1dark Legacy of Evard
1dark Legacy of Evard
1dark Legacy of Evard
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Credits INTRODUCTION o
f..
Design vVelcome to D UNGEO NS & DRAGONS ENCOUNTERSDI, U
Richard Baker an exciting official DUI>;GEONS & DRAGONS" program. ::J
Development This adventure is a mini·campaign season designed to o
Greg Bilsland, Chris Sims be played in one·encounter sessions onee per week at o
Editing
Chris Sims
yom local \Vizards Play Network location. Each week,
players can earn in ·game rewards for their characters
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Treasure
As the characters progress through the mini-campaign,
they have the opportunity to gain treasure ill the form
of gold pieccs. valuables, and magic items. YI'henever
characters disco\lCf treasure, follow the instructions
provided ill the adventure, Use the follOWing rules to
divide trea~'Ure among the characters. AU the magic
items in this adventure come from the Heroes of tile
J'allen lands rulebook oc the Heroes of the Foraonen Kih8'
darns rulebook. .
Awarding Magic Ite ms: '''hen the char.t(;tcrs rind during pl.ty sessions can be found in bouster packs or z
a n oncon ~lJJ n abJc magk item. the players can decide online at w\\'\\·.DungeonsandUragons.cmn. o
whkh c ha raclc.r reeeh'es it. Usnal ly. these decisions will As the Dungeon MaSler. you awnrd Henowll Points
be easy. s ince cert ain item s arc beller Sllited for cer· at the end of a session of play. just likt! you wou ld gra nt
tain characters. If this is not t he case, t lIen you should ex perience a nd treasure. Unlike experience a nd trea- o
assign ihe new item to a c haracter who has no nun · sure, Renowll Point TOtals earned for eac h player IU USt o
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consumable magic items. Tftwo or more characters lack be reported to the orga nizer a t the conclusion of the ses- I-
nonconsumable magk items. hal'e each of lilosc players sion whenyotl turn in you r session tracking sheet. The Z
roll a d 20. The c haracter ofthe high roller receives the organi 7.cr can then lel1 you ifany players have qua lified
new item. for a card.
Se lling hems: Ifnone of t he c haracters wants a The Renown <lccomplishmcnts. their freque ncy. and
particular mag ic item. tht! group ca n se lll! at the end the point \'alues of each arc listed below.
of the session usiug the rules from Rules C(Jlllp1'7laiumnl.
Oiv ide t he gold pieces H.'ceh·ed el'cnly among the RENOWN POINT AWARDS
pa rty members.
'Vhcn to Gea r Up: Cha r<lc ters can buy equ ipment Complete a n encounte r Session 3
at the start of each c ha pter. Bring a new player Session 2
Moment of greatness 1/c:haptl.'r 2
Revive a dying adventurer ally 1/c:hapter 2
Hit for 15+ damage against 1 enemy l /chapter 2
A CHANGING GROUP Kill 3 minions in 1 attack 1/c:hapter 2
Since you can never tell who's going to show up to a
Take SO enemy damage in 1 session 1/c:hapter 2
DUNGEONS & DRAGONS ENCOUNTERS session, you might
Create yo ur own c:haracter Season 5
wind up with a different group of players from week
Create a PC with Charac:ter Builder Season 5
to week. Some players might have missed a sessio n
Survive 8+ sessions without dying Season 5
or two, and others might have played sessions with a
different OM. That's fine. Catch new players up with
Bring a New Player: Current players ca n earn t hIs
a brief su mmary of what has come before, and make
a ward for bringing a player who has ne\'er before par-
sure that returning players have marked off resources
ticipated in the DIJ:-.:r;Eo,Xs & URAGONS EN COIJ",TUtS
they spent (healing su rges. da ily powers, and so on)
program (c urrent and past seasons induded).
since their last extended rest.
Mome nt of G r eat ness: ""hen a player do e~ some-
Majority Rules: If some e lement of the adventure
thing invcntive. daring, or just plain cool d uring a
plot hinges o n the adventure rs making a decision in
session, the UM can g rant th is optional aW<lrd or
a previous session, and the group is d iffe re nt during
a llow the other players to \'otc o n whether it shou ld be
the current session. find out how the decision went
awarded.
down from the players. Go with the majoritY, and if
it's a n even split, side with t he most positive result.
For example, If three of five playe rs' characters at your Fortune Cards
table defended the armo ry in a previous encoun- lJU!':GW",Ij & Dnl\Go;\!S Fortune Cords are a new game·
ter and two didn't, t he a rmory is conside red to be play en hancement that showcases the chaotic and
defended for you r session this week. unpredictahle nature of advt!nturing in a fa ntastic
world of danger and magic. her)' time players begin
a session. t hey draw cards from their decks. activati ng
thc game henent of the card at the appro priate tim!;;.
Renown Points Each card providcs a game eITec t th<lt e nhances attacks
Onc ofthc greilt rewards ror playing in H D II.'\Gw",S or d c1i::nse~. or provides some other sort ofbenc1h to a
& DRAGO,,"S E;\'C:OUNTf.RS season is the accumula· player charac ter. Thcse cards are featured in UU NGEO/\,S
tloll of Hen own Points (RPs). which arc given out for & URAGONS F."'COUNTERS seasons going fo r ward - player
accomplishment... hy players during. il nd sometim es rewa rds wil l consist ofexdusive promotional f ortune
in-betwccn. sessions. These Renown Points are tracked Cards. Although plarers don't have to purchase cards
at Ihe \Ni:t:,II'd s Play Networf.: location and reaching cer- 10 play D II:-':(~ f.ONS & DnAGo:-,:s ENCOUNTERS, we think
tain thresholds garners the player a tangible reward-an they'll e njoy this new !;;llh aneement to their game
exclusil'c D&D Fortu ne Card . c.xperience.
Players CiLn tlse these cards during the current Fortune Cards arc a\'ailable in H·card booster packs
O U;\,GEOXS & OnAGONS F.",cOUXTERS season. subsequent with differ ing lel'cls of filrity (common. uncommon.
seasons, or pussihly hot h. Each card pl'o\'ides a certai n and rare) .lnd hrlng more excitement 10 the game titble.
be.nefit as detailed on the card. Buies un using the cards Players Citll cr<Jck open packs of cards just prior to
participating ill a game session or come to thei r game
with pre-built decks. fo r players wanting to take advan- ADVENTURE
tage Oflhis gameplay enhancement. we recommend
purchasing 2 boosters per play session or hringing BACKGROUND
a deck built according to the Fortune Card ru les, ThiS ad n :nture is a story of three wizards: Nathaire, an
available in the booster packs or on line at www.Dun - a mbitious mage eager to master the power.~ of shadow;
geonsandDragons_com. The set avai lable for purchase the infilmous Evard , who is supposedly buried in the
and use during this season of DU1'·GEONS & DK AG O ;';!j cemelery ofDupo nde; a nd Vontario , once Evard's
[ Nf:Oll;';TERS is called Sharlow O\'('r Nenrir Va leT,Il. riva l. Player characters arc travelers who are passing
D&D F.ncounlers CanIs: D&D Encounters Cards the night in Duponde. Another tTa\'eler, Nathaire. has
awarded In prior seasons have heneflts simi lar to For- loUowed rumors tha t Eva rd is buried in Duponde, He
tune Cards. For this season, players can eit her lise a plans to perform a ritual 10 trap hard's soul in a magiC
D&D EncoullIers Ca rd or a deck of Fortune Cards orb, hoping to ga in E,'ard 's mastery of shadow magiC.
during each sessioll . They cannot play with both Unfortu nately for Nathai re, [,'ard is not buried
options during the same session. In Evard·s Tomb. ha rd destroycd Vontari n in a d uel
almost flfty years ago. Seeing an opportunity to throw
Renown Rewards other enemies off his trail. Evard allowed fhe lerrillcd
towllspeople to belie"e thaI he had died, not Vonla rin.
When a player earns 20 RPs, he or she receives the fl rst
After arranging for the remilins to he interred under
D UXGEONS & D H.-\(;(),\'S Fortune C/lTd, called curmillfl pItH!.
a marker with his name on it, Evard wove wa rds of
At 40 HPs. the player earns I"cll oj scruples, and al 60
umbral magic over Vontarin's resting place. The master
RPs he or she receh'es coUluerillf.l!afe. Thcse cards arc
of shadows then left Duponde. Over the yea rs. the
awarded to the player immediately following the ses-
citizCfls came to believe that V011larin left after defeat·
sion in which the card is earned. Pl ayers can add these
Ing Evard, since neither wizard has since been seen in
cards to their Fortune Card decks upon earning them.
Dupondc.
These cards are dist ributed by the organizer and any
q l lCS ti OllS regarding availability or quantities should be
d irccted to him or her.
ADVENTURE SUMMARY
Dark Lenacy ojfwmf is organi zed into thi rteen sessions,
summari7.ed in thiS section.
Session 1: lyVeary from Inn'd, the adventurers
pass the night in the tOWI1 of Duponde. They meef a
few fellow travelers. including the wi7.ard Nat ha ire,
who tells them the story of Evard. Later thai night , the
THE DESPAIR DECK characters are awakened when Duponde and its sur-
The Shadowfell: Gloomwrou8ht ond 8eyomfTM presents
roundings arc suddenly shiffcd into the Shadowfcll.
a new component for a DM to enhance his or her
G,!rgoyles adorning the inn come to life and attack.
game. The Despair Deck represents the unnatural
Session 2: The adventurers explore the town and
behaviors and neuroses that affect those who visit
discO\'er that Duponde is no longer in the world. They
or live in the Shadowfell. The deck contains 30 cards
learn not onty that Nathaire's valet, Remy, has Oed the
wi th names such as "Hopeless,n "Pa ranoi d," and
town. but also Ihat the local armory is infested with
MForgetful.'" Each card has an effect that temporarily
shadow monsters. The characters face a choice: f ollow
hampers a character, and when overcome, provides
Hemy or clear out the armory so the guards can ar m
a boon. At certain junctures in Dark LeBocy ofEvard,
themselves.
players are prompted to drnw cards, If the players still
Session 3: Characters c.:omi nue with the choice they
have their cards at the end of the session, have them
made in Session 2. If they pursued Rem),. they catch up
record the effects of the card on their D&D Encoun-
to their quarry in the woods outside town. They find
ters Play Tracker. and ask them to return the cards.
Nathaire's journal. which helps them later in the adven-
They'll have an opportunity to overcome the effects
ture. If the ad"elliurers remained in town to baule
in future sessions.
monsters, it's a fight aga inst spiders and shadows on
Uuponde's st reets.
Session 4: Regard less or whkh pat h characters
took in Sessions 2 and 3. it's now clear that the trouble
st al'led at [vard 's Tomb. The characters make thei r
way to Duponde's .~raveyard, battling rest less undead.
hard's Tomb has been opened, bUlthe skeleton is sti ll >-
in its collln, and no sign ofNalhalre can be found.
Session S: A Vistani boy comes to the characters
DUPONDE
Duponde is a town of about 1,000 inhabitants on
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ilml leads them to the home of the seer Mother Gri · the banks of the White River. large areas within the :Ii
\'dda. Griveld a e~ plain .~ that Ullponde now suHcrs crumbling \.Valls have been abandoned in the last hun· :J
Vl
u nder a powerful cu rse. She tells ' he characters tha I dred years, especially in the southern half of the town. '-'
E\'a rd isn't buried in the gr<l\'cyard , his enemy Vonta rin
is. Unless the characters can placate Vontnrin's soul. the
Heavy undergrowth and trees grow in and among the
dilapidated houses. ":J
)-
Shadowfell might claim Duponde a nd its people. W hile 1) Wa lls, Gates, and Roads: A 12-foot wa ll of Z
the characters are visiting the wise woman. a pack of
wolves all ac ks.
fiel dstone encloses Duponde, and a rickety wooden
walk lines the inside for defenders to fire over the wall
"'Q>
Session 6: Following the adVice ofi'vlother Gri\'elda. top. The walls are in bad shape. with countless gaps. <
the adventurers, searching for clues 10 Nathaire's inten- A guard normally attends each of the three gates.
tions. seek out Vontarin's long·abandoned manor. They Roads lead north, south, and west from the town.
fi nd that the forgotten manse is now home to a band of A pair of ancient bridges leads east, continuing
ticnings who welcome no guests. the King's Road, but they were destroyed io recent
Session 7: Characters continue their exploration of nooding.
Vontarin's man or, Oghting its current occupa nts. The Various locales-such as the Vistani farmhou se. the
explorers learn that Nathaire came to the manse but forgotten manor, and the old monastery-stand within
found little. a few hours of Duponde.
Session 8: At Sll ndown. Uuponde again slips into 2) Th e Old Owl Inn: The Old Owl Inn stands
the shadows. and the monsters threatening the town near the town's North Gate, a large yard surrounding
return. Before the adventurers can res ume their search it. This location is where the characters are stayi ng
fi lr Nat haire. they have to defend the town on(;(' more. during the adventure. The Old Owl Inn is operated
They must decide where thcy ca n do the most good. by Tilda, who employs several cooks, barkeeps, and
Session 9: VOlllarin's ghost. still possessing stable hands.
Nathaire's body, decides to d rh'c ofl'the townsfolk of 3) Chapel of Peace: The Chapel of Peace is not far
Ouronde. He an imates a wm'e of'u ndead attackers from the Old Owl Inn. Brother Zelan and two young
and sends them agai nst the town. The char,Ktcrs m ust acolytes maIntain this rundown shrine. Zelan is an
defend Dupondc against a force of skeletons. old, fat, stubborn Pelorite with a blustering manner,
Session 10: The attack of the skeletons provides a but he's wiser than he lets on.
key clue to the location of Nat h aire's lair. Tbese undead 4} General Store: The General Store is down the
came from the crypts of the ruined Sa inI A\'arthil MOIl- street from the Old Owl Inn, near the Town Courtyard.
astery. The adventu rers ca n visit the abbey's crypts and It is operated by a grumpy dwarf named Krugan. He
batt le more ofNatha ire's lackeys. has standard adventuring gear for sale, as well as
Session II: The characters continue their explo- common magic items. He is cranky, because a band
ration of Saint f\\'arthil Monastery. battli ng more of of tienings have recently been Intercepting caravans
Nathaire's ser"'l nts. The adventurers might learn that bringing goods to his store.
the fri ars removed se\'eral ofVuntarin's possessions S} Town Square: The Town Square is normally a
from his manor when the wizard disa ppeared. meeting place for the residents of Duponde_
Session 12: Characters fi nish their search uf lhe 6) Town Armory: The armory sits near the Town
abbey. and they corner Nathaire in the li brary. They Square, alongSide several aqueducts that bring water
hattie Nathaire and t,he creaturcs servI ng him. ' '''hen from the river. Marshal Grimbold 's offices are here.
the characters defeat Nathaire. they nnd that the purpl e 1) Graveyard: There is a large cemetery in the
orb he carries traps Vontarin's hateful soul. The curse western end of the town. The graveya rd is where
remains u nbroken. however. Evard's Tomb stands.
Session 13: VOll1arin's soul must be freed from 8) lady's House: A large hilltop manor in the
the orb at the place where his body is buried. or clse it middle of town is home to Lady Celice Arnaud, heredi-
might roam free a nd the curse might never be broken. tary ruler of Duponde. lady Arnaud is a soft-spoken
The adventurers shatter it. hut a ghostly remnant of human woman of sixty who keeps four watchmen
Vontarin appears and fights furiou sly against bei ng la id and a handful of selVants and clerks in attendance.
to rest. \o\Iilh the defeat of Von tarin's ghost. the ritual Is Duponde's guards answer to her, but lady Arnaud
undone. The mage rests again. and the town returns 10 allows GrimboJd to manage the town's defenses,
the world lor good.
~J\ye?" olle oj (he dll'arves asks. M Arrd II"hy is ,hOi?"
CHAPTER 1 -Because a lrosls lI"alk abroad a ll l1 ialllSsuch (IS Ihis,
frielld.~ lite o uartl allSll"ers.
AI the beginning orOark t carlc), oJl::mrd. caell character The )'011118 scllolar looks up. -Could Ihe lIhosc oj ,b'ard be
starts with full hit points and healing surges. as well as amoll8lhem?"" he asks.
1 action poin!. -Sollie S(I),,- Grilllbo/d replies. " YOII miall! kllow more
aboul that chall J do.'"
-HllsII, bOlh ofyour says THdll. -TlIat's a name beller leJI
SESSION 1: unspoken ."
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THE OLD OWL Grimhnld pac ks lip 10 head out on rou nds. but he's will·
o
C haracters begin the advcnllIfc in the common room ing to engage the characters in conversation before '"
orthe Old Owl Inn in Dupolldc. The town sits 011 the
banks of the \~/ hite River, a few days' tral'cillorth of
le aVing.
'"'"'"
Harkcl1\\'old. Acting as couriers, the ad\'cntuft.'l"s are
carrying correspondence from Fullercst to the cit)' of CHARACTER PROFILE:
Sarthel. Duponde is ju st a orief Slopover on their jour·
ney. Head:
GRIMBOLD
Marshal of Ouponde, Grimbold is the town's chief
law-keeper and captain of the militia. During ordinary
nrcd after a lonn day of J1lC1rchina ill cold mill. YOIl're warnl-
times he's little more than a night watchman who
in,'Jyourseh'cs b)' Ihe hC(lnh oflhe Old Ow/Inn ill the t01l'1I of
supervises a few gate-keepers and carries the keys
Vupotlde. You\'c beenlrm'clillE du~ Kino's Roadlor a lI'eek,
to the armory.
headifl8 south to the cil)' oJSarthcl lVilh correspondence froll1
Key Traits: Skeptical. stub born, and smarter than
Lord Markel/ltl)', the l orel Wardell oJfallcrest.
he looks. Grimbold doesn't look like much of a leader.
' '''hell )'011 arril'ed in Duponde,yo u discol'ered that 'he
but he's a steady man in a crisis and well respected
city's I11'O bridoes lwei been ciamased by recent j100dins in rile
by the townsfolk. He is a keen observer and doesn't
Nentir Ril'er. j\TO\l',you mus, wail aJew days while die StOIlC-
miss much going on in town, but te nds to keep his
lIIasons repair rhe bridal.'.
opinio ns to himself.
Goal: Grlmbold wants to organize a defense of
Prompt t he players to introduce their characters and
the town against the immediate threats posed by the
describe t he m . i\ sk playcrs whether they've agreed to
Shadowfell and solve the mystery of what happened
serve as couriers or arc just tra"cling with characters
and why. Without the help of the heroes, his only
who have. Ta ke a moment to rc infi:lTce the idea that the
recourse would be to abandon the town and hope
c haracters arc already acquainted ifn01 friends. They
that some of the people survive.
share a few rooms in the upper fluor of the inn.
Motivation: Protect the people of Duponde.
If characters arc curious about the messages they're
Grimbold has lived in this town all of his life, and the
carry ing, they cau brcak the seals ami read the mi.~si\'{~s.
townsfolk are his neighbors and kin. He's wise enough
The leu ers d ea l with negOtiilting the marriage of Markel·
to ask for help if someone e lse can do a better job of
hay's SOil Ernesto to Vespa. a noblewoman ofSarthel.
it than he can.
When the p layers arc rcady, read:
Fears: Grimbold is afraid of making things worse
by making a poor decision. He is aware that he knows
Sllorrl), after dllrk, the rtlin leIs lip and wind rises ou tside. 1r
nothing about dire curses, angry ghosts, and shadow
rarrles the lI'indoll'pmlCs (Illd moans eerily in tire chim ne)'. Th e
magiC. Evard's curse is his worst nightmare-a threat
colllmon room benills 10 elfll' ty as rile lowlsfinish rlleir ale
he doesn't know how to fight.
(lIId make their wily back 10 Iheir homes. SOOIl. the only people
Weaknesses: Doubt and hesitation. Grimbold
rernainillO in rhe Old Owls COIIIIIIOII room are a Irio ofdwarf
second-guesses himself constantly, especially in deal-
trtll"clers, a dark-Iulired )'011118 mall ill the robes ofa sdwlar
ing with matters he knows are beyond him.
alld his Ila!flillO sermnt. a burlysuard in a browlI cloak. che
Mannerisms and Physical Characteristics: The
barkeep, a aray·bearded old man, alld die Old Owl's proprio
marshal is dour and close- mouthed, rarely using two
etress. a stout 1\'011111 11 oj middleyears who infroduced I,erself
words when one will do. He is a tall, round·faced man
as Tild" Gre'!/1eJd when you look lodflillflfor the nifllu.
of about forty, slow and deliberate in both speech and
Tlrea uard fi nishes II "lIlB OJ"OI cider. M Tllink J'd best be
all my I\"ay,~ he SllJ'S" to Tilda.
action. He wears leather armor and carries a crossbow
and a cudgel, which he replaces for o ld mail and a
'Take care ofyollrself, Grimbold," Tilda replies. "We'II
plain sword when things go wrong.
sllll! tire lap early, Tthink. II 's no lIinil1for noodfolk 10 be out
and about."
