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  ADCP3-2   
   
   
   
   
   
   
  Special Missions 
   
   
   
   
   
  From Dawn till 
  Dusk  
  (Special Missions) 
   
  A Dungeons & Dragons® Living 
  Forgotten Realms Adventure 
   
  By Krishna Simonse, Pierre van Rooden, 
  Pieter Sleijpen and Renout van Rijn 
  Reviewed by M. Sean Molley 
   
   
  The document contains the special missions for ADCP3-2 From Dawn till Dusk. It cannot be run independently from 
  the main adventure. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 2 
  DM’s Introduction 
  The document contains the special missions for the LFR 
  Battle Interactive ADCP3-2 From Dawn till Dusk. All 
  other information that you need to run this event is 
  detailed in the main document, so none of the 
  boilerplate or other information about the BI is repeated 
  here.  
   
  Each encounter is aimed at a specific Adventure 
  Level (or range of ALs) and only groups who are playing 
  at that AL can choose to play that particular special 
  mission. Only one table per event can play a specific 
  special mission (that’s what makes them special). Details 
  on table selection and some boxed text to help you 
  introduce the special missions during the BI are 
  provided in the main BI document. Running these 
  encounters follows the same rules as a regular Living 
  Forgotten Realms adventure. 
   
  The following special missions are available. You do 
  not need to run all of them if there are no tables of the 
  appropriate AL or no volunteers from among the 
  available tables; these encounters are designed to 
  enhance the BI, but none of them are critical to the plot. 
  In particular, Special Mission 4 does not happen at all if 
  the PCs vote to try and save Lady Saharel. Only if they 
  vote to destroy her will you run Special Mission 4. 
   
  Note that PCs who go on special missions receive 
  the same XP that they would have gotten for 
  undertaking the corresponding normal mission in the 
  BI, even though the special missions are generally more 
  difficult. The reward is in the form of getting to do 
  something unique. 
   
  • 
  Special Mission 1 (60 minutes): AL 2 – 8. The 
  PCs have to traverse a maze of trapped 
  overgrown corridors to reach a local kobold tribe 
  and request aid. If successful it provides the army 
  a backdoor into Spellgard: the characters can 
  start behind the walls in Encounter 2 and they 
  are not assaulted by siege engines before 
  initiative is rolled. 
  • 
  Special Mission 2 (75 mintes): AL 8 – 12. The 
  characters go behind enemy lines to deal with 
  several magical siege engines that are raining 
  death on those storming the walls. There are four 
  different catapults, each supervised by a powerful 
  lieutenant. As soon as a siege engine is assaulted, 
  it stops firing. Once the lieutenant is defeated it is 
  permanently out of action. The PCs have to 
  disable as many as possible before time is called. 
  Success and failure have an immediate impact on 
  how Encounter 2 is run for the other tables 
  during the interactive. 
  • 
  Special Mission 3 (75 minutes): AL 12 – 16. The 
  adventurers are sent into the Scepter Tower to 
  remove the control of the Netherese over Lady 
  Saharel. Freeing the Lady denies the Netherese 
  access to her oracular abilities. If the characters 
  achieve complete success before time is called, 
  all the characters in the event (not just the 
  members of the mission team) gain the Glimpse 
  of the Future consumable. Success and failure 
  have an immediate impact on how Encounter 3 
  is run for the other tables during the interactive. 
  • 
  Special Mission 4 (75 minutes): AL 16 – 20. In 
  case the adventurers chose to destroy Lady 
  Saharel instead of the more subtle approach 
  during the interlude one group needs to destroy 
  her. If the players voted to destroy Lady Saharel 
  and there are no AL 16-20 tables playing the 
  event, then a group of high-level NPCs undertake 
  the mission instead (and kill Lady Saharel off-
  screen). This is the only mission that can be 
  assumed to succeed without PC involvement. 
  • 
  Special Mission 5 (60 minutes): AL 16-20. With 
  the arrival of Sakkors a contignent of Netherese 
  soldiers on flying mounts approaches rapidly. A 
  group of characters is sent ahead to delay these 
  reinforcements as long as possible. If their path is 
  not blocked, the Netherese start bombing those 
  on the ground. Success and failure have an 
  immediate impact on how Enconter 5 is run for 
  the other tables during the interactive. 
  • 
  Special Mission 6 (75-90 minutes): AL 16 – 20. 
  The fortress city of Sakkors manifests itself near 
  Spellgard, intent on destroying the forces 
  opposing Netheril. The Shade Princes unleash a 
  powerful creature on the battlefield, essentially 
  an aspect of Shar, to snuff out all life and light. 
  Even powerful adventures hold little hope of truly 
  defeating the creature, but if they can keep it 
  busy long enough, they can buy enough time for 
  the rest of the allied forces to escape. This is 
  essentially a “suicide mission” and is designed to 
  almost certainly cause the death of all the PCs 
  who undertake it. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 3 
  Special Mission 1: Takpah’s 
  Tribe 
  Encounter Level 2/4/6/8 
   
  A small clan of kobolds, the Takpahwan, reside in the 
  tunnels of Spellgard. The clan is led by a female kobold 
  named Takpah. She defeated Bleak, the former kobold 
  leader, after she received a prophecy from Lady Saharel. 
  Saharel told Takpah that she could lead her tribe to 
  prosperity if she would lend her aid to those worthy 
  enough to come to Takpah. She led the kobold to a safe 
  haven, an underground fungus garden devoted to 
  Selûne. It is hidden in a system of small twisted tunnels, 
  and protected by ancient traps both magical and 
  mundane. The Netherese do not come here. 
   
  Takpah is now waiting for those worthy of the 
  prophecy. She believes that only those who can 
  overcome the traps in the tunnel and garden to reach 
  her are made of the right stuff. 
   
   Meanwhile, the presence of the kobolds has been 
  noticed. Access to their tunnels system allows people an 
  alternate way to get inside Spellgard’s walls, and an 
  alliance with the kobolds would add more forces to 
  harry the Netherese. The leaders are unaware of the 
  prophecy or Takpah’s willingness to negotiate, but they 
  feel it wise to send a group of adventurers into the 
  kobold warrens to see if it is possible to obtain their aid. 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  4 greenvise vines (level 3) (V) 
  4 yellowthorn blooms (level 1) (B) 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  4 greenvise vines (level 5) (V) 
  4 yellowthorn blooms (level 3) (B) 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  4 greenvise vines (level 7) (V) 
  4 yellowthorn blooms (level 5) (B) 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  4 greenvise vines (level 9) (V) 
  4 yellowthorn blooms (level 7) (B) 
   
  Running Time: 60 minutes. Once an hour of playtime 
  expires, a tremor causes the tunnels to collapse, and the 
  kobolds’ warrens become unreachable, forcing the PCs 
  to return empty handed. 
   
  This encounter is set up in three scenes. Each scene 
  deals with a set of traps or obstacles that the PCs need to 
  overcome in order to continue. The most important 
  element here is time: the adventurers have a limited 
  amount of time, which means that the actions of the PCs 
  are limited and they do not have the luxury of extensive 
  discussion on how to deal with a particular trap.  
   
  The PCs’ contact leads them to the entrance to the 
  tunnel system, a few miles from Spellgard proper, and 
  then briefs them as follows: 
   
  “You have till sunrise – in about two hours – to get to the 
  kobolds and make contact. The tunnels are narrow and 
  from what I can see they’re riddled with traps.  
   
  Also, the tunnels are rather unstable. Some have 
  already collapsed, and there are frequent tremors that 
  hit this area. The whole place could come apart at any 
  moment. So act speedily, and beware.” 
   
  Keep track of time during this encounter. If the PCs run 
  out of time, they fail and the encounter ends. Make sure 
  the players realize that their real-world time limit is one 
  hour and their in-character time limit is two game 
  hours. 
  Scene 1: The Tunnel System 
  An extensive labyrinthine tunnel system leads to the 
  hideout of the kobold clan. The PCs have to crawl and 
  squeeze through narrow openings. Many places are too 
  small for them to get through, forcing them to backtrack. 
  The place is also littered with traps. The traps are old, so 
  the effects of many poisons and magical effects are 
  delayed, becoming effective only in Scene 2. 
   
  Step 1: Navigation: Have one PC make a 
  Dungeoneering check to determine the best way to 
  navigate the tunnels. Up to three other characters who 
  are trained in Dungeoneering may attempt to assist. The 
  result of that check determines the difficulty of 
  forthcoming checks in Step 2: 
  • 
  Below the Easy DC: -5 to all subsequent checks 
  • 
  Easy DC: -2 to all subsequent checks 
  • 
  Moderate DC: no modifiers 
  • 
  Hard DC: +2 to all subsequent checks 
   
   
  Step 2 (Repeat once for each PC): As they move 
  through the maze, each PC needs to bypass one of the 
  traps in the maze, either by triggering a trap or by 
  spotting the trap and disabling it. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 4 
   
  Each 
  PC 
  must 
  attempt 
  one 
  Moderate 
  DC 
  Perception check. 
   
  If a PC fails, he stumbles into or sets off a trap. The 
  trap affects that PC unless noted otherwise.  Roll 1d8 to 
  determine which trap the PC triggered (see below). 
   
  On a success, the PC has found a trap that must be 
  disabled in order to continue. Roll 1d6 to determine the 
  type of trap (See below).  
   
  Step 2b: When a trap is found, the PCs can try to 
  disable it. Any PC may attempt to disable a trap once it 
  is spotted (not just the PC that made the Perception 
  check), and one other PC can aid. 
   
  A Hard DC Thievery check can be used to disable 
  any trap, and a Hard DC Arcana check can be used to 
  disable a magical trap. If the check fails, the PC that tries 
  to disable the trap triggers it. 
   
  Note that it is likely that when a PC tries to disable a 
  trap, the other PCs stay back and an area effect trap 
  therefore does not target additional PCs. However, to 
  aid, a PC needs to be in the trap’s area of effect. 
   
  Traps: Roll 1d8 to determine the type of trap or 
  hazard (or 1d6 when the trap is spotted): 
   
  1: Scythe Trap (mundane trap): A blade shoots out of 
  the wall and strikes at the PC’s legs. 
   
  Attack: AL + 5 vs. AC 
   
  Hit: 1d8 + AL damage. The target’s base speed is 
  reduced by 1 until the end of Scene 2 (but see below). 
   
  Note: A Hard DC Heal check can remove the speed 
  reduction before the start of Scene 2. 
   
  2: Collapsing Ceiling (mundane trap): Part of the 
  ceiling collapses. This trap targets one additional PC 
  (determine randomly). 
   
  Attack: AL + 5 vs. AC 
   
  Hit: 1d8 + AL damage. The rocks severely bruise a 
  leg. The PC cannot shift until all damage on him is 
  healed. 
   
  3: Pit Trap (mundane trap): The floor collapses. 
   
  Attack: AL + 3 vs. Reflex 
   
  Hit: 2d6 + AL damage.  
   
  4: Glyph of Warding (magical trap): A glyph releases a 
  blast of energy. Roll 1d4 to determine the energy type: 
  1: acid, 2: cold, 3: electricity, 4: fire. 
   
  Attack: AL + 3 vs. Reflex 
   
  Hit: 1d8 + AL damage of the rolled energy type.  
   
  5: Petrifying Gas (magical trap): A cloud of petrifying 
  gas fills the tunnel. This trap targets one additional PC 
  (determine randomly).  
   
  Attack: AL + 3 vs. Fortitude 
   
  Hit: the target is slowed (save ends, but see below). 
   
  First failed save: the target is immobilized (save ends). 
   
  Second failed save: the target is petrified (save ends). 
   
  Note: The character knows he has been poisoned but 
  the onset time of the gas is delayed until the start of 
  Scene 2. Any ritual or power that removes petrification, 
  poison, or afflictions can remove the effect before the 
  start of Scene 2. Otherwise the affected character is 
  slowed (save ends) on his or her first turn during Scene 
  2 and the progression follows as described above. 
   
  6: Poison Darts (mundane trap): Poisoned darts shoot 
  out of the walls. 
   
  Attack: AL + 5 vs. AC 
   
  Hit: 1d6 + AL poison damage. At the start of Scene 
  2, the poison surges again, and the PC takes 5 ongoing 
  poison damage (save ends), 
   
  Note: Any ritual or power that purges poison or a 
  hard DC Heal check removes the poison and prevents 
  the ongoing damage from manifesting in Scene 2. 
   
  7: Blinding Light (magical hazard): There is a soft 
  tremor and then the tunnel suddenly fills with a bright 
  yellow-green light. 
   
  Attack: AL + 3 vs. Will 
   
  Hit: 1d4 + AL radiant damage, and the target is 
  blinded (save ends). 
   
  Note: The character cannot start making saving 
  throws against the blindness until his or her first turn 
  during Scene 2. However, a ritual or power that 
  removes blindness can remove the effect before the start 
  of Scene 2. 
   
  8: Tremor (mundane hazard): A powerful tremor hits 
  the tunnels, and the tunnel going forward caves in. This 
  hazard affects all PCs. 
   
  Attack: AL + 5 vs. AC 
   
  Hit: AL damage. The PCs have to extricate 
  themselves and backtrack, and the PC that ‘triggered’ 
  the hazard has to make another check. 
   
  Trap Effects: PCs cannot save against effects from the 
  trap during this scene (including through powers). A 
  ritual or power that removes a certain effect or 
  condition can be used to remove that effect, and in a few 
  cases a hard DC Heal check can be effective (see the 
  individual trap descriptions). A Heal check can only be 
  attempted once per PC during this scene. 
   
  All effects that can be ended with a save (blinded, 
  slowed, ongoing damage, etc.) last for the duration of 
  this scene (they do not worsen until Scene 2). Starting in 
  the first combat round of the next scene, PCs can make 
  saving throws to end the effects. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 5 
   
  Once the PCs have bypassed or triggered all of the 
  traps (remember, there is a total of one trap per PC), 
  they reach the plant-filled cavern. 
  Scene 2: The Garden of the Moon 
  The garden was built in the last days of Saharelgard. In 
  the center of the garden is a small temple devoted to 
  Selûne. A large hole was torn in the square in front of 
  the building, but most of the temple still stands. 
   
  The garden is dense with fungi and strange but 
  colorful plants growing everywhere. Getting to the 
  temple means moving through the plant life – even flight 
  cannot avoid the plants as they grow high up or down 
  from the stalagmites and stalactites. Some plants are 
  dangerous. Vine-like plants grope at anything that 
  passes, and some fungi blooms shoot poisonous thorns. 
  The PCs have to get through an 80-foot patch of these 
  plants – no matter how they move. See the map for a 
  sample garden patch that they need to move through, 
  and the plants found there.  
   
  The Garden of the Moon is a large cavern with 
  stalactites and stalagmites overgrown with fungi and 
  plants in a riotous variety of colors. The roof, hard to see 
  from anywhere but the center of the cavern, is dotted 
  with light-emitting fungi, giving it the appearance of a 
  starry sky. Several large patches of these fungi outline 
  what appears to be a sickle moon, trailed by smaller 
  satellites (similar to Selûne’s tears – the smaller rocks 
  that trail Toril’s moon). 
   
  Through the dense growths, you can barely see a 
  small building in the center of the garden, several 
  hundred feet away. 
   
  Spotting the Vines: Allow the PCs a Perception check 
  versus the vines’ passive Stealth to notice them. 
   
  Once the PCs notice the plants, they may use the 
  following options. The Nature skill can be used after 
  watching the plants’ behavior for one round (this takes 
  no action, but the PC cannot be blinded). Make sure PCs 
  know what the options are once they become available 
  to them. 
   
  Moderate DC Stealth check (move action): The PC 
  moves half his speed. On a success, the PC is not noticed 
  by the plants. 
   
  DC 15 Heal check (standard action): A successful 
  check grants the PC or an adjacent creature a saving 
  throw to throw off the slow effect of the bloom’s poison.  
   
  Moderate DC Nature check (minor action): Success 
  allows a PC to select one plant within 5 squares. That 
  plant does not take attacks against the PC until the start 
  of the PC’s next turn. 
   
  Make sure the players understand the following: 
  • 
  Fighting the plants full on will likely take time 
  that the PCs may not have. 
  • 
  The plants move slowly or not at all – hence, once 
  the PCs get past the plants they should be safe. 
   
  Lingering Effects: PCs may have effects linger from 
  running into traps in Scene 1. Starting in the first 
  combat round, PCs can make saving throws to throw off 
  the effects. 
  Features 
  Trees: Trees stumps represent stalactites/stalagmites 
  and are blocking terrain. Foliage (fungi growth) is 
  difficult terrain. PCs who fly are also hampered by trees. 
   
  Rocks & Bushes: Bushes represent fungi growth. 
  Rocks and bushes are difficult terrain. PCs who fly are 
  not hampered by them. 
   
  Water/Pool: Water is several feet deep and icy 
  cold. They count as difficult terrain. 
  Tactics 
  The plants attack anyone in range. They attempt to slow 
  the PCs or drag them towards them. They move slowly 
  towards the characters, but do not pursue once a PC 
  gets out of range. 
  Scene 3: The Mouth of Shar 
  In the center of the garden is a mostly intact flat-roofed 
  building. Inscriptions and symbols on the outer walls 
  devote it to Selûne. The ground in front of the temple is 
  torn asunder, and opens into a deep pit. A narrow ridge 
  spirals down into the depths. An icy wind blows up, 
  chilling anyone who enters the hole. The pit is hundreds 
  of feet deep and cloaked in impenetrable darkness.  
   
  While it cannot be spotted from the outside, a large web 
  is spun in the pit about thirty feet down. Most of the 
  stairs there are sticky with webbing. The spider who 
  created it was killed by the kobolds. 
   
  If PCs check for tracks, they find: 
   
  Kobold tracks are everywhere around the building, but 
  there are no tracks in the temple or on the ground 
  surrounding it, even though the kobolds have obviously 
  entered the building. 
   
  If the PCs check, they notice that they do not leave 
  tracks either. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 6 
   
  The kobolds live in a cavern complex located 
  directly below the temple. They use a secret tunnel that 
  is hidden in one of the pillars of the building. The PCs 
  do not have the time to extensively search the ruins for it 
  nor do the PCs  know the magical keyword that opens it. 
   
  If the PCs make a quick scan of the building, a hard 
  DC Perception check locates the pillar with the secret 
  door. The secret door can be opened with a hard DC 
  Arcana check, or a hard DC Thievery check. Some 
  rituals (such as Passwall) can also circumvent the door. 
  Allow only one attempt – there is simply no time for 
  more. 
   
  If PCs do not find the secret door or fail at opening 
  it, the only way into the den is through the pit. While the 
  kobolds don’t use this route (it’s too dangerous), a side 
  passage connects to the pit at the height of the spider 
  web. 
   
  Descending into the pit is a harrowing experience. 
  Each PC needs to make a Moderate DC Athletics, 
  Acrobatics, or Endurance check to keep his or her 
  footing. Those who fail are grabbed by the icy wind and 
  pulled into the pit mouth. They drop, being battered 
  against the side of the pit, taking their healing surge 
  value in damage. They hit the spider web, which arrests 
  their fall. Those who fly are also at risk of being grabbed 
  by the wind, though they are in better control. They 
  make the same checks, but at the Easy DC. 
   
  Once all PCs have descended down towards the 
  spider web, they can locate the tunnel there, and enter 
  the kobold den. 
  Scaling the Encounter 
  Make the following adjustments to the traps based on 
  the number of PCs present. 
   
  Four PCs: Remove one greenvise vine. 
   
  Six PCs: Add one greenvise vine. 
  Ending the Encounter 
  Should the PCs run out of time (after 60 minutes of 
  playtime), a massive tremor runs through the complex. 
  Any plants the PCs may still be fighting shrink back and 
  retreat. However, parts of the ceiling come down and it 
  seems see the moon itself falls from the sky. Part of the 
  temple of Selûne is buried under rubble, and the 
  tunnels that lead into the kobolds’ den collapse, making 
  reaching them impossible. They have to return to the 
  main battle without the kobolds’ aid. 
    
  If the PCs reach the kobolds’ den in time, read the 
  following. 
   
  You enter a cavern with smooth, polished walls. Water 
  trickles everywhere. Steps lead up to natural balconies 
  that lead into spaces carved out of the walls. From those 
  balconies, dozens of kobolds look down at you. 
   
  One kobold stands out. She is the only one carrying 
  a sword where others bear spears. She looks down at 
  you from her lofty perch, and holds up a claw in 
  greeting. 
   
  “Welcome, warriors,” she says in the Common 
  tongue. “The spirit’s words come true. Tell us your 
  wants, and lead us into prosperity!” 
   
  The PCs find Takpah willing to provide aid against the 
  shadow beings that have chased them out of their caves. 
  They still need to make their case, but she has been 
  waiting for them and is easy to convince. An Easy DC 
  Diplomacy check assures her cooperation. 
   
  If the check fails, Takpah becomes uncertain 
  whether the PCs are really the people she waited for. 
  She needs to be convinced and continues to ask for 
  arguments until the PCs succeed on a Moderate DC 
  Diplomacy check. If, during these arguments, the time 
  ends, a tremor hits the kobold lair and the kobolds 
  scatter in panic, leaving the PCs behind. 
   
  Once the PCs convince Takpah, she agrees to 
  provide aid. 
   
  They can then take a short rest while Takpah’s tribe 
  prepares to join the PCs on their way back. During the 
  rest, a large tremor hits the area and collapses several 
  tunnels, but Takpah tells them not to worry – the 
  kobolds have other routes (though those may require 
  some uncomfortable crawling). 
   
  She and her people lead the way out, and soon 
  thereafter, the PCs can report their success, Takpah and 
  the warriors of her tribe in tow, to their commander. 
  Treasure 
  While the kobolds themselves have little treasure, the 
  characters get their share from the other groups. 
   
  The get a pair of gauntlets of blood, a rope of slave 
  fighting at AL 4 and up, and a number vials of liquid 
  shadow equal to half the number of PCs at the table. 
  These are small crystal vials filled a freezing cold black 
  liquid. Their nature is revealed in the main BI 
  document. 
   
  At AL 2 to 6 the characters also get the following 
  alchemical items which they can use during the 
  adventure (see Player’s Handout 4). These are: 2 
  alchemist’s fire (level 6), 2 alchemist’s frost (level 6) and a 
  jolt flask (level 10). 
  Questionnaire 
  • 
  Did the PCs succeed in getting to Takpah in time 
  and securing her tribe’s aid? 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 7 
  Special Mission 1: Takpah’s Tribe (Adventure Level 2)
   
  Greenvise Vine (level 3) 
  Level 3 Soldier 
  Large natural beast (plant) 
  XP 150 
  HP 51; Bloodied 25 
  Initiative +1 
  AC 17, Fortitude 17, Reflex 13, Will 15 
  Perception +3 
  Speed 2 (forest walk) 
  Blindsight 10 
  STANDARD ACTIONS 
  m Striking Vine • At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 1d8 + 6 damage. 
  M Ensnaring Vine • At-Will 
  Attack: Melee 4 (one creature); +6 vs. Reflex 
  Hit: 1d8 + 6 damage, and the target is grabbed. 
  MINOR ACTIONS 
  M Vise Bite • Recharge when no creature is affected by this power 
  Attack: Melee 4 (creature grabbed by the vine); +6 vs. Fortitude 
  Hit: 1d6 damage, and the target is restrained and takes ongoing 5  
  damage (save ends both). 
  Pulling Vines • At-Will 
  Effect: The greenvise vine shifts 1 square, pulling any creature grabbed  
  by it into a space adjacent to it. 
  Str 19 (+5) 
  Dex 10 (+1) 
  Wis 14 (+3) 
  Con 17 (+5) 
  Int 2 (-3) 
  Cha 6 (-1) 
  Alignment unaligned 
  Languages - 
  Note: Adjusted damage expression, to-hit rolls and AC. 
   
