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Episode 3 - Necromancer

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Adventure 3 - Necromancer

Party will be given a wagon and 2 horses so they can travel faster back to Aspenwood.
Party (History, DC 12 for Coras and River, DC10 for Bjolt) knows that Aspenwood is on good
terms with the elves. Lots of trade and each city has helped the other during disasters/Orc
attacks. Returning the bodies will strengthen relations and Bjolt gets a commendation in his
record.
The party will follow the road back to Aspenwood.
1st day’s travel will be uneventful – When setting up camp the spider will attack. Each player
needs to do a Survival roll vs. spider’s stealth roll.
2nd day’s travel – Will hear noise up ahead and will see a wagon overturned in a ditch. Two
horses are trapped in their harness and wounded. The driver is hiding under the wagon. An
Owlbear is fighting with 4 Warg over who’s going to eat the horses and the driver. Players will
be 120’ away having just rounded a bend. Road is 30’ wide with trees on each side. Owlbear
will take out 2 of the Warg. Depending on if the party moves closer/attacks it’ll be random who
the monsters go after. Wargs will run if it looks like they’ll lose.
3rd day – Caravan heading into the Rowanwoods from Aspenwood. The will ask about bandits
and other road hazards. Party might mention spiders if they think about it. Arrive in Aspenwood.
Once they arrive they’ll have to explain to the guards why they have the 2 skeletons.
Bjolt will report to Produs what happened and deliver the messages from Xavian. Produs will
agree that the elves need to be brought home. He’ll inform Bjolt he’s to leave in the morning
with his cargo. He will hand out 3 bags of coins – 20g each – to hire some travelling help if
Bjolt feels like not travelling alone. Supplies (food/arrows) will be provided.
The 1st day they’ll go by River’s house and can stop to see his mother.
If they do she’ll mention a letter from one of the adventurers (Malik) that saved him as a child.
Several of them opened an inn at the junction where the caravan trails meet around 80 miles
west. The letter will let them know that something odd has been happening near the inn. They
have some ideas on what it could be but wanted River’s mothers opinion. River’s mother will
mention it could be a Necromancer but their kind is outlawed in the area around
Aspenwood/Catan/Yehlenor and none have been seen in many years.

 If they don’t stop they’ll continue into the Yanhur Mountains along the caravan route.
They will just have all the road encounters on the way to the inn.

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Road Encounters
1st night – Wolf attack. Dire wolf and 2 regular wolves. The attack is at dusk as they’re setting
up camp. Rest of night is uneventful.
2nd day – entering mountains. Colder and road is steeper. Along the road they meet a traveler
who’s in normal but a bit ratty clothing. He’s got a spear and a small pack. DC 12 Nature to see
if they notice he’s a bit hairier than a normal person. DC 18 (same roll) will have that party
member notice the very long and pointy fingernails as well. Nat 20 – person knows this is a
werewolf and needs to be killed.
If the party invites the traveler to join them he will. That night he will turn into a werewolf and
attack the party – end of 1st watch when 2nd is starting – at moonrise.
If the party declines the traveler will continue on but moving faster than the party.
That night (DC 10 Nature) someone may remember it’s a full moon that night. Shortly before
moonrise the traveler will appear at the edge of their camp – at change from 1st to 2nd watch.
Wolf howls will be heard in the distance – but none close. The traveler will say how hungry he
is and will say their livers will make a tasty snack. The moon will rise bathing the man in very
bright moonlight – where he transforms then attacks the party.
3rd day – nothing happens other than passing a caravan heading to Aspenwood.
4th day – arrive at Dragon Head Inn. It’s run by Malik and Zathras, two of the adventurers that
saved River. They’ll comment on River needing to eat more and provide free room and board.
The inn is large and has several outbuildings with guards to keep an eye out for thieves. The
location – at the crossroads – gives them a steady stream of income. On the wall behind the bar
is an ornate longsword, a longbow, and a hat. If asked – they’re a few things picked up by
adventuring over the years. *If Corvas wants to perform he can (Charisma check) and will get
5g per point over 10. Nat 20 is 2x amount. *Can get cured of Lycanthropy if needed here*
Later that night after close they’ll have a discussion with the group. There’s been reports of
undead – mostly skeletons – on the road attacking travelers. They’ve gone out to look and
fought several groups of skeletons but never found the source but suspect a necromancer who’s
looking to cause trouble. They’ll ask if the party wouldn’t mind taking a day or two to scout
around and see what they can find. *River will feel obligated to help to pay them back for
saving him as a child*
 If no – they continue to Yehlenor. Malik and Zathras will be very disappointed.
 If yes – the wagon will be put into a locked area. Nothing will be missing when they
return.

