on into the wild, seeking their 
  fortune as the new day breaks.
   To run this adventure, you will need a copy of 
  SHADOW OF THE DEMON LORD core book. The 
  supplements WEE FOLK, TERRIBLE BEAUTY and 
  TRAPPED IN BONE AND FLESH are not necessary to 
  run the adventure but are highly recommended. All 
  materials are available from DriveThruRPG.
  Cleft
  This poor and rundown village of Cleft is home to 
  a sullen bunch of residents. The village rests within 
  a cleft in the broken wilds between rising hills. This 
  affords those here some small measure of safety from 
  the elements and other hazards.
   The townsfolk are stolid and mostly unwelcoming, 
  but are civil and will hesitantly talk with the players. 
  They mostly distrust any who make bold claims or 
  draw too much attention.
  Rumors
  Choose a number of rumors that various towns 
  people may tell the players as they interact with them:
  Rumor
  1
  A red eyed watcher lurks beyond the safety of the 
  Cleft on the road past the river way. I’ve seen those 
  hungry eyes twice now staring at me from the old 
  roadside. I would swear it barked at me and I fled 
  back to the town as quickly as I could.
  2
  The other day I heard the sound of musical bells and 
  something twinkling down by the river near where 
  Winston cooks those cake things of his. Thought it 
  might be some wind chimes, but then I saw that cat 
  of his race across and gobble down something. That 
  dang cat gets into nearly everything. Have to keep 
  your windows closed or it will get in.
  3
  It’s true, I seen em! The dead walk in the woods up 
  yonder past the cemetery when the fog comes. 
  Loping around without a purpose almost. Father 
  Finch says he done blessed thangs and stuff, but he’s 
  too drunk to seen em fer wat they ar. Never know 
  what you’re going to get if you accept his hospitality. 
  Nice guy, but I sware he caint cook nuttin right.
  Rumor
  4
  Something isn’t right in the head with that butcher. 
  He’s so cross all the time. Though, I never saw no 
  one that could shave down a side of meat as fine 
  as he can. I heard him mutter under his breath once 
  something like, “I will cut you this close when I catch 
  you. This is what you did to Agnes. How does it 
  feel?” His eyes had murder in them!
  5
  A strange man came into town this past week. He 
  was all dusty from the road and so thin like he hadn’t 
  eaten in months. His teeth were all black like he was 
  chewing beetles and he smelled bad, like an old 
  unwashed dog. I gave him five coppers, I felt so bad 
  for him. He stopped at the well for a bit then went 
  and bought some things at Warner’s then left again 
  down the road out past the cemetery. Odd, I don’t 
  remember him carrying a pack or anything like you 
  lot. Hope that he’s OK out there.
  6
  There is a sickness coming from the west. Them that 
  homesteaded out past the gates there are long dead 
  now. That young woman this past year and that 
  husband of her’n. Bloody mess it were’n, too. She 
  said that someone stole it; the baby, but she ain’t’a 
  gone her full term, says I. Well, dead and gone is 
  good I say. The Good Father, he says they were just 
  unfort’inate. But I knows, nothing grows out there 
  past that tower!
  7
  Animals, they were animals! Some kind of monster, 
  like a bull or goat or sum’n. Had horns is all I know. 
  Saw em. Three of em ris’n up outta the water from 
  my boat. When they started coming toward us we 
  got outta there fast! Never rowed so hard in my life! 
  Fish’n is better to th’ north, but I ain’t goin back there 
  for a while I tell ya!
  8
  Darndest thing, I say. Told em not to head out 
  that’a way, but would they lissen? Nope. Took that 
  ol’ mule and their cart and off they went west. This 
  was, oh, a week or so ago. Had a cart packed to the 
  gills looking for a better life. They were a handsome 
  couple too. Sold em a blue dress with yellow trim I 
  made and a leather vest that didn’t fit Pa no more. 
  Well, I hope they found it and didn’t get thes’selves 
  killed off, ya know?
  9
  I smell’d smoke out in the hills a ways north or so, so 
  I know’d there are folks out there. They never come 
  into town, but I’ve seen the smoke rising above the 
  trees an hills now and again. Me’be just some old 
  prospectors searching for riches. Who knows?
  10
  I seen strange lights from the old tower outside 
  a town; not a week back as yet. Not yellowy and 
  orangey and fine like firelight, but magical thangs. 
  Greeny and purpley and dark like. The color of 
  madness and death. I told the old Father, but he was 
  too drunk to care. I watched them steal dead bodies 
  from the graveyard! I got scared and fled. Their eyes; 
  they had no eyes!!
  Town Locations
  Most of the town is insular but people do conduct a 
  normal business on a daily basis.
  1. Town Gate
  Small gates are at each end of the village. HAROLD 
  MELMONT is the local watch. He wears light armor, 
  a metal helm and carries a spear. He may be at the 
  southern entry gate or drinking in the Inn. The 
  northernmost gate is always closed and overgrown, 
  but locals ignore this and walk around it.
  
