TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This WIZARDS OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use 
  at RPGA-sanctioned events.  To learn more about the Open Gaming License and the d20 SYSTEM® license, please visit www.wizards.com/d20. 
   
  This product uses material from the v.3.5 revision.  This is an official RPGA® play document.  To find out more about the RPGA and to learn more on 
  how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
   
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, GREYHAWK, LIVING GREYHAWK, DM’S CHALLENGE, RPGA, 
  HERALD-LEVEL, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos and 
  trademarks are owned by Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2006 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.wizards.com/rpga. 
  For questions specific to this document please e-mail scon40@aol.com. 
  For LIVING GREYHAWK DM’S CHALLENGE HIGH-LEVEL OPTION campaign questions email rpgahq@wizards.com. 
   
  DM’S CHALLENGES™ HIGH-LEVEL OPTION 
   
   
  HORRORS NEVER DIE 
  DM’S CHALLENGE 2 
  A Two-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWKTM DM’S CHALLENGES™ HIGH-LEVEL OPTION 
  Adventure Packet for 16th- to 20th-Level Characters 
  LIVING GREYHAWK™ DM’S CHALLENGE 2 
  for the HORRORS NEVER DIE Story Arc (2006 -2007) 
   
   
  Development: Steven Conforti, LIVING GREYHAWKTM Circle, Pierre van Rooden, Jeffery A. Dobberpuhl 
   
  Resources: Tomb of Horrors [Gary Gygax], Return to the Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew 
  Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], Crypt of Lyzandred the Mad [Sean Reynolds]. 
   
   
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 1 
  WHAT’S A DM’S CHALLENGE 
  ADVENTURE? 
  DM’S CHALLENGE adventure packets are a part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION.  Unlike other RPGA adventures, the DM’S 
  CHALLENGE adventure is not something you download or 
  buy and run as printed with little to no modification.  
  Instead, you get basic guidelines, a special session 
  tracking, and a basic Adventure Record (AR) for an 
  adventure that you write or modify and run. 
  RPGA-SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK DM’S CHALLENGES HIGH-
  LEVEL OPTION campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  character. Second, it allows the RPGA to track and record 
  what characters did during the adventure, and future 
  adventures will be written with what a majority of the 
  players did in mind – in this way characters’ actions 
  shape the future of the campaign.  Lastly, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.wizards.com/rpga. 
  WHAT DO I RUN? 
  The simple answer to this, whatever you want!  The DM’S 
  CHALLENGE adventures are a chance for you, the DM, to 
  let your creativity shine. 
   
  This might mean creating an adventure or a group of 
  adventures totally from scratch, giving your home group 
  an exciting sub-plot within the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign where they 
  can affect the outcome in ways no possible before in 
  campaign-style play.  It might mean that you have an 
  interesting adventure idea to run at a show.  Maybe a 
  small sub-plot using NPCs or events detailed in 
  published GREYHAWK or LIVING GREYHAWK adventures 
  that have inspired you to build an adventure that will 
  dazzle players and add depth to the campaign as a whole.  
  Even still, it might mean that you have a favorite 
  adventure from a published source that you twiddle with 
  to fit into the GREYHAWK setting and LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION campaign to 
  create a fun and exciting session without hours upon 
  hours of work.  The choice is yours.  The story is yours.  
  Have fun with it! 
  WHAT CAN’T I DO WITH A DM’S 
  CHALLENGE? 
  DM’S CHALLENGE adventure packets allow you to run 
  your own adventure for a group of 4 to 6 players.  It does 
  not give you license to produce and distribute (for sale or 
  for free) your own GREYHAWK adventures.  Following the 
  d20 System License (see www.wizards.com/d20) grants 
  you the ability to write D&D compatible works, but all of 
  the GREYHAWK setting, and many of the GREYHAWK 
  specific rules are not covered in that license. 
   
