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1942490-Underlings Awakening Ink Friendly V3
1942490-Underlings Awakening Ink Friendly V3
Epilogue:
Havoc Brought Forth. . . . . . . . . . 15
1 TABLE OF CONTENTS
Introduction
Hello and welcome back to the next part of the Underling's Overview
Revival series. In this book we will urge our characters on in
their pursuit to rid the world of the Underling and his The ideal party size for this Adventure is around 4 (although
followers. This Adventure is meant for characters from 4th like I have always said you as the DM can edit the details to
level onwards so some other adventures after the previous make it more challenging or easier depending on the parties'
book (Rise of the Necromancer) might be required in order to skills and levels). Just like the first book this one is split into
level up and learn each characters new stregths etc. sections, the difference in this book is some of the sections
This book outlines everything you as the DM needs in involve travelling in wilderness and so an understanding of
order to bring this adventure to your players' characters (PC). the mechanics to travelling would be preferred - if not then
There is a section at the back with all the monsters you will just make it up as you go.
encounter in the book and as it is meant for higher than
starting level players I will assume that everyone has a copy Part 1: The Maiden of the Lake will see the players
of the Player Handbook as well as knowing the basics of reacquainting one another in a quiet roadside inn after their
D&D. Again I have tried to include some twists to the game, most recent adventures. They can swap stories or show off all
adding my own unique mechanics to some of the scenarios. their new equipment/skills they have learned from levelling
As before if the difficulty seems too high or there are less up and as the night grows on and the ale takes effect - start to
players (ideal number is 3-4) then you can edit enemy HP to a become more truthful about how they are feeling. All of them
more manageable level. Conversely if the game is going to agree that there is something "wrong". Bad dreams, fleeting
easily for our more powerful teams - add in more monsters or visions of darkness and generally feeling uneasy or like they
buff up their HP by a small margin to even out the odds - we are being watched. Its at this point a lone Orc patron will
don't want our Adventurers thinking its too easy now do we? advise them that if they feel like they have evil on their back,
I would also like to encourage the DM to start making the then they should visit the maiden of the lake and ask for the
players think more seriously from this point on in the her help to rid them of bad omens. They will then decide to
storyline. The battles will be tougher and require more journey to the lake in the hope of getting some answers they
planning and thought on how they are going to take down seek.
foes. Players will have started to bond with thier characters Part 2: Finding the Siphon lets the players test their new
after all the time and effort they have put into them and so the abilities more as they venture to a cave spoken of in only
thought of loosing them should cast a shadow over every whispers. The Cave of Eternity was created by a powerful
decision they make. That being said - remember to have fun! Mage to seal himself in and stop himself going mad with the
weapon he had created. The players will hunt through the
Background cave being confronted by puzzles and tests that the mage has
instilled to prevent the weapon from falling into the wrong
After the defeat of the Necromancer known as Zheilver, the hands.
Underling has fled his original host and has retreated to the Part 3: The Underling's Lair forces the players to work
Temple of Torog, a place of eternal darkness where the out a plan to rid the world of the Underling, using his minions
underdark rises to meet the surface. It plans to stay there and vassals as a source of information to pinpoint his
until it can gather enough strength to walk on the surface location and head to their masters lair. Here we will see the
realm without the need of a mortal host. Unbeknownst to our true evil of the Underling and how he plans to rule over the
heroes - it has "tainted" them with a powerful dark magic that mortal realm. It also brings our party to the belly of the beast
enables the Underling to send his vassals and minions to at the Temple of Torog - the god of death. Here they will
harass and provoke our party. They have not been sent to kill, confront the now apparent force of darkness in the hopes to
their goal is to weaken and guide them to their ultimate doom defeat it once and for all. However the Underling has set the
at the hands of the Underling. trap and it has been sprung.
Part 4: The Death of Purity Will see our party are
transported to the Lake once more where the Underling
infects the area turning the maiden into a monstrous creature
of darkness to which she must obey and destroy. The
Underling flees to let the party deal with his creation and they
must defeat their new friend in order to rid themselves of the
evil taint.
INTRODUCTION 2
The Adventure So Far As before - You have the voice that controls the story, detail
their surroundings and make sure you draw them in to the
world you create. Anything you can think of is possible and so
If you have not already tried "The Rise of the Necromancer" I be as descriptive and as imaginative as you can be to get the
would urge you to go give it a shot. Even if it looks to easy for most out of your players.
you experts - it will give a fantastic backstory and reason for
the party to reunite after the first book. If a new player has
joined or you need another reason for the players characters
to be part of this books protagonists - then they could be
friends with the current party players who were there to
defeat the Necromancer and as such have been invited along
to help out. Failing that a general feeling of darkness looming
over them could have them seeking out help from friends to
rid them of the bad thoughts.
