TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This WIZARDS OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use 
  at RPGA-sanctioned events.  To learn more about the Open Gaming License and the d20 SYSTEM® license, please visit www.wizards.com/d20. 
   
  This product uses material from the v.3.5 revision.  This is an official RPGA® play document.  To find out more about the RPGA and to learn more on 
  how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
   
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, GREYHAWK, LIVING GREYHAWK, DM’S CHALLENGE, RPGA, 
  HERALD-LEVEL, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos and 
  trademarks are owned by Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2006 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.wizards.com/rpga. 
  For questions specific to this document please e-mail scon40@aol.com. 
  For LIVING GREYHAWK DM’S CHALLENGE HIGH-LEVEL OPTION campaign questions email rpgahq@wizards.com. 
   
  DM’S CHALLENGES™ HIGH-LEVEL OPTION 
   
   
  HORRORS NEVER DIE 
  DM’S CHALLENGE 4 
  A Two-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWKTM DM’S CHALLENGES™ HIGH-LEVEL OPTION 
  Adventure Packet for 16th- to 20th-Level Characters 
  LIVING GREYHAWK™ DM’S CHALLENGE 4 
  for the HORRORS NEVER DIE Story Arc (2006 -2007) 
   
   
  Development: Steven Conforti, LIVING GREYHAWKTM Circle, Pierre van Rooden, Jeffery A. Dobberpuhl 
   
  Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew 
  Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds], Fiendish Codex I: 
  Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona]. 
   
   
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 1 
  WHAT’S A DM’S CHALLENGE 
  ADVENTURE? 
  DM’S CHALLENGE adventure packets are a part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION.  Unlike other RPGA adventures, the DM’S 
  CHALLENGE adventure is not something you download or 
  buy and run as printed with little to no modification.  
  Instead, you get basic guidelines, a special session 
  tracking, and a basic Adventure Record (AR) for an 
  adventure that you write or modify and run. 
  RPGA-SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK DM’S CHALLENGES HIGH-
  LEVEL OPTION campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  character. Second, it allows the RPGA to track and record 
  what characters did during the adventure, and future 
  adventures will be written with what a majority of the 
  players did in mind – in this way characters’ actions 
  shape the future of the campaign.  Lastly, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on September 30, 2007. 
   
  To learn more about the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.wizards.com/rpga. 
  WHAT DO I RUN? 
  The simple answer to this, whatever you want!  The DM’S 
  CHALLENGE adventures are a chance for you, the DM, to 
  let your creativity shine. 
   
  This might mean creating an adventure or a group of 
  adventures totally from scratch, giving your home group 
  an exciting sub-plot within the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign where they 
  can affect the outcome in ways no possible before in 
  campaign-style play.  It might mean that you have an 
  interesting adventure idea to run at a show.  Maybe a 
  small sub-plot using NPCs or events detailed in 
  published GREYHAWK or LIVING GREYHAWK adventures 
  that have inspired you to build an adventure that will 
  dazzle players and add depth to the campaign as a whole.  
  Even still, it might mean that you have a favorite 
  adventure from a published source that you twiddle with 
  to fit into the GREYHAWK setting and LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION campaign to 
  create a fun and exciting session without hours upon 
  hours of work.  The choice is yours.  The story is yours.  
  Have fun with it! 
  WHAT CAN’T I DO WITH A DM’S 
  CHALLENGE? 
  DM’S CHALLENGE adventure packets allow you to run 
  your own adventure for a group of 4 to 6 players.  It does 
  not give you license to produce and distribute (for sale or 
  for free) your own GREYHAWK adventures.  Following the 
  d20 System License (see www.wizards.com/d20) grants 
  you the ability to write D&D compatible works, but all of 
  the GREYHAWK setting, and many of the GREYHAWK 
  specific rules are not covered in that license. 
   
  That said, the intent of the DM’S CHALLENGE is for 
  you to create and present exciting GREYHAWK adventures 
  to a small group of players, anything more than that is 
  really beyond the scope of the DM’S CHALLENGES 
  program. 
  ADVENTURE GUIDELINES 
  Of the standard rules for RPGA adventures also hold true 
  for DM’S CHALLENGE adventures.  DM’S CHALLENGE 
  adventures have to be ordered and sanctioned just like 
  other adventures, and thus must be played at RPGA-
  Sanctioned events if you are playing it as part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION campaign. 
   
  When running a DM’S CHALLENGE as part of an 
  RPGA-Sanctioned event, you must follow the RPGA 
  general rules, and the rules detailed in the LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  Rules Document and other campaign documents. 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 2 
   
  When you design the adventure, design it for an 
  eight-hour time slot – this is especially true if you are 
  running it as part of a public event. 
  LEVEL OF PLAY 
  Each DM’S CHALLENGE adventure packet (and all LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  adventures) is optimized for a certain level.  The 
  optimized level determines the general levels you should 
  design your adventure at.  It also determines the general 
  level of rewards granted for adventure success. 
   
  This DM’S CHALLENGE adventure is optimized for 
  16th-level play, so you should design your challenges for 
  four 16th-level characters.  You’ll also want to scale the 
  adventure for up to 20th-level characters, as there is a good 
  chance that you will have a range of character levels 
  playing in the adventure, and in those cases you’ll want to 
  increase the challenges. 
   
  That said, as DM you have discretion when it comes 
  to fitting the challenges of the adventure to your group.  
  If your group finds the challenges too easy or too 
  difficult, feel free to increase or decrease the level of 
  challenge appropriately.  The goal is to challenge the PCs 
  and entertain the players, not to overwhelm or even 
  underwhelm them.  The most enjoyable D&D games are 
  ones where failure and character death are possible, but 
  success and reward are attainable through daring and 
  smart play. 
  HOW MANY ENCOUNTERS? 
  Some of this depends on your style as a DM, but here are 
  some general guidelines crafted by Andy Collins from his 
  “Craft (Adventures)” column featured on the RPGA 
  website.  Andy estimates in that column that the average 
  RPGA round of play contains actually only 200 minutes 
  of actual play time: 
   
  “At the highest levels of play, combat can become 
  grindingly slow as characters search through their lists of 
  equipment, spells, and abilities to find just the right 
  choice. Even the most experienced players need time to 
  evaluate a complicated battlefield, and less-experienced 
  players can easily become overwhelmed by the options 
  available. Even the “basic fighter” becomes a complex 
  character requiring many rolls. A full attack by a fighter 
  of this level might include a dozen rolls or more, 
  including up to four or five sets of attack rolls, miss 
  chances, critical hit confirmations, and damage rolls. 
  Spellcasters routinely cast two spells per round, control 
  multiple summoned creatures or active spell effects, track 
  durations on a half-dozen spells simultaneously, and so 
  on.  
   
  You can expect each character’s turn to take at least 
  two minutes, and sometimes as long as five minutes. 
  Even the number of rounds in a typical combat becomes 
  difficult to anticipate. 10-round fights aren’t terribly 
  uncommon, especially against foes with the ability to 
  teleport into and out of combat with ease. In the hands of 
  an unprepared GM, a single encounter at this level can 
  take up most of a slot, and even experienced, battle-
  hardened GMs find themselves hard-pressed to run more 
  than a couple such encounters in the space of 200 
  minutes.” 
   
