TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20. 
  This is an official D&D® play document. To find out more about official D&D play and to learn more on how you can schedule and run DUNGEONS 
  & DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”  
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  Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any 
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  © 2011 Wizards of the Coast LLC  
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  Permission is granted to photocopy this document for personal use. 
   
  ADCP3-2 
   
   
   
  From Dawn till 
  Dusk 
   
  A Dungeons & Dragons® Living 
  Forgotten Realms Adventure 
   
  By Krishna Simonse, Pierre van Rooden, 
  Pieter Sleijpen and Renout van Rijn 
  Reviewed by Dan Anderson, M. Sean Molley, and Brian Gibbons 
  With Special Thanks to Dan Anderson, Dave Kay and Keith 
  Richmond for the Mechanics Borrowed from EPIC3~2  
  See Appendix IV for the List of Playtesters 
   
   
  Netheril has taken over Spellgard – Saharelgard, as they name it now – and are controlling its oracle, the lady Saharel. 
  With reinforcements on the way, soon the pass will be closed and the secrets of the fortress will be theirs. Only a 12 
  hour window is left to liberate Saharel and prevent the Shades from achieving a major victory. A Living Forgotten 
  Realms Battle Interactive set in Netheril for adventurers of the Heroic and Paragon tiers (character levels 1 – 20). This 
  adventure is designed to run in two very full rounds (11 hours total play time including a one-hour break).  
  This adventure is combat-intensive. Players who do not enjoy combat encounters are less likely to enjoy this 
  adventure. It is recommended that at least three of the characters be members of the same Adventuring Company. 
  This adventure may only be run at Wizards Play Network (WPN) Public Play events. It may not be sanctioned for 
  Private Play. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 2 
  The Wizards Play Network 
  If you want to organize public Living Forgotten Realms 
  games at a retail game store, you need to be associated 
  with a Wizards Play Network (WPN) store. If you want 
  to organize public LFR games outside of a store, you 
  should be associated with a Wizards Play Network store, 
  but you can be an independent organizer too. To learn 
  more 
  about 
  the 
  Wizards 
  Play 
  Network, 
  visit 
  http://www.wizards.com/wpn 
   
  If you want to organize LFR games at home, you 
  don't need to be associated with the Wizards Play 
  Network. You don’t need to report your event to anyone, 
  and neither the DM nor the players need to have 
  DCI/RPGA membership numbers. Just find the 
  adventure you want to play, download it, and have fun! 
   
  Be sure to keep up with the LFR Community at our 
  campaign website: http://community.wizards.com/lfr 
  Preparing for Play 
  In order to play this adventure, you’ll need copies of the 
  D&D 4th Edition core rulebooks. These are the Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual, 
  or the corresponding D&D Essentials products. Any 
  other rules referenced in this adventure will be noted in 
  the New Rules Items section at the end of the 
  adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information about non-
  player characters (NPCs) and monsters appears in the 
  full stat-block format with each combat encounter. For 
  non-combat encounters, this information appears in 
  abbreviated form in the adventure text. 
   
  Along with this adventure, you’ll find a session 
  tracking sheet. If you’re playing this adventure as part of 
  a WPN event (see above), complete and turn in this 
  sheet to your organizer directly after play.  
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, as 
  it mirrors the information presented in the Monster 
  Manual. Attacks may have a letter next to them 
  designating the type: M for melee, R for ranged, C for 
  close, and A for area. Auras are designated with the O 
  symbol, as well as the aura keyword.  
   
  A lower-case letter (used only for certain melee and 
  ranged attacks) denotes that the attack can be used as a 
  basic attack. 
  Important DM Information 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You take the words on these pages and make 
  them come alive. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule: 
   
  Make decisions and adjudications that enhance the 
  fun of the adventure whenever possible. 
   