  That said, the intent of the DM’S CHALLENGE is for 
  you to create and present exciting GREYHAWK adventures 
  to a small group of players, anything more than that is 
  really beyond the scope of the DM’S CHALLENGES 
  program. 
  ADVENTURE GUIDELINES 
  Of the standard rules for RPGA adventures also hold true 
  for DM’S CHALLENGE adventures.  DM’S CHALLENGE 
  adventures have to be ordered and sanctioned just like 
  other adventures, and thus must be played at RPGA-
  Sanctioned events if you are playing it as part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION campaign. 
   
  When running a DM’S CHALLENGE as part of an 
  RPGA-Sanctioned event, you must follow the RPGA 
  general rules, and the rules detailed in the LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  Rules Document and other campaign documents. 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 2 
   
  When you design the adventure, design it for an 
  eight-hour time slot-this is especially true if you are 
  running it as part of a public event. 
  LEVEL OF PLAY 
  Each DM’S CHALLENGE adventure packet (and all LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  adventures) is optimized for a certain level.  The 
  optimized level determines the general levels you should 
  design your adventure at.  It also determines the general 
  level of rewards granted for adventure success. 
   
  This DM’S CHALLENGE adventure is optimized for 
  16th-level play, so you should design your challenges for 
  four 16th-level characters.  You’ll also want to scale the 
  adventure for up to 20th-level characters, as there is a good 
  chance that you will have a range of character levels 
  playing in the adventure, and in those cases you’ll want to 
  increase the challenges. 
   
  That said, as DM you have discretion when it comes 
  to fitting the challenges of the adventure to your group.  
  If your group finds the challenges too easy or too 
  difficult, feel free to increase or decrease the level of 
  challenge appropriately.  The goal is to challenge the PCs 
  and entertain the players, not to overwhelm or even 
  underwhelm them.  The most enjoyable D&D games are 
  ones where failure and character death are possible, but 
  success and reward are attainable through daring and 
  smart play. 
  HOW MANY ENCOUNTERS? 
  Some of this depends on your style as a DM, but here are 
  some general guidelines crafted by Andy Collins from his 
  “Craft (Adventures)” column featured on the RPGA 
  website.  Andy estimates in that column that the average 
  RPGA round of play contains actually only 200 minutes 
  of actual play time: 
   
  “At the highest levels of play, combat can become 
  grindingly slow as characters search through their lists of 
  equipment, spells, and abilities to find just the right 
  choice. Even the most experienced players need time to 
  evaluate a complicated battlefield, and less-experienced 
  players can easily become overwhelmed by the options 
  available. Even the “basic fighter” becomes a complex 
  character requiring many rolls. A full attack by a fighter 
  of this level might include a dozen rolls or more, 
  including up to four or five sets of attack rolls, miss 
  chances, critical hit confirmations, and damage rolls. 
  Spellcasters routinely cast two spells per round, control 
  multiple summoned creatures or active spell effects, track 
  durations on a half-dozen spells simultaneously, and so 
  on.  
   
  You can expect each character’s turn to take at least 
  two minutes, and sometimes as long as five minutes. 
  Even the number of rounds in a typical combat becomes 
  difficult to anticipate. 10-round fights aren’t terribly 
  uncommon, especially against foes with the ability to 
  teleport into and out of combat with ease. In the hands of 
  an unprepared GM, a single encounter at this level can 
  take up most of a slot, and even experienced, battle-
  hardened GMs find themselves hard-pressed to run more 
  than a couple such encounters in the space of 200 
  minutes.” 
   
  Since each DM’S CHALLENGE adventure packet is 
  designed for two-rounds of play; you should estimate 
  about 400 minutes of play time when you design this 
  adventure.  Each DM’S CHALLENGE adventure packet is 
  designed to award a set amount of experience – 4,500 xp 
  per PC.  As a rough guideline to assigning this experience 
  to challenges in the adventure, we recommend a ratio of 
  50% for combat challenges, 25% for traps, puzzles, skill, 
  and class ability challenges, and 25% for roleplaying 
  challenges. 
   
