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This document provides an overview of necromancy for use in the Dragonbane roleplaying game. It acknowledges influences from previous Drakar och Demoner supplements and provides guidance for game masters on including necromancy in their campaigns. Necromancy can make for compelling villains or player characters if all groups are comfortable with the darker themes. Gameplay advice is given to prevent necromancer characters from overshadowing others through control of undead servants. Sample necromancer NPCs and character creation rules are also included.

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100% found this document useful (3 votes)
557 views

Necromancy Pages Opt

This document provides an overview of necromancy for use in the Dragonbane roleplaying game. It acknowledges influences from previous Drakar och Demoner supplements and provides guidance for game masters on including necromancy in their campaigns. Necromancy can make for compelling villains or player characters if all groups are comfortable with the darker themes. Gameplay advice is given to prevent necromancer characters from overshadowing others through control of undead servants. Sample necromancer NPCs and character creation rules are also included.

Uploaded by

Jand
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Necromancy

Writing, layout & design: Śraddhāpa Shan Welsh

Acknowledgements: In the process of writing this supplement, I have read and drawn
inspiration from a range of fantasy TTRPGs. I would like to particularly acknowledge the
influence of the Nekromanti section of the Magi book from the 1985 Expert box set for Drakar
och Demoner written by Lars-Åke Thor and Anders Blixt, the Nekromanti spells in the 1990
Magi box set for Drakar och Demoner edited by Steve Perrin and Anders Blixt, and the
supplement The Necromancer written by Gavin Norman for Old School Essentials.

Art Credits: Images on pp.35, 37, 41, 43, 47, 49, 51, 54–57 and 59–60 by John Michael Topple,
used under license. / Some artwork © 2015 Dean Spencer, used with permission. All rights
reserved. (pp.34, 63) / The image on p.39 and the image on the shield on p.69 are by Kim
Holm, modified by Śraddhāpa Shan Welsh and used under the Creative Commons 4.0
Attribution License (https://creativecommons.org/licenses/by/4.0/). Kim Holm makes his
artwork available for other creators to use freely. You can support his work at http://www.
patreon.com/kimholm / The image on p.45 is public domain, accessed on Wikimedia,
modified by Śraddhāpa Shan Welsh / The background image on pp.33–64 and 69–70 and the
images on pp.61, 64, 68, 69, and 70 are public domain, images by rawpixel.com, modified by
Śraddhāpa Shan Welsh / The image on p.53 by Jean-noël Lafargue, modified by Śraddhāpa
Shan Welsh, used under the Free Art License available at http://artlibre.org/licence/lal/en/ All
other images from Pixabay, Unsplash and Pexels, modified by Śraddhāpa Shan Welsh, used
under license. No AI images have been used.

The quote from the Papyri Graecae Magicae on p.19 is from PGM IV, 2140–44. The translation
is by Philip Matyszak, quoted in his book Ancient Magic in Greece and Rome: A Hands-On Guide
p.11

My heartfelt thanks to those who helped to playtest this supplement and gave valuable
feedback: Oskar Blomberg, Sammy, Michael H, John Morgan, and Rob Dean. Special thanks
to GM Paul Sementilli and the other players in our group for agreeing to let me to experiment
with playing a necromancer in our Dragonbane game.

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement
License.

Copyright 2024 Śraddhāpa Shan Welsh

www.dragoncultgames.com
[email protected]
Contents

The Secrets of Life ………………………………………………………….. p.1

Necromancy in Dragonbane: Advice for GMs ………………... p.2

Playing a Necromancer .………………………………..………………… p.5

Creating a Necromancer PC .…………………………..……………… p.8

Skills ………………………………………………………………………………… p.11

Necromancy Spell List …………………………………………………….. p.14

Bestiary ……………..……………………………………………………………. p.32

“Tis but a flesh wound” – Optional Rules for Undead PCs p.59

Magical Items ………………………………………………………………….. p.61

Supplies …………………………………………………………………………… p.70

Adventure Tables ……………………………………………………………. p.71


The Secrets of Life
Among mages, only a few are bold Whether you are a player who, with the
enough to study the noble art of agreement of your game master and
necromancy. The most ancient and fellow players, wishes to create a
profound of all the schools of magic character for Dragonbane that walks the
offers a path that only those with the dark and noble path of necromancy, or a
deepest and most unshakeable GM looking to create a truly worthy foe
commitment to truth dare to walk. for your players to test their pretensions
Necromancers are mages who have of heroism against, you will find all of the
broken free of the prison of conventional information you need within these pages.
morality and care nothing for the
contempt in which they are held by the
mediocre and the simple-minded.

For what is magic, truly, if not the


mastery and manipulation of power? And
what use is power if it is not the power
over life and death? Those mages who
shun the power of necromancy and
embrace their sordid mortality do so, in
truth, not because of any high moral
principle – that is just a convenient
excuse. The truth they cannot face is that
they are simply afraid. They are afraid of
the power that the greatest and most
profound school of magic gives its
practitioners access to. They fear to
wield this power themselves and so they
cannot bear it being wielded by others
more courageous than them.

To become a necromancer is to step


beyond the petty judgements of ordinary
people and to live a life dedicated to
truth and to power. A true necromancer
strives to discover the secrets of life and
to use that knowledge to ensure that
Death will never defeat them.

1
Necromancy in Dragonbane:
Advice for GMs
Necromancy is one of the classic magic your group is on the same page about
schools in fantasy RPGs, and Drakar och the kind of atmosphere you’re trying to
Demoner, now available in English for the create together.
first time as Dragonbane, is no exception.
This supplement draws inspiration from Necromancers make excellent villains for
and pays homage to the approach taken a group of adventurers to pit themselves
to necromancy in the magic supplements against and on pp.53–58 of this
produced for the classic Swedish supplement GMs will find a number of
editions of the game in 1985 and 1990, example NPCs that will provide varying
and brings it up to date with Free degrees of challenge to a party, from the
League’s 2023 edition of the game. Necromancer Initiate who can most likely
be defeated fairly easily even by a party
There are a number of considerations of newly-created PCs, all the way to the
you as a game master should think about Lich, who will be a worthy opponent
when considering how to include even for an experienced party playing a
necromancy in your games of longer campaign.
Dragonbane. The first, of course, is
making sure that everyone in your group GMs may well find that they have players
is on board with the darker tone that in their group who are interested in
necromancy brings to the game. This creating a necromancer PC, and this
supplement naturally includes elements supplement provides all the tools you
related to death and body horror that need to do this. Having someone in your
many players will enjoy, but that will of group play a necromancer can be great
course not be for everyone. fun from a roleplaying perspective, and a
necromancer has a unique set of skills
The second question for a GM to and abilities to contribute to the party.
consider is the tone and atmosphere you There are two major issues you need to
are trying to invoke. Necromantic magic think through before deciding whether
and undead monsters can be great tools to have a necromancer PC in your game
for bringing a more grimdark tone of though.
horror to your games, but they can also
be played in a more humorous way. (The The first issue is the characters’ values
optional rules included here for undead and motivations. Dragonbane doesn’t
PCs offer a particular opportunity for divide player characters – or NPCs for
dark humour and a touch of the absurd.) that matter – into ‘good’ and ‘evil’ in a
It is worth making sure that everyone in simplistic way, but if there is one kind of