  Yellowthorn Bloom (level 1) 
  Level 1 Minion Artillery 
  Medium fey beast (plant) 
  XP 25 
  HP 1; a missed attack never damages a minion 
  Initiative +4 
  AC 15, Fortitude 11, Reflex 14, Will 12 
  Perception +2 
  Speed 0 
  Blindsight 10 
  TRAITS 
  Sniper 
  A hidden bloom that misses with a ranged attack remains hidden. 
  Natural Sniper 
  A bloom does not draw opportunity attacks when making a ranged  
  attack. 
  STANDARD ACTIONS 
  r Thorn Dart (poison) • At-Will 
  Attack: Ranged 10 (one creature); +8 vs. AC 
  Hit: 4 poison damage and slowed (save ends). On a critical hit, the  
  target also falls unconscious (save ends both). 
  Skills Stealth +4 
  Str 2 (-4) 
  Dex 18 (+4) 
  Wis 15 (+2) 
  Con 11 (+0) 
  Int 2 (-4) 
  Cha 12 (+1) 
  Alignment unaligned 
  Languages - 
  Note: Reflavored poison scale needler. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 8 
  Special Mission 1: Takpah’s Tribe (Adventure Level 4)
   
  Greenvise Vine (level 5) 
  Level 5 Soldier 
  Large natural beast (plant) 
  XP 200 
  HP 67; Bloodied 33 
  Initiative +2 
  AC 19, Fortitude 19, Reflex 15, Will 17 
  Perception +4 
  Speed 2 (forest walk) 
  Blindsight 10 
  STANDARD ACTIONS 
  m Striking Vine • At-Will 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 2d6 + 6 damage. 
  M Ensnaring Vine • At-Will 
  Attack: Melee 4 (one creature); +8 vs. Reflex 
  Hit: 2d6 + 6 damage, and the target is grabbed. 
  MINOR ACTIONS 
  M Vise Bite • Recharge when no creature is affected by this power 
  Attack: Melee 4 (creature grabbed by the vine); +10 vs. Fortitude 
  Hit: 1d8 damage, and the target is restrained and takes ongoing 5  
  damage (save ends both). 
  Pulling Vines • At-Will 
  Effect: The greenvise vine shifts 1 square, pulling any creature grabbed  
  by it into a space adjacent to it. 
  Str 19 (+6) 
  Dex 10 (+2) 
  Wis 14 (+4) 
  Con 17 (+6) 
  Int 2 (-2) 
  Cha 6 (+0) 
  Alignment unaligned 
  Languages - 
  Note: Adjusted damage expression, to-hit rolls and AC. 
   
  Yellowthorn Bloom 
  Level 3 Minion Artillery 
  Medium fey beast (plant) 
  XP 38 
  HP 1; a missed attack never damages a minion 
  Initiative +5 
  AC 17, Fortitude 13, Reflex 16, Will 14 
  Perception +3 
  Speed 0 
  Blindsight 10 
  TRAITS 
  Sniper 
  A hidden bloom that misses with a ranged attack remains hidden. 
  Natural Sniper 
  A bloom does not draw opportunity attacks when making a ranged  
  attack. 
  STANDARD ACTIONS 
  r Thorn Dart (poison) • At-Will 
  Attack: Ranged 10 (one creature); +10 vs. AC 
  Hit: 5 poison damage and slowed (save ends). On a critical hit, the  
  target also falls unconscious (save ends both). 
  Skills Stealth +5 
  Str 2 (-3) 
  Dex 18 (+5) 
  Wis 15 (+3) 
  Con 11 (+1) 
  Int 2 (-3) 
  Cha 12 (+2) 
  Alignment unaligned 
  Languages - 
  Note: Reflavored poison scale needler. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 9 
  Special Mission 1: Takpah’s Tribe (Adventure Level 6)
   
  Greenvise Vine 
  Level 7 Soldier 
  Large natural beast (plant) 
  XP 300 
  HP 83; Bloodied 41 
  Initiative +3 
  AC 21, Fortitude 21, Reflex 17, Will 19 
  Perception +5 
  Speed 2 (forest walk) 
  Blindsight 10 
  STANDARD ACTIONS 
  m Striking Vine • At-Will 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 2d8 + 6 damage. 
  M Ensnaring Vine • At-Will 
  Attack: Melee 4 (one creature); +10 vs. Reflex 
  Hit: 2d8 + 6 damage, and the target is grabbed. 
  MINOR ACTIONS 
  M Vise Bite • Recharge when no creature is affected by this power 
  Attack: Melee 4 (creature grabbed by the vine); +10 vs. Fortitude 
  Hit: 2d4 damage, and the target is restrained and takes ongoing 5  
  damage (save ends both). 
  Pulling Vines • At-Will 
  Effect: The greenvise vine shifts 1 square, pulling any creature grabbed  
  by it into a space adjacent to it. 
  Str 19 (+7) 
  Dex 10 (+3) 
  Wis 14 (+5) 
  Con 17 (+7) 
  Int 2 (-1) 
  Cha 6 (+1) 
  Alignment unaligned 
  Languages - 
  Note: Adjusted damage expression, to-hit rolls and AC. 
   
  Yellowthorn Bloom (level 5) 
  Level 5 Minion Artillery 
  Medium fey beast (plant) 
  XP 50 
  HP 1; a missed attack never damages a minion 
  Initiative +6 
  AC 19, Fortitude 15, Reflex 18, Will 16 
  Perception +4 
  Speed 0 
  Blindsight 10 
  TRAITS 
  Sniper 
  A hidden bloom that misses with a ranged attack remains hidden. 
  Natural Sniper 
  A bloom does not draw opportunity attacks when making a ranged  
  attack. 
  STANDARD ACTIONS 
  r Thorn Dart (poison) • At-Will 
  Attack: Ranged 10 (one creature); +12 vs. AC 
  Hit: 6 poison damage and slowed (save ends). On a critical hit, the  
  target also falls unconscious (save ends both). 
  Skills Stealth +6 
  Str 2 (-2) 
  Dex 18 (+6) 
  Wis 15 (+4) 
  Con 11 (+2) 
  Int 2 (-2) 
  Cha 12 (+3) 
  Alignment unaligned 
  Languages - 
  Note: Reflavored poison scale needler. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 10 
  Special Mission 1: Takpah’s Tribe (Adventure Level 8)
   
  Greenvise Vine (level 9) 
  Level 9 Soldier 
  Large natural beast (plant) 
  XP 400 
  HP 99; Bloodied 49 
  Initiative +4 
  AC 23, Fortitude 23, Reflex 19, Will 21 
  Perception +6 
  Speed 2 (forest walk) 
  Blindsight 10 
  STANDARD ACTIONS 
  m Striking Vine • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 2d8 + 8 damage. 
  M Ensnaring Vine • At-Will 
  Attack: Melee 4 (one creature); +12 vs. Reflex 
  Hit: 2d8 + 8 damage, and the target is grabbed. 
  MINOR ACTIONS 
  M Vise Bite • Recharge when no creature is affected by this power 
  Attack: Melee 4 (creature grabbed by the vine); +12 vs. Fortitude 
  Hit: 1d10 damage, and the target is restrained and takes ongoing 5  
  damage (save ends both). 
  Pulling Vines • At-Will 
  Effect: The greenvise vine shifts 1 square, pulling any creature grabbed  
  by it into a space adjacent to it. 
  Str 19 (+8) 
  Dex 10 (+4) 
  Wis 14 (+6) 
  Con 17 (+8) 
  Int 2 (+0) 
  Cha 6 (+2) 
  Alignment unaligned 
  Languages - 
  Note: Adjusted damage expression, to-hit rolls and AC. 
   
  Yellowthorn Bloom (level 7) 
  Level 7 Minion Artillery 
  Medium fey beast (plant) 
  XP 75 
  HP 1; a missed attack never damages a minion 
  Initiative +7 
  AC 21, Fortitude 17, Reflex 20, Will 18 
  Perception +5 
  Speed 0 
  Blindsight 10 
  TRAITS 
  Sniper 
  A hidden bloom that misses with a ranged attack remains hidden. 
  Natural Sniper 
  A bloom does not draw opportunity attacks when making a ranged  
  attack. 
  STANDARD ACTIONS 
  r Thorn Dart (poison) • At-Will 
  Attack: Ranged 10 (one creature); +14 vs. AC 
  Hit: 7 poison damage and slowed (save ends). On a critical hit, the  
  target also falls unconscious (save ends both). 
  Skills Stealth +7 
  Str 2 (-1) 
  Dex 18 (+7) 
  Wis 15 (+5) 
  Con 11 (+3) 
  Int 2 (-1) 
  Cha 12 (+4) 
  Alignment unaligned 
  Languages - 
  Note: Reflavored poison scale needler. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 11 
  Encounter 1: Takpah’s Tribe Map 
  Tile Sets Needed 
  DT4: Ruins of the Wild x2 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 12 
  Special Mission 2: Raining 
  Blood 
  Encounter Level 8/10/12 
  Setup 
  These encounters include the following creatures for 
  each Artillery Post:  
  5 Netherese grunts (G) 
  1 Sergeant of Shade (S) 
   
  At post 1: 
  1 Commander Zaknoril (C) 
   
  At post 2: 
  1 Krotak (C) 
   
  At post 3: 
  1 Captain Kur Mar (C) 
   
  At post 4: 
  1 Uthias Darkwell (C) 
   
  The level of all creatures is equal to the Adventure Level. 
   
  Running Time: 75 minutes. Once the playtime expires, 
  the allied forces have moved far enough into Spellgard 
  for the Netherese forces to call a retreat from the 
  artillery posts. 
   
  Glory tier: Any forces that flee from an artillery post 
  join the fight at the next post. 
   
  Oracular Powers: Do not forget to use the oracular 
  powers during the fight! 
   
  Shar’s Curse: Remember that the first commander 
  killed tries to curse the characters. See Ending the 
  Encounter for details. 
   
  This special mission is essentially 4 encounters in one. 
  Four identical artillery posts have been set up just inside 
  the walls of Spellgard. The PCs’ goal is to take out as 
  many as possible, as fast as possible. The encounter as 
  designed has few control effects and this is intentional. If 
  the PCs are able to lay down heavy fire, clearing the 
  entire mission in one round per post, let them do so.  
   
  As the mission starts the PCs have been chosen. 
  They are given a field briefing by Commander Brows, a 
  man of plain speech and huge bushy eyebrows. 
   
  “So, volunteers. Good. Let us dispense with the 
  pleasantries and get to business as we are short on time. 
  Intelligence has informed us of the existence of 4 
  artillery posts within the walls. Obviously the firepower 
  they bring to bear can and will wreak havoc on our 
  forces. As such we require you take them out A.S.A.P. 
  You are free to use as much force as you deem 
  necessary, but personally I would consider this a perfect 
  time for some shock and awe. Get in, neutralize all 
  threats, and get out. Any questions?” 
   
  The commander can relay the following information: 
  • 
  The mission is expected to be doable, but not 
  easy. The characters are expected to make their 
  own risk vs. reward determination. They are 
  warned that this is going to be a long, long day 
  and they will need to save some of their strength 
  for the encounters to come, so they probably 
  shouldn’t burn through all their resources in this 
  one mission. 
  • 
  Each artillery post is manned by a commander, a 
  sergeant, and some soldiers. 
  • 
  The artillery pieces themselves are magical, but 
  each 
  one 
  requires 
  the 
  presence 
  of 
  the 
  commander to operate. 
  • 
  The commanders are mostly human but some 
  seem tainted with Shar’s influence. One to the 
  extent of seeming bloated with it (Krotak). 
  • 
  A scouting report has provided some information 
  per artillery post: 
  o 
  Post 
  1: 
  Soldiers 
  were 
  spotted 
  transporting chests to this location. They 
  were being exceptionally careful. 
  o 
  Post 2: This emplacement is being 
  commanded by a very large man cloaked 
  in shadow. 
  o 
  Post 3: One of the scouts was nearly 
  overwhelmed by some sort of noxious 
  gas. 
  o 
  Post 4: Scouts were able to get close 
  enough to note an incessant droning 
  coming from this area. 
   
  IMPORTANT NOTE: An artillery post stops shooting 
  as soon as it is engaged. Once the commander is 
  defeated it is permanently disabled. If the PCs retreat 
  without defeating the commander the artillery resumes 
  its shooting. 
   
  Look at the list below and make sure to either 
  bellow out the result or quickly inform the Senior DM so 
  the whole group knows when an artillery post stops 
  firing. The Senior DM makes sure all DMs know not to 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 13 
  use the corresponding artillery effect. Try to portray this 
  as shouts coming over the battlefield. 
  • 
  Post 1: Fire artillery is down! 
  • 
  Post 2: Necrotic artillery is down! 
  • 
  Post 3: Poison artillery is down! 
  • 
  Post 4: Wasp artillery is down! 
  General Info 
  All artillery posts use the same basic map. You are free 
  to vary orientation or placements of elements. The map 
  lacks indicators for NPC placement for the same reason. 
  Use your own insight, but keep in mind these are well 
  organized and trained troops. The PCs start outside 
  the trenches on any side of the map.  
   
  If Special Mission 1 succeeded the PCs have access 
  to the kobold tunnels. This allows the PCs to use any 
  square on the map except for the actual platform for the 
  first catapult only. 
   
  Moving from one artillery post to the next gives the 
  PCs 2 rounds worth of actions to use before the next 
  fight starts. Effects that last until “end of encounter” last 
  until the end of the entire special mission. 
  Terrain 
   
  Carts: Both the intact and the destroyed cart count 
  as blocking terrain. 
   
  Hills: The hills and inclines were created to aid in 
  targeting. They are 15 feet at their highest point. They 
  are difficult terrain moving up towards the center or 
  edge. 
   
  Magical Munitions: The stockpile of magical 
  munitions (marked with the cauldron) is considered 
  hindering terrain. Any creature entering a square of it 
  takes 2d8 + 8 points of fire, cold, acid, or lightning 
  damage (roll randomly to determine which). 
   
  Muddy pool: This pool does not actually consist of 
  mud but instead serves as the troop’s latrine. It is 
  difficult terrain. 
   
  Rubble: Rocks, broken pillars, and broken logs are 
  considered difficult terrain. 
   
  Trebuchet: The magical artillery is located on a 
  raised platform (the ruined tower on the map). Use a 
  trebuchet or catapult miniature, if you have one. 
   
  Trees: The trees provide cover against ranged 
  attacks and are difficult terrain. 
   
  Trenches: The trenches are 5 feet deep and lined 
  with spikes on the camp-side. Jumping over a trench 
  without hitting one or two spikes is near impossible 
  (Hard DC Athletics). Hitting the spikes incurs 2d6 + 6 
  damage (3d6 + 6 at AL 12) and stops movement in the 
  square adjacent to the trench.  
  Tactics 
  The grunts and sergeant take up defensive positions 
  around their commander and try to mark where 
  possible to aid in defending their leader. The sergeant 
  will attempt to time his call to arms for when more PCs 
  are in a position to be harmed. 
   
  Post 1: Commander Zaknoril quickly moves to 
  engage the enemy. Having little in the way of subtlety, 
  he prefers to beat them down quickly. Use his surprise 
  attack and beat them into the ground as soon as possible 
  and pile on with a commander’s strike. Zaknoril refuses to 
  heal anyone that is not bloodied, including himself. 
   
  Post 2: Krotak engages and attempts to lock melee 
  opponents down with his prison of black flame. 
   
  Post 3: Captain Kur Mar uses Shar’s gift of battle as 
  soon as possible to bolster his allies and makes sure to 
  always keep one ally in his aura. He uses be gone! and 
  thunderburst to move enemies away from him, if possible 
  sliding them into damaging or difficult terrain. 
   
  Post 4: Uthias Darkwell moves to stay near his 
  troops to help them with his aura. He tries to mark 
  anyone using area powers and maneuver so he does not 
  share the affected area with his troops. Uthias uses his 
  harsh justicar power to defend against melee attacks 
  against him. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove 35 / 45 / 50 hit points from 
  each commander and remove 2 Netherese grunts from 
  each post. 
   
  Six PCs: Add 35 / 45 / 50 hit points to each 
  commander and add 2 Netherese grunts to each post. 
  Ending an Encounter  
  An artillery post stops shooting as soon as it is engaged. 
  Once the commander is defeated the remaining forces 
  flee and the post is permanently disabled. If the PCs 
  retreat without defeating the commander, the artillery 
  resumes its shooting. If this happens, make sure the 
  Senior DM and other tables are aware of this. As each 
  post falls, check your remaining game time. As long as 
  there is time left and the players want to advance, the 
  PCs can pick the next post to assault. Remember to 
  bellow out which artillery post is out of action. 
   
  The first commander that goes down bestows his 
  death curse on the PCs in the name of Shar. This has no 
  effect on most characters with no disfavors of Shar or 
  her servants. Characters with such disfavors or the story 
  award PREQ02 A Secret Given are cursed. See the 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 14 
  Special Rules section in the main BI document for 
  details. 
   
  When the Senior DM calls time, the remaining 
  Netherese forces flee to regroup, including those 
  manning the catapults. The characters have one short 
  rest before shadow portals start opening in the 
  courtyard and Encounter 3 starts. 
  Treasure 
  Amongst the equipment the PCs find the following 
  battle standard (during the adventure it is AL 
  dependent, after the battle these items are made 
  available to all groups who played at a higher AL, so the 
  AL 2 battle standard is available to AL 8, but not vice 
  versa). Each table may choose one battle standard up to 
  their AL for use for the remainder of the adventure: 
  • 
   shepherd’s battle standard. 
  Questionnaire 
  • 
  Did any PCs die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table play at glory tier? 
  • 
  How many commanders were defeated? 
  • 
  Which artillery posts were engaged? 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 15 
  Special Mission 2: Raining Blood (Adventure Level 8)
  5 Netherese Grunt 
  Level 8 Minion Soldier 
  Medium natural humanoid (human) 
  XP 88 
  HP 1; a missed attack never damages a minion 
  Initiative +11 
  AC 24, Fortitude 20, Reflex 22, Will 19 
  Perception +7 
  Speed 6 
   
  STANDARD ACTIONS 
  m Kopesh (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 7 damage. 
  r Longbow (weapon)• At-Will 
  Attack: Ranged 20/40 (one creature); +13 vs. AC 
  Hit: 5damage. 
  MOVE ACTIONS 
  Shar’s Gift of Travel (teleportation) • Encounter 
  Effect: The grunt teleports 5 squares. 
  MINOR ACTIONS 
  M Mark of Shade • At-Will 
  Effect: The target is marked until the end of its next turn. 
  Str 18 (+8) 
  Dex 25 (+11) 
  Wis 14 (+6) 
  Con 16 (+7) 
  Int 15 (+6) 
  Cha 17 (+7) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment: leather armor, kopesh, longbow, arrow x 20 
   
  1 Sergeant of Shade (level 8) 
  Level 8 Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 350 
  HP 88; Bloodied 44 
  Initiative +9 
  AC 24, Fortitude 22, Reflex 20, Will 20 
  Perception +11 
  Speed 5 
   
  TRAITS 
   Phalanx Soldier 
   
  The sergeant gains a +2 bonus to AC while at least one ally is adjacent 
  to it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage, and the target is marked until the end of the  
  sergeant’s next turn. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. 
  FREE ACTIONS 
  C Call to Arms • At-Will 1/round 
  Effect: Close burst 10; non-minion allies in the burst make a basic  
  attack or shift 3 squares as a free action. Minion allies in the burst  
  may shift their speed as a free action. 
  TRIGGERED ACTIONS 
  M Line Support • At-Will 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than the sergeant. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +13 vs. AC 
  Hit: 2d8 + 7 damage, and the target is pushed 1 square. 
  Str 16 (+7) 
  Dex 16 (+7) 
  Wis 14 (+6) 
  Con 16 (+7) 
  Int 13 (+5) 
  Cha 16 (+7) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, longsword, crossbow, bolt x 20 
  Artillery post 1: 
  1 Commander Zaknoril 
  Level 8 Elite Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 700 
  HP 168; Bloodied 84 
  Initiative +7 
  AC 24, Fortitude 21, Reflex 20, Will 19 
  Perception +4 
  Speed 6 
  Darkvision 
  Saving throws +2; Action points 1 
  TRAITS 
   Combat Leader 
   
  All allies within 10 squares of Zaknoril who can see and hear him gain 
  a +2 power bonus to initiative. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. 
  M Surprise Attack (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. An ally within 5 squares of Zaknoril makes a  
  basic attack with combat advantage and a +4 bonus to the attack  
  roll as a free action against a target of its choice. 
  M Beat Them into the Ground (weapon) • Encounter 
  Attack: Melee 1 (one creature); +11 vs. Fort 
  Hit: 2d8 + 7 damage, and the target is knocked prone. Every ally  
  within 5 squares of Zaknoril makes a basic attack with a +4 bonus to 
  one target of its choice as a free action. These attacks deal no  
  damage but knock a target prone on a hit. 
  MINOR ACTIONS 
  C Inspiring Word (healing) • Recharge 5-6 
  Effect: Zaknoril or one ally in a close burst 10 heals 10 hit points.. 
   Tactical Shift • At-Will 
  Effect: Zaknoril chooses one ally who can see and hear him. That ally  
  can shift up to 5 squares. 
   Insignia of Shar • Encounter 
  Effect: Zaknoril gains concealment until the end of the encounter. 
  FREE ACTIONS 
  Commander’s Strike • At-Will 1/round 
  Effect: Zaknoril chooses one ally who can see and hear him to make a  
  melee basic attack against a target. On a hit, the ally deals an extra 6  
  damage. 
  Skills: Diplomacy +12, History +11, Intimidate +12, Stealth +10 
  Str 19 (+8) 
  Dex 13 (+5) 
  Wis 10 (+4) 
  Con 12 (+5) 
  Int 14 (+6) 
  Cha 17 (+7) 
  Alignment evil 
  Languages Common, Netherese  
  Equipment chainmail, longsword, crossbow, bolt x 20 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 2: 
  1 Krotak 
  Level 8 Elite Soldier 
  Large shadow humanoid (fire) 
  XP 700 
  HP 176; Bloodied 88 
  Initiative +5 
  AC 24, Fortitude 23, Reflex 21, Will 22 
  Perception +4 
  Speed 6 
  Darkvision 
  Immune disease, poison; Resist 5 fire, 5 necrotic 
  Saving throws +2; Action points 1 
  TRAITS 
   Threatening Reach 
   
