Beruflich Dokumente
Kultur Dokumente
by Jason E Perdue
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Dungeon Master
Notes
The Adventure
This adventure was written to fit into any campaign
setting of your choice. I have left place names out for
that purpose. As to any named NPCs that you may
encounter in these pages please feel free to change
them to fit your setting. I would recommend that you
place the adventure in or near hills or mountains and
nearby a relatively small town.
Party Size
Starting Out
Random Encounters
Traps
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Boxed Text
Boxed text has been a staple of adventures since I was
kid, and well that has been a while. While preparing
this document I put together boxed text descriptions
for your use. Note however that the boxed text
assumes the party has light or can see in the dark.
For the first two portions of the adventure this is not
an issue as the area is lit to some degree however the
last section, the Dwarven Vaults, has no light save
what the party brings with them. Most parties will
light a torch or a lantern and this will not be an issue
but if yours doesnt then you may need to alter what
you tell them to fit their visions needs.
Iron Pieces
Dungeon History
The dungeon was created by dwarves as a treasure
vault for the old dwarven empire. It was eventually
conquered by invaders, and has lain empty for many
centuries. Sometime in the last hundred years an
earthquake shook the foundations of the complex and
resulted in an underground river being re-routed
through the entire dungeon. In recent years a
necromancer took up residence in the front rooms.
Though his experiments live on he died many years
ago from an experiment gone rogue. Since that time
the rooms have been undistributed except by time.
Dungeon Construction
The halls delve deep into the side of the mountain and
ventilation shafts are hidden at regular intervals
ensuring the air is fresh and clear of any foulness.
The deep construction also helps to regulate the
temperature. With a few exceptions the vault
temperatures hover around 50-60 degrees
Fahrenheit (10-15 degrees Celsius) year round.
Making the cavern comfortable to a little on the cool
side for most adventures.
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Entry
The narrow path you have followed for the
last hour has led to an almost sheer rock
face. High above you, and seen during
your approach is a small cave like hole in
the rocks. According to the old dwarf you
meet in the tavern this is the cave you
have been seeking. You looking up at the
cave as the storm clouds that have hounded
you all day lets loose with a torrent of
rain. As the ground around you begins to
soak up the moisture you stare up
wondering how you will get up there.
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Necromancers Lair
Room 2 Necromancers
Lab
The room entrance is concealed in the rock face of the
corridor. [DC 13 perception check to discover] and a
[DC 12 INT check to open.]
The bright light of the room hurts your
eyes as it floods out of the secret door
you just found. Inside the room you see
bookcases lining the southern wall while
the northern wall is decorated by the
remains of moldering prisoners. The
center of the room is dominated by four
large working tables covered with various
apparatus and experiments. As you enter
the room the moldering prisoners turn
their dead eyes toward you and rise. As
your mind struggles to determine if they
are chained or not you spot the other
problem, the bone piles at their feet
begin to rise up.
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Note: The flameskull has the ability to cast spells and can be a
powerful monster for a party. It can also be fun. In my
playtests I let it zip around firing off magic missiles and
causing a distraction while the skeletons advanced.
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Room 5 Necromancers
Bedchamber
The moldering remains of this once ornate
bed chamber is neatly maintained despite
the decay. Lounging on the four poster
bed a female form can be seen through the
gossamer curtains as the group enters she
twitches her finger in a provocative comehither way to the group.
The remains are long since devoid of life and even undeath, however lurking in the gloom are six shadows
(Monster Manual p. 269). They will attempt to follow
the party in the gloom of the complex and attack
when someone straggles behind the others.
The Western door to this room is trapped with a
poison gas trap. [DC 15 Perception] with a [DC 15
INT] to disarm. If the trap is triggered it will release a
gas that acts as a sleep spell cast at level 5.
The room is smaller than some of the others but still
quite spacious at thirty foot by fifty foot. The comfort
ends there as the witch lights have been made to
appear the blood red in color giving the entire room a
nauseating appearance.
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Dwarven Vaults
The section in the lower half of the map, south of the
river, are an untouched part of the original vault
created by the Dwarven King. The necromancer
arrived in the complex after the river had subdivided
it and never traveled into this section of the complex.
Therefore this area is not lit by witch lights nor is
it as clean as the other areas due to the lack of travel.
Cobwebs hang thick and dust is on the floor.
10 half plate
40 helms
10 suits of scale mail
NOTE: that all of the armor is dwarf sized and cannot be used
by many of the other races, the notable exceptions being
halflings, gnomes and dwarves.
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10
Room 12 Vault of
Treasure
This long room was once a full armory with
racks upon racks of finely crafted
weapons. Now all that remains is the
tumbled down racks and the rotting remains
of hilt wrappings. In the center of this
room you see two orange-red creatures,
they are low to the ground and they
advance toward you with a pair of fuzzy
antenna probing toward you.
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11
Hallway
Encounters
Encounter 1 Gelatinous
Cube
The dripping of water can be heard
somewhere in the distance.
Encounter 2 Ghouls
Encounter 4 No Leg
Zombies
A long skirting scratch followed by a wet
slapping thump can be heard ahead. You
see nothing strange until you look down
and just at the edge of your light you
make out the form of a zombies that appear
to have no legs.
12
Traps
Trap 1
At the bend of the tunnel a pit trap is cunningly
concealed in the floor. The pit drops thirty feet to a
spear covered pit floor. [DC 13 perception to detect.]
