TEXT: Demons in
  the Prairie
  an adventure for 5th edition D&D
  
  Who should play this
  adventure?
  This is a perfect adventure for new players and DMs that I originally wrote to introduce new
  players into this fantastic hobby.
   
  The adventure will take a group of players at level 2 through a taster of most of what
  Dungeons and Dragons has to offer: exploration, npc interaction and of course combat. 
   
  I ran this for many groups and it was always a success. The story is simple but has a lot of
  space for roleplaying and the enemies are enough to get you to learn the game but not too
  hard that you can't make mistakes.These notes are written in a simple way that will not
  require you to do much preparation, just read them once and sit down at the table to play!
   
  If you never tried yourself behind the screen of the Dungeon Master this may be the
  adventure for you to do it. If you are experienced already but have new players at the table,
  you may also find it useful.
   
  Or maybe you just want to have some fun, that works too!
   
  Find my other modules here: 
  http://bit.ly/32HkgvH
  
  This adventure is at home in any fantasy setting.
   
  I would recommend running this adventure without worrying too 
  much about the World at large. Use it as an opportunity to try D&D
  or to introduce new people to the hobby. Don't introduce elements of 
  a big plot, keep it simple.
   
  If magic happens and your table wants to keep playing after this adventure it will be incredibly easy to tie it to
  any campaign. You can worry about that later though, for now just focus on the fun.
   
  The adventure starts is for level 2, which is a good place to start a campaign in my opinion. Level 1 can be a lot
  of fun but my feeling is that level 2 is easier and more forgiving on new players without yet being too
  complicated, and therefore a better place to start new people on the hobby. 
  Placing this adventure
  The players are part of a small mercenary group
  that does odd jobs around the kingdom. They
  recently visited the capital and found out that
  raiders are attacking the farmlands near the market
  city of Windhill, stealing from the farmers and
  kidnapping people. Rumors say that these are no
  mere raiders but monsters, demons or abominations
  of some sort. The king has offered a recompense for
  solving this problem, and the party simply has to go
  to the townmaster of the city of Windhill to be given
  more information.
  What is this
  adventure
  about?
  
  All modules should start by explaining the main actors on the scene and what should happen. I
  don't know what will happen, this is up to you and your players, but here's a basic flow of this
  module. To an extent it should go something like this:
  Who - What - Where - Why
  The party gets
  to the city of Windhill,
  where they know they will be 
  rewarded if they assist with their
  recent problems with raiders in
  the farmlands nearby. There
  may be trouble on
  the road!
  Once they
  findi out where 
  the raiders are hiding, the
  party arrives to Skull Cave and
  finds it guarded by monstrous 
  human/beast hybrids! what 
  is goin on in this
  place?
   
  The party
  explores the catacombs
  below Skull Cave, finding some
  help on the way to their final
  confrontation with the source
  of the evil above: a Shadow
  Demon! 
  1
  2
  3
  
  Note: this first part can be skipped in the interest of time, but it contains an easy encounter
  to introduce new players to the combat rules of D&D. Ideally it should last just long enough
  for every player to have taken one, maximum two turns.
   
   
  THIS ENCOUNTER:
   
  2 demonspawn (jackal) and 1
  demonspawn (Hyena)
   
  it's an ambush! so the party needs
  a Wisdom (perception) of 15 or
  higher to spot it. You can use their
  passive perception if you want.
   
  It's a good time to teach them the
  basics of D&D combat.
   
   
   
   
   
   
   
  They will fight until one is left and the survivor will then try to flee. They do not speak
  common and are not very bright, so not much can be done to communicate with them.
   
  Treasure: the party can 
  loot whatever weapons the 
  monsters are carrying, plus 
  1d4 gold pieces contained 
  in a bag that the gnoll was 
  carrying. Inside the bag there 
  are also a few bones from a 
  human hand, a glass eye and 
  a silver ring (5 SP). 
  Note: these items are 
  little trophies the demonspawn
  was carrying and don’t have 
  any significance (unless you
  want them to!).
   
