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Writer's pictureNick@Verse

Dnd one shot ideas: ten undead dungeon adventures

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Introduction


This week I decided that rot, pestilence and corruption were where it was at. I wanted to create ten adventures for DMs that would take PCs from levels one to ten fighting the undead. Now we can all be guilty of creating skeletons and ghouls without some wider narrative to explain why they are there, they just leap out from a darkened cave to be hero fodder and the story can move on. In these ten adventures, I've tried to create some kind of context, they demon god Lor and his black angels have descended upon the mortal world in order to rot and corrupt everything in their path and fungal rotting skeletons and other horrors have risen to devour the living. I'll include the stats for a Black Angel (it's the ultimate BBEG in this series) at the end as it's an entirely new creation that I'm sure you'll enjoy.


So let's begin.


In the shadowed lands of Evenmorthe, where the air is thick with decay and the ground festers with a malignant blight, heroes are called to stand against a rising tide of darkness. Once a vibrant part of the kingdom of Karthe, Evenmorthe has fallen to a strange black rot, a creeping evil that corrupts all it touches. This malevolent force is the work of Lor, the demon god of pestilence, and his dark minions, the black angels.


This blog presents ten one-shot adventures designed for characters from levels 1 to 10. Each adventure is set in Evenmorthe and scales in intensity and challenge, taking your players on a harrowing journey through this cursed land. From investigating a rotting village at level 1 to facing a powerful black angel at level 10, these adventures offer a variety of undead-themed challenges and mysteries. 


Perfect for new Dungeon Masters, each adventure is self-contained but loosely connected to form an overarching narrative. You can run them as standalone sessions or weave them into your existing campaign. Dive into Evenmorthe and guide your players as they battle the forces of Lor, ultimately confronting one of his most powerful servants in a climactic showdown. Let these adventures inspire you to create memorable and thrilling experiences for your gaming group.


  • Regarding Lor, I've decided to leave his backstory and motivations open, quite what he is seeking to achieve you guys can work out for yourselves, I am sure you already have loads of ideas. Sometimes it makes for better article, one that is more useful to you, if things are left in parts a bit open ended.


The World of Evenmorthe




The cursed region of Evenmorthe lies in the northern reaches of the kingdom of Karthe. Once a lush and fertile land, it is now a desolate expanse plagued by the black rot, a malevolent force spread by the demon god of pestilence, Lor. The geography of Evenmorthe is varied, consisting of decaying forests, crumbling villages, haunted ruins, and tainted wetlands. These landscapes are marked by eerie silence and the omnipresent smell of decay.


The forests of Evenmorthe, once vibrant with life, now stand as twisted, lifeless husks. The trees are gnarled and blackened, their branches reaching out like skeletal hands. The underbrush is sparse, with only a few sickly, mutated plants managing to survive. The ground is often covered in a thick layer of necrotic sludge, making travel difficult and treacherous.


The fauna of Evenmorthe has not been spared from Lor's corruption. Animals that once roamed the land have either fled or succumbed to the black rot. The few that remain are twisted abominations, half-alive and driven mad by the corruption. Undead creatures are a common sight, ranging from reanimated wildlife to long-dead villagers who now wander the land, seeking to spread their curse to the living.


Flora in Evenmorthe has been equally affected. Once-flourishing plants have withered, replaced by toxic fungi and otherworldly growths that thrive in the rot. These plants are often dangerous, exuding poisonous spores or harboring parasitic creatures.


The climate of Evenmorthe is oppressive and unchanging. The sky is perpetually overcast, casting a dim, grey pallor over the land. Rain is frequent, but it brings no relief; instead, it is acidic, further contributing to the land's decay. The air is heavy and humid, filled with the stench of rot and the faint whisper of dark magic.


The overall atmosphere of Evenmorthe is one of despair and foreboding. It is a land where hope is a rare commodity, and the presence of Lor's influence can be felt in every shadow. For adventurers who dare to enter this forsaken region, they must steel themselves against the pervasive sense of doom and be prepared to face horrors both natural and supernatural. In Evenmorthe, survival is a constant struggle, and every step forward is a battle against the encroaching darkness.




Adventures


Adventure 1: The Rotting Village (Level 1)


The village of Mossfield stands on the periphery of Evenmorthe, a once-thriving community now plagued by the insidious black rot. The villagers live in constant fear as their deceased loved ones rise from their graves, terrorizing the living. The adventurers are called to Mossfield to uncover the source of this dreadful corruption and to protect the beleaguered villagers from the encroaching undead.


