In Session #2 of D&D Encounters: Dark Legacy of Evard, the adventurers ventured forth from the Old Owl Inn and confirmed that Duponde was no longer in the natural world. The town had somehow been transported to the Shadowfell! They learned not only that Nathaire’s servant, Remy, had fled Duponde, but also that the local armory was infested with shadow monsters. The characters faced a choice: Follow Remy or clear out the armory so the militia members could arm themselves. At our game, the characters decided to clear out the armory.
Clearing out the armory was an excellent first step to helping the townspeople make it through the night, but dangerous shadow creatures were still roaming the streets. Worse yet, panic and despair had descended over Duponde. As the party set out from the armory, they could hear bedlam breaking loose in the darkened town. Someone needed to search for the creatures threatening the town, help people in need, and spread word to stay inside with doors barred and windows shuttered. It sounded like a job for our heroes!
Streets of Duponde
We once again ran two tables of four players at Total Escape Games. The guys at my table played Arturo (human warpriest), Eldan (elf necromancer), Nadarr (dragonborn paladin), and Silas (drow vampire).
The party breezed through the skill challenge that opened this session of DLoE. In making a sweep through the town, alerting the townspeople to danger and searching for the pack of beasts roaming the streets, the party succeeded at covering a lot of ground in a short span of time (Endurance group check). The characters calmed panicked Duponders and quickly gained reliable information on monster sightings (Diplomacy check). After that, they were able to use their knowledge of the Shadowfell to ascertain that the most dangerous threat remaining at large in the town was a small pack of dusk beasts, predatory shadow creatures that would hunt down and feast on the terrified, helpless citizens of Duponde (Arcana check). Having identified their enemies, the PCs were able to make educated guesses as to where the dusk beasts were likely to lurk (Arcana check) and to anticipate the movements of the pack through the streets and alleyways (Streetwise). For successfully completing the skill challenge, each character gained a +2 bonus to attack rolls during the upcoming encounter.
Streets of Shadow
As our heroes made their way toward the center of town, the gloom hanging over Duponde made the streets a hazy maze. Turning a corner, they spotted three creatures prowling from door to door. Made of solid shadows, they resembled predatory drakes. Each had a long barbed tail and two distinct heads, each one’s maw full of fangs. With menacing hisses, the beast-shadows turned to confront the characters.
Now, you need to know that at the end of the last session, Eldan’s player (a very imaginative, creative kid named Kyle) was busy ordering around the militia and using some of the equipment in the armory to build a “war cart” out of the wagon that was parked outside the armory. I had completely forgotten about that until, at the beginning of this Streets of Shadow encounter, Kyle asked if Eldan could take the war cart into battle. Mindful of what the Dungeon Master’s Guide says on pages 28-29 about the importance of ‘Saying Yes’ when a player comes up with something creative and unexpected, I told Kyle, “Sure, yes, definitely.” And so Eldan the Necromancer rode into the Streets of Shadow battle on his War Cart. Isn’t D&D great?!
Clearing out the armory was an excellent first step to helping the townspeople make it through the night, but dangerous shadow creatures were still roaming the streets. Worse yet, panic and despair had descended over Duponde. As the party set out from the armory, they could hear bedlam breaking loose in the darkened town. Someone needed to search for the creatures threatening the town, help people in need, and spread word to stay inside with doors barred and windows shuttered. It sounded like a job for our heroes!
Streets of Duponde
We once again ran two tables of four players at Total Escape Games. The guys at my table played Arturo (human warpriest), Eldan (elf necromancer), Nadarr (dragonborn paladin), and Silas (drow vampire).
The party breezed through the skill challenge that opened this session of DLoE. In making a sweep through the town, alerting the townspeople to danger and searching for the pack of beasts roaming the streets, the party succeeded at covering a lot of ground in a short span of time (Endurance group check). The characters calmed panicked Duponders and quickly gained reliable information on monster sightings (Diplomacy check). After that, they were able to use their knowledge of the Shadowfell to ascertain that the most dangerous threat remaining at large in the town was a small pack of dusk beasts, predatory shadow creatures that would hunt down and feast on the terrified, helpless citizens of Duponde (Arcana check). Having identified their enemies, the PCs were able to make educated guesses as to where the dusk beasts were likely to lurk (Arcana check) and to anticipate the movements of the pack through the streets and alleyways (Streetwise). For successfully completing the skill challenge, each character gained a +2 bonus to attack rolls during the upcoming encounter.
