DMDave - Dungeons & Lairs 56 - Zombie Farmhouse - Full Version
DMDave - Dungeons & Lairs 56 - Zombie Farmhouse - Full Version
DMDave - Dungeons & Lairs 56 - Zombie Farmhouse - Full Version
ZOMBIE FARMHOUSE
Zombie Farmhouse is a Fifth Edition plug-in ad-
venture for four characters with an average party CREDITS
level (APL) of 1, 3, 5, or 8. This document offers a The following creators made this adventure
general guideline on scaling the adventure for each possible:
level. Following a strong lead, the characters inves- Design and Writing. DMDave
tigate a recently abandoned farmhouse in a region Editing and Layout. Tony Casper
overrun by the undead. Soon, they find themselves Cartography. Tom Cartos
surrounded by ravenous zombies with no way to Artwork. Midjourney
escape.
RUNNING THE ADVENTURE say, “Hey, game master, make sure you get this
creature’s stat block ready—there’s going to be an
To run the adventure, you need the three Fifth encounter!” If the stat block appears in the appendix
Edition core rulebooks. You can access a free basic of this adventure, the text tells you so; otherwise,
ruleset from the official source if you don’t have a you can find the stat block in the core rulebook.
copy. Spells and non-magical equipment mentioned in
the adventure are described in the core manual for
Text that appears in a box like this is meant to players. Magic items are described in the core man-
be read aloud or paraphrased for the players ual for game masters unless the adventure’s text
when their characters arrive at a location or directs you to an item’s description in the appendix.
under specific circumstances, as described in
the text. Level Selection
Before playing, know the level at which you wish to
When a creature’s name appears in bold type, run the adventure. Overall, the adventure’s locations
that’s a visual cue pointing you to its stat block to and descriptions remain unchanged throughout the
2 ZOMBIE FARMHOUSE
es. Most of the doors were left unlocked but could Door Reinforcement
be barred or locked. A locked door requires a suc-
cessful DC 14 Dexterity check using proficiency in Break DC Reinforcement Check DC
thieves’ tools to unlock it or a DC 18 Strength check 10 or lower 10
to break it open. Barred doors can only be broken
open. A door has AC 15, 15 hit points, and immuni- 11–15 15
ty to poison and psychic damage. 16–20 20
Windows are unlocked but can be locked. A locked
21 or higher 25
window requires a successful DC 13 Strength check
to break open. A window has AC 13, 5 hit points, Optional: Zombies and Passive Break Checks. To
vulnerability to bludgeoning and thunder damage, simplify things, zombies that end their turn next to
and immunity to poison and psychic damage. a door or window automatically break the door open
Reinforcing Doors. A character can use their so long as their passive Strength score is equal to or
action to reinforce a door or window further. Do- greater than the DC required to break the door open.
ing so requires a successful Strength check using Individual zombies have a passive Strength score of
whatever tools the GM deems appropriate. The DC 11. If two or more zombies start their turn within 5
for the reinforcement check depends on the portal’s feet of the same door, they gain a +5 bonus to their
DC to break open. A successful reinforcement check passive Strength score for a total of 16. Zombie
increases the door’s break-open DC by 2 to a maxi- mobs have a passive Strength score of 19.
mum of 21. Creatures cannot open reinforced doors Fences. The fences surrounding the farm are
and windows by picking locks. approximately 3 feet tall. A character can move
4 ZOMBIE FARMHOUSE
If the characters spend 8 hours without making start of each of their turns so long as the mob has
a sound or taking any actions, you may halve the at least 1 hit point remaining; this regeneration-like
zombies present on the board. effect represents new zombies joining the mob.
New zombies appear from a random side of the
board. Roll a d4 to determine which side—1 for Shaking Things Up
the north, 2 for the east, 3 for the south, and 4 for If you find that the characters are having an easy go
the west. Zombies always move toward any living of stealing the treasure at the farm and dealing with
creature that they can see. If they can’t see any the undead hordes, introduce some of the complica-
living creatures, they move toward the last loud tions below. Roll a d4 to determine the complication,
sound they hear. If there are no living creatures in or choose the one you like.
sight and no recent sounds, the zombies move in the
direction of other zombies, becoming mobs when 1 – Cloudy Day
appropriate (see below). A storm rolls in, blotting out the sun. The shadows
The Shadows Return. The zombies are the least lingering in the dark corners of Balaspatak start to
of the characters’ worries. When night falls over the rise from their hidey-holes, ready to find fresh vic-
lands surrounding Medrok, shadows rise from the tims. This complication works best with parties that
dark recesses of the land, hungry for fresh victims. aren’t evil-aligned.
