DDEX1 04 Dues For The Dead (5e) PDF
DDEX1 04 Dues For The Dead (5e) PDF
DDEX1 04 Dues For The Dead (5e) PDF
D
Debut: August 28
8, 2014
R
Release: October 1, 2014
D
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Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
V
Valhingen Graveyyard looks more like a park than a cemetery Yovir prrefers to let ch
haracters bring up the subject of the
aand stands in staark contrast to th
he ramshackle, haalf-built handbilll or rumors of undead themsselves, rather th han
P
Phlan. Gravel walkways wend between tall trees, well-tended
w asking them if they'ree mercenaries looking for worrk
b
beds of shrubs an
nd flowers, sturd
dy mausoleums, and rows of (that fa ct should be obbvious to anyonne who glancess at
h
headstones, mon
numents, and commemorative sttatues. the heaavily armed and d armored charracters). Once a asked,
You need only a few moments to
o spot a man and a woman he relattes the followinng tale. During the course of ttheir
dressed in simplee, home-spun gray robes trimmin
d ng shrubs converssation, Yovir prrovides the following informa ation:
aand pulling weeds from between gravestones. Soome of the adveenturers may k know Doomguid de
Yoovir from DDEX X1-3 Shadows over the Moon nsea. If
TThe man and woman
w are cleriics of Kelemvor named thiis is the case, Y
Yovir is especiaally pleased to ssee
DDrolo and Fedy ya. They are haappy to talk abo
out their theem again.
wwork in the cem
metery, but theyy grow morose if asked Wiithin the last 10 00 years, Valhiingen Graveyarrd has
aabout undead. Instead,
I they diirect characters to a small gon ne from being overrun with u undead to the sttatu-
cchapel where Doomguide
D Yovvir Glandon cann be found. esqque place of resst it is today. T
This is due primmarily
to tthe work of thee Kelemvoritess.
K
Kelemvor's Fa
aithful Too the people of P Phlan, the idylllic beauty of
DDoomguide is thee title adopted byy heads of clericaal chapters Vaalhingen is theirr reward for th he trials they ha
ave
aamong the faithfu ul of Kelemvor, Faerûn's
F deity of death
d and the facced during theirr hard life whe en it is over.
ddead. "Doom" reffers not to a bleaak destiny but sim mply to the
fa
fact that all mortaals face an end to
o life. Kelemvor'ss servants An novice Kelemvo orite disappearred about a mo onth
eensure that the deead are properly interred and respected, and agoo. Yovir was in nitially unconceerned as the lifee of a
they see to the neeeds of the bereaved. To most of Kelemvor's Keelemvorite is diifficult, and thoose who cannott ac-
fa
faithful, raising a dead person as an
a undead creatu ure is the commmodate it sim mply leave.
mmost horrific sacrrilege imaginablee and an unforgivvable violation
oof human sanctityy. Suuspicions were aroused when Brother Rasorran—
anoother Kelemvo orite—vanished d. It was not posssible
T
The Doom
mguide's Tale thaat he would leaave; he has been n dedicated to the
faitth and to the people of Phlan for nearly 10 yyears.
FFinding Doomg guide Glandon is simple enou
ugh. Yovir Sisster Bethel disaappeared and w was subsequen ntly
GGlandon is a hu uman male of middle
m age, hum
morless and loccated twelve daays ago; partiallly eaten.
sstoic in his dutyy among the de
ead. Yoovir believes thaat undead are a active once more
witthin Valhingen n.
Yoovir and a few o other Kelemvorrites investigate ed the
olddest section of tthe known cata acombs and fou und
no undead. It wass sealed to prevvent them spre eading
R
Roleplaying Cassyt
CCassyt is a young g Kelemvorite who o has spent more time in her
bbooks than in thee catacombs of th he graveyard. Despite this, she
hhas an unusually sunny dispositio on and is prone to chatter
inncessantly rattlin
ng off minutiae and trivia about thhe catacombs.
SShe knows quite a bit about Sectio ons 1 through 3 of the
ccatacombs (Histo ory +4; catacombbs only) and first aid (Medicine
++3). She also has a dry, albeit slightly warped, sense of humor.
T
Treasure
o goggles of
If they ask, the adventurers arre given a pair of
n
night to assist them with theirr excursion.
“A
“And how do you expect me to get
g down?!”
--Cassyt
T
Treasure
T
The statues eyees are two piecees of flawless je
et worth 25
g
gp each.
nform Doomguiide Glandon if she
Cassyt will in s sees any
o
of the adventureers take either of the gems.