2
Necromancer – Bolg Magnus - Elf
The party will head west towards a small mountain range. Survival checks to find the trail.
DC 15. They’ll locate a trail that will lead into the mountains but the tracks will disappear.
Insight check (DC 12) that maybe River can use a beast form to pick up the trail.
The party will be attacked randomly by skeletons 2-3 at a time. After about 2 hours of travel and
2-3 attacks they’ll come to a cliff with a cave opening. The opening will be guarded by 2 Armed
Skeletons. When the adventurers go inside they trigger a spell warning the Necromancer.

Necromancer Hideout – Party captured. Torches are all magic and stay lit.

1. Staircase leads down for 80’. Water can be heard moving in the distance. At the bottom of the
stairs there’s a roundish cave that’s 40’ in diameter. The floor seems to have caved in leaving a
large pool of water with an entrance to the north and the water flowing out to the south. Fish can
be seen in the pool. The path (5’) angles north where a corridor leading out can be seen – it’s lit
by torches. Across the room there’s an arch leading to a hall to the south – more torches. West a
cave entrance can be seen but it’s not lit. There’s no direct way to that path.
2. Near the end of the tunnel there’s a roughly 25’x30’ room with corridors leading east/west.
The eastern room 80’x80’ has a few barrels with food in them. There are some rats scurrying
around. One Armed Skeleton and 2 regular will be in the far corners of the room and attack.
3. The corridor to the west runs 50’ and at the end has a door on the north.
Door is trapped – DC 12 Perception to detect that there is a trap BUT it’s magical. Sorcerer and
Druid can work together (DC 15 w/ Advantage) to disarm. If they fail D10+2 lightening damage
to anyone within 5’ of the door. Roll D20 – on 20 everyone’s hit.
Once the door is opened the party will see a board with a hole in it over a pit. Running water can
be heard from below. A small alcove on the right has a small altar (use mini) in it. Left is an
open doorway leading into a bedroom. The room is 20’x30’ with a bed and small table by the
back wall. There’s food scraps on the table/floor and a few rats having a snack.
The bed is disgusting. The sheets are covered in stains and dirt – it’s hard to tell where one ends
and the other begins. The party is positive that if they get too close they’ll be infested with fleas
at best.

3
4. The corridor from room 1 heads north then west at a 45° angle then west again.
The door is trapped. DC 10 to locate/disarm. Poison needle (DC 15 con save) if failed. D12
damage.
Inside the room there are 2 burning skeletons sitting in corners across the room. They get up and
move to attack the party – armed with short swords. Turn 3 of combat two more skeletons will
show up at the southern hall leaving the room. No loot other than some rusty short swords.
5. Room is empty other than some debris and random bones. Hall to the east leads to room one –
running water can be heard. A few rats scurry away, There’s a door on the west wall.
6. Empty room, 20’x40’ Corridor leads west to T intersection. North the corridor is dark and
runs 35’ into a cave in. South the corridor leads to a 10’ wide door.
7. Large room, looks like a work area for the Necromancer. Room is 40’ wide and 75’ long. The
first 35’ of the room is empty – the floor is dirty with random bits of stuff everywhere. The
distant half the room has a table with several shelf units around it. There are a few scrolls,
books, skulls, and random bones/jars with dead animals in them. The east wall has double doors
which are shut.
The party will be captured here. If they go into the west wall inside the room a force field will
cover them and the area fill with gas. They can roll CON saves – but will eventually pass out.
 If the party splits up and gathers by the doors – they’ll get caught there.
 If the party heads down the corridor they’ll see a door to the right. If they go in (Room 9)
they’ll be gassed in there.
8. This is the ritual room. The west has a raised bit and has 4 stairs leading down. In the
center/east there’s symbols carved into the floor with 3 pillars carved with glyphs in them. Each
pillar has a spot to chain someone to. There are what appear to be blood grooves in the floor. A
large skeleton – most likely some sort of giant – is spread out on the floor.
To the north is a hall that leads to 3 alcoves. The walls have glyphs on them which contain
prisoners. The players will wake up here in nothing but their underwear. Magic doesn’t work –
no spells/shapeshifting.
9. Small room with 2 chests in it. One chest will have 2 scrolls of invisibility, 3 healing potions,
and a sack of coins with 50g in it. The other chest has all the adventurers stuff.

