The Deathlord Order
The Deathlord Order
ArchvillainCOVER
Games®
4
Table of Contents Credits
Writers
The Deathlord Order ..........................................1
Angel Angelides, Jean Roix
Maps
Background.............................................................1
Jean Roix
Editing
Running the Adventure ......................................1
Gabrielle Harbowy, Jean Roix
The Hook ................................................................2 Graphic Designer
Dimitris Dimarelos
Starting the Adventure .......................................2 Cover Art
Iwo Widuliński
Part One: Behind Enemy Lines ...................... 3
The Deathlord Order and its contents are trademarks of
Part Two: Last Stand ...........................................4 Archvillain Games. All rights reserved. Product Identity: all
content herein, unless covered by the Open Game License,
Conclusion .............................................................6 are Copyright Archvillain Games LP and are identified as
Product Identity, as defined in the Open Game License
Meranthreons Hold ............................................ 7 version 1.0a, Section 1(e), and not Open Content. Any
reproduction or unauthorized use of the material or artwork
Appendix A: New Creatures .............................9 contained herein is prohibited without the express written
permission of Archvillain Games LP or the art’s respective
Deathcrown .............................................................................. 9
owners.
Shadowblades ........................................................................ 10
Soulbinder ................................................................................11
Erevos .......................................................................................13
Norathras ................................................................................. 15
R
ise servants of the Deep Father, rise children option but to accept the conquered region as an independent
of Death! For far too long the living forced nation of undead.
us to live in the shadows, for far too long This plan relies heavily on speed, misdirection, and the
they hunted and exterminated us. The time successful acquisition of key locations to be successful. One
has come to claim our right to exist, the time such location is Merantheron's Hold, a heavily fortified keep
has come to claim our homeland! in the northern borders of Viseria.
-Nikodemus- Merantheron's Hold, named for Merantheron, who
sacrificed his life to stop an orc invasion, is famous for
thwarting many would-be invasions. But, though difficult to
Background
capture, it is far from impregnable. If the undead forces
manage to defeat the defenders before reinforcements
arrive, Nikodemus' army will be able to strike at the heart of
Ages past, a lesser known death knight was created. His story Viseria with impunity.
wasn't as tragic as some of his most famous brethren, nor his For this difficult task a young undead knight, Norathras,
deeds of evil so grand as to give him a place in the tomes of was chosen by Nikodemus himself to lead the force.
knowledge. That was because this death knight, who went by Nikodemus sees great potential in this knight and Norathras
the name of Nikodemus, was at heart a philosopher. Decades wants to prove to his mentor that his trust is justifiable.
of unlife gave him, time to ponder and accept his new life as And so, the day of the siege has come. Merantheron's
another form of existence. He then spent an equal amount of defenders awaken to an army of undead at their doorstep...
time traveling the realms in disguise, debating with thinkers
and all kinds of philosophers of the mortal races about
undeath.
Even after his countless travels, he met no one one who
Running the Adventure
could accept a society where undead and living could coexist. This module is an adventure for 4-6 players of 4th level and
The only creatures that accepted his reasoning were the can be used as a short adventure or as a side-quest in your
undead and some mortal spellcasters who had a great main campaign. If you run this as an one-shot adventure, use
fascination with undeath (that is to say, necromancers). the High Magic Campaign chart on page 38 of the DMG for
Disappointed, he reached the conclusion that if the living the character starting equipment, preferably taking items
wouldn't accept his utopia by words, they would accept it by that enhance stealth. Parties with stealthy characters in their
force. Setting out again, he approached only intelligent ranks (rogue, ranger, etc.) will have an easier time completing
undead and mortals with necromantic powers. His dream of this module.
a world where undead wouldn't be prosecuted simply for
existing, managed to convince many of these sympathetic
people and creatures to join his cause. Scaling The Adventure
With the help of some of the most powerful spellcasters
To scale up the adventure for 5th level characters, add 1
among his new disciples, he achieved a major breakthrough.
more Soulbinder on each patrol (Reinforcements and
He created a ritual that could transform living people into
Reaching the Enemy Camp). Increase the number of
intelligent undead with free will. The ritual wasn't without
Deathcrowns by 2 (Siege Engine Workshop). Add 1
flaws, but was a huge step towards his goal. With this he
more Abomination (General’s Tent). Add 1 Shadowblade
could, and did, grow his followers exponentially by offering
and 1 Soulbinder (Assassination Attempt). Increase the
the perks of undeath to mortals who wanted more time in
number of Deathcrowns Norathras has with him by 2
this realm, who wanted more power, who had incurable
(Last Stand).
diseases, and so on.
