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Terror of the Demon Cyst

Lv 5 ▶ Run in Live DM

Shots in the Dark #1 · p.55-58 · 3p

Open source p.55 ↗
Run 0/7 visited

Terror of the Demon Cyst
A level 5 adventure by Michael Thorn
A hidden complex nestled on a cliffside overlooking the coast hides a terrible secret of forbidden magic, depraved experimentation, and demonic corruption.
RANDOM ENCOUNTERS

Details (Risky; Check every 2 rounds)
1
Troll (SD 259) from room 5 scavenging food and treasure
2
Mutated Giant Spiders (room 7) seeking food
3
Mummy (SD 236) from room 3 repelling invaders
4
Wraith (SD 265), tormented and mad, lashes out at the living
5
Demon cyst growth (p. 56) slithers up the body of a crawler holding a light source and seeks to snuff it out
6
Gibbering Mouther (SD 220) stalks the crawlers, attacking those that succumb to its gibbering
OVERVIEW
A pair of mated trolls have nested in the remains of a wizard's laboratory guarded by a corrupted mummy cursed to remain within!
Crawlers must race a band of duergar looking to loot the facility before it can kill them both!
DEMON CYST GROWTH
This living, demonic tumor seeks to corrupt and transform living beings.
• Corruption. DC 15 CON check when in contact or become corrupted. While corrupted, the target cannot regain HP. Until cured, the target loses 4 HP every
24 hours as its features begin to distort, bones melt, and eyes sprout all over its body. Once the target is reduced to 0 HP by this effect it is transformed into a gibbering mouther (SD 220). This effect can be removed by a
Restoration spell or by bathing the target in holy water.
Use violet fungus statistics (SD 261)
and Corruption check on hit.
DEMON CYST COMPLEX
Built by wizards surrounding a spontaneous demon cyst growth.
Complex is cool and dark inside.
• Small candles. Spread out along the floor. Light is eerie and minimal. Treat as darkness.
• Built in tiers. Descend the cliffside to the beach below.
• Alternate entrances. Stairs at 3a or docks at 5a.
1A: ENTRANCE HALL
Stairs lead down to short hallway.
Door in the North wall has a demonic head on it. East wall has large painting on it. South wall has a gargoyle head on it. Green liquid stains the South hallway.
• Large Painting. (50 gp) depicts a figure standing before a painting in a hallway being simultaneously shot with a dart from the left and an acid arrow from the right. Two iron wires connect through the wall to the traps.
▶ Move the painting. Triggers both traps unless wires are severed (see below).
• Demonic Head. Poison dart trap, triggered by opening the door or moving the painting. DC 15 DEX check or damage + paralyzed
rounds.
• Gargoyle Head. Acid arrow trap, triggered by approaching within
10 feet of the eyes or moving the painting. DC 15 DEX check or damage per round until acid is washed off or neutralized.
Emerald eyes (20 gp each).

No extracted maps for this adventure — the map is in the source book: Open source p.55 ↗

Rooms (7)

1 Demonic Cyst Room p.55 ↗

1. DEMONIC CYST ROOM

An enormous demon cyst growth
(p. 56) overflows from a stone vessel in the center of the room. Four pillars surround the vessel. Faded magical sigils are inscribed on the floor. Worktables, bookshelves, and storage cabinets are set around the perimeter.
• 6 duergar (SD 213). Four search through the room, two probe the
Northeast hallway afraid to pass the webs.
• Books and notes describe the discovery of the demon cyst growth by a group of wizards who tried to experiment with it, subjecting different creatures to its corruption.
• Touching the large growth causes a demon cyst growth to detach and attack whoever touched it.

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2 Elemental Fountain p.55 ↗

2. ELEMENTAL FOUNTAIN

An enchanted fountain covered in magical sigils sits against the South wall.
• First person to drink from the fountain summons a lesser water elemental (SD 215) under their control for the next 10 rounds.

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3 Mummy Room p.55 ↗

3. MUMMY ROOM

A channel of quicksilver (mercury)
runs down the center of the room.
A wooden plank "bridge" lays on the North side of the channel. Four sarcophagi are set around the channel. Two chests are set on tables against the East wall. A large chair sits in the Northwest corner.
An iron portcullis leads North and a door leads South. There is a portcullis crank on the North wall.
• Mummy. (SD 236) Last of the wizards who built the complex, remains here as its eternal guardian repelling any invaders.
4:6 chance to be present, otherwise patrolling the complex.
Has keys to open all doors.
• Quicksilver. Poisonous to touch, DC 15 CON or take damage.
• Sarcophagi. Contains skeletal remains of dead wizards. Small case at the foot of each contains their shriveled organs.
• North Chest. Contains a Wand of
Fabricate (SD 60; cursed: wielder must drink blood each day or take
damage).
• South Chest. Contains a
Golden Puzzle Box (200 gp) and
100 sp
3A: BEACH STAIRS
The beach lies 30 ft. below the top of the cliffside. Humanoid footprints lead up a staircase to the complex. Unlocked stone doors lead into a short hallway and another unlocked door leads into room 3.

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4 Troll Trap p.55 ↗

4. TROLL TRAP

Southern portcullis can be operated from room 3. 2 gargoyle heads with fire opal eyes sit above the doorframe inside the room.
Smoke slowly pours out their mouths and the doorway is warm.
On the other side is a mess of smashed furniture and debris between four pillars in the room.
East and North doors are locked.
• A ravenous troll (SD 259) lurks in this room having been accidentally sealed inside for some time. Their mate dwells in room 5, but they are driven mad by hunger and the need to escape. Make reaction check at penalty.
• Fire trap. Triggers when passing within 10 feet of the gargoyle heads sending out a line of fire within Near in front of them. DC
15 DEX or damage and flammable objects catch fire.
▶ Removing the eyes (25 gp each)
from both gargoyles disarms the trap.

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5 Troll Lair p.55 ↗

5. TROLL LAIR

A long room lined with pillars. Filth and two piles of ratty furs cover the floor. Barred windows in the East wall let light in from outside.
• A troll (SD 259) lives in this room worried about its mate in room 4.
• Amid the ratty furs is the trolls' treasure: 30 cp and 100 sp.
5A: DOCKS
Docks overlook the sea. A small rowboat is tethered to the North dock. Unlocked doors lead into room 5.
• 2 x 60' Rope, 10 iron spikes, and a
Grappling Hook can be collected here.

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6 Specimen Room p.55 ↗

6. SPECIMEN ROOM

Metal cages of varying sizes are spread around the room.
Worktable in the South half of the room with inert chemicals. Large cage on the North side of the room.
West and South doors are locked.
Cages contain only the bones of their former occupants. Crates contain spoiled foodstuffs.

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7 Spider Room p.55 ↗

7. SPIDER ROOM

This room is choked with spiderwebs with a spiral staircase wrapping around the North wall leading to a platform 20 feet up in the center of the room. The platform holds a statue depicting a human woman in robes with a growth of some kind covering her arm.
• 4 mutated giant spiders lurk within the webbing in this room.
Use giant spider (SD 254) stats with additional attack options Life
Drain ( CON damage. Death at 0 CON) and Sonic Blast (One creature in near (, damage)).
• Statue is surrounded by 5 golden eggs (10 gp each) that will hatch into mutated giant spiders in
days.

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