The Equinox Demon
The Equinox Demon
The Equinox Demon
By
Todd Hughes
On the Equinox, a sacrifice of grain is offered to the Nature Goddess. However last year, during the ceremony,
a horrid demon arose, demanding tribute. It did not want grain, but gold and gems! The friar made a stand,
but it was not enough and now the hamlet is terrified! Will a band of heroes have the guts to face the Equinox
Demon?
Art: William McAusland, Maciej Zagorski-The Forge, Bradley K. McDevitt, Jacob E. Blackmon, some
artwork copyright 2015 Dean Spencer and used with permission, Publisher’s Choice Quality Stock Art
Copyright Rick Hershey/ Fat Goblin Games
Preface 2. Rafiela has settled in Stallington and lived
there fora little over a year. She has a small cottage
I would like to thank everyone who is reading this and passes herself off as an entertainer who
module. It is my hope that it will help introduce a frequently travels for business.
new generation of players to 1st Edition AD&D. If 3. The town’s small shrine has been boarded up
you have any questions or comments please feel free sincethe death of the friar and the suspected death of
to email me at whughes@ptatech.com. his acolyte at the hands of the demon. 4. The hamlet
proper is surrounded by farms.
Todd Hughes
The Story
Introduction
The Hamlet of Stallington is not preparing for the
This module is designed for novice and intermediate customary spring celebration even though it is nearing
level players. The number of player characters should the spring equinox. Typically, a sacrifice of grain is
be between four and six. The recommended level of made to the nature goddess, on the equinox, at the
character experience is from first to third level. mouth of a cave in a forest glade. However, last year
Magical items available to the party at the start of the when the elders gathered to make the sacrifice, a great
adventure should likewise be restricted. Players may fog arose, and a horrid demon emerged from the cave
either bring in existing characters of the appropriate entrance. The demon had many smaller servants with
level with the DM's approval, or roll up new it, and they surrounded the elders. The demon spoke
characters as suggested in Appendix P of the
hamlet and should be the
starting point for this module.
The DM should prepare the
hamlet as they desire keeping a
few specific points and
features in mind.
Dungeon Masters Guide. in a frightening voice that seemed to rise from the
bowels of the earth itself. It demanded tribute or it
Note that if an item or monster is in bold and italics it would destroy the hamlet and slay the residents. The
means that it will be found in the appendix of this demon did not want grain however, it wanted gold,
module. Also with monster statistics, the book the silver, and gems.
monster is located in will be abbreviated.
The local priest Friar Dane went, along with his
MM = Monster manual acolyte Tames, to confront the demon. The Friar’s
MM2 = Monster Manual 2 body was discovered outside of town the next day and
FF = Fiend Folio Tames was never seen again. The elders gathered the
NEW = This modules appendix villagers together and it was agreed that the tribute
must be paid. In so doing the village drained most of
The Hamlet of Stallington its coffers and the people were left with very little to
pay for this season’s supplies. As a result, the people
Stallington is a small farming
are hungry and have very little food and much of the While in the caves random encounters should be
livestock died over the winter from lack of feed. checked for once every three turns, with a result of 1
on 1d6 indicating an encounter on the chart:
The elders returned to the cave soon after the frost
melted and were once again confronted by the demon Dice Roll Encounter (Number)
who demanded more tribute this year. The 01-30 xvart patrol (2-5)
townspeople fear they will not survive another winter 31-50 giant rats (1-6)
if they are again forced to turn over what meager 51-65 large pedipalps (1-2)
coffers they have managed to gather to the demon. 66-90 giant centipedes (1-4)
91-100 large spiders (1-2)
General Notes Upon entering the cave complex the party will notice
a rather steep slope for the first 100 feet before it
The ancient cave is located 10 miles west of begins to level off to a slight downward grade. The
Stallington in a small wooded area on a hillside. caves: in general, the tunnels are 8’ high and 8’ wide
unless otherwise noted.