Others in the Old OIVI
The people In the inn sit up a little longer. The charac-
CHARACTER PROFILE:
ters can engage them in discussion, or vicc versa. NATHAIRE
The Dwarves: ~GJlOsIS? NorlSense.'" An ambitious and ta lented wizard, Nathaire comes
Kal ha, Kristyd, and Kildrak ilrc siblings-two sisters from an aristocratic family in the city of Sarthel. He
and a brother-who arc skilled stonemasons. They've doesn't want to say much about his true purpose for
come here from Hatlllncrlasl 10 perform repairs on being in Duponde, because he doesn't want to deal
Duponde's bridges. They bicker with each other abollt with any "unreasonable" fears or concerns from locals.
trivialmancrs. They scoff at ghost stories. Key Traits: Clever, confident, somewhat patronizing,
Hara ld, the Barkeep: "'Travelersfrom the 110rlh. eil? Nathaire is full of himself, but he stops short of pick-
\ \'/WI brinEs you to DUJlollder ing fig hts by being downright insulting, If a hero takes
Friend ly and ta lkative, Ifnolloo bright, Harald was offense to something he says, the wizard swallows his
once a trapper and hUllter in the nearby lorest. He gave pride a nd provides a reasonably sincere apology.
it up and took work al the Old Owl years ago afiCf he Goal: Perform the rite to capture the remnants
lam ed hlmselfwlth one orhis oWlltmps. Harald knows of Evard's shadow-powe rs for his own. Nathaire
lillie aballl Evard, a nd he is \'cry superstitious. anticipates nothing but success, and expects to leave
Marshal G rlmbold: "1\'e secn some slrallfJC Ihil1fJs, bul Duponde In a day, perhaps two,
Dupollde'$ a quie/lolI'll. H'e like it thaI way." Motivation: Ambition and a hunger for magical
Grl mbold is a big, rOlln(Haccd man offorty or so. power. Mastering Evard's powers would make him
He's the leader of the town's militia. For his duties. he a very powerful mage. Nathaire isn't out to hurt
wears leat her armor. and he carries a crossbow and a anybody in Dupondej as far as he knows, his ritual
large cudgel. Grimbold su spects a dark influence in shouldn't have any effect on the town,
Dllponde from time to time, He thinks thai if people Fears: Delay and ignorance. Nathaire knows what
use common sensc, they ha\'e littlc to worry about. he wants and he's ready to take it, He worries that
Tilda Grenfleld: "Never mind Ihal talk.Just eryoy the thickheaded authorities and benighted commoners
fire (lIld make yourseh·es at homer couldn't possibly understand the importance of his
Shon and Stout. Tilda is a friendly chatterbox of a research, and might impede his efforts,
woman aboUi fifi.y years of age. Her husband died a Weaknesses: Overconfidence and impatience.
couple of years back. leaving her to run the Old Owl Nathalre thinks he knows more than he does and is
with a handful of woks, barkeeps. and stable hands, It anxious to put his project into motion.
has been hard, but she's making a good go ont. She's iI Mannerisms a nd Physical Characteristics: Precise
dever, inSightful woman who knows the town's histOry speech, big vocabulary, sharp wit, and expensive tastes,
and prders to let it stuy buried. Nathaire is dearly a man of high breeding, and like
Nul haire: ""'s fascinalino-the 1II0st ordinary town at many aristocrats, he's condescending toward socia l
firs1i1'ance. but oh. the secrels it harbors!" infe riors. He is a tall, good-looking fellow of about
Nat hai rc is an ambitious wizard from the city of Sal" th irty, clean·shaven, with dark hair and dark eyes.
thel . A tall. thirty.year-old 1111111 who has dark hair and
dark eyes, he comes from an aristocratic family. I Ie is
clcver, intense, and arrogant. I Iis servant is a loyal half. Spinning Stories
ling namcd Ikmy, who ne\·er leal'CS Nathaire's side. Depending 011 whic h people t he characters talk to, they
Nathai re claims to bc in Dupondc to research the story might hear some or a ll of tile following,
of Eva rd. Ghosts (Harald, Gr imbo ld, Tilda): "f\'ery now and
then. on cold llurtlJl1l1llilJhrs, jJeople sec thilllJs Ilround rite
10\\>1I-a pale specter Ihm freeus the hellrt with dread and dis·
appears, free bmnches Ihal seem 10 reach 0111. black shadows
EVARD THE BLACK tllat Jallll'here lite), shouldn't be and follow after rhose who
A character w ho succeeds on a DC 19 History or
see them. Some people haw beelllerribly fri8htened, bill no
Arcana check knows the following about Evard:
ones e\'er been hurt. Norhil1lJ to if, probably.-
El'ard's Tomb (G rimbold , Tilda): "f'orty.fifty years
EvaI'd Is a famous wizard who was active several decades
back, a wizard rUlIl1ed VOl1lc1rilllil'Cd here in DIlIJonde. 1\
080. He is renowned for his mastery of shadow mosic;
ril'lll. Emrd-(llIotoriOlls fellow, as wizards yo-callie to
his most famous spell is Evord's Block Tentacles. He was
Dllponde 10 demoy !Iilll. They fOll8ht one niB'u with black
ambitious and cunnin8, and althou8h rumors of his
IIlllfJic and left the old 1Il0llaHery in ruins with their spclls.
death have circulated. nonc have ever been confirmed.
Vonlorin \\,115 ncver seen a8ain (!frer thai niBhl, bUI theJrion
He had many enemies, the most powerful of which was
fOlilld El'flrd dead inlhe wreckane and buried him ill the lown
the wizard Mordenkalncn.
,qrm·eyard."
Evard (Nathaire): "r::vQI'II was II powerful wizard who
disappeared about fiflY yea rs a90. I lis specially was manic INSIGHT CHECKS
irifused willt til e power of shadow. alld he del,ised several lIew If any players want to use the Insight skill to try to
spclls- per/ulps ),0I/1'e /1I.'11 ra of f\'(ml:~ Black Temadt'S! l'\'c learn more, a llow DC 12 Insight checks.
becn trying 10 piece t08ether the story of his aal'Cllflires for The Dwarves: Katha, Kristyd, a nd Kildrak seem o
yca rs, and the trail led me her<'.lncl'er e.'(pecred tofind Ilis unimpressed by small -tow n ghost storie s.
10mb ill aforneltllble linle town like DUjlorHlc. Noll' J cnnfill Harald: He's not terribly bright, and seems like
ill tile ena of tlu.' story nna- belweCII )'011 lind me-Ielive ,his someone who believes anything he's told.
bll(k\l"afer.~ Grimbold: He's not t ruly worried, but he's happy
Nath aire (Grimbold , Harald , Tilda): ~A nice to stay inside out of the weather for a chat. z
cnollnhfellolV, althollyh lie's lI,ed to belle,. dum Duponde Tilda: She's a little spooked, and doesn't want to
o
alld makeslhal 11 litrle 100 d ear. Hc's beell hertfor IIfew days. scare herself silly With more ghost stories.
PClys llis wCly and CTeli spredds some extra around. Says Ire'5 Nathaire: He admires Evard, but thinks a wizard
srudyil1B Ill' ot! E\'(\T(l:~ Tomb.~ of Evard's power shouldn't have been defeated so
easily. He believes the townsfolk do n't understand
the importance of Evard's To mb.
NATHAIRE' S STORY ARC
For much ofthe adventure, the characters a re trying
to discover where the wizard Nathaire is and what Other Actions
he's up to, Here's a summary of his actions during If the ch <lraetcrs d ecide to look around the area,
t he adventure. accompany Grimbold on his rounds, set a g ua rd. or
Session 1 (first night): Nathaire attempts a head straight out to visit the graveyard. nothing Out of
shadow-magiC ritual at Evard's Tomb in the middle the ordinary happens. It's a cold . cloudy, windy night.
of the night. The ritual goes wrong, and Vontarin - the Duponde is an ordinary to\\,II. now bUlloned IlP fur t he
wizard buried in Evard's Tomb-possesses Nathaire. evelling. T he other people staying at the tavern go to
Duponde is pulled into the Shadowfell. Nathaire's hed, and nothing happens until you're ready 10 begin
serva nt, Remy, flees. the encou nter.
Session :z to 4 (fi rst night): Under the control of
Vontarin'ssoul, Nathalre calls a small number of d ark
ones to his service, using a ritual he knew as Vontarin. Midnight Madness
He goes to Vontarin's manor, intending to arm him· Charac ters can ta lk to any of t ile people remai ning in
self with Vontarin's old spell books and implements. thc common room. or they can go to bed. \V hen the
He finds that the old possessions are missing, but he players arc d one talking, their characters turn in for thc
determines that the monks of Saint Avarthil Monas: night.
tery removed the items years ago. In the middle oft hc night. Nat haire and h is servant
Session 5 through 7 (firs t day): At day break, sli p ou t of the inn through o ne oCthe back doors o r Ollt
Nathaire remai ns in the Shadowfell when Duponde the window o f Nathairc's room. The)' go to the grave-
returns to the world. Evard 's curse keeps him the re. yard . u nd the n Nathaire's ritual sets cvents in motion.
Sessions 8 and 9 (second night): At sunset, \-Vhen you're ready to begin, read:
Duponde returns to the Shadowfell. Nathaire goes to
the ruins of Saint Avarthil Monastery, and he begins Jll tire middle of lit e lIiOltl, " powerfUl sensation rouses ),011. lr
looking fo r the items a nd tomes that were removed feels like )'oll're beill8 wrencited ill lIlultiple directions wilholll
from Vontarin's house. He begins by animating the Ihe ability 10 orienl yourself. NotltiJlO ill the room is lI1isSil18_
skeletal remains in the monastery's crypts and dis- blltfu r'l1/sllill}1S are Sll/)t/)' out of place, Ihe air is cold, ane!
patching them into Duponde to drive off anyone w ho the walls have 80111" sliOIIII)' askew. Candles /llId lalllPs are
might interfere. At daybreak, Nathaire again remains strallBe/y dim. Imel shadows press ill frolll £II! sides.
in the ShCldowfeli when Duponde returns to the world.
Sessions 1.0 to 1:Z (third night): When night falls Characters can q uick ly dress and arm themselves
again, Duponde appears in the Shado.....feIL Nathaire if they we re sleeping. Go to the Shadows Gather
resumes his search of the monastery, looking for Von- e ncounter.
tarin's old treasures. The characte rs catch him.
Session 13 (third night): Duponde remains caught
in the Shadowfell until the characters shatter Nathaire's
orb, reuniting Vontarin's soul with his physical remains,
returning the ghost to its eternal rest, and return ing
Duponde to the world.
The presence ol"lbe gargoyles and the shadows arc side
SHADOWS GATHER cflccts or lhe shadowfal1 in Duponde. Don't place the
Encounter l.evel 1 shadows on the map yet. T heyh! not visible at the start
oj" the encounter.
HP 25 : Bloodied 12 Initiiltive +9
AC 15. Fortitude 14. Reflex 16. Will 14 Perception +3
Speed 8: phaSing DMkvision
Resist insubstantial: Vulnerable 5 radiant
Born of Shadows
The stalker can make iI Stealth check to become hidden when it
Conclusion
Harald is ullconscious- the gargoyles attacked him. He ofth e inn reveals that Tilda and the dWaTl'(:s are fine.
can be roused with n successflll DC 12 H eal check. or GrimboJd i~ ,. pre su mably, Ollt on his rounds. Nalhaire
wakes lip on his OIVII Icn minutes later. A quic k chcck and Remy are missing.
Reward
At the end of the session. each
character gains 2S0 XP for
interacting wit h the people
stay ing in the tavern and for
battling the monsters.
Dread: An oppressive sense of anxiety and hopeless·
SESSION 2: ness presses down on Ouponde. It feels like the wisest
course of action is to go back to the Old Owl and hide.
WITCHING HOUR Gloom: It's a dark, cloudy night. and an eerie gloom
Dupondc and its surroundings arc no longer in the has sell led o\"er OUj>onde. Light sources illuminate
world. Old warding mugic t hat Evard laid over the place only halfthcir norma l radius while Duponde Is In the
where he bur ied h is rival Von larin has pulled the town clutc hes of the Shadowfell. (Remember this w he never
into the Shadowfcll. the characters are in Ihe SlladowfCll . It applies for the
This session begins with the c haracters gathered rest of the .uh-cnture.)
in the common room urthe Old Owl Inn. The night Twisted Reflection: This is not the same Duponde
outside Is supernaturally gloomy, cold, and me nacing. the c haracters arrived In hours ago. Streets don't seem
Othe r denizens of the Old 0",1-Tilda. Harald. ilnd the to meet the same way; bUildings sti.l nd subtly distorted
three dwa rf tra\'clcrs-are ready to barricade them- and menacing.
seh'cs inside until morning. No sign can be found of the
scholar, Nathairc. or his servant. Using Skills
v" hen you're ready 10 begin, remind the players Players might ask il"skills CHn help them to Ilgure out
where they arc a nd what happened last time, then ask what's going all. The skills mo~t likely to be uSl'ful are
them w hat they'd like to do. Allow thc characters to Arcana, Nature, and Hcligiol1.
explore the inn amI its surrollndlngs for a short time. Arcana (DC 12): The J:(loom. chill, dread. and
\·V hen you're ready to tontinue. go Oil to Gr imbold's twisted appearance indkatc that the Old Owl'lnd its
Return. surroundings arc IIOW in the Shadowfdl.
Arcana (DC 19): Areas of the mortal world can
Into the Shadows shift into the pl anc ol"shadow under the elfcct of power·
This is a chance for the characters to .~tudy their cir- ful curscs. Thi s e,'ent is called a shadowfalL Somet imes
cumstam:es and see for thcmsd\'es exactly w hat sort Sitch shifts are permanent. and some times they rccur
of trouble Dupollde is in. SOll1e pos.~ihle alternati\'es intermiltently or end alter a t ime.
include: No gain is to be had in t rying to flnd how liu the
effect extends. Oupondc is now in the ShadowfCl I. and
Wait Inside the Old Owl anyone who leal'CS the town just tra\'els into the wider
plane of shadow and greater peril. T he best c hance to
No answers arc to be found at the inn. Tilda, Harald.
return to the world is to be in Duponde when it shilis
and the dwarvcs remain inside, barricading thc
back, either by waiting lor it to happen all its own or by
common room against more monsters. They ha\'e no
Oguring out \\"hat caused the shado\\"fall.
idea what's going on, hut they're happy to havc a party
Nature (DC 12): The Old Owl and its environs arc
of bold adl'cnturers guarding them, If the charactcrs
no longer in the natural world.
ask Tilda wha t to do, she suggests exploring the arca to
Relig ion (DC 12): The gloom Hnd dread suggest the
see how far the supernatura l gloom extends and to pro·
Shadowldl is intrud ing Into the world somehow. The
teet Ihe towllsfolk from allY 01 her monsters. Grimbold.
Shadowldl is the plane through which the sou ls orlhe
seeki ng help, e"entually returns to the Old Owl.
dead pass em theIr path beyond death. Dark magiC and
undead ofte n draw on its power.
Search for Nathaire and Remy
A quick check rel'eals that Nat haire and ltemy are not Explore the Town
in their rooms. Nathaire occupied the ground.fluor
Characters gaill the same inrormation they gain fcom
room that has a desk. Remy stayed in the room just
investigating the darkncss. In addit ion, they deter·
across from that one. (No one was stayi ng in the third.)
mine that D upomks pcople are now awake a nd very
Ordinary clothing and gear re main behind, and their
alarmed . Most arc locking themselves inside, unw illing
mou nts arc sti ll in the stable (sec Investigate the Dark·
to ,'cnture OIudoors. As the ad"entllrers explore, they
ncss).lt docs not appear th ey packed up for ajourney.
catch frequent glimpscs of threatening shadows that
qukkly slip out of s ight. They hear s tra n.~e soullds-
Investigate the Darkness clatters. thumps. and mumed shouts of alarm-lost in
If the ch aracters l'enture Into the gloomy night outside the dnrkness.
the inn, they quickly discO\'er a lew unsettling fact.s. Go to Evard's Tomb: If the characters head straight
Chill: A pervasive cold seeps into the bones. no for the graveyard, the), make it ailom halfway when
matter how warmly dressed or dose to a flre one is. Grimbold runs into them. Continue with Grimbold's
Return.
.•
'
of the road. He lold me thallhe 1111lf1iI18-dte aile who scm.'5
Grimbold's Return dial )'oull8 wiwrd wl105 beclll'okillfl aroul1,1 fmrd 's Tomb-
After the U(h-cnillrers have had a Ch,II1CC to consider ]led ,ht' 10WII like he had a dozen demons 011 his heels.
Ouponde's predica ment. they meet lip wilh Grimbold W hen Eclclil1 tried to st0l' til/it little scoundrel, rile hCl!f1ill8
again. Ifthc characters arc st ill ill or «fOll ll d the Old stabbed him, r think Ihal half/in85 801 sOllledtifl8 to do with
Owl. Gri mbui(i Hnds themlhcrc. O therwise, lhe guard this. bUI we ,I/so fl eed 10 nel rite armory open. The armory
ru ns into them 011 (he 5trccts in Ihi~ manlier: . or rile fU8 ilil'e-wltidl can you look ill lo fo r mer
1\ dim lisin appcars ill fh e oloom. SCI'crll1 Cl rm t'cllllclI Eddin is wounded hut should live, irthe characters ask
approoch. The !clUler raises his lanrern !IiOI1. anel ill ils linltl about h im, Grimholu looks famrably upon this small
)'ou reco8"ize GrillJbolrl witll a couple of armed townspeople. kindness.
·'Ah. 'he rrare/ers.M he sClys. "I'm !Jlml ro see you. Some timl.!
CLlrse h(isfal1c n ol'er DUl'onrle. You IOllk Hkc)'oll CClI! handle
sOllie [rouble. ecm )'ou help usT" Decision Time
The players havc a decision to make: Do they pursue
G rimbold asks what the characters have secll and Hemy to find out what he knows, or do thcy stay in
listens carerully to any inrormation they ofTer. If the town?
characters ask :'t I.l Olil compensation , Grimbold looks ffth e players dccide to chase Remy.they gai n the
a little disappolmcd . Ill' says that the town has little quest Catch Ik my, Continuc with the Dark Woods
I1na ncial compcnsation to oHer, due to thc expense encounter. \"-/hile the characters are out chaSing t he
of the bridge rcpairs. Howevcr, he concedcs that lady haWing. C,rilllboid Hllds enough guards to dcal with
Cclice Arnaud wou ld surely award the p.1rtyat least the armory.
250 gold pieces in exchange lor u ncovering and dealing Tfthe players instead stay in town, they ga iTl the
with [he sou rce of the trouble, quest Protect Duponde. Go to The Armory encounter.
If the advcnturers ask how they can help, or when Grimbold sends a couple guard s after Remy. but they
you're ready to move on, the marshal adds: don't catch him.
Make sure you know w hat the characters are u~illg lor a "
light SOli fce. AquOlclc
The thornskln can breathe underwater. In aquatic combat. It
Beg in by r ead ing: gains a +2 bonus 10 attack rolls against nonilquililc creatures.
STANDARO ACTIONS '~.' I,'" "I,,, ,1%11' III :,/ 'lill.I,,' /J'i "h' I I"" 'I"" 1'1."1'11/11
Yo u sel ou f nOrllnmrd,Jollowil18 ,lie road II'odifl8 out of
Dupollae. A mile outside toWII, tlte road crosses a sme,l!
CD Bite'" At·W m
Auack: Melee 1 (ane creature): +6 vs. AC
slream all eHl old stolZe bridal:'. The woods (Ire nrowillll Hit; 1d10 + 6 dOlmage.
dlid:er, and ),011 'w left behitu! Ihe farmhouses and fi elds t Potlnce • RechargeJZr@
511rrollllaill8 Durande. £ffeCl: The Ihomskln shifts its speed.
Altllclr: Melee 1 (one creature); +4 vs. Reflex
Hi[: 2d6 + 6 and [he
Setup
1 umbral sprite swarm (U) + At·Wi!I
1 sporeb'lck frog (S) Attack: Melee 3 (one creature): +4 vs. Reflex
2 thornskin frogs (T) Hit: The thomskln pulls the target up to 1 squares.
5t.16 (+3) Oex18 (+4) Wis14 (+1)
Con 15 (+2) Int 3 (- 4) Cha 9 (·1)
When the characters reach (he encounter area,
Alignment unaligned languages -
read:
Croakil18 echoes from ,he 5hado\V~ around ),011, anc! then
I!jah.pi/ched voices, 1015 of 1111.'111, yi8!Jlillfj. 5i1l8i1l8, (/Ild
squobblilil/. i\ dim, 1)lIrr,le claud darts ana swirls ill the shod· HP 55; Bloodied 27 Initiative +6
ows of the trees. Sallled,illS bin SI' /CI S/ ' CS ill ti,e water dose b)'! AC 18. Fortitude 15, Refl ex 17, Will 15 • '8
Sporeback Frog (S) /' I ';,' / ',', I i'; j'i,~ Level 2 Controller';:1
..
gains a +1 bonus to attack rolls a ainst nonaquatic creatules.