  Krotak can make opportunity attacks against all enemies within its 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 16 
  reach (2 squares) 
  O Black Blaze • Aura 2 
   
  Any enemy that starts its turn within the aura takes 5 fire and 
  necrotic damage. 
  STANDARD ACTIONS 
  m Slam (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 necrotic damage and ongoing 5 fire damage (save ends). 
  M Prison of Black Flame (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 fire and necrotic damage, and the target is grabbed. 
  FREE ACTIONS 
  M Crushing Prison • At-Will 1/round 
  Effect: Targets a creature grabbed by Krotak; 2d8 + 7 damage (no  
  attack roll required). 
  TRIGGERED ACTIONS 
  M The Gift of Death • At-Will 
  Trigger: An enemy within 2 squares of Krotak is reduced to 0 hit  
  points or fewer. 
  Effect (Free Action): Make a slam attack against the triggering creature. 
  C Black Rage Pyre (fire, necrotic) • Encounter 
  Trigger: When Krotak first becomes bloodied. 
  Attack (No Action): Close burst 3 (enemies in burst); +11 vs. Fortitude 
  Hit: 2d6 + 5 fire damage plus 1d12 necrotic damage. 
  Miss: Half damage. 
  Skills: Intimidate +12, Stealth +10 
  Str 19 (+8) 
  Dex 13 (+5) 
  Wis 10 (+4) 
  Con 16 (+7) 
  Int 14 (+6) 
  Cha 17 (+7) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 3: 
  1 Captain Kur Mar 
  Level 8 Elite Controller (Leader) 
  Medium shadow humanoid 
  XP 700 
  HP 178; Bloodied 88 
  Initiative +9 
  AC 24, Fortitude 24, Reflex 20, Will 22 
  Perception +4 
  Speed 7 
  Low-Light vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Bolstered by the Faithful • Aura 5 
   
  As long as one of his allies is within the aura Captain Kur Mar and his 
  allies have Resist 3 all. 
  STANDARD ACTIONS 
  m Stormblade (lightning, thunder) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d6 + 5 lightning and thunder damage, and the target falls  
  prone. 
  r Stormbolt (lightning)• At-Will 
  Attack: Ranged 10 (one creature); +11 vs. Reflex 
  Hit: 2d8 + 7 lightning damage, and the target falls prone. 
  R Be Gone! • At-Will 
  Attack: Ranged 5 (one creature); +11 vs. Reflex 
  Hit: Slide the target 5 squares. 
   Gust of Shadow• At-Will 
  Effect: Captain Kur Mar makes a stormblade or stormbolt attack and  
  follows this up with be gone!. This usage of be gone! does not provoke  
  attacks of opportunity. 
  C Thunderburst (thunder) • Encounter 
  Attackt: Close burst 3 (targets enemies); +11 vs. Reflex  
  Hit: 2d6 + 5 thunder damage, and slide the target 5 squares. 
  Miss: Half damage. 
  MOVE ACTIONS 
   Shadow Jaunt • Encounter 
  Effect: Mur Kar teleports 3 squares and becomes insubstantial until the  
  start of his next turn. 
  FREE ACTIONS 
  C Shar’s Gift of Battle • Encounter 
  Effect: Close burst 10 (targets allies); All allies within the burst gain 10  
  temporary hit points. 
  Skills: Arcana +17, Stealth +9 
  Str 11 (+4) 
  Dex 16 (+7) 
  Wis 11(+4) 
  Con 17 (+7) 
  Int 23 (+10) 
  Cha 19 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 4: 
  1 Uthias Darkwell 
  Level 8 Elite Soldier 
  Medium shadow humanoid 
  XP 700 
  HP 196; Bloodied 88 
  Initiative +12 
  AC 24, Fortitude 20, Reflex 21, Will 22 
  Perception +13 
  Speed 6 
  Low-Light vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Aura of Resolve • Aura 5 
   
  Any ally within Uthias’s aura gains a +2 bonus to all defenses. 
  STANDARD ACTIONS 
  m Vigilant Sword (radiant, weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d10 + 5 radiant damage and the target is marked. 
  M Blazing Retribution (radiant, weapon) • Encounter 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 3d10 + 8 damage, and the target takes ongoing 5 radiant damage 
  (save ends). Until the end of the encounter, on a turn the target  
  takes radiant damage, the target is immobilized until the end of its  
  next turn. 
  M Sweeping Strike! • At-Will 
  Effect: Uthias makes a basic attack against two targets adjacent to him. 
  C Harsh Dictum (radiant, thunger) • Recharge 5-6 
  Attack: Close burst 1 (enemies within burst); +11 vs. Will  
  Hit: 1d10 + 8 radiant and thunder damage, and the target is dazed  
  (save ends). 
  TRIGGERED ACTIONS 
  M Harsh Justicar• Encounter 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than Uthias. 
  Effect (immediate interrupt): Uthias makes a vigilant sword attack  
  against the target. If this attack hits, the target falls prone. 
  Skills: Bluff +16, Insight +18 
  Str 20 (+9) 
  Dex 22 (+10) 
  Wis 28 (+13) 
  Con 24 (+11) 
  Int 18 (+8) 
  Cha 25 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment scalemail, bastardsword 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 17 
  Special Mission 2: Raining Blood (Adventure Level 10)
  5 Netherese Grunt 
  Level 10 Minion Soldier 
  Medium natural humanoid (human) 
  XP 250 
  HP 1; a missed attack never damages a minion 
  Initiative +11 
  AC 26, Fortitude 22, Reflex 24, Will 21 
  Perception +8 
  Speed 6 
   
  STANDARD ACTIONS 
  m Kopesh (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 8 damage. 
  r Longbow (weapon)• At-Will 
  Attack: Ranged 20/40 (one creature); +15 vs. AC 
  Hit: 6 damage 
  MOVE ACTIONS 
  Shar’s Gift of Travel (teleportation) • Encounter 
  Effect: The grunt teleports 5 squares. 
  MINOR ACTIONS 
  M Mark of Shade • At-Will 
  Effect: The target is marked until the end of its next turn. 
  Str 18 (+9) 
  Dex 25 (+12) 
  Wis 14 (+7) 
  Con 16 (+8) 
  Int 15 (+7) 
  Cha 17 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment: leather armor, kopesh, longbow, arrow x 20 
   
  1 Sergeant of Shade 
  Level 10 Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 500 
  HP 104; Bloodied 52 
  Initiative +10 
  AC 26, Fortitude 24, Reflex 22, Will 22 
  Perception +12 
  Speed 5 
   
  TRAITS 
   Phalanx Soldier 
   
  The sergeant gains a +2 bonus to AC while at least one ally is adjacent 
  to it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage, and the target is marked until the end of the  
  sergeant’s next turn. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. 
  FREE ACTIONS 
  C Call to Arms • At-Will 1/round 
  Effect: Close burst 10; non-minion allies in the burst make a basic  
  attack or shift 3 squares as a free action. Minion allies in the burst  
  may shift their speed as a free action. 
  TRIGGERED ACTIONS 
  M Line Support • At-Will 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than the sergeant. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +15 vs. AC 
  Hit: 2d8 + 9 damage, and the target is pushed 1 square. 
  Str 16 (+8) 
  Dex 16 (+8) 
  Wis 14 (+7) 
  Con 16 (+8) 
  Int 13 (+6) 
  Cha 16 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment: chainmail, longsword, crossbow, bolt x 20 
  Artillery post 1: 
  1 Commander Zaknoril 
  Level 10 Elite Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 1,000 
  HP 200; Bloodied 100 
  Initiative +8 
  AC 26, Fortitude 23, Reflex 22, Will 21 
  Perception +5 
  Speed 6 
  Darkvision 
  Saving throws +2; Action points 1 
  TRAITS 
   Combat Leader 
   
  All allies within 10 squares of Zaknoril who can see and hear him gain 
  a +2 power bonus to initiative. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. 
  M Surprise Attack (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. An ally within 5 squares of Zaknoril makes a  
  basic attack with combat advantage and a +4 bonus to the attack  
  roll as a free action against a target of its choice. 
  M Beat Them into the Ground (weapon) • Encounter 
  Attack: Melee 1 (one creature); +13 vs. Fort 
  Hit: 2d8 + 9 damage, and the target is knocked prone. Every ally  
  within 5 squares of Zaknoril makes a basic attack with a +4 bonus to 
  one target of its choice as a free action. These attacks deal no  
  damage but knock a target prone on a hit. 
  MINOR ACTIONS 
  C Inspiring Word (healing) • Recharge 5-6 
  Effect: Zaknoril or one ally in a close burst 10 heals 10 hit points. 
   Tactical Shift • At-Will 
  Effect: Zaknoril chooses one ally who can see and hear him. That ally  
  can shift up to 5 squares. 
   Insignia of Shar • Encounter 
  Effect: Zaknoril gains concealment until the end of the encounter. 
  FREE ACTIONS 
  Commander’s Strike • At-Will 1/round 
  Effect: Zaknoril chooses one ally who can see and hear him to make a  
  melee basic attack against a target. On a hit, the ally deals an extra 6  
  damage. 
  Skills: Diplomacy +13, History +12, Intimidate +13, Stealth +11 
  Str 19 (+9) 
  Dex 13 (+6) 
  Wis 10 (+5) 
  Con 12 (+6) 
  Int 14 (+7) 
  Cha 17 (+8) 
  Alignment evil 
  Languages Common, Netherese  
  Equipment: chainmail, longsword, crossbow, bolt x 20 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 2: 
  1 Krotak 
  Level 10 Elite Soldier 
  Large humanoid (fire, shadow) 
  XP 1,000 
  HP 208; Bloodied 104 
  Initiative +6 
  AC 26, Fortitude 25, Reflex 23, Will 24 
  Perception +5 
  Speed 6 
  Darkvision 
  Immune disease, poison; Resist 5 fire, 5 necrotic 
  Saving throws +2; Action points 1 
  TRAITS 
   Threatening Reach 
   
  Krotak can make opportunity attacks against all enemies within its 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 18 
  reach (2 squares) 
  O Black Blaze • Aura 2 
   
  Any enemy that starts its turn within the aura takes 5 fire and 
  necrotic damage. 
  STANDARD ACTIONS 
  m Slam (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 necrotic damage and ongoing 5 fire damage (save ends). 
  M Prison of Black Flame (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 fire and necrotic damage, and the target is grabbed. 
  FREE ACTIONS 
  M Crushing Prison • At-Will 1/round 
  Effect: Targets a creature grabbed by Krotak; 2d8 + 9 damage (no  
  attack roll required). 
  TRIGGERED ACTIONS 
  M The Gift of Death • At-Will 
  Trigger: An enemy within 2 squares of Krotak is reduced to 0 hit  
  points or fewer. 
  Effect (Free Action): Make a slam attack against the triggering creature. 
  C Black Rage Pyre (fire, necrotic) • Encounter 
  Trigger: When Krotak first becomes bloodied. 
  Attack (No Action): Close burst 3 (enemies in burst); +13 vs. Fortitude 
  Hit: 2d6 +6 fire damage plus 1d12 necrotic damage. 
  Miss: Half damage. 
  Skills: Intimidate +13, Stealth +11 
  Str 19 (+9) 
  Dex 13 (+6) 
  Wis 10 (+5) 
  Con 16 (+8) 
  Int 14 (+7) 
  Cha 17 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 3: 
  1 Captain Kur Mar 
  Level 10 Elite Controller (Leader) 
  Medium shadow humanoid 
  XP 1,000 
  HP 210; Bloodied 105 
  Initiative +10 
  AC 26, Fortitude 26, Reflex 22, Will 24 
  Perception +5 
  Speed 7 
  Low-Light vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Bolstered by the Faithful • Aura 5 
   
  As long as one of his allies is within the aura Captain Kur Mar and his 
  allies have Resist 5 all. 
  STANDARD ACTIONS 
  m Stormblade (lightning, thunder) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d6 + 6 lightning and thunder damage, and the target falls  
  prone. 
  r Stormbolt (lightning)• At-Will 
  Attack: Ranged 10 (one creature); +13 vs. Reflex 
  Hit: 2d8 + 9 lightning damage, and the target falls prone. 
  R Be Gone! • At-Will 
  Attack: Ranged 5 (one creature); +13 vs. Reflex 
  Hit: Slide the target 5 squares. 
   Gust of Shadow• At-Will 
  Effect: Captain Kur Mar makes a stormblade or stormbolt attack and  
  follows this up with be gone!. This usage of be gone! does not provoke  
  attacks of opportunity. 
  C Thunderburst (thunder) • Encounter 
  Attackt: Close burst 3 (targets enemies); +13 vs. Reflex  
  Hit: 2d6 + 6 thunder damage, and slide the target 5 squares. 
  Miss: Half damage. 
  MOVE ACTIONS 
   Shadow Jaunt • Encounter 
  Effect: Mur Kar teleports 3 squares and becomes insubstantial until the  
  start of his next turn. 
  FREE ACTIONS 
  C Shar’s Gift of Battle • Encounter 
  Effect: Close burst 10 (targets allies); All allies within the burst gain 10  
  temporary hit points. 
  Skills: Arcana +18, Stealth +11 
  Str 11 (+5) 
  Dex 16 (+8) 
  Wis 11(+5) 
  Con 17 (+8) 
  Int 23 (+11) 
  Cha 19 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 4: 
  Uthias Darkwell 
  Level 10 Elite Soldier 
  Medium natural humanoid 
  XP 1,000 
  HP 228; Bloodied 114 
  Initiative +13 
  AC 26, Fortitude 22, Reflex 23, Will 24 
  Perception +14 
  Speed 6 
  Low-Light vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Aura of Resolve • Aura 5 
   
  Any ally within Uthias’s aura gains a +2 bonus to all defenses. 
  STANDARD ACTIONS 
  m Vigilant Sword (radiant, weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d10 + 7 radiant damage and the target is marked. 
  M Blazing Retribution (radiant, weapon) • Encounter 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 3d10 + 11 damage, and the target takes ongoing 5 radiant  
  damage (save ends). Until the end of the encounter, on a turn the  
  target takes radiant damage, the target is immobilized until the end  
  of its next turn. 
  M Sweeping Strike! • At-Will 
  Effect: Uthias makes a basic attack against two targets adjacent to him. 
  C Harsh Dictum (radiant, thunger) • Recharge 5-6 
  Attack: Close burst 1 (enemies within burst); +13 vs. Will  
  Hit: 1d10 + 9 radiant and thunder damage, and the target is dazed  
  (save ends). 
  TRIGGERED ACTIONS 
  M Harsh Justicar• Encounter 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than Uthias. 
  Effect (immediate interrupt): Uthias makes a vigilant sword attack  
  against the target. If this attack hits, the target falls prone. 
  Skills: Bluff +17, Insight +19 
  Str 20 (+10) 
  Dex 22 (+11) 
  Wis 28 (+14) 
  Con 24 (+12) 
  Int 18 (+9) 
  Cha 25 (+12) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment scalemail, bastardsword 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 19 
  Special Mission 2: Raining Blood (Adventure Level 12)
  5 Netherese Grunt 
  Level 12 Minion Soldier 
  Medium natural humanoid (human) 
  XP 175 
  HP 1; a missed attack never damages a minion 
  Initiative +13 
  AC 29, Fortitude 24, Reflex 27, Will 23 
  Perception +9 
  Speed 6 
  Low-Light Vision 
  STANDARD ACTIONS 
  m Kopesh (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 10 damage. 
  r Longbow (weapon)• At-Will 
  Attack: Ranged 20/40; +17 vs. AC 
  Hit: 8 damage 
  MOVE ACTIONS 
   Share’s Gift of Travel (teleportation) • Encounter 
  Effect: The grunt teleports 5 squares. 
  MINOR ACTIONS 
  M Mark of Shade • At-Will 
  Effect: The target is marked until the end of its next turn. 
  Str 18 (+10) 
  Dex 25 (+13) 
  Wis 14 (+8) 
  Con 16 (+9) 
  Int 15 (+8) 
  Cha 17 (+9) 
  Alignment evil 
  Languages common, netherese 
  Equipment: leather armor, kopesh, longbow, arrow x 20 
   
  1 Sergeant of Shade 
  Level 12 Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 700 
  HP 120; Bloodied 60 
  Initiative +11 
  AC 28, Fortitude 26, Reflex 24, Will 24 
  Perception +13 
  Speed 5 
   
  TRAITS 
   Phalanx Soldier 
   
  The sergeant gains a +2 bonus to AC while at least one ally is adjacent 
  to it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 damage, and the target is marked until the end of the  
  sergeant’s next turn. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 damage. 
  FREE ACTIONS 
  C Call to Arms • At-Will 1/round 
  Effect: Close burst 10; non-minion allies in the burst make a basic  
  attack or shift 3 squares as a free action. Minion allies in the burst  
  may shift their speed as a free action. 
  TRIGGERED ACTIONS 
  M Line Support • At-Will 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than the sergeant. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +17 vs. AC 
  Hit: 3d6 + 10 damage, and the target is pushed 1 square. 
  Str 16 (+9) 
  Dex 16 (+9) 
  Wis 14 (+8) 
  Con 16 (+9) 
  Int 13 (+7) 
  Cha 16 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment: chainmail, longsword, crossbow, bolt x 20 
  Artillery post 1: 
  1 Commander Zaknoril 
  Level 12 Elite Soldier (Leader) 
  Medium natural humanoid (human) 
  XP 1,400 
  HP 216; Bloodied 108 
  Initiative +9 
  AC 28, Fortitude 25, Reflex 24, Will 23 
  Perception +5 
  Speed 6 
  Darkvision 
  Saving throws +2; Action points 1 
  TRAITS 
   Combat Leader 
   
  All allies within 10 squares of Zaknoril who can see and hear him gain 
  a +2 power bonus to initiative. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 damage. 
  M Surprise Attack (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 damage. An ally within 5 squares of Zaknoril makes a  
  basic attack with combat advantage and a +4 bonus to the attack  
  roll as a free action against a target of its choice. 
  M Beat Them into the Ground (weapon) • Encounter 
  Attack: Melee 1 (one creature); +15 vs. Fort 
  Hit: 3d6 + 10 damage, and the target is knocked prone. Every ally  
  within 5 squares of Zaknoril makes a basic attack with a +4 bonus to 
  one target of its choice as a free action. These attacks deal no  
  damage but knock a target prone on a hit. 
  MINOR ACTIONS 
  C Inspiring Word (healing) • Recharge 5-6 
  Effect: Zaknoril or one ally in a close burst 10 heals 15 hit points. 
   Tactical Shift • At-Will 
  Effect: Zaknoril chooses one ally who can see and hear him. That ally  
  can shift up to 5 squares. 
   Insignia of Shar • Encounter 
  Effect: Zaknoril gains concealment until the end of the encounter. 
  FREE ACTIONS 
  Commander’s Strike • At-Will 1/round 
  Effect: Zaknoril chooses one ally who can see and hear him to make a  
  melee basic attack against a target. On a hit, the ally deals an extra 8  
  damage. 
  Skills: Diplomacy +14, History +13, Intimidate +14, Stealth +12 
  Str 19 (+10) 
  Dex 13 (+7) 
  Wis 10 (+6) 
  Con 12 (+7) 
  Int 14 (+8) 
  Cha 17 (+9) 
  Alignment evil 
  Languages Common, Netherese  
  Equipment: chainmail, longsword, crossbow, bolt x 20 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 2: 
  1 Krotak 
  Level 12 Elite Soldier 
  Large humanoid (fire, shadow) 
  XP 1,400 
  HP 240; Bloodied 120 
  Initiative +7 
  AC 28, Fortitude 27, Reflex 25, Will 26 
  Perception +6 
  Speed 6 
  Darkvision 
  Immune disease, poison; Resist 10 fire, 10 necrotic 
  Saving throws +2; Action points 1 
  TRAITS 
   Threatening Reach 
   
  Krotak can make opportunity attacks against all enemies within its 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 20 
  reach (2 squares) 
  O Black Blaze • Aura 2 
   
  Any enemy that starts its turn within the aura takes 10 fire and 
  necrotic damage. 
  STANDARD ACTIONS 
  m Slam (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 necrotic damage and ongoing 10 fire damage (save  
  ends). 
  M Prison of Black Flame (fire, necrotic) • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 fire and necrotic damage, and the target is grabbed. 
  FREE ACTIONS 
  M Crushing Prison • At-Will 1/round 
  Effect: Targets a creature grabbed by Krotak; 3d6 + 10 damage (no  
  attack roll required). 
  TRIGGERED ACTIONS 
  M The Gift of Death • At-Will 
  Trigger: An enemy within 2 squares of Krotak is reduced to 0 hit  
  points or fewer. 
  Effect (Free Action): Make a slam attack against the triggering creature. 
  C Black Rage Pyre (fire, necrotic) • Encounter 
  Trigger: When Krotak first becomes bloodied. 
  Attack (No Action): Close burst 3 (enemies in burst); +15 vs. Fortitude 
  Hit: 2d8 +6 fire damage plus 1d12 necrotic damage. 
  Miss: Half damage. 
  Skills: Intimidate +14, Stealth +12 
  Str 19 (+10) 
  Dex 13 (+7) 
  Wis 10 (+6) 
  Con 16 (+9) 
  Int 14 (+8) 
  Cha 17 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 3: 
  1 Captain Kur Mar 
  Level 12 Elite Controller (Leader) 
  Medium shadow humanoid 
  XP 1,400 
  HP 210; Bloodied 105 
  Initiative +10 
  AC 26, Fortitude 26, Reflex 22, Will 24 
  Perception +5 
  Speed 7 
  Low-Light Vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Bolstered by the Faithful • Aura 5 
   
