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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
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
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  by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
  Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
  thereof are trademarks owned by Wizards of the Coast, Inc. 
  This material is protected under the copyright laws of the United
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  without the express written permission of 
  Wizards of the Coast, Inc.
  ©2004 Wizards of the Coast, Inc. 
  All rights reserved. 
  Made in the U.S.A. 
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  please visit www.wizards.com/d20.
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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.
  D 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.
  D Genning: hp 14.
  D Harken: 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 random
  encounter.
  B1. THE GUARDIANS (EL 8)
  Read or paraphrase the following when the PCs reach
  the necropolis.
  The builders of this necropolis assumed that no one
  would ever have a legitimate reason to come past the
  fence at night. Thus, they chose guardians that are
  active only by night. Though hundreds of these
  The area surrounding the Tomb Steppe is flat,
  with no rises, dips, or vales to break up its monot-
  ony. Grave markers litter the ground, and names
  and holy symbols seem to be carved into every
  surface. In the center of this desolate area is a hill
  studded with hundreds of mausoleums, some of
  which jut forth from the hill itself. A sturdy fence
  surrounds the hill.
  A thin mist clings to the ground, its gray
  monotony masking all but occasional weeds and
  bits of wild scrub that reach up through it. No
  straight road leads through the tombs; the well-
  kept paths wind through mausoleums, trees, and
  statuary.
  The steppe is unnaturally quiet—even the
  normal chirping noises of night insects are absent.
  Suddenly a grinding noise—the sound of stone
  against stone—breaks the silence. Four statues of
  weeping mourners have begun to move!
  A thin human in late middle age, wearing expen-
  sive clothing embroidered with the crossed shov-
  els symbol, steps forward. “Thank you, Genning,”
  he says. “As head of the Funerary Guild, I can
  attest that the doors on the Great Mausoleum have
  been shut for decades. To the best of my knowl-
  edge, no one has ever gone inside, since doing so
  would break the old seals on the doors. Certainly
  no one would be foolish enough to do that.”
  “But Harken,” says Genning with a worried
  expression, “if the ghost is in the main room, then
  the inner wards are broken. That means the ghost
  that once troubled this whole region is free to
  roam again. Isn’t that right?”
  “According to myth,” says Harken, “the ghost
  cannot leave its tomb unless a new dawn breaks
  while the seals are broken. An experienced group,
  acting quickly, could reach the tomb and reseal
  the wards tonight, before the creature can leave.”
  He scans the crowd with a discerning eye. “Who
  here is willing to undertake such a task?”
  
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  7
  guardians once watched over the Tomb Steppe, all but a
  few dozen have been destroyed in the intervening
  centuries.
  Creatures: The guardians of the necropolis,
  known as weepers, resemble statues of mourners. These
  mindless constructs have orders to roam the Tomb
  Steppe by night, attacking any humanoid, monstrous
  humanoid, giant, or undead within the fenced area.
  During the day, they are simply stone statues. The PCs
  encounter only one group if they move in a direct path
  from the edge of the steppe to the crypt of Arathex.
  D Weepers (4): hp 49, 51, 55, 57; see Appendix 1
  for statistics.
  Tactics: The weepers gather in groups of four, spac-
  ing their groups as evenly as possible among the tombs.
  When it detects a target, each weeper attacks the near-
  est humanoid, pummeling it until it falls, then moves
  on to the next closest humanoid. They use their wailing
  attacks as often as possible, making no effort to coordi-
  nate their effects. 
  Because they guard only the Tomb Steppe, weepers
  do not follow targets that flee beyond its borders. They
  ignore targets that are not of the types specified above,
  including familiars, animal companions, most
  summoned creatures, and even druids in animal form.
  They do not enter tombs or mausoleums, though they
  do lurk outside if characters take refuge in such a struc-
  ture, so that they can attack again if the PCs emerge
  during nighttime hours.
  The weepers move around just before dawn each
  night to keep themselves evenly distributed. Thus, if a
  group of weepers is destroyed one night, a new group
  takes its place the following evening.
  B2. RANDOM ENCOUNTERS
  PCs who wander around the necropolis at night have a
  20% chance of a random encounter each hour. During
  the day, they have only a 1% chance of a random
  encounter per hour, and any weepers encountered are
  inanimate. Roll on the table below to determine the
  specific encounter.
