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The Necromantic Summary

City Escape The party has arrived


in a small village
called Wyrmdale
Credits during their travels.
Story: © Rick Vechel, 2012 But in the middle of
Artwork: Undead on cover image by the night, they are awakened by strange
EriktheGreat (Pixabay). Image on page 7 sounds.
by OpenClipart-Vectors (Pixabay). They seem to be alone in the building
Published by: Vechel Fantasy, 2018 (tavern or guard tower) and go outside.
The village is filled with zombies, skeletons
More of these adventures, as well as extra and other undead. Whatever is happening
features like NPC’s and custom items can in this town; it’s dark and necromantic in
be found on nature. The first priority is to find a safe
http://www.VechelFantasy.com/ space but these are almost nowhere to be
found. They have to escape the village.
Usage The village has several exits, although the
This adventure is not particular for any set party only knows the big entrances along
level or group of players. I’ve created this the main road.
adventure as a one shot for Halloween in
2012 (using DnD 3.5). I’ve used this In the village they have several
revisited version for an event in 2018 to possibilities to exit. On the central road,
get people acquainted with Dungeons and there are several positions where signs are
Dragons (5e). put up. They can exit using the main
In my running of this adventure, I have entrance, a side entrance or a path leading
reduced the character speeds by 10 ft. per further between and into the mountains.
round. It’s hard to properly portray a All gates are locked.
village on just a single table and this will When the party has successfully closed the
make the travel more fitting. Besides this, gate behind them, the adventure has been
I also play the combatless parts turn completed.
based: after their movement, they see
what is going on up ahead - feel free to As the party may be ill-equipped, they can
use it however you prefer, but these also venture towards the tavern or farms
methods helped me greatly during the for food, the Market District for armor,
playtests. weapons and other tools or the mines to
Depending on the party and their approach take some gems for their trouble. All with
to battle, it might be a good idea to use their own dangers and events. Of course
small maps for battle purposes. I used a4 as where they might even find a place with
or a3 paper battle maps in the fashion of the keys to open the gates.
Final Fantasy: you meet a group of
enemies, the battle starts and they all Information
appear on a small map, ready for battle! In contrast to other adventures of mine,
you don’t have to use the information for
This adventure is easily set in any setting, the players given here for this adventure.
you only need a single remote village or You can use any generic town to do a one-
could even use a city center if a wall is off or use the following one, called
built around it. Wyrmdale. In the near future, more
adventures will be published through
Vechel Fantasy cutting in to this
adventure.

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Wyrmdale is a small village near the of militia and thrown
mountains. The economy revolves around into cells suspected of
agricultural activities. The village has extra planning a rebellion
work and income due to the gem mines on against lord
the mountainside. Braeggings. In the
night, they are awoken
The village is run by a dwarven family, by moans, screams
Braeggings. This family is well-established and other ominous sounds. The cell door is
in the region and one branch of the family open and the guard building seems to be
has settled here in Wyrmdale. There are abandoned.
several legends about how the mountain As they walk outside, the first undead are
dwarf Lorbic Braeggings led a mercenary seen and their escape attempt begins!
campaign and killed a blue dragon, an
ancient wyrm, centuries ago to claim its
hoard; the gem filled mines. He then built Adventure:
a trading post around it - the current
The Necromantic City Escape
Market District and called it Wyrmdale,
using the wealth to craft this village over
The adventurers are woken up in the
several decades. At this moment in time,
middle of the night by strange noises:
the village is ruled by Yudroc Braeggings,
moaning, hissing and the occasional thud.
his great-grandchild. The Braeggings have
If they are in prison cells: The door leading
a private estate on the side of the
upstairs is open. The cell door seems easy
mountain, overseeing the village and the enough to break (DC 10 Strength check). If
direct region around it. This keep is also they call for help or a guard, they hear nothing.
suited for battle, as Lorbic didn’t want to If they are in a tavern: The tavern looks
lose his newfound treasure or have his abandoned; not even the barkeep is in sight.
town-building venture taken over when the As they go outside, they are immediately
wyrm was gone. in the direct vicinity of undead monsters;
skeletons and zombies. Depending on their
Adventure Hooks position, please use the following districts
The adventurers don’t need a direct tie to and areas. The cursive text can be read to
this adventure. It can be a small side the party.
quest; they could be passing through this In the streets in between the locations
town on their way to somewhere else. (described further along in this document),
They could have just as well started in this there are several points where there are
town after coming together. You can use undead. Roll the specified amount of dice
the following methods to invite the players to conjure up the amount of enemies and
to participate in this adventure: choose which type to use from the Bestiary
> The party is passing through and were on page 12.
looking for a place to stay the night. While
in the tavern, they are suddenly awoken The Village Square
by moans, screams and other ominous Using the map on page 9, the adventurers
sounds. They walk downstairs to enter an come out on the square outside the tavern
abandoned tavern. As they walk outside, in the bottom right of the map.
the first undead are seen and their escape
attempt begins! When you entered the tavern this
> The party was sent to this town as the afternoon, the square was full of playing
nearby city or town was waiting on some children and parents hanging out after
trading goods. The party entered the town their work in the mines or on the farms.
and everything seemed normal. Then
suddenly, they are captured by some kind

