Demon Summoning Mine | Free 5e and PF2e Adventure

Demon Summoning Mine | Free 5e and PF2e Adventure

Written by Zac Chaney
Cartography by Rye Clarke

The Wild West was always an unpredictable place. With the introduction of the occult, it becomes that much more mysterious and far more dangerous. Criminals like Alexander Smith have taken advantage of the innocent people of the area for far too long, and the authorities no longer care if he’s brought back alive to stand trial.

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Demon Summoning Mine - 5e

Game Master Notes

Level. This adventure is designed for a group of four to six level-one characters.

Creatures. This adventure features the following creatures: dretch, outlaw*, preacher* quasit, settler*.

*These creatures appear in Appendix A at the end of this adventure

Resting. It’s expected that the party may need to take a couple of short rests over the course of the adventure, but no long rests.

Loot. This adventure contains the following treasure: ring of jumping, potion of healing, potion of invisibility, and an assortment of mundane loot.

Historic Fantasy. This adventure is set in an alternative history of the American West. While it does refer to real places and events, any reference to real people is unintentional and purely coincidental. Additionally, this adventure claims no stance on any political or philosophical issues associated with the places and events referenced. In short, nothing in this adventure should be considered to mean anything beyond the four corners of the text.

Adventure Overview

Use this information as you’re preparing to run this adventure, changing the information as necessary to suit your campaign’s needs. Consider asking yourself how the NPCs and locations fit into your game world and replacing them if they don’t; likewise, the background can be tweaked to provide additional incentive to the characters, if so desired.

Background

The Wild West was a dangerous place full of outlaws; survival of the fittest was on prime display. Communities sprung up all over, mostly small towns full of hardy and resilient folk who managed to eke out a living in the vast wilderness. Among these towns was Vulture City, which sprung up after someone found gold nearby.

Once the occult came into the world, things changed in Vulture City. More people were capable of finding their way, and so the town grew. However, the mine eventually dried up, and the people left, leaving only a portion of the population behind. With the decline of the general population, criminals found their way into the area, using it as a base of operations.

One such criminal is Alexander Smith. He’s a notorious outlaw, though relatively small time compared to the more well-known folk. He looks like he’s never done an honest day’s work and just steals whatever he wants to get by. Though murder isn’t his go-to option, he’s nevertheless dropped more than his fair share of bodies over the years.

However, his day of reckoning has come. Wanted posters have gone up throughout Vulture City as the law in town wants to reclaim the peace they once enjoyed. Though the sheriff can’t go out and bring him in himself, bounty hunters and other adventurers should be more than up to the task. With any luck, he’ll either be imprisoned or dead before long, and people can return to their peaceful lives.

Locations

Vulture City. Vulture City was once a busy mining town in the central portion of modern Arizona that grew into a small city once they discovered gold nearby. Its climate is one of brutally hot summers and mild winters. There have long been rumors of paranormal activity in the city—rumors that quickly came to life when the world changed with the introduction of the occult.

Alternate History

History until the Texas Revolution remained exactly the same, with events unfolding as they did in our actual history. When the war began, history started to take a different route. The Mexican forces were finding early victory in the war, pushing Texas to near defeat. Just as in our history, it appeared that Texas was facing a certain defeat during the early parts of the war.

The Battle of the Alamo would forever alter history. Facing certain death, the soldiers stationed in the tiny building turned to the occult to issue Santa Anna a decisive defeat. For the first week of the siege, they found no success; however, on the eighth day, whether through chance or sheer willpower, the Texans suddenly surged with supernatural power. Despite being hopelessly outnumbered and outgunned, the Texans routed Santa Anna and claimed victory at the Alamo.

After the historic and impossible defeat, Mexico sued for peace. Having the upper hand, Texas managed to win the territory that would become modern-day New Mexico, Arizona, and Southern California, forming a large and powerful Republic of Texas. Due in large part to the supernatural powers the people of the new Republic of Texas possessed, it never became annexed into the United States; instead, it remained a powerful independent nation.

Eventually, gold and other precious minerals were discovered in the West, leading to a large migration of people out of the United States into the Republic of Texas.

NPCs

Amelia

Female humanoid (water spirit), neutral

Description. Amelia was once a 12-year-old girl helping her father excavate the mine in search of their family’s fortune. Unfortunately, she didn’t get to see that come about as she was trapped within the pool of water in the Vulture City Mine, cursed to live as a water spirit. Today, she presents as the same trapped 12-year-old girl, but her entire being is water.

Occupation. As a 12-year-old girl, Amelia didn’t really have a true occupation. She spent her days cheerfully helping her father mine, though whether she was truly able to help or if he just liked having her around is a question best left for debate. Most people who knew her recognized Amelia as a hard, diligent worker, and many believed she had a bright future ahead of her.

Secret. Unbeknownst to anybody, Amelia was blessed with magical powers. She can’t control them and doesn’t know exactly how they function, but at times, she’s briefly capable of displaying them. In all likelihood, she will grow into a powerful woman if she has the opportunity.

Alexander Smith

Male human (outlaw), neutral evil

Description. Alexander is a vile human, complete with a scorned look of eternal rage. He revels in crime and theft and is no stranger to murder. His body bears the scars of many years of fights, and his left eye looks like it might even be fake.

Occupation. Alexander Smith is a quintessential outlaw; he looks like he hasn’t done an honest day’s work and gets by through theft and homicide. To call him loathed would be an understatement, as his actions and behaviors exist only as a blight upon the rest of the world.

Secret. Alexander Smith was once a soldier—and a good one at that. During that time, he went by the name of Clive Smith. However, he became disillusioned with the world after witnessing the atrocities of war and decided that if it’s every man for himself, then he’s only in it for himself and nobody else.

Random Encounters

Use these random encounters as needed in the adventure, such as when the group takes too many short rests or an unnecessary long rest. These encounters can also be used to restock the area if the group leaves and then comes back later.

  • 2 (1d4) dretch (easy)
  • 3 (1d6) settlers (medium)
  • 1 outlaw (easy)
  • 2 (1d4) preachers (medium)

Firearms

Firearms occupy an extremely controversial niche in 5e (as well as previous editions). In fact, there are few topics more controversial from a “should they be allowed” perspective. However, since this adventure’s setting is in an alternate history of the American West, firearms are unavoidable. Thus, rather than trying to weave some narrative about why there are no firearms, we’ll embrace them for the purposes of this adventure. Note that many firearms—especially rifles—are significantly more powerful than standard weapons characters have access to at this early level.