  CHAPTER 0 - Introduction
  Read or paraphrase this to
  start the session
   
  You are walking down the road that leads to
  the city of Windhill, the hot summer air
  making you sweat lightly under your clothes.
  Sunset is almost upon you as you make your
  way down a wide and well kept road, the tall
  grass around the sides of it whispering softly
  in the light breeze. As you come to a slight
  bend, you notice an abandoned cottage and
  some trees on the other side of the road from
  it.
  
  Note: this first part can be skipped in the interest of time, but it contains an easy encounter
  to introduce new players to the combat rules of D&D. Ideally it should last just long enough
  for every player to have taken one, maximum two turns.
   
   
  If you skipped Chapter 0, read this and
  then the next paragraph: 
   
  You are walking down the road that leads to the city of
  Windhill, the hot summer air making you sweat lightly under
  your clothes. Sunset is upon you as you make your way
  down a wide and well kept road, the tall grass around the
  sides of it whispering softly in the light breeze.
   
  Otherwise, read  from here:
   
  The flat landscape around you allows you to see Windhill
  from quite some distance, and by the time you reach its
  gates the sun has fallen completely behind the horizon. The
  city is small but full of life, and as you wait to be let in by a
  guard the smells and sounds of the city invite you in with the
  promise of a hearty meal and some relaxation after a long
  day spent on the road. Finally, you are let in the city proper
  and pass through its modest but well kept gates…
  CHAPTER 1 - Windhill
  The party arrives too late at night to speak
  with the Town Master right away, so they
  will have to wait for the morning for that.
  They can use their first night as they
  please however most shops will be closed. 
   
  The only NPC that will already be
  available will be Gavan in the Town Square
  (see below).
   
  Advice for running the first night: 
  let the players relax, say yes to what
  they ask you to do no matter how
  crazy it sounds and use this bit of
  time to get everybody’s creative
  juices flowing. Have one or two
  scenes and then invite them to go to
  the Inn for the night, especially if you
  are running a one shot and you want
  them to stay on track to finish in one
  go.
  
  SE
  the Mud
   Corner
   
  CITY LAYOUT AND PLACES OF INTEREST 
  NW
  the Copper
  Corner
   
  NE
  the Gods'
   Corner
   
  SW
  the Silver Corner
   
  The Crea󿵒
  Dragon Inn
  and Stables
   
  City Hall
  Temple of the Gods
  Belial's Apothecary
  Central Square
  Shops
  The city is perched on a small hill, and its walls are shaped like an octagon. Two main roads
  go from the 4 gates to the main square in the center, and divide Windhill in four areas:
   
  NE: Gods’ corner, with the temple of the gods and the City Hall. Also houses for the rich.
  SE: Mud corner, with houses for less affluent citizens. Belial’s apothecary is there too.
  SW: Silver Corner, with many merchants and stores. Thyco’s Good Reads is here too.
  NW: Copper corner, with the Creaky Dragon Inn and many houses for the common folk.
   
  Thyco's Good
  Reads
  
  The Crea󿵒 Dragon Inn
   
  A Large building close to the northern gate, where the party
  comes from. Stables are attached to it and the party’s horses can
  be left there for a small fee. A large wooden model of a Blue
  Dragon is perched on top of the main entrance, and the light
  evening breeze makes it creak and squeak as it moves slightly. 
   
  NPCs
  Basilius Klis: a lanky old elf that owns the Inn and also works as a
  bartender. He is sarcastic and short tempered, but since this is still
  the best Inn in town there are plenty of patrons every night. He will
  serve the party drinks and food, and not have too much time for
  conversation.
   
  Bryce: a bulky human bard, playing a lute for the audience. Can be
  convinced to talk very easily but may require a donation or a drink.
  He is jovial and willing to listen to the party’s stories too, and this
  can be a moment for the party to introduce their characters
  motivations and backstory. He will also relay the stories he heard
  so far in town:
   
  “A demon or a devil opened shop in the south eastern part of town,
  would you believe that? I don’t, that’s ludicrous, but it may be that
  somebody peculiar has arrived in town, and these folks are just not
  so well travelled as us adventurers!.” (the townsfolk are talking
  about Bella, see below under Belial’s Apothecary).
   
