TEXT: BDK5-06 
   
   
   
   
   
   
   
   
  Necropolis of the Endless 
  Dawn 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
  by Tom Thowe 
  Reviewed by Chris Tulach 
   
  Playtested by: Jon Cary, Kenneth Close, Robert Haworth, Robert Pastorius, and Daniel Tormey 
   
  Edited by: Casey Brown, Jason Covitz, Britt Frey, and Austin “Theo” Judd 
   
  The legend of Nerull’s Bane is not the fantasy of a child’s tale. The city of the ageless dead truly exists. Rumor comes to 
  you that forces of Iuz desire the Reaper’s Ire for themselves. Now the race is on for this ancient hidden myth. The 
  question is…can you beat the Old One to it? The third adventure in the “Cold Dead Hands” series (APL 8-14). 
   
   
   
  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 game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
   
  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.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of 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. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
   
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  brittfrey@gmail.com; for LIVING GREYHAWK campaign questions, email rpgahq@wizards.com.  
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK™ 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 Dungeon 
  Master (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 character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such as animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. Animals with 
  different CRs are determined separately using the 
  chart; then, take the highest CR animal (or animals), 
  and add 2 (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  CR 
  1 
  2 
  3 
  4 
  1/4 and 1/6 
  0 
  0 
  0 
  1 
  1/3 and 1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  Necropolis of the Endless Dawn 
   
  Page 2 
  
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round; all others pay 
  two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
   
  Adventure Background 
  Ancient History: Tens of thousands of years ago, the 
  predecessors of the Ur-Flan were expanding their 
  demesne from the Isles of Woe in the Nyr Dyv. The 
  mage-priests built a city in what is now known as the 
  Fellreev forest. This city, Dar’kesh Anam, prospered for 
  several years before tragedy struck. 
   
  The mage-priests’ prosperity was due in large part to 
  their skills in magical research. Their discoveries allowed 
  them to defend themselves, defeat their enemies, and 
  greatly increase their standard of living. Unfortunately, 
  the mage-priests did not know when to stop; eventually, 
  their experiments extended into dangerous realms. One 
  of the first of these dangerous experiments was 
  conducted in Dar’kesh Anam, the consequences of which 
  eventually caused the end of the mage-priests’ 
  civilization. 
   
  The experiment in Dar’kesh Anam opened a rift to 
  another, unknown plane. This plane was the home to a 
  very hostile race of creatures that soon learned of the 
  opening and moved to take advantage of it. The ensuing 
  war lasted over a dozen years, costing the lives of many of 
  the human defenders. The mage-priests of Dar’kesh 
  Anam developed many interesting magical effects to help 
  in their defenses, finding ways to increase the size and 
  strength of their warriors, imbuing the city with a 
  constant, low level of positive energy to help heal their 
  warriors, and placing a permanent gentle repose over the 
  city to aid in raising the deceased, among other magic; 
  however, these effects did not prove to be enough. 
   
  The mage-priests eventually realized that they were 
  fighting a losing war of attrition and had to take drastic 
  steps to keep these invaders from spreading throughout 
  the Flaeness. The mage-priests of the Isles worked 
  feverishly to develop a way of stopping the invasion, 
  eventually sending a team of mage-priests headed by 
  Tzunk. The mage-priests, working together and using the 
  help of the Codex of Infinite Planes, sealed Dar’kesh 
  Anam away from the Prime Material Plane. The city was 
  cast into a demi-plane and placed in a perpetual form of 
  time stop. The casting of the city into a demi-plane was 
  intended to sever the connection to both the aliens’ plane 
  and the Prime, while the time stop was intended to cost 
  the problem into the far distant future, assuming 
  anything went wrong with the magic. 
   
  One heavily-warded gate to the Prime was left, 
  allowing Tzunk and his companions to leave the city, 
  Tzunk taking the information about the original 
  experiment back with him to the Isles of Woe. Two 
  surviving defenders of Dar’kesh Anam stayed as living 
  guardians to the city’s secrets. The Watchers, as they were 
  known, allowed the city to be sealed away, willing 
  prisoners frozen in time. 
  Necropolis of the Endless Dawn 
   
  Page 3 
  
   
  Within a generation of the fall of Dar’kesh Anam, 
  the mage-priests’ civilization had been destroyed (see the 
  Ether Threat series). The remnants of their civilization 
  scattered, joining other young civilizations and races. The 
  stories of Dar’kesh Anam became folk lore, the secrets to 
  entering the city from the Prime being lost in the 
  mysteries of myths. 
   
  After thousands of years, the ancestors of the Rovers 
  of the Barrens, relying on their folk lore, found the 
  entrance to Dar’kesh Anam. By this time, the true story of 
  Dar’kesh Anam had been lost; all these tribesmen knew 
  was that they had found the fabled city. After some 
  exploration, the Flan realized that the dead interred in 
  the city seemed to remain preserved. Thinking the city 
  was intended to be an honored home for the dead, a gift 
  from Beory, the goddess they now worshipped, the Flan 
  began interring all their honored dead in Dar’kesh Anam. 
  The Watchers, seeing that the new visitors intended no 
  harm to the city or the magic, allowed the Flan to explore 
  the city unmolested. 
   
  The combination of magic cast upon the city created 
  an interesting effect that angered Nerull. When the 
  recently dead were placed in Dar’kesh Anam, the magic 
  of the city pulled the soul of the recently dead partially 
  back to the body. While not bringing the dead back to 
  life, it did keep their soul from passing on to the Reaper. 
  The dead were placed in a sort of Limbo, not dead, not 
  undead, and not alive. This kept Nerull from reaping the 
  souls or from raising the bodies as undead. 
   
  Nerull found that the easiest solution was to have his 
  minions on the Prime kill the leaders of the tribe that 
  knew the secrets of Nerull’s Bane, thus causing the city to 
  pass into obscurity once again. 
   
  Recent History: Two years ago, a Lich (Dahlvier) located 
  the city through the Ethereal, but could not locate the 
  physical gate in the Prime Material Plane. He began a 
  lengthy campaign to attack the city with his undead 
  minions, utilizing his allies in what is now the Western 
  Reaches. Dahlvier, a former member of the Horned 
  Society, has worked out an elaborate scheme to take over 
  the city. The only piece he lacked was a way to easily get 
  solid bodies into the city to defeat the Watchers. 
   
  Four months ago, an expedition, launched in secret 
  by a follower of Nerull, went in search of the lost city, 
  based on ancient texts found in the library of Wormhall. 
  The group, using research discovered by the expedition 
  leader, found the location of the gate, activated it, and 
  entered the city. 
   
  Members of the expedition began looting the city, 
  inciting the guardians and the Watcher to wipe out these 
  intruders, but two of the expedition managed to escape; 
  one of them even took a body with him. This 
  strengthened the previously faint connection to the city 
  from the Prime. The city’s guardians were unaware that 
  the gate had been opened, and worse, that it stayed active. 
  Combined with the missing body, it is slowly pulling the 
  demi-plane back to the Prime. 
   
  Current Lore: There remain rumors passed among the 
  Rovers of the Barrens about a lost city within the 
  Fellreev. None among them recall the secrets necessary 
  to locate the city and most believe that it was simply 
  swallowed up by the trees. However, the Old One has 
  heard of the city and is aware of the unique nature of its 
  inhabitants. Although he has not located the means of 
  accessing the city, his servants are searching for the 
  necessary clues to bring forth the mists and enter the city 
  to lay claim to its ancient secrets. The Death Cultists and 
  their allies in the Western Reaches have uncovered some 
  secrets about Nerull’s Bane in the library of Wormhall. 
   
  Divinations about Nerull’s Bane: Dar’kesh Anam has been 
  hidden, until recently, with the help of powerful magic 
  that masked all divination spells around it. Now the only 
  divinations that are blocked are those that reveal the 
  location of Nerull’s Bane. 
   
  Adventure Summary  
   
  Introduction: PCs receive the letter explaining why 
  they must rush to find Nerull’s Bane. 
   
  Encounter One – Sable’s Watch: The party arrives 
  in a small village where townsfolk have been 
  mysteriously dying. The adventurers must unravel this 
  simple mystery to find the location of Nerull’s Bane. 
   
  Encounter Two – The Ruins: The party finds the 
  remains of the town of Dar’kesh Anam. They also locate 
  the currently active archway that leads to the demi-plane 
  holding the true city. 
   
  Encounter Three – The True City: The city is 
  under siege by the forces of Dahlvier and the Horned 
  Society. PCs spy a possible safe haven in the city and can 
  either fight their way past the chaos or bypass the danger 
  through various means. 
   
  Encounter Four – The Watcher: The adventurers 
  locate a devil trapped in a magic circle. They also locate 
  the leader of the guardians of this city. 
   
  Encounter Five – Defending the City: A powerful 
  creature is sent to defeat the remaining guardians inside 
  the mausoleum. PCs must fend off the powerful undead 
  servants of Dahlvier. 
   
  Encounter Six – Closing the Gate: After the PCs 
  leave the city, they must decide how to deal with the gate. 
   
  Conclusion I – Leaving the Gate Open: The PCs 
  defeated Dahlvier’s forces, but were unable to close the 
  gate to the city. 
  Necropolis of the Endless Dawn 
   
  Page 4 
  
   
  Conclusion II – Successfully Closing the Gate: 
  The adventurers were able to close the gate with the 
  guardian’s help and with the use of the book and the 
  body. 
   
  Conclusion III – Dahlvier Wins: Either the PCs 
  fought the guardians or they failed to defeat Dahlvier’s 
  forces. With this conclusion, the lich gains control of 
  Nerull’s Bane. 
   
  Regional Warning 
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted n other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final
  price. Be warned, l fe is short for those who openly 
  defy Old Wicked. 
  i
   
  i
  l
  , 
   
  l
  l
  l
   
   
   
  Introduction 
  The brisk, fal  wind blows off the northern plains as 
  you survey the forest’s edge before you. While the 
  Fellreev is a foreboding mass of oak and birch trees to 
  be sure, it is now a haven to your group. After all you 
  are only a day’s ride from the fortress known as 
  Gibbering Gate, a place of fiendish evil dedicated to 
  the Old One. 
   
  The travel here, to the northern edge of the 
  eastern Fellreev, was rushed, but it seemed to be 
  warranted. You’ve kept out of the Fel reev up ‘ti  now, 
  wishing to avoid the forest’s beasts, as well as the 
  Northern Alliance, Dazark, Fan areshen, and Reyhu 
  patrols, using the speed of the open plains to hasten 
  your journey. Now, however, the thought of hordes 
  of fiends residing mere miles away spurs you into the 
  cover of the forest. That, and your destination is 
  somewhere inside the forest. 
   
  You are here at the request of a message you 
  recently received while you were in the town of 
  Groucester, where you were resting your head after a 
  night of “revelry” (if you can call staying up all night 
  waiting for the vampires to attack a “night of 
  revelry”). Though the validity of the message could be 
  in question, your gut feeling about following up on it
  was strong. You quickly gathered your companions 
  and traveled with great haste to the area of the forest 
  that supposedly hides the Rovers of the Barrens. 
  The PCs should take this opportunity to introduce 
  themselves to each other. Ask each player if their PC 
  belongs to any BK meta-orgs and, if so, which one(s) 
  (have them write this information on slips of paper to 
  maintain in-character secrecy).  
   
  Also, find out if anyone is Wanted by the Church of 
  Iuz (Malcontent or higher). While a PC’s Wanted! score 
  might not come into play during this event, it is best to 
  make our player base as paranoid as possible. If anyone 
  has a Wanted! score of Dissenter or higher, be sure to 
  make an ominous “hmmmmm” noise, and roll a few d20s 
  behind a screen. Cackle evilly for effect. Do the same for 
  any members of the Johrase Mercenaries (if they are 
  openly wearing their tabards), as they are not well liked 
  in the Fellreev. 
   
  PCs who belong to any of the Fellreev based meta-
  orgs (Defenders of the Greenkeep, Fanlareshen Elves, 
  Fort Hendricks, Fellreev Druids, or the Dazark Orcs) 
  might receive skill bonuses while in the Fellreev. Advise 
  these players to have the relevant pages of the BKMG 
  handy. 
   
  • 
  Ask if anyone has played the previous adventures in 
  the Cold Dead Hands series – particularly if anyone 
  has the body from BDK5-01 The Body or the book 
  from BDK5-04 A Leather Bound Tome (The Last 
  Tome of Zenam). If so, these will play an important 
  part later on in this event.  
  • 
  If any of the PCs HAS played either of the 
  adventures, hand out Player Handout #1a (handing 
  it specifically to a player who played the earlier 
  adventure). 
  • 
  Hand the PCs Player Handout #1b if no one in the 
  group has played either of the previous adventures 
  in this series.  
  • 
  If any PCs are members of the Fellreev Druids, hand 
  them Player Handout #2. 
  • 
  If they carry the body with them, keeping it in an 
  extra-dimensional space is not an option (such as a 
  bag of holding). The body resists such magic. 
  • 
  Find out if any PCs have the Dying Curse of Varys 
  Harlaw from BDK5-05 Art of Deception as you will 
  need to adjust some of the boxed text in this 
  encounter to account for the inability of the PCs to 
  see the baatezu in this adventure. 
   
  Also, find out if anyone has any curses or radiates as evil. 
  This will become important in Encounter Four, when 
  the adventurers enter the guardian’s haven. 
   
  This adventure starts out assuming the PCs made it 
  to Sable Watch with fair haste on horseback after 
  receiving the letter. If they had faster means of 
  Necropolis of the Endless Dawn 
   
  Page 5 
  
  transportation (such as by wind walk, teleportation, etc.), 
  give the group more time than mentioned in the letter. 
   
  With normal horse travel the PCs have one week 
  from the point that they arrive at Sable Watch until a 
  massive expedition of Northern Alliance soldiers arrives 
  in the area looking for Nerull’s Bane. The party could 
  have up to TWO weeks, if they traveled very quickly by 
  magic. Feel free to adjust the available time based on the 
  mode of travel. 
   
  Time is of the essence and players should feel 
  rushed throughout their quest. 
   
  PCs can make Knowledge checks to know the 
  following particular facts at the beginning of this event. 
  Bardic Knowledge checks can be made in place of 
  specific Knowledge checks with a +5 modifier to the DC. 
  None of the Fellreev meta-orgs, except the druids, know 
  the exact location of Nerull’s Bane, due to the druids 
  having driven off all Dazark and Fanlareshen patrols in 
  the area. PC members of the Fellreev Druids will not be 
  able to use their influence with their meta-org in this 
  event to aid in their quest for Nerull’s Bane (for example, 
  the druids will not help the party to find its location).  
   
  Bardic Knowledge 
  • 
  DC 20+: Sable Watch is a small village in the 
  northern Fellreev, filled with a group of Flan 
  refugees. 
  • 
  DC 25+: Nerull’s Bane is supposedly a cache of dead 
  bodies hidden somewhere in the northern Fellreev. 
  Supposedly, the spirits of these bodies are free from 
  the Reaper’s grasp. 
  • 
  DC 35+: There is an ancient forgotten city that 
  houses Nerull’s Bane, but the secrets to finding that 
  lost city are no longer known. 
   
  Knowledge (geography) 
  • 
  DC 25+: Sable Watch is a small village in the 
  northern portion of the Fellreev. The city is only 20 
  miles away from the Iuzian stronghold known as 
  Gibbering Gate. 
   
  Knowledge (history) 
  • 
  DC 20+: The myth of Nerull’s Bane stems from a 
  cache of dead bodies collected by the druids of the 
  Fellreev. The Old Faith had some sort of connection 
  with the death god, and was periodically sacrificing 
  bodies to appease him. 
  • 
  DC 25+: Though druids of the Fellreev worship the 
  Old Faith, they have never historically had any ties 
  to the death god. Some say they scour the forest 
  looking for the bodies. The purpose of these corpses 
  is unknown. 
  • 
  DC 30+: Throughout the centuries, Flan have been 
  tied to the area around Sable Watch. With the druids 
  of the Fellreev also having Flan ties, some say that 
  the reclusive druids hide the location of Nerull’s 
  Bane from the world. 
  • 
  DC 35+: Some say that Nerull’s Bane lies hidden in 
  an ancient and powerful city lost to the mists of 
  time. The bodies in this city are supposedly free from 
  the Reaper’s grasp. 
   
  Note: PCs who are members of the Fellreev Druid meta-
  org will be able to dispel the myth of the History DC 20 
  roll.  
   
  Knowledge (local – Iuz Border States) 
  • 
  DC 20+: Sable Watch is a city somewhere in the 
  northern portion of the Fellreev. It is supposedly the 
  last haven for a group of Flan refugees from the 
  forces of the Old One known as the Rovers of the 
  Barrens. 
  • 
  DC 25+: Nerull’s Bane is supposed to be a lost pile of 
  dead bodies hidden somewhere in the forest. Who 
  knows why a death god doesn’t like a big pile of dead 
  bodies. 
   
  Knowledge (religion) 
  • 
  DC 20+: Nerull’s Bane is just that – a source of the 
  Reaper’s Ire. Legend has it lost somewhere in the 
  Fellreev forest. 
   
  In addition, the following information about recent 
  events in the Fellreev is available via Bardic Knowledge, 
  Knowledge (history), or Knowledge (local – Iuz Border 
  States): 
  • 
  DC 10+: Several months ago, the Northern Alliance, 
  bolstered by forces from Fleichshriver, engaged the 
  Dazark 
  orcs, 
  Defenders 
  of 
  the 
  Greenkeep, 
  Fanlareshen elves,  and Reyhu humans, of Forts 
  Hendricks and Scorn, in a massive battle, known as 
  the Battle of the Bazaar, in the south-central Fellreev. 
  While the battle itself was a draw, Northern Alliance 
  troops now control several beachheads across both 
  the Cold Run and Artonsamay rivers in the forest.  
  • 
  DC 20+: Some speculate that the High Lady 
  Xavendra ordered this attack in order to draw the 
  Dazark, Fanlareshen, and Reyhu forces to the south, 
  in order to free up a northern passage through the 
  Fellreev. Several Northern alliance patrols out of 
  Groucester and Fort Skagund have been sighted in 
  the northern Fellreev since the battle. 
   
  Development: Proceed to Encounter One. 
   
  Necropolis of the Endless Dawn 
   
  Page 6 
  
  Encounter One: Sable Watch 
  The last few days have been lacking in rain and the 
  early fall leaves crunch noisily beneath your feet. 
  Everything seems dry, as if the edge of the forest is 
  crumbling away. The sparse grass and bare bushes 
  around you quiver in the light breeze. 
   
  The brown foliage ahead of you parts to reveal a 
  man of Flan heritage dressed in eather-dyed browns 
  and grays. A longbow is strapped over his shoulder, 
  and several swords and daggers hang from his belt. 
  He raises his hand, gesturing for your group to stop.  
   l
   
  f
   
  if
  i
  t
  i
  lt
  i
  i
   
  “Hold, travelers. State your business here.” 
   
  Note that this event takes place after the events in IUZ5-
  03 Lost but Not Forgotten. 
   
  This is Erroll, one of the last remaining rangers of 
  the Rovers from Sable Watch. Although he is usually 
  accompanied by other rangers on patrol, the others have 
  been killed (explained below). Consequently, he is out 
  hunting in the forest for their killer. 
   