Scaling down the adventure is not recommended unless
With this strong following, he created a militaristic order to
you are confident enough to reduce the power of some
help him achieve the next part of his plan. The order was
of the monsters yourself. To scale down the adventure
named simply "Ordo Immortuos" and accepted any
for 3rd level characters reduce the Hit Dice of Norathras,
intelligent undead that was loyal to Nikodemus' vision. The
Erevos and the undead abomination by 2 and reduce
order had several branches to accommodate different aspects
the damage dealt by Necrofire Orb and the dragon’s
of war (infantry, cavalry, espionage, magic, etc.) and
breath weapon by 7 (2d6). Reduce the number of
eventually grow in size and numbers.
plague bearers and Deathcrowns by 1 and 2
The final step of Nikodemus' plan was realised some days
respectively (Siege Engine Workshop). Reduce the
ago, where he summoned all his commanders to Charon's
number of Shadowblades by 2 (Reaching the Enemy
Hold, the first and largest stronghold of the Ordo
Camp) and the number of Shadowblades and
Immortuos, in the Boreas mountain range. He declared war
Deathcrowns by 1 and 1 respectively (Reinforcements).
on the mortal kingdoms of the south and took command of
Reduce the number of Deathcrowns that enter each
all the undead forces that he had amassed over the decades.
round from the wall breach by 1.
BACKGROUND
1
Adventure Synopsis Starting the Adventure
The party is caught in a siege situation and they have more or Upon starting the adventure, the party should be briefed by
less 24 hours to affect the outcome in their favor. Captain Grifaeon about the upcoming mission and the
importance it holds for the defence of the hold. Grifaeon has
• They must infiltrate the enemy camp and succeed in a come up with a plan to sabotage the enemy army based on
three-fold mission. information from his trusted scouts.
The characters are to fulfill three important objectives for
• Later that same night they must thwart an assasination this mission, as follows:
attempt directed at them or the commanding officer of First, they are to sabotage the siege engines the enemy has
the hold. been building since they camped to the west of the fort.
Second, they are to destroy the nodes the undead horde
• Finally, depending on the success of the previous day, has been using to create new undead from those fallen in
they will have either successfully defended the hold until battle.
reinforcements arrive, or they will have failed to do so. Third, they are to enter the enemy general's tent and steal
In the second case they must choose if they will flee the plans for the final attack against the fort.
from the ensuing undead onslaught or risk their lives Captain Grifaeon explains that they can take a tunnel that
along with the defenders of the hold. Whatever they do, leads a couple of miles outside the fort. They are to evade the
the consequences will haunt them for the rest of their enemy army and head toward what the captain believes is the
lives...or, unlives! least-populated western encampment, where they are to
achieve their objectives.
When the party is ready to start the mission, read or
The Hook paraphrase the following.
BACKGROUND
2
Part One: Behind consists of one Soulbinder, two Shadowblades and two
Deathcrowns.
Enemy Lines
If the fight is over by the time the second group arrives,
they stay on high alert, going around searching for the
intruders. You might have the characters roll Stealth checks
Reaching the Enemy Camp to go undiscovered and have the patrol show up 2 rounds
From here, the party must move past the marching enemy after another fight breaks up.
army, while avoiding the enemy scouts that patrol near the If the players dispatch with the reinforcements, more
edges of the main force. In order to achieve that they will arrive to investigate the scene after a couple of hours if no
need to complete a Skill Challenge. report has been made by the patrols. After two hours a force
The DC is 13 and the relevant skills for this skill challenge of twelve Deathcrowns, six Shadowblades and three
are Dexterity (Stealth) for moving without being seen, Soulbinders arive to investigate. At this point a force of that
Wisdom (Perception) for spotting and avoiding incoming size might be too difficult for the players to face and they
patrols, Wisdom (Survival) to camouflage or to spot tracks of might need to flee before they have finished all of their
enemy patrols. They need to collectively succeed in three
checks before failing twice.