  You may want to check out all of the “Craft 
  (Adventures)” 
  columns 
  by 
  Andy 
  Collins 
  (www.wizards.com/default.asp?x=rpga/arch/articles) and 
  the “Adventure Builder” columns by Wolfgang Baur 
  (www.wizards.com/default.asp?x=dnd/arch/ab) for other 
  good advice on creating adventures for RPGA events.  
  These columns offer a wealth of good advice. 
  TREASURE 
  At the end of the adventure, all treasure is converted into 
  gold pieces, and split between the PCs.  As a basic rule of 
  thumb, for a 16th-level optimized adventure don’t stock 
  your adventure with significantly more than 20,000 gp 
  worth of treasure per PC.  Be sure to include treasure the 
  PCs can find useful during the adventure (such as healing 
  magics and such). 
   
  If you are scaling the adventure for up to 20th-level 
  characters, the amount of treasure per PC available in the 
  adventure should increase as well.  The following lists the 
  gp cap on treasure an individual PC can receive in an 
  adventure, based on their character level: 16th-level = 
  20,000 gp, 17th-level = 25,000 gp, 18th-level = 35,000 gp, 
  19th-level = 45,000 gp, 20th-level = 55,000 gp. 
   
  At the end of the adventure, you can also give out 
  magic item access via the Adventure Record provided 
  with this DM’S CHALLENGE adventure packet.  Fill in the 
  blanks provide with items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure.  List the name of the item and the approved 
  source it is from.  If you know the specific PCs who will 
  be participating in your adventure, it is highly 
  recommended to tailor the rewards (and thus the 
  adventure) to their specific needs.  If you know you are 
  writing the adventure for a party of fighters, including 
  treasure only usable by spellcasters is probably a bad idea! 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 3 
  HORRORS NEVER DIE 
  STORY ARC (2006-2007) 
  The HORRORS NEVER DIE Story Arc (2006-2007) deals 
  with the awakening of yet another danger to Oerth at the 
  Tomb of Horrors, one of the Flanaess’ most fabled locales. 
   The arc consists of four adventures, three of which are 
  DM’S CHALLENGE adventure packets and one of which is 
  a fully written adventure.  The HORRORS NEVER DIE 
  Story Arc (2006-2007) is: 
  1. 
  DM’S CHALLENGE 1 (released December 2006). 
  2. 
  DM’S CHALLENGE 2 (released January 2007). 
  3. 
  RETURN TO THE TOMB (released February 2007). 
  4. 
  DM’S CHALLENGE 3 (released March 2007). 
   
  It is best to run this DM’S CHALLENGE adventure 
  packet second, after players participate in the first DM’S 
  CHALLENGE adventures and before they participate in the 
  third DM’S CHALLENGE adventures of this story arc and 
  especially before they play RETURN TO THE TOMB (the two-
  round LIVING GREYHAWK DM’S CHALLENGES HIGH-
  LEVEL 
  OPTION 
  adventure 
  premiering 
  at 
  D&D 
  Experience (formerly Winter Fantasy), February 15-18, 
  2007).  DM’S CHALLENGE 1 and 2 lead into RETURN TO THE 
  TOMB and DM’S CHALLENGE 3 concludes the story. 
  WHAT HAS GONE BEFORE? 
  From Return to the Tomb of Horrors by Bruce R. Cordell: 
   
  “The legend of the tomb first trickled into civilized 
  lands centuries ago.  Whispers of lost treasure and 
  undisturbed burial catacombs lured scores of adventurers 
  over the years to cross unmapped lands in search of 
  fortune and glory.  Few ever found the tomb, and fewer 
  still ever returned; the legend of Acererak’s last resting 
  place remained a vague rumor of wealth and danger. 
   
  Then some twenty years ago, reports of the tomb 
  spread far and wide, for reasons that were unclear at the 
  time.  Ironically, its reputation as a dungeon from which 
  few if any explorers ever returned tempted those who 
  consider themselves exceptionally skilled, clever, or 
  lucky.  Undeterred by warnings of lethal traps, 
  labyrinthine mazes, and the malevolent sorcerer who 
  lingered beyond life to guard the crypt of his final rest, 
  they came from many lands to match themselves against 
  Acererak’s challenge.  Those who found the tomb and 
  penetrated its grim darkness soon realized that the 
  legends had not been wrong; death was the reward for 
  the cautious and the foolhardy alike. Some turned back, 
  and many more perished during their explorations.  Very 
  few successfully navigated the tomb to find the husk of 
  Acererak’s physical form: the demilich.  Only then did 
  these brave few discover their true peril; the demilich 
  could wrench their eternal souls from their corporeal 
  flesh through the malevolent power of its gaze alone! 
   
