Lest Darkness Rise
Lest Darkness Rise
Lest Darkness Rise
DARKNESS RISE north, far from cities and churches, where winters are
harsh and summers never get very hot. These inhos-
pitable conditions have resulted in a low humanoid
A Short Adventure for Four population. The scenario need not be set in such a
7th-Level Player Characters wilderness; a rural farming community far from cities
works just as well. The only real requirement is that the
CREDITS area have few settlements.
The action takes place in the small town of Night
Falls and a nearby necropolis of tombs, mausoleums,
Design: Owen K. C. Stephens
and graves known as the Tomb Steppe. As always, feel
Editing: Penny Williams
free to adapt the material presented here as you see fit
Typesetting: Nancy Walker to make it work with your campaign.
Cartography: Todd Gamble and Rob Lazzaretti
Web Production Julia Martin PREPARATION
Web Development: Mark A. Jindra You (the DM) need the D&D core rulebooks—the
Graphic Design: Sean Glenn, Cynthia Fliege Player’s Handbook, the Dungeon Master’s Guide, and the
Monster Manual—to run this adventure. This scenario
Based on the original DUNGEONS & DRAGONS® game by E.
utilizes the D&D v.3.5 rules.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet, To get started, print out the adventure. Read
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. through the scenario at least once to familiarize your-
self with the situation, threats, and major NPCs (partic-
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©2004 Wizards of the Coast, Inc. monsters and magic items used in Lest Darkness Rise are
All rights reserved.
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ADVENTURE
This Wizards of the Coast game product contains no Open Game Content. BACKGROUND
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License Centuries ago, a necromancer of modest ability
and the d20 System License, known as Arathex practiced his art in the wilderness.
please visit www.wizards.com/d20.
Though he was as evil as the next necromancer, many
For more DUNGEONS & DRAGONS articles, adventures, and information,
visit www.wizards.com/dnd
believed that he took up animating the dead out of
sheer laziness, as a means to create a cheap labor force
to serve him. Because he lacked the ambition that
drives most necromancers, Arathex constituted a
threat only to outposts and towns near his stronghold,
1
and he drew little attention from the powerful forces managed to acquire enough other spells and magic
of the world. Those few heroes who knew of him items to maintain his priestly façade as well.
considered him a joke—more a nuisance than a true
villain. Arathex even aided the occasional hero who ARATHEX’S UNDEATH
sought a way to defeat some particular undead At last, in the twilight years of his life, Arathex under-
monster—after all, powerful undead are difficult to went what he hoped was the process to become a lich.
control, and the necromancer had no greater desire to He used the knowledge he had obtained to brew
have such creatures roaming about than any sane potions and cast spells, then killed himself in a dark
commoner would. ritual under the light of a full moon. But his research
As he reached middle age, however, Arathex real- had been incomplete, and he failed to achieve lichdom.
ized that his life would eventually come to a close, and Some adventurers who made regular use of the Tomb
his eternal reward was unlikely to be pleasant. In Steppe found his body and assumed that their priestly
hopes of escaping eternal damnation, he began gath- “ally” had died at the hands of the evil necromancers he
ering the power and knowledge required to make had spent his life fighting. They buried him with hero’s
himself a lich. But he knew he had waited too long and honors in the lowest crypt of the largest tomb in the
couldn’t possibly complete all the research himself in graveyard.
his remaining years. Thus, he decided to steal as much But Arathex had not completely failed. Though his
of the lore as possible from older, more experienced body was irrevocably dead, his spirit had indeed found
necromancers. Since he was a coward at heart, he a form of unlife. The necromancer had become a
decided to lay traps for his targets rather than face wraith—a powerful evil spirit that could steal the life
them directly. forces of others. Unfortunately for him, the wards
placed to keep undead out of his tomb served to keep
THE TOMB STEPPE him locked inside it. But because he was the creator of
Choosing a small steppe that had not been developed the defenses, he was able to gain a small measure of
for any other purpose, Arathex used his own undead freedom. He eventually discovered that he could escape
labor force to create a complex of crypts, graves, and into the world for three days each year, during the time
mausoleums, which he named the Tomb Steppe. Then of winter’s first full moon, when he had originally built
he built extensive defenses—both magical wards and the wards that secured the tomb. But each daybreak, he
special guardians—into his new graveyard. Finally, in automatically reappeared in his own crypt, no matter
the guise of a cleric dedicated to a god of peaceful rest, where he had roamed.