Streets of Shadow
As our heroes made their way toward the center of town, the gloom hanging over Duponde made the streets a hazy maze. Turning a corner, they spotted three creatures prowling from door to door. Made of solid shadows, they resembled predatory drakes. Each had a long barbed tail and two distinct heads, each one’s maw full of fangs. With menacing hisses, the beast-shadows turned to confront the characters.
Now, you need to know that at the end of the last session, Eldan’s player (a very imaginative, creative kid named Kyle) was busy ordering around the militia and using some of the equipment in the armory to build a “war cart” out of the wagon that was parked outside the armory. I had completely forgotten about that until, at the beginning of this Streets of Shadow encounter, Kyle asked if Eldan could take the war cart into battle. Mindful of what the Dungeon Master’s Guide says on pages 28-29 about the importance of ‘Saying Yes’ when a player comes up with something creative and unexpected, I told Kyle, “Sure, yes, definitely.” And so Eldan the Necromancer rode into the Streets of Shadow battle on his War Cart. Isn’t D&D great?!
Unfortunately for Eldan, riding a war cart into battle garnered him more than his fair share of attention from the shadow monsters. And, who would’ve guessed, but the lumbering ox pulling the cart proved to be a particularly vulnerable component of the contraption. So fairly quickly, the poor ox was cut down (someone call the ASPCA!) and Eldan was bloodied. Eldan abandoned the war cart at that point and retreated up some nearby stairs where he rather frantically tried to get into one of the houses. Unfortunately for Eldan (hmm, that’s a familiar refrain), the terrified folks inside the house thought he was a shadow monster trying to break in and eat them. So Eldan then spent several rounds trapped at the top of the enclosed stairway as a dusk beast snarled and growled at the bottom of the stairs. Isn’t D&D great?!While Eldan was busy doing Eldan-stuff, the rest of the party was battling monsters. There were the three dusk beasts, of course, but then from out of some bushes and hedges, a leeching shadow abruptly emerged and flowed toward Nadarr. It hit the dragonborn with its Shadow Meld attack. (Hey, didn’t that happen to Nadarr in the last session too? Hee hee.) And then, sneakily waiting until the characters were busy with the dusk beasts and leeching shadow, a small cloaked humanoid with a crossbow began to snipe at them from some distance away. That shadow bolter was particularly effective during the encounter, hitting a PC almost every time he used his dastardly Black Bolt ranged attack.

They eventually prevailed, but this encounter proved to be a tough fight for our heroes. Nadarr found himself taking a dirt nap once, and then Silas actually found himself cut down twice. Everyone was pretty beat up by the end of the fight and wanting to know when they’d be able to take an extended rest. I had to tell them it wouldn’t be until after next week’s encounter. Sorry, guys.
After dispatching the last of the shadow creatures, the party made a quick check of the houses in the area and found that the townsfolk were unharmed. After thanking the characters for their help, the citizens hid behind locked doors again. No sooner had the last of the townspeople disappeared back into their houses than a pair of town guards found our heroes and informed them that Brother Zelan at the Chapel of Peace was asking for them.
What does Brother Zelan want with the characters? Tune in next week to find out!


I knew this past week’s session of Tomb of Horrors would be a bit of a challenge to run since 1) there’d only be 3 players and 2) they would start off in the midst of an ongoing encounter where 5 of them had been getting the tar beat out of them. I would’ve felt pretty rotten handing them a TPK (even if they totally deserved it) under those circumstances, so I cut short the getting-the-tar-beat-out-of-them encounter and then I adjusted the next encounter (in the Ruined Laboratory) by removing one monster and modifying the remaining monsters’ stats. Nice of me, huh? It’s not often you find mercy in the Tomb of Horrors, but I thought that— just this one time, mind you— it might be best to cut them some slack. So with that disclaimer…
While Zerbitt and Marrak were checking out the shelves and tables, Jack was investigating the huge vats. Using her 10-foot pole to poke around in the murky liquid that filled the middle one (vat #2), Jack saw something shiny at the bottom. She next went over to vat #3 and found the same murky liquid. As she started to probe beneath the surface of the liquid with her pole, two things happened almost simultaneously. First, Jack noticed that her pole was beginning to disintegrate. Second, two play-doh oozes erupted out of vat #3 and I said, “Everyone roll for initiative.”

The stairs led down into a rough-hewn natural cave system. The chill of winter gripped the caves that deep in the mountain. Ice clung to the walls and floor, making parts of the area treacherous just to walk through. With each step taken by the adventurers, magical pulses released more of the caverns from the time stasis.
