TEXT: By Jim Groves and neil spicer
  road to War
  the equinox croWn
  LEGENDARY ADVENTURE5
  
  1
  CREDITS
  Author: Jim Groves and Neil Spicer
  Artists: Tim Kings-Lynne, Chris McFann, and Rian 
  Trost
  Cartography: Ashton Sperry
  Design and Layout: BJ Hensley & Daniel Marshall
  Development: Jeff Ibach
  Legendary Games Team Members: Alex Augunas, 
  Clinton J. Boomer, Robert Brookes, Benjamin 
  Bruck, Paris Crenshaw, Matthew Goodall, Jim 
  Groves, Amanda Hamon Kunz, Thurston Hillman, 
  Tim Hitchcock, Victoria Jaczko, Jonathan H. 
  Keith, Jeff Lee, Jen Page, Jenny Jarzabski, Nicolas 
  Logue, Will McCardell, Jason Nelson, Richard 
  Pett, Tom Phillips, Alistair Rigg, Amber Scott, 
  Mark Seifter, Tork Shaw, Mike Shel, Neil Spicer, 
  Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike 
  Welham, Linda Zayas-Palmer, and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura 
  Open Content: Subject to designation as Product Identity (see 
  below), the only portion of this Legendary Games product designated 
  as Open Game Content is the rules content (creature stat blocks and 
  names of skills, etc., taken from the SRD) as defined in the Open 
  Game License version 1.0a Section 1(d). The front and back cover, 
  back matter, introduction and Credits page, as well all other parts 
  of this product including all text not specifically designated as Open 
  Game Content is not Open Game Content. No portion of this work 
  other than the material designated as Open Game Content may be 
  reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: Legendary Games, Legendary 
  Planet, the Legendary Games Logo, Adventure Path Plug-In, Road 
  to War: The Equinox Crown (5E), as well as all trademarks, registered 
  trademarks, proper names (including the names of each character, 
  location, item or monster unique to this product), dialogue, plots, 
  storylines, locations, characters, artworks, and trade dress, but 
  excluding any content that is Product Identity of Wizards of the 
  Coast. (Elements that have previously been designated as Open 
  Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the 
  Open Game License) in this work to content owned by others is not 
  a challenge to their ownership and is used under Fair Use. 
  Road to War: The Equinox Crown (5E) © 2016, 
  Legendary Games; Authors Jim Groves and Neil Spicer.
  ISBN-13: 978-1533380647
  ISBN-10: 1533380647
  First printing June 2016.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St. 
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Road to WaR
  Road to WaR
  The Equinox Crown
  
  2
  What You Will Find inside Road to WaR:
  the equinox CRoWn
  When the fiendish forces of the Abyss and 
  their malevolent mortal minions unleash 
  unholy war upon an unsuspecting world, 
  true heroes are required to stand in the 
  breach and reclaim what was lost in their 
  onslaught. Ancient kingdoms left in ruins 
  by the forerunners of this interplanar 
  invasion may have left long-lost treasures 
  of knowledge and power that can fortify 
  the crusaders of today to push back the 
  powers of corrupted chaos and insensate 
  evil. The Equinox Crown, a relic of the elder 
  druid circles of the north, may be a key in 
  thwarting the swarming hosts of the Locust 
  Lord, and your heroes uncover clues to its 
  whereabouts even as they must lead an 
  incursion into hostile territory to reclaim a 
  fallen fortress. In a battle the world dare not 
  lose, your heroes must keep their faith and 
  weapons at the ready on the Road to War!
  Road to War is a 5th Edition adventure 
  for 6th to 7th-level characters, which can 
  be run as a traditional end-to-end narrative 
  or separated into episodic elements that are 
  intertwined throughout the heroes’ other 
  adventures. It can easily be integrated into 
  any 5E campaign where Abyssal enemies 
  have run amok, using the quest for the 
  Equinox Crown as a touchstone to connect 
  a series of richly detailed and cunningly 
  designed events that offer them the chance 
  not only for heroic adventure but to establish 
  themselves as true leaders in military 
  and political landscape of the campaign 
  world. The Legendary Games tradition is 
  to combine rich story and background, 
  innovative layout, beautiful aesthetics, and 
  excellence in design that is second to none. 
  This product is the latest in that tradition, 
  and we hope you enjoy using it as much as 
  we enjoyed making it. Game on! 
  
  3
  Road to WaR
  Road to WaR
  The Equinox Crown
  by Jim Groves and Neil Spicer 
  Contents
  intRoduCtion ��������������������������������������������������������������������������������������������������������� 4
  adventuRe summaRY ��������������������������������������������������������������������������������� 4
  a� ReFugees (Challenge 3) ������������������������������������������������������������������������������������ 4
  B� night demons (Challenge 6) ��������������������������������������������������������������������������6
  C� deseRteRs (Challenge 6) ����������������������������������������������������������������������������������7
  d� Condemnation’s end (Challenge 8) ������������������������������������������������������������8
  e� hunteR in the skY (Challenge 7) ����������������������������������������������������������������9
  F� ettin suRvivalist (Challenge 11) �����������������������������������������������������������������11
  g� menhiR malevolenCe (Challenge 7 and Challenge 12) ���������������14
  ConClusion �������������������������������������������������������������������������������������������������������������18
  appendix: neW aRtiFaCt  �������������������������������������������������������������������19
  equinox CRoWn ����������������������������������������������������������������������������������������������������������19
  