  3
  2. Well
  This well was here as an animal watering hole long 
  before the village grew around it. It is simply a hole in 
  the ground surrounded by several large rocks. A dying 
  tree grows nearby and the local children often scatter 
  seed and watch the chickens feed. The well is nearly 
  dry and the water tastes mostly of sulfur.
   Close inspection will reveal mystic symbols 
  scrawled in animal blood on the stones hidden by 
  grasses and plants. The symbols have no real meaning 
  but are practice for a ritual to call something forth.
  3. The Beaver's Dam (Common House & INN)
  LENORE LILYROSE and HAMISH TALLOWICKY 
  operate a simple, but adequate Inn. It is clean but 
  very rustic. A taxidermy of a beaver is displayed 
  on the mantle. It has two pearls for eyes. The food 
  here is affordable and filling. The beds are mostly 
  comfortable but smell of soured and stale linen.
  4. Wolfe's Butchery
  This butcher shop is rather stark. OBERT “WOLFE” 
  BELLAMY is a retired veteran from Nessus, he gets 
  along well with any halflings but others find him a 
  man of few words and somewhat acerbic. He bears a 
  deep red scar down his face across the left eye. He can 
  slice the flesh of beasts into very fine portions.
  5. Corral
  This plain corral and barn is manned by EVAN 
  CUPPERTON, who is seeking marriage to MARJORIE 
  HOGARTH. An honest young man, Evan works hard, 
  is vibrant and strong and will make a good husband if 
  he can get up his nerve.
  6. Warner's Wares (General Store)
  The local general store is operated by AGNEW 
  WARNER, a thin and sniveling man in his middle 
  age. Common items may be purchased here for a 
  reasonable price.
  7. The Stolid Anvil (Blacksmith)
  This simple and nondescript blacksmith is run by 
  ELKAS CHISELBREW. A lone dwarf, he makes all 
  manner of small farm-related metalworks. He is 
  distrusting of those who are not dwarves.
  8. The Mill
  WINSTON APPLEWERTH operates the mill down 
  by the small river. He has a pixie named SPARK that 
  helps him bake small cakes each day that he sells to 
  the locals. People often hear him talking to “someone” 
  but think that he is just simple and pay it little heed.
  9. Temple of the New God
  This outlaying building is home to the local priest, 
  FATHER MATTHIAS FINCH. Years past he was 
  sodomized by a goblin during a moon ritual by 
  witches and drinks to wash away the memory of it.
   The building is made of flat river stones and timber 
  from the forest. It is a fairly new construction and 
  would indicate that the good father has not been in 
  the town all that long.
   Although a drunkard, he crafts healing potions 
  that players may purchase for 2 silvers each (he has 
  a supply of 10 potions). Once consumed, roll on the 
  table for added results.
  Father Finch's Elixirs
  D6
  Result
  1
  Heals 1/2 your healing rate. Perform a strength 
  challenge or become poisoned until you rest.
  2
  Heals 1/2 your healing rate. Roll 1d6, on an 
  even number your vomit out your meal during 
  moments of stress, on an odd number you 
  defaecate at inopportune times until you rest.
  3
  Heal your normal healing rate. You expectorate 
  colorful saliva until you rest.
  4
  Heal your normal healing rate.
  5
  Heal your normal healing rate. You will have fruity 
  flatulence until you rest.
  6
  Heals twice your healing rate. You have a 
  beautiful smile and your breath smells minty 
  fresh.
  ~ Town of Cleft ~
  9
  10
  to tower
  8
  2
  5
  6
  7
  4
  3
  1
  
  4
  10. Cemetery
  This small cemetery sits beyond the Mill and slightly 
  beyond the Temple at the edge of the northern 
  part of town, outside of the protection of the cleft. 
  Many persons have been buried here over the 
  years, frequently travelers and others who are long 
  forgotten. There are newly dug graves from the past 
  year and Father Finch keeps it (mostly) clean and tidy.
   A simple bier has been erected of stone with 
  a bench as well as a flat stone pathway for those 
  stopping to sit in repose.
  Broken Tower (not pictured)
  Within sight of Cleft and beyond the cemetery is a 
  long-forgotten, crumbling watch tower made of stone. 
  No one ventures here or bothers with any upkeep. 
  The background has essentially reclaimed it and it 
  continues in disrepair and abandonment.
   The Necromancer has raised a solitary BONE 
  GUARD here that will dispatch the unwary or any who 
  venture too close.
   If the single-floored tower is searched, inscriptions 
  written in dark speech are scrawled in animal blood 
  on the inner walls that read, “All will die.”, “Rise and 
  consume the Unworthy.” and “Lord, come and devour the 
  weak. We await your glory!”
  Burned & Worn Down Buildings
  Further and beyond the cemetery are a few burned 
  and worn down buildings. These buildings were 
  abandoned long ago, but the occasional new resident 
  will seek to update and repair them. Some speak of 
  disease in the earth here.
   One building along the western part of the roadway 
  appears to be in better upkeep than the others and 
  is mostly still intact. Until this past year, this was the 
  unassuming home of a new-to-the-area farmer and 
  his wife. Their newborn was stolen by faeries and they 
  were killed by the Necromancer when they went to 
  strike a deal with him for information about the lost 
  child.
   Small illustrations of rosemaling adorn the door 
  frames and windows showing that this house was a 
  welcoming haven for the faerie folk.
  The Road
  The roadway west and north of Cleft is mostly safe to 
  travel. Rutted and becoming progressively overgrown, 
  use the “Hills” modifier, increasing all travel times 
  by 1.5 and treat all other travel modifiers as “Forest” 
  and “Hills” when traveling west, out and beyond Cleft 
  (refer to page 187, “Travel” in Shadow).
   Mounted soldiers from the east travel once or twice 
  each year with workers to clear away and clean up the 
  road, repair bridges and generally patrol the environs. 
  They do not continue on beyond Cleft to the north, so 
  the roadway continues in disrepair.
   The nearest town north and east is nearly a three 
  day journey, but small wayside places of rest may be 
  found within a single day of travel from Cleft.
   Nothing but the wild is to the west. Journey through 
  at your own peril. The players may continue along 
  this road to other lands and adventures that are not 
  covered herein.
  Camp of the Beastmen
  Beyond the safety of Cleft and further to the east 
  between the road and the river, beastmen roam 
  the wild and uninhabited lands just north of what 
  remains of the long road. They scout the area and will 
  seek to capture anyone they can and return them to 
  their camp to torture then eat them. The beastmen 
  are vicious and cruel.
   They avoid the faeries in the Ruins to the north and 
  west. They know of and fear the Necromancer in the 
  Cave, and will report anything they encounter to him. 
  So far only fear of him has kept them from attacking 
  the town.
  No Rest or Rescue
  Within the camp of the beastmen will be found bones 
  and scattered remains of several wild animals (e.g., 
  deer, boar, bear, cougar, etc.). Also among the bones 
  will be found some human remains and a cart of 
  scattered housewares (i.e., a table, two chairs, several 
  plates, utensils, curtains, a broken crib, pots and pans, 
  etc.) as well as the bit and bridle of a single mule.
  The Leader of the Tribe
  If the beastmen follow a leader, it would be a Warg 
  named TAMOR.
   Tamor is a cruel and unplacatable taskmaster. 
  He always seeks to maim and maul any prisoners 
  the beastmen capture and return with. He revels in 
  prolonged torture.
   If a male is captured, he will taunt and torment the 
  captive with a pair of very large female breasts and 
  the braided hair from a recent killing. If a female, he 
  will strut around the campsite wearing the engorged 
  phallus of a man and cowbells in place of the testicles.
   The rest of the beastmen will jeer and dance 
  merrily in their raucous way as Tamor slashes and 
  tears at the flesh of the captives. Any who witness 
  these events must succeed on a Willpower challenge 
  with 1 boon or gain 1 insanity.
   While enjoying their dark delights the beastmen 
  are easily surprised by any attacking their numbers 
  during this time.
  