CD Bite + At·WIII
for at least olle of the creatures it comprises.
terrain. z
I,ow Bluff: Creat llres can descend the bluff (lS ifit o
were difficult tC' rrain. Climbing lip the blufl'reqllires it
sllcces.~flll))C S Athiefin check.
",
'J)
0
"
•
;•
,;,•
l'
,
-
THE ARMORY
HP 52; Bloodied 26 Initiative +S
E n co unt er Leve l l AC 18, Fortitude 17, Reflex 16, Will 15 Perception +7
Speed 6. climb 6 (spider climb) Tremorsense 5
' Vh en th e characters e nter th e area, read : Resist 5 poison
Followill8 Grimbold 's directions, )'011 IJIOW Il1roll811 rhe
darkened streets to till! armory. rlJe lJloom seems 10 be Web Walk
alh'C. shadowsjloll'inn around Ihe dim a'ow ofliahl sources. The spider igno res difficult terraIn composed of webs.
.Final/y. your IJ'oup reaches the celtiC of [he river, where an liSi'A'NOARii, Aciro~sl/t!lllll/'1f!I/'
aqueduct. rullS Illroll811 the 1011'11. Y(JlI wn barely make OUI tlle
CD Bite (poison)" At·WiII
Attack: Melee 1 (one creature); +9 vs. AC
siliJouelte of a laroe,lIm-story scone Imileliull inlhe shadows. Hit; l d6 + 3 damage, and the t~rget takes ongoing 5 poison
damage (save ends).
Setup t Death from Above" Recha rge §~1!]
Effect;The spider jumps up lO 6 squares. This movemenl does not
2 spider swa rms (5) provoke opportunity attacks, After the jump. the spider uses
1 d eat hjump spider (D)
3 leeching shadows (L) ..
bite, knocking the target prone on a hil.
'
00 not place the mons t cr~ until the characters cross t he Effect; The spider jumps up to 1 0 squares. This movement does
bridge. The dcathju mp spider is hidden atop the roof . not provoke opportunity attacks.
~ Skills Athletics +9. Stealth +8
at the start of the encounter. A character Ill llst slIcceed
Str 14 (+4) Dex 12 (+3) Wis 10(+2)
on a DC 18 Perception check to detect it. The leec hing Con 12 (+3) In t 1 (-,3) Cha B (-1)
shadows arc not visible. They emerge from the stat ues Alignment unaligned l anguages -
during their turn.
The road I'(iSSCS rhrouah dark rJlickelS (ind sleep. rock)' escarr -
I11CtHS. Your chase liaSyel 10 bear results, bUI suddenly),ou HP 1; a misscd attack never damages a minion. Initiative +3
Iwar bartle cries and the sharp repon of arrows loosed illlo rhe AC 13, Fortitude 12, Refle ll 14. Will 12 Pe rception +1
darkl1ess. Lt's (it! ambush! Speed 6 Low-light vis ion
'III/I/lI1l/JJllllflllllllllll_
/J\TftAH'~ I"~7fj,!llilili/f.WI!fll;!.IIJfIJI! lljljfjj/if/h/'~ ~/!.lliJ. f l'lllt'
Sniper
Setup If the goblin misses wi th.l ranged atlack whi le hidden. it remains
3 common bandits (B) hidden.
4 goblin s nipers (G) ,~ftr1JltI1I/JIII 1111111 /1 i 11111 rllllllllllIlllll$il/IIIII'll1Hlllllllllllllfll"
Remy, Nathaire's H enchman (R), or 1 additional
CD Short Sword (weapon) + At-Will
Attack: Melee 1 (one creature); +8 vs. AC
bandit and sniper Hit: 4 dJmagc.
® Shortbow (weapon) + At·Will
Place monsters and the characters as you desc ribe t he Attock: Ranged 20 (one creature): +8 vs. AC
scene according to the skill cha llenge resul ts. Those Hit: 4 damage.
who start this encounter with lights are at a disadva n- IIITRI'CG;; ,ofA 10",11 i l'IIIIIIW,WJlIUillillilliIIWIIIII!IIIIIIIIIIIIIII, IIIIII!IIIIIIIIIIIIIII."
Goblin Tactics + At·WiII
tage, since enemies in squares of total darkness ca n st ill
TriBBCr. The goblin is missed by a melee attack.
see into an illuminated a rea and in itiate an attac k with -
Effeet (Im mediate Reaction): The goblin shifts 1 square.
out being seen, Skills Stealth +8, Thievery + 8
Str 13 (+1) OClI 17 (+3) Wis12 (+l )
Tactics (on 1,3 (+1)
Alignment evil
In1 8 (.1 ) Cha8 (-1}
Languages Common, Goblin
If Hem)' is absent or dead. his a ll ies break ofT a nd flee Equipment leather arm or, short sword, shortbow, 20 arrows
when only th ree or fc.w er ofthcm remain.
Bandits: If the bandits are surprised, the first one
able to do so without risking attack douses th e campfire Features of the Area
(a standard action from an adjacent square). The ban- Illumination: If the cill11pllrc is imrning. it provides
dit s otherwise dose to melee. using dozinn strike and bright light withi n a 5·squarc radius. It's dark ifthe
flanking to gain combat advantage. campflre is out.
Rem)': The hallli ng uses disfTOClilln doak to protect Other light sources illu minate on iy half their norm al
himsclfca ch round. moving from foe to foe to keep radius.
combat advantage. He lIses desperafena mbil on ly ifhe Boulders and logs: These squares are difficult
has combat ad vantilge against the target. Rem)' avoids terrain.
fighting defenders.
" Remy, Nathalre's Henchman (R) , Level 3 Skirmisher Stream: This water is difficult terrain . Z
Small natural hUrTlal'lold, haUling ::l
Trees: A Irec trunk's square is difficult terrain. 0:
HP 45; Bloodied 22 Initiative +7
Climbing it requires a DC 8 Athletics check. The trees of-
AC 17, Fortitude 14, Reflex 16, Will 15 PNception +5
Speed 6
are about 20 fed talL
""':t'"
Saving Throws +5 agai nSt fear effects
I .•• '
Do not place the shadow bolter or the shadows during CD Bite + At·WIII
se tu p. The cha racters ca n't sec the dark one from thei r AflClCk; Melee 1 (o ne creature); +7 vs. AC
Hit; 2d6 + 4 damage. and the dus k heast can push the target 1
sta rt ing position. and the shadows arc not \'isihte.
square. If the dusk beast ca n't push the larget, Ihe dusk beast
The)' emerge from the shadows of the bUildings during kn ocks Ihe targel prone Instead.
t heir turns. + Two·Maw Re nd + At·W iII
Auack: Melee 1 (one prone creature); +5 vs. AC
\ Vhe n you 'r e Teady to begin, read :
As you lIIake your way IOwanl rite center of 10WII, dre oloom ...
Hit: 3d6 + 4 damage.
..'"
S p~ ed 6 Oarkvision Bush es and Hedges: These plants are dimcuh tcr-
I, Ta'AITs/llillllll1IIIIIIfI/lll11111111//lJ//1 W/illllllilli//i/f/lIllJlllllII/lllhI/II!,!JI!IIII/i/.':IIIIIIIIII!j/1/1111/ i>h'
ra in, and their squares arc lightly obscured.
Combat Advantage (n~crotic)
Whenever the shadow bolter hits a creature granting combat Cart: T he bed of tbe cart is 3 feet abo\'t~ the street. o
advantage to ii, Ihe bolter deals 5 eXira nectatic damage, and Moving into the cart reqUires 1 extra square of
each of that cruture's adjacent allies takes 5 necrotic damage. mo\'ement.
Deadly Precisian Doors: Exterior doors arc d(l.~ed a nd locked. It
The shadaw bolter's ranged attacks have combat adva ntage reqUires a DC 12 Thievery check to pick a lock or a DC
aga inst any enemy that the bolter's aUles are flanki ng.
19 Athletics to lorce open a door. Interior doors arc
STANDARD 'AoIONS/IJ!lllIllhllllllflIlIIIHIIQllllllilililll/lll1lf11I"f,lIilf,,'lllllIlIlfIIIll/fll/fJil1iil m
open.
<D Dagger (weapon) + At-Will }"urniture a nd Goods: These squares are difficult z
Attock; Melee 1 (one creature): +10 vs. AC
Hit; 1d4 + 5 damage. terrain. o
® B[ack Bo[t (weapon) + At-Will Large Tree : The tree tru nk'.~ square is blocki ng ter- '"v.
Attack: Ranged 15 (one creature); +10 vs. Fortitude
Hit; ld8 + 5 damage. and the target takes 5 da mage e<lch ti me It
rain. Climhi1lg it requires a DC 8 Alhletics check. This
tree is ahout 4 0 fcet ta ll. '"
Vl
Reward
At the end of the session,
CilCh character gains 450 XP
for facing Ihe skill challenge,
bauling the monsters, and com-
pleting the Protecl Dupondc
quest.
Treasure: In a pouch at its
helt.t he dark olle carries 100
gp and a n emerald (100 g p). It
wears a +1 amulet oj prOjection.
interrupts to ask questions about exact numbers of
SESSION 4: opponents or to clarify details. He wants to know if an~'
thing in the woods poses a threat to the town.lfRemy
EVARD'S TOMB escaped. Grimhold is disappointed. but he thanks the
Up to this point. the characters have been dealing with party members f{)r trying. es pecially in light ofthcir
immediate threats and challenges orlhe shadowfa!l- encounters with monsters and bandits.
the a ppearance of dcm gcrolls monslers in town or the Grimhold explains what has happened in the town
escape of Nat haire's servant. Now iI's time for the adven - while the charaners haw been gone. I Ie has managed
turers to seck some answcrs.lflhe characters spe nt to round up guards and arm them to stem ofT t he \\'orst
the last session pursuing Hemy, begin 1his session with of the monster attacks-black spiders at the armory,
Returning to Dupondc. Characters who spent the last roam ing shadow beasts in the streets, amI packs of
session hunting down the monSlers in town slart this giant rats by the warehouses, Creatures have broken
session with Chapel of Peacc. into homes or attacked foolhardy sou ls who ventured
out. Severa l townsfolk are injured or dead.
Returning to Duponde Grimhold encourages the characters to keep helping
out. Tfthey ask what they can do next , he tells them that
vVhen the characte rs return to Duponde. they find
he's worried about the graveyard. Go on by reading:
Grimbold anxious to speak with them amI find out
what they've learned. Begin by reading:
"lfyou're s[i/l wi11i1l8 ro he/p. my guards tell me that people
who lire near the cemetery say tll ey saw and Ileard strallIJe
After dea1illS with rhe t1lU8s ourside fawn, )'olilurn around
8oill8s 011 there jusr before this started-a I'oice dzan/inn in
and relrace your steps. rcrumin9 a couple of/lOUrs after you
some d(1rk lall8uII8e, shadowy f i8ures sku/kin8 aroulld lhe
sel oul. Whellyoll reach rhe wwlt,youjind a 8rouP offour
mausoleums, ahost li8ltts dancil18 beneath the trees. Theil rht
[Juards \\'CltchiI18 the nale. They sendfo r the marslwl. Grim·
ni81n [urue" 10 what's aroulld liS IIO \\'. 1 don't hare any flilards
bold, who soon arrives. Grintbolcl and rlleguards with him
to spare, not with rhe trouble ill the streets.lfyolI'd look infO
look like lhey've seen "lellty ofji8hrill8 in your absence.
the 8faveyard, rei be ill you r debt."
"You're back!" rite marshal says. ", ,V hat news? Did you
find the ha!JliIlIJ7"
Continue to the P illaged Tomb encou nter when the
player characters go to the graveyard,
Encourage the players to recollnt highlights orthe last
two sessions as their characters saw them. The marshal
co
Chapel of Peace :;
If the characters protected Dlipondc by clearing out
o....
the armory and scouring the st reets of shadow mon- VI
sters. they qUickly become heroes 10 the townsfolk. o
Start by reading:
"~
Soon after ),our barrie aaail1s! the pack afbeasts roamin8 the
streets, a pair of town auords finds you and informs you thar
"'
Brother Zelan ar the Chapel ojPeace is askinsfor you. They "
Z
lead you !o the western end oJlown and a small temple thaI o
has a crurnblina bell tower. The shrine is serving as a make- VI
VI
shift strol18hold. A number of townspeople huddle inside, and
six warriorsauard the doors and watch the Slreet. "'
VI
ceed, they spot the leec hi ng shadows at Ihe same time CD Claw + At-Will
Auac/c: Melee 1 (o ne creature); +9 vs. AC
that the)' see the zombies. If allcast halflhc charac- Hit: 1d6 + 4 damage. and the target Is immobilized (save ends).
ters achieve a resu lt of2 1 or h igh er. they a lso spot the 4- Prepare for Sacrifice + At-Will I
ghou ls. Any crealUrcs the charac ters fall to sec begin Alloe/,: Melee 1 (one creature the flesh seeker was hidden from ai
the battlc hidden. Do not p lace hidden monsters 011 the the start of the flesh seeker's turn); +9 vs. AC
map until they attack. Hit: 1d6 + 4 damage, and the flesh seeker knacks th e target
prone and grabs it. The target takes a -1 pen~lty to attempts to
escape the grab and cannot stand up until the grab ends.
"Vh e n the characters arrh'e. read:
Dllponde's cemetery is filled wilh mossy old tombSIOJ1eS
+ Render untl.l Orcus (weapon) + At-Will
Attock: Melee 1 (one prone creature grabbed by the flesh seeker~
leanil19 0[ odd aI1S/cs. Ollar/eel, leaj1ess rrees, (Ind crooked +9 vs. AC
cobbled pat/I s lilfered with cracked stones and wir)' lufts of Hit.: 1d8 + 9 damage.
8rass. 'flie unn(lUlrnl n100m haflJJ irlIJ over the town is espe- Skills Acrobatics +11, Stealth +11
ciCllly dellse here-palpable fear linIJers ill the air. Ahead is Str 11 (+3) Oex 19 (... 6) Wis 14(+4)
Q SlOne mau soleum, its roofdccorated with small.leeril18
Con 1S (+4) 'nt 10(+1) Cha11 (+1)
Alignment chaotic evil languages Common
l1arJjoyles. Rut betwee" ),ou 'Illd the tomb, sCI'era! elUIIlSY
Equipment dagger
fiyurcs dressed in dirt·stainedsarb shamble 'hrollah the
shadows. They lookfreshly slain.
4 Leeching Shadows (L) level 1 Minion Lurker
Small shadow humilnold
3 Grasping Zombies (2) Level 1 Brute HP 1; a missed a!tack never damages a minion, Initiative +7
Medium natur<11 animate (unde<1d) AC 1S, Fortitud e 1]. Reflex 14, Will 11 Perceptil.ln +1
HP 3]: BIl.ll.ldied 16 Initiative -1 Speed 6, fly 6 (hover)
AC 13, Fl.lrtitude 14, Refl ex 11. will 11 Perception -1 IliT~ AIT$IfIIII/!rll//ll/fill/Il/f, III!!!I; '1/1111/111/111/lilli/1ft '11111. ffill/filii. fllll/illillll/I/~( 1IIIIII/,n(IM.•
Spee d 4 Darkvision Born of Shadows
Immune disease, pl.lisl.ln The shadow can make a Stealth check to become hidden when it
TRArTS ' .' , ',' .,' ,I>' "" •. '1,., I'! I, has partial concealment instead of needing total concealment.
Zl.Im~l!! ~e a kness
i/STANbARD ACtIONS /ll/lIlilll!II'fM't//II/I/I/t 11111 /!il/lil!I!I/I~WIIII!UlI!IIIII/IIIIIIIII!
A nitkal hit a utomatically redu ces the zombie tl.l 0 hit points. " CD Shadow Meld (necrot!c) + At-Will
' STANDARO ACTIONS " ',I ,'1,1 ' .. 1 , ' "/' II.lt'l,/I',!; "1111,', 1f!:IM!1
Allotk: Melee 1 (one creature): +4 vs. Reflex
<D Slam + At-Will Hit: 4 necrotiC damage. and the shadow shifts Intl.l the target'S
AUoclc: Melee 1 (o ne creature): +6 vs. AC space and melds with its shadow (save ends). While the shadow
Hit.: 1d12 + 3 damage, or ldll + 8 against a grabbed target. Is sa melded. It is removed from play, and th e target grants
~ + Zamble Grasp + At-Wm combat advantage and lakes ongl.ling 4 necrotic damage. When
Auock; Melee 1 (o ne creature): +4 vs. Reflex the target saves, the shadl.lw reappears In a square adjacent tl.l
Hit: The! zambie grabs the target (escape DC 11) If It dl.les nat the target I.Ihhe shadow's choice.
.
have a creature grabbed.
'
Deathless Hunger + EnCl.lu nter
Skills Stealth +8
Str 11 (+0) Dex 16 (+]) Wis 13 (+1)
Con 14 (+1) Int S (-3) Cha 10 /+0)
Tri88t'r: The zombie Is reduced tl.l 0 hit points. but nat by a criti· Alignment evil Languages Common
cal hit.
Effea (NI.I Action): Rail a d10. On a 15 I.Ir hig her. the zambie is
instead reduced tl.l 1 hit paint.
Str 16 (+3) Dex 8 (-1) Wis 8 (-1)
Cl.ln 13 (+1) lnt 1 (-S) Ch<1 ] (-4)
Alignment unaligned Languages -
Tactics Statues: The pedestals are 5 feet tall. and they·re
blocking terrain. A c reature can cli mb 10 the top of olle
":;;
Ghoul Flesh Seekers: If the ghouls urc hidden at C
w ith a successfu l DC 8 Athletics check. f-
the start orthe hattie. they wait fclr characters to come Tombstones: A square containi ng a monument Is Q
dose enough filT the ghouls to reach in a single move. difficult terrain. (;
opening the fight with preparejor sacrifice. If they areil't
hidden. they begin combat by closing in and 11100'ing to
Trees: A tree trunk's square is difficult terrai n. <
-'
Climbing it requires a DC 8 Athletics check . The trees -'
a place where they can make Stealth checks to become are a bout 20 feel tall. "-
hidden. so that they can use preparejor sl1crifkl? on the
fiJI lowing round.
.,...
Grasping Zomhies: These corpses .~ hamhle toward Conclusion Z
the nearest \iving c reature and attack. Each onc uses \\llth the undead haunting the gra\'eyard defealt'd. C
zombie wasp un a target. a nd then uses slam against the the charilcters can examine {"ard 's Tomb. Someone
grabbed target. They fight with little intelligence. ignor- used crowbars. now discarded on the path , to pry open
ing potential n an king situation s. the mausoleum door. The three laborers who helped
Leeching Shadow s: These creatures wait fix the Nalhairc open the tomh were transfimned into the
party {() engage the zombies and then mount a sudden zombies in this encou mer.
rush when the characters are occupied. They use the Searching the Tomb: rnslde, the tomb contains a
zomhies as flanki ng partners. I'lr,:;e sarcophagus, which has also been forced open.
Inside is a black·honed s keleton clad in tattered robes.
These bones, which the characters and townsfolk
Features of the Area believe to be [\'<l rd's, arc the mortal rema ins nfVon·
Jllumination: h 's dark. Light sources illuminate tarin. The bones are well preserved, despite heing
only half their normal radius. blackened. They luok undisturbed. as though whoe\'er
Benches: These squares arc difi1cuit terrain. opened the sarcophagus stopped as soon as the seal was
Bu shes and Hedges: These plants arc dHllcuh ter- broken. A character who succeeds nn a DC 19 Arcana
rain, and their squares arc lightly obscured. check call tell th at some kind of magic trap has been
Mausoleum: This tomb's il"Un door is open, and recently triggered here.
the bllildillf: has no windows. The roans about 10 fee l Nathaire's Journal: If the characters did not find
above the grollntl at the edge. It requires a DC 19 Ath · Nathairc's journal in the Nowhere to Run encounter
letics check to climb the wall. in Session 3, they can find it here. The journal is a
Open Grave: Creatures that 1i.,1I in this shallow book bound in hlack leather near the base of the sar·
grave take ld6 damage. Scrambling out or the grave cophagus. The journa l is written in a code of Nat haire's
requires 2 extra squares uf mo\"ement. devising. and ii w ill take time to decipher. See Session 5
Ponds: The water uft he pond is difficult terrain. for more information on the journal's contents.
Daybreak: \:Vhen lht' char·
acters have had a chance to
examine the scene, return to
Daybreak, page 25.
Reward
For fighting the monsters.
interacting with Grimbold or
Zelan . and helping illYestigate
the gra\'eyard, each character
gai ns 200XP. Tfa player has
attended every session this
season, his or her character
should have 1,000 XP ifthe
character completed the quest
in Session 3. ThaI character
now adva nces to le\'eI2.
Valkan's Summons
CHAPTER 2 Short ly after the c haracters finish the extended reSt,
a human boy named Valkan comes to them to del iver
This mark s the begin ning orthe second chapter of
Dark I.caacy oJEl'llrd. The encounters in this c haptl.:f a message. Vaikan is a Vistani lad, pa rt of a g roup that
<.Issumc t hai the characters are 2nd level. Jf most of knows much about the Shadowfell. ''''hen he comes.
