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  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, 
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  3 
       ADVENTURE | Three Days until Dawn   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A HORRIFIC FIGURE crawls from the dark 
  caves of Ash Mountains in search of a new 
  dwelling. 
  “Three Days Until Dawn” is an adventure 
  designed for four to five 4th level Player 
  Characters and should escort them to 5th level.  
  Although 
  designed 
  for 
  the 
  Feudal 
  Lords 
  Campaign Setting™, this adventure is easily 
  adaptable for any setting. 
   
  THE ADVENTURE BACKGROUND 
  Even in a deathly sleep, Iago the Black still 
  dreams.  Though as of late, when the world 
  awakens and the vampire closes his eyes for the 
  brief 
  interlude 
  before 
  feeding, 
  haunting 
  premonitions grip his hungry heart.  Perhaps a foul 
  creature, more sinister than Iago, stirs and the 
  vampire feels his haven in Ash Mountains is no 
  longer safe or Iago feels he now has claim over the 
  village of Drusholden.   
   
  Whatever the reason, Iago the Black and his 
  entourage returns to his childhood home. He looks 
  for an entrance into the Faerie Realm, rumored 
  hidden in Drusholden away from mortals’ prying 
  eyes.  The village is the place he first drank 
  immortal blood and where the lord, Sir Arthur 
  Dunclin nearly ended his unlife.  Iago also 
  believes only in the Faerie Realm, a place that 
  seemingly offers genuine immortality, is he truly 
  safe.  The vampire must be careful this time or 
  else all is lost.   
   
  ●
  ●
  ● 
  Three days 
  until dawn
  ●
  ●
  ● 
  The Adventure 
  Michael Gullbrandson 
  ADVENTURE | Three Days until Dawn 
  
   
   
  4 
  ADVENTURE | Three Days until Dawn  
  DEVELOPMENTS 
  Iago the Black, a vampire over two 
  hundred years old, wishes to return to 
  Drusholden Shire.  His childhood 
  village lies nestled in the hills 
  between the woods of Eloe Castle 
  and River Bottom.  The undead 
  menace initially plans to claim the 
  ancient 
  druid 
  sanctuary 
  beneath 
  Hilltop Church as his new personal 
  gravesite.  He believes this is the 
  portal into the Faerie Realm and the 
  tomb 
  of 
  Sir 
  Arthur 
  Dunclin.  
  However, until Iago can spend three 
  consecutive days resting at the new 
  site, the vampire remains weakened 
  and at half normal hit points.  
   
  THE ADVENTURE 
  SYNOPSIS  
   
  The PCs travel upon the road toward 
  Border Keep to discover a great 
  fire consuming Eloe Forest.  These 
  trees provide the livelihood for 
  Drusholden.  As characters fight the 
  fire, they find a few survivors in a 
  deep 
  and 
  mysterious 
  coma-like 
  slumber.  Coupled with a few more 
  clues and old regional folklore, PCs 
  discover a vampire walks among 
  them.  They have only three days to 
  lift the undead siege beleaguering 
  Drusholden, 
  discover 
  the 
  exact 
  location of the fairy portal, and 
  vanquish Iago the Black before he 
  makes Drusholden his permanent 
  home. 
   
  PREPARING FOR THE 
  ADVENTURE 
  This adventure assumes characters 
  travel westward along the road to 
  Border Keep or eastward toward Seven Arrows.  
   
  However, the following hooks and quests can 
  further draw in PCs for a more personal 
  connection. 
   
   
   
   
  QUEST: THE PLAGUE 
  MERCHANT  
  A halfling merchant hires PCs to carry 
  a shipment of blankets to Drusholden 
  village.  Brandle Burpsy sold the 
  blankets below wholesale to Sir 
  Dunclin the Aged, absent lord of 
  Drusholden.  The lord wishes them 
  delivered 
  to 
  Hilltop 
  Church 
  for 
  distribution amongst his peasants.  
  The merchant pays them 25 gold each 
  and they can keep the horse and cart 
  as part of the payment. 
   
  However, unbeknownst to Sir 
  Dunclin and the PCs, the merchant is 
  actually an agent of Iago and the 
  blankets carry the disease filth fever 
  (see rat entry in the D&D 4E 
  MONSTER MANUAL).  The hoary 
  vampire hopes the diseased blankets 
  and the forest fire will drive villagers 
  from Drusholden allowing him the 
  time he needs to search the village 
  freely for the Faerie Realm portal and 
  the tomb of Sir Arthur Dunclin.  
   
  Major Quest XP: 875 XP and a 
  treasure parcel if PCs destroy the 
  blankets, take care of the disguised 
  merchant, and find out who is truly 
  responsible. 
   
  QUEST: THE BLOODWOOD 
  HERETIC 
  Soon after the fire, many peasants 
  blame both the tragedy and the 
  mysterious coma inflicted on the 
  survivors upon Harold Fainword, a 
  local sage.  It is no secret that the 
  young Harold possesses an arcane 
  book and dabbles into the occult.  
  Though innocent, unless characters 
  convince villagers otherwise, Harold 
  burns at the stake as a heretical witch. 
   
  If saved, Harold might prove 
  useful in his vast historical knowledge of the area. 
   
  Minor Quest XP: 175 XP if the PCs save 
  Harold.      
   
  TREASURE PARCELS 
  This adventure uses the treasure parcel system 
  found in the D&D 4E DUNGEON MASTER’S 
  GUIDE.  We encourage you to insert appropriate 
  DISGUISED 
  MERCHANT 
   
  The 
  halfling 
  merchant, 
  Brandle Burpsy, is really a 
  dark one called Glum.  
  Although it might be 
  possible 
  for 
  PCs 
  to 
  discover his disguise with 
  a 
  passive 
  Perception 
  check, instead give the 
  halfling merchant a few 
  defining 
  features 
  that 
  characters quickly notice.  
  When characters finally 
  encounter 
  Glum 
  in 
  another 
  disguise, 
  his 
  quirky nature gives him 
  away. 
   
  For 
  example, 
  perhaps Glum constantly 
  burps.  Coupled with the 
  name Burpsy, this proves 
  amusing for characters 
  until 
  they 
  encounter 
  another halfling that also 
  frequently belches. 
  BLOODWOOD 
  TREES 
   
  These trees produce a 
  thick red resin that, when 
  refined, produces a fine 
  lacquer used in coating 
  leather armor and the 
  famous 
  Welhan 
  yew 
  bows made in Seven 
  Arrows.  Furthermore, in 
  times of war, the stout 
  wood 
  makes 
  superior 
  battering rams. 
  
   
   
   
            AVENTURE | Three Days until Dawn  
  5 
  treasures that fit with the wishes for 
  your individual gaming group.    
   
  THE ADVENTURE BEGINS  
  Despite the name, this adventure 
  takes place in a period of four days, 
  beginning with the first encounter.  
  Although PCs can still complete the 
  adventure after the fourth day, it 
  proves difficult since Iago will regain 
  his strength.  As soon as PCs start 
  down the road with a horse drawn 
  cart 
  filled 
  with 
  blankets 
  and 
  understand 
  their 
  motivation 
  for 
  adventure, begin with the first 
  encounter, labeled Bloodwood Fire.  
   
  BLOODWOOD FIRE 
  The PCs travel either west or east 
  along an old crumbling path of the 
  Romas Empire.  The road proves 
  tortuous to the horse drawn carriage 
  as the beast of burden constantly 
  throws a shoe and a wheel is about to 
  splinter.  However, once within close 
  eyesight of Eloe Forest, something 
  distracts them from their traveling 
  woes: 
   
  Smoke snakes upward from a thick 
  grove of dark red trees as a blazing 
  fire licks across the ground.  Peasants 
  from 
  the 
  nearby 
  village 
  of 
  Drusholden run toward the flaming 
  beast in hopes to quench the fire 
  before it becomes a raging inferno. 
   
  Encounter: 
  Bloodwood 
  Fire 
  (see page 13). 
   
  Afterward: When the encounter 
  is finished, return here. 
   
  Many villagers profusely thank each 
  PC who helped by offering them 
  shelter for the night while they fix 
  their cart.  Eloise Mercier also 
  explains the importance of the 
  bloodwood trees (see sidebar). 
   
   
   
  Development 
  Once everybody catches their breath 
  and discovers the mysterious coma-
  like slumber befallen their fellow 
  neighbors, the peasants conclude that 
  someone intentionally started the fire.  
  They immediately march toward the 
  hovel of Harold Fainwood. 
   
  Some characters might feel they 
  may or may not have time to search 
  the area.  However, those deciding to 
  take a minute or two to snoop around, 
  have them make a Perception check. 
   
  Perception Check 
  DC 7: A bit of old, ragged leather 
  hangs snug on a tree branch.  It is 
  stained green with crude remains of a 
  partial coat of arms. 
   
  History Check 
   
  DC 12: If it were not for the age 
  of the garment, it bears striking 
  resemblance to the coat of arms of Sir 
  Dunclin, Lord of Drusholden. 
   
  DC 17: It might be from a 
  leather tunic of what a simple soldier 
  might wear. 
   
  DC 19: The crest depicts, not the 
  coats of arms of Sir Dunclin, but that 
  of his ancestor, Sir Roger Dunclin, 1st 
  Earl of Eloe Castle.  Roger Dunclin 
  fought against the Thirteen Tyrants 
  nearly two hundred years ago during 
  the Siege of Ash Mountains.  He 
  never returned.  His son, Arthur 
  became lord of Drusholden. 
  DC 12: Tracks outside the area of the 
  fire indicate a struggle between the 
  harvesters and a lone humanoid.  The 
  tracks lead toward Drusholden, but 
  soon disappear completely as if the 
  creature vanished in thin air. 
   
  Streetwise Check 
  Those unable to make sense from the 
  partial 
  coat 
  of 
  arms, 
  a 
  Passive 
  Streetwise (DC 10) might suggest 
  looking for the local sage, church 
  records, or even the vacant manor 
  house of Lord Dunclin. 
   
   
    THE BIT OF CLOTH 
   
  This is a bit of cloth 
  unintentionally left behind 
  by Iago.  He still proudly 
  wears 
  the 
  brigandine 
  leather jacket he wore 
  when serving under Lord 
  Roger Dunclin as a lad 
  two hundred years ago.  
  Coupled with age and the 
  harsh environment of Ash 
  Mountains, the garment 
  deteriorates. 
  Throughout 
  the 
  adventure, you can have 
  players 
  track 
  the 
  movement 
  of 
  Iago 
  by 
  leaving 
  pieces 
  of 
  this 
  garment behind.  During 
  the 
  final 
  encounter, 
  players witness the armor 
  and realize he is the true 
  threat. 
  DRUSHOLDEN 
   
  Built 
  to 
  harvest 
  the 
  bloodwood 
  sap 
  for 
  Welhan 
  bowyers 
  and 
  fletchers in Seven Arrows, 
  Drusholden is a small, 
  sheltered community. 
  Population: 100; another 
  50 live on scattered farms.  
  Humans with a few half-
  elves 
  and 
  even 
  fewer 
  halflings live in the area. 
  Government: Sir Elbert 
  Dunclin the Aged (not in 
  residence).  John Reeve 
  handles 
  disputes 
  and 
  collects 
  taxes. 
   
