IMPI1-5 How To Hunt A Demon
IMPI1-5 How To Hunt A Demon
IMPI1-5 How To Hunt A Demon
How to Hunt a
Demon
A Dungeons & Dragons Living
Forgotten Realms Adventure
By Finn Kisch
Reviewed by Donovan Hicks and Pieter Sleijpen
Playtested by Neil Harkins, Pat Lechner, Nina Kisch, Kami
Koldewyn, Dustin Tranberg, Russel Lighton, Robert Addison,
Cindy Lighton, Nathan Salla, Maeve Salla, Trevor Salla,
MaryAlyce Rensa
Rumor has it that demon-hunting brings rich rewards in the city of Lyrabar. When unforeseen events befall the
adventurers, will they become huntersor hunted? A Living Forgotten Realms adventure set in Impiltur for characters
levels 4-7.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20.
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga.
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Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. 2009
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Permission is granted to photocopy this document for personal use.
Important DM Information
As the DM of the session, you have the most important
role in facilitating the enjoyment of the game for the
players. You take the words on these pages and make
them come alive. The outcome of a fun game session
often creates stories that live well beyond the play at the
table. Always follow this golden rule when you DM for a
group:
Make decisions and adjudications that enhance the
fun of the adventure when possible.
To reinforce this golden rule, keep in mind the
following:
Character Death
If a PC dies during the course of the adventure, the
player of that character and the rest of the group have
two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
characters return to civilization), they have access to the
body, and it is possible to return the dead PC to life.
Milestones
No matter if the characters succeed or fail in an
encounter, they reach a milestone if it is the second
Page 3
Lasting Effects
Sometimes a PC suffers a lasting effect that isnt easily
resolved before the end of the adventure. The two most
common lasting effects are the death penalty and
diseases.
Death Penalty: When a character dies and is
brought back to life by the Raise Dead ritual, that
character suffers a -1 penalty to all attack rolls, skill
checks, saving throws, and ability checks until they have
reached three milestones. The player should simply
record the adventure where the character died on their
adventure log, and then keep a running tally of
milestones reached. Once the PC has reached the third
milestone since coming back to life, they no longer
suffer the penalty.
Diseases: Diseases take hold of a character and last
until they are cured or they reach their final state.
Normally, a PC makes an Endurance check after each
extended rest to see if the disease improves, worsens, or
maintains its current condition. At the end of the
adventure, any character suffering from a disease must
resolve the disease to either its cure or final state, using
the necessary number of extended rests to do so. Other
characters adventuring with the PC may decide to aid
the afflicted character during this time. If a disease
reaches its final state and the PC can get a Cure Disease
ritual cast (and pay the appropriate costs), they may do
so.
Other Lasting Effects: Other effects that last
beyond the scope of the adventure should be resolved at
the DMs discretion. Any effects that last for a specific
period of time (that end after a certain number of days
or a certain number of extended rests) should be
resolved at the end of the adventure in which the effect
was obtained (unless otherwise specified). Effects that
use some sort of adventuring benchmark of unknown
duration (such as milestones) should be recorded on the
characters logsheet and tracked across adventures.
Adventure Background
Demon-hunting in Impiltur is a lucrative occupation for
capable adventurers. The influx of demons from the
northeast seems endless.
IMPI1-5 How to Hunt a Demon
DMs Introduction
The bulk of the adventure involves tracking down the
demon and destroying it. The PCs start on this journey
by rescuing a young family from gnoll and demon
raiders along the road. After hearing the familys story,
the PCs track the raiders back to their lair. There is
another fight as the PCs clean out the gnoll base. They
find a prisoner in the base whom clues them in to the
mezzodemons role as the ringleader of the raider
parties. In the next encounter, they meet the
mezzodemon and its retinue. There is a twist at the end,
however: a party of adventurers from the Luminous
Society has already claimed rights in Lyrabar to hunt
this particular mezzodemon. The PCs must decide how
Page 4
Players Introduction
Ask if any of the players have obtained story award
IMPI02 Favor of Haldar. Then read or paraphrase the
following to the players:
The land of Impiltur has a reputation as a lawless place,
rife with demons and their servants. Impilturs rural
citizens live in fear of these rampaging monsters.