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Small stores had their porches filled with The skeletons slowly
fresh fruits and more but now everything follow the dog and
is gone. The only thing that remains is a they seem to have
mist hanging around this area. A few surrounded it. The dog
skeletons turn their head towards the has its tail between his
adventurers, who have opened the door of legs and whimpers in
the tavern. They slowly move towards the between his barking.
adventurers, their joints cracking with
every step. Behind them your hear some The dog can be successfully saved by
moaning - there might be more hiding in defeating these skeletons. The dog will
the mist. accompany the one who delivers the first
Roll 1d3+1 for the amount of skeletons in hit, using its Keen Senses to warn the
front of the players. In the mist behind party about enemies in the mist in the
them, only one turn away, there are some future by growling or drawing your
zombies. Roll 1d3 for the amount of attention in other (non-vocal) ways.
zombies and 1d3 Crawling Claws.
The Southern Gate
After the adventurers have ran away, In the south of Wyrmdale, there is a broad
hidden or have fought them off, they can metal gate.
further investigate the square. The four
shops are closed. If they wish, a DC 10 Between the Workers District and the
Dexterity (Thieves’ Tools) check or a DC Village Square there is a gate consisting of
15 Strength check will grant them entry. metal plates with spikes on top of them. If
There they will find some food and some you walk back a bit, you see the dwarven
change; 1d20 copper pieces each. keep of the Braeggings family up the
mountainside. It seems impregnable as
The Workers District this gate is embedded in the mountain
Using the map on page 9, the adventurers itself. You don’t even know how to open
come out on the square outside the guard this gate, there is no handle or any hole
tower in the bottom middle of the map. that indicates a lock.

As you peek outside of the abandoned There is no way to get past this gate. Even
Guard Tower, you hear the joints of the getting over it is hard due to the spikes
undead crack as they move further in the but even harder as the mountain is quite
mist. You don’t see anything yet and the steep.
street seems to be clear. To the right, in
the eastern part, you see the dwarven The Market District
built wall that indicates the border of the All day long, carts traveled to and from the
town of Wyrmdale. Market District, but now it’s the home of
an undead horror.
Just then the adventurers suddenly, they On the boulevard, the broad street, carts
hear something behind the buildings to the set up their pop-up shops and sometimes
bottom left of the corner. It sounds like a use the storage houses on both sides of
frightened dog barking at what can only be the boulevard. The shops like the weapon-
more undead. If the adventurers check it and armorsmith, are in the western part of
out, they see an alive dog surrounded by the village - one street further.
1d4 skeletons at 20 ft. distance.

The small houses surround a small


community garden. In the middle, a
mastiff is barking at some skeletons.