  Peter 
  Seneschal maintains the 
  crumbling manor house. 
  Inns: Ruth Tanner has 
  two rooms for rent over 
  her 
  husband’s 
  leather 
  workshop. 
  Church: Thomas Parish 
  runs Hilltop Church that 
  overlooks the town. 
  Sage: Harold Fainwood. 
  ADVENTURE | Three Days until Dawn 
  
   
   
  6 
  ADVENTURE | Three Days until Dawn  
  Heal Check 
  Heal checks automatically fail when characters 
  attempt to revive the comatose victims.  It seems 
  no natural or divine healing will awaken the men 
  from their deep slumber. 
   
  Nature or Religion Check 
  DC 25: This deathlike coma is indicative of what 
  happens prior to the awakening of a newly risen 
  vampire spawn (see the vampire entry in the D&D 
  4E MONSTER MANUAL).   
   
  THE BLOODWOOD HERETIC 
  Whether they are curious or recognize an innocent 
  man might burn, PCs hear and witness the 
  following as peasants clamor toward the village: 
   
  � “Nothing good comes from a young man 
  that buries his nose in ancient scribbling 
  instead of tending the lord’s land.” 
  � “Not even Father Parrish can even read 
  those mystical rubbings that boy makes.” 
  � “I heard he consults with the ghosts of 
  Eloe Castle, he does.” 
  � “I am sure those are no ghosts, but 
  demonic whispers he listens to.” 
  � “If it’s not Eloe Castle he’s after, then it’s 
  deep in the old pagan hill that the church 
  sits atop.” 
  � “Well, I am going to burn those fragment 
  of parchments he keeps and if tries to stop 
  us this time, I will burn his house to the 
  ground.  And I don’t care if he’s in or 
  out.” 
  � “Yes.  Let him pay for the fire and the 
  arcane coma he’s put on the lads.” 
   
  Encounter: The Bloodwood Heretic (see 
  page 15). 
   
  Afterward: When the encounter is finished, 
  return here. 
   
  Development 
  Harold might prove a useful ally should characters 
  attempt to help him by either disbanding the mob 
  or help put out the flames burning his house.  
  Though he is the local sage, Harold does not have 
  many books to rely upon.  Instead, he points 
  toward locations where characters might find the 
  information they seek: Hilltop Church, Dunclin 
  Manor House, and the ruined peasant house. 
   
  The next time PCs look for Harold, he is 
  nowhere in the village.  Should characters inquire 
  about his whereabouts, they hear the following 
  rumor: 
   
  “I told you lot he was no good.  A pale soldier, 
  ne’er seen the likes of ‘im in these parts, collected 
  the boy.  I ‘eard the soldier say something ‘bout 
  the graveyard at the foot of Hilltop Church.” 
   
  What did the soldier wear? 
  “Well, I didn’t look much, since he gave me 
  shivers up and down me spine, but I did see he 
  wore dirty green armor — you know, leather with 
  studs — the kind soldiers wear.  If you ask me, it 
  seemed to fall apart in his hands.” 
   
  Did you not find that odd? 
  “Everyfing is odd with that boy, if you ask me.  
  Reminds me of a tale about another boy in this 
  village who tended to his dreams more than his 
  fields.  Half-heart, I think they called ‘im.” 
   
  Do you remember that tale? 
  “Who me?  Nah, I gave up such stories to my 
  youth.  They don’t feed me gullet, do they?” 
   
  LOCATIONS 
  Over the period of three days, PCs search the 
  following locations for clues.  These locations are 
  in no particular order. 
   
  HILLTOP CHURCH 
  Once a pagan druid site, the small parish church 
  overlooks Drusholden from the top of a modest 
  hill.  A graveyard lies to the south at the bottom of 
  the hill surrounding several old barrow mounds. 
   
  PCs might venture here to deliver the 
  blankets, look for clues concerning the torn leather 
  fragment, or filth fever. 
  Characters with the proper skills and a 
  successful passive or active check know some 
  general information that might prove useful. 
   
  History or Religion Check 
  If characters gained Harold’s confidence, they 
  receive a +2 bonus modifier to their History skill 
  checks. 
  DC 12: It is common practice for the church to 
  build on old pagan sites.  This prevents pagans 
  from using the sacred place as well as associating 
  the church with the site. 
  
   
   
   
            AVENTURE | Three Days until Dawn  
  7 
  DC 17: The name Drusholden is a derivative of 
  druid’s hold.  Many sages believe pagan druids 
  made their final stand almost 600 years ago on the 
  hill where the church now rests. 
  DC 19: Some old documents suggest that the 
  mysterious eladrin or elusive elves held strong ties 
  to this place long before pagan druids.  A rumor 
  claims ancient guardian spirits watch over the hill.   
   
  Once characters climb the winding stairs leading to 
  the church, they meet Pastor Thomas Parish.  
  Glum is also present disguised as an altar boy 
  rummaging through documents and other papers 
  near the altar.  Astute characters might see through 
  their disguise or find fault in their behavior with 
  the proper passive skills. 
   
  Perception Check (Outside the Church) 
  DC 7: From on top of the small hill you see the 
  graveyard below and it appears in a state of 
  shambles.  Crows flock to the area and it looks like 
  someone plundered a few of the graves.  
   
  Perception Check (Inside the Church) 
  DC 10: A subtle smell of sweet lacquer lingers in 
  the air.  A red hue covers the stained glass 
  windows.  
  DC 12: Red sap coats a wooden bucket and a 
  horsehair brush.   
   
  Insight Check (Inside the Church) 
  DC 17: The youthful altar boy resembles the 
  halfling merchant whom hired you only yesterday.  
  Looking closer, you are not sure if the creature is a 
  boy, a halfling, or something else entirely. 
  DC 19: Thomas Parish feels uneasy near the grand 
  windows of the church.  
   
  Role-Playing 
  Glum and the vampire spawn avoid any direct 
  questions with vague answers or try to change the 
  subject.  They wish characters to unpack the 
  blankets and leave the village all together.  
  However, they will attack should PCs press them 
  or trap them into a verbal corner. 
   
  Encounter: Hilltop Church  (see page 16). 
   
  Afterward: When the encounter is finished, 
  return here. 
   
   
  Development 
  With the vampire spawn and Glum no longer 
  present, characters are free to search the church. 
   
  Perception Check 
  DC 7: Many scrolls, loose parchments, and two old 
  tomes rest in a dusty corner within the altar.  The 
  titles of the books are Marriages and Deaths.  PCs 
  thumbing through the documents find a few 
  tidbits of information that might prove useful. 
  DC 12: A scrap of torn leather (see the Bit of Cloth 
  sidebar  for more details). 
   
  Book of Marriages 
  PCs discover the partial heraldic symbol depicted 
  on the bit of torn leather.  It belongs to Sir Roger 
  Dunclin.  Also of interest, Sir Roger married Lady 
  Elithir whose heraldic symbol is a beautiful hound 
  covered in runes. 
   
  History Check 
  DC 17: The heraldic hound symbol reveals that 
  the bearer of the crest is an eladrin, elf, or half-elf.  
  The symbol also represents a guardian of fey 
  secrets. 
   
  Streewise or History Check 
  DC 19: Lady Elithir was an eladrin.  Her presence 
  passed into legend after Sir Arthur Dunclin, the 
  half-elf, died without an heir.  Though treated as a 
  commoner by her peers because she was not 
  human, she totally enraptured the young Sir 
  Rodger as a boy as they often played together in 
  the hedge maze surrounding Dunclin Manor.   
  Only Lady Withow, wife of Sir Arthur, truly 
  befriended her after news of the death of Sir 
  Rodger.  She lingered here for a little while until 
  the death of her son before disappearing.   
   
  Book of Deaths 
  PCs find this book after a quick search of the 
  Church or by investigating the pile of parchment 
  that Glum rummaged through just prior to their 
  visit.  Listed below are a few entries from the old 
  parish priest dating back nearly two hundred years.   
   
  Death of George Lascow 
  936 — After much deliberation, the shire reeve 
  ordered the immediate death of George Lascow, 
  squire to Sir Arthur Dunclin, after his fall into a 
  death-like coma.  An executioner from Eloe Castle 
  performed the beheading and I undertook the 
  ADVENTURE | Three Days until Dawn 
  
   
   
  8 
  ADVENTURE | Three Days until Dawn  
  duty of burning the body.  Great Spirit, watch over 
  him.  
   
  Personal note: As I write this, I see the glow 
  of flames consuming the old peasant house of Iago 
  Half-heart.  Initially my thoughts run toward 
  ignorant superstition from a peasant mob, but after 
  what I witnessed this evening, I am not so sure 
  that they are in the wrong. 
   
  This serves as a slight clue of what characters 
  should do with the death-like coma victims found 
  during the Bloodwood Fire encounter. 
   
  Death of Sir Arthur Dunclin 
  936 — Even years after the fall of the Thirteen 
  Tyrants, tragedy still follows the small town of 
  Drusholden.  Iago the Black, as he calls himself 
  now, publicly murdered Sir Roger Dunclin this 
  afternoon after laying siege to Dunclin Manor 
  House. 
   
  Death of Sir Arthur Dunclin plus one day: I 
  find it hard to write, and I tremble as I recall these 
  recent events, but Sir Arthur Dunclin awoke from 
  the dead early this evening just after sunset and 
  launched himself at me.  I am here and sound to 
  write this entry, but the young lord is not. 
   
  I immediately called upon his widow, Lady 
  Withow, this evening and we discussed the 
  impossible notion of burying Sir Arthur in 
  concentrated ground after these events.  To my 
  surprise, she did not object.  Instead, she 
  requested the body brought to Dunclin Manor.  I 
  am sure the recluse mother of Arthur spoke to the 
  young lady about this matter.  
   
  Again, this entry serves two purposes.  First, it 
  might drive characters to investigate Dunclin 
  Manor.  Secondly, it offers insight of what will 
  happen to the comatose victims should characters 
  decide not cut their heads off.  They will instead 
  rise as vampire spawn. 
   
