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  Running the Adventure
  Running the Adventure
  hear is an adventure for a party of 1st-level
  characters that should take approximately 2-3
  hours to complete. Any adventure that takes
  place at 1st level can quickly become
  dangerous.The characters have one built-in
  opportunity for a short rest; even so, the final
  confrontation is intentionally deadly for 1st-level characters.
  At your discretion, you can elect to run the adventure for
  characters of 2nd level, or allow characters to level up during
  the built-in short rest (which takes place after multiple
  combat encounters and before the finale).
  Adventure Background
  Adventure Background
  Simon Button owns a sheep farm where he cares for his
  sixteen-year-old twins, Carissa and Piotyr. The twins have
  secretly been learning magic rituals from a dangerous book,
  the Book of Baphomet, behind their father’s back. When
  Simon finds evidence of their rituals, he storms out to find
  and confront Carissa.
  Afraid for his sister, Piotyr goes to the basement and
  performs a ritual that goes terribly wrong. A demonic entity
  from Baphomet’s domain possesses Piotyr. Before the young
  man gives in to the fiend, he seals the basement with magic.
  Piotyr is transformed into the horrendous wendigoat, and its
  Abyssal presence causes the Button family’s sheep to turn
  into feral, bloodthirsty creatures.
  As the adventure begins, the crazed sheep are already
  claiming their first victim.
  Legal and Credits
  Legal and Credits
  Wri�ng and Design Alex Clippinger
  Cover Image Tithi Luadthong
  Template Nathanael Roux
  Other Art Bre� Neufeld (via Purple Duck Games), Pixabay
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft,
  Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product
  names, and their respective logos are trademarks of Wizards of the Coast in the USA
  and other countries.
  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
  Dungeon Masters Guild.
  All other original material in this work is copyright 2018�2019 by Alex Clippinger and
  published under the Community Content Agreement for Dungeon Masters Guild.
  I. Blood on the Snow
  I. Blood on the Snow
  The characters are traveling cross-country between farming
  settlements:
  You’re walking through a pastoral landscape of rolling hills
  and patches of forest, keeping to a rough-cut dirt road with
  wooden livestock fence on either side. Clouds bring night
  early as a steady fall of snow paints the world white. A
  lumpy shape lies ahead on the snowy road, white-on-white
  with unmistakable splashes of deep red.
  The shape ahead on the road is a dead sheep, its thick wool
  covered in blood. The characters can notice the following
  about the sheep and the environment around it:
  Sheep
  Sheep
  The sheep has blood on its wool at multiple points on its
  body, and on its snout.
  A DC 12 Intelligence (Investigation) check of the sheep’s
  corpse indicates it was stabbed multiple times by a pitchfork,
  or a similar tool not meant for combat.
  A creature that beats this DC by 5 or more also realizes
  there’s no wound around the sheep’s mouth, but the sheep
  has some tiny pieces of bloody cloth and flesh in its teeth; the
  sheep must have bitten its attacker in self-defense.
  A character with proficiency with Intelligence (Nature)
  checks knows that biting is a rare behavior for sheep.
  Environment
  Environment
  The fence section on both sides of the road here is broken,
  and there are numerous tracks in the area. There is a small
  nickel coat button on the ground beside the sheep’s body.
  The button has a leaf pattern embossed on its surface.
  A DC 10 Wisdom (Survival) check determines that
  numerous sheep passed through this area within the last
  hour or so, going from the field, through the broken fence
  area, across the road, and through the other broken fence
  into the next field.
  A character that beats this check by 5 or more sees two sets
  of boot prints—one larger than the other—following this
  same route, all but erased by the sheep hoofprints overtop it.
  Following the Trail
  Following the Trail
  Splashes of blood are obvious against the snow along the
  path made by the passage of sheep, continuing into the next
  
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  field. Any character can follow the wide swath of sheep
  tracks and intermittent spots of blood. The trail leads over
  the next hill, towards a group of trees.
