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 DC1 Drow Necromanc y  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 o f treasure; maybe it is just a curious map. Drow Necromancy is a Dungeons and Dragons 5 th  Edition adventure for 1-8 1 st  level characters. Episode 1 in the Drow Conspiracy Epic.  jake spencer (ord er #7442538)

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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.

    jake spencer (order #7442538)

  • 1 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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

    jake spencer (order #7442538)

  • 2 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    Adventure Summary DC1 Drow Necromancy is a Dungeons and 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.

    A battlemat or dungeon tiles may be helpful, but not necessary. Here are maps appropriate for virtual tabletops.

    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.

    jake spencer (order #7442538)

  • 3 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    Adventure Background Farjvad is community seemingly carved out of the surrounding forest at a point where a couple of trade routes converge on a navigable river. A heavily used river ferry services Farjvad. The relative security and economics have allowed Farjvad to prosper over the past century. It is a rather progressive feudal community lead by a hereditary noble whos title is Major.

    The drow are poising for a broad offensive. One of the ongoing operations that is feeding the drow endeavor is the 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

    community may be convinced to provide material support to the PCs since several similar attacks have occurred in the past months, and the community led by the Major would like to see them end.

    At some point, it should become clear the PCs need to investigate the ruins of the temple of Mort. As the PCs proceed to the ruined temple, the cultists move to protect their liege. And the PCs are hit by an environmental trap that may drain some resources.

    After overcoming these challenges, the path is clear for the PCs to face Ralnor.

    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.

    jake spencer (order #7442538)

  • 4 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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)

    1Hit Points 22 (4d8+4)

    Speed 30 ft., swim 30 ft.

    Int 3 (-4)

    Damage Immunities poison

    Condition Immunities poison 1Saving Throws Dex +2, Con +3 1Skills Athletics +5

    Mindless Soldiers. MM p.315 1Practiced 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.

    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? 5th 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.

    Aquatic Zombie Tribal Warrior

    jake spencer (order #7442538)

  • 5 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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.

    jake spencer (order #7442538)

  • 6 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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.

    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.

    As soon as the deadfall triggers, or is avoided, the cultists attack.

    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.

    1Hit Points 18 (4d8) 1Saving Throws Dex +3, Wis +2 1Skills Deception +2, Religion +2, Stealth +5 1Dark 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. 1Gear potion of healing

    Action 1Scimitar. 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.

    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.

    jake spencer (order #7442538)

  • 7 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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.

    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.

    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 1Armor Class 14 (armor scraps) 1Hit Points 26 (4d8+6) 1Saving Throws Dex +4, Wis +1 1Skull 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.

    Ralnor (Drow). MM p.128. 1Hit Points 27 (6d8) 1Wis 16 (+3), Cha 16 (+3) 1Saving 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. 1Counterspell (3/day). Ralnor casts counterspell. 1Heal Undead. As a bonus action, an undead of Ralnors choice within 60 ft. that he can see regains 1d4+2 hit points. 1Quaff. As a bonus action, Ralnor consumes a potion.

    Gear. Ralnor has 3 potions of healing

    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).

    jake spencer (order #7442538)

  • 8 DC1 Drow Necromancy

    By Dan Hass with editing by Jeremy Esch

    Copyright 2015 Dan Hass Endeavors

    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.

    jake spencer (order #7442538)

    Adventure SummaryPreparing for the AdventureRunning the AdventureAdventure BackgroundAdventure OutlineStarting the AdventureEncounter 1: An Eventful Ferry RideEncounter 2: Backing of FarjvadEncounter 3: The ApproachEncounter 4: RalnorConcluding the Adventure