  Death of Iago Half-heart 
  936 — Truly a tragic tale.  What I write here is what 
  I relayed to the royal coroner, Sir Gregory 
  Kingshand earlier this afternoon about the inquiry 
  of the murder of Sir Arthur Dunclin, son of the 
  bold Sir Roger Dunclin.  I also write this entry to 
  commemorate what was once Iago Half-heart, for 
  the man I saw today is unknown to me now. 
  The youthful peasant farmer, who dreamt of 
  glory and the immortality from the lips of a bard, 
  went to war with Lord Roger Dunclin as an 
  untrained foot soldier, like many young men of the 
  village, to fight the Thirteen Tyrants.  Many 
  returned disheartened by the things seen at the 
  siege, but for young Iago.  He claimed that upon 
  the death of Sir Roger Dunclin, the lord bestowed 
  Iago with knighthood. 
  No witnesses came forward to substantiate 
  his claim; therefore, it fell upon deaf ears.  In a 
  rage, Iago left Drusholden. 
  However, he returned several years later as a 
  man filled with experience from the road, a 
  changed man seeking to fulfill his destiny.  Iago . .   
  Glum tore the rest of this entry and ate it. 
   
  HILLBOTTOM GRAVEYARD 
  Curious PCs might venture into the graveyard 
  following their visit to the church or further 
  investigate the workers’ order found at Dunclin 
  Manor.  They might also look for Harold here or 
  hear from a villager that someone looted several 
  graves. 
   
  Save for a few, most of the plundered graves 
  are empty of bodies.  As he looked for the grave of 
  Arthur Dunclin, Glum took the bodies he 
  unearthed and hid them at Dunclin Manor in the 
  outlying buildings.  Iago used a dark ritual to 
  animate them into zombies to protect his newly 
  created vampire spawn. 
   
  Encounter: Tomb Scavengers (see page 19). 
   
  Afterward: When the encounter is finished, 
  return here. 
   
  Development 
  Should PCs look for Sir Arthur’s sarcophagus 
  within the tomb, they will not find one.  If 
  interested, they do find a sarcophagus for Sir 
  Rodger, but it is empty.  His body never returned.  
  Furthermore, once inside the barrow tomb, 
  characters find an inscription on the far wall, 
  etched in stone.  It reads: 
   
  In Memoriam of Sir Arthur Dunclin 
   
  My house is not quiet, yet I am not loud; but for us 
  fates fashioned us together. 
  I am the swifter, at times the stronger; but my 
  house more enduring, lasting much longer. 
  At times, I rest, yet my dwelling still runs; but 
  within it, I lodge as long as I live. 
  
   
   
   
            AVENTURE | Three Days until Dawn  
  9 
  Nevertheless, should we two be severed, my death 
  will surely come. 
   
  With all the love there is, your mother, 
  Lady Elithir 
   
  This is actually a riddle and the answer, “fish in 
  water”, refers to the stone fountain at the center of 
  the hedge maze near Dunclin Manor.  It serves a 
  second purpose within the tomb, as the fountain is 
  the entrance to the final resting place of Sir Arthur.  
  It is also an analogy of the love shared between 
  Lady Elithir, her husband, and later with her son. 
   
  DRUID SANCTUARY 
  A Perception check (DC 17) while within the 
  barrow tomb discovers a secret passage behind the 
  inscription revealing an ancient druid sanctuary. 
   
  Encounter: The False Gravesite (see page 
  21). 
   
  Afterward: When the encounter is finished, 
  return here. 
   
  Development 
  If they manage to find and save Harold, he belies 
  the following information: 
   
  “He calls himself Iago the Black.  He is looking for 
  a new gravesite to entomb himself and the place 
  he wishes to occupy is the burial place of Sir 
  Arthur Dunclin.  For some reason, Iago feels this 
  place holds some power over time and possibly 
  true immortality.  He thought this area to be the 
  resting place of the young lord, but it seems he 
  was mistaken.” 
   
  THE RUINED VILLAGE 
  This burned out section of Drusholden was once 
  the birthplace of Iago.  PCs might visit this place 
  after their meeting with Rumblebump (see 
  below), look for Mimdy, or search for a clue into 
  the childhood life of Iago. 
   
  Characters locate Mimdy quite easily as she 
  seeks out those who visit the area.  The old human 
  is the true lore master of the village and may 
  provide clear insight or answer most questions 
  characters may have concerning the shrouded 
  history surrounding Iago.  She also helps characters 
  with clues to answer the riddles presented 
  throughout the adventure.  
  In addition, many know Mimdy for her great 
  healing ability.  Each day, a character may seek her 
  out to regain one healing surge.  Only one 
  character may regain a healing surge per day. 
   
  Finally, the haggard witch gives one character 
  an old signet ring bearing the crest of Lady Elithir.  
  She explains that it will help them locate the final 
  resting place of Sir Arthur should they seek it out. 
   
  DUNCLIN MANOR 
  Clues from Hilltop Church or its graveyard might 
  lead characters to visit Dunclin Manor.  In 
  addition, they might seek John Reeve here and 
  their reward for helping with the fire. 
   
  As characters approach, read or paraphrase the 
  following: 
   
  Dunclin Manor, upon first viewing, is simple in 
  shape and design, but belying its true intention: it 
  served as a defensive bastion.  Once a wooden wall 
  made from sturdy bloodwood trees repelled 
  attackers or protected villagers from barbarian 
  raids, but now no evidence of such a wall exists. 
   
  Although it is quite evident that the present 
  Lord of Dunclin does not reside here nor does it 
  serve as a stronghold, a small staff seemingly 
  maintains the grounds and manor house for it is 
  well groomed. 
   
  1. The Outlying Buildings 
  These buildings once served as homes for the 
  gardeners and other peasants that worked the 
  immediate land near Dunclin Manor.  The 
  encounter characters face in this area depends on 
  the time of day they investigate. 
   
   
  Day – Encounter Level 4 (877 XP) 
   
  Iago slowly collects a horde of zombies to 
  protect his vampire spawn during the day inside the 
  homes.  The vampire lord plans to overrun the 
  village with the zombie horde should his other 
  strategies fail to drive peasants away (see the zombie 
  entry in the D&D 4E MONSTER MANUAL).   
   
  2 Corruption Corpses 
  3 Zombies 
   
  4 Zombie Rotters 
   
  The zombies attack as soon as characters 
  investigate the buildings. 
   
  Perception (DC 12) 
   
  Something appears buried beneath the dirt 
  floor of each house.  Characters that investigate 
  further discover shallow graves containing vampire 
  spawn.  Once exposed to the sunlight coming in 
  ADVENTURE | Three Days until Dawn 
  
   
   
  10 
  ADVENTURE | Three Days until Dawn  
  through the thin parchment windows, they shriek 
  and crumble into darkened ash. 
   
  Treasure: One family had a silver serving dish 
  and a few choice pieces of silverware (250 gp) or 
  similar treasure parcel. 
   
   
  Night – Encounter Level 5 (1,127 XP) 
  Iago transformed each of the manor servants into 
  vampire spawn.  They sleep during the day beneath 
  the dirt floor in the outlying buildings (see the 
  vampire entry in the D&D 4E MONSTER MANUAL). 
   
  As above plus: 
   
  5 Vampire Spawn Fleshrippers 
   
  The zombies and vampire spawn attack as soon 
  as characters investigate the buildings. 
   
  Treasure: Same as above. 
   
  2. The Manor House  
  Much of the manor house is devoid of life since 
  Iago ransacked the area looking for the secret 
  burial spot of Arthur Dunclin.  Characters must 
  successfully navigate using a skill challenge to find 
  either clues or possible death as they search the 
  premises. 
   
  Encounter: House of Bats (see page 23). 
   
  3. The Hedge Maze 
  The secret entrance into the Faerie Realm, thus 
  into the Tomb of Sir Arthur Dunclin, is in the 
  center of the hedge maze.  Lady Elithir took many 
  protective measures to guard the entrance.  
   
  Encounter: Daggers and Thorns (see page 27). 
   
  Afterward: When the encounter is finished, 
  characters reach the center of the hedge maze (see 
  immediately below). 
   
   
  A. The Fountain 
   
  Characters that navigate the maze enter into 
  its center where a secret pass phrase and several 
  creatures guard the entrance. 
   
  Encounter: Fountain Guardians (see page 28). 
   
  Afterward: Return here when the encounter 
  is finished. 
   
  Development 
  Along the rim of the fountain, etched in stone, a 
  riddle reads:  
  A man who orders its construction makes no use of 
  it until a time when he does not know he uses it. 
   
  The answer is a “tomb” and designed such to lead 
  characters to the graveyard if they have yet to 
  garner the pass phrase to enter into the Faerie 
  Realm.  Iago figured this riddle out, which initially 
  led him to believe the secret gravesite of Sir 
  Arthur Dunclin lay beyond the tomb beneath 
  Hilltop Church. 
   
  Once characters use the correct command phrase, 
  “A fish in water”, read or paraphrase the following: 
   
  Water sprays from the bronze fish as it spins in a 
  circular pattern dousing the edge of the garden.  
  Along the circumference, rapidly bursting from the 
  ground, colorful mushrooms grow at incredible 
  speed binding each of you into a giant faerie ring. 
   
  As the mushrooms grow, the sky disappears 
  replaced by a shadowy, encapsulating twilight.  
  The hedge maze recedes into the earth as the 
  towering Dunclin Manor crumbles into dust. 
  When the dust clears and your eyes adjust to 
  the fog and twilight, you realize you are in the 
  Faerie Realm.  Where Dunclin Manor stood, a 
  gothic tomb bedecked with stone faeries and fey-
  like creatures solemnly stands in a shrouded and 
  mysterious forest.   
  The fountain that brought each of you here 
  remains excluding the bronze fish and the riddle 
  along its rim.  The fish is now in the stone pond 
  beneath the water and the verse reads, “Alive but 
  without your breath, as cold in life as in my death; 
  never thirsty though I always drink, I dress in  mail 
  but never clink.”  
   
  The answer “fish” or “fish out of water” returns 
  characters from the Faerie Realm.  Relatives of 
  Lady Elithir etched this into the fountain as a 
  reminder for her that her love with Roger Dunclin 
  was temporary.  That here, in the Faerie Realm, 
  the eladrin lady was a mere fish in a stream, but in 
  the other world, she was a fish out of water — 
  always destined to eventually return home. 
   
  Encounter: Final Confrontation (see page 29). 
   
  Afterward: Proceed to the conclusion. 
   
