Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

The Night Hunter V1

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

the Night Hunter

This 2-hour scenario is for four or five 1st-level characters playing


the fifth edition of the world’s most popular roleplaying game.

Writing, Design, and Layout: Kelsey Dionne

Dedication: The Arcane Library’s YouTube followers!

© 2021 The Arcane Library, LLC. All rights reserved. Not for resale or redistribution. Permission given to copy for personal use.

The Arcane Library ® is a registered trademark of The Arcane Library, LLC and may not be used without the specific, written
permission of The Arcane Library, LLC.

Notice of Open Game Content: This product contains Open Game Content, as defined in the Open Game License Version 1.0a,
below. Open Game Content may only be Used under and in terms of the Open Game License version 1.0a. No portion of this
work other than previously designated Open Game Content may be reproduced in any form without written permission.

Designation of Open Game Content: Subject to the Product Identity Designation in this document, the following material is
designated as Open Game Content. (1) All material and writing previously released as Open Game Content, (2) all descriptions of
game-rule effects specifying mechanical features of the game, (3) all previously released Open Game Content, material required
to be Open Game Content under the terms of the Open Game License, and public domain material anywhere in the text.

Product Identity Designation: This Product Identity Designation includes, but is not limited to, the following items that are
hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e): All trademarks, registered
trademarks, proper names (characters, artifacts, place names, new deities, monsters, organizations, etc.), dialogue, plots, story
elements, locations, characters, artwork, sidebars, logos, and trade dress. These items are not Open Game Content. Elements
that have previously been designated as Open Game Content are not included in this declaration.

3
Game Master Information
BACKGROUND RUNNING THE ADVENTURE
• The Night Hunter is a cowled figure • This adventure is meant to be
who lurks among the moonlit hills run at a glance. It uses bulleted
and brooding pines of the wilds, lists, bolded keywords, and short
looking for new victims to flay alive. room descriptions you can read or
• When travelers pass through the paraphrase and embellish as needed.
Night Hunter’s domain, it might • Monsters have clickable links to their
choose them as its new quarry. stats online or in this document.
• Appendix A contains GM versions of
the adventure’s maps.
SYNOPSIS
• Appendix B has the stats and
• This scenario is events-based, with descriptions for new monsters.
each event happening in turn over
• Appendix C describes new magic
the course of one night.
items.
• At the start of the adventure, the
• You can watch a video walkthrough of
characters set up camp during their
the adventure here.
travels, not realizing they are in the
Night Hunter’s territory. • You can watch a video walkthrough
for how to use the combat cards
• The Night Hunter chooses the PCs as
included with the adventure here.
its new victims. It spends the night
harrying them from the darkness
around their camp, becoming more PACING/TRANSITIONS
audacious with its attacks until a final
confrontation. • A Dramatic Question is presented
with some encounters. Once that
question has been answered, the
tension of the scene is resolved.
That’s your cue to work toward the
Transition — even if that means
summarizing the end of a clearly
decided encounter.
• Room descriptions are short and
informational. Anything listed
before the Development section
is safe to share with the players at
the outset. Reveal elements from
the Development section as the
characters explore the area.

4
The Howling
CAMPSITE
FOREST RUMORS
• Long, churning clouds blow in over
the night sky, covering the moon with d6 Detail
twisting tendrils. An entire logging site turned
• A keening howl rises on the wind up empty in these woods a
from the surrounding hills. 1 few months back, camp gear
strewn everywhere. They
never found a single person.
DEVELOPMENT
They say the old woodlanders
• Characters can tell the howl isn’t used to send one unlucky soul
a wolf, coyote, or other common 2 out into the forest when the
forest creature. The character with evil spirits were restless. That
the highest Wisdom score notices it person never came back.
sounds like a creature with a speaking
voice — perhaps an intelligent being. There’s a ghost story about
a long-fingered being in the
Characters trying to rest won’t be 3 woods called The Willowman
able to unless they pass a DC 15 that steals children who don’t
Constitution check. listen to their parents.
A few years ago, a dying man
The howl draws closer over the
stumbled into a village cut
next hour. As soon as it’s within 100
4 open from neck to belly. They
feet of the camp, it abruptly stops.
never figured out what sort of
• While the howls draw closer, each creature could have done that.
character rolls once on the Forest
A friend said her hunting party
Rumors table to recall a legend
came across a body nailed to
they’ve heard about these woods.
5 a tree with wooden spikes.
After the PCs get their rumors, a Something had pulled out all
crack and hiss echoes from the of its innards, too.
trees above camp just outside They say livestock and horses
the reach of the campfire light. go missing in here on cloudy
Investigation reveals it’s a great 6 nights. It’s like they just
horned owl snapping the spine of wander off into the darkness
a rabbit it just caught. and disappear.
• It’s too late for the PCs to flee the
area; the Night Stalker’s territory
covers 20 square miles of dense forest. TRANSITION
• After the owl incident, a quiet hour
passes. Then, go to It Strikes.