2
character who could be most reasonably and command undead servants. This
characterised as ‘evil’, it would likely be ability, if left unchecked however, has the
the necromancer. potential to make anything the other
characters in the party can contribute
One way of dealing with this is to ensure pale into insignificance. There are a
that all of the characters in the party number of things the GM can do to make
have similar motivations and that the sure this doesn’t become a problem.
players are all on board with this. There
is nothing that says a group of PCs need The spells included in this supplement
to be motivated by noble and lofty goals are structured in such a way that newly
rather than a desire to accumulate and created necromancers do not have the
wield power. A party of ‘evil’ characters ability to raise or control the undead. A
also offers interesting opportunities to necromancer can take the Rank 1 spell
explore through roleplaying the kinds of TALK TO THE DEAD at character
deeper emotions and complex drives creation. This spell is the prerequisite for
that might lie behind the somewhat two- learning CONTROL UNDEAD which is in
dimensional villain tropes often found in turn the prerequisite for RAISE UNDEAD.
fantasy games and literature. Learning these more advanced spells will
require that the PC either find a grimoire
A necromancer does not by any means that contains them or encounter another
need to be played as a sadistic or power- mage willing to teach them, neither of
hungry character though. Of course, which will be an easy feat. Learning these
necromancy at the very least requires a powerful spells can be a medium-term
degree of, shall we say, moral flexibility, goal for the PC in a campaign, and the
but this can be at least as effective when GM can of course decide how and when
played as an ends-justifies-the-means to give them the opportunity to do so.
mentality rather than a simple lack of
scruples or empathy. A necromancer may Sooner or later though, a necromancer
even be seriously conflicted as to the will either gain the ability to raise the
morality of the path they have taken. dead or die trying! Some game systems
(More advice on how to roleplay a limit the power of necromancy by
necromancer PC can be found in the making the effect of spells that raise the
next section.) undead temporary. In that way, a
necromancer will only have enough WP
The second issue is a more mechanical to command a handful of undead
one which will arise in longer-term servants at any one time. This approach,
campaigns, and that is the potential for a however, makes it impossible for a
necromancer to become too powerful, necromancer to aspire to leading a
especially in relation to the other PCs, in veritable army of the undead, no matter
a way that makes the game less fun for how powerful they become. This is of
everyone. The key attribute of a course the dream of every necromancer,
necromancer – the thing that defines a and of every player who plays a
necromancer and makes them so necromancer, and so in designing this
attractive to play – is their ability to raise supplement I didn’t want to make it
3
mechanically impossible to achieve. I consequences for these activities which
therefore made the choice to have the can in themselves provide great
spells for controlling and raising undead opportunities for drama and conflict. A
creatures be permanent in their effect, necromancer who is starting to get a bit
lasting until the undead servant is over-confident might find an angry mob
reduced to 0HP or another necromancer at their door demanding recompense for
takes control of it. However, GMs who the desecration of the graves of their
prefer to limit the number of undead a loved ones, or they might be hunted by
necromancer can control at any one time an indignant knight whose beloved
can use the optional rule at the end of grandmother has ended up as a soldier
the spell list on p.31 which requires the in the necromancer’s undead army.
necromancer to regularly spend WP to
renew these spells. Finally, it is worth bearing in mind that
danger is never far off in Dragonbane
There are a number of other tools a GM and that no matter how many undead
can use if they feel a necromancer’s creatures a necromancer raises, they will
power is getting a bit out of hand. The still be vulnerable to a poison dart or a
first is simply to increase the number or giant’s fist. A creative GM will have no
toughness of the opponents the party trouble in coming up with situations
faces in combat. A necromancer might where a necromancer’s undead servants
start to feel quite cocky with twenty will not be able to help them.
skeletons and a few mummies at their
command, but an encounter with thirty In short, there are any number of
orcs or a handful of trolls will quickly cut obstacles you as a GM can put in your
their undead army down to size. budding necromancer’s way on their
Necromancers’ undead servants are journey towards ever greater knowledge
particularly vulnerable to other and power. And of course this shouldn’t
necromancers – who can use the imply an attitude of the GM playing
CONTROL UNDEAD spell to steal them ‘against’ the necromancer or other PCs.
away and even make them turn on their Putting obstacles between the PCs and
former master – and to animists with the goals they want to achieve is one of
their pesky ability to BANISH the undead the key tools a GM has to create conflict
(see p.63 of the Dragonbane Rules). and drama, and thus make the game
exciting and engaging for the players.
Another way a GM can make life more
challenging for a necromancer is to Necromancers, whether PCs or NPCs,
restrict their supply of materials, i.e. are for many an indispensible part of any
corpses. Finding dead bodies to raise is fantasy setting, and they provide great
likely either to involve a certain amount opportunities for engaging roleplaying
of grave robbing on the part of the and exciting adventures. So let’s crack
necromancer themselves or require them open that creepy-looking grimoire that
to have dealings with some fairly may or may not be bound in human skin
disreputable elements of society. The (don’t give it too much thought) and get
GM can introduce significant costs and started!
4
Playing a Necromancer
Playing a necromancer PC in a game of to play and for the others in your group
Dragonbane can be great fun for you and to interact with if they have motivations
the other players in your group, but there that are easy to understand and
are a few things it’s worth thinking empathise with. A necromancer,
through and discussing together first. especially a young one, might be
motivated by a thirst for knowledge and
Because necromancers are generally seen a desire to prove themselves, perhaps
as ‘evil’, they can be a challenge to mixed with a degree of youthful
roleplay in a way that is satisfying and arrogance. Perhaps they have suffered
enjoyable for both you and the other loss and grief which they have been
players at your table. In fact, if you are unable to deal with in a healthy way, or
new to TTRPGs, it might be a good idea perhaps they are simply affected by a
to get some experience playing more deep existential fear of death and a
straightforward types of character first, profound unwillingness to accept their
before turning your hand to necromancy. own mortality.
One option of course is to play your As with any character you play in a
necromancer as a no-holds-barred ‘evil’ TTRPG, you don’t necessarily need to
character, but this requires proper agree with everything your character
discussion with your GM and the other does, but in order to play them in a way
players. If the rest of your group also that’s interesting and engaging for you
want to play ‘evil’ characters, this can be and the others in your group, you do
a great way to explore some classic need to be able to understand why they
fantasy tropes from a different act in the way they do and sympathise
perspective and provide some excellent with their motivations.
opportunities for dark humour.
Remember too that your character
One of the main problems with playing should change and develop in response
an ‘evil’ character, particularly in a longer to what happens to them in the game.
campaign, is simply that it is likely to get For example, a key moment in the
a bit boring after a while. A character development of your necromancer will
whose motivation is simply that they lust be when they cast the RAISE UNDEAD
for power and want to kill everyone spell for the first time. What effect will
(“Mwa ha ha!”) will risk being pretty two- this have on them? Will they start to
dimensional. A necromancer will become overconfident and intoxicated
certainly need to possess a fairly high by their own power, or will they be
level of disregard for conventional shocked and frightened by the power
morality and social norms, but your they now wield and start to doubt the
character will be more enjoyable for you path they have started down?
5
Necromancers in Combat Solo Gaming
Necromancy provides fewer spells than The Dragonbane Core Set includes rules
some other magic schools for directly for playing the game solo, and solo play
inflicting damage. The exceptions to this can be a great way to explore playing a
are BONE CHILL, which all starting morally ambiguous necromancer without
necromancers would be well-advised to needing to worry about how your
include in their grimoires, and DRAIN roleplaying choices fit in with a group
LIFE, which will be a key spell for more dynamic. The Alone in Deepfall Breach solo
experienced necromancers. Once a campaign, however, can be a tough
necromancer has learned the CONTROL challenge for any character, especially
UNDEAD and RAISE UNDEAD spells, of one, like a mage, who is more vulnerable
course, they will be able to direct their than most in solo combat. If you wish to
undead servants to engage in combat on play Alone in Deepfall Breach with a
their behalf to devastating effect. The necromancer, it might be advisable to
spells BLINDNESS, FEAR, PAIN, CURSE, play a few less challenging solo
and PARALYSIS, whilst they do not inflict adventures first – for example using the
damage directly, allow a necromancer to tables provided on pp.73–78 of this
play an effective supporting role in supplement – to allow your necromancer
combat, neutralising powerful enemies to develop their skills, acquire some more
and making them vulnerable to more equipment and learn some more spells
conventional attacks from the before delving into the breach.
necromancer’s allies.