Upon arrival, the adventurers find Mossfield in a state of despair. The streets are eerily quiet, and the air is thick with the stench of decay. Buildings show signs of neglect, with many homes abandoned as villagers huddle together in the central inn, the last bastion of safety. The villagers are wary but desperate, pleading for the adventurers to rid their home of the undead menace.


As the adventurers navigate the haunted village, they must fend off basic undead creatures such as zombies and skeletons. These encounters serve as an introduction to combat and teamwork, challenging the adventurers to protect the villagers and clear the streets. In their exploration, the adventurers will come across makeshift traps and barricades set up by desperate villagers trying to fend off the undead.


The investigation leads the adventurers to various key locations in Mossfield, including the graveyard, a once-peaceful resting place now turned into a hotspot for undead activity. Clues and hints point them towards an old, neglected well on the outskirts of the village. This well, they discover, is the epicenter of the black rot’s influence, tainted by the dark magic of Lor.


Cleansing the well involves a ritual that the adventurers must perform, using ingredients and artifacts gathered from their exploration of the village. Once the ritual is completed, the well is purified, and the immediate threat of the undead is quelled. However, the villagers caution the adventurers that this victory is but a small step in a much larger battle against the pervasive evil spreading through Evenmorthe. The adventurers leave Mossfield with a sense of accomplishment but also with a foreboding feeling of the challenges that lie ahead.


DM Note: This is a great opportunity for the PCs to learn some key things about the undead, how they operate and attack. It is a good place for you to seed some initial clues about a wider campaign.





Adventure 2: The Infested Forest (Level 2)

Beyond the beleaguered village of Mossfield lies the Darkwood, a forest once known for its beauty and vitality, now twisted and corrupted by the black rot. The adventurers, having restored a semblance of peace to Mossfield, must now venture into this foreboding woodland to seek out and destroy the source of its necrotic corruption.


As they step into the Darkwood, the adventurers are met with an oppressive atmosphere. The air is thick with rot, and the once-vibrant flora has become dark and twisted. The wildlife, once teeming with life, now consists of monstrous abominations, and the dead roam freely among the trees.


Navigating through the infested forest, the adventurers encounter enhanced undead creatures such as ghouls and wights. These more formidable foes test their growing skills and teamwork. The adventurers also face environmental hazards like quicksand and poisonous plants, requiring them to stay vigilant and resourceful as they make their way deeper into the woods.

As they press on, they gather clues and fragments of lore hinting at a corrupted grove hidden at the heart of the forest. This grove is the epicenter of the corruption, where a powerful undead druid conducts dark rituals that sustain the rot. The adventurers must track down this grove, overcoming the myriad dangers of the forest.


Upon locating the corrupted grove, they confront the undead druid, whose powers are fuelled by the dark magic of Lor. The battle is fierce, with the druid summoning waves of undead minions and using necrotic spells to weaken the adventurers. Victory requires them to disrupt the druid’s rituals and purify the grove using sacred relics and rituals learned along their journey.

Purifying the grove halts the spread of the black rot within the Darkwood, restoring a degree of natural balance to the forest. However, the adventurers leave with the knowledge that this victory, like their previous one, is only temporary. Whispers of greater threats linger in the shadows, suggesting that the corruption of Evenmorthe runs deeper and more dangerously than they had feared.


DM Note: Try scaling up the sentience of the undead here, we've started off on skeletons and zombies. Ghouls can be semi sentient and have basic cunning. By the way, did you like the undead Druid? Here are some stats:


Undead Druid: Seryn the Rotting


Medium Undead, Neutral Evil


Armor Class: 14 (natural armor)


Hit Points: 55 (10d8 + 10)


Speed: 30 ft.


Abilities:

  • Strength: 12 (+1)

  • Dexterity: 14 (+2)

  • Constitution: 12 (+1)

  • Intelligence: 16 (+3)

  • Wisdom: 18 (+4)

  • Charisma: 10 (+0)


Saving Throws: Int +6, Wis +7


Skills: Arcana +6, Nature +6, Perception +7, Stealth +5


Damage Resistances: Necrotic, Poison


Damage Immunities: Cold


Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned


Senses: Darkvision 60 ft., Passive Perception 17


Languages: Common, Druidic, Sylvan


Challenge: 4 (1,100 XP)


Traits:


Undead Nature: Seryn doesn’t need to eat, drink, breathe, or sleep.

Spellcasting: Seryn is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:


Cantrips (at will): Chill Touch, Druidcraft, Poison Spray


1st level (4 slots): Entangle, Goodberry, Healing Word, Thunderwave


2nd level (3 slots): Hold Person, Lesser Restoration, Spike Growth


3rd level (3 slots): Animate Dead, Plant Growth, Vampiric Touch


Rejuvenation: If destroyed, Seryn regains all her hit points in 24 hours unless a 3rd-level spell slot or higher is used to cast a spell of the "dispel magic" or "remove curse" spells on her remains.