  Tomb Steppe Random Encounters Table
  d% Roll
  Encounter
  01–45
  4 weepers (see Appendix 1; inanimate except at night)
  46–50
  2d6 zombies
  51–55
  Giant stag beetle
  56–70
  Centipede swarm
  71–100
  Bat swarm
  C. THE GREAT
  MAUSOLEUM
  At the center of the Tomb Steppe stands the Great
  Mausoleum, a skull-shaped hill with two entrances
  carved directly into its side. Read or paraphrase the
  following when the PCs approach the hill.
  The Great Mausoleum lies beneath the skull-shaped
  hill in the center of the Tomb Steppe. No creatures
  from outside ever wander into this structure, so charac-
  ters are safe from random encounters while inside.
  However, some of the inhabitants (especially the black
  puddings in areas C3 and C10) may wander around
  within the mausoleum (10% chance per hour to meet
  either until one or both are slain). Likewise, any of the
  mausoleum’s inhabitants may overhear the PCs if they
  make a great deal of noise.
  C1. ENTRY CHAMBER (EL 6)
  Read or paraphrase the following when the PCs pass
  through the entry doors into the Great Mausoleum.
  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
  The doors open into a round hall with a domed
  roof far overhead. The musty smell of disuse fills
  the air, and every little sound echoes off the dull,
  stone walls. The floor of the chamber is made of
  closely set tiles, each engraved with words.
  In each corner of the room, a basalt statue of a
  life-sized, snarling wolf stands upon a small
  bronze base marked with runes of death and
  guardianship. Without warning, one of the statues
  howls, and black light streams from its eyes.
  Where the light hits the floor, dust swirls and
  coalesces into a canine skeleton, its red eyes glar-
  ing as it searches for prey.
  The two corridors that lead into the skull-shaped
  hill merge just a few feet belowground, forming a
  single tunnel. This passageway continues for
  about 40 feet more, unlit by any glow or starlight.
  Unlike the interior walls elsewhere in the Tomb
  Steppe, the rough, unworked stone of the tunnel
  bears neither carving nor fresco. 
  At the end of the tunnel stand two thick, iron
  doors. Both are rusted and battered, and the left
  one stands slightly ajar. Wind whips out from the
  tomb, whistling against the open door and carry-
  ing with it the smell of decay.
  
  8
  Guardians shall not violate the tombs, but they shall do
  violence on any tomb robber.”
  The southern doors out of the main entrance are
  locked and made of stone. 
  s Stone Doors: 4 in. thick; hardness 8, hp 60,
  break DC 28; Open Lock DC 20.
  Each of the four stone wolves can generate an unlim-
  ited number of skeletal worgs (see Appendix 1). When
  anyone not carrying a body stands in the room for more
  than 1 round, each of the statues produces a skeletal
  worg. Each round thereafter that any targets remain in
  the room, one statue may (50% chance) create another
  skeletal worg if fewer than four such creatures remain.
  The statues also activate if anyone attempts to carry a
  body out of the mausoleum. The stone wolves are part
  of the mausoleum’s wards, and they do not function
  elsewhere.
  s Stone Wolves (4): Hardness 8; 200 hp; break
  DC 35. Each statue radiates magic (strong necromancy)
  and weighs 3,000 pounds. If any statue is reduced to 0
  hit points, it becomes nonmagical rubble.
  Creatures: No creatures are in the room when the
  PCs enter, but they face four skeletal worgs with the
  activation of the stone wolves.
  D Skeletal Worg (4): hp 26; see Appendix 1 for
  statistics.
  Tactics: The skeletal worgs attack living things
  mindlessly but do not pursue anything that leaves this
  room. (If the room is empty of targets for more than 5
  minutes, any remaining skeletal worgs turn to dust.)
  C2. WESTERN TEMPLE
  This temple is dedicated to the death deity to which
  Arathex once pretended devotion. Depending upon
  your campaign, the deity might be Wee Jas, Anubis,
  Nephthys, or any similar one. Read or paraphrase the
  following when the PCs enter.
  This temple was never sanctified, but neither is it an
  evil place. To avoid angering the god to which it is
  nominally dedicated, neither the wraith nor Harken
  ever comes in here. In fact, it is the one place within the
  Great Mausoleum into which Arathex will not pursue
  PCs during a fight.
  C3. THE GREAT HALL
  This chamber is the one in which Felix saw the wraith.