  “Monsters snatching people up and raiding the farms, or so they
  say. Who knows what’s happening, I know that I will only travel
  during the day, and in numbers if I can.”
   
  “The yield is meant to be one of the best in many years, at least if
  there are enough farmers left to harvest it by the end of the season!”
  NW
  the Copper
  Corner
   
  These rumors can also be heard, in a similar version, from the many patrons of the Inn.
  
  Central
  Square
   
  The Central square
   
  A round square in the middle of town. A large stone statue of
  Frejia, the goddess of health and harvest is located in the middle
  of a stone basin. A jet of water springs from the horn of plenty she
  is carrying and fills the basin underneath. Benches and small
  trees are located around the statue.
  NPCs
  Gavan: a homeless dwarf. He was kidnapped by the raiders and brought to Skull cave, but
  managed to escape. He was very drunk at the time (and is when the party meets him) so he
  barely recalls getting there and back. He will describe the place as “a dark place under a hill, I
  barely made it out alive after slaying many of these monsters… as I was leaving, I could feel the
  eyes of a stone giant looking at me, but I ran faster!”
   
  He did not really kill any monster, but simply snuck out of Skull Cave and got lucky. He saw
  Skull cave from afar when he was running away and though it was a stone giant.
  NE
  the Gods'
  Corner
   
  The City Hall
   
  A big circular building in the Gods’ Corner with a glass ceiling. The
  entrance leads into a first courtyard that goes all the way around
  and where scribes and officials receive people. From there it’s
  possible to enter the inner audience room, where the Town Master
  receives important visitors and people seeking audience. This room
  has a glass ceiling and is in fact a small garden.
  NPCs
  Tomas Brahe, the Town Master. A middle aged human. He is a good person that truly wants to
  stop the raiding and kidnappings, but has a short temper and is impatient. He does not know
  where the raiders are based but stresses that the players should find from investigating
  around town.
   
  Thuckse, Tomas’ personal guard. A female half-orc. She lets people in and out of the audience
  room. She is in her 30s, a formidable warrior wearing plate armor and carrying a huge two
  handed sword.
  
  The Temple of the Gods
   
  A tall octagonal building of white marmor with steps leading to
  the entrance and columns all around the perimeter. Inside, each
  of the seven walls that are not the one with the entrance are
  dedicated to a different one of the seven main good-aligned Gods.
  NPCs
  Vilte, the priestess and oracle. An elderly half elf. She is a welcoming person and will assist the
  party in finding where the raiders are based if they make a donation. She also has a pet raven.
  She can commune with the gods and receive a message from Odin or any other deity of your
  choosing:
   
  “In the grasslands darkness gathers and must be slain
  Find your courage and the sword made of light
  Go to the place where the dead are resting in the plains
  And put an end to the demon’s blight.”
   
   You can roleplay this bit by having
  the priestess chant and burn incense
  first, 
  then 
  have 
  her 
  eyes 
  go
  completely white and say the above
  with a different, more manly voice.
   
  Vilte can cast any spell from the cleric
  list that you think it’s appropriate or
  needed. If the party asks to be blessed
  you can decide that Vilte wants to do
  this, depending on how she is asked
  and how the party behaves.
   
  If Vilte blesses the party, they get 1
  inspiration dice, a d8. Any time in the
  next 24 hours, that dice can be rolled
  and the result can be added to any roll
  made with a d20.
  
  Belial's Apothecary
   
  A modest building in the Mud corner, tucked away between two
  houses but near the main square. Inside, a pleasant smell of herbs
  and spices fills the air and shelves and shelves of remedies, plants
  and trinkets are on display. The name comes from the former
  owner.
  SE
  the Mud
  Corner
   
  NPCs
  Bella, a Tiefling in her 30s, blue skinned and wearing
  golden spectacles. She is calm and  professional, and very
  very rarely loses her composure as if all the years of
  teasing and discrimination towards her made her grow a
  thicker skin. She had to open her shop in the mud corner
  as the locals mistrust tieflings in this more rural part of the
  world, but she is determined to continue her business in
  Windhill.
  SW
  the Silver
  Corner
   
  Thyco's Good Reads
   
  An old and dusty store full of books and maps of all kinds. A silver
  bell rings when customers enter. The books sells common books
  however you can decide that magic scrolls are for sale if you want
  to.
  NPCs
  Thyco, an old man with white hair and goatee wearing formal clothes and an apron, jovial and
  willing to sell maps of the area west of Windhill, that the party will likely need to arrive to
  Skull Cave. If the party tells him that they are going there to slay a demon he will gift the map
  for free.
  He is knowledgeable of the area west of Windhill and will immediately know the party needs to
  know to Skull Cave if they ask him about an ancient burial site.
  