The Setting
Again I have kept this series quite open to various locations -
you can set it anywhere and anywhen you like and can edit
the details as you see fit. I have set this instalment in a
moorland area with caverns/caves but you can substitute it
for any setting you desire (desert, mountains, island paradise
- you just have to have a strong imagination.
The first part takes place in a trail side inn between two
major cities, here there are few patrons as the trail only leads
up through the moors to get to another city. It is a weeks ride
either way to the cities but is well stocked for provisions by
weekly caravanners and travellers. Upon leaving the inn our
players see sparsely wooded moors and bog land. The trail
will help them on their way but provisions and camping
equipment will be necessary for travelling overnight as it gets
rather cold during the evenings. Upon nearing to the Lake,
mist seems to be ever present and only occasionally lifts long
enough for them to see woodland in the distance. The mist
can be quite thin giving hundreds of meters of visibility or can
be thick enough for them to have to hold each others
shoulders for fear of being lost. The mist is protection for the
lake to discourage visitors and creatures from reaching it.
The Skylake is a beautiful crystal clear lake harbouring no
life. The mist disappears once our party reaches the banks
revealing the reason behind the name. It is called the Skylake
as the water is so clear and still that it reflects the sky and
surrounding woods perfectly.
The two caves/caverns are much the same. Albeit the Temple
has various ruins and pictograms showing rituals and scenes
of destruction but they are unlit, damp, musty places and
should always have out party on edge for what might be
around the corner. The Cave of Eternity has no natural light
and so our team will need a means to see in order to navigate
through its depths. Small cave creatures and bugs frequent
this cavern but only moss and slime can grown in the
darkness.
The temple of Torog is much the same but even with lights
or darkvision the place will be even more darker. Hiding more
hideous monsters and aberations. This place is devoid of any
life and seems to be full of various monstrous creatures
remains. Possibly of a time gone by it reminds the players
that adventuring can be extremely dangerous.
3 INTRODUCTION
Part 1: The Maiden of the Lake
Old Friends
If our players decide to take up this quest and visit the lake to
Following whichever backstory you choose for your players see what ails them then he shall give general directions to the
they will be meeting at the Parched Moorland Inn. Here they lake. Its a two day ride up the north trail and once you come
can catch up on recent adventures and tell one another of to the abandoned village you head westward following the
their achievemnts. Or can look back on the previous books stream that "moves upwards". IF the players decide to not act
adventure which will bring them to their now feeling of then that night they will be haunted by dreams of death and
dispair. Read out the box to set the scene: destruction. And in the morning the inn shall be deserted
with the words "I am coming for you - " carved all around the
We find our adventurers taking respite in the Parched main room of the inn. By this stage they should be aware that
Moorland Inn. The 3 story building is rather quiet for being the the Underling is after them and the only lead they have is the
only way stop between two cities and only a handful of patrons
lake itself.
for this time of the day. The fire crackles in the hearth and a
lone older dwarf serves the bar. A massive double handed war
axe hangs above the fireplace. and the floor creaks above from Journey to the Lake
the few residents of the inn. An older orc also sits by the bar,
sipping at his drink and reading an old tome with dwarvern Either way it will be early morning when our adventure gets
writing and occasionally asking the barkeep for confirmation underway. Our team will have to travel on the trail for 2 days -
on certain words. during which try to set a scene of bleakness and a constant
fear of being watched. Random encounters can happen here
by using the following table to rolling a d20 once per day and
Allow the players time to retell stories and describe their new once per night. on a 16-20 an encounter shall take place. Roll
spells/abilities so everyone can know about each others new a d10 to determine which creture will manifest to fight.
skills before reading out the next box.
Moorland Encounters
As the mood dies down, you all start to describe that since Day Night Creature
your meeting and defeat of Zheilver the Necromancer you 1-3 1-3 Stirge (1d8+2)
have not been sleeping well and have occasional feelings like
----- 4 Ghouls (x2)
you are being constantly watched. As everyone confirms the
same suspicions. The orc overhears this exchange and politely 4-7 5-7 Wolves (1d4+2)
sits down beside you. 8-10 8-9 Mud Mephits (1)
"If you are feeling like the bad omens are upon ye' then a ----- 10 Spectre (1)
visit to the Skylake will serve you well. My father once spoke of
it to rid himself of an evil spell casters curse. A dangerous Stirges Flying tiny beasts that roam the wilderness looking
place to visit and treatcherous land you must cross to reach its for prey to feast upon their blood. Often attracted to
banks." campfires at night.