Haldar, a halfling known to many adventurers is
having a birthday party in New Sarshel and all
adventurers currently visiting the city have been invited
to attend.
During the party, you hear many stories telling of
nearby Lyrabar offering substantial bounties for
demons slain in the surrounding countryside. You are
confident that you could claim one of these bounties if
you knew how to proceed in the traditions of Impiltur to
hunt a demon and claim the bounty.
If any of the players have obtained story award IMPI02,
read or paraphrase the following to those players:
Haldar, your contact in New Sarshel, may be able to
assist you with learning more information about
Impilturs traditions and laws concerning demon
hunting.
If any players have not obtained story award IMPI02,
read or paraphrase the following to those players:
Page 5
Setup
Important NPCs:
Haldar, male halfling (a scribe at the New Sarshel
archives might be used if the party chooses not to speak
with Haldar)
From the introduction, the party should either go speak
to Haldar or do their own research on demon-hunting in
Impiltur. Haldar is a friendly halfling who gave up the
life of adventuring after his first foray. He speaks to
anyone of adventure and likes to assist both established
and up and coming adventurers in their chosen
profession. Haldar should recognize any PC that he has
met previously in IMPI1-1 Alone, IMPI1-2 Breaking Point,
IMPI1-3 Lost Soul, or IMPI1-4 Bandits on the Farm. Those
who choose to do their own research might speak with a
sage, a scribe at the New Sarshel archives (where public
records are kept), or some other learned person in the
ways of Impilturs laws and traditions.
No matter what course the PCs choose to follow, if
they ask questions about the laws and traditions of
demon-hunting in Impiltur, they learn the information
in Players Handout 1. If you have limited time to run
the adventure, you can give the players the handout and
let them read it; if time permits though, role-playing this
interaction out may be more fun for everyone involved.
Should the PCs choose to speak to Haldar, they can
also gain the following information:
Treasure
There is no treasure to be gained in this encounter.
Page 6
Encounter 2: A Family in
Need
Encounter Level 3 / 5 (750 / 1025
XP)
Setup
This encounter includes the following creatures (both
for low and high level):
1 evistro (carnage demon) (E)
3 gnoll claw fighters (C)
1 hyena (H)
A small party of gnolls with an enslaved demon has
waylaid a group of civilians at a campsite along the road
ahead of the PCs. Depending on how the PCs left New
Sarshel, the boxed text should be modified to reflect
them being with the caravan or not.
It is the second day of your journey, and you have been
walking for the better part of the morning. The air is
thick and sweltering. There is no hint of a breeze to
relieve the oppressive heat. Peering up the road, you see
several humanoid figures. Screams mingle with
inhuman bellows and high-pitched, barking laughter.
When the PCs get closer, theyre able to see the whole
grisly scene:
Three mangy, scarred humanoids with heads like
hyenas surround a muscular red demon. The claws of
all four creatures drip with gore as they gleefully
butcher several terrified people before your eyes. A
hyena circles the site watchfully. A young woman and
three small children huddle in a nearby wagon, crying
out for help.
Tactics
The evistro is a mindless, angry killing machine. It
charges the nearest PC and keeps fighting until one of
them is dead.
The gnolls, on the other hand, are used to fighting
together. They move in to charge whatever appears to be
the easiest prey. On the next round, they use their mobile
melee attack to attack, move away, and then reposition for
another charge. The gnolls rely on pack attack and do not
fight alone. If one of the gnolls is forced to attack
another target because of a mark, its companions
abandon their prior prey and join in against the new
opponent.
The hyenas primary role is to provide pack attack
advantage to the gnolls. It cannot hit and run as the
gnolls do, so its secondary purpose is to act as a
distraction while the gnolls reposition.
When the PCs kill two of the gnolls and bloody the
third, the bloodied gnoll attempts to flee back to its lair.
The hyena accompanies its master, regardless of its
condition. The evistro fights to the death.
Experience Points
The characters receive 150 / 205 experience points
each for defeating the raiding party.
Treasure
The gnolls and demon have no treasure.
Page 7
Level 2 Skirmisher
Level 4 Brute
Level 3 Skirmisher
Page 8
Level 4 Skirmisher
Level 6 Brute
Level 5 Skirmisher
Page 9
Page 10
Setup
Important NPCs:
Annali, female human embittered survivor
pick up the fresh trail, but she is willing to wait with the
PCs if they are unwilling to leave her.