  Erroll will ask the party who they are and what they 
  are doing meandering around the northern Fellreev. 
  Should the party give a reasonable excuse for coming to 
  visit Sable Watch (such as merchants delivering goods, or 
  warriors helping defend the hamlet from forces of the 
  Old One) or even a successful Diplomacy check DC 25, 
  then the guard will breathe a sigh of relief and offer to 
  guide the group back to the hamlet. Given the 
  circumstances, Erroll is extremely suspicious of any 
  strangers and receives a +10 circumstance bonus to any 
  Sense Motive checks made to oppose the PCs’ Bluff 
  checks (for a total modifier of +11). 
   
  If the PCs ask to speak with Quintin Ackert, the 
  hunter will blanch and say nothing. He continues to lead 
  them just the same. 
   
  Development: If the PCs wish to attack the woodsman, 
  advise them that doing so without provocation would be 
  an Evil act. If they persist, be sure to notate their AR and 
  email the Triad the offending PCs’ names, player names, 
  RPGA #s, and email addresses. Immediately revoke the 
  powers of any offending paladins, clerics, or similar 
  classes that derive divine powers from Good gods, and 
  notate their AR that the PC now requires atonement. 
   
  If combat ensues, Erroll assumes the group to be 
  minions of Iuz or bandits, and, if clearly outmatched, will 
  flee into the forest. Unless the PCs have a way of 
  reaching Sable Watch (such as knowing the way because 
  they have been there before, during IUZ5-03), the 
  adventure will be over. They may search the Fellreev for 
  Sable Watch, but by the time they find it, the events of 
  the adventure will be concluded. Use of the Track feat to 
  follow the Erroll’s tracks back to Sable Watch requires a 
  DC 50 Survival check, as the rangers have laid many false 
  trails in the area over the years. 
   
  If the PCs approach Sable Wood after killing Erroll, 
  then the PCs will be ambushed by the town’s surviving 
  combatants. The Fellreev is a medium forest; consult the 
  DMG for terrain rules. 
   
  If the PCs wish to apologize for slaying Erroll, it will 
  require a Diplomacy check, DC 50 (-5 if Erroll is raised 
  back to life by the PCs), else no one in the village will talk 
  to the PCs, fleeing into the woods. 
   
  Erroll: Male human Rgr4, hp 28. 
   
  As the party is escorted into Sable Watch: 
  After an hour of rough travel through thickets and 
  dry riverbeds, the Flan patrol leads you to the edge of 
  the village o  Sable Watch. Well-hidden in the trees 
  despite the sparse coverage of leaves this time of year, 
  the log cabins patched with straw and mud give the 
  impression of a difficult l e close to the forest’s edge. 
  Weary refugees huddle under the shade of their 
  thatched roofs. They mutter and watch as your group 
  passes. Silent campfires spot the faint path n front of 
  you, a few still smoldering with the remains of 
  stringy animals on spits. 
   
  Though you pass a few Flan patching armor and 
  fletching arrows, you see little activity in the village. 
  Things seem very quiet here, as if the village is 
  holding i s breath in wait ng. Few women, and no 
  children, come into view. As it is, the average gaze of 
  those you pass seems to drip with the venom of 
  suspicion or the tears of hopelessness. Sable Watch 
  appears to be the last vestige of a dying culture – the 
  last generations of the Rovers of the Barrens. 
   
  Not long after entering the village, you are led 
  into the largest building you have seen among the 
  scattered huts. It is bui  of light-colored stones and 
  wood with a rough symbol of the sun over the 
  entrance. You are not surprised to find within the 
  makings of a shrine to Pelor. The detailed carv ngs 
  and fine workmanship inside contrast with the 
  simple exterior. It is apparent that this place was built 
  to be a place of peace and serenity. 
   
  A male half-elf rises from a pew as your group 
  enters. As he strides quickly over to your group, the 
  multiple scars on his face come into focus. The 
  crisscrossing lines of red look old and deep. He wears 
  travel ng gear, and looks able to handle himself in a 
  fight.  
   
  Over the half-breed’s shoulder, you can see the 
  body of a man lying on a simple altar at the end of the 
  temple. He is covered in a black shroud from his 
  shoulders down, but his hands are still visible, 
  crossed at the top of his chest. 
  Necropolis of the Endless Dawn 
   
  Page 7 
  
   
  -
   
  “Hold on, now. What do we have here?” the half
  elf inquires. 
  If any PCs have played IUZ5-03, those characters and the 
  half-elf will recognize each other (as long as the PC isn’t 
  disguised) and the half-elf will become Friendly. 
  Otherwise, he starts out Indifferent (see ‘Influencing 
  NPC Attitudes’ in the PHB pg. 72). 
   
  The half-elf that meets the party goes by the name of 
  Lythan. He has found himself unofficially in charge of 
  the village since its lone priest of Pelor went missing 
  three weeks ago. He knows the following information: 
   
  • 
  Since Quintin Ackert disappeared, dead bodies of 
  village hunters have been found in the forest every 
  few days. Each body has been found in a different 
  condition. Some have been mauled beyond 
  recognition, while others haven’t had a scratch on 
  them (six bodies previously found had no wounds 
  on them). 
  • 
  Locals have become increasingly superstitious and 
  frightened of the forest around them because of the 
  strange deaths, and some villagers have even begun 
  to starve because of the lack of food from reluctant 
  hunters. 
  • 
  There have been 18 bodies found in the last 
  three weeks. Some of the discovered bodies 
  were surrounded by animal tracks, while others 
  had not a single print around them (other than 
  the victim’s prints). 
  • 
  The most recent victim sits in the back of the 
  temple now, found late last night. 
  • 
  Many of the villagers now will not venture 
  deeper into the forest, and a number of hunters 
  have been too afraid of the strange occurrences 
  to find food for their families. 
  • 
  Most of the hunters have been found to the 
  southwest of Sable Watch. Lythan doesn’t know 
  of anything of relevance in that direction. After 
  all – the Fellreev is a big forest. 
   
  If PCs ask to examine the body, Lythan will shrug and 
  allow it – he is not a worshipper of Pelor, and doesn’t 
  know much about what is considered proper in a temple. 
  As it is, he just wants the mystery of the deaths to be 
  solved. 
   
  In his role of leader, Lythan has been unable to 
  venture 
  from 
  Sable’s 
  Watch 
  to investigate the 
  disappearances himself. Most of the information about 
  the bodies (listed below) Lythan hasn’t realized yet, and 
  he will be grateful for what the party learns. 
   
   
  The Body: This hunter is not dead, but paralyzed. A 
  Heal check DC 15 or a Spot check DC 20 for anyone who 
  examines the body will reveal this. If he is Searched, the 
  PCs will discover a crude map detailing the hunter’s 
  wanderings, with an area to the south-west marked 
  “strange ruins” appearing to be as far as he had gotten. It 
  will require a Survival check, DC 15, to use this map to 
  locate the ruins.  
   
  If the hunter is cured of his paralysis, he will impart 
  the following information: 
   
  • 
  His name is Porthas. He has lived in this area most of 
  his life, and considers this his home. He is Chaotic 
  Good. 
  • 
  Being tired of all the mysterious deaths, he took it 
  upon himself to explore deeper into the forest to the 
  south-west of Sable Watch. There, he discovered a 
  group of ruined buildings of indeterminate age. 
  They appeared to be buried by time and the 
  elements, with only a portion of the buildings being 
  exposed. 
  • 
  During his brief search, he spotted a skeletal figure 
  in robes standing in front of a stone archway. 
  Without waiting to see if the creature had spotted 
  him, he turned to flee the area to tell Lythan of what 
  he had found. 
  • 
  He had not gone unnoticed, though. The skeletal 
  creature pursued him, its body flying through the 
  air, apparently by magic. He was able to elude the 
  undead creature for a short time, but eventually it 
  discovered him. The last thing Porthas remembered 
  as he ran at a breakneck speed through the trees was 
  a sharp pain in his back, and he fell forward into the 
  dirt, unable to move a muscle. 
  • 
  About two day later, he was found by one of the men 
  who brought him into the temple. They thought 
  him dead, and seemed intent on bringing him back 
  to perform burial rites. He has afraid they really 
  WOULD bury him. He’s been laying here for the 
  last day dreading the fate that seemed to be destined 
  for him. 
  • 
  If the adventurers ask, Porthas will be willing to 
  draw them a better map from here to the location of 
  the ruins. It will require a Survival check, DC 10, to 
  use this map to locate the ruins. He will NOT be 
  willing to guide them there. Using magic to coerce 
  him into guiding the PCs does not comport with a 
  Good alignment. Warn any Good PCs attempting to 
  compel 
  him. 
  If 
  they 
  continue, 
  note 
  the 
  circumstances of the act on their AR for future 
  reference. 
   
  Necropolis of the Endless Dawn 
   
  Page 8 
  
  Based on the description of the undead, including the use 
  of magic and the paralyzing touch, a Knowledge 
  (religion) check DC 38 will tell a PC that a creature 
  known as a lich is known to exist. It is a powerful undead 
  wizard whose touch can make a person permanently 
  catatonic. 
   
   
  Buried Bodies: The following facts can be learned 
  about the buried bodies behind the temple: 
   
  Bodies with visible wounds: 
  • 
  Heal DC 5+: Of all the bodies, 12 of them seem to 
  have been chewed on. 
  • 
  Heal DC 15+: There are different claw and bite 
  marks on the body, which seem to suggest different 
  creatures fed on the hunter at different times. 
  • 
  Heal DC 20+: The wounds on the bodies were 
  inflicted postmortem. It appears the bodies actually 
  died from thirst. 
   
  Bodies with NO visible wounds: 
  • 
  Heal DC 5+: Of all the bodies, 6 of them have no 
  visible signs of a cause of death. 
  • 
  Heal DC 20+: It appears the bodies actually died 
  from thirst or starvation. 
   
  Using magic (and other effective ways of gathering 
  information), the following things have been going on, 
  and may be learned by the adventurers. Use your best 
  judgment on what facts the PCs can discover, depending 
  on their methods: 
   
  • 
  Three weeks ago the lich, Dahlvier, quietly stole into 
  to the temple of Pelor late at night and disintegrated 
  Quintin Ackert in his bedchambers. He then put 
  away the priest’s personal belongings and teleported 
  away, leaving no trace of the priest’s whereabouts. 
  Nothing abnormal about the priest’s disappearance 
  will be found, even with a Search check. A DC 41 
  Track check will reveal skeletal footprints in the 
  priest’s chambers alone, but nothing else. (Note that 
  divination magic will be tricky against Dahlvier 
  since he is constantly under the effect of a mind 
  blank spell.) 
  • 
  Since Dahlvier killed the priest, the lich has been 
  touching those hunters of Sable Watch who wander 
  the forest near the ruins of Dar’kesh Anam. He 
  leaves their bodies permanently paralyzed for the 
  forest creatures to find and feed upon. 
  • 
  Three of the hunters that have been found were not 
  actually dead, but permanently paralyzed. Without a 
  skilled healer, they were still thought to be dead by 
  the local villagers, and consequently buried alive. 
  Now all but one of them are dead from thirst. 
  • 
  One of the hunters still lives, buried alive behind the 
  temple. He is severely disturbed if rescued (being 
  buried alive in a coffin for two days will do that to a 
  person). His insanity can be cured by heal or similar 
  magic. 
  • 
  The other bodies were killed by wandering animals 
  and monsters of the Fellreev. 
  • 
  Any divination spells cast will not be able to gain any 
  direct information about Dahlvier, since he keeps a 
  mind blank spell constantly active. Party members 
  will be able to get information about the bodies and 
  their proximity to Dar’kesh Anam, if they think to 
  look for that. 
   
  Villagers of Sable Watch: None of the villagers are 
  familiar with the ruins of Dar’kesh Anam, other than 
  Porthas (who just recently discovered them). The locals 
  have little need to venture that far, though Dahlvier 
  doesn’t realize that. The lich is paralyzing hunters of the 
  hamlet as a precautionary measure, and building fear and 
  superstition in the hamlet is always fun for a lich anyway. 
   
  Sable Watch (Hamlet): Conventional; AL N; 100 gp 
  limit; Assets 1,155 gp; Population 231; Isolated (human 
  230, half-elf 1). 
  Authority Figures: Mayor Elayne Highworth (N 
  female human Ari2 [fled]), Sheriff Seith Warner (LN 
  male human War5). 
  Important Characters: Erroll (N male human Rgr4), 
  Lythan (N male half-elf Rgr9), Quintin Ackert (NG male 
  human Clr4 of Pelor [deceased]), Weldon the Beast (CN 
  male human Drd5 of Obad-Hai). 
  Others: Adp1, Ari1 (fled), Brd1, Com9, Com4 (2), 
  Com2 (4), Com1 (177), Exp4, Exp2 (2), Exp1 (6), Ftr2, 
  Ftr1 (2), Rgr4 (deceased), Rgr2 (4, all deceased), Rgr1 (8, 
  all deceased), War5, War3 (2), War1 (10, of which 5 are 
  deceased).  
  Mayor Elayne Highworth: Unfortunately, she’s little 
  help. She fled with her husband last week after panicking 
  from the rising death toll. 
  Sheriff Seith Warner: The local sheriff, a simpleton 
  with a brawny build, isn’t the kind to solve mysteries. 
  Besides, his job is already complicated with the flight of 
  the mayor and death of half his militia. 
  Weldon the Beast: The wild and feral Weldon 
  doesn’t live in Sable Watch per se. However, he does have 
  ties to the community. More importantly, Weldon is a 
  member of the Fellreev Druids and actually knows more 
  than most other people. If the PCs ask around (Gather 
  Information DC 15), they learn that Weldon lives in a 
  tree-house in the surrounding forest. He’s reclusive, but 
  Necropolis of the Endless Dawn 
   
  Page 9 
  
  if any PCs are members of the Fellreev Druids, he is 
  willing to talk to them (and them alone). While he knows 
  some of the information from the Adventure 
  Background, he is hesitant to reveal any information, as 
  the less that is known about Nerull’s Bane by anyone, the 
  better. Weldon will only reveal information that is 
  critical to finding the entrance to Nerull’s Bane. He 
  doesn’t know about more recent happenings, specifically 
  where the lich came from or what he wants, but he 
  knows enough to realize the lich and his force threatens 
  the balance of the forest. He can also direct the PCs to the 
  location of Dar’kesh Anam though he won’t accompany 
  them 
  there. 
  Only 
  powerful 
  enchantments 
  (like 
  suggestion or dominate person) can get him to reveal this 
  information to those who are not Fellreev Druids. He 
  will cast spells for PCs if appropriate favors with the 
  Fellreev Druids are expended, but favors cannot be used 
  to learn information. He doesn’t trust anyone else. Use 
  the Dungeon Master’s Guide (page 116) if statistics are 
  needed for Weldon. 
   
  Development: It is possible that a PC cleric might wish 
  to take over the keeping of the shrine of Pelor. If any PC 
  expresses such an interest, advise them that the local Flan 
  will only accept a human Flan priest who worships a NG 
  or CG Flan deity. If the PC meets this requirement, 
  advise them that running such a shrine will require most 
  of their attention, and that they won’t have much time for 
  adventuring in the future. If they are still interested, have 
  them contact the Triad for a special mission.  
   
  Once the PCs are ready to explore the ruins, move 
  on to Encounter Two. 
   
  Encounter Two: The Ruins 
  Your journey away from Sable Watch is much like 
  your entrance into the forest. However, now you get 
  the sense that you are being watched as you push 
  away the limbs and brush that block your path. The 
  deep Fellreev hides many secrets and the forest keeps 
  those secrets closely guarded. You can only hope that 
  your search for Nerull’s Bane meets with the forest’s 
  approval. 
   
  After four days of clawing your way through the 
  fall foliage, you reach your goal: a group of ruined 
  buildings half-buried by the forest. A dozen or so 
  white stone structures sit half-covered by earth and 
  v nes. The construction material is of a strange 
  alabaster element not native to this area. In the light, 
  a pale green hue reflects off the walled surfaces. 
  i
   
  This place is quiet. The wind does not come this 
  far into the forest, and not a branch stirs as you gaze 
  upon the ruins from the tree line. 
   
  A PC with Stonecunning within 10’ of walls of the 
  buildings can make a Search check, DC 15, to recognize 
  the stone as a smooth variation of limestone. This can also 
  be noticed by a PC with Knowledge (architecture & 
  engineering), DC 15, or Profession (miner), DC 10. 
   
  Not much of note can be found in this city. There are 
  no objects or artifacts in the structures. Upon searching 
  the city, PCs will discover that it looks as if these 
  buildings are only the top portions of half-buried 
  structures. No doors can be found, though entry into 
  buildings can be gained by climbing through open, vine-
  filled windows. 
   
  These structures are mere shadows of the actual 
  buildings of Dar’kesh Anam floating in the demi-plane 
  on the edge of the Ethereal. In this plane, they appear 
  half-buried because the actual demi-plane has floated 
  down approximately 40 feet (similar to a cork in an ocean 
  storm) in relation to the Prime Material Plane. Though 
  the buildings look weathered and worn from time, see 
  invisibility or true seeing reveal them to be completely 
  solid and void of plants. Those spells also reveal 
  occasional flashes of light, seeming to come from below 
  ground out of view. 
   
  Any PC with the Track feat who searches the area 
  can make a Survival check to learn the following facts: 
   
  • 
  DC 16+: A skeletal humanoid has been in the area, 
  though the tracks appear to vanish at certain points 
  in the village. 
  • 
  DC 23+: The skeletal humanoid has been appearing 
  now and again over a number of days. 
  • 
  DC 30+: The skeletal humanoid has been appearing 
  now and again over a number of weeks. 
  • 
  DC 35+: Scores of humanoid and bestial tracks 
  appeared in the center of the village weeks ago, and 
  made their way to an archway to the rear of one of 
  the ruined buildings. 
   
  The tracks vanish at points due to magical flight and 
  various teleport spells. The numerous humanoid and 
  bestial prints that appeared in the middle of the village 
  weeks ago are from when the devils working for the 
  Horned Society teleported into the ruins and went into 
  Dar’kesh Anam to begin the assault. 
   
  Stone Walls: 1 foot. thick; hardness 8; hp 180; AC 0; 
  Break DC 40. 
   
  After an hour of searching the area, or by following tracks 
  discovered by PCs who have the Track feat, the active 
  archway into the true city will be found. 
   
  Necropolis of the Endless Dawn 
   
  Page 10 
  
  (By following the tracks and) Searching behind one 
  of the buildings, you discover a tall freestanding 
  archway engraved in archaic runes. It glows with a 
  dim light. Underneath the arch, you spot a dim ripple 
  in the air. 
   
  If tracks were followed here, they all appear to walk into 
  the archway. Until the archway is activated by a PC 
  walking through it, the shimmering below the arch 
  remains. Objects that are sent through this non-active 
  archway merely land on the ground on the other side – 
  still in the Prime Material Plane. 
   
  The gate: The party may decide to destroy the gate 
  using physical force. This is VERY dangerous; if the PCs 
  want to do this, see the details in Encounter Six. 
   
   
  Trap: The archway has a powerful magical trap, set 
  there by the ancients. The trap resets itself 10 minutes 
  after it goes off (which could cause a problem when the 
  PCs leave the demi-plane). 
   