Arathex touted the area as a place in which the remains Arathex realized that he needed the aid of another
of necromancers and defeated undead could safely be to help him break free of his prison forever. During
laid to rest. He maintained his guise for some time, his periodic sojourns outside the tomb, he tried to
providing heroes who intended to fight such creatures convince mourners or passers-by to aid him through
with good advice and even weapons designed specifi- both threats and promises, but they all refused.
cally to work against them. Though at first only a few When word of his nocturnal wanderings spread, the
such adventuring groups brought the remains of their Tomb Steppe became unpopular as a repository for
kills to the Tomb Steppe, it eventually became a popu- undead, since it obviously no longer afforded the
lar solution to the problem of where to put dangerous protection it once had. After some years, only the
corpses. local villagers still used it, preferring to inter their
This result was just what Arathex wanted. Though lost loved ones in its remaining empty graves rather
the graveyard was safe from forces both outside and than dig new ones.
inside its borders, Arathex spoke with the restless spir-
its of those buried within on a regular basis. As the fame THE CULT
of the Tomb Steppe grew, other necromancers came to With the decline in traffic, Arathex changed tactics.
steal corpses from the tombs for their own work, but Though he could not overcome the wards that held him
Arathex captured and questioned them as well before within his crypt all but three days a year, he did manage
adding them to the graveyard’s population. to make contacts in the outside world by sending forth
These techniques were far from perfect as research his thoughts. By this means, he managed to contact a
methods went, but they paid dividends. Arathex’s charismatic but impressionable evil priest who had
necromantic power increased dramatically, and he built a cult of undead-worshipers. Eventually, he
2
convinced the priest to use the Tomb Steppe as his matter to break, so Arathex gave Harken command of
home base. the flesh golem to aid him in the task. Only after
Arathex convinced the cult to build him a new body Harken had dispelled the wards and the flesh golem
from the body parts of those interred in the tombs. He had broken the stones on which they were inscribed
hoped to possess this flesh golem and thereby become did Arathex’s true situation become clear. Though he
solid once more, but as before, he had not done suffi- could now leave the tomb at any time, he still returned
cient research. The possession attempt failed and the to it at daybreak.
cultists were slain by a group of adventurers shortly Arathex sent Harken to speak to various sages, from
afterward. But Arathex, who was actually the creator of whom he gathered bits of information and learned
the golem even though he could not perform the phys- opinions until the truth of the matter became clear. The
ical construction, commanded it to lie quietly in an irony of a villain buried as a hero had angered some god,
unused tomb during the attack. As he had hoped, the who had placed a curse on Arathex. It was this curse
adventurers overlooked it, believing it to be a normal that brought him back to the crypt each morning—not
corpse. some corruption of the wards, as he had previously
believed. The only way to break the curse is for Arathex
NIGHT FALLS to slay heroes, like those he once cooperated with, on
As the years passed, the tales of undead activity in the the broken remains of the old wards.
Tomb Steppe faded into legend, and colonists began to Though Arathex would like to build himself an
move into the lands nearby. The town of Night Falls undead army and take over the region, the curse has
was founded a short distance from the graveyard, and it thus far kept him from doing so. Why create an army of
grew quickly into a thriving trade center and farming wraiths when he is bound to one spot? Any group of
community. Realizing that the Tomb Steppe was safe powerful heroes could easily find and destroy him in
enough during the day, the citizens began burying their his crypt should he attract their notice with a move so
dead there rather than building new crypts on pristine obvious as a killing spree. So he waits with growing
farmland. Because this method of interment was cheap impatience for a group of relatively weak adventurers to
and easy, people from many surrounding communities visit the Tomb Steppe so that he can kill them.
brought their dead to the town as well. The business of Harken has recently hit on an idea by which he can
burial brought new prosperity to Night Falls, and a lure some heroes to the mausoleum. Arathex monitors
guild called the Funerary House sprang up to control the roads into Night Falls and has noted the approach
the trade. of an adventuring group that does not look too power-
ful. Harken enticed his gravediggers to goad one of
A NEW APPRENTICE their apprentices into visiting the Tomb Steppe the
A few years ago, Mior Harken, head of the Funerary
night before the adventurers were due to arrive. During
House, realized that his waning years were upon him.
this visit, Harken arranged for him to see the wraith.