  Since each DM’S CHALLENGE adventure packet is 
  designed for two-rounds of play; you should estimate 
  about 400 minutes of play time when you design this 
  adventure.  Each DM’S CHALLENGE adventure packet is 
  designed to award a set amount of experience – 4,500 xp 
  per PC.  As a rough guideline to assigning this experience 
  to challenges in the adventure, we recommend a ratio of 
  50% for combat challenges, 25% for traps, puzzles, skill, 
  and class ability challenges, and 25% for roleplaying 
  challenges. 
   
  You may want to check out all of the “Craft 
  (Adventures)” 
  columns 
  by 
  Andy 
  Collins 
  (www.wizards.com/default.asp?x=rpga/arch/articles) and 
  the “Adventure Builder” columns by Wolfgang Baur 
  (www.wizards.com/default.asp?x=dnd/arch/ab) for other 
  good advice on creating adventures for RPGA events.  
  These columns offer a wealth of good advice. 
  TREASURE 
  At the end of the adventure, all treasure is converted into 
  gold pieces, and split between the PCs.  As a basic rule of 
  thumb, for a 16th-level optimized adventure don’t stock 
  your adventure with significantly more than 20,000 gp 
  worth of treasure per PC.  Be sure to include treasure the 
  PCs can find useful during the adventure (such as healing 
  magics and such). 
   
  If you are scaling the adventure for up to 20th-level 
  characters, the amount of treasure per PC available in the 
  adventure should increase as well.  The following lists the 
  gp cap on treasure an individual PC can receive in an 
  adventure, based on their character level: 16th-level = 
  20,000 gp, 17th-level = 25,000 gp, 18th-level = 35,000 gp, 
  19th-level = 45,000 gp, 20th-level = 55,000 gp. 
   
  At the end of the adventure, you can also give out 
  magic item access via the Adventure Record provided 
  with this DM’S CHALLENGE adventure packet.  Fill in the 
  blanks provide with items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure.  List the name of the item and the approved 
  source it is from.  If you know the specific PCs who will 
  be participating in your adventure, it is highly 
  recommended to tailor the rewards (and thus the 
  adventure) to their specific needs.  If you know you are 
  writing the adventure for a party of fighters, including 
  treasure only usable by spellcasters is probably a bad idea! 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 3 
  HORRORS NEVER DIE 
  STORY ARC (2006-2007) 
  The HORRORS NEVER DIE Story Arc (2006-2007) deals 
  with the awakening of yet another danger to Oerth at the 
  Tomb of Horrors, one of the Flanaess’ most fabled locales. 
   The arc consists of four adventures, three of which are 
  DM’S CHALLENGE adventure packets and one of which is 
  a fully written adventure.  The HORRORS NEVER DIE 
  Story Arc (2006-2007) is: 
  1. 
  DM’S CHALLENGE 1 (released December 2006). 
  2. 
  DM’S CHALLENGE 2 (released January 2007). 
  3. 
  RETURN TO THE TOMB (released February 2007). 
  4. 
  DM’S CHALLENGE 4 (released April 2007). 
   
  It is best to run this DM’S CHALLENGE adventure 
  packet last, after players participate in the first two DM’S 
  CHALLENGE adventures and after they participate in 
  RETURN TO THE TOMB (the two-round LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION adventure, 
  which premiered at D&D Experience (formerly Winter 
  Fantasy), February 15-18, 2007).  DM’S CHALLENGE 1 and 
  2 lead into RETURN TO THE TOMB and DM’S CHALLENGE 4 
  concludes the story. 
  WHAT HAS GONE BEFORE? 
  From Return to the Tomb of Horrors by Bruce R. Cordell: 
   
  “The legend of the tomb first trickled into civilized 
  lands centuries ago.  Whispers of lost treasure and 
  undisturbed burial catacombs lured scores of adventurers 
  over the years to cross unmapped lands in search of 
  fortune and glory.  Few ever found the tomb, and fewer 
  still ever returned; the legend of Acererak’s last resting 
  place remained a vague rumor of wealth and danger. 
   
  Then some twenty years ago, reports of the tomb 
  spread far and wide, for reasons that were unclear at the 
  time.  Ironically, its reputation as a dungeon from which 
  few if any explorers ever returned tempted those who 
  consider themselves exceptionally skilled, clever, or 
  lucky.  Undeterred by warnings of lethal traps, 
  labyrinthine mazes, and the malevolent sorcerer who 
  lingered beyond life to guard the crypt of his final rest, 
  they came from many lands to match themselves against 
  Acererak’s challenge.  Those who found the tomb and 
  penetrated its grim darkness soon realized that the 
  legends had not been wrong; death was the reward for 
  the cautious and the foolhardy alike. Some turned back, 
  and many more perished during their explorations.  Very 
  few successfully navigated the tomb to find the husk of 
  Acererak’s physical form: the demilich.  Only then did 
  these brave few discover their true peril; the demilich 
  could wrench their eternal souls from their corporeal 
  flesh through the malevolent power of its gaze alone! 
   
  Those who survived the horrors finally emerged 
  from the tomb.  Some were missing companions, limbs, 
  or both, but all felt lucky to see the sun once more.  From 
  these hardy souls the tale of Acererak’s unyielding crypt 
  spread, frightening away some but enticing still others to 
  venture into the darkness … Those who were drawn to 
  the area were less and less interested in exploring the 
  depths of the tomb.  Instead, they were drawn by the 
  legend of Acererak himself … As time wore on, a 
  community of like-minded grew up around the mound of 
  the tomb located in the Vast Swamp … They were, in 
  fact, almost all practitioners of the foul dark arts: 
  necromancy.  This was Skull City born.” 
   
  Acererak himself was behind the spreading of the 
  legend and rumors of his Tomb.  For he was an ancient 
  lich (and then demilich) whose quest for power over 
  undead had led him to his greatest discovery – a means to 
  achieve eternity by merging his essence with the 
  Negative Energy Plane, this giving him the ability to 
  possess and control any undead being with a link to that 
  plane anywhere in the cosmos.  To power this merge, he 
  required the souls of powerful adventurers, and he used 
  his Tomb to lure them to him.  Acererak was nearly 
  successful, but the last group of adventurers he chose to 
  power his Apotheosis proved his undoing. 
   
  These adventurers fought their way to his Fortress of 
  Conclusion and destroyed both Acererak’s physical form 
  and plunged his Phylactery, the key to his Apotheosis 
  and the container for all of the souls he had stolen, into 
  the depths of the Negative Energy Plane, where it was 
  thought destroyed or lost forever.  Acererak’s spirit was 
  shattered by this act, trapping him between life and 
  death, eternal power and nothingness.  He became a 
  Vestige (see Tome of Magic by Matthew Sernett, Ari 
  Marmell, David Noonan, and Robert J. Schwalb), a 
  spiritual power to be summoned and used by beings 
  called binders. 
   