Players shouldn’t feel compelled to make their character use a firearm if they don’t want to. During this era, people still used weapons like swords and bows on occasion (particularly swords). However, firearms were extremely common and, by this point, had become the dominant weapon people used since they generally outclassed other weapons.

That said, the firearms available in the Game Master’s Core Rulebook are not all suitable for this adventure or era. Instead, consult the following table for firearms available during this adventure.

Item

Range

Damage

Weight

Properties

Flintlock Pistol

20/40 ft.

1d12 piercing

1 lb.

Ammunition, loading, large caliber

Revolver

25/50 ft.

1d8 piercing

1 lb.

Ammunition, reload (6 shots)

Musket

60/120 ft.

2d12 piercing

7 lbs.

Ammunition, long loading, large caliber

Long Rifle

100/200 ft.

2d10 piercing

7 lbs.

Ammunition, long loading, extended disadvantage

 

Large Caliber. Weapons with this property use exceptionally large ammunition. When a creature is hit by an attack made with this weapon, its movement speed is reduced by 5 feet until the end of its next turn.

Long Loading. Weapons with this property are large and unwieldy to reload. A character must use a full action to reload this weapon after firing it.

Extended Disadvantage. Weapons with this property are at an extreme disadvantage in close quarters. Unlike typical ranged weapons, attacks made with these weapons have disadvantage if a hostile creature is within 15 feet of the user.

Adventure Hooks and Quest Givers

Here are some adventure hooks you might use to introduce this adventure to your players’ characters. Also, feel free to create a customized adventure hook that fits better into your ongoing campaign.

Wanted Poster

While the characters are exploring Vulture City, they will notice a large number of wanted posters all over the city. These posters declare that Alexander Smith is wanted, dead or alive, for murder. It offers a 50 gp reward for his capture or proof of death and an additional 100 gp for the rest of his gang. If the characters ask around town, they’ll learn that Alexander usually hides out in the old Vulture City Mine these days.

Exhausted Bounty Hunters

The characters come across a group of exhausted bounty hunters outside the city. These bounty hunters are badly bruised and explain that they were trying to collect the bounty on Alexander Smith’s head. They then produce a warrant for his capture, dead or alive, in case the characters want to follow it up. The warrant says that Alexander Smith is wanted dead or alive, paying 50 gp or 100 gp respectively. The bounty hunters then point to the Vulture City Mine on a map to show the characters where he’s hiding.

Vulture City Mine

Architecture. Years of manual labor have carved out the mine and its surrounding landscape. It meanders around, following long excavated ore veins that have largely run dry.

Lighting. The mine is not lit.

Ceilings and Floors. Most of the mine is 10 feet tall, though the central areas climb to about 20 feet due to a series of ceiling collapses.

M1. Campsite

A small campsite sits just outside the mine; fortunately, it’s a normal sight, though perhaps a bit smaller than one would typically expect for a mine of this size. A campfire gently smolders in the middle of the tents as three people—two men and a woman—sit nearby, quietly chatting. They seem engrossed in their conversation, oblivious to the outside world.

Three settlers are sitting around the campfire. They’re loudly chatting to each other (see roleplaying notes for information about their discussion) and are in no way paying attention to anything outside themselves. The characters can easily keep hidden from them by succeeding on a DC 10 Dexterity (Stealth) check.

Roleplaying Notes.

  • The settlers are loudly chatting amongst each other about the new powers they’re expecting to get. They fancy themselves as demon tamers or something of the sort.
  • They believe they will receive some special boon from Mikhail, and all they need to do is wait for him to finish his current experiment.
  • There seems to be some disagreement between the three of them about who will be the first to get their powers; each thinks they’ll be first.
  • When one of the three questions their situation, the other two quickly shut it down, fearful of the sort of reprisal they would face from Mikhail.
  • Once they notice the characters, the three quickly jump to their feet, shocked to see the group of them.
  • The settlers announce that the characters are trespassing and need to leave. They bluff that the mine is their property and the characters are not welcome.
  • This is a lie, which the characters can confirm by succeeding on a DC 10 Wisdom (Insight) check.
  • If the characters refuse, the settlers draw their weapons, but any character who succeeds on a DC 10 Wisdom (Insight or Perception) check will notice they’re shaking in fear.
  • If they choose, the characters can engage in social combat (See Social Interaction Guide) to attempt to make the settlers leave and go back to town. To this point, the settlers have not engaged in any criminal activity and can safely return without fear.
  • However, if the characters are unsuccessful or choose not to engage with them, the settlers use violent force to keep them out of the cave.

Encounter Notes.

  • The settlers have never seen a real fight before. They’ve all hunted and spent time on the plains, but they’re not seasoned fighters nor veteran soldiers.
  • They mostly fire shots at random, hoping to hit something without any real tactical knowledge.
  • There’s no coordination or rhyme to their shots; however, they know that even a single shot will likely do severe damage and fight accordingly.

Campsite. The campsite is what one would expect for a small mining operation. A couple of basic tents are on site, each containing sleeping bags and other typical camp gear. If the characters rummage through the tents and succeed on a DC 13 Wisdom (Perception) check, they’ll find a ring of jumping half buried in the dirt underneath one of the sleeping bags.

Sounds from Inside. If the characters take a few moments to listen or look into the cave and succeed on a DC 12 Wisdom (Perception) check, they’ll hear a few human-sounding voices speaking authoritatively inside. They’re attempting to issue various commands, each receiving high-pitched scorn in response from some other creature. The sounds come from areas M4 and M9.

M2. Foreman’s Work Zone

Part of the mining track winds through this section of the cave, running right near a pile of crates stacked with no real organization to speak of. Next to the crates is a small desk; there is no chair anywhere nearby, like whoever uses the desk prefers being on their feet all day.

Collected Valuables. The crates in this area contain various valuables, ranging from tools to general goods and even a few gems. The lot will sell to any general merchant for 25 gp.

M3. The Girl in the Pond

A small pond fills this area, punctuated by a few tiny bubbles where the water is trickling from beneath the ground. The pond is otherwise still, save for a periodic ripple that radiates from its center every few moments.

Pond. Within the pond is a young girl who became trapped here when the occult entered the world. At the time, she was about 12 years old, helping her father carry bits of gold out of the mine. She’s now part of the water itself, a true water spirit in every sense of the word. If the characters linger in the area for more than a minute or try to examine the ripple in closer detail, she rises out of the water. Her appearance is that of an ordinary 12-year-old girl, albeit one made of water and thus fully transparent.