6
The difference between healing
magic and necromancy is
primarily a matter of timing.
– Runar Darkbringer

7
Creating a Necromancer PC
When creating a player character, choose
mage as your profession and select
Necromancy as your school of magic.
Follow all the normal rules for creating a
mage (p.19 of the Dragonbane Rules), but
select your six professional skills from
the following list:

Necromancy
Awareness
Evade
Languages
Myths & Legends
Potions & Poisons
Spot Hidden
Staves

For details of the new


secondary skills
NECROMANCY and
POTIONS & POISONS,
see the Skills section
on p.11.

8
Roll or select a nickname from the
following table:

D6 Name
1 Darkbringer
2 Skullbearer
3 Bloodeater
4 Gravelord
5 Tombfoe
6 Deathslayer

9
Roll or select your starting gear from
the normal table for mages. You may
replace the amulet, orbuculum, or
wand with a SKULL, which can be
used as a focus for spells.

10
Skills
Necromancy (INT)
This secondary skill enables a character there are always a few who are drawn to
to learn spells from the Necromancy study Necromancy as a secondary
school of magic as described in the school of magic. Some arrogantly believe
Necromancy Spell List starting on p.14. that by learning the secrets of
This skill is not restricted to characters necromancy they will be better equipped
who start as necromancers – any to defeat its practitioners. Others come
character who takes the Magic School to necromancy driven by grief, and the
heroic ability may choose to learn it. inability to accept the finality of the
death of a friend or lover. However they
Although the majority of mages start their journey into necromancy, few,
belonging to other schools consider it in the end, can resist fully embracing the
unwise to dabble in the necromantic arts, power that the dark school offers.

11
The NECROMANCY skill also allows a
character to mummify a body. The body
being mummified must be fresh – no
more than 3 days old. It must also be
relatively intact and not have suffered
major trauma or dismemberment.

First, the character must remove all of


the internal organs from the body and
leave them to dry out for 3 days. The
inside of the body must then be
scrubbed with herbs. This process takes
two shifts. The required herbs can be
purchased from an alchemist or
apothecary for 15 silver, or located in the
wild with a successful NECROMANCY
roll (with a bane).

After 3 days the organs must be placed


back inside the body. The corpse must
be sewn up, covered in salt, and
bandaged. The large quantities of salt
required will cost 50 silver. About 50
bandages are needed to mummify a
normal-sized creature, which will cost 25
silver.

The body must then be left undisturbed


for one week. Only after this time may
the player make a NECROMANCY role to
see if the mummification proccess has
been successful. If they fail the roll, all of
the time and supplies invested have gone
to waste. If they are successful, they have
managed to create a mummified body. If
the spell RAISE UNDEAD is cast upon
the body, it will rise as a mummy under
the necromancer’s control (see p.112 of
the Dragonbane Bestiary).