Actions:


Multiattack: Seryn makes two melee attacks with her Rotting Staff.

Rotting Staff. *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) necrotic damage.

Vampiric Touch (Spell, 3rd level): Melee Spell Attack: +7 to hit, reach 5 ft., one creature. *Hit:* 12 (3d6) necrotic damage, and Seryn regains hit points equal to half the amount of necrotic damage dealt.



Reactions:


Undead Resilience: When Seryn takes damage that would reduce her to 0 hit points, she can use her reaction to instead be reduced to 1 hit point. She can’t use this feature again until she finishes a long rest.


Lair Actions:


On initiative count 20 (losing initiative ties), Seryn takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:


1. Entangling Roots: Grasping roots and vines erupt in a 20-foot radius centered on a point Seryn can see within 60 feet of her. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained until the start of the next round.

2. Necrotic Spores: Seryn releases spores in a 20-foot radius. Creatures in the area must succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and be poisoned until the start of Seryn's next turn.


Tactics:


- Seryn will often begin combat hidden, using her Stealth skill to ambush the party.

- She uses Spike Growth or Entangle to control the battlefield and restrict player movement.

- Animate Dead provides additional challenges to the party, creating minions to divide their attention.

- Vampiric Touch allows her to sustain herself during combat.

- When in danger, she can use Hold Person to incapacitate a threatening PC.


This undead druid provides a challenging encounter with a mix of control, sustain, and damage, suitable for a party of 5 level 2-3 PCs. Adjustments can be made depending on the party’s composition and tactics.




Adventure 3: Crypt of the Forgotten (Level 3)

Deep within the cursed region of Evenmorthe lies the Crypt of the Forgotten, an ancient burial site long abandoned by the living but now a breeding ground for the undead. The adventurers, continuing their quest to cleanse Evenmorthe, must descend into this dark and foreboding place, where the dead walk and shadows whisper of past atrocities.


Upon entering the crypt, the adventurers are immediately struck by its oppressive atmosphere. The air is stale and cold, and the walls are lined with the decayed remains of those who were laid to rest centuries ago. Their goal is to clear the crypt of its undead inhabitants and retrieve a sacred relic that is rumoured to have the power to combat the black rot.


As they delve deeper into the crypt, the adventurers face an array of traps and puzzles designed to protect the resting place from intruders. These challenges test their wit and teamwork, as they must decipher ancient runes, disable mechanical traps, and solve complex puzzles to progress.


The undead foes within the crypt are more formidable than those the adventurers have faced before. They encounter wraiths and shadows, whose very touch can drain their life force, making every encounter a perilous battle. The adventurers must use their growing skills and resources to defeat these spectral enemies and protect each other from their deadly attacks.

Navigating the crypt’s labyrinthine corridors, the adventurers uncover the tragic history of those interred within. They learn of a great betrayal and a dark ritual that desecrated the crypt, awakening its undead inhabitants. These revelations add a layer of depth to their quest, as they come to understand the sorrow and anger that fuels the undead’s rage.


At the heart of the crypt, the adventurers finally find the sacred relic, a powerful orb that glows with a holy light. Retrieving it requires a final confrontation with the crypt’s guardian, a powerful undead knight who must be defeated to lift the desecration. With the relic in hand and the crypt cleansed, the adventurers emerge victorious, ready to continue their fight against the pervasive evil of Evenmorthe.





Adventure 4: The Haunted Mill (Level 4)

On the outskirts of the town of Blackwater, an old mill stands as a grim monument to the past. Once a thriving centre of industry, it has become a place of fear, haunted by the spirits of those who perished within its walls. The adventurers, seeking to cleanse Evenmorthe of its many evils, must now enter this eerie structure, uncover its dark history, and lay the restless spirits to rest.

As they approach the mill, the adventurers are met with an unsettling silence. The air is thick with an otherworldly chill, and the once-bustling building now looms ominously against the sky. The townsfolk of Blackwater avoid the mill, whispering of ghostly apparitions and strange sounds that emanate from within its walls.


Inside the mill, the adventurers are immediately confronted by ghosts and other spectral beings. These ethereal enemies pose a unique challenge, as their incorporeal nature makes them difficult to defeat. The adventurers must use their wits and magical resources to combat these spectral foes and navigate the mill’s haunted halls.


