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DEATH

IS ONLY
THE BEGINNING?

Sometimes death is only the beginning of the adventure.


You can sharpen your blade. You can prepare your spells.
But can you return from the dead?

A ONE-SHOT MINI ADVENTURE


Death is Only the Beginning?

Total party kill. Everyone died.


However, this time death is only the beginning.
The adventurers are brought back from the other side as
undead creatures by an evil necromancer.
Escape the dungeon, fight the other undead experiments,
and find your maker!
You can sharpen your blade. You can prepare your spells.
But can you return from the dead?

www.midnight-tower.com

All content © Tove Lund Jorgensen and Erik Jorgensen 2020.


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
DEATH IS ONLY THE BEGINNING?
A ONE-SHOT MINI ADVENTURE
This adventure begins with all of the characters
dying. However, after the characters’ unfortunate
death, they return as undead creatures in a dungeon the white towers
located underneath the White Tower.
The characters’ journey from the other side is The White Towers were originally
the result of the necromancer Heldrian Slhandrik’s constructed by paladins and dragon-riding
experiments. His goal is to build an undead champions to keep a vigilant watch for ice
army, but he hasn’t fully mastered the dark art of dragons, which had been banished from the
necromancy yet. Much to Heldrian’s annoyance, Material Plane. However, the legendary ice
most of the undead he creates are either daft, dragons didn’t return to Eastern Farraway,
deranged, or dangerously unpredictable. and over time, the paladin order grew smaller
The characters must escape the dungeon’s and smaller before it slowly faded into
dangers, locate their equipment, defeat the obscurity. Today most of the old watchtowers
necromancer, and find a way to return to the have crumbled and turned into ruins.
realm of the living again. The White Tower claimed by Heldrian has
been used for various purposes throughout
it begins! history, including a military outpost, a
Before starting the adventure, let each player roll monastery, a merchant’s wine storage, and
1d20 to determined which undead creature they an astronomy tower.
will become. The player who rolled the highest
score will return as a ghost. The other players will
play the following monsters in descending order ghost wakes up close to their mummified body in
depending on their roll: Ghast, ghoul, zombie, the Enbalming room (Area 8). The ghost can pass
and skeleton. Familiars and companion animals through walls and locked doors, which enables
also return as undead creatures, but without any them to find the other characters.
special abilities or magical powers.
All characters retain their Wisdom and
Intelligence ability scores. For all other ability
the necromancer’s dungeon
scores and skills, use the statistics of the undead
creatures they have become.
As a result of Heldrian’s incomplete knowledge
The dungeon is cold and dimly lit with
in necromancy, the characters don’t have any
burning torches. The air is foul. A faint
resistances or immunities mentioned in the
stench of rot and medical chemicals reaches
statistics, but they can communicate with each
your undead senses. A low groan and slow,
other in an undead fashion.
shuffling footsteps can be heard nearby.
it’s alive!
The characters wake up at the same time in
different parts of the dungeon. All of their The sound comes from the zombie Slorgh, who
weapons and other equipment are gone. Their patrols the dungeon mindlessly.
clothes and armour are in tatters and useless.
The ghoul and ghast are chained to the walls in hidden details
the Ghoul room (Area 1) while the zombie and the Some areas feature one or more details that aren’t
skeleton are in the Skeleton room (Area 4). The immediately obvious or easily found. These details

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1

2 11
10

3 8 9

The necromancer’s dungeon. 1: Ghoul room. 2: Rubbish room. 3: Laboratory storage. 4: Skeleton room. 5: Long corridor.
6: Connecting corridor. 7: Bone room. 8: Enbalming room. 9: Storage. 10: Coffin room. 11: Stairs.

