TEXT: Producer: Baldman Games
  Hulburg Administrator & Developer: Pieter Sleijpen
  Editing and Layout: Encoded Designs
  Cartography: Andrew Smith
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall,
  Claire Hoffman, Greg Marks, Alan Patrick
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  Hulburg 
  rising
  MErriC bLACkMAn
  Adventure Designer
  Adventure Code: HULB 1-3
  Since the rebirth of Hulburg, the strong have preyed upon the weak, with 
  only limited protection offered by the law. Recently, any resemblance of law 
  and order has been threatened, and even the town’s greedy callous ruler 
  cannot ignore the threat anymore. A war is brewing. Can you stop it before 
  it is too late? A D&D Adventurers League adventure set in Hulburg
  A four-hour adventure for 5th-10th level characters
  
  2
  The D&D Adventurers league            
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of 
  the D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continues their story. 
   
  If you’re running this adventure as a part of a 
  store event or at certain conventions, you’ll need a 
  DCI number. This number is your official Wizards of 
  the Coast organized play identifier. If you don’t have 
  a number, you can obtain one at a store event. Check 
  with your organizer for details. 
   
  D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to 
  use to create and advance their characters. Players 
  can continue to play their characters after the 
  storyline season has finished, possibly participating 
  in a second or third storyline with those same 
  characters. A character’s level is the only limitation 
  for adventure play. A player cannot use a character 
  of a level higher or lower than the level range of a 
  D&D Adventurers League adventure. 
   
  For more information on playing, running 
  games as a Dungeon Master, and organizing games 
  for the D&D Adventurers League, please visit the 
  D&D Adventurers League home at:
  www.dndadventurersleague.org
  Preparing the Adventure                  
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare.
  • Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
  • Read through the adventure, taking notes 
  of anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic you’d 
  like to use in a combat. 
  • Get familiar with the monster statistics in the 
  Appendix. 
  • Gather together any resources you’d like to 
  use to aid you in running this adventure--such 
  as notecards, a DM screen, miniatures, and 
  battlemaps. 
  • If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  before Play at the Table                    
  Ask the players to provide you with relevant 
  character information:
  • Character name and level 
  • Character race and class 
  • Passive Wisdom (Perception)—the most 
  common passive ability check 
  • Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the 
  adventure’s level range cannot participate in 
  the adventure with those characters. Players 
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  inTroDucTion
  Welcome to Hulburg rising, a D&D adventure that is part of the 
  official D&D Adventurers League™ organized play system.
   
  This adventure is designed for three to seven 5th-10th level characters, and is 
  optimized for five 8th-level characters. Characters outside this level range cannot participate in 
  this adventure.
  The adventure is set in the Moonsea region of the Forgotten Realms, in the town of Hulburg.
  
  3
  with ineligible characters can make a new 1st-level 
  character or use a pregenerated character. Players 
  can play an adventure they previously played or 
  ran as a Dungeon Master, but not with the same 
  character. 
   
  Ensure that each player has an official 
  adventure logsheet for his or her character (if not, 
  get one from the organizer). The player fills out 
  the adventure name, session number, date, and 
  your name and DCI number. In addition, the player 
  also fills in the starting values for experience, gold, 
  downtime, renown, and number of permanent 
  magic items. He or she fill in the other values and 
  write notes at the conclusion of the session. Each 
  player is responsible for maintaining an accurate 
  logsheet. 
   
  If you have time, you can do a quick scan of 
  a player’s character sheet to ensure that nothing 
  looks out of order. If you see magic items of very 
  high rarities or strange arrays of ability scores, you 
  can ask players to provide documentation for the 
  irregularities. If they cannot, feel free to restrict 
  item use or ask them to use a standard ability 
  score array. Point players to the D&D Adventurers 
  League Player’s Guide for reference. 
   
  If players wish to spend downtime days and 
  it’s the beginning of an adventure or episode, 
  they can declare their activity and spend the days 
  now. Alternatively, they can do so at the end of 
  the adventure or episode. Players should select 
  their characters’ spells and other daily options 
  prior to the start of the adventure, unless the 
  adventure specifies otherwise. Feel free to reread 
  the adventure description to help give players hints 
  about what they might face.
  Adjusting the Adventure                           
  Throughout this adventure, you may see sidebars 
  to help make adjustments for smaller/larger 
  groups, and characters of higher/lower levels than 
  the optimized group.  Most of the time, this is used 
  for combat encounters.
   
  You may adjust the adventure beyond the 
  guidelines given. For example, if you’re playing 
  with a group of inexperienced players, you might 
  want to make the adventure a little easier; for 
  very experienced players, you may want to make 
  it a little harder.  Therefore, five categories of 
  party strength have been created for you to use 
  as a guide. Feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group.
   
  This adventure is optimized for a party of 
  five 1th-level characters. To figure out whether 
  you need to adjust the adventure, do the following:
  • Add up the total levels of all the characters
  • Divide the total by the number of characters
  • Round fractions of .5 or greater up; round 
  fractions of less than .5 down
  You’ve now determined the average party level 
  (APL) for the adventure.  To figure out the party 
  strength for the adventure, consult the following 
  table:
  Party Composition
  3-4 characters, APL less than
  3-4 characters, APL equivalent
  3-4 characters, APL greater than
  5 characters, APL less than
  5 characters, APL equivalent
  5 characters, APL greater than
  6-7 characters, APL less than
  6-7 characters, APL equivalent
  6-7 characters, APL greater than
  Determining PArty Strength
  Party Strength
  Very Weak
  Weak
  Average
  Weak
  Average
  Strong
  Average
  Strong
  Very Strong
  running the Adventure                         
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment 
  of the game for the players. You help guide the 
  narrative and bring the words on these pages 
  to life. The outcome of a fun game session often 
  creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM 
  for a group: 
   
  Make decisions and adjudications that 
  enhance the fun of the adventure when 
  possible. 
   
  To reinforce this golden rule, keep in mind the 
  following:
  • You are empowered to make adjustments to 
  the adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  
  4
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
  • Don’t make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes for a boring game and being 
  overwhelmed makes for a frustrating one. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or 
  ask) what they like in a game, and attempt to 
  give each of them the experience they’re after 
  when they play D&D. Give everyone a chance to 
  shine. 
  • Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch for 
  stalling, since play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with 
  a full play experience. Try to be aware of running 
  long or short. Adjust the pacing accordingly 
  • Read-aloud text is just a suggestion; feel free 
  to modify the text as you see fit, especially when 
  dialogue is present. 
  • Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices 
  from clues. 
  In short, being the DM isn’t about following 
  the adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment 
  for the players. The Dungeon Master’s Guide™ has 
  more information on the art of running a D&D 
  game.
  Downtime and lifestyle                      
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D basic rules or the D&D Adventurers 
  League Player’s Guide for more information):
  • Catching up
  • Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
  • Practicing a profession 
  • Recuperating 
  • Spellcasting services 
  • Training
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   
  In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs 
  are per day, so a character that spends ten days 
  of downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with lifestyle expenses or add 
  lifestyle expenses.
  spellcasting services                               
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters 
  need to be able to travel to the settlement to obtain 
  these services.
   
  Spell services generally available include 
  healing and recovery spells, as well as information-
  gathering spells. Other spell services might be 
  available as specified in the adventure. The number 
  of spells available to be cast as a service is limited 
  to a maximum of three per day total, unless 
  otherwise noted.
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  Spellcasting Services 
  Spell   
   
   
  Cost 
  Cure wounds (1st level)  
  10 gp 
  Identify  
   
   
  20 gp 
  Lesser restoration  
   
  40 gp 
  Prayer of healing (2nd level)  40 gp 
  Remove curse   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination  
   
   
  210 gp 
  Greater restoration   
  450 gp 
  Raise dead  
   
   
  1,250 gp
  
  5
  Disease, Death, and recovery              
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might 
  not have the same characters return from session 
  to session, here are the rules when bad things 
  happen to characters.
  Disease, Poison, and Other Debilitating Effects
  A character still affected by diseases, poisons, 
  and other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to 
  its conclusion (see the recuperating activity in the 
  D&D Basic Rules). 
   
