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Nerdarchy > Dungeons & Dragons  > Out of the Box D&D Encounters  > “Procession” – Out of the Box #25 D&D Encounters

“Procession” – Out of the Box #25 D&D Encounters

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Introduction:
  A fact that goes unnoticed in many environments or campaigns is the importance of rivers. Rivers were out of the box encounters wights  the first highways of the ancient world, and are still major thoroughfares to this day. The same should be true in a fantasy setting. Rivers should be a constant resource for encounters of all kinds, be it lizardmen, pirates, goblins in rickety steamships, or orcs in war canoes. In this instance, however, I will draw from ancient history and base this encounter around a funeral procession.
  To build on that concept, this funeral procession is not just a funeral barge, but an elaborately carved vessel with a large single sail and a single cabin. Imagine, then, that this vessel is not of this world, but the next. The vessel itself is an expression of the Shadowfell. Now you have a river encounter that you could have at night, with all the haunting dread of what happens when the dead meet the living…
  The intent behind this encounter is simple – sometimes it is best to leave well enough alone. Curiosity killed the cat for a reason. In this case, that cat might end up worse than dead.
Environment: Wilderness/Waterway.
Suggested level: 8 (could be significantly higher – see below)
  Either while traveling a waterway at night, or while berthed at the river’s edge, the characters will see a vessel moving quietly in their direction. It will be difficult to see at first, even with Darkvision, as the ship is almost completely made of a black wood. As it closes, lanterns hanging from the bow and stern become visible, much like in a dream when one accepts that things “were always there, even when you did not see them before.” Their green glow barely illuminates the deck of the ship. Gold inlaid engravings and other scroll-work decorate the upper edge of the hull along it’ length. A single mast upon which flutters a single almost ephemeral sail stands at the center of the deck of this nearly 100’ long vessel. Long and narrow, it’s 13’ wide hull cuts the water almost silently. A single steersman in ritual hooded regalia mans the till at the stern, while a single similarly-dressed watchman stands silently at the prow. A small and elaborately decorated cabin, only 5’ tall, but at least 10’ wide and 10’ long sits just behind the mast. It is covered in further elaborate and gold-inlaid carvings in some ancient language.
  The whole craft moves unerringly upstream, as if moved by unseen oars, yet without disturbing the water at all.

  What happens next is up to the players. If they ignore it, it will simply pass by quietly. If this happens, feel free to have it’s “passengers” appear later in your adventure as villains up to no good.
  If they board or attack the vessel, The first to react will be the two figures seen on deck. Both are Wights, and will produce bronze longswords from under their vestments if attacked in melee, or will lift longbows and fire from the deck if attacked at range. If they are in danger of losing, the top of the cabin will open, and “Apophisis” will rise. She will be a grey skinned woman with a striking appearance. Upon out of the box encounters wightsher head will be a carved ivory headpiece with gold accents, including a small cobra in the front. Her eyes glow a dim red below this crown. Gold snake bracelets twist around her wrists, and she wears an elaborate gold torc around her neck. Rings adorn her fingers, and a gossamer dress of white drapes her striking figure.
  She will declare the attackers as “heretics and usurpers!” and will open with her Ring of Spell Storing. She will cast Lightning Bolt (Dex save, DC: 15) at the first opportunity to opponents attacking at range. If she is pressed and must escape, she will then cast Misty Step and retreat to the far side of the river. She will then attempt to escape through the wilderness beyond, only to return at a later date and seek vengeance upon the party. Once she casts both spells from her ring, the ring will contain no further spells, and will require recharging.
  The two Wights, “Apep” and “Khagesh”, will defend their liege to the best of their ability. They may even grapple with living creatures and then dive into the water, knowing that their undead nature will spare them from having to breathe under water.

