Professional Documents
Culture Documents
Successful
Survival check:
2a go to 2b
bramble field
2b vampire spawn
Successful
Perception
check:
3a werewolves go to 3b
3b necrotic fissure
4 cultist ambush
Horror in
Blackwood Forest
By Jason Vey
Cover Artist: Dave Griffith • Editor: Benjamin Hayward
Interior Artists: Chris Arneson, Cliff Kurowski, Will McAusland, Brad McDevitt
and Stefan Poag • Cartographer: Stefan Poag • Developer: Chris Doyle
Art Direction and Layout: Matt Hildebrand • Publisher: Joseph Goodman
Adventure Summary
B
power to come and go from the forest as she likes.
lackwood Forest is an ancient wood that encom-
passes hundreds of square miles, and it forms not The necromancer’s sole obsession is to escape the forest
just a bulwark between the town of Gullhem and in which he is imprisoned, but his path requires lichdom
the rest of the kingdom on the mainland, but a kingdom and spreading his influence across the lands. The blood
unto itself—a kingdom of the undead ruled by a power- of the baron’s son is the last ingredient in a ritual the nec-
ful necromancer. The forest grows on top of a crack in the romancer needs to cover the lands in darkness and escape
wall between worlds which allows negative energy to seep the forest. To this end, the seneschal has taught the boy
forth and corrupt the area. the beginnings of spellcasting to awaken his latent blood.
To escape the forest, the necromancer must bond to the
For the crime of tearing open the portal to the negative boy’s blood and complete the ritual to create his lich’s
energy plane centuries ago, the necromancer who rules phylactery, which will require the slaughter of the whole
the forest was in fact imprisoned within by a cabal of town of Gullhem.
T he heroes come upon the Barony of Gullhem, a half-elf, 3% half-orc, 3% dwarf and gnome, 4% other
border fiefdom ruled over by the benevolent Bar- (dragonborn, tiefling, etc.)
on Wolfgang Gullhem on the border of the cursed Government: Barony, ruled by Baron Wolfgang Gull-
Blackwood Forest. Not long after arriving in town, the hem, nominally in the service of the local kingdom, but
party finds themselves embroiled in a fight with a bunch the barony enjoys a great deal of autonomy.
of thugs, arranged by the baron himself. The town guard Crime and Punishment: The baron’s guards heavily pa-
(tipped off to the situation and waiting nearby) arrive trol the town at all times and maintain order with a fair
within moments and the characters are summarily arrest- but heavy hand. Those arrested are brought before the
ed for what seems a misunderstanding. Instead of being constable and held in local jails until their trial date. Ma-
taken to prison, they are called before the Baron himself, jor crimes, such as sedition and rebellion, are brought
who wishes to task them with a job. This attack is pre-
before the baron himself for judgment.
sented in the Fog Wood Inn section, below.
As a trading port, the Gullhem has a number of points of
Alternatively, the GM can devise a different hook suited interest. Like many towns, it’s divided into quarters and
to the campaign to get the characters an audience with the
surrounded by a wall on three sides, the fourth side being
baron where he tasks them with finding his son.
waterfront and docks. The four quarters in town are the
The Baron’s son has been kidnapped by a dark cult and residential quarter, the merchant’s quarter, the docks, and
taken deep into Blackwood Forest, a realm known to be the noble’s quarter. Visitors are generally restricted to the
cursed by the undead. He doesn’t know what they want docks and the merchant’s quarter.
with his child, but his own resources are thin and his
Strangely, none of the buildings appear to be constructed
troops constantly engaged in defending his realm from
humanoids that rage across the land. He needs adventur- of wood from the forest. They are constructed from ex-
ers to take on this quest. He offers a handsome reward for otic materials like marble and granite. Questioning locals
returning his son safely. about this yields no useful answers; everyone seems genu-
inely confused at the line of query, answering simply, “It’s
The Baron presents the party with a diving rod (see appen-
always been that way.”
dix B). His entire family has been attuned to various rods
by special tattoos enchanted by his seneschal to enable Asking about the forest yields a terrified gaze and a su-
them to be tracked wherever they go. The rod, the baron perstitious ward. Locals insist that nobody goes into
says, will guide them to wherever his son has been taken. that forest because nobody who ever goes in comes out
If nothing else, it’s the party’s best shot to find the boy. again. The place, they insist, is cursed, and they won’t
discuss it further. “We leave it alone,” they say, “and it
Arrival in Gullhem leaves us alone.”