The demon is in actuality the Illusionist Rafiela using
her spells to trick the village elders. Rafiela is also a The Xvarts have trapped the caves with several
were-rat and holds sway over a tribe of xvarts as well different varieties of traps; these are marked on the
as several other creatures who are occupying the map as T1, T2, and T3 each is described below.
caves at this time. Rafiela settled in the hamlet over a
year ago and makes it her home most of the year. She T1: Pit Trap
does travel for “business” each month just before the The Xvarts have dug a 6’x6’ pit and placed 1’ long
full moon. She is in town at this time waiting for the spikes at the bottom. It has then been covered with a
tribute to be brought to the caves, where she will be false door on spring loaded hinges, it is triggered
waiting in her demon form (the result of her change when a weight of 100 lbs or more is placed on it.
self spell). She will take great interest in any Once the weight is removed, the door will spring back
newcomers in particular if they decide to investigate shut.
the caves. She will make her way to the caves and
warn her servants ahead of time. Anyone falling into the pit will be struck by 1d3 of the
spikes that line the bottom, and each spike does 1d4
The villagers have very little to offer in the way of a points of damage. A saving throw versus death magic
reward, at the most they will offer the 50 gp, 100 sp, will be allowed, and if successful damage will be
and 200 cp they have gathered as their offering to the reduced by ½.
demon. They cannot pay this reward until they are
T2: Slime Trap
sure the demon has been eliminated.
In these areas the xvarts have created 5’x5’ false
compartments in the ceiling of the tunnel. Each
Adventure Introduction compartment contains green slime scooped from room
6. There is a near invisible trip wire stretched across
The party should arrive in the Hamlet of Stallington
the tunnel and anyone traveling down the tunnel has a
just before the spring equinox. Instead of the
4 in 6 chance of tripping the wire. The character
expected bustle of people preparing for a spring
springing the trap must make a saving throw versus
festival, the party will find a quiet and almost deserted
breath weapon or be hit by the green slime. Anyone
farm village. While in town the party should hear the
within 5’ of the character springing the trap must
tale of the demon in the caves that has terrorized the
make a saving throw versus breath weapon with a +4
hamlet. Rafiela should be aware of the party in the
bonus or some of the slime will splash on them as
hamlet and will leave ahead of time if she believes
well.
they will be going to investigate the caves.
T3: Shriekers
The Caves The xvarts have farmed patches of 2’ high mushrooms
in certain areas, the patches are 15 feet long and
stretch from wall to wall within the tunnel. Mixed in they are used to transport the food through the secret
with these mushrooms are 3 shriekers in each patch. tunnel to the barracks.
3 Shriekers (HD:3 HP:14 each AC:7 A/DAM: Nil) On the north wall is a swinging secret door that leads
(MM) to the barracks room, if the xvarts are somehow
alerted to the party’s approach, or if they feel they are
#1: Food Storage overwhelmed they will make a break for the secret
The tunnel opens into a cave where the ceiling rises to door.
about 15’ in height. Stacked haphazardly around the
room are crates and barrels. This area also serves as Groarden’s sleeping quarters
and he has a bed of straw and blankets against the
This room is also home to a nest of giant rats; some of south wall. Among the blankets are his possessions.
several that the xvarts share the caves with, who live A small pouch with 20 gp
among the crates. The rats are somewhat trained and A small pearl (15 gp)
will not attack any of the humanoids occupying the A book depicting how to butcher humans, elves,
caves but will attack other demi-humans and humans halflings, and dwarves.
on sight. The crates and barrels contain stored food
stuff such as flour, salt, wheat, water and poor-quality Head Chef Groarden Brabsey (HD:1 HP:8 AC:6
ale. A/DAM:1/1-4) (FF)
4 sous chefs (HD:1-1 HP:3 each AC:7 A/DAM:1/1-4)
8 Giant Rats (HD: ¼ HP:2 each AC:7 A/DAM:1/1-2) (FF)
(MM)
#3 Barracks Room
This large cave serves as a barracks room for the
xvarts assigned guard and patrol duty on the upper
levels and outside the caves. Twenty xvarts in total
bunk here, however there are only likely to be 8 in the
room at any one time, with the rest standing guard
duty or on patrol.