5
It Strikes
CAMPSITE
• The silence breaks as a dozen
thundering footfalls crash toward
camp.

DEVELOPMENT
• The footfalls are a herd of six elk the
Night Hunter spooked in the direction
of the PCs’ camp. They reach the
camp in one round.

Two of the elk have deep, straight


cuts bleeding down their necks
and flanks. They’re wild with fear.

PCs can calm individual elk with


DC 18 Animal Handling checks (DC
20 for the two wounded ones).
• While the PCs are distracted by the
elk, the Night Hunter targets a pack
animal near the edge of the woods. It
cuts its neck and drags it out into the DRAMATIC QUESTION
woods, letting it bleed out silently.
Will the PCs discover the Night
PCs watching the pack animals Hunter’s ploy?
can pass a DC 15 Perception check
to notice the flash of a blade from
the darkness, followed by the COMBAT
animal slumping over. The Night • The elk spend 1d4 rounds wheeling
Hunter flees if noticed. around the campsite. They charge
anyone who gets in their way or fails
The slain animal leaves a bloody an Animal Handling check.
trail 60 feet out into the darkness,
ending with its body.
TRANSITION
If the PCs don’t have a pack
• After the PCs regroup in camp,
animal, the Night Hunter carves a
another quiet hour passes. The insects
conspicuous series of X marks into
and birds have fallen utterly silent.
a line of trees leading out 60 feet
from camp. The trail ends with the • The Night Hunter hides 100 feet from
body of an elk with its throat cut. camp. Go to A Cry For Help.

6
A Cry For Help
CAMPSITE COMBAT
• A terrified scream rips through the • The Night Hunter keeps to the
night. The voice is frantic and shrill, fringes of combat and light, never
and it calls out for help in Common. fully revealing itself.
• It tries to knock one PC unconscious
and drag that character off into
DEVELOPMENT the night to crucify to a tree with
• The Night Hunter is mimicking the wooden stakes. It will return later to
voice of a person, trying to draw good- disembowel that PC after it finishes
hearted PCs into the darkness. hunting the rest of the party.
• If any PCs investigate, the Night A PC who returns to consciousness
Hunter attacks from hiding. Go to can escape the tree with a DC 15
Combat. Strength check. They must pass a
• Otherwise, the PCs listen on as the DC 15 Constitution save or take 1d6
Night Hunter imitates the sounds of piercing damage in the process.
finding and disemboweling its victim. • If the Night Hunter can’t gain an
Any PCs hearing it must pass a DC upper hand quickly, it slips away into
15 Wisdom save or suffer one form of the darkness and hides.
short-term madness.

Attempting to sleep through these


TRANSITION
sounds is impossible without a way
to fully block the listeners’ ears. • The Night Hunter leaves any captured
PCs pinned to trees and even allows
other PCs to find and rescue them.
DRAMATIC QUESTION
• Two hours pass. Go to The Butchery.
Will the PCs try to save the “person?”

7
The Butchery
CAMPSITE DRAMATIC QUESTION
• Silence fills the heavy air, pressing Can the PCs defeat the Night Hunter?
in like the boiling clouds overhead.
Dim moonlight turns the tops of the
TRANSITION
towering pine trees silvery white.
• After the final encounter with the
Night Hunter, go to Aftermath.
DEVELOPMENT
• The Night Hunter approaches the
camp silently, attacking any PC who
looks vulnerable or isolated from the
group.

COMBAT
• The Night Hunter fights to the death,
its game finally over.
• It remains in the shadows at first
and then leaps out into full view,
unleashing a triumphant, unholy
scream.

All PCs who hear the scream must


pass a DC 15 Wisdom save or be
paralyzed in fear until the end of
their next turn.

TREASURE
• The Night Hunter carries a cursed
butcher’s blade called the Night
Hunter’s Knife.