The adventure begins as the heroes land in the port town In truth, the dark energies of the forest have also gradu-
of Gullhem, a fiefdom on the edge of a dangerous forest, ally sapped the knowledge of what once occurred here
but one that thrives due to its strategic location on the local from the populace, who believe that things are simply as
waterways. It’s an important stopping point between two they always have been. As such, the entire history of this
major ports of call and as such contains a bustling port of realm has been lost to time. Any mention of the necro-
merchant sailors. It’s also a rough town, a place that would mancer, his crimes, or his imprisonment has been magi-
quickly degenerate to a pirate’s haven were it not for the cally stricken from record and memory.
presence of the baron’s guard just about everywhere.
Characters who arrive in Gullhem may likely end up
Gullhem at the Fog and Horn Inn, detailed below, for room and
Medium port town board, but other areas of interest in the merchant’s quar-
Population: 5,000 locals, up to 15,000 visitors on any ter include the following:
given day
ACTIONS
Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +3 to hit,
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
damage.
Act Two
Overview the divining rod, which continues to move them forward.
T
In this place, even rangers with forest as their Favored
he party enters the forest and discovers its horrific
Terrain lose their sense of direction; it’s a factor of the
secret: it has been poisoned by the negative en-
pervading negative energy.
ergy plane and is overrun with foul creatures. As
the characters track the boy through the forest, they find Within an hour of entering the woods, it becomes pitch
themselves contending with necrotic hazards, foul beasts, dark even if they heroes enter at high noon. The trees
and eventually an ambush by necromantic cultists. form a curtain of blackness that utterly blots out the
light. A successful DC 15 Intelligence (Religion) check
Entering the Forest reveals that the forest weeps with dark energy as though
The heroes are allowed to exit the town through the back the very negative energy plane has bled into the forest,
gate, which is almost never opened and largely exists as infecting it like a disease.
an emergency escape should the settlement ever need to
be evacuated. The day the party sets out is overcast, the General Features of the
clouds blotting out the sun or the moon and stars. As Blackwood
the characters move closer to the forest, an almost over- Darkness. Any natural or magical light that the char-
whelming weight bears down upon their spirits with a acters employ only illuminates half the normal radius—
sense of oppression, darkness, and melancholy that they even the daylight spell is partially squelched by this place.
cannot shake, no matter how hard they try. Still, the di- Darkvision can only peer into the dim light produced
vining rod appears to be working, guiding them deep beyond the range of torches and does not work within
into the gloom. the supernatural black of the forest.
The Blackwood Forest is comprised of hundreds of square The Trees. The Blackwood Forest is aptly named. The forest
miles of terrain. There are no clearings, only trails that floor is thick with brambles, and the trees are vast, ranging
twist and wind. Within two hours of walking, the party over 300 feet in height. They appear to be of the redwood
will feel well and truly lost. Their only guiding force is variety, but their needles and bark are as dark as midnight.
• A touch of fey blood runs through the Gullhem blood- AC: 13 (leather armor)
line. Two generations prior, Viktor’s great-grandfather Hit Points: 33 (6d8 + 6)
fell in love with a nymph, and she with him; they spent Speed: 30 ft.
a single night together, and the nymph later delivered
Victor’s grandmother to the town. The blood has since STR DEX CON INT WIS CHA
been passed to the boy. 11 (+0) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 14 (+2)
• If pressed as to how they got the boy in the first place, the
Skills: Persuasion +4, Perception +4, Religion +2, Stealth +4
cultists brag that the necromancer has allies within the
Damage Resistances: necrotic
royal court: the seneschal is an acolyte of the cult and the
Senses: passive Perception 14
baroness is no longer the baroness. She has been replaced
Languages: Common
by a creature bound to the necromancer. The nature of
the creature is unknown to the cultist, but he speaks of Challenge: 2 (450 XP)
her with reverence, even referring to her as a goddess. Dark Devotion: The death cultist has advantage on sav-
Developments. If the heroes don’t question any of the ing throws against being charmed or frightened.
cultists, the same information about the intent of the nec- Spellcasting: The fanatic is a 4th-level spellcaster. His
romancer can be gleaned from young Viktor when they spellcasting ability is Wisdom (Save DC 11, Attack +3).
rescue him from the basement of the necromancer’s tower. They have the following cleric spells prepared:
The cultists and the fanatic all wear dark brown cloaks, • Cantrips (at will): light, sacred flame, thaumaturgy
which could be used by the characters conceal themselves • 1st level (4 slots): command, inflict wounds, shield of faith
as cultists loyal to the necromancer.