  5
  Savage Remnants
  Searching through the treasures of the beastmen 
  will uncover six enchanted items (three potions, 
  two random items and one enchanted object - see 
  Enchanted Objects for descriptions) as well as any other 
  treasure you deem fit to award. Also found will be a 
  discarded blood stained blue dress with yellow trim 
  with a lock of female hair and a ripped leather vest.
   If the players have heard the rumor of the young 
  couple, have them perform a Willpower challenge 
  with 1 boon or gain 1 insanity.
  The Ruins
  In the rough wilds to the north and west, about a half 
  day journey in fair weather from Cleft, players may 
  come across what remains of a clearing with a lonely 
  tower and outlaying buildings in the wild.
   These ruins and buildings form a small fairy henge. 
  The river stones at the base of the buildings bear 
  markings of a nature unseen in the mortal realm for 
  ages. If a character with magical ability performs an 
  Intellect challenge here, they can discover how to 
  twist the air and open a gateway to the Faerie lands on 
  a full moon.
   The area is home to a POOKA and a small pack of 
  SPRITES.
  1. Clearing
  The earth becomes flat and calm here as the forest 
  retreats in this unnatural, large clearing. Several small 
  ruined structures form a mystical henge, of sorts, and 
  those who enter the area can feel the energy rising 
  here.
   If the players choose to set up a camp, no amount 
  of trying will reward them with a fire, it just will not 
  ignite in this clearing. Also, the weather will remain 
  calm and pleasant at all times of the year. Storms will 
  not penetrate the area within the clearing and players 
  may receive a peaceful nights rest, providing they risk 
  staying. The moon is always full in the evenings.
  2. Ruined Building
  This small building appears to have been a pleasant 
  home for a family of halflings. Mostly collapsed and 
  given to back to nature, small insects flutter and gape 
  about the lovely flowers that sprout during all seasons 
  here.
  3. Collapsed Well House
  Within this collapsed well house is the humble 
  residence of TWEED, a Pooka. She will appear to 
  the players as a wizened old halfling midwife and 
  wet nurse with overly large animal dugs that hang 
  nearly to her waist. She may squirt the dripping 
  milk at players when they are not looking then laugh 
  raucously at them at the lewd joke.
   It is she who stole babies from Cleft over the years 
  and has the pixies carry them into the faerie lands, 
  often leaving a changeling in its stead.
   She knows of and fears the Necromancer as 
  he brings iron and charms that are proof against 
  her powers, so she leaves him unchallenged. She 
  will gladly provide aid to any player who openly 
  challenges the Necromancer in her presence.
   She can call a pack of REDCAP to her aid if pressed.
  4. Small Tower
  This patch of thorny briars surrounding much 
  of this tower must be cleared before entry can be 
  gained. Players must perform three successive Agility 
  challenge rolls with 1 bane or suffer 1d3 damage from 
  being pricked by the thorns for each failure.
   A pack of butterflies can be seen swarming near an 
  opening at the top of the ramshackle tower.
   These butterflies are actually a troupe of SPRITES. 
  They will leave the players alone unless bothered or 
  Tweed calls them to task.
   The stairs leading to the top have long since rotted 
  away, but players can perform Strength challenge 
  rolls with 1 boon to climb the rugged walls to the half 
  exposed floor above.
   The floor here is very treacherous and any size 1 
  individual must succeed on an Intellect challenge roll 
  with 1 boon or misstep and fall through the floor.
   Found among the debris will be a very weathered 
  infants blanket in a crushed crib. Among the 
  wreckage is a small tin chest that contains a dried 
  ~ The Ruins ~
  1
  2
  3
  4
  5
  
  6
  daisy and a piece of crumpled parchment upon which 
  is written a mother’s letter to her child.
   Reading the note will allow characters to perform 
  a Willpower challenge with 1 boon and recover 
  1d3 Insanity.
  5. Rubble
  Only rubble remains of this fallen rune-inscribed 
  obelisk. If the players disturb the area it will draw the 
  attention of Tweed who will come to investigate and 
  potentially agitate them.
   If they pile the stones atop each other in an effort to 
  repair the obelisk, Tweed will reward them with a rest 
  and a meal of flowers, nuts and berries.
   Fresh water will be found bubbling beneath the 
  rubble when the players awaken.
  The Cave
  This ancient cave is the refuge of the person known 
  as the Necromancer. At one time it was used as a 
  mining camp. Today, it is still inhabited as anyone 
  approaching down the box canyon can see persons 
  roving about a rough campsite hanging laundry, 
  moving around supplies and performing menial 
  chores.
   What they actually see are several animated corpses 
  going about their mindless chores they performed in 
  life. The observant player will notice that the workers 
  are very dirty and move in slow, jerky motions.
   The Necromancer came to this area some time ago 
  and built his “family” to serve his needs. A solitary 
  individual, he does not require the company of 
  captives or talkative slaves; he is very satisfied with his 
  undead laborers.
  The Way Ahead Is Dead
  As the explorers locate the start of a lonely box 
  canyon and the area of the hidden cave, they will 
  find a pair of BARROW WIGHTS that will protect and 
  preserve the privacy of the Necromancer. 
  1. Busy, Busy Undead
  Several ANIMATED CORPSE mill about the exterior 
  of this camp performing the tasks set to them by the 
  Necromancer. They uselessly dig holes and deposit 
  old odds and ends into them, move heavy boxes of 
  stolen goods and stack them then unstack them, stir 
  empty cooking pots, attempt to “clean” clothing and 
  rugs, using dirt.
   Several tents have been set up here in a ramshackle 
  fashion for the pleasure of the dead, helping to give 
  the semblance of a mining camp.
  2. Dressing Down
  Several tall mirrors have been placed on the rough 
  walls of this room. Elegant carpets have been 
  arranged on the floor and a few divan and chairs are 
  situated throughout the room as if to help stimulate 
  conversation. Two low tables are to the side and 
  contain an ashtray and smoking pipe with a small 
  package of tobacco and several scattered pieces of 
  parchment with medical notations and drawings of 
  anatomy on them.
   Six ANIMATED CORPSE stand along the walls of the 
  small tunnel off this room. The Necromancer uses this 
  as a closet so his robes do not wrinkle. If searched, 
  in the pocket of one of the corpses will be found a 
  forgotten enchanted object (see Enchanted Objects: 
  Wand of Burning Beam).
   Various pairs of shoes, cloaks and other general 
  items of clothing will be stored here among and on 
  the dead. A thick, dried mud covered, dull curtain 
  gives the appearance the tunnel ends at the far end.
  3. Open Library
  Shelves are along the wall on the left and a pedestal 
  is placed in front of them upon which a large, foul 
  smelling tome of flesh is closed. This tome is known 
  as the Morbus Kytos. A successful Intellect challenge 
  roll will reveal details about the ancient tome. Small 
  chains secure the tome to the pedestal. Anyone 
  reading from this gruesome tome must perform a Will 
  challenge with 1d3 banes or gain 1d3 + 1 Insanity after 
  1 hour of reading.
  The pretty white flowers 
  crown your beautiful 
  golden hair. Your joyous 
  laughter is like a thousand 
  butterflies dancing in the 
  sun.
  Close your tired, tear-
  stained blue eyes and 
  know that my light shines 
  all around you. Sleep 
  peacefully wrapped in my 
  arms as your chest rises 
  and falls with your gentle 
  breath.
  My love is here and will 
  protect you, my precious 
  little one.
   