   
   
   
  
   
   
   
            AVENTURE | Three Days until Dawn  
  11 
  Conclusion 
   
  Lady Elithir thanks characters for preserving the 
  memory of her son, Sir Arthur Dunclin by not 
  letting Iago desecrate his tomb.  She still does not 
  know why, Iago felt compelled to return home and 
  wonders if it might have something to do with her 
  husband, Sir Rodger Dunclin, and his final words 
  to the lad. 
   
  As a reward, Lady Elithir emerges from the 
  Faerie Realm and talks to Sir Elbert Dunclin the 
  Aged, current lord of Drusholden.  Through her 
  influence, Sir Elbert allows characters to use 
  Dunclin Manor in his absence as long as they do 
  not participate in illegal practices and occasionally 
  help pay for expenses needed for maintaining the 
  keep.  
   
  Furthermore, with the parish priest dead, Sir 
  Elbert might see fit to appoint the cleric or paladin 
  of the group to the position. 
   
  IF CHARACTERS WERE UNSUCCESSFUL 
  It is quite possible for character to find they cannot 
  yet defeat Iago, especially if he is able to regain his 
  strength.  If this is the case, Iago and his agents 
  become recurring villains until they are strong 
  enough to return and defeat the vampire.  
   
  FURTHER ADVENTURES 
  From the village of Drusholden, you might use the 
  suggestions below to create further adventures. 
  � While clearing the druid sanctuary for use 
  as a catacomb or for food storage, 
  workmen discover a secret entrance 
  delving even deeper into the earth. 
  � Elves threaten the security of Drusholden 
  when they refuse peasants to extract the 
  sap from the bloodwood trees. 
  � A Darcadian prince plans to invade into 
  these lands, but first wants to hurt any 
  countermeasures by sacking Drusholden 
  and Seven Arrows.  The prince wishes to 
  destroy the two villages responsible for 
  the construction of the powerful Welhan 
  longbows. 
   
  ADVENTURE PATH 
  Although designed as a standalone adventure, it 
  may also serve as a first adventure of a campaign of  
   
  your own devising.  Perhaps Lady Elithir wishes 
  characters to find the whereabouts of her late 
  husband.  Is he dead or a vampire himself?  With a 
  little imagination, the possibilities are endless.   
   
  NEW MAGIC ITEM 
  The following magic item allows Game Masters to 
  give further ambiance to the small area.  You may 
  allow characters to purchase this weapon in Seven 
  Arrows or place it as part of a treasure parcel. 
   
  Welhan Weapon               
                    Level 3+ 
  A well-placed shot from this fine yew bow marks a lasting 
  impression upon your foe. 
  Lvl 3  
  +1 
       680 gp   Lvl 18     +4 
       85,000 gp 
  Lvl 8  
  +2 
    3,400 gp   Lvl 23 
  +5 
     285,000 gp 
  Lvl 13 
  +3 
  17,000 gp   Lvl 28 
  +6 
  1,125,000 gp 
  Weapon: Longbow 
  Enhancement: Attack rolls and damage rolls 
  Critical: +1d6 damage per plus, and ongoing 5 damage 
  Power (Daily): Free Action.  Use this power when you hit 
  with the weapon.  The weapon damage die is 1d12 instead of 
  normal. 
   
  Level 13 or 17: The weapon damage die is 2d6. 
   
  Level 23 or 28: The weapon damage die is 2d8. 
  Special: A character can only create or purchase this item at 
  Seven Arrows. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CONCLUSION | Three Days until Dawn 
  
   
   
  12 
  ADVENTURE | Three Days until Dawn  
   
  Throughout the adventure, several events take 
  place over the three-day period characters search 
  for Iago and the lost tomb of Sir Arthur Dunclin. 
   
  DAY ONE 
  The following events take place the first day after 
  the forest fire.  At the end of this day, Iago 
  discovers the secret location of Sir Arthur’s tomb 
  and stays his first night at the new personal 
  gravesite. 
   
  DISEASED BLANKETS 
  If characters did not contract to deliver the 
  blankets to Drusholden, Glum is able to get a few 
  unsuspecting merchants to do his bidding.  The 
  merchants distribute them throughout the day to 
  villagers and establishments providing rooms for 
  rent. 
   
  Characters spending the night in Drusholden 
  encounter filth fever (see the rat entry in the 
  D&D 4E MONSTER MANUAL).  Those affected 
  awake on Day Two with noticeable symptoms of 
  the disease.   
   
  Role-Playing 
  Characters easily see the merchants passing around 
  the blankets.  If confronted, the merchants boast 
  about the easy money. 
   
  VAMPIRE SPAWN 
  If characters did not discover the fate of what 
  would become of the laborers found during the 
  Bloodwood Fire encounter, they arise as vampire 
  spawn at sundown.  Unless stopped, they move 
  about the village terrorizing and killing the 
  townsfolk. 
   
   
  Encounter Level 1 (250 XP) 
   
  If the vampire spawn priest and Iago are still 
  alive, they join the fight at the start of the second 
  round (see the vampire entry in the D&D 4E 
  MONSTER MANUAL).   
   
  5 Vampire Spawn Fleshripper 
   
   
   
   
   
  DAY TWO 
  The following event takes place the second day 
  after characters arrived in Drusholden.  At the end 
  of this day, Iago stays his second night at his new 
  personal gravesite. 
   
  EVACUATION 
  Cernya and Cierra arrive into town disguised as 
  Captain Gaines and Sergeant Mullen.  They tell 
  the villagers that Darcadian troops are in the south 
  and moving northward.  They direct villagers to 
  gather their things and evacuate to Borderkeep.  
  The villagers do as told unless characters get 
  involved.   
   
   
  Encounter Level 1 (300 XP) 
   
  The vampire lord hopes this rouse evacuates 
  the village.  As a Game Master, feel free to add 
  zombies or vampire spawn to the encounter should 
  characters attack.  They appear as soldiers organized 
  at the edge of the town (see the doppleganger entry 
  in the D&D 4E MONSTER MANUAL).   
   
  2 Doppelganger Sneaks 
   
  DAY THREE 
  The following event takes place the third day after 
  characters arrived in Drusholden.  At the end of 
  this day, Iago stays his third and final night at the 
  new personal gravesite. 
   
  ZOMBIE HORDE 
  Either the doppelganger twins or Glum unleashes 
  the undead force upon the village in hopes to drive 
  the villagers away or distract the characters.   
   
   
  Encounter Level 4 (877 XP) 
   
  Iago slowly collected a horde of zombies to 
  overrun the village should his two previous 
  strategies fail to drive peasants away (see the zombie 
  entry in the D&D 4E MONSTER MANUAL).   
   
  2 Corruption Corpses 
  3 Zombies 
   
  4 Zombie Rotters 
   
   
   
  Events 
  
   
   
      ENCOUNTERS | Bloodwood Fire 
  13 
  BLOODWOOD FIRE  
   
   
  Encounter Level 4+ ( 875+ XP ) 
   
  SETUP 
  Fire engulfs a grove of bloodwood trees.  Iago the 
  Black set the fire after draining blood from five 
  harvesters while dominating the last one to help 
  prevent villagers from fighting the blaze.  Featured 
  in this encounter are the following creatures (see 
  the D&D 4E MONSTER MANUAL): 
  1+ Human Berserker (dominated; no save) 
   
  Iago the Black, Weakened Vampire Lord  
   
  At the beginning of the encounter, PCs at the edge 
  of the grove only see the fire and smoke.  
  Characters moving into the blaze to fight the fire 
  see the following with their passive Perception: 
   
  Perception Check 
  DC 0: Fire quickly consumes the brush and slowly 
  licks up the trees.  The hot flames blacken the 
  bark and red sap pours from trunks as if the trees 
  bleed. 
   
  One villager calls out, “Look for survivors.  
  John Redsap harvests this area with a few of his 
  neighbors.” 
  DC 12: A survivor moves from the woods, 
  somewhat blackened from soot and flames.  He 
  stumbles forward with a firm grip on his handaxe 
  as he leaps upon you with a mad glint in his eye. 
  DC 30: Beyond the flames, blurred by intense heat 
  stifling the air, a vague humanoid lurks in the 
  shadows and watches your movements.  
   
  Insight Check 
  DC 17: The raging harvester seems stiff in his 
  movement.  He is dazed as if being compelled to 
  attack. 
   
  Once the encounter begins, each character 
  involved transporting the disease-ridden blankets 
  must make a saving throw or contract filth fever 
  (see rat entry in the D&D 4E MONSTER 
  MANUAL).    
   
  TACTICS 
  Iago lingers in the background watching the action 
  unfold.  He remains protected from the blazing 
  wall of fire swallowing the area.  However, if PCs 
  attempt to attack, manage to beat back the fire, or 
  rush toward him, Iago simply retreats turning into 
  mist.  The dominated harvester thrusts himself at 
  vulnerable 
  characters 
  trying 
  to 
  focus 
  their 
  attention on the fire.  Should the dominated 
  harvester fall, Iago dominates another peasant as 
  soon as his power recharges. 
     
  FOREST FIRE SKILL CHALLENGE 
  You move into a burning forest filled with suffocating 
  smoke and flames armed with water buckets and 
  knowledge of natural hazards to help quench the fire.  
  All the while, you look for survivors. 
   
  Setup: To put out the fire before it gets out of 
  control. 
   
  Level: 4 (700 XP) 
   
  Complexity: 4 (requires 10 successes before 
  5 failures). 
   
  Primary Skills: Athletics, Endurance, Nature, 
  and Perception. 
   
  Athletics (DC 7): At least one character must 
  make an Athletics check each turn to run back and 
  forth carrying buckets of water to help fight the fire.  
  Using this skill does not tally a success or failure, but 
  instead provides a +2 bonus or -2 penalty to the 
  next character’s Nature check. 
   
  Endurance (DC 12): At least one character must 
  make an Endurance check each turn to deal with the 
  exposure to intense heat.  A failed check indicates 
  that each member of the group loses one healing 
  surge, in addition to counting as a failure.  If a 
  character no longer has a healing surge, they suffer 
  ongoing 5 fire damage (save ends). 
   
  Nature (DC 12): At least one character must 
  make a Nature check each turn to direct others in 
  the best offense to fight the forest fire.  A failed 
  check indicates that each member of the group loses 
  one healing surge, in addition to counting as a failure.  
  If a character no longer has a healing surge, they 
  suffer ongoing 5 fire damage (save ends). 
   
  Perception (DC 7): You notice an unconscious 
  survivor lying helpless amongst burning foliage.  Using 
  this skill does not tally a success or failure, but 
  instead provides a +2 bonus or -2 penalty to the 
  next character’s Perception check. 
   
  Success: Characters manage to quell the 
  forest fire and keep it from spreading. 
   
