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LEST
DARKNESS RISE
A Short Adventure for Four
7th-Level Player Characters
CREDITS
Design: Owen K. C. Stephens
Editing: Penny Williams
Typesetting: Nancy Walker
Cartography: Todd Gamble and Rob Lazzaretti
Web Production Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Sean Glenn, Cynthia Fliege
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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.
The scenario is set in a semi-civilized area in the far
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
population. The scenario need not be set in such a
wilderness; a rural farming community far from cities
works just as well. The only real requirement is that the
area have few settlements.
The action takes place in the small town of Night
Falls and a nearby necropolis of tombs, mausoleums,
and graves known as the Tomb Steppe. As always, feel
free to adapt the material presented here as you see fit
to make it work with your campaign.
PREPARATION
You (the DM) need the D&D core rulebooks—the
Player’s Handbook, the Dungeon Master’s Guide, and the
Monster Manual—to run this adventure. This scenario
utilizes the D&D v.3.5 rules.
To get started, print out the adventure. Read
through the scenario at least once to familiarize your-
self with the situation, threats, and major NPCs (partic-
ularly their motivations). Lest Darkness Rise also uses two
of the Map-A-Week entries from the online D&D map
archive. These maps are reproduced here for your
convenience.
Text that appears in shaded boxes is player informa-
tion that you can read aloud or paraphrase for the
players at the proper times. The details of the new
monsters and magic items used in Lest Darkness Rise are
located in appendices at the end of the adventure.
ADVENTURE
BACKGROUND
Centuries ago, a necromancer of modest ability
known as Arathex practiced his art in the wilderness.
Though he was as evil as the next necromancer, many
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
of the world. Those few heroes who knew of him
considered him a joke—more a nuisance than a true
villain. Arathex even aided the occasional hero who
sought a way to defeat some particular undead
monster—after all, powerful undead are difficult to
control, and the necromancer had no greater desire to
have such creatures roaming about than any sane
commoner would.
As he reached middle age, however, Arathex real-
ized that his life would eventually come to a close, and
his eternal reward was unlikely to be pleasant. In
hopes of escaping eternal damnation, he began gath-
ering the power and knowledge required to make
himself a lich. But he knew he had waited too long and
couldn’t possibly complete all the research himself in
his remaining years. Thus, he decided to steal as much
of the lore as possible from older, more experienced
necromancers. Since he was a coward at heart, he
decided to lay traps for his targets rather than face
them directly.
THE TOMB STEPPE
Choosing a small steppe that had not been developed
for any other purpose, Arathex used his own undead
labor force to create a complex of crypts, graves, and
mausoleums, which he named the Tomb Steppe. Then
he built extensive defenses—both magical wards and
special guardians—into his new graveyard. Finally, in
the guise of a cleric dedicated to a god of peaceful rest,
Arathex touted the area as a place in which the remains
of necromancers and defeated undead could safely be
laid to rest. He maintained his guise for some time,
providing heroes who intended to fight such creatures
with good advice and even weapons designed specifi-
cally to work against them. Though at first only a few
such adventuring groups brought the remains of their
kills to the Tomb Steppe, it eventually became a popu-
lar solution to the problem of where to put dangerous
corpses.
This result was just what Arathex wanted. Though
the graveyard was safe from forces both outside and
inside its borders, Arathex spoke with the restless spir-
its of those buried within on a regular basis. As the fame
of the Tomb Steppe grew, other necromancers came to
steal corpses from the tombs for their own work, but
Arathex captured and questioned them as well before
adding them to the graveyard’s population.
These techniques were far from perfect as research
methods went, but they paid dividends. Arathex’s
necromantic power increased dramatically, and he
managed to acquire enough other spells and magic
items to maintain his priestly façade as well.
ARATHEX’S UNDEATH
At last, in the twilight years of his life, Arathex under-
went what he hoped was the process to become a lich.
He used the knowledge he had obtained to brew
potions and cast spells, then killed himself in a dark
ritual under the light of a full moon. But his research
had been incomplete, and he failed to achieve lichdom.
Some adventurers who made regular use of the Tomb
Steppe found his body and assumed that their priestly
“ally” had died at the hands of the evil necromancers he
had spent his life fighting. They buried him with hero’s
honors in the lowest crypt of the largest tomb in the
graveyard.
But Arathex had not completely failed. Though his
body was irrevocably dead, his spirit had indeed found
a form of unlife. The necromancer had become a
wraith—a powerful evil spirit that could steal the life
forces of others. Unfortunately for him, the wards
placed to keep undead out of his tomb served to keep
him locked inside it. But because he was the creator of
the defenses, he was able to gain a small measure of
freedom. He eventually discovered that he could escape
into the world for three days each year, during the time
of winter’s first full moon, when he had originally built
the wards that secured the tomb. But each daybreak, he
automatically reappeared in his own crypt, no matter
where he had roamed.
Arathex realized that he needed the aid of another
to help him break free of his prison forever. During
his periodic sojourns outside the tomb, he tried to
convince mourners or passers-by to aid him through
both threats and promises, but they all refused.