In addition to the zombies that appear (which roam
day and night), shadows arrive, too. When you roll
2 – Competition
for Zombies Appear, if the result is 15 or higher, 1d4 Another group of treasure hunters—possibly anoth-
shadows appear, too. Balaspatakian shadows are er posse sent by Gus, the farmhand—arrive at the
only interested in draining strength from good- and farm. The nature of this group depends on the level,
neutral-aligned creatures. They ignore evil-aligned as shown in the table below.
creatures. Competition
Optional: Zombie Mobs. When six or more zom-
bies start a round within 10 feet of each other, you Adventure Level Competition
can replace them with a zombie mob. Using the
1st 1 thug, 1 acolyte, 1 spy, and
zombie mob will help you streamline the adventure
1 druid
a bit.
Additionally, an individual zombie within 5 feet of 3rd 1 veteran, 1 priest, 1 spy, and
a zombie mob can use half of its movement to join 1 druid
an existing zombie mob. When it does, the individual 5th 1 gladiator, 1 priest, 1 spy, and
zombie disappears, and the zombie mob regains 10 1 mage
hit points.
The zombie mob is a new creature included in the 8th 1 gladiator, 1 priest, 1 assassin,
appendix. and 1 mage
Optional: Zombie Horde. When there are six or The competition is evil-aligned and able to avoid
more zombie mobs on the board at the end of a the shadows. This gives them a decided advantage
turn, you no longer need to roll for Zombies Appear. over neutral- or good-aligned groups. It also means
Instead, all zombie mobs regain 10 hit points at the they aren’t up for negotiating.
3 – Giant Problem
A giant stumbles onto the farm, smashing through
fences and even walls. Three zombies cling to the
giant’s feet, trying desperately to down the hulk.
This ruckus causes two zombie mobs (see the ap-
pendix) to investigate the farm.
The nature of the giant depends on the level of the
adventure.
Giant Problem
6 ZOMBIE FARMHOUSE
07 – Water Pump Mill an “X” on the map). A creature that steps on a trap
This wind-powered pump pulls water from the must succeed on a DC 13 Dexterity saving throw
ground. A creature can quickly climb to the platform or take 2 (1d4) piercing damage and stop moving.
surrounding the windmill via the mill’s wooden base. After that, until the creature breaks free of the trap,
its movement is limited by the length of the 3-foot-
08 – Water Tank (Base) long chain attached. A creature can use its action
This small water tower holds approximately 50 to make a DC 13 Strength check, freeing itself or
gallons of water. A character must succeed on a DC another creature within its reach on a success. Each
10 Strength (Athletics) check in order to climb the failed check deals 1 piercing damage to the trapped
tank’s post to the platform surrounding the tank. creature. A character can spot one of the traps in
advance with a successful DC 13 Wisdom (Percep-
09 – Horse Stables tion) check.
A horrible stench comes from this large horse barn.
All eight stalls hold desiccated horses drained of 12 – Vegetable Farm
their strength. A ladder near the western door leads Already starting to turn to rot from neglect, this gar-
up to area 24. den seems to hold vegetables used as animal fodder.
Hazard: Stench. The first time a creature enters A scarecrow stands proudly at the garden’s center.
the barn or starts its turn inside the barn, it must Investigation: Scarecrow Key. A character who
succeed on a DC 10 Constitution saving throw or spends 15 minutes searching the ground near the
become poisoned until the start of its next turn. A scarecrow’s post and succeeds on a DC 20 Intelli-
creature that succeeds on its saving throw becomes gence (Investigation) check discovers one of the four
immune to this stench for 1 hour. silver keys needed to access the Hofsteder treasure.
Encounter: Shadows. The shadows use this barn The characters make this check with advantage if
to hide from the daylight. The number of shadows they have the embroidered cloth clue from area 25.
present depends on the level of the adventure, as
13 – Porch
shown in the table below. Creatures marked with an
asterisk are new monsters featured in the appendix. This massive outdoor area wraps around the west-
ern and southern sides of the house. Planters on the
Area 9 Encounter south side offer more herbs and small vegetables,
while crates contain extra flour and grain. A small
Adventure Level Encounter doghouse leans against the western railing.
1st 1 shadow Investigation: Dead Dog. A character who looks
inside the doghouse discovers the broken remains of
3rd 2 shadows the family’s household dog.
5th 5 shadows
14 – Herb and Vegetable Garden
8th 1 shadow swarm*
This small plot against the southern fence offers
10 – Workshed simple root vegetables and herbs.
Encounter: Skeletons. A character with a passive
Shelves choked with tools, nails, and kits for making Wisdom (Perception) score of 13 or higher who
repairs around the farm cover the walls of this dark, comes within 20 feet of this area notices that there
dusty shed. are two skeletons half buried in the garden. The
Treasure: Tools. The shed contains carpenter’s skeletons animate whenever a target comes within
tools, leatherworker’s tools, mason’s tools, painter’s 5 feet of them. The skeletons are armed with gar-
supplies, potter’s tools, smith’s tools, tinker’s tools, dening tools (+2 to hit, reach 5 ft., one target; 1d6
and woodcarver’s tools. bludgeoning damage) and don’t wear armor (AC 12).