  In support of the golden rule, we offer these guidelines: 
   
  • 
  You are empowered to make adjustments to 
  the adventure and to make decisions about 
  how the group interacts with the world. This is 
  especially 
  important 
  during 
  non-combat 
  encounters, but you may also need to adjust the 
  combat encounters for groups that are having too 
  easy or too hard of a time with the adventure.  
  • 
  Don't make the adventure too easy or too 
  difficult. Never being challenged makes for a 
  boring game, and being overwhelmed makes for 
  a frustrating game. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or just ask) what they like in a game, and 
  attempt to give each player the experience 
  they’re after when they play D&D. Everyone at 
  the table should get a “chance to shine.”  
  • 
  Be mindful of pacing, and keep the game 
  moving to ensure you finish on time. Watch for 
  stalling, as play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish the adventure too early; 
  provide them with a full play experience. Living 
  Forgotten Realms adventures are designed to be 
  played in about 4 hours; be very aware of running 
  long or short, and adjust the pacing accordingly. If 
  that means you need to "call" a combat 
  encounter when it is obvious that the PCs are 
  going to win, then feel free to do so. 
  • 
  Give the players appropriate hints so they can 
  make informed choices about how to interact 
  with the environment. Players should always 
  know when enemies are bloodied or affected by 
  conditions. Give them clues about how to 
  interact with their surroundings so they can 
  tackle skill challenges, combats, and puzzles 
  without 
  getting 
  frustrated 
  by 
  a 
  lack 
  of 
  information. 
  Encourage 
  immersion 
  in 
  the 
  adventure and give the players “little victories” 
  for figuring out a good choice from your clues. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 3 
  In summary, being the DM for a Living Forgotten Realms 
  adventure isn’t about following the adventure’s text 
  word-for-word; it’s about creating a fun, challenging 
  game environment for the players. Chapters 1 and 2 of 
  the Dungeon Master’s Guide are filled with good 
  information about being a DM for a D&D game. 
  Appropriate Character Levels 
  This adventure is written to support the entire Heroic 
  and Paragon tiers of play (levels 1-20). Epic-tier 
  characters may not play this adventure. The highest-
  level character in the party must be within three (3) 
  levels of the lowest-level character in the party.  
   
  Living Forgotten Realms defines five adventure levels 
  within each tier. The choice of adventure level affects 
  the difficulty of most obstacles (particularly combat 
  encounters and skill challenges) the PCs will face during 
  the adventure, and also determines the rewards 
  available to the PCs for successfully overcoming those 
  obstacles. The players must decide as a group which 
  adventure level they want to play, and inform you of 
  their decision before beginning the adventure. We 
  recommend that you calculate the average character 
  level and use that as a starting point, but a group of 
  experienced players might choose to "play up" for a 
  greater challenge, while a group of less-experienced 
  players might choose to "play down" while they're 
  learning the ropes.  
   
  The group may not choose an adventure level that is 
  more than three levels above the lowest-level character 
  in the party. For example, a group with a level 2, level 3, 
  and four level 5 characters may not choose to play the 
  level 6 version of an adventure because level 6 is more 
  than three levels above the 2nd-level character. This 
  group could choose to face the adventure at either level 
  2 or level 4, but they will probably choose level 4 
  because that's the best fit for the group (the average 
  character level is 25/6 = approximately 4).  
   
  If (and only if) the group can't agree on an 
  adventure level, the DM may cast a tiebreaking vote. 
  Failing to Defeat an Encounter 
  If the group fails to defeat an encounter (for example, if 
  they have to flee from a combat because it’s too tough or 
  they fail too many checks during a skill challenge) it 
  doesn't have to mean the end of the adventure. In most 
  cases, both success and failure should lead to interesting 
  story outcomes. The PCs might miss out on some XP or 
  treasure, but whenever possible, give them a chance to 
  work around their failure and still bring the adventure 
  to a successful conclusion.  
   