  As long as one of his allies is within the aura Captain Kur Mar and his 
  allies have Resist 5 all. 
  STANDARD ACTIONS 
  m Stormblade (lightning, thunder) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d8 + 6 lightning and thunder damage, and the target falls  
  prone. 
  r Stormbolt (lightning)• At-Will 
  Attack: Ranged 10 (one creature); +15 vs. Reflex 
  Hit: 3d6 + 10 lightning damage, and the target falls prone. 
  R Be Gone! • At-Will 
  Attack: Ranged 5 (one creature); +15 vs. Reflex 
  Hit: Slide the target 5 squares. 
   Gust of Shadow• At-Will 
  Effect: Captain Kur Mar makes a stormblade or stormbolt attack and  
  follows this up with be gone!. This usage of be gone! does not provoke  
  attacks of opportunity. 
  C Thunderburst (thunder) • Encounter 
  Attackt: Close burst 3 (targets enemies); +15 vs. Reflex  
  Hit: 2d8 + 6 thunder damage, and slide the target 5 squares 
  Miss: Half damage. 
  MOVE ACTIONS 
   Shadow Jaunt • Encounter 
  Effect: Mur Kar teleports 3 squares and becomes insubstantial until the  
  start of his next turn. 
  FREE ACTIONS 
  C Shar’s Gift of Battle • Encounter 
  Effect: Close burst 10 (targets allies); All allies within the burst gain 10  
  temporary hit points. 
  Skills: Arcana +19, Stealth +12 
  Str 11 (+6) 
  Dex 16 (+9) 
  Wis 11(+6) 
  Con 17 (+9) 
  Int 23 (+12) 
  Cha 19 (+10) 
  Alignment evil 
  Languages Common, Netherese 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
  Artillery post 4: 
  Uthias Darkwell 
  Level 12 Elite Soldier 
  Medium natural humanoid 
  XP 1,400 
  HP 260; Bloodied 130 
  Initiative +14 
  AC 28, Fortitude 24, Reflex 25, Will 26 
  Perception +15 
  Speed 6 
  Low-Light vision 
  Saving throws +2; Action points 1 
  TRAITS 
  O Aura of Resolve • Aura 5 
   
  Any ally within Uthias’s aura gains a +2 bonus to all defenses. 
  STANDARD ACTIONS 
  m Vigilant Sword (radiant, weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d10 + 9 radiant damage and the target is marked. 
  M Blazing Retribution (radiant, weapon) • Encounter 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d10 + 14 damage, and the target takes ongoing 5 radiant  
  damage (save ends). Until the end of the encounter, on a turn the  
  target takes radiant damage, the target is immobilized until the end  
  of its next turn. 
  M Sweeping Strike! • At-Will 
  Effect: Uthias makes a basic attack against two targets adjacent to him. 
  C Harsh Dictum (radiant, thunger) • Recharge 5-6 
  Attack: Close burst 1 (enemies within burst); +15 vs. Will  
  Hit: 1d10 + 10 radiant and thunder damage, and the target is dazed  
  (save ends). 
  TRIGGERED ACTIONS 
  M Harsh Justicar• Encounter 
  Trigger: A marked enemy within reach shifts or makes an attack  
  against a creature other than Uthias. 
  Effect (immediate interrupt): Uthias makes a vigilant sword attack  
  against the target. If this attack hits, the target falls prone. 
  Skills: Bluff +18, Insight +20 
  Str 20 (+11) 
  Dex 22 (+12) 
  Wis 28 (+15) 
  Con 24 (+13) 
  Int 18 (+10) 
  Cha 25 (+13) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment scalemail, bastardsword 
  Shar’s Curse: Remember that the first commander killed tries to 
  curse the characters. See Ending the Encounter for details. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 21 
  Special Mission 2: Raining Blood 
  Tile Sets Needed: 
  Ruins of the Wild x 2, Arcane Corridors (magical ammo only) 
   
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 22 
  Special Mission 3: Off the 
  Leash 
  Encounter Level 12/14/16 
  Setup 
  This encounter includes the following creatures at 
  adventure level 12:  
  6 blackfire leash-guards (level 12) (L) 
  2 blackfire battle mages (level 12) (M) 
  4 blackfire essence tamers (level 12) (E) 
  1 Lady Saharel (S) 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  6 blackfire leash-guards (level 14) (L) 
  2 blackfire battle mages (level 14) (M) 
  4 blackfire essence tamers (level 14) (E) 
  1 Lady Saharel (S) 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  6 blackfire leash-guards (level 16) (L) 
  2 blackfire battle mages (level 16) (M) 
  4 blackfire essence tamers (level 16) (E) 
  1 Lady Saharel (S) 
   
  Oracular Powers: See below. 
   
  Running Time; 75 minutes. Once the playtime expires, 
  the allied forces have taken the field and reinforcements 
  have made the fight a foregone conclusion. If this 
  happens before the PCs achieve total success, no 
  character gets the blessing of Saharel (see Ending the 
  Encounter)! 
   
  In this special mission the PCs are sent into the tower of 
  Spellgard together with a detachment of NPC soldiers. 
  Their goal is to free Lady Saharel from Netherese 
  control as quickly as possible to stop the Netherese from 
  using her oracular powers to their advantage. 
   
  The PC’s are led into a makeshift camp that looks 
  very organized especially considering the occupants 
  have had about 10 minutes to create it. The PCs are met 
  by a scruffy looking middle aged man with deep seated 
  eyes, a scarred face and eyebrows like thorn bushes. 
   
  “Welcome, you must be the… specialists. You can call 
  me Commander, or you can call me Brows – they all 
  do.” The man’s remarks are met with a chuckle from his 
  companions as they gather around.  
   
  “From what I hear we were given the happy task of 
  getting you into a position from where you can put an 
  end to those prediction shenanigans that the enemy has 
  been pulling. A happy task because I must admit it was 
  kind of unnerving to sneak up on some shady-types and 
  have them turn around on me before I could cut their 
  throat. Sure, it can happen to anyone, but it had never 
  happened to me before.” More chuckles erupt and the 
  commander grins. “So, we ready? Or do you have 
  questions?” 
   
  The commander can relay the following information: 
  • 
  Saharel is being held at the top of the Scepter 
  tower. 
  • 
  The commandos will help with getting to the 
  area where Saharel is held and defending the 
  position. The PCs need to do the heavy lifting. 
  • 
  Saharel is being controlled by magical means but 
  we don’t know exactly what. Probably some 
  arcane or religious ritual. 
   
  With the help of the well-trained team of NPC 
  commandos the PCs easily make it into and up the 
  tower. There are no stairs leading to the top, so the 
  commandos create an improvised climbing web to aid 
  in crossing the last 30 feet.  
   
  Stepping through the dark black barriers, you step into 
  a dimly lit area. In the center of the room you note a 
  ghostly apparition, a female fitting the description of 
  Lady Saharel. Anchored to her are four <or five with 6 
  PCs> strands of darkness, like taut ropes leading to 
  gaunt figures standing on opposite sides of the room. A 
  group of darkly clad humans milling about in the center 
  turn to face you as you enter, baring needle like fangs 
  and hissing aggressively.  
   
  One of the commandos that helped you get here 
  raises a hand crossbow and fires a shot at one of the 
  gaunt figures at the room’s edge, hitting it squarely 
  between the eyes. The creature barely blinks and makes 
  a dismissive gesture. The commando turns to you and 
  mutters: “Glad these are yours to deal with. We’re out. 
  Consider your back watched and good luck.”  
   
  With that he steps back out of the room, 
  disappearing a mere fraction of a second before a ray of 
  magical energy strikes the surface of the shadowy 
  barrier.  
   
  The PCs can move freely on the tower’s rim before 
  entering the room. Make sure the players realize they do 
  not have to all pick the same doorway when engaging.  
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 23 
   
  Players can find out the following about the 
  situation in the room using Arcana, History or Religion: 
  • 
  Easy DC: The dark ropes must be part of some 
  sort of domination ritual or mechanism. 
  • 
  Moderate DC: The leashes of shadow seem to 
  provide some sort of protective energy to the 
  ones holding them. 
  • 
  Hard DC: The shadow leashes have manifested 
  enough of a physical form to be disruptable by 
  someone sufficiently skilled (i.e. Thievery can be 
  used against them in addition to the obvious 
  skills like Arcana and Religion). 
  Features of the Area 
   
  Illumination: As long as Lady Saharel is leashed 
  the area is shrouded in a shadowy fog resulting in dim 
  light conditions. 
   
  Shadow Barriers: The doors to the central area on 
  the map are barriers of magically charged shadow. They 
  emanate a piercing cold. They block line of sight and 
  any creature ending its turn adjacent to a barrier (the 
  squares to the left and right) takes 2d8 + adventure level 
  necrotic and cold damage. 
  Breaking the Leashes 
  Lady Saharel is held in thrall by 4 or 5 shadow leashes 
  controlled by the essence tamers. (There are 4 leashes 
  for 4 or 5 PCs, or 5 leashes for 6 PCs). These leashes 
  manifest as ropes of coalesced darkness. A leash can be 
  broken in one of two ways: 
  • 
  3 successful Arcana or Religion checks as a 
  standard (Moderate DC) or minor (Hard DC) 
  action or a Thievery check (Hard DC) as a 
  standard action, while adjacent to or in a square 
  the leash passes through (draw a straight line 
  from the essence tamer to lady Saharel to 
  determine). Anyone with the shadow power 
  source has a +3 bonus to these checks. 
  (Maximum of 2 checks/round per PC.) 
  • 
  Bloody an essence tamer. At this point the tamer 
  is unable to maintain its link and the leash 
  breaks. 
   
  Each time the PCs manage to remove one of the shadow 
  leashes Lady Saharel is able to assert her power for the 
  briefest of moments. She uses this moment to take 
  control of the PC responsible for breaking the leash: 
   
  Obey Your Destiny  
  Effect: The creature directly responsible for breaking the leash is 
  dominated and immediately takes an extra standard action. Saharel 
  chooses one of the following benefits for the target to gain during this 
  action. At the end of the extra action, the target is no longer dominated. 
  1. Aggression: The target deals 5 extra damage on charge attacks. 
  2. Battle Cry: The target gains a +2 power bonus to attack rolls. 
  3. Clout: Any creature the target hits is knocked prone. 
  4. Poison: Any creature the target hits is slowed (save ends). 
  5. Spellcraft: The target slides any creature it hits up to 2 squares.  
   
  The dominated PC is aimed at the enemies in the way 
  that most favors Saharel, generally this is moving on to 
  remove the next leash.  
   
  When at least half of the leashes are broken inform 
  the Senior DM and the other DMs of this. From this 
  moment on oracular effects can no longer be used by 
  the Netherese forces. If all leashes on Lady Saharel are 
  broken before the end of the playtime for the encounter 
  all PCs at the event gain the Glimpse of the Future 
  consumable (see Ending the Encounter). Alert all DMs 
  at the event of this effect. 
   
  Once no more leashes are attached to Lady Saharel 
  place her in the initiative order at an initiative count of 
  Adventure Level + 10. Each round on her initiative 
  Saharel uses obey your destiny on the nearest PC and aids 
  them in the fight against her former captors. 
  Oracular Effects 
  In this encounter the DM can use more than one of the 
  oracular effects (see Appendix 3 in the main adventure) 
  per round. Each round, while there are active shadow 
  leashes on Lady Saharel, two effects can be used, but 
  each individual effect can still be used only once. Once 
  Saharel is freed no more effects are usable. 
  Tactics 
  When no longer attached to Lady Saharel the essence 
  tamers choose a new target amongst the PCs, if at all 
  possible they try to join forces with other tamers. They 
  know that attempting to re-attach the leashes to Saharel 
  is useless and won’t try. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Reduce the Essence Tamers hit points 
  and bloodied value to: 98/49 at AL 12, 110/55 at AL 14 
  and 123/62 at AL 16. 
   
  Six PCs: Add 1 additional essence tamer leashed to 
  Saharel (for a total of 5 instead of 4) 
  Ending the Encounter  
  When half of the leashes are broken, Netheril loses 
  enough of their control over Saharel to lose access to the 
  oracular powers. If all the leashes are broken before the 
  end of the playtime for the encounter all characters in 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 24 
  the battle interactive, including the PCs in this special 
  mission, gain the Glimpse of the Future consumable 
  power as a gift by Saharel for their help. Make sure the 
  judges at the event are aware when this happens. The 
  Glimpse of the Future powers plus the rules can be 
  found in Players’ Handout 1 in the main adventure. 
   
  If the PCs are unable to liberate Saharel on time, 
  reinforcements arrive to help. However, the Netherese 
  manage to drain her power significantly and she cannot 
  reward the characters. No character gets the Glimpse of 
  the Future power in this case. 
   
  With the conquest of the Scepter Tower the forces 
  of Evereska and Luruar have conquered Spellgard. For 
  the moment the fighting is over, and action has to be 
  taken to liberate Lady Saharel permanently. It takes 
  some time for the ritual casters to make the necessary 
  preparations, giving the PCs ample time to take multiple 
  short rests, but not enough for an extended rest. During 
  this time the PCs at the interactive also have to decide 
  on Saharel’s fate. Proceed with the Interlude. 
  Questionnaire 
  • 
  Did the characters free Lady Saharel quick 
  enough for the groups in Spellgard to gain her 
  blessing? 
  • 
  Did any PCs die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table play at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 25 
  Special Mission 3: Off the Leash (Adventure Level 12)
   
  4 Blackfire Essence Tamer 
  Level 12 Controller (leader) 
  Medium shadow humanoid (human) 
  XP 700 
  HP 122; Bloodied 61 
  Initiative +10 
  AC 26, Fortitude 23, Reflex 24, Will 25 
  Perception +10 
  Speed 6 
  Darkvision 
  Resist 10 necrotic 
  TRAITS 
   Shadow Feedback 
   
  As long as the essence tamer has a target grabbed with shadow leash 
  it is unable to move. Additionally it gains resist 5 all. For each 
  additional shadow leash attached to the target this resistance 
  increases by 5.  
   
  Should the essence tamer be unable to take actions due to being 
  stunned, the shadow leash is automatically sustained, but the target 
  takes no additional penalties. 
  STANDARD ACTIONS 
  m Blackfire Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 cold and necrotic damage. 
  R Reaving Bolt (implement, necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +15 vs. Reflex 
  Hit: 3d10 + 3 necrotic damage and ongoing 10 damage (save ends). 
  First Failed Saving Throw: The target is immobilized (save ends). 
  Second Failed Saving Throw: The target falls unconscious (save ends). 
  A Call of Death (implement, necrotic) • At-Will 
  Attack: Area 1 within 10 (creatures in burst); +15 vs. Fortitude 
  Hit: 3d8 + 8 necrotic damage, and the target is slowed (save ends). 
  R Shadow Leash • Recharge 5-6 
  Attack: Ranged 10 (one creature); +15 vs. Will 
  Hit: The target is dominated, restrained and cannot be teleported  
  (save ends) 
  Sustain Minor: The effect persists and the target takes a cumulative 
  -1 penalty to saves and attempts to escape the leash. 
  TRIGGERED ACTIONS 
  The Gift of Anger • At-Will 
  Trigger: An enemy within 10 squares of the essence tamer moves out 
  of a square adjacent to an ally of the essence tamer 
  Effect (Immediate Interrupt): The minion makes a basic attack ,against 
  the enemy as a free action. On a hit the enemy is slowed 
  Str 16 (+9) 
  Dex 15 (+8) 
  Wis 18 (+10) 
  Con 18 (+10) 
  Int 20 (+11) 
  Cha 22 (+12) 
  Alignment evil 
  Languages Common, Netherese 
   
  6 Blackfire Leash-Guard 
  Level 12 Minion Brute 
  Medium shadow humanoid 
  XP 175 
  HP 1; a missed attack never damages a minion 
  Initiative +11 
  AC 25, Fortitude 24, Reflex 25, Will 23 
  Perception +8 
  Speed 7 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  TRAITS 
   Rise Again 
   
  When an attack that isn’t a critical hit drops this creature to 0 hit 
  points while there is still a shadow leash attached to lady Saharel, the 
  creature falls unconscious until the start of its next turn. At the start of 
  this creature’s next turn, it regains 1 hit point and can then stand as a 
  free action. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: +17 vs. AC 
  Hit: 8 damage and ongoing 3 necrotic damage (save ends). A  
  creature already taking ongoing necrotic damage instead increases  
  its current ongoing damage by 2 
  Str 16 (+9) 
  Dex 18 (+10) 
  Wis 1.2(+7) 
  Con 13 (+7) 
  Int 9 (+5) 
  Cha 15 (+8) 
  Alignment evil 
  Languages Common, Netherese 
   
  2 Blackfire Battle Mage 
  Level 12 Skirmisher 
  Medium natural humanoid 
  XP 700 
  HP 123; Bloodied 62 
  Initiative +10 
  AC 26, Fortitude 24, Reflex 26, Will 24 
  Perception +9 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) • At-Will 
  Attack: Melee 1; +17 vs. AC 
  Hit: 3d8 + 9 necrotic damage. 
  r Death Bolt (force, implement, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +15 vs. Reflex 
  Hit: 3d6 + 8 force and necrotic damage, and the target is dazed until  
  the end of its next turn. 
  Running Attack• At-Will 
  Effect: The battle mage moves 8 squares and makes one basic attack  
  at any point during that movement. 
  MOVE ACTIONS 
  Black Step (necrotic) • At-Will 
  Effect: The battle mage shifts 3 squares. Any living creature adjacent to  
  the battle mage at the end of the shift takes 1d8 + 4 necrotic  
  damage. 
  MINOR ACTIONS 
  Inspire the troops • At-Will 
  Effect: Choose one shadow minion ally within sight of the battle mage.  
  That ally makes a melee basic attack against, or charges, the nearest  
  enemy as a free action 
  Skills: Arcana +17, Religion +17 
  Str 16 (+9) 
  Dex 15 (+8) 
  Wis 16(+9) 
  Con 19 (+10) 
  Int 22 (+12) 
  Cha 19 (+10) 
  Alignment evil 
  Languages Common, Netherese 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 26 
  Special Mission 3: Off the Leash (Adventure Level 14)
   
  Blackfire Essence Tamer 
  Level 14 Controller (leader) 
  Medium natural humanoid (human) 
  XP 1,000 
  HP 138; Bloodied 69 
  Initiative +11 
  AC 28, Fortitude 25, Reflex 26, Will 27 
  Perception +11 
  Speed 6 
  Darkvision 
  Resist 10 necrotic 
  TRAITS 
   Shadow Feedback 
   
  As long as the essence tamer has a target grabbed with shadow leash 
  it is unable to move. Additionally it gains resist 5 all. For each 
  additional shadow leash attached to the target this resistance 
  increases by 5. 
   
  Should the essence tamer be unable to take actions due to being 
  stunned, the shadow leash is automatically sustained, but the target 
  takes no additional penalties. 
  STANDARD ACTIONS 
  m Blackfire Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 3d6 + 12 cold and necrotic damage. 
  R Reaving Bolt (implement, necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +17 vs. Reflex 
  Hit: 3d10 + 6 necrotic damage and ongoing 10 damage (save ends). 
  First Failed Saving Throw: The target is immobilized (save ends). 
  Second Failed Saving Throw: The target falls unconscious (save ends). 
  A Call of Death (implement, necrotic) • At-Will 
  Attack: Area 1 within 10 (creatures in burst); +17 vs. Fortitude 
  Hit: 3d8 + 10 necrotic damage, and the target is slowed (save ends). 
  R Shadow Leash • Recharge 5-6 
  Attack: Ranged 10 (one creature); +17 vs. Will 
  Hit: The target is dominated, restrained and cannot be teleported  
  (save ends). 
  Sustain Minor: The effect persists and the target takes a cumulative  
  -1 penalty to saves and attempts to escape the leash. 
  TRIGGERED ACTIONS 
  The Gift of Anger • At-Will 
  Trigger: An enemy within 10 squares of the essence tamer moves out 
  of a square adjacent to an ally of the essence tamer 
  Effect (Immediate Interrupt): The minion makes a basic attack ,against 
  the enemy as a free action. On a hit the enemy is slowed 
  Str 16 (+10) 
  Dex 15 (+9) 
  Wis 18(+11) 
  Con 18 (+11) 
  Int 20 (+12) 
  Cha 22 (+13) 
  Alignment evil 
  Languages Common, Netherese 
   
  Blackfire Leash-Guard 
  Level 14 Minion Brute 
  Medium shadiw humanoid 
  XP 250 
  HP 1; a missed attack never damages a minion 
  Initiative +12 
  AC 27, Fortitude 26, Reflex 27 Will 25 
  Perception +9 
  Speed 7 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  TRAITS 
   Rise Again 
   
  When an attack that isn’t a critical hit drops this creature to 0 hit 
  points while there is still a shadow leash attached to lady Saharel, the 
  creature falls unconscious until the start of its next turn. At the start of 
  this creature’s next turn, it regains 1 hit point and can then stand as a 
  free action. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 10 damage and ongoing 4 necrotic damage (save ends). A  
  creature already taking ongoing necrotic damage instead increases  
  its current ongoing damage by 3 
  Str 16 (+10) 
  Dex 18 (+11) 
  Wis 12(+8) 
  Con 13 (+8) 
  Int 9 (+6) 
  Cha 15 (+9) 
  Alignment evil 
  Languages Common, Netherese 
   
  Blackfire Battle Mage 
  Level 14 Skirmisher 
  Medium shadow humanoid 
  XP 1,000 
  HP 139; Bloodied 69 
  Initiative +11 
  AC 28, Fortitude 26, Reflex 28, Will 26 
  Perception +10 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) • At-Will 
  Attack: Melee 1; +19 vs. AC 
  Hit: 3d8 + 11 necrotic damage  
  m Death Bolt (force, implement, necrotic)• At-Will 
  Attack: Ranged 10 (one creature); +17 vs. Reflex 
  Hit: 3d6 + 10 force and necrotic damage, and the target is dazed until  
  the end of its next turn 
  Running Attack• At-Will 
  Effect: The battle mage moves 8 squares and makes one basic attack  
  at any point during that movement 
  MOVE ACTIONS 
  Black Step (necrotic) • At-Will 
  Effect: The battle mage shifts 3 squares. Any living creature adjacent to 
  the battle mage at the end of the shift takes 1d8 + 6 necrotic  
  damage 
  MINOR ACTIONS 
  Inspire the troops • At-Will 
  Effect: Choose one shadow minion ally within sight of the battle mage.  
  That ally makes a melee basic attack against, or charges, the nearest  
  enemy as a free action 
  Skills: Arcana +19, Religion +19 
  Str 16 (+10) 
  Dex 15 (+9) 
  Wis 16(+10) 
  Con 19 (+11) 
  Int 22 (+13) 
  Cha 19 (+11) 
  Alignment evil 
  Languages Common, Netherese 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 27 
  Special Mission 3: Off the Leash (Adventure Level 16)
   
  4 Blackfire Essence Tamer 
  Level 16 Controller (leader) 
  Medium shadow humanoid (human) 
  XP 1,400 
  HP 154; Bloodied 77 
  Initiative +12 
  AC 30, Fortitude 27, Reflex 28, Will 29 
  Perception +12 
  Speed 6 
  Darkvision 
  Resist 10 necrotic 
  TRAITS 
   Shadow Feedback 
   
  As long as the essence tamer has a target grabbed with shadow leash 
  it is unable to move. Additionally it gains resist 5 all. For each 
  additional shadow leash attached to the target this resistance 
  increases by 5. 
   