When the PC’s enter there will be a human leg on the #4 Cave Care
spit with a xvart wearing a tall rounded white hat There are two xvart guards standing outside the
turning it. This is head chef Groarden Brabsey he entrance to this cave looking rather bored. Each
wears an apron with his name stitched on it and will guard has a whistle around their neck and will blow it
be holding a large knife (treat as a dagger). There are in case of trouble alerting the upper level of the caves
also 4 sous chefs in the kitchen with him, each to
similarly armed. Groarden will be screaming at the
sous chefs in xvart and every once in a while,
throwing in the word “donkey” in common. There are
also several wheeled small wooden carts in this area,
intruders. This is a pool of green slime. The xvarts found green
slime in several areas when they moved in and
2 xvarts (HD:1-1 HP:4 each AC:7 A/DAM:1/2-5) gathered it all up and dumped it in a hole in this room.
(FF) each has a quiver with 3 javelins, small sword, a The pool of slime is 5’ deep and the xvarts use the
whistle and 2 gp. slime in some of their traps. Other than the pool of
green slime the room is empty.
Inside the cave are xvart females and children (15
females 25 children) working on weaving baskets and Green Slime (HD:2 HP:14 AC:9 A/DAM:0/special)
clothes. At the first sight of intruders the females will (MM)
begin screaming and the children crying, the females
will herd the children to the back of the cave and
stand in front of them screaming and hissing at the
party. If attacked the children will begin running for
the exit as the females try to swarm the party.
The only items in the cave are straw for baskets, bolts
of cheap fabric, and five looms for weaving.
#5 Creature Feature
This cave is damp and humid, as there is steam rising
through a crack in the floor. There are also several
cracks along the walls and the steam appears to escape
the room through a small crack in the ceiling. There
is one crack on the west wall that is larger than the
others, and there is 4 in 6 chance for each character
that they will notice a glint if light is shined toward
the crack.
#7 Witchdoctor’s Workshop
This large crack is the home to two chasm crabs (see There are two xvart guards standing outside the
Appendix 3 New Monsters). If any party member entrance to this cavern.
approaches the crack the crabs have a 4 in 6 chance to
surprise them. If more than one party member This serves as the workshop for the xvart witchdoctor
approaches each crab will choose a different target. and his apprentices. The area has several rows of
shelving and two large wooden tables, all covered
2 chasm crabs (HD:2+3, HP:13, 11 AC:3 with jars and beakers, some filled, some not. The
A/DAM:2/1-6,1-6 + special) (New) witch doctor’s apprentice will be in this cave along
with his two personal xvart bodyguards.
Inside their lair, covered in feces, can be found
2 gems (onyx-50gp, tiger eye-10 gp) At the first sign of trouble the apprentice will flee
1 gold necklace with topaz pendant (200 gp) through the sliding secret door and escape to room 8
and retreat down the stairway to the lower caves. He
#6 Slime Pool will cast his hold portal spell on the sliding secret
This cave is very damp and has a strong musty odor. door after he runs through it. His 2 personal guards
There is water trickling down walls that have mold will fight zealously to defend him and give him time
and algae growing on them. In the center of the room to escape, each guard carries a small xvart sword and
is a pool 5’ in diameter the surface of which has 25 sp.
turned completely green and slimy.
Most of the jars and beakers contain mundane foul ceiling is 25 feet high and on the east wall is an alcove
smelling liquids, however one small jar contains a 15 feet above the ground. On the alcove is king
marble sized black orb Smergy’s throne, on either side is a small passage
(eye of a large spider) leading deeper into the cave wall. One passage leads
and another large jar is to the private chamber of the king and on the other to
packed full of some the private chamber of the witchdoctor Graknover and
thick gray substance. his apprentice. Smergy, Graknover, and Smergy’s
The gray substance is a guard captain normally stay on the alcove. There is a
gray ooze, it will rope ladder that leads up to the alcove which can be
immediately strike out pulled up in times of trouble, on either side of the
at anyone opening the ladder stands a norker guard.
jar.