  Added Incentive. If characters aren’t certain about
  following the trail, the still air is pierced by a terrified
  scream. It seems to be coming from the copse of trees over
  the next hill, in the tracks’ direction of travel.
  Gory Grazers
  Gory Grazers
  As the characters near the copse of trees, they
  can hear the bleating of sheep. When
  the group of trees is fully within
  view, the characters see a few
  dozen sheep gathered at the
  base of the trees. Several are
  huddled together, bleating
  occasionally as they worry at
  something on the ground. The
  rest are standing stock-still with
  their backs to the characters,
  looking up at one of the trees.
  As the characters appear over the hill, the
  huddled sheep look up from what they’re doing, eyes
  glowing red. They’re surrounding an eviscerated humanoid
  corpse on the ground and their muzzles are covered with
  blood; as the characters watch, one of them dips its head to
  tear another piece from the body.
  Ba-a-ad News
  Ba-a-ad News
  The attacking sheep have the statistics of goats. The first
  group of 8 sheep start 50 feet away from the characters; after
  the first round of combat another 2 sheep join the battle on
  initiative count 20 of each round. The remaining sheep
  scatter and flee once 12 sheep are killed or after 4 rounds of
  combat, whichever comes first.
  Carissa Button
  Carissa Button
  When the sheep are defeated, a voice calls out from a nearby
  tree; “Are they gone?”
  The voice belongs to Carissa Button (Neutral female human
  commoner), who climbed a tree to escape the feral sheep
  herd. Carissa is a girl of sixteen; the body on the ground
  belongs to Simon Button, her father. Carissa sobs at the sight
  of her father’s mangled corpse.
  Carissa tells the characters that she and her father were
  travelling through their fields when the sheep attacked. She
  says her family owns a sizeable herd; if all of the sheep are
  affected like this, the only safe place right now is at their
  farmstead. She says her twin bother Piotyr should still be
  there; she needs to be sure he’s all right.
  What Happened?
  What Happened?
  Carissa and her twin brother Piotyr have been dabbling in
  demonic magic. Their father, Simon, discovered evidence of
  the rites they’ve performed went to the fields to confront
  Carissa; after he left, Piotyr attempted to perform a ritual on
  his own to protect his sister, with disastrous results.
  The sheep became feral and Carissa fled. Believing Carissa
  responsible for the sheep’s sudden behavior, Simon gave
  chase with the sheep close behind. Carissa climbed a tree to
  escape while Simon was ultimately brought down by the
  crazed livestock.
  Carissa is certain Piotyr is responsible for the sheeps’
  behavior and is worried that something terrible happened to
  him. She hopes the characters can protect her on the way
  back to the farmstead to discover her twin’s fate.
  The Button Farmstead
  The Button Farmstead
  It’s not a far walk to the Button home. When the
  characters reach the farmstead with Carissa, they can
  see the buildings that comprise it: the house, a
  traditional red hay barn, and a long, rectangular barn
  for livestock.
  The hills surrounding the farm are quickly lined with
  red pinpricks of light as the Button sheep herds
  appear, watching the farmstead with their glowing
  eyes. It’s clear from their sheer numbers that a head-on
  battle would likely be suicide; Carissa quickly leads the
  characters to the house.
  II. Sheep Siege
  II. Sheep Siege
  The feral sheep herds descend from the hills to surround the
  Button farm. Carissa Button leads the group into the house
  with a few minutes to spare before the herd reaches the
  farmstead.
  Farmhouse Layout
  Farmhouse Layout
  The farmhouse is a two-story building. The first and second
  floors are described in brief here; the basement is described
  in section III.
  Windows. The windows of the house have AC 13 and 4 hit
  points. All of the windows are large enough for a Medium-
  sized creature to pass through unless otherwise noted.
  Barricading a window with a suitable piece of furniture
  forces a creature to suitably damage it before they can pass
  through that space. Alternatively, you might allow a creature
  to make a Strength check to force the object aside; a creature
  trying to keep a barricade object in place can make a
  contested Strength check to prevent the barricade from
  falling.