  Those who survived the horrors finally emerged 
  from the tomb.  Some were missing companions, limbs, 
  or both, but all felt lucky to see the sun once more.  From 
  these hardy souls the tale of Acererak’s unyielding crypt 
  spread, frightening away some but enticing still others to 
  venture into the darkness … Those who were drawn to 
  the area were less and less interested in exploring the 
  depths of the tomb.  Instead, they were drawn by the 
  legend of Acererak himself … As time wore on, a 
  community of like-minded grew up around the mound of 
  the tomb located in the Vast Swamp … They were, in 
  fact, almost all practitioners of the foul dark arts: 
  necromancy.  This was Skull City born.” 
   
  Acererak himself was behind the spreading of the 
  legend and rumors of his Tomb.  For he was an ancient 
  lich (and then demilich) whose quest for power over 
  undead had led him to his greatest discovery – a means to 
  achieve eternity by merging his essence with the 
  Negative Energy Plane, this giving him the ability to 
  possess and control any undead being with a link to that 
  plane anywhere in the cosmos.  To power this merge, he 
  required the souls of powerful adventurers, and he used 
  his Tomb to lure them to him.  Acererak was nearly 
  successful, but the last group of adventurers he chose to 
  power his Apotheosis proved his undoing. 
   
  These adventurers fought their way to his Fortress of 
  Conclusion and destroyed both Acererak’s physical form 
  and plunged his Phylactery, the key to his Apotheosis 
  and the container for all of the souls he had stolen, into 
  the depths of the Negative Energy Plane, where it was 
  thought destroyed or lost forever.  Acererak’s spirit was 
  shattered by this act, trapping him between life and 
  death, eternal power and nothingness.  He became a 
  Vestige (see Tome of Magic by Matthew Sernett, Ari 
  Marmell, David Noonan, and Robert J. Schwalb), a 
  spiritual power to be summoned and used by beings 
  called binders. 
   
  The necromancers of Skull City have continued 
  their research at the Tomb to this day, although they find 
  they can no longer enter very far into the Tomb (see 
  Entering the Tomb below).  This is because Acererak’s 
  departure shattered the Tomb, dropping most of it into a 
  state halfway between the Physical and the Negative 
  Energy Plane.  Over time, all of it would eventually 
  disintegrate into the nothingness, if not for recent 
  events.  The necromancers of Skull City are mentioned 
  here as reference only … by the time the PCs reach the 
  Tomb in RETURN TO THE TOMB, the threat of the 
  necromancers will already have been resolved (by LIVING 
  GREYHAWK players in COR7-01 Wrath of the Tomb of 
  Horrors). 
   
  What now keeps the Tomb from breaking apart 
  completely and dissolving into the Negative Energy 
  Plane?  A new threat has arrived in the form of another 
  Vestige; one called Tenebrous, The Shadow That Was.  
  Tenebrous is the vestige of the divine power the demon 
  lord Orcus once wielded, as he recovered his power and 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 4 
  his domain after being usurped by another power.  
  Tenebrous has sought a means to gain back this divine 
  power, and he has searched through sites and locales 
  Orcus long ago abandoned to find the means to do so.  
  On an excursion to the City of Moil, a location that Orcus 
  long ago cursed to a miserable fate, he found the City 
  almost completely absorbed into the Negative Energy 
  Plane.  Acererak had used Moil and its undead 
  inhabitants to build his Fortress of Conclusion and act as 
  a gateway between his Tomb and his Fortress.  Tenebrous 
  used binders faithful to him to determine what had 
  happened in Moil, and he realized quickly that Acererak’s 
  plan was the key to his own salvation. 
   