If the fail, they face a patrol of four Shadowblades led by Note for the Storyteller
one Soulbinder. In the case they pass the challenge, they
The reinforcements that arrive after two hours are meant
successfully evade the patrols. Award the XP for the patrol
to enforce a time limit for completing the objectives. It
avoided this way, as if they fought against it and won.
means that the players do not have enough time to take
As soon as they clear the above obstacle they come on top
two short rests in between fights and you should let
of the hill behind the enemy camp. Read or paraphrase the
them know that resting once might be okay, but a
following:
second time is stretching it. That means they will have to
play it safe, taking advantage of stealth and fighting
You see the smoke from a couple hundred bonfires smart so they can conserve resources. If you use the
lingering in the air above the horizon before the entirety rules for half hour short rests, reduce the response time
of the enemy camp comes into view. A sea of tents from the rest of the camp appropriately.
covers a big part of the valley below and even from that
distance, you are able to make out the large structure at
the back where the siege engines are being assembled. objectives.
1. Siege Engine Workshop
When the players approach the entrance to this large wooden
The characters can follow the path around and to the back of construction yard / workshop, read or paraphrase the
the enemy camp where their three objectives lie. The order
in which they can tackle the objectives can change but for the
purposes of this module they are presented in order as This large enclosed space contains several huge
follows. menacing war machines. You hear the noise of workers
fitting armor and weapons on these mostly finished
siege-towers. Two hulking figures carrying coffins on
Note for the Storyteller their backs, give orders and instructions to them from
the ground.
We have included several skill challenges in this module.
The relevant skills included here are only a small sample
of things the players can try and don’t hesitate to include following:
more as you see fit. Also, consider rewarding creative Development: When the characters arrive here, there are
application of skills with Advantage and imaginative use two plague bearers on the ground giving instructions to six
of spells or magic with automatic successes. Deathcrowns working on the siege towers. They are clad in
armor but the Deathcrowns’ weapons are on the far wall of
the workshop.
Both plague bearers have horns to sound an alarm in case
they are attacked. On the first round of combat, the one that
The Enemy Camp
plays first takes a bonus action to blow on their horn. If they
Reinforcements: Apart from the soldiers mentioned on each
do, the first round of reinforcements arrive in 5 rounds and
discrete position in the camp, there are two groups of
the second in 10 minutes as discussed above.
reinforcements available at short notice. These are soldiers,
Objective: Destroying the siege engines in the workshop is
left behind on duty to guard the camp. One of the two
one of the three objectives. The siege engines are heavily
groups is currently patrolling the premises and they are the
armored and have an AC 15 with resistance to bludgeoning,
ones to arrive within 5 rounds in the case of an alarm. The
piercing and slashing damage from non magical weapons,
second group is currently resting in the tents and need ten
and 200 hp. The players can sabotage the siege engines by
minutes to get into gear and be combat ready. Each group
dealing at least 50 damage to the wheels to make it
3
Back to the Hold
impossible to roll them, or setting them on fire, which will
Once all their objectives are complete or in case the
need a large amount of oil or any other flammable liquid.
characters have to leave before completing them, they will
have to work their way back to the hold. They can return to
2. The General’s Tent
the hold via the same secret exit. They don't have to pass a
When the characters enter this tent, read or paraphrase the
skill challenge this time, since all the enemy forces are
focused on the assault on the hold.