  4
  intRoduCtion
  Road to War assumes a great military crusade is waging 
  war against the fiendish powers dominating the once 
  verdant druid lands of Ancient Sarkulis. As holy crusaders 
  march into enemy territory to recapture a location of 
  vital strategic importance, a number of obstacles bar 
  their way. Road to War defines these challenges with 
  additional encounters and opportunities for the PCs to 
  gain XP. Designed for levels 6th through 7th, this plug-
  in’s encounters don’t represent a single, self-contained 
  adventure. They can, however, specifically augment the 
  campaign by widening the experiences of the Demonic 
  Incursion when taken together. The adventure also features 
  a unique sub-plot in the form of a new legendary item 
  called the Equinox Crown, which the PCs can acquire and 
  unlock as they play through the encounters. Road to War 
  also includes full details on how to completely awaken this 
  item for the larger campaign and wield its power against 
  the demons overrunning Ancient Sarkulis.
  adventuRe summaRY
  The Road to War starts immediately after the heroes and 
  their allies fend off a major attack by demons and their 
  minions against the city where their crusade first began. 
  The PCs receive command of a small army with orders to 
  retake an important fortress behind enemy lines. Their 
  initial march brings them to a devastated village in the 
  north, occupied by fearful refugees. These villagers look to 
  the PCs as saviors come to retake and defend their homes, 
  but the crusaders must convince them to flee the fiendish 
  outbreak before demons overrun their position. The 
  villagers also share that winged demons stole an ancestral 
  relic from their town and beseech them to prevent this 
  item from falling into the hands of the Abyssal horde. 
  The following night, the crusader encampment suffers 
  an attack by the same hala demons which destroyed the 
  village, leading to an opportunity to recover this relic—a 
  dormant, legendary item once belonging to the druids of 
  Ancient Sarkulis, known as the Equinox Crown.
  As the PCs continue north, officers of their army soon 
  call on them to adjudicate a matter of desertion, having 
  captured a group of soldiers fleeing the front lines. 
  Unaware that these men carry a demonic pestilence, they 
  bring them before the PCs for judgment, putting the entire 
  camp in danger. After dealing with this fiendish 
  ploy, the PCs lead their army west and enter the 
  Demon Lands. The road ahead requires the heroes to scout 
  for a safe passage through the treacherous countryside, 
  bringing them into conflict with a territorial frost drake and 
  a cunning ettin.
  From there, the Road to War assumes the PCs successfully 
  retake the demon-held fortress they were sent to reclaim, 
  consequently using it as forward base from which to 
  launch their own forays against the fiendish tide. However, 
  establishing full control of the region requires one final 
  task associated with the Equinox Crown. An otherworldly 
  terror plagues a circle of standing stones once held as a holy 
  site among the druids of Ancient Sarkulis. To free this site 
  of demonic taint, the PCs must contend with a confused 
  elemental and its battle against a derakni creating further 
  tears in the fabric of reality between Sarkulis and the Abyss. 
  Defeating this corruption not only prevents an unspeakable 
  plague from descending on their fortress, but it also unlocks 
  the true potential of the Equinox Crown, giving the PCs an 
  all-new weapon in the war against the Abyss.
  a� ReFugees (Challenge 3)
  Distance from starting city: 25 miles
  Travel time for army from starting city: 1 day
  Northeast of the city where the Demonic Incursion first 
  struck, the PCs and their army should reach a small village 
  set among unusually verdant and agriculturally sustainable 
  farmland. The village was founded prior to the Demonic 
  Incursion by the adult daughter of a powerful druid trained 
  in the traditions of Ancient Sarkulis named Vorian. The 
  surrounding countryside remained fertile and encouraged 
  the growth of orchards and fields of grain, such that the 
  village once provided a key resource for supplying food to 
  expeRienCe Counts
  We feel these short adventures work best using the milestone 
  method of rewarding experience and gaining levels. Instead 
  of tracking each individual number, concentrate more on the 
  story and just level up each character at the conclusion of each 
  adventure. You are certainly welcome to reward experience 
  points as you go, whatever you and your players will have more 
  fun with.
  
  5
  a standing aRmY
  While Road to War involves the PCs leading an army toward 
  the crusader fortress deep behind enemy lines, for the purpose 
  of the adventure this army operates in the background while the 
  spotlight and the action of the adventure focus on the PCs and 
  their actions, allowing them to showcase their talents in dramatic 
  fashion. Nevertheless, some players may question their army’s 
  activities during these individual encounters, so the following 
  suggestions may help define an appropriate backdrop explaining 
  their presence, describing the army’s actions that are occurring 
  simultaneously with the PCs facing their own challenges. 
  Encounter A. This social encounter takes place in the army’s 
  presence with the town’s citizens interacting with the soldiers 
  and PCs alike.
  Encounter B. This attack occurs at the army encampment 
  where hala demons keep their army pinned down with weather-
  based, area attacks while three more individually assault the PCs.
  Encounter C. This battle involves a massive swarm assaulting 
  the PCs and their army simultaneously. While the soldiers suffer 
  no lasting damage, the swarm prevents them from effectively 
  contributing to the battle, leaving it to the PCs to take control of 
  the situation.
  Encounter D. This scene includes a large-scale battle with 
  direct participation by the PCs and their army. Their army 
  engages the bulk of the demonic forces that have the Condemned 
  pinned down in a box canyon, while the PCs face off against an 
  elite squad of demons. If the PCs are victorious, their army is 
  likewise assumed to have driven off the remainder of the demons 
  while taking substantial casualties. However, the rescued soldiers 
  of the Condemned can be added to the PCs’ army to replenish 
  their numbers and fighting strength for the battles ahead.
  Encounter E. After their advance scouts fail to report back, 
  the PCs must blaze ahead to secure a safe passage for their army.
  Encounter F. The individual scouting mission culminates 
  with this encounter as the PCs defeat the last significant threat 
  on the road ahead. The adventure assumes they rejoin their 
  troops following this battle and continue their assigned mission 
  to retake the demon-held fortress in the north.
  Encounter G. This encounter can take place at any point after 
  the PCs recapture the fortress, leaving their army behind to 
  defend it while they continue exploring the surrounding Demon 
  Lands.
  the crusade. Unfortunately, the recent demonic 
  outbreak has nearly decimated the town. A number of 
  villagers and their families have taken refuge at nearby 
  farms and homes located on the outskirts of town. 
  Deprived of news and a broader perspective on the 
  war, they continue to hold out in the hope that help 
  will arrive to drive off the hala demons lurking 
  across the nearby river. For their part, the demons tarry 
  on the far shore, gathering in strength before mounting an 
  all-out assault meant to overwhelm the townsfolk.
  When the PCs arrive, their army’s presence brings a 
  welcome reprieve from this threat. The townsfolk prove 
  exceedingly grateful and welcoming, believing their 
  salvation has finally come. Many press small gifts of food, 
  free lodging, and repairs upon them in an effort to curry 
  favor with the PCs and their troops. Any PC with the soldier 
  or any military background who succeeds on a DC 10 
  Intelligence check can easily determine the town’s defenses 
  stand a poor chance of surviving another demon offensive. 
  However, convincing the villagers to give up their homes 
  and evacuate to the larger, more fortified cities of the south 
  proves difficult. Anyone attempting to do so must succeed 
  on a DC 16 Charisma (Persuasion) check, but others may 
  assist these efforts with Help action to roll with advantage.
  Development: The PCs may think to end the village’s 
  plight by arraying their forces to fight the demons, but any 
  PC with a military Background (City Watch, Knight of the 
  Order, Mercenary Veteran, Nobile Knight or Soldier for 
  example) automatically realizes the folly of such a plan. The 
  town no longer has an easy means to cross the rivers its only 
  ferry was destroyed in the last battle. Additionally, based 
  upon the villagers’ description of the demons’ tactics, the 
  hala are unlikely to engage the PCs on anything but their 
  own terms. With their night-vision and ability to fly, they 
  won’t risk a fight with an entire army during the daytime. It’s 
  also clear that a prolonged battle at this vulnerable village 
  will only delay and hinder their army from successfully 
  reaching its true goal—the heavily-defended fortress in the 
  Demon Lands.
  If the PCs successfully persuade the villagers to evacuate, 
  one of the community’s leaders also tells them about a 
  sacred relic known as the Equinox Crown, stolen by the 
  demons from a local shrine. The silver circlet belonged 
  to the legendary druid whose daughter founded the town 
  centuries ago. The Equinox Crown has never evidenced 
  any magic powers before, but the locals know it belonged 
  to Ancient Sarkulis and fear what the demons might do 
  with it. Even if the PCs cannot promise to restore 
  
