This quest is designed for 4-5 players at levels 2-4. It is primarily an undead themed quest with some traps, mini-bosses, a main boss, and the ability to rescue a trapped NPC. The party is given the ability to choose their vector of attack and engage different parts of the farm without being steered towards any one particular area.
To the east of Neverwinter, there is a small city named Triboar that has reported disappearances in the area. Recently, they sent two armed investigators out to find clues, but neither returned. The stop on their last day out was Weathersky Farm. A Weathersky family member was sent to investigate as well, but hasn’t been heard from since. Triboar is offering a modest reward for any adventurers in the area to finish the investigation and return with news of the missing individuals.
Slightly northeast of Triboar through some fields and surrounded by ancient willow trees is a farm. An old, decrepit looking farm with splintered wooden walls, holes in the roof, and unkempt landscaping. Old stone fences, partially crumbling, create a perimeter around the property. Inside is a farmhouse, a nearby shed with a sagging roof, a large barn and a small tilled field in the middle. In the center of the field is a scarecrow with a couple crows perched on it. At the foot of the scarecrow is the corpse of a man that has clearly been pecked up by the crows.
- Walking across the soil awakens the zombies buried beneath
- Walking near the scarecrow awakens it and brings it into initiative
- Some of the awakened zombies remain in the soil, but grab and restrain the players with flailing arms, reducing speed by half
- 1x Scarecrow
- 4x Zombies (fully emerged from the soil)
- 3x Ravens (possessed with an evil spirit)
- 1x Pitchfork (unique simple weapon)
The party could potentially avoid triggering this area unless the farmer is able to call forth the undead from beneath the soil. It could play out in their favor if they can kill him fast enough or it could make the boss fight even more difficult.
- A thin tripwire crosses the large open barn doors and drops heavy hay bails onto the party for 2d6 damage on a failed dexterity saving throw
- 1x Cat (watching them from between some hay bails)
- 1x Leather Horse Saddle
- 1x Thick Coiled Rope
- 1x Scythe (common simple weapon)
- 1x Jug of Old Moonshine
The Jug of Moonshine could bestow temporary status effects like +1 to strength and -1 to intelligence. The trap damage could be adjusted however you see fit and a solid perception check could identify it before being triggered. There could also be a back door to the barn that would bypass the trap entirely. A clever party could even notice the trap and trick zombies into triggering it against themselves.
The Work Shed
- 1x Zombie (banging on the door)
- 1x Crowbar
- 1x Rusty Hammer
- 1x Melted Candle
- 1x Old Shovel
- 1x Used Torch
- 1x Pouch of 40 sp
- 1x Rusty Dagger
This is a small work shed full of old, rusty farming instruments. The zombie was accidentally locked inside and started banging on the door at the sound of battle outside.
- Walking on the noisy, wooden floorboards alerts the evil farmer in the basement to the parties presence
- One of the rooms on the second floor has rotted floorboards that collapse when the party walks over them causing 1d10 fall damage on a failed dexterity saving throw
- 1x Evil Farmer (based on Ogre Zombie stats)
- 1x Iron Pot
- 1x Moldy Loaf of Bread
- 1x Jug of Old Moonshine
- 1x Tattered Woven Blanket
- 1x Jar of Human Blood and Bits
- 100 cp, 25 sp, 12 gp are scattered around the house
- 1x Amulet (magical locket showing the farmer and his wife before they turned)
- 1x Morningstar (dropped after killing the Evil Farmer)
The collapsing floor could be moved to the first floor and drop into the basement where the evil farmer is, but this may put 1 player in a lethal situation before his party can safely support him or her. It could also be moved to the stairs, forcing all the party members to jump down into the basement or find a way to climb onto the second floor. Any players underneath the collapsing floor should also attempt dexterity saving throws and take damage on a failed save.
The party interrupts the Evil Farmer before he has a chance to infect and turn the Weathersky family member who is chained to a wall in the basement. The two armed investigators are also lying on the floor, partially eaten, and clearly dead. They do not seem to be zombiefied, but could rise and attack the party if the boss fight is too easy. Killing the Evil Farmer allows the party to rescue the family member which in turn could trigger an offer of the farmhouse inheritance as a reward for his or her rescue.
- Gold bounty at Triboar
- Land deed to the abandoned farmhouse
- Item-based reward from the rescued NPC