At the end of Session 8, the PCs were still rarin’ to go, ready to head out to the ruins of Saint Avarthil Monastery and kick Vontarin’s butt. At the start of Session 9: Vontarin’s Wrath, however, they found out that before they could check out the monastery, they’d have to defend Duponde against a force of skeletons unleashed by Vontarin.
Dark Legacy of Evard continues to be a popular season of D&D Encounters at Total Escape Games. We once again had enough players to run two tables. The players at my table ran Arturo (human warpriest), Kyle (human assassin), Nadarr (human knight), and Torinn (dragonborn weapon master).
Dark Legacy of Evard continues to be a popular season of D&D Encounters at Total Escape Games. We once again had enough players to run two tables. The players at my table ran Arturo (human warpriest), Kyle (human assassin), Nadarr (human knight), and Torinn (dragonborn weapon master).

Picking up right where Session 8 left off, the creeping dread of the Shadowfell held sway over the town of Duponde for a second night. Once again, the shadows were full of unsettling phantoms, sinister presences, and roaming monsters. Our heroes had already dealt with one threat after darkness fell, but dawn was still hours away. Most of the townsfolk were gathered in a few defensible spots like the chapel or the old armory. Since Grimbold’s men were stretched thin, the PCs found themselves helping patrol the town.
Shadow’s Influence
At the beginning of this session, the characters quickly discovered that the townspeople had reached the end of their endurance. Monsters that roam the Shadowfell are trouble enough, but the plane of shadows holds a more insidious peril— pervasive, soul-crushing despair and hopelessness that slowly saps the will of those who are exposed to it. As the hours passed and Duponde sank deeper into the Shadowfell, the malaise slowly deprived every living soul caught in the town of the will to fight on. Over the course of their watch, our heroes came to realize that they had to do something to fight off the creeping despair, both for themselves and for the townspeople around them.
Skill Challenge: Creeping Despair
This was a Level 2 skill challenge with a complexity of 2 (6 successes before 3 failures). The primary skills were Arcana or Thievery (DC 13), Diplomacy (DC 13), Endurance (DC 13; group check), Heal (DC 13), Insight (DC 20), Intimidate (DC 13), and religion (DC 9). As we went around the table and the players performed various actions to rally and inspire the townspeople, they eventually racked up 5 successes and 2 failures. It was Torinn’s turn, so it all came down to what the dragonborn fighter would do… cue the drum roll, please… He used Religion and succeeded! The party claimed victory in the skill challenge, so I gave each player a Duponde Guard (Level 1 Minion) to control during the upcoming fight against the skeletons animated by Vontarin.
Vontarin’s Horde
As our heroes and their guard minions came to the town square after completing another round of their patrol, a cry went up from the direction of the armory. In the distance, the PCs could see bone-white forms surrounding the building.
As the characters and guards hastened to intercept the skeletons before the monsters could attack the townspeople sheltering on the armory’s upper floor, they found themselves battling a Shadow Stalker (Level 3 Lurker), 2 Blazing Skeletons (Level 5 Artillery), and 8 Decrepit Skeletons (Level 1 Skirmisher).
Several decrepit skeletons used their longswords to engage the PCs in melee combat, while a couple of them hung back and attacked from a distance with their shortbows. The blazing skeletons had a good time popping PCs and guards from a distance with their Flame Orb ranged attack. The shadow stalker didn’t enter the fight until the third round, but on his very first attack (Shadow Stalk) he cut down the already bloodied Kyle. By that time, Arturo was inside the armory fighting two decrepit skeletons, so the unconscious and dying assassin was left outside to his own devices. No problem, since on his second death saving throw he rolled a 20!
I’m glad the party succeeded at the skill challenge since I think the players enjoyed having some minions to boss around, although the guards all went down rather quickly (except for Nadarr’s, who hung in there for a good four or five rounds). After our heroes had defeated the skeleton force, they noticed that each decrepit skeleton was dressed in the tattered brown robes of a monk. This discovery simply ramped up the PCs’ desire to head out to Saint Avarthil’s Monastery and hunt down Nathaire/Vontarin.As our heroes bandaged their wounds and checked on the townspeople sheltering in the armory, daybreak was at hand. Duponde shifted from the Shadowfell back into the world. However, the characters noticed that the town’s return to the world seemed sluggish, as though the Shadowfell was clinging to Duponde. Uh oh.
* * Note: At the conclusion of this encounter, everyone gets to take an extended rest. And if the character was present for all 9 sessions, they can advance to level 3.