  6
  the village, they’re asked to reclaim the Equinox Crown and 
  keep it safe, if given the opportunity.
  Story Award: If the PCs successfully convince the 
  villagers to leave, award them XP equivalent to a challenge 
  3 encounter.
  B� night demons (Challenge 6)
  Distance from ruined village: 27 miles
  Travel time for army from ruined village: about 1 day
  Creatures: The following night, the army campsite comes 
  under attack from the same hala demons which harassed 
  the ruined village. Unknown to the PCs, a spy among their 
  troops slips away to send a sending spell to the demons. 
  The spy effectively outlines the PCs’ goals and movements 
  to the hala demons so they can relay this information to 
  the Demon Knights of Subversion. While a scattering of 
  hala demons maintain their distance to create hailstorms 
  to pummel the army itself, three others directly assault the 
  PC’s command tent, as pointed out to them by the spy. The 
  demonic trio hopes to kill the upstarts before their quest 
  can get fully underway.
  Hala Demon (2)
  Medium fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 104 (12d8+24)
  Speed 30 ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  17 (+3)
   14 (+2)
  12 (+1)
  11 (+0)
  16 (+3)
  Damage Resistances bludgeoning, piercing and slashing 
  damage from nonmagical attacks
  Damage Immunities lightning, poison
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 10
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1100 XP)
  Magic Resistance. The hala demon has advantage on saving 
  throws against spells and other magical effects.
  Stormwind Aura.  Halas surround themselves with a 
  buffering shroud of supernatural, windstorm-force 
  winds. These winds shield a hala from any other wind 
  effects and form a shell of breathable air around 
  it, allowing it to breathe underwater. Ranged 
  weapons and gases directed toward a hala are affected as 
  the spell wind wall.
  Vengeful Wind. Anytime a hala takes damage from a critical 
  hit, a powerful blast of wind and lightning explodes forth 
  in the direction of the attacker. This is a 30 foot cone. 
  Creatures in the area must succeed on a DC 13 Dexterity 
  saving throw or take 9 (3d6) lightning damage.
  Spellcasting. The hala demon’s spellcasting ability is 
  Charisma (spell save DC 13). The hala demon can 
  innately cast the following spells, requiring no material 
  components:
  3/day each: gust of wind
  ACTIONS
  Multiattack. The hala demon makes three attacks, one with 
  its bite and two with its claws
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  
  7
  Hit: 6 (1d8+2) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
  Hailstorm (recharge 5-6). A hala can call down hailstones 
  from surrounding clouds. To use this ability a hala must 
  be outside and there must be clouds in the sky. These 
  hailstones deal (3) 1d6 points of bludgeoning damage and 
  (3) 1d6 points of cold damage to all creatures within a 
  20 foot radius in an area it can see that has no overhead 
  cover. A successful DC 13 Dexterity saving throw halves 
  the total damage.
  Treasure: One of the hala demons carries a bag of holding 
  (type I) containing the Equinox Crown, a potion of blur, 
  scrolls of lesser restoration and energy resistance (fire), 87 gp, 
  44 sp, three rubies worth 100 gp each, a silver canister worth 
  50 gp holding three separate vials of holy water, a pair of 
  loaded gambling dice, and a feather token (fan).
  C� deseRteRs (Challenge 6)
  Travel time from previous night’s campsite: 4 miles
  Travel time for army from previous night’s campsite: 
  About 1 hour, 45 minutes
  The late morning after the hala demon attack (Encounter 
  B), scouts return to the main army with three captured 
  deserters from the front lines named Nandus, Olen, 
  and Rezzik. They present these prisoners to the PCs for 
  judgment, and a crowd of onlookers soon gathers. Whether 
  in public view or out of sight for interrogation, the deserters 
  all tell the same tale without exception. They fled their last 
  battle against a superior army of cultists and their demon 
  allies, claiming all others were killed or scattered into the 
  countryside. They explain the demonic leaders displayed an 
  extreme appetite for abusing their captured victims and each 
  deserter fled rather than face such torture. When presented, 
  each still has their armor but has had their weapons and 
  gear confiscated.
  Creatures: One of these captives, a soldier named Nandus 
  Tarn (use SRD statistics for a knight) tells a more detailed 
  story than the others about the horrors inflicted by the 
  demon leaders. This results from personal experience, as 
  their forces captured him when he tried to flee. He endured 
  horrendous torture before they surprisingly let him go. 
  They only did so, however, to use him as a cruel ruse meant 
  to spread fear and panic among the crusader ranks. For 
  Nandus now carries a unique parasitic infection of Abyssal 
  larvae inside him.
  PCs can try Wisdom (Insight) checks on each deserter, 
  but a successful DC 16 check reveals only the truthfulness 
  of their hardships and cowardice. A successful check while 
  questioning Nandus, however, also discerns his distracted 
  demeanor and unhealthy pallor. Despite these outward 
  concerns, discovering his larval infection is much more 
  difficult, requiring a successful DC 20 Wisdom (Medicine) 
  check. A successful examination reveals his condition, but 
  also determines he’s beyond any immediate help. The GM 
  should proceed immediately to the encounter described 
  below, but with no chance for the swarms Nandus is about 
  to unwittingly unleash to gain surprise.
  Whether the PCs interrogate or punish him, Nandus 
  eventually grows sick and vomits forth a fiendish locust 
  swarm which engulfs the PCs, gaining surprise. When 
  Nandus first begins to choke and cough, PCs who make 
  successful DC 20 Wisdom (Perception) checks receive 
  enough warning to realize something is terribly wrong 
  and remain unsurprised by the swarm. On the subsequent 
  round, more swarms erupt as Nandus’ skin sloughs away 
  under the parasitic onslaught of his infection, releasing a 
  veritable cloud of demonic locusts into the crusader camp. 
  The swarms attack the PCs as well as the soldiers, driving 
  most of the crusaders into their tents. Fending off the 
  locusts proves difficult as they move over and among the 
  encampment where area attacks endanger the PCs’ forces as 
  much as the swarms themselves. 
  Fiendish Locust Swarm (2)
  Medium swarm of tiny beasts, chaotic evil 
  Armor Class 15 (natural armor)
  Hit Points 84 (13d8+26)
  Speed 30ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (-4)
  13(+1)
   14 (+2)
  1 (-5)
  7 (-2)
  11 (-5)
  Damage Resistances cold, fire, bludgeoning, piercing, 
  slashing
  Condition Immunities charmed, frightened, paralyzed, 
  petrified, poisoned, prone, restrained, stunned
  Senses blindsight 15ft., passive Perception 8
  Languages -
  Challenge 4 (1100 XP)
  Magic Resistance. The swarm has advantage on saving 
  throws against spells and other magical effects.
  Swarm. The swarm can occupy another 
  