  Should the essence tamer be unable to take actions due to being 
  stunned, the shadow leash is automatically sustained, but the target 
  takes no additional penalties. 
  STANDARD ACTIONS 
  m Blackfire Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d8 + 11 cold and necrotic damage. 
  R Reaving Bolt (implement, necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +19 vs. Reflex 
  Hit: 3d10 + 9 necrotic damage and ongoing 10 damage (save ends). 
  First Failed Saving Throw: The target is immobilized (save ends). 
  Second Failed Saving Throw: The target falls unconscious (save ends). 
  A Call of Death (implement, necrotic) • At-Will 
  Attack: Area 1 within 10 (creatures in burst); +19 vs. Fortitude 
  Hit: 3d8 + 8 necrotic damage, and the target is slowed (save ends). 
  R Shadow Leash • Recharge 5-6 
  Attack: Ranged 10 (one creature); +19 vs. Will 
  Hit: The target is dominated, restrained and cannot be teleported  
  (save ends). 
  Sustain Minor: The effect persists and the target takes a cumulative  
  -1 penalty to saves and attempts to escape the leash. 
  TRIGGERED ACTIONS 
  The Gift of Anger • At-Will 
  Trigger: An enemy within 10 squares of the essence tamer moves out 
  of a square adjacent to an ally of the essence tamer 
  Effect (Immediate Interrupt): The minion makes a basic attack ,against 
  the enemy as a free action. On a hit the enemy is slowed 
  Str 16 (+11) 
  Dex 15 (+10) 
  Wis 18(+12) 
  Con 18 (+12) 
  Int 20 (+13) 
  Cha 22 (+14) 
  Alignment evil 
  Languages Common, Netherese 
   
  6 Blackfire Leash-Guard 
  Level 16 Minion Brute 
  Medium shadow humanoid 
  XP 350 
  HP 1; a missed attack never damages a minion 
  Initiative +13 
  AC 29, Fortitude 28, Reflex 29, Will 27 
  Perception +10 
  Speed 7 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  TRAITS 
   Rise Again 
   
  When an attack that isn’t a critical hit drops this creature to 0 hit 
  points while there is still a shadow leash attached to lady Saharel, the 
  creature falls unconscious until the start of its next turn. At the start of 
  this creature’s next turn, it regains 1 hit point and can then stand as a 
  free action. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 12 damage, and ongoing 5 necrotic damage (save ends). A  
  creature already taking ongoing necrotic damage instead increases  
  its current ongoing damage by 4. 
  Str 16 (+11) 
  Dex 18 (+12) 
  Wis 12(+9) 
  Con 13 (+9) 
  Int 9 (+7) 
  Cha 15 (+10) 
  Alignment evil 
  Languages Common, Netherese 
   
  2 Blackfire Battle Mage 
  Level 16 Skirmisher 
  Medium shadow humanoid 
  XP 1,400 
  HP 155; Bloodied 77 
  Initiative +12 
  AC 30, Fortitude 28, Reflex 30, Will 28 
  Perception +11 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) • At-Will 
  Attack: Melee 1; +21 vs. AC 
  Hit: 3d8 + 11 necrotic damage. 
  r Death Bolt (force, implement, necrotic)• At-Will 
  Attack: Ranged 10 (one creature); +19 vs. Reflex 
  Hit: 3d6 + 10 force and necrotic damage, and the target is dazed until  
  the end of its next turn. 
  Running Attack• At-Will 
  Effect: The battle mage moves 8 squares and makes one basic attack  
  at any point during that movement. 
  MOVE ACTIONS 
  Black Step (necrotic) • At-Will 
  Effect: The battle mage shifts 3 squares. Any living creature adjacent to  
  the battle mage at the end of the shift takes 1d8 + 8 necrotic  
  damage. 
  MINOR ACTIONS 
  Inspire the troops • At-Will 
  Effect: Choose one shadow minion ally within sight of the battle  
  mage. That ally makes a melee basic attack against, or charges, the  
  nearest enemy as a free action 
  Skills: Arcana +21, Religion +21 
  Str 16 (+11) 
  Dex 15 (+10) 
  Wis 16(+11) 
  Con 19 (+12) 
  Int 22 (+14) 
  Cha 19 (+12) 
  Alignment evil 
  Languages Common, Netherese 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 28 
  Special Mission 3: Off the Leash
  This map is from the Scepter Tower of Spellgard adventure poster maps
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 29 
  Special Mission 4: The Lady 
  doth Protest 
  Encounter Level 16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 16:  
  1 Lady Saharel (level 16) (S) 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  1 Lady Saharel (level 18) (S) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 Lady Saharel (S) 
   
  Running Time; 75 minutes. Once the playtime expires, 
  the battle-group has either succeeded or failed… 
   
  This encounter is only run if the players choose during 
  the Interlude to destroy Saharel instead of rescuing her 
  from Spellgard. 
   
  In this special mission the PCs are sent into the tower of 
  Spellgard to contain or defeat the Lady while the rest of 
  the battlegroups attempt to destroy the power fueling 
  Spellgard.  
   
  Note that once Saharel realizes that the PCs have 
  come to kill her, all PCs in the entire BI lose the 
  Glimpse of the Future consumable power if they have 
  not already used it. 
  Briefing 
  You make your way up the tower to the platform just 
  below the lady’s room and are met by a tall woman in a 
  commander’s uniform. She nods solemnly and speaks.  
  “I don’t know about you, but I just wish the hairs on the 
  back of my neck would go down. This makes me more 
  than a little uneasy. Anyway…” she shrugs and 
  produces a weak smile. “My name is Yldira. You must 
  be the volunteers to take on the Lady of the Tower. 
  Going to just dive in or do you have questions?” 
   
  The commander can relay the following information: 
  • 
  Lady Saharel is resting at the top of the Scepter 
  Tower where she had been held. 
  • 
  Lady Saharel is a being of immense power and 
  experience, but her time under Netherese control 
  has left het weakened. If there was ever a time to 
  strike, it is now.  
  • 
  While the Netherese may no longer have access 
  to her oracular powers, we expect the Lady 
  herself to use them in her own defense. 
   
  This encounter makes extensive use of the PCs’ at-will 
  attacks by letting both Saharel (through unfriendly 
  prediction) and the visions (through simulacrum attack) use 
  them. Having the players note down their at-will attacks 
  beforehand will save you a lot of time. 
   
  IMPORTANT NOTE: If the players decide to stay 
  outside the room and buff up with encounter-long 
  bonuses (like for instance wrath of the gods) Lady Saharel 
  gets to use meet your destiny on two random PC’s ignoring 
  line of sight and effect. She also uses her temporal 
  shockwave (see Features of the Area) to try and push 
  them off the tower. 
   
  As the PCs enter the room read the following: 
   
  As you enter the large circular room you can feel 
  magical tides pulling at your sense of reality. A barrage 
  of images assaults you. Slowed down visions of your 
  fights today, sped up conversations, random scenes from 
  your adventuring days ending in a clear picture of you, 
  your companions and the briefing you just concluded. A 
  shrill voice, laden with contempt, focuses your attention 
  on the apparition in the center of the room. “Did you 
  think I would not know? I know, I knew, I have always 
  known. I know exactly how this will end.” Lady Saharel 
  pauses and shrugs her fine translucent shoulders and 
  says “For what it is worth, I am truly sorry.”  
   
  With that she raises her hands in an intricate 
  gesture and you feel the tug of magic intensify around 
  you. She will not go quietly into the night.  
   
  The areas affected by the future and past effects (see 
  below) are easy to spot. Everything seems to move a little 
  faster or slower respectively in these areas. 
  Features of the Area 
   
  Illumination: The entire area is bathed in bright 
  light, enhanced by a glow emanating from Lady Saharel 
  herself. 
   
  Shadow Barriers: The doors to the central area on 
  the map are barriers of magically charged shadow. They 
  emanate a piercing cold. They block line of sight and 
  any creature ending its turn adjacent to a barrier (the 
  squares to the left and right) takes 2d8 + AL necrotic 
  and cold damage. Lady Saharel and the visions are 
  immune to this effect. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 30 
   
  Zones of time: Realizing ahead of time what choice 
  the PCs would make, Lady Saharel has made 
  preparations and created a zone of temporal flux. This 
  zone divides the entire map into two zones of equal size: 
  Future and Past. These zones have the following 
  effects: 
  • 
  Future: Any PC that ends their turn in this zone 
  finds all their movement is sped up. They gain a 
  +2 bonus to their speed and Reflex defense, a -2 
  penalty to their attack rolls (until the end of their 
  next turn) and are pushed 3 squares from the 
  now (i.e. Saharel). 
  • 
  Past: Any PC that ends their turn in this zone 
  finds all their movement is slowed down. They 
  suffer a -2 penalty to their speed and Reflex 
  defense, grant combat advantage (until the end of 
  their next turn) and are pulled 3 squares towards 
  the now (Saharel). If the pull effect ends the PC in 
  reach of Saharel’s unfriendly prediction power, she 
  uses it immediately (it is still the same turn so 
  one PC cannot be targeted twice in a row) 
  • 
  The forced movement effects never move a PC 
  out of the room. 
   
  At the start of each round change the zones’ orientation 
  to the next one in line according to the pictures below: 
   
   
  Note: Lady Saharel and the Visions of the Future 
  are immune to the zones’ effect. Lady Saharel’s presence 
  disturbes the zones making each square within 3 of her 
  position unaffected, effectively creating a “now” zone. 
   
  Pillars: The pillars on the outer ring of the tower 
  are blocking terrain. Moving past them requires 
  squeezing for any creature without phasing.  
   
  Tower Edge: Any creature falling over the towers 
  edge drops down to a platform 30 feet below (3d10 
  falling damage). The way back up is littered with 
  climbing aids making the Athletics check to climb back 
  up an Easy DC. 
   
  Temporal Shockwave: If all PCs decide to leave 
  the central room, Lady Saharel triggers a temporal 
  shockwave and attempt to push all PCs off the roof: 
   
   Temporal Shockwave  
  Effect: A shockwave of temporal energy emits from the center of the  
  tower affecting all PCs on the outer ring. Each PC must make a  
  moderate DC Athletics or Endurance check or be pushed 3 squares. 
   
  She repeats this attack every 2 rounds as long as she is 
  not being engaged. 
  Oracular Effects 
  In this encounter the DM can use 1 oracular effect per 
  round. You can make this 2 per round once Saharel is 
  bloodied if the players are having an easy time.  
  Tactics 
  Saharel leads off with visions of the future and then spends 
  two minor actions to use meet your destiny on two 
  different targets. If needed she uses an action point to 
  use meet your destiny twice more.  
   
  Use unfriendly prediction whenever possible (note it is 
  an attack so 1/turn maximum). 
   
  The initiative of the duplicates from visions of the 
  future is equal to their originator’s at the time of creation. 
  As long as the PC stays at the same initiative the vision 
  acts directly after the PC. 
   
  Saharel and the visions will not leave the room and 
  move back inside if somehow moved outside it. 
   
  Note: Saharel’s visions of the future power recharges 
  often, but only targets PCs without an active duplicate. 
  Make sure to keep track of which duplicate is which.  
   
  Note: If a PC has an active duplicate, attacks made 
  through the domination from unfriendly prediction are 
  carried out by the duplicate. This is an attack with the 
  full damage bonuses, to-hit and effects as if the PC had 
  made the attack. Smart players might do things like 
  sheathe their weapons or implements. These actions will 
  not affect the attack if it is carried out by a duplicate.  
  Any positive effects from the attack apply to Saharel and 
  the visions of the future. 
  Glory Tier 
  At glory tier the attacks granted by unfriendly prediction 
  can be any one of the PC’s encounter powers whether 
  used or not (otherwise the duplicates can only use at-
  will powers). If the PC had not already used the power, 
  this use does not count towards the amount of times the 
  PC can use the power. Additionally Saharel can use one 
  extra oracular effect per round. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: lower Lady Saharel’s defenses by 1 and 
  changer her hit points and bloodied value to: 528/264 
  (AL 16), 592/296 (AL 18), or 656/328 (AL 20). 
   
  Six PCs: increase Lady Saharel’s defenses by 1 and 
  changer her hit points and bloodied value to: 656/328, 
  720/360, or 784/392. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 31 
  Ending the Encounter  
  If the PCs manage to defeat the Lady she will 
  discorporate and het life force is sent spinning into the 
  Shadowfell. Without her magical anchor at Spellgard 
  she will not be able to make her way back. Ever. The 
  table can report a success. 
   
  If the PCs fail to defeat Saharel within the set time, 
  the Senior DM must decide whether the fight is 
  victorious or not depending on how the characters have 
  been doing. This has a pretty big impact on the future 
  development of this story line so be sure that the correct 
  outcome is reported in the Event Summary for the BI. 
  Questionnaire 
  • 
  Did the PCs succeed in defeating/occupying Lady 
  Saharel? 
  • 
  Did any PCs die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table play at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 32 
  Special Mission 4: The Lady Doth Protest (AL 16)
   
  Lady Saharel 
  Level 16 solo controller  
  Medium natural humanoid (undead) 
  XP 7000 
  HP 592 Bloodied 296 
  Initiative +14 
  AC 31, Fortitude 29, Reflex 31, Will 31 
  Perception +11 
  Speed 6, fly 6 (altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison, sleep effects, stunning effects 
  Saving Throws +5; Action Points 2 
  TRAITS 
  Ghostly Grace  
   
  Lady Saharel is insubstantial while moving 
  Always Prepared  
  When spending an action point Lady Saharel can choose to use her  
  meet your destiny power twice  as one standard action. 
  STANDARD ACTIONS 
  Touch of Regret• At-Will 
  Attack: Melee 3 (one creature); +22 vs. AC 
  Hit: 3d8 + 11 psychic damage. 
  C Visions of the Future (illusion) • Recharge 4-6 
  Attack: Close burst 20 (enemies without a duplicate in burst); +19 vs.  
  Will 
  Hit: The target is dazed and cannot use its encounter or daily attack  
  powers (save ends both). 
  Effect: Lady Saharel creates a vision of the future duplicate of the  
  target in a square adjacent to the target. 
  MINOR ACTIONS 
  r Meet your Destiny (fear, psychic) • At-Will 
  Effect : Ranged sight (one creature); If the target doesn't end its next  
  turn within 5 squares of lady Saharel, the target takes 25 psychic  
  damage. 
  Special: The use of this power does not provoke opportunity attacks. 
  TRIGGERED ACTIONS 
  C Unfriendly Prediction • At-Will 
  Trigger: An enemy that is not currently dominated ends its turn within  
  5 squares of lady Saharel. 
  Effect (Free): Close burst 20 (triggering enemy in the burst); The target  
  is dominated and takes an extra turn. If the target has an active  
  duplicate from visions of the future this duplicate becomes the source  
  of the target’s action. She chooses one of the following benefits for  
  the target to gain during the extra turn. At the end of the 
   extra turn, the target is no longer dominated. 
  1-Aggression: The target deals 5 extra damage on charge attacks. 
  2-Battle Cry: The target gains a +2 power bonus to attack rolls. 
  3-Clout: Any creature the target hits is knocked prone. 
  4-Poison: Any creature the target hits is slowed (save ends). 
  5- Spellcraft: The target slides any creature it hits up to 2 squares.  
  Saharel chooses where the creatures slide to. 
  R Prediction Proven • At-Will 
  Trigger: An enemy lady Saharel can see hits while that enemy is  
  dominated. 
  Effect(immediate reaction) : Ranged sight (triggering enemy); The target  
  gains 5 temporary hit points and deals 10 extra damage with the  
  attack. Special: The use of this power does not provoke opportunity  
  attacks. 
  Str 16 (+11) 
  Dex 14 (+10) 
  Wis 17(+11) 
  Con 12 (+9) 
  Int 22 (+14) 
  Cha 25 (+15) 
  Alignment unaligned 
  Languages Common, Netherese 
   
  Vision of the Future 
  Level 16 Minion  
  Medium humanoid (illusion) 
  XP 350 
  HP 1; a missed attack never damages a minion 
  Initiative +15 
  AC 31, Fortitude 29, Reflex 29 Will 29 
  Perception +11 
  Speed fly 6; altitude limit 1; phasing 
  Darkvision 
  Immune disease, poison; Resist Insubstantial 
  STANDARD ACTIONS 
  m Future's touch (illusion)• At-Will 
  Attack: +19 vs. Will 
  Hit: 12 psychic damage. 
  Simulacrum Attack (illusion) • At-Will 
  Effect: when the vision is created by Lady Saharel choose one at-will  
  attack power belonging to the enemy the vision is duplicating. 
  Attack: +21 vs. AC; +19 vs non AC 
  Effect: The target takes damage and is subject to effects as though it  
  were hit by the chosen attack. The damage roll uses the ability score  
  modifier of the creature from whom the power was chosen. The  
  damage does not include any bonuses or penalties to the damage  
  roll that the owner of the power might have. In addition, the vision  
  gains any benefits from the power’s Hit entry, using the ability score  
  modifiers of the creature from whom the power was chosen but not  
  including any bonuses or penalties. 
  Str 6 (+6) 
  Dex 25 (+15) 
  Wis 6(+6) 
  Con 22 (+14) 
  Int 6 (+6) 
  Cha 20 (+13) 
  Alignment unaligned 
  Languages all languages of the original 
   
  Examples for Vision of the Future minion: 
   
  Minion is a copy of a Ranger. At will attack chosen is twin strike. The 
  level 16 PC ranger has a waraxe as both main hand and off hand 
  weapon. Twin strike is two attacks vs AC for 1[W] damage. The minion 
  makes two attack rolls at +21 (vs AC) for 1d12 damage each. 
   
  Minion is a copy of a Sorcerer. At will attack chosen is blazing 
  starfall. The level 16 cosmic sorcerer has a 22 Charisma and 22 Strength. 
  Blazing starfall is a close burst 1 within 10, attack vs Reflex for 1d4 + 
  CHA. Since the PC original is a cosmic sorcerer blazing starfall has an 
  additional effect: “The burst creates a zone bounded by burning ground 
  that lasts until the end of your next turn. Whenever an enemy within the 
  zone leaves it, that enemy takes damage equal to your Strength 
  modifier“. 
   
  The minion makes a burst 1 attack within 10 at +19 vs Reflex (non-
  ac) for 1d4 +6 damage. The attack creates a zone that exists till the end 
  of the minion’s next turn. Any PC leaving that zone takes 6 fire damage.
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 33 
  Special Mission 4: The Lady Doth Protest (AL 18)
   
  Lady Saharel 
  Level 18 solo controller  
  Medium natural humanoid (undead) 
  XP 10000 
  HP 656 Bloodied 328 
  Initiative +15 
  AC 33, Fortitude 31, Reflex 33 Will 33 
  Perception +12 
  Speed 6, fly 6 (altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison, sleep effects, stunning effects 
  Saving Throws +5; Action Points 2 
  TRAITS 
  Ghostly Grace  
   
  Lady Saharel is insubstantial while moving. 
  Always Prepared  
  When spending an action point Lady Saharel can choose to use her  
  meet your destiny power twice  as one standard action. 
  STANDARD ACTIONS 
  m Touch of Regret• At-Will 
  Attack: Melee 3 (one creature); +24 vs. AC 
  Hit: 3d8 + 13 psychic damage. 
  C Visions of the Future (illusion) • Recharge 4-6 
  Attack: Close burst 20 (enemies without a duplicate in burst); +19 vs.  
  Will 
  Hit: The target is dazed and cannot use its encounter or daily attack  
  powers (save ends both). 
  Effect: Lady Saharel creates a vision of the future duplicate of the  
  target in a square adjacent to the target. 
  MINOR ACTIONS 
  r Meet your Destiny (fear, psychic) • At-Will 
  Effect : Ranged sight (one creature); If the target doesn't end its next  
  turn within 5 squares of lady Saharel, the target takes 30 psychic  
  damage. 
  Special: The use of this power does not provoke opportunity attacks. 
  TRIGGERED ACTIONS 
  C Unfriendly Prediction • At-Will 
  Trigger: An enemy that is not currently dominated ends its turn within  
  5 squares of lady Saharel. 
  Effect (Free): Close burst 20 (triggering enemy in the burst); The target  
  is dominated and takes an extra turn. If the target has an active  
  duplicate from visions of the future this duplicate becomes the source  
  of the target’s action. She chooses one of the following benefits for  
  the target to gain during the extra turn. At the end of the extra turn,  
  the target is no longer dominated. 
  1-Aggression: The target deals 5 extra damage on charge attacks. 
  2-Battle Cry: The target gains a +2 power bonus to attack rolls. 
  3-Clout: Any creature the target hits is knocked prone. 
  4-Poison: Any creature the target hits is slowed (save ends). 
  5- Spellcraft: The target slides any creature it hits up to 2 squares.  
  Saharel chooses where the creatures slide to. 
  R Prediction Proven • At-Will 
  Trigger: An enemy lady Saharel can see hits while that enemy is  
  dominated. 
  Effect(immediate reaction) : Ranged sight (triggering enemy); The target  
  gains 5 temporary hit points and deals 10 extra damage with the  
  attack. Special: The use of this power does not provoke opportunity  
  attacks. 
  Str 16 (+12) 
  Dex 14 (+11) 
  Wis 17(+12) 
  Con 12 (+10) 
  Int 22 (+15) 
  Cha 25 (+16) 
  Alignment unaligned 
  Languages Common, Netherese 
   
  Vision of the Future 
  Level 18 Minion  
  Medium humanoid (illusion) 
  XP 500 
  HP 1; a missed attack never damages a minion 
  Initiative +16 
  AC 33, Fortitude 31, Reflex 31 Will 31 
  Perception +12 
  Speed fly 6; altitude limit 1; phasing 
  Darkvision 
  Immune disease, poison; Resist Insubstantial 
  STANDARD ACTIONS 
  m Future's touch (illusion)• At-Will 
  Attack: +21 vs. Will 
  Hit: 12 psychic damage. 
  Simulacrum Attack (illusion) • At-Will 
  Effect: when the vision is created by Lady Saharel choose one at-will  
  attack power belonging to the enemy the vision is duplicating. 
  Attack: +23 vs. AC; +21 vs non AC 
  Effect: The target takes damage and is subject to effects as though it  
  were hit by the chosen attack. The damage roll uses the ability score  
  modifier of the creature from whom the power was chosen. The  
  damage does not include any bonuses or penalties to the damage  
  roll that the owner of the power might have. In addition, the vision  
  gains any benefits from the power’s Hit entry, using the ability score  
  modifiers of the creature from whom the power was chosen but not  
  including any bonuses or penalties. 
  Str 6 (+7) 
  Dex 25 (+16) 
  Wis 6(+7) 
  Con 22 (+15) 
  Int 6 (+7) 
  Cha 20 (+14) 
  Alignment unaligned 
  Languages all languages of the original 
   
  Examples for Vision of the Future minion: 
   
  Minion is a copy of a Ranger. At will attack chosen is twin strike. The 
  level 16 PC ranger has a waraxe as both main hand and off hand 
  weapon. Twin strike is two attacks vs AC for 1[W] damage. The minion 
  makes two attack rolls at +21 (vs AC) for 1d12 damage each. 
   