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are marked “➛ On a closer look,” followed by the 6. connecting corridor
difficulty and ability check required to discover them. Like the rest of the dungeon, this corridor is covered
with uneven flagstone flooring and spiderwebs.
1. ghoul room
The wrought-iron gate (AC 13, 20 HP) to this room 7. bone room
is locked with a robust lock that requires a successful The built-in bookcases in this room are filled with
DC 13 Dexterity (Thieves’ Tools) check to pick. rows of glass jars that contain various bones.
The blood-splattered room is filled with the rotten Each jar is meticulously labelled and describes
remains of previous experiments. The characters the type of bones within, e.g., “First index finger
who play as a ghoul and a ghast are chained to the bone, left hand, human specimen.” In the middle
wall with rusty manacles (AC 12, 10 HP). of the room is a partly assembled horse skeleton.
There is also a workbench with several bone jars
2. rubbish room and sheets with anatomy drawings of horses.
The room is filled with broken wooden coffins,
empty crates, shattered glass jars, and a rotting 8. embalming room
corpse. Planks from the wooden coffins and large Two mummified bodies rest on large stone tables
glass shards can be used as improvised weapons. in the middle of the room. A corner cupboard and
two unmatching tables contain embalming tools
3. laboratory storage and wrappings.
The walls in this room are lined with shelves filled If any other character (except for the ghost)
with glass jars that contain undead experiments enters the room, the mummy on the left table
bobbing in yellowish fluid that reek of chemicals. groans and stirs. Its eyes begin to glow fiercely red
The jars contain three crawling claws, one behind the linen wrappings.
flameskull, five will-o’-wisps, and one troll hand. It takes the mummy one round to rise before it
All the monsters are alive, but unable to leave attacks the nearest creature. The mummy has no
their sealed jars. If the containers are destroyed, resistances or immunities.
the monsters are released and instantly attack the
nearest creature. 9. storage
The door to this room is made of old but solid wood
4. skeleton room (AC 12, 20 HP). Its metal lock requires a successful
The door to this room is made of half-rotten wood (AC DC 15 Dexterity (Thieves’ Tools) check to pick.
12, 15 HP). Its lock is jammed requires a successful
DC 15 Dexterity (Thieves’ Tools) check to pick. trap
The floor is littered with bones of various sizes Any creature who touches the door and doesn’t
and a mouldy blue blanket. Three non-hostile rats speak the words “Knowledge is Power” triggers
are gnawing on the bones on the floor. the spell magic missile. The magical darts target
three different characters randomly with a +3 to
5. long corridor hit, and deal 1d4 + 1 force damage.
This corridor is weakly illuminated by a few The trap can be spotted with a successful
burning torches. It is patrolled by Slorgh, who DC 12 Wisdom (Perception) or Intelligence
wanders back and forth between the corridor and (Investigation) check. It can be disarmed by
the Rubbish room (Area 2). removing the arcane symbols that are drawn
Slorgh is a semi-successful undead experiment along the door frame. This requires a damp cloth
but rather weak despite its hulking size. It has a and a successful DC 10 Dexterity check.
crude metal key ring with keys to all locked doors
in the dungeon. Slorgh uses the stats of a zombie, Heldrian stores clothes and items in this room
but it has no resistances or immunities. It uses a from his stolen corpses. The chest contains the
club that deals 1d4 in bludgeoning damage. characters’ weapons and equipment.

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The character with the highest passive ➛ On a closer look, DC 15 Wisdom
perception finds a green ranger cloak in one of the (Perception): A low, annoyed muttering can be
wardrobes. The cloak has a hidden pocket sewn heard through the trapdoor.
into its lining that contains a golden ring with
three inlaid stones. Two of the stones are dull, but time to meet your maker
one glows faintly.
This ring is a Ring of Three Wishes. It has one The person muttering is the necromancer
wish spell left that may enable the characters to Heldrian Slhandrik. He is a gaunt human male
return to life. (NE) with a crooked nose and nicotine-yellow
hair. Heldrian wears a shabby purple robe and an
10. coffin room open-face barbute helm in dark green leather. He
This room contains several wooden coffins in is currently studying a thick tome on a bookstand
various sizes, a rusty trolley, and a crates with while casting a spell on a flesh golem that lies
different kinds of equipment. The coffins are mud- on the stone table. Like Heldrian’s other undead
stained and have clearly been used. experiments, it has no resistances or immunities.
The hideous creature is Heldrian’s latest
11. stairs experiment, and he refers to it as “Darling”.
The stairs are 10 feet wide and 30 feet long. Heldrian is used to restless spirits and ignores
They lead to an unlocked wooden trapdoor in the any ghosts he sees. However, if he notices any
ceiling. The trapdoor swings up and opens to the of the other characters, he realises that his
necromancer’s tower. experiments have escaped their cells.

The tower and ritual table where the necromancer is carrying out his occult experiment.