  The necromancers of Skull City have continued 
  their research at the Tomb to this day, although they find 
  they can no longer enter very far into the Tomb (see 
  Entering the Tomb below).  This is because Acererak’s 
  departure shattered the Tomb, dropping most of it into a 
  state halfway between the Physical and the Negative 
  Energy Plane.  Over time, all of it would eventually 
  disintegrate into the nothingness, if not for recent 
  events.  The necromancers of Skull City are mentioned 
  here as reference only … by the time the PCs reach the 
  Tomb in RETURN TO THE TOMB, the threat of the 
  necromancers will already have been resolved (by LIVING 
  GREYHAWK players in COR7-01 Wrath of the Tomb of 
  Horrors). 
   
  What now keeps the Tomb from breaking apart 
  completely and dissolving into the Negative Energy 
  Plane?  A new threat has arrived in the form of another 
  Vestige; one called Tenebrous, The Shadow That Was.  
  Tenebrous is the vestige of the divine power the demon 
  lord Orcus once wielded, as he recovered his power and 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 4 
  his domain after being usurped by another power.  
  Tenebrous has sought a means to gain back this divine 
  power, and he has searched through sites and locales 
  Orcus long ago abandoned to find the means to do so.  
  On an excursion to the City of Moil, a location that Orcus 
  long ago cursed to a miserable fate, he found the City 
  almost completely absorbed into the Negative Energy 
  Plane.  Acererak had used Moil and its undead 
  inhabitants to build his Fortress of Conclusion and act as 
  a gateway between his Tomb and his Fortress.  Tenebrous 
  used binders faithful to him to determine what had 
  happened in Moil, and he realized quickly that Acererak’s 
  plan was the key to his own salvation. 
   
  Tenebrous has since recovered Acererak’s lost 
  phylactery from the Negative Energy Plane and used it to 
  stabilize what remains of the Fortress, City, and Tomb.  
  Now he needs powerful adventurers to revisit the Tomb 
  and power the device.  This is where the PCs come in. 
  THE FORCES AT WORK 
  There are a number of individuals and groups which the 
  PCs will interact with during the HORRORS NEVER DIE 
  Story Arc (2006-2007).  PCs can choose to ally with any or 
  none of these forces, and their choices will influence 
  their rewards and the conclusion of this Story Arc. The 
  key forces at work are: 
  • 
  Agents of the Vestige Tenebrous (Chaotic Evil) 
  – These agents will do all they can to lead the 
  PCs to the Tomb of Horrors.  Depending on the 
  party of adventurers, they may try to trick the 
  PCs into “working for them”, attack them to lure 
  them in the direction of investigating the Tomb, 
  drop information in places the PCs are likely to 
  visit that lead them to the Tomb, or whatever 
  other ideas you may come up with.  If you have 
  access to Tome of Magic, the agents should be led 
  by powerful binders; otherwise, you can have 
  them led by clerics with the Death and Evil 
  domains. 
  • 
  Agents of the Vestige Acererak (Chaotic Evil) – 
  These agents will eventually discover that 
  someone new is using the Tomb of Horrors for 
  their own twisted purpose.  Acererak knows he 
  can no longer use his Phylactery for Apotheosis, 
  that path has been lost to him.  But he will not 
  allow another to steal his greatest idea.  Once 
  these agents learn of the happenings at the 
  Tomb, they will seek out the PCs in an attempt 
  to get them to thwart whoever is using the 
  Tomb now.  They’ll follow many of the same 
  actions as the Agents of the Vestige Tenebrous 
  above and should be designed similarly. 
  • 
  Agents of the Lyzandred the Mad (Lawful 
  Neutral) – Thought a legend by most of the 
  inhabitants of the Flanaess (at least amongst the 
  few who know of him at all), this lich is very 
  real and extremely dangerous to those who 
  oppose his goals.  He is as old as Acererak, but 
  his life and unlife took a different path.  He 
  discovered a demiplane early in his career that 
  he has made his own.  His quest to remove 
  powerful magic items from the hands of those 
  who abuse them (the results of an encounter in 
  his youth with slavers who killed or sold his 
  entire hometown with a rod of beguiling) took a 
  dangerous turn as Lyzandred discovered the 
  demiplane he used to keep those items away 
  from others has somehow mixed with his own 
  magics to slowly drive him insane each time he 
  left his demiplane.  He chose to remain on the 
  demiplane from that point forward, and he now 
  uses agents and his powerful magics to bring 
  volunteers into his service and continue his 
  quest to keep magic items away from those who 
  would abuse them.  Lyzandred learned of 
  Acererak’s near miss at gaining Apotheosis from 
  the adventurers who defeated the demilich, and 
  he has carefully monitored the situation at the 
  Tomb of Horrors since then.  His fears are 
  realized as his divinations have him now 
  convinced that Acererak’s Phylactery has been 
  returned to the Fortress of Conclusion and that 
  someone plans to try to use it once more.  
  Lyzandred will stop at nothing to have that foul 
  artifact brought to his demiplane to be buried 
  forever from the hands of others.  Thus he will 
  try to enlist the PCs help in this endeavor.  
  Lyzandred’s agents are all former or current 
  adventurers who have volunteered to serve him 
  out of a shared belief in ridding Oerth of 
  dangerous magic items or in payment for him 
  saving their lives. 
  • 
  Agents of the Demon Lord Orcus (Chaotic Evil) 
  – These agents discover the plans of the Vestige 
  Tenebrous.  Orcus is infuriated that someone, 
  even a vestige of a former self, would seek to 
  gain so much power over the realm of undeath.  
  He will not allow another to supplant his 
  authority in that realm, and he will order his 
  agents to assist anyone trying to stop the agents 
  of the Vestige Tenebrous. 
  ENTERING THE TOMB 
  The PCs have already entered the Tomb at the time of 
  this adventure.  In fact, they’re about to leave the Tomb 
  for another plane.  This is detailed below. 
  HOW TO INTERGRATE 
  You are free to write the adventure you choose to write 
  for this DM’S CHALLENGE with the following stipulations. 
   
  First, the following took place in DM’S CHALLENGE 
  1: 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 5 
  1. 
  The PCs should have met at least one surviving 
  member of the adventuring party which 
  defeated Acererak.  They should have learned of 
  the fate of the Phylactery at the time of 
  Acererak’s 
  defeat 
  (a 
  giant 
  multi-faceted 
  gemstone which was dropped through a gate 
  directly to the Negative Energy Plane and 
  thought destroyed. 
  2. 
  The agents of the Vestige Tenebrous should 
  have begun to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they found 
  them worthy, they should begun to point them 
  in the direction of the Tomb of Horrors by 
  misdirecting them to seek out agents of the 
  Vestige Acererak; they hoped to convince the 
  PCs that Acererak is behind this plot and also to 
  have them gain an Amulet of the Void from 
  Acererak’s followers. 
  3. 
  The agents of Lyzandred will have begun to 
  observe the PCs.  Careful PCs may have noticed 
  their observers and try to interact with them.  
  The agents would have kept their reasons to 
  themselves at that time.  They would have 
  avoided combat, but they also would have 
  defended themselves if needed. 
  4. 
  The first adventure concluded with a difficult 
  encounter with the agents of the Vestige 
  Acererak.  If the PCs overcame these agents, a 
  top agent arrived to offer them a deal to work 
  together against whoever has control of the 
  Tomb.  They could have gained an Amulet of the 
  Void there and some parties might have taken an 
  oath of cooperation along with the top agent. 
   