Throughout the mill, they encounter spectral traps designed to protect the secrets of those who died there. These traps, crafted from the lingering resentment and sorrow of the spirits, test the adventurers’ problem-solving abilities and their courage. Disarming these traps requires careful observation and a deep understanding of the mill’s dark past.


As they delve deeper, the adventurers begin to piece together the tragic tale of betrayal and murder that led to the haunting. They uncover evidence of a gruesome crime committed by the mill’s owner, whose greed and malice doomed many innocent lives. These revelations are crucial to solving the mystery and understanding the source of the spirits’ unrest.


With this knowledge, the adventurers perform a ritual to exorcise the spirits and cleanse the mill of its haunting. This ritual involves invoking the names of the deceased, using personal items found within the mill, and performing acts of atonement for the wrongs committed. Successfully completing the ritual banishes the spirits, restoring peace to the mill and to Blackwater.


The townsfolk, grateful for the adventurers’ bravery, share stories of other dark places in Evenmorthe that need their attention. With the haunting of the mill resolved, the adventurers set their sights on the next challenge, knowing that their quest to cleanse Evenmorthe is far from over.





Adventure 5: The Desecrated Temple (Level 5)

In the heart of Evenmorthe stands a once-holy temple, now desecrated by followers of Lor, the demon god of pestilence. This sacred place, dedicated to a deity of light and healing, has been transformed into a dark stronghold, where unholy rituals and necromantic rites are performed. The adventurers are tasked with reclaiming the temple, purging it of undead, and restoring its sanctity.


As they venture into the temple, the adventurers encounter fanatical cultists who worship Lor. These zealots have defiled the temple’s altars and sanctuaries, turning them into places of dark worship. The cultists, driven mad by the black rot, are formidable opponents, willing to sacrifice themselves in the name of their dark god. The adventurers must navigate through these fanatics, often facing moral dilemmas as some cultists reveal themselves to be victims of Lor’s corruption, coerced into service by fear and madness.


Within the desecrated halls, the adventurers also face mid-level undead creatures such as mummies and banshees. These powerful undead are the remnants of the temple’s original defenders and clergy, now twisted by dark magic. The adventurers must use their growing skills and newfound sacred scrolls to defeat these foes and cleanse the temple of their malevolent presence.


Throughout their quest, the adventurers uncover the extent of the desecration. They find defiled holy relics, corrupted symbols of the once-pure deity, and evidence of gruesome sacrifices. To cleanse the temple, the adventurers must perform a series of holy rites, using these sacred scrolls to restore the altars and sanctify the grounds. This task requires both combat prowess and a deep understanding of the temple’s original purpose and rituals.


As the adventurers progress, they face increasingly challenging encounters, culminating in a confrontation with a high priest of Lor, who wields powerful necromantic magic. Defeating this dark priest and completing the purification rituals restore the temple’s sanctity, weakening Lor’s influence in the region and offering hope to the people of Evenmorthe.


However, the adventurers learn that their victory, while significant, is only a step towards a greater battle. Whispers of more powerful enemies and deeper corruption suggest that the true challenge lies ahead. The adventurers leave the temple with a renewed sense of purpose, ready to face the next stage of their quest to cleanse Evenmorthe and defeat Lor’s dark forces.





Adventure 6: The Cursed Battlefield (Level 6)

In Evenmorthe lies a grim reminder of a long-forgotten war: the Cursed Battlefield. The site of an ancient battle, it is now haunted by the restless spirits of fallen soldiers, cursed to rise as undead, seeking vengeance and rest. The adventurers are called to this desolate field to uncover the cause of the curse and put an end to the undead torment.


As they step onto the battlefield, the adventurers are greeted by an eerie silence, broken only by the whispers of the dead. The ground is littered with rusted weapons and decaying armor, and the air is thick with a sense of sorrow and betrayal. The adventurers must navigate through this forsaken land, where the undead soldiers—wights and revenants—emerge from the shadows to attack.


These encounters are challenging, as the undead are driven by the pain and anger of their untimely deaths. The adventurers must use their combat skills and strategy to survive the relentless assaults while piecing together the history of the battle. Clues scattered across the battlefield, such as ancient banners, broken weapons, and ghostly apparitions, provide glimpses into the events that led to the curse.


Central to ending the curse is the discovery of the remains of a betrayed general, whose restless spirit fuels the undead army. The adventurers learn that this general was once a revered leader, betrayed by his own men in a bid for power. His death, shrouded in treachery, has bound his spirit to the battlefield, perpetuating the cycle of undead resurrection.


The adventurers must find and sanctify the general’s remains, performing a ritual of atonement and honor. This involves gathering relics of his past, speaking to the lingering spirits of his loyal soldiers, and confronting the wraith of the traitorous commander who orchestrated the betrayal.