  ~ Angelique
  ~ A Crumpled Note ~
  
  7
   A writing desk is to the side and contains all the 
  necessary materials to inscribe.
   The Necromancer’s spell book is also here and 
  characters who take it may learn this forbidden 
  knowledge at their peril.
   The shelves also contain three random incantations 
  the Necromancer has stored here (see Enchanted 
  Objects).
  4. Fly and Maggot Pile
  This portion of the caves is where most of the 
  unusable bodily remains are discarded. A SWARM OF 
  FLIES (see page 217 of Shadow) moves over this heap 
  and will attack any living person until they are forced 
  to flee the area.
   Several giant MAGGOTS are revealed among the fly 
  infested carcasses and gore (see page 217 of Shadow, 
  Tiny Animal).
   Anyone searching through the pile of remains must 
  perform a Strength challenge with 2 banes or contract 
  a disease.
  5. Small Laboratory and Storage
  The door to this room is inscribed with sigils and 
  other magical designs. The small room serves 
  as a minor laboratory and storage room for the 
  Necromancer. Here he has placed much of his magical 
  paraphernalia, bone saws, various relics of the former 
  living and other items to be used in the crafting of his 
  undead.
   Limbs and organs adorn the shelves in boxes and all 
  manner of jars filled with ochre liquid along one wall 
  and several skulls (both human and animal) rest in 
  various states of repose on another shelf opposite.
   The area here is cool and smells of rotten flesh. 
  Mystic sigils have been inscribed along the walls to 
  help preserve the body parts.
   Four goose eggs have been placed on a lower shelf 
  in a small nest of grasses and moss. The eggs are 
  spoiled and completely rancid.
  6. Door to the Necromancer
  The door to this small hallway is very secure (Strength 
  challenge with 1 bane to open) and reinforced with 
  iron bands. It is kept locked at all times (Agility 
  challenge with 1 bane to unlock). The Necromancer 
  wears a heavy iron key to this door around his neck.
   A lone ANIMATED CORPSE is on the inside and will 
  open the door when it is unlocked.
  7. The Encaged One
  This room contains the fruits of the Necromancer’s 
  labors. A large machine of cables, dials, levers, nobs 
  and switches and tesla coils dominates the western 
  wall. The cables trace back to a large vat on the 
  northern wall of acid.
   A weak OOZE is within the large vat. The 
  Necromancer uses this ooze to help power his 
  machine.
  WEAK OOZE 
  DIFFICULTY 10
  1/2 ooze
  Perception 14 (+4); sightless
  Defense 10; Health 30
  Strength 12 (+2), Agility 10 (+0), Intellect 5 (–5), Will 13 
  (+3)
  Speed 6; climber
  Immune damage from acid; gaining Insanity; blinded, 
  charmed, dazed, frightened, immobilized, prone, 
  stunned, or any effect that would change the ooze’s 
  shape
  ATTACK OPTIONS
  Pseudopod (melee) +2 with 1 boon (1d6 +1; no damage to 
  metal or stone)
  SPECIAL ACTIONS
  Swift Attack When a creature within 1 yard of the ooze 
  moves, the ooze can use a triggered action to attack the 
  triggering creature with its pseudopod.
  Elude When a creature gets a failure on an attack roll 
  against the ooze’s Defense or Agility, the ooze can use a 
  triggered action to retreat.
   Salak works on creating the “perfect being”, instead 
  he has succeeded in creating an ENCAGED (see page 11 
  of the Trapped In Flesh and Bone supplement). This 
  clever creature hates all life. It will use the items in 
  the room for cover if attacked from range. It greatly 
  fears the Necromancer and most of all, “the machine”. 
  If it attacks any character wearing robes, it will suffer 
  1 bane on all attacks against them, thinking he is 
  attacking the Necromancer.
  1
  2
  3
  4
  5
  6
  7
  8
  ~ The Cave ~
  