  Second, the following took place in DM’S 
  CHALLENGE 2: 
  1. 
  The agents of the Vestige Tenebrous should 
  have continued to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they find them 
  worthy, they pulled out all the stops to get the 
  PCs to the Tomb of Horrors at the end of the 
  adventure (granting them magical entry to the 
  Tomb at that time). 
  2. 
  The agents of Lyzandred completed their 
  observation of the PCs.  If they deemed the PCs 
  powerful and trustworthy, they invited the PCs 
  to visit Lyzandred’s Crypt (on a demiplane 
  Lyzandred controls) to prove their mettle 
  against some of its chambers in return for a 
  great deal of information and reward. 
  3. 
  PCs who visited Lyzandred’s Crypt and reached 
  the point of death during the challenges there 
  did not die automatically … they were visited in 
  their minds by Lyzandred and offered to have 
  their lives spared in return for agreeing to a geas 
  to deal with the situation in the Tomb of 
  Horrors for him.  If they agreed, they were 
  automatically 
  restored 
  to 
  full 
  hp 
  total; 
  otherwise, they did die. 
  4. 
  PCs who successfully passed through the 
  challenges of Lyzandred’s Crypt gained an 
  audience with Lyzandred where he informed 
  them of the situation in the Tomb of Horrors 
  and asked for their assistance (without a geas) to 
  deal with the situation.  If they agreed, he 
  loaned the PCs a number of magic items and 
  gave them an Amulet of the Void. 
  5. 
  PCs who attacked Lyzandred faced an epic-level 
  lich wizard with access to any conceivable non-
  unique magic item and a horde of high-level 
  agents and creatures at his beck and call as well 
  as the defenses his demiplane offered.  Basically, 
  the PCs had no hope of success against him and 
  quickly found themselves overcome and tossed 
  out of the demiplane. 
  6. 
  The adventure concluded with a difficult 
  encounter with the agents of the Vestige 
  Tenebrous that led them to the Tomb of 
  Horrors at the end of the adventure. 
   
  Third, the following took place in RETURN TO THE 
  TOMB: 
  1. 
  The PCs could not enter the Tomb without 
  carrying an Amulet of the Void and having 
  permitted magical entry by Tenebrous’ agents.  
  At the beginning of this adventure they either 
  had, or acquired, both.  Tenebrous’ agents want 
  the PCs to die in the Tomb, powering the 
  Apotheosis for Tenebrous. 
  2. 
  If one of the PCs accepted the offer from 
  Lyzandred (Act of Cooperation - Lyzandred) 
  and/or the offer from Acererak (Oath of 
  Cooperation - Acererak), they gained access to 
  significant information on the Tomb of Horrors 
  that helped them progress through the Tomb. 
  3. 
  The PCs fought and thought their way through 
  numerous 
  Tomb 
  challenges, 
  eventually 
  reaching a dreaded demilich (not Acererak, but 
  a less powerful, but still deadly copy) deep in 
  the Tomb.  Parties either cleverly stole some 
  demilich dust and fled the scene or bravely 
  fought the demilich for the dust. 
  4. 
  Using knowledge gained from Lyzandred or 
  Acererak, 
  knowledge 
  gained 
  through 
  divinations, 
  or 
  knowledge 
  gained 
  while 
  exploring the Tomb, the PCs have determined 
  that they can use the dust to pass through the 
  face of the great green devil in the Tomb.  
  Where this will take them is uncertain to them 
  at this time. 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 6 
   
  Finally, the following should take place during this 
  final DM’S CHALLENGE in the HORRORS NEVER DIE Story 
  Arc (2006-2007). 
  1. 
  The PCs need to pass through the face of the 
  great green devil in the Tomb while carrying 
  some of the demilich’s dust.  Details on this 
  encounter are reprinted at the end of this 
  section. 
  2. 
  PCs arrive on a demiplane within the Negative 
  Energy Plane.  It is a shard of the Demiplane of 
  Moil, The City That Waits.  When adventurers 
  defeated Acererak the last time, most of the 
  Demiplane of Moil was fractured off from this 
  shard.  What remains here, held by the power of 
  the Phylactery is a small section of the 
  demiplane, 
  including 
  the 
  Fortress 
  of 
  Conclusion.  Details on these two locations and 
  the Phylactery are provided at the end of this 
  section. 
  3. 
  PCs should encounter an entourage sent by the 
  demon lord Orcus.  The entourage will attempt 
  to offer assistance to the PCs (giving them 
  information on the combatants they will 
  encounter and how to destroy the Phylactery).  
  If the PCs choose to attack, the entourage 
  attempts to flee.  If they are unable to flee, they 
  defend themselves as best as possible.  Once the 
  offer is refused once, they don’t make the offer 
  again. 
  4. 
  PCs should fight their way past the forces of the 
  Vestige Tenebrous and various deadly traps and 
  tricks.  The PCs were not intended to survive 
  the Tomb, and it is of the utmost importance 
  that the PCs not be able to reach the chamber of 
  the Phylactery of the Apotheosis and disrupt the 
  Vestige Tenebrous’ plans.  In addition, they 
  should 
  encounter 
  a 
  dream 
  vestige 
  (see 
  Appendix I) during their journey. 
  5. 
  PCs should reach the chamber of the Phylactery 
  of the Apotheosis.  They should have the fight 
  of their lives against the agents of the Vestige 
  Tenebrous.  If they defeat the Vestige 
  Tenebrous’ plans, they are victorious and the 
  adventure ends.  Proceed to the Conclusion. 
  FACE OF THE GREAT GREEN DEVIL 
   
  Show Illustration #1. 
   
  A red tile path leads directly to a leering devil 
  face set in a mosaic at the corridor’s end. The devil’s 
  mouth gapes wide and empty—in fact it is dead 
  black, emitting no hint of light and allowing none 
  entry. 
   
  The mouth opening is similar to a sphere of 
  annihilation (Dungeon Master’s Guide), but this sphere is 
  permanently fixed in place and yawns a little more than 3 
  feet in diameter—room enough to accommodate those 
  who, pursuing a false hope, leap in where they are 
  completely and forever destroyed. 
   
  The whole area radiates evil and magic (necromancy; 
  CL 20th) if a detection attempt is made. 
   
  However, if a PC passes through the mouth with any 
  amount of the demilich’s dust (even as small as a few 
  grains), he passes through the sphere safely and finds 
  himself transported to another plane. 
  DEMIPLANE OF MOIL 
   
  “On the world of Ranais there was a city called Moil. 
   Moil was built on the surface of its world and it daily saw 
  the light of the sun as every normal city did.  The 
  uplifting light of the sun, unfortunately, was not 
  sufficient to keep the citizens from dark pursuits: the 
  Moilians were of an evil bent, and gave their worship to a 
  powerful tanar’ri lord they knew as Orcus. 
   
  As is the way of such things, the citizens of Moil 
  reaped only a bitter reward for their patronage to this 
  chaotic lord.  In the passage of time the Moilians allowed 
  their piety to fail in favor of less bloodthirsty deities. 
   