),our group is 1st le"el. see Adjusting the Encounters read:
on page 2. Each character has had an extended rest
<md shou ld have fu ll hit points and hea li ng slI rges. as You are JUSt rcadyht8 yourseh'cs whcn a da rk·haired human
wdl us 1 actl011 pOint and access to his or her daily ttenancr approaches. lIe holl's 10 you and says. "Forni\'c
puwers. me for troublinJJ )'ou. mastcrs, 1am Val/mil of the Vistani,
Despair Deck: If you are using this component. AIy nf(JflCJlllor/ler told me to tell you that you must come to
have each p la),er draw a card from the Despair Deck. A her house today. before ni8hr falls a8ain. She peers illto rhe
player's card alIccls his or her character. unseeflll'orld. and she says dUll you must kl1ol1' what she sees.
1 can take ),ou."
SESSION 5: VISTANI Va lka n is a quiet, se rious boy who seems wiser than
hi s years. He is very polite . a nd he replies w ith answers
Oupondc's long night has finally come to an end. W ith
such as "Moth er G rivelda said you wou ld say that ,""1
the arr ival of da\\,Il. the to\vn shilicd back from the
know litt le of sm:h things, but Mother Griveld a is very
Shadowfcll to th e world. T he question is how long the
wise:' or "You sh ou ld ask Mother Gri"elda: p lease, it is
respi te Illighllast. and whether the characters can
not fa r to her house."
unravel the mystery of what h as happened here.
His tory (DC 12): The ViSlilni are a clannish people
who a re known as rove rs, myst iCS. and troublemake rs.
They're sa id to travel into the Sh adowfell from time to
NATHAIRE'S JOURNAL time.
Those who possess Nathaire's journal might want to In Sight (D C] 2): Va lkan is sincere. He earnest ly
read through it a nd determine what exactly he was believes that it's vital for the characters to speak wilh
up to. However, the journal consists of difficult arcane his gra ndmother as soon as pOSSible.
lore. cryptic symbols, and a tricky code Nathaire ere,
ated to protect his notes from snooping eyes. It takes If the characters are reticeJlt about fc)llowing Va lkan,
hours to read. The extended rest at the start of thiS other people in Duponde suggesl lhat it might be wise
session provides the characters wi th their first oppor- to hear what the e lderly soothsayer has to say. They
tunity to deCip her the journal. don't fully trust the Vistani woman , but they know of
Deciphering the writing is a simple skill challenge, Grivelda's reputation as a seer o!' that which is hiddcn .
Each try requires 2 hours and a DC 19 Arcana, History, Ac;suming the characters agree to follow Va lkan, a llow
or InsIght check. The readers successfully solve the them to make any preparations thl!Ywish to ma ke bcfo ft:
journa l If they achieve 4 successes before 3 failures. If setti ng out. Continue with Mother Grivelda's HOllse.
a character fai ls, he or she can't try it again until gain·
ing a level. Successful readers gain an advantage in the
skill challe nge in SeSSion 13 and learn:
Mother Grivelda's House
+ Nathai re is a tale nted wiza rd and a student of \Nhen the characters agree to fo ll ow Valka n to his
umbral (shadow) magic. gra mlmothe r's hOllsc. read:
• He is extre mely ambitious and impatient, seeking
shortcuts to true power. Valkartlcads etlonSlhe road headino soullifrom Duponde
+ He has created a ritual he intended to use to inro rhe coumryside. l\fter a walk ofa mile or so. he turns
summon the soul of a dead spellcaster so that he down a lane leadin9 to a lonely farmhouse Ihal has a laroe.
can drain it of arcane energy, storing the stolen pa inled watJolIl'arked in irs fenced yare!. He shows you to the
power in an orb or similar vessel. house's frolll cloor and knocks once before 90inS imide,
+ Nathal re has been sea rching for Eva rd's Tomb "Grandmother, 1 have brouoht th em," he calls.
because Evard is famed as the discoverer of shadow ThroulJh the open door,you see an olel wOlf/em in a colo rf~
magi c, Nathai re dreams of making himself just as shawl sittin8 by a fire. "Good . ValkaJl, 800d." she answers, -Bl-
powe rful as Evard was, a sll'eet lad and tntt Ihe teapot on IhefireJor l11e. Our visitors
and 1 have much 10 talk about.~
Site waits for you to come in, and then9ives you a chillins
smile. "Noll'. sweeties. answer l11y riddle: ""ho is buried ill
hard's Tomb?"
Grivclda acts like a kindly grandmot her. calling
her glle~ts "child" or "sweetie." Hnd sm iling at a ll)'
compl ime nts paid her. Rut every now amI then her
voice sharpens and her gentle manner fall s away.
replaced hy a tone of cold, calculating certainty. She
is extremely perceptive and instant ly picks u p on a ny
skepticism or doubt.
Grh'elda knows or guesses evcrything covcred in
the Adventure Background. She knows that Evard is
the one who survived the wizards' duel flfty years past.
and that he buried Vontarin in Duponde's graveyard
under a fal se name. She has no idea where Evard is now
or whether he is still a li"e. 110H'e\'er, her gift of second
sight h a~ shown her that Vontarin's ghost possessed the
rash wizard who distu rbed the tomb. Sped fie replies
Gri\'elda might give include:
"Vho's buried in Evard 's Tomb? ""Not Emrd, my chi/-
elren. The spirits made rhe truth knowl1lO Mother Grivehlil.
You sec. 10118 ano. hard aune to Dupol1dl' and defeated his
enemy. '·fe buried Vonftlrin in Dupolldes 8raveyard. alld
allolVed everyone 10 beliel'e rhm it was he who died thai
llifJhl- CI del'Cr pIa)'Jor a lIIan who has as 111(111), enemies CIS
Erard docs. H
rhe )'ou 1I8 wizard and wrest VOrltclrirr's soulJrom within hirn.
' ''' he re is Vontarin now? O r Nathaire? "'1t is hard
to sec, my children. Th e)' !II inllr be olllhe other side. Rut. I
Howling Wolves
\·Vhen the playcrs are done speaki ng wit h J\'l othc r Gri·
miShl. if I were ),01l.lIe8il1 b)' 100killS ill VOll larin's mallor.
velda. or when you're ready to cominue with thc combat
His sou l surei), ~HlS flO! fornol len Ihe house lie lil'Cd in for so
H encounter for thc session. go to the Howling Wolves
mall)' ),cars.
encounter. Drawn 10 the outskirts ofDupondc by the
This begins the Explore Vonla rin's Manse quest.
darkl.:ursc Ihat has settled over the town. a wcrewolf
and its pack of gray wolves <lrc 011 the hunt .
,
,
Frenzied WerewoJf,(F) .,,'I",",' "If
",I' ,.'/ ''''''''''', " ,
',1 . ,!,."I, 1./' level 4 ""'"
"" ,.,,,',11'1
HOWLING WOLVES MedIUm natural humanoId (snapechanger). human 'I'.,' , ' 'I'"
HP 63: Bloodied 31 Initiative - 6
E n co unt er Leve l l AC 18, Fortitude 19. Reflex 18, WiI116 Perception "'9
Setup
Speed 6 (8 in wolf form) low·light vision
'IIiilJIJ!I.'I!UIIfIIfI/I!/JJU/U1JJfflD!U!U/UUIII/JIIII/IIfJI/!IJl
Regencr'tltion
,,i III 111111",,-
1 fr e n zied wcrcwotf(F) The werewolf regains 5 hit points whenever it starts its turn and
3 g ray wolves (' ''') has at tetlst 1 hit point. When the werewolf lakes damage from
Mother Grivclda a sll"ered we<lpon. its regeneration docs not function on its next
Va lkan turn.
/lSTA'N'DARri!A'ct,'DNSlllilillll /lllllll, 'ldi/lflllllliJIIlil/1l 11.'1/1 Ilf!/Ilil/~ I/II! 'I~
Characters start in the cra mped kitchen and sitting <D Claw + At-Will
Rt'quiremcm: The were wolf must be in wolf or hybrid form.
room of the farmho use. All)' characters who chose to
Attock: Melee 1 (one creature): +9 vs. AC
stand watch or remain outside arc with in a couple of HI!: 2dS + 3 damage. or 2dS + 8 against a bloodied target. and
squares of the front door. the target falls prone.
(±) Bite (disease) + At·WIII
W hen the encounte r begins, read: RcquJremem: The werewolf /IIUSI be in wolf or hyb rid form.
A howl riscsjust outside. Tltree leall wolve5 bound tltTOUlJl! the Allock: Melcc 1 (one creature): +9 "s. AC
trees toward fhe JlOuse. A humaJlOia wolf-crcmurc thar has Hil: ld8 + 5 damage. At the end of thc encounter. the target
makes a saving throw. On a failure, the target contracts were·
10119 claws nms swiftly Oil ils hilld lens aloll8side rhe beasls.
wolf moon frenzy (stage 1).
;'-Grandmother. lVoh'es!'" Valkall cries.
<D Club (weapon) + At-Will
Mother Gri\'elda nods 8rim /y. "Vark creatures slir under Rcquirtment: The werewolf must be in human or hybrid form.
the shadow's touch, boy. This is only the be8h1l1inlJ. LeI tiS Atlock: Melee 1 (one creature): +9 V$. AC
hope our visitors cnn proleCl us:' Hil: 2d8 + 2 damage. or 2dS + 7 against a bloodied target.
.,. Lycanthrope Fury + At-Will '
3 Gray Wolves (W) Level 2 Skirmisher ' Requircmcf!t: The werewolf must be in hybrid form.
Medium n<l lutal beast Effect: The werewolf uses daw and bitc_ Then the werewolf takes
HP 38; Bloodied 19 Initiative +6
5 damage.
AC 16. Fortitude 14, Reflex 15, Will 13 Perception +7
Change Shape (polymorph) + At-Will
Speed 8 low·light "Islon
E.ffcct: Thc werewolf alters ils phySical form 10 appear as a
I STANDARO/Ac:rlONSI/~,;·Millfll'/f/;IlIlrf'fI!INII,!I!!I"///I'I'I/'!f1I/lllil!!!1I11I11I11I11 fllllllf.71/1
Medium lVolf, uniflue human. or hybrid.
<D Bite + At-Will
Skills Bluff +8. Intimidate +8
Attock: Melee 1 (olle creature): +7 "S. AC
Str 19 (+7) Dex 17 (+6) Wis 13 (+4)
Hit: 1d6 + 5 dam<lge. or 2d6 + 5 against <I prone target. If the wolf
Con 18 (+7) Int 10(+3) Cha 11 (+3)
has combat ad"<lntage against the targe t, the target falls prone.
Alignment e"iI l anguages Common
E.f!cct: The wolf shifts up to 4 squa res.
EqUipment club
5tr13 (+2) Dex16 (+4) Wis 13 (-+2)
Con 11 (+3) Int 2 (-~) Cha10(+1)
Alignment unaligned La nguages -
This diseasc starts wilh (I Jerer. which soon b('ctlmcs (I l'ioleilt an.!
UlIllTl.'{Jicfab!c r!J,ye.
Tactics Stage 0: The target recovers from t he disease.
T h e pack tries to force the from door. a n d if thai titils. Stage 1: While affected by stage 1, the target takes a-2
the creatures lry to scramble in through windows in the penalty to Will.
bedrooms and t he hall.lflhc c h arac ters com e oll ts ide Stage 2: While affected by stage 2, whenever the ta rget
to fight , the monsters oblige. At first . the pack foc uses becomes bloodied, It makes a melee basic attack as a free
on the c hamcters ra ther than the V istanL anion against an ally adjacent to it.
Stage 3: While affected by stage 3, whenever the target is hit
Fren zied Werewolf: This lycanthrope beg ins the
by an attack. it makes a melee basic attack as a free action
encollnter in hy brid form. and it u ses its lycmuhro!,cfury
against an ally <ldjacent to it.
power recklessly. Check: At t he end of each exte nded rest. the target makes an
Gray "Volves: These canines surround and !la nk Endurance check iF it is at stage lor 2.
t he ir opponents. knocking foes prone and savagi ng 10 or Lower: The stage of the disease increases by 1.
them on the ground. If the werew(llf and at least one 11-14: No change.
gray wolf a re killed , the re maining gray wolves might 15 or HiBhcr. The stage of the disease decreases by 1.
run away.
I;' urnishings: The bed . chairs, tahle. counter, and
Development other h.lfnishlngs arc diffi(.:uit terrain .
Val ka n and Grivckla aren't co mbatants inlhi s encoun· Trees: A tree trunk 's sq uare is difficult term in.
ter. but as a Vislil lli wise woman, Grivclda has some Climbing it requires a UC 8 At hletics check. The trees
pO\\'cr. At t he end (lrthe first rOH nd , she m ovcs to a re about 20 feet tall.
within sight orlhe werewolf and gives it the in famous 'Nell: A .<;turdy wooden Glp makes this wcll nothing
Vist3 ni evil eye. sayi ng. " J twice c urse you. lo ul shape- lIIore than difficult terrain.
sh ifte r, and sever you from the moon's dark bll'ssing!" Windows: T hese casements are 2 feet widc, 3 feet
This causes the lycanthrope 10 lose it s regene ratio n tall, and 4 feet ofTthe ground outside. A creature can
and ability to pa ss on moon frenzy (save end s). Cri- cl imb through an open window. Doi ng so req uires a
\'e lda t hell grabs Va lkan and her broomstick thumps UC 8 Athletics or Acrobatics check a nd 2 extra squares
her broom on the noor. and magica lly jumps into of movcment. z
the raflers oC lhe house with t he bo)'. She ilnd Valkun 1\ character adjacent to a window ca n close or open o
remain safe in the rafter_~ until combat ends. it s hca\'y shutters as a minor act ion. It lakes it DC 12
To add tcnsionlo the scene, you might want a mon- At h letics check to force a shuttered Window open from
ster to allack one oCthe Vistan i. AssulIle that the Vistani outSide.
arc hit if 3uackcd , using their injmics Jor color. They
LOme to serious harm only ifl he characters Ultcrly fa il
to defend the Ja rm. Conclus ion
C,rh'elda rcvcals any information rC{J uired to start the
characters on the aforement ioned quests.
Features of the Area The old wornall is capable ofbrcwillg com mon
I llumination: Bright light. potions and silveri ng weapo ns. The characters have to
Doors: Exterior doors a~c dosed. hut nellh er locked pay for such items and se rvices, but Grivelda oITers her
nor barred. A cha racter inside it hOll.<;e and adjacent to saviors a 20 percent discount.
such a door can har it as a minor action. It takes a DC
19 Athlctks check to break through the harred door.
interior d oors a rc open. Ir a character closes a door.
Reward
F.ac h charac ters gains 250 XP at the end ofthe session lor
a gray wolf can force it open with a successful DC 12
interacting with Vatkan and Mother Grivetda a nd for bal-
Strength check mad e as a mo\'e action.
tling the monsters.
Garden Vegetation: These plants arc di ffi cult
Treasure: Grivetda is grateful for the protect ion.
terrai n.
She retric"es a bundle from bencath loose boards In the
Fieldstone Fence: The lence is difficu lt terra in.
kitchen fl oor ilnd gives it 10 the characters. saying. M(
Firep lace: A fi re burns here. A creature fo rced Into
think you can find a usc for this, children." It's a +1 vicious
the firepla ce squarc takes IdG fire damage.
WCtll'OIl. Shc also gives the party 21'otiolls ofhea/i118·
and pilfering fro m the town's warchollses and stores.
S ESSION 6: Townsfolk kilO.\\, t hat band its lurk nearby but h avc no
idea who th ey m ight be or where they're hiding.
VONTARIN'S HOUSE After possessing Nathaire, Vontarin went straight 10
W ith the advice ofNl othcr Grivclda to gUide t hem . the his old home, on ly to fi nd it in ruins. He man aged to
characters have a daunting task a head. They need to fig ht t hrough Harru mor's gang and descend into the
ri nd Vontarin's restless ghost and p lll it to rest again. dungeons. There, he searched for h is old possessions.
Grivelda believes that Vontarin might have retu rned to Disl"Overing that t he medd lesome friars of Saint Avar·
his old home. Since the characters have few other leads thi! rem oved the item s decades ago, Vontarin len in
at th is point. th is is clearly the next move. d isgust.
Any of the people in Dupondc ca n direct tJle char· Since t he ma nse is t heir senet h ideout. J-Jarru mor's
aClers to Vontario's old manor. It stands abOllt a m ile foll owers are determin ed to ki ll any intruders. It's
southwest of town. lfValka n survived the fight aga inst almost certain t hat t he characters clash with the tief.
the wolf pack. he is happy to lead the pa n y d irectly to lings and their pets just by setti ng foot in the man se.
the place, although he is u nwilling to vent ure into the As soon as the tieni ngs d iscover any interloper in or
m anor grounds. near t heir lair, t he battle is on . Go to t he New Owners
encounter.
N e\N Owners
VOlHarjn's house has been abandoned for decades, but Manse Grounds
a few mont hs ago. t he mage Harru mor and his mur- \Vhcn the ch aracters reach the ma nse, begi n by read-
dero us gang of ticOing cutt h roats discovered t he place ing the following to the players.
and dedded to make it their hideout. T he tienings hnve
been preying on barge Iramc on the nearby river, way· 111 the cou/lIryside south ofDupollde. you follow all old car!
laying thc occasiona llravclcr on t he road to Dupontic. track. /\ couple miles from tOWIl. youfind the correa !tIm
Ollto a lono, tree·littedlane thar winds Ihrouoh the thickets on Drawing Room ~
a small hill alldfinally ellds in a cobblestone court before a
The room at the manor's cast end is in the best shape of 0:J
ruined mansiOIl.
any of the remaining rooms. The tieflings use it as their I
A laroe fountairlsWllds ill tile center of the court, but irs
sit ting room. VI
waters are black and slimy. The upper story SJlOwS sio"s of
fire damaoe, and most ofLhe roofhas collapsed. Smalioar. z
The smell of mildew isn't as stron8 ill rhis Jarae "arlor. Sev· cc
Boyles and eieoanr cornices lean at crooked annles. Thick ivy
eral old portraiTs il1silded frames STili hann Oil the lWllIs. The ~
covers rhe walls mtd 8rOll'5 owr wltat's left of rite roof Heavy
most prominenr shows a 1lau,ql1ty human nobleman will! a Z
shutters cOl'er the Windows. A lar8e front door faces tIle faun.
shaved head,jierce eyes, aud afo rkelJ Boa tee. Several chairs 0
tain, and a smaller door leads infO rhe side oflhe bUi/dina.
have been deanecl off and positioned around a lable here. The >
table is covered ill playin,q cards and coins. \D
ira character succeeds on a DC 19 Perception check.
add: Z
The tieflings were in the middle of a card game when 0
the characters arrived. A character inspecting the table VI
i\fain! wh[ff ofll'oo<l smoke is on the air, aloll8 with a musky
finds severa l piles of gold , silver, and copper. The wealth ~
animal scent. You can see thaI the parh leadil10 up ro rhe
totals 35 go ld pieces. There is a lso a complete deck of VI
Hlanse is well trodden, by both humanoids and beasts.
Three Draool1 1\l1f e cards.
A character that succeeds on a DC 19 Perception
Manse Interior check or ha s a n equivale nt passive Perception notices
ffthe characters have a chance to look around the that the word "Nimder' has been scratched onto the
manse wilhout a fight, or if they sea rch through the table with a knife. This phrase is the password lor the
placc after they"ve beaten the tieflings in this encoun· trap in the basement.
ler, read :
Banquet Room
TheJimdshiliOs and clecor of this mallor house are now rotten The largest room in the manse is (he banquet room,
and ruined. Cobwebs fill the comers, and piles of cracked along the south side of the old building.
plaster have fallen from rhe ceilin8 ol'erhead. Charred beams
and soot show the dmnaoe of a fire that consumed 1110St of This I11l1sl IIm·e been II wand old dinil18 room back ill its
the upper j1oor. Mice, raTS, (mel olher small vermin have left day. Remains of a balcollY all The secolld floor encircle il
ample sinns of their presence ill the old hOl/se. art three sides, and a roll' ofhiOh windowsface south. La rBe
"atches of sky flOW show throuOh the ceilinfl and the ruined
Foyer ]loor (tUMe, and the 8reat windows are broken. A II old table
The room looking out over the courtya rd and fountain cnul chairs stand near a laroe heap of provisions in sacks,
was formerly the manse's entrance hall. barrels, crates. and other conlaincrs. Close at hand is a trap·
door in theJloor.
TIlis room is lite manor's aralia foyer. A. sweepil18 shlircase
once led up to the second j1oor, but iT collapsed 10118 a80- Prov isions: These goods are new and bear the
ja8oed, bunted beams alono the walls mark where it Ollce markings ofvarious trading posts and provisioning
stood. The wrecka8e has been cleared away, and several old compa nies from the area. Most or the goods are of no
chairs ThaT Clre in reasonably Bood shape have been arranoed value to the characters, though they do discover a porion
in a Sittit18 area. ofhealilln . a qui\'er of20 arrows, 2 sunrods, 50 feet of
hempen rope, and a bell ofvia or.
