Lost Dungeon of the Demon Cultists is a Fifth Edition adventure for three to six 2nd-to-4th-level characters. The adventure is optimized for a party of four characters with an average party level (APL) of 3. This adventure is designed setting-independent and can fit easily into any campaign setting of your choice. Characters who complete this adventure should earn one third of the experience necessary to reach 4th level.
The Lost Dungeon lies below the ruins of an ancient keep in the middle of a primordial forest. Its existence and Abyssal presence poisons the land and vegetation around it. Rumor has it that a chunk of the Abyss itself exists somewhere at the heart of the dungeon.
Deep in the heart of a primordial forest, the Lost Dungeon and the keep above it, isn’t easy to find, despite its appearance on many old maps. If you wish to make discovering its location more difficult for the players, have one of the characters make a DC 15 Wisdom (Survival) check when they enter the region near the old keep. On a success, they find the keep and its dungeon. On a failure, they spend the day searching with no success and must try again after a long rest. In the meantime, this may trigger more random encounters.
This fortress was once used as a staging ground for an army of demon conjurers. Their enemy, a powerful spellcasting nation in its own right, leveled the fortress with an ancient epic spell, leaving it a pile of rubble. Years after its fall, demons began to crawl forth from the dungeon below the fortress. The forest around the keep grew sick. Eventually, archdruids decided to enter the remains of the old keep and rid it of its evils once and for all. With the help of a powerful sorceress and her allies, the archdruids cleared the dungeon of all but one of the demons that lived within. During their battle, they combated a powerful sect of demon-worshippers, who nearly brought the entire complex down on their heads. Since that time, the archdruids who keep watch over the forest have employed their fey allies to guard the keep and its dungeon.
Druids and good fey cleared the dungeon of most of its Abyssal denizens long ago. Only a lone hezrou still lurks within its stone halls, eternally bound to the Abyssal Shard at its heart. In addition to a pair of satyrs that watch over the dungeon to ensure tomb raiders and adventurers don’t disturb the Shard, the dungeon is infested by wolves, spiders, and other beasts native to the surrounding forest. Like the vegetation and land around the fortress, however, these creatures are more aggressive than normal.
The Abyssal Shard is a dark-red gym stone claimed from the Abyss itself. It is lodged in the wall of the summoning chamber in area 6. The shard cannot be removed, and no amount of mortal magic can destroy it. The hezrou in area 6 is eternally bound to the stone. So long as it remains, the hezrou cannot leave the chamber, nor can it be destroyed.
As a DMDave adventure, you can expect the following features and benefits:
System: D&D 5E
Starting Level: 3
Length: 2-3 hours
Sheet: D&D 5E by Roll20
Install this Add-On via the dropdown menu in the Game Addons section of the Game Details Page. Select Lost Dungeon of the Demon Cultists and click on the blue Add to Game button beside the drop down menu.
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