7B. C
Crematoria Niches
LLoose Brickw
work
TThe walls and ceilings of this section of the cataco ombs are old This ro
oom is used to h house people wwhose remains have
aand in poor repair. While damageed walls or ceiling g won't been crremated; a pracctice that only rrecently came iinto
ccollapse under no ormal conditionss, under certain circumstances,
c fashion
n.
they collapse. If a character casts thunderwave or another
a ability
wwith a similar effeect, the intense vibrations
v trigger a collapse. Unbeeknownst to thee Kelemvoritess, a group of thiieves
FFalling stoneworkk causes 4 (1d8) bludgeoning dam mage to each have stoolen into the caatacombs amiddst the disruptiion
ccreature in the room where the sp pell is cast. This damage
d is caused by the appearaance of undead d.
hhalved if the creatture succeeds at a DC 10 Dexteritty saving
throw. The wallls of this long rooom bear hundreeds upon hundreeds of
niches; m
most of which b ear a small urn o
or box, and a trin
nket or
77A. Sun Pit
P two.
T
This room was used as a means of destroyin ng vampires. An elf, a tiefling and a h
hiccupping half-o
orc crouch on th
he far
V
Vampires were staked and shackled to the wall.
w When side of tthe room, clutch ing swords in their shaking hand
ds.
th d eventually sh
he morning sun rose, it would hine down
th ates above, desttroying the vam
hrough the gra mpires. A trio oof Welcomers— —a half-orc spy, an elf bandit, and a
tiefling bandit—have ttaken refuge in n this area.
T
This square room
m is approximately 20 feet across. The ceiling, Specificcally chosen fo or the job becau use they possesss
fa
far above, is capp
ped with iron graates through whicch the sky darkvission, they origin nally snuck intoo the catacomb bs two
aabove can be seeen. days aggo to investigat e the rumors o of undead, but
Shackles are bolted to the walls and an iron lockkbox is couldn''t resist pilferin
ng some of the items in the ro oom.
fa
fastened to the wall.
w The lid to thee lockbox is open
n, revealing a By the ttime they realizzed that their a activities attraccted
n
number of woodeen stakes. the atteention of some roaming zomb bies, it was too late;
Though it is diffficult to be sure, a hinged gate in the grate they baarred the door aand have been waiting here evver
aabove seems to be
b open and a len
ngth of rope end
ding in a since.
ggrappling hook laays in a heap on the floor in frontt of you They planned ratheer poorly and be etween them had
b
beside a short, ru
usted iron bar. only a ssingle flask of rrather potent wwhiskey. Upon
realizinng that they werre trapped, the e half-orc spy re efused
A group of four zombies are in n this room, ha aving been to sharee the whiskey w with the elf andd the tiefling, annd
aattracted by the
e noise made byy the would-be thieves. has beeen well-and-truly drunk ever ssince. The
A couple of th
hieves have brooken into the ca atacombs. Welcom mers are initiallly relieved to fo
ound by the parrty
WWhen the last of
o them was clim mbing down, th he bar that and begg the adventureers for whateve er food or wate er they
thhe grappling hook was hangin ng from broke loose and have. TThe half-orc is ddoubly pleased and offers everryone
ssent one of them
m falling the last 10 feet and worse
w yet, within rreach an awkw ward (and rathe er smelly) hug.
aalerting a pack of zombies to their
t presence. They took
rrefuge in Area 7b.
7 When the adventurers
a arrrive, the Plund
dered Treaasures
zzombies are banging on the do oor that the We elcomers Any chaaracter succeed ding at a DC 10 Wisdom
hhave barricadedd themselves behind. They atttack the (Percep ption) check no otices that each
h of the Welcommers
aadventurers shoould any of them enter this Arrea. has a feew trinkets stufffed into their p
pockets. The
adventu urers can persu uade the Welco omers into leavving
the treaasures behind w with a successfful DC 15 Charrisma
(Intimiddation or Persu uasion). If unsuuccessful, nothiing
short off force is goingg to deter them from abscondiing
M
Medium humanoid
d (any race), any noon-lawful alignmen
nt Skills Deeception +2, Reli gion +2
Senses ppassive Perceptioon 10
A
Armor Class 12 (lleather armor) Languagges any one language (usually Co
ommon)
Hit Points 11 (2d8 + 2)
H Challengge 1/8 (25 XP)
S
Speed 30 ft.
Dark Deevotion. The cultiist has advantagee on saving throw
ws
STR DEXX CON INT WIS CHA against being charmed o or frightened.
11 (+0) 12 (+
+1) 12 (+1) 10 (+0) 10 (+0
0) 10 (+0)
A
Armor Class 10 Damagee Immunities poiison
H
Hit Points 9 (2d8) Conditioon Immunities ch harmed, exhaustion, poisoned
S
Speed 30 ft. Senses ddarkvision 60 ft., passive Percepttion 10
Languagges Common
STR DEXX CON INT WIS CHA Challengge 1 (200 XP)
10 (+0) 10 (+
+0) 10 (+0) 10 (+0) 14 (+2
2) 11 (+0)
SSkills Medicine +4
4, Religion +2 Actio
ons
SSenses passive Peerception 10 Bite. Meelee Weapon Atta ck: +2 to hit, reacch 5 ft., one creature.