Roleplaying Notes.

  • The girl says hi to the characters, much like a child would say hi to another kid on a playground. She introduces herself as Amelia.
  • If the characters ask her questions about her life or how she got here, she answers with the information she knows (see above).
  • She’s unaware of anything happening in the cavern; she loses her memory each day at dawn. She thinks the answer to a question will let her start keeping her memories, but she can never remember what the answer is.
  • If the characters ask what the question is, she coyly giggles and just says, “You’ll see.”
  • She asks the characters if they will play with her. Her favorite thing to play is riddles.
  • If the characters agree, she tells them they need to ask her a riddle first. As long as the characters ask a riddle (even if it’s not particularly good or original), she does her best to answer. If she gets it right, she is giddy and excited; if she gets it wrong, she is playfully frustrated.
  • When it’s her turn to ask the riddle, she asks the following: “I’m everywhere, all around you; sometimes I’m big, sometimes I’m small, sometimes I’m short, sometimes I’m long. I can be fleeting, and yet I always find a way. What am I?”
  • The correct answer is alive, life, or an appropriate synonym of those two. If the characters answer correctly, her eyes suddenly turn white.
  • After a couple of seconds, the color begins returning to Amelia’s eyes until she is again the child she once was.
  • She is beyond overjoyed to be returned to her normal state and asks the characters if they will help her find her parents; she doesn’t know how long it’s been, but she wants to go home.

Amelia. Bringing Amelia home to her parents is not covered in this adventure. If desired, it can become its own adventure, traveling with her to find her parents. Alternatively, you can have them be residents of Vulture City, who will provide the characters with a small amount of gold for returning her safely. Fortunately for her, it has only been a couple of years since she was trapped here, and her parents are still alive.

Be cautious with Amelia until she returns to her parents. Even for a group that enjoys gritty realism, the death or severe injury of a child often crosses a line into territory that nobody wants to enter. If this applies to your group, consider having Amelia hide somewhere nearby while the characters finish their adventure here, or find some other justification to keep her out of harm’s way.

M4. Fallen Boulder

The tracks wind through here, passing by the sight of an obvious tragedy. The few old crates stacked along the wall have seen better days; today, they are scraps of broken shells and nothing more. The remains of a person—now nothing more than a skeleton—lie half under a boulder that appears to have fallen from the ceiling some time ago. Voices carry from behind the stone, one of them the deep, gravelly voice of a middle-aged man and the other a high-pitched voice of something not of this earth.

Jon Jones (preacher) has chased his summoned quasit behind the rock and is now trying to get it to obey orders. Perhaps unsurprisingly, the quasit isn’t particularly keen on obeying and is actively resisting the preacher.

Roleplaying Notes.

  • Jon has fallen far since becoming enamored with the newfound power he received when the occult entered the world. Rather than using his powers to improve his community, he has used them to enrich himself.
  • His newest plan is to use his summoned demons to rob a bank for him; he plans to do this while giving a very public sermon, giving him complete deniability.
  • Jon dislikes the characters’ mere presence interrupting his affairs. He’s already frustrated by the disobedience of the demon he summoned, and the characters’ presence does nothing to help matters.
  • He tells the characters that if they do not leave immediately, he will have them shunned* in the community.
  • If the characters question him about the demon and succeed on either a DC 13 Charisma (Intimidation or Persuasion) or a DC 15 Intelligence (Religion) check, they’ll identify how to expose him for what he has become.
  • At this point, Jon becomes enraged and orders the quasit to kill the party.
  • If the characters instead express curiosity or don’t question him too much, Jon spins them a grandiose tale about how he’s trying to exorcise the evil from within the cavern, just like they are.
  • They can determine this is a lie with a DC 13 Wisdom (Insight) check.

Encounter Notes.

  • When fighting, Jon prefers to let the quasit do most of the melee combat. He knows it’s significantly sturdier than he is and is happy to let it take the hits.
  • Jon immediately casts spiritual weapon at the start of fighting and retreats out of view if possible.
  • He focuses on healing the quasit when needed; otherwise, he just tries to cast spells from a safe distance.
  • The quasit, for its part, has no real interest in fighting this fight. Each round, it tries to make ever more desperate deals with the characters, ranging from just leaving them alone to making them demon lords.
  • It has neither the power nor the will to follow through on its offers; it just wants to get enough of a pause to run away.
  • However, it’s unable to fully flee from the fight as long as the preacher is alive. In a last bit of desperation, it’ll tell the characters that it will leave if they kill the preacher.
  • If this happens, the quasit makes good on this promise and disappears the moment the preacher dies.

*Shunning is a practice where a religious leader orders their followers to avoid interacting with an individual. Locals typically consider it an extremely severe punishment, as it makes doing even ordinary things in the community impossible.

Skeleton. A DC 13 Wisdom (Medicine) check will confirm what is likely obvious: the person died after being crushed by the boulder. Their injuries make it hard to place a specific time of death, but it is certainly not recent.

M5. Central Intersection

The cart tracks nearly intersect here, coming within just a couple of feet of each other. They wrap and wind their way around the giant stone pillars that define the area. Old grooves dug into the stone from years of heavy foot traffic rest between the two tracks, forming a natural recessed standing area. Various sounds—mostly voices—echo through the intersection, each muffling the others.

Sounds in the Cavern. If the characters listen carefully and succeed on a DC 13 Wisdom (Perception) check, they can hear the sounds of Alexander Smith coming from the area of M8 and of Jon Jones coming from area M4 unless one or both of them are already defeated.

M6. Treasure?

A couple of mine carts sit here, one of which has toppled over. Both look to be full of gems or other valuables, abandoned by whoever mined them from the cavern. The gems are many times larger than one can typically find in a shop—even a big shop in a major city.

Gems. The gems have a powerful curse laid upon them. If one can remove the curse, the gems would be worth 1000 gp. However, taking them to remove the curse so they can go to market would, in fact, activate the curse; instead, if the characters wish to sell the gems, they will need to figure out how to either do so without touching them or by returning when they’re more powerful and can remove the curse themselves.

Beware of Greed

Magical dungeon hazard (Simple trap, level 1-4, dangerous)

Description. The gems in the minecarts lie abandoned due to an enchantment that demons cast upon them to make mortals into their servants. Their large size compounds the hazard, as a greedy person—even one acting rationally and not out of avarice—who attempts to enrich themselves will instead become ensnared in a diabolical compulsion.