When word of his nocturnal wanderings spread, the
Tomb Steppe became unpopular as a repository for
undead, since it obviously no longer afforded the
protection it once had. After some years, only the
local villagers still used it, preferring to inter their
lost loved ones in its remaining empty graves rather
than dig new ones.
THE CULT
With the decline in traffic, Arathex changed tactics.
Though he could not overcome the wards that held him
within his crypt all but three days a year, he did manage
to make contacts in the outside world by sending forth
his thoughts. By this means, he managed to contact a
charismatic but impressionable evil priest who had
built a cult of undead-worshipers. Eventually, he
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convinced the priest to use the Tomb Steppe as his
home base.
Arathex convinced the cult to build him a new body
from the body parts of those interred in the tombs. He
hoped to possess this flesh golem and thereby become
solid once more, but as before, he had not done suffi-
cient research. The possession attempt failed and the
cultists were slain by a group of adventurers shortly
afterward. But Arathex, who was actually the creator of
the golem even though he could not perform the phys-
ical construction, commanded it to lie quietly in an
unused tomb during the attack. As he had hoped, the
adventurers overlooked it, believing it to be a normal
corpse.
NIGHT FALLS
As the years passed, the tales of undead activity in the
Tomb Steppe faded into legend, and colonists began to
move into the lands nearby. The town of Night Falls
was founded a short distance from the graveyard, and it
grew quickly into a thriving trade center and farming
community. Realizing that the Tomb Steppe was safe
enough during the day, the citizens began burying their
dead there rather than building new crypts on pristine
farmland. Because this method of interment was cheap
and easy, people from many surrounding communities
brought their dead to the town as well. The business of
burial brought new prosperity to Night Falls, and a
guild called the Funerary House sprang up to control
the trade.
A NEW APPRENTICE
A few years ago, Mior Harken, head of the Funerary
House, realized that his waning years were upon him.
He sank into a deep depression that kept him from
sleeping at night, and he took to roaming the area
around the Tomb Steppe, contemplating death.
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
Arathex had planted the seed in his mind, and it took
root. Months later, Harken went to Arathex’s tomb
and took up the conversation again. Within weeks,
Harken had become Arathex’s apprentice in the dark
arts of necromancy.
Arathex demanded much of his apprentice, refusing
to give him the true secret of lichdom until he had
released his master. (The wraith didn’t tell his servant
that he had never actually discovered this secret, or that
Harken was too weak to make use of it if he did know
it.) But the wards set within the tomb were no easy
matter to break, so Arathex gave Harken command of
the flesh golem to aid him in the task. Only after
Harken had dispelled the wards and the flesh golem
had broken the stones on which they were inscribed
did Arathex’s true situation become clear. Though he
could now leave the tomb at any time, he still returned
to it at daybreak.
Arathex sent Harken to speak to various sages, from
whom he gathered bits of information and learned
opinions until the truth of the matter became clear. The
irony of a villain buried as a hero had angered some god,
who had placed a curse on Arathex. It was this curse
that brought him back to the crypt each morning—not
some corruption of the wards, as he had previously
believed. The only way to break the curse is for Arathex
to slay heroes, like those he once cooperated with, on
the broken remains of the old wards.
Though Arathex would like to build himself an
undead army and take over the region, the curse has
thus far kept him from doing so. Why create an army of
wraiths when he is bound to one spot? Any group of
powerful heroes could easily find and destroy him in
his crypt should he attract their notice with a move so
obvious as a killing spree. So he waits with growing
impatience for a group of relatively weak adventurers to
visit the Tomb Steppe so that he can kill them.
Harken has recently hit on an idea by which he can
lure some heroes to the mausoleum. Arathex monitors
the roads into Night Falls and has noted the approach
of an adventuring group that does not look too power-
ful. Harken enticed his gravediggers to goad one of
their apprentices into visiting the Tomb Steppe the
night before the adventurers were due to arrive. During
this visit, Harken arranged for him to see the wraith.
The villainous pair hopes that this sighting, combined
with the story Harken has planted in the village, will
bring the adventurers to the crypt.
ADVENTURE SYNOPSIS
While the PCs are in Night Falls, a terrified gravedigger
runs into town yelling that a ghost is loose in the Tomb
Steppe. Upon hearing the story, the local sage
announces that the legendary Master of the Skull Tomb
has nearly broken free of his old wards. If the tomb
remains open until the next dawn, he will be free to
leave his ancient dwelling forever. The townsfolk ask
the PCs to go and reseal the tomb, since none of the
locals believe they can survive the attempt.
Upon reaching the Tomb Steppe, the PCs must face
its normal guards (weepers; see Appendix 1), then
penetrate Arathex’s tomb, wherein they face both the
corrupted wards and the other denizens of the crypt.
Upon reaching the final ward, they must fight Arathex,
who has lured them there to kill them. If the PCs
prevail, they find ample evidence that Harken was
behind the effort to free the wraith.
Either the evidence of Harken’s actions or the golem
he currently commands leads the PCs back to the
Funerary House, where a horrified Harken decides that
they must die because they clearly know his secret.
Only when Arathex, Harken, and the golem are all
destroyed is Night Falls finally safe.