  Failure: The bloodwood grove, the livelihood 
  of Drusholden literally goes up in smoke.  Sir 
  Dunclin will need to petition the king to open 
  further portions of the Royal Forest of Eloe that 
  contain the rare trees. 
   
   
   
  ENCOUNTER ONE | Bloodwood Fire 
  
   
    ENCOUNTERS | Bloodwood Fire   
  14 
  AREA FEATURES 
   
  Illumination: Bright light.  Although night 
  approaches, the blazing fire provides more than 
  enough light.   
   
  Trees and Brush: Several burning bloodwood 
  trees and bushes provide cover and concealment.  
  However, a character ending their turn adjacent to 
  a blazing tree or in burning brush receives 5 fire 
  damage. 
   
  TREASURE 
  Characters successful in putting out the fire 
  receive a hardy thanks and promise of reward from 
  the village reeve, John.  He must explain the 
  situation to Peter, the seneschal of the manor 
  house, and gain permission to access the accounts.  
  John tells characters to give him a day and that 
  Ruth Tanner has two rooms available over her 
  leather shop. 
   
  Characters failing the challenge receive no 
  treasure, but many villagers still greet them with 
  thanks.  Ruth Tanner offers them a place for the 
  night should they decide to stay. 
  
   
   
  ENCOUNTERS | Bloodwood Heretic  
  15 
  BLOODWOOD HERETIC  
   
  Encounter Level 1 ( 525 XP ) 
   
  SETUP 
  A mob of peasants marches upon the house of 
  Harold Fainwood to burn his supposedly heretical 
  writings.  Although not intended as combative 
  adversaries for PCs, this encounter features the 
  following creatures (see the D&D 4E MONSTER 
  MANUAL): 
  20 Human Rabble 
   
  At the beginning of the encounter, PCs stand 
  outside the waddle and daub house of Harold 
  Fainwood.  Should characters choose not to 
  interfere or otherwise fail the task, the mob burns 
  the house down as Harold flees into the woods.  
  Otherwise, characters begin convincing the mob 
  this is not the right course of action. 
     
  MOLLIFYING A MOB SKILL CHALLENGE 
  The PCs confront a mob of people intent on 
  destruction. 
  Completely 
  outnumbered 
  and 
  overwhelmed, PCs stand fast to try to placate the 
  crowd before things get worse. 
   
  Setup: PCs must convince the mob to 
  disperse without causing any destruction. 
   
  Level: 3 (525 XP) 
   
  Complexity: 3 (requires 8 successes before 4 
  failures). 
   
  Primary Skills: Bluff, Diplomacy, Insight, 
  Intimidate. 
   
  Bluff (DC 12): You try to turn the attention of 
  the mob away from their immediate concerns to an 
  unimportant or nonexistent issue. Other characters 
  may aid a lead character using this skill.   
   
  Diplomacy (DC 12): You try to show the 
  rashness and repercussions of the situation.  Other 
  characters may lend aid to a lead character using this 
  skill.  The first use of the Intimidate check closes off 
  this approach.    
   
  Insight (DC 12): You entreat to the very 
  peaceful nature of individuals within the mob.  The 
  first use of the Intimidate check closes off this 
  approach. 
   
  Intimidate (DC 17): You use forceful tactics and 
  threats to get the mob to disperse out of fear.  On a 
  failure, each member of the group loses a healing 
  surge as a few individuals of the mob push back. 
   
  Success: Characters convinces the mob to 
  disperse peacefully. 
   
  Failure: The mob puts forth its might and acts 
  on its intent to cause destruction and harm. 
   
   
  ROLE-PLAYING 
  Harold is too busy gathering supplies and precious 
  documents than to aid in his own defense.  Even if 
  characters found proof or argue facts, many 
  suspicious villagers retort with the following 
  comments:  
   
  � “Who cares about some green piece of 
  scrap leather (referring to Iago’s bit of 
  cloth)?  If it is old as you say it is, it only 
  proves Harold summons the dead from 
  their grave to do his bidding.” 
  � “No natural means short of a miracle will 
  awaken those men from their sleep.  It 
  must be demonic magic from Harold.” 
  � “A vampire, you say?  Vampire spawn, you 
  say? What myths do you speak of?  
  Demons and devils walk among us and 
  you speak of vampires.” 
   
  FAILURE 
  Characters can try to put out the fire using the 
  forest fire skill challenge presented in the 
  Bloodwood Fire encounter.  This will ease Harold 
  enough to approach them at night and offer any 
  aid he can.  
   
  TREASURE 
  If characters prove successful, Harold rewards 
  them with one potion of healing and a 
  comprehend languages ritual scroll or similar 
  treasure. 
   
  AREA FEATURES 
   
  Illumination: Although nightfall set in, the 
  peasant mob provides bright light from their 
  torches.  
   
  ENCOUNTER TWO | Bloodwood Heretic 
  
   
   
  16 
  ENCOUNTERS | Hilltop Church 
  HILLTOP CHURCH 
   
   
  Encounter Level 5 ( 1,100 XP ) 
   
  SETUP 
  Characters see through the paltry disguise of the 
  vampire spawn or Glum and move to attack.  This 
  encounter features the following creatures (see the 
  D&D 4E MONSTER MANUAL and D&D 4E 
  DUNGEON MASTER’S GUIDE for templates): 
  Thomas Parish, Vampire Spawn Fleshripper 
  Glum, Dark Creeper (Rogue Template) 
  2 Phantom Warriors (Bodyguard Template) 
   
  Neither Thomas nor Glum initiates the combat 
  unless they feel the characters know too much 
  about their presence in Drusholden.  However, 
  should PCs act; they soon find they have more 
  adversaries than they initially thought. 
   
  Two old guardians exist to protect the parish 
  priest.  This ancient ritual ensured survival of the 
  pastor should pagan warriors return seeking 
  destruction of the church and its occupants.  The 
  spirits do not associate between good and evil, but 
  relentlessly guard the existing church preacher. 
   
  Iago knows of the old spirits and thus drew 
  Thomas away from the church before turning him 
  into a vampire spawn.  Afterward, the vampire lord 
  shared the information with his allies. 
     
  TACTICS 
  Thomas avoids any sunlit squares allowing the 
  phantom warriors to shelter him against attacks. 
  However, his urges soon fail him, as he will 
  concentrate his attacks on the first bloodied 
  enemy.   
  Glum uses his dark step ability to quickly 
  strike against vulnerable opponents.  Though the 
  spirits do not protect him, Glum seeks shelter 
  behind them as he throws daggers.  Once 
  bloodied, however, Glum will attempt to retreat 
  (through a stain glass window if needed) to live 
  and fight another day.   
  The phantom warriors use their bodyguard 
  abilities fully and protect Thomas Parish from 
  harm. 
   
   
   
   
   
   
   
   
   
   
  Phantom Warrior    
       Level 4 Elite Soldier 
  Bodyguard Template  
   
   
   
      XP 350 
  Initiative +8   Senses Perception +3; darkvision  
  HP 84; Bloodied 42 
  AC 20; Fortitude 18, Reflex 16, Will 17 
  Saving Throws: +2  
  Speed 6, fly 6 (hover); phasing 
  Action Point 1 
  0  
  Phantom Sword (standard; at-will)  
   
  Necrotic 
   
  See the phantom warrior entry in D&D 4E 
   
  MONSTER MANUAL 
   Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
      
   
   
   
   
   
   
   
   
   
   
  Phantom Tactics 
   
  See the phantom warrior entry in D&D 4E 
   
  MONSTER MANUAL   
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
      
   
   
   
   
   
   
   
   
   
   
  Indomitable Presence      
   
  See the bodyguard template entry in D&D 4E 
   
  DUNGEON MASTER’S GUIDE  
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
      
   
   
   
   
   
   
   
   
   
     
  Shield Bearer 
   
  See the bodyguard template entry in D&D 4E 
   
  DUNGEON MASTER’S GUIDE    
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
      
   
   
   
   
   
   
   
   
   
   
  Alignment Unaligned 
  Languages Common 
  Str 14 (+4) 
  Dex 12 (+3) 
   
  Wis 11 (+2) 
  Con 12 (+3) 
  Int 10 (+2) 
   
  Cha 14 (+2) 
  
   
   
       ENCOUNTERS | Hilltop Church 
  17 
  AREA FEATURES 
   
  Illumination: 
  Dim 
  light. 
   
  After 
  his 
  transformation, Thomas did as much as he could to 
  darken the stain glass windows.  
   
  Stained Glass Windows: The vampire spawn 
  painted these windows with a red sap stain.  
  However, characters can easily destroy or break 
  through them to allow sunlight into the church or 
  escape.   
   
  TREASURE 
  You may use the following instead of a treasure 
  parcel. Glum carries a lifedrinker dagger comprised 
  of 
  dark 
  material 
  known 
  as 
  shadowsteel.  
  Otherwise, it is a austere weapon.  It is his most 
  prized possession and thus never uses it as a 
  throwing weapon.   
   
  See the lifedrinker magic weapon entry in 
  D&D 4E DUNGEON PLAYER’S HANDBOOK. 
      
  GAME MASTER’S NOTES 
  The current game license restricts Alea Publishing 
  Group in what we can provide for our customers.  
  Therefore, we provided extra space so Game 
  Masters can conveniently jot down needed 
  information before the encounter. 
  Glum, Dark Creeper  Level 4 Elite Skirmisher 
  Rogue Template 
   
   
   
   
      XP 350 
  Initiative +8   Senses Perception +4; darkvision  
  HP 100; Bloodied 50 
  AC 18 (21 vs. opportunity attacks); Fortitude 15, 
   
  Reflex 19, Will 15 
  Saving Throws: +2  
  Speed 6 
  Action Point 1 
  0 
  Lifedrinker Dagger (standard; at-will)    
   
  Weapon 
   
  +11 vs. AC; 1d4 + 5 damage; See the dark 
   
  creeper entry in D&D 4E MONSTER MANUAL 
   Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
  2  
   Dagger (standard; at-will)    Weapon 
   
  +10 vs. AC; See the dark creeper entry in D&D 
   
  4E MONSTER MANUAL  
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
  6 
  Killing Dark (when reduced to 0 hp)     
   
  See the dark creeper entry in D&D 4E 
   
  MONSTER  MANUAL 
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
       
  Combat Advantage 
   
  See the dark creeper entry in D&D 4E 
   
  MONSTER  MANUAL (also see sneak attack 
   
  below)  
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
       
  Dark Step (move; at-will) 
   
  See the dark creeper entry in D&D 4E 
   
  MONSTER  MANUAL  
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
            
   
   
   
   
   
   
       
  First Strike 
   
  See rogue class feature in D&D 4E PLAYER’S
   
  HANDBOOK  
  Notes:                   
   
   
   