  Tenebrous has since recovered Acererak’s lost 
  phylactery from the Negative Energy Plane and used it to 
  stabilize what remains of the Fortress, City, and Tomb.  
  Now he needs powerful adventurers to revisit the Tomb 
  and power the device.  This is where the PCs come in. 
  THE FORCES AT WORK 
  There are a number of individuals and groups which the 
  PCs will interact with during the HORRORS NEVER DIE 
  Story Arc (2006-2007).  PCs can choose to ally with any or 
  none of these forces, and their choices will influence 
  their rewards and the conclusion of this Story Arc. The 
  key forces at work are: 
  • 
  Agents of the Vestige Tenebrous (Chaotic Evil) 
  – These agents will do all they can to lead the 
  PCs to the Tomb of Horrors.  Depending on the 
  party of adventurers, they may try to trick the 
  PCs into “working for them”, attack them to lure 
  them in the direction of investigating the Tomb, 
  drop information in places the PCs are likely to 
  visit that lead them to the Tomb, or whatever 
  other ideas you may come up with.  If you have 
  access to Tome of Magic, the agents should be led 
  by powerful binders; otherwise, you can have 
  them led by clerics with the Death and Evil 
  domains. 
  • 
  Agents of the Vestige Acererak (Chaotic Evil) – 
  These agents will eventually discover that 
  someone new is using the Tomb of Horrors for 
  their own twisted purpose.  Acererak knows he 
  can no longer use his Phylactery for Apotheosis, 
  that path has been lost to him.  But he will not 
  allow another to steal his greatest idea.  Once 
  these agents learn of the happenings at the 
  Tomb, they will seek out the PCs in an attempt 
  to get them to thwart whoever is using the 
  Tomb now.  They’ll follow many of the same 
  actions as the Agents of the Vestige Tenebrous 
  above and should be designed similarly. 
  • 
  Agents of the Lyzandred the Mad (Lawful 
  Neutral) – Thought a legend by most of the 
  inhabitants of the Flanaess (at least amongst the 
  few who know of him at all), this lich is very 
  real and extremely dangerous to those who 
  oppose his goals.  He is as old as Acererak, but 
  his life and unlife took a different path.  He 
  discovered a demiplane early in his career that 
  he has made his own.  His quest to remove 
  powerful magic items from the hands of those 
  who abuse them (the results of an encounter in 
  his youth with slavers who killed or sold his 
  entire hometown with a rod of beguiling) took a 
  dangerous turn as Lyzandred discovered the 
  demiplane he used to keep those items away 
  from others has somehow mixed with his own 
  magics to slowly drive him insane each time he 
  left his demiplane.  He chose to remain on the 
  demiplane from that point forward, and he now 
  uses agents and his powerful magics to bring 
  volunteers into his service and continue his 
  quest to keep magic items away from those who 
  would abuse them.  Lyzandred learned of 
  Acererak’s near miss at gaining Apotheosis from 
  the adventurers who defeated the demilich, and 
  he has carefully monitored the situation at the 
  Tomb of Horrors since then.  His fears are 
  realized as his divinations have him now 
  convinced that Acererak’s Phylactery has been 
  returned to the Fortress of Conclusion and that 
  someone plans to try to use it once more.  
  Lyzandred will stop at nothing to have that foul 
  artifact brought to his demiplane to be buried 
  forever from the hands of others.  Thus he will 
  try to enlist the PCs help in this endeavor.  
  Lyzandred’s agents are all former or current 
  adventurers who have volunteered to serve him 
  out of a shared belief in ridding Oerth of 
  dangerous magic items or in payment for him 
  saving their lives. 
  ENTERING THE TOMB 
  The PCs cannot enter the Tomb until the RETURN TO THE 
  TOMB adventure.  The powerful magical forces that are 
  keeping the Tomb stabilized between Oerth and the 
  Negative Energy Plane prevent anyone from entering the 
  Tomb unless they carry an Amulet of the Void and are 
  permitted magical entry by Tenebrous’ agents.  The PCs 
  won’t have both of these requirements met until the end 
  of this DM’S CHALLENGE. 
  HOW TO INTERGRATE 
  You are free to write the adventure you choose to write 
  for this DM’S CHALLENGE with the following stipulations. 
   