  The trap triggers as a creature steps up to go through 
  the 
  archway, 
  the 
  shimmering 
  of 
  the 
  archway 
  disappearing and changing to form a window into the 
  true city of Dar’kesh Anam. The window will be open for 
  only one minute. During that time, other PCs can see and 
  travel through the archway. If battle develops among PCs 
  because of the trap, keep the odd battle site in mind. 
  Viewing the archway from the ruins while it is open 
  reveals the cityscape, like a window – not the ruins on 
  the other side of the portal. 
   
  Note: When the trap is triggered, it affects both the 
  Prime Material Plane and the demi-plane of Dar’kesh 
  Anam. It does not take the one minute casting time to 
  activate (it activates immediately), and will operate day or 
  night. Finally, it only affects PCs within 30 feet of the 
  arch, rather than the normal spell area. 
   
  See Appendix V for more details on this trap. 
   
  Were-doom Trap: CR 10; magical; proximity trigger (and 
  must be humanoid type to trigger trap); automatic reset 
  (10 minutes); spell effect (Were-doom, 17
  th level); Fort 
  save resists (DC 23); Search (DC 34); Disable Device (DC 
  34). 
   
  Development: When the portal is activated, be sure to 
  read the opening boxed text from Encounter Three. 
   
  Encounter Three: The True 
  City 
  Beyond the glowing archway lies a city under siege. 
  Though a spectacular view of the rising sun greets 
  you from the roof of the bui d ng you stand on, it 
  doesn’t completely distract from the chaos that boils 
  in the city streets below you. 
  l i
  i
  i
  t
  i
  i
   
  i
  l
  t  
  l
  l
  l
   
  Almost half of the city is shrouded in an 
  unnatural darkness. The l ght shin ng from the great 
  yellow orb in the distance doesn’t dispel the deep 
  shadows that line the streets, although occasional 
  movemen  can still be seen from within. Little sound 
  escapes the alleyways in this portion of the city. 
   
  Where the darkness stops, l ghts and explosions 
  reign. The other side of the city is enmeshed in a 
  battle that teems with creatures of many types. 
  Though the distance makes it hard to identify what 
  creatures are battling, the explosions are obv ously 
  from different kinds of spells. Bursts of energy mix 
  with the chaos of fighting, echoing along the stone 
  corridors. 
   
  In both parts of the city, occasional glowing 
  humanoid figures can be seen. Like fireflies, they 
  stand out from their surroundings, yet they are still 
  difficult to spot due to distance and cover. 
  On the east side of town is a distant area to which 
  fighting has not spread. Though there are few 
  buildings there, a lone pole stretches above the roofs 
  of the buildings, visible from your vantage point. The 
  tip of the pole glows with an ethereal l ght that 
  differs from the sun’s radiance behind it. The strange 
  light seems to hold back the shadows of the northern 
  portion of town, as wel  as the chaotic fighting from 
  the southern portion of town. From this distance, i is
  hard to tel  what is happening specifical y on the 
  streets below the rod. 
   
  You stand on the roof of a three-story bui ding. 
  There is no ladder or stairway to go downstairs. 
  However, there are a number of strange holes in the 
  roof of this building, dotted around you like a light 
  drizzling rain. If need be, someone could crawl down 
  inside the building through one of the holes. 
   
  Spot checks DC 20+ can be made to allow Spellcraft 
  checks to be made. Spot checks at DC 35+ can be made to 
  make Knowledge (religion) and Knowledge (planes) 
  checks on recognizing the battling creatures. Use the 
  various monster descriptions below to describe details 
  that observant PCs notice. Spells range from ice storm, 
  scorching ray, to unholy blight and other visual 
  spectacles. 
   
  The shadow looming over the northern portion of 
  the city is actually a portion of the Plane of Shadow 
  leaking in to the demi-plane. Dahlvier has manipulated 
  the barrier between planes so that his incorporeal undead 
  are not as disadvantaged while fighting the city’s 
  guardians. However, the shadows have not yet spread 
  over the entire city. This is partially the case due to the 
  Necropolis of the Endless Dawn 
   
  Page 11 
  
  long rod that emanates positive energy from the 
  cemetery. 
   
  PCs cannot identify the rod or shadow effects from 
  their position near the arch. When they get close to the 
  effects, however, they can make a Knowledge (planes) 
  check DC 30 to recognize the effect as faint positive 
  energy and shadow stuff, effectively. 
   
  Assuming the PCs decide to investigate the glowing 
  rod above the city, they must decide how to get there. 
  Avoiding the dangers of the street battles below is 
  probably the group’s best bet. In general, the party can 
  use a number of methods to get there. Teleportation, 
  flying, and walking are all options, but some are more 
  dangerous than others. 
   
  Ground Travel: If the party decides to travel by foot, 
  they can try to avoid the majority of combats. This will 
  work up to a point, but the group will encounter at least 
  ONE squad of undead or devils, depending on what side 
  of town they travel on. If the PCs are using stealth, make 
  appropriate Spot and Listen checks verses Hide and 
  Move Silently checks for the appropriate APL 
  encounters. If the PCs don’t get the hint and do not travel 
  cautiously, throw another encounter or two of devils at 
  them (at their appropriate APL or lower). Eventually they 
  should get the hint, and begin traveling like they’re 
  moving across a war-torn city (which they are). 
   
  Flight: Flying across the city is more dangerous. As 
  the crow flies, the group only has to cross about 1500 feet 
  of ground to get to the cemetery under the rod. However, 
  all the combatants below can see the fliers above (unless 
  they are taking pains to hide themselves), and will hurl 
  spells at the group as they fly overhead (at least, over the 
  devil’s portion of town). 
   
  Assume each round of flying over the city roofs 
  above the fiends, 0-3 spells are thrown at the group (1d4-
  1), with each spell decided by an additional D6 roll below: 
   
  • 
  1 – cone of cold (DC 19), 13
  th level caster. 
  • 
  2 – ice storm, 13
  th level caster. 
  • 
  3 – unholy blight (DC 23), 13
  th level caster. 
  • 
  4 – order’s wrath (DC18), 12
  th level caster. 
  • 
  5 – scorching ray (2 rays only, +18 ranged touch 
  attacks), 12
  th level caster. 
  • 
  6 – dimensional anchor (+14 ranged touch attack), 
  12
  th level caster. 
   
  At APL 14, the ice devils can cast fly on themselves and 
  the other devils present at their APLs, so the group will 
  get attacked after traveling 500 feet. APLs 8-12 are not 
  aerial encounters, so PCs will only have to deal with the 
  spell attacks. Keep track of the distance traveled, since it 
  doesn’t take long to get over the cemetery and the 
  combatants won’t follow them that far. 
   
  All of the undead in the shadowy portion of town 
  can fly, so they will merely meet the PCs on their own 
  ground, although they loose the benefit of any cover they 
  may have had below. 
   
  Teleport or Similar Magic: This is by far the safest 
  method for traveling in the city. (If any PCs are carrying 
  the Body, once it is back in Dar’kesh Anam, it can be 
  teleported, though it can still not be placed in 
  extradimensional spaces). However, if the group misses 
  their mark on a teleportation roll (consider the roll a 
  ‘viewed once’ chance, per PHB pg 293), they will teleport 
  right into a combat with the appropriate listed APL 
  (figure randomly whether it’s the undead or devil 
  encounter). 
   
  On any flight across town, or if PCs actively go 
  search out an on-going combat, they will spot the 
  glowing guardians (the guardians) fighting the other 
  forces of the city. The adventurers will not ‘run into’ any 
  guardians not fighting, since they go where the invaders 
  are. PCs that spot these creatures up close can make 
  Knowledge (religion) check to know the following about 
  them: 
   
  • 
  DC 20+: They are deathless. They share many of the 
  same traits as undead, but are not quite the same. 
  You remember reading about them years ago, but 
  don’t remember many hard facts. 
  • 
  DC 25+: The creatures are usually incorporeal but 
  not always. Deathless are usually focused on 
  defending something or someone. Rather than being 
  tied to the negative material plane, like normal 
  undead, deathless are tied to the positive material 
  plane. 
  • 
  DC 30+: Research suggests that deathless are 
  probably not evil, though little enough information 
  is known on them to find out what their common 
  alignment really is. 
   
  No other information is known about these rare spirits. 
   
  If the PCs attempt to interact with these battling 
  spirits, they will attack the party. The spirits are in the 
  thick of battle, and it would take a Diplomacy check DC 
  50 to convince it that the PCs were friendly (DC 35 
  Hostile to Friendly, +10 for a full-round action, +5 
  circumstance modifier). The PCs receive a +10 
  circumstance bonus on this check if the party is 
  witnessed attacking only non-guardians. If the group 
  pulls off the Diplomacy check, the spirit will silently lead 
  the group to the cemetery, then return to the city streets 
  to do battle with the invaders (it will not enter the 
  mausoleum). Keep in mind that these spirits speak only 
  Ancient Flan. Any attempt to use Diplomacy without 
  Necropolis of the Endless Dawn 
   
  Page 12 
  
  being able to speak their language suffers an additional 
  +5 circumstance modifier to the DC. 
   
  City Description:  
  The strange holes in the roof 
  of the building with the arch, as well as the walls of other 
  buildings in Dar’kesh Anam, are from attacks by various 
  alien creatures that assaulted this city years ago. The 
  guardians successfully defeated the attackers that 
  remained after the gate to their world was sundered, but 
  the city still bears the scars of the battles with the alien 
  creatures. 
   
  Similar to the ruins, the buildings of the city are 
  made with unnaturally hard stone. Also, they are still 
  relatively intact – even to the point that you can tell at 
  one time that certain buildings were used for specific 
  functions, such as blacksmiths, tailors, taverns, etc. Each 
  business has a sign over the front door in an ancient 
  dialect of Flan (which is now dead – but can be translated 
  using magic or a Decipher Script roll DC 30; PCs that 
  speak Flan gain a +15 bonus to this roll), and has some 
  sort of placard showing its purpose (such as a spinning 
  wheel for a clothier shop, etc.). Some buildings also have 
  painted or carved signs on doors written in Flan. These 
  were placed after the city was abandoned by the old 
  generations of the Rovers when they buried their dead. 
   
  There are homes in town as well – and many of them 
  have been converted into impromptu burial sites. 
   
  During the harrowing travel through the city, 
  explain to the players how it appears as if this city appears 
  abandoned. If the PCs want to take the time to search 
  buildings, there are no locked doors. Inside many of the 
  shops and homes are mummified bodies in various poses. 
  Some were placed here with honor…and some with 
  expediency. The following information can be gained by 
  examining the bodies: 
   
  • 
  The bodies appear particularly resistant to physical 
  damage. Weapons and blows damage it, but it slowly 
  heals all wounds. 
  • 
  All spells are blocked as if by spell immunity. 
  • 
  Heal DC 20: There are many different techniques 
  used when embalming or mummifying the dead. 
  This body is unusual in that it does not bear the 
  markings that indicate that internal organs were 
  removed (such as the brain or heart). 
  • 
  Heal DC 25: It is impossible to identify how long ago 
  this 
  corpse 
  was 
  mummified. 
  Aside 
  from 
  dehydration, there is no deterioration of the body 
  from rot or vermin. 
  • 
  Knowledge (history) or Bardic Knowledge DC20+: 
  The dressings of the mummy are typical of those 
  used by the Rovers of the Barrens, although garbed 
  in a particularly archaic fashion. 
  • 
  Knowledge (history) or Bardic Knowledge 30+: 
  Based on the dressings and decorations of the 
  corpses, you would guess they range from hundreds 
  to thousands of years old. 
  • 
  Knowledge (local – Iuz Border States) or Bardic 
  Knowledge DC 10+: The mummy is obviously Flan – 
  although the body is desiccated, you can clearly see 
  the broad cheekbones and even in death it retains a 
  dusky color in its flesh. 
  • 
  Spellcraft (in conjunction with detect magic) DC 
  21+: 
  There 
  are 
  overwhelming 
  abjuration, 
  conjuration, necromancy, and transmutation auras 
  everywhere, both on the body and in this city, 
  although specific spells cannot be discerned. 
  • 
  Spellcraft (in conjunction with detect magic) DC 
  30+: There are three distinct castings that created the 
  auras you see, though there are many more auras 
  than three. One spell is a modification of gentle 
  repose, another is a modification of a curing spell, 
  and the third is completely unknown and unique, 
  though you can tell that it incorporates auras from at 
  least the abjuration, conjuration, and transmutation 
  schools. 
   
  Streets are generally 20 to 50 feet wide, depending on 
  whether it is a major street or alleyway. Buildings are 
  generally one to two stories tall, with a few three or four 
  story buildings dotting the center of town. 
   
  The edge of town is covered by a mist that obscures 
  vision beyond the city wall (other than the sunrise to the 
  east). Any traveler beyond the city walls will get lost in 
  the mist, only to quickly find himself back at the city 
  wall. 
   
  Stone Walls: 1 foot. thick; hardness 8; hp 180; AC 0; 
  Break DC 40. 
   
  Stone Roofs: 6 inches. thick; hardness 8; hp 90; AC 0; 
  Break DC 40. 
   
  Wooden Doors: 1 ½ in. thick; hardness 5; hp 15; AC 5; 
  Break DC 18. 
   
  Window Shutters: ½ in. thick; hardness 5; hp 5; AC 6; 
  Break DC 10. 
   
  Planar Traits: See the Appendix IV: New Rules. 
   
  Creatures and Tactics: The battles that the party faces 
  are dependant on how and where the group travels. 
  Squads of devils working directly for the Horned Society 
  are in the chaotic side of the city, while the lich’s undead 
  are in the darker side of the city. 
  Necropolis of the Endless Dawn 
   
  Page 13 
  
   
  Devils’ Tactics: The fiends travel in groups, and 
  attack anything suspicious. The Bone Devils generally 
  use their spell-like abilities to separate the group with 
  walls of ice, and the ice devils will use their damaging 
  spell-like abilities until they feel their actions are 
  ineffective. The rest of the creatures will usually close for 
  melee combat quickly. 
   
  For these battles, the outsiders will not summon 
  other devils. These are not important-enough fights to 
  warrant such an obligation to the summoning fiend. 
   
  Undead Tactics: The undead also travel in groups, 
  usually floating through buildings looking for foes to 
  attack. Against living creatures, the incorporeal undead 
  will use the buildings as cover while swiping at the PCs. 
  If a nightwing is present, it will support the other undead 
  with spell-like abilities, wading into combat once it feels 
  it is necessary. 
   
  For these battles, the nightwing will not summon 
  other undead. These are not important-enough fights to 
  warrant such an action. 
   
  Devil Route: 
   
  APL 8 (EL 10) 
  Bearded Devils (6): hp 45 each; see Monster Manual 
  page 52. 
   
  APL 10 (EL 12) 
  Hell Cats (4): hp 60 each; see Monster Manual page 54. 
  Bone Devil: hp 95; see Monster Manual page 52. 
   
  APL 12 (EL 14) 
  Barbed Devils (2): hp 60 each; see Monster Manual page 
  51. 
  Bone Devil (2): hp 95; see Monster Manual page 52. 
   
  APL 14 (EL 16) 
  Ice Devils (2): hp 147 each; see Monster Manual page 56. 
  Bone Devil (2): hp 95; see Monster Manual page 52. 
   
  Undead Route: 
   
  APL 8 (EL 10) 
  Shadows (4): hp 19 each; see Monster Manual page 221. 
  Spectres (2): hp 45 each; see Monster Manual page 232. 
   
  APL 10 (EL 12) 
  Spectres (6): hp 45 each; see Monster Manual page 232. 
   
  APL 12 (EL 14) 
  Dread Wraiths (2): hp 104 each; see Monster Manual 
  page 258.  
  Spectres (4): hp 45 each; see Monster Manual page 232. 
   
  APL 14 (EL 16) 
  Dread Wraiths (3): hp 104 each; see Monster Manual 
  page 258.  
  Nightwing: hp 144; see Monster Manual page 197. 
   
  Treasure: There are gold and silver trinkets throughout 
  the city. Most are used as tribute to the thousands of 
  bodies stored in buildings. There are a few hundred gold 
  pieces worth of tributes in each building, but if any PCs 
  take these obvious tributes to the dead, the PCs are 
  considered to radiate evil – only for the purpose of 
  Encounter Four. They are usually hung around a display 
  in each building, varying from burned out candles to 
  wreaths of still-living garland. A Knowledge (religion) 
  check DC 10 can be made to realize the significance of 
  the displays. 
   
  APL 8–loot (120 gp). 
   
  APL 10–loot (180 gp). 
   
  APL 12–loot (250 gp). 
   
  APL 14–loot (350 gp). 
   
  Development: Reaching the cemetery on the east side of 
  town, continue on to Encounter Four. 
   
  Encounter Four: The Watcher 
  On the far east end of town l es one of the largest 
  cemeteries you’ve ever seen. The headstones alone 
  could fill scores of coliseums, while the above-ground
  crypts are too numerous to count. The headstones and 
  markers are adorned with intricate carvings or 
  engravings, each different than the last. Some have 
  wreaths of still brightly-co ored flowers at their base. 
  Others hold statues in various heroic or mourning 
  poses. 
  i
   
   
  l
  i
   
  The glowing rod which stretches over a hundred 
  feet into the air comes from one of the largest 
  buildings in view. A massive mausoleum sits on a 
  slight rise in the earth. The stone edifice marks it as 
  one of the oldest structures you’ve seen in this city. 
  With the elaborate carvings in view even from this 
  distance, it is probably one of the most important 
  structures, too. 
   
  The explosions of l ght and sound from the 
  southern part of the city do not seem to intrude on 
  this quiet sanctuary. The eerie light that radiates from 
  Necropolis of the Endless Dawn 
   
  Page 14 
  
  its tip bathes you with a warm feeling. The ligh  is a 
  warm spring shower that infuses you with its 
  strength. Smal  wonder why the shadows of the 
  northern portion of town have not come this far. 
  t
  l
   
  For those PCs that are wounded, note that they now gain 
  fast healing 2 while in the cemetery and above ground 
  (see the demi-plane effects from Appendix IV). There are 
  no undead here due to the rod emanating positive 
  energy, and the devils involved in the attack have not yet 
  been ordered to assault this place by Dahlvier. Most of 
  the guardians are out of the cemetery attacking the 
  invaders, so the cemetery itself currently appears empty. 
   
  The mausoleum itself is divided into sections. See 
  DM Aid #3 for where the below locations can be found. 
   
  A. The Entrance 
  The outer walls along the front of the building are 
  lined with intricate carvings of warriors doing battle 
  with all sorts of dangerous foes, creatures both 
  normal and mystical. Dragons fly overhead, while 
  tentacled beasts reach out from broad oceans. The 
  men fending off these assaults appear tall and lanky, 
  wielding swords and magic equally well. This 
  bui ding doesn’t seem bui  to honor one specific 
  individual, but rather a group – or perhaps a society. 
  l
  lt
   
   
  The double doors in front of you are massive, 
  with no visible handle. Carvings along the top 
  portion of the doors seem to elaborate about 
  something…
   
  In Ancient Flan, the carvings read: “They watch to 
  protect and honor our memory. Were we able to stay, 
  we would all stand as one by their sides.” 
   
  The doors can be opened by speaking the Ancient Flan 
  words for “In honor we guard”. Upon speaking these 
  words, the doors open on their own. Otherwise, the 
  doors can be opened by a knock spell, forcing open with a 
  crowbar, or breaking down by force. 
   