  8
   The creature is chained to the operating table, 
  but can reach all but those in a range of 2 from the 
  southern wall.
   When defeated, it will reach up and cup the head 
  of any character nearby and utter a thanks, then the 
  all stitching keeping its person and face together 
  will fall apart, exposing its structure and remaining 
  components. Any witness to this event must perform a 
  Will challenge or gain 1 insanity.
  8. The Corpse Bride
  This dry and functional cubby is where SALAK 
  DERVUN, the Necromancer, calls home. He has made 
  it as comfortable as possible, bringing in a large 
  bed, a modest chest of drawers and various items of 
  bedroom decor. A large and thick curtain hangs across 
  the entry way. The air is very pungent of pine and 
  other spices that are burning in an incense burner 
  to the side of the entrance. The room is smokey and 
  dark.
   Here he keeps an ANIMATED CORPSE of a woman 
  in his grand but ancient bed. Her chest is exposed and 
  shows her beating heart between her gnarled breasts. 
  The corpse wears a wedding dress and a plain ceramic 
  face mask and has ceramic prosthetic hands. The 
  Necromancer uses this corpse for his sexual fantasies 
  and lavishes it with his ill gotten treasures.
  SALAK DERVUN 
  DIFFICULTY 25
  Size 1 human
  Perception 12 (+2)
  Defense 10; Health 29
  Strength 9 (-1), Agility 10 (+0), Intellect 14 (+4), Will 15 (+5)
  Speed 10
  Counterspell When a creature you can see attacks you 
  with a spell, you can use a triggered action to counter it. 
  The triggering creature makes the attack roll with 1 bane 
  and you make the challenge roll to resist it with 1 boon.
  Spell Recovery You can use an action to heal damage 
  equal to your healing rate and regain one casting you 
  expended of a spell you learned. Once you use this 
  talent, you cannot use it again until after you complete a 
  rest.
  ATTACK OPTIONS 
  Staff (melee) +0 (1d6 + 1)
  MAGIC 
  Power 3
  Arcana Arcane Armor (4), Magic Dart (4), Arcane Shield (1), 
  Empowered Magic (1)
  Necromancy Hide from Undead (4), Spectral Grasp (4), 
  Animate Corpse (1), Shrieking Skull (1), Cannibalize 
  Magic (1)
  Transformation Flowing Form (4), Mask (4), 
  Murmeration (1), Improved Animal Shape (1), Speed 
  Healing (1)
  Magician Sense Magic (4)
  THIS ADVENTURE IS ABBY TESTED 
  AND APPROVED TO BE GRUESOME!
  The Redoubt
  by Tom Robinson
  Deep within the barren wilds and 
  marshes of Canterfell in Old Edene 
  an evil has awakened. An evil not 
  seen in the land before the coming 
  of mankind. In the places deep and 
  dark, it has been waiting for its day; 
  waiting for a sign. Blood will flow 
  and death will visit the realm of 
  man once again.
  Assault At The 
  Ogre Camp
  by Tom Robinson
  Players will investigate an 
  abandoned palisade and mining 
  camp inhabited by Ogres with 
  a malevolent leader wreaking 
  havoc through the surrounding 
  countryside and capturing would-
  be lovers. If they are lucky, they 
  may just find a small amount of 
  unrequited love... in all the wrong 
  places.
  If you enjoyed this adventure, be sure to check out 
  my other items on DriveThruRPG!
  
  ACTIONS
  ATTACK
  Use a weapon, an attack spell or something else to harm or hinder another.
  • Driving Attack - Make an attack with 1 BANE. Success, you and the target 
  move a number of yards equal to your STRENGTH modifier, in the same 
  direction.
  • Guarded Attack - Make an attack with 1 BANE. The next attack you are 
  subject to vs. Defense until the end of the round does so with 1 BANE.
  • Lunging Attack - Increase your attack reach by 1 yard, but perform the attack 
  with 1 BANE.
  • Shifting Attack - Make an attack roll with 1 BANE. Success, your movement 
  does not trigger a free attack from the target.
  • Unbalancing Attack - Make an attack with 1 BANE. Success, the target your 
  size or smaller must do an AGILITY challenge or fall PRONE.
  CAST A UTILITY SPELL
  Cast a spell that does not count as an attack and resolve its effects.
  CONCENTRATE
  The effect will continue until the end of the next round. (see Shadow page 48)
  DEFEND
  All attack rolls made against you are subject to 1 BANE and you make all 
  challenge rolls with 1 BOON.
  END AN EFFECT
  One effect you created with a spell or talent ends.
  FIND
  Attempt to locate a hidden creature or object. PERCEPTION vs. AGILITY test.
  HELP
  Perform an INTELLECT challenge. One creature within 5 yards gains 1 BOON.
  HIDE
  Perform an AGILITY challenge roll. While hidden, other creatures may not 
  perceive you. Attacks against you suffer 3 BANES. If attacking, you gain 1 BOON 
  against DEFENSE or AGILITY of targets from which you are hidden.
  PREPARE
  Prepare an action to perform, describe the parameters; this becomes the trigger. 
  Perform the triggered action with 1 BOON if trigger occurs.
  RELOAD
  Choose a weapon within reach that has the reload property. You reload the 
  weapon.
  RETREAT
  Move up to 1/2 your SPEED. This movement does not trigger free attacks.
  RUSH
  Move up to twice your SPEED.
  STABILIZE
  Perform an INTELLECT challenge (1 BANE if creature is dying) on one 
  incapacitated creature within your reach. If successful the creature heals 
  1 damage.
  USE AN ITEM
  Interact with an item you are holding, wearing or that is within your reach.
  RANGED ATTACK OPTIONS
  CALLED SHOT
  Attack a specific body section with 2 BANES. GM determines the result on a 
  success.
  DISTANT SHOT
  Make an attack beyond the weapons range, but no more than twice the range, 
  with 1 BANE.
  STAGGERING SHOT
  Make an attack roll with 2 BANES. Success, the target your size or smaller must 
  do an AGILITY challenge or fall PRONE.
  Shadow of the Demon Lord
  AFFLICTIONS
  ASLEEP: A sleeping creature is PRONE and UNCONSCIOUS. Another creature that can reach it can use an 
  action to wake it up. Unless otherwise noted, taking damage removes this affliction.
  BLINDED: A blinded creature cannot see. It treats everything else as totally obscured. Other creatures make 
  attack rolls with 1 BOON against a blinded creature’s DEFENSE or AGILITY. PERCEPTION challenge 
  rolls that rely on sight automatically result in a failure. Finally, the blinded creature’s SPEED becomes 2 
  unless its normal SPEED is lower.
  CHARMED: A charmed creature sees the source of the affliction as a trusted friend and ally. The charmed 
  creature cannot choose the creature that bestowed the affliction as the target of its attacks.
  COMPELLED: A compelled creature cannot use actions or move. Instead, during each FAST TURN, the 
  creature that bestowed the affliction can force the compelled creature to move up to its SPEED or to use 
  an action. The creature that bestowed the affliction makes all decisions on the compelled creature’s behalf.
  DAZED: A dazed creature cannot use actions.
  DEAFENED: A deafened creature cannot hear. PERCEPTION challenge rolls made to listen automatically 
  result in failure.
  DEFENSELESS: A defenseless creature cannot defend itself. Its Defense is 5. It cannot use actions. 
  Challenge rolls using attributes result in failure. The creature can still perceive its surroundings, however, 
  and can make PERCEPTION challenge rolls as normal.
  DISEASED: A diseased creature makes all attack rolls and challenge rolls with 1 BANE.
  FATIGUED: A fatigued creature makes all attack rolls and challenge rolls with 1 BANE.
  FRIGHTENED: A frightened creature makes all attack rolls and challenge rolls with 1 BANE. In addition, 
  frightened creatures cannot take FAST TURNS.
  GRABBED: The effects of the affliction depend on the creature’s SIZE. If the grabbed creature’s SIZE is 
  equal to or less than that of the creature grabbing it, the grabbed creature cannot move away from the 
  creature that grabbed it until it removes the affliction.
    