Ghoul Undead humans that died in the moor marshes
which hunger for flesh.
Wolves hunter packs which usually hunt deer and small
animals in the moorland. Will attack travellers on the trail if
desperate for food.
Mud Mephits Mud mephits are slow, unctuous creatures
of earth and water. They drone their complaints to all who
will listen, and beg incessantly for attention and treasure.
Spectres are spirits of long dead humans, they seek to
destroy the living to appease thier pain.
See details of monsters in the Enemy Stats Section in this
book
You will now Roll for Initiative and begin a battle with a single
Minion Wraith. See Enemy Stats section at the back of the
book for details.
3. Gibbering Mouther cave are lying with eyes full of black, lifeless. The cloud takes
Hiding against the rocks this Gibbering Mouther will attack the form of a humanoid with two green eyes at the head. It
when a creature gets within 25ft of it. It will grapple the turns to you and in a crackling voice says "My minions
character that gets close and bite doing 15 points of damage managed to take the last portion of energy from you right
then scurry to the black smoke in the ceiling and move here. Now you see me for what I am. I AM YOUR DESTROYER
towards the Underling. and you will watch me as I turn this world to ash draining the
life from everything. But first - I will make you destroy
something you care about for my amusement."
The Underling This fight is DESIGNED to have all players losing their
HP but in this instance they will only count as
Medium undead, chaotic evil UNSCONCIOUS to progress to the next part of the story.
Armour Class 18 (natural armour)
Hit Points 162(18d8 + 70)
DEVELOPMENT(S)
Speed 40ft. If the players manage to trap the soul of the Underling
within Siphon, they can make their way back to the skylake
where in the process of "cleansing" the siphon will cause the
STR DEX CON INT WIS CHA Underling to break free and the players black out (continue in
20 (+5) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 16 (+3) the next part where the Maiden of the Lake is held captive
and progress the story from there).
Saving Throws Str+8, Dex+5, Int +4 If the players loose all HP then allow the story to continue
Damage Resistances cold; bludgeoning, piercing, with them having "blacked-out", only awakening to find the
and slashing from nonmagical weapons that Underling has the Maiden of the Lake captive.
aren't silvered
Damage Immunities fire, poisoned If the players are defeated OR when they return to the
Condition Immunities blinded, charmed, Frightened, Skylake read out his box:
Poison.
Senses blindsight 120ft, passive Perception 12 "You fools to think you can defeat a being as powerful as I.
Languages Infernal, Common, Telepathy 120ft. I will now show you what I am truly capable of now that I
Challenge 10 (5,900 XP)
have even more of your energy!"
As he says this, the world becomes blurry and dark. The
Dark Aura. Within 60ft. of the Underling is a dark
cloud of magical darkness with it at the centre. haze builds up in your vision and you feel yourself drifting
away from consciousness. When you all regain vision, you
Necro-Healing. Any necrotic damage dealt by the realise you are at the banks of the Skylake at night. The
Underling is converted into HP for itself.
Underling is levitating at its centre above the water holding
Legendary Resistance (3/Day). If the underling fails a the Maiden of the Lake around the throat. She looks
saving throw, it can choose to succeed instead.
terrified - horror written all over her face as tears stream
Actions down from her eyes.
The Underling then stabs the maiden with Siphon and she
begins to convulse as a dark form erupts from her chest
completely obliterating her from existence. The form
condenses into a Infected Young Brass Dragon which will fly
up and land with a crash on the banks of the lake nearby.