  1. Front Door
  1. Front Door
  The main entrance to the house is a heavy wooden door
  with small windows to either side. Only a Tiny creature
  could hope to fit through these windows, which stand five
  feet above the floor.
  Door. The front door has AC 14 and 16 hit points.
  2. Living Room
  2. Living Room
  The family gathering space contains two small end tables,
  three armchairs, and small shelves.
  Windows. There are two windows on the west wall.
  Barricades. The chairs are Medium sized objects with AC
  14 and 10 hit points. The end tables are Small objects with
  AC 13 and 6 hit points.
  
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  3. Dining Room
  3. Dining Room
  The dining room’s main features are its large windows and
  central table.
  Windows. There are two standard-size windows on the
  east wall. There is an eight-foot-wide alcove window on the
  south wall with AC 13 and 8 hit points.
  Barricades. The dining room table is twelve feet long and
  six feet wide and can effectively barricade a space 15 feet
  long; it has AC 14 and 12 hit points. There are five dining
  room chairs; each has AC 12 and 8 hit points.
  4. Kitchen and Pantry
  4. Kitchen and Pantry
  The kitchen and pantry contains fixed shelves and cabinets
  that can’t be used as a barricade.
  Windows. There is a single window on the east wall.
  5. Back Door
  5. Back Door
  The rear door leads from the back of the house and into the
  yard. The window to the right of the door is too small for
  anything other than a Tiny creature to pass through.
  Door. The rear door has AC 14 and 12 hit points.
  6. Basement Door
  6. Basement Door
  The door to the basement is stuck and won’t move. No
  amount of force can open it and it is immune to all damage.
  What’s Going On? Piotyr Button created a magical
  barrier before being possessed by a demonic entity, hoping
  to seal himself in the basement where he can’t harm anyone.
  The creature that used to be Piotyr is biding its time, trusting
  that Carissa’s familial love will lead to its freedom.
  Second Floor
  Second Floor
  The second floor consists of three bedrooms: Simon’s master
  bedroom and a bedroom for each Piotyr and Carissa. If the
  characters think of it, you can improvise suitable bedroom
  furniture (end tables, one or two arm chairs, and so on) to
  shore up the first-floor barricades.
  The Book of Baphomet. The twins stole a book from a
  traveling vendor over a year ago and have used it to learn
  ritual magic. The Book of Baphomet is a dangerous tome
  written in a mixture of Common and Abyssal. It was kept in
  Piotyr’s room, but he brought it to the basement for his
  ritual when Simon left the house to confront Carissa.
  The Wools are Closing In
  The Wools are Closing In
  Within minutes of the characters entering the home, there’s
  a cacophony of maddened bleats as the sheep begin
  swarming around the house. An attack on the home has
  begun.
  A battering ram (see Appendix A) and three possessed
  sheep seek to break in. The possessed sheep have statistics of
  goats with the following changes:
  •
  They have 9 (2d8) hit points.
  •
  They have resistance to fire damage.
  •
  They have missing patches of wool and red, mutated skin.
  •
  Their Challenge Ra�ng is 1/8 (25 XP).
  The ram attempts to break down the front or back door. The
  sheep either follow behind it or break through unbarricaded
  windows in adjacent rooms, if possible.
  On initiative count 20 of the second round of combat, two
  more possessed sheep enter through available breaches or
  attempt to break through unsecured windows in another
  area of the house.
  Aftermath
  Aftermath
  Once the incursion is defeated, the herd outside retreats as if
  by some unspoken command. They surround the farmhouse
  within a few hundred feet, their glowing red eyes just visible
  in the growing dark of night.
  The characters have ample time to take a short rest during
  this downtime. Should they do so, Carissa prepares an herbal
  tea that grants any character that expends one or more Hit
  Dice 2d4 temporary hit points. These temporary hit points
  last for 4 hours.