12
Potions & Poisons (INT)
This secondary skill allows a character to This skill allows a character to make
create potions and poisons. In order to poisons with a potency equal to the level
do this, they must have access to the that they have in the skill. If a player
required ingredients. Ingredients can wishes to create a poison with a potency
sometimes be purchased from an equal to or less than half of their
alchemist or apothecary, but may also POTIONS & POISONS skill level, they
need to be sourced from less law-abiding can roll with a boon.
members of society. The GM should
ensure that the more potent the poison a A successful POTIONS & POISONS roll
player wishes to create, the more of a can also allow a character to discern the
challenge it is to find the required nature and potency of a poison they
ingredients. As a general rule, the cost of come across, or what kind of poison
the ingredients for a particular potion or someone has ingested based on their
poison should be between a quarter and symptoms.
half the cost of buying the actual potion
or poison (see p.79 of the Dragonbane
Rules). Ingredients can also be found in
the wild by making a successful
POTIONS & POISONS roll.

13
Necromancy Spell List

Magic Tricks

Sense Undead
You can sense whether there are undead
creatures nearby, and in what direction
they are to be found.

Spoil Food and Drink


You can cause food to become instantly
rotten and water or other liquids
undrinkable. Anyone who consumes
food or drink that has been spoiled in
this way gain no benefits from doing so,
and in addition suffers the Sickly
condition.

Whispers of the Dead


You can enable the whispers of the
myriad spirits on the other side of the
veil between life and death to become
audible. This can be helpful in distracting
the attention of the meddlesome, and
can give you a boon to SNEAKING if
your GM deems it appropriate.

14
Deathly Stare
You fix an enemy with a deathly stare
that chills their soul. If they wish to
attack you, or take any other action
against you (including dodging, parrying,
PERSUADING, etc.) they must first make
a successful WIL roll. The WIL roll does
not count as an action. If they succeed,
the effect of the trick is broken and they
may attack or act against you in the same
turn. If they fail, they may still take an
The Creeps action, but not against you. They may
attempt a new WIL roll once per stretch.
You give a person or creature an
uneasy feeling of dread, the sense
that something horrible is watching
them. If anything happens that
causes them to make a WIL roll to
resist fear, they do so with a bane.
The effect lasts for one stretch.
Monsters are immune to the effects
of this trick.

15
Undead Hand
Requirement: Ingredient
(severed hand)

You may animate a severed hand


to create an undead hand under
your control. The hand must be
relatively freshly severed (no
more than 1 day old.) Rules for
undead hands can be found on
p.33.

You can direct the hand to


perform simple actions that
require little to no intelligence
(move, attack, scout, carry a tiny
object, etc.) You may not direct
it to perform complex tasks such
as picking a lock or foraging for
food. If there is any uncertainty
as to what the hand can do, it is
up to the GM to decide.

16
Bone Chill
• Rank: 1
• Prerequisite: Necromancy
• Requirement: Word, gesture
• Casting time: Action
• Range: 15 metres per power level
• Duration: Instant

A ghostly hand emerges from your body


and flies towards its target, moving
straight through any intervening
obstacles. It can be dodged as a ranged
attack, but not parried. If the attack is
successful, the hand reaches into the
body of the target and drains the heat
and life from its very marrow. The spell
does 2D6 damage, which is not reduced
by armour. For each power level above
the first, the spell does an additional D6
damage.

17
Fear


Rank: 1
Prerequisite: Necromancy
Blindness
• Requirement: Word, gesture • Rank: 1
• Casting time: Action • Prerequisite: Necromancy
• Range: 15 metres per power level • Requirement: Word, gesture
• Duration: Instant • Casting time: Action
• Range: 15 metres per power level
You cause the target of your spell to be • Duration: Stretch
inexplicably overwhelmed by a sudden
and primal fear. They must immediately The target must make a successful WIL
roll against their WIL to resist fear. The roll or immediately become blind. The
roll is made with a boon at power level 1, WIL roll doesn’t count as an action. The
neither bane nor boon at power level 2, roll is made with a boon at power level 1,
and with a bane at power level 3. neither bane nor boon at power level 2,
and with a bane at power level 3. A target
who becomes blind must follow the rules
for being in darkness (see p.52 of the
Dragonbane Rules).
18
To ask questions of a corpse: Take a leaf of flax, and on it write these
twelve letters: AZĒL BALEMACHŌ
The ink must be made from red ochre, juice of fresh wormwood, burnt
myrrh, evergreen needles and flax. Write as instructed and put it in
the corpse’s mouth.

– Pitys the Thessalian’s spell for questioning corpses,


Papyri Graecae Magicae

19
Talk to the Dead
• Rank: 1
• Prerequisite: Necromancy
• Requirement: Word, gesture
• Casting time: Action
• Range: 10 metres
• Duration: Stretch

You are able to reanimate a dead body


sufficiently to be able to converse with it.
The reanimated corpse can only give you
information it knew when it was alive, in
languages it knew when it was alive. It
may not move or take any actions. It is
not compelled to talk to you and it is
certainly not compelled to tell you the
truth. It will likely speak in a frustratingly
vague and cryptic way.

If the corpse has been dead for:


– less than 1 week, cast at power level 1,
– 1 week to 1 year, cast at power level 2,
– more than 1 year, cast at power level 3.

20
Disease
• Rank: 2
Curse • Prerequisite: Fear or Blindness
• Rank: 1 • Requirement: Word, gesture
• Prerequisite: Necromancy • Casting time: Action
• Requirement: Word, gesture • Range: 15 metres per power level
• Casting time: Action • Duration: Instant
• Range: 15 metres per power level You send forth a foul wind filled with
• Duration: Stretch (until the target unnatural pestilence towards an
makes a successful WIL roll) individual target. The target is exposed
You put a curse on the target, such that to the undead disease, which has a
everything they do seems to end badly. virulence of 9 at power level 1, 12 at power
The target must make a WIL roll to resist level 2, and 15 at power level 3. If the
the curse (which doesn’t count as an target dies from the disease, they rise
action). If they fail, all of their attribute again as a living dead under your control.
and skill rolls are made with a bane. They (Rules for living dead can be found on
can make a WIL roll every round to p.110 of the Dragonbane Bestiary.)
attempt to throw off the curse. The WIL
rolls are made with a boon when the
spell is cast at power level 1,
neither bane nor boon at
power level 2, and with
a bane at power level 3.