  If the grabbed creature’s SIZE is larger than that of the creature grabbing it, whenever the grabbed 
  creature moves, the creature grabbing it can choose to move with it (by clinging to the grabbed creature’s 
  body) or end the GRAB.
  IMMOBILIZED:  An immobilized creature has SPEED 0 and cannot benefit from bonuses to SPEED. Other 
  creatures make all attack rolls against the immobilized creature with 1 BOON.
  IMPAIRED: An impaired creature makes all attack rolls and challenge rolls with 1 BANE.
  POISONED: A poisoned creature makes all attack rolls and challenge rolls with 1 BANE.
  PRONE: A prone creature lies on the ground. Other creatures can move through its space. While PRONE, the 
  creature can move only by crawling or use its move to stand up. The prone creature makes STRENGTH and 
  AGILITY rolls with 1 BANE. Creatures that can reach the prone creature make all attack rolls against it 
  with 1 BOON, while creatures that cannot reach it make attack rolls against its DEFENSE with 1 BANE.
  SLOWED: A slowed creature can take only a SLOW TURN, its SPEED is halved, and it cannot benefit from 
  increases to SPEED.
  STUNNED: A stunned creature cannot move or use actions. The creature automatically gets failures on all 
  challenge rolls it would make. Other creatures make all attack rolls against the stunned creature with 1 
  BOON.
  SURPRISED: A surprised creature cannot use actions, cannot move, and automatically gets a failure on all 
  challenge rolls it would make.
  UNCONSCIOUS: An unconscious creature is unable to act, move, or perceive its surroundings. The creature’s 
  Defense is 5. It cannot use actions or move, and all its challenge rolls result in failure.
  Requires Shadow of the Demon Lord from Schwalb Entertainment. 
  Distributed through the Disciples of the Demon Lord Creative Community at DriveThruRPG.
  QUICK SHEET
  