  Minion is a copy of a Sorcerer. At will attack chosen is blazing 
  starfall. The level 16 cosmic sorcerer has a 22 Charisma and 22 Strength. 
  Blazing starfall is a close burst 1 within 10, attack vs Reflex for 1d4 + 
  CHA. Since the PC original is a cosmic sorcerer blazing starfall has an 
  additional effect: “The burst creates a zone bounded by burning ground 
  that lasts until the end of your next turn. Whenever an enemy within the 
  zone leaves it, that enemy takes damage equal to your Strength 
  modifier“. 
   
  The minion makes a burst 1 attack within 10 at +19 vs Reflex (non-
  ac) for 1d4 +6 damage. The attack creates a zone that exists till the end 
  of the minion’s next turn. Any PC leaving that zone takes 6 fire damage. 
   
   
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 34 
  Special Mission 4: The Lady doth Protest (AL 20)
   
  Lady Saharel 
  Level 20 solo controller  
  Medium natural humanoid (undead) 
  XP 14000 
  HP 720 Bloodied 360 
  Initiative +16 
  AC 35, Fortitude 33, Reflex 35, Will 35 
  Perception +13 
  Speed 6, fly 6 (altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison, sleep effects, stunning effects 
  Saving Throws +5; Action Points 2 
  TRAITS 
  Ghostly Grace  
   
  Lady Saharel is insubstantial while moving. 
  Always Prepared  
   
  When spending an action point Lady Saharel can choose to use her 
  meet your destiny power twice  as one standard action. 
  STANDARD ACTIONS 
  m Touch of Regret• At-Will 
  Attack: Melee 3 (one creature); +24 vs. AC 
  Hit: 3d8 + 13 psychic damage. 
  C Visions of the Future (illusion) • Recharge 4-6 
  Attack: Close burst 20 (enemies without a duplicate in burst); +19 vs.  
  Will 
  Hit: The target is dazed and cannot use its encounter or daily attack  
  powers (save ends both). 
  Effect: Lady Saharel creates a vision of the future duplicate of the  
  target in a square adjacent to the target. 
  MINOR ACTIONS 
  r Meet your Destiny (fear, psychic) • At-Will 
  Effect : Ranged sight (one creature); If the target doesn't end its next  
  turn within 5 squares of lady Saharel, the target takes 35 psychic  
  damage. 
  Special: The use of this power does not provoke opportunity attacks. 
  TRIGGERED ACTIONS 
  C Unfriendly Prediction • At-Will 
  Trigger: An enemy that is not currently dominated ends its turn within  
  5 squares of lady Saharel. 
  Effect (Free): Close burst 20 (triggering enemy in the burst); The target  
  is dominated and takes an extra turn. If the target has an active  
  duplicate from visions of the future this duplicate becomes the source  
  of the target’s action. She chooses one of the following benefits for  
  the target to gain during the extra turn. At the end of the extra turn,  
  the target is no longer dominated. 
  1-Aggression: The target deals 5 extra damage on charge attacks. 
  2-Battle Cry: The target gains a +2 power bonus to attack rolls. 
  3-Clout: Any creature the target hits is knocked prone. 
  4-Poison: Any creature the target hits is slowed (save ends). 
  5- Spellcraft: The target slides any creature it hits up to 2 squares.  
  Saharel chooses where the creatures slide to. 
  R Prediction Proven • At-Will 
  Trigger: An enemy lady Saharel can see hits while that enemy is  
  dominated. 
  Effect(immediate reaction) : Ranged sight (triggering enemy); The target  
  gains 5 temporary hit points and deals 10 extra damage with the  
  attack. Special: The use of this power does not provoke opportunity  
  attacks 
  Str 16 (+13) 
  Dex 14 (+12) 
  Wis 17(+13) 
  Con 12 (+11) 
  Int 22 (+16) 
  Cha 25 (+17) 
  Alignment unaligned 
  Languages Common, Netherese 
   
  Vision of the Future 
  Level 20 Minion  
  Medium humanoid (illusion) 
  XP 700 
  HP 1; a missed attack never damages a minion 
  Initiative +17 
  AC 35, Fortitude 33, Reflex 33 Will 33 
  Perception +13 
  Speed fly 6; altitude limit 1; phasing 
  Darkvision 
  Immune disease, poison; Resist Insubstantial 
  STANDARD ACTIONS 
  m Future's touch (illusion)• At-Will 
  Attack: +23 vs. Will 
  Hit: 12 psychic damage. 
  Simulacrum Attack (illusion) • At-Will 
  Effect: when the vision is created by Lady Saharel choose one at-will  
  attack power belonging to the enemy the vision is duplicating. 
  Attack: +25 vs. AC; +23 vs non AC 
  Effect: The target takes damage and is subject to effects as though it  
  were hit by the chosen attack. The damage roll uses the ability score 
   modifier of the creature from whom the power was chosen. The  
  damage does not include any bonuses or penalties to the damage  
  roll that the owner of the power might have. In addition, the vision  
  gains any benefits from the power’s Hit entry, using the ability score  
  modifiers of the creature from whom the power was chosen but not  
  including any bonuses or penalties. 
  Str 6 (+8) 
  Dex 25 (+17) 
  Wis 6(+8) 
  Con 22 (+16) 
  Int 6 (+8) 
  Cha 20 (+15) 
  Alignment unaligned 
  Languages all languages of the original 
   
  Examples for Vision of the Future minion: 
   
  Minion is a copy of a Ranger. At will attack chosen is twin strike. The 
  level 16 PC ranger has a waraxe as both main hand and off hand 
  weapon. Twin strike is two attacks vs AC for 1[W] damage. The minion 
  makes two attack rolls at +21 (vs AC) for 1d12 damage each. 
   
  Minion is a copy of a Sorcerer. At will attack chosen is blazing 
  starfall. The level 16 cosmic sorcerer has a 22 Charisma and 22 Strength. 
  Blazing starfall is a close burst 1 within 10, attack vs Reflex for 1d4 + 
  CHA. Since the PC original is a cosmic sorcerer blazing starfall has an 
  additional effect: “The burst creates a zone bounded by burning ground 
  that lasts until the end of your next turn. Whenever an enemy within the 
  zone leaves it, that enemy takes damage equal to your Strength 
  modifier“. 
   
  The minion makes a burst 1 attack within 10 at +19 vs Reflex (non-
  ac) for 1d4 +6 damage. The attack creates a zone that exists till the end 
  of the minion’s next turn. Any PC leaving that zone takes 6 fire damage. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 35 
  Special Mission 4: The Lady Doth Protest 
  This map is from the Scepter Tower of Spellgard adventure poster maps
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 36 
  Encounter 5: Flight of the 
  Dragons 
  Encounter Level 16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 16:  
  1 shade dragonrider (level 18) (S) 
  1 shadowbound drakkensteed (level 18) (D) 
  2 draconic wraith soulravagers (level 18) (W) 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  1 shade dragonrider (level 20) (S) 
  1 shadowbound drakkensteed (level 20) (D) 
  2 draconic wraith soulravagers (level 20) (W) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 shade dragonrider (level 20) (S) 
  1 shadowbound drakkensteed (level 20) (D) 
  2 draconic wraith soulravagers (level 20) (W) 
   
  Running Time: 1 hour.  
   
  The sudden appearance of Sakkors has created a bit of 
  an uproar as the retreat schedule has to be “moved up a 
  bit”. While PCs on the ground tend to the remains of the 
  pillars, reinforcements stream from Sakkors and a 
  counter-assault is launched that is both aerial and 
  ground based.  
   
  Above you a cloud of dots is belched forth from the 
  bowels of Sakkors. Circling ever closer they quickly turn 
  out to be dragons. A flock of smaller shadow dragons 
  spearheaded by a large dragon carrying a shade on his 
  back. They are making their way towards the retreating 
  troops. Commander Brows yells “We need to intercept 
  those dragons and deal with that shade. We need you to 
  get in the air and run interference. Don’t just stand 
  there, grab a dragon if you need one and GO!” 
   
  A single table of PCs is to run interference and protect 
  the vulnerable ground based troops. They will also need 
  to deal with the shade.   
   
  PCs that don’t possess a flying mount or are 
  unwilling to use their own are supplied one by the 
  captain. These mounts are domesticated drakensteeds 
  with the following statistics (see Player’s Handout 1).  
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
  To keep their allies below safe the PCs must engage in 
  the following skill challenge during their fight with the 
  captain and his dragons.  
  Skill challenge:  Clearing the 
  Airspace 
  Goal: Keep the allies on the ground below free from 
  strafing breaths. 
  Complexity: 1 (Special) 
  Primary Skills: Any. 
  Victory: Each success means the PCs below are 
  protected from harm. When the shade dragonrider and 
  his steed have been defeated the skill challenge ends. 
  Defeat: Failure means the PCs below are subject to 
  breath weapon attacks during the encounter. 
    
  This skill challenge is an abstract representation of the 
  defensive maneuvers the PCs use to keep their 
  colleagues on the ground save. Each round a number of 
  successes equal to the amount of players participating in 
  the special mission need to be scored or a breath 
  weapon occurs. If a breath weapon occurs the players 
  should yell DEATH FROM ABOVE and the other tables 
  are subject to an immediate breath weapon attack as 
  described in Encounter 5 of the main BI. 
   
  Allow PCs to come up with creative uses for their 
  own skills, or use the examples provided. The DC 
  depends on the action used for the skill challenge. With 
  a standard action the DC is Moderate, with a minor 
  action the DC is Hard.  
   
  Below are some suitable examples of how the PCs 
  can use their skills: 
   
  Arcana or Religion (1 success) 
  A character uses his divine or arcane connection to 
  throw up an impromptu shield that prevents the 
  dragons from breathing on the players below.  
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 37 
  Bluff, Diplomacy or Intimidate (1 success) 
  Goading, trickery, or just insults can draw the attention 
  of the dragons from the PCs on the ground to the PCs in 
  the air.  
   
  Acrobatics or Athletics (1 success) 
  Flying interference or ramming into the other dragons 
  can keep the PCs below safe.  
  Features of the Area 
   
  Illumination: There is normal illumination during 
  the encounter. The sun is setting but gives off enough 
  light.  
   
  Aerial Battle: The entire battle takes place over a 
  100ft in the air. There is no battlemap provided since 
  there is no noticeable terrain. DMs are encouraged to 
  use a normal square grid and only track relative 
  distance between the combatants.  
   
  Falling: PCs falling from their dragon would be in 
  grave danger weren’t it for the great height at which 
  combat is taking place. When a PC falls from his mount 
  and has no means to save themselves, they are caught by 
  their mount at the end of a long dive. The PC takes 
  4d10/5d10/6d10 points of falling damage and their 
  mount takes 2d10 points of impact damage. The PC can 
  rejoin combat with a double move.  
  Tactics 
  The shade dragonrider uses the first round to gauge the 
  strength of the different PCs and set up for a devastating 
  round, closing in and using a normal attack. Making 
  sure to have all his allies close by he starts off with War 
  Master’s Assault to focus on a single target, most likely a 
  nasty melee striker or a very debilitating defender. 
  Following this with an action point and a Rain of Steel 
  attack. If there is still a target he’ll use Shar’s dictum on 
  one of his allies.  
   
  The soulravagers initially stay close for the nova 
  round but then will move about picking off stray targets. 
  They use Soul Ravage as soon as they can profit from it. 
  If at all possible they try to remain in the aura of the 
  Shade. 
   
  The shadowbred drakkkensteed follows the Shade 
  and uses his abilities to protect and supplement its rider. 
  It is fiercely loyal to the shade and will do whatever it 
  takes to avenge it’s death should the PCs kill it. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove 1 Soulravager 
   
  Six PCs: Add 1 Soulravager 
  Ending the Encounter 
  Once all creatures are defeated, the remainder of the 
  dragons is easily scattered and no attacks are imminent 
  on the defenders below.  
  Questionnaire 
  • 
  Did any PCs die? 
  • 
  Did any PC quoff liquid shadow? 
   
  Encounter 5: Flight of the 
  Dragons Map 
  Tile Sets Needed 
  No map is provided: this is a purely aerial battle with no 
  terrain needed. Track elevation and positioning as 
  needed. See Features of the Area. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 38 
  Encounter 5: Flight of the Dragons Statistics (AL 16)
   
  Shade dragonrider (level 18) 
  Level 18 Elite Controller 
  Medium shadow humanoid 
  XP 4000 
  HP 320; Bloodied 160 
  Initiative +16 
  AC 32, Fortitude 28, Reflex 29, Will 33 
  Perception +20 
  Speed 7  
  Darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Shar’s command • Aura sight 
  Shade and dragon allies in the aura gain a +2 bonus to attack rolls, a  
  +2 bonus to damage rolls and resist 5 all to damage. 
  O Combat Leader • Aura 5 
  Allies in the aura gain a +5 bonus to initiative 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d8 + 9 damage.  
  R Shadow Web (necrotic) • At-Will 
  Attack: Ranged 5 (one creature); +22 vs. Reflex 
  Hit: 3d10 + 7 necrotic damage, and the target is immobilized and 
  gains vulnerable 5 necrotic (save ends both). 
  B  Shadow Wrath (necrotic) • Recharge 6 
  Attack: Area burst 2 within 10 (enemies in burst); +22 vs. Will 
  Hit: 4d10 + 7 necrotic damage, and the target is blinded (save 
  ends). 
  C Maddening Oratory (psychic) • Recharge 5-6 
  Attack: Close burst 5 (enemies in burst); +20 vs. Will 
  Hit: 3d8 + 7 psychic damage, and the target is dazed (save ends) 
  Effect: Dragon allies in the burst gain 10 hit points. 
  M Hail of Steel (weapon) • Encounter 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 1d8 + 9 damage, and each ally within 5 squares of the shade can  
  make a melee basic attack against the target.  
  B War Master’s Assault  • Encounter 
  Effect: Close burst 3 (you and each ally in the burst); Each target can  
  charge or make a basic attack as a free action, with a +5 power  
  bonus to the attack roll and damage roll. 
  M Death from Two Sides (weapon) • At-Will 
  Effect: Melee 1 (one creature). You and one ally make a melee basic  
  attack against the target. If both attacks hit, your ally’s attack is a  
  critical hit.  
  MINOR ACTIONS 
  Insipiring Word • Encounter 
  Effect: close burst 10 (You or one ally in the burst). The target can  
  spend a healing surge and regains an additional 4d6+5 hit points. 
  Shars dictum • At-Will 1/round 
  Effect: close burst 10 (one ally in the burst). The target can use a free  
  action to shift up to 3 squares and make a basic attack. 
  Skills Bluff +19, Diplomacy +19, Inisght +20, Stealth +16  
  Str 12 (+10) 
  Dex 15 (+11) 
  Wis 22 (+15) 
  Con 12 (+10) 
  Int 16 (+12) 
  Cha 20 (+14) 
  Alignment evil 
  Languages Common, Netherese 
  Note: Drow Noble with warlord template and updated damage 
  expressions. 
   
  Draconic Wraith Soulravager (level 18) 
  Level 18 Brute 
  Large shadow magical beast (dragon, undead) 
  XP 2000 
  HP 153; Bloodied 76 
  Initiative +14 
  AC 30, Fortitude 30, Reflex 27, Will 25 
  Perception +12 
  Speed fly 8 (hover); phasing 
  Darkvision 
  Immune disease, poison Resist 20 necrotic Vulnerable 10 radiant 
   
  TRAITS 
  O Tendrils of Reaping • Aura 2 
  Enemies that enter or start their turn in the aura take 10 points of  
  necrotic damage 
  STANDARD ACTIONS 
  m Ravaging Strike (necrotic) • At-Will 
  Attack: Melee 2 (one creature); +23 vs. AC 
  Hit: 3d8 + 7 necrotic damage.  
  m Soul Ravage (healing, necrotic) • Recharge 5-6 
  Attack: Melee 2 (one creature); +24 vs. AC 
  Hit: 4d8 + 7 necrotic damage, and the target loses 1 healing surge,  
  and the wraith regains 45 hitpoints. If the draconic wraith takes  
  radiant damage, it cannot use this power until after the end of the  
  wraith’s next turn. 
  MOVE ACTIONS 
  Theft of Knowledge • Encounter 
  Effect: The draconic wraith shifts 8 squares. 
  Str 26 (+17) 
  Dex 20 (+16) 
  Wis 16 (+14) 
  Con 24 (+16) 
  Int 9 (+10) 
  Cha 14 (+13) 
  Alignment evil 
  Languages Draconic 
  Note: Damage and insubstantial trait updated to Monster Vault values. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 39 
   
  Shadowbred Drakkensteed (level 18) 
  Level 18 Skirmisher 
  Large shadow magical beast (dragon, mount) 
  XP 2000 
  HP 176; Bloodied 88 
  Initiative +19 
  AC 30, Fortitude 31, Reflex 30, Will 28 
  Perception +15 
  Speed 8, fly 10 (hover), overland flight 15 
  Darkvision 
  Resist 20 necrotic 
   
  TRAITS 
  Gift of the Dragon (mount) 
  When the mounted rider spends an action point to take an extra  
  action, the drakkensteed’s fearsome roar recharges, and the  
  drakkensteed uses it as a free action. 
  Draconic Resistance (Mount) 
  The mounted rider gains resist 20 necrotic 
  Draconic Frenzy • Aura sight (only after death frenzy triggered)  
  All dragon allies gain a +2 bonus to attack rolls and a +5 bonus to  
  damage rolls.  
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d6 + 8 damage plus 1d6 necrotic damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d6 + 8 damage plus 1d6 necrotic damage.  
  M Flyby Attack • At-Will 
  Effect: The drakkensteed flies up to 10 squares and makes one claw  
  attack and one wing swipe against different creatures, at any point  
  during that movement. The drakkensteed and its rider don’t  
  provoke opportunity attacks when moving away from the target of  
  the attacks. 
  C Fearsome Roar • Encounter 
  Attack: Close burst 4 (enemies in burst, deafened creature are  
  immune); +21 vs. Fortitude 
  Hit: The target is dazed (save ends). 
  TRIGGERED ACTIONS 
  Death Frenzy • Encounter 
  Trigger: A friendly rider is dropped to 0 hit point. 
  Effect (free action): The drakkensteed ends all conditions that are  
  currently affecting it, shift its speed and makes 2 claw and 2 wing  
  swipe attacks with a +5 power bonus to attack rolls and damage  
  rolls against the target that dropped its rider.  
  Str 28 (+18) 
  Dex 26 (+17) 
  Wis 23 (+15) 
  Con 24 (+16) 
  Int 7 (+7) 
  Cha 13 (+10) 
  Alignment evil 
  Languages Draconic 
  Note: Cobalt dragon-bred Drakkensteed with some Death Frenzy 
  added and updated damage expressions. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 40 
  Encounter 5: Flight of the Dragons Statistics (AL 18)
   
  Shade dragonrider (level 20) 
  Level 20 Elite Controller 
  Medium shadow humanoid 
  XP 5600 
  HP 352; Bloodied 176 
  Initiative +17 
  AC 34, Fortitude 30, Reflex 31, Will 35 
  Perception +21 
  Speed 7  
  Darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Shar’s command • Aura sight 
  Shade and dragon allies in the aura gain a +2 bonus to attack rolls, a  
  +2 bonus to damage rolls and resist 5 all to damage. 
  O Combat Leader • Aura 5 
  Allies in the aura gain a +5 bonus to initiative 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d8 + 10 damage.  
  R Shadow Web (necrotic) • At-Will 
  Attack: Ranged 5 (one creature); +24 vs. Reflex 
  Hit: 3d10 + 8 necrotic damage, and the target is immobilized and  
  gains vulnerable 5 necrotic (save ends both). 
  B  Shadow Wrath (necrotic) • Recharge 6 
  Attack: Area burst 2 within 10 (enemies in burst); +24 vs. Will 
  Hit: 4d10 + 8 necrotic damage, and the target is blinded (save 
  ends). 
  C Maddening Oratory (psychic) • Recharge 5-6 
  Attack: Close burst 5 (enemies in burst); +22 vs. Will 
  Hit: 3d8 + 8 psychic damage, and the target is dazed (save ends) 
  Effect: Dragon allies in the burst gain 10 hit points. 
  M Hail of Steel (weapon) • Encounter 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d8 + 10 damage, and each ally within 5 squares of the shade  
  can make a melee basic attack against the target.  
  B War Master’s Assault • Encounter 
  Effect: Close burst 3 (you and each ally in the burst); Each target can  
  charge or make a basic attack as a free action, with a +5 power  
  bonus to the attack roll and damage roll. 
  M Death from Two Sides (weapon) • At-Will 
  Effect: Melee 1 (one creature). You and one ally make a melee basic  
  attack against the target. If both attacks hit, your ally’s attack is a  
  critical hit.  
  MINOR ACTIONS 
  Insipiring Word • Encounter 
  Effect: close burst 10 (You or one ally in the burst). The target can  
  spend a healing surge and regains an additional 4d6+5 hit points. 
  Shars dictum • At-Will 1/round 
  Effect: close burst 10 (one ally in the burst). The target can use a free  
  action to shift up to 3 squares and make a basic attack. 
  Skills Bluff +20, Diplomacy +20, Inisght +21, Stealth +17  
  Str 12 (+11) 
  Dex 15 (+12) 
  Wis 22 (+16) 
  Con 12 (+11) 
  Int 16 (+13) 
  Cha 20 (+15) 
  Alignment evil 
  Languages Common, Netherese 
  Note: Drow Noble with warlord template and updated damage 
  expressions. 
   
