In the Succubus's Hellmouth


Adventure Briefing


The Cruel Wood harbors an ancient, decaying cemetery under an abandoned mill – remnants of the once-noble Cadele family. Now, a Hellmouth has anchored a growing demonic presence, corrupting the land around it. Sindalia, a cunning succubus, has been charged with spreading this corruption, using the Hellmouth as a gateway to keep fiends bound here.   For the Players. You’ve been hired to hunt down a demonic source. After discovering demons lurking in Tintown, their presence was traced to the Cruel Wood. The military suspects an anchor that keeps them bound here. Your contract is to find the origin and put an end to it, preventing future fiends from reforming. You now stand on the edge of the dense forest.   What You Know
  • The Cruel Wood. The forest has a thick canopy and a large population of wild dogs known to attack intruders.
  • Demonic Presence. The demons discovered in Tintown were huldrekalls, a type of shape-changing dybbuk.
  • Gnoll Bandits. Gnolls have become frequent in the last few months. The military has kept them from the roads.

Level Range: 4-6
Tags: Deception, Demons, Woods
  Connections: The Cruel Wood, Demon War, Lilith the Cruel, Tintown
Monsters: Centaur, Embrisar, Gnoll, Huldrekall, Mastiff, Priest, Satyr, Succubus, Veteran   $1 PDF: Ko-fi, DriveThru RPG


The Cruel Woods


Random Encounters. Harass the characters with mastiffs and gnolls that patrol and attack intruders on sight.  
Read Aloud. The dense canopy swallows the light. Distant howls echo, wind blurring their direction.
 
  • Difficult Terrain. The boggy ground is difficult terrain.
  • Obscured Sky. A dense canopy blocks natural light.
  • Sound Distortion. Wind masks the source of other sounds.


Tracking the Source


Every hour characters may attempt skill checks to find the direction of the Hellmouth. A successful check reveals clues. Clues intensify near the mill, as does the sense of evil.  
    DC 15 Arcana/Survival. Withered plants, whispers, claw marks, bones on the path, and patches of scorched earth.


The Succubus in the Woods


Encounter. If a character is ever separated, Sindalia will use her Charm (DC 15 Wisdom save) to enchant them. She lures them into abandoning all gear except their small clothes and tells them to forget her. Sindalia will keep any one-use items for later use. All other gear is passed to her huldrekall minions to wield.   Stats. Sindalia is a succubus who is Immune to Fire.


Drunk on Fear


Three satyrs stumble by, half-laughing, reeking of wine, and wild-eyed. They came seeking the nearby druids but left when met with riddles. Something in the woods is extra creepy.   Encounter. The satyrs need directions out of the woods, but will only exchange information if entertained. If impressed, they share the direction of the grove which is filled with Centaurs. The druids only let people in who can solve riddles.

The Centaur Grove


The canopy thins to reveal a grove of stone markers. Once a refuge, only a few centaur druids remain, wary and slow to trust. If shown respect, the druids may offer a safe place to rest. Visitors must answer a simple question: “Why did you come?” The drunken satyrs mistook this for a riddle and left.   Information. They say the Cadele cemetery is nearby and that the corruption comes from there. Awhile ago they captured gnolls who said the entrance is in the “Cadele Crypt.” An old man oversees it and has been there for years, living in the mill.   Optional Aid. The centaurs won’t leave the grove, but a magic stone circle could use repair and may offer aid in the quest.  
    DC 15 Arcana or Religion. If fixed, it grants the effects of protection from evil and good to the characters for 24 hours.
  Encounter. Sindalia may appear as a wounded centaur. She will sow doubt and pull someone away with a request for help.


The Cadele Cemetery


Encounter. The druids are wrong, the corruption doesn’t come from the old cemetery, it is actually in the crypt beneath the mill. Investigating wastes time while Sindalia prepares. For every 10 minutes spent here, Sindalia sends 2d4 x gnolls to attack.   False Trails. Cracked headstones, a hollow grave, a burnt holy symbol partially buried, or a bloodstained tool in a bush.


Gregor & the Old Mill


The mill is adjacent to the cemetery and above the Cadele family crypt, which is the entry to the Hellmouth.   Gregor. The caretaker of the Cadele cemetery and a former member of the Order of the Veil. Gregor is now an embrisar, fully under Sindalia’s control. His goal is to delay and separate, giving Sindalia time to prepare or target isolated characters.   Encounter. Gregor knows how to access the crypt, but insists it requires 3x switches around the mill. He sends characters to different areas, aiming to isolate them. He claims he is too weak to help (Deception +5). If confronted, Gregor yells for gnolls to assist him. 1x embrisar (Gregor) and 1x gnoll per character.   Crypt Entrance. The crypt is directly below the mill, accessible by a cellar door behind the main building. It radiates heat.