  8
  creature’s space and vice versa, and the swarm can move 
  through any opening large enough for a Tiny insect. The 
  swarm can’t regain hit points or gain temporary hit points.
  ACTIONS
  Bites. Melee Weapon Attack: +7 to hit, reach 5 ft., one target 
  in the swarm’s space. Hit: 26 (6d8+2) piercing damage or 
  (14) 3d8+2 piercing damage if the swarm has half of its 
  hit points or fewer.
  Development: If the other two deserters survive, the PCs 
  are within their rights under law to arrest and imprison 
  them—or even see them executed, without risk of alignment 
  violation. Compassionate PCs however may redeem them 
  as well. By pointing out that Nandus’s fate is what every 
  man, woman, and child faces without good people coming 
  together and taking a stand, the PCs can persuade the 
  remaining deserters to rediscover their courage and join 
  their army. The GM can adjudicate this through good 
  roleplaying or a successful DC 15 Charisma (Persuasion) 
  skill check for each deserter.
  Story Award: Grant the PCs 200 XP for each redeemed 
  deserter.
  d� Condemnation’s end 
  (Challenge 8)
  Following the route northeast the PCs cross a river ford 
  enroute to an important strategic location, a small border 
  town on the edge of the Demonic Incursion. Twenty miles 
  northeast of the ford, scouts belonging to the PCs’ army 
  encounter Garidan Sharne (use SRD statistics for a bandit 
  captain) and escort him to their attention. Garidan salutes 
  the PCs and identifies himself as a sergeant from a battalion 
  of convicted criminals known as the Condemned all of 
  whom received pardons in exchange for enlisting in the 
  crusades. The Condemned were assigned to a greater field 
  commander named Darvan Bataari (use SRD statistics 
  for a knight), a disdainful noble who often complained of 
  having to accommodate the Condemned, and resented their 
  presence alongside his more valued knights. Darvan was 
  tasked with patrolling the only road between the ford and 
  border town to the northeast. When he received reports of 
  a demon army headed for the ford, he decided their forces 
  should ride to its defense.
  Unfortunately, Darvan planned to rid himself of the 
  Condemned by having them harry the demon army 
  into chasing them towards the cliffside canyons to the 
  west—a dead-end sure to pin them down until the demons 
  overwhelmed them. For his part, Darvan and his knights 
  were to circle behind, breaking through to the south to 
  reinforce the ford and eventually assault the demon army 
  pursuing the Condemned in a two-pronged pincher 
  strategy. Garidan reports this maneuver never happened. 
  Instead, the Condemned became trapped without Darvan’s 
  reinforcements. Garidan volunteered to slip away from 
  the siege to seek help and to determine why Darvan never 
  followed through on the plan. Now, he seeks the PCs’ 
  assistance in locating Darvan and saving the Condemned.
  Assuming the PCs travel northeast to where Darvan’s 
  company was last seen by Garidan, read the following 
  description:
  A chill wind sweeps across the swollen river, ruffling 
  the pitched banners and pennants of hundreds of dead 
  and dying men strewn across a ravaged battlefield. The 
  reinforcements supposedly heading for the ford have been 
  annihilated. Trampled and burned tents, as well as other 
  camp fixtures, call into question whether these crusaders 
  ever broke camp before the demons slaughtered them.
  At this sight, Garidan swears loudly and begins searching 
  
  9
  barbed halberd.
  Barbed Halberd. Melee Weapon Attack: +5 to hit, reach 10 
  ft., one target. Hit: 13 (2d10+3) slashing damage. If the 
  target is a creature it must succeed on a DC 14 Constitution 
  saving throw against disease or suffer disadvantage on all 
  Strength attack rolls, ability checks and skill checks. After 
  every long rest the creature must repeat the saving throw; 
  a success cures the disease. The disadvantage remains 
  until the disease is cured. 
  Treasure: If the PCs help defeat the demon army and 
  rescue the Condemned, Garidan vows to repay them, 
  returning to the riverside massacre to locate Darvan’s body 
  next to his tattered war banner. He then provides them with 
  Darvan’s suit of +1 full plate. The knight’s +1 longsword also 
  lies a few feet away, but it has been sundered in combat. 
  The GM may decide that the PCs, with the proper tools and 
  proficiencies, can repair the sword (named Hemel, “whose 
  blade can never be tarnished or stained”). Garidan offers 
  these treasures to the PCs in thanks. If, for some reason, 
  the PCs refused to help Garidan, the GM should consider 
  these items to have been claimed by the demon army which 
  slaughtered Darvan and his knights.
  Development: Tragically, too few of the Condemned 
  remain to form their own army again. But Garidan vouches 
  for their courage, determination, and unconventional 
  strategies. If the PCs accept them, they may add remnants 
  of the Condemned to their army.
  e� hunteR in the skY 
  (Challenge 7)
  Distance from a recently conquered holding: 5 miles
  Army travel time from a recently conquered holding: 
  about 2 hours
  The hills attain a much higher elevation here, giving a 
  panoramic view of a river valley and its far shore to the 
  south and east. A winding trail leads northeast before 
  wrapping back west and a slow descent into a cloud-filled 
  valley below.
  The PCs and their army must march up a steep slope 
  in order to crest the hills that separate the river valley the 
  main horrors of the Demon Lands. Their army’s scouts fail 
  to return from the ridge and their commanders express 
  concern the army cannot proceed into unknown territory 
  without a navigable path. Rather than delays in doubling 
  back, they suggest the more powerful PCs forge ahead 
  to scout the ridge and clear the way. The army 
  among the bodies for any of the knights who still clings to 
  life. He finds at least one soldier who makes a deathbed 
  confession: Darvan ordered his knights to stand fast, making 
  clear his intention to abandon and sacrifice the Condemned 
  in order to weaken the demons chasing them and delay their 
  arrival at the ford. The field commander thought his knights 
  could then hold out on their own until more reinforcements 
  (such as the PCs) arrived from the south. In this way, 
  Darvan’s knights would suffer the least casualties—and 
  Darvan could appear as the heroic leader who weathered 
  the assault and held onto the strategic river crossing. With 
  this revelation, Garidan makes an impassioned plea to the 
  PCs that his soldiers deserve better than the grisly death 
  Darvan’s vanity has brought them. If the PCs consent, 5 
  miles to the west they can locate the box canyon where a 
  platoon of schir demons (goat-headed humanoids covered 
  in a mangy gray hide) continue to assault the surviving 
  members of the Condemned. While the soldiers fight off the 
  army, four demons confront the PCs.
  Schir Demon (4)
  Medium fiend (demon), chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 102 (12d8+24)
  Speed 30ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  14 (+2)
   15 (+2)
  10 (+0)
  5 (-3)
  6 (-3)
  Damage Resistances acid, cold, fire, bludgeoning, piercing 
  and slashing damage from nonmagical attacks
  Damage Immunities lightning, poison 
  Condition Immunities poisoned
  Senses darkvision 60ft., passive Perception 13
  Languages Abyssal, telepathy 120 ft.
  Challenge 4 (1100 XP)
  Magic Resistance. The schir demon has advantage on saving 
  throws against spells and other magical effects.
  Spellcasting. The schir demon’s spellcasting ability is 
  Intelligence (spell save DC 10). The schir demon can 
  innately cast the following spells, requiring no material 
  components:
  At will: see invisibility, tongues
  3/day: arcane lock, protection from evil and good
  ACTIONS
  Multiattack. The Schir demon makes two attacks with its 
  