On the ground of the cavern are assembled xvart
2 xvarts (HD:1-1 HP: 5, 4 AC:7 A/DAM:1/2-5) (FF) warriors holding audience with the king, there are
nine xvarts.
xvart apprentice (HD:1 HP:7 AC:7 A/DAM:1/2-5)
(FF) casts spells as a 2nd level magic-user and has If the apprentice escaped down the stairs or the
memorized Hold Portal and Light. He has a dagger king has been warned of the intruders: Smergy and
+1 and a pouch with 5 gp and a small pearl (25 gp). Graknover both will have fled the room and headed
towards Rafiela’s lair in cave 16. The apprentice will
2 xvart bodyguards (HD:1-1 HP:6 each AC:7
have stayed behind and climbed onto the alcove and
A/DAM:1/2-5) (FF)
pulled up the rope ladder. The xvart captain will
remain with him on the alcove. The xvarts will line
gray ooze (HD:3+3 HP:12 AC:8
up at the bottom of the stair and throw javelins at
A/DAM:1/216+special) (MM)
anyone descending, they can line up three abreast.
#8 Stairway Below
If the king has not been warned of intruders:
This cavern contains a crudely carved stairway
He will be sitting on his throne holding court with
leading down to the lower caves. There are two
Graknover and his guard captain beside him. If
norker guards here to make sure only those who are
combat starts, he will order the captain to pull up the
supposed to go below can.
ladder and for Graknover to stop the intruders as he
If the apprentice in cave 7 has fled down the stairs, flees to his chamber.
then the norkers will have spread a net across the exit
9 xvarts (HD:1-1 HP:4 each AC:7 A/DAM:1/2-5)
of the secret door. Anyone entering the room through
(FF) each xvart has 3 javelins, a xvart small sword,
the secret door will need to make a saving throw
and 10 sp.
versus paralysis or they will become entangled (treat
as web spell). Both norkers wield stout clubs.
xvart captain (HD:1 HP:8 AC:6 A/DAM:1/1-6) (FF)
the captain has 3 javelins, a hand axe, a small shield,
The staircase is crudely carved and spirals downward.
and 10 gp.
It was made for smaller humanoids so anyone over 4
feet in height will need to crouch to move down it.
2 norkers (HD:1+2 HP:6, 7 AC:3 A/DAM:2/1-6,1-3)
Those so crouched will move at half speed and be at a
(FF) each norker has a stout club.
-3 to hit when fighting on the staircase. It is only
wide enough for two men to stand side by side. Graknover (HD:2 HP:9 AC:5 A/DAM:1/1-4)
Graknover casts spells as a 3rd level magic-user, his
2 norkers (HD:1+2 HP: 7 each AC:3 A/DAM:2/1-6,1-
memorized spells are Light, Spider Climb, and Scare.
3) (FF)
He wears a ring of protection +1 and carries a
ceremonial silver dagger.
#9 Throne Room
The staircase from room 8 above exits into this room
from the northeast wall. This room is used as the
audience chamber of the xvart king Smergy. The
King Smergy (HD:2 HP:11 AC:6 A/DAM:1/3-8) (FF) skeletons and hear a scuttling sound. They will see a
Smergy wields a footman’s mace +1 and wears a plain nearly six-foot-long centipede moving quickly along
gold ring (20 gp). the wall. The megalo-centipede is very aggressive
and will attack any living creature that enters its lair.
Smergy’s throne is a heavy wooden chair with a
padded seat and back. On each arm embedded in the megalo-centipede (HD:3 HP:16 AC:5 A/DAM:1/1-
wood is a small ruby (50 gp each), and on the headrest 3+special) (MM2)
are embedded two small emeralds (25 gp each).
Trying to pry the gems out will have 30% chance of
damaging them and cutting their value in half. A
successful find/remove traps roll from a thief will
remove them without harm.