  Predictably, Orcus was wroth.  In horrible but 
  unlooked-for vengeance, the entity cast what initially 
  seemed a mild curse over Moil: its inhabitants fell into 
  enchanted sleep that could only be broken by the 
  dawning of the sun.  Orcus then physically removed the 
  city from its natural site and transformed it into a 
  nightmarish, lightless demiplane of its own, assuring that 
  the sun would never again shine upon its tall towers.  
  Having completed this deed, Orcus dubbed the 
  demiplane anew as The City That Waits.” 
   
  The boundaries of this shard of demiplane are the 
  Negative Energy Plane.  See the Dungeon Master’s Guide 
  for details on the effects of this plane.  Moil should be 
  filled with encounters against undead and agents of the 
  Vestige Tenebrous.  The most common undead found 
  here are dream vestiges and bleakborn (see Appendix 1).  
  The topography of Moil consists of stone towers, 
  walkways, archways, and bridges floating within open 
  space.  Falling off into this space eventually plunges the 
  individual into the Negative Energy Plane. 
  FORTRESS OF CONCLUSION 
   
  Floating at the edge of this shard of Moil, not 
  directly connected by bridges or walkways, is the Fortress 
  of Conclusion, built by Acererak’s powerful sorcery, 
  maintained by the Phylactery of the Apotheosis, and 
  existing in both Moil and the Negative Energy Plane.  
  Effects of the Negative Energy Plane on individuals in 
  the Fortress should be even more powerful than on those 
  in Moil alone.  The Fortress is also full of undead and 
  agents of the Vestige Tenebrous, as well as devious traps 
  and tricks.  At the center of the Fortress, under the most 
  powerful guardianship that the Vestige Tenebrous could 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 7 
  provide, is the Phylactery of the Apotheosis.  An 
  appropriate set of guardians for this chamber should 
  include a demilich (see Appendix 1) or similar creature 
  that would be an extreme but winnable challenge for the 
  PCs. 
  PHYLACTERY OF THE APOTHEOSIS 
   
  “A red crystal glowing like a rabid eye pours down 
  light from the apex of this large domed chamber.  
  Unmistakable in the crimson light is a multifaceted 
  crystal, as big as a haystack, in the center of the room.  
  The facets of the crystal allow intermittent emerald 
  gleams to pulse forth, giving rise to random shafts of 
  illumination that reflect ominously from the red-
  splashed walls.  Ghostly faces mouthing in silent agony 
  appear and vanish within the frames of individual facets.  
  The giant crystal is supported by a tripod of black metal, 
  higher than a human could reach, above a hole in the 
  chamber’s floor even larger than the gem.  This hole 
  opens on a chasm of cold, absolute darkness.” 
   
  The red light streams forth from a bejeweled 
  humanoid skull, that of a demilich or similar challenging 
  creature. 
   
  The key to the Apotheosis is the phylactery; the 
  giant crystal in the tripod.  There are 2,692 souls trapped 
  in the crystal; if three more can be trapped by the Vestige 
  Tenebrous’ agents within the crystal, Tenebrous can 
  achieve Apotheosis.  If anyone touches the crystal 
  directly, their soul is immediately drawn into the crystal 
  (no saving throw) and their body automatically falls 
  through the hole (unless some mechanism of restraint is 
  already in place to prevent the plunge).  The hole leads 
  directly into the Negative Energy Plane. 
   
  The PCs can defeat the Vestige Tenebrous’ plans by 
  freeing the souls from the Phylactery or by dropping the 
  Phylactery into the Negative Energy Plane.  To 
  permanently end the threat of some evil being achieving 
  Apotheosis, the Phylactery needs to be completely 
  destroyed.  Methods to achieve any of these three ends 
  are detailed below. 
  Freeing the Souls 
   
  During this encounter, the souls in the Phylactery 
  will have some of their shouts pass into the real world.  
  Cries of “Free Us!” or “Release Us!” will be repeated.  If 
  the PCs verbalize a question such as “How?,” they will 
  receive an answer from a young girl’s soul in one of the 
  facets closest to the PCs.  She tells them, “Only the light 
  of the sun will open a way for us; it is our guide to peace.” 
   If the PCs target the Phylactery with a sunbeam, sunburst, 
  or similar sun-empowered spell, the Phylactery magnifies 
  and refracts the light of the sun through all of its facets 
  for 1 round.  At the end of the round, all of the souls are 
  freed and leave for their proper afterlives. 
  Dropping the Phylactery into the Hole 
   
  If the PCs can engineer a way to drop the Phylactery 
  into the hole, it will be lost in the Negative Energy Plane 
  for many years to come.  The Vestige Tenebrous will have 
  lost his opportunity to make use of its powers (just as 
  Acererak did before him).  The easiest way to drop the 
  Phylactery into the hole is to destroy two or all three of 
  the tripod’s legs. 
   
  Each leg is made of adamantine with permanent 
  extraordinary properties.  It is susceptible to non-piercing 
  weapons, as well as electricity, acid, disintegration, and 
  rust effects.  All other weapons or effects deal no damage 
  and have no effect on the tripod.  Determine the exact 
  stats of the legs to provide a challenging, but manageable 
  encounter for the PCs. 
  Destroying the Phylactery 
   
  If the PCs can engineer a way to destroy the 
  Phylactery itself, the Vestige Tenebrous will have lost his 
  opportunity to make use of its powers (just as Acererak 
  did before him).  The Phylactery will be permanently 
  lost, and no being will ever be able to make use of it again 
  to seek Apotheosis. 
   
  The Phylactery is immune to all magical spells and 
  effects, excluding those based on the power of the sun 
  (see Freeing the Souls above).  It can be harmed by 
  weapons, but it has DR 20/— against any weapon with 
  less than a +4 equivalency in total enhancement bonuses 
  and weapon special abilities.  Determine the exact stats of 
  the crystal to provide a challenging, but manageable 
  encounter for the PCs. 
   
  If the PCs attack the Phylactery, the souls in the 
  Phylactery will have some of their shouts pass into the 
  real world.  Cries of “To destroy the Phylactery is to 
  destroy us as well!” or “Stop, the void will claim our 
  spirits forever!” will be repeated. 
  CONCLUSION 
   
  If the PCs have defeated the Vestige Tenebrous’ 
  plans, then the power keeping this shard of Moil intact 
  will fail.  The PCs should have a dramatic escape from the 
  Fortress and the demiplane, ending with their escape 
  from the Tomb of Horrors.  The Tomb collapses into the 
  Negative Energy Plane, leaving only the entrance to the 
  Tomb remaining on Oerth.  The entrance becomes sealed 
  by powerful magic left by Acererak and can no longer be 
  passed through by almost any being on the face of Oerth. 
   Its further secrets will be left unknown for many 
  generations to come. 
   
  The PCs are visited by agents of the Vestige Acererak 
  and/or the lich Lyzandred and receive their thanks (if 
  they allied with either of these individuals).  
   