  Stone Doors: 3 inches. thick; hardness 8; hp 45; AC 4; 
  Break DC 26; Open Strength DC 15 (using something 
  with leverage, such as a crowbar). 
   
  Trap: The entrance is trapped to go off if anyone touches 
  the door. There is also a silent alarm spell (controlled by 
  one of the spellcasters below) directly in front of the 
  doors. 
   
  Also note there is an additional enchantment of faint 
  transmutation magic on the door (along with the 
  appropriate school of the trap) for those using detect 
  magic. This is the magic that causes the door to swing 
  open on its own when the appropriate words are spoken. 
   
  APL 8−10 
  Blindness Trap: CR 3; magical; touch trigger; manual 
  reset; spell effect (blindness, 3
  rd level wizard; Fort save 
  resists (DC 13); Search (DC 27); Disable Device (DC 27). 
   
  APL 12 
  Feeblemind Trap: CR 6; magical; touch trigger; manual 
  reset; spell effect (feeblemind, 9
  th level wizard); Will save 
  resists (DC 17, although DC 21 vs. arcane casters); Search 
  (DC 30); Disable Device (DC 30). 
   
  APL 14 
  Sunburst Trap: CR 9; magical; touch trigger; manual 
  reset; spell effect (sunburst centered on the door, 15
  th 
  level caster); Reflex save for partial (for damage) and to 
  resist (for blindness) (DC 22); Search (DC 33); Disable 
  Device (DC 33). 
   
  If a PC sticks a wedge or crowbar between the doors to 
  open them, he still triggers the trap. 
   
  B. The Corridors 
  The embossed pictures on the walls stretching ahead 
  depict a scene of warrior-wizards battling with 
  strange multi-legged creatures with tentacles rather 
  than arms. The sky is stormy as lightning crackles n 
  the distance. A glowing archway on top of a building 
  shines over the battlefield, and mighty spells fly from 
  the hands of the human defenders. 
  i
   
  The passageway ahead opens to the right and left, 
  while the corridor itself comes to a set of stairs 
  leading down. 
   
  Unless noted, the passageways and rooms are 10’ high, 
  and the floors, walls, and ceilings are lined with stone 
  tiles. 
   
  C. The Prisoner 
  This narrow room has a sarcophagus at the far end of 
  the chamber. It is carved entirely out of stone, and 
  the human-shaped lid still sits in its proper place. 
   
  What really draws your attention, though, is a 
  beautiful woman with long raven-black hair. From 
  her back sprout long feathery wings. She sits huddled 
  in the center of the room, attempting to cover her 
  naked body. She sobs as she rocks back and forth, 
  head cradled between her knees. “Please…please let 
  me go…” 
   
  Necropolis of the Endless Dawn 
   
  Page 15 
  
  There is a body in the coffin, as can be found in the rest of 
  the city. It is a DC 25 Strength check to move the lid. 
   
  The woman is a devil, but she could be mistaken for 
  a celestial if the PCs don’t know their outsiders. A 
  Knowledge (the planes) check will gain the following 
  information: 
   
  • 
  DC 14: There are a number of outsiders from the 
  various planes that resemble this creature. 
  • 
  DC 19: The red eyes are unmistakable signs that this 
  creature is most likely an Erinyes, a fiend from 
  Baator. 
  • 
  DC 24: Though it has a number of magical abilities, it 
  is often more deadly wielding martial weapons, such 
  as longbows. 
   
  This devil is known as Heidella. She was magically called 
  from the battlefield and captured by Horag two days ago. 
  He questioned the creature about why the devils had 
  recently appeared and attacked. All she has told him is 
  that they used their infernal powers to travel here and 
  conquer the city for someone named Dahlvier. She did 
  not mention the open portal on the other end of town 
  (Horag still assumes it is inactive). She has not said 
  anything else. Since she was summoned, she hates Horag 
  with a passion. 
   
  She begins the encounter indifferent to the PCs 
  since she thinks they could be of use. She will beg and 
  plead to be freed of the Magic Circle against Law. She 
  will try to drop hints that she is a trumpet archon if she 
  thinks it will help persuade the PCs to free her, but being 
  a baatezu, she will not lie. PCs may not notice the circle 
  (Spot check DC 15 to notice the magic circle of silver 
  sprinkled around her), and if they approach without that 
  knowledge, they will disturb the silver and free the devil. 
  A Spellcraft check DC 22 will not only recognize the 
  circle for what it is, but will notice glyphs sprinkled into 
  the design which also keep dimensional anchor active on 
  the captive, as well as nondetection. The latter spell is 
  there to prevent the detect evil spell from being set off in 
  the building (tied to the hallow in the stairwell). The 
  nondetection was cast by an 18
  th level caster. 
   
  If she can not trick the group into freeing her, then 
  she will admit what she is if she feels it gives her some 
  advantage or if her attitude is improved to friendly. If she 
  is made helpful, she will confide that the devils have 
  been deceived by Dahlvier; before being captured she 
  had noticed from her high vantage point above the 
  battlefield that the fiends were being wasted as 
  expendable troops while Dahlvier’s undead forces were 
  being kept in reserve. If the group frees her from the 
  wizard who captured her, she will thank them with a 
  seductively blown kiss, then teleport away to warn her 
  infernal companions that they have been betrayed. 
   
  All APLs (EL 6) 
  “Heidella“, Erinyes (unarmed): hp 85; see Monster 
  Manual page 54. 
   
  Though the PCs may have a moral dilemma with 
  releasing a devil, her freedom is actually a boon to the 
  PCs later. Encounter Five will not be quite as tough 
  since the devils flee the city upon hearing Heidella’s 
  words. Heidella doesn’t realize this however and can’t use 
  it as bargaining leverage. The PCs will have to make the 
  moral decision themselves. 
   
  D. The Crypts 
  This narrow room has a sarcophagus at the far end of 
  the 
  chamber. 
  Standing 
  out 
  starkly 
  from 
  its 
  surroundings, it is made entirely out of wood. The 
  walls of this chamber are strangely bare, but there is 
  the feeling of peace and solitude here. 
   
  Inside the coffin is a corpse like the others throughout 
  the town. He was apparently someone of great renown, as 
  he is dressed in magnificent jewelry. There is nothing 
  else of interest in this room. 
   
  E. The Chamber of the Watchers 
  The stairway curves around, eventually opening into a 
  spacious room. Torches waver in a nonexistent breeze 
  along the walls behind over half a dozen stone pillars. 
  Towards the back of the room are two massive 
  thrones, the one on the right being placed higher 
  than the one on the left. The higher seat is also twice 
  the width and breath of its smaller twin. 
   
  As you enter the room and look farther back 
  underneath the stairway, A long metal pole extends 
  from the floor all the way up to the ceiling and 
  beyond. This must be a portion of the glowing rod 
  that towers over the mausoleum. 
   
  Between the thrones and your group stand six of 
  the glowing humanoids you saw fighting in the city. 
  Now that you see them up close, they look like 
  armored warriors. However, their bodies don’t quite 
  seem completely solid. They glow with an unearthly 
  light, similar to the rod’s emanations somewhere 
  above you. 
   
  i
   
  On the lower throne sits a tall thin man. His head 
  is bald and he has an elongated pale face. Over his 
  shoulder hangs a pair of broad-handled short swords, 
  and a number of strangely twisted sticks are shoved 
  behind his belt. His racial background is l ke none 
  you’ve ever seen.  
  Necropolis of the Endless Dawn 
   
  Page 16 
  
   
  In the larger throne sits a robed figure that 
  quickly stands as you enter – his massive height and 
  wrinkly skin quickly identify him as a troll – but 
  WHAT a troll. His eyes shine with the glint of 
  intelligence, and he stands tall, rather than bent over 
  like most of his race. His skin is calloused and 
  mummified, though a faded green tint still exists. 
  What is even more shocking is the abnormally large 
  right arm the troll has. It appears almost one size too 
  large – and slightly discolored. As you enter the 
  room, his voice booms, “who enters this place?!” 
   
   
  i  
  l
   
   
  The NPCs begin this encounter as Indifferent or 
  Unfriendly (see PHB pg 72). 
   
  • 
  If any PC carries an Evil object, the party receives a -
  5 circumstance modifier to all Diplomacy checks 
  with the guardians, 
  • 
  If any PC radiates evil or took trinkets from the 
  burial sites in town, the NPCs are Unfriendly. 
  Otherwise, the NPCs are Indifferent. If the PCs 
  attack the guardians, they will change to Hostile. 
  • 
  Keep in mind, spells like mind blank can stop evil 
  auras from being detected. 
  • 
  In order to get any assistance, the PCs must get the 
  NPCs to at least Friendly. As long as they do not do 
  anything stupid, this should be manageable for any 
  party. Feel free to use circumstance modifiers for 
  roleplaying. If the party has done nothing wrong, yet 
  still cannot make the Diplomacy check, try to be 
  lenient. The only things that should prevent 
  progress at this point are stupid actions or having 
  evil auras within the party without a good 
  Diplomacy check. 
  • 
  Take note of whether the PCs were able to get Horag 
  to Helpful, as it will be important later. 
   
  There is a small area on the stairs that has a hallow spell 
  tied to detect evil. Though the hallow effects are only 
  active in the stairwell, the detect evil is active throughout 
  the entire mausoleum. This is how the occupants know 
  the evil alignment of the PCs. 
   
  Talk: The troll first wants to know why the PCs are here. 
  He will ask them how they got to the city and what their 
  intentions are. At some point he will realize that the PCs 
  really don’t mean the city any harm. 
   
  The troll narrows his eyes as he surveys your group. 
  “Errmmm…not an impressive bunch, are you? If you 
  are here to help, I can make use of you. Before we get 
  to battle plans, do you have any questions of me?” 
  There is much that the troll can impart to the PCs. Some 
  facts grouped into topics are listed below. This is 
  designed as free-form conversation, so adapt the boxed 
  text to the questions the PCs ask. Both Horag and 
  Euonothyn have taken vows against speaking about 
  certain facts. One of these facts is closely related to 
  Dahlvier; hence, they will avoid giving details about him 
  or how they know of him. 
   
  • 
  What is the history of this city? 
  “Erummmm… I imagine you deserve to hear the tale 
  of this place. I will tell you what I can. I am older 
  than I care to admit. Time here does not pass as it 
  does n your world. I’m not sure how long Euonothyn 
  and I have been here. He keeps track of time better 
  than I, but even he lost track sometime after 400 
  years.” The troll returns to his massive stone throne 
  and slowly takes a seat. 
   
  “Most of the area surrounding my masters’ 
  is ands to the south was unpopulated, ripe for 
  colonization. The location of this city, Dar’kesh 
  Anam, was considered a perfect hub for a trade route 
  in an expanding empire. That is why this city was 
  founded, however long ago it was. 
   
  “Our civilization is one based upon research. We 
  encourage it whenever possible and always push the 
  bounds of what was previously known. One of the 
  leaders of Dar’kesh Anam pushed too far, though. His 
  experiments opened a rift to a strange, unknown 
  plane. This plane was home to a particularly 
  aggressive race of alien creatures that eventually 
  found the rift and began using it to enter the city. 
  Eventually, the city was overrun by the invaders and 
  drastic measures were taken.” 
  • 
  What drastic measures? 
  “Errrummm…the attacks were infrequent and small 
  at first, but became more serious with time. After a 
  few years, it became apparent that the forces on the 
  other side were becoming more organized. The mage-
  priests of Dar’kesh Anam developed elaborate magics 
  to help defend the city. They found a way to make 
  some of their warriors larger and stronger, a way to 
  make raising their dead warriors easier, and the 
  Royan Rod behind us, among others. 
   
  “However, even with these, it eventually became 
  apparent that we were fighting a losing war of 
  attrition. After 14 years our manpower had dwindled 
  to the point that our masters to the south decided to 
  take drastic steps. They came upon the idea of hiding 
  the city. Euonothyn’s people were a very magically 
  proficient race; they are the ones who taught me my 
  skills! Hrrrmmmph! Yes, they had the knowledge and 
  Necropolis of the Endless Dawn 
   
  Page 17 
  
  power to send Dar’kesh Anam into another plane, one 
  of their own design. This, they said, would break the 
  gate to the other plane and keep the invaders from 
  reaching the rest of the Flaeness if the rift were ever 
  reopened. So they abandoned the city and set it afloat 
  in a plane of their own creation.” 
   
   
  l
  l
  l
  it
   
   
   
   
   
  l
  i
  i
   
  i  
  l
   
  l
  t
   
   
  i
  • 
  Why are you here? 
  “Euonothyn and I were defenders of the city during 
  the war. Euonothyn himself buried his parents in the 
  cemetery above. My own people were unknown to 
  me, so I became the adopted son of Khem, the leader 
  of the defenders. I learned from him…valued his 
  judgment, even. After he fell, driving off the largest 
  force we had yet seen, I was without family, like 
  Euonothyn. 
   
  “When the Lords of the Five Oceans agreed to 
  send this city into hiding, they asked for volunteers 
  to watch over things. Time does not pass here, and my 
  apprentice and I had lost most of our friends in the 
  war. We took to the cal  quickly.” The trol  grins, 
  showing way too many teeth for your taste. “It was an 
  honorable duty – and al owed me unlim ed time for 
  my studies!” 
   
  “Time passed…or so Euonothyn tells me. We 
  soon realized that the warriors of our era had not left 
  the city, but were bound to continue defending her, 
  the glowing warriors who fight for our cause.” The 
  troll winks foolishly. “Our comrades in arms! Hah, 
  hah! Now that was unexpected, aye?” 
  • 
  Who has visited the city since it was cast away? 
  "The troll shrugs his shoulders. “After we were locked 
  away, much time passed. One day, the gate to the city 
  was opened. My apprentice and I watched quietly 
  with our magics. They called themselves Flan. They 
  were a superstitious lot, but they had some skill in 
  magic themselves. We left them to themselves and 
  just mad sure they didn’t deface anything. 
   
  “Turns out, they found our city to be a special 
  place, too. They began babbling about gods I’d never 
  heard of and started coming back occasionally to bury 
  their dead.” The troll shrugs. “It didn’t matter much 
  to us. Again, we were only set to guard the city. If 
  other cultures wanted to pay their respects, so be it. 
  They started coming less and less. From what I can 
  tell, it just started falling out of tradition. They just 
  forgot about us or, rather, Dar’kesh Anam.” 
   
  “Time passed some more. I heard one group of 
  Flan call themselves ‘Rovers.’ They talked about a 
  forest outside of the gate – is that really true?” The 
  green-skinned mage shakes his head and continues. 
  “They stopped coming suddenly, not long after they 
  first appeared. There was only one of their mages that 
  could open the gate – and we weren’t about to show 
  our faces and tell them how ourselves! So I guess 
  something happened to him.” 
  • 
  Has anything strange happened recently? 
  “There WAS this one group of humans who came into 
  the city…I think Euonothyn said they arrived about 
  eight months ago. They started looting the town. I 
  didn’t care for them much, so we got rid of them.” 
  • 
  What about the woman upstairs? 
  “I thought I’d gather some information on the fiends 
  that were attacking here. She hasn’t been exactly a 
  font of information, but I’ve learned a little bit from 
  the devil.” 
  • 
  What have you learned from her? 
  “Wel , for one, Dahlv er s the one who seems to be 
  running this entire attack. I think he’s making a push 
  to take the whole city over.” 
  • 
  Who is Dahlvier? 
  “That s a long story, one for another time. Suffice it 
  to say, he wishes to gain control of the city and doing 
  so will put the entire F aeness in great peril.” 
  • 
  Why would he want this city? 
  “With al  the raw untapped power here? Do you know 
  what you could do with an army of the dead? Yeah, 
  con rolling them might be hard – but it’s certainly 
  got a lot of potential for an undead mage-priest bent 
  on control. I’m sure that’s why he wants the city; he 
  was always obsessed with power and control.” 
  • 
  What can we do to help? 
  “Look…I’ve been working with Euonothyn for a 
  while now. We just can’t be in more than two places 
  at once. I need to take the fight to the undead outside. 
  I’ve been hard-pressed to stay away from here for 
  more than an hour or two at a time, and even that’s 
  been risky. If you are willing to stay here and guard 
  the Royan Rod, then we can both focus on a 
  counterattack. I bet that with the two of us gone, 
  Dahlvier will make a move for the rod.” 
  • 
  What is the Royan Rod? 
  “The Royan Rod? Oh, it is a magical item created 
  during the wars to help heal the injured. The 
  incorporeal undead can’t get to the rod itself due to 
  the posit ve energy, but they could get to its supports 
  underneath the mausoleum here. That could spell the 
  Necropolis of the Endless Dawn 
   
  Page 18 
  
  end of some of our best warriors, and perhaps the 
  battle itself.” 
   
   
  l
  • 
  How long ago was this city cast away? 
  “Post Abdican 3582, harvest season, day 47. I think 
  you use a different scale for time now, so I suppose 
  that’s not much help…” 
  • 
  Why is one of your arms so large? 
  “Got it off a dead Annis. Some of my magics al ow me 
  to use this arm to do some impressive things.” The 
  troll squints his eyes and pauses, staring at you 
  suspiciously before continuing, “…but it’s probably 
  best you don’t hear too much about that.” 
   
  For all the troll knows of the city, he is unaware that the 
  gate still active. He assumed that the humans who 
  appeared a few months ago used planar magic to get here. 
  Horag doesn’t think any humans still alive know how to 
  use the complex magics needed to open or close the gate. 
  As it is, Horag has forgotten how to manipulate the gate 
  himself. He would need an ancient tome of lore that his 
  masters had on how to close the gate himself. The Last 
  Tome of Zenam, while not the book he is familiar with, 
  would help him accomplish the task (see Encounter Six 
  for more on this). 
   
  If the PCs are willing to help defend the city, then 
  Horag asks them to guard the lower part of the 
  mausoleum; if any undead can get to the rod, then this is 
  where they would have to appear. 
   
  Fight: If PCs go into the mausoleum swinging, or if the 
  party cannot convince the guardians of their good 
  intentions, then they will fight the PCs to the death. If 
  the PCs attempt to negotiate, give them the benefit of the 
  doubt. 
   
  All APLs (EL 18) 
  Euonothyn Questov “The Lightbringer”: male human 
  Ftr1/Wiz6/ElK6, hp 109; see Appendix I. 
  “Guardians” – Sacred Watchers (6): male deathless Ftr6, 
  hp 39 each; see Appendix I. 
  Horag 
  Greenskin 
  “The 
  Watcher”: 
  male 
  troll 
  Wiz5/PaM10, hp 190; see Appendix I. 
   
  Tactics: If the PCs attack, kill them. 
   
  Both spellcasters will have a silent alarm spell placed 
  outside of the door, so they know when the PCs arrive. 
  Euonothyn waits for the sound of the door opening to 
  use one of his silence scrolls to cap off any sound of spell 
  casting downstairs. He uses the plug of the silence to pre-
  cast spells on himself. 
   
  Also, note what PCs are using for light (there is no 
  light upstairs). If they have a daylight or similar spell 
  active, then the quasar will have fast healing active. 
   
   
  F. The Study of the Watchers 
  This room is filled with beakers and flasks of all types 
  and sizes. A laboratory of great wealth is stored in this 
  chamber, and the only apparent entrance or exit to 
  this room is the trapdoor you came through. In the 
  corners of the room, shelves of books flank a pair of 
  heavy beds – one bed significantly larger than the 
  other. 
   