LLanguages any on ne language (usu
ually Common) Hit: 9 (22d6 + 2) piercing damage.
CChallenge 1/4 (500 XP)
Claws. M Melee Weapon Atttack: +4 to hit, reeach 5 ft., one tarrget.
Hit: 7 (22d4 + 2) slashingg damage. If the ttarget is a creature
SSpellcasting. Casssyt is a 1st-level spellcaster.
s Her spellcasting
s other th an an elf or undeead, it must succceed on a DC 10
aability is Wisdom (spell save DC 12, 1 +4 to hit with spell Constituution saving throow or be paralyzeed for 1 minute. T The
aattacks). Cassyt has
h the following cleric spells prep pared: target caan repeat the savving throw at the end of each of itts
C
Cantrips (at will): light, sacred flam
me, thaumaturgy turns, ennding the effect oon itself on a succcess.
1st level (3 slots): bless, cure wounnds, sanctuary
A
Actions
C
Club. Melee Weap pon Attack: +2 to hit, reach 5 ft., one
o target.
H
Hit: 2 (1d4) bludg
geoning damage.
C
Cultistt
M
Medium humanoid
d (any race), any noon-good alignmentt
A
Armor Class 12 (lleather armor)
Hit Points 9 (2d8)
H
S
Speed 30 ft.
Knight Kobold
Medium humanoid (any race), any alignment Small humanoid (kobold), lawful evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1)
Saving Throws Con +4, Wis +2 Senses darkvision 60 ft., passive Perception 8
Senses passive Perception 10 Languages Common, Draconic
Languages any one language (usually Common) Challenge 1/8 (25 XP)
Challenge 3 (700 XP)
Sunlight Sensitivity. While in sunlight, the kobold has
Brave. The knight has advantage on saving throws against disadvantage on attack rolls, as well as on Wisdom
being frightened. (Perception) checks that rely on sight.
Pack Tactics. The kobold has advantage on an attack roll
Actions against a creature if at least one of the kobold’s allies is within 5
Multiattack. The knight makes two melee attacks. feet of the creature and the ally isn’t incapacitated.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage. Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Hit: 4 (1d4 + 2) piercing damage.
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Leadership (Recharges after a Short or Long Rest). For 1 minute,
target. Hit: 4 (1d4 + 2) bludgeoning damage.
the knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it makes an
attack roll or a saving throw. The creature can add a d4 to its Rorreth (Red Wizard)
roll provided it can hear and understand the knight. A creature Medium humanoid (human), neutral evil
can benefit from only one Leadership die at a time. This effect
ends if the knight is incapacitated. Armor Class 12 (15 with mage armor)
Hit Points 22 (5d8)
Reactions Speed 30 ft.
Parry. The knight adds 2 to its AC against one melee attack that
STR DEX CON INT WIS CHA
would hit it. To do so, the knight must see the attacker and be
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
wielding a melee weapon.
Saving Throws Int +5, Wis +3
Skills Arcana +5, History +5
Senses passive Perception 11
Languages Common, Draconic, Dwarvish, Elvish
Challenge 2 (450 XP)
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d8 – 1) bludgeoning damage.
Spy Thug
Medium humanoid (any race), any alignment Medium humanoid (any race), any non-good alignment
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Skills Intimidation +2
Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 10
Senses passive Perception 16 Languages any one language (usually Common)
Languages any two languages Challenge 1/2 (100 XP)
Challenge 1 (200 XP)
Pack Tactics. The thug has advantage on an attack roll against a
Cunning Action. On each of its turns, the spy can use a bonus creature if at least one of the thug’s allies is within 5 feet of the
action to take the Dash, Disengage, or Hide action. creature and the ally isn’t incapacitated.
Armor Class 8
Skeleton Hit Points 22 (3d8 + 9)
Medium undead, lawful evil Speed 20 ft.
Armor Class 13 (armor scraps) STR DEX CON INT WIS CHA
Hit Points 13 (2d8 + 4) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Speed 30 ft.
Saving Throws Wis +0
STR DEX CON INT WIS CHA Damage Immunities poison
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Damage Vulnerabilities bludgeoning Languages understands the languages it knew in life but can’t
Damage Immunities poison speak
Condition Immunities exhaustion, poisoned Challenge 1/4 (50 XP)
Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life but can’t Undead Fortitude. If damage reduces the zombie to 0 hit
speak points, it must make a Constitution saving throw with a DC of 5
Challenge 1/4 (50 XP) + the damage taken, unless the damage is radiant or from a
critical hit. On a success, the zombie drops to 1 hit point
instead.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Actions
target. Hit: 5 (1d6 + 2) piercing damage. Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.
Appendix
x: Ma
ap of the
t Reed Wizzard’s Lair