Kitchen The 1ic11ings looted (he provisions from nearby
The room on the west end of the manor is the kitchen. farms and carava ns. Marshal Grimbold would he very
1\ large hearth is st ill intact and functional. The tief interested to learn that they've been found here. He leIS
lings do most of their cooking here. them keep the items mentioned above.
Trapdoor: The trapdoor reveals a staircase leading
A larne heartll dominates this room, which also has a table down to the man se cellars. lrthe characters want to
and chairs. Warm embers 8low ill the he(trtli, and fresh fire· investigate. they'll have to wait until next week during
wood is stacked nearby. Session 7.
Hit: 1d6 + 6 damage. <V Bas tard Sword (fire. wl:apon) + At·WiII
l' Fell Spit (acid) + At-Will Au ock: Melee 1 (one creature); +8 vs. AC, or ...9 vs. A{ if t he
Attack; Ranged 10 (one crCiiture): +8 vs. Reflex target is bloodied
Hi!; l d10 + 6 acid dam age. Hit: ldl0 + 6 damage.
Effect: If the target is bloodied, It is slowed unt il the end of its f.ffect; Unt il the end of the under boss's next !Urn. the target ta kes
next !Urn. If the tilrget is already slowed. it is instead dazed 5 fi re damage each time it uses an attack power that doesn't
(s.-ve ends). include the underbo~s as a target.
Skills Stealth +10 + Diabo lical Strike (fire, we.-pon) + At·WiII
Str 15 (+3) Dex 18 (+S) W is 14 (+3) Anack: Melee 1 (one creature); +8 vs. Renex, or +9 \IS . Re nex if
Ca n 14 (+3) Int 3 (-3) ( hOI 13 (+2) the target is bloodied
Alig nm ent unaligned Languages - Hit: 1d10 + 6 nrc damilge. If the unde rboss has combat advantage
against the t arget, the target cannot shift un lillhe end of the
undcrboss's nex t lU rn.
Tactics , ,;IFtTCC£Rtb' AdtjON5!fl,/t.JIII!lIIiILiIl/ililll'tHll".lflllII/lI,II,,'il.liJ!JI1fI'I~flllJ.llJ,lIIf11I'/J, ,
The tieflings p refer to fight Itllhe manor, bUI ifneccs- Infe rn al Wrat h (fire) + Encou nter
sary, Ihey engage the cJIa racters outSide. They try to lise Trioser: An enemy within 10 squares of the lInderboss hIts It with
the doorway as a choke point. an attack.
Effect (Free Action): The triggering enemy ta kl:s 1d6 + 4 fire
Fell Court Ruffians: These ticflings COllle to close
damagl:.
qua rters h esid e their fcJldrake pets and li se thtd!" dances Skills Bluff +9 . Intimida te +9, Stealth +9, Streetwlse +9
wilh clrakes po\\"cr. lf lhe un de r hoss and a l least hal f lhe Str 18 (+5) Dex 16 (+4) Wis 15 (+3)
drakes are dead. an)' survi\'ing rull'ians flee. Can 15 (+3) Int18 (+5) Cha17("'4)
fell Court Underboss: This {ielling a lso enters Alignment evil l a nguages Common. Infernal
melee com hat. lie uses drake ",raunler 10 h e lp h is feB· Equ ipment leather armor. bastard sword
drake pets.
PROVIDING A HOOK
HP 39: Bloodied 19 Initiative +6
The characters might wonder whether it's necessary
AC 16, Fortitude 1S,Reflex 15, Will12 Perception +8
to continue investigating Von tarin's manor. To pro·
Speed 8
vide a hook for them to continue, the tieflings might
Pack FrenlY disclose the following pieces of information during
The felldrake gains a ./-1 bonus \0 attack rolls and a +2 bonus to combat (bemoaning their bad luc k), or after the battle
damage rolls while adjacent tn a fdldr<lk~ ally. if the characters spare o ne of them. ..
'.51'A ' '"itrJ1A(frIO'f.Wllt WI. W, II!. WllJINlriZ 1IY/IIJ.Wlllillil# illf!liIJl/1,IIIII~'1 I/, ~1#'
CD Bite" At-WlII
• The gang didn't find. anything useful in the manor
when it first came here.
"'Z
Attack: "..\d ee 1 (one creature); +7 vs. AC
.. A darkness descended on the manse last night, and
o
Hit: l d1 0 + S damage. ~nd a felldrake ally Within 2 squares of the
felldrake Ciln shift up to 2 squilres as an immed iiltc reaction. a chill spread through the house. '"'":..u
TRt(f I'll: ''/\ , I ' 1/111 'I/JIIIIIIIIIj ! WIW, "n
UIlIII!lIlli 1,111.!WI 7il'IWHlllllflll .. The gang's boss, Harrumor, has no tolerance for
Undaunted Strider" At-Will intruders, but even ne cou ldn't stop Mtne wizard." '"
TriBBcr: Th e fclldrilke i5 hil hy an opportunity iltl~ck. • . After dawn came, Harrumor and some of the other
Effect (Free Action); The fdldrake shifts up to 2 squares. tieflings went downstairs to investigate.
Skills Athletics +9. Stealth +9
Str 16 (+ 4) Dex 16 (+ 4) WislS {./-3)
Con 1S (+3) Int 3 (-3) Cha" (+1) Furnishings: The bed, cha irs. table, counter. and
Alignment unaligned Languages - other furnishings are di fficult terrain.
Provision s: These squares are difTkult terrain.
Felldrakes: Crested fClldrakes Hghl better in a Statues: The pedesta ls are'=; feet talL and they're
pack. and they try to remain Ill'ar each olher to take blocking terrain. A creature can climb to the top orone
<:!d\'amage of pack jreuz),. The hissing lclldrake moves to with a successful DC 8 Ath letics check.
positions where it can l1sefdlsllir against open la rgelS. Trapdoor: This access i.~ in p];:Jin "kw. It leads to a
stairway down to the cellars. which the ch aracters call
Features of the Area explore next session.
Illum ination: Bright light. Trees: A tree trunk·s square is difllcult terrain.
Doo rs: EXlcrior doors are closed a nd locked rrom Climhing it requires a DC g Athletics check. The trees
:::::s:!de.1r requi res a DC 12 Th ie\'ery check to pick it are about 20 feet tall .
'. o r a DC 19 Athletics to force open a door. '~,Tindows: These casements arc 2 feet wide. 31cel
Falle n Trees: Thj5 debris is difficult terrain. tall. and 5 feet nffthe grou nd outside. Each one is shut-
Fo u ntain and Pond: These water fealllrcs arc dim- tered. hut a character adjacent to a window ca n close
:.-'- :errain . or open its shutters as a minOT action. A creature C,Ul
climb through an open window. Doing so requi res a
DC 8 Athletics or Acrobatics
Start Area
" ,'./
check und 2 extra sq uares of
lnovcn1cnt.
Rewa rd
F.ach characters gains 200 XP
at the end ofthe .~ess ion for bat·
tling the monsters.
triggers a blast ornre to flll the short hallway at the loot
SESSION 7: of th e stairs. !f an intruder sets loot in the cistern room
without speaking a password, nrc bursts out from the
VONTARIN'S CELLARS imp sialue. The password is "Nimdel." which the tief.
C haracters began their search through the ruins of lings discovered in scattered notes they found in the
Vontarin's house last session, only to discover that a house above.
gang of vicious ticfling bandits now occupies the place.
In this session. the characters continue their explora- To rlu! riallr of the sTClirway's bottom staJ1(ls the stMlle of a
tions. descending into the cellars where the magc once small will8ed dCl'il. Wirlllil!8 slyly. It faces lire hallway to
had h is workrooms and laboratories. rite l ~rL
N athairc is no longer in the manse. Vonlarin's ghost
possessing him. he searched the old home earlier in Cistern Room
the adventure. Finding that the friars of Saint Avarthil Three large pits in th is room were once cisterns used to
Monastery rcmo\'t'd his tomes and implements decades store water collected from catchments in the manor's
ago. he was fur ious. Before he could leave. dawn came roof. Fire destroyed Ihose catchments as it ravaged the
and he was stranded in the Shadowfcll. Howe"er. char- upper noors years ago, and the cisterns have Tlm d ry.
m.:ters can find a clue to Nathaire's current whereabouts
in VOlltar in's .~ecret cell ar.~. Three lar8e pHs YCIWIl ill rhej100r of Olis room. EelciJ has a loll'
Regin this session with the characters assembled on lip of masonry :mrrolUldilltl il 'Illd is abolll lOfeel deep. The
the .~tairs leadi ng down to the cellar from the trapdoor pit }loors are full of damp brick and debris. Barrels. sacks,
in t he man se'.~ banquet hall. and crates of different sons tire heaped al rhe west ene! of the
room, l1exr to iron double doors.
Cellars
The ti eni l~g bandits usc the cellars as lheir chier The iron doors are unlocked and open casily. Contai n·
hideout. er ~ here hold provisions like those on the mansion·s fi rst
floor. These provisions include fou rteen casks of w ine,
A Sleep, Tlarrow slainmy descellds 20 feCI from lite lrapdoor five tankards orale, se\'eral pounds ordried meats, and
10 a dallk passt1aeway offjmy"areell brick. a varielY of clothes.
Menagerie
This cage-fill ed room is where Vontar in kept ime resti ng
c reatures he intended to swdy. It now servcs as fell- c::
drake kennels. ~
Z
Helif a dozen irOIl ({IJ}es line the walls oftlli5 larne room. Old o
straw (D1'ers tile cane floors. which flrc otherwise dCVOid of
>
fu rnishinss, J\ lore noods ore hcapcel up 0,9ai1l51 Ihe far wall.
z
Tfthe c ha racters haven't begu n comhat, they fi nd so me o
of the vil lai ns here. Go to the Fell Designs encounte r. cr.
VI
W
VI
Vontarin Family Crypt
This room was the burial chambe r for Vontarin's ances·
tors. The tien tng band its have set (lP a few bedrolls
here, mak ing it into a harracks.
Two impressb'c Sia liCSflrc:Op/ \£18i s!{lI1d ill rhc CCllter of rhis
Percept io n (D C 12): The eastern sarcophagus
room. 0111' cOI'er bcars rhe imane of a reBal human lord aml has sc rape marks 011 t he lip of the lid , signs ofha\'ing
tile other a noble lady. Rows ofold bronze plaques lille the receru ly been opened. The ticHing bandits are us ing
wolls. markill8 the IOCcUions of additional lombs, Alonn one the s..'1rcophaglls to store their accu mulated loot. Se\'cml
side of the rooll1 IIrc sCI'eml bedrolls. large sacks conta in 1.000 sp. 240 gp, a silver necklacc
decorated w ith ti ny diamonds (250 gp), a nd +I black
[rthe c haracters haven't begun comba t, they find iron arlJlor.
sollle (lfthe banditS here. Go on to the Fell Designs
encounter.
Vontarin's Workroom
Vonta rin conducted most of h is magic
resea rch in this chamber. I-Iarrumor, the
liellings' lead er, c hose this room as his
o\\'n whellihe gang settled on the mallor
as their hideout.
rein/arcing group gathe r just on their side of the doors Blac khea rted Scoundrel
a nd throw them open. Slart these enem ies on the map Whenever the blackheart deals damage to an enemy gra n ~
combat advantage to it. that enemy cannOI spend healing ~
nca r the doorway leading in to their room .
were rat regains S hit points whencver It starts its turn and
has at least 1 hit pOint. When the wcrerat lakes damage from a
Features of the Area '"Z
Illumi nation : GlOWing fireplace embers. a long with 0
silve red weapon, Its regeneriltion does not function on its ne xt
sC\'eral oi l lamps turned down low, cast dim light over
turn.
, STANDARD ACTIONS I." I , " '
the entirc area. Omside the inn, it"s dark. Light sources '"'"
® Dagger (weapon) + At·WIII illuminate only halftheir normal radius.
Requirement; The wererat mus t be in human or hybrid form. Doors: The doors are closed but unlocked.
Attock: Melee 1 (one creature); +8 vs. AC Fireplaces : Hot coa ls fill these hearths. A creature
Hit; ld6 + 6 damage, or 2d6 + 6 jf the wereral has combat advan· that enters a Hreplace square takes ld6 fire damage.
tage against the targe t. Fu rniture: Furnished squa res arc difficult terrain.
® BIte (disease) + At·WiII
Requirement: The wererat must be in rat or hybrid form .
Auock: Melee 1 (o ne crcature): +8 vs. AC Conclusion
Hi!: Id4 + 4 damage. lfthe target is granting combat advantage to fiy defeating the rats. the characters clear the Old Owl
the wererat. it also takes ongoing 5 damage (save ends). At the
of its unwanted guests and earn the heartfelt gratitude
end of the en(Qunler, the target makes a saving t hrow. On a faU·
ure, the target contracts wererat fi lth fever (stage Il.
of Tilda Grenfield.
Mov£AcTjONS '" 'I I,'." ~,I' Filth Fcvcr: Characters who the wererats bitc might
Rat Scurry. At-Will contract filth fever. Each characte r so bitten must
Requirement; The wereral must be in rat form. attempt a saving throw at the end of the encounter.
..
E!fea: The wererilt shifts up to its speed.
,
Change Shape (polymorp h) + At·WiII
Reward
Effect: The wererat alters its phySical form to appear as a Tiny ral. For balding the monsters. each character receives 150
o r a Medium uniq ue huma n or hybrid. XP.
Skills Bluff +6. Stealth +10
SIr 10 (+1) Dex 18 (t5) Wls 12 (+2)
COo 15 (+3) Int13 (+2) Chall (+1)
Alignment evil languages Common
Equipment dagger
LONELY DEATH
HP SO: Bloodied 25 Initiative +6
E n co u nter Leye l 3 AC 17, Fortitude 16, Reflex 17, Will 16 Perception +9
Speed 6 Darkvision
Setup 'i/ifRArrs'!/~ IIUIII fllllllll! f/IIiIJlllllflfll/ltfl/III.'IIIIIIIIIIII/lli/If! Y:lillll;Hi!'/I iIi 1/iI1! ~ I fifllilifi,
Combat Advant<lge (necrotio:;)
4 twig blight seedlings (5) Whenever the shadow bolter hits a creature granting combat
3 twig blight swam pv incs (T) advamage to it, the bolter deals 5 extra necrotic damage, and
1 sh adow b olter (B) each of that creilture's adjacent allies takes 5 necrotic damage.
Deadly Precision
Begin t his encounter by reading: The shadow bolter's ranged' altacks have combat advantage
Fo1JolVinfj Grilllbold's directions, ),ou search the qU(lrrer of against any enemy that the bolter's allies are nanking.
the lown by the south Bate. Much of this area is derelict even 'l1,siAillo;"Il.'D"AtfftON'#illllYlflll f, /lflM11 ~IJ IIiMllt! ~IM ~/I ,I~I /ll/illllll ~lfmrpll!l,
in the natura! world. Tn the SllCldowfell, it rakes on (In atml of
CD Dagger (weapon) + At·WilI
Attack: Melee 1 (one creature); +10 vs. AC
desolation (lila brood it18 II1(1[e\'olel1ce. ElI1pty houses secm to Hit; 1d4 + 5 damage.
watch ),ou throu[lh broken black windows. Thick, thorny vines ® Black Bolt (weapon) .. At·WIII
choke tile walls of rWlilown buildil18s and rllstle wHh srealthy Auack: Ranged 15/ 30 (one creaLUre); +10 vs. Fortitude
JJlO\'Crnents. Hit; 1d8 + S damage. and the target takes 5 damage each time it
A dark flaUTe watches you from a ncarby window. It provokes an opportunity attack (save ends).
quickly ducks back alit of 5i8h1. 'fmWfU!tIMlll1l/lllJllJUI1I/I/IJIJI/lIIIDII/IIJIJJIIIIlffIIIIII},
Dark Step -+ At-Will ,
Effect; The bolter moves 4 squares, gains a +4 bonus to AC against
A shadow bolter spy loya l to Vontarin is sku lking opportunity attacks provoked by this movement, and gains
around in lown , searching [or any clues thallllight help combat advantagc against each creature that it ends its move
its master uncover his old be longings. I I
Do not place t he twig blight.s yet. H ave the party
make a DC 20 group Perception check . If at leas! half KUling
TriBaer: The holter drops to 0 hit points.
the characters succeed, place the twig blights on the
Effect (No Action): Each enemy adjacent to the bolter is blinded
map. Ot herwise. the tw ig blights arc hidden until until the end of his or her nex t turn.
they act. Skills Stealth +11
Str 11 (+2) Dex 18 (+6) Wis 15 (+4)
Con 14 (+ 4) Int 11 (+2) eha 11 (+2)
Al ignment unaligned languages COlllmon
HP 42; Blood ied 21 Init iative +6 Equipment dagger. crossbow, 20 bolt5, silk rope (SO ft.). grappling
AC 19. Fortit ude 14. Reflex 16. Will 15 Perception +8 hook
Speed 5 (sw<lmp walk). climb 5, swim 5 Darkvision
Resist S poison: Vuln era ble S fire
11:TrtA I is1111i III/fllilil" 1111/111#1//11 WIIIII '/ftlllf,'//Ill It. ifll!!,I{(UllllfI!l!l/fI ';llIff/lfllllll{lI'!!IIf!!/' ((/ Willi,
Rooted HP 1; a missed i1ttilck never dilmagcs a minion. Initiative +5
When an effect forces the swarnpvine to move through a pull. a AC 15. Fort itude 12. Renex 15, WiI113 Pe rce pt ion +6
push. or a slide. theseedling can move 3 squares fewer than the Speed 5 (forest walk), climb 5 Oilrkvision
effect specifies, Resist 5 poison
IJSrli.~j)Aii'o'!A(J.floNSI/!.'lIIJ. Wlil/II/~JI/''l/IIIIII/''lfIJ/IMJWI/1lillllfll!iI''/'/M/lI!f!/I/llIl111111/111/11'
CD Claw (poison) + At·WIII Roote d
Atlock: Melee 1 (one creature): +8 vs. AC When an effect forces the seedling to move through a pull, a
Hil: 1d8 + 6 poison damage. push, or a slide. the seedling can move 3 squares fewer than the
"'1'
,
'.~,~
Tactics ,.<
I
wide berth.
..
00
Shadow Bolter: T he shadow bolter remains in t he Z
house, flri ng through windows. 11 uses Mack boll against o
any charac ter in sight, btl! it tries ( 0 target those w hom
the [Wig blights flank 10 usc it s deadly precision ability.
The bolter flees ir.:lIlychar<.Ictcrs make il into thc hOllse.
Twig Blights: The swampvincs move toward the
nearest enemy, lise ville Sllare to grab t hat foe, (llld thell
attack with do\\'. The seedlings anack, trying to flank
opponent<;.
Reward
For batt ling the monsters, eaeh
character receives 150 XP.
Trea s ure: The dark one
carries a belt pouch, contain-
ing 110 sp, 89 gp, and a large
amethyst (100 gp). it might
ofler these treasures as a bribe
to save its life.
arm or)'. Sil1((' the marsJJars men sl re/ched Ihill, y ou're
SESSION 9:
(I rc
he/pill,9 pcllrollhc 1011'11 while fIle)' s uard the townspeople
1(ll.:ill[) refl/ne.
VONTARIN'S WRATH
The creeping dread oflhe Shadowfell holds sway o\,e l"
the town ofOupond c for a second night. Once again,
Consequences
D ependi ng 0 11 what the players decided to do in ~es.
the shadows arc fu ll of ullsett ling phantoms, sin ister
sion 8, the), Illightgain a small edge in this week s
presences, and roaming rnonslCrs. During this ses-
session.
sion, the townspeople reach the end or their endura nce
Rat Pack: Among the people tak ing shelter at the
just as Vontarin unleashes an attack agai nst Duponde.
armory are the survivors oftl.l e Old Owl: Tild a. H a ra ld.
\Vhcn you're rcady. read:
ami the three dwarves.Uthe characters fought the rats,
Tilda is very grateful for their st ruggle to protec t the
YOIl \'(' a/readl' dealt wilh olle Ihreat fOlti9'u, bUI ,lall'lI is
Old Owl. She aids the charac te rs in their cfforts to fight
sl i/1 hour~ {!\\:ay. Most of the fOlI'lI~rolk afC 9lHhered ill (! few
off despair and rally the people at the armory, granting
defensible spots- the dwpel, the lady's manor, or the old
a +2 bonus to chccks in the skill cha llenge.
,
,•
lonely Death: If the characters instead searched :r
the town. they prc\'ent the dark one from repon- ~
ing back to Vontarin before he sends his monsters
against the town. Lucking knowledge orthe town's
"$
VI
defemes. Vontarin orders a number of skele tons to
search the town . weakening the main attack. No Z
skeleton reinforcements appear in the encounter. c::
Further, if the characters quest ioned the dark one to ~
learn of the impending: attack and lise tha t inforrna- Z
tion when influencing the townsfolk. they gain a +2 o
bonus to Diplomacy and Intimidate checks in the skill
>
cha llenge. z
o
Shadow's Influence -
V\
VI
.\lolls ters that roam the Shadowfell a re trou ble enough. W
VI
but Ihe plane of shadow holds a more ins idious peril -
perva sive, soul-crushing desp;'!ir and hopelessness
mat slowly saps the will of those who are exposed to
:t.. As hours pass and Dupondc sinks deeper into the
:iliadowlClI. the malaise slowly dep rives every living
...:ul caught in the town of the will to nglH on. Over the
.:oursc of thcir watch. the characters come to realize
~! they have to do somethi ng to flglH off the creep-
-:dcspair. lor themselves and lor the townspeople
z:-oo.nd them . TllfimidCltL' (DC 13): The character shakes observers
out of despondency by describing the danger of the situ-
=~ill Challenge: ation and the need fo r bravery.