   
   
   
  This room is a combination library, laboratory and 
  sleeping quarters for Horag and his apprentice. Though 
  this dimension removes the need for sleep, rest time is 
  still needed to recover spells. It also helps stave away 
  insanity after living for thousands of years in a 
  mausoleum. Dreaming is a healthy thing, after all. 
   
  Treasure: The treasure listed below is from the value of 
  the laboratory equipment in the hidden room above the 
  throne room (consisting of laboratory equipment, rare 
  books, etc). 
   
  All APLs–loot-(300 gp). 
   
  Development: If the PCs attack the guardians, then 
  Dahlvier cannot be stopped and the PCs cannot close the 
  gate using Horag’s help. PCs may have to fight more 
  creatures on the way back to the gate; skip to Encounter 
  Six after the appropriate fighting. Otherwise, if they 
  talked with Horag, go to Encounter Five. 
   
  Encounter Five: Defending the 
  City 
  Horag asks you to watch after the glowing rod, while 
  he devotes his efforts to attacking the undead 
  directly. Trusting that your group can hold the 
  mausoleum, he leaves it in your care and departs with 
  a group of glowing warriors that arrived earlier to 
  support him. 
   
  (If the previous encounter’s Diplomacy check made 
  the guardians ‘Helpful’…) 
  Not wanting you to do this alone, the troll leaves 
  one of the glowing warriors with you to help in your 
  fight against whatever forces Dahlvier can muster. 
   
  One of the sacred watchers will stay and help fight with 
  the PCs if they were successful in turning the guardians 
  from their starting attitude to ‘Helpful’ in the previous 
  encounter. The guardian will not speak with the PCs, but 
  will silently aid them in whatever way he can. 
  Necropolis of the Endless Dawn 
   
  Page 19 
  
   
  The attackers will come to the mausoleum four 
  hours after Horag and his group leave. PCs can prepare 
  however they wish. Their primary goal is to defend the 
  Royan Rod from any attackers. 
   
  Creatures: If the PCs released the devil, there is no ‘first 
  wave’. Otherwise, there are two waves of combat, 
  separated by a single round. 
   
  First Wave (if devils are still present in 
  the city)  
   
  APL 8 (EL 9) 
  Bone Devil: hp 95; see Monster Manual page 52. 
   
  APL 10 (EL 11) 
  Barbed Devil: hp 126; see Monster Manual page 51. 
   
  APL 12 (EL 13) 
  Ice Devil: hp 147; see Monster Manual page 56. 
   
  APL 14 (EL 15) 
  Ice Devils (2): hp 147 each; see Monster Manual page 56. 
   
  After the devils are defeated, the PCs will have one full 
  round before the second wave arrives. Of course, if the 
  devils don’t come (because the erinyes was released), the 
  there is only a single wave – the “Second Wave” listed 
  below. 
   
  Second Wave 
   
  APL 8 (EL 11) 
  Greater Shadows (2): hp 58; see Monster Manual page 
  221. 
  Advanced Elite Quell (2): hp 64; see Appendix II. 
   
  APL 10 (EL 13) 
  Dread Wraith: hp 104; see Monster Manual page 258. 
  Greater Shadow: hp 58; see Monster Manual page 221. 
  Advanced Elite Quell (4): hp 64; see Appendix II. 
   
  APL 12 (EL 15) 
  Advanced Dread Wraith: hp 210; see Appendix II. 
  Advanced Elite Quell (8): hp 64; see Appendix II. 
   
  APL 14 (EL 17) 
  Deathshrieker: hp 135; see Appendix IV. 
  Advanced Dread Wraith: hp 210; see Appendix III. 
  Advanced Elite Quell (8): hp 64; see Appendix II. 
   
  Tactics: All combatants will attempt to kill the guardians 
  before concerning themselves about the magical rod. 
   
  The devils arrive by use of greater teleport – they 
  have the description of the basement of the structure 
  from surviving undead of previous assaults. They attack 
  to the best of their ability. 
   
  The undead try to sneak in through the walls (this is 
  how they avoided the positive energy outside). You can 
  roll Spot checks vs. the undead’s Hide checks to avoid a 
  surprise round. On the surprise round, all of the quell aid 
  each other in a single attempt to use intercession the 
  party’s divine casters, making additional attempts round 
  after round if need be. The quell will keep Karmic Strike 
  active, hitting anyone who hits them. The incorporeal 
  undead will take full advantage provided by the cover of 
  walls and floors, using spring attack where available. 
  Note that quell will not attack any divine spellcasters it 
  has suppressed. 
   
  At APL 14, after the quell have made an attempt to 
  nullify divine casters, the deathshrieker will attempt to 
  shriek first, using his Charisma drain from cover if need 
  be. 
   
  Once the PCs have defeated their final opponents, 
  read the following: 
   
  After the battle is won and your wounds are healed, a 
  faint pounding can be heard from outside the 
  mausoleum. Making your way towards the sound, you 
  step from the outer double doors to witness an almost 
  unbelievable sight. March ng in a mass group towards 
  your building are thousands of mummified bodies, 
  each keeping perfect line with their neighbors. 
  Intermingled among the bodies are glowing warriors 
  who match their companions’ strides. The numbers 
  are even greater than the bard, Oytens, predicted. 
  i
  i
   
   
   
  The group stops as one in front of the 
  mausoleum. Leading the procession 
  s the troll 
  wizard. Horag steps towards your group. “The fiends 
  are gone, and the undead have been pushed back to 
  the Ethereal. With your help, we were able to win the 
  day.” He tosses a sack of items to you. “Meager 
  payment for your help, I know. Maybe you’ll find 
  these useful in the future.” 
  If the group has the body, then they see one of the 
  glowing guardians step into the body, and the mummy 
  animates and takes his place in the line of soldiers. 
  The troll turns back towards the mass of unliving 
  bodies. “Come then…let us see to the gate.” 
  Necropolis of the Endless Dawn 
   
  Page 20 
  
   
  Treasure:  
   
  APL 8–coin-(50 gp), lesser helm of Dar’kesh Anam-
  (2,279 gp), scroll of silence (3)-(12.5 gp ea.), sword of 
  Dar’kesh Anam – (1,610 gp), wand of glitterdust-(375 gp), 
  wand of ray of enfeeblement, 2
  nd level caster- (125 gp), 
  wand of scorching ray- (375 gp), wand of shocking grasp, 
  5
  th level caster- (312 gp). 
   
  APL 10–coin-(75 gp), lesser helm of Dar’kesh Anam-
  (2,279 gp), scroll of silence (3)-(12.5 gp ea.), spellsight 
  spectacles (208 gp), sword of Dar’kesh Anam – (1,610 gp), 
  wand 
  of 
  glitterdust-(375 
  gp), 
  wand 
  of 
  ray 
  of 
  enfeeblement, 10
  th level caster- (625 gp), wand of 
  scorching ray- (375 gp), wand of shocking grasp, 5
  th level 
  caster- (312 gp). 
   
  APL 12–coin-(75 gp), lesser helm of Dar’kesh Anam-
  (2,279 gp), scroll of silence (3)-(12.5 gp ea.), spellsight 
  spectacles (208 gp), sword of Dar’kesh Anam – (1,610 gp), 
  wand of glitterdust-(375 gp), wand of vampiric touch, 8
  th
  level caster-(1,500 gp), wand of ray of enfeeblement, 10
  th
  level caster- (625 gp), wand of scorching ray, 7
  th level 
  caster- (875 gp), wand of shocking grasp, 5
  th level caster- 
  (312 gp). 
   
   
   
  t
   
   
   
  APL 14–coin-(75 gp), bag of holding IV-(833 gp), 
  cloak of protection +5-(2,083 gp), headband of intellect 
  +2-(333 gp), lesser helm of Dar’kesh Anam-(2,279 gp), 
  pearl of power, 2
  nd level-(333 gp), scroll of silence (3)-(12.5 
  gp ea.), spellsight spectacles (208 gp), sword of Dar’kesh 
  Anam – (1,610 gp), wand of glitterdust-(375 gp), wand of 
  ray of enfeeblement, 2
  nd level caster- (125 gp), wand of 
  scorching ray- (375 gp), wand of shocking grasp, 5
  th level 
  caster- (312 gp). 
   
   
  Development: Move on to Encounter Six; 
  however, if the PCs flee without defeating the assaulters, 
  they may have to fight some of the attackers in the city 
  from Encounter Three before getting there. 
   
  Encounter Six: Closing the 
  Gate 
  The text written in (parenthesis) is for groups that have 
  won the day and return to the gate with Horag; text in 
  [brackets] is for groups that fled the mausoleum without 
  the troll, before the fighting was over. Keep in mind that 
  if fighting is still happening across town, the PCs may 
  have another battle similar to Encounter Three. 
  You (and your troll companion) make your way back 
  to the gate that once opened for your group. On top 
  of one of the taller buildings in town, it looms over 
  the city streets emitting a sligh  halo in the still-
  morning sun. You make your way up to the roof and 
  the gate. (Horag leads you up a rear stairwell until it 
  dead-ends to the roof. He mutters a few guttural 
  words and places one claw on the ceiling, and the 
  stone parts for your group. The wizard turns his head 
  back to you and grins. “No reason to make things easy 
  for intruders…”) 
   
  The 
  archway 
  still 
  stands 
  and 
  the 
  faint 
  shimmering in the air below still lingers. Standing on
  the roof of the building, you realize that the sun has 
  not moved an inch from the horizon. [The fighting in
  the city has not abated – in fact, it seems to have 
  gotten louder and more violent in the streets below] 
   
  If the PCs haven’t disarmed the trap and the troll is not 
  with them, then it will go off again when the gate is 
  activated. 
   
  The gate can only be closed if the party brought the 
  body from the first adventure in this series. Horag 
  realizes it must be left in the city to help end the 
  connection to the Prime Material Plane. It probably is 
  still in the city, since if the PCs were successful in the last 
  encounter, a spirit inhabited the body. 
   
  The book from BDK5-04 A Leather Bound Tome 
  (The Last Tome of Zenam) gives instructions on how to 
  close the gate from the inside only. An arcane caster is 
  needed to close the gate (Horag can tell the group this or 
  a Spellcraft check, DC 25, while studying the ruins on the 
  archway will reveal this fact). Without both of these 
  items, the magic needed to close the gate will not work. 
  The PCs can only attempt to help ‘hide’ the active gate. 
   
  Horag wants to close the gate – or at least hide it. It 
  is obvious that the city has become known to powerful 
  creatures and the harder it is for them to get to Dar’kesh 
  Anam, the better. He will say as much the party. It is up 
  to the group as to what to do next. 
   
  Of course, if the troll is not present, then the PCs can 
  leave the gate as is and leave a magical, powerful city 
  undefended. There is no one to tell them this is a bad 
  idea. 
   
  Hiding the gate: A number of spells will work to 
  hide the gate. Among them, stone shape (though not on 
  the stone of the archway – just to fill in the hole), plant 
  growth, or permanent image are all effective means of 
  covering the gate from casual observers. Go with 
  whatever reasonable tactics the PCs think of to hide the 
  gate. 
   
  If the group can’t think of anything, Horag will 
  finally think of memorizing permanent image the 
  following day and use it himself before going back into 
  the city. Remember, it takes a ‘sentient’ creature to 
  activate the gate – if a large boulder or plant sits in the 
  gate, the gate will not activate (assuming a creature 
  doesn’t get too close in the process). Even if the gate is 
  active, the object is not enough to keep the gate open. If 
  Necropolis of the Endless Dawn 
   
  Page 21 
  
  the PCs don’t think of a method themselves for hiding 
  the gate, don’t give them the XP for hiding the gate (if 
  they think of the permanent image and ask Horag if he 
  can cast it, give them the credit for the idea).  
   
  Destroying the gate: The party may decide to 
  destroy the gate using physical force. This is VERY 
  dangerous and strongly discouraged by Horag. If the 
  magical item is destroyed, it deals 200 points of damage 
  to everything in a 150 ft. radius (DC 30 save for half 
  damage). This effect happens only on the Prime Material 
  Plane. The blast knocks down trees and flattens terrain – 
  but the shadows of the buildings on Oerth remain 
  unaffected. 
   
  Archway: 1 foot thick; hardness 13; hp 180; AC 3; Break 
  DC 45. 
   
   
  Closing the gate: The PCs can attempt to close the 
  gate themselves even without the troll wizard, if they 
  have items needed. The proper amount of TUs must have 
  been spent studying the book. Also, one PC will be 
  trapped in the city doing this – although a plane shift or 
  similar spell would get him out. The below text assumes 
  the PCs have Horag with them. 
   
  The green-skinned giant steps back through the 
  portal and turns to your group. With the sun warming 
  his back, he holds up one claw. “Thought it’s not 
  exactly the ritual I remember, I think this is close 
  enough that it will work. Thank you again for your 
  efforts here. Now I can only ask that you forget about 
  this place. Dar’kesh Anam was not meant for the men 
  of your wor d. Let us fade into memory and into myth 
  once again.” 
  l
  l
  l
  i
  l
   
   
  i
   
  He runs his nai ed finger along the top of the 
  archway as arcane words spill from his mouth. The 
  open tome in his hand begins to gather the 
  surrounding sunlight. As the wizard reaches the 
  culmination of his ritual, a smal  mote of light floats 
  up from the book as he fl ps the final page. The glow 
  floats up to the point Horag touched on the archway 
  and a concussive force rocks al  of you back on your 
  heels. 
  If Horag deactivated the gate himself, then this 
  reactivates the gate trap – and may possibly affect the 
  surrounding PCs again. The book’s ritual is different from 
  what the troll remembers, and since he has not spent the 
  time researching the book as some PCs may have done, it 
  may cause this side effect. 
  As your eyes clear from the instant tears that formed 
  from that forceful blast (and the battle with your 
  companions comes to a close), you see the same ruin-
  covered archway. However, no sunrise, no glowing 
  arcane writings…even the shimmer of air has 
  stopped. The gate has been closed – hopefully, for 
  good. 
   
  Creatures: The only creatures the PCs may deal with if 
  they dally too long at the archway (and the battle still 
  rages in the city) are the undead force of Dahlvier. If the 
  group has truly sat in front of the entrance without 
  helping the troll (and the allotted time has passed as 
  mentioned at the beginning of this adventure), the first 
  evening of rest after the week will find them attacked by 
  a similar group of undead of appropriate APL found in 
  Encounter III. If they don’t get the hint and leave after 
  this combat, throw another one at them after ten 
  minutes. If they still haven’t left, begin throwing higher-
  APL encounters from the same section at the group. By 
  this time, Dahlvier has taken over the dimension, and he 
  doesn’t want anyone interfering with his plans… 
   
  If the PCs didn’t incapacitate Weldon the Beast 
  earlier in the adventure, then he can be found near the 
  ruins of Dar’kesh Anam when the PCs exit patrolling in 
  antelope form. If the PCs leave the gate open, he 
  considers them to have abandoned the duties of Nature. 
  If Weldon sees the PCs destroy the gate, he notices they 
  deal a great deal of unnecessary damage to the forest. In 
  either case, he is extremely displeased; the PCs earn the 
  Enmity of the Druids of the North. However, if Weldon 
  notices the PCs trying to hide the gate or close it instead, 
  he is pleased that they are helping to maintain balance 
  and order in the forest; the PCs gain one Influence with 
  the Druids of the North. Fellreev Druid members who 
  earn this influence also earn Accelerated Advancement.  
   
  Development: From here, the DM goes to one of the 
  three conclusions, based on the success of their actions. 
   
  You quickly return to Sable Watch to mend your 
  wounds and prepare for the journey out of the 
  Fellreev. 
   
  Conclusion I – Leaving the 
  Gate Open 
  (This includes hiding the gate) 
  As you ponder your week’s activ ties, you wonder if 
  the ancient city of Nerull’s Bane will ever be safe 
  from those that crave power… 
   
  Necropolis of the Endless Dawn 
   
  Page 22 
  
  Conclusion II – Closing the 
  Gate 
  (This includes destroying or closing the gate) 
  As you ponder your week’s activ ties, you wonder if 
  you’ll ever be able to forget the ancient city of 
  Nerul ’s Bane and the power i  holds… 
  i
  l
  t
  l
  l
   
  Conclusion III – Dahlvier Wins 
  (This is for groups that didn’t stay to help defend the 
  Mausoleum in Encounter Five) 
   
  You warn the locals about the ancient city of 
  Nerull’s Bane and the powerful force of evil now 
  there. Caught between Gibbering Gate, the Northern 
  Alliance’s patrols, and the newly-uncovered mythical 
  city, the villagers quick y begin to pack their things 
  and abandon their homes. Lythan mentions to your 
  group as he watches the Rovers gather their meager 
  belongings, “These people real y have nothing left – 
  nowhere to go…” 
   
  Lythan will take any reasonable offer of a place for the 
  villagers to go as a thoughtful suggestion. He passes this 
  on to the Rovers of the Barrens. Lythan will stay in the 
  Fellreev himself – unlike the party, he is not willing to 
  run away from a fight… 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value to each 
  character. 
   
  Encounter One: Sable Watch 
  Saving the hunter who is buried alive. 
   
  APL 8: 25 xp; APL 10-12: 60 xp; APL 14: 70 xp. 
   
  Encounter Two: The Ruins 
  Surviving the arch trap. 
   
  All APLs 300 xp. 
   
  Encounter Three: The True City 
  Making it to the cemetery. 
  APL 8: 300 xp; APL 10: 360 xp; APL 12: 420 xp; APL 14: 
  480 xp. 
   
  Encounter Four: The Watcher 
  Surviving/disarming/avoiding 
  the 
  trap 
  on 
  the 
  mausoleum entrance. 
  APL 8-10: 90 xp; APL 12: 180 xp; APL 14: 270 xp. 
   
  Either…Defeating the Watcher. 
   
  APL 8: 330 xp; APL 10: 390 xp; APL 12: 450 xp;  
  APL 14: 510 xp. 
   
  …or Encounter Five: Defending the City 
  Successfully defending the mausoleum. 
  APL 8: 360 xp; APL 10: 420 xp; APL 12: 480 xp;  
  APL 14: 540 xp. 
   
  (Note: xp can’t be gained from defeating both the 
  basement defenders in Encounter Four and the attack in 
  Encounter Five with the same event.) 
   
  Encounter Six: Closing the Gate 
  Either…closing the gate to Dar’kesh Anam with only the 
  PCs’ resources being utilized: 
  APL 8: 50 xp; APL 10: 120 xp; APL 12: 135 xp;  
  APL 14: 140 xp. 
   
  …or giving Horag the tools to close the gate… 
  APL 8: 35 xp; APL 10: 80 xp; APL 12: 90 xp;  
  APL 14: 95 xp. 
   
  …or simply concealing the gate with the PC’s own 
  resources. 
  APL 8: 20 xp; APL 10: 40 xp; APL 12: 45 xp;  
  APL 14: 50 xp. 
   
  (Note: No xp is gained by PCs if Horag conceals the gate 
  himself in this encounter.) 
   
  Total possible experience:  
   
  APL8: 1125 xp; APL10: 1350 xp; APL12: 1575 xp; APL 14: 
  1800 xp. 
   
