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DC1 Drow Necromancy

By Dan Hass

What drives some to leave the safety of their communities and start along the path of
adventure? Maybe it is something in their background that compels them; maybe it is the lure of
treasure; maybe it is just a curious map. Drow Necromancy is a Dungeons and Dragons 5th
Edition adventure for 1-8 1st level characters. Episode 1 in the Drow Conspiracy Epic.

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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
Contents
Adventure Summary .............................................................................................................. 2
Preparing for the Adventure................................................................................................... 2
Running the Adventure .......................................................................................................... 2
Adventure Background .......................................................................................................... 3
Adventure Outline.................................................................................................................. 3
Starting the Adventure ........................................................................................................... 3
Encounter 1: An Eventful Ferry Ride ..................................................................................... 3
Encounter 2: Backing of Farjvad ............................................................................................ 4
Encounter 3: The Cultists ...................................................................................................... 6
Encounter 4: The Storm Breaks ............................................................................................ 6
Encounter 5: Ralnor .............................................................................................................. 7
Concluding the Adventure ..................................................................................................... 8

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
A battlemat or dungeon tiles may be
Adventure Summary
helpful,
but not necessary. Here are maps
DC1 Drow Necromancy is a Dungeons and
appropriate
for virtual tabletops.
Dragons 5th Edition adventure designed for
1-8 1st level characters. It requires a
Players Handbook, a Monster Manual, and
a Dungeon Master's Guide. It also requires
the Farjvad Village by Imaginary Maps. It
contains advice that is intended to aid new
DMs.
DC1 Drow Necromancy should fit as a
starting adventure for almost any campaign
setting. It has opportunities for combat,
roleplaying, and exploration.
While the encounters include scaling for
1-8 characters, parties of 1 or 2 PCs and 7
or 8 PCs are fringe circumstances that may
play oddly. Specifically, parties of 1-2 are
highly susceptible to a single bad die roll,
and 7-8 can slow play dramatically. Ideally
a party will be 3-6 PCs.
The Drow Conspiracy Epic is 20
adventures spanning levels 1-20 with a final
epic adventure.
Other Adventures
You can find all the Drow Conspiracy
adventures to date (and supplemental
content) on drivethrurpg.com.
Additionally, you might consider backing
this kickstarter. In addition to the current
adventures, it has catch up options.

Preparing for the Adventure


It is always a good idea for the DM to read
through an adventure before running it.
Drow Necromancy is no different.
Roleplaying
There are differing approaches to
roleplaying. Some players revel in the
opportunity for in-character (active)
roleplaying. Others prefer a summary
(descriptive) approach. Neither is
correct; it is only a matter of preference.
It is best if the DM decides which she will
use prior to play.
The Farjvad Village download contains a
map and a players handout. The players
will need a first level character. It is
recommended that the PCs use the
methods in the PHB for character creation,
and take the standard equipment.

Running the Adventure


In addition to the The Farjvad Village map,
each encounter needing a map has a link to
an appropriate free, online map. The
adventure is designed so that each
encounter fits on a single page for ease of
reference and printing.
In most cases the setting for an
encounter is described in boxed text. The
DM may use this verbatim if the encounter
unfolds as designed, however, if the PCs
have done something unexpected, the
boxed text may not accurately describe the
set up. The DM should not feel constrained
by the boxed text, and should feel free to
describe the encounter as necessary for the
particular circumstances of the adventure.
The Drow Conspiracy Epic assumes a
milestone character progression at a rate of
one level per adventure. If the DM prefers
to extend the leveling, she can incorporate
the series into a broader campaign. In this
case, the PCs should reach 2nd level by
successfully completing this adventure and
one or two additional adventures.
Modified/New Creatures
The encounters are intended to be hard
challenges (DMG p.81). Technically,
each uses the XP budget for a medium
encounter. For many parties those who
havent developed coordinated tactics, or
who have used most of their resources
a medium encounter may actually meet
the definition of a hard encounter.
The encounters contain modified
and/or new creatures developed using
the rules in the DMG (p.274-283). These
creatures have traits that do not increase
the calculated CR of the creatures, but do
make them more difficult challenges.
These traits are denoted with a 1.
The DM should gauge the optimization
and general ability of the PCs to handle
these increases in the challenge, and
decide which to use or ignore to meet the
definition of a hard encounter.