21
Control Undead
• Rank: 2
• Prerequisite: Talk to the Dead
• Requirement: Word, gesture Pain
• Casting time: Action
• Range: 10 metres per power level • Rank: 2
• Duration: Permanent • Prerequisite: Fear or Blindness
• Requirement: Word, gesture
You bring 1 skeleton warrior, skeleton • Casting time: Action
archer, living dead, mummy, will-o’-the- • Range: 15 metres per power level
wisp, draugr, bog mummy, or undead • Duration: Stretch
animal per power level under your
control as undead servants. The The target must make a successful WIL
creatures you control share your roll or suffer excruciating pain. The WIL
initiative in combat, and you direct their roll doesn’t count as an action. The roll is
actions and roll for them. For creatures made with a boon at power level 1,
that have monster attack tables, you neither bane nor boon at power level 2,
must roll on the table rather than and a bane at power level 3. Those
choosing an attack. Undead servants can affected by the spell are knocked prone,
only perform simple actions that require and they take a bane to all skill rolls and
little to no intelligence (move, attack, their movement is halved as long as the
dodge, parry, etc.) You may not direct effects last. They can make a WIL roll
them to perform complex tasks such as every round to attempt to throw off the
picking a lock or foraging for food. If effects of the spell.
there is any uncertainty as to what your
Any attempts to PERSUADE a character
undead servants can do, it is up to the
affected by this spell are made with a
GM to decide.
boon, although the victim is likely to say
The spell lasts until the creature is whatever they think the necromancer
reduced to 0HP or another character wants to hear, regardless of whether or
successfully takes control of it. not it is true.

The rules for skeleton warriors and If you successfully cast this spell on a
archers can be found on p.96 of the monster (i.e. a creature who is not
Dragonbane Rules and p.114 of the treated as an NPC in combat), roll a D6
Dragonbane Bestiary. Rules for living at the beginning of each round that it is
dead, mummies and will-o’-the-wisps can affected. On a 1–3 the monster howls in
be found on p.110, p.112, and p.120 of the agony and does not attack that round.
Dragonbane Bestiary. Rules for undead On a 4–6 the monster is driven into a
animals, draugr and bog mummies can frenzy and its Ferocity is increased by 1
be found in the Bestiary starting on p.32 for that round, giving it an extra attack.
of this supplement.
22
Drain Willpower
• Rank: 2
• Prerequisite: Bone Chill
• Requirement: Gesture, focus
• Casting time: Action
• Range: 10 metres per power level
• Duration: Shift

The target must make a WIL roll


(which doesn’t count as an action). If
they fail, you drain 2D6 WP from
them. Each additional power level lets
you drain an additional D6 WP. You
transfer the WP drained from the
target to yourself or another
character within range. The WIL roll
is made with a boon at power level 1,
neither boon nor bane at power level
2, and a bane at power level 3. The
character who receives the WP can
exceed their normal maximum WP in
this way, but after one shift any
remaining WP over their normal
maximum WP level will dissipate.

If a person or creature runs out of


WP, the spell starts to drain their HP
(which are still transferred to you or
your ally as WP, not HP). If this spell
is cast on an NPC or monster who
has no WP listed in their stats you
may drain a 10WP from them before
the spell starts to drain their HP.

If you wish, you can use this spell to


drain WP from yourself and transfer
them to an ally. If you cast the spell
on yourself in this way, no WIL roll is
required.

23
The Curse of the
Corpse-Eaters
• Rank: 2
• Prerequisite: Curse
• Requirement: Word, gesture,
ingredient (fresh corpse)
• Casting time: Shift
• Range: 10 metres
• Duration: Permanent

This spell turns a living creature (non-


monster) into a ghoul or ghast. The
target may make a WIL roll to resist the
effects of the curse, which doesn’t count
as an action.. The WIL roll is made with a
boon at power level 1, neither boon nor
bane at power level 2, and a bane at
power level 3. If the target fails the roll,
they begin to consume the dead flesh of
the corpse the caster has procured. For
the spell to work, the dead body must be
of the same kin as the target. If the caster
or the target are disturbed during the
shift it takes for the spell to be
completed, it does not work.

If the spell is cast successfully, the target


is permanently transformed into a ghoul
under the caster’s control (as described
in the spell CONTROL UNDEAD). If the
caster wishes to create a ghast rather
than a ghoul, they must make the roll to
cast the spell with a bane.

Rules for ghouls can be found on p.108 of


the Dragonbane Bestiary. Rules for
ghasts can be found on p.49 of this
supplement.

24
Raise Undead
• Rank: 3 of the Dragonbane Bestiary. Rules for
• Prerequisite: Control Undead undead animals, draugr, bog mummies,
• Requirement: Word, gesture, and shades can be found in the Bestiary
ingredient (corpse) starting on p.32 of this supplement.
• Casting time: Action
• Range: 10 metres per power level The spell lasts until the creature is
• Duration: Permanent reduced to 0 HP or another character
successfully takes control of it.
You raise 1 corpse per power level from
the dead, creating between one and Optional rules for casting this spell on
three skeleton warriors, skeleton archers, deceased player characters can be found
living dead, mummies, bog mummies, on p.59 of this supplement.
draugr, or undead animals under your
control. This spell can be cast on the
corpse of any creature which is treated as
an NPC for the purposes of combat.

If the corpse you raise has been dead for


less than a year, it becomes a living dead.
If it has been dead for more than a year it
becomes a skeleton. If you cast it on a
mummified corpse, it becomes a mummy.
If you cast it on the corpse of someone
who drowned in a marsh or swamp, it
becomes a bog mummy. If you cast it on
the corpse of someone who was buried
in a burial mound with treasure, it
becomes a draugr. If you cast it on the
corpse of an animal, it becomes an
undead animal. You may also use this
spell to summon a shade and bring them
under your control.

You control your undead servants in the


same way as described in the CONTROL
UNDEAD spell.

Rules for skeleton warriors and archers


can be found on p.96 of the Dragonbane
Rules and p.114 of the Dragonbane
Bestiary. Rules for living dead and
mummies can be found on p.110 and p.112
25
Paralysis
• Rank: 3
• Prerequisite: Pain or Disease
• Requirement: Word, gesture
• Casting time: Action
• Range: 15 metres per power level
• Duration: Stretch

The target must make a successful WIL


roll (doesn’t count as an action) or be
paralysed. They are treated as prone, and
cannot move or take any actions. The roll
is made with a boon at power level 1,
neither bane nor boon at power level 2,
and a bane at power level 3. They can
make a WIL roll every round to attempt to
throw off the effects of the spell.