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  Necropolis of the Endless Dawn 
   
  Page 23 
  
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter Three: The True City 
   
  APL 8: L: 120 gp 
   
  APL 10: L: 180 gp 
  APL 12: L: 250 gp 
   
  APL 14: L: 350 gp 
   
  Encounter Four E: The Chamber of the Watchers 
  (if the PCs attack the guardians) 
   
  All APLs: C: 65 gp; M: 5,315 gp 
   
  Encounter Four F: The Study of the Watchers 
   
  All APLs: L: 300 gp 
   
  Encounter Five: Defending the City 
   
  APL 8: C: 50 gp; M: 5,113.5 gp 
   
  APL 10: C: 75 gp; M: 5,821.5 gp 
  APL 12: C: 75 gp; M: 7,821.5 gp 
   
  APL 14: C: 75 gp; M: 9,215.5 gp 
   
  Total Possible Treasure 
  Note: Not all the treasure can be gained in the same 
  adventure, so the total amount below is misleading (for 
  example, if the burial sites in Encounter Three are 
  looted, PC won’t get the higher treasure total from 
  Encounter Five) 
   
  APL 8: L: 420 gp; C: 50 gp; M: 10,428.5 gp - Total: 
  1,300 gp (9,598.5 gp over cap) 
  APL 10: L: 480 gp; C: 75 gp; M: 11,136.5 gp - Total: 
  2,300 gp (9,391.5 gp over cap) 
  APL 12: L: 550 gp; C: 75 gp; M: 13,136.5 gp - Total: 
  3,300 gp (10,461.5 gp over cap) 
  APL 14: L: 650 gp; C: 75 gp; M: 14,530.5 gp - Total: 
  6,600 gp (8,655.5 gp over cap) 
   
  Special 
  Influence / Enmity:  Druids of the North 
   
  Accelerated Advancement: For heroic work in 
  maintaining the balance, the PC may advance to the next 
  level in the Fellreev Druids meta-organization without a 
  wait period. 
   
  Lesser Helm of Dar’kesh Anam: This purple-hued 
  mithral helm was worn by defenders of the lost city of 
  Dar’kesh Anam. The helm’s visor covers the entire face 
  and portrays a stylized Eye of Boccob. While worn by 
  someone with human blood, this helm grants the wearer 
  the benefits of see invisibility and the ability, once per 
  day, to roll a d6 and add the result to any attack roll, 
  ability check, skill check, saving throw, or caster level 
  check. This use must be declared before rolling. 
   
  Faint divination; CL 3
  rd; Craft Wondrous Item, 
  Heroic Destiny (RoD), see invisibility; 27,350 gp; Weight 
  1.5 lbs. 
   
  Sword of Dar’kesh Anam: This purple-hued mithral 
  longsword was crafted by the mage-priests of Dar’kesh 
  Anam to aid their defenders against the alien invaders. 
  The blade of the sword has a panoramic carving of the 
  city in its youth. The Sword of Dar’kesh Anam functions 
  as +1 mithral, ghost touch, sizing longsword. This is 
  considered a standard magic item. 
   
  Moderate conjuration, transmutation; CL 9
  th; Craft 
  Magic Arms and Armor, Heroic Destiny (RoD), enlarge 
  person, plane shift, reduce person; 19,315 gp; Weight 2 
  lbs. 
   
  Sacred Watcher Cohort: After witnessing your heroism 
  in defense of the city, and because the city is safe once 
  again, one of the Sacred Watchers of Dar’kesh Anam has 
  offered to become your guardian. The Sacred Watcher 
  was originally a Flan human, will only worship Boccob, 
  and will never stray from his alignment of neutral good. 
  See the supplemental page for specifics on the Sacred 
  Necropolis of the Endless Dawn 
   
  Page 24 
  
  Watcher and the deathless creature type. Due to the 
  society in which it lived its mortal life, this cohort will 
  take base class levels only in cleric, favored soul, fighter, 
  warmage (CA), and/or wizard. Sacred Watchers have a 
  Level Adjustment of +5. Therefore, a 5
  th level Sacred 
  Watcher would have an Effective Character Level of 10. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 8: 
  Helm of Dar’kesh Anam, lesser (Regional, see above) 
  Sword of Dar’kesh Anam (Regional, see above) 
  Wand of glitterdust (Adventure, 4,500 gp) 
  Wand of ray of enfeeblement (Adventure, 2nd level 
  caster, 1,500 gp) 
  Wand of scorching ray (Adventure, 4,500 gp) 
  Wand of shocking grasp (Adventure, 5th level caster, 
  3,750 gp) 
   
  APL 10: (All of APL 8 plus the following) 
  Spellsight Spectacles (Adventure, CV) 
  Wand of ray of enfeeblement (Adventure, 10th level 
  caster, 7,500 gp) 
   
  APL 12: (All of APLs 8-10 plus the following) 
  Wand of scorching ray (Adventure, 7th level caster, 
  10,500 gp) 
  Wand of vampiric touch (Adventure, 8th level caster, 
  18,000 gp) 
   
  APL 14: (All of APLs 8-12 plus the following) 
  Cloak of Protection +5 (Adventure, DMG) 
  Bag of holding IV (Adventure, DMG) 
  Pearl of power (2nd level spell) (Adventure, DMG) 
  Necropolis of the Endless Dawn 
   
  Page 25 
  
  Appendix I: All APLs 
   
  Encounter Four: The Watcher 
  Horag 
  Greenskin 
  “The 
  Watcher”: 
  male 
  troll 
  Wiz5/PaM10; CR 17; large giant; HD 6d8+36 plus 
  15d4+90; hp 190; Init +5; Spd 30 ft.; AC 15 (touch 10, flat-
  footed 15) [-1 size, +1 Dex, +5 natural]; BA/G +11/+24; 
  Atk +19 melee (1d6+9, claw) or +11 ranged (spell effect, 
  ranged touch spell); Full Att +19/+19 melee (1d6+9, 2 
  claws), +14 (1d6+4, bite); Face/Reach 10 ft./10 ft.; SA 
  control undead, rend 2d6+14, spells, touch attack; SQ 
  Darkvision 150 ft, deathless mastery, deathless vigor, low-
  light vision, immunities, regeneration 5, scent, tough as 
  bone, undead armor affinity, undead graft; AL N; SV Fort 
  +20, Ref +12, Will +18; Str 29, Dex 12, Con 22, Int 17 (15), 
  Wis 10, Cha 10.  
  Height 9 ft. 4 in. Weight 600 lb. 
   
  Skills and Feats: Concentration +30, Knowledge 
  (arcana) +8, Knowledge (history) +7, Knowledge (nature) 
  +5, Knowledge (religion) +14, Knowledge (the planes) +7, 
  Listen +9, Spellcraft +8, Spot +9; Craft Rod, Craft 
  Wondrous Item, Improved Initiative, Iron Will, 
  Leadership, Power Attack, Practiced Spellcaster, Scribe 
  Scroll, Skill Focus (Knowledge [religion]), Track. 
   
  Immunities (Ex): ability drain, critical hits, disease, 
  death effects, energy drain, nonlethal damage, paralysis, 
  poison, sleep effects, stunning, as well as damage to 
  physical ability scores (Str, Dex, and Con). 
   
  Because of his immunity to nonlethal damage, and 
  all damage except from fire or acid is nonlethal to this 
  wizard (due to his regeneration), he is difficult to injure. 
   
  Touch Attack (Su): This pale master can use any of 
  the touch attacks available to the prestige class. The 
  saving throw to resist the touch attacks is DC 20 (for 
  those types of touch attacks that allow a save). 
   
  Possessions: bag of holding IV, cloak of protection 
  +5, headband of intellect +2, helm of Dar’kesh Anam, 
  pearl of power (2
  nd), sword of Dar’kesh Anam. 
   
  Physical Description: This robed figure is massive in 
  height with wrinkly mummified skin. His eyes shine 
  with the glint of intelligence, and he stands tall, rather 
  than bent over like most of his race. His skin is calloused 
  and pale, though a faded green tint still exists. He has an 
  abnormally large right arm that appears almost one size 
  too large – and slightly discolored. 
   
  Spells Prepared [18
  th level caster] (4/5/5/5/4/3/3/2; 
  base DC = 13 + spell level): 0—detect magic, disrupt 
  undead (2), prestidigitation; 1st—alarm, chill touch, 
  detect undead, magic missile, protection from evil; 2nd—
  glitterdust, resist energy (2), scorching ray, see 
  invisibility; 3rd—dispel magic, fireball, halt undead, 
  lightning bolt, tongues; 4th—dimension door (2), fire 
  shield, ice storm, 5th—cloudkill, cone of cold, wall of 
  force; 6th—chain lightning, eyebite, greater dispel 
  magic; 
  7th—Mordenkainen’s 
  sword, 
  waves 
  of 
  exhaustion. 
   
  Spellbook: 0—all cantrip; 1st—alarm, cat’s grace, 
  chill touch, detect undead, expeditious retreat, magic 
  missile, protection from evil; 2nd—glitterdust, resist 
  energy, scorching ray, see invisibility; 3rd—dispel magic, 
  fireball, fly, halt undead, lightning bolt, magic circle 
  against evil, tongues; 4th—dimension door, fire shield, 
  ice storm, 5th—cloudkill, cone of cold, greater blink, 
  wall of force, teleport; 6th—antimagic field, chain 
  lightning, contingency, eyebite, greater dispel magic, 
  permanent image; 7th—Control undead, limited wish, 
  Mordenkainen’s sword, plane shift, waves of exhaustion. 
   
  Active Spells: contingency (greater blink), resist 
  elements (2 – fire, acid), see invisibility, tongues. 
   
  Euonothyn: male human Ftr1/Evo6/Eld6; CR 13; 
  medium humanoid; HD 2d10+14 plus 6d4+24 plus 
  6d6+24; hp 109; Init +5; Spd 60 ft.; AC 29 (touch 15, flat-
  footed 24) [+5 Dex, +6 greater mage armor, +4 natural, +4 
  shield]; BA/G +10/+9; Atk +18 melee (1d6+3/17-20, short 
  sword) or +15 touch (spell effect, wand touch) or +15 
  ranged touch (spell effect, ranged touch spell); Full Att 
  +16/+16/+11 melee (1d6+3/17-20, short sword) or 
  +13/+13 melee touch (spell effect, wand touch); SA spells; 
  AL N; SV Fort +12, Ref +9, Will +10; Str 10, Dex 20 (16), 
  Con 16 (12), Int 16 (14), Wis 17 (15), Cha 8. 
   
  Skills and Feats: Concentration +19, Decipher Script 
  +8, Knowledge (arcana) +10, Knowledge (history) +8, 
  Knowledge (nature) +8, Knowledge (the planes) +7, 
  Knowledge (religion) +7, Sense Motive +9, Spellcraft +19, 
  Use Magic Device +7 (+9 for scrolls); Arcane Disciple, 
  Arcane Strike, Craft Wand, Improved Toughness, 
  Practiced Spellcaster, Quick Draw, Scribe Scroll, Silent 
  Spell, Two-Weapon Fighting, Wandstrike, Weapon 
  Finesse. 
   
  Possessions: headband of intellect +2, holy symbol to 
  Boccob, 2 masterwork short swords (each with keen edge 
  and greater magic weapon), periapt of wisdom +2, 3 
  scrolls of silence, spell component pouch, wand of 
  vampiric touch (8
  th level caster), wand of scorching ray 
  (7
  th level caster), wand of shocking grasp (5
  th level caster), 
  wand of ray of enfeeblement (10
  th level caster). 
   
  Physical Description: On the lower throne sits a tall 
  thin man. His head is bald with an elongated pale face. 
  Over his shoulder hangs a pair of broad-handled short 
  swords, and a number of strangely twisted sticks are 
  shoved behind his belt. His face is long, and his racial 
  background is like none you’ve ever seen. 
   
  Spells Prepared [11
  th level caster, barred schools: 
  illusion 
  & 
  enchantment] 
  (4+1/5+1/5+1/5+1/3+1/2+1/1+1; base DC = 12 + spell 
  Necropolis of the Endless Dawn 
   
  Page 26 
  
  level): 0—acid splash, detect magic, disrupt undead (2), 
  light; 1st—alarm, expeditious retreat, magic missile, 
  shield; 2nd—barkskin, bear’s endurance, cat’s grace, false 
  life, scorching ray, see invisibility; 3rd—greater mage 
  armor, greater magic weapon (2), keen (2), tongues; 
  4th—dimension door, silent dispel magic, fire shield, 
  stoneskin; 5th—cloudkill, cone of cold, silent dimension 
  door; 6th—chain lightning, repel wood. 
   
  Spellbook: 0—[all cantrips]; 1st—alarm, expeditious 
  retreat, mage armor, magic missile, shield; 2nd—
  barkskin, bear’s endurance, cat’s grace, false life, 
  scorching ray, see invisibility; 3rd—blink, dispel magic, 
  fireball, greater mage armor, greater magic weapon, keen 
  edge, tongues; 4th—dimension door, fire shield, ice 
  storm, stoneskin; 5th—cloudkill, cone of cold; 6th—
  contingency, chain lightning. 
   
  Active Spells: barkskin, bear’s endurance, cat’s grace, 
  contingency (blink), expeditious retreat, false life, greater 
  mage armor, greater magic weapon (2), keen (2), see 
  invisibility, shield, stoneskin, tongues. 
   
  Euonothyn (powered-down suite): hp 63; Init +3; Spd 
  30 ft.; AC 13 (touch 13, flat-footed 10) [+3 Dex]; Atk +14 
  melee (1d6/19-20, short sword) or +13 touch (spell effect, 
  wand touch) or +13 ranged touch (spell effect, ranged 
  touch spell); Full Att +12/+12/+7 melee (1d6/19-20, short 
  sword) or +11/+11 melee touch (spell effect, wand touch); 
  SV Fort +10, Ref +7; Dex 16, Con 12; Concentration +17 
   
  Sacred Watcher: male sacred watcher Ftr6; CR 8; 
  medium deathless (augmented humanoid); HD 6d12; hp 
  39; Init +5; Spd fly 30 ft. (perfect); AC 22 (touch 12, flat-
  footed 21) [+1 Dex, +1 Deflection]; BA/G +6/+9; Atk +7 
  melee touch (1d6 + positive energy, incorporeal touch) or 
  +11 melee (1d10+6, bastard sword); Full Att +6/+1 melee 
  touch (1d6 + positive energy, incorporeal touch) or 
  +11/+4 (1d10+6, bastard sword); SA manifestation, 
  positive energy touch; SQ deathless, incorporeal, 
  rejuvenation, +4 turn resistance, ward; AL NG; SV Fort 
  +5, Ref +3, Will +5; Str 16, Dex 13, Con -, Int 10, Wis 12, 
  Cha 12. 
   
  Skills and Feats: Climb +11, Hide +9, Listen +11, 
  Ride +10, Search +8, Spot +12; Blind-fight, Cleave, Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved 
  Initiative, Iron Will, Power Attack, Weapon Focus 
  (bastard sword), Weapon Specialization (bastard sword).. 
   
  Manifestation 
  (Su): 
  A 
  Sacred 
  Watcher’s 
  manifestation ability functions just like a Ghost’s 
  manifestation ability. See MM p118. 
   
  Positive Energy Touch (Su): A sacred watcher can 
  make a hit with an incorporeal touch attack to infuse a 
  target with positive energy. Undead foes (even 
  incorporeal ones) take an additional 2d8+5 points of 
  damage. The sacred watcher can channel this positive 
  energy into living creatures as well, healing up to 2d8+5 
  points of damage. The sacred watcher can control its 
  positive energy enough to avoid healing living foes 
  (dealing only the base damage). This power can be used 
  up to five times per day. 
   
  Rejuvenation (Su): In most cases, it’s difficult to 
  destroy a sacred watcher through simple combat: The 
  “destroyed” spirit often restores itself in 2d4 days. Even 
  the most powerful spells are often only temporary 
  solutions. A sacred watcher that would otherwise be 
  destroyed returns to its mission with a successful level 
  check (1d20 + 6) against DC 16. As a rule, the only way to 
  conclusively end a sacred watcher’s existence to ensure it 
  fulfills the purpose that sustains it. 
   
  Ward (Su): A sacred watcher is constantly aware of 
  his ward’s precise location and status (in this case, the city 
  Dar’kesh Anam): whether it is unharmed, wounded, 
  disabled, staggered, unconscious, dying, dead, and so on. 
  He can move instantly to his ward’s location as though 
  using greater teleport, except that this ability allows him 
  to cross planar boundaries. He can only transport himself 
  and up to 50 lbs of ethereal objects. He can also scry on 
  his ward at will (as thought he had cast scrying), with no 
  saving throw allowed, and success guaranteed. 
   
  Possessions: masterwork bastard sword, banded mail, 
  large steel shield (all in the ethereal plane). 
   
  Physical Description: This creature appears to be a 
  human soldier or guardsman, outfitted in banded mail 
  and a large shield, wielding a bastard sword. The image of 
  the warrior is glowing and translucent, suggesting 
  something not of this world. It radiates a nimbus of 
  silvery light. 
  Necropolis of the Endless Dawn 
   
  Page 27 
  
  Appendix II: APLs 8 to 12 
   
  Encounter Five: Defending the City 
  Advanced Elite Quell: CR 6; medium undead 
  (incorporeal); HD 10d12; hp 64; Init +9; Spd Fly 60 ft. 
  (good); AC 18 (touch 18, flat-footed 13) [+5 Dex, +3 
  deflection]; BA/G +5/-; Atk +10 melee touch (1d4, 
  incorporeal 
  touch); 
  SA 
  Coupled 
  intercession, 
  intercession; 
  SQ 
  Darkvision 
  60 
  ft., 
  daylight 
  powerlessness, incorporeal traits, undead traits, +4 turn 
  resistance; AL LE;  
  SV Fort +3, Ref +8, Will +10;  
  Str -, Dex 20, Con -, Int 16, Wis 16, Cha 20. 
   
  Skills and Feats: Diplomacy +12, Hide +18, 
  Intimidate +18, Knowledge (religion) +8, Listen +16, 
  Search +16, Sense Motive +14, Spot +16, Survival +3 (+5 
  following tracks); Combat Expertise, Combat Reflexes, 
  Dodge, Improved Initiative, Karmic Strike, Weapon 
  Finesse. 
   
  Coupled Intercession (Su): Whenever a quell takes 
  a standard action to aid another quell in an intercession 
  attempt, the effective cleric level of the quell increases by 
  1. Several quells could all take standard actions to aid a 
  single quell’s intercession attempt, each increasing the 
  effective cleric level of the intercession attempt. 
   
  Daylight Powerlessness (Ex): Quells are utterly 
  powerless in natural sunlight (not merely a daylight 
  spell) and flee from it. 
   
  Intercession (Su): A quell can cut divine 
  spellcasters off from their source of power. To do so, the 
  quell makes a turning check as if it were a cleric of a level 
  equal to the quell’s Hit Dice (10
  th level). The result 
  indicates the highest-level divine spellcasters the quell 
  can cut off from their deity. The turning damage result 
  indicates the maximum total Hit Dice of divine 
  spellcasters within 60 feet the ability can affect. The 
  quell’s intercession affects the closest divine spellcasters 
  it can affect first. Normally, affected divine spellcasters 
  cannot turn undead or cast divine spells for 1 minute; 
  however, if the quell has twice as many HD as the 
  spellcaster has divine levels, the divine spellcaster loses 
  the ability to cast divine spells for 24 hours. If the quell 
  attacks an affected divine spellcaster in any way, or the 
  affected spellcaster receives an atonement spell, the 
  intercession ends. The quell’s allies and other creatures 
  can attack the divine spellcaster without breaking the 
  intercession. A quell can use this ability a number of 
  times per day equal to 3 + its Charisma modifier (in this 
  case, eight times). 
   