Trigger. When a creature attempts to handle one of the gems to discover its value or attempts to take one in hopes of selling it later. Handling the gems out of curiosity to discover what they are does not trigger the trap; it must be for the sake of money.

Effect. When a creature triggers the curse, it must succeed on a DC 13 Wisdom saving throw. On a failure, the creature has disadvantage on Wisdom and Charisma based checks made against demons and if a demon gives it a directive, it must succeed on a DC 13 Wisdom saving throw or be compelled to follow that directive. If the directive is directly harmful to the creature (such as being ordered to impale oneself), it automatically succeeds on the saving throw.

If the creature succeeds on its saving throw against the curse, it can safely put the gem down without being further affected. However, if it continues to hold onto the gem, it must repeat the saving throw every hour. While affected by the curse, the character is always unwilling to sell the gems.

Countermeasures. A creature can uncover the magic imbued into the gems with a DC 13 Intelligence (Arcana) or DC 18 Wisdom (Perception) check. Alternatively, a creature can deduce something is amiss with the gems by succeeding on a DC 15 Intelligence (Jeweler’s Tools) check. Once the curse is active on a creature, it can dispel the curse by forsaking greed and giving up a meaningful amount of personal property*. A creature affected by the curse will know it was their greed that led to the curse, but will have to independently figure out the way to dispel it from itself. Casting remove curse on the gems prior to picking them up will fully dispel the hazard.

*What constitutes a meaningful amount is left to the game master’s discretion and should be based on what is appropriate for the individual. A character whose background is one of poverty will likely need to give away less than one whose background is one of opulence. No matter what, the amount the character needs to give up should be in addition to giving up the gems themselves.

M7. Small Alcove

The cavern takes a couple of sudden sharp turns here; this appears to be the newest section of the cave, where the miners were last digging. A heavy tangle of roots blocks the path leading further south, as do a few boulders that look to have fallen from the ceiling.

Roots. Though one could understandably be apprehensive about them, the roots are mundane growth and simply an inconvenience. They were magically grown to block the path, but other than the growth rate, they’re normal plants. Clearing a path requires 5 minutes of work with basic tools like machetes or swords.

M8. Befouled Chamber

Unlike the rest of the mine, this chamber is complete with what looks to be recent construction. Carefully laid stonework lines the room from wall to wall and floor to ceiling. Each stone is carefully polished, without even a speck of dirt. Scattered throughout the room is the obvious presence of the occult; skulls, crystals, and potions make up the most obvious signs, but the center of the room has some form of occult circle embedded in the stone. Standing next to the circle is a man with a vile look across his face, while two demonic beings stand in the center.

Alexander Smith (outlaw) was practicing his occult magics in this chamber and managed to summon two dretch. The dretch are none too happy to have been summoned, but their appetite for carnage goes on full display when they notice the characters.

Roleplaying Notes.

  • Alexander has been practicing his occult magic and managed to summon two demons with it. He’s consumed with pride and arrogance at this feat, reveling in himself as a great “demon summoner.”
  • He loudly taunts the characters with his prowess, announcing that he’s the most powerful man alive. He claims that his powers will only continue to grow, and the characters can do nothing to stop him.
  • He ponders aloud whether the characters are worth anything as a ransom. He suspects not; Vulture City wouldn’t send someone valuable after him when they could send a group full of deniability if anything goes wrong.
  • He mockingly asks the characters what they think about it, whether they might be worth sparing. He doesn’t care for their answer; he’s just trying to bully the characters about their impending fate.
  • In the end, he offers the characters the chance to surrender. He has the power and can grant them a portion of it if they will but submit to him.
  • If the characters refuse, Alexander tells the dretch to go eat, an order they are all too happy to follow.

Encounter Notes.

  • Alexander has been in a few fights and knows better than to directly expose himself when he doesn’t have to. He stays behind the dretch and primarily takes potshots with his long rifle and revolver.
  • If a character reaches melee range with him, he casts inflict wounds on the character, hoping to take them down in one shot.
  • The dretch, for their part, hold no allegiance to Alexander. They’ll use their fetid cloud without regard for his safety.
  • However, they nevertheless obey his instructions, such as engaging in melee range.

Gems. The two large gems on the table in the rear are extremely large amethysts, each worth 50 gp.

Potions. The table with the gems also holds two potions; one is a potion of healing, and the other is a potion of invisibility.

Chest. The chest in the rear corner of the room is locked (DC 13 Dexterity [Thieves’ Tools] to unlock). Inside is an assortment of vile occult equipment, much of it stained with blood. One can sell it for 50 gp, but possessing it is considered a crime as it is clear evidence of a potential murder.

Conclusion

Once the characters have dispatched or captured Alexander, they can either bring him into Vulture City or show them proof of his demise. They will receive prompt payment for their deed and become honorary deputies (no formal benefits, but local law enforcement knows to let them act as needed for the peace). Additionally, the saloon owner offers the characters a night of free drinks in celebration; although nobody has mentioned it, Alexander murdered his wife, and this is the owner’s way of showing a little gratitude. 

Appendix A: People of the Alternate West

Outlaw

Outlaw

Medium humanoid (human), any non-good alignment

Armor Class 14 (leather)

Hit Points 26 (4d8 + 8)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

13 (+1)

16 (+3)

14 (+2)

11 (+0)

9 (-1)

14 (+2)

Skills Athletics +4

Senses passive Perception 9

Languages Common

Challenge 1 (200 XP)      Proficiency Bonus +2

Rough Rider. The outlaw only needs to expend 5 feet of movement to mount or dismount a horse. The outlaw cannot be forcibly dismounted except by knocking the horse prone.

Spellcasting. The outlaw’s spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:

At will: eldritch blast

1/day: inflict wounds

Actions

Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 5 (1d10) force damage.

Long Rifle. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 14 (2d10 + 3) piercing damage. After firing their long rifle, the outlaw must use a full action to reload it before it can be fired again.

Revolver. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Preacher

Preacher

Medium humanoid (human), any alignment

Armor Class 11

Hit Points 5 (1d8 + 1)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

10 (+0)

12 (+1)

12 (+1)

10 (+0)

14 (+2)

11 (+0)

Skills Religion +4

Senses passive Perception 12

Languages Common, one regional language

Challenge 1/2 (100 XP)  Proficiency Bonus +2

Spellcasting. The preacher’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:

At will: mending, sacred flame, spare the dying

3/day: bless, cure wounds, shield of faith

1/day: calm emotions, spiritual weapon

Actions

Revolver. Ranged Weapon Attack: +3 to hit, range 25/50 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Settler

Settler

Medium humanoid (human), any alignment

Armor Class 14 (fur clothing*)

Hit Points 11 (2d8 + 2)

Speed 30 ft.