If a party member(s) fall into the trap roll 3d6
damage for the fall and then roll 1d4 to determine the
number of spears that the character hits and 1d4
damage for each spear hit.
Trap 2
Trap 3
Trap 4
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13
New Monsters
can't speak
Challenge 1/4 (50 XP)
No-Leg Zombie
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 15 ft.
ACTIONS
STR
DEX
13 (+1) 6 (-2)
CON
INT
16 (+3) 3 (-4)
WIS
6 (-2)
CHA
5 (-3)
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14
Map
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15
Encounter Tables
Necromancers Lair
Room 1
Monster
Attack
AC
HP value
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Skeleton
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
13
13
13
13
13
13
13
13
13
13
13
13
Immune - Poison
Immune - Poison
Immune - Poison
Skeleton
Immune - Poison
Skeleton
Immune - Poison
Skeleton
Immune - Poison
Skeleton
Immune - Poison
Skeleton
Immune - Poison
HP
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16
Room 2
Monster
Attack
AC
HP value
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Skeleton
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune - Poison
HP
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17
Room 3
Monster
Attack
AC
HP value
Skeleton
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Fire Ray (x2) - +5(3d6)
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
13
40
Monster
Attack
AC
HP value
Wight
Longsword - +4(1d6+2)
Longbow - +4 (1d8+2)
Life Drain - +4(1d6+2)
DC13 Con or max points
reduced by damage
14
45
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune - Poison
Flame Skull
Damage Resistances
lightning, necrotic,
piercing
Damage Immunities cold,
fire, poison
Condition Immunities
charmed, frightened,
paralyzed, poisoned,
prone
HP
Room 5
Immune - Necrotic;
Bludgeoning, Piercing,
And Slashing From
Nonmagical Weapons
That Aren't Silvered
HP
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18
Room 6
Monster
Attack
AC
HP value
Shadow
12
16
Shadow
12
16
Shadow
12
16
Shadow
12
16
Shadow
12
16
Shadow
12
16
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
Immune - Necrotic,
Poison, Exhaustion,
Frightened, Grappled,
Paralyzed, Petrified,
Poisoned, Prone,
Restrained
Vulnerable - Radiant
HP
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19
Dwarven Vaults
Room 4
Monster
Attack
AC
HP value
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Zombie
Slam - +3(1d6+1)
8*
22
Skeleton
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
13
13
13
13
13
13
13
13
13
13
Monster
Attack
AC
HP value
Skeleton
Shortsword
+4(1d6+2)
Shortbow - +4(1d6+2)
13
13
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune Poison
Skeleton
Immune - Poison
Room 8
Immune - Poison
HP
HP
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20
Room 9
Monster
Attack
AC
HP value
Ghoul
Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min
12
22
Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min
12
22
Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min
12
22
Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min
12
22
Bite - +2(2d6+2)
Claws - +4(2d4+2) DC10
Con or paralyzed for 1
min
12
22
Monster
Attack
AC
HP value
Rust Monster
Bite - +3(1d8+1)
Antennae DC11 Dex to
avoid touch -1AC
weapons use rust metal
trait
Bite - +3(1d8+1)
Antennae DC11 Dex to
avoid touch -1AC
weapons use rust metal
trait
14
27
14
27
Immune Charmed,
Exhaustion, Poisoned
Ghoul
Immune Charmed,
Exhaustion, Poisoned
Ghoul
Immune Charmed,
Exhaustion, Poisoned
Ghoul
Immune Charmed,
Exhaustion, Poisoned
Ghoul
Immune Charmed,
Exhaustion, Poisoned
HP
Room 12
Rust Monster
HP
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21
Hallway Encounters
Encounter 1
Monster
Attack
AC
HP value
Gelatinous Cube
Pseudopod: +4 (3d6)
acid damage.
Engulf: DC 12 Dex
Success the creature can
choose to be pushed 5
feet
Fail, the cube enters the
creature's space (3d6)
acid damage and is
engulfed. Engulfed
creature can't
breathe/Restrained, and
takes (6d6) acid damage
at the start of the cube's
turns.
An engulfed creature
can try to escape make a
DC 12 Strength check.
Success - escapes
84
Monster
Attack
AC
HP value
Ghoul
Bite: +2 (2d6 + 2)
piercing damage.
Claws: +4 to hit, (2d4 +
2) slashing damage. DC
10 Con or be Paralyzed
for 1 minute
Bite: +2 (2d6 + 2)
piercing damage.
Claws: +4 to hit, (2d4 +
2) slashing damage. DC
10 Con or be Paralyzed
for 1 minute
12
22
12
22
Immune blinded,
charmed, deafened,
exhaustion, frightened,
prone
Encounter 2
Immune Charmed,
Exhaustion, Poisoned
Ghoul
Immune Charmed,
Exhaustion, Poisoned
HP
HP
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22
Encounter 3
Monster
Attack
AC
HP value
Hook Horror
Hook x2 - +6(2d6+4) P
15
75
Monster
Attack
AC
HP value
Zombie
Bite - +3(1d6+1)
8*
22
Zombie
Bite - +3(1d6+1)
8*
22
Zombie
Bite - +3(1d6+1)
8*
22
Zombie
Bite - +3(1d6+1)
8*
22
Zombie
Bite - +3(1d6+1)
8*
22
HP
Encounter 4
Immune Poison
Immune Poison
Immune Poison
Immune Poison
Immune - Poison
HP
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23