  Physical Description: Two fiery green eyes glare 
  from a shrouded, half-real visage of this vaguely 
  humanoid shade. Either it is dressed in robes, or its 
  ectoplasmic flesh is naturally loose and flowing. Dark 
  symbols hang in the air just above and about its form, 
  free-standing glyphs that viscerally demonstrate the 
  creature’s anathema to all things divine. 
   
  APLs 12 & 14 ONLY! 
  Advanced Dread Wraith: CR 14; large undead 
  (incorporeal); HD 28d12+28; hp 210; Init +13; Spd Fly 60 
  ft. (good); AC 25 (touch 25, flat-footed 16) [-1 size, +9 Dex, 
  +7 deflection]; BA/G +14/-; Atk +22 melee touch (2d6 
  plus 1d8x1.5 Constitution drain, incorporeal touch); Full 
  Att +22 melee touch (2d6 plus 1d8x1.5 Constitution 
  drain, incorporeal touch); Face/Reach 10 ft./10 ft.; SA 
  Constitution drain, create spawn; SQ Darkvision 60 ft., 
  daylight powerlessness, incorporeal traits, lifesense 60 ft., 
  undead traits, unnatural aura; AL LE;  
  SV Fort +11, Ref +18, Will +22;  
  Str -, Dex 28, Con -, Int 17, Wis 18, Cha 27. 
   
  Skills and Feats: Diplomacy +10, Hide +36, 
  Intimidate +39, Knowledge (religion) +34, Listen +37, 
  Search +34, Sense Motive +35, Spot +37, Survival +4 (+6 
  following 
  tracks); 
  Alertness, 
  Blind-fight, 
  Combat 
  Reflexes, Dodge, Empowered Ability Damage, Great 
  Fortitude, Improved Initiative, Improved Natural Attack 
  (incorporeal touch), Improved Toughness, Iron Will, 
  Mobility, Spring Attack. 
   
  Lifesense (Su): The dread wraith notices and locates 
  living creatures within 60 ft., just as if it possessed the 
  blindsight ability. It also senses the strength of their life 
  force automatically, as if it had cast deathwatch. 
   
  Constitution Drain (Su): Living creatures hit by a 
  dread wraith’s incorporeal touch attack must succeed on a 
  DC 32 Fortitude save or take 1d8x1.5 points of 
  Constitution drain. The save DC is Charisma-based. The 
  base drain is multiplied because of the wraith’s 
  Empowered Ability Damage feat. On each such 
  successful attack, the dread wraith gains 5 temporary hit 
  points. 
   
  Create Spawn (Su): Any humanoid slain by a dread 
  wraith 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 the command 
  of the wraith that created them and remain enslaved until 
  its death. They do not possess any of the abilities they had 
  in life. 
   
   
  Necropolis of the Endless Dawn 
   
  Page 28 
  
  Appendix III: APL 14 
   
  Encounter Five: Defending the City 
  Deathshrieker: CR 15; medium undead (incorporeal); 
  HD 18d12+18; hp 135; Init +11; Spd Fly 40 ft. (good); AC 
  28 (touch 28, flat-footed 21) [+7 Dex, +5 deflection, +6 
  profane]; BA/G +9/-; Atk +16 melee touch (1d8 Cha, 
  incorporeal touch); Full Att +16/+11 melee touch (1d8 
  Cha, incorporeal touch); SA Death rattle, despair, scream 
  of the dying; SQ +4 turn resistance, darkvision 60 ft., 
  death’s grace, incorporeal traits, silence vulnerability, 
  undead traits; AL CE;  
  SV Fort +8, Ref +13, Will +15;  
  Str -, Dex 25, Con -, Int 8, Wis 14, Cha 20. 
   
  Skills and Feats: Hide +17, Intimidate +19, Listen 
  +17, Listen +17, Search +12, Spot +17; Ability Focus 
  (scream of the dying), Alertness, Combat Reflexes, Great 
  Fortitude, Improved Initiative, Improved Toughness, 
  Iron Will. 
   
  Charisma Drain (Su): An individual struck by a 
  deathshrieker must make a DC 24 Fortitude save or 
  permanently lose 1d4 points of Charisma (2d4 points on 
  a critical hit). The deathshrieker heals 5 points of damage 
  (10 on a critical hit) whenever it drains Charisma, gaining 
  any excess as temporary hit points. The save DC is 
  Charisma-based. 
   
  Death Rattle (Su): When a deathshrieker is reduced 
  to 0 hit points, it releases a final devastating shriek. All 
  living creatures within a 300-foot spread must succeed on 
  a DC 24 Will save or gain 1d4 negative levels. Creatures 
  that cannot hear or are under the effect of a silence spell 
  gain a +4 bonus on the save to resist this effect. The save 
  DC is Charisma-based. 
   
  Despair (Su): At the mere sight of a deathshrieker, 
  the viewer must succeed on a DC 24 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by the same deathshrieker’s despair ability for 24 hours. 
  The save DC is Charisma-based. 
   
  Scream of the Dying (Su): Once per day as a full-
  round action, a deathshrieker can release a soul-numbing 
  scream that lasts for up to 3 rounds. After this first round, 
  a deathshrieker can use a standard action to sustain the 
  scream. This attack affects all living creatures within a 30-
  foot spread centered on the deathshrieker, or within a 60-
  foot cone extending from the deathshrieker, at the 
  creature’s option. Once the deathshrieker chooses the 
  shape of this effect, it must maintain that effect for all 
  three rounds. In the case of a cone, it can aim in a single 
  direction during its turn. Creatures caught in this area 
  must make DC 26 Will save or suffer the effects 
  described below. The save DC is Charisma-based. 
  Creatures that cannot hear or are under the effect of a 
  silence spell gain a +4 bonus on their Will saves. The 
  effects are cumulative and concurrent: 
   
  Round 1: The creature is deafened for 1d4 rounds. 
   
  Round 2: The creature is stunned for 1d3 rounds. 
   
  Round 3: The creature suffers the effects of insanity, 
  as the spell cast by an 18
  th level sorcerer. 
   
  This effect is so loud that normal conversation 
  impossible. Spellcasters who attempt to cast spells with a 
  verbal component must make a DC 26 Concentration 
  check or the spell is negated. 
   
  Death’s Grace (Ex): A deathshrieker gains a +1 
  profane bonus to AC for every 3 Hit Dice it possesses 
   
  Silence Vulnerability (Ex): Deathshriekers cannot 
  abide silence and are harmed by it. To even enter into the 
  radius of a silence spell, a deathshrieker must make a Will 
  save (DC 12 + caster level). Each round that a 
  deathshrieker remains within the area of a silence spell, it 
  takes 1d10 points of damage (Will save for half). 
   
  Physical Description: This horrible apparition floats 
  above the ground, its skeletal face twisted in horrible 
  pain while it screams in a terrifying cacophony that 
  sounds like the last shrieks of the dying. 
   
  Advanced Dread Wraith: See Appendix II. 
   
  Advanced Elite Quell:  See Appendix II. 
   
  Necropolis of the Endless Dawn 
   
  Page 29 
  
  Appendix IV: New Rules 
   
  New Feats 
  Arcane Strike [General] 
  You can channel arcane energy into your melee attacks. 
   
  Prerequisites: Ability to cast 3
  rd-level arcane spells, 
  base attack bonus +4. 
   
  Benefit: When you activate this feat (a free action 
  that does not provoke an attack of opportunity), you can 
  channel arcane energy into a melee weapon, your 
  unarmed strike, or natural weapons. You must sacrifice 
  one of your spells for the day (of 1
  st level or higher) to do 
  this, but you gain a bonus on all your attack rolls for 1 
  round equal to the level of the spell sacrificed, as well as 
  extra damage equal to 1d4 points x the level of the spell 
  sacrificed. The bonus you add to your attack rolls from 
  this feat cannot be greater than your base attack bonus. 
   
  Double-Wand Wielder [General] 
  You can activate two wands at the same time. 
   
  Prerequisites: Craft Wand, Two-Weapon Fighting. 
   
  Benefit: As a full-round action, you can wield a wand 
  in each hand (if you have both hands free), with one 
  wand designated as your primary wand and the other as 
  your secondary wand. Each use of the secondary wand 
  expends 2 charges from it instead of 1. 
   
  Empowered Ability Damage [Monstrous] 
  Your ability damage (or ability drain) special attack is 
  more potent than normal. 
   
  Prerequisites: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an ability 
  score. 
   
  Benefits: All variable, numeric effects of an 
  empowered ability damage or ability drain special attack 
  are increased by 50%. For example, an allip with this feat 
  drains 1½ times the normal amount of Wisdom (roll1d4 
  and multiply the result by 1½. 
   
  Improved Toughness [General] 
  You are significantly tougher than normal. 
   
  Prerequisites: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a Hit Die 
  (such as by gaining a level), you gain 1 additional hit 
  point. If you lose a Hit Die (such as by losing a level, you 
  lose 1 hit point permanently. 
   
  Karmic Strike [General] 
  You have learned to strike when your opponent is most 
  vulnerable—the same instant your opponent strikes you. 
   
  Prerequisites: Dex 13, Combat Expertise, Dodge. 
   
  Benefit: You can make an attack of opportunity 
  against an opponent that hits you in melee. On your 
  action, you choose to take a -4 penalty to your Armor 
  Class in exchange for the ability to make an attack of 
  opportunity against any creature that makes a successful 
  melee attack or melee touch attack against you. The 
  opponent that hits you must be in your threatened area, 
  and this feat does not grant you more attacks of 
  opportunity than you are normally allowed in a round. 
  You specify on your turn that you are activating this feat 
  and the change to your Armor Class and your ability to 
  make these special attacks of opportunity last until your 
  next turn. 
   
  Practiced Spellcaster [General] 
  Chose a spellcasting class that you possess. Your spells 
  cast from that class are more powerful. 
   
  Prerequisites: Spellcraft 4 ranks. 
   
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4. This benefit can’t increase your caster 
  level to higher than your Hit Dice. However, even if you 
  can’t benefit from the full bonus immediately, if you later 
  gain Hit Dice in levels of non-spellcasting classes, you 
  might be able to apply the rest of the bonus. 
   
  This feat does not affect your spells per day or spells 
  known. It increases you caster level only, which would 
  help you penetrate spell resistance and increase the 
  duration and other effects of your spells. 
   
  Wandstrike [General] 
  You can channel the magical energy of a wand through 
  your melee attacks. 
   
  Prerequisites: Use Magic Device 4 ranks. 
   
  Benefit: As a standard action, you can make a melee 
  touch attack with a wand, expending one charge to deal 
  1d6 points of damage to the creature struck. You apply no 
  extra damage to this attack regardless of source 
  (including sneak attack, favored enemy, or smite 
  bonuses), but you can activate the wand as part of the 
  attack. If the spell cast from the wand is a ray or a 
  targeted spell, the creature struck is the spell’s target 
  (with ray spells hitting automatically). If the spell affects 
  an area or creates a spread, you can designate the spell’s 
  point of origin at any grid intersection point of the 
  creature’s space (but doing so might put you in the 
  affected area). Spells with an effect that does not cover an 
  area (such as the various summon monster spells) cannot 
  be used with a wandstrike attack). 
   
  New Spells 
  Greater Blink 
  Transmutation 
  Level: Sorcerer/wizard 5 
  Necropolis of the Endless Dawn 
   
  Page 30 
  
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
   
  This spell functions like blink, except you have control 
  over the timing of your “blinking” back and forth 
  between the Ethereal Plane and the Material Plane. You 
  can also ready an action to blink away from any physical 
  or magical attack, with the attack missing automatically 
  unless it also affects ethereal targets (as a force effect 
  does). While blinking, you have no chance of interfering 
  with your own attacks or your own spells. When moving 
  through solid objects, you do not risk materializing 
  inside one unless you actually end your movement there, 
  in which case you materialize and are shunted off to the 
  nearest open space, taking 1d6 points of damage per 5 
  feet traveled in this manner. 
   
  Greater Mage Armor 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Components: A tiny platinum shield worth 
  25 gp. 
   
  Were-doom 
  Evocation [Evil, Chaos] 
  Level: Bestial 9, Clr 9, Drd 9 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Long (400 ft. + 40 ft./level) 
  Area: 50-ft/level radius 
  Duration: 24 hours 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  This spell must be cast at night. Lycanthropy infects 1d4 
  humanoid creatures in the area, designated randomly. 
  These creatures immediately change into their animal or 
  hybrid forms (their choice) and begin savagely attacking 
  all around them 
   
  To determine the type of lycanthropy that afflicts a 
  subject, roll on the following table. 
   
   %  
   
  Lycanthrope Type 
  01-25 
  Wererat 
  26-60 
  Werewolf 
  61-80 
  Wereboar 
  81-100 
  Weretiger 
   
  See the Lycanthrope template in the Monster Manual pg. 
  171 for more information on lycanthropy, including how 
  to cure it. 
   
  New Prestige Classes 
  Pale Master 
  Hit Die: d4. 
  Requirements: To qualify to become a pale master, a 
  character must fulfill all the following criteria. 
   
  Alignment: Any nongood. 
   
  Skill: Knowledge (religion) 8 ranks. 
   
  Feat: Skill Focus (Knowledge [religion]). 
   
  Spells: Able to cast command undead and vampiric 
  touch as arcane spells. 
   
  Special: The candidate must have spent three or 
  more days locked in a tomb with animate undead. This 
  contact may be peaceful or violent. A character who is 
  slain by the undead and later raised still meets the 
  requirements, although the resulting level loss may delay 
  compliance with other prerequisites. 
   
  Class skills: The pale master’s class skills (and the key 
  ability for each skill) are Concentration (Con), Craft (Int), 
  Diplomacy (Cha), Hide (Dex), Knowledge (any) (Int), 
  Listen (Wis), Move Silently (Dex), Profession (Wis), and 
  Spellcraft (Int). 
   
  Skill Points at Each level: 2 + Int modifier. 
   
  Class Features: All of the following are class features of 
  the pale master prestige class. 
   
  Weapon and Armor Proficiencies: Pale masters 
  gain proficiency with light and medium armor. They gain 
  no proficiency with any weapons or shield. 
   
  Spells per day/Spells Known: Beginning at 2
  nd 
  level, a pale master gains new spells per day (and spells 
  known, if applicable) as if he had also gained a level in an 
  arcane spellcasting class to which he belonged before 
  adding the prestige class level. He does not, however, 
  gain any other benefit a character of that class would have 
  gained (improved chance of turning or destroying 
  undead, metamagic or item creation feats, and so on). If 
  he had more than one arcane spellcasting class before 
  becoming a pale master, he must decide to which class to 
  Necropolis of the Endless Dawn 
   
  Page 31 
  
  add each level for the purpose of determining spells per 
  day and spells known. 
   
  Animating Dead (Sp): Starting at 2
  nd level, a pale 
  master begins to exercise control over the undead. Once 
  per day, he can use animate dead, as the spell, without 
  need of a material component. Use the pale master’s 
  highest arcane caster level as the caster level for this 
  effect. All other level restrictions of animate dead still 
  apply. For example, a 6
  th-level sorcerer/3
  rd level pale 
  master can animate up to 16 HD of undead with a single 
  use of this ability. Likewise, he can control up to 32 HD 
  of undead created using this ability, the animate dead 
  spell, or both. 
   
  Darkvision (Ex): At 3
  rd level, the dark begins to lose 
  its mysteries to a pale master, who gains darkvision out to 
  60 feet. If he already has darkvision, its effective distance 
  increases by 60 feet. 
   
  Undead Armor Affinity (Ex): A pale master has an 
  instinctive feel for undead armor. At 4
  th level and higher, 
  he treats the undead armor as if its arcane spell failure 
  chance were 10% less. At 8
  th level, this reduction 
  improves to 20%. 
   
  Control Undead (Sp): Once per day, a pale master 
  of 5
  th level or higher can gain control over an undead 
  creature (with Hit Dice equal to or less than his highest 
  arcane caster level) by making a successful touch attack 
  against it. The undead creature receives no saving throw 
  to resist this effect. The control lasts for 1 round per class 
  level. When the duration expires, the undead creature 
  returns to its former allegiance, if any. The newly 
  controlled undead can still be turned or rebuked as 
  normal. This effect is otherwise identical to the control 
  undead spell. This ability is addition to the number of 
  undead a pale master can control using his animate dead 
  ability. 
   
  Deathless Vigor (Ex): Beginning at 5
  th level, a pale 
  master’s body becomes more akin to the undying flesh of 
  his undead associates. The character gains a +4 bonus on 
  Fortitude saves except against effects that also work on 
  objects. 
   
  Undead Graft (Su): At 6
  th level, a pale master gives 
  into terrible necrophiliac urges. He cuts off his arm and 
  replaces it with an undead prosthetic, which may be 
  skeletal in form or provide flesh stitched in place like 
  that of a flesh golem. Regardless of its composition, the 
  graft grants a +4 inherent bonus to the character’s 
  Strength score. 
   
  Additionally, the undead graft allows him to deliver 
  horrible touch attacks. A pale master can use this ability 
  once per day at 6
  th level, twice per day at 8
  th level, and 
  three times per day at 10
  th level. The character must 
  declare that he is using this ability before making the 
  attack roll; a failed attack roll still expends that use of the 
  ability. Each time he makes a touch attack using this 
  ability, the pale master can select from any of the effects 
  described below for which he meets the prerequisite class 
  level. The save DC for the pale master’s touch attacks is 
  10 + his pale master class level + his Cha modifier. 
   
  Paralyz ng Touch: Any living foe except for an elf 
  that is hit by a pale master’s touch attack must succeed on 
  a Fortitude save or be paralyzed for 1d4+1 rounds. 
  Prerequisite: Class level 6
  th. 
  i
   
  Weakening Touch: A living foe hit by a pale master’s 
  touch attack takes 1d6 points of Strength damage (no 
  save). A creature reduced to Strength 0 dies. Prerequisite: 
  Class level 7
  th. 
   
  Degenerative Touch: A living foe hit by a pale 
  master’s touch attack receives one negative level (no 
  save), and must make a Fortitude save 24 hours later to 
  avoid losing the level permanently. Prerequisite: Class 
  level 8
  th. 
   
  Destructive Touch: A living foe hit by a pale master’s 
  touch attack must succeed on a Fortitude save or take 1d6 
  points of Constitution drain. Prerequisite: Class Level 9
  th. 
   
  Deathless Master’s Touch: A living foe of up to one 
  size category larger than a pale master hit by a pale 
  master’s touch attack must succeed on a Fortitude save or 
  die. A slain creature automatically animates 1 round later 
  as a zombie (see page 265 of the Monster Manual) and is 
  under the pale master’s control as if he had animated it. 
  Undead created using this power do not count against a 
  pale master’s HD total for controlling undead. 
  Prerequisite: Class level 10
  th. 
   
  Tough as Bone (Ex): On reaching 7
  th level, a pale 
  master takes on even more of the qualities of an undead 
  creature. He becomes immune to disease, nonlethal 
  damage, and stunning. 
   