ADVENTURE HOOKS
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
the adventure begins. Possible reasons for their pres-
ence are given below, although you can also simply
place the town along the route from the PCs’ last adven-
ture to their next destination.
• An ally or hireling of the PCs has died and is to be
buried in the Tomb Steppe. Alternatively, a family
member or friend of a PC’s cohort dies, and the latter
asks the characters to come along for the funeral.
• A friendly church or wizard’s academy asks the PCs to
investigate claims that an old evil from the Tomb
Steppe may be stirring once more.
• A rumor the PCs pick up elsewhere suggests that
great treasure lies in the Tomb Steppe, awaiting those
clever enough to find it. (This tale is one of the
wraith’s previous attempts to lure greedy adventurers
to his crypt.)
BEGINNING THE
ADVENTURE
Lest Darkness Rise is an event-based adventure that incor-
porates one keyed site (the Great Mausoleum in the
Tomb Steppe). The adventure begins when the charac-
ters reach the town of Night Falls (see encounter A,
below).
A. NIGHT FALLS
Read or paraphrase the following when the PCs reach
Night Falls.
Creature: The young man is Felix Ackob (N male
human commoner 1), a gravedigger’s apprentice. He
has just been to the Great Mausoleum, where Harken
arranged for him to see the wraith in residence.
DD Felix Ackob: hp 3.
A1. FELIX’S TALE
A crowd gathers around Felix while he tells his story in
a voice loud enough to be heard throughout the town
square. Read or paraphrase the following aloud.
If asked, Felix confesses that he never saw the figure
outside the tomb. He simply assumed that it had
pursued him.
Development: The townsfolk are alarmed by this
news, and a general uproar arises as they speculate
about what might have happened.
“I know I had no business going there alone,”
confesses the young man to the gathering crowd.
“But the other gravediggers said I was a wimp who
was too scared go to the Tomb Steppe. So I
decided to go there alone, to prove myself.
“I went all the way to the Great Mausoleum,
figuring that I’d chalk my name on the doors to
prove I was there. I couldn’t just say so, after all—
I needed proof.
“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
several bodies, all decomposing, in the main tomb
area. Above the pile floated a wispy ghostlike
thing with glowing red eyes.
Well, let me tell you, I really was scared then. I
didn’t think twice—I just ran!”
The town of Night Falls is like no other. From the
Funerary House Guild, with its sigil rune of
crossed shovels, to the Gravedigger’s Tavern and
the mourners-for-hire on every street corner, the
entire town seems geared to profit from death.
And the profits have obviously been good—the
town’s wealth is evident in its well-lit streets, liver-
ied town guards, and well-maintained buildings.
But despite the dour nature of its chief business,
Night Falls seems a happy, prosperous place, and
its people seem content.
Just when the sun is close to setting, a young
man runs into town, waving his arms wildly. “The
Great Mausoleum!” he yells. “The Skull Tomb is
open! The ghost is free!”
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A2. HARKEN’S TALE
Let the PCs talk with the townsfolk for a few moments.
Then Genning, the town’s chief elder, calls for Mior
Harken to come forth and discuss the issue. Continue
with the following.
Everyone begins looking around, and eventually many
gazes fasten on the PCs.
Creatures: Genning (N male human expert 4),
Harken, and most of the townsfolk approach the PCs if
they’re still present, or seek them out if they’re not.
Genning pleads with them to undertake this time-
sensitive mission and offers the group a reward of 4,000
gp. If the PCs dicker, Harken offers to add up to 1,000
gp to that amount.
DDGenning: hp 14.
DDHarken: hp 27; see encounter E for statistics.
Development: If the PCs accept the mission,
Harken explains that according to legend, the ghost
cannot escape his burial chamber even briefly unless a
physical ward within the tomb is broken. Since Felix
saw it outside that room, the ward must already have
been compromised. If the heroes can find the ghost’s
burial place within the mausoleum and rebuild the
ward outside it, the ghost can be contained, even if the
seals on the door are not reinstated.
In fact, Arathex will not be set free if morning dawns
on the broken wards, but the townsfolk think he will.
That aspect of the story is a lie spread years ago by
Arathex and his minions.
Harken is as helpful as possible, offering the PCs
maps of the necropolis, as well as crowbars and shovels
from his private stock—all marked with the rune of the
Funerary House. But he refuses to accompany the PCs
to the site, insisting that his limp and his personal
cowardice would hamper their progress. If the PCs
insist on a guide, Felix offers to accompany them,
though he is just a 1st-level commoner.
If the heroes suspect Harken’s involvement, use the
notes from encounter E to work out his response. He
comes clean if captured at this point, but he also warns
that within a day or two, Arathex will stop waiting for
the PCs and attack the town anyway. The flesh golem is
currently in Harken’s shed, though it leaves for the
Great Mausoleum shortly after the PCs do. Harken has
ordered it to follow the PCs and be ready to serve
Arathex if he emerges, or return if he doesn’t.
B. THE TOMB STEPPE
Reaching the Tomb Steppe from Night Falls takes
about an hour on horseback. Once there, the PCs can
encounter a group of guardians or have a