STR

DEX

CON

INT

WIS

CHA

12 (+1)

14 (+2)

12 (+1)

10 (+0)

11 (+0)

10 (+0)

Senses passive Perception 10

Languages Common, one half speak an additional regional language

Challenge 1/4 (50 XP)    Proficiency Bonus +2

Actions

Revolver. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

*Fur clothing is mechanically identical to hide but more appropriate to the era of these people.

Demon Summoning Mine - Pathfinder 2e

Game Master Notes

Level. This adventure is designed for a group of four level-one characters.

Creatures. This adventure features the following creatures: dretch, outlaw*, preacher*, quasit, settler*.

*These creatures appear in Appendix A at the end of this adventure

Adventure Difficulty. The party can expect to encounter two low encounters and one moderate encounter in this adventure.

Loot. This adventure contains the following treasure: aeon stone (dull gray), healing potion (minor), cheetah’s elixir (lesser), and an assortment of mundane loot.

Historic Fantasy. This adventure is set in an alternative history of the American West. While it does refer to real places and events, any reference to real people is unintentional and purely coincidental. Additionally, this adventure claims no stance on any political or philosophical issues associated with the places and events referenced. In short, nothing in this adventure should be considered to mean anything beyond the four corners of the text.

Adventure Overview

Use this information as you’re preparing to run this adventure, changing the information as necessary to suit your campaign’s needs. Consider asking yourself how the NPCs and locations fit into your game world and replacing them if they don’t; likewise, the background can be tweaked to provide additional incentive to the characters, if so desired.

Background

The Wild West was a dangerous place full of outlaws; survival of the fittest was on prime display. Communities sprung up all over, mostly small towns full of hardy and resilient folk who managed to eke out a living in the vast wilderness. Among these towns was Vulture City, which sprung up after someone found gold nearby.

Once the occult came into the world, things changed in Vulture City. More people were capable of finding their way, and so the town grew. However, the mine eventually dried up, and the people left, leaving only a portion of the population behind. With the decline of the general population, criminals found their way into the area, using it as a base of operations.

One such criminal is Alexander Smith. He’s a notorious outlaw, though relatively small time compared to the more well-known folk. He looks like he’s never done an honest day’s work and just steals whatever he wants to get by. Though murder isn’t his go-to option, he’s nevertheless dropped more than his fair share of bodies over the years.

However, his day of reckoning has come. Wanted posters have gone up throughout Vulture City as the law in town wants to reclaim the peace they once enjoyed. Though the sheriff can’t go out and bring him in himself, bounty hunters and other adventurers should be more than up to the task. With any luck, he’ll either be imprisoned or dead before long, and people can return to their peaceful lives.

Locations

Vulture City. Vulture City was once a busy mining town in the central portion of modern Arizona that grew into a small city once they discovered gold nearby. Its climate is one of brutally hot summers and mild winters. There have long been rumors of paranormal activity in the city—rumors that quickly came to life when the world changed with the introduction of the occult.

Alternate History

History until the Texas Revolution remained exactly the same, with events unfolding as they did in our actual history. When the war began, history started to take a different route. The Mexican forces were finding early victory in the war, pushing Texas to near defeat. Just as in our history, it appeared that Texas was facing a certain defeat during the early parts of the war.

The Battle of the Alamo would forever alter history. Facing certain death, the soldiers stationed in the tiny building turned to the occult to issue Santa Anna a decisive defeat. For the first week of the siege, they found no success; however, on the eighth day, whether through chance or sheer willpower, the Texans suddenly surged with supernatural power. Despite being hopelessly outnumbered and outgunned, the Texans routed Santa Anna and claimed victory at the Alamo.

After the historic and impossible defeat, Mexico sued for peace. Having the upper hand, Texas managed to win the territory that would become modern-day New Mexico, Arizona, and Southern California, forming a large and powerful Republic of Texas. Due in large part to the supernatural powers the people of the new Republic of Texas possessed, it never became annexed into the United States; instead, it remained a powerful independent nation.

Eventually, gold and other precious minerals were discovered in the West, leading to a large migration of people out of the United States into the Republic of Texas.

NPCs

Amelia

Female humanoid (water spirit), neutral

Description. Amelia was once a 12-year-old girl helping her father excavate the mine in search of their family’s fortune. Unfortunately, she didn’t get to see that come about as she was trapped within the pool of water in the Vulture City Mine, cursed to live as a water spirit. Today, she presents as the same trapped 12-year-old girl, but her entire being is water.

Occupation. As a 12-year-old girl, Amelia didn’t really have a true occupation. She spent her days cheerfully helping her father mine, though whether she was truly able to help or if he just liked having her around is a question best left for debate. Most people who knew her recognized Amelia as a hard, diligent worker, and many believed she had a bright future ahead of her.

Secret. Unbeknownst to anybody, Amelia was blessed with magical powers. She can’t control them and doesn’t know exactly how they function, but at times, she’s briefly capable of displaying them. In all likelihood, she will grow into a powerful woman if she has the opportunity.

Alexander Smith

Male human (outlaw), neutral evil

Description. Alexander is a vile human, complete with a scorned look of eternal rage. He revels in crime and theft and is no stranger to murder. His body bears the scars of many years of fights, and his left eye looks like it might even be fake.

Occupation. Alexander Smith is a quintessential outlaw; he looks like he hasn’t done an honest day’s work and gets by through theft and homicide. To call him loathed would be an understatement, as his actions and behaviors exist only as a blight upon the rest of the world.

Secret. Alexander Smith was once a soldier—and a good one at that. During that time, he went by the name of Clive Smith. However, he became disillusioned with the world after witnessing the atrocities of war and decided that if it’s every man for himself, then he’s only in it for himself and nobody else.

Random Encounters

Use these random encounters as needed in the adventure, such as when the group takes too many rests. These encounters can also be used to restock the area if the group leaves and then comes back later.

  • 1 dretch (low)
  • 3 (1d6) settlers (low)
  • 2 (1d4) outlaws (moderate)
  • 3 (1d6) preachers (moderate)

Firearms

Firearms occupy an extremely controversial niche in fantasy RPGs. In fact, there are few topics more controversial from a “should they be allowed” perspective. However, since this adventure’s setting is in an alternate history of the American West, firearms are unavoidable. Thus, rather than trying to weave some narrative about why there are no firearms, we’ll embrace them for the purposes of this adventure. Note that many firearms—especially rifles—are significantly more powerful than standard weapons characters have access to at this early level.