“Procession” – Out of the Box #25 D&D Encounters

Monsters: “Apophisis” – Vampire Spawn – ( p.298 of the Monster Manual). Increase her Intelligence to 15, Wisdom to 14, and Charisma to 16.
“Apep” and “Khagesh”- Wights – (p. 300 of the Monster Manual)
Treasure: Ring of Spell Storing – p. 192 of the DMG. Contains Lightning Bolt and Misty Step at the beginning of the encounter. Two gold snake bracelets (100 gp each), gold torc (1000 gp), gold and ivory crown (5000gp), and three gold rings (50 gp each)
The funeral barge, though carved of mysterious wood and possessing gold inlays, will fade back into the Shadowfell five minutes after the Wights and Vampire Spawn are defeated. If the Wights are defeated and the Vampire Spawn retreats, then the boat will remain for 10 minutes, but fade after that. Any parts of the boat that are scavenged from it will also fade.
Complications: Fighting undead carries it’s many complications. Fighting any creature on the water has additional ones as well. There is the risk of hit point loss from the Wights, which will make any future encounters that much more dangerous if only for a day. Similar hit point loss can occur at the hands of Apophisis, should she gain a successful grapple with the player characters. Not only will subsequent bites by the Vampire Spawn heal her for the damage done, but any character reduced to 0 hp in this manner will die.
  She will be fearful of the running water, and so will not risk falling in – instead choosing to Misty Step to an escape if that begins to occur.
  Characters slain by the Wights will arise as Zombies under their control the next day, unless their body out of the box encounters wightsis destroyed or is restored to life. These Zombies will then seek out Apophisis and the Wights if any of them have survived, or will maraud in her name if she and the Wights have not. You may even wish to precede this encounter with a Zombie horde chanting “Apophisis….Apophisis…” (Think ‘The Mummy Returns’)
  Wights and this particular Vampire Spawn are intelligent foes. They should fight as such. The Wights do not fear the water, but the Vampire Spawn does. The Wights have no reason to retreat unless commanded to do so by Apophisis. Apep and Khagesh will do so like loyal soldiers when so commanded.
  Where the procession is going and where they have come from is completely up to the DM. You may wish to include the Vampire Spawn as an ongoing villain, or use her here in this one-shot.
(to help, Apophisis is pronounced Ah-POFF-fissis…;)  )
“Procession” – Out of the Box #25 D&D Encounters – Wights and Vampire Spawn
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Mike Gould

I fell into gaming in the oddest of ways. Coming out of a bad divorce, my mom tried a lot of different things to keep my brother and I busy and out of trouble. It didn't always work. One thing that I didn't really want to do, but did because my mom asked, was enroll in Venturers. As an older Scout-type movement, I wasn't really really for the whole camping-out thing. Canoe trips and clean language were not my forte. Drag racing, BMX and foul language were. What surprised me though was one change of pace our Scout leader tried. He DMed a game of the original D&D that came out after Chainmail (and even preceedd the Red Box). All the weapons just did 1d6 damage, and the three main demi-humans (Elf, Dwarf and Halfling) were not only races, but classes. There were three alignments (Lawful, Neutral and Chaotic). It was very basic. I played all the way through high school and met a lot of new people through gaming. My expected awkwardness around the opposite sex disappeared when I had one game that was seven girls playing. They, too, never thought that they would do this, and it was a great experiement. But it got me hooked. I loved gaming, and my passion for it became infectious. Despite hanging with a very rough crowd who typically spent Fridays scoring drugs, getting into fights, and whatnot, I got them all equally hooked on my polyhedral addiction. I DMed guys around my table that had been involved in the fast-living/die young street culture of the 80s, yet they took to D&D like it was second nature. They still talk to me about those days, even when one wore a rival patch on his back to the one I was wearing. We just talked D&D. It was our language. Dungeons and Dragons opened up a whole new world too. I met lots off oddballs along with some great people. I played games like Star Frontiers, Gamma World, Car Wars, Battletech, lots of GURPS products, Cyberpunk, Shadowrun, Twilight 2000, Rolemaster, Champions, Marvel Superheroes, Earth Dawn...the list goes on. There was even a time while I was risiding with a patch on my back and I would show up for Mechwarrior (the clix kind) tournaments. I was the odd man out there. Gaming lead to me attending a D&D tournament at a local convention, which lead to being introduced to my paintball team, called Black Company (named after the book), which lead to meeting my wife. She was the sister of my 2iC (Second in Command), and I fell in love at first sight. Gaming lead to me meeting my best friend, who was my best man at my wedding and is the godfather of my youngest daughter. Life being what it is, there was some drama with my paintball team/D&D group, and we parted ways for a number of years. In that time I tried out two LARP systems, which taught me a lot about public speaking, improvisation, and confidence. There was a silver lining. I didn't play D&D again for a very long time, though. Then 5E came out. I discovered the Adventurer's League, and made a whole new group of friends. I discovered Acquisitions Incorporated, Dwarven Tavern, and Nerdarchy. I was hooked again. And now my daughter is playing. I introduced her to 5E and my style of DMing, and we talk in "gamer speak" a lot to each other (much to the shagrin of my wife/her mother...who still doesn't "get it"). It's my hope that one day she'll be behind the screen DMing her kids through an amazing adventure. Time will tell.

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