  CHAPTER 2 - Skull Cave
  The party will reach Skull cave in about 1 day of travel. It is up to them if they want to arrive
  there during the day or at night. In both cases they will find 2 demonspawn (Hyena)
  “guarding” the cave outside.
  THIS ENCOUNTER:
   
  2 demonspawn (Hyena)
   
  The party has an opportunity
  to ambush them. If they kill
  them quickly they won't be
  able to call for help from
  inside the cave.
   
  If any of the demonspawns is
  still alive at the start of turn
  2, they will try to run inside
  to call the others out.
  Read or paraphrase this:
   
  You follow the road that leads west and around a few
  farms, some of which you find abandoned, many
  crows circling ominously around the fields and
  cottages that are shrouded in eerie silence. As you go
  further out in the grasslands west of Windhill, you
  eventually start following a smaller, older road that
  leads away from human settlement and into a sea of
  pale, tall grass. It’s almost a day of travel before you
  can see a small hill in the distance that, from the shape
  of its dome, resembles a human skull. 
   
  The Grass is cleared around the hill, and you can see in
  the distance two humanoid figures that look like
  hyenas sitting around a campfire, roasting some food
  and not paying attention. They have not seen you yet.
  If the party arrives during the day: Inside the
  cave there will be 1 demonspawn (Lion), 2
  demonspawn 
  (Hyena) 
  and 
  2 
  demonspawn
  (Jackal). They will, however, all be sleeping and
  could be sneaked on easily (DC 10 stealth check).
  They will also not join the battle outside unless
  one of the demonspawns outside is able to run
  into the cave to rouse them.
   
  If the party arrives during the night: Inside the
  cave there will be 1 demonspawn (Lion), 1
  demonspawn 
  (Hyena) 
  and 
  2 
  demonspawn
  (Jackal). They will be wide awake and will join the
  battle outside of the cave once 3 turns have
  passed, whether the demonspawns outside
  manage to get inside to call them or not
  
  A tunnel leads downstairs from the entrance of the cave, on steps carved in the stone. Only a
  few feet underground the cave opens up and reveals a small settlement and base of
  operations for the demonspawn. A large pen on one side of the cave holds some farmers
  prisoners, and another tunnel on the opposite site leads further downstairs.
   
  The demonspawn will not follow the party downstairs out of evident fear.
  The Catacombs
   
  Under the first level of the cave lie the catacombs, and old complex of tombs and burial
  chambers where a now extinct tribe of humans used to bury their dead.
  Read or paraphrase this:
   
  You descend a few more steps of stairs
  until you finally reach a stone arch ornate
  with runes carved in the rock, a language
  too old for any living today to understand.
  Once you pass the arch, the walls to your
  left are lined with shelves and alcoves filled
  with skulls, bones and urns filled with
  ashes. The floor is dusty, and soon the
  hallway arrives to a small circular room
  with a pedestal in the middle.
  If the players decide to investigate the tracks, an ability check with DC 15 will reveal that
  whoever left them clearly did not have any flesh on their feet (it was the skeletal
  demonspawn serving the demon in this lower level). 
  
  The small circular room has two obvious doors, one on the opposite side of the entrance and
  one to the right. If the party presses the pedestal down, a secret door opens to the left  that
  can be found, but not opened, with a Wisdom (Perception) ability check (DC 15) as long as a
  player specifically examines the left wall or looks for secret doors. Inside the secret room
  there are 4 potions of healing (2d4+4 HP) and a scroll of fireball. The door in front is large and
  heavy, and cannot be opened as it lacks a handle or a keyhole.
   