  10
  
  11
  scales the hills at a considerably slower pace anyway and the 
  PCs should make better time without them. The GM should 
  strongly encourage this plan, and point out some situations 
  in the Demon Lands are better handled by smaller group 
  of more powerful heroes. See the development below if the 
  players prove unwilling to do so.
  Creatures: A giant frost drake hunts the skies of this 
  borderland, partially concealed in the low-lying clouds. This 
  beast is fiercely territorial and has already had several battles 
  against hala demons, causing the local fiends and their 
  flying allies to give it a wide berth. When the PCs venture 
  into the hills, it soon attacks where the trail descends toward 
  the west.
  Sections of the icy slope act as difficult terrain. Any 
  PC without a means to safely walk on the ice who moves 
  their normal speed must succeed on a DC 13 Dexterity 
  (Acrobatics) skill check to remain upright. Moving at half 
  speed does not provoke these checks. Failure means they 
  fall prone and slide 1d4 squares in the direction of the 
  downward slope. PCs who come in contact with other 
  creatures pose no risk in knocking them prone. A sliding 
  PC who cannot slide to an unoccupied square or reaches a 
  square not covered in ice immediately stops sliding.
  Frost Drake
  Huge dragon (cold), chaotic evil 
  Armor Class 16 (natural armor)
  Hit Points 147 (14d12+56)
  Speed 20ft., burrow 20 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
   18 (+4)
  8 (-1)
  9 (-1)
  12 (+1)
  Damage Immunities cold
  Senses darkvision 60ft., passive Perception 9
  Languages Draconic
  Challenge 8 (3900 XP)
  Icewalking. This ability works just like the spell spider 
  climb, but the surfaces the drake climbs must be icy and 
  icy terrain is never difficult for the drake.
  ACTIONS
  Multiattack. The giant frost drake makes two attacks: one 
  with its bite and one with its tail.
  Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 15 (3d6+5) piercing damage.
  Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 14 (2d8+5) bludgeoning damage. 
  Freezing Mist Breath (recharge 5-6). The frost drake 
  exhales a ball of liquid that bursts into a cloud of freezing 
  mist up to 60 feet away. Each creature in the 20 foot radius 
  must make a DC 16 Constitution saving throw, taking 24 
  (7d6) cold damage on a failed save, or half as much on 
  a successful one. The mist cakes all surfaces in the area 
  with a sheet of slippery ice that turns the area into difficult 
  terrain for 1 minute.
  Development: If the players stubbornly refuse to separate 
  from their army despite the loss of their scouts, have the 
  frost drake appear from the low-lying clouds to perform fly-
  over surprise attacks with its freezing mist breath weapon. 
  With its formidable bite, flyby attacks, and total concealment 
  among the clouds, the PCs are better off advancing and 
  drawing the drake to ground, which it will never do when 
  confronted by an entire army.
  F� ettin suRvivalist
  (Challenge 11)
  Distance from site of the frost drake attack: 3 miles
  
  12
  Travel time from site of the frost drake attack: about an 
  hour
  The trail descends more sharply here before leveling out 
  into a narrow ravine. Giant logs with scratch marks from 
  some unknown beast lay anchored in the hardened mud, 
  shoring up the embankment against landslides.
  This gorge once served as a gathering place and training 
  ground for the ancient druids of Sarkulis. Since the Demonic 
  Incursion, it has lain fallow and unused by their cults. Several 
  tracks, however, lead through the mud. A successful DC 12 
  Wisdom (Survival) skill check can identify they belong to a 
  large grizzly bear (see Traps below).
  Since no scouts have explored beyond the frost drake 
  ridge, the army commanders are reluctant to press forward 
  without once again knowing the trail ahead. They point out 
  the risk a dead end canyon (such as the one the Condemned 
  recently survived) which could delay their progress and leave 
  the troops in a vulnerable position if another threat like the 
  frost drake or more hala demons arrive. Everyone agrees this 
  risk will be significantly reduced if the PCs advance ahead 
  and ensure the path is clear. See the development below if 
  they refuse to undertake this task.
  Creatures: An embattled ettin with separate personalities 
  called Junner and Vetter lies in wait here, along with 
  his companion grizzly bear named Ripclaw. The ettin 
  purposefully directed the bear to leave tracks to lure 
  visitors into the pit trap, and both creatures have prepared 
  an ambush for anyone trying to aid those who fall inside. 
  Obsessed doomsday survivalists, Junner and Vetter are the 
  last of their tribe, having weathered demons, monsters, and 
  crusaders alike in their shared bid to eke out a living in the 
  hills. Smarter than their regular kin, the ettin’s two heads 
  often debate the wisdom of living so close to the Demon 
  Lands and hunting the hills. But, so far, Junner and Vetter 
  have stood their own, surviving by stalking and eating any 
  prey which wanders the trail.
  Trap: The bear tracks lead directly through the middle 
  of the trail where a cleverly disguised pit trap awaits. Those 
  who fail a DC 16 Wisdom (Perception) check must succeed 
  on a DC 20 Dexterity saving throw or take 3d6 damage 
  from the 30-foot drop.
  Treasure: Junner and Vetter have collected an odd 
  assortment of crusader shields and armor. While far 
  undersized for the ettin, it keeps this collection strategically 
  placed around the ravine to catch rainwater.
  Junner & Vetter, Advanced Ettin
  Large Giant, chaotic evil 
  Armor Class 16 (scavenged armor pieces)
  Hit Points 160 (20d10+60)
  Speed 40ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
   17 (+3)
  7 (-2)
  10 (+0)
  8 (-1)
  Senses darkvision 60ft., passive Perception 9
  Languages Giant, Orc
  Challenge 8 (3900 XP)
  Two Heads. The ettin has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  blinded, charmed, deafened, frightened, stunned and 
  knocked unconscious.
  Wakeful. When one of the ettin’s heads is asleep, its other 
  head is awake.
  ACTIONS
  Multiattack. The ettin makes two attacks: one with its 
  battleaxe and one with its Morningstar, or twice with its 
  javelins.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d8+6) piercing damage.
  Morningstar. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10+5) bludgeoning damage. 
  Javelin. Ranged Weapon Attack: +5 to hit, range 30/120 ft., 
  one target. Hit: 7 (2d6) piercing damage.
  Ripclaw, Man-Eating Grizzly Bear
  Large Beast, unaligned 
  Armor Class 15 (natural armor)
  Hit Points 160 (20d10+60)
  Speed 40ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  10 (+0)
   16 (+3)
  3 (-4)
  13 (+1)
  7 (-2)
  Skills Perception +6
  Senses passive Perception 13
  Languages -
  Challenge 6 (2300 XP)
  Keen Smell. The bear has advantage on Wisdom (Perception) 
  checks that rely on smell.
  ACTIONS
  Multiattack. The bear makes three attacks: one bite and two 
  claws.
  
