TEXT:  
  
  in darkest day—a fifth edition adventure 
  1 
  in darkest day 
  Author 
  Dave McAlister 
  Editor 
  Jude McAlister 
  Art 
  Dave Zajac (Swordfin Games), 
   
  Lord Zsezse Works, 
   
  Peter Szabo Gabor, 
   
  The Forge Studios 
  Cartography 
  Dave McAlister 
   
   
  5th Edition Fantasy Logo used with permission of Fat Goblin Games 
   
   
  www.DnD5e.info 
   
   
   
  © Fortiter Games 2018. All Rights Reserved. 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  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. 
  In Darkest Day Copyright 2018, Fortiter Games; Author Dave McAlister 
  
  in darkest day—a fifth edition adventure 
  2 
  introduction 
  In Darkest Day is a 5th Edition adventure for a 
  group of 1st-level characters. It is intended as a 
  short side trek in an ongoing campaign and should 
  provide for a session’s worth of play. 
  Statistics for the adversaries described in the 
  keyed encounters are listed at the back. 
  background 
  Ralf Ragnarsson, a cleric of a death deity, has 
  been studying an ancient text that describes a 
  powerful ritual in which a maiden must be 
  sacrificed while the “sun is black” on the day after 
  her betrothal. After months of waiting for the 
  right time, he has been able to set his plan in 
  motion. He intends on marrying the daughter of 
  an impoverished farmer, having paid an 
  impressive dowry, and carrying her off in the night 
  to an area he has previously prepared to carry out 
  the sacrifice. 
  setup 
  While travelling along the road, the heroes rest 
  for the night in a nearby village. The village they 
  have stopped at is coming to the end of a wedding 
  feast and the heroes are treated as guests and 
  offered all the hospitalities available. 
  It is obvious to all that this village is a little 
  run-down. However, this doesn’t stop folk 
  enjoying themselves and celebrating the 
  wedding of Enid, eldest daughter of a local 
  farmer Gildas, to Ralf Ragnarsson. 
  The revelry continues long into the 
  night and the heroes are encouraged to 
  partake in many feats and games on offer 
  (which include, but are not limited to, 
  drinking games, feats of strength, songs 
  and poetry, and minor “magic” tricks 
  (sleight-of-hand rather than true magic)). 
  The heroes are also introduced to 
  both Enid and Ralf. Enid is a plain 
  looking girl of 18 bursting with 
  happiness. She never takes her eyes from 
  her beloved and scarcely looks at the heroes, 
  except to offer the slightest hint of hospitality (for 
  which her father profusely apologises). Ralf, on 
  the other hand, is a young man in his mid-20s. He 
  would be considered handsome were it not for his 
  pasty white skin—it is obvious that he is not a man 
  used to working under the sun in the fields. A 
  jovial young man, Ralf happily talks with the 
  heroes for a short while, asking about their journey 
  and past exploits before making his excuses and 
  returning to his new bride as they are escorted to 
  their bridal “chamber.” 
  The next morning sees everyone awaken, some 
  with slightly heavier heads than others but 
  otherwise none the worse for wear. As the heroes 
  shake the cobwebs from their minds a scream 
  pierces the air—it is coming from Gildas’ home. 
  Upon investigation the heroes find Gildas frantic 
  with worry and obvious tracks through the 
  morning dew into a nearby wood. Gildas asks that 
  the heroes follow the tracks and try to find out 
  
  in darkest day—a fifth edition adventure 
  3 
  what has happened to his daughter and her 
  husband. 
  into the woods 
  Ralf has a head start on the heroes but tracking 
  him isn’t difficult as he is carrying Enid. His tracks 
  take a direct route into the wood and as the heroes 
  enter, they start to notice that the sky is darker 
  than usual for this time of year. Looking up they 
  can see that something is moving across the sun. 
  A DC 15 Wisdom (Religion) or Wisdom (Survival) 
  roll (clerics of moon deities can have advantage on 
  the former roll) determines that this is a solar 
  eclipse and it will reach its zenith in a couple of 
  hours. 
  the stones 
  After a couple of hours trekking through the 
  wood, and with the sky almost black, the heroes 
  come across a series of standing stones. As they 
  arrive they see Ralf who is now bedecked in the 
  robes and holy symbol of his deity and surrounded 
  by zombies (1 per hero). Before him, in the middle 
  of a stone circle, is Enid, staked out into the 
  ground. Ralf laughs as the heroes approach, 
  chiding them for taking so long: “At last, I 
  couldn’t finish until you were here!” 
  It was part of Ralf’s plan for the heroes to be 
  here as well. This is because the ritual requires the 
  blood of those who have killed in addition to the 
  blood of a maiden. 
  Ralf will command the zombies to attack while 
  he continues the ritual. Should the heroes defeat 
  the zombies, or attempt disrupt the ritual, Ralf will 
  defend himself at the expense of completing the 
  ritual immediately. 
  The exact nature of the ritual’s effect should 
  the heroes fail is left to individual DMs to decide 
  as best suits their campaign. 
  ralf ragnarsson, acolyte 
  Medium humanoid (human), chaotic evil 
  Armor Class 13 (chain shirt) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  14 
  (+2) 
  11 
  (+0) 
   
  Skills Medicine +4, Religion +2 
  Languages Common 
  Challenge 1/4 (50 XP) 
  Spellcasting. The acolyte is a 1st-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to hit 
  with spell attacks). The acolyte has following cleric spells 
  prepared: 
   
  Cantrips (at will): light, sacred flame, thaumaturgy 
  1st-level (3 slots): bless, cure wounds, sanctuary 
  actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
  treasure 
  Wand of Animate Dead (see below), chain shirt, club, 3d8gp 
  zombies 
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft.  
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  13 
  (+1) 
  6 
  (–2) 
  16 
  (+3) 
  3 
  (–4) 
  6 
  (–2) 
  5 
  (–3) 
   
  Saving Throws Wis +0 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands all languages it spoke in life but 
  can't speak 
  Challenge 1/4 (50 XP) 
   
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC 
  of 5+the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead. 
  actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage. 
  wand of animate dead 
  This wand has 7 charges. While holding it, you 
  can use an action to expend 1 or more of its 
  charges to cast the animate dead spell from it.
   
   
  
  in darkest day—a fifth edition adventure 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fortiter Games/In Darkest Day.pdf