  If a character doesn’t resolve the effect 
  between sessions, that character begins the next 
  session still affected by the debilitating effect. 
  Death 
  A character who is killed during the course of 
  the adventure has a few options at the end of the 
  session (or whenever arriving back in civilization) 
  if no one in the adventuring party has immediate 
  access to a raise dead or revivify spell, or similar 
  magic. A character subject to a raise dead spell is 
  affected negatively until all long rests have been 
  completed during an adventure. Alternatively, each 
  downtime day spent after raise dead reduces the 
  penalty to attack rolls, saving throws, and ability 
  checks by 1, in addition to any other benefits the 
  downtime activity might provide. 
   
   
  Create a new 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any 
  of the other options, the player creates a new 
  character. The new character does not have any 
  items or rewards possessed by the dead character. 
   
  Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing 
  any vital organs and is mostly whole) and the 
  player would like the character to be returned to 
  life, the party can take the body back to civilization 
  and use the dead character’s funds to pay for a 
  raise dead spell. A raise dead spell cast in this 
  manner costs the character 1,250 gp. 
   
  Character’s Party Pays for Raise Dead. As 
  above, except that some or all of the 1,250 gp for 
  the raise dead spell is paid for by the party at the 
  end of the session. Other characters are under no 
  obligation to spend their funds to bring back a 
  dead party member.
   
  Faction Charity. If the character is of level 1 to 
  4 and a member of a faction, the dead character’s 
  body can be returned to civilization and a patron 
  from the faction ensures that he or she receives a 
  raise dead spell. However, any character invoking 
  this charity forfeits all experience and rewards 
  from that session (both those earned prior to and 
  after death during that session) and cannot replay 
  that episode or adventure with that character 
  again. Once a character reaches 5th level, this 
  option is no longer available.
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  Acolyte background 
  A character possessing the acolyte 
  background requesting spellcasting 
  services at a temple of his or her faith 
  may request one spell per day from the 
  Spellcasting Services table for free. The only 
  cost paid for the spell is the base price for 
  the consumed material component, if any. 
   
  Melvaunt is a large city where any 
  acolyte can find a friendly shrine or 
  temple.
  
  6
  Hulburg Today
  Over the centuries Hulburg was plundered and 
  razed many times, but each time industrious folk 
  returned to rebuild atop its ruins. Remnants of 
  its previous incarnations still exist beneath the 
  surface of the current remains as a disjointed 
  collection of old sewers, passageways, and even the 
  buried founda-tions and basements of destroyed 
  buildings.
   
  While small in comparison to its former size, 
  mod-ern-day Hulburg is no exception to this cycle 
  of re-birth. Today, the town consists mainly of three 
  dis-tinct areas: Tent City, the Harbor District, and 
  Hul-master Manor.
   
  A map can be found in Appendix II.
  Tent city                                               
  The bulk of the town rests atop a tall plateau on the 
  northern banks of the Moonsea with the heights 
  of Thar rising to the north. A steep and rocky hill 
  blocks expansion to the east, and the stony cliffs 
  along the Moonsea lie to the south.
   
  Known by Hulburg’s residents as Tent City, the 
  plateau is home to a haphazard collection of large 
  canvas tents and makeshift wooden buildings. This 
  fledgling residential district lies near the center 
  of the plateau, and it stands upon the ruins of a 
  former fortress. It contains a large natural well 
  and several older defenses constructed at the 
  height of Hulburg’s former glory. Several miles of 
  unoccupied ruins sur-round the area.
   
  Many residents of Tent City work in Lord Eorl 
  Hulmaster’s gem mine, which is located in the hills 
  to the northeast of the town. The remaining resi-
  dents survive by plying common trades to support 
  the miners or working as dockhands in the Harbor 
  District. Life in Tent City is rough, with most people 
  living in poverty. These conditions breed crime 
  and violence, but Lord Hulmaster’s small force of 
  guards and Hulburg’s larger gangs manage to keep 
  the town from falling into complete lawlessness.
  Harbor District                                        
  The lifeline of Hulburg is its harbor, which lies to 
  the south of Tent City along the northern shore of 
  the Moonsea. A large, rocky bluff separates it from 
  Tent City, and travel between the two districts is 
  limited to a steep man-made trail that traverses the 
  stony face of the slope. Laborers, called hoppers, 
  carry loads of ore and other supplies up and down 
  the trail, which can be treacherous in poor weather.
   
  Warehouses and rows of docks make up the 
  bulk of the Harbor District, but the area is also 
  home to a tariff office, guard post, and many other 
  smaller businesses built to service ships and their 
  crews. The district has seen recent investments 
  by Lord Eorl Hulmaster, making it opulent in 
  comparison to Tent City. Consequently, few tents 
  and temporary struc-tures lie within its palisades. 
  A handful of successful merchants, traders, and 
  ship captains live here, but even these individuals 
  live a modest lifestyle in comparison to other 
  towns and cities in the Moonsea region.
  Hulmaster Manor                               
  Lord Eorl Hulmaster’s manor lies a short thirty-
  minute walk to the northwest of Tent City on 
  the outskirts of the ruins of old Hulburg. The 
  current lord and his trusted retainers live in a 
  small wooden fortress that backs up to a tall bluff. 
  Residents of Hulburg jokingly (and never in the 
  presence of the lord or his retainers) refer to the 
  structure as the Hedge Lord’s Manor.
  Adventure background
  During the earlier days of Hulburg. a powerful 
  wizard named Aesperus lived in the region. Like 
  many necromancers, he was not the nicest person, 
  and he became a powerful leader. Eventually, an 
  invasion of orcs and giants destroyed Hulburg, and 
  Aesperus was knocked unconscious in the battle.
   
  The bodies of the dead, and that of the 
  unconscious Aesperus, were placed in a mass grave 
  – the Vault of the Dead – and there he died. But 
  not for long. Soon Aesperus awoke as one of the 
  undead. Now a creature of great power, he was able 
  to build his strength and formed a legion of undead 
  followers beneath the earth.
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  
  7
   
  His plots to grow a kingdom of undeath on the 
  surface were thwarted over the years, and soon his 
  existence was lost to history. Although he has lost 
  some of his power, he still lurks beneath Hulburg, 
  plotting and planning his return.
   
  Aesperus might have completely faded from 
  the world but for the discovery of an ancient relic: 
  the Teeth of Myrkul. The unholy relic has come 
  to Hulburg, and with its power Aesperus plans to 
  regain his dominion of the land.
   
  Of course, having been defeated by 
  adventurers once, and well aware of the recently 
  resettled town, he did not expact things to go 
  smoothly. The events of HULB 1-1 and HULB 
  1-2 were his attempts to destabilize the town. If 
  successful, all the better. If not, they offered him 
  the opportunity to acquire the components for the 
  ritual without drawing attention. It also allowed 
  him to learn about the current conditions of the 
  town and prepare accordingly. 
   
  To achieve this, he has captured thirteen 
  townsfolk, and intends to sacrifice them to the 
  Teeth of Myrkul this day. The only people who 
  can stop him are the adventurers. Are they strong 
  enough to succeed?
  series
  HULB 1-3 Hulburg Rising is the third part of a 
  trilogy of adventures. The first part is HULB 1-1 
  Hulburg Rebuilding. The second part is HULB 
  1-2 Hulburg Burning. The adventures have been 
  written to be played in order. Playing this part 
  before the others can create confusion, since the 
  force directing the undead in the earlier parts 
  is confronted here. Make sure your players are 
  aware of this being a series and the fact that 
  playing them out of order might make little 
  sense. Nobody is stopping the players from 
  playing them out of order: either consider the 
  first two adventures as flashbacks or deal with 
  the after-effects when played at a later date.
  The Fate of Dr. Mingli
  In HULB 1-2 Hulburg Burning, the characters 
  confront the mad merchant Dr. Mingli who 
  is selling cursed items. These items were 
  provided by Aesperus. Check with your group 
  before gameplay to see what happened to 
  the merchant during their adventures. If he 
  escaped for more than half of the players at 
  your table, he can be found in Room 3B of Part 
  2. (See that encounter for more details).
  Adventure overview                       
  HULB 1-3 Hulburg Rising consists of three parts. In 
  each section, the danger from the ritual increases.
   