  Undead Cohort: A 9
  th level pale master gains the 
  service of a loyal undead cohort. This ability will not 
  come into use during this adventure. 
   
  Deathless Mastery (Ex): On reaching 10
  th level, a 
  pale master gains the virtues of his deathless arts. His 
  body becomes partly mummified (though he is not truly 
  undead), and he becomes immune to poison, sleep 
  effects, paralysis, death effects, critical hits, ability drain, 
  and energy drain, as well as damage to his physical ability 
  scores (Str, Dex, and Con). He still needs to breathe, eat, 
  and sleep as normal for his type, and he still ages 
  normally. 
   
  New Creature Type 
  Deathless: The deathless type matches the undead type, 
  except for the following modifications: 
  • 
  Unlike undead, the deathless are subject to energy 
  drain. Like living creatures, deathless are harmed by 
  negative energy and healed by positive energy. 
  Necropolis of the Endless Dawn 
   
  Page 32 
  
  • 
  Immune to any effects that require a Fortitude save, 
  except for energy drain attacks, effects that also work 
  on objects, and harmless effects. 
  • 
  Cannot use the run action. 
  • 
  Evil clerics can turn or destroy deathless creatures as 
  good clerics turn or destroy undead. Good clerics 
  and paladins can rebuke, command, or bolster 
  deathless creatures as evil clerics rebuke, command, 
  or bolster undead. 
  Deathless creatures gain the same benefits from 
  consecrate and hallow as undead do from desecrate and 
  unhallow, and they are hindered by desecrate and 
  unhallow as undead are by consecrate and hallow. Hide 
  from undead and undeath to death also work against 
  deathless. Detect undead and deathwatch also reveal 
  deathless, and allow the caster to distinguish deathless 
  creatures from undead. Evil casters can be stunned by 
  overwhelming auras of deathless creatures as good casters 
  can be stunned by overwhelming undead auras. Use the 
  “undead” line in the detect evil spell description when 
  deathless are in the area of a detect good spell. Deathless 
  are healed by disrupt undead and damaged by unholy 
  water as undead are by holy water. Deathless are not 
  affected by disrupting weapons. Spells that have a greater 
  than normal affect against undead creatures—including 
  chill touch, magic stone, searing light, sunbeam, 
  sunburst, and wall of fire—do not have these enhanced 
  affects against deathless creatures. Deathless only take 
  1d6 points of damage per two caster levels from searing 
  light. Spells such as command undead, control undead, 
  create undead, create greater undead, and halt undead do 
  not affect or create deathless creatures. 
   
  Demi−plane Traits 
  The plane that Dar’kesh Anam resides in has its own laws. 
  See Manual of the Planes for further information. Note 
  that around the shadowy portion of town, the plane of 
  shadow bleeds into the demi-plane. Around the cemetery 
  outside, the positive material plane bleeds into the demi-
  plane. The effects of both of these planes are detailed 
  below. 
  • 
  Normal Gravity. 
  • 
  Partial Timelessness: Hunger, thirst and aging do 
  not occur while in this city. However, once PCs 
  leave this plane, these conditions resume, but not 
  retroactively. Healing occurs naturally due to the 
  powerful magics here connected to the Positive 
  Material Plane – otherwise, normal healing would 
  not occur. This plane is NOT timeless when it comes 
  to magic, or rest time needed to recover spells. Time 
  does pass in the outside world compared to the 
  dimension’s perceptions. 
  • 
  Finite Size: Only to the limits of the city walls. 
  • 
  Alterable Morphic. 
  • 
  No Elemental Traits. 
  • 
  Minor Positive Dominant: Only in the cemetery, 
  and only when not inside a structure. This effect 
  gives all living creatures fast healing 2. 
  • 
  Mildly Neutral-Aligned. 
  • 
  Enhanced Magic: Only in the shadowy region of 
  the city (where the undead assault is underway), and 
  only with regards to spells with the shadow 
  descriptor. Such spells are cast with the Maximize 
  Spell feat, though they don’t require the higher spell 
  slot. 
  • 
  Impeded Magic: Only in the shadowy region of the 
  city (where the undead assault is underway), and 
  only with regards to light for fire spells. Such spells 
  require a Spellcraft check (DC 15 + the level of the 
  spell) to cast successfully. Also, light spells have their 
  ranges and areas effectively halved if successfully 
  cast. 
   
  Necropolis of the Endless Dawn 
   
  Page 33 
  
  Appendix V: Were−Doom 
  As a newly-created lycanthrope, the PC immediately 
  changes into the animal or hybrid form and begins 
  savagely attacking all around him. The PC will prefer to 
  use melee attacks over other forms of combat. 
   
  When the trap on the archway goes off, for PCs that 
  fail the Fortitude save, use the following chart to decide 
  what the PC changes into: 
   %  
   
  Lycanthrope Type 
  01-26 
  Wererat 
  26-61 
  Werewolf 
  61-81 
  Wereboar 
  81-101 
  Weretiger 
   
   
  The following temporary modifications are in effect 
  for the PC until the spell effect is dispelled, cured (as 
  normal lycanthropy per Monster Manual pg 178) or 24 
  hours passes, when the spell duration ends. 
   
  Note: Since the affected PCs are considered afflicted, 
  they do not infect other humanoids with lycanthropy. 
   
  All Shapes 
   
  Alternate Form (Su): A lycanthrope can change 
  into animal form as though using the polymorph spell, 
  though his gear is not affected, it does not regain hit 
  points for changing form, and only the specific animal 
  form indicated for the lycanthrope can be assumed. It 
  assumes the ability modifiers and abilities listed below. A 
  lycanthrope can also assume a bipedal hybrid form with 
  prehensile hands and animalistic features. 
   
  Lycanthropic 
  Empathy (Ex): In any form, 
  lycanthropes can communicate and empathize with 
  normal or dire animals of their animal form. This gives 
  them a +4 racial bonus on checks when influencing the 
  animal’s attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, such 
  as “friend,” “foe,” “flee,” and “attack.” 
   
  Wererat 
   
  Hybrid Form: Natural Armor +3; Natural Attacks: 
  primary (weapon), secondary (1d4+½Str + disease, bite); 
  SA: disease; SQ: alternate form, damage reduction 
  5/silver, lycanthropic empathy, low-light vision, scent; 
  AL CE; Dex: +6, Con: +2. 
   
  Bonus Feats: Iron Will, Weapon Finesse; Skill 
  Bonuses: Climb +8 (can always take 10 on climb check, 
  even when threatened), uses Dex modifier for Climb & 
  Swim checks. 
   
  Animal Form: Size Modifier: Small; Natural Armor 
  +3; Movement: 40 ft., Climb 20 ft.; Natural Attacks: Only 
  a bite (1d4+1½xStr + disease, bite); SA: disease; SQ: 
  alternate form, Damage Reduction 5/silver, lycanthropic 
  empathy, low-light vision, scent; AL CE; Dex: +6, Con: +2. 
   
  Bonus Feats: Iron Will, Weapon Finesse; Skill 
  Bonuses: Climb +16, Swim +8 (can always take 10 on 
  climb check, even when threatened), uses Dex modifier 
  for Climb & Swim checks. 
   
  Disease (Ex): Filth fever, Fortitude save DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Werewolf 
   
  Hybrid Form: Natural Armor +4; Natural Attacks: 
  primary (1d4+Str, 2 claws), secondary (1d6+½Str, bite); 
  SQ: 
  alternate 
  form, 
  damage 
  reduction 
  5/silver, 
  lycanthropic empathy, low-light vision, scent; AL CE; Str: 
  +2; Dex: +4; Con: +4. 
   
  Bonus Feats: Iron Will, Track; Skill Bonuses: 
  Survival +4 (when tracking by scent). 
   
  Animal Form: Natural Armor +4; Movement: 50 ft.; 
  Natural Attacks: (1d6+1½xStr, bite); SA: trip; SQ: 
  alternate form, damage reduction 5/silver, lycanthropic 
  empathy, low-light vision, scent; AL CE; Str: +2; Dex: +4; 
  Con: +4. 
   
  Bonus Feats: Iron Will, Track; Skill Bonuses: 
  Survival +4 (when tracking by scent). 
   
  Trip (Ex): A werewolf in animal form that hits with 
  a bite attack can attempt to trip the opponent 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 werewolf. 
   
  Wereboar 
   
  Hybrid Form: Natural Armor +8; Natural Attacks: 
  primary (weapon) or (1d4+Str, 2 claws), secondary 
  (1d8+½Str, gore); SQ: Alternate form, damage reduction 
  5/silver, ferocity, lycanthropic empathy, low-light vision, 
  scent; AL N; Str: +;4 Con: +6. 
   
  Bonus Feats: Alertness, Iron Will. 
   
  Animal Form: Natural Armor +8; Movement: 40 ft.; 
  Natural Attacks: (1d8+1½xStr, gore); SQ: Alternate form, 
  damage 
  reduction 
  5/silver, 
  ferocity, 
  lycanthropic 
  empathy, low-light vision, scent; AL N; Str: +4; Con: +6. 
   
  Bonus Feats: Alertness, Iron Will. 
   
  Ferocity (Ex): A wereboar is such a tenacious 
  combatant that it continues to fight without penalty even 
  when disabled or dying. 
   
  Weretiger 
   
  Hybrid Form: Size Modifier: Large; Natural Armor 
  +5; Natural Attacks: primary (1d8+Str, 2 claws), secondary 
  (2d6+½Str, bite); SQ: Alternate form, damage reduction 
  5/silver, lycanthropic empathy, low-light vision, scent; 
  AL N; Str: +12; Dex: +4; Con: +6. 
   
  Bonus Feats: Alertness, Iron Will, Skill Bonuses: 
  Balance +4, Hide +4, Move Silently +4. 
  Necropolis of the Endless Dawn 
   
  Page 34 
  
   
  Animal Form: Size Modifier: Large; Natural Armor 
  +5; Movement: 40 ft.; Natural Attacks: primary (2d6+Str, 
  2 claws), secondary (2d6+½Str, bite); SA: Improved Grab, 
  pounce, rake; SQ: Alternate form, damage reduction 
  5/silver, lycanthropic empathy, low-light vision, scent; 
  AL N; Str: +12; Dex: +4; Con: +6. 
   
  Bonus Feats: Alertness, Iron Will, Skill Bonuses: 
  Balance +4, Hide +4 (+8 in tall grass or heavy 
  undergrowth), Move Silently +4. 
   
  Improved Grab (Ex): To use this ability, a weretiger 
  in tiger form must hit with a claw or bite attack. It can 
  then attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins a grapple 
  check, it establishes a hold and can rake. (Grapple 
  modifier for tiger form: +4 large size, +6 Str bonus) 
   
  Pounce (Ex): If a weretiger in tiger form charges an 
  opponent, it can make a full attack, including two rake 
  attacks. 
   
  Rake (Ex): Using primary attack bonus (1d8+½Str, 2 
  rakes). 
  Necropolis of the Endless Dawn 
   
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  Appendix VI: Sacred Watcher 
   
  Sacred Watcher: male sacred watcher; medium deathless 
  (augmented humanoid); Spd fly 30 ft. (perfect); AL NG; 
  Level Adjustment +5. 
   
  Hit Dice: All current and future hit dice become 
  d12s. 
   
  Armor Class: When a sacred watcher manifests, it 
  gains a deflection bonus equal to its CHA modifier or +1, 
  whichever is higher. 
   
  Attacks: The sacred watcher retains all the attacks of 
  the base creature, although those relying on physical 
  contact do not affect non ethereal creatures. 
   
  Damage: Against ethereal creatures, the sacred 
  watcher uses the base creature’s damage. Against non 
  ethereal creatures, the sacred watcher usually cannot deal 
  physical damage at all but can use its special attacks, if 
  any, when it manifests. 
   
  Abilities: Same as base creature except no CON 
  score and +4 CHA score. 
   
  Skills: +8 racial bonus on Hide, Listen, Search, and 
  Spot checks. 
   
  Manifestation 
  (Su): 
  A 
  sacred 
  watcher’s 
  manifestation ability functions just like a ghost’s 
  manifestation ability. See MM p118. 
   
  Positive Energy Touch (Su): 5/day, a sacred 
  watcher can make an incorporeal touch attack to infuse a 
  target with positive energy. Undead foes (even 
  incorporeal ones) take an additional 2d8+5 points of 
  damage. Living creatures are healed for up to 2d8+5 
  points of damage. The sacred watcher can control its 
  positive energy enough to avoid healing living foes 
  (dealing only the base damage). 
   
  Rejuvenation (Su): A sacred watcher’s rejuvenation 
  ability functions just like a ghost’s rejuvenation ability. 
  See MM p118. 
   
  Turn Resistance (Ex): +4 turn resistance. 
   
  Ward (Su): A sacred watcher is constantly aware of 
  his ward’s precise location and status (his leader): 
  whether it is unharmed, wounded, disabled, staggered, 
  unconscious, dying, dead, and so on. He can move 
  instantly to his ward’s location as though using greater 
  teleport, except that this ability allows him to cross planar 
  boundaries. He can only transport himself and up to 50 
  lbs of ethereal objects. He can also scry on his ward at 
  will (as thought he had cast scrying), with no saving 
  throw allowed, and success guaranteed. 
   
  Physical Description: This creature appears to be a 
  Flan human soldier, outfitted in plate armor and a large 
  shield, wielding a longsword. The image of the warrior is 
  glowing and translucent, suggesting something not of 
  this world. It radiates a nimbus of silvery light. 
   
  Deathless: The deathless type matches the undead type, 
  except for the following modifications: 
  • 
  Deathless are subject to energy drain. Deathless 
  are harmed by negative energy and healed by 
  positive energy. 
  • 
  Immune to any effects that require a Fortitude 
  save, except for energy drain attacks, effects that 
  also work on objects, and harmless effects. 
  • 
  Cannot use the run action. 
  • 
  Evil clerics can turn or destroy deathless 
  creatures as good clerics turn or destroy undead. 
  Good 
  clerics 
  and 
  paladins 
  can 
  rebuke, 
  command, or bolster deathless creatures as evil 
  clerics rebuke, command, or bolster undead. 
  Deathless creatures gain the same benefits from 
  consecrate and hallow as undead do from desecrate and 
  unhallow, and they are hindered by desecrate and 
  unhallow as undead are by consecrate and hallow. Hide 
  from undead and undeath to death also work against 
  deathless. Detect undead and deathwatch also reveal 
  deathless, and allow the caster to distinguish deathless 
  creatures from undead. Evil casters can be stunned by 
  overwhelming auras of deathless creatures as good casters 
  can be stunned by overwhelming undead auras. Use the 
  “undead” line in the detect evil spell description when 
  deathless are in the area of a detect good spell. Deathless 
  are healed by disrupt undead and damaged by unholy 
  water as undead are by holy water. Deathless are not 
  affected by disrupting weapons. Spells that have a greater 
  than normal effect against undead creatures—including 
  chill touch, magic stone, searing light, sunbeam, 
  sunburst, and wall of fire—do not have these enhanced 
  affects against deathless creatures. Deathless only take 
  1d6 points of damage per two caster levels from searing 
  light. Spells such as command undead, control undead, 
  create undead, create greater undead, and halt undead do 
  not affect or create deathless creatures. 
   
  Necropolis of the Endless Dawn 
   
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  DM Aid #1: Map of the Area 
   
   
  Necropolis of the Endless Dawn 
   
  Page 37 
  
  DM Aid #2: The City 
   
   
  Necropolis of the Endless Dawn 
   
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  DM Aid #3: The Watcher’s Lair 
  Grid map of the Watcher’s Lair, including location of NPCs (if the PCs attack the Watcher’s allies) 
  Necropolis of the Endless Dawn 
   
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  Player Handout #1a 
   
  I am sorry to send this with such little warning. I have 
  gotten word that the Old One has learned of the location of 
  Nerull’s Bane. You are aware of the mutual friend of ours 
  from that lost city – If Old Wicked’s forces can find those 
  ruins and get their hands on more of our friends…that can 
  only bear ill for the future of the Combination. 
   You must beat them to these ruins! Go to Sable Watch at 
  the northern edge of the Fellreev. Tell the locals you are a 
  mercenary looking to fight forces of the Old One or some 
  such tale – whatever you think would work best in getting 
  you into the village. Then ask for Father Quintin Ackert. He 
  can help you locate the ruins of the Reaper’s Ire. 
   Bring our mutual friend if he’s still with you – he may 
  prove useful. 
   
  Good Luck 
  Oytens 
   
   
   
  Necropolis of the Endless Dawn 
   
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  Player Handout #1b 
   
  I am sorry to send this with such little warning. You do not 
  know me, but I have gotten word that the Old One has 
  learned of the location of Nerull’s Bane. This is rumored to 
  be a lost city that hides great power – If Old Wicked’s 
  forces can find the ruins of this city…that can only bear ill 
  for the future of the Combination. 
   I beg you to beat them to these ruins! Go to Sable Watch 
  at the northern edge of the Fellreev. Tell the locals you are a 
  mercenary looking to fight forces of the Old One or some 
  such tale – whatever you think would work best in getting 
  you into the village. Then ask for Father Quintin Ackert. He 
  can help you locate the ruins of the Reaper’s Ire… 
   
  Good Luck 
  Oytens 
   
  Necropolis of the Endless Dawn 
   
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  Player Handout #2 
   
  It was not three days ago that you met in the Fellreev with a council of druids to 
  discuss local matters. As it turns out, many of your brothers and sisters of the wild 
  were most concerned about the balance, as usual. The followers of the Old One 
  have continued to encroach upon the forest, burning it to provide fertilizer and 
  razing it for lumber. Worse yet, a brother was there to report than an army flying 
  the Old One’s banner had been preparing to leave the fortress of Gibbering Gate 
  to head south towards the Fellreev. Many of the druids seemed concerned, not 
  knowing what their purpose was. Finally, Orange Bear spoke to the tribe of what 
  he knew. 
   
  “There is a dweomer near Sable Watch,” he said, “a place of ancient, powerful 
  magic that has long been hidden. Some know it as Nerull’s Bane, others call it 
  Beory’s Memory. However, here in the Fellreev, we simply prefer to think of it as 
  “forgotten.” Few even know of its true location. Nevertheless it seems Old Evil 
  has discovered it and has decided to claim whatever spoils it may have for himself. 
  I need not remind anyone, this would cause a great disturbance to the forest, and 
  lend power to our mighty foe.” 
   
  “What shall we do,” Shadow Eel asked, “Surely there is one of our numbers 
  who knows of it and can go to make sure it is sealed off?” 
   
  “Indeed there is,” spoke Silver-haired Badger, oft considered one of the wisest 
  druids in the Fellreev, “one of our number lives near Sable Watch. He is called the 
  Beast, and he is the keeper of lore for that area. We shall send someone to visit 
  with the Beast to find the location and then make certain this place is scuttled 
  from his dread view.” 
   
  After a pro-longed discussion of who would go, you were chosen as the most 
  ideal candidate. Silver-haired Badger told you to journey to Sable Watch and look 
  for the Beast. He also recommended you find some companions, as the journey 
  was likely to be treacherous, and Nerull’s Bane would surely test your mettle. 
   
  Necropolis of the Endless Dawn 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK5-06 - Necropolis of the Endless Dawn.pdf