Lest Darkness Rise

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The adventure involves investigating strange happenings in a small northern town and nearby tombs, with the threat of darkness rising due to the actions of a long-dead necromancer.

The adventure background describes a necromancer named Arathex who practiced centuries ago and upon his death sought immortality through dark magic, which may now be threatening the town.

The adventure is set in a remote northern area with few settlements, where winters are harsh and summers mild. The setting includes the small town of Night Falls and a nearby necropolis called the Tomb Steppe.

Lest Darkness Rise is a short adventure for four 7th-level

characters. In keeping with the season, it has a stronger


horror theme than most D&D adventures. This
scenario can be used as the climax of a series of adven-
tures featuring its secondary characters, or it can simply
be a site-based adventure that the PCs stumble across at
the right moment.
LEST The scenario is set in a semi-civilized area in the far

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-
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
ularly their motivations). Lest Darkness Rise also uses two
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thereof are trademarks owned by Wizards of the Coast, Inc.
archive. These maps are reproduced here for your
This material is protected under the copyright laws of the United convenience.
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material or artwork contained herein is prohibited Text that appears in shaded boxes is player informa-
without the express written permission of tion that you can read aloud or paraphrase for the
Wizards of the Coast, Inc.
players at the proper times. The details of the new
©2004 Wizards of the Coast, Inc. monsters and magic items used in Lest Darkness Rise are
All rights reserved.
Made in the U.S.A. located in appendices at the end of the adventure.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
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,
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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.

• An ally or hireling of the PCs has died and is to be


A1. FELIX’S TALE
A crowd gathers around Felix while he tells his story in
buried in the Tomb Steppe. Alternatively, a family
a voice loud enough to be heard throughout the town
member or friend of a PC’s cohort dies, and the latter
square. Read or paraphrase the following aloud.
asks the characters to come along for the funeral.

• 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.

C8. THE LESSER HALL C9. THE OUTER TOMB


The floor of this chamber once held the tomb’s primary Arathex’s servants were supposed to be buried in this
wards, which were designed to keep undead out of the chamber, but none ever were. Read or paraphrase the
tomb but also kept Arathex in. The flesh golem recently following when the PCs enter.
broke up the pattern with Harken’s magical aid.
No breeze or air current stirs the centuries of dust
The smell of freshly turned earth pervades this in this chamber. The air here is cooler than it is
simple stone room. Neither the walls nor the ceil- elsewhere, and the heavy stone walls radiate a
ing features ornamentation of any sort, but the strong chill. The floor is littered with the bones of
floor was obviously a thing of beauty at one time. long-dead rodents and the shells of insects. The
Its stone blocks, once skillfully set in careful ceiling is painted black, and old stains cover the
patterns, have been dug up and scattered roughly rock walls and floor. The room has several doors,
about the chamber. Each of these displaced stones most of which stand slightly ajar.
has a complex pattern of carvings on one side.