  13
  
  14
  Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 14 (2d8+5) piercing damage.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 16 (2d10+5) slashing damage.
  Development: If the PCs refuse to explore ahead of their 
  army, Junner, Vetter, and Ripclaw will certainly become 
  aware of an advancing army on their home. They evacuate 
  the area and the ettin takes his treasures with them (he’ll 
  replace his rain-catchers once the army is gone). The GM 
  may consider with their knowledge of the immediate area, 
  ettin and grizzly may circle around to the top of the ravine 
  and trigger an avalanche which automatically inflicts 2d4 
  points of damage to the army—after which they flee before 
  the PCs can locate the source of the falling rocks.
  g� menhiR malevolenCe 
  (Challenge 7 and Challenge 12)
  Distance from a recaptured military holding: about 20 
  miles 
  This encounter takes place after the PCs have completed 
  the goal of retaking the fallen stronghold deep in the 
  Demon Lands. It assumes their army stays behind to 
  defend the fortress as they explore the surrounding region 
  on their own. The GM may introduce this encounter as a 
  random location as the party sets about this exploration. 
  Or, alternatively, it can be treated as a mini-quest to learn 
  more about the Equinox Crown and research its origin.
  This encounter plays out in two stages. The first situation 
  can be resolved through social interaction or combat, 
  but the encounter which immediately follows pits the 
  heroes against a demon which brooks no intrusions or 
  interruptions of its goal to corrupt the standing stones of 
  the ancient druids of Sarkulis. Unlike the earlier encounters 
  in Road to War, it’s advised the PCs be at least 10th level 
  before taking on this location.
  An immense circle of standing stones lies atop this 
  sloping hill, their ring shape still very apparent despite a 
  few menhirs having long since toppled to the hard-packed 
  dirt supporting them. Each stone is carved with ancient 
  symbols and runes, portraying a variety of nature-themed 
  depictions. And the hill itself is a small plateau with a 
  flattened top, sloping down sharply just past remnants of the 
  circle. A number of smaller rocks and boulders form outer 
  rings in the sickly grass and exposed ground surrounding 
  the hill. Some distance outside these rings of stone, stands a 
  singularly tall menhir, set apart and leaning at an odd angle.
  The native druids of Ancient Sarkulis once used 
  this circle of standing stones as both a seasonal calendar 
  and focal point for elemental forces. The demons have 
  mostly ignored the menhirs due to their relative isolation 
  and dormant power. Nevertheless, several ley lines also 
  intersect at this geographic location, and any perceived 
  lack of usefulness speaks more to the demons’ laziness and 
  lack of imagination than actual fact—a status quo which 
  recently changed when a derakni demon named Zillconnox 
  came across the site and discerned its potential value with 
  the looming equinox. Given power by the Demon Lord of 
  Locusts himself, Zillconnox has started using the site to 
  more actively corrupt the surrounding terrain, magnifying 
  the demonic taint of the Abyss by turning the elemental 
  energy back on itself. This magical dissonance has further 
  fractured the terrain, tearing more Abyssal rifts in the 
  already fragile dimensional fabric of the Demon Lands. As 
  these rifts expand, they pose an increasingly dire threat to 
  any liberated territory which the PCs and their crusaders 
  have gained.
  The circle of standing stones also provides a curious 
  power to characters of the druid class. By expending a 
  
  15
  Hit Dice (usually reserved for healing during rests), 
  druids casting spells within the circle make Constitution 
  checks with advantage. Additionally, the next spell they cast 
  is treated as if cast one level higher. If that wouldn’t make 
  a difference then choose either the Range or Duration to 
  increase by 50%. Druids can spend additional Hit Dice to 
  augment spells cast within the circle this way.
  Creatures: The circle of standing stones is inhabited and 
  protected by a durdalis called Grumtarr. Grumtarr draws 
  on the site for his sustenance and in turn has protected the 
  druidic site from further harm for decades. He’s aware of the 
  derakni’s presence and knows there’s something wrong with 
  the circle, but hasn’t yet managed to confront the source 
  of this corruption. The mystic energies he once relied on 
  are now making him sick and confused even as Zillconnox 
  draws on them to spread the taint of the Abyss. Angry, but 
  also very afraid, he’s unsure of what to do, lashing out at 
  anything which comes near, believing it to be the source 
  of his misery. Consequently, he has a starting attitude of 
  hostile and mistakes the PCs as demons in disguise who 
  have come to further torment him in his home. Grumtarr 
  eschews subtlety for outright aggression. Before attacking, 
  he roars a challenge, “You defile my home! You are bad! You 
  hurt me and the land! And now I hurt you!” This should 
  provide a clue that he sees himself as the injured party and 
  the PCs as the wrongful party (see development, below). As 
  a result, the PCs might manage to reason with him if they 
  can weather his assault and calm him down.
  The real culprit behind Grumtarr’s misery is the derakni, 
  Zillconnox, who watches from the Ethereal Plane while his 
  foul presence tangles and pollutes the ley lines among the 
  standing stones. The demon doesn’t have to “do” anything 
  to eventually win this conflict, only maintain the status quo 
  and for the PCs to do nothing. When the PCs arrive, he 
  bides his time, hoping Grumtarr’s misplaced aggression 
  unwittingly disposes of them on his behalf. If the PCs 
  reconcile with the durdalis, Zillconnox still stays his hand, 
  focusing on equinox alignment to open an irreversible 
  Abyssal rift. Unfortunately for the derkani, he doesn’t realize 
  the PCs have the means to force him onto the Material Plane 
  (see development, below). Once forced to he manifest, the 
  demon has no choice but to eliminate the heroes in order 
  to put his sinister plan back on track. If the PCs befriend 
  Grumtarr, he joins in battle against the demon.
  Grumtar the Durdalis
  Medium elemental, true neutral
  Armor Class 16 (natural armor)
  Hit Points 144 (18d8+72)
  Speed 20ft., burrow 30 ft.
  the duRdalis
  Durdalis are short, squat, elemental beings composed of 
  living rock. So earthen is their appearance that a durdalis 
  need only tuck in its arms and legs and curl up on itself to 
  be mistaken as a boulder, or sit up against natural stone and 
  close its eyes and mouth to appear as a rocky outcropping. 
  The durdalis originate from the Elemental Plane of Earth but 
  occasionally migrate to the Material Plane when opportunity 
  permits, especially to locales rich in mineral resources, 
  natural ores, or in some cases—areas with abundant ley 
  lines, fey magic, or Inner Plane elemental vertices. Despite 
  appearances, durdalis do not subsist on actual rock, but rather 
  energy which flows from the Inner Planes to Material Plane. 
  Druids and naturalists speculate that while the Elemental 
  Plane of Earth provides for their needs, the mixture of other 
  elemental forces creates a richer, more satisfying habitat—
  hence their rare planar migration.
  Naturally peaceful, durdalis rarely trouble other races. 
  Some sages liken them to treants, but even more reticent. 
  They dislike stone buildings and dungeons, since they feel 
  no connection with quarried and worked stone. Typically, 
  dwarves come to an accord with durdalis by respecting their 
  territories, which presents little hardship on either party as 
  durdalis communities tend to be small on the Material Plane. 
  Adventures and explorers report the hulking stone creatures 
  rarely concern themselves over small amounts of precious 
  metals and gemstones removed from their lairs, reserving 
  their greatest anger for unscrupulous miners with whom 
  they cannot negotiate.
  Occasionally, durdalis leave their mountainous or cavern 
  homes to take up residence near menhirs, standing stones, 
  and other sites sacred to druidic worship. This results not 
  from a sense of piety, but to draw from the rich backwash 
  of ambient mystical energies between the planes. Druids 
  seldom discourage this practice, as the durdalis fall quite 
  easily into the role of guardians and caretakers of such sites.
  Typical durdalis are 5 feet tall and weigh 800 lbs. Larger 
  durdalis use the giant simple template and can reach 9 feet 
  tall and over 2000 lbs. An elder durdalis is the base creature 
  with both the advanced and giant simple template, taking on 
  a more hardened, rough exterior glistening with unique—
  and some say magical—mineral deposits. 
  