8
Aftermath
THE NEXT MORNING FUTURE ADVENTURE HOOKS
• All traces of the Night Hunter • PCs who flee the Night Hunter may
disappear after it’s defeated. The only wish to return to exact vengeance.
things left behind are its knife and a During the day, it lurks in a dank cave
ragged, brown cloak crumpled on the system beneath the gnarled roots of
ground. the forest’s oldest tree.
• If the Night Hunter got the better of Inside The Night Hunter’s dingy lair
the PCs, it crucifies each to a tree and is a scattering of choice treasure
disembowels them one by one. Lucky taken from its victims. The only
PCs might be able to wake up before problem is the angry dire bear the
their turn and break free, or a chance Night Hunter keeps chained inside.
group of hunters might come upon
the scene. • If the characters leave the Night
Hunter’s Knife behind or get rid of it, a
• The small village of Wardenwood lies new Night Hunter will eventually rise.
two days’ travel north, just outside of Might this one be even more powerful
the Night Hunter’s domain (primarily than its predecessor?
because that part of the woods is
claimed by a powerful weald hag • The Night Hunter isn’t necessarily
named Drusilla, as outlined in The responsible for all the rumors the
Curse of Wardenwood). characters heard about the woods
(see Forest Rumors, pg. 5). Are the
stories of The Willowman true?
THE WOODS
• Characters who explore into the 20-
mile stretch of forest around their
campsite find signs of the Night
Hunter’s previous victims. Mostly,
this is skeletons pinned to trees by
wooden, rotting stakes.

Giving at least three of these


victims proper burials grants each
character an additional 200 XP.
• Mysterious disappearances in the
forest end if the Night Hunter is
defeated. That is, until another person
takes up the Night Hunter’s Knife and
commits bloodshed with it...

9
Appendix A: Maps
CAMPSITE

10
Appendix B: Monsters
THE NIGHT HUNTER Cursed Soul. The Night Hunter is a title
that passes on to anyone who commits
Tattered brown robes drape over a
too much bloodshed with its cursed
hunched, bony frame. The creature
butcher’s blade, the Night Hunter’s
moves with darting quickness, lashing
Knife. Each generation eventually
out with a notched butcher’s knife
produces a Night Hunter who lurks in
crusted with the blood of countless
the woods, terrorizing its victims until it
victims.
dies of old age or is killed.

THE NIGHT HUNTER


Medium humanoid (any race), chaotic evil
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA

13 (+1) 16 (+3) 14 (+2) 12 (+1) 15 (+2) 10 (+0)

Saving Throws Wis +4


Skills Stealth +7
Senses darkvision 120 ft., passive Perception 12
Languages Common
Challenge 2 (400 XP)

Berserk. At the beginning of its turn, the Night Hunter can choose to deal an additional 2 damage on
each of its attacks until the end of its turn. If it does so, all attacks against it have advantage until the
start of its next turn.

ACTIONS

Multiattack. The Night Hunter makes two Cursed Butcher’s Knife attacks.
Cursed Butcher’s Knife. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing
damage.

REACTIONS

Mantle of Darkness (2/Day). The Night Hunter and anything it’s carrying turn invisible for up to one
minute or until the Night Hunter attacks or casts a spell.

11
Appendix C: Magic Items
THE NIGHT HUNTER’S KNIFE
Weapon (dagger), Rare, requires
attunement

• Dried blood tinges the bone handle of


this ragged butcher’s knife. You get a
+2 bonus to attack and damage rolls
made with this magic weapon.
• The Night Hunter Curse. Every time
you use this weapon to kill a creature,
make a DC 15 Wisdom save. If you
fail three of these saves during the
time you are attuned to this weapon,
you fall into a mental fog and lose
your sense of self, becoming the
new Night Hunter in the nearest
forest. You become chaotic evil and
gain darkvision 120’ and proficiency
in Stealth. You also gain the Night
Hunter’s Berserk ability and Mantle of
Darkness reaction. This curse can only
be ended with a greater restoration
spell. If this curse ends, you lose these
abilities, you return to your previous
alignment, and you have no memory
of your actions as the Night Hunter.

12
The Arcane Library

Join The Arcane Library’s newsletter


to get a free 1st-level adventure,
Temple of the Basilisk Cult!

13
Credits
Cartography: Lanterns Light Maps / patreon.com/lanternslightmaps.

Cover Art: Roman Kybus / shutterstock.com.

Product Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games.
Camilkuo, DomCritelli, andreiuc88 / shutterstock.com.

Fonts: Montserrat © Julieta Ulanovsky, Sol Matas, Juan Pablo del Peral, Jacques Le
Bailly. Deadhead © Twicolabs Foundation.

Special Thanks: John for permission to link to 5thsrd.org. My wife Jessee for drawing
this map on short notice!

14
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer
languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over
the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product
Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to
use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may
be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
royalty free, non exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate
compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing
are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You
have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
material by E. Gary Gygax and Dave Arneson.
The Night Hunter © 2021 The Arcane Library, LLC.

END LICENSE

15

You might also like