This is one of my one-shot adventures, you can download it on the dmsguild right now: https://www.dmsguild.com/product/356694/Lair-of-the-Demon-Lord
Adventure Background
A few decades ago, the demon lord Graz’zt came to the Sword coast from his layer in the Abyss and had a child with a cultist of his in the settlement of Amphail. This child was a cambion whom the mother (the name of her is unknown) named her son Gazarat. Over the course of the events predating this adventure, Gazarat made a cult for himself and the cultists worshipped Graz’zt as well. The fiend then had the sharpest minds in the cult and a few forced Dwarf laborers make a dungeon along with a fake church of Helm with a small crypt underneath the church.
The church was seen as a place of worship and lawfulness (as Helm is lawful neutral), though the worshippers (cultists) were actually mocking the god as the cultists of all demon lords are chaotic evil.
The crypt eventually collapsed when a priest went into it and discovered the Dwarf slaves, and Gazarat had to use implode (a new spell) to kill the priest to ensure there was no evidence.
In more recent times, Gazarat has grown tired of sitting on his throne and doing nothing but killing innocent mortals and performing rituals to eventually make him immortal. However a year ago, Gazarat desired a spouse to conjure an heir. Though his methods were less than usual and very brute-forced. And so the fiend decided that a famed wizard known as Begalda Juthos would be his. And so he ordered his cultists to track her down and bring her to him to perform a ritual that would make Begalda a fiend of some sorts.
Different Settings
This adventure is flexible as it can happen almost anywhere in the Sword Coast. The lair can be positioned on the edge of a mountain range as long as it is not within a forest and it has a road passing by it. A settlement of any size will work, though if you would prefer not to use a whole town/village/city, you can simply put the Hollow Horn as a roadside tavern.
Adventure Summary
The PCs will start out in a tavern named the Hollow Horn and that is when a group of hooded cultists are going to storm in and kidnap Begalda, then use a group of imps to carry the wizard to Gazarat’s lair.
Then the adventure hook will be presented when the son of Begalda, Travas Juthos, will give them 500 pp and his service to rescue his mother. If the PCs accept they will have to chase the fiends and cultists back to the lair and then defeat Gazarat the cambion.
This adventure is meant for 3-5 players of levels 3-5. It is either a one-shot or a short adventure meant to take a maximum of 2 sessions.
PART 1: THE HOLLOW HORN
You are in a regular tavern, doing the normal routine: ordering drinks and the like. You have seen a fair deal of beasts and combat in your time, though you are excited for what is to come.
The tavern you are in is called “The Hollow Horn”. It is quite like most other taverns: two-stories, a lively bar, and frothing ale. This one is no exception, you are surrounded by laughing guests, an innkeeper who’s playing a card game with a traveler.
You are seated together at a round wooden table and drinking your assorted beverages. And suddenly a tall old woman who travels with a staff walks through the tavern doors, she seems strange though sits down without a fuss and has what is assumed to be a son.
This adventure begins as Begalda sits down. The characters can decipher what staff Begalda is carrying with a successful DC 10 Intelligence (Investigation) check, it is a Staff of the Magi.
Encounter 1: The Strike
This is the first encounter that the PCs will face in this adventure. It involves an old wizard who seems to have been hit with a feeblemind spell and looks rather incompetent, however she is the opposite. Her name is Begalda Juthos, and she is a level 20 spell caster and as mentioned in the Adventure Background Begalda is being targeted by Gazarat.
It is noon when this encounter begins and Begalda enters in the late morning.
When the players are ready to begin the adventure, read the following:
Hours pass and the sun rises to its full height, the time is noon and the tavern has yet to cease in activity.
Rain begins pouring down and the door crashes open, then rain comes howling into the bar. “Where is Begalda!” Says a hooded man as he walks into the tavern drenched entirely. “Where is that hag!”
Then a crack is heard and a bright light flashes before your eyes, when the dust settles you see the same strange woman pointing her staff with its glowing tip at the fallen man.
Five more cultists funnel into the tavern, one smashes a vial of grey liquid onto the floor and a misty cloud erupts and blocks your view. When your vision clears you can see Begalda is gone and her son calling her name. The cultists are visible from a window and they are rushing down the road with a struggling and flailing Begalda.