  First, the following took place in DM’S CHALLENGE 
  1: 
  1. 
  The PCs should have met at least one surviving 
  member of the adventuring party which 
  defeated Acererak.  They should have learned of 
  the fate of the Phylactery at the time of 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 5 
  Acererak’s 
  defeat 
  (a 
  giant 
  multi-faceted 
  gemstone which was dropped through a gate 
  directly to the Negative Energy Plane and 
  thought destroyed. 
  2. 
  The agents of the Vestige Tenebrous should 
  have begun to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they found 
  them worthy, they should begun to point them 
  in the direction of the Tomb of Horrors by 
  misdirecting them to seek out agents of the 
  Vestige Acererak; they hoped to convince the 
  PCs that Acererak is behind this plot and also to 
  have them gain an Amulet of the Void from 
  Acererak’s followers. 
  3. 
  The agents of Lyzandred will have begun to 
  observe the PCs.  Careful PCs may have noticed 
  their observers and try to interact with them.  
  The agents would have kept their reasons to 
  themselves at that time.  They would have 
  avoided combat, but they also would have 
  defended themselves if needed. 
  4. 
  The first adventure concluded with a difficult 
  encounter with the agents of the Vestige 
  Acererak.  If the PCs overcame these agents, a 
  top agent arrived to offer them a deal to work 
  together against whoever has control of the 
  Tomb.  They could have gained an Amulet of the 
  Void there and some parties might have taken an 
  oath of cooperation along with the top agent. 
   
  Second, the following should take place in this DM’S 
  CHALLENGE: 
  1. 
  The agents of the Vestige Tenebrous should 
  continue to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they find them 
  worthy, they will pull out all the stops to get the 
  PCs to the Tomb of Horrors at the end of this 
  adventure (granting them magical entry to the 
  Tomb at that time). 
  2. 
  The agents of Lyzandred will complete their 
  observation of the PCs.  If they deem the PCs 
  powerful and trustworthy, they invite the PCs 
  to visit Lyzandred’s Crypt (on a demiplane 
  Lyzandred controls) and prove their mettle 
  against some of its chambers in return for a 
  great deal of information and reward. 
  3. 
  PCs who visit Lyzandred’s Crypt and reach the 
  point of death during the challenges there do 
  not die automatically … they are visited in their 
  minds by Lyzandred and offered to have their 
  lives spared in return for agreeing to a geas to 
  deal with the situation in the Tomb of Horrors 
  for him.  If they agree, they are automatically 
  restored to full hp total; otherwise, they do die. 
  4. 
  PCs who successfully pass through the 
  challenges of Lyzandred’s Crypt gain an 
  audience with Lyzandred where he informs 
  them of the situation in the Tomb of Horrors 
  and asks for their assistance (without a geas) to 
  deal with the situation.  If they agree, he loans 
  the PCs a number of magic items and gives 
  them an Amulet of the Void. 
  5. 
  PCs who attack Lyzandred face an epic-level lich 
  wizard with access to any conceivable non-
  unique magic item and a horde of high-level 
  agents and creatures at his beck and call as well 
  as the defenses his demiplane offers.  Basically, 
  the PCs have no hope of success against him 
  and should quickly find themselves overcome 
  and tossed out of the demiplane. 
  6. 
  The adventure should conclude with a difficult 
  encounter with the agents of the Vestige 
  Tenebrous that leads them to the Tomb of 
  Horrors at the end of the adventure. 
  ADVENTURE QUESTIONS 
  To enable the Campaign to track the results of this 
  adventure and this apply these results to the 
  development of future adventures in the story arc, please 
  email your answers to the following questions to Steven 
  Conforti, LIVING GREYHAWK Circle, at scon40@aol.com. 
  1. 
  Did the PCs successfully complete the 
  adventure objectives? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  2. 
  Did the PCs successfully complete the 
  adventure encounters? 
  a. 
  Yes, total success. 
  b. 
  Yes, mostly successful. 
  c. 
  No, mostly failed. 
  d. 
  No, total failure. 
  3. 
  Did the PCs successfully recover the treasure in 
  the adventure? 
  a. 
  Yes, all of it. 
  b. 
  Yes, most of it. 
  c. 
  No, little of it. 
  d. 
  No, none of it. 
  4. 
  Did the PCs recover an Amulet of the Void? 
  a. 
  Yes. 
  