  The twenty corpses range from near skeletal to only a
  few days old. Warned of the stone wolves in the outer
  chamber by Arathex, Harken brought a body with him
  whenever he visited to avoid activating them. Harken
  never wanted to risk removing the bodies, so they
  simply sat here. Each wears a shroud with the crossed-
  shovel rune of the Funerary House, from which he took
  them. The bodies are entirely inanimate.
  Development: If the PCs stay here for long, or
  make a great deal of noise, they may attract the black
  pudding that has taken up residence in the storage
  rooms to the east (see areas C4–C7).
  C4–C7. STORAGE ROOMS (EL 7)
  The doors leading into this section of the tomb from
  area C3 are stuck shut. A DC 20 Strength check is
  required to force them open. Read or paraphrase the
  following when the PCs force open the door.
  If the PCs haven’t already attracted the black pudding’s
  attention, they certainly do so by forcing the doors
  open.
  D Black Pudding: hp 115; see Monster Manual,
  page 201.
  Tactics: Because it is an ooze, the pudding doesn’t
  really use much in the way of tactics. It attacks the near-
  est creature it notices and keeps attacking whichever
  target is closest until it is victorious or down to 20 or
  fewer hit points. At that point, it flees back to the
  collapsed rooms beyond area C4.
  The doors pop open suddenly. One falls from its
  hinges, landing heavily on the floor with a loud
  clatter as rubble spills out from the rock-filled
  chamber beyond. The ceiling has obviously
  collapsed, and a vast pile of both worked and raw
  stone fills the whole space beyond. The largest
  chunks are easily 10 feet in diameter. A space no
  more than 2 feet wide runs across the top of the
  rubble, but even a cat would be hard put to
  squeeze past the stone and gravel in some spots.
  No passage is visible beyond the rock.
  Flaking white paint covers the stone walls of this
  chamber. In the middle of the room is a pile of
  bodies, each in a different state of decay. The over-
  whelming smell of rot fills the room, and maggots
  and grubs move freely about the pile and across
  the floor. 
  An altar stands on a dais at the far end of this room.
  On the wall beyond it hangs an immense painting
  designed to look like stained glass. The rest of the
  room is filled with crumbling wooden pews
  placed in rows, temple-style. The air is still, and
  dust covers all the furnishings. 
  
  9
  
  10
  Development: The pudding may attack again if
  it’s still alive when PCs move to area C3 to rest.
  C8. THE LESSER HALL
  The floor of this chamber once held the tomb’s primary
  wards, which were designed to keep undead out of the
  tomb but also kept Arathex in. The flesh golem recently
  broke up the pattern with Harken’s magical aid.
  The stones are extremely heavy (300 to 600 pounds
  each). Moving them back into place would be a difficult
  task at best, and it would ultimately be useless, since
  their magic cannot be restored.
  Harken spent a great deal of time in this room
  while learning from Arathex and working to break
  the magic of the floor’s runes. A careful search of the
  room (DC 15 Search check) reveals a tattered bedroll,
  a number of crowbars stamped with the crossed-shov-
  els rune of the Funerary House, and the remains of
  many meals. 
  C8a. Storage Room
  Harken kept numerous scrolls and papers in this room,
  which was designed for storage. Not much is left here
  now, but a DC 20 Search check reveals ink stains no
  more than a few weeks old and a scrap of parchment
  that reads as follows.
  The handwriting is Harken’s, though the PCs are
  unlikely to have seen a sample of it before.
  C8b. Offering Chamber
  This room once held offerings buried with Arathex
  during his hero’s funeral, including barrels of valuable
  oils, tapestries, carved wood, and ornamented vest-
  ments. The goods have long since been ruined by rot
  and mildew, leaving just a mass of moldy fabric and
  wood and a strong, musty smell of decay.
  C9. THE OUTER TOMB
  Arathex’s servants were supposed to be buried in this
  chamber, but none ever were. Read or paraphrase the
  following when the PCs enter.
  If Arathex hears the PCs here, he moves into area C9a,
  C9b, C9c, or C9d in an effort to catch one or two of
  them alone (see the Tactics section in area C10). He also
  uses these rooms as ambush areas if he is forced to flee
  into the walls during the fight.
  C9a. Treasure Room
  Arathex’s personal treasure has been gathered in this
  room.
  The treasure totals 300 gp, 2,000 sp, and 6,000 cp.