  Part I: Home in Hulburg. The adventurers are 
  in a meeting with Jarus Grainger when Aesperus 
  begins his ritual, which they experience as a brief 
  wave of dizziness. They must quickly prepare to 
  descend into the depths of the ruined Temple 
  of Lathander, where they have learned their foe 
  awaits. They must deal with some gargoyles that 
  Aesperus has left for them before descending.
   
  Part ii: hope under the temple. The 
  adventurers descend into the temple vaults, where 
  they have the opportunity to gain aid from the 
  spirit of a Champion of Lathander. They must 
  defeat or evade a great clay golem of the church, 
  corrupted to the service of Aesperus, before 
  descending further.
   
  Part III: Reign of the Dead. The adventurers 
  can enter a sealed room where treasures of 
  Lathander await, before finding the surviving 
  prisoners kidnapped by Aesperus’s minions, 
  and finally facing the potential lich himself.
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  
  8
  necrotic Waves
  The adventure is on a countdown. Aesperus is 
  conducting a ritual using a relic known as the 
  Teeth of Myrkul. 
   
  Roughly every 30 minutes a wave of 
  necrotic force rocks the town. After six hours 
  of this, the ritual is complete, the dead rise 
  with even more power than before, and the 
  adventure ends with the player characters 
  unsuccessful. Keep an eye on the time, but 
  unless the characters start taking short rests, 
  there should not be too many waves.
   
  The wave of energy becomes more 
  powerful the deeper the party are in the 
  temple, as noted in the text of each part in a 
  sidebar like this one.
   
  Make sure the players are aware of these 
  waves, even on the surface, since it impacts 
  how they approach the adventure.
  Adventure Hooks                               
  Played hULB 1-1 and/or hULB 1-2. Characters 
  that played the previous adventures of the series 
  should have a stake in learning what exactly is 
  going on. The dead are rising with no apparent 
  cause, and something seems to be directing them. 
  They might even have learned of a necromancer 
  providing cursed items to a mad merchant.
   
  If the characters play this adventure 
  immediately after HULB 1-2, they are in town and 
  Father Jarus Grainger directs them to a tavern. 
  Otherwise they returned after an urgent message 
  from Jarus that he learned more and needs 
  adventurers before it is too late.
   
  First Time in Hulburg. Characters who have 
  not yet played the first two parts are contacted 
  by their factions. Trouble is rising in Hulburg, 
  and nobody wants the city to be destroyed. The 
  adventurers are asked to wait in the appointed 
  tavern for Father Jarus Grainger of Tyr to contact 
  them. The priest of Tyr has more details about 
  what is going on and what needs to be done.
   
  Characters with a more mercenary bent might 
  suspect the priest has no gold to pay for their 
  services, and they are correct. Their faction 
  mentions that the lord of the city, Lord Eorl 
  Hulmaster, is aware of the trouble and he is paying 
  the usual fee.
  HULB 1-3 / HULbUrG riSinG: 
  INTRODUCTION
  
  9
  Aesperus has begun his final plan: infuse the Teeth 
  of Myrkul with the life force of twelve sacrifices. 
  If successfully performed, the ritual gives him 
  the power to raise and control all of the dead in 
  Hulburg, as well as complete his transmogrification 
  into full lich status.
   
  The adventure begins at noon with the party in 
  conversation with Jarus Grainger, who is concerned 
  about the recent disappearance of a number of 
  villagers. At that point, the first sacrifice is made 
  and the player characters become aware of the 
  danger. The ritual takes six hours to complete. 
   
  It is assumed that the characters have all their 
  normal adventuring gear. Allow them a chance to 
  buy additional equipment before the meeting. Once 
  the adventure starts properly, time is limited!
  Encounter 1: The End begins            
  The adventure starts with the characters waiting in 
  one of the many drinkholes in Tent City. Food and 
  drink is cheap, its quality reflected in the price.
  Note that if the players played HULB 1-2, they 
  likely provided information to the authorities. 
  Jarus spent the last ten-day or so researching 
  and questioning people to learn enough to find 
  more information on the necromancer behind the 
  undead attacks. 
   
  Give the players some time to introduce their 
  characters before proceeding with the first wave of 
  necrotic energy.
  You have been waiting for a few moments 
  when suddenly a wave of cold washes over 
  you, leaving you woozy for a heartbeat or 
  two. It is clear everybody present was af-
  fected. Before you can react, an extremely 
  worried Jarus steps inside, rushing toward your 
  group when he spots you. “It seems the prob-
  lem is even more pressing than I thought…”  
  The remainder of this adventure is on a 
  countdown. Aesperus has started the ritual. Every 
  30 minutes a wave of necrotic force rocks the town. 
  After six hours of this, the ritual is complete. On the 
  surface, the wave is noticeable primarily as a brief 
  darkening of sight and a wave of dizziness, neither 
  with any game effect.
   
  Jarus is in a hurry and rather blunt. He learned 
  of Aesperus and the undead’s hideout at least 
  partially from what the characters found in HULB 
  1-2. The rest he aquired through his own research 
  and divination magic.
  Jarus Grainger tells the following:
  • The wave of dizziness is the result of some 
  kind of powerful ritual performed somewhere in 
  the ruins of Hulburg. The effects are weak here, 
  but likely nastier closer to the source.
  • The ritual is performed by a powerful undead 
  wizard operating from the ruins of the Temple 
  of Lathander, or so Jarus hopes. He knows the 
  merchant Mingli, the lunatic selling cursed 
  items in HULB 1-2, got his orders at that spot. 
  The wave of dark energy originated from that 
  direction.
  • The ritual is still going on, since otherwise an 
  army of undead would have erupted from the 
  earth. It must be stopped before it is too late.
  • A champion of the faith named Kylina 
  Godsworn built the temple of Lathander. The 
  temple was destroyed in the war with Zhentil 
  Keep over a century ago. He is not sure what 
  happened with the place during or after the 
  PArt 1.
  HoME in Hulburg
  HULB 1-3 / HULbUrG riSinG: 
  PART 1
  You find yourself lunching in a hot sweltering 
  tavern, encompassed by the smell of ale, moldy 
  straw, and a sweaty crowd. Summer has been 
  hot, adding fuel to the tension within Hulburg. 
  The dead have been extremely restless in the 
  past few days, and people worry the town is 
  going to fall. You are here to meet Father Jarus 
  Grainger of Tyr, since he recently acquired infor-
  mation needed to deal with the trouble.
  
  10
  battle, although it is unlikely the Banites would 
  have been kind to the place.
  • There are crypts beneath the temple where the 
  devout of the faith were buried.
  • He has heard of six residents of Hulburg being 
  snatched. Three were miners, two were guards, 
  and one was a beggar. In some cases, the earth 
  just opened and skeletons dragged them down. 
  In other cases, the victim was snatched by a 
  group of ghouls or zombies and dragged away – 
  still alive – towards the temple.
  • He suspects the victims will be used as 
  sacrifices in the ritual.
  • He is aghast if characters want some kind 
  of pay for saving the town, but is sure Lord 
  Hulmaster will reward them as is fitting for the 
  task at hand. There is no time to consult Lord 
  Hulmaster though. If the ritual concludes it will 
  be too late.
  Characters learn the following through ability 
  checks:
  •	intelligence (religion or History) DC 
  13: Kylina Godsworn was a holy warrior of 
  Lathander, known for her battles against the orcs 
  in the region. When she died, she was buried 
  beneath the temple in Hulburg.
  •	Intelligence (Religion or History) DC 18: For 
  a few years after Kylina’s death, the temple was 
  a place of pilgrimage for followers of Lathander. 
  That ended when Hulburg was destroyed.
  The characters may prepare as much as they like, 
  although when it arrives the second wave of energy 
  should make them realise they are running out of 
  time. Feel free to describe it as slightly more potent 
  than the last...
   