Players shouldn’t feel compelled to make their character use a firearm if they don’t want to. During this era, people still used weapons like swords and bows on occasion (particularly swords). However, firearms were extremely common and, by this point, had become the dominant weapon people used since they generally outclassed other weapons.

If your players do wish to use firearms, a good starting point is allowing access to the classic firearms detailed in chapter 4 of Guns & Gears. We recommend restricting usage to uncommon simple and uncommon martial ranged weapons.

Adventure Hooks and Quest Givers

Here are some adventure hooks you might use to introduce this adventure to your players’ characters. Also, feel free to create a customized adventure hook that fits better into your ongoing campaign.

Wanted Poster

While the characters are exploring Vulture City, they will notice a large number of wanted posters all over the city. These posters declare that Alexander Smith is wanted, dead or alive, for murder. It offers a 50 sp reward for his capture or proof of death and an additional 100 sp for the rest of his gang. If the characters ask around town, they’ll learn that Alexander usually hides out in the old Vulture City Mine these days.

Exhausted Bounty Hunters

The characters come across a group of exhausted bounty hunters outside the city. These bounty hunters are badly bruised and explain that they were trying to collect the bounty on Alexander Smith’s head. They then produce a warrant for his capture, dead or alive, in case the characters want to follow it up. The warrant says that Alexander Smith is wanted dead or alive, paying 50 sp or 100 sp respectively. The bounty hunters then point to the Vulture City Mine on a map to show the characters where he’s hiding.

Vulture City Mine

Architecture. Years of manual labor have carved out the mine and its surrounding landscape. It meanders around, following long excavated ore veins that have largely run dry.

Lighting. The mine is not lit.

Ceilings and Floors. Most of the mine is 10 feet tall, though the central areas climb to about 20 feet due to a series of ceiling collapses.

M1. Campsite  Low 1  

A small campsite sits just outside the mine; fortunately, it’s a normal sight, though perhaps a bit smaller than one would typically expect for a mine of this size. A campfire gently smolders in the middle of the tents as three people—two men and a woman—sit nearby, quietly chatting. They seem engrossed in their conversation, oblivious to the outside world.

Three settlers are sitting around the campfire. They’re loudly chatting to each other (see roleplaying notes for information about their discussion) and are in no way paying attention to anything outside themselves. The characters can easily keep hidden from them by succeeding on a DC 10 Stealth check.

Roleplaying Notes.

  • The settlers are loudly chatting amongst each other about the new powers they’re expecting to get. They fancy themselves as demon tamers or something of the sort.
  • They believe they will receive some special boon from Mikhail, and all they need to do is wait for him to finish his current experiment.
  • There seems to be some disagreement between the three of them about who will be the first to get their powers; each thinks they’ll be first.
  • When one of the three questions their situation, the other two quickly shut it down, fearful of the sort of reprisal they would face from Mikhail.
  • Once they notice the characters, the three quickly jump to their feet, shocked to see the group of them.
  • The settlers announce that the characters are trespassing and need to leave. They bluff that the mine is their property and the characters are not welcome.
  • This is a lie, which the characters can confirm by succeeding on a DC 10 Perception check.
  • If the characters refuse, the settlers draw their weapons, but any character who succeeds on a DC 10 Perception check will notice they’re shaking in fear.
  • If they choose, the characters can engage in social combat (See Social Interaction Guide) to attempt to make the settlers leave and go back to town. To this point, the settlers have not engaged in any criminal activity and can safely return without fear.
  • However, if the characters are unsuccessful or choose not to engage with them, the settlers use violent force to keep them out of the cave.

Encounter Notes.

  • The settlers have never seen a real fight before. They’ve all hunted and spent time on the plains, but they’re not seasoned fighters nor veteran soldiers.
  • They mostly fire shots at random, hoping to hit something without any real tactical knowledge.
  • There’s no coordination or rhyme to their shots; however, they know that even a single shot will likely do severe damage and fight accordingly.

Campsite. The campsite is what one would expect for a small mining operation. A couple of basic tents are on site, each containing sleeping bags and other typical camp gear. If the characters rummage through the tents and succeed on a DC 13 Perception check, they’ll find an aeon stone (dull gray) half buried in the dirt underneath one of the sleeping bags.

Sounds from Inside. If the characters take a few moments to listen or look into the cave and succeed on a DC 12 Perception check, they’ll hear a few human-sounding voices speaking authoritatively inside. They’re attempting to issue various commands, each receiving high-pitched scorn in response from some other creature. The sounds come from areas M4 and M9.

M2. Foreman’s Work Zone

Part of the mining track winds through this section of the cave, running right near a pile of crates stacked with no real organization to speak of. Next to the crates is a small desk; there is no chair anywhere nearby, like whoever uses the desk prefers being on their feet all day.

Collected Valuables. The crates in this area contain various valuables, ranging from tools to general goods and even a few gems. The lot will sell to any general merchant for 25 sp.

M3. The Girl in the Pond

A small pond fills this area, punctuated by a few tiny bubbles where the water is trickling from beneath the ground. The pond is otherwise still, save for a periodic ripple that radiates from its center every few moments.

Pond. Within the pond is a young girl who became trapped here when the occult entered the world. At the time, she was about 12 years old, helping her father carry bits of gold out of the mine. She’s now part of the water itself, a true water spirit in every sense of the word. If the characters linger in the area for more than a minute or try to examine the ripple in closer detail, she rises out of the water. Her appearance is that of an ordinary 12-year-old girl, albeit one made of water and thus fully transparent.

Roleplaying Notes.

  • The girl says hi to the characters, much like a child would say hi to another kid on a playground. She introduces herself as Amelia.
  • If the characters ask her questions about her life or how she got here, she answers with the information she knows (see above).
  • She’s unaware of anything happening in the cavern; she loses her memory each day at dawn. She thinks the answer to a question will let her start keeping her memories, but she can never remember what the answer is.
  • If the characters ask what the question is, she coyly giggles and just says, “You’ll see.”
  • She asks the characters if they will play with her. Her favorite thing to play is riddles.
  • If the characters agree, she tells them they need to ask her a riddle first. As long as the characters ask a riddle (even if it’s not particularly good or original), she does her best to answer. If she gets it right, she is giddy and excited; if she gets it wrong, she is playfully frustrated.
  • When it’s her turn to ask the riddle, she asks the following: “I’m everywhere, all around you; sometimes I’m big, sometimes I’m small, sometimes I’m short, sometimes I’m long. I can be fleeting, and yet I always find a way. What am I?”
  • The correct answer is alive, life, or an appropriate synonym of those two. If the characters answer correctly, her eyes suddenly turn white.
  • After a couple of seconds, the color begins returning to Amelia’s eyes until she is again the child she once was.
  • She is beyond overjoyed to be returned to her normal state and asks the characters if they will help her find her parents; she doesn’t know how long it’s been, but she wants to go home.