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
community may be convinced to provide
Adventure Background
material support to the PCs since several
Farjvad is community seemingly carved out
similar attacks have occurred in the past
of the surrounding forest at a point where a
months, and the community led by the
couple of trade routes converge on a
Major would like to see them end.
navigable river. A heavily used river ferry
At some point, it should become clear
services Farjvad. The relative security and
the PCs need to investigate the ruins of the
economics have allowed Farjvad to prosper
temple of Mort. As the PCs proceed to the
over the past century. It is a rather
ruined temple, the cultists move to protect
progressive feudal community lead by a
their liege. And the PCs are hit by an
hereditary noble whos title is Major.
environmental trap that may drain some
The drow are poising for a broad
resources.
offensive. One of the ongoing operations
After overcoming these challenges, the
that is feeding the drow endeavor is the
path is clear for the PCs to face Ralnor.
necromancer Ralnors farming of Farjvad.
Ralnor has cultivated a cell of demon
cultists who keep watch on the village, while
he makes camp in the nearby ruins of the
temple to Mort. The ruins sinister
reputation keeps the population at a
distance.
When a satisfactory target emerges, the
cultists spying on the village send word to
the Ralnor. He then sends his clutch of
aquatic zombies to waylay the ferrys
passengers as it crosses the river. The
zombies subdue the target and tow it home
for Ralnor to loot.
Ralnor is an agent of a larger cell of drow
operating out of an aged, subterranean
compound about a days travel into the
forest.

Adventure Outline
The PCs make their introductions, and set
about acquiring additional starting
equipment on a stormy day. Unknown to
the PCs, the cultists have reported to Ralnor
the fact that there are some new travelers in
town who look like they are ripe for looting.
As the PCs use the ferry to cross the
river, Ralnors aquatic zombies attack and
attempt to seize a PC.
The PCs may need to rescue their
kidnapped comrade, or if they thwart the
kidnapping - they may attempt to follow the
zombies back to their master, Ralnor.
There is the opportunity to pick up the
zombie trail on the banks of the river.
Alternately, the PCs may seek
information and aid from the villagers. The

Starting the Adventure


The players should have their characters
created and it is recommended they use the
standard equipment for their class and
background. They will need to work with
the DM to construct a reason for their
presence in Farjvad and their decision to
begin adventuring.
You have found a group of like-minded
(or at least near-minded) souls to join you
on the treacherous road of adventuring. It
looks like it is going to be a stormy day in
the village of Farjvad. A thunderstorm is
brewing, and it looks to be a big one; the
day is overcast nearly to the point of twilight.
Still, the various shops are open for
business. There are storefronts of various
craftsmen on both the north side of the river
(where you are now) and across the river in
the south side of town (which will require a
ferry ride to reach).
Farjvad has the typical starting economy to
support a beginning party of adventurers.
Each PC should have 15 gp (perhaps less
for some backgrounds) to spend on
additional equipment. After establishing the
PCs relationships, the PCs should be
afforded the opportunity to buy any
additional items that is integral to their
character before Encounter 1; for example,
if a character has the Healer feat (PHB
p.167) she will need a healers kit.
Additional equipment will be found at the
shops in the southern portion of town after
Encounter 1: An Eventful Ferry Ride.