The icy chamber beyond the cave-in held the great earthquake dragon, Actherimos, and some of his duergar toadies, all suspended in time. The magic holding them in time faded quickly as our heroes entered the area. As Actherimos wheeled about and prepared for battle, the adventurers could see the mangled corpse of Salazar Vladistone beside it. And clutched in the corpse’s hand was the arrow of time!
The fourth session of our Tomb of Horrors adventure started with the PCs in the strange chapel. Having just taken an extended rest, they had regained hit points and healing surges, all their powers were refreshed, and they had an action point to use. They were locked & loaded and rarin’ to go.
In the photo above, the party has used the large-ish ring they found in the Chamber of Three Chests to activate the Ring Portal in the chapel. Beyond the ring portal, a flight of steps led down to a corridor with series of pit traps. After Elric fell into the first pit and took ongoing poison damage for four rounds, she summoned Mr. Lackey once again. Needless to say, Mr. Lackey was surprised to see his boss had turned into a buxom drow warlock. But then poor Mr. Lackey once again found himself being used as the party’s trap detector; a role he filled admirably by finding the next two pit traps. Everyone was excited when a secret door was discovered at the bottom of the third pit. Before checking out the secret door, Elric had her devil lackey check out the rest of the corridor. After a turn to the north beyond the third pit trap, the corridor went on for about forty feet before ending at a broad door heavily bound with iron bands and locks. Deciding not to mess around with that door right then, the party instead investigated the secret door at the bottom of the pit trap and found a 5-foot-diameter crawlspace.
In the second photo, you see the party starting to tackle the Corridor of Fear. The party could tell that the air in the hallway was tainted by a potent magical toxin, but Zerbitt still volunteered to check it out. There were certain countermeasures a character could take to help protect against the effects of the fear gas (+11 vs. Fortitude), but if the gas hit then the character would feel a rising dread begin to fill them as he/she advanced farther down the corridor. The feeling of dread became so overwhelming that the character fled the area and ran away like a balor was hot on their heels (save ends).
Beyond the door, the party found a dark stairwell filled with spider webs. A gleam of golden light came from a chamber at the bottom of the stairs. The thick webs blocked movement down the stairs. In fact, a DC 18 Athletics check or 6 points of fire damage was needed to clear 1 square of webs. After several rounds of different characters clearing webs, Zanfire finally reached the bottom of the stairs. In the third photo, you can see that the party had reached a crypt filled with rotting and decayed furnishings. Empty pizza boxes and stacks of old TV Guides littered the floor. Empty Chinese takeout containers were strewn around the small room and piles of dirty laundry were stacked everywhere. All of this crap made the entire chamber difficult terrain. Oddly, in the midst of the appalling squalor was a gleaming golden couch. From it, a skeletal figure with a crown on its head slowly rose to its feet. It made funny noises like your dad does when he’s getting up from the recliner after “resting his eyes” on a Sunday afternoon. But then in a booming voice that shook dust from the ceiling, it shouted, “Who dares to disturb the rest of Acererak? Fools, it is your death you have found! Roll for initiative!”
The fourth photo shows the scene several rounds into the encounter. Looking through the zone of Shadowstorm that has been laid down, we can see that everyone except Acererak and Zerbitt are down. Some of the characters are unconscious and dying. Others have been knocked prone after being blasted by the lich’s Pulse Lightning attacks. In short, dear readers, our heroes were having their butts handed to them. It needn’t have been so, though. There was actually an item that would’ve been a great boon to them in this battle and would’ve helped them avoid this awful butt-kicking… but they didn’t find it before entering the crypt. How very sad for them. (Insert evil chuckle here.)
In the fifth and final photo, most of the party has managed to rally (most of the credit for this must go to Marrak who again and again skillfully used his healing powers to help his allies). They’ve decided to retreat up the stairs and out of the crypt. One party member, however, was unable to join the retreat. Jolted incessantly by Lightning Bolt attacks, unable to get out of the deadly zone of Shadowstorm, and repeatedly zapped by unholy black light from the lich’s Crown of Fear, Elric became the first party member to die in the Tomb. Alas, poor Elric, buxom drow warlock, we hardly knew ye…

The DM will need to purchase The Shadowfell: Gloomwrought and Beyond if he wants to use the Despair Deck with Evard, but there are three new promo Fortune Cards that come with the Evard DM’s packet. They are Cunning Plan, Lack of Scruples, and Cunning Fate. There are also several card boxes that can be given away to the players. Each card box features the art from the new DM screen.