This large tent looks magnitudes larger than the other If they don't take care to cover their tracks, they are
tents you see in the camp. As you enter, you see a large eventually discovered by enemies who subsequently use the
table ridden with maps and scrolls. A bearskin decorates secret passage during the night for an infiltration and
the floor underneath and barrels with supplies litter the assassination attempt. If any of the players think about
left and right walls. A large figure dominates the side of covering their tracks, award them inspiration and hand the
the room, a mass of what looks like dead bodies stitched party full XP for the assasination encounter that is avoided.
together, some of their bellies open with their guts
overflowing. What is more disturbing is that it starts Assassination!
moving menacingly towards you. If the players don't think about covering their tracks, the
enemy finds the secret passage and uses it to attempt an
assassination on Captain Grifaeon during the night.
following:
When the players finally go for a long rest, read or
Development: Norathras has left behind an abomination,
paraphrase the following text:
stitched together and animated by his Soulbinders and
plague bearers using the bodies of the enemies he personally
killed in combat. He left his faithful pet to guard his tent in A bone chilling scream wakes you up in the middle of
his absence and it has instructions to attack anyone the night. Moments later, a frightened page rushes into
trespassing. your room, crying, "Intruders! They're after the captain!"
Objective: The orders and enemy placements are on the
scrolls and map on the table. Since they are made of paper
they can be potentially accidentally destroyed by any fire that As soon as the characters arrive to the captain's quarters, they
might break out in the tent. find the captain surrounded by four Shadowblades and two
Soulbinders. And his guards are already dead. One of the
3. The Animus Nodes Soulbinders faces Captain Grifaeon head on, while the rest
When players move close to this part of the camp read out or turn against the party. Captain Grifaeon has the stats of a
veteran.
There are several large black crystals forming a ritual
circle on this open field, glowing with necromantic
energies. In the middle of the circle, the massive body of Part Two: Last Stand
a dragon clad in black iron armor lies still and dead
silent. When the new day comes and you are ready to start the Last
Stand read or paraphrase the following to your players:
4
Merantheron is Doomed! Norathras, seeing that the battle has come to a standstill and
suspecting that Viserian reinforcements are probably
This is the worst case scenario. In this, the characters have
approaching the hold, decides to gamble everything in a final
failed the majority of objectives in Part One. The defenders’
assault. He leads the charge and along with some of his elite
morale is abysmal, seeing that the enemy has at their disposal
knights enter through the hole while most of his remaining
the advantage of numbers, a fully charged undead dragon,
forces savagely press the attack on other parts of the wall.
and siege engines that throw toxic gases.
At this point the characters can intercept Norathras and his
The battle quickly turns to massacre, the walls are breached
soldiers and try to repel them or hold them off enough so the
before reinforcements can arrive and with Norathras himself
reinforcements can arrive. If they don't intervene, then soon
leading the charge, it is painfully clear to everyone that
enough the hold is captured. In that case, follow the options
Merantheron is doomed. The characters can attempt to
given in the Merantheron is Doomed! scenario but lower the
escape or if they are suicidal enough, stay and fall with the
difficulty of escape to DC 14 for all skill checks.
hold.
If they interfere, they must defend the breach from
If they attempt to escape, a successful DC 16 Wisdom
Norathras and his soldiers for 10 rounds. The first round
(Perception) check lets them avoid areas with heavy undead
Norathras and two Deathcrowns burst through the hole
presence, a DC 16 Dexterity (Stealth) lets them pass
(check Appendix A: New Monsters for the statistics and
unnoticed by unavoidable areas of undead and a DC 16
tactics of Norathras and his Deathcrowns). Every round after
Strength lets them lift, pull, push or move various rubble and
the first, 2 more Deathcrowns squeeze through the hole
debris that block the escape routes due to the hammering of
making things more difficult for the party. If the characters
the siege engines and dragon attacks. They need to
manage to kill Norathras before the time limit then the final
collectively succeed in three checks before failing twice.
assault fails and the invaders are repelled. If they manage to
In the second case, make sure to convey to them that
hold him off for 10 rounds and don't retreat then a horn
survival is impossible as hordes of brainless and intelligent
signals the arrival of the Viserian army and Norathras tries to
undead are too powerful an enemy for a group of 4rth level
flee. The battle is won! Check Conclusion for further details.
adventures to face alone. Give them another chance to escape
following the skill challenge above. If they still insist, describe
to them how the undead surround them and quickly start to
Glorious Victory!