If Arathex hears the PCs here, he moves into area C9a,


The stones are extremely heavy (300 to 600 pounds C9b, C9c, or C9d in an effort to catch one or two of
each). Moving them back into place would be a difficult them alone (see the Tactics section in area C10). He also
task at best, and it would ultimately be useless, since uses these rooms as ambush areas if he is forced to flee
their magic cannot be restored. into the walls during the fight.
Harken spent a great deal of time in this room
C9a. Treasure Room
while learning from Arathex and working to break
Arathex’s personal treasure has been gathered in this
the magic of the floor’s runes. A careful search of the
room.
room (DC 15 Search check) reveals a tattered bedroll,
a number of crowbars stamped with the crossed-shov-
In one corner of the room stand a few old, wooden
els rune of the Funerary House, and the remains of
chests with coins spilling out of their rotted
many meals. seams.
C8a. Storage Room
Harken kept numerous scrolls and papers in this room, The treasure totals 300 gp, 2,000 sp, and 6,000 cp.
which was designed for storage. Not much is left here
C9b. Storage Chamber
now, but a DC 20 Search check reveals ink stains no
This room is empty.
more than a few weeks old and a scrap of parchment
that reads as follows. C9c. Sacred Chamber
This room contains Arathex’s old priestly vestments,
“. . . to ensure that the wards may never be restored, plus a few holy symbols he used. All these items have
at least two heroes must breathe their last upon suffered the ravages of time and are no longer usable or
their broken remains. This act breaks any hold the valuable.
light may ever have over this place and frees the
darkness forever. My master craves true freedom. C9d. Weapons Room
Once he has it, his secrets will be mine. . . .” This chamber houses Deathbreaker, the last magic
weapon that Arathex created in life. His adventurer
The handwriting is Harken’s, though the PCs are allies buried it with him as a gesture of respect.
unlikely to have seen a sample of it before.
In the center of this room stands a pedestal with a
C8b. Offering Chamber bundle of black cloth atop it.
This room once held offerings buried with Arathex
during his hero’s funeral, including barrels of valuable Deathbreaker is wrapped in the cloth, along with several
oils, tapestries, carved wood, and ornamented vest- small brass bells (DC 20 Search check). Any character
ments. The goods have long since been ruined by rot who picks up the bundle without first removing the
10
bells must make a DC 20 Reflex save to avoid dropping Daylight Powerlessness (Ex): Arathex is
them. If the bells fall, they make a loud clang, attracting utterly powerless in natural sunlight (not merely a
Arathex’s attention. daylight spell) and flees from it.
Since Deathbreaker isn’t a ghost touch weapon, Incorporeal Traits: Arathex is harmed only by
Arathex has no particular fear of it, though it deals other incorporeal creatures, magic weapons, spells,
considerable damage if it does manage to connect with spell-like abilities, and supernatural abilities. He has a
him. See Appendix 2 for a description of the weapon. 50% chance to ignore any damage from a corporeal
source, except for force effects or attacks made with
C10. THE CRYPT OF ARATHEX (EL 7) ghost touch weapons. He can pass through solid
This room is Arathex’s burial chamber. objects, but not force effects, at will. His attacks ignore
natural armor, armor, and shields, but deflection
Upon a raised stone lies a corpse dressed in once- bonuses and force effects work normally against them.
fine raiment that now hangs in tatters. Clutched Arathex always moves silently and cannot be heard
in its bony hands is a rod decorated with arcane
with Listen checks if he doesn’t wish to be.
runes. Scrolls and books are piled around the
Turn Resistance (Ex): Arathex is treated as a 12-
body, but the smell of mildew from the moldy
pages reveals that they are unlikely to be readable. HD undead for the purpose of turn, rebuke, command,
The cold of the room intensifies as two bright or bolster attempts.
red points of light form on the far wall. A shadowy, Undead Traits: Arathex is immune to mind-
humanoid form takes shape around the glowing affecting effects, poison, sleep effects, paralysis, stun-
pinpoints of light, which now seem to be eyes ning, disease, death effects, and any effect that requires
burning with hate. a Fortitude save unless it also works on objects or is
harmless. He is not subject to critical hits, nonlethal
Here lies the body of Arathex, long since decayed to damage, ability damage to his physical ability scores,
bones. He was laid out here in fine state and with a ability drain, energy drain, fatigue, exhaustion, or death
hero’s funeral by the heroes he had misled into bring- from massive damage. He cannot be raised, and resur-
ing him the raw materials for his necromantic research. rection works only if he is willing.