  16
  
  17
  Drone. When a non-demon creature starts its turn within 30 
  feet of the derakni and the derakni is flying, the creature 
  must make a DC 17 Wisdom saving throw. On a failed 
  save, the creature can’t take reactions until the start of its 
  next turn and is confused per the spell. A deaf creature is 
  immune to this effect.
  Keen Smell. The derakni (locust demon) has advantage 
  on Wisdom (Perception) checks that rely on hearing or 
  smell.
  Locust Aura. The derakni is surrounded by a locust swarm 
  which floats around it and envelops its personal space to 
  a distance of 15 feet. Any creature in the area has its speed 
  halved and if it fails on a DC 17 Constitution saving throw 
  it is bitten for 3d8 piercing damage. On a successful save, 
  the creature takes half as much damage.
  Magic Resistance. The derakni (locust demon) has 
  advantage on saving throws against spells and other 
  magical effects.
  Poisonous Blood. Any creature that scores a critical hit 
  against a derakni with a piercing or slashing melee 
  weapon is sprayed with poison and must succeed on a 
  DC 16 constitution saving throw or suffer one 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  8 (-1)
   18 (+4)
  10 (+0)
  16 (+3)
  14 (+2)
  Damage Immunities: acid, lightning, poison
  Damage Vulnerabilities: thunder
  Condition Immunities: exhaustion, paralyzed, petrified, 
  poisoned
  Senses darkvision 60 ft., tremorsense 60 ft., passive 
  Perception 13
  Languages Common, Terran
  Challenge 7 (2900 XP)
  False Appearance. While the durdalis remains motionless, 
  it is indistinguishable from a normal boulder.
  Regeneration. The durdalis regains 5 hit points at the start 
  of its turn it it has at least 1 hit point and is surrounded by 
  areas of rough, natural stone, or near any connection to 
  the Elemental Plane of Earth.
  Steady. The durdalis has advantage on checks to resist being 
  shoved or knocked prone.
  Spellcasting. The durdalis’s spellcasting ability is Wisdom 
  (spell save DC 14). The durdalis can innately cast the 
  following spells requiring no material components:
  1/day each: stone shape
  3/day each: meld into stone, wall of stone
  ACTIONS
  Multiattack. The durdalis makes two attacks with its slam.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 17 (2d12+5) bludgeoning damage.
  Zillconnox the Derakni
  (locust demon)
  Large fiend (demon), chaotic evil
  Armor Class 19 (natural armor)
  Hit Points 230 (10d10+120)
  Speed 30ft., fly 60 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  20 (+5)
   22 (+6)
  19(-1)
  18 (+4)
  16 (+3)
  Damage Immunities: lightning, poison
  Damage Resistances: acid, cold, fire, bludgeoning, piercing 
  and slashing damage from nonmagical weapons
  Condition Immunities: poisoned
  Senses darkvision 60 ft., passive Perception 14
  Languages Abyssal, Celestial, Draconic, Telepathy 100 ft.
  Challenge 13 (10000 XP)
  
  18
  level of exhaustion.
  Spellcasting. The derakni’s spellcasting ability is Intelligence 
  (spell save DC 17). The derakni can innately cast the 
  following spells requiring no material components:
  1/day: insect plague
  3/day: contagion, etherealness, gust of wind, ray of 
  enfeeblement, teleport
  ACTIONS
  Multiattack. The derakni makes three attacks, twice with its 
  claws and once with its bite or once with its sting.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 13 (2d6+6) piercing damage plus 17 (5d6) 
  poison damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (2d8+6) slashing damage.
  Sting. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 17 (2d10+6) piercing damage and the target 
  must make a DC 16 Constitution saving throw or suffer 
  two levels of exhaustion.
  Development: Grumtarr has a Hostile starting attitude; 
  PCs can try to change his attitude to Indifferent with a 
  DC 20 Charisma (Persuasion) check (this is DC 15 for a 
  druid to make)—even if he is attacking. A PC who makes a 
  successful DC 15 Wisdom (Insight) check can also discern 
  that Grumtarr is more fearful than angry, and he does not 
  know for sure if the PCs are responsible for his suffering. 
  This knowledge also allows his attitude to be treated as 
  indifferent instead of Hostile, and grants the party another 
  opportunity to make a Charisma (Persuasion) check, even 
  if they previously tried and failed. If Grumtarr’s attitude 
  improves to friendly, he breaks off his attack to parlay. 
  The durdalis explains that a demon haunts the circle and 
  has “been doing something bad” to corrupt and pollute 
  the “earth force” upon which he survives. He wishes for 
  nothing more than to fight the demon and drive it away, but 
  describes it as “removed from the world” and “beyond my 
  reach.” The PCs may attempt a DC 16 Intelligence (Arcana) 
  check to surmise the demon may be watching from the 
  Ethereal Plane.
  By this point in the Road to War, the PCs likely possess 
  the means to force Zillconnox to the Material Plane. If a PC 
  openly wears the Equinox Crown, Grumtarr immediately 
  recognizes its presence once he’s calmed down. The circlet 
  is depicted on several carvings among the stones. And, in 
  many instances the crown’s wearer is depicted as facing the 
  sun’s last rays as it sets over the tall “heel” stone on the circle’s 
  outer perimeter. Grumtarr believes this alignment will 
  flood the circle with enough “earth power” to shove 
  the demon back into phase with the Material 
  Plane. He offers to use his own great strength and earth 
  related powers to set the now leaning heel stone back to its 
  original angle. The PCs can also discover this information 
  themselves by studying the menhirs and making a successful 
  DC 15 Intelligence (Arcana) check. They can push the heel 
  stone back to the proper angle themselves with a successful 
  DC 20 Strength check (multiple PCs can help). If a PC 
  wearing the Equinox Crown faces the sunset while standing 
  at G1, this mini-ritual abruptly forces Zillconnox to the 
  Material Plane without warning (he’ll have been observing 
  but will not realize the implications of what they’re doing). 
  This surge of energy from the Elemental Plane of Earth also 
  prevents the derakni from using his etherealness spellcasting 
  ability for 24 hours. Alternatively, if the PCs cast hallow, or 
  magic circle (against fiends) within the stone circle, the spell 
  is consumed but Zillconnox is also forced to the Material 
  Plane, as described above.
  If the PCs die or retreat during this battle, Zillconnox 
  swiftly refocuses on opening the Abyssal rift, exerting his 
  own power to rip at the dimensional fabric between the Abyss 
  and Material Plane. If Grumtarr survives, he sadly abandons 
  his home and flees for the nearest mountains, eventually 
  leaving Ancient Sarkulis altogether. The implications of 
  the Abyssal rift’s opening is left for the GM to decide, but 
  Zillconnox may soon coax a more powerful demon to cross 
  into the region, or direct a steady series of demon minions 
  to infiltrate and subvert the PCs’ stronghold.
  Treasure: Neither Grumtarr nor Zillconnox keep material 
  wealth, but if the PCs reconcile with the durdalis and he 
  survives, he uses his burrow movement to venture deep 
  beneath the earth and retrieve a proper gift in gratitude. By 
  locating the tomb of an ancient druid buried deep beneath 
  the circle, he returns with a suit of +1 studded leather armor.
  Story Award: The defeat of Zillconnox unlocks the 
  Selective Metamagic ability of the Equinox Crown. If the 
  PCs convince Grumtarr to cease his attack, award them XP 
  as if they defeated him in combat and an additional 500 XP 
  if he survives the battle against Zillconnox. 
  ConClusion
  By the adventure’s end, the righteous heroes have acquired 
  allies and treasures to aid them along their journey to the 
  fallen fortress. What they find there lies beyond the scope of 
  this adventure, but whether you choose to have the fortress 
  still beleaguered and besieged by holding out in hope of the 
  relief the heroes bring, or entirely crushed beneath the heel 
  of the invaders, the PCs will find themselves in the thick of 
  an extra-dimensional battle with conflicts both martial and 
  political. With luck they have already acquired the Equinox 
  