The Hellmouth


In the crumbling crypt lies a narrow descent into darkness. The air is hot and foul, as the stone changes into writhing pink flesh.   Encounter. The crypt turns into the Hellmouth, which is inside a colossal fiendish creature. The walls and floors are hot to the touch, dealing 1d6 fire damage each round. The room has AC 12 and 75 hit points. The Hellmouth can be closed by defeating Sindalia or by dealing enough damage to destroy it. All demons vanish upon its destruction. Sindalia waits within, appearing as an injured human woman calling for help (Deception +9 ).   2x huldrekall engage from behind. They are in the bodies of a priest and a veteran, equipped with items or gear Sindalia has taken from the previous encounters.   Sindalia is aware of the character’s information, and adapts to their preparations. Once inside, this is a fight to the death.

 

Reference Page


Rewards


Payment. Each character receives 300 gp upfront and 500 gp upon successful completion.   Centaurs. If the characters remove the demons and return to the centaurs, the druids will reward them with pipes of the sewers, themed after forest vermin instead of rats.   Historical Discovery. The characters’ rediscovery of the Tomb of House Cadele restores a valuable part of the kingdom’s lost legacy, earning them renown and recognition in the Dominion.   Civil Legion Offer. If any character shows exceptional promise or interest, the military will sponsor their training at Hearthhome Castle, potentially leading to future job opportunities.


Embrisar


Embrisar are demons created from mortal souls bound by succubi or incubi. They display physical deformities, such as hollowed chests and sharp claws, and are driven by a haunting need to connect with others.  
Read Aloud. A figure cloaked in shadow, its hollow chest and scarred form display a twisted soul. The thing moans an unsettling emptiness, as though longing for something.
  Tactics. Embrisar attack under strict command, showing unrelenting ferocity. Without a master, they seek vulnerable targets, pursuing them until they gain acceptance or die.


Huldrekall


Huldrekall are fey-influenced body-stealing dybbuks able to mimic humanoid forms through possession of corpses, making them adaptable infiltrators.  
Read Aloud. A twisted, floating mass of flesh and tendrils hovers, its teeth glistening with fresh blood. It clings to the shell of a lifeless creature, twisting its form in a grotesque display after puppeteering the dead.
  Tactics. Huldrekall use their abilities to mislead and trap opponents, imitating allies to lower defenses before launching close-range attacks. They reposition frequently, aiming to be elusive and disorient opponents.

Sindalia the Succubus


Handpicked by Lilith the Cruel, Sindalia began as a minor demon with an unusual fascination for mortals. Lilith cultivated this interest, transforming Sindalia into a creature of mani-pulation. Over centuries, Sindalia developed a taste for mortal luxuries, seeing her mission in Dromaria as a prize.   In the local city of Tintown, Sindalia embedded herself among the townsfolk, quietly securing her influence. Through her charm, she ensnared several key figures within the city’s defense, ensuring they overlooked the threats growing around them. When the Shatterstaff Civil Legion uncovered the demonic presence, Sindalia was forced to abandon her plans and retreat to the Cruel Wood to protect the Hellmouth. Failure would mean facing the consequences of Lilith’s anger, permanent scars, a fate she fears above all else.   Tactics. Sindalia operates from shadows, using deception, charm, and minions to disrupt. Her goal is to protect the Hellmouth at all costs, only revealing herself when necessary. She uses her Etherealness to escape if she fails.   Roleplaying Sindalia
Personality Trait. "Dromaria’s people are my plaything."
Ideal. "Ego. My enchanting aura is an infallible weapon."
Bond. "I am bound to my mistress, who I fearfully serve."
Flaw. "Whenever I am threatened I disregard reason."  
Read Aloud. A silhouette in shades of crimson and violet emerges, her skin unmarred. Curved horns sweep back from her brow, framing a face with a wicked, captivating snarl. Her form is draped in clinging fabric that barely conceals her, an enticing invitation into something far darker.



Order of the Veil


The Order of the Veil is a secretive organization dedicated to monitoring and neutralizing extraplanar threats to Dromaria. Operating with agents across the world, they focus on the balance of nature and preventing incursions from beyond. Their methods emphasize observation and subtlety, working behind the scenes to guide events without direct involvement.   Gregor, once an agent of the Order, was stationed here to monitor potential threats. Over time, he succumbed to the very forces he was meant to guard against, becoming a pawn in Sindalia’s schemes. Though his mind is compromised, remnants of his training allow him to manipulate information, casting doubt and redirecting suspicion to protect his master.


GM Advice


Just because tracking the source is early in the adventure doesn’t mean it should be forgotten. Keep pressure on the players by enforcing movement checks and using the size of the Cruel Wood to build atmosphere. Every detour is a chance for Sindalia to prepare, separate the party, or trigger ambushes.   Target scouts with Sindalia and later, make use of their consumables. If a character loses gear, put it back into play. This isn’t meant to feel fair.   Talk to players privately if you need to roleplay one-on-one or bypass meta behavior. Use NPCs as tools to isolate characters and let Sindalia reappear in different forms. She haunts the players long before they ever see her.

Maps


RKA - Cruel Woods Map

Cruel Woods

Cruel Wood Battle Map

Cruel Wood Map

Old Mill Battle Map

Old Mill Battle Map

Cruel Woods - Hellmouth Battlemap

The Hellmouth


Written by Chuck & Drew

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