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The adventurers walk up the steps towards Behind the stores are
the Market District, the workplace for two paths. One leads
traders, smithies, bowyers and more to a temple for
artisans and sellers. But as you walk followers of the
further, you hear a terrifying roar and the dwarven god Moradin.
sound of bones breaking with a loud crack. Here the adventurers
As you come closer to the boulevard, find 1d6+1 healing
usually filled with merchants and buyers, potions.
you see something big in the mist. You The other path leads to an exit...
can’t tell what it is, yet…
The Mountain path
Using the Bestiary on page 12, choose or To the west, there is a path leading into
roll for the Champion undead that lingers the mountains.
in the middle of this boulevard. It is alone
at this moment in time but will attack It might be perilous, with harpy’s living in
anyone who enters the boulevard. these mountains and there might be some
Sneaking past it requires a DC 15 Dexitery bandits. But it does sound a lot safer than
(Stealth) check. the undead hordes even though you don’t
know where this path might lead too.
The storage houses are tightly locked, with Before you lies a path through the
broad chains and sophisticated locks. mountain - carved out for probably
Opening it requires a DC 20 Dexterity another trade route.
(Thieves’ Tools) check to open the locks or
a DC 30 Strength check to tear the chains The only thing standing in your way, is an
and break the doors down. Inside the iron gate made out of crossed bars
storage are chests filled with trading (horizontally and vertically) and with
goods: silks, flour, gems and others. chains that bind it together.
On the second street, there are several
shops; unlike the pop-up ones, these seem There is no key in sight, so it is most
permanent. All doors are well locked but logical to try and break through with a DC
less fortified as the ones on the boulevard. 15 Strength check. The only downside is,
Opening these requires a DC 15 Dexterity that upon making sounds, 1d8 Crawling
(Sleight of Hand) check to open the locks Claws will appear from the ground below.
or a DC 20 Strength check to kick in the
doors. Keeping the adventurers in the village for
The shops are filled with wares. The more undead fun and suspense?
adventurers can find the following: - As you walk into the mountain path for
- Weaponsmith: several minutes, the adventurers see that
1d6 Handaxes, 1d6 Light Hammers, 1d3 an avalanche has blocked their path…
Maces, 1d8 Spears, 1d6 Battleaxes, 1
Greatsaxe, 1 Greatsword, 1d2 Mauls, 1d4 The Eastern Gate
Morningstars, 1d3 Warpick, 1d4 To the east, across the Market District and
Warhammers. in between the Farms and the Workers
- Armorsmith: District, is one of the two gates of
1d6 Leather armors, 1d2 studded Leather, Wyrmdale, the other one being the
1d2 Chain shirts, 1d2 Scale mail, 1 Northern gate.
Breastplate, 1d4 Shields.
- Bowyer:
1d100 Arrows, 1d100 Bolts, 1d4
Shortbows, 1d2 Longbows, 1d3 Hand
Crossbows, 1d2 Light Crossbows.

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A gate, over 15 ft. high and about 9 feet
wide stands between you and freedom
from the undead inhabitants swarming
Wyrmdale. It’s closed and probably locked,
but that is a worry for another time as
several undead are in front of the gate.

Roll 1d2 ghouls and 1d2+1 skeletons who The Mining district seems to be the most
are in front of the gate. The ghoul appears recent built - or at least under better
to be wearing remnants of a guard uniform maintenance than other parts of the
and upon an DC 15 Intelligence village. The road is scarred from the
(Investigation) check he has the key for countless carts that have driven here. At
the gate. the entrance of the path, there is a sign
with the words “Medical center”. On the
In the guard tower, which hinges are left and to the right of the road you see a
broken, there is a key on a desk. Getting few safe houses - most of them locked
in the guard tower requires a DC 10 tight.
Strength check to kick in the door or a DC
15 Strength (Acrobatics) to climb through Inside the medical center, the adventurers
a higher up window. Searching through the can easily find 1d4+2 complete Medicine
room for the key requires a DC 10 Wisdom Kits as well as 1d3+1 healing potions.
(Perception) or DC 10 Intelligence The safe houses are harder to come in to.
(Investigation) check. The locks are massive, requiring a DC 25
With this key or the key hidden in the Dexterity (Thieves’ Tools) check to open,
clothing of the ghoul-guard, the lock of the and the doors to sturdy to break down
Eastern Gate can be opened. without specific equipment and probably
In the cabinets the adventurers can find beasts and machines.
guard uniforms, paperwork about past
trials and inspections as well as 1d6 Further along the way, it seems that a safe
crossbow bolts. There is a stairway going house if open - the same goes for the
up and one going down. Going up you will doorless building which seems to be
go the watchtower. 1d2 Heavy Crossbows mostly housing beds.
lie there for the taking, together with 1d20
crossbow bolts. Going down will bring you At this part of the road, almost near the
to two rows of abandoned cells. mine itself, 1d4 skeletons and 1d4 zombies
wander. Behind them, on the left side of
Keeping the adventurers in the village for the road, a safe house seems to be open.
more undead fun and suspense? Inside are 1d4 Warpicks, 1d8 crowbars,
- The Eastern Gate mechanism has broken 1d8 hammers and several other mining
down. It’s too large for hinges and the tools
pulleys that direct the chains are broken (such as a shovel, small hammers, chisels but
nothing like explosives in case of your adventurers
beyond repair. The undead seem to have
asking about this - because they will),
tinker’s
put so much pressure on the gate that it
tools, mason’s tools and jeweler’s tools.
broke down.
On the right side of the road, there are
sleeping quarters for miners after their
The Mining District
shifts. Inside this building, you can’t really
In the upper right corner of the village are
find anything besides bedrolls and some
the mines; the part of the village that
dice and card sets. As well as a flute, a
brings in a lot of money for the Braeggings
violin and two drums!
family.

