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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