As Travas rushes to the PCs to request an aid, read the following:
The son of Begalda, Travas, rushes to you amidst the chaos. He approaches and pulls out a pooch stuffed to the brim with shiny coins. “My mother has been kidnapped by creatures of strange origins, I am just an aid and not skilled in your ways. Please, for this money and my gratitude and services, save my old mother from this terrible threat.”
Then after a long pause: “My mother may seem old and frail, but she is cunning and deadly for her age. She will hold her own for a while, but her limits will take hold of her soon.”
The PCs are very likely to take this money as well as the possible glory with the awaiting quest. If they don’t, Travas adds 50 gp to the pay. The PCs may inspect the pouch to see that it is filled with real 500 platinum pieces.
When the PCs move from the tavern and begin the chase, move onto Encounter 2.
Encounter 2: The Road
Assuming the PCs take this plot hook and ready themselves for adventure, read the following text box below:
You rush out of the tavern quickly, in the distance you hear screams but they are growing fainter. Then you look up and see Begalda! She is being carried by four strange-looking imps.
Begalda is an experienced spellcaster, though in her old age she is growing weaker and less accurate with her fireballs.
The imps cannot be shot down as they have a shield around them casted by Gazarat.
WHY IMPS? You might be wondering why an imp is in service of a Demon. Well Gazarat has captured tons of imps from the Nine Hells of Baator and corrupted them to his will. They now serve him without knowing. |
When the PCs attempt to catch up with the imps, read the following:
You run fast and try to reach the imps, but they are too fast. Then suddenly, the group of hooded humans jump out from bushes left and right of the path and unsheath their weapons.
These are cultists of Gazarat, there are 4 cultists in this encounter. If these cultists defeat the PCs, they will leave them on the road with a note written by Gazarat himself as he knew adventurers would meddle with his plans.
The note reads the following:
Adventurers, whomever you are, I don’t care,
I assure you that interfering with my affairs and plans is not wise, though I would enjoy seeing you die in agony. If you wish to challenge me, follow the trail left by my minions.
Your local fiend,
Gazarat the Defiled
If the PCs defeat the cultists, the note is still left behind. This encounter is meant for characters level 3.
Trail. The trail mentioned in the note speaks of an intentional track-path made by boots and planned for this day. The PCs can follow this trail and it will lead to the lair.
Rewards. If the PCs defeat the cultists, they will find 2d12 gp in each pouch (all 5 cultists have 1d4 pouches). The PCs can also find a map of Gazarat’s lair hidden in the robes of a random cultist with a successful DC 10 Intelligence (Investigation) check, however you can remove the map from the rewards the PCs get. The PCs will be rewarded with 125 xp assuming they defeat all the cultists (25 xp each).
PART 2: LAIR OF THE DEMON LORD
You rush along the trail for a long time until the Sword Mountains come within view. The sky is dark and a storm is brewing, the ritual has begun.
This is when the PCs are nearing the lair of Gazarat and can see the entrance.
Ritual. Gazarat has begun the ritual of Demonic Transmutation, this ritual is something ancient and evil. If the PCs wish to find this out, they must make a DC 30 Intelligence (Arcana) check. Or they can learn this by reading the Tome of Fiendish Folk in Candlekeep. The PCs will though have to know that they have little time left before Begalda’s soul is devoured and she becomes a demon as well. If you would like you can read the following to foreshadow these events.
The time is short, and Begalda grows weaker every moment you stall. Terrible things shall occur if Gazarat achieves his wishes. You must hurry before it is too late.
Area 0: Outside the Lair
You go quickly and continue along the road, as you draw near an entrance guarded by at least 8 cultists. Beyond them is a short set of stairs leading to normal-sized doors waiting to be opened.
This encounter will reward the players with 400 xp as there is a corrupted imp giving orders to the cultists.
Treasure. Each cultist will have the same 2d12 gp pouch. The imp has a scimitar unlike most other imps and carries 15 cp.
Strange Gates. Unknown to the PCS (or maybe known), Gazarat is watching them whilst performing the ritual. So the fiend will open the doors to his lair and grant the PCs entrance.