4
After the players are captured they wake up each in an alcove in their underwear. They’re
chained to the wall and all feel slightly sick. There’s something in the air that’s keeping them
from using magic. They’ll hear Bolg doing something out of sight other than the middle alcove
and that player will notice Bolg is an Elf. He’ll be scurrying back and forth muttering to himself
“I’ll show them – I’ll show them ALL!” “Laugh at me…” “They DARED to exile me – they
were jealous of my skill!” After bit he’ll come into the area the alcoves are and tell the
adventures he needs the blood of the living for a ritual and the 3 of them were exactly what he
needed. Bolg will then gas the prisoners again and they all black out.
They’ll wake up chained to the pillars in room 8. Bjolt to the north, River to the south, and
Coras to the south. They’ll still be woozy from the gas. River won’t be able to wildshape and
Coras won’t be able to reach his magic. The runes on the pillars are also glowing which explains
the lack of magic for the players. Bolg will start ranting about how he’s going to raise an undead
giant so he can terrorize the area. He is wearing robes covered in runes.
You all think me mad but there is true power in being a necromancer – being able to raise the
dead to do your bidding! Terrorize and destroy your enemies then use their corpses to build an
unstoppable army! Those elves cast me out because my magic was more powerful than ANY
they had! 50 years… FIFTY! It still seems like yesterday. And you – you three are going to be
the source to raise a giant – and unstoppable killing machine under MY control! You! (points at
Coras) You are more important than you know for this. I LET you find me – that fool ranger at
the inn thought he could track me down but I showed him! Even with that – that wizard (spits on
floor) scouting around with that stupid bird flying everywhere he couldn’t find me. (Points at
Coras again) You – you are Fey touched and I can pull that magic out of you and put it into my
giant – before your blood brings it to life. It will have ALL of your power without your pitiful
human weakness.
Bolg will be about to start more ranting when he freezes and turns to the doors.
Bolg yells “NO!! It can’t be!!” and the doors explode into the room. Malik is standing there
with his hand out having cast a spell that blasted the doors in. 3 arrows fly into the room
impacting Bolg and multiple runes on the robes glow. Malik gestures and bolts of fire shoot
from his hand hitting a force shield around Bolg as Zathras angles into the room firing more
arrows. Bolg raises a hand and a green bolt impacts Zathras knocking the bow out of his hand
and rolling him across the floor. Zathras somehow lands on his feet and draws a sword. Malik
shoots a fireball at Bolg but the shield blocks the attack. Bolg fires another bolt as Zathras
charges but it’s dodged. Malik fires another barrage of bolts at Bolg – one of the runes goes out
as the shield fails. Zathras attacks and the sword crunches into Bolg’s shoulder – a fatal blow.
Zathras rips the sword out in a spray of blood as Bolg collapses…somehow not dead. Malik
walks up and says “Your magic is an abomination and all you learned can die with you” and
proceeds to blast the body with white hot flames. When he’s done a pile of dust is left.
Malik and Zathras release the party members. At this point they’ll need to find their gear which
is in Room 9. They’ll return to the inn to recover from the gas before continuing on to Yehlenor.
The return trip is uneventful.

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