He sank into a deep depression that kept him from
The villainous pair hopes that this sighting, combined
sleeping at night, and he took to roaming the area
with the story Harken has planted in the village, will
around the Tomb Steppe, contemplating death.
bring the adventurers to the crypt.
During one of these midnight vigils, Arathex found
him and spoke to him, offering him the secrets of eter-
nal life through undeath. At first Harken refused, but
ADVENTURE SYNOPSIS
Arathex had planted the seed in his mind, and it took While the PCs are in Night Falls, a terrified gravedigger
root. Months later, Harken went to Arathex’s tomb runs into town yelling that a ghost is loose in the Tomb
and took up the conversation again. Within weeks, Steppe. Upon hearing the story, the local sage
Harken had become Arathex’s apprentice in the dark announces that the legendary Master of the Skull Tomb
arts of necromancy. has nearly broken free of his old wards. If the tomb
Arathex demanded much of his apprentice, refusing remains open until the next dawn, he will be free to
to give him the true secret of lichdom until he had leave his ancient dwelling forever. The townsfolk ask
released his master. (The wraith didn’t tell his servant the PCs to go and reseal the tomb, since none of the
that he had never actually discovered this secret, or that locals believe they can survive the attempt.
Harken was too weak to make use of it if he did know Upon reaching the Tomb Steppe, the PCs must face
it.) But the wards set within the tomb were no easy its normal guards (weepers; see Appendix 1), then
3
penetrate Arathex’s tomb, wherein they face both the
corrupted wards and the other denizens of the crypt. The town of Night Falls is like no other. From the
Upon reaching the final ward, they must fight Arathex, Funerary House Guild, with its sigil rune of
crossed shovels, to the Gravedigger’s Tavern and
who has lured them there to kill them. If the PCs
the mourners-for-hire on every street corner, the
prevail, they find ample evidence that Harken was entire town seems geared to profit from death.
behind the effort to free the wraith. And the profits have obviously been good—the
Either the evidence of Harken’s actions or the golem town’s wealth is evident in its well-lit streets, liver-
he currently commands leads the PCs back to the ied town guards, and well-maintained buildings.
Funerary House, where a horrified Harken decides that But despite the dour nature of its chief business,
they must die because they clearly know his secret. Night Falls seems a happy, prosperous place, and
Only when Arathex, Harken, and the golem are all its people seem content.
destroyed is Night Falls finally safe. Just when the sun is close to setting, a young
man runs into town, waving his arms wildly. “The
ADVENTURE HOOKS Great Mausoleum!” he yells. “The Skull Tomb is
open! The ghost is free!”
The plot of Lest Darkness Rise assumes that the PCs are
either good-aligned adventurers or mercenaries, and
that they happen to be in the town of Night Falls when Creature: The young man is Felix Ackob (N male
the adventure begins. Possible reasons for their pres- human commoner 1), a gravedigger’s apprentice. He
ence are given below, although you can also simply has just been to the Great Mausoleum, where Harken
place the town along the route from the PCs’ last adven- arranged for him to see the wraith in residence.
D Felix Ackob: hp 3.
ture to their next destination.
• A friendly church or wizard’s academy asks the PCs to “I know I had no business going there alone,”
investigate claims that an old evil from the Tomb confesses the young man to the gathering crowd.
“But the other gravediggers said I was a wimp who
Steppe may be stirring once more.
was too scared go to the Tomb Steppe. So I
decided to go there alone, to prove myself.
• A rumor the PCs pick up elsewhere suggests that
“I went all the way to the Great Mausoleum,
great treasure lies in the Tomb Steppe, awaiting those
figuring that I’d chalk my name on the doors to
clever enough to find it. (This tale is one of the prove I was there. I couldn’t just say so, after all—
wraith’s previous attempts to lure greedy adventurers I needed proof.
to his crypt.) “But the doors were open when I got there. I
wondered if some grave robbers had made it past
the wards, so I decided to check. I went in and saw
BEGINNING THE several bodies, all decomposing, in the main tomb
area. Above the pile floated a wispy ghostlike
ADVENTURE thing with glowing red eyes.