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with laboratory equipment and various oddly
shaped vials filled with fizzing, bubbling fluids.
“Idiotic, despicable things!” the gaunt Found among the vials are one Potion of Water
necromancer shouts. “Stupid in life and even Breathing, one Potion of Greater Healing, and
dumber in death! I will teach you for disturbing one Elixir of Health. There is also a Scroll of Acid
my delicate experiments. Attack them, Darling! Splash under the bed.
Kill them!”
The necromancer raises his thin arms and outside
begins to cast a spell. Near the tower are a battered carriage and a
shed with a small paddock. Inside the shed is a
non-hostile warhorse skeleton with red eyes that
Heldrian uses the statistics of a cult fanatic Heldrian uses for his nightly excursions. A crude
with the following modifications: plaque on the wall reads “Princess Vilehoof”. As
➛ He has an Intelligence score of 13 (+1) and an undead creature, it doesn’t require air, food,
a Wisdom score of 10 (+0). sleep, or drink. However, it must be fed with
human remains at least once a month or it turns
➛ His spellcasting ability is Intelligence (spell into a pile of bones.
save DC 11, +3 to hit with spell attacks).
aftermath
Heldrian has the following wizard spells
prepared: The characters receive a group award of 1,050
XP for accomplishing the quest, plus additional XP
Cantrips (at will): mage hand, light, prestidigitation for defeating monsters. Alternatively, the DM
1st level (4 slots): shield, magic missile can use this as a minor milestone award and the
2nd Level (3 slots): misty step, suggestion characters gain half a level.

Heldrian is immune a ghost’s Horrifying Visage epilogue


and Possession actions. Unbeknownst to the characters, their meeting
If Heldrian dies or becomes unconscious, with Heldrian Slhandrik prevented a disaster.
he loses control over the flesh golem. Should If Hadrian’s necromantic experiments would
this happen, Darling stops fighting and begins have continued, it would have resulted in an
devouring Heldrian’s juicy brain instead. undead army rising from an old battlefield near
Shieldsborg Castle. The undead soldiers would
treasure
have swarmed the land, spreading chaos and
Heldrian wears a Helm of Comprehend Languages pestilence wherever they went.
and carries a leather purse with 1 gp, 14 sp, 3 cp,
and a small green jade stone (value 3 gp). it continues!
Heldrian’s spellbook is clad in burgundy leather Heldrian Slhandrik will return from the grave
and contains all the spells that Heldrian knew in 1d12 months later as an undead creature of the
life and a Scroll of Create Undead. DM’s choice. Heldrian has a burning personal
The rest of Heldrian’s books are fairly obscure vendetta towards the characters for ruining his
and cover arcane lore, necromancy, and anatomy experiment, and he wants revenge!
subjects. Most of the books are in poor condition,
but they are worth up to 300 gp from the right
collector. the end
upstairs tower room
The room upstairs is furnished with a bed with
a moth-eaten blanket, and a workbench covered

6
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The necromancer’s dungeon: Player version.

7
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BEFORE THE STROKE OF MIDNIGHT

A 9th-level gothic mystery adventure for 3 to 5 characters.


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ACKNOWLEDGEMENTS
thank you! page 4: symbol
Tove Lund Jorgensen (montage and art)
Elembis / Public domain (Wikimedia commons), https://en.wikipedia.org/wiki/
We hoped you enjoyed this adventure! If you would List_of_occult_symbols#/media/File:Solid_unicursal_hexagram.svg
like to support us, please leave a review on the Gerbrant / Public domain (Wikimedia commons), https://upload.wikimedia.org/
wikipedia/commons/f/fb/Astrological_Glyphs.svg
website where you found this adventure.
page 5: the necromancer’s tower map
production Tove Lund Jorgensen (original artwork)

Midnight Tower © page 6: symbol


Tove Lund Jorgensen (montage and art)
Elembis / Public domain (Wikimedia commons), https://en.wikipedia.org/wiki/
text List_of_occult_symbols#/media/File:Solid_unicursal_hexagram.svg
Tove Lund Jorgensen Gerbrant / Public domain (Wikimedia commons), https://upload.wikimedia.org/
wikipedia/commons/f/fb/Astrological_Glyphs.svg
Erik Jorgensen
page 7: the necromancer’s dungeon map
art Tove Lund Jorgensen (original artwork)

Tove Lund Jorgensen


additional downloads
design
Erik Jorgensen Maps, VTT tokens, and handouts for the
adventure can be downloaded here: http://
playtesting midnight-tower.com/additional-downloads-diotb/
DM (Tove Lund Jorgensen)
Feng ( Joakim Flisberg) open game licence
November (Erik Jorgensen) Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All

Ebbe (Mattias Karlsson)


Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative
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Thain (Rydiz Rydgren) such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified
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List_of_occult_symbols#/media/File:Solid_unicursal_hexagram.svg Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce

R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Gerbrant / Public domain (Wikimedia commons), https://upload.wikimedia.org/
wikipedia/commons/f/fb/Astrological_Glyphs.svg

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Tove Lund Jorgensen (original artwork)

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