Copyright 2015 Dan Hass Endeavors


jake spencer (order #7442538)

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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch

Encounter 1: An Eventful Ferry Ride


Map. A map appropriate for this encounter
can be found here.
Even with a storm brewing, things seem
fine as you cross the river on the ferry. As
you reach the halfway point of the 300 ft.
crossing the water around the dingy begins
churning.
Encounter background. The cultists
informed Ralnor that there are some
travelers with a (relatively) large amount of
equipment and gold in Farjvad. Ralnor has
sent his aquatic zombies to fetch one of the
marks (the PCs).
Running the encounter. The river is 30
deep. It is a clear river, but still provides
lightly obscured terrain.
The ferryman in a Commoner (MM
p.345). He can move the dingy at 40 ft. per
round (4 rounds to reach the shore when
the zombies attack).
The zombies are trained to grab a single
creature, drag it into the river, beat it into
unconsciousness, and take it to Ralnor.
Scaling the encounter. There is one
aquatic zombie Tribal Warrior for each PC.
For parties larger than 5 PCs add one extra
zombie.
Aquatic Zombie Tribal Warrior (MM p.350)

Concluding the encounter. DMG p.244


has the procedure for tracking if the
zombies escape with a PC.
If the PCs take longer than a short rest,
Ralnor escapes with the cultists. If they
start a long rest, the Major approaches them
and encourages them to act before the
villains can flee.
Encounter 2 deals with gather resources
from the village by the PCs who arent
kidnapped. If the PCs opt to proceed
directly to the ruins, skip to Encounter 3.
No Long Rest?
th
5 edition presumes PCs have several
encounters before a long rest. If not, the
adventures in this series will likely not
challenge them as they will come into
every encounter with all their resources.
Managing resources is expected to be
an important element in 5th edition.

Hit Points 22 (4d8+4)


Speed 30 ft., swim 30 ft.
Int 3 (-4)
Damage Immunities poison
Condition Immunities poison
1
Saving Throws Dex +2, Con +3
1
Skills Athletics +5
Mindless Soldiers. MM p.315
1
Practiced Grappler. The zombie has advantage on
Strength (Athletics) checks to grapple.
Undead Fortitude. MM p.316
Undead Nature. MM p.315

Action
Slam. Melee Weapon Attack: +3 to hit, reach 3ft., one
target. Hit: 4 (1d6+1)

Tactics
The zombies have an animal intelligence,
but are trained. Once they overcome a
PC, they take it to Ralnor. They will
defend themselves, but their actions are
reflexive.

Aquatic Zombie Tribal Warrior

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch

Encounter 2: Backing of Farjvad


Map. The Farjvad Village
Farjvad is a small town, and word of the
attack on the ferry has spread.
Interestingly, the townsfolk are not panicked
or even surprised. This sort of thing has
happened several times over the past
months, and while it is disturbing, the
attacks have never targeted local residents always travelers.
Encounter background. Ralnor and his
cultist agents have been careful not to
target anyone but travelers.
Running the encounter. While the
incidents are a nuisance and might develop
into a reputation that is bad for business,
the locals arent overly concerned. It is
something that they would prefer no be
publicized, and if it were convenient to stop
the zombies the consensus is that it would
be a good thing.
Roleplaying
This encounter offers an opportunity for
extensive roleplaying. The DM can
assume the persona of any number of
shopkeepers for the PCs to interact with
(active role playing). The DMG p.89-92
has procedures for generating random
NPCs. If the DM is averse to creating a
large number of NPCs, this site makes
producing several unique NPCs quite
easy.
The DM can reward good roleplaying
with Inspiration or even a boon like free
equipment or a cash reward.

The village has numerous shops and the


items in the PHB are available. The PCs
likely have some gold to spend as a product
of character creation, and at the minimum
they should be able to spend that here for
things that are integral to their build. For
example, a character with two-weapon
fighting will need a second weapon.
Additionally, if the map isnt obvious
enough that the ruins are the likely location
of an evil doer, the villagers can reinforce
the idea with rumors that the ruins are
haunted or sinister in some other way.
PC Resources
Managing PC resources is another tool in
modulating the difficulty of encounters.
PCs with strong builds and good tactics
wont need additional resources to
overcome the challenges. But if the DM
believes the PCs to be underpowered,
she may use this encounter to provide
help in the form of better equipment. The
villagers can offer discounted or free
items to aid the PCs in their effort as part
of the common good.
Concluding the encounter. It should be
clear that the PCs need to proceed to the
ruins. If they take longer than a short rest,
Ralnor and the cultists escape, ending the
adventure.
If the PCs move on the ruined temple,
move to Encounter 3: The Cultists.