  C9b. Storage Chamber
  This room is empty.
  C9c. Sacred Chamber
  This room contains Arathex’s old priestly vestments,
  plus a few holy symbols he used. All these items have
  suffered the ravages of time and are no longer usable or
  valuable.
  C9d. Weapons Room
  This chamber houses Deathbreaker, the last magic
  weapon that Arathex created in life. His adventurer
  allies buried it with him as a gesture of respect.
  Deathbreaker is wrapped in the cloth, along with several
  small brass bells (DC 20 Search check). Any character
  who picks up the bundle without first removing the
  In the center of this room stands a pedestal with a
  bundle of black cloth atop it.
  In one corner of the room stand a few old, wooden
  chests with coins spilling out of their rotted
  seams. 
  No breeze or air current stirs the centuries of dust
  in this chamber. The air here is cooler than it is
  elsewhere, and the heavy stone walls radiate a
  strong chill. The floor is littered with the bones of
  long-dead rodents and the shells of insects. The
  ceiling is painted black, and old stains cover the
  rock walls and floor. The room has several doors,
  most of which stand slightly ajar.
  “. . . to ensure that the wards may never be restored,
  at least two heroes must breathe their last upon
  their broken remains. This act breaks any hold the
  light may ever have over this place and frees the
  darkness forever. My master craves true freedom.
  Once he has it, his secrets will be mine. . . .”
  The smell of freshly turned earth pervades this
  simple stone room. Neither the walls nor the ceil-
  ing features ornamentation of any sort, but the
  floor was obviously a thing of beauty at one time.
  Its stone blocks, once skillfully set in careful
  patterns, have been dug up and scattered roughly
  about the chamber. Each of these displaced stones
  has a complex pattern of carvings on one side.
  
  11
  bells must make a DC 20 Reflex save to avoid dropping
  them. If the bells fall, they make a loud clang, attracting
  Arathex’s attention.
  Since Deathbreaker isn’t a ghost touch weapon,
  Arathex has no particular fear of it, though it deals
  considerable damage if it does manage to connect with
  him. See Appendix 2 for a description of the weapon.
  C10. THE CRYPT OF ARATHEX (EL 7)
  This room is Arathex’s burial chamber.
  Here lies the body of Arathex, long since decayed to
  bones. He was laid out here in fine state and with a
  hero’s funeral by the heroes he had misled into bring-
  ing him the raw materials for his necromantic research.
  D Arathex: Male advanced wraith; CR 7; Medium
  humanoid (incorporeal); HD 10d12; hp 65; Init +7; Spd
  fly 60 ft. (good); AC 16, touch 16, flat-footed 13; Base Atk
  +5; Grp —; Atk or Full Atk +9 melee touch (1d4 plus 1d6
  Constitution drain, incorporeal touch); SA Constitution
  drain 1d6, create spawn; SQ darkvision 60 ft., daylight
  powerlessness, incorporeal subtype, turn resistance +2,
  undead traits, unnatural aura; AL LE; SV Fort +5, Ref +6,
  Will +9; Str —, Dex 16, Con —, Int 14, Wis 14, Cha 16.  
  Skills and Feats: Diplomacy +15, Hide +13, Intimidate
  +13, Listen +14, Search +12, Sense Motive +12, Spot +14,
  Survival +10; AlertnessB, Blind-Fight, Combat Reflexes,
  Great Fortitude, Improved InitiativeB, Weapon Focus
  (incorporeal touch).
  Constitution Drain (Su): Any living creature
  hit by Arathex’s incorporeal touch attack must succeed
  on a DC 18 Fortitude save or take 1d6 points of
  Constitution drain. On each such successful attack, the
  wraith gains 5 temporary hit points.
  Create Spawn (Su): Any humanoid slain by
  Arathex becomes a wraith in 1d4 rounds. Its body
  remains intact and inanimate, but its spirit is torn free
  from its corpse and transformed. Spawn are under
  Arathex’s command and remain enslaved until his death.
  They do not possess any of the abilities they had in life.
  Daylight Powerlessness (Ex): Arathex is
  utterly powerless in natural sunlight (not merely a
  daylight spell) and flees from it. 
  Incorporeal Traits: Arathex is harmed only by
  other incorporeal creatures, magic weapons, spells,
  spell-like abilities, and supernatural abilities. He has a
  50% chance to ignore any damage from a corporeal
  source, except for force effects or attacks made with
  ghost touch weapons. He can pass through solid
  objects, but not force effects, at will. His attacks ignore
  natural armor, armor, and shields, but deflection
  bonuses and force effects work normally against them.