Scattered among the straw and blankets can be If Rafiela has been warned by the party’s approach, by
collected a total of 60 gp. the shriekers, the xvarts, or Tames she will have cast
several spells in preparation to try and fool the party.
#15 Tames Room She will have cast her change self spell to appear as a
This is the room of Tames, the former acolyte from six-foot-tall blue scaled demon with small horns,
Stallington is now a were-rat and companion to glowing red eyes, and long black ebony claws holding
Rafiela. There is a secret passage connecting this a wicked looking black shafted spear. She will also
cave to cave #16 Rafiela’s lair. If a warning has gone have cast blur to give her form a moving distorted
out, then Tames will have moved through the tunnel look, and ventriloquism so when she speaks her voice
to Rafiela’s and will be waiting there in ratman form. will be deep and rumbling and appear to rise from the
floor itself. She will threaten the party with devouring
their souls if they do not flee immediately. If combat
starts, she will attempt to avoid melee and let her
followers fight while she casts spells or use her ring
of charming (3 charges see Appendix 2 New Items).
If forced into combat she will fight with her black
spear (spear +1), but if things are looking bad for her
side, she will shift into ratman form and flee through
the secret tunnel to cave #15 trying to escape.
Rafiela
Illusionist (were-rat)
Level: 4
HP: 19
AC: 6
Spells
1st level spells – Change Self, Wall of Fog, Detect
Invisibility, Dancing Lights
2nd level spells – Ventriloquism, Blur
Tames
Cleric (were-rat)
Level: 1
HP: 17
AC: 7
ST: 13 INT: 10 WIS: 14 DEX: 12 CON: 12 CHM: 8
Items: Dagger
Appendix 3 New Monsters grip. For each person who attempts to force open a
claw beyond the first add 5% bonus to the roll.
Chasm Crab
By: Chuck Gilmour Early in the life of a Chasm Crab they will gather in
Frequency: Rare small numbers and use the smallest of cracks to live
Number Appearing: 1-3 (3-12) in. Sometimes even doubling up in a crack if there are
Treasure Type: I not enough available. As they grow, and they do not
Armor Class: 3 (abdomen 8) grow very fast, they leave the smaller crevices and
Move: 1/2" seek out roomier openings to inhabit. During this
Hit Dice: 1+2, 2+3, 3+4 time, it is not uncommon for the crabs to battle over
% in Lair: 95% the best homes. This leads to a very common
# of Attacks: 2 outcome. Crabs reside in less and less numbers as
Damage/Attack: 1-6/1-6 (2-8/2-8) they grow older due to a reduction of available
Special Attack: Nil habitation and attrition from deadly battles over the
best spots. Rumors sometimes surface of a truly
Special Defense: Nil
gigantic specimen residing deep in the underdark, but
Magic Resistance: Standard
the largest know examples are only about five feet
Intelligence: Non
long and weigh in around 400 pounds.
Alignment: Neutral
Size: S-M The digestive tract of the Chasm Crab is moderately
Psionic Ability: Nil corrosive. This allows the creature to digest nearly
every organic morsel it manages to swallow. Any
The Chasm Crab dwells in dark, humid, underground
non-organic material that is swallowed is, eventually,
caverns and corridors. They do not have a shell of
deposited below the crab, in the chasm, covered in its
their own and use the natural cracks and crevices
feces.
found in the walls, ceilings and floors of natural
caverns. Because they remain hidden in cracks and
crevices until they attack their prey, chasm crabs have
a 4 in 6 chance of surprise.
The Chasm Crab will back into the crack and anchor
itself within to protect its highly vulnerable abdomen.
The crabs lie in wait for hapless creatures to walk by
and then strike with their claws. If successful the crab
will attempt to draw its victim into the crack it calls
home and devour it. If the chasm crab has a
successful hit with both claws on a victim then it has
latched on. The victim will take 1d6 damage each
round until the crab is forced to let go, there is no
attack roll necessary for this, however the chasm crab
cannot attack any other target while it is latched onto
a victim. Once the victim is dead the chasm crab will
begin to devour him.