  The pedestal has a series of statues on top of it showing tribesfolk worshiping 3 larger
  animals: a dog, a vulture and a snake. Frescos on the ceiling show:
  A Dog
  leading the
  tribe to the
  gods
  A Vulture
  attacking
  the cattle
  A Snake
  biting a
  tribesman
  These statuettes can be pulled like levers, with the
  following effects:
   
  Pulling the vulture triggers an arrow trap. Every
  creature in the room has to do a Dexterity saving throw
  (DC 13), taking 3d4 damage on a fail.
   
  Pulling the snake triggers a poisonous gas trap. Every
  creature in the room has to do a Constitution saving
  throw (DC 13), taking 1d12 damage on a fail.
   
  Pulling the dog opens the door to the right, which leads
  to a short corridor and eventually to a small chamber
  with a large stone sarcophagus and the statue of a
  female human warrior holding a stone longsword in an
  offering pose. 
  
  Kar-Jel's room
   
  Once the party enters the room to the right, whatever font of light they are carrying dims and
  a ghost appears, emerging from the statue: it’s a famed warrior named Kar-jel that lead the
  tribe to many victories centuries ago.
  She will ask the party to clear the
  caves of the demon’s presence, and
  if they agree to bring it back, will
  offer the sword Lightbringer to
  them. This sword is the stone sword
  that the statue is holding, that will
  transform into a metal one if the
  party agrees.
   
  If the party says they will bring it
  back, but don’t mean to (ask the
  players), make them roll a Charisma
  (Deception) ability check, DC 15. If
  they are not successful, Kar-Jel
  does not give them the sword but
  still opens the door to the temple.
   
  This sword is a +2 longsword that
  deals an additional 2d8 radiant
  damage vs demons and undead. It
  also be commanded to radiate bright
  light in a 60 feet radius and dispel
  magical darkness. This costs 1
  bonus action.
   
  Kar-jel will also open the door to the
  temple from the previous room,
  If the party goes back to the previous room after meeting Kar-Jel, the door that was
  previously closed is now open and leads into an old temple.
  
  CHAPTER 3 - The Boss fight
  Read or paraphrase this:
   
  The door that was previously closed is now open, but only thick
  darkness can be seen inside this room, as if a dark velvet curtain
  was pulled in front of the door.
   
  whoever is wielding the sword can dispel the darkness by
  lightning up the sword. Once they do so, read:
   
  As Lightbringer begins to cast its brilliant light, the darkness
  slowly disappears, almost melting away in front of your eyes.
  You see a large room with many columns to the sides and an
  altar at the end of it, scenes of devotion painted on the walls all
  around. At the end of the room, six skeletal figures, misshapen
  and grotesque, are chanting and glowing with magical energy,
  seemingly concentrating on a swirly mass of darkness that is
  growing on the altar. After a few moments, three of them stop
  chanting and turn to look at you.
  If the party does not have
  Lightbringer 
  they 
  can
  dispel the magic darkness
  with any spell that allows
  them to do so.
   
  Alternatively, Kar-Jel will
  dispel the darkness after
  the party spends some time
  in the darkness hearing the
  skeletal 
  demonspawns
  chanting. 
   
  Paraphrase the text if that
  is what happens.
  The three skeletal demonspawn that
  noticed the party immediately attack,
  whilst the other three keep chanting
  until attacked. The Shadow Demon
  enters the fight on the 3d turn of combat,
  not fully formed. As it enters, it uses its
  Shriek ability first.
   
  If the session is running late and you
  want it to end, make Lightbringer deal
  4d8 radiant damage to the Shadow
  Demon when it hits and disintegrate the
  skeletal demonspawn on any hit.
   
  Once the party returns the sword, 
  they can lead the freed townsfolk 
  back to safety and get 
  their recompense.
  
  Appendix: enemy statblocks
  Demonspawn (Jackal)
  +1 +2 
  +0
  -2 +0 
  -2 
  Str Dex Con Int Wis Cha
  Medium humanoid
  Speed 40 feet
  Darkvision 60 feet
  Passive Perception: 13
   
  actions 
  Dagger: melee attack
  +4 to hit
  1d4+2 piercing damage
  AC
  HP
  14
  18
  Shortbow: ranged attack
  +4 to hit
  1d6+2 piercing damage
  All enemies in this adventure are animals turned into monstrous humanoids. Gnolls are a good
  example of how they may look like (in fact the hyena demonspawns are basically gnolls), so
  imagine a similar mix, with different kinds of animals, for the other kinds of spawns.
   
