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 

This FREE adventure was a collaborative effort brought to


Adventure Primer 3
you by these awesome folks:
Overview: Zombie Assault 3
Chapter 1 - Djinguré Mud Fort 4 Producers: The DMDave Team
Locations in the Fortress 4 Story and Mechanics: DMDave
Chapter 2 - Day of the Dead 8 Proofing: Benjamin "Sarge" Gilyot
How to Run the Adventure 8 Cover Illustrator: Shutterstock
The Zombie Horde 9 Cartography: Tom Cartos (Djinguré Mud Fort) and
Maps by Owen (Omeria)
Siege Tasks 9 Interior Illustrations: Paper Forge and Shutterstock
Fortress Morale Checks 11
Wrap-Up: Escaping the Fortress 11
Additional Support: The DMDave Team
Dramatis Personae 12 Special Thanks: A big thanks to our friends at Wizards of
Appendix: Fortress Details 14 the Coast for making the coolest game in the world and
allowing creators like ourselves to borrow your open license.
Assets 14
Building Supplies 15
Defense Improvements 17
Random Encounters 17
Random Fortress Area 17
Black Rose Clan 18
Open Gaming License 19

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
Estimated Duration: 3 hours present a myriad of combat situations, but plenty of tense
Suggested Music: “It Came from the '80s... Vol 2. - A Retro roleplaying opportunities as well. Furthermore, it is an event
Darkwave Horror Synth Special” by Various Artists based adventure. It's recommended that the GM has a
complete understanding of the adventure's dynamic structure
 before running it.
The Wither, one of the The Great Wastelands of Central 
Omeria—and arguably the most dangerous of the three—is The adventure begins when the characters arrive at the
home to all manner of horrible creatures. Gnolls, ogres, Djinguré mud fort. If there is no simple explanation for why
dragons, and bandits are common sights throughout. But the characters are at the fortress that fits with your current
perhaps one of the most dangerous creatures who thrive in scenario or campaign, here are a few suggestions for you to
the lifeless desert are the ravenous undead. use.
Southern Omerian traders are forced with two options:
completely avoid The Wither and its horrors by way of boat 
or traveling along the narrow coasts, or venture through the The characters were hired by a law enforcement agency
dangerous land and pray the monsters don’t catch your scent somewhere in Omeria (the Cords, the Odonburg Warrior
on the wind. Caste, Witchhunters of Aspaeth, etc.) to investigate the mud
Those who choose the latter option—referred to as fort. Their patrons suspect that the fortress is being used as a
Deadrunners by most Central Omerians—are some of the trade stopover for white bloom smugglers and traders.
bravest (or craziest) humanoids in the land.
The adventurers find themselves at a popular Deadrunner 
stopover point, the Djingure fortress when a horde of Looking for work in Central Omeria, the characters are
zombies traps them inside with seven strangers. asked to transport goods from one end of Omeria to the
Trapped during a zombie invasion. Surrounded by evil. Low other, crossing The Wither as they do. New to the job, the
on supplies. characters aren’t aware that the summer months are the
Will the characters survive the desert of the dead? most dangerous time to travel through The Wither.
 
This adventure is designed for three to seven 3rd- to 4th- For whatever reason, the characters are traveling through
level characters and is optimized for five characters with The Wither and find themselves at odds with an encroaching
an average party level (APL) of 4. The adventure asks the zombie horde. Seeking shelter, they come across the fort and
characters to work with villains to protect the Djinguré mud ask to be admitted. The inhabitants of the mud fort
fort from the zombie horde. Not only will the adventure reluctantly allow the characters inside.

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

A
popular stopover point for Deadrunners, Inside, the fort’s ceilings are 7- feet-high. The floors are made
Djinguré has served The Wither’s traders for of laid stone tile and sometimes, raw earth. Stairs and
close to a decade. Originally, the fortress was ladders allow access to the second floor and roofs.
built as a supply station for Dinzer forces The center of the fortress is open to the elements with a
during The Attack of Regrets of 1025 AT. Once courtyard for training and storage of non-perishables.
the war ended, the land and fortress were Arrow Slits. Almost the entirety of the fortress is pocked
purchased cheap by the Black Rose Clan of with arrow slits. An archer or spellcaster who fights from an
Greatwell. Today, the fortress is overseen by Sireen el-Halaby, arrow slit has three-quarters cover. Trained ranged
a veteran and trusted manager within the organization. El- combatants also know to step out of view after firing a shot,
Halaby and her guards distribute the drug white bloom out of thus, granting them full cover from reprisals.
the fortress. Barricades. At the south entrance (with spares in the
Before the dangerous summer months begin (referred to courtyard), the fort is protected by multiple chevaux de frise
by Deadrunners as “the Hungry Months”) el-Halaby and her (wooden spike barricades). As long as the barricades stand,
crew pack up and leave the fortress. They remove most of the Large creatures with Intelligence scores of 4 or less cannot
fortress' valuables and protect it with a literal skeleton crew. pass through without taking 7 (2d6) piercing damage. One or
Unfortunately, troubles in the north have put el-Halaby and more creatures with a combined Strength score of 15 can
her men behind with no clear evacuation plan. Today would move the barricade. Each barricade has AC 15, 100 hit
have been the day they cleared out, but then the zombies points, and immunity to poison and psychic damage.
came. Exterior Doors. There are four sets of wooden double
doors that grant access outside the fortress. Three of the
 doors lead only into the courtyard, and the third faces the
southside of the fortress. When barred, the doors have AC 15,
The locations described below are keyed to the maps on 50 hit points, and immunity to poison and psychic damage. A
pages 5 and 6. creature can use its action to make a Strength check. The DC
for the check is equal to the barricade's current AC. The door
 and the bar break open on a successful check.
Unless stated otherwise, the mud fort has the following Interior Doors. Throughout the complex are wooden
characteristics: doors all equipped with steel barrel locks. All of the doors
Dimensions & Terrain. The mud brick fort is have AC 15 and immunity to poison and psychic damage. A
approximately 100-feet wide by 65-feet long. The majority of small door (no wider than two-and-a-half-feet in width) has 15
the building is built from molded and dried mud pulled hit points, and a large door (up to four-feet-wide) has 25 hit
directly from The Wither. Wooden beams placed at regular points. When locked, a creature can use its action to make a
intervals support both the second level and the fort’s roof. DC 15 Strength check, breaking down the door on a success.