   
            
   
   
   
   
   
   
   
   
   
   
  Sneak Attack 
   
  +2d6;  See rogue class feature in D&D 4E 
   
  PLAYER’S HANDBOOK 
  Alignment Unaligned 
  Languages Common 
  Skills Bluff +8; Stealth +11; Thievery +11 
  Str 11 (+2) 
  Dex 18 (+6) 
   
  Wis 14 (+4) 
  Con 14 (+4) 
  Int 13 (+3) 
   
  Cha 13 (+3) 
  Equipment Dark clothes, 10 daggers, and a 
  lifedrinker dagger. 
  Stain Glass Window 
   
   
   
      Level 1
  HP 5 
  AC 5 Fortitude 10, Reflex 5 
  Break Strength check (DC 5) 
  ENCOUNTER THREE | Hilltop Church 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   ENCOUNTERS | Tomb Scavengers 
  19 
  TOMB SCAVENGERS 
  Encounter Level 3 ( 800 XP ) 
   
  SETUP 
  The reckless digging by Glum to locate the true 
  tomb of Sir Arthur Dunclin left many exposed 
  bodies.  Up until now, the only scavengers here are 
  crows, but that soon changes.  This encounter 
  begins once characters pass through the gates of 
  the Dunclin family plot.  The following trap and 
  creatures present themselves here (see the D&D 
  4E MONSTER MANUAL and D&D 4E DUNGEON 
  MASTER’S GUIDE): 
  4 Gray Wolves 
  Elite Magic Crossbow Turret Trap 
   
  Read the following as characters enter this place: 
  As you enter the graveyard, a sudden chill sneaks 
  up your spine.  Many of the older graves appear 
  recently plundered.  Crows settle on top of 
  headstones and barrow mounds picking at the 
  exposed bone and decaying flesh. 
   
  Even the great barrow mound at the base of 
  the hill seems disturbed as its stone door opens 
  into darkness.  A flagstone gateway coupled with a 
  small rock wall and immense gothic statues 
  depicting grotesque imps did not deter scavengers 
  from looting this area as well. 
   
  Perception Check 
  DC 7: Two small lumps of dry, broken clay, one 
  vaguely humanoid, lay scattered across the ground. 
  These two homunculi once guarded the control 
  panel for the trap.  Glum quickly dispatched them. 
  DC 17: Small crossbow bolts, embedded deep in 
  the soft ground, litter the area as if combat ensued 
  once someone discovered the desecrators. 
  Glum set off the trap that guards the Dunclin 
  barrow mound, but quickly found the hidden 
  control panel and killed its guardians. 
  DC 22: The flagstones directly beneath the gate, 
  on top of the rock wall, and throughout the 
  Dunclin family plot, are actually pressure plates. 
  DC 27: The jaws of two stone imps, on either side 
  of the barrow entrance, hang abnormally low and 
  look as though constructed to pepper the area with 
  crossbow bolts.  
  DC 27: A hidden control panel sits deep within the 
  stone frame of the barrow tomb entrance.   
   
  Well designed, the trap does not target animals or 
  trigger when they or any member of the Dunclin 
  family approaches.  Also, remember that this is an 
  elite trap, so increase all DCs by 2. 
   
  Read the following as characters pass through the 
  gates or over the rock wall: 
  An immediate growl alerts you to larger scavengers 
  as four wolves emerge from the surrounding forest.  
  The smell of bones and decaying flesh attracted 
  these beasts to an easy meal, but it looks as though 
  your presence changed their mind.  The pack 
  surrounds your group as they prepare to pounce. 
   
  TACTICS 
  At first, the wolves avoid the trapped area, but 
  quickly learn they are not the targets.  Once this 
  becomes evident, they press the attack.  Two will 
  easily jump the small rock wall attempting to 
  surround the PCs and attack weaker party 
  members remaining in the rear. 
   
  AREA FEATURES 
   
  Illumination: Bright Light. 
   
  Small Rock Wall: A 3-foot rock and flagstone 
  wall surrounds the Dunclin family plot.  It 
  provides cover for those on the other side.  A 
  character needs a successful Athletics check (DC 
  10; DC 5 with a running start) to jump over the 
  wall. 
   
  Headstones: These provide cover for those 
  standing behind them. 
   
  TREASURE 
  A quick search of the area reveals a small pouch 
  containing a treasure parcel. Glum accidently 
  dropped this pouch during his encounter here.  
  Should he later witness characters with a part of 
  the parcel, he waits until night to try to retrieve it 
  from them.  
   
  ENCOUNTER FOUR | Tomb Scavengers 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
      ENCOUNTERS | False Gravesite 
  21 
  FALSE GRAVESITE 
  Encounter Level 5 ( 1,175 XP ) 
   
  SETUP 
  After Glum discovered the secret entrance into the 
  druid sanctuary, he promptly informed his master.  
  Believing this to be the final resting place of Sir 
  Arthur, thus the area to become his personal 
  gravesite, Iago took Harold here hoping to garner 
  more information.  Afterward, Iago planned to 
  make Harold into another spawn to guard the 
  barrow tomb.  The following trap and creatures 
  present themselves here (see the D&D 4E 
  MONSTER MANUAL and D&D 4E DUNGEON 
  MASTER’S GUIDE): 
  2 Wraiths 
  1 Mad Wraith 
  1 Elite Pendulum Scythes Trap 
   
  Read the following as characters enter this place: 
  Stale air rushes out of the large chamber as empty 
  eyes bear down upon you from hundreds of skulls 
  embedded in the cavern walls.  A pale soldier, 
  decrepit with sunken eyes and wearing shredded 
  brigandine armor, paces frustratingly oblivious of 
  the many druid relics.   
   
  Harold lies on the floor, huddled in a ball, 
  and frightened by his captor and this chamber.  
  Both look your direction, but only Harold seems 
  thrilled by your presence.  The soldier ignores you 
  for but a moment before he attacks, mumbling to 
  himself, “If this place is not where he dwells, 
  where must it be?  Ah, the riddle, it is the answer.”      
   
  Weakened and bloodied since he has yet to create 
  a new personal gravesite, Iago will not tally here 
  long.  It is important to stress his condition to the 
  PCs.  Also, Iago understands the complexity of the 
  trap and he avoids triggering it as well as the rows 
  the pendulum scythes glide across. 
   
  Perception Check 
  DC 27: A large stone skull embedded by gnarled 
  tree roots at the opposite end of the chamber 
  houses the control panel in each of its eyes. 
   
  After the second round of combat, when the druid 
  spirits enter the chamber, Iago spouts: “We 
  accomplish nothing here save for angering the 
  spirits guarding this place.  It looks as though you 
  gave young Harold a reprieve should you all 
  survive.”  Iago, then uses his mist form ability and 
  moves to escape.  Iago then dominates Harold to 
  leave the chamber and close the secret entrance 
  trapping PCs in the sanctuary to deal with the 
  wraiths. 
   
  TACTICS 
  The wraiths immediately surround the group as 
  they phase into the chamber from the skull-lined 
  walls.  Knowing the origin and mechanic behind 
  the trap, they also avoid rows where the scythes 
  emerge or simply hover over the rows as the blades 
  pass beneath them. 
   
  AREA FEATURES 
   
  Illumination: Dim light.  A torch burns near 
  Harold’s feet. 
   
  TREASURE 
  Treasure Parcel Suggestion: Coins totaling 30 
  gp lay out across the floor. Located in the mouth of 
  the stone skull is a gold ring with numerous jade 
  leafs circumnavigating the band (100 gp) and a 
  belt of sacrifice wrapped around a stone tongue.  
   
  ORDER OF EVENTS 
  If characters find the tomb on the second or third 
  day, Iago is not here and Harold is a vampire 
  spawn that guards the barrow tomb.  After 
  characters search the area, they find a piece of 
  green brigandine leather. 
  ENCOUNTER FIVE | False Gravesite 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
        ENCOUNTERS | House of Bats 
  23 
  HOUSE OF BATS 
   
   
  Encounter Level 2+ ( 700+ XP ) 
   
  SEARCHING DUNCLIN MANOR 
  SKILL CHALLENGE 
  PCs find the house seemingly deserted; no servants 
  bound down its halls nor does Peter Seneschal, head 
  of the household staff.  Inquisitive PCs search the 
  rooms for clues. 
   
  Setup: To find the clues within the manor 
  before thwarted by traps or agents of Iago.  Each 
  failure triggers a minor encounter. 
   
  Level: 4 (700 XP) 
   
  Complexity: 4 (requires 10 successes before 
  5 failures). 
   
  Primary Skills: Arcana, History, Insight, 
  Perception, Stealth, and Thievery.  
   
  Arcana (DC 17): PCs search for arcane clues 
  that might connect the manor house with LadyElithir 
  and the Faerie Realm.  If characters befriended 
  Harold, they receive +2 bonus to their Arcana 
  checks. 
   
  History (DC 12): Many historical artifacts fill the 
  manor house.  PCs find interesting items that might 
  shed light on the motivations of Iago and his 
  previous dealings with the Dunclin noble family.  If 
  characters befriended Harold, they receive +2 bonus 
  to their History checks. 
   
  Insight (DC 17; 12 if PCs already read the 
  inscription at the family tomb): PCs try to get a feel for 
  family members and their point of view by gazing 
  over personal possessions. 
   
  Perception (DC 12): Using this skill does not tally 
  a success or failure, but instead provides a +2 bonus 
  or -2 penalty to the next character’s skill check.  In 
  addition, the first success reveals that others are 
  present throughout the manor while a second 
  success finds Rumplebump, a quickling zephyr. 
   
  Stealth (DC 17): Not immediately noticeable, a 
  few unsavory denizens lurk the halls and staircases of 
  Dunclin Manor. 
   
  Thievery (DC 17): PCs use their skill at unlocking 
  secret compartments or chests that might hold vital 
  information. 
   
  Success: 
  Characters 
  find 
  all 
  the clues 
  regardless of the necessary skills needed to find 
  them. 
   
  Failure: In addition to the minor encounters 
  for each individually failed skill check, PCs failing the 
  skill challenge face Iago the Black.  The vampire lord 
  discovers their presence and confronts characters 
  for three rounds before making his escape.  
  CLUES 
  With each success, read one of the following clues 
  correlating with the skill used. Also, feel free to 
  create your own clues should PCs feel stymied as 
  to what direction to go. 
   
  Arcana or History 
  A shield bears a heraldic symbol depicting a hound 
  covered in mystical runes.  You believe it has some 
  connection with the Faerie Realm.  Furthermore, 
  the 
  runic 
  hound 
  represents 
  guardianship.  
  Whoever bore this crest was a steward of a vital 
  secret. 
   