  Draconic Wraith Soulravager (level 20) 
  Level 20 Brute 
  Large shadow magical beast (dragon, undead) 
  XP 2800 
  HP 173; Bloodied 96 
  Initiative +15 
  AC 32, Fortitude 32, Reflex 29, Will 27 
  Perception +13 
  Speed fly 8 (hover); phasing 
  Darkvision 
  Immune disease, poison Resist 20 necrotic Vulnerable 10 radiant 
   
  TRAITS 
  O Tendrils of Reaping • Aura 2 
  Enemies that enter or start their turn in the aura take 10 points of  
  necrotic damage 
  STANDARD ACTIONS 
  m Ravaging Strike (necrotic) • At-Will 
  Attack: Melee 2 (one creature); +25 vs. AC 
  Hit: 3d8 + 8 necrotic damage.  
  m Soul Ravage (healing, necrotic) • Recharge 5-6 
  Attack: Melee 2 (one creature); +26 vs. AC 
  Hit: 4d8 + 8 necrotic damage, and the target loses 1 healing surge,  
  and the wraith regains 45 hitpoints. If the draconic wraith takes  
  radiant damage, it cannot use this power until after the end of the  
  wraith’s next turn. 
  MOVE ACTIONS 
  Theft of Knowledge • Encounter 
  Effect: The draconic wraith shifts 8 squares. 
  Str 26 (+18) 
  Dex 20 (+17) 
  Wis 16 (+15) 
  Con 24 (+17) 
  Int 9 (+11) 
  Cha 14 (+14) 
  Alignment evil 
  Languages Draconic 
  Note: Damage and insubstantial trait updated to Monster Vault values. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 41 
   
  Shadowbred Drakkensteed (level 20) 
  Level 20 Skirmisher 
  Large shadow magical beast (dragon, mount) 
  XP 2800 
  HP 192; Bloodied 96 
  Initiative +20 
  AC 32, Fortitude 33, Reflex 32, Will 30 
  Perception +16 
  Speed 8, fly 10 (hover), overland flight 15 
  Darkvision 
  Resist 20 necrotic 
   
  TRAITS 
  Gift of the Dragon (mount) 
  When the mounted rider spends an action point to take an extra  
  action, the drakkensteed’s fearsome roar recharges, and the  
  drakkensteed uses it as a free action. 
  Draconic Resistance (mount) 
  The mounted rider gains resist 20 necrotic 
  Draconic Frenzy • Aura sight (only after death frenzy triggered)  
  All dragon allies gain a +2 bonus to attack rolls and a +5 bonus to  
  damage rolls.  
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d6 + 9 damage plus 1d6 necrotic damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d6 + 9 damage plus 1d6 necrotic damage.  
  M Flyby Attack • At-Will 
  Effect: The drakkensteed flies up to 10 squares and makes one claw  
  attack and one wing swipe against different creatures, at any point  
  during that movement. The drakkensteed and its rider doesn’t  
  provoke opportunity attacks when moving away from the target of  
  the attacks. 
  C Fearsome Roar • Encounter 
  Attack: Close burst 4 (enemies in burst, deafened creature are  
  immune); +23 vs. Fortitude 
  Hit: The target is dazed (save ends). 
  TRIGGERED ACTIONS 
  Death Frenzy • Encounter 
  Trigger: A friendly rider is dropped to 0 hit point. 
  Effect (free action): The drakkensteed ends all conditions that are  
  currently affecting it, shift its speed and makes 2 claw and 2 wing  
  swipe attacks with a +5 power bonus to attack rolls and damage  
  rolls against the target that dropped its rider.  
  Str 28 (+19) 
  Dex 26 (+18) 
  Wis 23 (+16) 
  Con 24 (+17) 
  Int 7 (+8) 
  Cha 13 (+11) 
  Alignment evil 
  Languages Draconic 
  Note: Cobalt dragon-bred Drakkensteed with Death Frenzy added 
  and updated damage expressions. 
   
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 42 
  Encounter 5: Flight of the Dragons Statistics (AL 20)
   
  Shade dragonrider (level 20) 
  Level 22 Elite Controller 
  Medium shadow humanoid 
  XP 8300 
  HP 384; Bloodied 192 
  Initiative +18 
  AC 36, Fortitude 32, Reflex 33, Will 37 
  Perception +22 
  Speed 7  
  Darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Shar’s command • Aura sight 
  Shade and dragon allies in the aura gain a +2 bonus to attack rolls, a  
  +2 bonus to damage rolls and resist 5 all to damage.  
  O Combat Leader • Aura 5 
  Allies in the aura gain a +5 bonus to initiative 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d8 + 11 damage.  
  R Shadow Web (necrotic) • At-Will 
  Attack: Ranged 5 (one creature); +26 vs. Reflex 
  Hit: 3d10 + 9 necrotic damage, and the target is immobilized and  
  gains vulnerable 5 necrotic (save ends both). 
  B  Shadow Wrath (necrotic) • Recharge 6 
  Attack: Area burst 2 within 10 (enemies in burst); +26 vs. Will 
  Hit: 4d10 + 9 necrotic damage, and the target is blinded (save 
  ends). 
  C Maddening Oratory (psychic) • Recharge 5-6 
  Attack: Close burst 5 (enemies in burst); +24 vs. Will 
  Hit: 3d8 + 8 psychic damage, and the target is dazed (save ends) 
  Effect: Dragon allies in the burst gain 10 hit points. 
  M Hail of Steel (weapon) • Encounter 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d8 + 11 damage, and each ally within 5 squares of the shade  
  can make a melee basic attack against the target.  
  B War Master’s Assault • Encounter 
  Effect: Close burst 3 (you and each ally in the burst); Each target can  
  charge or make a basic attack as a free action, with a +5 power  
  bonus to the attack roll and damage roll. 
  M Death from Two Sides (weapon) • At-Will 
  Effect: Melee 1 (one creature). You and one ally make a melee basic  
  attack against the target. If both attacks hit, your ally’s attack is a  
  critical hit.  
  MINOR ACTIONS 
  Insipiring Word • Encounter 
  Effect: close burst 10 (You or one ally in the burst). The target can  
  spend a healing surge and regains an additional 5d6+5 hit points. 
  Shars dictum • At-Will 1/round 
  Effect: close burst 10 (one ally in the burst). The target can use a free  
  action to shift up to 3 squares and make a basic attack. 
  Skills Bluff +21, Diplomacy +21, Inisght +22, Stealth +18  
  Str 12 (+12) 
  Dex 15 (+13) 
  Wis 22 (+17) 
  Con 12 (+12) 
  Int 16 (+14) 
  Cha 20 (+16) 
  Alignment evil 
  Languages Common, Netherese 
  Note: Drow Noble with warlord template and updated damage 
  expressions. 
   
  Draconic Wraith Soulravager (level 22) 
  Level 22 Brute 
  Large shadow magical beast (dragon, undead) 
  XP 4150 
  HP 193; Bloodied 96 
  Initiative +16 
  AC 34, Fortitude 34, Reflex 31, Will 29 
  Perception +14 
  Speed fly 8 (hover); phasing 
  Darkvision 
  Immune disease, poison Resist 20 necrotic Vulnerable 10 radiant 
   
  TRAITS 
  O Tendrils of Reaping • Aura 2 
  Enemies that enter or start their turn in the aura take 10 points of  
  necrotic damage 
  STANDARD ACTIONS 
  m Ravaging Strike (necrotic) • At-Will 
  Attack: Melee 2 (one creature); +27 vs. AC 
  Hit: 3d8 + 9 necrotic damage.  
  m Soul Ravage (healing, necrotic) • Recharge 5-6 
  Attack: Melee 2 (one creature); +28 vs. AC 
  Hit: 4d8 + 9 necrotic damage, and the target loses 1 healing surge,  
  and the wraith regains 45 hitpoints. If the draconic wraith takes  
  radiant damage, it cannot use this power until after the end of the  
  wraith’s next turn. 
  MOVE ACTIONS 
  Theft of Knowledge • Encounter 
  Effect: The draconic wraith shifts 8 squares. 
  Str 26 (+19) 
  Dex 20 (+18) 
  Wis 16 (+16) 
  Con 24 (+18) 
  Int 9 (+12) 
  Cha 14 (+15) 
  Alignment evil 
  Languages Draconic 
  Note: Damage and insubstantial trait updated to Monster Vault values. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 43 
   
  Shadowbred Drakkensteed (level 22) 
  Level 22 Skirmisher 
  Large shadow magical beast (dragon, mount) 
  XP 4150 
  HP 208; Bloodied 104 
  Initiative +21 
  AC 34, Fortitude 35, Reflex 34, Will 32 
  Perception +17 
  Speed 8, fly 10 (hover), overland flight 15 
  Darkvision 
  Resist 20 necrotic 
   
  TRAITS 
  Gift of the Dragon (mount) 
  When the mounted rider spends an action point to take an extra 
  action, the drakkensteed’s fearsome roar recharges, and the 
  drakkensteed uses it as a free action. 
  Draconic Resistance (mount) 
  The mounted rider gains resist 20 necrotic 
  Draconic Frenzy • Aura sight (only after death frenzy triggered)  
  All dragon allies gain a +2 bonus to attack rolls and a +5 bonus to  
  damage rolls.  
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d6 + 10 damage plus 1d6 necrotic damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d6 + 10 damage plus 1d6 necrotic damage.  
  M Flyby Attack • At-Will 
  Effect: The drakkensteed flies up to 10 squares and makes one claw  
  attack and one wing swipe against different creatures, at any point  
  during that movement. The drakkensteed and its rider doesn’t  
  provoke opportunity attacks when moving away from the target of  
  the attacks. 
  C Fearsome Roar • Encounter 
  Attack: Close burst 4 (enemies in burst, deafened creature are  
  immune); +25 vs. Fortitude 
  Hit: The target is dazed (save ends). 
  TRIGGERED ACTIONS 
  Death Frenzy • Encounter 
  Trigger: A friendly rider is dropped to 0 hit point. 
  Effect (free action): The drakkensteed ends all conditions that are  
  currently affecting it, shift its speed and makes 2 claw and 2 wing  
  swipe attacks with a +5 power bonus to attack rolls and damage  
  rolls against the target that dropped its rider.  
  Str 28 (+20) 
  Dex 26 (+19) 
  Wis 23 (+17) 
  Con 24 (+18) 
  Int 7 (+9) 
  Cha 13 (+12) 
  Alignment evil 
  Languages Draconic 
  Note: Cobalt dragon-bred Drakkensteed with Death Frenzy added 
  and updated damage expressions. 
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 44 
  Special Mission 6: Light the 
  Way 
  Encounter Level 16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 16:  
  1 Shadow of Shar (level 18 hazard) 
  Infinitely many Shadow Attendants (level 18) 
  Infinitely many Sakkors Abductors (level 18) 
    
  This encounter includes the following creatures at 
  adventure level 18:  
  1 Shadow of Shar (level 20 hazard) 
  Infinitely many Shadow Attendants (level 20) 
  Infinitely many Sakkors Abductors (level 20) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 Shadow of Shar (level 22 hazard) 
  Infinitely many Shadow Attendants (level 22) 
  Infinitely many Sakkors Abductors (level 22) 
   
  Running Time: 1.5 hours max. This encounter runs 
  until either the Shadow of Shar makes its way into the 
  forest, or all PC forces have successfully completed 
  Encounter 6 of the main BI.  
   
  DO NOT RUN THIS ENCOUNTER AT ALL IF YOU DO 
  NOT HAVE AT LEAST ONE HOUR OF REAL-WORLD 
  TIME REMAINING IN THE BATTLE INTERACTIVE. 
   
  In this special mission the PCs stay behind to cover the 
  retreat of the other forces. 
  Mission Intent 
  The intent of this mission is to present the PCs with a 
  battle they cannot win and one where if they do not flee 
  they will die. The sacrifice of the PCs can have 
  substantial effects on the other tables, if they can keep 
  up the pace and manage to stand their ground.  
   
  The encounter can be a difficult balancing act for 
  the DM and as such you are hereby reminded of your 
  DME mandate. If the PCs have too easy a time, feel free 
  to increase the damage needed to stop the shadow from 
  expanding or otherwise increase the difficulty. On the 
  other hand, if the PCs are on track to TPK within the 
  first half hour, ease up a little. A TPK is fine, but we want 
  the sacrifice to have meaning. 
  Briefing 
  You are met by a small team at the gate that your allied 
  forces are using for the full retreat. The tall regal 
  woman from earlier greets you. “My name is 
  Commander Yldira and I am here to join you in this 
  madness. If we succeed, we give our troops a much 
  better chance to make it out alive. A worthy cause, but 
  the Netherese are not holding back. I do not expect all of 
  us to live through this. What I do expect is that by 
  accepting this mission, you understand that you are 
  willing to make the ultimate sacrifice. If you are still 
  clinging to the idea that it will not come to that, please 
  just say so now.” 
   
  While unlikely, if the players decide they want to back 
  out, this is the last point for them to do so.  The 
  commander can relay the following information to the 
  PC’s 
  • 
  There is a good chance magic will be used. 
  Powerful magic. 
  • 
  Word has come from our scouts that large 
  shadow giants are being dropped in from above. 
  • 
  Yldira and her team will be setting up a ritual of 
  supplication, calling in divine aid. The power of 
  this spell will grow over time and provide all 
  allied forces with an increasingly powerful 
  radiant blessing. 
   
  As your comrades make their way to the evacuation site, 
  the clattering of their armor forms an accompaniment 
  to the light from their torches fading into the forest. 
  Ahead the floating city of Sakkors hangs over Spellgard. 
  The upside down mountain that supports the shade city 
  forms an appendage. A globe of pure darkness grows 
  and grows, then soundlessly drops to the ground, all 
  light vanishing where it lands.  Smaller drops follow in 
  a seemingly endless rain of shadow.  
   
  On the ground below Sakkors, points of light start to 
  wink out. Whatever abomination Sakkors just sent, it is 
  coming your way.  
   
  “Time’s a wasting” Yldira shouts as she gathers her 
  team to the edge of the forest. “Let’s get this ritual going 
  before that thing gets here!” 
   
  Allow the PCs some time to prepare for what is coming, 
  create defenses, choose positions, etc. You can allow 
  them to make skill checks to see what they know or can 
  guess. Use the DCs from the stat-block for Shar’s 
  Shadow, but increase the difficulty by one step (so 
  people cannot get the information that would be Hard 
  DC until they can observe the shadow). Once the PCs 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 45 
  have had a chance to gather some information and/or 
  devise a strategy continue with the following: 
   
  As the chanting from the forest’s edge reaches a 
  crescendo, a bright flash of light fills your vision. 
  Hovering above the trees is a bright knot of radiant 
  energy, slowly pulsating, growing. Yldira comes 
  running through the gate “It’s up! Now to keep it going. 
  How are things over here…”  
   
  Her voice trails off as a shadow descends over the 
  field. One by one the unattended lights and fires in the 
  area go dark as tendrils of shadow waft over them. 
  Slowly a patch of shadow begins to swirl, drawing in all 
  the errant tendrils, forming a solid, writhing mass. The 
  upper half of the shadowy mass shapes itself, forming 
  the torso of a slender female. Her hands gesture and out 
  of the darkness behind her flow a number of smaller 
  humanoid forms wielding dark axes. 
   
   “Amaunator have mercy! They sent her shadow! It 
  will devour us all!” Yldira’s shout of despair rings out. 
  “Keep it at bay as long as you can, I will warn the others 
  to make haste. We cannot hope to stand against this 
  long.”  
   
  With that vote of confidence she turns and hurries 
  off into the forest. 
   
  As the shadow of Shar arrives all unattended lights in 
  the area go dark, this includes the two torches at the 
  bottom of the map. 
   
  The shadow of Shar is heading for the forest, drawn 
  by both the radiant nexus and the forces in retreat. 
  Make sure the players realize that letting the Shadow 
  reach the forest would be very bad indeed.  
   
  At the start of combat 5 shadow attendants appear 
  together with the Shadow of Shar. The Shadow of Shar 
  starts at a 2x2 (more for 6 players and/or glory tier) size. 
  Each round on their initiative, 3 more of the shadow 
  attendants join the fray, coming in from the top of the 
  map. If all the PCs gather at the bottom of the map, 
  adjust the starting positions to be within 12 squares of 
  the PC closest to the direction marked Spellgard. 
   
  The PCs can keep the shadow of Shar away from 
  the gate and the forest beyond by attracting its attention 
  with mundane light and/or radiant, fire or lightning 
  spells (see Shadow of Shar stat block) 
   
  The shadow of Shar is completely unaffected by all 
  terrain with the exception of the magic infused walls 
  (see below). 
  At the end of rounds 1, 3, 5, and every odd numbered 
  round after it, the shadow creates a Sakkors abductor. Roll 
  initiative for the abductor and have it act in the 
  following round. 
   
  You can use the following to describe the 
  appearance of the first abductor: 
   
  The female torso rising from the swirling shadow opens 
  her mouth in a wordless scream, pushing both her 
  hands down into the mass below her. Tearing out a 
  chunk of shadow she tosses it to the ground, where it 
  surges into the form of a large hound. Mimicking its 
  mistress it opens its enormous maw in a roar of anger 
  and murderous intent. 
   
  IMPORTANT NOTE: While the PCs can attack the 
  shadow of Shar and damage her, they can only damage 
  her. No effects of any kind will affect her. No slow, 
  dominate, daze, stun, weakness, ongoing damage, 
  vulnerabilities or other effects. 
   
   A mechanical exception is made for any striker 
  effects like quarry, shrouds, warlock’s curse and the like 
  to not disadvantage certain strikers in comparison to 
  those that have their bonus damage built in. Again only 
  allow the application of extra damage from those effects. 
  Likewise, should a PC do extra damage to a marked 
  enemy (like for instance divine challenge), you can allow 
  them to mark the shadow of Shar for that purpose. 
  However this would only provide the PC with the extra 
  damage, The shadow of Shar is immune to any other 
  nondamaging effects of a mark (including the -2 penalty 
  to attacks on the defender’s allies).  
   
  The shadow of Shar never provokes attacks of 
  opportunity and cannot be moved, teleported, or 
  dismissed to another realm. The PCs are literally 
  fighting a deity’s shadow given evil purpose by the 
  magical might of a Netherese prince. They cannot win 
  this fight; just managing to hold the creature off is an 
  accomplishment.  
  Features of the Area 
   
  Illumination: The entire area is dimly lit as twilight 
  has set in. 
   
  Walls: The walls are 25 feet tall and require a 
  Moderate DC athletics check to climb from the outside, 
  Easy DC from the inside. The walls are part of the 
  original defenses of Saharelgard and infused with magic. 
  As such they block the Shadow of Shar as long as she is 
  not big enough to just flow over (8x8+) 
   
  Rubble:  Rocks, fallen logs, statues, other rubble are 
  all difficult terrain. 
   
  Trees: The big trees are blocking terrain. The 
  smaller trees and shrubs are blocking terrain for 
  Medium sized creatures or smaller. 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 46 
   
  Watch Towers: The two improvised wooden watch 
  towers are 40 feet high and can be climbed via an 
  attached ladder at the open side. (Easy DC Athletics) 
   
  Ruined tower: The remaining walls of the ruined 
  tower are 15 feet tall and require an Easy DC to climb. 
  The walls are part of the original defenses of 
  Saharelgard and infused with magic. As such they block 
  the Shadow of Shar as long as it is not big enough to just 
  flow over (6x6+). It can still try to flow into the tower. 
  Tactics 
  The shadow of Shar hunts out light sources with a near 
  mindless hunger. This provides the PCs with a way to 
  control it and keep it away from the retreating forces as 
  long as possible.  
   
  The shadow attendants attempt to stay within the 
  area of the shadow of Shar to make optimal use of the 
  benefit this provides them.  
   
  When not able to engage a “light source”, i.e. when 
  no lights can be doused or no PC would be in reach of 
  her chains of shadow at the end of her movement, the 
  shadow of Shar moves towards the forest and the nexus 
  of radiant energy that is there. Since the shadow of Shar 
  does not fly, flying PCs are considered out of reach 
  unless they can be included in her chains of shadow.  
   
  Note: The shadow has the following preference in 
  pursuing light sources if two are equidistant: radiant, 
  lightning, fire, other. 
  The Radiant Nexus 
  The point of radiant light created by Yldira and her 
  ritual is slowly growing in power and triggers at set 
  times. At those set times the number of rounds the PCs 
  in this special mission have managed to survive 
  determines the power of this effect. Unfortunately the 
  presence of the Shadow of Shar prevents the PCs from 
  enjoying most of the benefits the radiant nexus provides, 
  but it can have a huge impact on the other tables in 
  Encounter 6. 
   
  Keep track of the rounds and at 30, 45, 60 and 75 
  minutes into the encounter communicate the current 
  round number to the rest of the BI by shouting 
  “RADIANT PULSE” followed by the number of the 
  round you are in.  
   
  While it is hard for the PCs to get a positive effect 
  from the radiant pulse, it is not impossible. The 
  following effects apply to the PCs in the special mission. 
  The effects in Encounter 6 are similar but more 
  powerful and easier to reach. 
  • 
  At 30 minutes, if the PCs are in round 3 or 
  higher, they gain a number of temporary hit 
  points equal to the AL. 
  • 
  At 45 minutes, if the PCs are in round 5 or 
  higher they may make a save against one effect 
  that a save can end. 
  • 
  At 60 minutes, if the PCs are in round 7 or 
  higher, they regain a healing surge. 
  • 
  At 75 minutes, if the PCs are in round 10 or 
  higher, they may make a save against an effect 
  that a save can end, and they gain a healing 
  surge. 
  Glory Tier 
  Yldira will try to dissuade the PCs from being foolish 
  here. If the players choose to use the Glory Tier option 
  on this encounter, increase the number of minions that 
  appear each turn by 2 and have the Shadow of Shar 
  appear with a starting size of 6x6. Additionally have the 
  first Sakkors Abductors appear at the start of the 
  encounter and add a new one every round. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  For a group with 4 players: remove 2 of the 
  starting minions, lower all the attack rolls of the Shadow 
  of Shar by 2 and limit the amount of new minions 
  entering the fray each round to 2. In addition lower the 
  starting amount of damage needed to not have the 
  shadow expand to 40/50/60 
   
  For a group with 6 players: increase the starting 
  size of the Shadow of Shar by 1 (4x4 or 8x8 on glory 
  tier), add 2 starting minions and increase the amount of 
  new minions each round to 5 and add another Sakkors 
  abductor at the end of round 1, 3, 5, etc.  
  Ending the Encounter 
  The encounter ends when: 
  • 
  The Shadow of Shar reaches the forest.  
  • 
  All the PCs are dead or have fled. 
  Both these outcomes count as a failure and will lead to 
  the disappearance of the radiant nexus. This should be 
  reported. 
   