Rdi8ioll (DC 9): The character leads the pl~ople in
':::reeping Despair hymns or prayers that he lp to stave off the despair.
'iiE: <::t:iIl challenge hegins when the characters 11<'\\'e Success: Charac ters successfully endure. They
on patrol for a short while. As the night wears on. ra lly and inspire the guard .. , \\'ho participate fully in
~ ~...sh·e hopelessness settles over the townsfolk. Encou nter 9 .
...lOE3Cte rs feel a growing numbness and weariness. Failure: Despair cla im s victory. The guards do not
. taIl silent and stare ahead <IS jfin a bleak trance. participate in Encounter 9, and each character is dazed
~ monsters appear. the citizens might nOI be abl e unt il the end of his or her first turn in the encounter.
.aefeod themselves. Tfyou are using the Despai r Deck. hm'c each player
~2 draw a card from the deck. Instead of a character being
Ca:::plexity: 2 (6 successes before 3 hlilures) dazed at the start of the encounter. he or she is aflected
~- Skills: Arcana . Diplomacy, .Endurance, by the card.
~gh l . Intimidate. Religion. Thievery
-r-=..:: (ir Tltien'ry (DC 13): The character miscs
_ nnerta ining others with smalllCats orIeger·
Vontarin's Soldiers
The ghost possessing Nathaire has ignored Duponde
""'''"'''''''. amusing cant rips.
-~!-(DC 1.1): The character urges the guards until now. Some of his dark ones <He spying on the
tOWIl. but the monsters roam ing the streets arc threats
-::speople to fig ht the despair or otherwise
crowd a mU'ied . indigenollS to thi s portion of the ShadowlCIt Afler the
-eWC 13;Woup chec!:): The charactCJs force Crceping Despair skill challenge concludes, Vontarin
="".... ~to remain active. Each character attcmpts
unleashes his first deliberate attack. He animates skel-
etons from the Cl'ypts beneath Saini i\,',uthil Monastery
~e check. The party gains one sllccess if at
..::r characters succeed. and orders them to attack the town, hoping to drh'e
-:: 13): The character cooks up a stiIllu lating away any people lingering in Duponde. Go 10 the Von-
-.- OI!\-erage. tarin's Horde encounter.
DC 10): The character identiHcs those ill the
-,=,,~ of surrendering to despair and suggests
;.oose people to feel hopchli.
'1 11 De£te'pit/Skeletons'(D)!~{level l ' Mltlion Skirmisher 'I
,
Speed 8 Darkvision
-0 Fiery Aura (fire) + Aura 1
Any creature that ends ilS lurn in the aura takes 5 fire dilmage.
The shadow stalker takes hair damage from all attacks. except (!) Slati ng Claw (fi re) + At-Will
those that deal force or radiant damage. Whenever the shadow Auock: Melee 1 (one creature); +10 vs. AC
stalker takes radiant damage, it loses th is trait until the start ofilS Hit: ld6 -+ 3 damage. and ongoing 5 fire d.1mage (save ends).
next turn. ® Flame Orb (nre) + At ·WIIl
Born of Shadows Attock: Rnnged 10 (one creatu re): +1 0 vs. Re flex
The stalker can milke a Stealth check to become hidden when it Hir: 2d4 -+ 4 damage. and ongoing 5 fife damage (save ends).
has concealment instead of needing total conceillment. Str 13 (+3) Dcx18(+6) Wis 15 (+4)
Con 17 (+5) lnt 4 (~1 ) Cha 6 (+ O)
CD Shadowy Touch (necrotic) + At-Will Alignm ent una lig ned La ngu ages -
Au!!,/(: Me lee 1 (one creature): +6 vs. Refl ex
Hil: I dS + 6 necrotic damage. shadow stalker when YOll sel up Ihe encounter un less
+Shad ow Sta lk (nccrotlc) + Recha rge when the stalk!:: r uses slwdow the heroes s pot them . Jt requ ires a DC 10 Percept ion
.SlCp
Attock: Melee 1 (o ne crea ture): +8 vs. Reflex
check to spot the shadow stalkers.
Hit; 1d6 + 8 necrotic damage. and the stalker shifts in to the ta r-
get's space and melds with Its shadow (save ends). While the
stalker Is melded with the larg"-I'5 shadow. i( moves when Ihe
Tactics
BlaZin g Skeleton s: These undead fight w ith more
larget moves wlthom provoking opportu nity attacks. and it
gains a +4 bonus to all defens,,-s ilnd a +5 bonus to attack rolls intelligence. Each uses flame orb. la rgct ing I hose who
against the ta rget. When the target saves. the stalker shifts to a seem to pose a ser iolls threat. They avoid catchi ng allies
square adjacent to the target. in their flery aura.
' :rRJ(;(i.[REO ACtION" ' • '. ". "', /1', ' ','/', ,I, • 'I., II '" I' .."I Decre p it Ske le ton s : Four decrepit skeletons posi-
Shadow Ste p (telep0rlatlon) + At-Will tion themselves as artillery, using , heir shortbows. The
TriBBer; A living creature within 5 squares of the stalker drops to 0 rest engage in melee. employing their longsword<;.
hit points or fewer.
Shadow Stal ker: T his crealurc waits for the char-
Effect (Frce Action): Th,,- stalke r telepons to a square adj acen! to
the triggering Crl:aturc and gains a +2 bo nu s to attack rolls until aclers to spread out. picks a target to atlac k. a nd uses
the end orilS next turn. shadow sta lk to enter t he fig h t. As long as sh" e/ow stalk
Skill s Stealth +10 Ilists. t he shadow attacks its vict im w ith shctdow), tOllch.
Str 12 (+2) Oex 19 (+5) W is 14 (+3) If the target saws. t he sllildow n its back inlo conceal-
Co n 13 (+2) Int 12 (+2) Cha l ' (+1) ment a nd h ides again.
Doors : T he doors lead ing into the a rln ory (the CC Il -
Development tra l bU ildi ng) arc d amaged and no longer loc k. O ther
G u a rds: Depe nd ing 0 11 the party's success in this doors arc locked.1t requires a DC 12 Thiever}' check
session"s sk ill challenge. the guards might be coop- to pick a lock or n DC 19 Athl etics check to force ope n
cmti\'c or completely despondent. Irthe gua rds arc a door.
desponde nt. they take no actions, ra ising no hand to Fu rniture and Goods: These squares a re difficult Z
dcJcnd anyone. including themselves. lfdtaracters' terrain. a:
cllorls have rallied the guards. allow each pla)·er 10 Roof: The roof of the armory is 20 feet high. ami is.
control one gu ard in the fight. A guard that a plu)'cr unlike the surround ing buildings. it is nat. Z
controls act ju st after that player's character in the ini· Stairway: These stairs are difik ult terrai n. They
o
>
[iath'C order. lead to the armory's upper nonr (currently fill ed with ..
Reinforcement s: If the clmr<lctcrs de feated the
dark one in the Lonely Death em:ountcr, not hing fur-
cit i7.ens of Duponde).
Statues: The stntues a t the filOt oreach bridge arc
'"Z
Iher happens in this encounte r. OtherWise, when the bloc king ter mi n.
o
cha racters destroy lour decrepit skeletolls or one blaz- Tablcs: These sqll<ues are difficult terrain.
ing ske leton . four :ldd 1110nal decrepit skeletons join the W indows: The armory windows are 5 feCI above
bat de. They appear at the edge (lfthe map, near the th e !';t t eet outside. Hars cover each window, which is
square marked H. ahout I foot wide ilnd 4 feet tall.
Start
Area
,
travelinafor ajew Irours, you catch a a!imp5e of a lar8C, ruined
CHAPTER 3 abbey on tl hilltop abore the waterway. Most Ojit5 roof!w5
fallen in, t!luf Ihe bell tower is lin/e more than ajCl88ed Slump.
This marks t he beginning of the th ird chapter orDark A wide wano1t-track leads Ill' from rhe river rOt1l1 to the
[('Oc1cyoJEwtrd, The encounters in this chapter assume abbe),. Nearly a hundred yards from the gate, another palh
the characters arc 3rd Ievel.l f most of your group is 151 splits off, lcadillfl to the foot of Ihe bllifjs jacillB th e river. Here
or 2nd level, sec Adjusting the Encounters on page 2. you fillCl a doorway CUI into tlte cliff-the elltmnce La the
Each character has had an c..-.:lended rest and should have crypts, its larfle bronze doors open. Tire stylized 51111 011 the
full hit points and healing surges. as well a_~ 1 action point doors reminds yOIl of the broken setd you found ill/he cellars
and access to his or her daily powers. ojVouwrius ruined lIlansion.
Despai r Deck: rryon are using t his component,
have each player draw a card from the Despair D eck. t\
player's card affec ts his Of her character. WHERE IS NATHAIRE?
During daylight hours, t he possessed mage is still in
SESSION 10: SAINT the Shadowfell ana logue or Saint Avarthil Monastery.
If t he characters were so inclined, they can explore
AVARTHIL'S CRYPTS every inch of t he abbey grounds w ithout encounter-
ing him. However, some of Vontarin's cronies a re in
During another night in the Shadowfcll in the previous the world. Encounters 10 and 11 take place during
two sessions, the c haracters fought off a major attack Von- t he remaining hours of daylight. whjle Nathaire is still
larin sent against the town. Regin this session by reading: trapped in the Shadowfel1.
After sunset, the monastery slips back into the
Afler the shadows slowly relinquished DUJlonde al daybreak, Shadowfel1. Nathaire resumes his search ofthe library,
you resled fo r several hours, Grimbold comes 10 see you early where the characters can confront him in Encounter
in Ihe ajternoon, ~ I heard about your tlefense of the armor),," '12. Any captured dark ones in the follOWing encounters
he benins, ''Thai was well dOlle, 111)'f-r iends,ll1'as at the can tell t he characters about Nathaire and the library.
chapel last ni8ht. \-\le los! a IUl/nber oj people to those skel-
elOrls. It's stranne. The skeletons wc jought wcre dressed in the
cassocks of monks. Brolher Zelalllhinks lIle)' camefrom the
clJ'Pts at Saint Am nliil Monastery."
Crypt Entrance
Vontarin's servants are in side the crypts, busy with the
Gr imbold explains that Sa int Avan hH 's is a large, work of opening sarcophagi and preparing skeletons for
r uined abbey a few ho urs west of Dupolldc. Badly dam· animation whe n their ma ster returns .
aged during the lege ndary duel between Vontarin and P e rception (DC 1. 5): T he hard ·packcd ground out·
f vard, the monastery was never completely repaired. side the doors holds severa l tracks. 11 shows that the
Its last resident s, Pe/orite friars. abandoned it thirty or crypt doors were recently opened for the fl rst lime in a
lo rty years ago. Grimbold ca n p rovide the characters very long while. Nu m erOllS skeleta l leet shu Oled Ollt of
with directions to the old a bbey. the crypt after it was opened. On a result 01"20 or higher,
Hemind the p layers dlat their charac ters found a the character a lso notices t he tracks of small. two·legged
bronze sea l broken in the cellars of Von tarin's house. creatures with feet like cloven hooves (dark o nes). These
That seal has a prayer to Pelor on it. One of the characters creatures entered and left the crypt several times.
might deduce t he connect ion to the abbey immediately. lJlumination: Bro n ze braziers in each chamber
If the pl ayers d on', pick up on the suggestio n that of thc crypt hold cool fires e quivalent to c\'crburn·
they should go investigate the ruins. Grimbold asks the ing torches. pr OVid ing bright light in the w hole crypt.
characters to do so. The m a rsh al wants to make su re Describe the braz.iers as pan of the scene. If renuwed
that no more !<;keletons emerge from the abbey cry pts. from the crypts, a braZier's m agiC Jails.
He a lso points out that it seems likely that someone dis·
turbed the c rypts or animated thc skeletons-som eone North Crypt
like Nathaire. Rem a in s of Pelor worshipers whuse deeds earned them
a special place rest in these crypts.
Road to the Abbey 1\ stern all8e/statlle watches over the room. Duria/niches,
\ V hen the characters set out to inve!<;tigate Sa in t Avar-
plastered ol'er (In" markeclll'ith corroded bronze IIamep/a tes,
thil Monas tery, begin with:
line the lI'alls. A 1arne lIumber of niches hal'e been broken
open./eal'in8 sll1all J)i1es of plaster at. tflejoot of each wall. Two
The road leadillB westjroHl Duponde passes inlO an area of
sarcoplra8i also rest in this room-one bears tire carved imane
loll', hea\,j~' wooded !rills overlookina the White Rirer. After
o
r"
z
o
of (llI'ell·drem~d merchanl, Ihe oIlier (I robed lad),. To lite east, This crypl, CH10rllCr sr~rn anBei statile watdlina owr it,
a rllbble·dlOkecl slainm)' descends 10 a lmaer chamber. contains more I'ICIsten~ a burial tliches. 1\ lost of them (Ire
ullopened. One tomb il1 the room's center shows a lady kniaht
Dozens of burial niches line the walls, stacked five high in armor. (luti the orller depicts a lord iu reBal robes. Sleps
from Ooor to ceiling. Each is about 3 feel deep. 2 feet desCl!ud to lite east huo a laraer chamber.
tall. and 6 ICc! long. Most arc empty. since this room is
the first place Natha ire's servants began to gather ske l· This chamber is very much like the north crypt, except
etons. A sharp blow is suJlkient to pokc a hole il\ an that on ly a few of the bmial niches have bee n broken
unopened niche. Not hing but dusty bOlles d ressed in open. Most arc still scaled .
rotted brown robes remains within each 011(', More animated skelelons guard t his room; see the
Animated skeletons guard the room. Go to the Shadowed Crypts encounter.
Shadowed Crypts encounter. Usc the descriptions on
this page when the characters move to other rooms. Great Crypt
The most important monks a rc buried here.
Middle Chamber
Allothcr staflre in the shapc of a harsh allaelif fllWrdiall Two jliBhrs ofsr.ain; descend 10 Ihis burial ciulHlb('r. f our pillars
watcires m·er rllis room. which also contains a wcll brillllllillB were mecmt ro SUppOri rlze mulled c('ililtB. bur 0111' Iwsfit!len.
wilir dark water. Sen!r(!l sc!rcophani that hav(' lids canoed inlo lire imajJcs of robed
priests ill repose occupy 1111.' room's center. Two of the lombs are
The we!! in this chamber captures a sma!! spring. Its 01'('11, and one shClltered lid lies 011 111(' jloor. A roll' of Sl11C1!!er
water is cold and drinkable. and it is blessed by Peior. sarcol'hClBi lines the back WCll!, ('ach stone coffin bencath an
.-\ gootl ·a li~ned character who drinks from the water (lI1ae! statue. Piles of rubble mark places where ceilillB or )mlis
gains a +1 bOlllls to all defenses until the e nd of his or /tare COUClI'Sec!, and a cn.'rasse divides Ihe room in t1l"0.
her next encounter. The water loses ih blessing in, is
carried away from the well. A blazing skeleton guards this room. Two dark ones who
servc the possessed Nalhaire work to prepare more skel·
South Crypt etollS here. The open sarcophagi contain their handiwork.
Like the north crypt, this room was lIsed to inter the
remai ns of lay people who served Pelor.
SHADOWED CRYPTS
HP 54: Bloodi ed 27 Initiative +7
Encou nter Level 3 AC 20. Fortitude 15. Renell16. WUllS Percepti on +)
Speed 6 O~rkvis;on
Setup SrANOARO ACTIONS "II i" 'I' 'III/"""} • 'II ',lh'I'.' ell', 'ill',"••,rtlloll/I"/II,'IIJIJ III..
<D Short Sword (we~ron) + At·Will
2 he x kn ights (K) Effect: The he~ knight makes the following attack twice.
1 blazing skeleton (B) Attack: Melee 1 (one creature); +9 YS. AC
8 decrepit skeletons (D) Hit: 1d6 + 4 damage. an d the targe t Is slowed unti l t he end of the
he~ knight's nex t turn.
A hattlc sta rts as soon ,15 the cha racters attract the @ Hand Crossbow (weapon) + At·WIII
attention orthe skeletons. Place monsters only in arcas Attock: Ranged 10 (one cre atu re); +9 vs. AC
Hit; 1d6 ... 4 da mage.
characters ca n see. Frollllhc crypt ent rance, characters
t Vicious Flurry (weapon) + Recharge j;::l!IT
can sec down into the great crypt only if t hey move to a Aflock: Melee 1 (one or two creatures): +9 vs. AC
squa re adjacent to the steps lead ing down . Hit; ld6 + 4 damage. and the target is slowed and takes ongOing
' . Skeleton
1181azlng ,," (8),'1/
'" ji ,'"f'fl'"
1" ,Ii, ,i" ' ' I"'SA~'II
',1,1' I t eve
/,I,I/;o'llll/l} • u ery "f
Tactics
" , , I " 1/' 'I ii" "~ " , ,,1,1' ,,', Z The dark ones in the great crypt ha\"e com mand of t h e
MedJum natural animate (undead) If' ~INII'I,'II,,' 1"I,1."fj{IJi,l."d~ ,.. /J,I,f, ',1.,11 ,
HP 53; Bloodied 26 Initiati ve +6 s keletons.
AC 19. Fortitude 15. Reflex 18. Will 16 Perce ption +4 Blazing Ske l e ton : Th is crea t ure 1ll{l\'CS j ust dosc
Speed 6 OarkYlslon enough to altilck aI range wilhJlml1e orb, It prefer!> to
Immune disease. poison; Resist 10 fire. 10 nec rotic; remai n in the g r eal crypt. w h ere it ca n attack any larg!.:!
Vulnerabl e 5 radiant on the ~ teps or in square!> adjilcenl to t h e top of tile
sleps.
o Fiery Aurn lfire) + Aura 1 Hex Knights: These crcatures h o ld their p osition s.
aur a takes 5 fire
u s ing houri crossbow In pre fcfl~ llce to m elee ;.((aeks as
long as th!.: cha raelers a n~n 't in the: great crypt. As soon
Attock: Melee 1 (one creature); +' 0 vs. AC as an enem y sets fOOl in the great crypt. the hex knights
Hil; ld6 + 3 damage. and ongoing 5 Ore damage (save ends). adl'ance to meet t ha t foe. They use dark step to close the
@ Flame Orb (Ore) • At·WiII dislallce. and thell ;,mac k wit h sh orr sll'ord un less twu
Arrock: Ranged 10 (one cre<lwre): +1 0 vs. Reflex
enemies arc mUaeclII, ill w h ich c ase they usc I'kious
Hil: 2d4 + 4 damage, and ongoing S fire damage (save ends).
Str 13 (+3) Oex 18 (+6) Wls 15(+4)
flurry. The hex k nig h ts usc dllrk step to escape laugh
'" ", Con 17 (+5) Int 4 (-l) Cha 6 (+0) enemies and go aHc l' weaker ones.
Alignment unaligned l anguages -
Reward
For explo ring all the rooms "-
>-
of the cry pt a nd hatt ling t he a::
monsters. each character gains
u
250X P. 8
Treasure : The midd le sar- :;
cophagu s or the eastern row is o
finely d ecorated. and (he lid o
shows signs that it has been <
1:
opened recent ly. A s ubsta n-
tia l treasure is hidden within. '"..
C
Se\'eral slllall sacks contain
1.000 sp. 140 gp, a blue topaz Z
(100 gp), (I fi ne sih'e r ri ng with 0
small emcralds (250 gp). and a VI
+1 Qllnde! of health. ~
1rl he party reruses 10 open VI
the tomb fur fear of desecrat·
ing it, Pelor provides his
hlessing to one of the cha r-
acters. One cha racter gains
1.1 +1 enhancement bonus to
Decrepit Skeletons : Quarters a rc cramped in the Fortitude. ReOcx. and Will until the end of thi s season.
upper crypts. so the decrepit skeletons close to attack Use the normal rules filr determining ",hidl chamcter
with lheir swords . The)' attack the nearest imruder receives a magic item. prefer ring ch aracters who were
eac h round. aga inst opening the toJll b.
Conclusion
A dark olle. if captured. can tell the characters that
Nalilairc (Vomarin) is trapped in the Shadowfell during
lhe day ilnd searches the abbey's library by night. They
can also inform the characters that more of Von tarin's
servants are searching the ruins.
if the charact er dispatch t he d ark olles witholl t q ues·
tioning them. you Cil ll ha,·e the part)' find instructions
written by Vontarin ,hat relate the same in for mat ion.
, TooJs: The dark ones haye crowbars <lnd other mUll·
_ dane tools they have been using to open t he bu rial
.; n iches.