Amelia. Bringing Amelia home to her parents is not covered in this adventure. If desired, it can become its own adventure, traveling with her to find her parents. Alternatively, you can have them be residents of Vulture City, who will provide the characters with a small amount of gold for returning her safely. Fortunately for her, it has only been a couple of years since she was trapped here, and her parents are still alive.

Be cautious with Amelia until she returns to her parents. Even for a group that enjoys gritty realism, the death or severe injury of a child often crosses a line into territory that nobody wants to enter. If this applies to your group, consider having Amelia hide somewhere nearby while the characters finish their adventure here, or find some other justification to keep her out of harm’s way.

M4. Fallen Boulder      Low 1

The tracks wind through here, passing by the sight of an obvious tragedy. The few old crates stacked along the wall have seen better days; today, they are scraps of broken shells and nothing more. The remains of a person—now nothing more than a skeleton—lie half under a boulder that appears to have fallen from the ceiling some time ago. Voices carry from behind the stone, one of them the deep, gravelly voice of a middle-aged man and the other a high-pitched voice of something not of this earth.

Jon Jones (preacher) has chased his summoned quasit behind the rock and is now trying to get it to obey orders. Perhaps unsurprisingly, the quasit isn’t particularly keen on obeying and is actively resisting the preacher.

Roleplaying Notes.

  • Jon has fallen far since becoming enamored with the newfound power he received when the occult entered the world. Rather than using his powers to improve his community, he has used them to enrich himself.
  • His newest plan is to use his summoned demons to rob a bank for him; he plans to do this while giving a very public sermon, giving him complete deniability.
  • Jon dislikes the characters’ mere presence interrupting his affairs. He’s already frustrated by the disobedience of the demon he summoned, and the characters’ presence does nothing to help matters.
  • He tells the characters that if they do not leave immediately, he will have them shunned* in the community.
  • If the characters question him about the demon and succeed on either a DC 13 Diplomacy or Intimidation check or a DC 15 Religion check, they’ll identify how to expose him for what he has become.
  • At this point, Jon becomes enraged and orders the quasit to kill the party.
  • If the characters instead express curiosity or don’t question him too much, Jon spins them a grandiose tale about how he’s trying to exorcise the evil from within the cavern, just like they are.
  • They can determine this is a lie with a DC 13 Perception check.

Encounter Notes.

  • When fighting, Jon prefers to let the quasit do most of the melee combat. He knows it’s significantly sturdier than he is and is happy to let it take the hits.
  • Jon immediately casts bless at the start of fighting and retreats out of view if possible.
  • He heals the quasit when needed; otherwise, he just tries to cast spells from a safe distance.
  • The quasit, for its part, has no real interest in fighting this fight. Each round, it tries to make ever more desperate deals with the characters, ranging from just leaving them alone to making them demon lords.
  • It has neither the power nor the will to follow through on its offers; it just wants to get enough of a pause to run away.
  • However, it’s unable to fully flee from the fight as long as the preacher is alive. In a last bit of desperation, it’ll tell the characters that it will leave if they kill the preacher.
  • If this happens, the quasit makes good on this promise and disappears the moment the preacher dies.

*Shunning is a practice where a religious leader orders their followers to avoid interacting with an individual. Locals typically consider it an extremely severe punishment, as it makes doing even ordinary things in the community impossible.

Skeleton. A DC 13 Medicine check will confirm what is likely obvious: the person died after being crushed by the boulder. Their injuries make it hard to place a specific time of death, but it is certainly not recent.

M5. Central Intersection

The cart tracks nearly intersect here, coming within just a couple of feet of each other. They wrap and wind their way around the giant stone pillars that define the area. Old grooves dug into the stone from years of heavy foot traffic rest between the two tracks, forming a natural recessed standing area. Various sounds—mostly voices—echo through the intersection, each muffling the others.

Sounds in the Cavern. If the characters listen carefully and succeed on a DC 13 Perception check, they can hear the sounds of Alexander Smith coming from the area of M8 and of Jon Jones coming from area M4 unless one or both of them are already defeated.

M6. Treasure?

A couple of mine carts sit here, one of which has toppled over. Both look to be full of gems or other valuables, abandoned by whoever mined them from the cavern. The gems are many times larger than one can typically find in a shop—even a big shop in a major city.

Gems. The gems have a powerful curse laid upon them. If one can remove the curse, the gems would be worth 100 gp. However, taking them to remove the curse so they can go to market would, in fact, activate the curse; instead, if the characters wish to sell the gems, they will need to figure out how to either do so without touching them or by returning when they’re more powerful and can remove the curse themselves.

Beware of Greed [Hazard 1]

Magical, Trap

Stealth DC 20 (trained)

Description. The gems in the minecarts lie abandoned due to an enchantment that demons cast upon them to make mortals into their servants. Their large size compounds the hazard, as a greedy person—even one acting rationally and not out of avarice—who attempts to enrich themselves will instead become ensnared in a diabolical compulsion.

Disable DC 17 Arcana or Perception to notice that magic is imbued into the gems or dispel magic (1st level; counteract DC 15) to counteract the magic. Alternatively, a creature can deduce something is amiss with the gems by succeeding at a DC 15 Crafting check. Once the curse is active on a creature, it can dispel the curse by forsaking greed and giving up a meaningful amount of personal property*. A creature affected by the curse will know it was their greed that led to the curse but will have to independently figure out the way to dispel it from itself. Casting remove curse on the gems prior to picking them up will fully dispel the hazard.