  Jarus Grainger has two potions of healing and 
  four vials of holy water at his residence. However, 
  it takes him 20 minutes to retrieve them if asked. It 
  costs 10 minutes if the characters come with him 
  to his house and leave for the ruins from there.
  Timing
  It takes 20 minutes for the players to reach the 
  ruined Temple of Lathander unless they find a way 
  to get there faster.
  Encounter 2: ruined Temple                             
  Walking through the overgrown rubble that used 
  to be the city of Hulburg, the characters reach the 
  ruined temple of Lathander.
  Before being destroyed this must have been 
  an impressive building, but that was long ago. 
  The walls still stand, but most of the temple’s 
  roof has collapsed, leaving the interior open 
  to the sky. Faded frescoes depicting the glory 
  of the Morninglord can still be made out on 
  the walls, and grotesque statues sit on the 
  remnants of the walls.
  The statues are actually five gargoyles that have 
  been corrupted to serve Aesperus. They attack 
  intruders at a time that seems appropriate to them, 
  preferably with surprise and trying to prevent 
  clustering on one spot. Characters knowing of 
  Aesperus might try to fool them, but that would 
  only work if Dr. Mingli did not escape, and even 
  then it would only confuse them for a few moments.
  HULB 1-3 / HULbUrG riSinG: 
  PART 1
  roleplaying Jarus Grainger
  A native of the Dalelands, Jarus found his faith 
  in Tyr late in life after losing his wife to a long 
  bout of wasting sickness. He is an honest man 
  with a good heart, but in his fifty-eight years 
  of living, he has developed a stubborn streak 
  and a penchant for speaking bluntly. In spite 
  of his flaws, the residents of Hulburg respect 
  him. 
   
  The gray-haired priest of Tyr has called 
  Hulburg home for less than a year. He does his 
  best to tend to the health of the residents of 
  Tent City and holds small services to spread 
  the word of the God of Justice.
   
  Jarus came to Hulburg because he knew 
  the town needed individuals who cared 
  more for people than profit. Even though he 
  is simply a low-ranking servant of Tyr, he 
  firmly believes in the god’s edicts. More than 
  anything, he wants to see justice served to 
  those responsible. 
  
  11
   
  Note that the gargoyles’ goal is to prevent the 
  characters from entering the stairs. They are happy 
  to use their flight to their advantage, but they are 
  forced into melee if the adventurers go into area 
  2B.
  2A: Altar – The side of the altar facing the church 
  is covered in dirt, but a design can be faintly 
  discerned below the encrustation. Cleaning the 
  altar properly, which takes 30 character-minutes 
  to perform, reveals the symbol of the Morninglord 
  inscribed on that side. Doing so grants inspiration 
  to each character who participated in the cleaning.
  2b: Grand Stair – The roof of this area still 
  stands, although the area has been looted and the 
  furniture destroyed. A large mural on the eastern 
  wall depicts the sun rising above the Moonsea. A 
  large set of stairs leads down into the chambers 
  below.
  2C: ruined rooms – Rubble fills these rooms 
  from the ruined ceiling above, and grass and lichen 
  grow among the stones. Searching a room takes 
  10 minutes, and a successful DC 15 Intelligence 
  (Investigation) check allows the characters to find 
  a silver dagger.
  2D: Sacristy – Tables, wardrobes, and cabinets 
  lie in smashed splinters on the floor, covered with 
  a thin layer of harmless mold. The roof above 
  is intact. Searching the room thoroughly takes 
  10 character-minutes, and a successful DC 10 
  Intelligence (Investigation) check reveals two 
  unbroken vials containing holy water.
  2E: High Priest’s Chambers – The doors of 
  this room have been smashed, and the northern 
  portion of the roof is missing. A mass of sludge 
  covers the floor, the rotted remnants of the 
  furnishings. A proper search here (taking 10 
  character-minutes) reveals nothing of value.
  Adjusting the Encounter
  The encounter has a Medium difficulty. 
   
  Here are recommendations for adjusting 
  this combat encounter. These are not 
  cumulative.
  • Very weak party: There are two 
  gargoyles.
  • Weak party: There are four gargoyles.
  • Strong party: Add a flameskull. The 
  gargoyles have 67 hit points, +1 to attacks, 
  damage, and saving throws.
  • Very strong party: Add a flameskull. It is 
  infused with necrotic energy and as a result 
  it has advantage on all its saving throws and 
  its fire spells and attacks also deal necrotic 
  damage. The gargoyles have 67 hit points 
  each and a +1 to attacks, (10) +3d6 damage, 
  and saving throws.
  HULB 1-3 / HULbUrG riSinG: 
  PART 1
  
  12
  upper Temple
  HULB 1-3 / HULbUrG riSinG: 
  PART 1
  
  13
  This section of the adventure takes place in the 
  basement of the Temple of Lathander, where a 
  number of crypts to the most devout followers of 
  Lathander were built, as well as various storage 
  chambers. They have all been despoiled and 
  desecrated, with the exception of one: the crypt of 
  Kylina, Knight of Lathander.
  Dungeon Features
  The walls are made of dressed stone. The floors are 
  of uneven slate, although the slate is often buried 
  under a thin layer of mud and grime.
   
  Light and Visibility. There is no light in this 
  level except as noted.
   
  Passages. The shaded passageways were dug by 
  the undead. They have walls made of packed earth 
  and rock; the ceiling is held up by supports made 
  of bone - structures of dark magic. The floors are 
  of earth and muddy rock. If the Tears of Myrkul are 
  destroyed, the bone supports break and crumble, 
  collapsing and trapping any characters within. 
   
  Doors. Doors are aged oak bound in metal; 
  unless denoted otherwise, they are stuck and require 
  a DC 10 Strength (Athletics) check to force open. 
  necrotic Wave
  In this level of the dungeon, the effects of the 
  necrotic waves are more pronounced. When 
  they occur, each living creature must make a 
  DC 13 Constitution saving throw. On a failure, 
  it takes 10 (3d6) necrotic damage and its 
  movement speed is reduced to 0 on its until 
  the end of their next turn. On a successful 
  saving throw, the creature takes half damage 
  and may move normally.
  • Very Weak Party: The wave only deals 3 
  (1d6) necrotic damage.
  • Very Strong Party: The wave deals 17 
  (5d6) necrotic damage.
  PArt 2.
  HoPE unDEr THE TEMPlE
  HULB 1-3 / HULbUrG riSinG: 
  PART 2
  
  14
  Encounter 3: The upper catacombs
  The stairs in Area 2B take the characters down into 
  the upper catacombs.
  The grand stairs go down to a number of in-
  tersecting corridors, leading into the darkness. 
  From the east, you can make out a faint yel-
  low glow illuminating where the passage turns. 
  You feel a strange sense of peace as you look 
  in that direction. You can hear strange clack-
  ing noises reverberating softly through the 
  passages.
  The clacking noises are made by a patrol of eight 
  skeletons that are currently north of 3B. They 
  come within sight of the party from the passage to 
  the south at a moment of your choosing.
   
  This encounter is not meant to take too long, 
  nor drain much of their resources. It is primarily to 
  alert the players to the movement of undead in the 
  area.
  3A: The main hallway here proceeds with a 15-
  foot ceiling to a pair of great wooden doors at the 
  far end; they show the marks of axes and swords 
  having been used upon them, but they still stand 
  firm. A DC 12 Intelligence (Investigation) check 
  discerns the remnants of the rising sun holy 
  symbol of Lathander on the doors.
  3B: A golden cloak hangs from a hook on the south 
  wall. It is of recent manufacture. Characters who 
  succeed at a DC 10 Intelligence (Investigation) 
  check also find slivers of onyx, too small to be of 
  any value. Combined with what can be found in 3C, 
  astute characters realize this is where the cursed 
  items from HULB 1-2 came from.
   
  If Dr. Mingli escaped in HULB 1-2, he can 
  be found here, propped up against the wall in a 
  corner. He is at death’s door, drained of most of 
  his life energy. He is conscious but too feverish to 
  recognize the characters. A lesser restoration or 
  more powerful magic is required to get him back 
  on his feet. He is unlikely to survive the next wave. 
  Bringing him out of the temple costs 10 minutes.
  roleplaying Dr. Mingli
  Dr. Mingli isn’t the derro he used to be. The 
  consummate salesman is now a rambling, 
  dying mad man.  Betrayed by Aesperus, he is 
  angry for not getting his promised reward, 
  blaming everybody but himself. He wants to 
  get out, and he is willing to promise anything. 
  In his current condition he lacks self-control 
  though, thinking out loud and changing his 
  story abrubtly to something he thinks the 
  characters want to hear.
  3C: This chamber contains several shelves filled 
  with commonplace items: toys, bracelets, necklaces 
  and cheap tools used to modify them. They are 
  worthless.
  3D: The cells in this area were used as emergency 
  sleeping areas during the Siege of Hulburg over a 
  century ago. They show signs of fierce battle from 
  when the town was overrun, such as shattered 
  furniture and broken weapons, but have nothing of 
  value.
  HULB 1-3 / HULbUrG riSinG: 
  PART 2
  
  15
  Encounter 4: Tears of Hope                 
  The alcoves in the corridors to the north and 
  south contain memorials to important members of 
  Hulburg society from centuries ago. 
   