The PCs may want to take Annali and her family
straight to Lyrabar. If the PCs suggest this option, Annali
demurs. It takes less time to just wait for the caravan,
and she worries about the fate of the possible prisoners
at the gnoll lair.
Treasure
The deceased families left home with everything they
owned. They have money, gems, heirlooms, and other
valuables totaling 5 / 10 gp each. If the PCs do not take
the gold, they find it in the gnoll lair in Encounter 4.
The PCs should gain this only if they force Annali to
pay them for their services.
Page 12
Page 13
Tactics
The choker demon uses its chameleon hide to lurk on the
rock face, three squares above the ground. When a PC
moves within its reach, it attacks with its tentacle claw.
Once it has a PC grabbed so it can use body shield, it uses
choke on that PC until the PC is unconscious.
Meanwhile, the gnolls scramble to grab their
weapons and join the fight. The choker fights alone for
the 1st round of combat as the gnolls take up arms. In
the 2nd round, the marauders charge out the front
entrance to engage the nearest PC (preferably a grabbed
PC) while the huntmasters take up their sniper positions
and shoot the same target. The huntmasters can enter
their sniper nests from a ledge that leads back to the
main room and do not need the slope at the front to get
to these positions.
The demonic scourge joins the fight on the
following round. All the gnolls work together to get the
maximum benefit from pack attack. They use the cave
mouth to their advantage as a choke point (no pun
intended).
The gnolls and choker demon fight to the death.
If you have the time and interest, you can add an
interesting role-playing twist to this encounter by
introducing a hostage situation. When the tide starts to
turn against the gnolls, one of the huntmasters may
abandon its post and race back to the prison cavern. The
gnoll uses Miri or one of the children as its hostage to try
and make its escape. It has no qualms about killing the
hostage if necessary. Kosef should survive to guide the
PCs toward the next encounter.
Experience Points
The characters receive 200 / 300 experience points
each for clearing out the gnoll lair.
Treasure
The gnolls have accumulated a small stash of treasure
totaling 20 / 25 gp for each PC. If the PCs did not take
the gold in Encounter 3, they find an addition 5 / 10 gp
each.
Page 14
Level 4 Lurker
Level 4 Brute
Level 3 Artillery
Page 15
Level 6 Lurker
Gnoll Marauder
Level 6 Brute
Gnoll Huntmaster
Level 5 Artillery
Page 16
Page 17
Setup
Important NPCs:
Kosef Shemov (male human farmer captive)
Miri Shemov (Kosefs wife)
Randal Shemov (Kosefs 10 year old)
Kara Shemov (Kosefs 6 year old daughter)
As with Annali in Encounter 2, Kosef (who did not want
the adventurers help to begin with in the previous
adventure) is incredibly disdainful of the PCs. His wife,
if she survived, is again the voice of reason. She reminds
him that the PCs have saved the family from a gruesome
death. Kosef is grateful enough for the rescue that he is
willing to speak to the adventurers.
If Miri or either of the children are dead, Kosef still
talks to the PCs but his demeanor is quite different. He
is angry and blames the PCs for all that has happened.
The desire for revenge consumes him and pervades his
speech throughout this encounter.
Kosef (and possibly Miri) know the following:
Kosef urges the PCs to find the demon and avenge those
that were slain (possibly due to the PCs previous
interference). If any of Kosefs family was slain, he
clearly wants to come along and fight, but he can hardly
stand. He comply with any reasonable plan the PCs
propose.
Kosef (if none of the PCs participated in IMPI14 Bandits on the Farm) suggest that there is
enough daylight left for the PCs to make it to
the manor and launch an attack under cover of
night.
Miri tells the PCs that the raiders are killing
innocent people with every moment that the
PCs delay.
Page 18
Tactics
The mezzodemons followers are experienced soldiers.
They fight intelligently and are unafraid to take
calculated risks. All of the combatants are well aware of
their fellows capabilities and work to maximize the
effect of each attack.
The cultist troops act as the front line, tying up PCs
so the demon and the strongarms can use their reach to
best advantage. The troops know they are vulnerable to
area attacks, so they try to avoid bunching up too much.