  Carissa’s Search
  Carissa’s Search
  The teenager slips upstairs when she can to search Piotyr’s
  room for the Book of Baphomet (see ‘Second Floor,’ above).
  Her increasingly desperate searches become impossible for
  the characters to overlook.
  Confronting Carissa. If the characters confront Carissa, she
  breaks down and admits to the magic she’s been practicing
  with her twin. She says truthfully that she doesn’t know
  exactly why the sheep have gone berserk, but she’s certain it
  has to do with her missing brother. The twins aren’t evil;
  they’re talented and toyed with magic beyond their level of
  competence. Carissa vows to help the characters solve their
  shared predicament.
  
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  III. The Basement
  III. The Basement
  With Carissa’s aid, the characters can access the basement
  and root out the mystery of the feral sheep.
  Breaking the Barrier
  Breaking the Barrier
  Carissa is familiar enough with the rituals in the Book of
  Baphomet to attempt the sealed cellar door. She is able to do
  so, though the backlash renders her unconscious. The
  characters can secure or hide her elsewhere; should they
  revive her, or if you want her to be present for the
  confrontation in the basement, she attempts to stay out of
  combat where possible.
  Confronting Piotyr
  Confronting Piotyr
  The Button cellar has a simple two-room layout; as the
  characters go down the stairs they enter a large storage room
  lined with shelves. A door on the far side of the room leads
  to the other half of the basement, where Piotyr brought the
  Book of Baphomet and conducted his ill-fated ritual. The
  creature he has become realizes the basement has been
  breached and moves to confront the newcomers:
  A deep, gra�ng voice calls out from beyond the doorway.
  “Carissaa-aa-aah? Is thaa-aah-t you?” A hooved, shaggy-
  haired figure creeps into the room, hunching under the
  entryway. A mutated, goat-like face looks at you with a
  grotesque leer. “You’re not my sister. Intruders? That really
  gets my goat.”
  A demonic entity is possessing Piotyr Button, who normally
  has the statistics of a commoner. With the demon
  inhabiting his body, Piotyr has been warped into an evil
  wendigoat (see Appendix A). Barring a viable alternative,
  the characters will be forced to kill the wendigoat to end its
  effect on the Button sheep herds. Some suggested
  alternatives to combat include:
  Magic
  Magic
  A spell such as protection from evil and good will give
  Piotyr a chance to shake off the fiend’s control, making
  a DC 14 Charisma saving throw to do so.
  Roleplay
  Roleplay
  This solution works best if Carissa is conscious and
  accompanies the characters to the basement. The
  human part of Piotyr is still alive, albeit trapped
  behind the fiend’s influence. Characters can try to
  appeal to the wendigoat’s humanity with a series of
  Charisma checks; characters must succeed
  cumulatively on three DC 15 Charisma (Persuasion)
  checks before three cumulative failures over the
  course of the social encounter.
  If the characters successfully pass the skill challenge, you
  can either have Piotyr attempt a DC 14 Charisma saving
  throw to throw off the fiend’s possession, or rule that he
  automatically succeeds on the save.
  Adventure Aftermath
  Adventure Aftermath
  The end of the adventure depends on the way events occur
  during the climax:
  Evil Sheep
  Evil Sheep
  No matter how the wendigoat was defeated, the Button
  sheep herds return to normal. The gathered herds around
  the farmhouse disperse, aimless morons once more.
  The Buttons
  The Buttons
  If Carissa survives the final encounter with the wendigoat,
  she inherits the Button farmstead. She might watch after the
  sheep alongside Piotyr, should he survive his possession.
  The Book of Baphomet
  The Book of Baphomet
  The surviving Button family hope to destroy the Book of
  Baphomet. A character might convince them to surrender the
  book, steal it, or take it by force. The Book of Baphomet is
  considered a spellbook containing the following spells in
  Abyssal: burning hands, planar binding, and summon lesser
  demons.
