This post is a very late follow-up to an old adventure outline post, and was the location of a bubble challenge I recounted almost three weeks ago. I am reasonably satisfied with the result so far after considerable revision. If you are running Dungeons and Dragons 5th Edition, feel free to use this adventure in your campaign!The map was created by Dyson Logos, and was released under a CC4.0 BY license. Check out his site for all the maps you could possibly need for any campaign!
The Lair of Onvyr the Necromancer
Introduction
The Wharton Mine was once a source of high quality onyx gemstones, but its remote location in Hisbernia resulted in abandonment during the Mage War. Onyx is also material component to create undead, and it seems a necromancer has reopened the mine to ensure a steady supply. The party has tracked the necromancer from Brightvale after uncovering his mischief and slaying the undead he raised from their cemetery.
Raissa, the apparent village matriarch, awards the players three healing potions and a few gold pieces each, and says, “I guess I owe that fussbudget Brevar an apology. He weren’t wrong this time.” She also suggests an abandoned onyx mine in the Moaning Hills to the west of town as a likely hideout for a necromancer. “The old-timers when I was younger used to say that mine was a source for evil stone afore the Mage War. Might be worth a look, just in case!” If pressed further, she can say there was a stream that ran past the mine, and there should still be visible rubble. If it is indeed being worked again, fresh tailings may even be visible near the entrance.
Journey to Wharton
The trek to the Wharton Mine takes most of the day, and the settled lands are quickly left behind as the party journeys into the wilderness. The road fades into disuse and disrepair until it is almost an imperceptible track. A DC10 survival check reveals clues that someone has used this road before, and a DC15 check verifies that someone has traveled this way in both directions recently.
At around midday, a swift, cold stream crosses their path. There are visible remnants of a stone bridge that collapsed long ago. Upstream, they can see the worn channel arcing to the west, and it appears the remains of the road bend to follow the stream along its far bank. The crumbled stone in the stream bed can be crossed with a DC10 acrobatics check, or the party can travel along its banks on the near side instead.
In either case, following the road or the stream leads to the Wharton Mine. A crude log bridge crosses the stream, allowing the party to return across if they followed the road on its far bank.
Exploring the Mine
Outside the mine, the rusted remnants of ore cart tracks lead to piles of ancient tailings near foundation stones that still remain from an old building long since collapsed. Mature trees have since grown up within the footprint of this structure. The stream runs along the hillside before flowing away to the west.
The mine entrance is an open hole braced with graying timbers set in the side of a steep rocky hill. A fresh trail into the depths has been worn in the dust and dirt. The track slopes almost imperceptibly upward into the damp darkness, and a gentle trickle of water flows out. Inside, more heavy timbers still support the walls and roof at regular intervals.
Zombie spiders may be used anywhere along the main tunnel. They prefer to attack from ambush. Have players roll a DC10 perception check to detect them as they wait along the ceiling, camouflaged by their natural coloration.
The first room to the left is a storeroom. A few steps lead up to a simple unlocked wooden door. Inside, barrels and crates of food are stacked along the walls. The party can loot provisions for 10 days here.
The second area has two tunnels leading away from the tracks is the old workings. Three skeletons are slowly excavating the vein of raw stone with picks and shovels, but drop these tools and attack the players on sight. A successful stealth check can give the opportunity for an ambush. Once they are defeated, searching the area where they were working finds 2d6 gem-quality raw onyx pieces worth 40 gold each. If the skeletons are ignored, they will march on the party when Onvyr is encountered later, but probably will not reach the battle in time.
As the tracks arc away from the old workings, consider adding an encounter with zombie spiders if the party is large or experienced, and especially if they ignored the skeletons on the old workings.
At the end of the tracks are the new workings. Several veins of onyx ore have been followed away from the track. Another three skeletons and five zombies (MM p. 316) are scattered throughout this area, and there is evidence that the undead have been reopening some of these long-abandoned veins as well.
Finally, a ten foot wide passage leads to the necromancer’s camp at the end of the tunnel.
Image credit: Dyson Logos
The Necromancer
The necromancer is a male half-elf named Onvyr. If the party speaks to him, he is quite angry about their intrusion, and haughtily asks why Samwell sent them to interfere. Should the players ask who Samwell was, Onvyr will attempt to cast a cantrip as a surprise attack and say, “If he didn’t send you, then you may die in ignorance.” All players not explicitly readied for combat roll a DC10 perception check. Those who fail are surprised.
If the players have not killed all the undead before finding the necromancer’s lair, any that remain begin moving toward the battle and attack the nearest player on sight. Behind Onvyr, two zombies shamble forward as he disengages from combat and steps back past them. More zombie spiders may attack from the ceiling as well at DM discretion. Onvyr prefers to fight using magic while his undead hold back the party. Close quarters should add confusion and desperation. Emphasize how cramped and dark the space is during narration. If the party is using torches, Onvyr will cast Prestidigitation to remove the light source to put anyone without darkvision at a disadvantage.