Drain Life
• Rank: 3
• Prerequisite: Gesture, Focus
• Requirement: Drain Willpower
• Casting time: Instant
• Range: 10 metres per power level
• Duration: Instant

The target must make a WIL roll (doesn’t


count as an action). If they fail, you drain
1D6 HP per power level from them,
transferring the HP to yourself or another
target within range. The WIL roll is made
with a boon at power level 1, neither boon
nor bane at power level 2, and a bane at
power level 3. The character who receives
the HP can exceed their normal maximum
HP in this way, but their HP will be
reduced to the normal maximum level
after a shift. If you wish, you can drain HP
from yourself and transfer them to an ally.
In this case, no WIL roll is required.
26
Control Undead Monster
• Rank: 4
• Prerequisite: Raise Undead
• Requirement: Word, gesture
• Casting time: Action
• Range: 10 metres per power level
• Duration: Permanent

You bring 1 skeleton champion, skeletal


horseman, ghost, wight, poltergeist,
vetala, wraith, or other undead monster
under your control. This spell has no
effect on ghouls, ghasts, vampires or
liches. You control the monster in the
same way as described in the spell
CONTROL UNDEAD. The spell lasts
until the creature is reduced to 0HP or
another character takes control of it.

If you cast this spell at power level 1 you


must roll with a bane. If you cast it at
power level 2 you roll as normal. If you
cast it at power level 3 you roll with a
boon.

Rules for skeleton champions can be


found on p.96 of the Dragonbane Rules
and p.114 of the Dragonbane Bestiary.
Rules for ghosts and wights can be found
on p.87 and p.98 the Dragonbane Rules,
and p.106 and p.118 of the Dragonbane
Bestiary. Rules for skeletal horsemen,
poltergeists, vetalas, and wraiths can be
found in the Bestiary starting on p.32 of
this supplement.

27
Raise Undead Monster
• Rank: 5
• Prerequisite: Control Undead Monster
• Requirement: Word, gesture, ingredient
(corpse)
• Casting time: Action
• Range: 10 metres per power level
• Duration: Permanent

You raise a monster from the dead,


bringing a horrific undead creature under
your control. You can cast this spell on the
corpse of any monster with the exception
of a demon. The WP cost per power level
is equivalent to one third of the maximum
HP the monster had when it was alive
(rounded up). If you cast this spell at
power level 1 you must roll with a bane. If
you cast it at power level 2 you roll as
normal. If you cast it at power level 3 you
roll with a boon.

You control the monster in the same way


as described in the spell CONTROL
UNDEAD. The monster retains the same
stats, monster attacks, and gear as it had
when it was alive. The spell lasts until the
creature is reduced to 0HP or another
character takes control of it.

At the GM’s discretion, you can cast this


spell on the corpse of a great warrior,
rider, hero, or mage and raise them as a
skeleton champion, skeletal horseman,
wight or wraith under your control. You
may not use this spell to create a ghoul,
ghast, vampire or lich.

28
Vessel of the Soul
• Rank: 6
• Prerequisite: Raise Undead Monster
• Requirement: Word, gesture,
ingredient (mummified corpse)
• Casting time: Shift
• Range: 10 metres
• Duration: Permanent

This spell represents the very pinnacle of


necromantic magic. If you successfully
cast it you can ensure that even if your
physical body is slain, your soul will
return to world to continue your great
work and wreak vengeance on your
enemies.

You must first procure a mummified


corpse, or create one using the
NECROMANCY skill as described on
p.12. Then you must cast this spell, which
binds part of your soul to it. This
requires a number of WP equivalent to
double your current maximum HP.
Successfully casting this spell causes you
to permanently lose 1 point of WIL.

When the spell has been cast, should


your character subsequently die, they
immediately awaken to life again in the
mummified corpse that has become their
vessel. A necromancer who returns to life
in this way permanently loses 3 points of
CHA (to a minimum of 3) and also loses
3 points in every CHA-based skill (to a
minimum of 3).

29
A Note on Permanence
The effect of the spells CONTROL
UNDEAD, RAISE UNDEAD, CONTROL
UNDEAD MONSTER, and RAISE
UNDEAD MONSTER is given as
‘Permanent’ and in the spell
descriptions it is explained that this
means that the effect of the spell
continues until the creature raised or
controlled is reduced to 0HP or another
necromancer takes control of it. This
can be changed by using the optional
rule on the following page, however it
does naturally raise the question of
what effect the spell PERMANENCE
(Dragonbane Rules p.62) should have
when combined with a spell to raise or
control the undead.

When one of the CONTROL or RAISE


spells is combined with PERMANENCE,
the creature’s state of undeath will quite
literally become permanent. This means
that if they are reduced to oHP they will
simply rise again after a shift with their
HP restored. Dealing with such a
creature will require creative solutions
such as grinding it into a fine powder
and trapping it in a jar or walling it up
in a room from which it cannot escape.

30
Optional Rules

Duration
As discussed in the section on advice for
GMs on pp.2–4, GMs who would prefer
the spells CONTROL UNDEAD, RAISE
UNDEAD, CONTROL UNDEAD
MONSTER, and RAISE UNDEAD
MONSTER to have a time-limited effect
can choose to implement this optional
rule to limit their duration.

The alternative duration of these four


spells is as follows:

Power Level 1: Stretch


Power Level 2: Shift
Power Level 3: Day

When the time limit is reached the


necromancer can choose to spend WP to
maintain it. The WP cost of maintaining
the spell for the same period of time is
the same as the WP cost required to cast
it originally.

Blood Magic
Those who are looking to create an even
darker tone of horror in their games can
give a boon to rolls to cast Necromancy
spells if the necromancer has access to
fresh blood to use as an ingredient in the
spell.

31
Bestiary
In this section you will find rules for a
selection of undead creatures to
complement those in the Dragonbane
Rules and Dragonbane Bestiary, each
with an adventure seed to help spark the
imagination of the GM or solo player.
These creatures can be encountered as
the servants of a necromancer, or
brought under the control of a
necromancer PC using the various spells
described in the Necromancy Spell List.

Also provided are three necromancer


NPCs of increasing power: the initiate,
the adept, and the patriarch. A group of
3-5 newly created adventurers should be
able to deal with the initiate fairly easily,
whereas the adept will present a more of
a challenge. The patriarch will be a
formidable opponent even for seasoned
heroes. GMs who wish to include a
necromancer as an NPC in their game are
encouraged to take one of the NPCs
provided here as a starting point and
adjust them to fit the adventure they are
running. A hunchback servant is also
described who may act as a messenger,
go-between, or simply an irritant for the
PCs.