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Similarly, a creature can use its action to pick the lock with a   Weapon Racks. The entry to the fortress holds two
successful DC 15 Dexterity check using proficiency with weapons racks with various weapons:
thieves’ tools.
Light. Torches are hung at regular intervals throughout the 2 glaives
complex. The torches create a 20-foot radius of bright light 1 halberd
and dim light for an additional 20 feet. 1 handaxe
Sounds and Smells. During the zombie invasion, the 2 maces
moans of the undead are loud and, at times, deafening. The 3 spears
zombies also bring with them the strong stench of decay and 1 war pick
rot. 
 The ambulatory on the lower level connects the areas on the
The main entrance is usually well-guarded during sieges. western and northern ends of the complex to the main
entrance.
 
The entrance has the following features: The lower ambulatory has the following features:
Dimensions & Terrain. The entrance is a 20-foot by 20- Dimensions & Terrain. The ambulatory is a narrow series
foot square. Both the north and south walls have a set of of hallways that connects areas 1, 4, and 6, as well as the
double-doors, and the eastern and western walls grant users courtyard (area 3).
access to the fort’s ambulatory. Benches. Simple wooden benches bound by iron bands
Animal Heads. Two stuffed animal heads are mounted on are placed throughout the ambulatory, the perfect spot for
the walls. The heads predate the fortress' current inhabitants. guards to rest during their long shifts.
Sarcophagus. At the center of the entrance area is the Crates. These wooden boxes line the ambulatories halls.
sarcophagus of Ixtli Djinguré, the warrior from which the They are filled with ammunition. Between them all, there are
fortress derives its name. Although the sarcophagus has been 300 arrows and 150 crossbow bolts.
empty for years (desecrated by raiders a decade ago), it Ladders (2a and 2d). These ladders lead to the upper
remains as a tribute to the work Djinguré and his soldiers put ambulatory, area 12.
in during the Attack of Regrets. The sarcophagus is made
from carved sandstone. Watch Points (2b, 2c, and 2d). There are three main
watchpoints in the lower ambulatory.

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 sometimes edible) meals in this small galley kitchen. Smoke
from the small stove’s fires ventilate through the shaft in the
The center of the fortress is exposed to the elements. ceiling.
 
The courtyard has the following features:
Dimensions & Terrain. The largest area in the fortress, El-Halaby, her lieutenants, and any other people the group
the courtyard is approximately 50-feet wide east-to-west and deems worthy of entry use this large room to plan strategies.
30-feet-wide north-to-south. 
Barrels & Crates. The fortress’ inhabitants store non- The war room has the following features:
perishable goods in the barrels and crates outside. A
complete list of the items and equipment the fortress Dimension & Terrain. The war room is approximately 20-
contains is detailed in the Appendix. feet by 20-feet. The northeastern corner (6b) works as a
Barricades. The fortress’ guards store extra chevaux de watch point, granting guards view of the northeastern edge of
frise here. the fortress.
Braziers. Coal fires keep the courtyard illuminated and Cabinets. A pair of six-foot-tall cabinets resting against the
warm during the cold desert nights. southern wall of the war room contain important papers,
Ladders and Stairs. A ladder leads up to the landing in tools, books, and other valuable documents for maintaining
area 13 and a staircase leads to area 10’s landing. the business. The books are regularly enchanted with illusory
Training Dummies & Targets. During downtime, the script spells to hide the illegal white bloom business
inhabitants of the fortress polish their skills with the training operating out of the fortress.
dummies and archery targets. Concealed Door. There is a small door on the western
wall of the war room that’s visible from the interior but
 masked by texture similar to the outer walls from the outside.
Worse comes to worse, el-Halaby and her soldiers can use
The mess hall has enough tables and chairs to comfortably the door to escape into the desert.
seat 10 diners. Crates. The two crates in the lookout post contain 80
arrows between them.
 Maps. el-Halaby keeps two maps on the table. The first
The fortress’ chef, Antonis Moraitides (see the Dramatis map is a blueprint of the fortress itself. The second map
Personae section for details), whips up interesting (and shows the region surrounding the fortress 20 miles in every
direction. This map shows the quickest route to Ku’krib.

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 mud, it’s easy for someone on the landing to climb onto the
Most of the time, Sireen el-Halaby works from this room. As roof to get a better look at the surrounding land.
an Anorian elf, she does not require sleep. Instead, she 
trances while sitting at the table. See the Dramatis Personae
section for el-Halaby’s statistics and characteristics. The roof over the dining room and kitchen is strong enough
to hold troops. Thanks to the wooden supports built into the
 mud walls, it’s easy for someone on the landing to climb onto
El-Halaby’s company sleep in these barracks. the roof to get a better look at the surrounding land. A hole
cut into the ceiling below the landing allows smoke to
 ventilate from the kitchen’s wood-burning stove.
The barracks have the following features: 
Dimensions & Terrain. The room is 30-feet wide and 15-
feet deep. There are two windows facing the courtyard. This long series of hallways surrounds the entirety of the
Beds. The barracks have five beds, one for each of el- fortress’ perimeter.
Halaby’s team. Each bed is spoken for.
Footlockers. There are four footlockers in the room. Each 
footlocker contains extra blankets, clothing, and backpacks. The upper ambulatory has the following features:
Three-Dragon Ante. The table keeps a (mostly) complete Dimensions & Terrain. The ambulatory is a narrow series
deck of Three-Dragon Ante. of hallways with frequent arrow-slits. At only seven-feet-high,
Weapons & Armor. The barracks have the following spare the ceilings here are noticeably shorter and vaulted.
weapons and equipment: Benches. Simple wooden benches bound by iron bands
are placed throughout the ambulatory, the perfect spot for
5 suits of studded leather armor guards to rest during their long shifts.
3 shields Crates. These wooden boxes line the ambulatories halls.
8 daggers They are filled with ammunition. Between them all, there are
2 great axes 150 arrows.
2 greatswords Ladders (12b, 12d, and 12h). The ladder in 12b leads
3 longbows with quivers (20 arrows) down to area 8, the ladder in 12d leads down to area 2c, and
4 longswords the ladder in 12h leads down to 2a. All three ladders are
1 maul concealed by wooden trapdoors in the floor.
2 scimitars Watch Points. The upstairs ambulatory offers eight watch
8 spears points that cover the entirety of the fortress.
 