  HORRORS NEVER DIE – DM’S CHALLENGE 2 
   
  Page 6 
  b. 
  No. 
  5. 
  Did any of the PCs come under Lyzandred’s 
  geas? 
  a. 
  Yes. 
  b. 
  No. 
  6. 
  Did the PCs agree to cooperate with Lyzandred? 
  a. 
  No, they attacked him. 
  b. 
  Yes, they parlayed with him but did 
  not agree to cooperation. 
  c. 
  Yes, they parlayed with him and 
  agreed to cooperation. 
  ADVENTURE RECORD 
  You’ll want to print out a copy of the Adventure Record 
  for each player. 
   
  Fill in the blanks provide on the Adventure Record 
  with magic items from LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign approved 
  sources that the PCs have encountered during the 
  adventure. 
   
  Circle the correct gp cap amount for each PC based 
  on their character level when they began this adventure. 
   
  If the PCs did not gain an Amulet of the Void, 
  cross it off on the Adventure Record.  If they accepted 
  the offer of cooperation with Lyzandred, they gain the 
  Act of Cooperation - Lyzandred on the Adventure 
  Record; otherwise, cross it off. 
   
  
   
  GP
  Starting GP
  +
  GP
  GP Earned
  GP
  Subtotal 
  +
  GP
  GP Gained
  GP
  Subtotal 
  -
  GP
  GP Spent
   
                     GP
  FINAL GP TOTAL 
  Items Sold 
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value
  Items Bought 
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value
  XP 
  Starting XP 
  -                                   XP 
  XP lost or spent 
  XP
  Subtotal
  +                                 XP
  XP Gained
  FINAL XP TOTAL 
   
  XP 
  ITEMS FOUND DURING THE ADVENTURE (Open Access Gained) 
   
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  Adventure Record#
   
  D M ’ S  
  C H A L L E N G E S  
   
  This PC’s 
  Character Level 
  At Begin of Play 
  (Circle One) 
  16th-Level
  max 4,500 xp; 
  20,000 gp 
   
  17th-Level
  max 4,500 xp; 
  25,000 gp 
   
  18th-Level
  max 4,500 xp; 
  35,000 gp 
   
  19th-Level
  max 4,500 xp; 
  45,000 gp 
   
  20th-Level
  max 4,500 xp; 
  55,000 gp 
  Cross out any game effects this character does not gain. 
   
  � Amulet of the Void: This pendant hangs on a 
  chain of black steel.  The amulet itself appears as a 
  disc of dark metal, holding a very large midnight-
  black jewel (an opal of highest quality) in its very 
  center.  On one side, letters written around the 
  periphery of the disc seemingly hold some message, 
  apparently in an unknown or ancient language.  
  Opportunities to decode or translate the writing will 
  be available later in this story arc. 
  � Act of Cooperation - Lyzandred: You have 
  agreed to cooperate with Lyzandred the Mad, an 
  ancient powerful lich wizard.  While he is not evil, 
  you know not whether you can trust him or what 
  cooperation with him will lead to. 
   What you do know is that you have been lent a 
  magic item for your assault on the Tomb of Horrors.  
  Circle the item you choose to borrow from 
  Lyzandred for the duration of this story arc: staff of 
  illumination, sunblade, ring of shooting stars, scarab of 
  protection. 
  This Record Certifies that 
  ____________________________________________ 
  Played by______________________________________ 
   
   
  Player 
   
   
  RPGA # 
  Has Completed 
  DM’S CHALLENGE 2 
  of the 
  HORRORS NEVER DIE Story Arc 
  (2006-2007) 
   
  Event: __________________________________  Date: ______________ 
  DM: ___________________________________________________________
   
  Signature 
   
   
   
  RPGA # 
  Play Notes: 
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  DM’S CHALLENGES
  HIGH-LEVEL OPTION
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Horrors Never Die - DM's Challenge 2 - Adventure and AR.pdf