  
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  Appendix A: Stat Blocks
  Appendix A: Stat Blocks
  Battering Ram
  Battering Ram
  Medium beast, chao�c evil
  Armor Class 10
  Hit Points 27 (5d8 + 5)
  Speed 40 �.
  STR 14 (+2) DEX 10 (+0) CON 12 (+1)
  INT 2 (-4) WIS 10 (+0) CHA 5 (-3)
  Senses Darkvision 60 �., passive Percep�on 10
  Languages -
  Challenge 1/2 (100 XP)
  Charge. If the ram moves at least 20 �. straight toward a
  target and then hits it with a ram a�ack on the same turn,
  the target takes an extra 3 (1d6) bludgeoning damage. If the
  target is a creature, it must succeed on a DC 12 Strength
  saving throw or be knocked prone.
  Siege Monster. The ram deals double damage to objects and
  structures.
  Sure-Footed. The ram has advantage on Strength and
  Dexterity saving throws made against effects that would
  knock it prone.
  ACTIONS
  Ram. Melee Weapon A�ack: +4 to hit, reach 5 �., one target.
  Hit: 5 (1d6+2) bludgeoning damage.
  Wendigoat
  Wendigoat
  Followers of the demon lord Baphomet wrote a book
  inspired by their fiendish overlord, the Book of Baphomet.
  Nestled among its common rites and feverish scrawlings of
  madness lie rituals to summon demons from the Abyss itself.
  To the uninitiated and the unwary, these rites allow a
  demonic entity from Baphomet’s labyrinthine layer to
  possess the foolish summoner, warping their flesh and
  turning them into the hateful wendigoat.
  Lair Actions
  Lair Actions
  On initiative count 20 (losing initiative ties), the wendigoat
  takes a lair action to cause one of the following effects; the
  wendigoat can’t use the same effect two rounds in a row:
  •
  Each creature of the wendigoat’s choice must succeed on
  a DC 11 Wisdom saving throw or have its feet
  transformed into ungainly hooves, halving its walking
  speed until initiative count 20 of the following round.
  •
  One creature of the wendigoat’s choice must succeed on
  a DC 11 Wisdom saving throw or have its head
  transfigured into that of a sheep for 1 minute or until
  the wendigoat causes another creature to undergo this
  transformation. During this time the target creature can
  only bleat and must succeed on a DC 11 check using its
  spellcasting ability to cast spells with a verbal
  component. The target can repeat the saving throw at
  the end of each of its turns, ending the effect on itself on
  a success.
  •
  Each creature of the wendigoat’s choice must succeed on
  a DC X Dexterity saving throw or become restrained as
  wool envelops them.
  Wendigoat
  Wendigoat
  Medium fiend, chao�c evil
  Armor Class 14 (natural armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 �.
  STR 12 (+1) DEX 16 (+3) CON 14 (+2)
  INT 10 (+0) WIS 12 (+1) CHA 13 (+1)
  Damage Resistances cold, fire; bludgeoning from
  nonmagical weapons that aren’t silvered
  Senses Darkvision 120 �., passive Percep�on 13
  Challenge 3 (700 XP)
  Sure-Footed. The wendigoat has advantage on Strength and
  Dexterity saving throws made against effects that would
  knock it prone.
  ACTIONS
  Mul�a�ack. The wendigoat makes two claw a�acks. It can
  replace one claw a�ack with its murderous bleat.
  Claw. Melee Weapon A�ack: +5 to hit, reach 5 �., one target.
  Hit: 6 (1d6+3) slashing damage.
  Murderous Bleat. The wendigoat forces a creature it can see
  within 60 feet of it to make a DC 11 Wisdom saving throw
  or be frightened for 1 minute. While frightened in this
  manner, the target has disadvantage on saving throws
  against the wendigoat’s lair ac�ons. An affected creature
  can repeat the saving throw at the end of each of its turns,
  ending the effect on itself on a success.
  
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