  Otherwise the encounter ends when time is called 
  and PCs will need to decide whether they flee or stay to 
  die heroically.  
  Questionnaire 
  • 
  Did any PCs die to the shadow of Shar? 
  • 
  How many rounds did the PCs manage to delay 
  the Shadow of Shar? 
  • 
  Did any PCs decide to stay and die at the end? 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 47 
  Special Mission 6: Light the Way (Adventure Level 16)
  Shadow of Shar 
  Level 18 Elite Hazard 
  Hazard 
  XP -- 
  A growing absence of light, devouring all sight, a mass of shadow, an 
  expanding pool of deep destructive black swirling below a slender 
  female torso bathed in a purplish halo. 
  Trap: The Shadow of Shar is a lightless reflection of Shar’s desires and 
  hates. Sustained through regular sacrifice this actual piece of Shar’s 
  shadow has been kept “alive” for ages. Let loose to feed it spreads into 
  an area devouring all light. When fed enough it can grow to cover a city 
  and then gorge on the life energy inside 
  Perception 
  The Shadow of Shar is immediately visible, no skill check is necessary 
  to perceive it. 
  Additional Skills: Arcana , Religion, History 
  ✦ Easy DC: The Shadow of Shar is literally a part of Shar’s actual 
  shadow. It hunts light. 
  ✦ Medium DC: The Shadow of Shar is drawn by any form of light, the 
  brighter the better. This includes any radiant fire or lightning effects. It 
  grows by devouring light. 
  ✦ Hard DC: The Shadow of Shar is a mindless hunter of light,, but 
  once it runs out of light to devour, it will extend its diet to feed on life 
  itself. While it is mostly impossible to hurt the shadow, damage may 
  control its growth 
  General Info 
  The Shadow of Shar activates when combat begins.  
  Any unattended lights within 20 squares of the Shadow of Shar go 
  dark , 
  Any creature that begins its turn within the Shadow of Shar’s space is 
  targeted by the effects of consume light. 
  Squares inside the Shadow of Shar’s space are fully dark, unless a light 
  source is active within its area. Any lit spaces are dim light. Using a 
  power with the radiant, fire or lightning keyword lights the area within 
  the shadow in a burst 1 around the user. 
  INITIATIVE 30 
   Snuff them Out (cold, necrotic) 
  Attack: Ranged 20 (one or two enemies nearest to Shar’s shadow); 
  +22 vs. Fortitude 
  Hit: 4d6 +12 necrotic and cold damage, and the target is slowed and 
  cannot teleport (save ends). 
  Effect: A creature starting their turn adjacent to a creature affected by 
  snuff them out takes 12 necrotic and cold damage  
  INITIATIVE 0 
    The Shadow of Shar moves 8 squares (see countermeasures) towards or 
  over the nearest light source (in addition to mundane light sources any 
  creature using a power with the radiant, fire or lightning keyword is 
  considered a “light source” until the start of its next turn), engulfing 
  creatures in her path and dousing all light sources she moves over. If any 
  active PC light sources are already within the shadow, she moves as far 
  as possible while keeping the light sources inside to be able to use 
  consume light later. At the end of her movement she uses its chains of 
  shadow  
  At the end of each round in which the Shadow of Shar has damaged 
  or consumed a “light source” its area expands by 1 in all directions (2x2, 
  4x4, 6x6, 8x8, 10x10, …) unless enough damage has been done to her 
  (see countermeasures) 
  Chains of Shadow 
  Attack: Close burst 4 (enemies in burst); +20 vs. Reflex 
  Hit: 3d8+10 damage, and the target is restrained (escape hard DC 
  ends). Creatures gain a cumulative +5 bonus for each consecutive escape 
  attempt after the first. 
  TRIGGERED ACTIONS 
  Consume Light 
  Trigger: A non-shadow creature begins its turn within a square 
  occupied by the Shadow of Shar 
  Effect (Opportunity Action): The creature takes its healing surge value in 
  damage. If the creature has used a power with the radiant, fire or lighting 
  keyword in its previous turn, this damage increases to their bloodied 
  value. 
  In addition any active light sources held by or otherwise on the 
  creature go dark (until the next extended rest). 
  Head towards the light 
  Trigger: a creature uses a power with the radiant, lightning or fire 
  keyword 
  Effect (Immediate Reaction): the Shadow moves 4 squares in the 
  direction of the new light source. 
  COUNTERMEASURES 
   The Shadow of Shar is essentially immune to all damage and effects, 
  however damaging the shadow can keep it from expanding. If the PCs 
  manage to deal at least 50 damage to the shadow in a round it will not 
  expand. Increase the amount needed to to not have the shadow expand 
  in the following round by 10 (50, 60, 70, etc..) 
  Use the following statistics in determining damage:  
  AC 33, Fortitude 31, Reflex 29 Will 33 
  Immune: everything but damage, critical hits 
  Resists: 10 all;  
  Special: If the PCs manage to do more than the required damage 
  subtract 1 square of movement from her for each 15 points of damage 
  beyond the goal (round down) up to a maximum of 4. 
  Note: Custom hazard based on the Phantom Hunter 
  trap (DMG2)  
   
  Shadow Attendant 
  Level 18 Minion Brute  
  Medium shadow humanoid (giant) 
  XP -- 
  HP 1; a missed attack never damages a minion 
  Initiative +14 
  AC 30, Fortitude 32, Reflex 29 Will 28 
  Perception +17 
  Speed 7 
  Darkvision 
  Resist necrotic 15 
  TRAITS 
    Lightless Attendance 
  An attendant gains a +2 bonus to attack rolls while within the area of 
  the Shadow of Shar 
  STANDARD ACTIONS 
  m Greataxe (weapon)• At-Will 
  Attack: Reach 2; +21 vs. AC 
  Hit: 8 damage (crit 17 damage)  
  TRIGGERED ACTIONS 
  m Shadow Explosion (shadow)• At-Will 
  Trigger: when the attendant drops to 0 hit points or below 
  Attack (No Action): Close burst 1; +19 vs. Reflex 
  Hit: 25 cold and necrotic damage 
  Str 28 (+18) 
  Dex 20 (+14) 
  Wis 16(+12) 
  Con 25 (+16) 
  Int 12 (+10) 
  Cha 15 (+11) 
  Alignment evil 
  Languages giant 
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 48 
   
  Sakkors Abductor (level 18) 
  Level 18 Brute 
  Large shadow magical beast 
  XP 2000 
  HP 211; Bloodied 105 
  Initiative +17 
  AC 30, Fortitude 29, Reflex 32, Will 30 
  Perception +16 
  Speed 6, swim 6 
  Darkvision 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d12 + 13 damage.  
  r Reaching Darkness • At-Will 
  Attack: Ranged 5 (one creature); +21 vs. Reflex 
  Hit: 2d12 + 3 damage, and the abductor pulls the target 4 squares to 
  a space adjacent to the abductor and grabs the creature. 
  m Gobble • At-Will 
  Requirement: The abductor must be bloodied 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 4d12 + 7 damage, and the abductor grabs the target. If the target 
  is bloodied, the abductor recharges swallow and uses it against the 
  target.  
  m Swallow • Recharge 5-6 
  Attack: melee 1 (one bloodied creature grabbed by the abductor); +21 
  vs. Fortitude 
  Hit: The target is removed from play. Until the effect ends, the target 
  takes ongoing 10 damage. The target can take actions as normal and can 
  make melee and close attacks against the abductor. The effect ends 
  when the abductor drops to 0 hit points or when the abductor ends the 
  effect as a free action. When the effect ends, the target appears in an 
  unoccupied space of its choice adjacent to the abductor. 
  TRIGGERED ACTIONS 
  Cross into Shadow (Teleportation) • Encounter 
  Trigger: The abductor is first bloodied 
  Effect (No Action): The abductor is removed from play until the start of 
  its next turn. The abductor then appears in an unoccupied space within 
  10 squares of its last location. 
  Skills Athletics +20, Stealth +22 
  Str 22 (+15) 
  Dex 27 (+17) 
  Wis 25 (+16) 
  Con 21 (+14) 
  Int 2 (+15) 
  Cha 12 (+10) 
  Alignment evil 
  Languages understands Netherese
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 49 
  Special Mission 6: Light the Way (Adventure Level 18)
  Shadow of Shar 
  Level 20 Elite Hazard 
  Hazard 
  XP -- 
  A growing absence of light, devouring all sight, a mass of shadow, an 
  expanding pool of deep destructive black swirling below a slender 
  female torso bathed in a purplish halo. 
  Trap: The Shadow of Shar is a lightless reflection of Shar’s desires and 
  hates. Sustained through regular sacrifice this actual piece of Shar’s 
  shadow has been kept “alive” for ages. Let loose to feed it spreads into 
  an area devouring all light. When fed enough it can grow to cover a city 
  and then gorge on the life energy inside 
  Perception 
  The Shadow of Shar is immediately visible, no skill check is necessary 
  to perceive it. 
  Additional Skills: Arcana , Religion, History 
  ✦ Easy DC: The Shadow of Shar is literally a part of Shar’s actual 
  shadow. It hunts light. 
  ✦ Medium DC: The Shadow of Shar is drawn by any form of light, the 
  brighter the better. This includes any radiant fire or lightning effects. It 
  grows by devouring light. 
  ✦ Hard DC: The Shadow of Shar is a mindless hunter of light,, but 
  once it runs out of light to devour, it will extend its diet to feed on life 
  itself. While it is mostly impossible to hurt the shadow, damage may 
  control its growth 
  General Info 
  The Shadow of Shar activates when combat begins.  
  Any unattended lights within 20 squares of the Shadow of Shar go 
  dark , 
  Any creature that begins its turn within the Shadow of Shar’s space is 
  targeted by the effects of consume light. 
  Squares inside the Shadow of Shar’s space are fully dark, unless a light 
  source is active within its area. Any lit spaces are dim light. Using a 
  power with the radiant, fire or lightning keyword lights the area within 
  the shadow in a burst 1 around the user. 
  INITIATIVE 30 
   Snuff them Out (cold, necrotic) 
  Attack: Ranged 20 (one or two enemies nearest to Shar’s shadow); 
  +24 vs. Fortitude 
  Hit: 4d6 +14 necrotic and cold damage, and the target is slowed and 
  cannot teleport (save ends). 
  Effect: A creature starting their turn adjacent to a creature affected by 
  snuff them out takes 14 necrotic and cold damage  
  INITIATIVE 0 
   The Shadow of Shar moves 8 squares (see countermeasures) towards 
  or over the nearest light source – in addition to mundane light sources 
  any creature using a power with the radiant, fire or lightning keyword is 
  considered a “light source” until the start of its next turn -, engulfing 
  creatures in her path and dousing all light sources she moves over. If any 
  active PC light sources are already within the shadow, she moves as far 
  as possible while keeping the light sources inside to be able to use 
  consume light later. At the end of her movement she uses its chains of 
  shadow  
  At the end of each round in which the Shadow of Shar has damaged 
  or consumed a “light source” its area expands by 1 in all directions (2x2, 
  4x4, 6x6, 8x8, 10x10, …) unless enough damage has been done to her 
  (see countermeasures) 
  Chains of Shadow 
  Attack: Close burst 4 (enemies in burst); +22 vs. Reflex 
  Hit: 3d8+12 damage, and the target is restrained (escape hard  DC 
  ends). Creatures gain a cumulative +5 bonus for each consecutive escape 
  attempt after the first. 
  TRIGGERED ACTIONS 
  Consume Light 
  Trigger: A non-shadow creature begins its turn within a square 
  occupied by the Shadow of Shar 
  Effect (Opportunity Action): The creature takes its healing surge value in 
  damage. If the creature has used a power with the radiant, fire or lighting 
  keyword in its previous turn, this damage increases to their bloodied 
  value. 
  In addition any active light sources held by or otherwise on the 
  creature go dark (until the next extended rest). 
  Head towards the light 
  Trigger: a creature uses a power with the radiant, lightning or fire 
  keyword 
  Effect (Immediate Reaction): the Shadow moves 4 squares in the 
  direction of the new light source. 
  COUNTERMEASURES 
   The Shadow of Shar is essentially immune to all damage and effects, 
  however damaging the shadow can keep it from expanding. If the PCs 
  manage to deal at least 60 damage to the shadow in a round it will not 
  expand. Increase the amount needed to to not have the shadow expand 
  in the following round by 10 (60, 70, 80, etc.)Use the following statistics 
  in determining damage:  
  AC 35, Fortitude 33, Reflex 31 Will 35 
  Immune: everything but damage, critical hits 
  Resists: 10 all; 
  Special: If the PCs manage to do more than the required damage 
  subtract 1 square of movement from her for each 15 points of damage 
  beyond the goal (round down) up to a maximum of 4  
  Note: Custom hazard based on the Phantom Hunter 
  trap (DMG2) 
    
  Shadow Attendant 
  Level 20 Minion Brute  
  Medium shadow humanoid (giant) 
  XP -- 
  HP 1; a missed attack never damages a minion 
  Initiative +16 
  AC 32, Fortitude 34, Reflex 31 Will 30 
  Perception +19 
  Speed 7 
  Darkvision 
  Resist necrotic 15 
  TRAINS 
    Lightless Attendance 
  An attendant gains a +2 bonus to attack rolls while within the area of 
  the Shadow of Shar 
  STANDARD ACTIONS 
  m Greataxe (weapon)• At-Will 
  Attack: Reach 2; +23 vs. AC 
  Hit: 11 damage (crit 21 damage)  
  TRIGGERED ACTIONS 
  m Shadow Explosion (shadow)• At-Will 
  Trigger: when the attendant drops to 0 hit points or below 
  Attack (No Action): Close burst 1; +21 vs. Reflex 
  Hit: 30 cold and necrotic damage 
  Str 28 (+19) 
  Dex 20 (+15) 
  Wis 16(+13) 
  Con 25 (+17) 
  Int 12 (+11) 
  Cha 15 (+12) 
  Alignment evil 
  Languages giant 
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 50 
   
   
  Sakkors Abductor (level 20) 
  Level 20 Brute 
  Large shadow magical beast 
  XP 2800 
  HP 231; Bloodied 115 
  Initiative +18 
  AC 32, Fortitude 31, Reflex 34, Will 32 
  Perception +17 
  Speed 6, swim 6 
  Darkvision 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d12 + 14 damage.  
  r Reaching Darkness • At-Will 
  Attack: Ranged 5 (one creature); +23 vs. Reflex 
  Hit: 2d12 + 4 damage, and the abductor pulls the target 4 squares to 
  a space adjacent to the abductor and grabs the creature. 
  m Gobble • At-Will 
  Requirement: The abductor must be bloodied 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 4d12 + 8 damage, and the abductor grabs the target. If the target 
  is bloodied, the abductor recharges swallow and uses it against the 
  target.  
  m Swallow • Recharge 5-6 
  Attack: melee 1 (one bloodied creature grabbed by the abductor); +23 
  vs. Fortitude 
  Hit: The target is removed from play. Until the effect ends, the target 
  takes ongoing 10 damage. The target can take actions as normal and can 
  make melee and close attacks against the abductor. The effect ends 
  when the abductor drops to 0 hit points or when the abductor ends the 
  effect as a free action. When the effect ends, the target appears in an 
  unoccupied space of its choice adjacent to the abductor. 
  TRIGGERED ACTIONS 
  Cross into Shadow (Teleportation) • Encounter 
  Trigger: The abductor is first bloodied 
  Effect (No Action): The abductor is removed from play until the start of 
  its next turn. The abductor then appears in an unoccupied space within 
  10 squares of its last location. 
  Skills Athletics +21, Stealth +23 
  Str 22 (+16) 
  Dex 27 (+18) 
  Wis 25 (+17) 
  Con 21 (+15) 
  Int 2 (+16) 
  Cha 12 (+11) 
  Alignment evil 
  Languages understands Netherese
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 51 
  Special Mission 6: Light the Way (Adventure Level 20)
  Shadow of Shar 
  Level 22 Elite Hazard 
  Hazard 
  XP -- 
  A growing absence of light, devouring all sight, a mass of shadow, an 
  expanding pool of deep destructive black swirling below a slender 
  female torso bathed in a purplish halo. 
  Trap: The Shadow of Shar is a lightless reflection of Shar’s desires and 
  hates. Sustained through regular sacrifice this actual piece of Shar’s 
  shadow has been kept “alive” for ages. Let loose to feed it spreads into 
  an area devouring all light. When fed enough it can grow to cover a city 
  and then gorge on the life energy inside 
  Perception 
  The Shadow of Shar is immediately visible, no skill check is necessary 
  to perceive it. 
  Additional Skills: Arcana , Religion, History 
  ✦ Easy DC: The Shadow of Shar is literally a part of Shar’s actual 
  shadow. It hunts light. 
  ✦ Medium DC: The Shadow of Shar is drawn by any form of light, the 
  brighter the better. This includes any radiant fire or lightning effects. It 
  grows by devouring light. 
  ✦ Hard DC: The Shadow of Shar is a mindless hunter of light,, but 
  once it runs out of light to devour, it will extend its diet to feed on life 
  itself. While it is mostly impossible to hurt the shadow, damage may 
  control its growth 
  General Info 
  The Shadow of Shar activates when combat begins.  
  Any unattended lights within 20 squares of the Shadow of Shar go 
  dark , 
  Any creature that begins its turn within the Shadow of Shar’s space is 
  targeted by the effects of consume light. 
  Squares inside the Shadow of Shar’s space are fully dark, unless a light 
  source is active within its area. Any lit spaces are dim light. Using a 
  power with the radiant, fire or lightning keyword lights the area within 
  the shadow in a burst 1 around the user. 
  INITIATIVE 30 
   Snuff them Out (cold, necrotic) 
  Attack: Ranged 20 (one or two enemies nearest to Shar’s shadow); 
  +26 vs. Fortitude 
  Hit: 4d6 +16 necrotic and cold damage, and the target is slowed and 
  cannot teleport (save ends). 
  Effect: A creature starting their turn adjacent to a creature affected by 
  snuff them out takes 16 necrotic and cold damage  
  INITIATIVE 0 
   The Shadow of Shar moves 8 squares (see countermeasures) towards 
  or over the nearest light source – in addition to mundane light sources 
  any creature using a power with the radiant, fire or lightning keyword is 
  considered a “light source” until the start of its next turn -, engulfing 
  creatures in her path and dousing all light sources she moves over. If any 
  active PC light sources are already within the shadow, she moves as far 
  as possible while keeping the light sources inside to be able to use 
  consume light later. At the end of her movement she uses its chains of 
  shadow  
  At the end of each round in which the Shadow of Shar has damaged 
  or consumed a “light source” its area expands by 1 in all directions (2x2, 
  4x4, 6x6, 8x8, 10x10, …) unless enough damage has been done to her 
  (see countermeasures) 
  Chains of Shadow 
  Attack: Close burst 4 (enemies in burst); +24 vs. Reflex 
  Hit: 3d8+14 damage, and the target is restrained (escape hard  DC 
  ends). Creatures gain a cumulative +5 bonus for each consecutive escape 
  attempt after the first. 
  TRIGGERED ACTIONS 
  Consume Light 
  Trigger: A non-shadow creature begins its turn within a square 
  occupied by the Shadow of Shar 
  Effect (Opportunity Action): The creature takes its healing surge value in 
  damage. If the creature has used a power with the radiant, fire or lighting 
  keyword in its previous turn, this damage increases to their bloodied 
  value. 
  In addition any active light sources held by or otherwise on the 
  creature go dark (until the next extended rest). 
  Head towards the light 
  Trigger: a creature uses a power with the radiant, lightning or fire 
  keyword 
  Effect (Immediate Reaction): the Shadow moves 4 squares in the 
  direction of the new light source. 
  COUNTERMEASURES 
   The Shadow of Shar is essentially immune to all damage and effects, 
  however damaging the shadow can keep it from expanding. If the PCs 
  manage to deal at least 70 damage to the shadow in a round it will not 
  expand. Increase the amount needed to to not have the shadow expand 
  in the following round by 10 (70, 80, 90, etc.)Use the following statistics 
  in determining damage:  
  AC 37, Fortitude 35, Reflex 33 Will 37 
  Immune: everything but damage, critical hits 
  Resists: 10 all; 
  Special: If the PCs manage to do more than the required damage 
  subtract 1 square of movement from her for each 15 points of damage 
  beyond the goal (round down) up to a maximum of 4 
  Note: Custom hazard based on the Phantom Hunter 
  trap (DMG2) 
    
  Shadow Attendant 
  Level 22 Minion Brute  
  Medium shadow humanoid (giant) 
  XP -- 
  HP 1; a missed attack never damages a minion 
  Initiative +16 
  AC 34, Fortitude 36, Reflex 33 Will 32 
  Perception +19 
  Speed 7 
  Darkvision 
  Resist necrotic 15 
  TRAINS 
    Lightless Attendance 
  An attendant gains a +2 bonus to attack rolls while within the area of 
  the Shadow of Shar 
  STANDARD ACTIONS 
  m Greataxe (weapon)• At-Will 
  Attack: Reach 2; +25 vs. AC 
  Hit: 14 damage (crit 25 damage)  
  TRIGGERED ACTIONS 
  m Shadow Explosion (shadow)• At-Will 
  Trigger: when the attendant drops to 0 hit points or below 
  Attack (No Action): Close burst 1; +23 vs. Reflex 
  Hit: 35 cold and necrotic damage 
  Str 28 (+20) 
  Dex 20 (+16) 
  Wis 16(+14) 
  Con 15 (+18) 
  Int 12 (+12) 
  Cha 15 (+13) 
  Alignment evil 
  Languages giant 
   
   
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 52 
   
  Sakkors Abductor (level 22) 
  Level 22 Brute 
  Large shadow magical beast 
  XP 4150 
  HP 251; Bloodied 125 
  Initiative +19 
  AC 34, Fortitude 33, Reflex 36, Will 34 
  Perception +18 
  Speed 6, swim 6 
  Darkvision 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d12 + 15 damage.  
  r Reaching Darkness • At-Will 
  Attack: Ranged 5 (one creature); +25 vs. Reflex 
  Hit: 2d12 + 5 damage, and the abductor pulls the target 4 squares to 
  a space adjacent to the abductor and grabs the creature. 
  m Gobble • At-Will 
  Requirement: The abductor must be bloodied 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 4d12 + 9 damage, and the abductor grabs the target. If the target 
  is bloodied, the abductor recharges swallow and uses it against the 
  target.  
  m Swallow • Recharge 5-6 
  Attack: melee 1 (one bloodied creature grabbed by the abductor); +25 
  vs. Fortitude 
  Hit: The target is removed from play. Until the effect ends, the target 
  takes ongoing 10 damage. The target can take actions as normal and can 
  make melee and close attacks against the abductor. The effect ends 
  when the abductor drops to 0 hit points or when the abductor ends the 
  effect as a free action. When the effect ends, the target appears in an 
  unoccupied space of its choice adjacent to the abductor. 
  TRIGGERED ACTIONS 
  Cross into Shadow (Teleportation) • Encounter 
  Trigger: The abductor is first bloodied 
  Effect (No Action): The abductor is removed from play until the start of 
  its next turn. The abductor then appears in an unoccupied space within 
  10 squares of its last location. 
  Skills Athletics +22, Stealth +24 
  Str 22 (+17) 
  Dex 27 (+19) 
  Wis 25 (+18) 
  Con 21 (+16) 
  Int 2 (+17) 
  Cha 12 (+12) 
  Alignment evil 
  Languages understands Netherese 
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 53 
  Special Mission 6: Light the Way 
  Tilesets used 
  Ruins of the Wild x2, Arcane Towers x2 (walls only) 
   
   
  Note: The walls, road and terrain continue north, east and west. Since space matters in this encounter feel free to 
  make it as big as you can manage  
  
   
  ADCP3-2 From Dawn till Dusk - Special Missions 
  Page 54 
  Player’s Handout 1: Drakensteeds
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
   
  Domesticated Drakkensteed (level 16) 
  Level 16 Skirmisher 
  Large magical beast (mount, reptile) 
  XP 1400 
  HP 157; Bloodied 78 
  Initiative +15 
  AC 30, Fortitude 29, Reflex 27, Will 26 
  Perception +12 
  Speed 8, fly 10, overland flight 15 
  Low-light vision 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d8 + 7 damage.  
  m Wing Swipe • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 1d6 + 7 damage. 
  Str 24 (+15) 
  Dex 21 (+13) 
  Wis 19 (+12) 
  Con 21 (+13) 
  Int 3 (+4) 
  Cha 10 (+8) 
  Alignment unaligned 
  Languages - 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 4th Edition/Living Forgotten Realms/Adventuring Company/ADCP3-2 From Dawn Till Dusk/ADCP3-2S From Dawn Till Dusk Special Missions.pdf