There is a 4E book called OPEN GRAVE, in it they have Adventure hooks. or campaign arcs I can't remember what they are called.
anyway here is what they say
This campaign arc focuses on a singular and terrible
event—a massive outbreak of undead. All across a
kingdom, or perhaps even a larger region, the dead
begin to rise. Zombies and skeletons claw their way
out of graveyards, wraiths and specters proliferate in
the night, and more powerful undead begin to openly
prey on the living by day. The PCs must deal with a
world gradually being overrun by the undead.
Heroic Tier: Something’s Wrong
The characters begin the game in a relatively straightforward
manner; no hint of any undead outbreak exists.
Midway through the first adventure, they encounter
undead, but this event should not appear particularly
worrisome: After all, undead foes are common.
It turns out to be a sign of things to come. Not a
day after the characters return to their home base,
are easy enough to deal with, but neither the local
authorities nor the PCs can determine why this
Around this time, the characters hear rumors of
uprisings in other parts of the country. A few more
outbreaks occur—perhaps one in the barracks of the
local town guard, where all the guards simultaneously
came down with the same disease. Although
the PCs eliminate this threat, they learn of a larger
outbreak—the next closest city has apparently fallen
completely to undead. The threat is obviously one
that the PCs couldn’t hope to stem alone. The party
should realize at this point that it faces an ongoing
struggle to survive in a land under siege.
Reports indicate that the lesser undead, such as
zombies and skeletons, seek shelter by day. During
this time, they are holed up unless disturbed. This
periodic inactivity gives living creatures time to
root out undead lairs. Once night falls, the monsters
rise together and attack any living creatures they
find. Boarding up windows and doors and staying
off the streets keeps many individuals safe from the
predators. Still, news arrives of isolated farmsteads,
villages, and even small towns being wiped out.
Amid these horrors, the PCs are contracted to
escort caravans from one city or town to another. In
addition to fighting wandering zombies, skeletons,
ghouls, and various other monstrosities, the characters
must also fend off bandits, marauding orcs, and
other threats that roam largely unchecked because
most soldiers are busy beating back relentless
attacks by the undead. Of course, the orcs and bandits
are also threatened by the rising undead tide,
but this danger just makes them more desperate to
Eventually, the characters hear stories of undead
shambling about during the daytime. The source of
this rumor is survivors from a city attacked by the
undead. In this city, greater undead have appeared,
including vampire lords, death knights, and other
exceptionally powerful monsters (such as some of the
creatures detailed in Chapter 4).
The Shadowed Land
Using Arcana, Religion, Streetwise, or other methods,
characters can dig for more information about the
city where the dead walk by day. They soon discover
that the city in question was the first location to
report trouble with undead. The characters also learn
that the blighted city no longer enjoys full sunlight.
Instead, the locale rests under a constant pall of dark,
slowly swirling clouds that create twilightlike conditions
at all times. Worse, the shadowed region around
the city is expanding. The truth behind the outbreak
must lie within this shadowed city.
By the time the characters arrive, the shadowed
region beneath the swirling black clouds extends
almost 20 miles in every direction away from the
city. Inside the pall, undead are everywhere. The PCs
must try to blend in, or else be attacked at every turn.
Under the veil of clouds, creatures gain a +1 bonus to
attack rolls for attacks that deal necrotic damage, and
living humanoids reanimate as zombies 3d6 minutes
after death. (Large humanoids rise as zombie hulks.)
Such zombies are uncontrolled and attack any living
creature they meet.
The shadowed city’s outskirts are heavily patrolled
by numerous powerful undead and various monsters,
now undead versions of their former selves. Inside the
city, the characters discover a variety of sentient and
powerful undead. Some are newly created; others are
horribly old and carry armor and weapons marked
with strange symbols.
The party also discovers that some of the living yet
survive, gathered like cattle into a few slum wards.
If the characters take the time to rescue some or
all these prisoners, they earn major quest rewards.
During these evacuations, the group learns from the
refugees that the vampires, liches, and death knights
at the city center keep the living around not only to
feed upon, but also as components for strange rituals
they constantly perform in the city center. The old
king’s palace seems to be the center for this necromantic
The palace is the most well-guarded portion of
the shadowed city, and gaining access to it requires a
combination of careful planning and heroic fighting.
Once inside, the characters see a vast and newly built
altar to Orcus and a huge gateway into the Shadowfell.
This portal is almost a dozen yards in diameter
and cannot be closed from the world. The PCs might
theorize that the portal is the source of the energy
that has been occluding the sun and rousing the
undead, but they can’t be certain. It’s possible that the
gateway is something that came into being after the
city fell to the undead outbreak. The best way to find
out more is to venture into the Shadowfell.
Into the Shadowfell
Regardless of the original cause of the undead outbreak,
Orcus has noticed the phenomenon and has
agents on the scene to take advantage of it. The portal
opens into a vast field in the Shadowfell near a newly
built fortress maintained by one of Orcus’s exarchs.
Within the fortress, powerful undead serve as guards
and assistants to Orcus’s exarch and its demonic allies.
The PCs must battle their way through the fortress
to slay the exarch in question. Orcus has ordered the
legions to use the foothold of the outbreak to force a
wider opening in the world. If it is not apparent immediately,
a foray or two against the battlements should
make it clear that the PCs require assistance. Into the
breach come servitors of the Raven Queen, perhaps
Raven Knights (see page 23). For some reason, the
Raven Queen has fallen silent within her icy fortress—
in fact, neither her nor any of her exarchs have been
seen for some time. No Raven Knight (or other agent)
knows for certain what is going on. Through their
own sources, the Knights have determined that this
Shadow fell fortress is a key to further understanding.
The Raven Knights command a great force that
assails the fortress from the exterior. Under the cover
of this assault, and perhaps with the aid of a few of
the Raven Queen’s servitors, the characters breach
the innermost chambers of the fortress and bring the
fight to Orcus’s exarch.
Once deep in the castle, the characters discover
evidence of the most heinous of crimes—the destroyed
remains of the Raven Queen’s exarchs. They also find
a burning portal mouth leading to one last fight—one
that takes the characters to the Abyss for a showdown
with Orcus. The Demon Prince has managed through
trickery and deceit to divert the Raven Queen’s divinity
just enough to kidnap her physical presence. He
holds her captive in his demonic realm, and only
30th-level PCs can hope to challenge Orcus’s ultimate
plan to absorb all her power.
If the PCs defeat Orcus and break the mechanism
he built to implement the transfer, the Raven Queen
is freed and returns to her former divine status. In
gratitude, she speaks terrible words of unearthly
power, and the rift between life and death is healed.
All the zombies, skeletons, and other undead that
spontaneously arose in the world fall again, becoming
little more than rotted remains. The characters have
saved the world and perhaps the cosmos from the tyranny
of never-ending death.