D Arathex: Male advanced wraith; CR 7; Medium Unnatural Aura (Su): Animals, whether wild or
humanoid (incorporeal); HD 10d12; hp 65; Init +7; Spd domesticated, can sense Arathex’s unnatural presence
fly 60 ft. (good); AC 16, touch 16, flat-footed 13; Base Atk at a distance of 30 feet. They do not willingly approach
+5; Grp —; Atk or Full Atk +9 melee touch (1d4 plus 1d6 nearer than that and panic if forced to do so; they
Constitution drain, incorporeal touch); SA Constitution remain panicked as long as they are within that range.
drain 1d6, create spawn; SQ darkvision 60 ft., daylight Tactics: Arathex knows his terrain quite well, and
powerlessness, incorporeal subtype, turn resistance +2, he makes optimum use of it. He always attacks with
undead traits, unnatural aura; AL LE; SV Fort +5, Ref +6, cover, partially concealing himself in a wall or the floor.
Will +9; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16. If any PC tries to stay to the rear so as to cast spells or use
Skills and Feats: Diplomacy +15, Hide +13, Intimidate ranged weapons, Arathex flies through walls or even the
+13, Listen +14, Search +12, Sense Motive +12, Spot +14, ceiling to get within attack range. He avoids characters
Survival +10; AlertnessB, Blind-Fight, Combat Reflexes, with ghost touch weapons if he can, or targets them in
Great Fortitude, Improved InitiativeB, Weapon Focus preference to any other foe if forced to face them.
(incorporeal touch). If badly injured, Arathex flees to some other portion
Constitution Drain (Su): Any living creature of the tomb, but not for long. He has no intention of
hit by Arathex’s incorporeal touch attack must succeed allowing these adventurers to escape alive, so he flees
on a DC 18 Fortitude save or take 1d6 points of only long enough to allow any preparatory spells they
Constitution drain. On each such successful attack, the have cast to end (generally 10 minutes). While this
wraith gains 5 temporary hit points. tactic gives the PCs time to heal themselves, it also
Create Spawn (Su): Any humanoid slain by forces them to recast their short-duration combat spells.
Arathex becomes a wraith in 1d4 rounds. Its body Arathex fights to the death rather than allowing the
remains intact and inanimate, but its spirit is torn free PCs to flee.
from its corpse and transformed. Spawn are under Treasure: Most of Arathex’s treasures are in the
Arathex’s command and remain enslaved until his death. rooms off the outer tomb. The only thing item of value
They do not possess any of the abilities they had in life. on his body is a lesser metamagic rod of Extend Spell.
11
C11–C14. UNFINISHED CHAMBERS some human body parts. The necessary sojourns give
Arathex had intended to build a library, a secret temple, rise to rumors of a “terrible hulking zombie” rampaging
a study, and a lab in this area, but he never got around in Night Falls.
to it. These rooms are plain and unfinished. Creatures: Harken waits at the Funerary House
for the night’s events to end. The golem goes to the
D. THE GOLEM (EL 7) shed outside when it returns from the Tomb Steppe.
D Harken: Male human necromancer 5; CR 5;
Use this encounter when the PCs are preparing to exit
Medium humanoid; HD 5d4+15; hp 27; Init +2; Spd 30
the tomb.
ft.; AC 13, touch 12, flat-footed 11; Base Atk +2; Grp +2;
Atk or Full Atk +3 melee (1d6, masterwork quarter-
Outside the Skull Tomb, a figure is just barely
visible in the distance, masked by the mist of the staff); AL NE; SV Fort +4, Ref +3, Will +3; Str 10, Dex 14,
Tomb Steppe. Though it is humanoid, it is clearly Con 16, Int 16, Wis 8, Cha 13.
twisted and misshapen. It turns immediately and Skills and Feats: Bluff +8, Concentration +10,
lumbers away from the Great Mausoleum. Knowledge (arcana) +11, Knowledge (religion) +10,
Profession (undertaker) +5, Spellcraft +11; Dodge,
Scribe Scroll, Silent Spell, Skill Focus (Bluff), Spell
The figure is the flesh golem that followed the PCs to
Focus (necromancy).
the tomb.
Languages: Common, Draconic, Elven, Infernal.
Creature: The flesh golem was instructed to remain
Wizard Spells Prepared (caster level 5th; prohibited
nearby, so that Arathex could command it to follow him
schools conjuration and enchantment): 0—detect magic,
when he escaped the tomb at last. When the PCs depart
flare, ghost sound (DC 13), mage hand, message; 1st—cause
instead of Arathex, the golem returns to Harken. It flees
fear (DC 15), magic missile, protection from good, ray of enfee-
to the Funerary House as quickly as its tireless legs will
blement (+4 ranged touch), shield; 2nd—false life, ghoul
take it, making no effort to conceal its tracks. If attacked,
touch (+2 melee touch), mirror image, resist energy; 3rd—
it defends itself to the best of its ability.
lightning bolt (DC 16), ray of exhaustion (+4 ranged touch),
D Flesh Golem: hp 79; see Monster Manual,
vampiric touch (+2 melee touch).
page 135.
Spellbook: as above plus 0—acid splash, arcane mark,
Development: The PCs can give chase, but the