Successfully dispelling the curse and putting the fallen warriors to rest brings a temporary calm to Evenmorthe. The spirits, finally at peace, dissipate into the ether, leaving the battlefield eerily quiet once more. However, the adventurers sense that this victory is but a fleeting respite. The growing power of Lor looms ever larger, and they know that more formidable challenges await them in their quest to cleanse Evenmorthe and defeat the demon god’s malevolent influence.





Adventure 7: The Abandoned Mine (Level 7)

Near the town of Stonehollow lies an abandoned mine, once a bustling source of precious minerals. Now, it has become a haven for undead miners and creatures of the dark. The adventurers must brave the depths of this mine to uncover and eliminate the source of the sinister infestation plaguing it.


Upon entering the mine, the adventurers are immediately confronted by the dangers of the subterranean environment. The air is thick with the smell of mold and decay, and the oppressive darkness is punctuated only by the occasional flicker of their torches. As they delve deeper, they encounter a host of hazards, including unstable tunnels prone to cave-ins and pockets of toxic gas that can quickly incapacitate the unwary.


The undead miners, twisted by the necrotic energy that now permeates the mine, wield their old mining tools as deadly weapons. These ghoulish figures present a formidable challenge, using their knowledge of the tunnels to ambush the adventurers. The corrupted elementals, born from the very stone and ore of the mine, add to the peril, attacking with the power of the earth itself.

As they navigate the twisting tunnels, the adventurers uncover evidence of a dark ritual site. This site, hidden deep within the mine, is where followers of Lor perform necromantic rites, drawing power from a dark crystal that pulsates with malevolent energy. The adventurers must fight their way through the undead guardians and disrupt the rituals being conducted.


Destroying the dark crystal and the ritual site deals a significant blow to Lor’s plans, as the necromantic energy sustaining the undead is cut off. However, the adventurers uncover chilling evidence of a larger scheme at play. Ancient runes and cryptic messages hint at a network of similar sites spread throughout Evenmorthe, all contributing to Lor’s grand design to envelop the region in darkness.


With the mine cleansed and the immediate threat neutralized, the adventurers emerge victorious, but with a sense of urgency. They realize that their quest is far from over and that they must continue to unravel the mystery behind Lor’s machinations. The battle against the demon god’s influence intensifies, and the adventurers prepare for the next challenge, knowing that each victory brings them closer to confronting the true source of the black rot.





Adventure 8: The Plagued Village (Level 8)

Deep within the cursed lands of Evenmorthe lies Ravencroft, a village ravaged by a deadly plague that causes the dead to rise. The adventurers are called to this stricken village to find a cure for the plague and stop the relentless undead threat.


Upon arrival, the adventurers are met with scenes of despair. Ravencroft is filled with plague victims, their bodies frail and feverish, and the streets are overrun by powerful undead such as vampires and death knights. The once-thriving village now echoes with the moans of the suffering and the terrifying howls of the undead.


The adventurers must work closely with local alchemists to find and create alchemical remedies. These alchemists, desperate and overworked, provide the adventurers with knowledge of rare herbs and minerals needed for the cure. The adventurers embark on perilous excursions into the surrounding wilderness to gather these ingredients, all while defending the village from relentless undead attacks.


Each night, as the sun sets, waves of undead assault Ravencroft, testing the adventurers' fortitude and strategy. They must fortify defenses, organize the remaining villagers, and repel these attacks, ensuring that the village does not fall entirely into darkness.


The investigation leads the adventurers to the root of the plague: a powerful vampire lord hidden within the ruins of an old manor on the village’s outskirts. This malevolent being is the source of the plague, spreading it through dark magic and feeding on the fear and despair it causes. The adventurers must confront this vampire lord in a deadly battle, navigating his thralls and overcoming his formidable powers.


Defeating the vampire lord and administering the cure brings a sense of relief and hope to Ravencroft. The villagers begin to recover, and the undead threat wanes. However, the adventurers uncover chilling evidence that the plague was not an isolated incident but part of a larger scheme orchestrated by Lor. The documents and symbols found in the vampire’s lair reveal a network of plots designed to spread Lor’s black rot throughout Evenmorthe.


With Ravencroft saved, the adventurers gain crucial insight into Lor’s grand design. The battle against the demon god’s influence grows more intense, and the adventurers prepare to face the next phase of their quest, determined to root out and destroy the sources of this spreading corruption.