Cut off from the rest of the ambulatory, the southeast watch During extended sieges, guards camp out in this section of
is a favored station for el-Halaby’s guards thanks to its the fortress.
proximity to the barracks and secluded nature.

 This area has the following features:
The southeast watch has the following features: Dimensions & Terrain. This area is a 20-foot by 20-foot
Dimensions & Terrain. The southeast watch is 35-feet- square. The ceilings are 9-feet high and vaulted. Four arrow
long east to west and narrow, no more than 5-8 feet wide slits in the southern wall give a complete view of the southern
north to south. facing side of the fortress.
Benches. Simple wooden benches bound by iron bands Beds. There are three fur-lined bedrolls on the floor.
are placed throughout the ambulatory, the perfect spot for Chests. There are two locked chests in this room. Each
guards to rest during their long shifts. lock requires a successful DC 16 Dexterity check using
Crates. These wooden boxes hold 50 arrows plus thieves’ tools to pick. The chests contain 10 potions of
additional tools and equipment for the fortress. See the healing, one wildfire arrow, and 10,000 silver pieces.
Appendix for a full list of the fortress’ equipment. Doors. The two doors leading into this area are kept
Ladder. The ladder by the door that leads to the barracks locked by key. El-Halaby and her lieutenant Mus'ab both carry
leads up to the upstairs ambulatory, area 12. keys. The doors require a successful DC 16 Dexterity check
 using thieves’ tools to pick the locks or a successful DC 16
Strength (Athletics) check to break down. Otherwise, the
The fortress’ stables can hold up to five animals Large at a doors are the same as the fortress’ interior doors.
time. Currently, there are only two draft horses kept here.

The roof over the war room and barracks is strong enough to
hold troops. Thanks to the wooden supports built into the

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

T
he first day the characters arrive at the mud zombies break into the fortress. The characters and NPCs
fort, the characters and the inhabitants of the have 5 rounds before the horde arrives. And another 5
Djinguré mud fort are beset on all sides by a rounds before the horde becomes strong enough to break
horde of thousands of zombies. It's not down the main doors.
uncommon for zombies to gather in large
masses like this. Mindless, the zombies move 
toward whatever currently has their attention. All of the NPCs and characters must rush to bar the door
Such attention-grabbers include loud noises, movements, and (area 1) before the zombies arrive. First, a character whose
even other undead. When a zombie starts to move toward Strength is 12 or higher must lift the large bar normally used
something that has its attention, other zombies follow. to bar the door and put it into place. Once the door is barred,
Eventually, more and more follow the crowd of zombies and, its AC is 15 and its hit points are 50.
unless stopped, the zombies grow into a massive horde. From there, the characters must quickly barricade the
Wither zombie hordes are a force of nature. Living creatures doors. To barricade a door, the characters must have 7 units
caught in the center of one almost never escape alive. of building supplies on hand (see the Appendix). A character
can use their action to make a Strength check to create
 building supplies from objects. The DC to quickly create
building supplies is DC 12 for a Medium or smaller object
The events of this adventure should play out as follows: and DC 16 for a large object. On a success, the character
breaks the object apart and gains a number of building
 supply units as shown on the Building Supplies tables in the
Shortly after the characters arrive, a horde of zombies Appendix.
follows them straight to the mud fort. The commotion the Once the characters and NPCs have building supplies on
characters caused was enough to make the mud-fort draw the hand, it takes two actions to build the barricade: one to hold
characters' attention. El-Halaby and her men know it’s better the building supplies and another to nail them into place.
to wait out the horde than to try to leave the fortress. Of One character can perform both actions, but it will take two
course, the presence of the characters complicates things. rounds to do so. The character nails the building supplies
The NPCs at the fortress know that the horde could last for a into place must have access to Carpenter's Tools. The
few days and advise the characters to ration their food and character then makes a Strength using proficiency in
water supplies. carpenter's tools check to nail the building supplies in place.
Give the players time to get to know the NPCs and the The DC is equal to the barricades current DC (it starts at 15).
layout of the fortress. Introduce hints at some of the NPC’s On a success, the barricade's threshold increases by 1 (it
flaws and secrets listed in the Dramatis Personae section. starts at 0). Once the barricade's threshold reaches 7, the
zombies cannot break through the door. The maximum
 threshold possible for the doubles doors is 10.
In five rounds, 1d4 zombies reach the door and start
Once the spotters see the horde 100 feet away, they raise the making Slam attacks against the door. Unless the barricade
alarm to everyone in the fortress to seal it up before the is in place at the end of the 10th round, the zombies push
through the barricades and enter the fortress.
8
magical means, and the target's hit point maximum
decreases by 3 (1d6) every hour.
Living Through the Horde Checklist If the target's hit point maximum drops to 0 as a result of
Each day after the first during the siege, follow this disease, the target dies. Creatures who die from zombie
these steps: bite disease return as a zombie in 1d4 x 10 minutes.
1. Make morale checks for each of the NPCs in the 
fortress. If necessary, resolve the results of
these checks. See the section on NPC Morale A character can attempt to fight their way through the horde
Checks on page 12 for details. by dealing damage to it. A character can use an action to
2. The characters determine their siege tasks for make a ranged attack or melee attack, or to cast a spell.
the day. See Siege Tasks on page 10 for details. Assume that any attack rolls hit but are not critical hits, and
These are the tasks that the characters (and disregard any effect of the attack or spell for this purpose
potentially NPCs) concern themselves with other than the damage it deals.
throughout the day. If the total damage from all the attacks or spells used on
3. Check for random encounters. Once every eight the characters' turn is 20 or higher, the character clears a
hours (morning, afternoon, and night) roll a path through the horde of zombies and does not need to
d20. On a result of 18-20, a random make a saving throw at the end of their turn.
encounter occurs. Roll 2d6 and refer to the Turning undead has the same effect. Assume that all the
Djinguré Random Encounters table on page
19 to determine the nature of the encounter.
zombies in an area fail their saving throws and clear a path.
4. The characters and NPC must eat and drink.
Refer to the Appendix for a list of the assets
that the fortress has available at the