With all of the separate, individual skirmishes going on across the map, it was difficult for our heroes to come together and focus their attacks. As a result of spreading out their attacks on multiple monsters rather than focusing their fire, this fight lasted a wicked loooong time. Eventually, though, the PCs triumphed. They captured the shadow bolter and Silas was able to interrogate it and find out that the dark one was a spy for Vontarin. It told the PCs that Nathaire/Vontarin was searching the ruins of Saint Avarthil Monastery outside of town, and that the mage planned to send an army of skeletons against Duponde soon that very night. Uh oh.
Below the trapdoor in the floor of the banquet hall, a steep, narrow stairway descended 20 feet from the trapdoor to a dank passageway of gray-green brick. When a blast of fire scorched the first couple of characters going down the steps, the party realized that Vontarin had used an imp statue as a magic trap to guard the entrance to his secret sanctum. The PCs had missed finding the password upstairs, but a successful Arcana check allowed them to pass through the trap unharmed for five minutes.
Jeff had his devil lackey insert Key #1 (from the Ruined Laboratory) into the keyhole. With a rumble, the entire wall sank down into the floor, revealing a burial vault whose arched ceiling rose 25 feet overhead. The room appeared to be empty of everything but dust. Upon closer examination, though, Drek found another hidden keyhole beneath a thin layer of painted plaster in the center of the room. Jeff again had his devil lackey try Key #1, but this resulted in the lackey being blown 20 feet into the air (2d6 necrotic and radiant damage), then taking falling damage as normal (2d10 damage). After that, Mr. Lackey could safely insert Key #2 (from the staircase outside the Mithral Gates). Inserting that key and turning it to the right more than once caused the floor of the empty crypt to begin to slowly rise. Once the floor began to rise, each character in the room had one action with which to leave. Everyone was able to skeedaddle safely out of the room just before the slowly rising floor suddenly slammed upward at high speed.
After everyone eventually (cautiously) entered the chamber, there was much eyeballing of the various treasure items, especially the potions and elixirs. They also thoroughly checked the small room for secret doors. An Aracana check on the skull didn’t tell them very much. Finally, Adaka decided he would pick up two of the potions. As he did so, dust swirled on the far side of the crypt as the jeweled skull ominously rose into the air. Slowly, it turned from side to side, as if appraising the members of the party, and then it attacked!
Adaka ended up being the only PC to succumb to the construct’s nasty drain soul power. Korsun was hit with it a whopping four times, but he managed to succeed on his first saving throw each and every time he was hit. Wanting to spread around the love, I made certain that Drek and Jeff were also hit, but they too managed to succeed on their saving throws.
I reduced the Acererak Construct’s hit point total to reflect the four member adventuring party, but otherwise I chose not to mess around with its stats. In the midst of the encounter, I also made a decision not to use its consume soul power (as a minor action, the construct could expend a consumed soul to regain a quarter of its hit points). I made that decision for a couple of reasons. One, even without using the power, the encounter was proving to be difficult enough for the party… and since I had already racked up a TPK previously (see the post on Session 9), I didn’t feel the need to annihilate everyone in this fight. Second, I wanted to leave open the possibility that Adaka’s trapped soul could be rescued at the end of the encounter. Anyway, even with reducing the construct’s hit point total and not using consume soul, the fight still lasted an astounding sixteen rounds.
At one point during the encounter, Drek’s player was questioning whether they were really in the midst of the big boss fight or if it was simply another example of Acererak yanking their chain, so he decided to use a free action to ask the skull, “Are you Acererak?” Hence the title of this post. The skull didn’t answer, but after the fight I told the players that the skull construct wasn’t really Acererak. As a demilich, Acererak’s soul now resides on another plane of existence where he nurtures an insidious plan to make himself into a god. Acererak built the Tomb of Horrors as an altar where countless adventurers would sacrifice themselves for his purposes. Each group of adventurers destroyed in the Tomb would generate spiritual energy, which the demilich could siphon to a hidden phylactery in preparation for turning himself into a deity.

Valkan, following an old cart track, led our heroes into the countryside outside of Duponde. After a mile or so, he turned onto a long, tree-lined lane that wound through the thickets on a small hill and finally ended in a cobblestone court before a ruined mansion. It was at that point that Valkan wished our heroes good luck and then returned to his grandmother’s house.

The PCs spent quite a bit of time examining everything in the chamber. They decided that Acererak was either in the urn (huh?) or in the sarcophagus, so Drek’s player suggested rolling a die and on an odd number the party would remove the brass topper from the urn, while on an even number they’d open the sarcophagus. Everyone agreed, so he rolled a die and it came up a 1. Now as you know, dear reader, a 1 is always the absolute worst result you can ever roll in 4e D&D, so you’re probably as surprised as I was that— rather than roll again— they still went through with the plan and took the topper off the urn. Ah, well, I had been patiently waiting ten weeks to scare the crap out of them with the cool Efreet Fireblade minis I had purchased just for this encounter, so when they went for the urn, it was fine with me.
After that, this current version of the party proved that it has just as much trouble opening sacrophagi as the previous version of the party had opening doors. Drek tried to open the sarcophagus and failed, so then all four of them tried to open it with simultaneous Strength checks. And they failed three times. Giving up on the sarcophagus (at least for the moment), Drek turned his attention to the chests. He opened the first one with no problem, but he fumbled the check on the second one so a poison needle jabbed him and he took ongoing 5 poison damage (save ends). And then, quite amazingly, he didn’t save for five rounds! Wow. Anyway, he ended up getting both chests open and found an impressive amount of loot.