Adventure 9: The Necromancer’s Tower (Level 9)

A necromancer allied with Lor has established a dark stronghold in a towering fortress, using his necromantic powers to manipulate the black rot and spread corruption across Evenmorthe. The adventurers must storm this ominous tower, defeat the necromancer, and disrupt his nefarious plans. The necromancer is Lor's primary conduit into the mortal world and is a dangerous adversary but also a linchpin in Lor's power.


As they approach the tower, the adventurers are immediately met with powerful undead vampire orcs guarding the entrance. These beings, infused with dark magic, are stronger and more resilient than any the adventurers have faced before. Upon breaching the tower’s defenses, they enter a labyrinth of necromantic traps and arcane barriers designed to deter intruders.


Each floor of the tower presents escalating challenges. The adventurers navigate through corridors filled with undead sentries, overcome arcane puzzles, and disarm deadly traps. Ghostly apparitions whisper cryptic warnings, hinting at the necromancer’s ultimate goal. The tower’s atmosphere is oppressive, with the air thick with the stench of decay and the walls adorned with symbols of dark rituals.


As they ascend, the adventurers confront increasingly dangerous foes, including necrotic golems, banshees, and spectral guardians. Each battle tests their growing skills and resolve. They gather fragments of information about Lor’s grand design, piecing together the extent of the corruption spreading through Evenmorthe.


The climactic battle occurs at the tower’s pinnacle, where the necromancer and his elite undead champions await. The necromancer, a master of dark magic, uses powerful spells and summons legions of undead to overwhelm the adventurers. The fight is intense, requiring all their strategic prowess and teamwork to prevail.


Defeating the necromancer yields critical information about Lor’s final gambit to corrupt Evenmorthe entirely. The adventurers discover that the black rot’s epicenter is guarded by one of Lor’s most powerful servants, a black angel. With this knowledge, they prepare for their ultimate challenge, knowing that the endgame is near and the fate of Evenmorthe rests in their hands.





Adventure 10: The Final Confrontation (Level 10)

The adventurers have tracked the source of the black rot to its heart, a landscape twisted by Lor’s malevolent influence. Here, a black angel, one of Lor’s most powerful servants, commands the corruption. In a final, decisive battle to save Evenmorthe, the adventurers must confront and defeat this formidable foe.


The battlefield is a nightmarish realm, warped by dark magic and filled with high-level undead minions. The adventurers must navigate through deadly traps and environmental hazards that test their endurance and resourcefulness. The ground itself seems to pulse with corruption, and the air is thick with a palpable sense of dread.


The black angel, a towering figure of darkness and power, awaits them at the epicenter of the rot. This angel wields formidable dark magic and commands a legion of powerful undead minions. The adventurers must use all their accumulated skills, knowledge, and teamwork to stand a chance against this adversary. Every strategy, spell, and combat maneuver they have learned is put to the ultimate test.


Twist: The Soul Prism


As the adventurers approach the epicenter, they discover that the black angel is not just corrupting the land—he has also captured the souls of their loved ones. Using a powerful artifact known as the Soul Prism, the black angel has trapped the souls of the PCs' closest friends, family members, or mentors. These souls are being used to fuel the corruption and strengthen the angel’s power.


The black angel reveals this sinister plan during the battle, taunting the adventurers with glimpses of their loved ones trapped within the Soul Prism. The angel uses the souls as leverage, forcing the adventurers to make impossible choices: prioritize saving their loved ones or defeating the black angel to save Evenmorthe.


The battlefield itself becomes even more treacherous as the black angel taps into the emotions of the adventurers, creating illusions of their loved ones in peril, manipulating the terrain, and summoning powerful undead that resemble the PCs' friends and family. The emotional and psychological strain pushes the adventurers to their limits, testing their resolve and determination.


To defeat the black angel and save both Evenmorthe and their loved ones, the adventurers must:


1. Destroy the Soul Prism: They must locate and destroy the Soul Prism, freeing the trapped souls and weakening the black angel's power.

2. Confront their Fears: Overcome the illusions and emotional manipulations, staying focused on their mission despite the personal stakes.

3. Utilize Unique Abilities: Each adventurer must draw upon their unique abilities and experiences, leveraging their personal growth and teamwork to overcome the black angel's devastating tactics.


In the end, the adventurers face a heartbreaking and heroic battle, where their success hinges not just on their combat prowess, but on their courage, love, and determination to protect both the world and those they hold dear.



Sure, here are the stats for the Black Angel in plain text:


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Black Angel

Large celestial (fallen), lawful evil


Armor Class: 20 (natural armor)

Hit Points: 230 (20d10 + 120)

Speed: 40 ft., fly 60 ft.