  At the northern end of the corridor is a 
  glowing marble door, a holy symbol of Lathander 
  carved onto its surface. Characters may make a 
  DC 12 Intelligence (Religion or Arcana) check to 
  determine that the glow wards away undead. The 
  door is unlocked and opens easily to the hand.
  Beyond the door is a crypt, where a single 
  marble sarcophagus stands in dusty splendor. 
  It is adorned with the image of a noble knight, 
  the sunburst of Lathander displayed promi-
  nently on her shield.
   
  As you take this in, the dust swirls and 
  forms the spectral form of the knight, hover-
  ing in front of her tomb. She addresses you 
  in a hollow voice: “I am Kylina, Knight of 
  Lathander! Who are you to disturb my rest?”
  Kylina’s spirit has been disturbed by the presence 
  of the Teeth of Myrkul below. She is sympathetic to 
  the characters’ quest and wishes to aid them, but 
  she does not abide falsehoods. If the characters 
  are truthful, she provides them with the Tears of 
  Lathander, a special item that works as a vial of 
  holy water, but refills itself once used. She also 
  gives directions to the Vault of Sorrows, where 
  characters can find more items to aid them, as well 
  as the passphrase to enter: “Open to the Dawn of 
  Lathander’s Glory”.
   
  Kylina knows the following:
  • She was a champion of Lathander in Hulburg 
  around the year 1250 DR. She fought the orcs 
  and ogres of Thar that menaced the city until she 
  was finally killed in 1260 DR. Her remains were 
  entombed here by a sorrowing populace. 
  • The temple was built while she lived in 
  Hulburg.
  • Hulburg fell to the invading orcs and ogres in 
  1275 DR, and the temple was looted. She felt the 
  desecration take places but could do nothing 
  about it.
  • She felt the rise of a great evil below, and 
  her spirit rose to offer counsel and help to the 
  heroes who could save her city.
  • The creature is known as Aesperus. He was an 
  evil necromancer who became a lich of sorts. He 
  was thrown down with the help of the Church of 
  Lathander, and he fears the artifacts the church 
  holds could destroy him.
  • She recently petitioned Lathander for aid. His 
  reply was to bless a silver flask amongst Kylina’s 
  bones, filling it with the Tears of Lathander. The 
  Tears function as holy water, and for the next 24 
  hours the flask refills whenever it is used. Kylina 
  urges the players to take it.
  HULB 1-3 / HULbUrG riSinG: 
  PART 2
  
  16
  Encounter 5: guardian of the gates
  Large iron-bound double oak doors lead to a big 
  circular vaulted room beyond. 
  Ahead is a large chamber where many pas-
  sages converge. Standing in front of a flight of 
  rough-cut stairs leading down is a great statue 
  of clay. It appears that a design was inscribed 
  on its chest, but that has been chipped away. 
  The image of a skull is written on its forehead.
   
  The rest of the chamber shows signs of 
  a great battle having once taken place here. 
  Rusted weapons and armor litter the area, as 
  do shattered bones.
  The chamber was the location of the final battle 
  between the defenders of the temple and attackers 
  that destroyed it.
   
  Undead tunneled most of the corridors leading 
  out of this room. Aesperus gave them orders to 
  tunnel to the Tomb of Kylina or down to the Vault 
  of Sorrows, but the lingering blessing of Lathander 
  caused them to turn away and tunnel randomly.
   
  The statue is a clay golem that once aided the 
  priests of Lathander as a guardian and servant. 
  Aesperus has corrupted it. It attacks any creature 
  that approaches, attacks it, or uses the stairs. 
   
  The golem is not intelligent, and does the 
  following in battle:
  • Move toward the closest creature that 
  damaged it last round and attack it (does not 
  need to be in line of sight).
  • If no creature damaged it, move toward the 
  closest creature in its line of sight and attack it 
  (random determination if two or more creatures 
  are equidistant).
  • If no creatures are in its line of sight, return 
  to the center of the chamber by the shortest 
  route and stand there. Do not activate again until 
  attacked or the chamber is entered.
  • It does not move down the stairs.
  It is possible for an attentive party to lure the 
  golem away and slip down the stairs while it 
  is distracted. The golem pursues or abandons 
  pursuit as noted above. Of course, the party could 
  just destroy the golem. Regardless of how the 
  characters deal with the golem, they get xp for 
  bypassing it as if they defeated it in combat.
  Adjusting the Encounter
  The encounter has a medium challenge level, 
  but the golem is stupid and its behavioral 
  pattern easily recognizable. Taking advantage 
  of those to make the fight considerably 
  easier or even avoidable is the intent of the 
  encounter. Make sure the players are aware 
  of this option if they lack magic weapons to 
  actually damage it, especially when dealing 
  with weaker parties.
   
  Here are recommendations for adjusting 
  this combat encounter. These are not 
  cumulative.
  • Very weak party: The clay golem is 
  damaged, having only 80 hit points, and 
  it lacks multiattack and haste. The saving 
  throw against the hit point drain is 11.
  • Weak party: The clay golem is 
  damaged, having only 100 hit points and 
  disadvantage on its attacks. The saving 
  throw against the hit point drain is 13.
  • Strong party: Add a clay golem.
  • Very strong party: The clay golems have 
  151 hit points each and a +2 to attack and 
  damage rolls.
  HULB 1-3 / HULbUrG riSinG: 
  PART 2
  
  17
  This section of the adventure takes place in the 
  lowest levels under the Temple of Lathander. 
  With the exception of the Vault of Sorrows, all 
  the tunnels were constructed by miners or (more 
  commonly) the undead.
   
  The connection from the Temple to the Pit 
  of Bones was created so Aesperus could gain 
  access to the Vault of Sorrows, but his discovery 
  of the Teeth of Myrkul has meant that he has not 
  brought all his efforts to bear on opening the Vault. 
  The Vault itself is protected by the blessing of 
  Lathander, and requires Aesperus to be at his full 
  strength to penetrate it.
  generic Dungeon Features
  The walls are made of packed earth and rock. 
  The ceiling is held up by supports made of bone, 
  structures of Aesperus’s dark magic. The floors are 
  of earth and muddy rock. 
   
  Light and Visibility.  There is no light in this 
  level except as noted.
   
  Smells and Sounds.  The air smells foul, but is 
  breathable. 
  If Aesperus is slain, the bone supports break and 
  crumble. The adventurers are able to escape if they 
  hurry, but they are unable to spend much time 
  looting.
  necrotic Wave
  In this level of the dungeon, the effects of the 
  necrotic waves are at their most pronounced. 
  When a wave occurs, each living creature 
  must make a DC 15 Constitution saving throw. 
  On a failure, the creature takes 17 (5d6) 
  necrotic damage and its movement speed is 
  reduced to 0 until the end of its next turn. On 
  a successful saving throw, the creature takes 
  half damage and may move normally.
  • Very Weak Party: The wave only deals 7 
  (2d6) necrotic damage.
  • Very Strong Party: adventuerers make 
  the saving throw at disadvantage.  
  room 6: Vault of sorrow                      
  The Vault was the store of many treasures of the 
  Temple. During the attack that caused the fall 
  of the Temple, a few priests and acolytes were 
  trapped inside, and their spirits still linger.
  The tunnel ahead must have collapsed long 
  ago, but a path has been cleared through it 
  by a number of skeletons who are standing 
  still, picks and shovels in hands, in the middle 
  of the tunnel. At the end of the tunnel is a 
  large stone door, the symbol of Lathander 
  carved prominently into its face.
  Aesperus sent 10 skeletons to clear the tunnel, 
  which they have completed. The skeletons are 
  unresponsive and do not react to the characters, 
  not even to defend themselves if attacked.
   