  Arathex always moves silently and cannot be heard
  with Listen checks if he doesn’t wish to be.
  Turn Resistance (Ex): Arathex is treated as a 12-
  HD undead for the purpose of turn, rebuke, command,
  or bolster attempts.
  Undead Traits: Arathex is immune to mind-
  affecting effects, poison, sleep effects, paralysis, stun-
  ning, disease, death effects, and any effect that requires
  a Fortitude save unless it also works on objects or is
  harmless. He is not subject to critical hits, nonlethal
  damage, ability damage to his physical ability scores,
  ability drain, energy drain, fatigue, exhaustion, or death
  from massive damage. He cannot be raised, and resur-
  rection works only if he is willing.
  Unnatural Aura (Su): Animals, whether wild or
  domesticated, can sense Arathex’s unnatural presence
  at a distance of 30 feet. They do not willingly approach
  nearer than that and panic if forced to do so; they
  remain panicked as long as they are within that range.
  Tactics: Arathex knows his terrain quite well, and
  he makes optimum use of it. He always attacks with
  cover, partially concealing himself in a wall or the floor.
  If any PC tries to stay to the rear so as to cast spells or use
  ranged weapons, Arathex flies through walls or even the
  ceiling to get within attack range. He avoids characters
  with ghost touch weapons if he can, or targets them in
  preference to any other foe if forced to face them.
  If badly injured, Arathex flees to some other portion
  of the tomb, but not for long. He has no intention of
  allowing these adventurers to escape alive, so he flees
  only long enough to allow any preparatory spells they
  have cast to end (generally 10 minutes). While this
  tactic gives the PCs time to heal themselves, it also
  forces them to recast their short-duration combat spells. 
  Arathex fights to the death rather than allowing the
  PCs to flee.
  Treasure: Most of Arathex’s treasures are in the
  rooms off the outer tomb. The only thing item of value
  on his body is a lesser metamagic rod of Extend Spell.
  Upon a raised stone lies a corpse dressed in once-
  fine raiment that now hangs in tatters. Clutched
  in its bony hands is a rod decorated with arcane
  runes. Scrolls and books are piled around the
  body, but the smell of mildew from the moldy
  pages reveals that they are unlikely to be readable.
  The cold of the room intensifies as two bright
  red points of light form on the far wall. A shadowy,
  humanoid form takes shape around the glowing
  pinpoints of light, which now seem to be eyes
  burning with hate.
  
  12
  C11–C14. UNFINISHED CHAMBERS
  Arathex had intended to build a library, a secret temple,
  a study, and a lab in this area, but he never got around
  to it. These rooms are plain and unfinished.
  D. THE GOLEM (EL 7)
  Use this encounter when the PCs are preparing to exit
  the tomb.
  The figure is the flesh golem that followed the PCs to
  the tomb.
  Creature: The flesh golem was instructed to remain
  nearby, so that Arathex could command it to follow him
  when he escaped the tomb at last. When the PCs depart
  instead of Arathex, the golem returns to Harken. It flees
  to the Funerary House as quickly as its tireless legs will
  take it, making no effort to conceal its tracks. If attacked,
  it defends itself to the best of its ability.
  D Flesh Golem: hp 79; see Monster Manual,
  page 135.
  Development: The PCs can give chase, but the
  golem can run tirelessly and is quite capable of outdis-
  tancing them in the long run. If they do manage to get
  close enough to attack it, it retaliates in kind (see
  encounter E for its tactics). Otherwise, it mindlessly
  leads them back to the Funerary House.
  E. THE FUNERARY 
  HOUSE (EL 5 OR 8)
  If the PCs piece together the clues from Arathex’s crypt
  or track the golem back to the Funerary House, they
  may decide to confront Harken. Since he’s no match for
  them by himself, he does his best to fool them into
  letting him go. Failing that, he tries to lead them into
  the tool shed where the golem stays.
  If the PCs do not confront him, Harken decides to
  take the matter of his undeath into his own hands when
  he realizes that Arathex’s plan has gone awry. Since he
  hasn’t learned the full ritual for lichdom from Arathex,
  he attempts to approach undeath another way, via a
  create undead scroll. After the PCs leave, Harken spends
  a few days gathering some rare and expensive herbs
  from the shops in town while the flesh golem collects
  some human body parts. The necessary sojourns give
  rise to rumors of a “terrible hulking zombie” rampaging
  in Night Falls.