STR: 24 (+7)

DEX: 16 (+3)

CON: 22 (+6)

INT: 18 (+4)

WIS: 16 (+3)

CHA: 22 (+6)


Saving Throws: Str +12, Dex +8, Con +11, Wis +8, Cha +11

Skills: Perception +8, Insight +8, Intimidation +11

Damage Resistances: Radiant, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: Truesight 120 ft., Passive Perception 18

Languages: All, Telepathy 120 ft.

Challenge: 15 (13,000 XP)


Magic Resistance: The Black Angel has advantage on saving throws against spells and other magical effects.

Regeneration: The Black Angel regains 20 hit points at the start of its turn if it has at least 1 hit point.

Soul Prism Bond: The Black Angel can channel the power of the Soul Prism, making its attacks and abilities more powerful. If the Soul Prism is destroyed, the Black Angel loses this ability and its hit point maximum is reduced by 50.


Actions


Multiattack: The Black Angel makes three attacks: two with its Greatsword and one with its Soul Grasp.


Greatsword: Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 13 (3d8) necrotic damage.


Soul Grasp: Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 6) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Dark Wave (Recharge 5-6): The Black Angel emits a wave of dark energy in a 30-foot radius. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain until the end of the Black Angel's next turn.


Call of the Fallen (1/Day): The Black Angel summons 2d4 Specters to fight alongside it. The Specters appear in unoccupied spaces within 30 feet of the Black Angel and act on its initiative count. They remain for 1 hour, until they or the Black Angel dies, or until the Black Angel dismisses them as a bonus action.


Legendary Actions


The Black Angel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Black Angel regains spent legendary actions at the start of its turn.


Detect: The Black Angel makes a Wisdom (Perception) check.


Attack: The Black Angel makes a Greatsword attack.


Shadow Step (Costs 2 Actions): The Black Angel teleports up to 60 feet to an unoccupied space it can see. Each creature within 10 feet of the space the Black Angel left must succeed on a DC 19 Dexterity saving throw or take 14 (4d6) necrotic damage.


Soul Drain (Costs 3 Actions): The Black Angel targets one creature it can see within 30 feet of it. The target must succeed on a DC 19 Charisma saving throw or take 21 (6d6) necrotic damage, and the Black Angel regains hit points equal to the necrotic damage dealt.







DM’s Guide to Running "Evenmorthe: The Rot and the Undead"


Welcome to the comprehensive Dungeon Master’s guide for running the "Evenmorthe: The Rot and the Undead" adventures. This guide will help you create the right atmosphere, introduce compelling NPCs, and weave engaging subplots into your campaign. Whether you're planning a series of single-session games or incorporating these adventures into a long-term campaign, this guide has everything you need.


Setting the Atmosphere

Creating the right atmosphere is crucial for immersing your players in the world of Evenmorthe. Here are some tips:


1. Descriptive Language: Use vivid descriptions to paint a picture of the decaying landscape. Mention the stench of rot, the eerie silence, and the dark, twisted flora and fauna.

2. Sound Effects and Music: Use background music and sound effects to enhance the mood. Creepy, ambient tracks can set the tone, especially during exploration and combat.

3. Lighting: If you're playing in person, dim the lights or use candles to create a spooky atmosphere. If online, share eerie images and maps to enhance the visual experience.


Non-Player Characters (NPCs)

NPCs are essential for adding depth and social interaction to your adventures. Here are some NPC ideas:


1. Villagers of Mossfield: Desperate and fearful, they can provide information and side quests.

2. Local Alchemists: In Ravencroft, alchemists work tirelessly to find a cure for the plague. They can offer potions and remedies in exchange for rare ingredients.

3. Betrayed General: His restless spirit in the Cursed Battlefield provides crucial background information and a personal goal for the players.

4. Necromancer's Followers: These cultists can offer plot twists and additional challenges.


Subplots and Branching Out

Adding subplots can enrich your campaign and provide plenty of opportunities for player characters to explore their own goals.


1. Personal Goals: Each character can have a personal goal related to the black rot, such as avenging a lost loved one or seeking a powerful ancient artifact.

2. Side Quests: Introduce side quests like finding rare herbs for potions, rescuing villagers, or discovering hidden secrets in ancient ruins.

3. Social Encounters: Incorporate social encounters with NPCs at local taverns or within haunted mansions to provide depth and opportunities for role-playing.


Session Ideas and Plot Twists

These adventures are designed to be flexible, whether you're looking for a fun one-shot or a series of short adventures.


1. One-Shot Adventures: Each adventure can be run as a single session, perfect for new players or groups with limited time.

2. Plot Twists: Introduce unexpected plot twists, such as a trusted ally turning out to be a follower of Lor, or the discovery of a hidden temple beneath a village.