adventure’s start. And see Chapter 8 of the The invasion could last weeks. As such, the characters and
PHB for details on Food and Water. NPCs must find ways to make themselves useful during that
time.
At the start of each day, the characters choose the tasks
that they or the NPCs will perform. A character or NPC
performing a task must spend eight hours working on the
 task. Certain tasks require the use of building materials. See
the “Fortress’ Assets” for details on the amount of assets that
After the initial incursion, thousands of zombies surround the the fortress has available for tasks. An NPC can take a task if
fortress. Their moans are maddening. Roll 2d10 + 2. This is the NPC in question isn’t incapacitated or suffering from the
the number of days the horde remains outside the fort. When effects of a failed morale check. Characters that don’t
confronting the zombie horde itself, treat the entire horde as perform siege tasks are considered to be at rest, socializing,
a hazard. The entirety of the outside of the fortress is or performing other trivial tasks.
crawling with zombies. The horde extends around the The tasks characters/NPCs can take are detailed below.
fortress for 50 feet in all directions.

 With the zombies at the gates, tensions will be high in the
Moving through the zombies is almost impossible. To push fortress. A character who chooses this siege task encourages
past the horde, before the creature can move, the creature cooler heads to prevail. The character boosts morale by
must use its bonus action to make a DC 14 Strength giving rousing speeches, speaking one on one with troubled
(Athletics) check or Dexterity (Acrobatics) check (the NPCs, creating games to occupy the fortress’ inhabitants, and
creature's choice). On a successful check, the creature can so on.
move 1 foot for every 3 feet of movement that they spend Resolution. A character or NPC who attempts to boost
during their turn. If the check fails, the creature cannot move morale makes a Charisma (Persuasion or Intimidation)
that turn. check to determine the outcome. If food/water supplies have
 run out, this check is made with disadvantage. Depending on
A creature that ends its turn within the horde must make a the result of the check, the attempt at boosting morale can
DC 14 Strength saving throw. On a failed saving throw, the add a bonus to the morale checks of the characters and
creature takes 9 (2d8) bludgeoning damage plus 9 (2d8) NPCs in the fortress, as shown on the Boost Morale table
piercing damage and is grappled (escape DC 14). A grappled below. The results of multiple Boost Morale checks are not
creature is restrained and takes 9 (2d8) bludgeoning damage cumulative; the characters and NPCs use only the best result.
plus 9 (2d8) piercing at the end of each of its turns. A On a failure, nothing happens.
creature that succeeds on its saving throw takes only half Boost Morale
damage and isn't restrained.
Check Total Morale Check Bonus
 1-12 No bonus.
Any time a creature takes piercing damage from a zombie or
the zombie horde, that creature must succeed on a DC 13 13-16 +1
Constitution saving throw or contract a disease. Until the 17-20 +2
disease is cured, the target can't regain hit points except by 21+ +3