Lest Darkness Rise is an event-based adventure that incor- Well, let me tell you, I really was scared then. I
porates one keyed site (the Great Mausoleum in the didn’t think twice—I just ran!”
Tomb Steppe). The adventure begins when the charac-
ters reach the town of Night Falls (see encounter A, If asked, Felix confesses that he never saw the figure
below). outside the tomb. He simply assumed that it had
pursued him.
A. NIGHT FALLS Development: The townsfolk are alarmed by this
Read or paraphrase the following when the PCs reach news, and a general uproar arises as they speculate
Night Falls. about what might have happened.
4
A2. HARKEN’S TALE Harken is as helpful as possible, offering the PCs
Let the PCs talk with the townsfolk for a few moments. maps of the necropolis, as well as crowbars and shovels
Then Genning, the town’s chief elder, calls for Mior from his private stock—all marked with the rune of the
Harken to come forth and discuss the issue. Continue Funerary House. But he refuses to accompany the PCs
with the following. to the site, insisting that his limp and his personal
cowardice would hamper their progress. If the PCs
A thin human in late middle age, wearing expen- insist on a guide, Felix offers to accompany them,
sive clothing embroidered with the crossed shov- though he is just a 1st-level commoner.
els symbol, steps forward. “Thank you, Genning,” If the heroes suspect Harken’s involvement, use the
he says. “As head of the Funerary Guild, I can notes from encounter E to work out his response. He
attest that the doors on the Great Mausoleum have comes clean if captured at this point, but he also warns
been shut for decades. To the best of my knowl- that within a day or two, Arathex will stop waiting for
edge, no one has ever gone inside, since doing so
the PCs and attack the town anyway. The flesh golem is
would break the old seals on the doors. Certainly
no one would be foolish enough to do that.” currently in Harken’s shed, though it leaves for the
“But Harken,” says Genning with a worried Great Mausoleum shortly after the PCs do. Harken has
expression, “if the ghost is in the main room, then ordered it to follow the PCs and be ready to serve
the inner wards are broken. That means the ghost Arathex if he emerges, or return if he doesn’t.
that once troubled this whole region is free to
roam again. Isn’t that right?” B. THE TOMB STEPPE
“According to myth,” says Harken, “the ghost
Reaching the Tomb Steppe from Night Falls takes
cannot leave its tomb unless a new dawn breaks
while the seals are broken. An experienced group, about an hour on horseback. Once there, the PCs can
acting quickly, could reach the tomb and reseal encounter a group of guardians or have a random
the wards tonight, before the creature can leave.” encounter.
He scans the crowd with a discerning eye. “Who
here is willing to undertake such a task?” B1. THE GUARDIANS (EL 8)
Read or paraphrase the following when the PCs reach
the necropolis.
Everyone begins looking around, and eventually many
gazes fasten on the PCs. The area surrounding the Tomb Steppe is flat,
Creatures: Genning (N male human expert 4), with no rises, dips, or vales to break up its monot-
Harken, and most of the townsfolk approach the PCs if ony. Grave markers litter the ground, and names
they’re still present, or seek them out if they’re not. and holy symbols seem to be carved into every
Genning pleads with them to undertake this time- surface. In the center of this desolate area is a hill
sensitive mission and offers the group a reward of 4,000 studded with hundreds of mausoleums, some of
which jut forth from the hill itself. A sturdy fence
gp. If the PCs dicker, Harken offers to add up to 1,000
surrounds the hill.
gp to that amount.
A thin mist clings to the ground, its gray
D Genning: hp 14. monotony masking all but occasional weeds and
D Harken: hp 27; see encounter E for statistics. bits of wild scrub that reach up through it. No
Development: If the PCs accept the mission, straight road leads through the tombs; the well-
Harken explains that according to legend, the ghost kept paths wind through mausoleums, trees, and
cannot escape his burial chamber even briefly unless a statuary.
physical ward within the tomb is broken. Since Felix The steppe is unnaturally quiet—even the
saw it outside that room, the ward must already have normal chirping noises of night insects are absent.
been compromised. If the heroes can find the ghost’s Suddenly a grinding noise—the sound of stone
burial place within the mausoleum and rebuild the against stone—breaks the silence. Four statues of
ward outside it, the ghost can be contained, even if the weeping mourners have begun to move!
seals on the door are not reinstated.