  Creatures: Harken waits at the Funerary House
  for the night’s events to end. The golem goes to the
  shed outside when it returns from the Tomb Steppe.
  D Harken: Male human necromancer 5; CR 5;
  Medium humanoid; HD 5d4+15; hp 27; Init +2; Spd 30
  ft.; AC 13, touch 12, flat-footed 11; Base Atk +2; Grp +2;
  Atk or Full Atk +3 melee (1d6, masterwork quarter-
  staff); AL NE; SV Fort +4, Ref +3, Will +3; Str 10, Dex 14,
  Con 16, Int 16, Wis 8, Cha 13.  
  Skills and Feats: Bluff +8, Concentration +10,
  Knowledge (arcana) +11, Knowledge (religion) +10,
  Profession (undertaker) +5, Spellcraft +11; Dodge,
  Scribe Scroll, Silent Spell, Skill Focus (Bluff), Spell
  Focus (necromancy).
  Languages: Common, Draconic, Elven, Infernal.
  Wizard Spells Prepared (caster level 5th; prohibited
  schools conjuration and enchantment): 0—detect magic,
  flare, ghost sound (DC 13), mage hand, message; 1st—cause
  fear (DC 15), magic missile, protection from good, ray of enfee-
  blement (+4 ranged touch), shield; 2nd—false life, ghoul
  touch (+2 melee touch), mirror image, resist energy; 3rd—
  lightning bolt (DC 16), ray of exhaustion (+4 ranged touch),
  vampiric touch (+2 melee touch). 
  Spellbook: as above plus 0—acid splash, arcane mark,
  dancing lights, detect poison, disrupt undead, light, mending,
  open/close, prestidigitation, read magic, resistance, touch of
  fatigue; 1st—chill touch, shocking grasp, spider climb; 2nd—
  scare, spectral hand; 3rd—halt undead.
  Possessions:  Bracers of armor +1, masterwork quarter-
  staff, golembane scarab, elixir of sneaking, 300 gp, 1,000 sp.
  D Flesh Golem: hp 79; see Monster Manual,
  page 135.
  Tactics: If the PCs attack Harken immediately, he
  fights back and calls for the golem, which arrives in 1d4
  rounds. If they question him, he claims to have proof of
  his innocence in the form of papers left by one of his
  assistants who left weeks ago. If he is allowed to leave
  the room alone to get the papers, he sends the golem to
  stall the PCs while he runs. If one or more of the PCs
  goes with him for the papers, he takes his escort to the
  shed, knowing that the golem will attack anyone other
  than himself who enters the shed.
  Harken keeps his vampiric touch spell to heal himself.
  If possible, he uses the lightning bolt after a few rounds
  of battle both to damage one foe and to heal the golem.
  He orders the golem to hold off the PCs while he gets
  his defensive spells up, as well as false life, if possible.
  Harken prefers ray spells to damaging spells, but if
  Outside the Skull Tomb, a figure is just barely
  visible in the distance, masked by the mist of the
  Tomb Steppe. Though it is humanoid, it is clearly
  twisted and misshapen. It turns immediately and
  lumbers away from the Great Mausoleum.
  
  13
  forced to fight rather than flee, he unloads all his magic
  missiles before giving up.
  Whatever happens, Harken’s main objective is
  escape. Any time he has a reasonable chance to get free
  of the PCs and run off, he takes it. If he can’t realistically
  outrun them and can’t get a head start, he depends on
  the golem to destroy them and continues the fight as
  long as the golem is up. Once it falls, he surrenders. 
  If captured, Harken cooperates with the PCs fully,
  acting in any way that seems likely to win him contin-
  ued life. But he’s greedy and evil at heart, and captivity
  won’t make him change his spots.
  The golem, on the other hand, is driven purely by
  hate and anger. Once it sees the PCs, it attacks them and
  keeps fighting until destroyed. It’s not very careful
  about its tactics—it attacks the nearest foe first, then
  attacks either the next closest target or the character
  who has dealt the most damage. The flesh golem prefers
  making full attack actions, but it has enough self-preser-
  vation instinct to move if it needs to hammer on a
  particularly effective foe.