9

In order to boost the defenses for the fortress, the characters Option: El-Halaby is in Control
will need building supplies. There are building supplies So long as Sireen el-Halaby is living, she is in
available in the courtyard and other parts of the building control of the other NPCs. Loyal to her, they won’t
when the characters first arrive, but likely not enough. By take orders from the characters. You, as the GM,
destroying tables, chairs, crates, and other items, the decide the siege tasks that they take each day.
characters can create more building supplies.
Resources. The character must choose up to ten
nonmagical objects within the fortress. Medium targets count
as two objects, Large targets count as four objects, and Huge The character makes two checks: Wisdom (Perception) and a
targets count as eight objects. A complete list of the objects Constitution saving throw. Characters with the soldier
available in the fortress are included in the Appendix. background add +2 to each of these checks. The DC for each
The character performing the task must have access to of the checks is 5 + 2d10; generate a separate DC for each
carpenter’s tools but does not need to be proficient with the one. Consult the Keep Watch table to see how the character
tools in order to make the check. did.
Resolution. This activity requires no check. At the end of
the eight hour period, the objects are converted into building Keep Watch
supplies. Refer to the Create Building supplies table to Result Outcome
determine the quantity of building supplies created. During a random encounter attack, the
0 successes creatures catch the sentries in the area by
 surprise.
To ensure that the zombies don’t break in, the characters and During a random encounter attack, the
NPCs will need to improve the defenses of the fortress. This 1 success sentry notices the creatures when they are
includes the doors, windows, and possibly even some of the within 10 feet of the area they are watching.
interior areas, referred to as the “project.”
Resources. At the start of the siege, the characters and During a random encounter attack, the
2 successes sentry notices the attackers when they are
NPCs already have building supplies on hand. Plus, they can within 40 feet of the area they are watching
create more by taking the Create Building Supplies action. 
Each project requires building supplies as shown on the If more than one character or NPC keeps watch in a single
Project Building Supply Cost table in the Appendix. area, all of the sentries present combine their success (to a
The character must have access to carpenter’s tools, maximum of 2 successes). If an area of the fortress is not
however, the character does not need to be proficient with being watched by a sentry and that area is attacked by
carpenter’s tools in order to make the check. However, a creatures, the creatures break into the fortress without being
character who is not proficient with carpenter’s tools ends up noticed.
wasting 1d4 - 1 units of building supplies each time they take
this action regardless of the check’s outcome. 
Resolution. The character makes a Strength (carpenter’s
tools) check to determine the outcome. The DC of the check The characters and NPCs of Djinguré fort are in a tough spot.
is equal to the project’s current AC (minimum 15). And unless they carefully consider all their options, they
On a success, subtract the requisite building supplies from could end up dead and devoured. Planning and strategizing
the total building supplies available to the fortress. Then, might be the only way they get out of this mess.
apply the improvement's benefits as detailed on the Project Resolution. The character declares the focus of the
Building Supply Costs table. strategization—the zombies or the fortress. The character
On a failed check, nothing happens. then makes an Intelligence (History) check. Determine how
much lore a character learns using the Strategize Outcomes
 table.
Even more so than the improved defenses, placing sentries at Strategize Outcomes
strategic locations throughout the fortress will keep those Check Total Outcome
inside safe. Keeping watch isn’t just about keeping one’s eyes
peeled. It’s also about focus and determination. 1-5 No effect.
Resolution. The character chooses an area of the fortress 6-10 The strategist learns one piece of lore.
in which they must keep watch. Then, they must choose the 8
hour period in which they keep watch: morning, afternoon, or 11-20 The strategist learns two pieces of lore.
evening. The available areas to the character are shown on 21+ The strategist learns three pieces of lore.
the Fortress Player Map included with the adventure. The
character must make a series of checks, with a DC Each piece of lore is the equivalent of one true statement
determined at random based on the current conditions. about the subject. For example, the character might theorize
Changes in the dynamics of the zombie horde, the weather, that the zombies can be easily distracted with a spell such as
and other effects can affect the check's severity. dancing lights.

10
Or, the character might recognize that the horde get Depending on the result of the morale check, the NPC might
distracted in a few days (if they're lucky) act out, flee, or completely shut down. Roll a d20 for each
The GM is the final arbiter concerning exactly what the NPC and add or subtract the NPC's Morale check modifier.
character learns. Refer to the NPC Morale table to determine how the NPC
reacts.
 NPC Morale
Along with the name, stats, description, and characteristics Check Total Result
for each NPC, the NPCs listed in the Dramatis Personae The NPC acts out. Refer to the respective
section all have Morale Check modifiers. As the adventure NPC's listing in the Dramatis Personae
progresses and the characters and NPCs try to survive the 5 or lower
section on page 14 to determine what the
horde, the GM will be required to make regular morale NPC does.
checks for each of the NPCs.
The circumstances calling for morale checks are as 6-10
The NPC will not work and will only fight to
follows: defend themselves.
11+ The NPC maintains their composure.
After the siege has gone on for one day or more, make a
morale check for each NPC in the morning.
The NPC is reduced to half its hit points or fewer for the
first time in battle.

The NPC is exposd to the zombie horde. 
The NPC is bitten by one of the zombies and contracts
Zombie Bite Fever. The next nearest establishment to Dingure Fortress is 10
miles from the fortress, the village of Ku’krib. All the
Certain events might give the NPCs advantage or characters and NPCs need to do is get through the zombie
disadvantage on these checks. horde.
If the fort’s inhabitants kill one or more zombies without There are many methods the characters can use to escape
suffering casualties, their next morale check is made with the zombies. Ultimately, if they can distract the zombies or
advantage. fight their way through the 50-foot-radius of zombies to reach
If there is an NPC or character in the fortress who has a the exposed desert, they might have a chance to survive. Of
Charisma score of 15 or higher and that character is not course, if even a single member of the party is caught in the
incapacitated or frightened, the NPCs' morale checks are zombies' grasp, the zombies will pull them down and devour
made with advantage. them in the sand. A gruesome spectacle to be sure.
If half or more of the fortress’ inhabitants have been All the most creative options offered to work. And, just like
incapacitated, taken prisoner, contracts zombie bite any good zombie story, punish bad decisions.
disease, or otherwise removed from the battle, all of their
morale checks are made at disadvantage.
If an NPC is suffering from exhaustion, the NPC makes
its check at disadvantage.

11

Joining the characters during the siege are the seven 
inhabitants of the Djinguré mud fort, all of whom are detailed Morale Check Modifier: +2
below. They are all members of the Black Rose Clan.
 When al-Uddin acts out, anyone that has angered Al-Uddin
during the siege will become the subject of his wrath. But al-
Iron-willed captain of the Djinguré mud fortress Uddin is cautious. Al-Uddin will wait until the target is out of
view of the others or sleeping, then attack in the night with a
Sireen el-Halaby (LE female Anorian elf bandit captain) is a dagger poisoned with serpent venom. On a hit, the creature
strong, dedicated leader and warrior, and a long-time must succeed on a DC 11 Constitution saving throw, taking
member of the Black Rose Clan. In fact, Sireen is one of the 10 (3d6) damage on a failed saving throw, or half as much
few members who is old enough to remember the Black Rose damage on a successful one. The target of Al-Uddin's ire can
Clan's roots in Qola before its destruction. suspect al-Uddin's intentions by making a successful Wisdom
El-Halaby has operated the trade routes through Djinguré (Insight) check contested by al-Uddin's Charisma (Deception)
since the Clan took the fort over a few years back. While she check.
is no fan of The Wither, she loves her job and the power it
grants her. 
 Pompous fortress cook
    Ideal. "I am loyal to Black Rose Clan, its leaders, and its Atonis Moraitides (NE male Knotsider thug) was born to a
soldiers." noble family in the Knotside region town of Coalfell. Despite
Bond. "I will never do anything to dishonor myself or the being a capable soldier in his own right, Moraitides is best
Clan." known for two things: his horrible cooking and even worse
Flaw. "I must kill anyone who crosses me." singing.
 Still, Moraitides is a trusted ally to el-Halaby and the rest of
Morale Check Modifier: +2 the Djinuré crew.