  This is the crest of Lady Elithir.  She is the 
  steward of the Faerie Realm portal located at the 
  center of the hedge maze. 
   
  Arcana 
  Many markings denote more than a passing 
  interest into the world of fairies and fey folk.  One 
  such tapestry depicts a forest doused in twilight 
  inhabited by sprites and other intriguing mythical 
  creatures. 
   
  History  
  A tapestry depicts a confrontation that took place 
  in Drusholden dating back nearly two hundred 
  years.  It celebrates the victory of Lord Arthur 
  Dunclin, son of Roger Dunclin, over a powerful 
  adversary who feasts on blood.  It is also a 
  memorial to the young lord, for it looks as though 
  he suffered a mortal wound. 
   
  However, in another scene, his mother takes 
  his body to a place showered in twilight, 
  surrounded by fanciful creatures.  In this 
  delightful forest, he lives on.  
   
  If characters already encountered Iago at the 
  Dunclin Tomb, then they recognize him as the 
  enemy of Lord Arthur in the tapestry. 
   
  History or Thievery  
  Inside a small box, a two hundred year parchment, 
  partially torn from a diary, reads the following, “I 
  must know where Iago sleeps.  The vampire must 
  be discovered before he slumbers a third night.  
  Otherwise, when I finally find and confront him, 
  his reinvigorated strength might prove fatal for me 
  and the village.” 
  ENCOUNTER SEVEN | House of Bats 
  
   
          ENCOUNTERS | House of Bats  
   
  24 
   
  Insight 
  Within a solar, various embroidery 
  tools sit in a comfortably worn chair 
  facing the window.  From this 
  vantage point, one can easily see a 
  fountain of some sort within the 
  center of the hedge maze adjacent to 
  the manor. 
   
  Insight 
  An endearing memento carefully 
  etched in the wood frame of a 
  doorway reads, “Though many may 
  disapprove, it is only for Elithir that I 
  move — Roger Dunclin.”  
   
  Stealth 
  You manage to sneak close enough to several 
  creatures speaking in hushed tones on the other 
  side of a door. 
   
  “I demand to know, my servant, who guards 
  my childhood home?” 
   
  “A pagan druid, mi lord.  A woman called 
  Mimdy.” 
   
  Iago is talking to a henchman.  If PCs have yet to 
  visit the graveyard and pagan tomb, use the 
  following response: 
   
  “A pagan eh? She might have some useful 
  information pertaining to the pagan tomb Glum 
  discovered at the base of Hilltop Church.”    
   
  If 
  PCs 
  visited 
  the 
  graveyard 
  and, 
  more 
  importantly, the hidden pagan tomb, read the 
  following response: 
   
  “Ah, yes — she proved no use to me.  Sir Arthur 
  Dunclin is not buried there as I initially 
  suspected.”  
   
  PCs might wish to confront Iago.  In addition to 
  the vampire lord, the room also contains a human 
  guard and two shadow hounds (see the hound and 
  human entry in the D&D 4E MONSTER 
  MANUAL). 
   
  Stealth or Thievery 
  A sleeping hound, bundled in shadows as dark as a 
  moonless night, guards a saddlebag bearing some 
  message of importance.  After relinquishing the 
  object, you read the following letter, 
  “Iago, my sister and I fully observed 
  Captain Gaines of Borderkeep as 
  instructed.  We will return in time to 
  be of some use should your plans to 
  drive the villagers of Drusholden away 
  fail.  Cernya and Cierra.” 
   
  Cernya and Cierra are doppelganger 
  twins and agents of Iago.  They return 
  to Drusholden beginning on Day Two 
  as one of them disguises herself as 
  Captain Gaines as a secondary ploy to 
  evacuate Drusholden. 
   
  Thievery 
  In a secret compartment bearing the 
  crest of a runic hound, you find a small 
  parchment detailing an order for stone artisans to 
  inscribe a passage within the interior of the 
  Dunclin Tomb. 
   
  Thievery 
  A brief diary entry dating back a couple hundred 
  years reads, “My life upon this world is at an end.  
  No longer do I find solace as I find myself once 
  again lost - a fish out of water.  My good family 
  knew this eventuality would come to my heart.”  
   
  FAILURES 
  A few dangers exist within Dunclin Manor that 
  might hamper or pose obstacles for characters.  For 
  a failed skill check, PCs have a minor encounter 
  listed below.   
   
  GLYPH OF WARDING TRAP (300 XP) 
  Placed by Lady Elithir, these wards protect the keep 
  against intruders.  In addition to the Dunclin family, 
  they do not harm animals or beasts, servants, or 
  villagers of Drusholden (see traps in the D&D 4E 
  DUNGEON MASTER’S GUIDE). 
   
  SPAWN AND THRALLS (550 XP) 
  Peter Seneschal and John Reeve, now vampire 
  spawn, discover the PCs and move to attack along 
  with their thralls (see the vampire and human entry 
  in the D&D 4E MONSTER MANUAL).   
   
  2 Vampire spawn 
   
  3 Human guards 
   
   
   
  MAPPING DUNCLIN 
  MANOR 
   
  There are no interior 
  maps to Dunclin Manor.  
  The main reason is to 
  give 
  a 
  fluid 
  feel 
  as 
  characters move into and 
  out of rooms without 
  worrying where players 
  have 
  their 
  miniatures.  
  However, for the minor 
  encounters, it is best to 
  make an impromptu map 
  to fit your gaming style.  
  
   
   
        ENCOUNTERS | House of Bats 
  25 
  NETHER HOUNDS (750 XP) 
  A few shadow hounds guard the premises lurking in 
  shadows ready to pounce on unaware intruders (see 
  the hound entry in the D&D 4E MONSTER MANUAL). 
   
  3 Shadow hounds 
  The hounds attack by teleporting adjacent to the 
  PCs using their shadow ambush power.  This 
  surprises PCs unless they make a successful 
  Perception check (DC d20+10). 
   
  RUMPLEBUMP 
  Read or paraphrase the following once PCs 
  successfully make two Perception checks during 
  the skill challenge: 
   
  A small, lithe fey-like creature rummages about 
  the room, sniffing chests and walls, while chewing 
  and eating parchment.  He bounds across the 
  furniture and tables with incredible ease and 
  speed.  A plain short sword precariously hangs 
  from its belt. 
   
  In one quick, blurring motion, its eyes bore 
  into you as it springs to a window ledge while 
  drawing a sword poised to strike.  It hisses in 
  displeasure 
  about 
  its 
  discovery. 
  “Mumble, 
  bumble, quickly speak or croak or you’ll find a 
  witch that binds me will promptly slit your throat.” 
   
  Role-Playing Rumblebump 
  The quickling zephyr purposely evades any direct 
  questioning.  Rumblebump is not here to provide 
  definite answers for PCs but possibly lead them to 
  Mimdy, whom he is bound. A few possible 
  questions and answers are below. 
   
  What is your purpose here? 
  “Binding, finding, eating, retreating, it is a tomb 
  soon to loom that I toil to foil.”  
   
  What are you searching for? 
  “I search for this and that in a house of bats before 
  parchment and clues unveil a young knight’s 
  tomb.  Before the third sun sinks down, I must 
  find these things for I am bound.” 
   
  Who binds you? 
  “The old witch, Mimdy, with the large hump, she 
  is the hag that binds Rumblebump.”   
   
  Where does Mimdy live? 
  “In the burned village where the bat was born, 
  tattered and torn, she lives there all forlorn.”   
  Any villager can point the PCs toward the burned 
  out village should they ask.  He is a murderous 
  little fey, but cannot attack unless attacked first.  
  Should 
  PCs 
  feel 
  compelled 
  to 
  attack 
  Rumblebump, he gleefully leaves with his 
  blinding speed ability, but not before sticking the 
  closest adversary with his sword (see the quickling 
  entry in the D&D 4E MONSTER MANUAL). 
   
  AREA FEATURES 
   
  Illumination: Dark and foreboding.  If 
  characters investigate the manor house during the 
  day, they find each of the windows hastily covered 
  by tapestries or boarded up.  A DC 16 Strength 
  check is necessary to rip the boards from the 
  windows.  Each boarded window has an AC 8, 
  Reflex 8, Fortitude 8, and 10 hit points. 
   
  Doors: The manor house has reinforced 
  doors.   A successful DC 20 Strength breaks down 
  a door.  These doors have an AC 5, Reflex 5, 
  Fortitude 10, and 30 hit points. 
   
  TREASURE 
  Treasure Parcel Suggestion: If characters meet 
  Rumblebump, 
  during 
  the 
  conversation 
  the 
  quickling zephyr glimpses a small, insignificant, 
  trinket worn by one of the PCs.  He quickly offers 
  them to trade it for a small leather pouch 
  containing four jade stones (100 gp each) and 70 
  gp. 
   
  However, should characters fail to interact 
  with the fey; the last successful check reveals a 
  small chest containing the above items. 
  ENCOUNTER SEVEN | House of Bats 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  ENCOUNTERS | Daggers and Thorns  27 
  DAGGERS AND THORNS  
  Encounter Level 1+ ( 525+ XP ) 
   
  SETUP 
  After Sir Arthur Dunclin died, his mother, Lady 
  Elithir, buried him in the Faerie Realm just 
  beyond its entrance located at the center of the 
  hedge maze.  She burned the original hedge maze 
  and replaced it with a daggerthorn briar maze to 
  protect the portal into her twilight world. 
   
  Perception Check 
  DC 0: The hedge maze has dagger-like thorns 
  protruding and twisting in every direction. 
  DC 12: A few thorns cling to a small green piece of 
  leather.  It looks as though someone tried to push 
  through the hedge walls unsuccessfully. 
  DC 17: You notice burned out torches and a few 
  fire pits near the entrances of the hedge maze 
  revealing a failed attempt to burn the brush. 
   
  Nature Check 
  DC 24: This a bloodthirsty daggerthorn briar. 
   
  NAVIGATING THE HEDGE MAZE 
  SKILL CHALLENGE 
  PCs lurk within the hedge maze to find the Tomb of 
  Sir Arthur Dunclin or meander in through sheer 
  curiosity. 
   
  Setup: To reach the center before becoming 
  lost.   
   
  Level: 4 (XP Varies; see below) 
   
  Complexity: The complexity depends on the 
  clues gathered or previous sites PCs visited. 
  PCs explored Dunclin Manor, Hilltop Church, Druid 
  Sanctuary, and the Burned Village: 3 (requires 8 
  successes before 4 failures; 525 XP). 
  PCs explored Dunclin Manor, Druid Sanctuary, and 
  the Burned Village: 4 (requires 10 successes before 5 
  failures; 700 XP). 
  Any other circumstance: 5 (requires 12 successes 
  before 6 failures; 875 XP). 
   