• 2nd level (3 slots): blindness/deafness, hold person, spir-
itual weapon
DEATH CULTIST (6)
Medium humanoid (human), neutral evil ACTIONS
AC: 12 (leather armor) Multiattack: The fanatic makes two melee attacks.
Hit Points: 16 (3d8 + 3) Shortsword: Melee Weapon Attack: +4 to hit, reach 5 ft.,
Speed: 30 ft. one target. Hit: 5 (1d6 + 2) piercing damage
T
tower are cavernous with a single enclosed spiral staircase
he heroes infiltrate the necromancer’s tower, inter-
reaching from floor to floor in the middle.
rupt the ritual, and rescue the boy, but the necro-
mancer has gained just enough power to escape his Illumination. Each room, except for area 1, is lit by a sin-
prison, and he is headed for the castle. gle torch sconce ignited with a continual flame spell.
Interior. The interior of the tower has a spartan layout
the clearing with bare furniture and few amenities. The entirety of the
Deep at the heart of the forest lies a strange sort of clearing; tower is carved from petrified wood; even the stairs and
while there are no trees growing for at least 250 feet across, furniture have been sculpted with magic. The interior
the canopy is inexplicably still as solid as it is anywhere else reeks of death and rotting flesh, and there are dead ani-
in the Blackwood. At the center of the dark clearing rises mals and the corpses of humans and humanoids tossed
a tower carved from the blackened truck of a massive tree about and left to decay in honor of the death god that the
that was once the home of a long extinct fey race but is cult worships. It’s damp, hot, and humid throughout and
now corrupted by the necromancer’s foul magic. There are woefully unpleasant.
four trails that provide access to this clearing. Roll a 1d4
Entry Door. A stone door blocks entry into the tower, but
each time the characters come here to randomly determine
it is neither locked nor trapped. The necromancer is over-
which path they arrive from.
confident in the Blackwood and his faithful.
Surrounding the tower are a series of simple huts, tents,
and lean-tos in which dwell members of the death cult. AREA 1 – ENTRY
There are a total of 50 death cultists (see Danger in the The first floor of the tower is dark, and the stench of death
Blackwood area 4 for statistics) that live in these struc- and rooting flesh assault your senses. In the middle of a 60-
tures. At any given time, there are 20 on active watch in foot diameter room, a stone carved spiral staircase rises up
the clearing tasked to observe each trail in groups of five. from the middle but also descends below.
The remainder are in the forest patrolling, on a special
errand for the necromancer, or asleep in their huts. The Lurking in the darkness are the first of the tower’s guards:
cultists are not permitted within the necromancer’s tower four shadows who know every cultist that is permitted to
save by special invite. pass. They attack the characters as soon as they are within
the gloom.
Taking out one or two groups quietly is the best option to
get into the tower. Stealth is another viable alternative, or SHADOWS (4)
perhaps the cloaks from the cultists could be used to dis- Medium undead, chaotic evil
guise them party. Once they get inside the tower, the death
cultists will not follow as they are forbidden from entering AC: 12 (natural armor)
the tower of the master. Hit Points: 16 (3d8 + 3)
Speed: 40 ft.