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch

Encounter 3: The Approach


Map. A forest path map can be found here.
You think you are only a few hundred
feet from the ruins. The storm has not
subsided, but at least the forest offers some
protection.
Encounter background. The cultists are
protecting the approach to the ruined
temple. The cultists have been equipped
with hand crossbows by the drow. They
have set up a deadfall.
Trap Management
Another tool in managing encounter
difficulty is traps. They are quick hits that
expend PCs resources. If the DM finds
that her PCs are not being sufficiently
challenged, traps are a way to toughen
an adventure.
The standard trap mechanic uses
passive Perception, but if a DM doesnt
introduce variation, then the PCs break
the trap dynamic by simply having a
single PCs with high passive Perception.
However, 5th edition gives the DM
great latitude in designing traps. In the
next phase, the trap is an environmental
effect. While the phenomenon is easily
observed (thus presenting no significant
Perception challenge), the threatening
nature of the trap lends itself to a Nature
check to realize the threat.
A creative author/DM could design
traps of various sorts that would
challenge almost any ability. Still, most of
the traps should challenge Perceptions.
Running the encounter. The cultists are
hiding in the undergrowth.

Deadfall
Mechanical trap
If any PC has a passive Perception of 15+ she can spot
the deadfall tripwire and the PCs avoid the trap.
Otherwise, a log and debris falls on the lead PC and any
PC within 10 feet doing 7 (2d6) bludgeoning damage; an
affected creature takes half damage if it succeeds on a
DC13 Dexterity saving throw.

Scaling the encounter. There is one


Cultist for each PC present; if the PCs
party is larger than five, there is one
additional Cultist.
Cultists. MM p.345.
1

Hit Points 18 (4d8)


Saving Throws Dex +3, Wis +2
1
Skills Deception +2, Religion +2, Stealth +5
1
Dark Blessing. The cultist starts the day with resistance
to piercing damage. Once per day, as a bonus action, he
can change this to a different damage type.
1
Gear potion of healing
1

Action
1

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: 4 (1d6+1) slashing damage and the target
must succeed on a DC13 Dexterity (Acrobatics) check or
drops a weapon or item of the cultists choice it is carrying.
Hand Crossbow. Ranged Weapon Attack: +3 to hit,
30/120 ft., one target. Hit: 4 (1d6+1) piercing 1and the
target must succeed on a DC12 Constitution save or be
poisoned for one minute. A poisoned creature can attempt
to end the condition by succeeding on a DC12 Constitution
saving throw at the end of its turn.

The Storm Breaks. As the PCs finish with


the cultists the threatening storm breaks.
Not surprisingly the thunderheads open
up. Thunder breaks as lighting flashes
across the sky. Heavy rain begins to fall
and straight line winds whip debris at a
dangerous speed.

Thunderstorm
Environmental hazard
Straight line winds launch debris at the PCs.
If any PC has a passive Nature of 14+, she can warn
the party of the impending danger and they can protect
against it; in this case the attacks are at disadvantage.
The debris makes a ranged attack with a +3 bonus
against each PC. A PC hit suffers 5 (2d4) bludgeoning
damage. The effect ends after one attack.

The DM can develop other effects if the PCs


arent quick to proceed to Ralnor, or reuse
this one to manage the PCs ability to rest.
Concluding the encounter. If the cultists
overcome the PCs they take them to Ralnor
who transforms them into undead minions.
Otherwise, the PCs can continue
towards Ralnors lair.

As soon as the deadfall triggers, or is


avoided, the cultists attack.