The final creature in the bestiary is the


lich, a powerful and dangerous enemy. A
lich is a necromancer who has returned
to life so many times that any trace of
humanity has long disappeared. GMs
may consider that if a PC resurrects
themselves several times using the Vessel
of the Soul spell, they will risk this fate.

32
Movement: 12 HP: 15 WP: 17
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 12, Awareness 12,
Evade 10
Abilities: Robust
Gear: Staff 13 (D8), bone dagger 11 (D8),
leather armour
Spells: Sense Undead, Spoil Food and
Drink, The Creeps, Undead Hand, Light,
Dispel, Bone Chill, Talk to the Dead,
Fear, Curse, Pain, Control Undead
Undead Servants: 1 undead hand,
1 skeleton warrior
Movement: 12 HP: 15 WP: 19
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 15, Awareness 14,
Evade 13
Abilities: Robust, Focused, Disguise
Gear: Staff 14 (D8), bolo of undeath 13
(D10, see p.61) leather armour
Spells: Sense Undead, Spoil Food and
Drink, The Creeps, Deathly Stare,
Undead Hand, Light, Dispel, Protector,
Magic Shield, Bone Chill, Talk to the
Dead, Fear, Blindness, Curse, Disease,
Pain, Drain Willpower, Control Undead,
Raise Undead
Undead Servants: D3 skeletons, D3
living dead, 1 mummy
Movement: 12 HP: 23 WP: 23
Dmg. Bonus AGL: +D4 Armour: 1
Skills: Necromancy 18, Mentalism 15,
Awareness 16, Evade 17
Abilities: Robust (3), Focused (3),
Disguise, Master Spellcaster, Magic
Talent
Gear: Staff of Blindness 17 (D8, see
p.63), Amulet of Power (see p.68), bone
dagger 16 (D8), leather armour
Spells: All Necromancy spells, all
General Magic spells, Farsight, Scrying,
Telepathy
Undead Servants: D8 skeletons, 1
skeleton champion, D8 living dead, D4
mummies, 1 undead monster of the GM’s
choice (e.g. wraith, undead giant, etc.)
Vessel: a mummified corpse in a hidden
locations ready to act as a vessel should
the necromancer be killed (see p.29).
This section details a number of magical A character doesn’t have to be a
items that would be prized by any necromancer in order to use these items,
necromancer. The GM can equip NPCs but if someone who is not trained in the
with these items, and/or allow PCs to necromantic arts uses an item infused
find and use them in the course of their with necromantic magic, the effects
adventuring. could be unpredictable…
This weapon has the stats of a
mastercrafted staff (see p.74 of the
Dragonbane Rules). If the wielder of this
staff successfully hits an opponent with
it, they may choose to cast the spell
BLINDNESS on their opponent (see p.18).
The spell is cast automatically, even if the
opponent’s armour absorbed all of the
damage from the attack. There is no
need to roll for NECROMANCY, and
indeed the character wielding the staff
does not need to be a magic user at all.
The attacker must spend WP on the spell
as normal, and can choose which power
level to cast it at. If the attack roll is a
dragon, the spell is cast without any WP
cost.
Dagger of Severing

This weapon has the stats of a


mastercrafted dagger (see p.74 of the
Dragonbane Rules). If it is used to sever
the hand of a humanoid creature, it
immediately becomes an Undead Hand
(p.33) under the control of the wielder of
the dagger.

65
Sword of Living Death

This weapon has the stats of a mastercrafted


broadsword (see p.74 of the Dragonbane
Rules). A creature who is killed with this sword
immediately rises as a living dead under the
control of the wielder. If the victim was a
particularly powerful hero or mage, the GM
may decide to have them rise as a wight or
wraith instead.

Rules for living dead can be found on p.110 of


the Dragonbane Bestiary. For wights see p.98
the Dragonbane Rules or p.118 of the
Dragonbane Bestiary. For wraiths see p.51 of
this supplement.

66
Talisman of Ill-Fortune

If a character has this


talisman in their
possession, they may
use it to cast the spell
CURSE (see p.21). The
spell is cast with no
need to roll for
NECROMANCY. In
fact, the caster does
not need to be a magic
user at all. The bearer
of the talisman must
spend WP on the spell
as normal, and can
choose which power
level to cast it at.

67
Amulet of Power

A character may transfer Willpower points into this amulet using the DRAIN
WILLPOWER spell on p.23 of this supplement or the TRANSFER spell on p.62 of the
Dragonbane Rules. The amulet can store up to 30WP.
68
Whenever this shield is successfully used
to parry an attack, the attacker must
immediately make a WIL roll to resist fear.
Item Cost Supply Weight Effect
10 kg of salt needed to mummify
Salt (1 kg) 5 silver Common 1
a body.
Herbs for This is enough herbs to
15 silver Uncommon 1
mummification mummify a body.
Skull 10 gold Uncommon 1 Can be used as a focus for spells
Severed hand Can be animated using UNDEAD
10 gold Uncommon 1
(fresh) HAND (p.16)
Corpse Can be animated using RAISE
25 gold Uncommon 10
(decayed, 1+ year) UNDEAD (p.25)
Can be animated using RAISE
Corpse (fresh) 50 gold Uncommon 10
UNDEAD (p.25)
Corpse Can be animated using RAISE
150 gold Rare 8
(mummified) UNDEAD (p.25)
Adventure Tables

71
You can use the tables on the following
pages instead of, or in conjunction with,
the tables provided on pp.109–111 of the
Dragonbane Rules to randomly create
adventures involving encounters with
necromancers and/or undead creatures.
These tables combine creatures from the
Dragonbane Bestiary with the creatures in
the Bestiary section of this supplement.