The mezzodemon, with its high attack bonus and
restraining ability, attempts to pin down the partys most
dangerous defender. The demon works in concert with
one or both of the strongarms.
The warlock hangs back to use his ranged attacks
against targets of opportunity. His attacks affect
Fortitude and Will, so he concentrates on PCs who
seem likely to be low in these two defenses. The warlock
uses inescapable hex to support the mezzodemons
skewering tines as well as the warlocks own desiccating
curse.
The mezzodemons followers fight to the death to
protect their leader. The mezzodemon itself attempts a
fighting retreat once it becomes bloodied. If escape
appears impossible, it tries to bargain or threaten its way
out of the situation. The demon does not allow itself to
be put in a defenseless position. It does, however,
pretend to go along with the PCs wishes if it thinks it
can find an opening to betray the PCs and kill them.
Page 19
Experience Points
The characters receive 255 / 400 experience points
each for defeating the mezzodemon and its retinue.
Treasure
The mezzodemon has a bundle of blood soaked letters
on it if it is defeated. See the story item at the end of the
adventure for more information.
Page 20
Level 7 Soldier
Level 6 Soldier
Level 3 Minion
XP 38
Level 6 Artillery
Page 21
Level 10 Soldier
Level 9 Soldier
Level 5 Minion
XP 50
Level 9 Artillery
Page 22
Page 23
Skill Challenge
The crux of this challenge is the right to the
mezzodemons bounty. The hunters have registered
their right to hunt that particular demon. According to
Lyrabar custom, only the hunters may claim that
demons bounty. The hunters dont know whether the
PCs are simply ignorant or whether theyre poaching.
The PCs actions in Encounter 3 color the hunters
opinions, as noted earlier.
The PCs have to achieve two goals:
This skill challenge works well if you run it as an incharacter conversation. Rather than asking for specific
skill checks, try calling for appropriate skill checks
based on what the PCs say and do. If you take this
approach, apply it to assists as well as skill checks.
The hunters go to great lengths to avoid combat.
They do everything in their power to arrive at a peaceful
solution.
Any of the PCs who have story award IMPI02
recognize the name of the demon hunters guild as the
one recommended to them by Haldar. If the PCs
mention their conversation with Haldar, they gain a +2
to their next Diplomacy or Insight check in the
challenge. Even if they dont mention Haldar, story
Page 24
Experience Points
The characters receive 50 / 70 experience points for
successfully completing the skill challenge.
Treasure
Once the PCs complete the skill challenge, the
mezzodemons hoard is theirs for the taking. The hoard
includes 75 / 115 gp, couters of second chances (low-level
version only), a staff of draconic power +1, a symbol of
excellence +2, a pure spirit totem +1, and vigorous resolve
vestments +2 (high-level version only).
All of the treasure above comes from the demons
hoard at the manor house. Make sure to remind the PCs
that they should investigate the house for other possible
clues.
PCs who receive story award IMPI07 Member of
the Luminous Society gain access to additional items
well suited for demon hunting: heartening armor +2, a
weapon of their choice, or fleetrunner boots.
Conclusion
There are two loose ends at this point: the
mezzodemons base (containing its treasure hoard) and
the fate of the Shemov family.
The PCs can deal with the base at their leisure.
Theyve eradicated everyone who knows of the bases
existence, so it remains undiscovered and untouched for
a week or more. A search of the base indicates that the
mezzodemon had been given this base by an unnamed
human benefactor who is responsible for summoning
the demon. This knowledge can only be gained if the
mezzodemon was defeated in Encounter 6 allowing the
party to find the blood soaked letters he had.
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Rewards Summary
At the conclusion of the adventure, the PCs earn
experience points, treasure, and possibly story awards.
All totals listed here are per PC. A number before the
slash is the low-level value; after the slash is the highlevel value.
Important DM Information
It is critical that you enter the PC rewards accurately on
the tracking form, and ensure that the information is
reported and entered online in a timely manner. While
players can and should track their character's
information on paper, the online information serves as
an important backup and verification of play. Ask the
players for their RPGA numbers and character numbers
(usually a single digit) when you begin to fill out the
tracking form.
Experience Points
Give PCs a full award for each encounter they
successfully completed, and a half award if they were
unsuccessful. Give no award if the characters did not
play the encounter at all.