  The door is locked, but can be opened by 
  magic, a DC 15 Dexterity (thieves’ tools) check 
  or by using the passphrase “Open to the Dawn 
  of Lathander’s Glory.” The door is too solid to be 
  opened by brute strength. If the characters make 
  a loud noise, such as a knock spell, a group of 4 
  skeletons and 4 zombies arrive in 1d4 rounds 
  to investigate. If the party is inside the vault (and 
  the door closed) they remain for 1 minute before 
  leaving again. The fight is intended to give a feel of 
  the number of undead in the region, and defeating 
  them should not be a big challenge.
   
  Read aloud or paraphrase once the characters 
  open the vault:
  Behind the door is a room full of treasures, 
  weapons, suits of armor and more, most-
  ly stacked neatly on shelves or arrayed on 
  stands, although a few lie scattered on the 
  floor.
   
  As the room feels its first breath of new 
  air in decades, the dust swirls and forms into 
  the shape of three ghostly figures, attired in 
  the raiment of acolytes of Lathander, their 
  faces twisted in pain. One speaks, “Why do 
  you disturb our rest, mortals?”
  HULB 1-3 / HULbUrG riSinG: 
  PART 3
  PArt 3.
  rEign oF THE DEAD
  
  18
  The three specters are confused and mad and 
  assume anything the characters say is intended 
  to deceive them. They were once acolytes of 
  Lathander who hid in the Vault when the Temple 
  fell. Afterward they were unable to leave due to the 
  collapsed tunnel. They protect the contents of the 
  vault as well as they can. The Tears of Lathander 
  can release them from their eternal torment.
   
  If the characters roleplay well, or make a 
  successful DC 12 Charisma (Persuasion) check, the 
  specters can be convinced of the good nature of the 
  adventuerers and allow them to take items from 
  the Vault. Clerics and paladins of Lathander gain 
  advantage on this check. If a character spends a 
  turn attempt, they succeed automatically.
   
  The following items are in the Vault:
  • 10 vials of holy water
  •	Wand of magic missile
  • 1 silvered longsword
  • 1 silvered mace
  • 20 silver arrows
  • 3 art objects worth 100 gp each
  • 10 gold rings worth 10 gp each
  • 3 silver holy symbols of Lathander worth 50 gp 
  each.
  HULB 1-3 / HULbUrG riSinG: 
  PART 3
  
  19
  room 7: Prison                                      
  While passing through the makeshift corridors, the 
  characters get to the prison.
  Ahead is a makeshift prison - an alcove dug 
  into the wall with a number of wooden bars 
  preventing easy exit. Outside the bars stand 
  a number of descicated corpses armed with 
  ancient gear and intelligent red glowing eyes, 
  while inside you can hear the moans of fright-
  ened people. 
  Four wights, who attack the adventurers if they 
  approach, hold the captured villagers here. A 
  character may use an action to attempt to remove 
  a bar with a DC 15 Strength (Athletics) check. Once 
  two bars are removed, the prisoners can leave.
  Adjusting the Encounter
  The encounter is intended to be a Medium 
  challenge. The cramped terrain can work in 
  favor of the characters. If things appear to 
  be too easy, you can have one or more of the 
  prisoners among the wights, or have the undead 
  boosted by the artifact, giving them advantage 
  on their saving throws and attack rolls.
   
  Here are recommendations for adjusting 
  this combat encounter. These are not 
  cumulative.
  • Very weak party: There are only two 
  wights.
  • Weak party: There are only three wights.
  • Strong party: The wights have 55 hit 
  points each and a +2 to attack and damage 
  rolls.
  • Very strong party: The wights have 
  55 hit points each and a +2 to attack and 
  damage rolls. The are resistant to magic 
  and have advantage on any saving throw 
  against spells and other magical effects.
  The number of prisoners depends on how long 
  the players have taken to get here. For every 30 
  minutes since the adventure began (not counting 
  the first sacrifice during Encounter 1), Aesperus 
  has taken one prisoner to the altar and sacrificed 
  him or her. At the beginning of the adventure, all 
  the prisoners were present. They are listed in the 
  order of their sacrifices.
  1. Jhessail Carver –female human, wife of Kon 
  Carver, distressed, pessimistic
  2. Kon Carver – male human miner, stubborn
  3. Sylzana – female elf miner, aloof, calm
  4. Rulgel Ironcoat – male dwarf miner, gruff, greedy
  5. Gidrare Grimhorn – female dwarf mine overseer; 
  considerate, deceptive
  6. Victakain – male half-orc miner, compassionate, 
  cowardly.
  7. Marella – female human cook, gruff, competent
  8. Janonna – female gnome gemsmith; cowardly, 
  slow-witted
  9. Aluvre – female half-elf scout; wise, silent
  10. Walhand – male halfling messenger; flighty, 
  talkative
  11. Jannys – female human weaver; cowardly, flirty
  12. Leoril – male human settler; cowardly, 
  impulsive
  13. Petaver – male human baker; brave, witty
  The remaining prisoners (if any) can tell the 
  adventurers that a pair of undead have come by 
  every thirty minutes and escorted one of them 
  away. A short time later they’ve felt something 
  happen; they’ve felt weak, as if their life force was 
  draining away. In fact, the cell is partially warded 
  by Aesperus, so that the prisoners are protected 
  from the full effects of the ritual. This can be 
  determined by detect magic or similar spells.
   
  Most of the prisoners, especially the cowardly 
  ones, want the adventurers to escort them to the 
  surface immediately. To accomplish this and return 
  takes approximately 30 minutes. Persuading 
  the prisoners to remain or to attempt their own 
  escape requires the character to roleplay well or 
  make a successful DC 15 Charisma (Persuasion or 
  Intimidation) check.
   
  The prisoners can point the characters in the 
  direction of the ritual chamber.
  HULB 1-3 / HULbUrG riSinG: 
  PART 3
  
  20
  Encounter 8: The Altar of Despair   
  Assuming the characters proceed down the 
  corridor and look around the corner, read or 
  paraphrase the following:
  A terrible sight greets your eyes: a great 
  underground chamber, with human bones 
  protruding from the earth in the floor, walls 
  and ceiling.
   
  In the center of the chamber, a spec-
  tral man clad in dark, opulent robes stands 
  in front of a makeshift altar constructed from 
  dark stones piled together. A number of corps-
  es lie nearby, spectral shapes floating above 
  them. On the altar, a black skull sits, gem-
  stones glistening in its eyes. Its teeth are black, 
  although you can just make out that some are 
  discoloured.
   
  The spectral figure turns to you and 
  speaks, “Welcome to my ascension. I am Aes-
  perus, and you will serve me well - as the living 
  dead!”
  Depending on when the characters arrive 
  here, they may find one of the prisoners being 
  prepared for sacrifice – being held by two wights. 
  Otherwise, the wights stand in the near corners of 
  the room, waiting until their master needs them.
   
  Their master, Aesperus, is using the Teeth of 
  Myrkul to draw the life forces from the sacrifices 
  to infuse it with power. The spirits of the sacrifices 
  are twisted to become specters in the process; 
  although there has been one created for each 
  sacrifice since the start of the adventure, most have 
  gone to do Aesperus’s bidding. Three specters 
  remain and guard the relic.
   
  The skull is made of a polished black stone, 
  but contains four human teeth, the Teeth of Myrkul, 
  the remnant of a one-time avatar of the dread 
  god. The skull protects all undead within 100 
  feet of it, granting them resistance to all damage 
  and advantage on all saving throws. This benefit 
  ends if the skull is destroyed. On initiative 20, it 
  sends out a wave of necrotic energy that causes 
  all living creatures within 30 feet of it to make a 
  DC 13 Constitution saving throw; on a failed save, 
  the creature takes 3 (1d6) necrotic damage and is 
  pushed back 10 feet. The creature is not affected 
  with a successful save. 
   
   
  The skull has AC 18 and 100 hit points; it 
  ignores the first 10 points of damage from any 
  attack that does not deal radiant damage. Holy 
  water affects it as if it were undead. An adjacent 
  character can pour the Tears of Lathander over it as 
  an action: this immediately destroys the Teeth.
   
  As a side effect of the ritual, Aesperus is 
  infused with power and has 10 additional 
  temporary hit points for every sacrifice that has 
  been made.
   