  CONCLUDING THE
  ADVENTURE
  Once the wraith and the golem have been destroyed
  and Harken has either died or fled, the threat to Night
  Falls is ended. The PCs receive the promised reward
  and become local heroes. They are offered free burial
  services (for themselves as well as any allies or cohorts)
  whenever they need them. 
  The townsfolk also invite the PCs to take control of
  the Great Mausoleum, which they won’t be using as a
  tomb again. With enough time and money, they could
  convert it into an excellent stronghold. Doing so,
  however, means they must either find a way to control
  the weepers or move about only in daylight.
  FURTHER ADVENTURES
  If Arathex survives the encounter with the PCs but fails
  to kill them on the broken wards, he descends on Night
  Falls and kills all its citizens in a single night. Each
  person so slain becomes a full-powered wraith enslaved
  to Arathex. By the time morning forces him to stop, his
  army includes hundreds of wraiths, all of which flee
  into the Tomb Steppe until the following night. By the
  time the heroes realize the problem, they face an
  undead army of considerable power.
  APPENDIX:
  NEW MONSTERS
  Lest Darkness Rise features two new monsters: the
  weeper and the skeleton worg. Both are presented
  below.
  WEEPER
  Medium Construct
  Hit Dice: 6d10+20(53 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+8 natural), touch 10, flat-footed 18
  Base Attack/Grapple: +4/+8
  Attack: +8 melee (1d8+4, slam)
  Full Attack: +8 melee (1d8+4, 2 slams)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Wailing
  Special Qualities: Construct traits, damage reduc-
  tion 3/adamantium, darkvision 60 ft., immunity to
  magic, low-light vision
  Saves: Fort +2, Ref +2, Will +3
  Abilities: Str 19, Dex 10, Con —, Int —, Wis 12, Cha
  1
  Skills: —
  Feats: —
  Environment: Any
  Organization: Solitary, pair, or gang (3–4)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7–12 HD (Large); 13–18 HD (Huge)
  Level Adjustment: —
  The stone statue depicts a woman wrapped in rags, obviously
  grief-stricken and weeping. Her visage is a mask of utter
  despair, and a horrid wailing issues from her mouth.
  A weeper is a humanoid construct made of soft stone. It
  stands 5 to 6 feet tall and weighs about 500 pounds.
  Though it can depict a humanoid of any race or gender,
  it always appears to be an individual overcome with
  sadness. 
  Weepers cannot speak or make any noise other than
  their wailing. They smell no different from normal
  stone.
  Combat
  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.
  
  14
  Wailing (Su): Each round that a weeper spends in
  combat, it has a 25% chance to begin wailing as a free
  action. Its wail is a loud, heart-breaking cry like that of
  a sentient creature though mourning a loved one. Every
  living creature within 60 feet must make a DC 18
  Fortitude save or take 2d6 points of sonic damage and
  be deafened for 1d4 hours. A creature that makes its
  save takes only 1d6 points of damage and avoids the
  deafening.
  Once it begins, a weeper wails constantly for 1d6
  rounds, forcing a new save every round on its turn. This
  save is Constitution-based, and a +5 racial bonus applies
  to the DC.
  Immunity to Magic (Ex): A weeper is immune
  to any spell or spell-like ability that allows spell resist-
  ance. In addition, certain spells and effects function
  differently against it, as noted below.
  • When actually targeted on a weeper, the silence spell
  dazes it for 1d3 rounds (no saving throw).
  • Any spell that deals sonic damage heals 1 point of
  sonic damage the weeper has taken for every 3 points
  of sonic damage it would normally deal.
  • Any spell or effect that grants others a morale bonus
  forces all weepers in the area to take a penalty of equal
  magnitude on the same rolls. For example, a 1st-level
  bard who uses his inspire courage ability to enhance
  his own group also imposes a –1 penalty on the attack
  and damage rolls of all weepers in the area.
  Construction
  A weeper is carved from a single piece of stone weigh-
  ing no less than 750 pounds and costing at least 1,000
  gp. Assembling the body requires a DC 13 Craft (sculpt-
  ing) or Craft (stonemasonry) check
  CL 7th; Craft Construct (see the Monster Manual),
  arcane eye, shout, stoneskin, caster must be at least 7th
  level; Price 10,000 gp; Cost 6,000 gp + 400 XP.