  MANEUVERS
  DISARM
  Choose one target creature within your reach that’s holding an object. STRENGTH or 
  AGILITY against the higher of the target’s STRENGTH or AGILITY. If you are unarmed, 
  make the roll with 2 BANES. Success, the target drops the item it was holding.
  DISTRACT
  One target within short range you can see. Perform an INTELLECT vs. INTELLECT attack 
  against the target. Success, the target makes the next attack or challenge roll before the 
  end of the round with 2 BANES.
  ESCAPE
  If GRABBED, make a STRENGTH or AGILITY vs. STRENGTH of the grabbing target. 
  Success, remove the GRABBED affliction and move up to half your SPEED. This movement 
  does not trigger free actions from the creature that grabbed you.
  FEINT
  One target within short range you can see. Perform an AGILITY vs. PERCEPTION attack. 
  Success, your next attack roll against the target’s DEFENSE or AGILITY before the end of 
  the next round gains 2 BOONS. Movement does not trigger free attacks for 1 round.
  GRAB
  One creature with a physical body within your reach, perform a STRENGTH or AGILITY vs. 
  AGILITY attack. You must have one free hand available and cannot be grabbing another 
  creature. Success, the target is grabbed until the end of the next round. You automatically 
  succeed on a target you already have GRABBED. (Shadow page 52 for further information.)
  KNOCK DOWN
  One target within your reach. Make a STRENGTH vs. AGILITY attack. Perform this attack 
  with 1 BANE for each point the creatures size is larger than you. Perform this attack with 
  1 BOON if the creatures is smaller than you. Success, the creature falls PRONE.
  PULL
  Choose a creature your size or smaller that you are grabbing. Perform a STRENGTH vs. 
  STRENGTH test. Success, you and the GRABBED creature move half your SPEED and the 
  creature remains within your reach.
  SHOVE
  One target within your reach. Perform a STRENGTH vs. STRENGTH attack. Perform this 
  roll with 1 BANE for each point of SIZE the creature is larger than you, or with 1 BOON 
  if the creature is smaller than you. Success, the creature is moved 1 yard away from you, 
  plus a number of yards equal to your STRENGTH modifier (minimum of 1 yard).
  CHARGE
  Perform an attack and any subsequent challenge rolls with 1 BANE until the end of the 
  round. You may move up to your SPEED. At any point during your move, make one attack 
  with a melee weapon or an attribute to KNOCK DOWN or SHOVE a creature.
  TRIGGERED ACTION - FREE ATTACK
  • One FREE ATTACK allowed per round.
  • When a creature within reach willingly moves out of your reach, use a TRIGGERED ACTION against the 
  creature with a weapon you are wielding. This is a FREE ATTACK.
  ATTACKS WITH TWO WEAPONS
  If you are wielding a weapon in each hand and neither of them is cumbersome, you can use an action to attack 
  with them at the same time. You can use them either to attack one target or to attack two different targets.
  • 
  If you attack ONE TARGET, you attack with the weapon in your MAIN HAND, making the attack 
  roll with 2 BANES. Success, you deal normal damage from that weapon plus extra damage from the 
  weapon in your OFF HAND.
  • 
  If you attack TWO TARGETS, you attack with the weapon in your main hand against one target and 
  then attack the other with the weapon in your off hand with 3 BANES.
  DEATH - FATE ROLL
  • 
  DISABLED: At the end of each round you are DISABLED, roll 1d6. If the roll is a 1, you start DYING. If 
  you roll a 6, heal 1 damage and become IMPAIRED for 1 minute.
  • 
  DYING: At the end of each round you are DYING, roll 1d6. If the roll is a 1, you die. If the roll is a 6, you 
  become DISABLED.
  FAST TURN
  • 
  A creature that takes a FAST TURN can either use an ACTION  OR  MOVE up to its SPEED. You 
  cannot do both. You may perform ONE minor activity.
  SLOW TURN
  • 
  A creature that takes a SLOW TURN can use both an ACTION  AND  MOVE up to its SPEED. You can 
  use an ACTION at any point during the MOVE. You may perform TWO minor activities.
  IMPROVISED WEAPONS
  Make an ATTACK roll with 1 BANE. The weapon does 
  damage based on how you wield it.
  Hands
  Damage
  Off
  1
  One
  1d3
  Two
  1d6
  COVER & SITUATIONAL CONDITIONS
  HALF COVERED
  Ranged and Melee attack rolls are made with 1 BANE.
  THREE-QUARTERS COVERED
  Ranged and Melee attack rolls are made with 2 BANES.
  TOTALLY COVERED
  You cannot target this creature or be targeted with an attack or effect.
  PARTIALLY OBSCURED
  Attack rolls against creatures or objects are made with 1 BANE.
  HEAVILY OBSCURED
  Attack rolls against creatures or objects are made with 2 BANES.
  TOTALLY OBSCURED
  Attack rolls against creatures or objects are made with 3 BANES. You 
  must first guess the target’s location (see HIDE).
  INCLEMENT WEATHER OR 
  COVERING TERRAIN
  Suffer 1 or more BANES.
  SOCIAL CONFLICT
  BEFRIEND
  Perform a WILL vs. WILL attack roll. Success, the creature becomes 
  friendly toward you. Situational. GM ruling required.
  DECEIVE
  Perform an INTELLECT vs. INTELLECT attack roll. Success, the 
  creature believes your fabrication until shown to be false.
  INTIMIDATE
  Perform a WILL (or STRENGTH if you are inflicting pain on the 
  creature) vs. WILL attack roll. Success, the creature behaves in the 
  desired manner.
  PERSUADE
  Perform a WILL vs. WILL attack roll against a creature that can 
  understand you. Success, you persuade the creature as desired.
  TAUNT
  Perform an INTELLECT vs. WILL attack roll. Success, the creature 
  becomes angered with you and at anyone or anything you choose. GM 
  ruling required.
  FORTUNE
  • 
  When the result of a d20 roll is a failure, you may expend FORTUNE to turn the failure into a success.
  • 
  When another player rolls a d20, you may expend FORTUNE to grant 2 BOONS to the roll.
  • 
  When any player rolls a d6, including you, you may expend FORTUNE to replace the number on the die 
  with a 6 or a 1.
  This product was created under license. Shadow of the Demon Lord is a trademark of Schwalb Entertainment, LLC.
  This work contains material that is copyright Schwalb Entertainment, LLC. Such material is used with permission under the 
  Community Content Agreement for the Disciples of the Demon Lord CC.
  All other original material in this work is copyright 2018 by Tom Robinson and published under the 
  Community Content Agreement for the Disciples of the Demon Lord CC.
  
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  Beast Tongue
  Duration 1 Minute.
  For the duration, you can 
  communicate with any animal that can 
  hear you.
  SotDL pg 136 - Primal Utility 1
  Bear Spirit
  Dissolve
  Ravenous Maggots
  Target One creature you can see 
  within short range.
  Duration 1 minute.
  Target One creature with a physical 
  body you can reach.
  Target One living creature within 
  medium range.
  Duration 1 minute.
  A ghostly bear spirit appears and 
  moves into the target for the duration. 
  During that time, the target has a +5 
  bonus to Health, and the target makes 
  Strength attack rolls and challenge rolls 
  with 1 boon.
  Take 2 damage.  Make a Will attack 
  roll against the target’s Strength. On a 
  success, the target takes 1d6 + 1 damage 
  from your corrosive touch and becomes 
  impaired for 1 minute.
  If the target becomes incapacitated 
  by this damage, it dies instantly and 
  dissolves into sludge, leaving anything 
  it wore and carried on the ground in the 
  space it occupied.
  Attack Roll 20+ The target takes 1d6 
  extra damage.
  Hungry maggots fill the target’s belly, 
  dealing 2d6 damage to it. At the end of each 
  round for the duration, the target must make 
  a Strength challenge roll; on a failure, it takes 
  1d6 damage and becomes impaired for 1 
  round. On a success, there is no effect; on 
  the third success, the target vomits a knot of 
  squirming maggots and the effect ends.
  A target that becomes incapacitated from 
  the spell’s damage dies instantly, and a cloud 
  of black flies spreads through a 5-yard-radius 
  sphere from a point within its space. The flies 
  heavily obscure the area and remain for 1 
  minute or until dispersed by fire or wind.
  DLC pg 39 - Spiritualism Utility 1
  SotDL pg 124 - Destruction Attack 1
  SotDL pg 149 - Forbidden Attack 2
  Acidic Glob
  Target One creature or object within 
  short range.
  A glistening glob of corrosive slime 
  appears in your hand, and you throw it 
  at the target. Make an Intellect attack 
  roll against the target’s Agility. On 
  a success, the target takes 1d6 + 2 
  damage.
  Attack Roll 20+ The target takes 1d6 
  extra damage.
  DLC pg 34 - Alchemy Attack 0
  Rend
  Target One creature that can see you 
  within short range.
  Take 2 damage. Make a Will attack 
  roll against the target’s Agility. On 
  a success, the target takes 3d6 + 1 
  damage.
  Attack Roll 20+ The target takes 2d6 
  extra damage.
  SotDL pg 124 - Destruction Attack 1
  Found in location 3: Open Library, 
  THE CAVE.
  Found in location 3: Open Library, 
  THE CAVE.
  