ENEMY STATS | 16
Enemy Stats Spectre
Medium undead, chaotic evil
Mud Mephit Armour Class 12
Small Elemental, neutral evil Hit Points 22 (5d8)
Speed 0ft., fly 50ft. (hover)
Armour Class 11
Hit Points 27 (6d6 + 6)
Speed 20ft, fly 20ft STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+1) 10 (+0) 10 (+0) 11 (+1)
STR DEX CON INT WIS CHA
Damage Resistances acid, cold, fire, lightning,
8 (-1) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 7 (-2)
thunder; bludgeoning, piercing, slashing from
nonmagical weapons
Skills Stealth +3 Damage Immunities necrotic, poison
Damage Immunities Poison Condition Immunities charmed, exhaustion,
Condition Immunities poisoned. grappled, paralyzed, petrified, poisoned, prone,
Senses darkvision 60ft., passive Perception 10 restrained, unconcious
Languages Aquan, Terran Senses darkvision 60ft., passive Perception 10
Challenge 1/4 (50 XP) Languages understands all languages it knew in life
but can't speak
Death Burst. When the mephit dies, it explodes in a Challenge 1 (200 XP)
burst of sticky mud. Each Medium or smaller
creature within 5 feet of it must succeed on a DC Incorporeal Movement. The spectre can move
11 Dexterity saving throw or be restrained until the through other creatures and objects as if they were
end of the creature's next turn. difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
False Appearance. While the mephit remains
motionless, it is indistinguishable from an ordinary Sunlight Sensitivity. While in sunlight, the spectre
mound of mud. has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Actions
Fists. Melee Weapon Attack: +3 to hit, reach 5 ft., Actions
one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Life Drain. Melee Spell Attack: +4 to hit, reach 5ft.,
one creature. Hit: 10 (3d6) necrotic damage. The
Mud Breath (Recharge 6). The mephit belches viscid target must succeed on a DC 10 Constitution
mud onto one creature within 5 feet of it. If the saving throw or its hit point maximum is reduced
target is Medium or smaller, it must succeed on a by an amount equal to the damage taken. This
DC 11 Dexterity saving throw or be restrained for 1 reduction lasts until the creature finishes a long
minute. A creature can repeat the saving throw at rest. The target dies if this effect reduces its hit
the end of each of its turns, ending the effect on point maximum to 0.
itself on a success.
17 ENEMY STATS |
Enemy Stats
Dryad Tree Stride. Once on her turn, the dryad can use 10 feet
of her movement to step magically into one living tree
Medium fey, neutral
within her reach and emerge from a second living tree
Armour Class 11 (16 with barbskin) within 60 feet of the first tree, appearing in an
Hit Points 22 (5d8) unoccupied space within 5 feet of the second tree.
Speed 30ft. Both trees must be large or bigger.
Actions
STR DEX CON INT WIS CHA Club. Melee Weapon Attack: +2 to hit (+6 with
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) Shillelagh), reach 5ft., one target. Hit 2 (1d4)
bludgeoning damage, or 8 (1d8+4) bludgeoning with
Skills Perception +4, Stealth +5 shillelagh.
Senses darkvision 60ft., passive Perception 14 Fey Charm. The dryad targets one humanoid or beast
Languages Elvish, Sylvan that she can see within 30 feet of her. If the target can
Challenge 1 (200 XP) see the dryad, it must succeed on a DC 14 Wisdom
saving throw or be magically charmed. The charmed
Innate Spellcasting. The dryad's innate spellcasting creature regards the dryad as a trusted friend to be
ability is Charisma (spell save DC 14). The dryad can heeded and protected. Although the target isn't under
innately cast the following spells, requiring no material the dryad's control, it takes the dryad's requests or
components: At will: druidcraft 3/day each: entangle, actions in the most favourable way it can. Each time
goodberry 1/day each: barkskin, pass without trace, the dryad or its allies do anything harmful to the target,
shillelagh it can repeat the saving throw, ending the effect on
itself on a success. Otherwise, the effect lasts 24 hours
Magic Resistance. The dryad has advantage on saving or until the dryad dies, is on a different plane of
throws against spells and other magical effects. existence from the target, or ends the effect as a bonus
Speak with beasts and plants. The dryad can action. If a target's saving throw is successful, the
communicate with beasts and plants as if they shared a target is immune to the dryad's Fey Charm for the next
language. 24 hours. The dryad can have no more than one
humanoid and up to three beasts charmed at a time.
ENEMY STATS | 18
Enemy Stats
Nothic Actions
Medium abberation, neutral evil Multiattack. The nothic makes two claw attacks.
Armour Class 15 Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one
Hit Points 45 (6d8 + 18) target. Hit: 6 (1d6 + 3) slashing damage.
Speed 30ft.
Rotting Gaze. The nothic targets one creature it can see
within 30 feet of it. The target must succeed on a DC
STR DEX CON INT WIS CHA 12 Constitution saving throw against magic or take 10
(3d6) necrotic damage.
14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)
Weird Sight. The nothic target one creature it can see
within 30 feet of it. The target must contest its
Skills Arcana + 3, Insight +4, Perception +2, Stealth +5
Charisma (Deception) check against the nothics
Senses truesight 120ft., passive Perception 12
Wisdom (Insight) check. If the nothic wins, it magically
Languages Undercommon
learns one fact or secret about the target. The target
Challenge 2 (450 XP)
automatically wins if it is immune to being charmed.
Keen Sight. The nothic has advantage on Wisdom
(Perception) checks that rely on sight.