72
The Quest
D4 D6 D8
One day, the characters come across from/about/with
Elisia, an idealistic young
1 in a tavern of ill-repute a whispered tale
mage
on a road winding Krander, a grumpy
2 a chilling legend
through a cursed forest innkeeper
at the funeral of an
3 a tragic story Chera, a grieving mother
innocent
an ancient scroll sealed with Rootbeard, a guarded
4 in a frenzied nightmare
black runes animist
5 – a horrifying rumour Perry, a nimble thief
Hazel, an irrepressibly
6 – an evil prophecy
cheerful halfling
Squellum, a mysterious
7 – – mallard seer
Rattletop, a friendly
8 – – skeleton
9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –

73
D10 D12 D4
who wants to a/an believed to be in possession of

avenge family member a grimoire filled with evil spells


a scroll containing the secret of
rescue friend
immortality
a magic ring with a soul trapped
find out the truth about lover
inside
banish mentor a magic staff
a dagger that reanimates the
curse ambitious scholar
body parts it severs
a sword that raises its victims
visit great suffering upon bitter old mage
from death
an amulet filled with magical
bring justice to charming vampire
power
learn from ancient wraith a cursed amulet
precocious young
ally with a cursed ring
necromancer
a wand that brings agony to its
subjugate skilled necromancer
victims
great necromancer the horn of a demon that can
– patriarch/matriarch summon the undead
a goblet that poisons whoever
– ancient and terrible lich
drinks from it
a chess set that allows you to
– – bargain with death
a glade where poisonous
– – mushrooms flourish
a garden filled with powerful and
– – deadly herbs
– – the treasure of a long-dead hero
the legendary crown of a lich of
– – old
the sarcophagus of an ancient
– – king
– – an army of the undead

– – a terrible monster

74
The Journey
D4 D6 D8
The journey is and ends There is a/an

1 easy – too easy… at a sulfurous marsh unsettling

2 filled with evil omens on a grey and stony beach cursed


challenging, with many
3 in an ancient forest creepy
unexpected obstacles
cursed by sorrow and
4 at the foot of a towering cliff sorrowful
hardships
5 – on a windswept moor ash-strewn
amongst dark and brooding
6 – mountains
foul-smelling

7 – – abandoned

8 – – haunted

9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –

75
D10 D12 D4
surrounded by The place is called

village a sleep-inducing fog The End of Hope


strange, evil-looking
castle Kingsbane
symbols
neat piles of bones
burial ground Magespear
stripped clean of flesh
cave rotting corpses Bonepit

tomb circling vultures Vultures’ Feast

tower barely audible whispers Ezebad’s Defeat


ravens who seem to watch
tavern Ravenholm
your every move intently
the burial mounds of long-
temple Wail of Sorrow
dead warriors
palace hundreds of dead rats The Undying Kingdom

island dead and blackened trees The Seat of Truth


standing stones that glow
– with a faint but eerie light
Baron’s Rest
an absolute and unnatural
– silence
Mother’s Despair

– – Bloodburn

– – The Poisoned Orchard

– – The Final Sleep

– – The Death of Death

– – The Prison of the Mage’s Curse

– – The Labyrinth of Axakryl

– – The Bitter Stones

– – The Breath from Beyond

76
The Adventure Site
D4 D6 D8
The way in There is but also unexpected
guests in the form of

1 can be clearly seen a library of magical tomes 2D10 undead hands


must be carefully a statue whose eyes seem to
2 2D8 undead animals
searched for follow you
is hidden and difficult
3 a hidden staircase 2D6 skeletons
to find
4 is filled with peril a gruesome warning 2D6 living dead

5 – a sadistic trap D6 draugr


a sickening and unnatural
6 – sight
D6 ghouls

7 – – D3 shades

8 – – D2 poltergeists

9 – – –
10 – – –
11 – – –
12 – – –
13 – – –
14 – – –
15 – – –
16 – – –
17 – – –
18 – – –
19 – – –
20 – – –
77
D10 D12 D4
and There is a deadly Finally, the player characters
challenge in the form of must defeat
a mirror which shows you a dwarf scholar who has
a will-o’-the-wisp
how you will die stumbled across dark secrets
fumes laced with sleeping an arrogant mallard
a hunchback servant
poison necromancer initiate
a grieving karkion searching a
a vetala a labyrinth
magic library
a painting revealing a PC’s an orc shaman who has learned
a flesh golem
dark secret how to raise the dead
D3 mummies a message which must be a sadistic human necromancer
deciphered adept
D3 skeleton champions a prisoner who begs to a band of skeletal horsemen
be freed
someone the PCs knew, a flock of ghouls, led by a ghast,
D3 skeletal horsemen
now become undead ready to feed on the PCs’ flesh
the spirit of a mage a necromancer who has lured
a ghast
trapped in an amulet the PCs to drain their willpower
a wight a room from which there an undead cave troll
seems to be no escape
a mummy, enraged at the PCs
a wraith a hidden door disturbing his rest
– a betrayal an angry flesh golem
a wight who was once a knight
– cursed treasure of a long-forgotten order
an ancient king, risen again as a
– – wraith
– – a ravenous undead giant spider

– – a vicious undead manticore

– – a merciless undead minotaur


a guardian demon, protecting a
– – forbidden scroll
a proud elf necromancer
– – matriarch
– – an evil and merciless lich

– – a terrible undead dragon


78
Encounters
You can use this table to randomly select
a necromancer or undead creature to
encounter in your group or solo
adventure.

D100 Encounter 46-56 Skeletons

Skeletons, led by a Skeleton


1-2 Will-o’-the-Wisp 57-58
Champion
Skeletons, led by a Skeletal
3-4 Poltergeist 59-60
Horseman

5-6 Shade 61-62 Skeletal Horseman

7-8 Vetala 63-64 Wight

9-10 Ghost 65-66 Wraith

Undead Monster (Undead Troll,


11-16 Ghouls 67-70
Undead Chimera, etc.)

17-18 Ghouls, led by a Ghast 71–72 Vampire

19 Ghast 73-76 Undead Hand

20–21 Flesh Golem 77-83 Undead Animals

22-27 Draugr 84-90 Hunchback Servant

28-31 Bog Mummies 91–94 Necromancer Initiate

32-42 Living Dead 95-97 Necromancer Adept

43 Living Dead, led by a Mummy 98-99 Necromancer Patriarch

44-45 Mummy 00 Lich

79
Coming in 2024

The Necromancer’s Apprentice is a You can play this scenario as a group of


mystery set in the dark gothic city of adventurers who have been tasked with
Corvorum – The City of Crows. There hunting down the necromancer’s
are rumours that a secretive necromantic apprentice and making sure that they do
order operating in the city is preparing to not pass their initiation – a missing book
initiate a new member. If this is allowed and a missing body being your only
to happen their influence will increase clues. Alternatively, you can play the
substantially, upsetting the delicate scenario solo as the necromancer’s
balance of power between the different apprentice seeking to avoid detection
factions that control the city. and gain acceptance into the order.

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