  Finally, the PCs are visited by agents of Orcus.  They 
  are rewarded (if they allied with Orcus).  In any case, they 
  receive a cryptic hint of things to come as the entourage 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 8 
  departs … the words “I’m sure we’ll meet again … our 
  Lord sees another troubling development you are sure to 
  want to deal with, in your sickening goodness and 
  lawfulness …” 
   
  Thus concludes the HORRORS NEVER DIE Story Arc 
  (2006-2007) and introduces the Wail of the Banshee 
  Queen Story Arc (2007-2008). 
  ADVENTURE QUESTIONS 
  To enable the Campaign to track the results of this 
  adventure and this apply these results to the 
  development of future adventures in the next story arc, 
  please email your answers to the following questions to 
  Steven 
  Conforti, 
  LIVING 
  GREYHAWK 
  Circle, 
  at 
  scon40@aol.com. 
  1. 
  Did the PCs successfully complete the 
  adventure objectives? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  2. 
  Did the PCs successfully complete the 
  adventure encounters? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  3. 
  Did the PCs successfully recover the treasure in 
  the adventure? 
  a. 
  Yes, all of it. 
  b. 
  Yes, most of it. 
  c. 
  No, little of it. 
  d. 
  No, none of it. 
  4. 
  Did the PCs agree to cooperate with Orcus? 
  a. 
  No, they attacked his entourage. 
  b. 
  No, they parlayed with his entourage 
  but did not agree to cooperation. 
  c. 
  Yes, they parlayed with his entourage 
  and agreed to cooperation. 
  5. 
  Did the PCs reach the Fortress of Conclusion? 
  a. 
  Yes. 
  b. 
  No. 
  6. 
  Did the PCs defeat the guardians of the 
  Phylactery? 
  a. 
  Yes. 
  b. 
  No. 
  7. 
  Did the PCs destroy the Phylactery? 
  a. 
  Yes. 
  b. 
  No. 
  ADVENTURE RECORD 
  You’ll want to print out a copy of the Adventure Record 
  for each player. 
   
  Fill in the blanks provide on the Adventure Record 
  with magic items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure. 
   
  Circle the correct gp cap amount for each PC based 
  on their character level when they began this adventure. 
   
  If the PCs accepted the offer from Lyzandred (Act of 
  Cooperation - Lyzandred), they gain Lyzandred’s 
  Thanks.  If the PCs accepted the offer from Acererak 
  (Oath of Cooperation - Acererak), they gain 
  Acererak’s Thanks.  If they accepted the offer from 
  Orcus, the gain Act of Cooperation - Orcus. 
   
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 9 
  APPENDIX #1 
   
  B L E A K B O R N 
  CR  7 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft., Listen +12, Spot +12 
  Aura heat-draining aura 
  Languages Common, Moilian 
  AC 27, touch 13, flat-footed 24 
   (+3 Dex, +14 natural) 
  hp 72 (8 HD); contingent healing 10 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  Resist +2 turn resistance 
  Fort +2, Ref +7, Will +8 
  Speed 30 ft. (6 squares) 
  Melee slam +10 (1d6+9 plus 2d6 cold) 
  Base Atk +4; Grp +10 
  Atk Options cold to the touch, create spawn 
  Special Actions Combat Reflexes 
  Abilities Str 22, Dex 16, Con —, Int 14, Wis 14, Cha 15  
  SQ diet dependent, fire lover, undead traits 
  Feats Alertness, Combat Reflexes, Lightning Reflexes  
  Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, 
  Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 
  following tracks) 
  Cold to the Touch (Su): The touch of a bleakborn deals 2d6 
  cold damage.  Each 3 points of cold damage dealt heals a 
  bleakborn of 1 point of damage.  If this amount of healing 
  would cause bleakborn to exceed its full normal hp total, it 
  gains any excess as temporary hp.  These temporary hp last 
  for up to 1 hour.  Anyone who hits a bleakborn in melee also 
  takes 1d6 points of cold damage, unless wielding a reach 
  weapon. 
  Contingent Healing: A bleakborn only heals when in range of 
  a living creature that it can affect with its heat-draining aura. 
   Even if brought to 0 hp or less, a bleakborn eventually heals 
  if a living creature at some future date wanders within 30 
  feet of the bleakborn’s remains, automatically triggering its 
  heat-draining aura.  As long as affected creatures are within 
  its heat-draining aura, a bleakborn’s contingent healing 
  remains active.  A bleakborn does not have immunity to 
  cold.  While a bleakborn doesn’t take cold damage from its 
  own abilities, it can take cold damage from another of its 
  kind (although the bleakborn in the Tomb are special, 
  immune to each other’s cold damage). 
  Create Spawn (Su): Any humanoid slain by a bleakborn 
  becomes a normal zombie in 1d4 rounds.  These spawn are 
  under the command of the bleakborn that created them and 
  remain enslaved until its destruction.  They do not possess 
  any of the abilities they had in life.  Sometimes a newly 
  created spawn becomes a bleakborn instead of a mere 
  zombie, though the wiles of the dark gods determine such 
  instances (that is, the DM decides when this occurs). 
  Diet Dependent: Bleakborns are diet-dependent upon warmth, 
  which they gain through their heat-draining aura. 
  Fire Lover (Su): A magical fire attack heals a bleakborn of 1 
  point of damage for each 3 points of damage the attack 
  would otherwise deal.  If this amount of healing would cause 
  bleakborn to exceed its full normal hp total, it gains any 
  excess as temporary hp.  These temporary hp last for up to 1 
  hour.  For example, a bleakborn hit by a fireball that would 
  normally deal 18 points of damage instead gains 6 hp.  A 
  bleakborn makes no saving throws against fire effects. 
  Heat-Draining Aura (Su): All living creatures (except those 
  immune to cold damage) that approach within 30 feet of a 
  bleakborn are subject to its heat-draining aura.  Victims must 
  make a DC 16 Fort save.  If they fail, they take 2d6 hp of cold 
  damage per round as their living heat is sucked away, but if 
  they succeed, they lose only 1d6 hp per round that they 
  remain in the radius.  Should a bleakborn kill a humanoid 
  creature with its heat-draining aura, the victim rises again as 
  a bleakborn spawn.  The save DC is Cha-based. 
  Description This frigid corpse is so cold that it is frosted with 
  icy crystals.  Sensing the warmth of life, it shambles eagerly 
  towards its victims.  Its eyes reflect the vacuum of the void, 
  its touch chills to the bones, and its very presence seems to 
  drain the heat from your pores. 
  Sources Libris Mortis 
   