In fact, Arathex will not be set free if morning dawns The builders of this necropolis assumed that no one
on the broken wards, but the townsfolk think he will. would ever have a legitimate reason to come past the
That aspect of the story is a lie spread years ago by fence at night. Thus, they chose guardians that are
Arathex and his minions. active only by night. Though hundreds of these
5
6
guardians once watched over the Tomb Steppe, all but a C. THE GREAT
few dozen have been destroyed in the intervening
centuries. MAUSOLEUM
Creatures: The guardians of the necropolis, At the center of the Tomb Steppe stands the Great
known as weepers, resemble statues of mourners. These Mausoleum, a skull-shaped hill with two entrances
mindless constructs have orders to roam the Tomb carved directly into its side. Read or paraphrase the
Steppe by night, attacking any humanoid, monstrous following when the PCs approach the hill.
humanoid, giant, or undead within the fenced area.
During the day, they are simply stone statues. The PCs The two corridors that lead into the skull-shaped
encounter only one group if they move in a direct path hill merge just a few feet belowground, forming a
from the edge of the steppe to the crypt of Arathex. single tunnel. This passageway continues for
D Weepers (4): hp 49, 51, 55, 57; see Appendix 1 about 40 feet more, unlit by any glow or starlight.
for statistics. Unlike the interior walls elsewhere in the Tomb
Steppe, the rough, unworked stone of the tunnel
Tactics: The weepers gather in groups of four, spac-
bears neither carving nor fresco.
ing their groups as evenly as possible among the tombs.
At the end of the tunnel stand two thick, iron
When it detects a target, each weeper attacks the near- doors. Both are rusted and battered, and the left
est humanoid, pummeling it until it falls, then moves one stands slightly ajar. Wind whips out from the
on to the next closest humanoid. They use their wailing tomb, whistling against the open door and carry-
attacks as often as possible, making no effort to coordi- ing with it the smell of decay.
nate their effects.
Because they guard only the Tomb Steppe, weepers The Great Mausoleum lies beneath the skull-shaped
do not follow targets that flee beyond its borders. They hill in the center of the Tomb Steppe. No creatures
ignore targets that are not of the types specified above, from outside ever wander into this structure, so charac-
including familiars, animal companions, most ters are safe from random encounters while inside.
summoned creatures, and even druids in animal form. However, some of the inhabitants (especially the black
They do not enter tombs or mausoleums, though they puddings in areas C3 and C10) may wander around
do lurk outside if characters take refuge in such a struc- within the mausoleum (10% chance per hour to meet
ture, so that they can attack again if the PCs emerge either until one or both are slain). Likewise, any of the
during nighttime hours. mausoleum’s inhabitants may overhear the PCs if they
The weepers move around just before dawn each make a great deal of noise.
night to keep themselves evenly distributed. Thus, if a
group of weepers is destroyed one night, a new group C1. ENTRY CHAMBER (EL 6)
takes its place the following evening. Read or paraphrase the following when the PCs pass
through the entry doors into the Great Mausoleum.
B2. RANDOM ENCOUNTERS
PCs who wander around the necropolis at night have a The doors open into a round hall with a domed
20% chance of a random encounter each hour. During roof far overhead. The musty smell of disuse fills
the day, they have only a 1% chance of a random the air, and every little sound echoes off the dull,
encounter per hour, and any weepers encountered are stone walls. The floor of the chamber is made of
inanimate. Roll on the table below to determine the closely set tiles, each engraved with words.
In each corner of the room, a basalt statue of a
specific encounter.
life-sized, snarling wolf stands upon a small
bronze base marked with runes of death and
Tomb Steppe Random Encounters Table guardianship. Without warning, one of the statues
d% Roll Encounter howls, and black light streams from its eyes.
01–45 4 weepers (see Appendix 1; inanimate except at night) Where the light hits the floor, dust swirls and
46–50 2d6 zombies
coalesces into a canine skeleton, its red eyes glar-
51–55 Giant stag beetle
56–70 Centipede swarm ing as it searches for prey.
71–100 Bat swarm
The words on the stones are in dozens of different
languages, but each inscription has the same meaning:
“Only the buried and their bearers may enter here. The
7
Guardians shall not violate the tombs, but they shall do C3. THE GREAT HALL
violence on any tomb robber.” This chamber is the one in which Felix saw the wraith.