3. Branching Paths: Allow the adventurers to make choices that affect the outcome of the story, such as saving a village from immediate danger versus pursuing a long-term goal.


Integrating with a Long-Term Campaign

If you're incorporating these adventures into a long-term campaign, here are some ideas:


1. Ongoing Campaign: Use the adventures as a central plotline, with the black rot being a recurring threat that the adventurers must constantly address.

2. Campaign Intermissions: These adventures can serve as exciting intermissions within a larger campaign, providing breaks from the main storyline while still contributing to the overarching narrative.

3. Character Development: Allow the adventures to impact character development, with new abilities and magic items gained from defeating powerful foes.


Tools and Resources

Make use of the following tools to enhance your game:


1. Ton of Maps: Use detailed maps to guide your players through the various locations, from haunted houses to enchanted forests.

2. Pre-Generated Characters: Provide pre-generated characters for new players or for quick games.

3. Game Systems: Adapt these adventures for different game systems if needed, ensuring all players are comfortable with the rules.


Conclusion

"Evenmorthe: The Rot and the Undead" offers a rich and immersive experience for both new and seasoned DMs. With its flexible structure, it’s the perfect opportunity to introduce new players to the world of Dungeons & Dragons, offering a series of thrilling one-shot adventures that can easily be woven into an ongoing campaign. By creating the right atmosphere, incorporating engaging NPCs, and adding compelling subplots, you can ensure a satisfying conclusion to each session and keep your players eagerly anticipating the next game. Enjoy the journey through Evenmorthe, and may your adventuring party bring light to its darkest corners.


Evenmorthe Session Zero New DM Checklist


Introduction

Running an Evenmorthe campaign is a great way to introduce new players to the world of Dungeons & Dragons. This checklist will help you prepare for your first session, ensuring everything runs smoothly and sets the stage for an exciting adventure. Whether you’re planning a one-shot adventure or a full campaign, this guide has you covered.


1. Gather Your Group of Players

   - Ensure you have a committed group of players ready for the adventure.

   - Discuss availability and schedule regular sessions.


2. Character Creation

   - Guide new characters through the creation process using the fifth edition rules.

   - Offer pre-generated characters for a quick game start, especially for a one-shot.


3. Set the Tone

   - Describe the atmosphere of Evenmorthe: dark, eerie, and corrupted by the black rot.

   - Use descriptive language to immerse players in this magical land.


4. Prepare Materials

   - Have all necessary materials ready, including character sheets, dice, and maps.

   - Utilize GM tools from Wizards of the Coast for additional resources.


5. Plan the Adventure

   - Choose whether to run a single adventure or a series of dnd one-shots.

   - For a one-shot adventure, consider starting with "The Rotting Village" or another introductory adventure.


6. Outline the Plot

   - Prepare the storyline, including key events and plot twists.

   - Have a clear understanding of the adventure’s structure, from the starting point to the final boss encounter.


7. Non-Player Characters (NPCs)

   - Develop a list of important NPCs, such as villagers, alchemists, and cultists.

   - Prepare dialogue and personality traits to enhance social interactions.


8. Set Up the Environment

   - Create the right atmosphere using sound effects, music, and dim lighting.

   - Share images or maps of key locations like the haunted house, enchanted forest, and local tavern.


9. Establish Session Rules

   - Discuss game rules and expectations with your players.

   - Cover optional rules and any house rules you plan to implement.


10. Plot Twists and Subplots

    - Plan exciting plot twists to keep the players engaged.

    - Integrate subplots to provide depth and personal goals for each character.


11. Game Length

    - Decide the length of your sessions and overall campaign.

    - Single-session games are perfect for new players, while a full campaign offers a long-term adventure.


12. Distribute Resources

    - Provide players with necessary resources, such as rulebooks or cheat sheets.

    - Share exclusive discounts or free content from the monthly newsletter or play press.


13. Safety Tools

    - Implement safety tools to ensure a comfortable play environment for all players.

    - Discuss boundaries and use tools like the X-card for sensitive content.


14. Feedback

    - Encourage players to provide feedback on the session.

    - Use this feedback to improve future games and sessions.


15. Stay Updated

    - Keep up with new ideas and resources from Wizards of the Coast and other D&D platforms.

    - Subscribe to the monthly newsletter for the latest dnd one-shot ideas and exclusive content.


By following this checklist, you'll be well-prepared to run an engaging and memorable Evenmorthe adventure, whether it's a one-shot or the beginning of an entire campaign. Enjoy your journey into the dark and mysterious world of Evenmorthe!

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