Encounter 2: A Family in Need
150 / 205 XP
Encounter 4: The Gnoll Lair
200 / 300 XP
Encounter 6: The Hunters, Hunted
255 / 400 XP
Encounter 7: Think Fast, Talk Faster
50 / 70 XP
Total Possible Experience*
640 / 960 XP
* The maximum earned xp is slightly higher then the
maximum possible. Ignore excess xp.
Gold Per PC
100 / 150 gp
(Encounter 2 or added to Encounter 3: 5 / 10 gp,
Encounter 3: 20 / 25 gp, Encounter 5: 75 / 115 gp)
Treasure
Story Awards
Award these if the PC completes the condition for the
award in the adventure. Pass out certificates to the
players for their story awards. Normally, if a PC earns
three awards, they may only have 2 of them and must
pick which two they want before ending the session
(exceptions to this will be noted in the story award text).
Make sure to mark the story award codes next to each
character that earned them on the tracking form.
IMPI07 Member of the Luminous Society
You have been granted membership in the Luminous
Society, a demon-hunting guild based in Lyrabar. You
may claim demon-hunting bounties offered by the
Luminous Society. Other members of the Luminous
Society are inclined to treat you favorably.
IMPI08 Enmity of the Luminous Society
Your conduct has earned you the enmity of the
Luminous Society. You find it difficult, if not impossible,
to claim demon-hunting bounties in the city of Lyrabar.
Members of the Luminous Society regard you with
suspicion at best and open hostility at worst.
IMPI09 The Blood Soaked Letters
Your defeat of the mezzodemon has led to a sheaf of
letters indicating that someone of importance is
summoning demons in Impiltur. The person is probably
a member of the Fraternity of Tharos and identifying
him could move the region closer to being able to
identify members of this secretive cult of demon
worshippers. This begins a major quest that continues in
future Impiltur adventures.
Adventure Questions
Mark the answers to the following adventure questions
on the tracking form.
IMPI1-5 How to Hunt a Demon
Page 28
New Rules
Couters of Second Chances
Level 5+
Fleetrunner Boots
Level 5+
Heartening Armor
Level 3+
Level 5+
Implement (Staff)
Enhancement: Attack rolls and damage rolls
Critical: +1d6 fire damage per plus
Power (Daily Fire): Free Action. Use this power when
you would use a power with the fire keyword. You gain
resist 10 fire until the end of the encounter. After resolving
the attack, you deal 1d8 fire damage to all creatures in a
close burst 1.
Reference: Dragon Magazine 365, page 58.
Symbol of Excellence
Level 2+
Level 2+
520 gp
13,000 gp
325,000 gp
Armor: Cloth
Enhancement: Armor class
Lvl 7
Lvl 17
Lvl 27
2,600 gp
65,000 gp
1,625,000 gp
Level 5+
Page 29
Demon hunters must register their right to hunt for known demons if they wish to collect a bounty on the
demon.
All bounties associated with the slaying of a demon for a registered hunting party rightfully belongs to that
hunting party.
All treasures recovered from a slain demon belong to their rightful owners if the rightful owner can be
ascertained. Any unclaimed treasures or treasures with unidentified owners revert to the hunting party one
week after turn in to officials.
Any damages to public property caused in the pursuit of a demon by a registered hunting party must be
reimbursed to the owners from bounties claimed by the hunters.
To appropriately claim the registered bounty, the hunters must present proof of the demons slaying. This
may be in the form of the demons head or entire corpse.
Demon Hunting Traditions Traditions are not enforced by law, but are honored by all ethical demon hunters in
pursuit of the demon and its bounty.
Demon hunters sign over their bounty to those who have slain the demon they are registered to hunt if the
demon was slain in self-defense by the others and not purposely slain in an attempt to steal the registered
hunters bounty. If there is a question about the interlopers true motivations, both parties appear before a
magistrate.
Demon hunters who have the money generally reimburse all damages associated with their pursuit of the
demon they are registered to hunt to the full extent possible with their own gold even if it exceeds that of the
bounty.
Registered bounty hunters offer aid to one another if multiple demons registered to separate groups are in
the same location.
Demon hunters grant assistance to those injured by demons that they come into contact with in pursuit of
the demon as much as they are capable.
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