General Features of The
Necromancer’s Tower STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Construction. The tower itself is built into the body of
an ancient petrified blackwood tree. The top floor is open Skills: Stealth +4 (+6 in dim light or darkness)
to the sky but hidden within the canopy above. Attempt- Damage Resistance: acid, cold, fire, lightning, thunder;
ing to climb the tower to investigate carries the same dif- bludgeoning, piercing, and slashing from nonmagical at-
ficulties as climbing any tree in the Blackwood. The trunk tacks.
reaches 50-60 feet in diameter with the interior room di-
Damage Immunities: necrotic, poison
ameters ranging between 45 and 55 feet across. Each floor
Condition Immunities: exhaustion, frightened, grap-
Keen Hearing and Smell: The hound has advantage on Saves: Con +7, Wis +4, Cha +5
Wisdom (Perception) checks that rely on hearing or smell. Damage Resistance: cold; bludgeoning, piercing, and
Pack Tactics: The hound has advantage on attack rolls if slashing from nonmagical attacks that aren’t silvered.
at least one of its allies is within 5 feet of its target, and its Damage Immunities: fire, poison
ally isn’t incapacitated. Condition Immunities: poisoned
Senses: darkvision 120 ft., passive Perception 11
ACTIONS
Languages: Infernal, telepathy 120 ft.
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
Challenge: 8 (3,900 XP)
get. Hit: 7 (1d8 + 3) piercing plus 7 (2d6) fire.
Fire breath (Recharge 5-6): The hound exhales a 15- Devil’s Sight: Magical darkness doesn’t impede the dev-
foot cone of fire. Each creature in the area must make a il’s darkvision.
DC 12 Dexterity save, taking 21 (6d6) fire damage on a Magic Resistance: The devil has advantage on saving
failed save, or half as much on a success. throws against spells and other magical effects.
AC: 15 (natural armor) Multiattack: The devil makes three melee attacks: one
with its tail and two with its claws. Alternatively, it can
Hit Points: 110 (13d8 + 52)
use hurl flame twice.
Speed: 30 ft.
Claw: Melee Weapon Attack: +6 to hit, reach 5ft., one tar-
STR DEX CON INT WIS CHA get. Hit: 6 (1d6 + 3) piercing
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2) Tail: Melee Weapon Attack: +6 to hit, reach 5ft., one tar-
Saves: Strength +6, Constitution +7, Wisdom +5, Cha- get. Hit: 10 (2d6 + 3) piercing
risma +5 Hurl Flame: Ranged Spell Attack: +5 to hit, range 150
Skills: Deception +5, Insight +5, Perception +8 ft., one target. Hit: 10 (3d6) fire damage. If the target is a
flammable object that isn’t worn or carried, it also catches
Damage Resistance: cold; bludgeoning, piercing, and
fire.
slashing from nonmagical attacks that aren’t silvered.
Act Four
Overview rize that the necromancer has covered himself in the boy’s
T
blood as well as having bonded to it over at least a week; he
he heroes must now race against time to stop the
quite literally has absorbed part of the boy into his form.
necromancer, but they have one weapon: the boy’s
This can allow the party to use the divining rod to track
blood is still bound to the divining rod, enabling
the necromancer. Since Viktor is with the group, the rod
them to find the most direct route to the necromancer
is drawing them towards the next farthest source of “him.”
and out of the Blackwood. The heroes return with the
Viktor, who knows well how the rod works, can confirm
boy, but must foil the necromancer’s plot as it unfolds.
this theory or possibly volunteer it if needed. This means
The final battle is a big showdown between the heroes,
the party have access to a direct path out of the forest.
the necromancer, and his cohorts: the seneschal and suc-
cubus masquerading as the baroness. In addition, within minutes of the necromancer’s escape,
the heroes suddenly feel the heavy burden of the Black-
Aftermath at the Tower wood lift. Any characters with levels of exhaustion from
Whoever possesses the divining rod feels a slight tug away the necrotic energy of the dark wood have one level of
from the tower and away from the boy. A successful DC exhaustion removed. The forest surrounding them still
15 Intelligence (Arcana) check allows a character to theo- seems dark and foreboding, but it’s as though the necrotic
Continue by reading the following: The necromancer is a half-lich (see Appendix C). He
opens the confrontation by casting cone of cold and then
As you reach the town walls, the guards on the parapets open follows it up with black tentacles. He keeps his 3rd level
the gates and usher you inside. As you race along the dirt spell slots available for counterspell, and saves at least one
and cobblestone paths of the town, you notice the town has 4th level spell slot for phantasmal killer against an obvious
degenerated into chaos. Townsfolk are murdering each other fighter-type. He tries to hang back and let the succubus,
in the streets, covered in blood with madness in their eyes. seneschal and undying guards (if any) do the front line
Reaching the palace, you are met by Guard Captain Johann fighting.