The southern doors out of the main entrance are
locked and made of stone. Flaking white paint covers the stone walls of this
s Stone Doors: 4 in. thick; hardness 8, hp 60, chamber. In the middle of the room is a pile of
break DC 28; Open Lock DC 20. bodies, each in a different state of decay. The over-
Each of the four stone wolves can generate an unlim- whelming smell of rot fills the room, and maggots
ited number of skeletal worgs (see Appendix 1). When and grubs move freely about the pile and across
anyone not carrying a body stands in the room for more the floor.
than 1 round, each of the statues produces a skeletal
worg. Each round thereafter that any targets remain in The twenty corpses range from near skeletal to only a
the room, one statue may (50% chance) create another few days old. Warned of the stone wolves in the outer
skeletal worg if fewer than four such creatures remain. chamber by Arathex, Harken brought a body with him
The statues also activate if anyone attempts to carry a whenever he visited to avoid activating them. Harken
body out of the mausoleum. The stone wolves are part never wanted to risk removing the bodies, so they
of the mausoleum’s wards, and they do not function simply sat here. Each wears a shroud with the crossed-
elsewhere. shovel rune of the Funerary House, from which he took
s Stone Wolves (4): Hardness 8; 200 hp; break them. The bodies are entirely inanimate.
DC 35. Each statue radiates magic (strong necromancy) Development: If the PCs stay here for long, or
and weighs 3,000 pounds. If any statue is reduced to 0 make a great deal of noise, they may attract the black
hit points, it becomes nonmagical rubble. pudding that has taken up residence in the storage
Creatures: No creatures are in the room when the rooms to the east (see areas C4–C7).
PCs enter, but they face four skeletal worgs with the
activation of the stone wolves. C4–C7. STORAGE ROOMS (EL 7)
D Skeletal Worg (4): hp 26; see Appendix 1 for The doors leading into this section of the tomb from
statistics. area C3 are stuck shut. A DC 20 Strength check is
Tactics: The skeletal worgs attack living things required to force them open. Read or paraphrase the
mindlessly but do not pursue anything that leaves this following when the PCs force open the door.
room. (If the room is empty of targets for more than 5
minutes, any remaining skeletal worgs turn to dust.) The doors pop open suddenly. One falls from its
hinges, landing heavily on the floor with a loud
C2. WESTERN TEMPLE clatter as rubble spills out from the rock-filled
This temple is dedicated to the death deity to which chamber beyond. The ceiling has obviously
Arathex once pretended devotion. Depending upon collapsed, and a vast pile of both worked and raw
your campaign, the deity might be Wee Jas, Anubis, stone fills the whole space beyond. The largest
chunks are easily 10 feet in diameter. A space no
Nephthys, or any similar one. Read or paraphrase the
more than 2 feet wide runs across the top of the
following when the PCs enter. rubble, but even a cat would be hard put to
squeeze past the stone and gravel in some spots.
An altar stands on a dais at the far end of this room. No passage is visible beyond the rock.
On the wall beyond it hangs an immense painting
designed to look like stained glass. The rest of the If the PCs haven’t already attracted the black pudding’s
room is filled with crumbling wooden pews attention, they certainly do so by forcing the doors
placed in rows, temple-style. The air is still, and
open.
dust covers all the furnishings.
D Black Pudding: hp 115; see Monster Manual,
page 201.
This temple was never sanctified, but neither is it an Tactics: Because it is an ooze, the pudding doesn’t
evil place. To avoid angering the god to which it is really use much in the way of tactics. It attacks the near-
nominally dedicated, neither the wraith nor Harken est creature it notices and keeps attacking whichever
ever comes in here. In fact, it is the one place within the target is closest until it is victorious or down to 20 or
Great Mausoleum into which Arathex will not pursue fewer hit points. At that point, it flees back to the
PCs during a fight. collapsed rooms beyond area C4.
8
9
Development: The pudding may attack again if and mildew, leaving just a mass of moldy fabric and
it’s still alive when PCs move to area C3 to rest. wood and a strong, musty smell of decay.