If el-Halaby rolls a result of 5 or lower on her morale check,   Ideal: "My true family is the Black Rose Clan."
she grows belligerent and commands all who follow her to Bond: "I will do whatever it takes to maintain the bond
gather their gear and head outside to face the zombies head between the Moraitides family and the Black Rose Clan."
on. She will not stop until she is persuaded otherwise with a Flaw: "I'm one some might call... 'a self-centered prick.'"
successful DC 15 Charisma (Persuasion) check, or she is
incapacitated. Her men or loyal, so if she is attacked they will 
protect her. Morale Check Modifier: +0
 If Moraitides rolls a result of 5 or lower on his morale check,
El-Halaby's dangerous right-hand-man he starts to panic. For the next 24 hours, Moraitides suffers
from extreme paranoia and has disadvantage on Wisdom and
At a young age, al-Uddin (NE male Ditimayan human Charisma checks.
veteran) was sold into slavery after he stole zujadilla fruit
from a vendor in Ugash. Al-Uddin's life was bought by a 
Xenemese noble named Gong Xun who taught al-Uddin the Pigheaded dwarven guard
Art of the Blade. Al-Uddin worked as a mercenary for the first
decade of his adulthood, then was offered full-time Although Snatril Barbedbuckle (LE male Von Doral dwarf
employment by the Black Rose Clan of Greatwell. bandit captain) might tell you that its his keen eyesight and
Al-Uddin has worked with el-Halaby for close to a decade. perception that wins him a spot in the forward watch (area
Not only is he is her most trusted lieutenant, but he is also 13) each night, the rest of the fort's inhabitants know the
her bodyguard and lover. truth: it's his horrible body odor. Snat "doesn't believe" in
 bathing regularly, brushing his teeth, or anything else that
    Ideal. "I only help people who help me." makes his presence bearable. And if his smell wasn't bad
Bond. "I will protect any child whose life comes into enough, he's crude, lude, and altogether mean. But if there's
danger; they should not suffer the same way as I did." someone you want to have your back in close combat, you
Flaw. "While I am a capable warrior, I will just as gladly could do a lot worse than ol' Snat.
kill someone in their sleep."

12
 The young brothers work as laborers at the fortress and both
    Ideal. "Everyone that works gets their fair share. Those are seen as "low men on the totem pole." Jeino is a little
who don't get to sleep with the horses." slower than his brother Anteo and is prone to violent
Bond. "Seven years ago, my family was murdered by a pair outbursts. Anteo struggles to keep his brother's darker
of devilkin twins. I've hated all devilkin every since. " proclivities in check.
Flaw. "I don't believe in bathing. Ever." 

  Ideal. "I don't steal from others in the trade."
Morale Check Modifier: +0 Bond. "My brother has dark desires which I constantly
work to curb."
When the going gets tough, Snat gets going. When Snat acts Flaw. "My father went to the Yard because of a mistake I
out, he grabs what he can and flees the camp. "I ain't dying made on our last job together. I won't let that happen again."
for this outfit!" In the Black Rose Clan, desertion is a crime 
punishable by death, thus, there's a chance that el-Halaby Morale Check Modifier: +0
may execute Snat if he attempts to escape.
 If Anteo rolls a result of 5 or lower on his morale check, he
enters a stupor from which he cannot break for 24 hours.
Brave Aspaethan warrior While in this stupor, all of his ability checks, attack rolls, and
saving throws are made at disadvantage.
Like many natural-born Aspaethans, Meshindi (N female
Aspaethan human berseker) comes from a proud line of 
warriors. Whereas her twin sister, Thalente accepted the   Ideal. "There is no limit to what I'm capable of doing."
creed of the Witchhunters, Meshindi sold her skills to the Bond. "The only person I am loyal to is my brother.
highest bidders. Eventually, she was hired by the Black Rose Everyone else is fair game."
Clan to act as a warrior and tracker. Meshindi also cares for Flaw. "I am possessed with a desire to kill other people."
the horses and hunts for the Clan. She's been known to cook
for everyone on occasion, too, a point of contention between 
her and Moraitides. Morale Check Modifier: -2
Meshindi only speaks Aspaethan.
If Jeino acts out, he starts to recognize a kinship within the
 undead. He believes that he is one of them and that he was
    Ideal. "I am a child of the desert and prefer to sleep under sent by them to infiltrate the fortress. He will even go so far
the stars" as to remove a barricade or open the side door to allow them
Bond. "A creature once came to me in a vision; it had skin, access. He might even cause a fire or assassinate el-Halaby.
pale as the dunes of Karnione, but eyes as red as the setting Ironically, the moment he sets foot outside, the zombies will
sun. " eat him.
Flaw. "I save no one."


Morale Check Modifier: +0 If you need an event or attack to affect a random NPC, roll a
d30 and refer to the chart below to determine the target.
When Meshindi acts out, she works only to protect herself
and will refuse to work with anyone else. This could mean Random NPC
that she seals herself into another area of the complex, or she d20 NPC d100 NPC
might even kill those she thinks could cause a problem to the 1 Sireen el-Halaby 7-9 Meshindi
entire fortress.
2 Mus-ab al-Uddin 10-14 Anteo Irarramendi
 3 Antonis Moraitides 15-20 Jeino Irarramendi
Anteo (LE male Ditimayan human bandit) and his brother 5-6 Snatril Barbedbuckle
Jeino (CE male Ditimayan human bandit) both originally hail
from a small village near Arruquetta named Ciarrusta. The
pair worked as members of a gang that operated that
smuggled goods along the Lost Dragon Past and into the
Sabolona Timberlands. After the gang's leader, and the boys'
father, Anteo Sr. was arrested by the Stonearms and
sentenced to five years in the Yard of Deterrents, the gang
broke up. Since then, the boys took work with Black Rose
Clan in order to save up gold for their father's release.