Upon defeating the necromancer, any remaining undead collapse into piles of bones immediately. Onvyr’s corpse has an ornate ritual dagger (w0rth 20 GP) in a sheath on his belt. He also has a spellbook of scribbled notes and what appear to be copied diagrams, spells, and rituals. A DC10 Arcana check discovers that it is related to necromancy and the Shadowfell.
Near Onvyr’s bunk, there is a chest containing a bag of 50 GP, a small pouch with 5 SP, a potion of healing, a scroll of Identify, 2d6 gem-quality raw onyx pieces worth 40 gold each, and one cut onyx gemstone worth 150 GP. His personal notes reveal little more than his name and some villainous monologue speech drafts about revenge and conquest. He had ambitions for greatness, apparently.
At DM discretion, the undead may continue to attack until all are defeated, or they may collapse when Onvyr is killed.
Story hooks for upcoming adventures: Report back to Raissa in Brightvale for a reward. Who is Samwell? Is there a threat from the Shadowfell?
Monsters
Skeleton (see Monster Manual p. 272)
Zombie (see Monster Manual p. 316)
Zombie Spider (Custom monster)
A zombie giant spider is the creation of a truly warped and evil mind. Undeath has sapped its ability to spin webs and slowed its movement, but it is a fearsome predator that can guard the lair of its creator indefinitely.
Medium Undead, Neutral Evil
STR 14, DEX 6, CON 14, INT 2, WIS 6, CHA 4
AC 12, HP 30, speed 20 ft., climb 20 ft.
Immune to poison
Blindsight 10 ft., darkvision 60 ft.
Tactics: Waits while camouflaged by darkness and its dull color. Ambushes prey by dropping from the ceiling or attacking from dark alcoves. Attacks nearest opponent, taking the most direct route, ignoring hazards or obstacles.
Grapple: +3 to hit, 1d4+2 bludgeoning damage and target is restrained.
Melee attack: Bite +3 to hit, 1d6+2 piercing damage
Undead Fortitude: see Monster Manual entry for Zombie (above)
Onvyr the Necromancer
Half-elf wizard, Neutral Evil, CR 2 (450 XP)
STR 11, DEX 14, CON 12, INT 10, WIS 13, CHA 14
AC 13, HP 33, speed 30 ft.
Immune to sleep, advantage vs. charm & fright
Darkvision 60 ft.
Languages: Common, Elvish, Undercommon
Melee attack: dagger, +3 to hit, 1d4+2 piercing damage
Spells: +3 to hit, spell save DC 11
Level 1, 5 slots
Level 2, 3 slots
Level 3, 1 slot
Spell List (see Player’s Handbook, ch. 11)
Cantrips: Fire Bolt, Chill Touch, Prestidigitation
Level 1: False Life, Ray of Enfeeblement
Level 2: Invisibility
Note: He also knows necromancy spells up to level 3 related to raising undead, but their casting time makes them irrelevant to this scenario.
I love DnD.
Just seeing this post reminds me of the time I lost my level 10 Monk by rolling a critical failure on my Staff Jump, which was a special acrobatic move for my character to enhance the "Jump" skill. I critical failed it and ended up using my reflex save to try and catch the ledge, I needed at least a 3 to succeed... Rolled a bloody 2. character falls in lava and has an unrecoverable body, so I needed to start from 0 again. Good times.
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That sounds like a nightmare lol
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It really was. I was so far behind afterward I wasn't sure if I'd even be able to keep up with the rest of the team. I'm glad I can look back and laugh on it as I recount my bloody awful luck that day. Even more that other people can get a chuckle.
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Hi @jacobtothe,
This post was nominated by a @curie curator to be featured in an upcoming Author Showcase that will be posted in about 12 - 24 hours on the @curie blog.
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You can check out our previous Author Showcase to get an idea of what we are doing with these posts.
Thanks for your time and for creating great content.
Gene (@curie curator)
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I haven't much to say in addition to the post. The follow-up adventure is this coming afternoon, and we will see where the story goes from there. It is moving beyond the part I had heavily scripted in advance, and more into an open world of opportunity for the players. It should be quite the adventure for me to manage as DM, too.
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@stinawog, you were looking for adventures. I haven't read this so you can.surprise us.
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Wow, what an interesting post ! I have always been interested in tabletop gaming, and especially the D&D but I have never had friends in real that plays them.... but i did find a few that plays Mafia/Werewolf and some of them are playing D&D now so the future seems PROMISING :D
Great narration and write up about the setting for the Lair of Onvyr the Necromancer ! I really enjoyed reading through this, @jacobtothe <3!!!
Congrats on the curie, also :D
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Hi jacobtothe,
Visit curiesteem.com or join the Curie Discord community to learn more.
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This post was shared in the Curation Collective Discord community for curators, and upvoted and resteemed by the @c-squared community account after manual review.
@c-squared runs a community witness. Please consider using one of your witness votes on us here
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Love this!
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I am the person with less experience in games, in strategies or how to defend against bad creatures haha but I was interested in reading your article, it was very detailed and well explained!
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