  At this point, Aesperus has been utterly 
  frustrated by how his plans have been undone by 
  the characters. He attacks them without mercy. 
  His servants attack as well, but with an eye toward 
  protecting the Teeth of Myrkul from attacks.
   
  The areas marked on the map with T symbols 
  are traps – a character entering that area will find 
  skeletal hands attempting to grasp their ankles. For 
  every five feet an adventurer travels in the area, 
  that character must make a DC 12 Dexterity saving 
  throw or be grappled (Escape DC 12).
  Adjusting the Encounter 
  The encounter is inteded to be a Hard, if not 
  deadly, encounter and should be challenging, 
  especially if the characters ignore the Teeth of 
  Myrkul. Having Aesperus or some of the other 
  undead ressurect as long as the skull is in one 
  piece is certainly an option if the characters 
  appear to have an easy time.
   
  Here are recommendations for adjusting 
  this combat encounter. These are not 
  cumulative.
  • Very weak party: The skull does not 
  ignore the first 10 damage per round and it 
  has only 60 hit points. There are no wights.
  • Weak party: The skull does not ignore 
  the first 10 damage per round and it has 
  only 80 hit points. There are no specters.
  • Strong party: The skull has 120 hit 
  points. Add a wight.
  • Very strong party: The skull has 120 hit 
  points and deals 10 (3d6) necrotic damage 
  to the living within 10 feet and 3 (1d6) 
  necrotic damage from 10 to 30 feet. Add 
  two wights.
  HULB 1-3 / HULbUrG riSinG: 
  PART 3
  
  21
  Epilogue                                               
  With the destruction of Aesperus and the skull, the 
  magic upholding the vault collapses.
  With one last angry screech, Aesperus dissa-
  pears in a wave of dark cold energy. Bones 
  move and creak, and the roof above you 
  begins to crack. Dirt and stones rain down. 
  With the undead’s magic gone, the vault is on 
  the verge of collapsing. You cannot stay lest 
  you be buried.
  The destruction of the underground tunnels only 
  affects those reinforced by the bone supports, the 
  shaded areas on the map. The temple tunnels are 
  unaffected. The adventurers can escape easily, even 
  if they have to release the prisoners first, although 
  you may make the escape seem more difficult than 
  it is, calling for Strength (Athletics) and Dexterity 
  (Acrobatic) checks to navigate the crumbling 
  tunnels, and the occasional Dexterity saving throw.
   
  Once outside, it is a short uneventful trip back 
  to Tent City. Once back in town, they get a hero’s 
  welcome. Everyone hopes that with Aesperus dead, 
  things will quiet down. Lord Eorl Hulmaster gives 
  the adventurers a small monetary reward, 500 gp 
  total, as a token of his gratitude, including a silver 
  signet ring with the city’s sigil on it. The ring is 
  worth 25 gp and it can be sold. If kept, showing 
  it to citizens of Hulburg in future adventures 
  generates at least some respect. The exact effects 
  depend on the DM.
   
  Note that the silver flask with the Tears of 
  Lathander is only magical during the adventure. 
  The champion does not need the flask back. The 
  Order of the Gauntlet is interested in it, and are 
  willing to pay 100 gp for it.
  Failure
  While unlikely, it is always possible the characters 
  fail to stop Aesperus. In this case, the adventurers 
  have been forced to flee the ruins, assuming they 
  even survived, and Aesperus creates an army of the 
  dead. Obviously, the characters do not get a hero’s 
  welcome nor do they get any monetary reward 
  from Lord Hulmaster. Saving the town is up to 
  other heroes.
  HULB 1-3 / HULbUrG riSinG: 
  PART 3
  
  22
  rewards
  Make sure note their rewards on their adventure 
  log sheets. Give your name and DCI number (if 
  applicable) so players can record who ran the 
  session.
  Experience                                       
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Give all characters in the party non-combat 
  experience awards unless otherwise noted.
  Combat Awards
  name of Foe 
   
  XP per Foe
  Aesperus 
   
   
  1,800
  Clay golem 
   
   
  5,000
  Damaged clay golem  
  2,500
  Flameskull 
   
   
  1,100
  Gargoyle 
   
   
  450
  Gargoyle, Advanced  
  700
  Skeleton 
   
   
  50
  Spectre 
   
   
  200
  Wight  
   
   
  700
  Zombie 
   
   
  50
  non-Combat Awards
  Task or accomplishment 
  XP per Char.
  Per rescued NPC 
   
   
  50
  Disabling the Teeth of Myrkul  
  1,000
   
  The minimum total award for each 
  character participating in this adventure is 4,500 
  experience points.
   
  The maximum total award for each character 
  participating in this adventure is 6,000 experience 
  points.
  Treasure                                             
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever 
  possible. Gold piece values listed for sellable 
  gear are calculated at their selling price, not their 
  purchase price.
   
   
  Consumable magic items should be divided 
  up however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.
   
  Permanent magic items are divided according 
  to a system. See the sidebar if the adventure 
  awards permanent magic items.
  Treasure Awards
  item name   
   
   
  GP Value
  Art object (3 total) 
   
   
  100 gp per
  Gold ring (10 total) 
   
   
  10 gp each
  Hulburg signet ring*  x #PCs  
  25 gp each
  Reward Lord Hulmaster 
   
  500 gp
  Silver flask (remnant of Tears
  of Lathander)  
   
   
  100 gp
  Silver Holy Symbols (3 total)  
  50 gp each
  Silvered Longsword 
   
   
  115 gp
  Silvered Mace  
   
   
  105 gp
  Silvered Arrows (per 10) 
   
  100 gp
  * Characters getting the signet ring can either sell it 
  for gold or keep it. They should note it down on the 
  log sheet if they decide to keep it.
  Wand of Magic Missiles
  Wand, uncommon
  A description of this item is in the Dungeon 
  Master’s Guide.
  Vial of Holy Water
  Potion, common
  A description of this item is in the Player’s 
  Handbook.
  HULB 1-3 / HULbUrG riSinG: 
  REWARDS
  
  23
  Permanent Magic item Distribution
  D&D Adventurers League has a system 
  in place to determine who is awarded 
  permanent magic items at the end of a 
  session. Each character’s log sheet contains a 
  column to record permanent magic items for 
  ease of reference.
  • If the players at the table agree on one 
  character taking possession of a permanent 
  magic item, that character gets the item.
  • In the event that one or more characters 
  indicate an interest in possessing a 
  permanent magic item, the character that 
  possesses the fewest permanent magic 
  items gets the item. If there is a tie in the 
  total number of permanent magic items 
  owned by contesting characters, the item’s 
  owner is determined randomly by the DM.
   
  renown                                            
  All faction members earn one renown point for 
  participating in this adventure.
  Order of the Gauntlet members earn one renown 
  point if they return the Tears of Lathander to the 
  order.
  Downtime                                        
  Each character receives 10 downtime days at the 
  conclusion of this adventure.
  DM rewards                                       
  You receive 875 XP, 400 gp, and 10 downtime 
  days  for running this session.
  HULB 1-3 / HULbUrG riSinG: 
  REWARDS
  
  24
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  Appendix: nPc / Monster statistics  
  Aesperus  (mage/wraith)
  Medium undead, neutral evil
  Armor Class 13 (16 with mage armor)
  Hit Points 67 (9d8 + 27)
  Speed 0 ft., fly 60 ft. (hover)
  Saving Throws Int +6, Wis +5
  Skills Arcana +6, History +6
  Damage resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks that aren’t silvered
  Damage immunities necrotic, poison
  Condition immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elven, Ogre, Orc.
  Challenge 6 (1,800 XP)
  incorporeal movement. Aesperus can move 
  through other creatures and objects as if they were 
  difficult terrain. He takes 5 (1d10) force damage if 
  he ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, Aesperus 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Spellcasting. Aesperus is a 9th-level spellcaster. 
  His spellcasting ability is Intelligence (spell save 
  DC 14, +6 to hit with spell attacks). Aesperus has 
  the following wizard spells prepared:
  Cantrips (at will): fire	bolt,	light,	mage	hand,	
  prestidigitation
  1st level (4 slots): detect magic, mage armor, 
  magic missile, shield
  2nd level (3 slots): misty step, suggestion
  3rd level (3 slots): counterspell,	fireball,	fly
  4th level (3 slots): greater invisibility, ice storm
  5th level (1 slot): cone of cold
  Actions                                                                                  
  Life Drain. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. 
  The target must succeed on a DC 14 Constitution 
  saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point 
  maximum to 0.
  Create Specter. Aesperus targets a humanoid 
  within 10 feet of it that has been dead for no longer 
  than 1 minute and died violently. The target’s spirit 
  rises as a specter in the space of its corpse or in the 
  nearest unoccupied space. The specter is under the 
  wraith’s control. Aesperus can have no more than 
  seven specters under its control at one time.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  6 (−2) 
  16 (+3) 
  16 (+3) 
  17 (+3) 
  14 (+2) 
  15 (+2)
  