Area 1: Entrance Hall
This room is small with 2 cultists kneeling at an altar ahead in some strange language. To the left and right are hallways that lead to other rooms.
Monsters. There are 2 cultists in this room, award the PCs with 50 xp if both are defeated. Both cultists are speaking in abyssal. The PCs can sneak past these cultists or sneak attack them with a successful DC 15 Dexterity (Stealth) check.
Treasure. There is 100 gp and 10 cp in this room along with the book named “Book of Vile Darkness” on the altar. This book was placed here by Graz’zt as a gift, though Gazarat has not dared touch it.
Area 2: Dwarf Quarters
This room is large and has many dwarves moaning in low voices, they are all in chains and this room remains bare with nothing in it.
Monsters. There are 10 dwarves in this room, none have the energy to attack or do anything really.
Treasure. No treasure it within this room
Area 3: Sleeping Quarters 1
This room is clear except for three beds lined up against the wall. The walls are painted with blood-red and there is a painting above the middle bed of a tough-looking demon with a golden frame holding it in place.
Monsters. There are no monsters in this room
Treasure. On the wall above the middle bed in this room there is a painting of Graz’zt (worth 50,000 gp) and 5d10 ep under the blankets of each bed. The painting is one of a kind.
Area 4: Sleeping Quarters 2
This room is where the cultists sleep. There are 3 beds lined against the walls left and right. This room appears as grey and dull as all the other rooms.
Sleeping on the left bed farthest to you is a cultist.
Monsters. There is 1 cultist sleeping on the left bed in this room. The PCs can sneak past her with a successful DC 10 Dexterity (Stealth) check.
Treasure. There is 100 cp under the blankets of each bed and a calligrapher’s supplies on a bed of your choice, this is not hidden like the coins.
Area 5: Throne Room
This room is the biggest in the lair. With a red rug rolled out over the floor, then to the far end is a cackling demon, Gazarat. He sits on his metal throne as Begalda lays motionless on the floor.
“You are too late, adventurers!” He says. “Kill them!” Obeying his command, many cultists and an imp or two charge with their weapons unsheathed and prepared to kill.
Monsters. There are 10 cultists, 2 imps, and a cambion in this room. The cambion is Gazarat, a standard cambion sheet is used for him. If the PCs defeat all the monsters in this room, award them 2,450 xp, they will level up to level 4.
Treasure. Gazarat has 10,000 pp collected over the years, he has never spent it. Each cultist has 2d20 gp in their pouch (1d4 pouches per cultist). Each imp has 1d8 cp. The rolled up rug is worth 500 gp.
Area 6: Dining Room
This room is large with a long wooden table to the far end and 3 wooden chairs tucked in neatly on your side of the room. To your left is 4 chests filled with coins and other treasures.
Monsters. There are 5 cultists in this room, award 125 xp to the PCs if all the monsters in this room are defeated
Treasure. There is 5d20 cp in each chest (4 chests). Random chests will contain the following: Ring of Regeneration, Staff of Lightning, Ring of the Ram, Ring of Water Walking, and Potion of Poison.
Area 7: Storage
This room is small and compact with wooden boxes and a cloak on the floor.
Treasure. The boxes have 10 hit points and contain 1d10 sp. The cloak is a cloak of elven kind (worth 5,000 sp) looted from an elf traveler killed by a group of Gazarat’s cultists and stashed in the storage room.
Conclusion
When the fight is finished, the PCs will either have been turned and morphed into a demon much like Begalda (if they fail) and they will not have control over their minds. If the PCs win and defeat Gazarat, read the following:
Choking on blood, heaving, and crawling on the floor, Gazarat looks up at you and says: “Well done, you have surprised me.” Then he coughs and blood splats on the red rug. “You have earned the respect of a cambion, my father will not be pleased. I hope–” he coughs again and rolls to his back onto the floor with his head facing the ceiling–“I hope you die slowly.” Then nothing more comes from the fiend.
The characters will gain Begalda’s respect as well as tutoring in the arts of magic (see training in DMG). The characters can continue fighting demons and go on as adventurers looking for another job on the Sword Coast.