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  Silver Heart Locket
  Rune-Inscribed 
  Leather Hand Wraps
  Wand of Burning Beam
  Bronze Dagger of 
  Accuracy
  Metallicus
  You can use an action to grant 1 
  boon on all attacks and challenge 
  rolls you make for 1d3 rounds.
  The object has one use.
  You make all Strength and Agility 
  attack and challenge rolls with 
  1 boon for 1 minute.
  This object has one use.
  This bronze wand is inscribed with 
  runic symbols along the shaft and has 
  an emerald at the base. The handle is 
  wrapped in leather strips.
  Target One creature or object within 
  medium range
  A fiery beam leaps from the wand. 
  Make a Will attack roll against the 
  target’s Agility. On a success, the target 
  takes 1d6 damage.
  Attack Roll 20+ The target also 
  becomes blinded for 1 round.
  This item has three uses.
  Your body becomes like metal. For 
  the duration, your Defense becomes 
  20, you gain a +10 bonus to Health, 
  you are immune to the asleep, blinded, 
  deafened, diseased, fatigued, and 
  poisoned afflictions, and you cannot 
  be moved against your will. You also 
  take half damage from cold, fire, and 
  weapons. However, you are also slowed, 
  and you cannot drink, eat, or swim.
  Damage 1d3
  When you make an attack with 
  this weapon, you may add 1 boon 
  to the attack roll.
  This item has three uses.
  Brooch of Lightning 
  Touch
  This lightning-shaped brooch 
  allows the user to deliver a 
  shocking touch, doing 1d3 damage 
  to the target. Perform an Agility 
  check vs. the target’s Agility.
  The brooch has three uses.
  SotDL pg 119 - Celestial Attack 0
  SotDL pg 147 - Transformation Utility 4
  Duration 1 minute.
  Found in location 3: Open Library, 
  THE CAVE.
  Found in location 2: Dressing Down, 
  THE CAVE.
  
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  Potion of Healing
  This pink, viscous liquid smells 
  strongly of chalk. When the potion 
  takes effect, the creature heals 
  damage equal to its healing rate.
  Potion of Fire Blast
  Potion of Healing
  Potion of Healing
  Potion of Healing
  Flames rush out from your 
  mouth, dealing 3d6 damage to 
  everything in the area; 3 yards long 
  in a cone. Each creature in the area 
  takes half the damage on a success 
  with an Agility challenge roll.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  This pink, viscous liquid smells 
  strongly of chalk. When the potion 
  takes effect, the creature heals 
  damage equal to its healing rate.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  Potion of Fire Breath
  You breathe at one creature 
  within short range. Make a Will 
  attack roll against the target’s 
  Agility. On a success, the target 
  takes 1d6 damage.
  Attack Roll 20+ The target takes 
  1d6 extra damage.
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  
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  Potion of Healing
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  Potion of Healing
  Potion of Healing
  Potion of Healing
  Potion of Healing
  Potion of Healing
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  This clear, bespeckled magical 
  liquid smells faintly of alcohol. 
  When the potion takes effect, the 
  imbiber must roll 1D6 and consult 
  the GMs table.
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  Father Finch’s Elixirs
  
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  Potion of Cunning
  A light green, effervescent fluid 
  with a dry taste, a cunning potion 
  grants its user 1 boon to Intellect 
  attacks and challenge rolls for 3d6 
  minutes.
  Potion of Agility
  Potion of Courage
  Potion of Might
  A shimmering silver liquid, an 
  agility potion grants its user 1 boon 
  to Agility attacks or challenge rolls 
  for 3d6 minutes.
  A bright blue liquid smelling of 
  strong alcohol, a courage potion 
  grants its user 1 boon to Will 
  attacks or challenge rolls for 3d6 
  minutes.
  An orange liquid that smells of 
  vinegar, a might potion grants its 
  user 1 boon to Strength attacks or 
  challenge rolls for 3d6 minutes.
  Belt of Expanse
  Potion of Darksight
  This belt will allow the wearer to 
  grow as if they were one size larger 
  for 1 minute.
  A size 1 creature would become 
  size 2; a size 1/2 creature becomes 
  size 1.
  The item has one use then will 
  become a basic article of clothing.
  Your eyes burn with a magical fire 
  and you gain darksight for 1 hour.
  The light your eyes produce is 
  equivalent to a lightning bug and 
  will not spoil any vision, but can be 
  seen at close range.
  After the effect ends, your eyes 
  appear hollow with no irises or 
  pupils for 1 day.
  
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  ART AREA 2.5X3.5 INCHES
  LIVE AREA 2.25X3.25 INCHES
  Lucky Coin
  You may use this coin as an 
  action or triggered action to gain 
  2 boons to your next challenge or 
  attack roll.
  This coin has one use.
  Potion of Wind Blast
  Bracelet of 
  Transmutation
  Potion of Swiftness
  A powerful wind assails one 
  creature or object within short 
  range. Make a Will attack roll 
  against the target’s Strength. On a 
  success, the wind moves the target 
  1d6 yards away from you.
  Attack Roll 20+ The target 
  also falls prone at the end of this 
  movement.
  This charm bracelet has three pebbles 
  that may transform anyone they strike 
  within short range. Perform a Strength 
  challenge attack against targets 
  Strength. The effect lasts for 1d3 rounds. 
  Roll 1d6 for the effect.
  D6
  Effect
  1
  Target transforms into a size 1/4 
  teddy bear.
  2
  Target grows to size 4.
  3
  Target becomes a cloud of mist.
  4
  Target becomes flat and two-
  dimensional like paper.
  5 or 6
  Target turns to stone.
  For 1 minute you gain +10 to your 
  Speed. When the effect ends, you 
  become Fatigued for 1 minute.
  Twine Bracelet
  On command, this twine bracelet 
  will uncoil itself and become 20 
  yards of strong rope.
  Speaking the phrase a second 
  time will cause the rope to shrink 
  and become a bracelet once again.
  Gloves of Finesse
  These green leather gloves 
  provide 2 boons to any attack or 
  challenge roll that requires Finesse.
  The object may be used two 
  times before becoming a normal 
  pair of finely made gloves.
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/Adventures/Expert/Death in the Night.pdf