Ermsford, who looks over Viktor and nods to a couple of the The succubus plays the part of the baroness to the hilt.
men to take the child to safety. He turns to the characters and She cowers behind her “husband” but is ready to plant a
says, “I cannot tell you how glad I am to see you, my friends. draining kiss on him if it appears the necromancer is go-
Alas, I fear something is very wrong. An hour ago, a strange ing to be defeated. This likely kills him, at which point
man walked into the throne room, cloaked in black and cov- she reverts to fiendish form and attacks with claws.
ered in what I can only assume is dried blood. As we moved
to stop him, the baron ordered us to stand down, and ordered The baron has been charmed by the succubus, and be-
me out of the room. When I came down here, riots erupted haves with outrage and confusion during the battle, call-
in the town, and my men are all engaged trying to stem the ing for his guard, who are not there to answer. He will
chaos. I stand alone right now, and fear something nefarious only get involved in the battle when someone attacks his
is going on in that room.” “wife”, in which he fights viciously to defend her.
Indeed, Johann is correct: the baron has been dominated The seneschal is an accomplished enchanter. If he can tar-
by the necromancer through the machinations of the suc- get only the characters, he uses lightning bolt, but prefers
cubus and is under her control. In addition, a small con- to use confusion, hold person or hypnotic pattern to hinder
tingent of undead now serve as the baron’s guard, these them. If the necromancer is defeated, he tries to flee.
REACTIONS
Giant Growth. Once per day, when reduced to half its
existing hit points, the draugr can double its size for up
to 1 hour. This has the effect of making it a size Large
creature. The draugr gains 10 temporary hit points, +1
AC, and it’s melee attacks deal 2 dice of damage on a hit.
THE HALF-LICH
The half-lich is an undead monstrosity, a necromancer
who is mid-way through the transformation into that
most blasphemous of walking dead, the lich. A half-lich HALF-LICH
has achieved a state of undeath and wields a number of Medium undead, neutral evil
powerful magical abilities. However, it has not yet trans-
AC: 15 (natural armor)
ferred its life essence into a phylactery.
Hit Points: 40 (9d8)
The specific rituals for achieving lichdom are many and
varied and are often the quest of dark spellcasters. For all Speed: 30 ft.
methods, however, there is a half-lich intermediate state STR DEX CON INT WIS CHA
after achieving immortality via the sacrifice of one’s life es- 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
sence and before the placing of ones’ soul into a phylactery.
Dark Spellcasters. Though not all half-liches are necro- Saves: Intelligence +6, Wisdom +4, Charisma +3
mancers, the vast majority follow the dark arts, which Skills: Arcana +6, History +6, Perception +4, Religion +6
grant the readiest path to full lichdom. Some necroman- Damage Resistance: cold, lightning; bludgeoning, slash-
cers remain in half-lich state for a century or more as they ing, and piercing from nonmagical weapons.
seek the specific knowledge to take the final step, which Damage Immunities: necrotic, poison
legend says requires a horrific act of sanity-blasting evil
resulting in a mass sacrifice, such as the unleashing of Condition Immunities: charmed, exhaustion, fright-
an incurable plague on a community, the breakdown of ened, paralyzed, poisoned
society so that an entire city destroys itself, or the use of Senses: darkvision 60 ft., passive Perception 11
doomsday magics. Languages: Common
Obsessed Seekers of Knowledge. Once a necromancer Challenge: 6 (2,300 XP)
becomes a half-lich, they are obsessed with the secret to
sanctifying a phylactery in which they can secret their soul. Legendary Resistance (1/day): If the half-lich fails a sav-
They will kill anyone and go to any lengths to achieve this ing throw, it can choose to succeed instead.
end, for it is only then that they gain their true goal of ab- Spellcasting: The half-lich is a 9th-level spellcaster. His
solute immortality and power. While they remain in their spellcasting ability is Intelligence (Save DC 14, attacks
half-lich state, these spellcasters, though quite powerful, +6). He has the following spells prepared:
are are vulnerable to death from normal assaults. • Cantrips (at will): chill touch, poison spray, mage hand,
prestidigitation
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