5
The Farms Roll 1d3 ghouls and
In the upper left corner of the village, 1d4 skeletons who are
there are several agricultural fields barns in front of the gate.
and farmhouses. One of the skeletons
appears to be wearing
This part of the city should have been remnants of a guard
lively at one time; with farmers and farm uniform and upon an
hands and of course the animals. But now DC 15 Intelligence (Investigation) check
it is filled with the stench of death and rot. he has the key for the gate.
The barns are open, the farms seem
abandoned and you see a small tower up In the guard tower, there is a key in a
ahead in the left upper corner, across the desk drawer. Getting in the guard tower
undead livestock. requires a DC 10 Strength check to kick in
the door, a DC 15 Strength (Acrobatics) to
As the adventurers wander around, 1d8 climb through a higher up window or a DC
zombies and 1d12 Crawling Claws can be 10 Dexterity (Thieves’ Tools) to open the
used on the path. The animals are undead lock. Searching through the room for the
as well, although they are passive. Upon key requires a DC 15 Intelligence
opening the gate or trying to come close, a (Investigation) check. With this key or the
Champion arises from the mist. It seems key hidden in the clothing of the skeletal-
that it was eating off the livestock. guard, the lock of the Northern Gate can
be opened.
In the barns, the adventurers find In the cabinets the adventurers can find
haystacks, woodcarver’s tools, carpenter’s guard uniforms, paperwork about past
tools, weaver’s tools and leatherworker’s trials and inspections as well as 1d8
tools as well as 1d6 sickles (curved crossbow bolts. There is a stairway going
daggers) and 1d4 scythes (simple weapon, up and one going down. Going up you will
1d8 slashing damage, two-handed, 6 lb.). go the watchtower. 1d2+1 Heavy
Crossbows lie there for the taking,
There is an observatory in the corner, just together with 1d12 crossbow bolts. Going
in front of the wall. If the adventurers try down will bring you to two rows of
and go there, arcane sigils and markings abandoned cells.
appear around the tower. If they come
within 5 ft. of the entrance, a successful
DC 15 Wisdom Saving Throw is required to Spawning grounds
not be Frightened for 1 minute. If the On the map there are several Spawning
Champion has not been alarmed thus far, Grounds visible. Each five rounds; roll for
it will now storm the adventurers. additional Regular undead from the
Bestiary for the spawning grounds to
The Northern Gate spawn. This repeated spawning will
To the north, between the Miners District activate after the players have passed that
and the Farms, is one of the two gates of part of the city. Naturally, they start with
Wyrmdale, the other being the Eastern one set of Regular undead according to the
Gate. dice number noted on the spawning
ground.
A gate, over 15 ft. high and about 9 feet
wide stands between you and freedom Every round, these undead can move.
from the undead inhabitants swarming These can be used to chase players or
Wyrmdale. It’s closed and probably locked, push them forward if they hang around too
but that is a worry for another time as long at one place to discuss their approach
several undead are in front of the gate. and such.

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Battle Tactics
Most undead are mindless puppets. The Completion
same goes for the undead in this Whenever the party
adventure. They primarily swarm the living has reached a gate,
to try and catch them. They single out they have the
targets and usually go for advantage in opportunity to leave
numbers. the city and complete
this adventure. But you, as the Dungeon
If it comes to who they hunt, they smell Master, can decide to stretch out this
fresh flesh and go after sounds. In combat, adventure. For example, they open a gate
they will go for the loudest one or the one but there is a boulder lying further up the
has destroyed on of their own. mountain path, blocking their escape. Or a
gate is so damaged that the key won’t fit.
The Walls And these are dwarven gates; not
The adventurers might just think of something you can break through. This
climbing the walls to leave the village. The gives you some flexibility if it comes to
problem with that is that the walls are time required for a session and keeping it
filled with undead, probably former guards, exciting for the players.
which will make it nearly impossible - even
if they have the climbing tools necessary. There is no reward, but their life. And
maybe a dog if they have rescued it near
the tavern.