13

 Gear
When the characters arrive, the Djinure mud fort has the Name Quantity
following assets on hand. The weapons and gear list below do Alchemist's fire (flasks) 6
not count items that the NPCs or characters are carrying on
their person. Arrows 1,100
Backpacks 9
Basics
Name Quantity Barrels 12

Food 60 pounds Baskets 5

Water 120 gallons Bedrolls 12

Building Supplies 30 units Blankets 9


Block and tackle 1
Armor (Suits) Books 12
Name Quantity
Bottles, glass 24
Chain mail 1
Buckets 3
Leather 4
Caltrops, bags of 20 2
Shields 10
Candles 30
Studded Leather 5
Chain, 10 foot length 6
Weapons Chests 8
Name Quantity Climber's kits 4
Battleaxes 2 Clothes, common (sets) 12
Crossbows, light 2 Crossbow bolts 300
Clubs 3 Crowbar 1
Daggers 14 Flasks 10
Glaive 1 Grappling hooks 3
Greataxes 2 Hammers 3
Greatswords 2 Hammer, sledge 1
Halberds 2 Healer's kits 2
Handaxes 6 Hunting traps 10
Heavy Crossbow 1 Ink (1 ounce bottles) 3
Light hammers 4 Jugs 10
Longbows 6 Ladders 4
Longswords 8 Lanterns, hooded 8
Maces 3 Locks 6
Maul 1 Manacles 2
Pikes 4 Mess kits 9
Scimitars 4 Oil (flasks) 18
Shortbows 2 Paper (sheets) 50
Shortswords 5 Picks, miner's 3
Spears 10 Pitons 40
Warpick 1 Poles 6
Whip 1
Continued on the next page.

14
Gear (Cont'd) 
Name Quantity
This section details the furniture in each area of the fortress
Pots, iron 3 and the total building supplies that can be converted using
Potions of healing 10 the Create Building Supplies Siege Task.
Pouches 9 Area 1
Quivers 7 Building Supplies
Name Size (units)
Rope, hempen (50 foot length) 12
Doors, interior (2) Medium 4
Sack 25
Double-doors, exterior (2) Large 12
Shovel 4
Weapon racks (2) Medium 2
Signal Whistle 2
Spikes, iron (sets of 10) 3 Area 2a
Tents, two-person 4 Name Size Building Supplies (units)
Tinderboxes 3 Bench Medium 4
Torches 30 Ladder Large 3
Waterskins 12
Area 2b
Whetstones 9 Name Size Building Supplies (units)
Bench Medium 4
Tools (sets)
Name Quantity Crates (5) Medium 3
Carpenters' tools 3 Door, exterior Medium 5
Cooks utensils 1
Area 2c
Leatherworker's tools 1 Name Size Building Supplies (units)
Lute 1 Chair Medium 2
Mason's tools 3 Door, interior Medium 4
Smith's tools 1
Thieves' tools 1
Area 2d
Name Size Building Supplies (units)
Tinker's tools 1
Crates (2) Medium 3
Woodcarver's tools 1
Door, interior Medium 4
Trade Goods Double-doors, exterior Large 12
Name Quantity Ladder Large 3
1 lb. of iron 200
1 lb. of salt 30
Area 3
Name Size Building Supplies (units)
1 sq. yd of canvas 50
Archery targets (2) Medium 3
Misc Barrels (4) Medium 2
Name Quantity Bench Medium 4
Feed, horse (per day) 10 Chevaux de frise (2) Large 10
Saddles, riding 3 Crates (5) Medium 3
Wagon, covered 1 Ladder Large 3
Practice dummies (2) Medium 3

15
Area 4 Area 10
Name Size Building Supplies (units) Name Size Building Supplies (units)
Chairs (10) Medium 2 Crates (2) Medium 3
Door, exterior Medium 5 Chevaux de frise (2) Large 10
Door, interior Medium 4 Table, large Large 8
Tables, medium (4) Medium 5
Area 11
Area 5 Name Size Building Supplies (units)
Name Size Building Supplies (units) Chairs (2) Medium 2
Bench Medium 4 Table, small Medium 2
Logs (30) — 1
Areas 12a and 12b
Areas 6a and 6b Name Size Building Supplies (units)
Name Size Building Supplies (units) Bench Medium 4
Bench Medium 4 Door, exterior Medium 5
Chairs (6) Medium 2 Door, interior Medium 4
Crates (2) Medium 3 Trapdoor Medium 2
Door, small, exterior Medium 3
Area 12c
Door, interior Medium 4
Name Size Building Supplies (units)
Double-doors, exterior Large 12
Chair Medium 2
Logs (30) — 1
Crates (2) Medium 3
Table, large Large 10
Wardrobe (2) Large 7 Area 12d
Name Size Building Supplies (units)
Area 7 Crate Medium 3
Name Size Building Supplies (units)
Trapdoor Medium 2
Cots (5) Medium 2
Chairs (4) Medium 2 Areas 12e and 12f
Name Size Building Supplies (units)
Door, interior Medium 4
Barrels (3) Medium 2
Footlockers (4) Medium 3
Door, exterior Medium 4
Shelves (2) Large 6
Table, medium (4) Medium 5 Areas 12g and 12h
Weapon racks (2) Medium 2 Name Size Building Supplies (units)
Bench Medium 4
Areas 8a and 8b
Crates (2) Medium 3
Name Size Building Supplies (units)
Door, interior Medium 4
Benches (2) Medium 4
Trapdoor Medium 2
Crates (2) Medium 3
Ladder Large 3 Areas 13
Shelves (2) Large 6 Name Size Building Supplies (units)
Chests (2) Medium 3
Area 9
Crate Medium 3
Name Size Building Supplies (units)
Stalls (5) Large 7
Troughs (2) Medium 3

16

The following table shows the building supply costs for improving defenses throughout the complex.
Project Building Supply Costs
Building
Project Supply Cost Effects

Barricade double-doors
Choose one: increase both doorss AC by 1 (maximum of 19), or increase both
7
doors' maximum hit points by 5 (maximum of 100).
Choose one: increase the door's AC by 1 (maximum of 19), or increase the door's
Barricade single door 3
maximum hit points by 5 (maximum of 100).
Choose one: increase the window's AC by 1 (maximum of 19), or increase the
Barricade window 3
window's maximum hit points by 5 (maximum of 50).
Board-up window 3 The window gains an AC of 15 and 20 hit points.
Build barrier (5-foot wide) 6 The barrier has AC 15 and 30 hit points.
Make repairs 2 The project regains 3d6 hit points.

