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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
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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.
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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
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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
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.
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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch
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.
Action
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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.
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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.
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
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DC1 Drow Necromancy
By Dan Hass with editing by Jeremy Esch