A couple of hours after sUl1set. Cl small blast ondfilinrj1jeker of
SESSION 11: fire briefly cOllie from the ruins all rhe hillrop. DisWnt hissin8
laughler drifts dOWIl and dies oll'a),. TharJlash came from nenr
ABBEY GROUNDS the olltbllildilllJS alld walL~ !O tlte saudi of the abbey proper.
After dealing with the dark ones and skeletons lurking
in the abbc)' cry pt s in Session 10. the characters arc Tar del'i1s cntertain [hcJllsel"e.~ hy burning slllall ani·
finally closing in 0 11 the posses.~ed Nat haire. However. mals in the ruins. This is what the characters saw and
the rui ns of Saint Avarrhil i\lonastcry cover a lot of heard from'l distance. \-Vhell the chamcters Investigate.
ground. and monsters loyal to Vontarin's ghost still lurk go to the Defiled Shrine encounter. Ikcause it's after
in the shadows. dark. the dmraclers havc 10 carrr lights to see clearly.
''''hen you're rcady 10 begin. rcad: Monsters in Encounter 11 notice lights approaching
their location . Treat th is siluation as if the characters
You'l'e left The crypls, which (lfe cut from the rocky "llif! (1( failed the skill challenge.
the fool of Ihl.' abbcy m ills. The ruilled abbey stands 011 a
hillrop ol'erJookill8 ill/! \ Villec Hil'fr. VOUItS ofollfbuildiJl8S
(lnd rmnblinn lI'alls tlescent/from the hilltop. Smllller chapels.
Explore the Abbey
Since the main abbey Is the most prominent ruin in
ciormitories. refectories. (lml STorehouses are \\Iii/lin rhe crUll!-
the area, the characters might decide to jlll'esligate it
blin8 walls. In its day. SailH Amrthi! MOllllStery I1II1ST Irm'e
directly rather than poke around in the outbUildings.
bcella small t01l'1l in its OWII riOllc. Now. wild dlickers nl1d
When the party does so. read:
stands Of)'01l1l8 frees cowr mudl of fhe open space Cllld arow
'hroualt sel'ernl ruined buildiJ1as. Tlte "'nin srrucrure iSfhe
"I 'he abbey ruius conrain ollly mOl/lids oj rubble from the col·
' 'I.'
lar8esr fea ture of spmwli1l8 aroullds. lapsed roof alld barren lI'alls preserl'i1l91he ske!e/cll oudine of
Previously. )'ou discowred a IUlck of ulldeatl clnd 111'0
rhe walld buileliua lhal ollce stood here. "fJlick stands afb/ack
slml18e JW!lHlIIOids wilhilt rhe crypt, bur 110 siall ofNcH/rClire.
Iree$ and lal1[JiecllllClssl's of briars choke rhe abbey yrounds.
You knoll' he has been olll'Ol"k here, alldllinliljilll apfJroadlCs.
oul )'ou cmt stilll1U1ke out Ihe pal"edfootpalhs winnil18frolll
vVllar do ),ou do?
ouilditlfJ 10 bllildina wirhillille crumblina \I'(lIk
Allow the players to consider the situation and discuss
The only monsters present in this area arc al the sOllth-
thcir plans. Tfthe), q ucstioned the dark ones jn F,ncoun·
t'rn gate (sec .Encounter 11). which isn't close 10 these
tt:'r 10, they know to search Ihe abbey grounds. Here
ruins. .Encourage the players to search the grounds or
are a felV options:
wail for SUllset.
Search the Grounds: If the characters try to look
around the abbey's ground s. go to the Search the
Grounds section. Search the Grounds
Check out the Abbey: Il"the characters ill\'cstigate A large number of outbuildings and walls surround the
the larges t and most prominent ruin, the abbe)' itself. go abbey. Some dark ones and thcir infernal guards arc
to Explore the Abbey. holed lip in.a sma ll shri ne near the abbey's sout h gate.
Rest, Set Ambus h, or WaH : The players might but finding the monsters lakes tim e. If the characters
decide to wait for sunset. to sel an amhush at ~he crypt a ren't cDrerul, they might slurnble into an ambush.
entrance. or to just wait before doing anything else. In When the charactcrs Ilnish the skill challenge, go to
any of these cases, go to \.vail/or Sunset. the Deflled Shrine encounter.
,,
DEFILED SHRINE
HP 50: Bloodied 25 Initliltive "'6
E ncount e r Le v e l 3 AC 17. Fortitude 16, Reflex 17. Will 16 Perception +9
Speed 6 Darkvlslon
Setup Combat Advantage (necrotic)
2 sh adow bolters (B) Whenever the shadow bolter hits a creilture grilntlng combat
2 tar de vil brawle rs (T) ildvantage to it, the bolter deals S extra necrotic daTllage. and
2 leech ing sh adows ( l.) each of that creawre's at.ljaceut allies takes 5 necrotic damage.
Deadly Precision
NS lhaire ordered a couple of his d ark ones to sta nd The shadow bolter's ranged attacks have combat advantage
guard by the abbey's southerll gate. He provided them against any enemy thilt the bolter's atties are nanking,
STAttDAR.D ACTIOttS 'ill"~"'''' ,,,,I, ,,/. /,,, ,', ":I ,·.,,'.hI· '.' }"II'", ,':
w ith some extra muscle in the form ora pair Of511111'
moned tar devils. Place monsters only when a character
CD Dagger (weapon) + At-WfII
Attock; Melee 1 (one creature): +10 vs. AC
has line or Sight to them. The leeching shadows begin Hil: ld4 + 5 damage,
the c m :oU nlc r hidden . Spotting them req uires a DC I R ® Black Bolt (weapon) + At-Will
Perception check. A/tock: Ranged 15 (one creature): +10 V5. Fortitude
Hit: 1d8 + 5 damage. and the target takes 5 damage each time it
Whe n the encounter s ta rts, Tcad: provokes an opportunity attack (save ends).
All old lane leads 10 (IBat e ill ihe nvbe), \I'alls. Aj1ishf ofSlo lIC Mov'E, ·AdtlONS" I.~ ll.llf/W/fl )(~"'II fl'/lfNNlllffJfiflf/J/!//1. //!fl/I!/!ii/I'IU ' I/JIHfM:lli/fI/!,/,
Dark Step + At,Wln
steps Boes lip 10 11 small cOIlr!J'lml. cOnlainirt8 a fill)' shrine fffl'ct: The bolter moves 4 squares. gains a +4 bonus 10 AC against
,md a dilapidated Siorehouse. The walls are abolll 20fi·cr opportunity attacks provoked oy this movement, and gains
lIi8" 011 the exter io r side, but fhe lXHflemellfs 011 fOI' Clrc (rUlli - combat advantage against each creature that It ends its move
blil18 ruins. Narrow wiuJolI's look our from file wall on'r rile adjacent to untillhe end of the bolter's next turn.
8roullds.
Killing Dark
Tri881'r! The bolter drops to 0 hit points.
If the characters fa iled the Search the Grounds skil l
Effect (No Action): Each enemy ildjace nt to the bolter Is blinded
challenge or wa it approach in t he dark with lights unti l the end of his or her next turn.
show ing. the monsters surprise them . Skills Stealth +11
Characters who succeeded on the skill challenge Str 11 (+2) Dex 18 (+6) Wis 15 (+4)
spot a tar devil crossing the cou rlyard entrance. a nd Con 14 (+4) Int 11 (+2) Cha 11 (+2)
they can surprise the monsters. Alignme nt unaligned languages Common
Equipment dagger. crossbow. 20 holts
1 Tar Devil Brawler(n Level 3 Brute '
Medium immortal humanoid (devil) " , 2 ' t.eechi~g Shadows
. , (L) 'I., ,I.'
:. I 'Level 1 Minion
. Lurker
HP 53; Bloodied 26 Initiative +4 Sm;dlshadowhumanoid ",: ./ • "I: '.' "
AC 15, Fortitude 14. Re flex 16, Wilt 14 Percept ion +6 HP 1; a missed ilttilck never damages 11 minion. Initia tive +7
Speed 6 Dilrkv islon AC 15. Fortit ude 13. Refle" 14. Will 12 Perception +1
Resist 10 fire: Vulne rab le 5 ilcid Speed 6, fly 6 (hover)
..
Walls: This \\'al1- 20 feet
tall outside, 10 Icet tall in the
courtyard- iS crumbling and
covered in slippery moss. 11
requires a DC 20 Athletics
check to climb it. The top of
the wa ll (depicted as inlilcl
OJ
pm;sages o n the map) is diffi- o
CUll terrai n.
Windows: These open
Start windows arc 2 feet wide ilnd
Start 2
Area 3 fee t ta ll. Moving through o
Area a Window requires 3 extra V1
(SkIll Chllll ... ng... sq uares 01' mO\'COlcnt a nd a V1
Succt'ssrul)
successful DC 9 Athletics or ''
V1
Acroba tiCS check.
ConclUSion
'Nhen the characters lire
done here. go on to Ihe section
Sighting the Library, page 53.
Dark On es: These crca-
Tactics tures. if captured, can (elI the characters that Nat halre
Serd ng Vontarin's interests, the tnr devils and da rk (Vontarin) is trapped in the Shadowfel l d uring the day
Dil es arc allied. The)' fien~c ly defend the gate area. The a nd sea rches the libw ry by night.
shadows arc predators d rawn to the fighting.
Sh adow Bolters: The shadow bolters t ry to remain Reward
indoors, s lIiping with black bolt fro m the w indows 10 For facing the sk ill d1<lllenge and hattling the monsters.
take <ld va ntagc of the cover. They know the layout eilch character gains 25 0 XP.
of the passages. a nd the), go to a Window faCing the Treas ure: The shadow holters have been indulg-
exterior ifd oing so allows (he m to snipe at characters ing thei r larcenous tastes. systematically pillaging the
outside the shri ne. place. They ha\'c had some Sllccess. One orthe dark
Leeching Shadows: These crca lllres wail for the ones carries a pouch. conta in ing 100 sp and 90 gpo The
advcm Ufcrs to fully engage the monste rs ill the COur l- other has a +1 lifedrinker wellpon. ROl h a lso have satchels
ya rd before slinking out of the Irees 10 allack cha rac ters stuffed with old Pelurite scroll s and tomes. These JIlUIl '
who have no allies nearby. dane texts arc evidence that the dark ones have spent
Tar Devils: These fie nds avoid descend ing the steps time pilfer ing a library in the ruins.
to gel at c h a rm.: ler.~ outside t he counyard , since they
want to nght so that their a llies can pa nicipate wit h
ranged attacks. If they IUl\'e to, the tar devi\s ready
actions to charge characters whe n lhe characters reach
the cOllrtyard. They me tar strike at every opportu nity.
Making an Entrance
The lihrary is un1y a short d ista nce fro m lhc cou rtya rd.
but the charac ters have one small hurdle to negotiate
before they confront the villain. The have to find a way
inside.
Doors: Outer doors arc made of stun!y old oa k
w llh iron fitt ings. They arc locked. It requires a DC 22
Ath let iCS to hreak open the d oors or a DC 20 Th ie"ery
check to pick the lock. Us ing a heavy piece of masonry
or statuary as <l hattering ram gra nt... a +2 bonus to the
At hletics check anu allows another charactcr to assist.
\ Vlndows: The first noor has no windows. A
character can d imh the exterior wall to one of the sec-
ond -floor windows 20 feet up. Doi ng so requires a DC
21 Ath letics check. The w indows are a tight squeeze.
Entering one reqUires a DC 9 Athletics or Acroba tics
check and 3 squares of morc meIlt. Failure by 5 or more
causes a character to faiL
Teleport: A character who has a teleportation power
can teleport, but it's hard to sec inside the library from
the ground outsIde. The roo/"ea\'cs are 25 fCet hom the
stands by the balcolIY rail. You reeof] lIize /tim as the wizard
ground. Someone on the roof can hang dow n and slide
Narilairc, WIlO Ill )'OIi Iller Cit rhe Old 011'1. bitt his eyes are co m-
into a window (see aho\'e).
pletely block. 1\ purple cryswl orb swirliBlJ with weird enerfl)'
Knock: Ifc haracters billlg on the door and ask
rests iB a holster OB his hip.
for ad m itt ance, Vontarin directs th e shadow bolter to
il1\'cstigate, with a dusk bcast as backup. The dark one
Tft he characters didn't surprise Nathaire and his scr-
asks who's th ert~ without opening the door. Ir the c ha r-
vLlnt.... he addresses them before combat begins:
acters can persuad e the creature that they wish only to
talk to Vontarin, rhe dark one admits them.
"Thar sfar el1oLlf]h. You must be the OtlCS 111)' spies told I1I C
about," Nalhair(' says wilh a (Old smile. His rokc vibrates like
Nathaire or Vontarin? 111"0 d!.IJerellt I"oices combil1cd. "1 /Tln-c no particular wish to
\:Vhen the characters make their way inside the library, destro), )'ou. SlrClf ln crs. 1'011 {Ire pri50flers of dlallitrice-cursed
read the follow ing: villa ill Emrd.just IlS 1 am. NOlie ofyou han' a d Iane/! to
escop/! Iris IrOp ifyou illlerfere with me now."
rluOe bookshelves alld flittered purple curfclins divide the infe-
rior, which bronze '''lItems Iiahr widl ll'/!ak but steady}lames. If the ehara<: Lers speak w ith Vontari n. they find he
Ttl dl /! south wall. i t staircase wi nds lip /0 rhe second j1oor. carries himself as an aristocrat. expect ing some
wlliell fo rm s a bllicoll), lIlJo,·e. a mount of deferc nce and common courtesy. Beneath
T.il'illlJ shadows ill lilt! sha pe of repr ilian beCls!): prowl/lie his veneer orgood m<lnners is a cold . arrogant heart
n'D""'''''" II'" boohhdws. 011 the IIpper fl oor. (1111(111
filled with the burnlng drive to keep his stolen body
and escape Evard's curse. He hopes to persuade the SYMBOL OF DAWN <:
c:
characte rs to leave him be. cast ing Evard as the grand If the characte rs obtained the holy symbol from to
\' illain of the story. Brother Zelan in Session 4. they find that the item -'
Vontarin is proud, and he reacts poorly to any inso- glows brightly as this encounter starts, inspiring the
lence. He has a lso spent a long time in shadow. which
has warped his emotions. A character who insults him
characters witn hope, and dazing Nathaire. Each char- "<
U
acter gains a +1 bonus to saving throws during the -'
provokes an immediate attack. The ghost mage also
lashes out int becomes clear that the characters can't
encounter, and Nathaire starts the encounter dazed
(save ends). "
be persuaded to sta nd aside_
Vontarin knows everyt h ing covered in the Acl\-cn· z
ture Background. He also believes he can break Eyard's o
curse by crafting a counter-ritua l once he retricves his Vontarin's Defeat
spcllhooks and implements. Some specific replies Von- W hen Nathaire's body is kiUcd. VOlHarin's ghost is '"'"
1.1.1
Wrin might give to [hc characters include: insta ntly drawn back to the mysterious purple orb at his Vi
A rc yo u Nat h a ire? Or Vontarin? ~ Thi s body beh. Read the follOWing:
is Narhaires, bur 1 am ils master l1ow. 1 alii VOl1larin.
sometimes called the Gray IIalld. l am a studcllt of the rzecro- As Nadwire's body falls, dark miSI suddenly streams our of
mantic (Irts, \~' hich (illowed me to l'reserw myexistcllce- after his eyl's, ears. and mourh, Ttlking 011 a twisled humelnoici
afasJlioll-w'len F.l'ard defeated me." shape. Bill. f/it'Il, the sirartoe orb CIt tile wizard's belrJlashcs
You attacked D u pon de! "The Shario\\1ell is full with II sinister purple linin. The mistyfigure leis Ollt {I howl
of monsters. 1 l'Ol'e 110 doubt some of them IVelllder imo of rage, Clnd it is Ihell drawll instClrldy illlO Ihe purplc orb. II
Duponde when the IOWlllransiliollS to the pillne ofs'lQdoll'. seems the orb lias lrapped Vontarin 's ahost.
That, of course, is Emrd's curse and is not my dOilla.If
you're refcrrilla fa fhe flood friars of Sai r!! A\'(lrIhil's, lI'el/, Irplayers want to break the orb or otherwise take
it seemed wise to make Sllre th eJolk of DupondeJear me immediate act ion. tell them (he), have to wait until next
enouy/t 1101 fO infcrfere with my plans. COIISider it a sharp week. Dealing with the orb and its trapped ghost is the
wamin8 to stay out of my Plltlt. I'll befinished witlr dlis challenge of Session 13.
plilce SOOIl enollyh."
W h a t's impor ta nt a b out the a b bey? "The 800d
friars ofSaint Amrthils IIpparelllly took it buo their lreads WHAT ABOUT
to remo\'e m)' spellbooks and "rcalle devices from my manor
after my dearh. l am 100kil18Jor 111)' beloll8ill8S here."
THE REAL NATHAIRE?
At your option, the real Nathalre might survive'· nis
We h avc to p ut y our g h os t b ack in your cor pse
to en d E" ard 's c u rse. "Hmm. That mi81u work. bUf r encounter with the characters, proving that Vonta-
reject thOf course. l mu ch prefer life, IllOnk you. Once I e'SCflpe rin lied about Nathaire's sou l departing the body. If
a character knocks Nathaire unconscious Instead of
rhis shadowy prison, 1'111 sure the curse willfilil:'
Insight (DC 16): Vontarin isn't sure at all. He cares ki lling him, or if a character succeeds on a DC 1 3
Heal check at the end of the encounter, you can
only about escaping the Shadow rei I.
You stole Nat hairc's body. -Well. the YOll118fool allow Nathaire to be stabilized. Nathaire can fu lfill
shoulcln't hal'e meddled widl ma8ic he didn'f understa nd. T the role of Mother Grivelda in Session 13, tell ing
call hardly 8irc it back. sillce his soul has already departcd. the characters what they need to know to break the
I'm the only one in here. 1'111 afraid." curse. He is too weak from his ordeal to help break
Die, m onster! -Death has 110 hold orer lIle,yolifoolsl the curse or fight the ghost, and he has learned
Slay tltis body ifyoll think yOIi can! I'll soori fhuf arrollterr some humi lity fro m the experience. He defends his
actions, truthfully stating that he never intended ill
'~' h e n
Vontarin nics into a rage or determines he ca n't to befall Duponde. The party can decide how to deal
with him. He is not above bribing the characters to
persuade the characters to leave him to his work. or
when the characters decide to attack h im, combat spa re him. He suggests that if the characters accom-
begins. Co to the Nat h airc at Bay encollnter. pany him to Sarthel after the curse is broken, he can
deliver on his promise.
NATHAIRE AT BAY
HP 44; Bloodied 22 Initliltive +3
Enco un te r L eve l 4 AC 14. Fortit ud e 15, Renex 14, Will 14 Perception +3
Speed 6
Setup ~
I Two-Heilded GUil rd ~
4 d u sk beasts CD) Enemies can't gain combat advantage by flilnking the dusk beast.
1 sha d ow b olter (B) While dazetl, the dusk beast can take opportunity <lctions and
Nath a irc, possessed m age (N)
.... .
immediate actions.
CD Bite'" At-Will
!llfllf. ~//'".'I!II!lIIJ/IIlfIlIIIIfF
The shadow holter is hidden at the start of the encoun-
ter. A character must succeed on a DC 21 Perception Alttnk: Melee 1 (one creature); +7 vs. AC
Hit: 2d6 + 4 dilmage, and the dusk beast c~n push th e target 1
check to spot it. Un less the shadow bolter lets the char-
square. If the dusk beast can't push the target. the dusk beast
acters into t he li bra ry, it stays hidden whi le characters knocks the target prone instead.
converse with Nat haire. +
Two-Maw Rend ... ~t"W ili
If the ch arac ters are inside the library, they set up Attock; Melee 1 (one prone cre~ture): +S vs. AC
just inside t he inner doors. Th at's as far as t hey get Hit; 3d6 + 4 dam~ge.
before Nathaire addresses them. IIITRIGGER'Eo AcrrioNS/llfll/!ffitJl/f/ll/rfll/lllllt!lflfl/11 t,'IIIIUllf/IIIIIIIIWI.1f1IIIIIII1MJlfllllhll'lflril
~ +
Barbed Tail + Recharge wlien OrSt bloodied
Tri88cr; An e nemy enters a square adjacem 10 the dusk beast.
"V hcn combat hegins, r ead:
Auock (JrnmediolC RcoClioll): Melee 2 (t he triggering enemy); +5
Nat/wire's eyesflash with tlark fury. He SIllltd!cs the orbfroll! vs. Fortitude
his belt and !'oims afillyer (If ),011, coryurill8 a bolt ofbluck Hit: ld6 + 4 damage, and Ihe target falls prone.
cn{'r,9Y. Dusk beasts prowlil18 the library slIarl and arrack. St r 17 (+4) Dex 14 (+3) Wis 1S (+3)
Con 14 (H), Int 2 (~3) Chal.10 (+1)
Shadow Bolter (8) . LevelS Artillery ,- Alig nme nt unaligned l anguages -
Smail shadow humanoid, dark one .