19 ENEMY STATS |
Enemy Stats
Skeleton Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 9
Medium undead, lawful evil
Languages understands all languages it knew in life but
Armour Class 13 (armour scraps) can't speak.
Hit Points 13 (2d8 + 4) Challenge 1/4 (50 XP)
Speed 30ft.
Actions
STR DEX CON INT WIS CHA Shortsword. Melee Attack: +4 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Shortbow. Ranged Attack: +4 to hit, range 80/320ft.,
Damage Vulnerabilities bludgeoning one target. Hit: 5 (1d6 + 2) piercing damage.
Damage Immunities poison
ENEMY STATS | 20
Enemy Stats
Minion Gibbering Gibbering The mouther babbles incoherently while it
can see any creature and isn't incapacitated. Each
Mouther creature that starts its turn within 20 feet of the
Medium aberration, neutral mouther and can hear the gibbering must succeed on a
DC 10 Wisdom saving throw. On a failure, the creature
Armour Class 9 can't take reactions until the start of its next turn and
Hit Points 67 (9d8 + 27) rolls a d8 to determine what it does during its turn. On
Speed 10ft., swim 10ft. a 1 to 4, the creature does nothing. On a 5 or 6, the
creature takes no action or bonus action and uses all its
movement to move in a randomly determined
STR DEX CON INT WIS CHA direction. On a 7 or 8, the creature makes a melee
attack against a randomly determined creature within
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)
its reach or does nothing if it can't make such an
attack.
Condition Immunities prone
Senses darkvision 60ft., passive Perception 10 Actions
Languages none
Challenge 2 (450 XP) Multiattack. The gibbering mouther makes one bite and,
if it can uses it's Blinding Spittle
Aberrant Ground. The ground in a 10-foot radius around Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one
the mouther is dough like difficult terrain. Each creature. Hit: 15 (4d6 + 3) piercing damage. If the
creature that starts its turn in that area must succeed target is Medium or smaller, it must succeed on a DC
on a DC 10 Strength saving throw or have its speed 10 Strength saving throw or be knocked prone. lfthe
reduced to 0 until the start of its next turn. target is killed by this damage, it is absorbed into the
mouther.
Blinding Spittle (Recharge 5-6). The mouther spits a
chemical glob at a point it can see within 15 feet of it.
The glob explodes in a blinding flash of light on impact.
Each creature within 5 feet of the flash must succeed
on a DC 13 Dexterity saving throw or be blinded until
the end of the mouther's next turn.
21 ENEMY STATS |
Enemy Stats
Bone Naga Spellcasting. The naga is a 5th·level spellcaster (spell
Large undead, lawful evil save DC 12, +4 to hit with spell attacks) that needs
only verbal components to cast its spells. If the nag a
Armour Class 15 (natural armour) was a guardian nag a in life, its spellcasting ability is
Hit Points 58 (9d10 + 9) Wisdom, and it has the following cleric spells prepared:
Speed 30 ft.
Cantrips (at will): mending, sacred flame, thaumaturgy
STR DEX CON INT WIS CHA 1st level (4 slots): command, shield of faith
15 (+2) 16 (+3) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 2nd level (3 slots): calm emotions, hold person
3rd level (2 slots): bestow curse
Damage Immunities poison
Condition Immunities charmed, exhaustion, paralysed, Actions
poisoned Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Senses darkvision 60ft., passive Perception 12 creature. Hit: 10 (3d6) piercing damage plus 10 (3d6)
Languages Common plus one other poison damage.
Challenge 4 (1,100 XP)
ENEMY STATS | 22
Note From the Author
Hello and thank you for buying this small campaign book for
use in your D&D session. This is only my second book that I
have written and I hope you get many hours of enjoyment and
excitement from it. If you have not done so already - I urge
you to go and check out the prequel story to this book titled
"The Rise of the Necromancer" on GM's Guild for free!
I thoroughly enjoy writing these books and hope you enjoy
the story aspect as much as I do. I read a lot of fantasy novels
from many well known fantasy writers and do not have the
time to make full length novels myself but in finding D&D I
have been able to add my love of storytelling and writing into
these books. If you have not noticed already - I love setting
the scene and drawing my players into the world we DM's
create. I like to make sure they are living in the game and
become the characters they play as best they can. If the story
telling aspect is not so much for you or your party - then skip
the story telling and get right to the action!
If this book as inspired you to bring your players into the
world we imagine then I am eternally humbled.
Once again, thank you for downloading and reading this
story/book. Please write a review and offer any feedback you
like to myself and I will be sure to take it all on board for the
next instalment of "The Underling's Revival" series.