  25
  Clay Golem
  Large construct, unaligned
  Armor Class 14 (natural armor)
  Hit Points 133 (14d10 + 56)
  Speed 20 ft.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  20 (+5) 
  9 (-1) 
  18 (+4) 
  3 (-4) 
  8 (-1) 
  1 (-5)
  Damage immunities acid, poison, psychic; 
  bludgeoning, piercing and slashing from nonmagical 
  attacks that aren’t adamantine
  Condition immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages of its creator 
  but can’t speak
  Challenge 9 (5,000 XP)
  Acid Absorption. Whenever the golem is subjected to 
  acid damage, it takes no damage and instead regains a 
  number of hit points equal to the acid damage dealt.
  Berserk. Whenever the golem starts its turn with 60 
  hit points or fewer, roll a d6. On a 6, the golem goes 
  berserk. On each of its turns while berserk, the golem 
  attacks the nearest creature it can see. If no creature is 
  near enough to move to and attack, the golem attacks 
  an object, with preference for an object smaller than 
  itself. Once the golem goes berserk, it continues to do 
  so until it is destroyed or regains all its hit points.
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are 
  magical.
  Actions                                                                             
  Multiattack. The golem makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., 
  one target. Hit: 16 (2d10 + 5) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 
  15 Constitution saving throw or have its hit point 
  maximum reduced by an amount equal to the 
  damage taken. The target dies if this attack reduces 
  its hit point maximum to 0. The reduction lasts until 
  removed by the greater restoration spell or other 
  magic.
  haste (Recharge 5-6). Until the end of its next turn, 
  the golem magically gains a +2 bonus to its AC, has 
  advantage on Dexterity saving throws, and can use its 
  slam attack as a bonus action.
  Flameskull
  Tiny undead, neutral evil
  Armor Class 13 
  Hit Points 40 (9d4 + 18)
  Speed 0 ft., fly 40 ft. 
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  1 (-5) 
  17 (+3) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  11 (+0)
  Skills Arcana +5, Perception +2 
  Damage resistances lightning, necrotic, piercing 
  Damage immunities cold, fire, poison
  Condition immunities charmed, frightened, 
  paralyzed, poisoned
  Senses dakrvision 60 ft., passive Perception 12
  Languages Common
  Challenge 4 (1,100 XP)
  Illunimination. The flameskull sheds either dim 
  light in a 15-foot radius, or bright light in a 15-
  foot radius and dim light for an additional 15 feet. 
  It can switch between the options as an action.
  Magic Resistance. The flameskull has advantage 
  on saving throws against spells and other magical 
  effects.
  Rejuvenation. If the flameskull is destroyed, it 
  regains all its hit points in 1 hour unless holy 
  water is sprinkeled on its remains or a dispel 
  magic or remove curse spell is cast on them.
  Spellcasting. The flameskull is a 5th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It 
  requires no somatic or material components to 
  cast its spells. The flameskull has the following 
  wizard spells prepared:
  Cantrip (at will): mage hand
  1st level (3 slots): magic missile, shield
  2nd level (2 slots): blur,	flaming	sphere
  3rd level (1 slot): fireball
  Actions
  Multiattack. The flameskull uses Fire Ray twice.
  Fire Ray. Ranged Spell Attack: +5 to hit, range 30 
  ft., one target. Hit: 10 (3d6) fire damage.
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  
  26
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  Gargoyle
  Medium elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 52 (7d8 + 21)
  Speed 30 ft., fly 60 ft.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  15 (+2) 
  11 (+0) 
  16 (+3) 
  6 (−2) 
  11 (+0) 
  7 (−2) 
  Damage resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren’t 
  adamantine
  Damage immunities poison
  Condition immunities exhaustion, petrified, 
  poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages Terran
  Challenge 2 (450 XP)
  False Appearance. While the gargoyle remains 
  motionless, it is indistinguishable from an 
  inanimate statue.
  Actions                                                                             
  Multiattack. The gargoyle makes two attacks: one 
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) piercing damage.
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage.
  Skeleton
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 13 (2d8 + 4)
  Speed 30 ft.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  10 (+0) 
  14 (+2) 
  15 (+2) 
  6 (−2) 
  8 (−1) 
  5 (−3)
  Damage Vulnerabilities bludgeoning
  Damage immunities poison
  Condition immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands all languages it knew in 
  life but can’t speak
  Challenge 1/4 (50 XP)
  Actions                                                                              
  Shortsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Specter
  Medium undead, chaotic evil
  Armor Class 12
  Hit Points 22 (5d8)
  Speed 0 ft., fly 50 ft. (hover)
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  1 (−5) 
  14 (+2) 
  11 (+0) 
  10 (+0) 
  10 (+0) 
  11 (+0)
  Damage resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Damage immunities necrotic, poison
  Condition immunities charmed, exhaustion, 
  grappled, paralyzed, petrified, poisoned, prone, 
  restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in 
  life but can’t speak
  Challenge 1 (200 XP)
  incorporeal movement. The specter can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object.
  Sunlight Sensitivity. While in sunlight, the specter 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions                                                                           
  Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 10 (3d6) necrotic damage. The 
  target must succeed on a DC 10 Constitution saving 
  throw or its hit point maximum is reduced by an 
  amount equal to the damage taken. This reduction 
  lasts until the creature finishes a long rest. The 
  target dies if this effect reduces its hit point 
  maximum to 0.
  
  27
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  Wight
  Medium undead, neutral evil
  Armor Class 14 (studded leather)
  Hit Points 45 (6d8 + 18)
  Speed 30 ft.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  15 (+2) 
  14 (+2) 
  16 (+3) 
  10 (+0) 
  13 (+1) 
  15 (+2)
  Skills Perception +3, Stealth +4
  Damage resistances necrotic; bludgeoning, 
  piercing, and slashing from nonmagical attacks 
  that aren’t silvered
  Damage immunities poison
  Condition immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 3 (700 XP)
  Sunlight Sensitivity. While in sunlight, the wight 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  Actions                                                                           
  Multiattack. The wight makes two longsword 
  attacks or two longbow attacks. It can use its Life 
  Drain in place of one longsword attack.
  Life Drain. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. 
  The target must succeed on a DC 13 Constitution 
  saving throw or its hit point maximum is reduced 
  by an amount equal to the damage taken. This 
  reduction lasts until the target finishes a long rest. 
  The target dies if this effect reduces its hit point 
  maximum to 0. 
   
  A humanoid slain by this attack rises 24 hours 
  later as a zombie under the wight’s control, unless 
  the humanoid is restored to life or its body is 
  destroyed. The wight can have no more than twelve 
  zombies under its control at one time.
  Longsword. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, 
  or 7 (1d10 + 2) slashing damage if used with two 
  hands.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing 
  damage.
  Zombie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STr 
  DEX 
  COn 
  inT 
  WiS 
  CHA
  13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3)
  Saving Throws Wis +0
  Damage immunities poison
  Condition immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in 
  life but can’t speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie 
  to 0 hit points, it must make a Constitution saving 
  throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or from a critical hit. On a 
  success, the zombie drops to 1 hit point instead.
  Actions                                                                                
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  
  28
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  Appendix ii: Hulburg
  
  29
  upper Temple 
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  
  30
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  Temple catacombs
  
  31
  lower Vaults
  The rough looking corridors have been dug by the undead 
  and look irregular and on the verge of collapse.
  HULB 1-3 / HULbUrG riSinG: 
  APPENDIX
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Third Party/HULB 1-3 Hulburg Rising (5-10).pdf