 
Once every eight hours (morning, afternoon, and night) roll a When a table or rule calls for a random area of the fortress to
d20. On a result of 20, a random encounter occurs. Choose be affected in some manner, roll percentile dice to determine
an encounter or roll 2d6 and refer to the table below to the area to determine the target area. Areas marked with an
determine the nature of the encounter. asterisk are exterior areas.
Random Encounters Random Fortress Area
2d6 Encounter d100 Area d100 Area
1d4 manticores fly into the courtyard and attack 01-04 1 54-60 9*
2
the creatures inside, knowing that they are trapped.
05-08 2a 61-63 10*
3 1 air elemental attacks the fortress
09-12 2b 64-65 11*
1d4 + 1 giant rats seek refuge in the shelter.
4 They've been bitten by the zombies and carry the 13-16 2c 66-68 12a
same Zombie Bite Fever disease as they do. 17-20 2d 69-72 12b
5 1 riding horse roams outside the fortress. 21-30 3* 73-76 12c
1d4 zombie ogres join the zombies and start to 31-32 4 77-80 12d
6 attack the barricades. They are strong enough to
break through. 33-34 5 81-84 12e
One of the NPCs is bitten by a zombie and 35-37 6a 85-88 12f
7 contracts the Zombie Bite Fever disease. They 38-41 6b 89-92 12g
keep it a secret from the others.
42-45 7 93-96 12h
8 1d6 ankhegs enter the fortress, seeking food.
46-49 8a 97-00 13
9 3d4 giant bats seek refuge in the fortress.
50-53 8b
A fire giant wades through the zombies and climbs
over the top of the fortress. It demands that the
10
inhabitants follow its orders. The fire giant suffers
from Zombie Bite Fever.
11 3d6 dust mephits sneak into the fortress.
An arnitiko makes her way through the undead
12
without being noticed and sneaks inside.

17
effects of truth-seeking enchantment spells. Those who fail
 are executed immediately.
"Admire our petals. Beware our thorns." Recommended NPCs: Assassin, bandit captain, guard,
noble, spy, veteran.
Originally from the ruined town of Qola, Black Rose Clan
rose to prominence in Greatwell shortly after the War of the 
Burning Plains. An impressive criminal organization, Black Experienced members of the Black Rose Clan can have one
Rose is careful to never extend itself beyond its means. The or more of the following traits:
Clan deals extensively in black market goods, particularly
white bloom. White bloom, a powerful depressant when Fanatical Devotion. This creature has advantage on saving
smoked, is banned in the Tadju Confederacy across the throws against being charmed or frightened.
Wound. Using Ugash-do-Loqari freighters, the Black Rose
smuggles the goods to the south where they sell them to their Rose's Luster (1/Day). As a bonus action, this creature
contacts within the Crystal Toad, a Pressonian criminal targets one creature it can see within 10 feet of it. The target
organization headquartered in Castlegrasp. must make a DC 10 Wisdom saving throw. Creatures
The current head of the Black Rose clan is the town's immune to charm automatically pass their saving throw. If
tanner, Hamood al-Omar (NE male Ditimayan human bandit the target fails its saving throw, this creature has advantage
captain), the eponymous Black Rose. on its next attack roll against the target so long as the attack
is made before the end of this creature's turn.

Black Rose Clan employees are fiercely loyal to the Clan and Rose's Thorns (1/Day). The next time this creature hits with
its goals. Regularly, cell leaders test their subordinate's loyalty an attack, it can use its bonus action to deal an additional 7
by administering interviews while the employee is under the (2d6) damage.

18
6. Notice of License Copyright: You must update the COPYRIGHT
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The following text is the property of Wizards of the Coast, Inc. and COPYRIGHT NOTICE of any Open Game Content You are
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights copying, modifying or distributing, and You must add the title,
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Distribute, copy, edit, format, modify, translate and otherwise Material so affected.
create Derivative Material of Open Game Content. (h) “You” or
“Your” means the licensee in terms of this agreement. 13. Termination: This License will terminate automatically if You
2. The License: This License applies to any Open Game Content fail to comply with all terms herein and fail to cure such breach
that contains a notice indicating that the Open Game Content within 30 days of becoming aware of the breach. All sublicenses
may only be Used under and in terms of this License. You must shall survive the termination of this License.
affix such a notice to any Open Game Content that you Use. No 14. Reformation: If any provision of this License is held to be
terms may be added to or subtracted from this License except unenforceable, such provision shall be reformed only to the
as described by the License itself. No other terms or conditions extent necessary to make it enforceable.
may be applied to any Open Game Content distributed using
this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc. System Reference Document
3. Offer and Acceptance: By Using the Open Game Content You 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
indicate Your acceptance of the terms of this License. Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
4. Grant and Consideration: In consideration for agreeing to use Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
this License, the Contributors grant You a perpetual, worldwide, Chris Sims, and Steve Townshend, based on original material
royalty-free, non-exclusive license with the exact terms of this by E. Gary Gygax and Dave Arneson.
License to Use, the Open Game Content. END OF LICENSE
5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by
this License

19

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