HP 50: Bloodi ed 25 Ini tia tive +6 Nathaire; PoSsessed Mage (N) '.I:','
" I',' ,', 'I"
;'1'1//(1','[evel
'I
5 IConti'oller'~
/ " , ' 'I' , ,
AC 17, Fort itude 16, Re n ex 17, Will 16 Pl'. rcoption +9 Medium natural humanoid, human i,I:,'!,,'!,:,,/, ,I ",' I,',', 'iI, .. ,II'/ ,", 'II'MI
Speed 6 Darkvision HP 64; Bloodied 32 Initiative +3
, 'TRAITS rf!l'f/!j!/!lI/llrlflll/h"III/il/~/lk//1'1/lfliiIHj/(jlfllf4'lIlfl!111111!ilWil!llIlflflllliift'!JlI/fIII11/1{.l/lill '/ AC 19, Fo rt itu de 16, Re n ex 18, Will 17 Perce ptio n +7
l Com bat Adva ntage (nocrC!tlc) Speed 6
Whenever the shadow boltor hits a creature granting combat Resist 5 necrotic
advantage to it, the bolter deals 5 ex n a necrotic damage, and ,I,TitA iTs iWI.IffiNlIII/. '#III! r~ zWf/.wllllllli/IIIII//fIIIZ Yllihll~ 1M/I'll. W!.iJ!/llflh1!IJII,'/llIflilllJllilllllilth
each ofthat creature's <ldj<lcent <l ilies takes 5 necrotic d<lmage. o Deathl y Prese nce, + Aura 1
Deadly P~ecisJon' . ~. ' Enemies take a -2 pen~lty to saving throws while within the aura.
The shadow bolter's ranged attacks have combat atlvantilgc , $TANDARO'"AQIO'NS'!!/I{!I/lllIllilf,1/11i1IWIIIII\lllf!iiIIIIlIII/NllillfllffiIIfPIII/IiIII/IIIIIII//IiI/lIiJ/1
I II I <D Despair's Touch (rear. p~ychiC) '" At-W ill
Attock; Melee 1 (one creature); +8 vs. Will
, Hit: 2d6 + 6 psychic damage, and the larget grants combat advan-
1 (one creature); +1 0 vs. AC tage (save ends). In addition. Nathaire slides th e target up to 2
Hit.: l d4 + S damage. squa res.
t®[I!a'<;k BJlt',('"Ye~p.oEl.' ''' AhWiI'I , ,:~ . l' Shadow Te ndril (necrotic) ... At-Wilt
Attack; Ranged 15 (one creature); +10 vs. Fortitude Attock: Ranged 5 (one creature); +8 vs. Renex
Hit; l d8 + 5 damage, and the target takes 5 dam~ge each time it Hit; 2d6 + 6 necrotic damage, and the target is slowed (save ends).
provo kes an opportunity altack (save ends). +
En~rvati o n (necr~tjc) + Recharge when first bloodied
:/ MOVE' "ACTlONS'lftlll, ~;'ilfIJl'lJl!lif/ll/1 MIJi/II/f,flltil/llf/If'111lIi/ll/Ii/ifll/ijlllllf/IJI. 'l/IUh1t,llilhiI.J Attack: Melee 1 (one cre<lture); +8 vs. Fortitude
~ Darl( Ste p'' ''' At-WJII Hit: 2d6 + 6 necrotic damage, and the tilrgel is enervated (silve
Effect; The bolter moves 4 squares, gains a +4 bonus to AC agai nst ends). While the target is enervated, it takes ongoing 5 necrotic
opportunity attacks provoked by this movement. and gains damage and any of its allies that end their turns adjacent to it
combat advantage against each creature that it ends its move ta ke 5 ne crotic damage.
r il I Miss; Half damage, <lnd ongoing 5 necrotic damage (salle ends).
Sh adow Bolter: The shadow bolier lurks in the Attack: Close blast 3 (origin square adjacent to the shelf,
north end oCthe library's ground floor, looking for creatures in blast~ +6 vs. Reflex
chances to aHack d laractefs w ho a rc already Oankcd to Hit: ld8 + S damage.
ga in the hest usc ofdcadl), precisioll. Miss: Half damage.
Dm:k Beasts: These creatures attack the nearest Effect: The arta of the blast becomes difficult terrain.
l'haracters. The dusk beast on the tipper noor stays near
the lOp of the staircase, guarding against characters C h ai rs a nd D esks: T hese furn ishings arc difficult
climbing up frolll below. If a character lTlakes it 10 tht: terrai n .
bakony anyway. the (fe,llure abandollS its post and Curt a ins: These doths block line of Sight. z
comes to Nat hairc's aid. Doors: I tlterior doors are closed and unlocked. o
Nathairc: Nat hairc remains on the balcon), ilnd uses Sta irs: This stai rway is diffic ult terrain.
s/radoll' tendril \0 a ttac k enemies on t be ground 1100r. "Vindows: The nrst floor has no windows. A
He Ilu)\'es arou nd the perimeter of the balcony to gain charac ter C,l U clim b the exterior wall to one of the sec·
line ufsight 10 characters w ho arc under the balcony. If and· fl oor wind ows 20 feet up. Doing so requires a DC
caught in melee. Nathai re uses cncrvmiotl, calls fur he lp 2 1 AthletiCS check. T he windows a rc a tight squeeze.
li'om the nea rest dusk beast, a nd IIses dark impcrarire to Entering one requires a DC 9 At hlctics or Acrobatics
bring hi s allies 10 him. li e tries 10 slide enemies offlhe check and 3 squares of movemenL
balcony.
ConclUSion
Features of t he Area \·V hen the characters defeat the monsters, go to Vanta·
lIlumination: OUlside the library. it'.~ dark. Inside r in's ocr,,:!!. page 57.
the library. hron ze sconces holo sma ll lamps that pro-
Vide bright light. Reward
Balcony: The second floor is 15 feet above the fi rst for interacti ng with Nathaire and battling him and the
Ooor. ano a rail guards the open eoges. This rail pro· monsters. each character gaim 250 XP.
vides a +2 honus to saving throws to avoid fall ing over Treasure: O n the upper fl oor near the Ilreplace. the
the balcony's edge. characters find a trunk. containing possessions Von·
Books h e lves: These furnishings are 8 feet lall and tMin recovercd from the a bbey grounds and c rypts. It
arc block ing lerraln. Climbing them requires a DC 9 holds 800 sp. 120 gpo a handsome e merald (100 gp). a
Athletics check. 1\ bookshelf ca ll be pus hed over. +1 rod of IIIClli81l collreyanee. and +2 ma8ie (lrmor.
rinllrju] place. lIe should sleep a8aill. BUI /rurr)" Ill)' dlildreni
SESSION 13: T/re sooner this is dOllc. the berrer."
\'Ve don't know thc ritua l. "Are any ofyou Irailled itt
SOUL OF DARKNESS the arcane arts? Then you know ellou8/1 10 proceed. Prayer
The characters have fina lly defeated Nathaire. cap- could be helpful, roo."
turing the ghost ofVoma rill in the orb with which A character who has training in Arcana or Religion
Nath aire had hoped to trap the soul ofEva rd. Begin hy knows of a few genera l ceremonies . cha ms, or proce·
reading: £lures that might work.
Can we just break the orb? 'Tlull could \\wk, lml
You hm'c defeared Vontaril15 8110:>t, ana iT IW 5 been drawl! ii's wr)' dar'8crous. VOllTarin's soulmiahr try ro escape.lf)'ou
)'(lck into the orb l'oSSCSSCll by NClthaire. rr is still early in the must. break ir near his wal'e, alla 1lOpe fo r the besr."
ni8hr, and with the Slwclo\\1e!rs 8msP 011 Duponde8'olV' How do we a b atc F."ard's curse? "F.mrd·s curse is
il18 strol18er by the hour, it seems ill1l'emril'c that you deal meant to trap VOllTarirt's soul ill rite Siurdollfdi. As 101la as
with rile orb (I1U/,JlH (Ill ella to [m rd's curse. "'''WI do you VOlllarin's soul is lIor ill irs riahifu! pluce. DIIl'onde is in peril
do next? of remainilla in rhe SJlIIclOIl1dlforel·er. Rerurn VOlltarin TO
Iris restill8 place ami rewrse the ritual fhcrt reckless .1'011118
I f the players tell you t hey want to [a ke I he orh to the wizard performee!. TJICIl Evelrel's c:urse should be ]Jur to resr
cemetery and reun ile Vontarin's soul with its mortal with VOlltari!!."
rema ins, go to rhe Reversing the Ritual skil l chal lenge .
If rour players aren't sure what they're suppmed to
do ncxt, point Ollt that a coupJe llonplayer characters
Vontarin's Soul
\·V hen Ihe characters killed Nathaire's body in the last
lllig!U know more. Mother Grivelda, the wise woman,
session, Vontarin's soul was forced into the nearest
is the obvious choice. People like Grimbold or Tilda
suitable receptacle - the orb of purple crystal Nitthaire
suggest the characters list en (0 her counsel. \·V hen the
carried at h is belt. If a character exam ines the orb
cha racters seek Ollt the seer, go to Nlother Griye lda's
closely, he or she can make out Vontarin's ghost trapped
Ad\'ice. Brot her Zehm call also steer the characters in
in its depths. Head:
the right d irection. Just substitute him fo r Mot her Gri·
velda if the characters go to him.
WIICn you peer illto the orb.),oll can see lire wrinkled face of a
By the time they return to town, morning is
bulcl man wiOI anollte€ lookinn back ar ),011. His eyes arc ink)'
approaching, but there is 110 sign that Duponde wil l
black. "L('I me share YOllr body for a time,'" he whispers. "I can
ret urn to the world.
,9TC1IH ),011 Breat pOll'er! YOII have ani), to carry IIII' with ),ou
Irthe characters want to examine the orb more
allli! 1jine] another host. Draw me forthfrolllihis orb, 1 com-
closely. go to Vontarin's Soul. The characters cannot
manc! ),Oll!" TlIC flhost wails irl fu ry alld misery. MDOIl't pllt
shatter the sphere unless they are in the graveyard. See
me belck in tlie romb!"
Breaking the Orb if they shatter the sphe re.
Votlt<lrin's sou l can't respond to conversation. It can't
Mother Grivelda's Advice see or hea r outside t he orb, and it only dimly senses
If the characters seek Ollt Mother Grivelda. she can tell the presence and thoughts of someone holding the orb
them what they need to do. in hand. For Vontarin to take possession of someone,
the person holding the orb must deliberately invite the
You find Moeher Grin·lda and Iter 8rtmdson at rlreir farl11' ghost to do SO. i n that case, Vontarin's soul seizes that
house, a short distance outSide Duponde. The wise WOrlll1ll'S person's body.
eyes widen when she sees rhe orb you're carr)'iIl8. and sire Arcana or Religion (DC 9): Vontarin's soul is held
qllickly raises Iter hand in a sesture of wardill8. "Be care' in rhe orb. W ith the proper rites. it can be transferred
fu! widl rlrm. Ill)' Jearics! A sou! oforear power-atld evi/-is to it willing host or a suitable body. Outright possession
trapped in rltcH crystal. You must wke it to its bod)' aud return anclloss arone's own soul seems much more likely than
it [0 rhe sleep of dearh. Ortly r/wlll1ig/lt [mrd's (Jjrse abate." sha ring one's body with Vontarin's invading soul.
Insight (DC 13): The ghost wou ld say anything 10
The wise "'oman's second Sight is ullcannily accurate. persuade someone to become its host.
She knows what must be done. although she lacks th e Religion (DC 13): A disembodied soul is strongly
means and the w ill to do it. connected with its original body. The ghost might not
How d o we put th e soul back into its body? "You be able to resist returning 10 that body if the cor pse is
IJIIlSt brill8 th e orl) lIerJr "Oll t(1ritl'$ restill8 plMe alld reverse n ea rby.
the ritual rhat rhe reckless you llO wizard benan. Doinn so
sllOu ldforcc Volltarill's soul out oft/Ie orb alld back itrto its
'.n
Breaking the Orb Vl
z
Skill Challenge: o
Reversing the Ritual '"'"w
A pale. ghostly s pa rk glimmers in the d epths of the
purple orb the characters took fr olll Nath aire's body. '"
T hey need to reverse Nathaire's rile and return the
ghost to the remai ns of the dead w iza rd entom bed ill
the mausoleum mistakenly known as E"ard 's Tomb,
This skill challenge begins when the characters begin
the ritual to return Vontarin's soul to his bones.
T.evel: 3
Complexi ty: 2 (6 successes before 3 failures). If the
c ha racters have successfully deC iphered Nathairc's jour·
na l, they b egin Ihl s skill ch a llenge with two successes.
Tn add ition. Arcana c hed~s in Ihis challenge are DC 9.
Primary Ski l ls: Arcana. Blun: Diplomacy. Insight .
Religion. Thievery
Arcana (DC 1.3): The character helps perform a
necroma ntic rife. binding t he ghost of" Vomarin 10 his Fa ilure: T he party botches the rite. VOlllarin's soul
mortal remains. leaves the orb. but it an im ates a number oflllonsters
Bhiff(requires !lIe character fo obs('m? one Arcana or He/i· with intense necromantic ene rgy. Go to the Mad Ghost
8ioll success; nc 21); The character echoes the words and encou nter, C haracters SUlrt the encounter lak ing ongo·
actions of a character who has succeeded nn an Arca na ing 5 necrOlic damage (sa\'e ends). If"Y(lu are using the
or Religion check . contributing to the rite. Desp air Deck, ha\'e cach player draw a card frO Ill the
Diplolllacy(DC 13): The character supports others deck- I nstead of a ch aracter having ongoing necrotic
who are engaged in An:ana or Religion checks, helping damage at t he start ol"the encounter, he or she is
keep them focu sed and aware of the ritual's p rogress. affected by the card ,
1nsin"t (DC 13): The character obseT\'es the ghostly
image in the orb. gaining a sense Jor whic h steps ol"the
rite appear most eHcctive. helping adjust Ihe words and
Concluding the Adventure
\,yhen the characters defeat Vontarin's ghost. t hey
geslUrcs f()r maximulll effect,
reverse £vard 's curse , Read:
RelinioTi (DC 13): The character rec iles holy verses or
prayers of protection , hattli ng the dark power gat hered
The urlllaruTClI dread broodill8 o\'er Ihe 8TC1\'cyard abruptly
In the tomb.
relaxes. You canfeel life and color rerurllirlY to the world
Thie\'er)'(DC 21): T he character carefully da mages
around ),011, The curse elllrappifl8 Duponde is broken.
the orb holding Von tarin's soul. f.1.cilitating the ghost's
release at the right moment.
Congratu lations! Your players h ave unra\,d ed the Dark
Su ccess: Charilcters force Vontar in's sou l from the
Lcn(lc),ojEvard. completing this season oI"OtJ;\,la:uNs
orb back into the mage's bones. A fragment of the soul
& DRAGONS E:-;C:OUNTERS, Dupunde's cit izens are
resists the tra nsfer and necromantic cnergy infuses the
extremely gmtefu l to t he pa rty. and the characte rs are
cem etery. crea ting a number of monSlers the ch aracters
trealed as the saviors of the lown for as long as they care
must defeat. Go to the Mad Ghost encounter, Vonta rin
to remain. lfthe players want. fee l free to roleplay the
begi ns the encollnter dazed (save ends).
conclusion of the adventure. allOWing the cha racters to
interact with tbe people ol"D uponde.
MAD GHOST HI' 55; Bloodied 27 Initiative +6
Encounter LevelS AC 18, Fortitude 17. Recflex 16, Will 14 Perception +3
Speed 6 (8 when charging) Darkvision
Setup Immune disease, poison
'IIii!mI!!IJJ!I!JI!IIIIff!!lIIm.
' ' fIJ'fIII!J'fIII!J'fIII!J'fIII!J'fIII!J'fIII!J'fIII!J'fIII!J'fIII!JWlJj7J!J!1lj
3 twig blight swampvines (T) Flesh·Crazed Charge
2 fl esh-crazed zombies (Z) While the zombie is charging. its movemem does not provoke
Vontarin , mad g h ost (V) oprortunityattacks.
Zombie Weakness
Impose t he skill chall enge I'csui! s olllhc ghost or on
th e charac ter.~. Tfthe party has a large number of 1st-
a nd 2 nd-level characters in this Cllcou nler, reduu.: the
Altock; Melee 1 (o ne creature): +9 vs. AC
nUIll ber of monsters by one or two. Hit: l d8 + 6 damage, or 2d8 + 6 if the zombie charged the target.
f Bite + At·WiII
When the en counter starts, read: Anock: Melee 1 (one creature); +9 vs. AC
The sky Wows da rk and the wind riscs in wildaus!s. r\ dark. Hit: 1d6 + 5 damage, and the target is dazed until the end of the
tJhosrlyfi8ure erupts from the crumbJillB orb and is then zombie's ncxt turn.
drawn loward tile nearby tomb. Thrashil19 111111 warlinEl il!
Deathless Hunger + Encounter
a hoteful voice, rllef/host resim, bUI some of its essence rips Tri89Cr; The w mbi e is reduced TO 0 hit points, but no! by a criti·
aw(/)' 10 ill/! pull of rite arave. 1'01'1 ions of9110511y substance cal hit.
flo astray, bril18il10life to vines I1rolHuJ Ihe tomb and wl/sin/J Effect (No Action): Roll a d10. On a 15 or higher, the zombie is
corpses /0 srir i"nearby W(ll'E.'s. instead reduced to 1 hit point.
"1shall nor rerum 10 dea/h," the nhost scrCtll1l5 injury. -I'll s tr 18 (+6) De" 1S (+4) W is 13 (+3)
destroy)'oll (illJor this!" Can 15 (+4) lnt 1 (-3) Cha 3 (-2)
Alignm ent unaligned Languages -
Equipment club
..
Miss; Half damage. and ongoing 5 nccro tlC damage (save ends).
l- - +-- - - - - - - - -I
I Duponde Guard (G3) level 1 Minion I Duponde Guard (G4) Level 1 Minion I
Medium natural humanoid, human Medium natufill humanoid. human
HP 1; a missed attack neve r damages a mi nion. HP 1; il missed auack neller dam~ges a minion.
AC 17, Fortitude 16, Reflex 15, Wi!l14 AC 17, Fortitude 16. Reflex 15. Will 14
Speed 6 Speed 6
STANDARD ACTIONS ' , STANDARD ACTIONS
CD longsword (weapon) + At-Will CD longsword (w(! ~pan) + At·WIII
Altodr: Melee 1 (o ne creattJre): + 6 liS. AC Attac~ : Melee 1 (one creat ure); +6 liS. AC
Hil:4 dam~ge. Hit: 4 damage.
® Crossbow (weapon) + At-Will ® Crossbow (weapon) + At-Will
Auack: Ranged 10 (one c reature); +6 115. AC AUac/c: Ranged 10 (one creature): +6 lIS. AC
Hil: 3 damage. Hit: 3 damage.
Str16(+3) Dex 12 (+1) WIsl1 (+ 0) Str 16 (+3) De)( 12 (+1) Wls 11 (+ 0)
Can 14 (+2) Int 10 (+0) Cha 10 (+0) Con 14 (+2) Int 10 (+0) Cha 10(+0)
Equipment chainmai!, longsword. crossbow, 20 bolts Equipment c halnmai1.longsword. crossbow. 20 bolts
l- - + -I
I Duponde Guard (GS) Level 1 Minion I Duponde Guard (G6) Level 1 Minion I
Medium natuml humanoid, human Medium natural humanoid, human
HP 1: ~ mi ssed ilH~ck nc.ller damages iI minion. HP 1; a missed att3c k neller damnges a minion.
AC 17, Fortitude 16, Refl e)( 15, Will 14 AC 17, Fortit ude 16, Reflex 15. Will 14
Speed 6 Speed 6
STANDARD ACTIONS STANOARD ACTIONS I I I
<D longsword (weapon) + At-Will CD longsword (weapon) + At-Will
Attock: Melee 1 (one crea ture): +6 liS. AC Auock; Melee 1 (one creature); +6 lIS. AC
Hit: 4 da mage. Hit: 4 damage,
® Crossbow (weilpon) + At-Will ® Croubow (weappn) + At,WIII
Atlac~: Ranged 10 (one crea ture); +6 liS. AC Anock; Ranged 10 (one creature); +6 liS. AC
Hit: 3 damage. Hit: 3 damage,
Str 16 (+3) De)( 12 (+1) Wis 11 (TO) Str 16 (+3) De x 11 (+1) Wis'1 (TO)
Con 14 (H) Int 10 (+ 0) Chill0 (+0) Con 14 (+2) Int 10 (+0) Cha 10 (-+0)
Equipment chainmai1.langsword. crossbow. 20 bolts Equipment chainmail.longsword. crossbow. 20 bolts
L. .J.. .J
SHADOWS
IN THE
NIGHT
Evard, master of shadow magic, is dead-or is he? A
sinister force has the citizens of Duponde in its clutches.
Even as it threatens to drag the whole town into darkness.
an unlikely band of heroes stands on the threshold of the
ShadowfeU to deny evil its prize.
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