  D E M I L I C H 
  CR  20 
  NE Diminutive undead (Augmented Humanoid) Wizard 12 
  Init +3; Senses darkvision 60 ft., Listen +30, Spot +30 
  Aura fear aura 
  Languages Common, Abyssal, Celestial, Draconic, Infernal 
  AC 47, touch 34, flat-footed 44 
   (+4 size, +3 Dex, +8 armor, +5 deflection, +12 insight, +5 
  natural) 
  hp 108 (12 HD); DR 30/— (Vorpal weapons ignore this DR but 
  deal half damage) 
  Immune 
  cold, 
  electricity, 
  polymorph, 
  mind-affecting 
  spells/abilities, magic sleep effects, paralysis, stunning, 
  disease, death effects, any effect that requires a Fort save 
  unless it also works on objects or is harmless, critical hits, 
  nonlethal damage, damage to physical ability scores, ability 
  drain, energy drain, fatigue, exhaustion, death from massive 
  damage, magic (see below) 
  Resist +20 turn resistance, acid 20, fire 20, sonic 20 
  Fort +4, Ref +7, Will +15 
  Speed fly 180 ft. (36 squares) (perfect) 
  Melee touch +22 (10d6+20 negative energy damage plus 
  paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options paralyzing touch, touch treated as magic weapon 
  for purposes of DR 
  Special Actions spells, spell-like abilities, trap the soul 
  Wizard Spells Prepared (CL 12th): 
   6th—chain lightning (DC 26), disintegrate (DC 26), eyebite (DC 
  26), mass suggestion (DC 26) 
   5th—baleful polymorph (DC 25), cone of cold (DC 25), mind fog 
  (DC 25), teleport, wall of force 
   4th—fear x2 (DC 24), ice storm x2 (DC 24), mass reduce person x2 
  (DC 24), Otiluke’s resilient sphere x2 (DC 24), shout x2 (DC 
  24) 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 2 
   3rd—fireball (DC 23), lightning bolt (DC 23), major image (DC 
  23), slow (DC 23), vampiric touch (+22 touch), wind wall 
   2nd—glitterdust (DC 22), gust of wind, Melf’s acid arrow (+25 
  ranged touch), mirror image, scorching ray (3 rays, +25 
  ranged touch), touch of idiocy (+22 touch), web (DC 22) 
   1st—magic missile x3, ray of enfeeblement x3 (+25 ranged 
  touch), shield 
   0—acid splash (+25 ranged touch), detect magic, ray of frost 
  (+25 ranged touch), touch of fatigue (+22 touch) 
  Spell-Like Abilities (CL 12th; DC 28; save DC is Cha-based): 
   At will—alter self, astral projection, create greater undead, create 
  undead, death knell, enervation (+25 ranged touch), greater 
  dispel magic, harm, summon monster I through IX, telekinesis, 
  weird 
   2/day—greater planar ally 
  Abilities Str 10, Dex 16, Con —, Int 30, Wis 24, Cha 23 
  SQ undead traits, phylactery transference 
  Feats Automatic Quicken SpellB, Automatic Still SpellB, 
  Blinding SpeedB, Combat Casting, Craft Wondrous ItemB, 
  Eschew Materials, Greater Spell Penetration, Quicken Spell, 
  Scribe ScrollB, Silent SpellB, Spell Penetration, Tenacious 
  MagicB 
  Skills Concentration +21, Decipher Script +21, Hide +39, 
  Knowledge (arcana) +25, Listen +30, Move Silently +28, 
  Search +34, Sense Motive +27, Spellcraft +27, Spot +30 
  Possessions bracers of armor +8, ring of protection +5, ring of 
  wizardry IV 
  Fear Aura (Su): Demiliches are shrouded in a dreadful aura of 
  death and evil.  Creatures of less than 5 HD in a 60-foot 
  radius that look at the lich must succeed on a DC 22 Will 
  save or be affected as though by a fear spell from a sorcerer of 
  CL 21st.  The save DC is Cha-based. 
  Paralyzing Touch (Su): Any living creature a demilich hits 
  with its touch attack must succeed on a DC 28 Fortitude save 
  or be permanently paralyzed.  Remove paralysis or any spell 
  that can remove a curse can free the victim.  The effect 
  cannot be dispelled.  Anyone paralyzed by a lich seems dead, 
  though a DC 20 Spot check or a DC 15 Heal check reveals 
  that the victim is still alive.  The save DC is Cha-based. 
  Trap the Soul (Su): A demilich can trap the souls of up to eight 
  living creatures per day.  To use this power, it selects any 
  target it can see within 300 feet.  The target is allowed a DC 
  28 Fortitude saving throw.  If the target makes its saving 
  throw, it gains four negative levels (this does not count as a 
  use of trap the soul).  If the target fails its save, the soul of the 
  target is instantly drawn from its body and trapped within 
  one of the gems incorporated into the demilich’s form.  The 
  gem gleams wickedly for 24 hours, indicating the captive 
  soul within.  The soulless body collapses in a mass of 
  corruption and molders in a single round, reduced to dust.  If 
  left to its own devices, the demilich slowly devours the soul 
  over 24 hours—at the end of that time the soul is completely 
  absorbed and the victim is forever gone. 
   
  If the demilich is overcome before the soul is eaten; 
  crushing the gem releases the soul, after which time it is free 
  to seek the afterlife or be returned to its body by the use of 
  either resurrection, true resurrection, clone, or miracle.  A 
  potential victim protected by a death ward spell is not 
  immune to trap the soul, but receives a +5 bonus on its 
  Fortitude saving throw.  Negative energy protection is effective 
  against the level loss.  The save DC is Cha-based. 
  Magic Immunity (Ex): A demilich is immune to all magical 
  and supernatural effects, except as follows.  A shatter spell 
  affects a demilich as if it were a crystalline creature, but deals 
  half the damage normally indicated.  A dispel evil spell deals 
  3d6 points of damage (Fortitude save for half damage).  Holy 
  smite spells affect demiliches normally. 
  Phylactery Transference (Su): Headbands, belts, rings, cloaks, 
  and other wearable items kept in close association with the 
  demilich’s phylactery transfer all their benefits to the 
  demilich no matter how far apart the demilich and the 
  phylactery are located.  The standard limits on types of items 
  utilized simultaneously still apply. 
  Automatic Quicken Spell (Feat): You may cast all spells of 0 
  to 3rd level as quickened spells without preparing them as 
  such.  You don’t spend a higher spell slot to do so either.  
  Spells with a casting time of more than 1 full round can’t be 
  quickened. 
  Automatic Still Spell (Feat): You may cast all spells as still 
  spells without preparing them as such.  You don’t spend a 
  higher spell slot to do so either. 
  Blinding Speed (Feat): You can act as if hasted for 5 rounds 
  each day.  The duration of the effect need not be consecutive 
  rounds.  Activating this power is a free action. 
  Tenacious Magic (Feat): Whenever the demilich’s magic 
  would otherwise end due to a dispel effect, the magic is 
  instead only suppressed for 1d4 rounds.  The magic still ends 
  when its duration expires, but the suppressed rounds do not 
  count against its duration. 
  Description A gem encrusted skull. 
  Sources Epic Handbook 
   