What if?
If the group fails, they probably wind up
dead. In that case, you can always give
the players another attempt using new
characters. A fun little thing to do is using
their fallen characters as zombie enemies.

If the group decides to wait it out in a


building or even in the prison cells, I
recommend the following options:
1. Swarm the building that they are in.
With this option, they will trap themselves
while the undead enemies swarm inside
through windows, doorways and other
possible openings.
2. Daytime does not make these undead
enemies disappear - a curse has been
inflicted upon this town. They will go
hungry, maybe gain Exhaustion levels and
will perish slowly. Not a fun game with the
last option, but it should be enough to
drive the characters to get out.

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NPC Statistics
There are no statistics for NPC’s necessary
for this adventure, as everyone has been
turned to mindless undead.

Maps
You can use the map provided in this
document on the following pages or find an
attachment to this document (printready).
In the future, more maps will be made
available. Please check out
http://www.VechelFantasy.com/ for future Quick view: Guard tower
updates.
You will also find a few small maps to use
when the party would like to enter
buildings: a guard tower and a tavern.

The village map fits a Chessex Megamp


(88 x 122 cm or 34 ½ inch x 48 inch). But
of course, you can always try to use a map
of a village near you using Google Maps.
Try out this Dutch village for example:
Koningsbosch (Kingsforest)
https://www.google.com/maps/place/51%
C2%B003'09.3%22N+5%C2%B057'11.2%
22E/@51.0539578,5.9532935,13.56z/data
=!4m6!3m5!1s0x0:0x0!7e2!8m2!3d51.05 Quick view: Tavern
25695!4d5.9531192 or use existing
villages that you have used and/or drawn.

8
Map of Wyrmdale

9
Maps

The base floor of the Guard Towers. There are four desks, each with a chair, in
front of two rows of cabinets on each side. Across the entrance, there are two
stairways, one going up and one going down.

10
The base floor of the tavern. There
is a long bar, three small tables and
one big table. There is a stairway
leading up to rooms for rent and a
door inside a cubbard that leads to
a small storage cellar.
11
Bestiary
You can use the following table for the Adjustments for
Regular monsters that spawn on the higher level
designated spots. On the special spaces, characters
you can also use the Champion table. A If you want to use this
Champion is alway singular, but the adventure on higher
Regular foes can come in multiple levels, you can! This
numbers. These numbers are shown on adventure is suitable for level 1 and
the Adventure description of a certain level 2 characters, maybe even level 3. If
place or district. you want to make it suitable for higher
levels, consider the following creatures:

Creature CR / EXP Location


Regular
Regular

Wight 3 Monster Manual,


Crawling Claw 0 Monster Manual, 700 p300
10 p44
Deathlock 3 Mordenkainen’s
Skeleton 1/4 Monster Manual, Wight 700 Tome of Foes,
50 p272 p129

Zombie 1/4 Monster Manual, Ghost 4 Monster Manual,


50 p316 1100 p272

Ghoul 1 Monster Manual, Revenant 5 Monster Manual,


100 p148 1800 p259

Champions Vampire 5 Monster Manual,


Spawn 1800 p298

Minotaur 2 Monster Manual, Wraith 5 Monster Manual,


Skeleton 450 p273 1800 p302

Ogre Zombie 2 Monster Manual, Champions


450 p316

Wight 3 Monster Manual, Beholder 5 Monster Manual,


700 p300 Zombie 1800 p316

Deathlock 3 Mordenkainen's Bodak 6 Volo’s Guide to


Wight 700 Tome of Foes, 2300 Monsters, p127
p129

Sword Wraith 8 Mordenkainen’s


Commander 3900 Tome of Foes,
p241

Playtest
There has been one playtest of this
adventure in October 2012 with five level 1
characters. This was considered ‘Deadly’.

A rough draft has been play tested in


October 2018 with four level 2 player
characters. This was considered ‘Deadly’.

12

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