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 to this plane.   Sindalia operates from the shadows, using deception, charm, and minions to disrupt intruders. Her goal is to protect the Hellmouth at all costs, only revealing herself when necessary.

Level Range: 4-6
Connections: Tintown, Cruel Wood, Demon War
Locations: Cruel Wood
Tags: Deception, Demons, Woods
Monsters: Succubus, Gnoll, Mastiff, Embrisar, Huldrekall
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For the Players


You’ve been hired to hunt down a demonic source corrupting the Cruel Wood, a forest with a history of danger. After discovering demons lurking in Tintown, they traced the presence, suspecting an anchor that keeps them bound to the world. Your contract is to find the root of the problem and put an end to it, preventing future fiends from reforming. You now stand on the edge of the Cruel Wood, ready to enter.   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.

The Cruel Woods


Read Aloud.
The wood looms, its dense canopy swallowing 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. A constant whistling wind through the trees masks the source of other sounds.
  • Random Encounters. Mastiffs and gnolls roam this area, patrolling and attacking intruders on sight.

Tracking the Source
Skill Check. Every hour characters may attempt a Survival or Arcana check DC 15 to find the direction of the Hellmouth.   Clues. A successful check reveals signs of corruption: withered plants, faint whispers, claw marks, bones scattered on the path, and patches of scorched earth. Clues intensify as they approach the mill as does the sense of evil.

Sindalia the Succubus


Sindalia is bound to a powerful mistress who would scar her forever if she failed. Terrified of this fate, she employs her charm and deception to defend the Hellmouth. She has the stats of a succubus and is immune to fire.   Sindalia’s Tactics. If a character is separated from the group, Sindalia will use her Charm to enchant them. If successful, she lures them into abandoning all gear except their small clothes and tells them to forget. Sindalia will keep any one-use items for later use. Gear is passed to her Huldrekall minions to wield.

The Old Mill & Gregor


Read Aloud.
A crumbling mill stands at the edge of a forgotten cemetery. Moss-covered stones and overgrown trees surround the structure. A faint figure in a hooded cloak watches from the doorway.   The mill is adjacent to a cemetery and above the Cadele family crypt. The entry point to the Hellmouth is below the mill.
  Gregor. Once a member of the Order of the Veil (planar guards), Gregor is now an Embrisar, fully under Sindalia’s control. He claims to be a caretaker and is too weak to help. Deception +5. If confronted, he calls on nearby gnolls to assist.   Isolation Strategy. Gregor’s goal is to delay and separate, giving Sindalia time to prepare or lure separated characters. He claims he knows how to unlock the crypt but insists it requires three switches around the mill. He sends each character to different areas, aiming to isolate them.   Combat. 1x Embrisar, and 1x Gnoll per character

The Hellmouth


Read Aloud.
In the crumbling crypt lies a narrow descent into darkness. The air is thick and foul, as the stone changes into pink flesh. Heat radiates from the walls and it writhes.
  The Hellmouth is the inside of a colossal creature, with walls and floors that are hot to the touch, dealing 1d6 fire damage each round. The room has AC 12 and 75 HP. The Hellmouth can be closed by defeating Sindalia or by dealing enough damage to destroy its “walls.” All demons vanish upon its destruction.   Succubus’s Trap. Sindalia waits within, appearing as an injured human woman calling for help. Deception +9.   Huldrekall will engage from behind. They are in the bodies of 1x Priest and 1x Veteran. They are equipped with items or gear Sindalia has taken from previous encounters.

Rewards


  Payment. Each character receives 300 gp upfront and 500 gp upon successful completion.   Historical Discovery. The characters’ rediscovery of the Tomb of House Cadele restores a valuable part of the kingdom’s lost legacy, earning them respect and recognition within the Tritos 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 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.   Tactics. Embrisar attack under strict command, showing unrelenting ferocity. Without a master, they seek vulnerable targets, relentlessly pursuing them until they either gain acceptance or face destruction.   Read Aloud.
An eerie figure cloaked in shadow, its hollow chest and scarred form betray a twisted soul. It moans a loud unsettling emptiness, as though longing for something it can never regain.


Huldrekall


Huldrekall are fey-influenced body-stealing dybbuks able to mimic humanoid forms through possession, making them adaptable infiltrators.   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 remain elusive and disorient opponents.   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.


Sindalia


Sindalia has the statistics of a succubus and is immune to fire.   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 manipulation. Over centuries, Sindalia developed a taste for mortal luxuries, seeing her mission in Dromaria as a prized achievement.   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 town's defense, ensuring they overlooked the demonic 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 severe consequences of Lilith's anger, a fate she fears above all else.   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 figure 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.

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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