Demonic Affinity [reaction] Trigger The effect triggers when a creature handles one of the gems to discover its value or takes one in hopes of selling it later. Handling the gems out of curiosity to discover what they are does not trigger the trap; it must be for the sake of money; Effect The target must succeed at a DC 17 Will saving throw or take a -2 status penalty on Wisdom- and Charisma-based checks made against demons, and if a demon gives it a directive, it must succeed at a DC 17 Will save or be compelled to follow that directive. If the directive is directly harmful to the target (such as being ordered to impale oneself), it automatically succeeds on the saving throw. If the creature succeeds on its saving throw against the curse, it can safely put the gem down without being further affected. However, if it continues to hold onto the gem, it must repeat the saving throw every hour. While affected by the curse, the character is always unwilling to sell the gems.

*What constitutes a meaningful amount is left to the game master’s discretion and should be based on what is appropriate for the individual. A character whose background is one of poverty will likely need to give away less than one whose background is one of opulence. No matter what, the amount the character needs to give up should be in addition to giving up the gems themselves.

M7. Small Alcove

The cavern takes a couple of sudden sharp turns here; this appears to be the newest section of the cave, where the miners were last digging. A heavy tangle of roots blocks the path leading further south, as do a few boulders that look to have fallen from the ceiling.

Roots. Though one could understandably be apprehensive about them, the roots are mundane growth and simply an inconvenience. They were magically grown to block the path, but other than the growth rate, they’re normal plants. Clearing a path requires 5 minutes of work with basic tools like machetes or swords.

M8. Befouled Chamber          Moderate 1

Unlike the rest of the mine, this chamber is complete with what looks to be recent construction. Carefully laid stonework lines the room from wall to wall and floor to ceiling. Each stone is carefully polished, without even a speck of dirt. Scattered throughout the room is the obvious presence of the occult; skulls, crystals, and potions make up the most obvious signs, but the center of the room has some form of occult circle embedded in the stone. Standing next to the circle is a man with a vile look across his face, while a demonic being stands in the center.

Alexander Smith (outlaw) was practicing his occult magics in this chamber and managed to summon a dretch. The dretch is none too happy to have been summoned, but its appetite for carnage goes on full display when it notices the characters.

Roleplaying Notes.

  • Alexander has been practicing his occult magic and managed to summon a demon with it. He’s consumed with pride and arrogance at this feat, reveling in himself as a great “demon summoner.”
  • He loudly taunts the characters with his prowess, announcing that he’s the most powerful man alive. He claims that his powers will only continue to grow, and the characters can do nothing to stop him.
  • He ponders aloud whether the characters are worth anything as a ransom. He suspects not; Vulture City wouldn’t send someone valuable after him when they could send a group full of deniability if anything goes wrong.
  • He mockingly asks the characters what they think about it, whether they might be worth sparing. He doesn’t care for their answer; he’s just trying to bully the characters about their impending fate.
  • In the end, he offers the characters the chance to surrender. He has the power and can grant them a portion of it if they will but submit to him.
  • If the characters refuse, Alexander tells the dretch to go eat, an order it is all too happy to follow.

Encounter Notes.

  • Alexander has been in a few fights and knows better than to directly expose himself when he doesn’t have to. He stays behind the dretch and primarily takes potshots with his firearms.
  • The dretch, for its part, holds no allegiance to Alexander, but nonetheless follows his commands and does its best to slay the characters.

Gems. The two large gems on the table in the rear are extremely large amethysts, each worth 50 sp.

Potions. The table with the gems also holds two potions; one is a healing potion (minor), and the other is a cheetah’s elixir (lesser).

Chest. The chest in the rear corner of the room is locked (DC 13 Thievery to unlock). Inside is an assortment of vile occult equipment, much of it stained with blood. One can sell it for 50 sp, but possessing it is considered a crime as it is clear evidence of a potential murder.

Conclusion

Once the characters have dispatched or captured Alexander, they can either bring him into Vulture City or show them proof of his demise. They will receive prompt payment for their deed and become honorary deputies (no formal benefits, but local law enforcement knows to let them act as needed for the peace). Additionally, the saloon owner offers the characters a night of free drinks in celebration; although nobody has mentioned it, Alexander murdered his wife, and this is the owner’s way of showing a little gratitude. 

Appendix A: People of the Alternate West

Outlaw

Outlaw         Creature 1

NE, Medium, Human, Humanoid

Perception +5

Languages Common

Skills Deception +2, Intimidation +2, Stealth +5, Underworld Lore +6

Str +1, Dex +2, Con +2, Int -1, Wis +2, Cha +3

Items arquebus (10 rounds), flintlock pistol (10 rounds), leather armor

AC 17; Fort +7, Ref +7, Will +5

HP 18

Rough Rider The outlaw can mount or dismount a horse as part of a move action. The outlaw cannot be forcibly dismounted except by knocking the horse prone.

Speed 25 feet

Ranged [one-action] flintlock pistol +7 (concussive, fatal d8, range increment 40 feet, reload 1), Damage 1d6+3 piercing

Ranged [one-action] arquebus +7 (concussive, fatal d12, kickback, range increment 150 feet, reload 1), Damage 1d6+3 piercing

Occult Spontaneous Spells DC 14, attack +6; 1st (3 slots) color spray, grim tendrils, illusory disguise; Cantrips (1st) chill touch, ghost sound, mage hand, message, telekinetic projectile

Preacher

Preacher      Creature 0

N, Medium, Human, Humanoid

Perception +6

Languages Common, one regional language

Skills Crafting +2, Diplomacy +6, Occultism +3, Religion +6, Society +5

Str +0, Dex +2, Con +0, Int +0, Wis +3, Cha +2

Items dagger, flintlock pistol, religious symbol, religious text

AC 13; Fort +3, Ref +6, Will +9

HP 16

Speed 25 feet

Melee [one-action] dagger +6 (agile, finesse, versatile S), Damage 1d4+2 piercing

Ranged [one-action] flintlock pistol +6 (concussive, fatal d8, range increment 40 feet, reload 1), Damage 1d6+2 piercing

Divine Prepared Spells DC 16, attack +8; 1st bless, harm, heal; Cantrips (1st) detect magic, divine lance, guidance, prestidigitation, stabilize

Settler

Settler Creature 1

N, Medium, Human, Humanoid

Perception +3

Languages Common

Skills Athletics +5, Lore (any one related to their trade) +6, Society +2

Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0

Items dagger, flintlock pistol (10 rounds)

AC 13; Fort +6, Ref +3, Will +3

HP 10

Speed 25 feet

Melee [one-action] dagger +5 (agile, finesse, versatile S), Damage 1d4+2 piercing

Ranged [one-action] flintlock pistol +3 (concussive, fatal d8, range increment 40 feet, reload 1), Damage 1d4+2 piercing

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