• Any spell that deals sonic damage heals 1 point of A skeletal worg is just a normal worg with the skeleton
sonic damage the weeper has taken for every 3 points template added, except that it keeps its trip special
of sonic damage it would normally deal. attack.
• Any spell or effect that grants others a morale bonus Combat
forces all weepers in the area to take a penalty of equal Unlike living worgs, skeletal worgs do not employ pack
magnitude on the same rolls. For example, a 1st-level tactics. Each attacks the nearest living creature and
bard who uses his inspire courage ability to enhance keeps doing so until either it or its opponent is dead.
his own group also imposes a –1 penalty on the attack Trip (Ex): A skeletal worg that hits with a bite
and damage rolls of all weepers in the area. attack attempts to trip the opponent (+3 check modi-
fier) as a free action without making a touch attack or
Construction provoking an attack of opportunity. If the attempt fails,
A weeper is carved from a single piece of stone weigh- the opponent cannot react to trip the skeletal worg.
ing no less than 750 pounds and costing at least 1,000
gp. Assembling the body requires a DC 13 Craft (sculpt- APPENDIX 2:
ing) or Craft (stonemasonry) check
CL 7th; Craft Construct (see the Monster Manual),
MAGIC ITEM
arcane eye, shout, stoneskin, caster must be at least 7th Deathbreaker, the new magic item presented in this
level; Price 10,000 gp; Cost 6,000 gp + 400 XP. adventure, is a +1 undead bane, necromancer nemesis
longsword worth 18,315 gp. For the purpose of this
SKELETAL WORG weapon, a necromancer is defined as a wizard special-
Medium Undead ized in the school of necromancy or a divine spellcaster
Hit Dice: 4d12 (26 hp) with access to the Death domain.
Initiative: +7
Speed: 50 ft. (10 squares) NEW WEAPON SPECIAL ABILITY
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat- The following special ability may be applied to any kind
footed 12 of weapon.
Base Attack/Grapple: +2/+5 Nemesis: A nemesis weapon is very similar to a
Attack: Bite +5 melee (1d6+4) bane weapon in that it excels at attacking and damaging
Full Attack: Bite +5 melee (1d6+4) creatures in a particular category. Rather than working
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against specific types and subtypes of creatures, 93–95 Prestige class (at least one level of a randomly
determined prestige class appropriate to the
however, it works against creatures that have a specific
campaign)
kind of knowledge or ability. 96–00 Specialist (Choose either one school and one
Against its designated foes, a nemesis weapon’s domain, or two domains. The weapon functions
effective enhancement bonus is higher by +2 than its as a nemesis weapon against either a spellcaster
with the indicated specialty or a cleric with either
normal one, and it deals an extra 2d6 points of damage.
indicated domain.)
Bows, crossbows, and slings so crafted bestow the
nemesis quality upon their ammunition.
Moderate conjuration; CL 8th; Craft Magic
To randomly determine a nemesis weapon’s desig-
Arms and Armor, protection from chaos/evil/law/
nated foe, roll on the following table.
good; Price +1 bonus.
d% Roll Designated Foe
01–08 Barbarians (at least one level of the barbarian
class)
ABOUT THE AUTHOR
09–18 Bards (at least one level of the bard or expert Owen Kirker Clifford Stephens was born in 1970 in
class) Norman, Oklahoma. He attended the TSR Writer’s
19–28 Clerics (at least one level of the adept or cleric Workshop held at the Wizards of the Coast Game
class)
29–38 Druids (at least one level of the adept or druid
Center in 1997 and moved to the Seattle area in
class) 2000, after accepting a job as a Game Designer at
39–46 Fighters (at least one level of the fighter or warrior Wizards of the Coast, Inc. Fourteen months later, he
class) returned to Oklahoma with his wife and three cats
47–54 Monks (at least one level of the monk class)
55–62 Paladins (at least one level of the aristocrat or
to pick up his freelance writer/developer career. He
paladin class) has author and coauthor credits on numerous Star
63–70 Rangers (at least one level of the ranger class) Wars and EverQuest projects, as well as Bastards and
71–78 Rogues (at least one level of the expert or rogue Bloodlines from Green Ronin. He also has producer
class)
79–85 Sorcerers (at least one level of the sorcerer class)
credits for various IDA products, including the
86–92 Wizard (at least one level of the wizard class) Stand-Ins printable figures.
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