  D R E A M  V E S T I G E 
  CR  16 
  CE Huge undead (incorporeal) 
  Init +9; Senses blindsight 120 ft., darkvision 60 ft., Listen +25, 
  Spot +25 
  Aura desecrating aura, frightful presence, deflective aura 
  Languages all 
  AC 31, touch 31, flat-footed 26 
   (-2 size, +5 Dex, +18 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 179 (17 HD); DR 10/— 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  SR 28 
  Fort +9, Ref +14, Will +19 
  Speed fly 40 ft. (8 squares) (perfect) 
  Melee 4 tendrils +13 melee touch (3d6+2 plus form 
  consumption) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +8; Grp — 
  Atk Options form consumption 
  Special Actions Combat Reflexes 
  Abilities Str —, Dex 20, Con —, Int 18, Wis 20, Cha 20 
  SQ dream travel, incorporeal traits, undead traits, inescapable 
  craving, self spawn 
  Feats Combat Reflexes, Great Fortitude, Iron Will, Improved 
  Initiative, Lightning Reflexes, Weapon Finesse 
  Skills Concentration +24, Diplomacy +6, Hide +16, Listen +25, 
  Move Silently +24, Search +24, Sense Motive +25, Spellcraft 
  +24, Spot +25, Survival +5 (+7 following tracks) 
  Desecrating Aura (Su): A dream vestige gives off a 20-foot-
  radius emanation of utter desecration, imbuing its 
  surroundings with negative energy.  This ability works much 
  like a desecrate spell, except that the vestige itself is treated as 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 3 
  the shrine of an evil power.  All undead within 20 feet of the 
  dream vestige, including itself, gain a +2 profane bonus on 
  attack rolls, damage rolls, and saving throws, and +2 hp per 
  HD (the stats above include these bonuses already).  Cha 
  checks made to turn undead within this area take a -6 
  penalty.  A dream vestige’s desecrating aura cannot be 
  dispelled except by a dispel evil spell or similar effect.  If the 
  effect is dispelled, the dream vestige can resume it as a free 
  action on its next turn.  Its desecrating aura is suppressed if a 
  dream vestige enters a consecrated or hallowed area, but the 
  dream vestige’s presence also suppresses the consecrated or 
  hallowed effect for as long as it remains in the area. 
  Form Consumption (Su): Each touch by a dream vestige’s 
  tendril drains a portion of the victim’s mind (though non-
  intelligent or mindless creatures are immune to a dream 
  vestige’s lascivious caresses).  Each touch deals 1d4 points of 
  Int drain to the victim.  When a dream vestige drains a 
  victim’s Int, it gains 5 temporary hp, no matter how many 
  points in drains.  Temporary hp gained in this way last for up 
  to 1 hour.  At the beginning of a dream vestige’s subsequent 
  action after a creature has been drained to 0 Int, the victim’s 
  body is automatically engulfed and dissolved by the dream 
  vestige, leaving nothing behind, not even dust. 
  Frightful Presence (Su): A dream vestige can inspire terror by 
  charging or attacking.  Affected creatures must succeed on a 
  DC 23 Will save or become shaken, remaining in that 
  condition as long as they remain within 60 feet of the dream 
  vestige.  A creature that successfully saves cannot be affected 
  by that dream vestige’s frightful presence for 24 hours.  The 
  save DC is Cha-based. 
  Deflective Aura (Su): A dream vestige is protected by a 
  powerful aura of dream energy.  This special aura increases 
  its AC deflection bonus by 13, which is already factored into 
  the stats above. 
  Dream Travel (Su): A dream vestige can pull itself fully into 
  the world of dreams, leaving behind the waking world, as a 
  standard action.  For every minute the vestige moves 
  through the dream realm, it travels 5 miles in the waking 
  world.  A dream vestige can also use this ability to travel 
  across planar borders, should it desire.  A dream vestige 
  always knows where it will come out in the waking world. 
  Inescapable Craving: A dream vestige has an inescapable 
  craving for bodies, which it satisfies by using its form 
  consumption ability. 
  Self Spawn (Ex): When a dream vestige gains a number of 
  temporary hp equal to its full normal hp total, it self spawns, 
  splitting into two identical dream vestiges, each with a 
  number of hp equal to the original dream vestige’s full 
  normal total. 
  Description A mighty river of fog streams forward like an evil 
  waterfall, swollen with storm and spray.  Accompanying the 
  shape is a susurrus of dreamlike voices that murmur, cry, and 
  rail against some terrible fate.  Slender tendrils of mist 
  extend from the mass, patting and feeling for sustenance. 
  Sources Libris Mortis 
   
   
   
  
  HORRORS NEVER DIE – DM’S CHALLENGE 4 
   
  Page 2 
  ILLUSTRATION #1 
   
   
   
   
  
   
  GP
  Starting GP
  +
  GP
  GP Earned
  GP
  Subtotal 
  +
  GP
  GP Gained
  GP
  Subtotal 
  -
  GP
  GP Spent
   
                     GP
  FINAL GP TOTAL 
  Items Sold 
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value
  Items Bought 
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value
  XP 
  Starting XP 
  -                                   XP 
  XP lost or spent 
  XP
  Subtotal
  +                                 XP
  XP Gained
  FINAL XP TOTAL 
   
  XP 
  ITEMS FOUND DURING THE ADVENTURE (Open Access Gained) 
   
  _________________________________________________________ 
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  Adventure Record#
   
  D M ’ S  
  C H A L L E N G E S  
   
  This PC’s 
  Character Level 
  At Begin of Play 
  (Circle One) 
  16th-Level
  max 4,500 xp; 
  20,000 gp 
   
  17th-Level
  max 4,500 xp; 
  25,000 gp 
   
  18th-Level
  max 4,500 xp; 
  35,000 gp 
   
  19th-Level
  max 4,500 xp; 
  45,000 gp 
   
  20th-Level
  max 4,500 xp; 
  55,000 gp 
  Cross out any game effects this character does not gain. 
   
  � Acererak’s Thanks: You have sworn to an oath of cooperation with a 
  top agent of the Vestige Acererak, former demilich of the Tomb of 
  Horrors.  Whether he or the Vestige can be trusted, or what effects this 
  oath might have upon your PC, are yet to be determined.   For the time 
  being, it’s led to a reward for your service.  You may choose a single magic 
  item from Magic Item Compendium and gain Open access to it or gain 
  Open access to the binder class from Tome of Magic.  List the item selected 
  here:  _______________________________________________. 
  � Act of Cooperation – Orcus: You have agreed to cooperate with 
  Orcus, an extremely powerful demon lord of the Abyss.  Whether he or 
  his minions can be trusted, or what effects this cooperation might have 
  upon your PC, are yet to be determined.  For the time being, it’s led to a 
  reward for your service.  You may choose a single magic item from Magic 
  Item Compendium and gain Open access to it or gain Open access to the 
  hellreaver and soulguard prestige classes from Fiendish Codex II.  List the 
  item selected here:  _______________________________________________. 
   
  � Lyzandred’s Thanks: You have agreed to cooperate with Lyzandred 
  the Mad, an ancient powerful lich wizard.  While he is not evil, you know 
  not whether you can trust him or what cooperation with him will lead to.  
  For the time being, it’s led to a reward for your service.  You may choose a 
  single magic item from Magic Item Compendium and gain Open access to 
  it.  List the item selected here:  _______________________________________________. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  DM’S CHALLENGE 4 
  of the 
  HORRORS NEVER DIE Story Arc 
  (2006-2007) 
   
  Event: __________________________________  Date: ______________ 
  DM: ___________________________________________________________
   
  Signature 
   
   
   
  RPGA # 
  Play Notes: 
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
  _________________________________________
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  _________________________________________
  _________________________________________
  DM’S CHALLENGES
  HIGH-LEVEL OPTION
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/High Level Campaign/Horrors Never Die/Horrors Never Die - DM's Challenge 4 - Adventure and AR.pdf