  SKELETAL WORG
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +7
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-
  footed 12
  Base Attack/Grapple: +2/+5
  Attack: Bite +5 melee (1d6+4)
  Full Attack: Bite +5 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Trip
  Special Qualities: Damage reduction 5/bludgeon-
  ing, darkvision 60 ft., immunity to cold, undead traits
  Saves: Fort +1, Ref +4, Will +4
  Abilities: Str 17, Dex 17, Con —, Int —, Wis 10, Cha
  1
  Skills: —
  Feats: Improved InitiativeB
  Environment: Temperate plains
  Organization: Any
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5–6 HD (Medium); 7–12 HD (Large)
  Level Adjustment: —
  This pile of animated bones resembles a canine of some kind.
  Large fangs protrude from its jaws, and red pinpricks of light
  glow in its eye sockets.
  A skeletal worg is just a normal worg with the skeleton
  template added, except that it keeps its trip special
  attack.
  Combat
  Unlike living worgs, skeletal worgs do not employ pack
  tactics. Each attacks the nearest living creature and
  keeps doing so until either it or its opponent is dead.
  Trip (Ex): A skeletal worg that hits with a bite
  attack attempts to trip the opponent (+3 check modi-
  fier) as a free action without making a touch attack or
  provoking an attack of opportunity. If the attempt fails,
  the opponent cannot react to trip the skeletal worg.
  APPENDIX 2: 
  MAGIC ITEM
  Deathbreaker, the new magic item presented in this
  adventure, is a +1 undead bane, necromancer nemesis
  longsword worth 18,315 gp. For the purpose of this
  weapon, a necromancer is defined as a wizard special-
  ized in the school of necromancy or a divine spellcaster
  with access to the Death domain.
  NEW WEAPON SPECIAL ABILITY
  The following special ability may be applied to any kind
  of weapon.
  Nemesis: A nemesis weapon is very similar to a
  bane weapon in that it excels at attacking and damaging
  creatures in a particular category. Rather than working
  
  15
  against specific types and subtypes of creatures,
  however, it works against creatures that have a specific
  kind of knowledge or ability.
  Against its designated foes, a nemesis weapon’s
  effective enhancement bonus is higher by +2 than its
  normal one, and it deals an extra 2d6 points of damage.
  Bows, crossbows, and slings so crafted bestow the
  nemesis quality upon their ammunition. 
  To randomly determine a nemesis weapon’s desig-
  nated foe, roll on the following table.
  d% Roll
  Designated Foe
  01–08
  Barbarians (at least one level of the barbarian
  class)
  09–18
  Bards (at least one level of the bard or expert
  class)
  19–28
  Clerics (at least one level of the adept or cleric
  class)
  29–38
  Druids (at least one level of the adept or druid
  class)
  39–46
  Fighters (at least one level of the fighter or warrior
  class)
  47–54
  Monks (at least one level of the monk class)
  55–62
  Paladins (at least one level of the aristocrat or
  paladin class)
  63–70
  Rangers (at least one level of the ranger class)
  71–78
  Rogues (at least one level of the expert or rogue
  class)
  79–85
  Sorcerers (at least one level of the sorcerer class)
  86–92
  Wizard (at least one level of the wizard class)
  93–95
  Prestige class (at least one level of a randomly
  determined prestige class appropriate to the
  campaign)
  96–00
  Specialist (Choose either one school and one
  domain, or two domains. The weapon functions
  as a nemesis weapon against either a spellcaster
  with the indicated specialty or a cleric with either
  indicated domain.)
  Moderate conjuration; CL 8th; Craft Magic
  Arms and Armor, protection from chaos/evil/law/
  good; Price +1 bonus.
  ABOUT THE AUTHOR
  Owen Kirker Clifford Stephens was born in 1970 in
  Norman, Oklahoma. He attended the TSR Writer’s
  Workshop held at the Wizards of the Coast Game
  Center in 1997 and moved to the Seattle area in
  2000, after accepting a job as a Game Designer at
  Wizards of the Coast, Inc. Fourteen months later, he
  returned to Oklahoma with his wife and three cats
  to pick up his freelance writer/developer career. He
  has author and coauthor credits on numerous Star
  Wars and EverQuest projects, as well as Bastards and
  Bloodlines from Green Ronin. He also has producer
  credits for various IDA products, including the
  Stand-Ins printable figures.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 06-10/Lest Darkness Rise.pdf