dancing lights, detect poison, disrupt undead, light, mending,
golem can run tirelessly and is quite capable of outdis-
open/close, prestidigitation, read magic, resistance, touch of
tancing them in the long run. If they do manage to get
fatigue; 1st—chill touch, shocking grasp, spider climb; 2nd—
close enough to attack it, it retaliates in kind (see
scare, spectral hand; 3rd—halt undead.
encounter E for its tactics). Otherwise, it mindlessly
Possessions: Bracers of armor +1, masterwork quarter-
leads them back to the Funerary House.
staff, golembane scarab, elixir of sneaking, 300 gp, 1,000 sp.
D Flesh Golem: hp 79; see Monster Manual,
E. THE FUNERARY page 135.
HOUSE (EL 5 OR 8) Tactics: If the PCs attack Harken immediately, he
fights back and calls for the golem, which arrives in 1d4
If the PCs piece together the clues from Arathex’s crypt
rounds. If they question him, he claims to have proof of
or track the golem back to the Funerary House, they
his innocence in the form of papers left by one of his
may decide to confront Harken. Since he’s no match for
assistants who left weeks ago. If he is allowed to leave
them by himself, he does his best to fool them into
the room alone to get the papers, he sends the golem to
letting him go. Failing that, he tries to lead them into
stall the PCs while he runs. If one or more of the PCs
the tool shed where the golem stays.
goes with him for the papers, he takes his escort to the
If the PCs do not confront him, Harken decides to
shed, knowing that the golem will attack anyone other
take the matter of his undeath into his own hands when
than himself who enters the shed.
he realizes that Arathex’s plan has gone awry. Since he
Harken keeps his vampiric touch spell to heal himself.
hasn’t learned the full ritual for lichdom from Arathex,
If possible, he uses the lightning bolt after a few rounds
he attempts to approach undeath another way, via a
of battle both to damage one foe and to heal the golem.
create undead scroll. After the PCs leave, Harken spends
He orders the golem to hold off the PCs while he gets
a few days gathering some rare and expensive herbs
his defensive spells up, as well as false life, if possible.
from the shops in town while the flesh golem collects
Harken prefers ray spells to damaging spells, but if
12
forced to fight rather than flee, he unloads all his magic APPENDIX:
missiles before giving up.
Whatever happens, Harken’s main objective is NEW MONSTERS
escape. Any time he has a reasonable chance to get free Lest Darkness Rise features two new monsters: the
of the PCs and run off, he takes it. If he can’t realistically weeper and the skeleton worg. Both are presented
outrun them and can’t get a head start, he depends on below.
the golem to destroy them and continues the fight as
long as the golem is up. Once it falls, he surrenders. WEEPER
If captured, Harken cooperates with the PCs fully, Medium Construct
acting in any way that seems likely to win him contin- Hit Dice: 6d10+20(53 hp)
ued life. But he’s greedy and evil at heart, and captivity Initiative: +0
won’t make him change his spots. Speed: 30 ft. (6 squares)
The golem, on the other hand, is driven purely by Armor Class: 18 (+8 natural), touch 10, flat-footed 18
hate and anger. Once it sees the PCs, it attacks them and Base Attack/Grapple: +4/+8
keeps fighting until destroyed. It’s not very careful Attack: +8 melee (1d8+4, slam)
about its tactics—it attacks the nearest foe first, then Full Attack: +8 melee (1d8+4, 2 slams)
attacks either the next closest target or the character Space/Reach: 5 ft./5 ft.
who has dealt the most damage. The flesh golem prefers Special Attacks: Wailing
making full attack actions, but it has enough self-preser- Special Qualities: Construct traits, damage reduc-
vation instinct to move if it needs to hammer on a tion 3/adamantium, darkvision 60 ft., immunity to
particularly effective foe. magic, low-light vision
Saves: Fort +2, Ref +2, Will +3
CONCLUDING THE Abilities: Str 19, Dex 10, Con —, Int —, Wis 12, Cha
1
ADVENTURE Skills: —
Once the wraith and the golem have been destroyed Feats: —
and Harken has either died or fled, the threat to Night Environment: Any
Falls is ended. The PCs receive the promised reward Organization: Solitary, pair, or gang (3–4)
and become local heroes. They are offered free burial Challenge Rating: 4
services (for themselves as well as any allies or cohorts) Treasure: None
whenever they need them. Alignment: Always neutral
The townsfolk also invite the PCs to take control of Advancement: 7–12 HD (Large); 13–18 HD (Huge)
the Great Mausoleum, which they won’t be using as a Level Adjustment: —
tomb again. With enough time and money, they could
convert it into an excellent stronghold. Doing so, The stone statue depicts a woman wrapped in rags, obviously
however, means they must either find a way to control grief-stricken and weeping. Her visage is a mask of utter
the weepers or move about only in daylight. despair, and a horrid wailing issues from her mouth.