Investigation: Hammer Key. A character who They have a CR of 1/8 (25 XP).
spends at least 15 minutes searching the shelves
and succeeds on a DC 20 Intelligence (Investigation) 15 – Dining Area
check discovers one of the four silver keys needed The dining area features a table big enough for six
to access the Hofsteder treasure hidden in a bucket people and a couple of shelves to hold plateware
of nails. The characters make this check with advan- and utensils.
tage if they have the embroidered cloth clue from Encounter: The Hofsteders. The deceased Hof-
area 25. steders lurk in this area. They attack anyone who
11 – Wheat Farm comes into the room. Any noise here summons the
crawling arm from area 16 (see below).
Larger crops like corn and wheat grow here, likely The nature of this encounter depends on the level
for household use. of the adventure, as shown in the table below.
Trap: Hunting Traps. To deter gophers, the farm- Creatures marked with an asterisk are new creatures
ers set up a few hunting traps here (marked with featured in the appendix.
8 ZOMBIE FARMHOUSE
Encounter: Giant Rat. A diseased giant rat is Encounter: Ravens. A swarm of ravens gathers
sniffing around the seat of the westernmost stall. It here. When a character comes within 10 feet of the
attempts to bite whoever comes through the door, ravens, the birds shriek and flutter, creating consid-
then flees. erable noise.
22 – Farmhands Break Area 25 – Lead Farm Hands Lodging
The trapdoor leading up to this area is barred shut Extra supplies, tools, and other resources crowd this
(see “General Features”). section of the loft. The small, uncomfortable-look-
This loft section boasts a small table covered in ing bed where the farmhand Gus slept stands in the
playing cards, a tankard of mead, and a few tools corner, still unmade.
crammed onto a shelf. The farmhands used to gath- Encounter: Zombie. A female zombie stumbles
er here on their breaks. around this section of the loft. A scythe sticks out
of her neck. She holds an embroidered piece of cloth
23 – Additional Household Stores in her hand.
Nonperishable food items and general homewares Treasure: Embroidered Cloth. The cloth in the
the farmers couldn’t store in the main house are zombie’s hand is the same one Gus described. Show
kept here. the players the “Gus’ Clue” handout from the appen-
Encounter: Eli. A local farmboy named Eli hides dix. The cloth shows the location of the four keys
here; a character with a passive Wisdom (Percep- needed to access the Hofsteder treasure.
tion) score of 14 or better spots him. Eli’s family
was killed by the Queen of the Shadows’ undead. Eli
managed to survive thanks to his evil streak—he is a
AFTERMATH
neutral evil spy armed with only a dagger. When the If the characters manage to secure the Hofsteders’
characters find him, he pretends to be terrified and impressive wealth and escape before the shadows
mute, driven mad by the undead. He will follow the return, they could almost retire. Of course, things
characters and use them to keep himself safe from never go that well. The characters aren’t the only
the zombies. However, as soon as he learns about ones who know about the Hofsteders’ fortune.
the treasure hidden on the farm, he will do whatev- Soon, they will find themselves hunted by other
er he can to dispose of the characters and take the treasure hunters and rogues who know that killing a
treasure for himself. handful of adventurers is much easier than dealing
with the Queen of the Shadows’ minions. Ω
24 – General Supply Storage
Sacks of flour, bales of hay, unweathered lumber, APPENDIX
barrels of mead, and several other general supplies
are stored here, hoisted up via the winch. The following pages contain the handout for the
adventure and statistics for new monsters.
10 ZOMBIE FARMHOUSE
Crawling Arm Evil Entrails
Small Undead, Neutral Evil Small Undead, Neutral Evil
Armor Class 8 Armor Class 12
Hit Points 6 (1d6 + 3) Hit Points 13 (2d6 + 6)
Speed 10 ft., climb 10 ft. Speed 20 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3) 6 (−2) 14 (+2) 16 (+3) 2 (−4) 6 (−2) 2 (−4)
12 ZOMBIE FARMHOUSE
Shadow Swarm Zombie Bull
Huge Swarm of Medium Undead, Chaotic Evil Large Undead, Neutral Evil
Armor Class 12 Armor Class 11 (natural armor)
Hit Points 82 (11d12 + 11) Hit Points 38 (4d10 + 16)
Speed 40 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1) 20 (+5) 10 (+0) 19 (+4) 2 (−4) 6 (−2) 5 (−3)
ACTIONS
Multiattack. The swarm makes two Strength Drain attacks.
If the swarm starts its turn with half its hit points or fewer, it
can’t use this action..
Strength Drain. Melee Weapon Attack: +5 to hit, reach 0
ft., one target in the swarm’s space. Hit: 16 (4d6 + 2) ne-
crotic damage, and the target’s Strength score is reduced by
1d4. The target dies if this reduces its Strength to 0. Other-
wise, the reduction lasts until the target finishes a short or
long rest.
If a non-evil humanoid dies from this attack, a new shadow
rises from the corpse 1d4 hours later.