  19
  Crown and unlocked some of its power, adding it it to their 
  growing arsenal of legendary weapons and forging their 
  legacy dedicated to ending the Demonic Incursion once and 
  for all.
  appendix: neW aRtiFaCt 
  equinox CRoWn
  Wondrous item, artifact (requires attunement)
  Prior to the fall of Ancient Sarkulis, a terrible Demon 
  Lord of Locusts supplanted himself as a nature spirit, albeit a 
  destructive one, in the pantheon of spiritual beings alternately 
  venerated or propitiated to maintain the balance of natural 
  forces. This subversion grew uncontrolled, and on more 
  than one occasion, led to great suffering before the demonic 
  infestation was driven off by more benevolent divinities. 
  Although learned druids and shamans exposed the Demon 
  Lord as having no part in the natural order, the culture and 
  people of Ancient Sarkulis lacked a central authority and 
  strong, universal belief system to remain free of his influence. 
  Destructive and harsh forces were often viewed as part of 
  the cycle of nature. And, when times grew hard, small clans 
  often returned to the old ways of appeasing and beseeching 
  demonic powers as a means to insure themselves from 
  harm. These lapses in faith allowed the Demon 
  Lord’s evil to creep back into Ancient Sarkulis 
  again and again, always in search of the 
  wicked and foolhardy.
  Vorian, 
  a 
  respected 
  hierophant, 
  made it his mission to travel Sarkulis 
  to educate the clans on the peril of 
  mistaking infernal entities for the 
  destructive spirits in nature. Time 
  and again he would expose the 
  veneration of the Lord of Locusts 
  and scour his cults from the 
  countryside. His unquestioned 
  zeal 
  became 
  legendary 
  and 
  his followers dubbed him the 
  “Autumn Lord” whose chilly 
  wrath spelled a season’s end for 
  all tiny and loathsome things 
  which crawl, slither, and fly. 
  When Vorian passed away, 
  the silver circlet he wore 
  upon his brow became an 
  extension of his personal 
  legend and cause. Known as 
  the Equinox Crown, it was 
  placed in a shrine in a village 
  named after Vorian’s only 
  daughter. When the Demonic 
  Incursion sundered the world, the relic had already fallen 
  far from memory. And, after centuries of neglect, the crown 
  became inert and tarnished. Yet, with the growing proximity 
  of the demonic forces, the crown has begun to stir once more, 
  driven by Vorian’s zeal even well after his death.
  When first handled by any character capable of casting 
  spells, the tarnish on the silver circlet abruptly vanishes 
  as if the metal were polished clean. When worn, it grants 
  a +2 bonus to whatever ability score you use to cast spells 
  (Charisma, Intelligence, or Wisdom—or, Charisma for non-
  spellcasters). Certain events and tasks can further awaken the 
  Equinox Crown, eventually transforming it into a powerful 
  magic item. These powers are listed below with suggestions 
  for suitable triggers to unlock them.
  In addition, the Equinox Crown automatically attunes with 
  a wearer when worn in any battle against an insect swarms 
  (such as the swarms in Encounter C.). 
  Beneficial Power: Three times per day you may expend an 
  action to sense any demon within 1000 feet of you and its 
  general position relative to you on a compass.
  Detrimental Power: While attuned to the item your body 
  emits a glow once the sun goes down, like that from a dim 
  candle out to five feet.
  Twice per day you may call on the circlet to grant you the 
  following powers.
  Steadfast: If you defeat an evil fiend capable 
  of control over swarms, the Equinox 
  Crown unlocks its steadfast ability. 
  This ability permits the wearer 
  make Concentration checks with 
  advantage.
  Selective Metamagic: If you 
  defeat a derakni demon (such as 
  Zillconnox in Encounter F), the 
  Equinox Crown unlocks a new 
  ability. You gain a Metamagic 
  option as a sorcerer would at 3rd 
  level. This grants an additional 
  metamagic ability for sorcerers 
  who already have one. NOTE: 
  Even if the artifact has attuned 
  to a wearer as noted above, the 
  crown must still be worn by 
  the attuned character for 24 
  hours for this to manifest.
  Repel Magic: If you slay a 
  challenge 13 or greater demon 
  (as opposed to permitting it 
  to flee), the Equinox Crown 
  unlocks another ability. You 
  may cast one of the following 
  spells once per day 
  with this power: 
  
  20
  Protection from evil and good, magic circle or banishment.
  Cannibalize: If you defeat a challenge 16 or greater demon, 
  a final ability is made available. You may command a 
  swarm to cannibalize upon itself instead of any other 
  creature. You target a swarm you can see within 60 feet 
  of you. It must succeed on a DC 17 Wisdom saving throw 
  or the swarm deals its swarm damage only to itself and no 
  other creature for one round. At the end of swarm’s turn 
  it may attempt another Wisdom saving throw, ending 
  the effect on a success. Once a swarm successfully saves 
  against this effect it cannot be affected again for 24 hours. 
  The swarm is unaffected by any of its own secondary 
  effects, such as disease, or poison and you cannot control 
  where it moves. Any small, medium or large swarm can 
  be affected by this ability.
  Destroying the Crown
  The circlet must be sundered by an artifact weapon 
  wielded by the Demon Lord of Locusts.
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Road to War: The Equinox Crown © 2016, Legendary Games; Authors Jim Groves and Neil Spicer, adapted by Jeff Ibach.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, 
  and Steve Townshend, based  on original material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Adventure Path #49: The Brinewall Legacy. © 2011, Paizo Publishing, LLC; Author: James Jacobs.
  Pathfinder Adventure Path #74: Sword of Valor. © 2013, Paizo Publishing, LLC; Author: Neil Spicer.
  Pathfinder Campaign Setting: The Worldwound. © 2013, Paizo Publishing, LLC; Authors: James Jacobs, Jonathan H. Keith, Jason Nelson, Todd Stewart, and Tanith Tyrr.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard 
  A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  
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  Product code: L040WR025E
  makeyourgamelegendary.com
  When the fiendish forces of the Abyss and their malevolent mortal 
  minions unleash unholy war upon an unsuspecting world, true heroes 
  are required to stand in the breach and reclaim what was lost in their 
  onslaught. Ancient kingdoms left in ruins by the forerunners of this 
  interplanar invasion may have left long-lost treasures of knowledge and 
  power that can fortify the crusaders of today to push back the powers of 
  corrupted chaos and insensate evil. The Equinox Crown, a relic of the elder 
  druid circles of the north, may be a key in thwarting the swarming hosts 
  of the Locust Lord, and your heroes uncover clues to its whereabouts 
  even as they must lead an incursion into hostile territory to reclaim a 
  fallen fortress. In a battle the world dare not lose, your heroes must keep 
  their faith and weapons at the ready on the Road to War!
   Road to War is a 5th Edition adventure for 6th to 7th-level characters, 
  which can be run as a traditional end-to-end narrative or separated into 
  episodic elements that are intertwined throughout the heroes’ other 
  adventures. It can easily be integrated into any 5E campaign where 
  Abyssal enemies have run amok, using the quest for the Equinox Crown as 
  a touchstone to connect a series of richly detailed and cunningly designed 
  events that offer them the chance not only for heroic adventure but to 
  establish themselves as true leaders in military and political landscape 
  of the campaign world. Grab this 24-page adventure today and Make 
  Your Game Legendary!
  AgAinst the Abyss 
  unleAshed!
  LEGENDARY ADVENTURE5
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Righteous Crusade/Road to War - The Equinox Crown.pdf