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch

Encounter 4: Ralnor
Map. Here is a temple ruins map
Hints of an impressive temple can be
glimpsed through the decay. All that
remains is the roofless shell and some
adjoining structures - which are still intact.
Several piles of bones stacked at various
points around the ruins are testament to the
sinister nature of the temple. It is easy to
see why this place has a sinister reputation
among the residents, especially in the
dimness of the overcast day.

Weakened Explosive Runes


Magic trap
A DC13 Intelligence (Investigation) check notices the
runes. Disarming requires a DC13 Intelligence (Arcana)
check or dispel magic. When any creature other than
Ralnor touches the door or fails a disarm attempt, the
runes explode for 7 (2d6) thunder damage in the 10ft.
square area before the door.

Tactics
Ralnor will cast darkness on his hand
crossbow to use blindsight to gain
advantage.
Ralnor expects to live centuries and is
not looking to cut that short. If the
encounter turns against him, he will
retreat.
Scaling the encounter. Ralnors force
varies with the number of PCs.
#
Villains
1-2
Ralnor
3-4 Ralnor, Skeleton
5 Ralnor, 2 Skeleton
6 Ralnor, 4 Skeleton
7-8 Ralnor, 5 Skeleton
Skeleton. MM p.272
1

Armor Class 14 (armor scraps)


Hit Points 26 (4d8+6)
1
Saving Throws Dex +4, Wis +1
1
Skull Crack. As a bonus action, a creature the skeleton
can see within 5 ft. must succeed ona DC11 Constitution
saving throw or be stunned for one round.
1

Ralnor (Drow). MM p.128.


1

Hit Points 27 (6d8)


Wis 16 (+3), Cha 16 (+3)
1
Saving Throws Dex +4, Cha +3.
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 10
Control Undead. Ralnor telepathically communicates with
and commands all undead within 120 ft.
1
Counterspell (3/day). Ralnor casts counterspell.
1
Heal Undead. As a bonus action, an undead of Ralnors
choice within 60 ft. that he can see regains 1d4+2 hit
points.
1
Quaff. As a bonus action, Ralnor consumes a potion.
Gear. Ralnor has 3 potions of healing
1

Encounter background. Ralnor travels


light, moving between this post and the
drow outpost about a days travel deeper
into the forest. His residence is the intact
antechamber. He protects his chambers
with a version of explosive runes.
Running the encounter. The piles of
bones are disassembled skeletons (immune
to damage). He is telepathically notified by
them when any creature enters the ruins.
The door to Ralnors chamber is trapped.

Concluding the encounter. If the PCs are


overcome, Ralnor turns them into undead.
Otherwise, either by tracking or
interrogating, Ralnor leads the PCs to the
drow outpost (the subject of DC2).

Copyright 2015 Dan Hass Endeavors


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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch

Concluding the Adventure


Regardless of the outcome, the PCs should
have an inclination of the drow threat after
the final encounter with Ralnor. They may
interrogate Ralnor if they have captured
him. They may also track him to the drows
lair (DMG p.244). Otherwise, they will need
to use some other mechanism to find the
next link in the adventures Investigation,
History, or gathering information.
It is about one day travel through the
forest to the drows regional headquarters.
Before setting off on the trek, the PCs can
sell their loot and buy supplies appropriate
for an extended journey in Farjvad.
The next episode in the epic is DC2 The
Drow Outpost.
Treasure
The amount of treasure for adventurers is
a defining trait of a DMs style and the
desired campaign. If the DM wants
swashbuckling adventurers with pockets
full of gems carousing between
adventures, she can award generous
treasure. In this case, she would want to
place a treasure hoard for defeating
Ralnor. If the DM wants random
treasure, the DMGs Chapter 7 has the
guidelines for generating a treasure
hoard. Also, this site does a nice job.
However, if the DM wants more gritty
realism where the PCs are struggling to
survive in a dark world she can forgo
heavy treasure.

Copyright 2015 Dan Hass Endeavors


jake spencer (order #7442538)

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