  Skeletal demonspawn are either of the other ones, but mostly skeletal with some meat and
  hide rotting and still clinging in places. They are also deformed and misshapen, as the
  corruption from the shadow demon is still affecting their dead bodies.
  passive
  Cunning action: Can dash, disengage or hide as
  bonus action
  Sneak attack: follow rules for the rogue class
  Demonspawn (Hyena)
  +2 +1
   
  +0
  -2 +0 
  -2 
  Str Dex Con Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Darkvision 60 feet
  Passive Perception: 11
   
  actions 
  Club: melee attack
  +4 to hit
  1d4+2 bludgeoning   damage
  AC
  HP
  15
  22
  Javelin: ranged attack
  +4 to hit
  1d6+2 piercing damage
  passive
  Multiattack: The demonspawn (Hyena) makes
  two melee weapon attacks when it attacks.
  Rampage: If the demonspawn (Hyena) scores a
  critical hit, it can use a bonus action to move
  half its speed and/or make a bite attack.
  Bite: melee attack
  +4 to hit
  1d4+2 piercing   damage
  
  Demonspawn (Lion)
  +4 +2
   
  +3
  -1 +1
  +2 
  Str Dex Con Int Wis Cha
  Medium humanoid
  Speed 30 feet
  Darkvision 60 feet
  Passive Perception: 13
   
  actions 
  Greatsword: melee attack
  +6 to hit
  2d6+4 slashing   damage
  AC
  HP
  16
  35
  passive
  Multiattack: The demonspawn (Lion) makes two
  melee weapon attacks when it attacks.
  Aura of courage: +3 to AC to self (already
  calculated in the 16 AC) and allies within 30 feet
  Roar: target 1 creature, Charisma saving throw (DC 12),
  Feared on fail for 1 minute (repeat save at the end of
  every turn). If a creature saves against this they are
  immune from its effects for 1 hour.
  Skeletal Demonspawn
  +2 
  -1 
  +1
  -3
  -3
  -3
  Str Dex Con Int Wis Cha
  Medium undead
  Speed 20 feet
  Blindsight 60 feet
  Passive Perception: 8
  Weakness: radiant damage
   
  actions 
  Claws: melee attack
  +4 to hit
  1d4+2 piercing damage
  AC
  HP
  12
  11
  Shadow Demon
  +4 +2
   
  +3
  -1 +1
  +2 
  Str Dex Con Int Wis Cha
  actions 
  Claws: melee attack
  +7 to hit
  2d6+3 necrotic   damage
  AC
  HP
  16
  55
  passive
  Multiattack: The Shadow Demon makes two
  melee weapon attacks when it attacks.
  Sunlight sensitivity: Disadvantage on attacks
  and saving throws when in bright light.
  Shriek: (recharge 5-6) Targets all creatures in an area of
  60 feet, Wisdom saving throw (DC 13), Paralyzed on fail
  until end of the demon’s next turn.
  Large Demon
  Speed 30 feet
  Blindsight 120 feet
  Passive Perception: 13
  Weakness: radiant damage
   
  
  By the way, you can also find me here:
   
   Mail: markasmiki@gmail.com
   Twitter: @marcomiki
   Instagram: @markasmiki
   
  Feel free to reach out for questions, feedback or just to say hi!
   
  I write modules for Table Top RPGs mostly out of passion and the desire of
  seeing more people getting into this fantastic hobby. Please consider
  leaving a review somewhere or following me on twitter.
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors.
  Such material is used with permission under the Community Content Agreement for
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  All graphic elements of this module have been obtained through Canva.com.  All art was
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  All other original material in this module is copyright 2019 by Marco Michelutto and
  published under the Community Content Agreement for the Dungeon Masters Guild.   
   
   
  Find my other modules on the DmsGuild by following this link: 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Marco Michelutto - Demons in the Prairie.pdf