  Primary Skills: Arcana, Endurance, Heal, 
  Nature, Perception.  
   
  Arcana (DC 17): Empowered by energies of the 
  Faerie Realm, the hedge maze moves and shifts once 
  someone enters.  The Arcana skill aids in navigating 
  through these pitfalls.  Using this skill does not tally a 
  success or failure, but instead provides a +2 bonus 
  or -2 penalty to the next character’s Nature skill 
  check.   
   
  Endurance (DC 17): At least one character must 
  make an Endurance check each turn to deal with 
  exposure to daggerthorn briar.  A failed check 
  indicates that each member of the group loses one 
  healing surge, in addition to counting as a failure.  If a 
  character no longer has a healing surge, they suffer 
  ongoing 5 damage or ongoing 10 damage if bloodied 
  (save ends). 
   
  Heal (DC 12): Using this skill does not tally a 
  success or failure, but instead provides a +2 bonus 
  or -2 penalty to the next character’s Endurance skill 
  check.   
   
  Nature (DC 17): At least one character must 
  make an Endurance check each turn to navigate 
  through the daggerthorn maze.  A failed check 
  indicates that each member of the group loses one 
  healing surge, in addition to counting as a failure.  If a 
  character no longer has a healing surge, they suffer 
  ongoing 5 damage or ongoing 10 damage if bloodied 
  (save ends). 
   
  Perception (DC 12): Using this skill does not tally 
  a success or failure, but instead provides a +2 bonus 
  or -2 penalty to the next character’s skill check.   
   
  Success: Characters navigate through the 
  daggerthorn maze and reach its center. 
   
  Failure: Once a character rolls the last failed 
  result, the PCs find an exit by discovering they are at 
  one of the two maze entrances. 
   
  ESCAPING THE MAZE 
  Any character breathing a wish to be out of the 
  maze immediately results in a failure outlined 
  above. 
   
  AREA FEATURES 
   
  Illumination: The area has bright light if 
  characters venture into the maze during the day.  
  Otherwise, the maze produces an eerie twilight 
  glow providing dim light once characters enter the 
  maze. 
   
  Daggerthorn Maze: Characters trying to push 
  through the thorns, attack the thorns, or attempt to 
  somehow go over them, find themselves attacked 
  by the daggerthorn briar (see traps in the D&D 4E 
  DUNGEON MASTER’S GUIDE). 
  ENCOUNTER EIGHT| Daggers and Thorns 
  
   
   
  28 
  ENCOUNTERS | Fountain Guardians   
  FOUNTAIN GUARDIANS 
  Encounter Level 4 ( 975 XP ) 
   
  SETUP 
  The maze houses many rat swarms that feed off 
  animals caught in the daggerthorn briar.  The vine 
  horror spellfiend was once known as Thomas 
  Magus, a shadow warlock and minion of Iago the 
  Black.  Iago sent Thomas to investigate the area a 
  few days before he arrived.  Unfornately for the 
  magus, he succumbed to the daggerthron briar and 
  his connection to shadow magic gave life to the 
  vine horror. The following trap and creatures 
  present themselves here (see the D&D 4E 
  MONSTER MANUAL and D&D 4E DUNGEON 
  MASTER’S GUIDE): 
  1 Vine Horror Spell Fiend 
  3 Rat Swarms 
  1 Daggerthorn Briar Trap 
   
  Read the following as characters enter this place: 
  A fountain depicting a bronze fish, now tarnished, 
  leaping from the water surrounded by fairies sits in 
  the circular center of the hedge maze.  Vines 
  choke the stone fountain and spread across the 
  lush ground.   
   
  Perception Check 
  DC 12: You hear squeaks and chattering of small 
  critters that lurk in the surrounding foliage. 
  DC d20+12: A few vines twitch and twitter, while 
  one moves around your foot. 
  PCs failing this Perception check begin the 
  combat round surprised. 
   
  TACTICS 
  The rat swarms attack one round after the vine 
  horror reveals itself.  The swarms are too small to 
  attract attention of the daggerthorn briar.  The 
  vine horror spellfiend uses its lashing vine of dread 
  ability to push targets into the daggerthorn briar.  
  PCs must make an immediate saving throw or 
  enter into the briar.  Those that do succeed stop 
  adjacent to the thorny trap. 
   
  AREA FEATURES 
   
  Illumination: The area has bright light if 
  characters venture into the maze during the day.  
  Otherwise, the maze produces an eerie twilight 
  glow providing dim light. 
   
  Fountain: The fountain is a five-foot tall 
  structure made of stone and tarnished bronze.  Up 
  to two characters can stand along the rim of the 
  fountain with a successful Athletics check (DC 
  10).  Rat swarms ignore PCs balancing along the 
  stone lip. 
   
  Daggerthorn Maze: Characters trying to push 
  through the thorns, attack the thorns, or attempt to 
  somehow go over them, find themselves attacked 
  by the daggerthorn briar (see traps in the D&D 4E 
  DUNGEON MASTER’S GUIDE). 
   
  TREASURE 
  Entangled deep within the vine horror is a treasure 
  parcel. 
   
   
   
   
   
  
   
   
  ENCOUNTERS | Final Confrontation 
  29 
   
  FINAL CONFRONTATION 
  Encounter Level 5 ( 1,000 XP ) 
   
  SETUP 
  Once characters enter into the Faerie Realm, the 
  sisters Cernya and Cierra, doppelganger agents of 
  Iago, await them unless already dealt with.  Both 
  in disguise, they first attempt to use trickery to rid 
  themselves of the characters. The following 
  creatures present themselves (see the D&D 4E 
  MONSTER MANUAL and D&D 4E DUNGEON 
  MASTER’S GUIDE): 
  Cernya and Cierra, Doppleganger Sneaks 
  Iago, Weakened Vampire Lord 
   
  Read the following as characters enter this place: 
  A gothic tomb of crumbling stone, intertwined 
  with thick roots of oak, peacefully rests in a 
  clearing bathed in bright, greenish light.  Two 
  figures appear in the faerie twilight before its 
  doors: one stands in triumph as the other lies 
  motionless, apparently lifeless. 
   
  The conquering eladrin wipes brackish blood 
  from her blade as she motions for you: “The deed 
  is done.  Iago is no more.  I thank you for your 
  courage to come here to deal with this monster and 
  protect the resting place of my son, Sir Arthur.” 
   
  Cernya disguised herself as Iago and now feigns 
  death.  Her sister, Cierra, poses as the eladrin, 
  Lady Elithir.  Characters might have a few 
  questions: 
   
  How did you know? 
  “Mimdy, the old witch, informed me about the 
  sinister dealings at Drusholden.” 
   
  Perception Check 
  DC 25: Despite what Lady Elithir claims, Iago 
  moves ever so slightly.  The creature is not dead 
  after all. 
   
  Insight Check 
  DC d20 + 10 (Cierra): Cierra has no proper 
  references of Lady Elithir to base her appearance 
  save for some portraits located throughout Dunclin 
  Manor.  Part of Lady Elither shifts and blurs when 
  she moves.  You catch glimpses of white hair and 
  skin. 
   
  Occasionally, 
  her 
  pupils 
  completely 
  disappear.  It is apparent she is not whom she 
  claims to be. 
  DC d20+30 (Cernya): Since Cernya travels with 
  Iago, imitating his mannerisms and appearance is 
  almost second nature.  However, an insightful 
  character might see through the rouse.  Though 
  completely still, you catch shimmering variations 
  upon Iago’s skin revealing that this creature is not 
  the vampire you seek to destroy. 
   
  TACTICS 
  Ceirra tries to get characters to leave by rewarding 
  them with treasure for their “courage.”  However, 
  if characters foil their deception, they immediately 
  attack fighting to the death.  If characters do not 
  see through Cernya’s disguise, she continues 
  posing as Iago.  Only a few moments after her 
  death will it become apparent that she is not the 
  vampire lord. 
   
  TREASURE 
  Treasure Parcel Suggestion: Cernya carries a 
  silver-plated dagger (250 gp) and a pouch 
  containing 120 gp.  Cierra has two potions of 
  healing. 
   
  IAGO THE BLACK 
   
  SETUP 
  Soon after the demise of the sisters, Iago emerges 
  from the tomb.  Read or paraphrase the following: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Michael  
  Gullbrandson 
  ENCOUNTER TEN | Final Confrontation 
  
   
   
  30 
  ENCOUNTERS | Final Confrontation 
   
  A gaunt, pale figure steps from the darkened 
  entrance bearing the guise of a common foot 
  soldier nearly two hundred years of age.  He gives 
  you a momentary grimace before twisting his 
  expression into a smile. 
   
  “I am lord of Drusholden, granted to me by 
  right of Lord Roger Dunclin nearly two hundred 
  years ago.  Be fully aware, I will retreat no further 
  and I will not grant mercy.  Too much is at stake.”  
   
  LADY ELITHIR 
  Lady Elithir, informed of the deeds of Iago 
  through Mimdy, makes a brief appearance to aid 
  characters as Iago launches his attack.  Read or 
  paraphrase the following: 
   
  From dusky shadows, bright, green leaves stir in a 
  whirlwind as a slender silhouette of an eladrin 
  maiden appears.  “Iago,” she gently calls, “you 
  shall feel my sadness.” 
   
  She unclasps a pouch, pulls out a sparkling 
  glass bottle, and slips her hand over the stopper 
  unleashing the contents. The vial contains the 
  tears of her loss, pain, and suffering she endured in 
  the mortal realm.  Her tears dissipate once 
  released as a chill numbs the air.  A misty vapor 
  crystallizes about your chosen weapons. 
   
  Each weapon and implement the characters wield 
  gains a +5 bonus to attack rolls until the end of the 
  encounter. Even weakened and with the aid of 
  Lady Elithir, Iago still proves a strong adversary. 
   
  Although Lady Elithir, a fickle fey of chaos, 
  wants Iago to pay for the ruin he caused in her life, 
  she offers no more help.  Besides this gesture of 
  assistance, she leaves Iago’s fate to the characters.  
  She is patient and recognizes, should they fail, that 
  another chance for vengeance will come when 
  time allows.   
   
  TACTICS 
  Iago planned on the sisters’ ruse to rid some 
  characters of their daily or vital encounter powers.  
  He believes attacking them swiftly, after the 
  demise of the sisters and before they take a short 
  rest, is his best chance for victory.  If characters 
  retreat, he will not pursue because of his 
  weakened state, and frankly, he underestimates 
  their abilities through sheer arrogance.    
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alea Publishing Group/Three Days Until Dawn.pdf