This is the best case scenario. In this, the characters have
overcome every member of the party. At this point you can
successfully completed all the objectives of Part One and
declare the party dead like so many other unnamed heroes
prevented the assasination attempt. The defenders are in
that defended the hold that day.
high spirits and a heartfelt speech from Captain Grifaeon
Or if you want to give things an unexpected twist, inform
makes them even more eager for the fight to come.
them that they are instead subdued and captured. If you do
From the get go, the battle turns in favor of the defenders
this check the Conclusion for further details.
as the advanced weapons of war and necromancy that would
have given the advantage to the undead army are easily
Merantheron's Fate Hangs in the Balance
defeated and every devious tactic Norathras employs is
In this scenario the party has successfully completed two out
quickly and efficiently countered as if the defenders knew it
of the three objectives and prevented the assasination
beforehand.
attempt. As this leaves the outcome of the battle undecided,
The undead are repelled and with such underwhelming
they will get a great opportunity to affect the outcome and
odds not even Norathras attempts a final attack preferring
save the day.
instead to save as much of his army he can and retreat
Describe how things unfold, emphasising how each
defeated back to the main force of Nikodemus. The battle is
objective's failure or success helps or hinders the defenders
won! Check Conclusion for further details.
and makes the battle come into a standstill with neither side
Of course all the scenarios above are general guidelines. In
having an overwhelming advantage (ex. if they succeeded in
a chaotic, multifaceted environment such as the siege of
sabotaging the animus nodes that charged the dragon,
Merantheron's Hold many things can affect the outcome.
describe how its weakened form tries to descend on the
Feel free to tweak, embellish or add more possible scenarios
hold's parapets but falls after a barrage of shots by the hold’s
as you see fit.
ballistae, etc).
Read or paraphrase the following to your players:
CONCLUSION
5
Conclusion
In any scenario in which Merantheron's Hold remains in the
hands of the defenders, the party is hailed as heroes among
the soldiers. The survivors bury the dead and purge the
fallen undead. Repairs of the hold start immediately and
scouts are sent to gauge the movements of the retreating
horde. Characters can help with either of these tasks, which
can lead to further adventures and encounters.
CONCLUSION
6
Meranthreons Hold
Appendix A: New
D EATHCROWN
Creatures Medium humanoid (any race), any alignment
T
he monsters here are displayed by CR (lowest Speed 30 ft.
to highest). If a monster isn't displayed in this
Appendix you can find it in the MM.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 11 (+0) 11 (+0) 13 (+1)
Actions
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 2) slashing damage.
Reactions
Parry. Deathcrown adds 2 to its AC against one melee
attack that would hit it. To do so, the knight must see the
attacker and be wielding a melee weapon.
Skills Stealth +6
Damage Resistances necrotic
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Actions
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Actions
Spirit Scythe. Melee or Ranged Weapon Attack: +5 to
hit, reach 10 ft. or range 20/60 ft., one target. Hit: 4 (2d6
+ 3) piercing damage and the Soulbinder heals half of
the damage dealt.
Description: The undead abomination is a monstrosity
U NDEAD A BOMINATION stitched together from many different corpses and animated
through foul necromantic energies. The bodies are in a
Large undead, chaotic evil
constant state of rot and as soon as the older bodies rot to a
Armor Class 12 (natural armor) point of not being functional any more, new ones are stitched
Hit Points 104 (11d10 + 44) on it by the plague bearers. Thus the gasses that accumulate
Speed 30 ft. on the inside get to the point where they become explosive if
set on fire.
Actions
Great Cleaver. Melee Weapon Attack: +8 to hit, reach 10
ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Skills Perception +5
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Languages —
Challenge 7 (2,900 XP)
Actions
Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Actions
Plague Grenade. The plague bearer throws a plague
grenade in a spot within 60 ft. Any one within 20 ft of the
grenade must make a DC 13 Constitution saving throw,
taking 18 (4d8) poison damage and being poisoned
until the end of their next turn on a failed save, or half as
much damage on a successful one.
Actions
15
Map Overview
Note: The maps below are a small scale of the original maps, just for reference.
You will find the full-sized, printable maps in a separate file.
18
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An army of undead is laying siege to Merantheron's Hold.
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