FURTHER ADVENTURES A weeper is a humanoid construct made of soft stone. It


stands 5 to 6 feet tall and weighs about 500 pounds.
If Arathex survives the encounter with the PCs but fails Though it can depict a humanoid of any race or gender,
to kill them on the broken wards, he descends on Night it always appears to be an individual overcome with
Falls and kills all its citizens in a single night. Each sadness.
person so slain becomes a full-powered wraith enslaved Weepers cannot speak or make any noise other than
to Arathex. By the time morning forces him to stop, his their wailing. They smell no different from normal
army includes hundreds of wraiths, all of which flee stone.
into the Tomb Steppe until the following night. By the
time the heroes realize the problem, they face an Combat
undead army of considerable power. Weepers are not particularly dangerous as constructs
go. They are designed to guard specific areas and drive
off intruders rather than serve as killing machines.
13
Wailing (Su): Each round that a weeper spends in Space/Reach: 5 ft./5 ft.
combat, it has a 25% chance to begin wailing as a free Special Attacks: Trip
action. Its wail is a loud, heart-breaking cry like that of Special Qualities: Damage reduction 5/bludgeon-
a sentient creature though mourning a loved one. Every ing, darkvision 60 ft., immunity to cold, undead traits
living creature within 60 feet must make a DC 18 Saves: Fort +1, Ref +4, Will +4
Fortitude save or take 2d6 points of sonic damage and Abilities: Str 17, Dex 17, Con —, Int —, Wis 10, Cha
be deafened for 1d4 hours. A creature that makes its 1
save takes only 1d6 points of damage and avoids the Skills: —
deafening. Feats: Improved InitiativeB
Once it begins, a weeper wails constantly for 1d6 Environment: Temperate plains
rounds, forcing a new save every round on its turn. This Organization: Any
save is Constitution-based, and a +5 racial bonus applies Challenge Rating: 2
to the DC. Treasure: None
Immunity to Magic (Ex): A weeper is immune Alignment: Always neutral evil
to any spell or spell-like ability that allows spell resist- Advancement: 5–6 HD (Medium); 7–12 HD (Large)
ance. In addition, certain spells and effects function Level Adjustment: —
differently against it, as noted below.
This pile of animated bones resembles a canine of some kind.
• When actually targeted on a weeper, the silence spell Large fangs protrude from its jaws, and red pinpricks of light
dazes it for 1d3 rounds (no saving throw). glow in its eye sockets.

• 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

14
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.

15

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