  In the Rewards section, there is a baseline XP award 
  (the minimum amount a PC can earn). There are also 
  one or more XP awards available for completing specific 
  objectives as outlined by the adventure. Part of the DM's 
  job is to decide if and when the PCs have fulfilled each 
  objective, even if they failed at some of the individual 
  encounters along the way.  
  Character Death 
  When a character dies during the course of an 
  adventure, the player always has at least one option 
  (Death Charity) and might have additional options (such 
  as the Raise Dead ritual). Most importantly, the DM 
  must decide if the rest of the group has access to the 
  dead character's body. 
   
  • 
  Pay for the Raise Dead ritual. If the group has access 
  to the body and chooses this option, the component 
  cost is usually divided evenly amongst the group 
  (although this is not required, it is generally 
  considered good form to share the costs). The 
  component cost is 500 gp for heroic tier, 5,000 gp for 
  paragon tier, and 50,000 gp for epic tier). If a PC can 
  cast the ritual, then the component cost is the only 
  cost. If the group must locate an NPC to cast the 
  ritual, that NPC charges a fee equal to 20% of the 
  component cost.  
  • 
  Use a power that returns dead characters to life. 
  Certain characters gain powers that allow them to 
  restore life without using the Raise Dead ritual or 
  paying a component cost. For example, the warpriest 
  (a cleric build from Heroes of the Fallen Lands) gains 
  the resurrection daily utility power at 8th level. NPCs 
  may not be used for this option unless an adventure 
  specifically says so; a player character with the 
  appropriate power must be at the table (assuming he 
  or she isn't the dead character) and all other 
  conditions for using the power must be met. For 
  example, resurrection may only be used at the end of 
  an extended rest, and the character must have died 
  within the last 24 hours. 
  • 
  Invoke the Death Charity clause. If the group 
  doesn’t have access to the dead character's body, or if 
  they have the body but cannot afford (or are 
  unwilling) to pay for a ritual, the player can choose to 
  return the PC back to life at the end of the adventure, 
  exactly as if the Raise Dead ritual had been used on 
  the dead character. The details of exactly how the 
  character's body made its way back to civilization are 
  up to the player, or this can be left deliberately vague. 
  There is no direct cost for accepting Death Charity, 
  but the character forfeits all non-XP rewards for the 
  adventure (including gold, Story Awards, and the 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 4 
  opportunity to select a Treasure). The PC cannot 
  participate in the same adventure a second time.  
   
  Regardless of which option is chosen, any character 
  who dies during an adventure gains 20% less XP from 
  that adventure. In other words, characters that died 
  during the adventure earn 80% of the amount earned by 
  those characters that did not die during the adventure 
  (for example, if the rest of the party earned 500 XP, the 
  characters who died only earn 400 XP).  
   
  If a character is killed in the final encounter, but the 
  rest of the party prevails, then the DM may choose to 
  waive the 20% XP penalty if he or she believes that the 
  group as a whole would not have succeeded without the 
  dead character's sacrifice. The 20% penalty also does not 
  apply in the event of a TPK (Total Party Kill), because 
  the DM should reduce the entire group's XP award to 
  reflect the fact that the party as a whole failed to 
  complete some or all of the adventure's objectives. 
   
  Sometimes, invoking the Death Charity clause is the 
  only option to return a dead PC to life. For example, if 
  the group suffers a TPK and no friendly NPCs know 
  where to find them, then it's unlikely that their bodies 
  can be recovered. The DM is the final arbiter of whether 
  or not a dead character's body can be recovered. 
  Remember, the Death Charity clause is always an 
  option, no matter what happened to the PC. Returning 
  from the dead (by whatever means) is optional and up to 
  the player, but the decision must be made at the table 
  and recorded on the character's Adventure Log. Any 
  character who chooses not to return from the dead is 
  permanently retired from play. 
   
  Mounts are not characters. These rules do not apply 
  if a mount is killed during an adventure. To resurrect a 
  dead mount, the owner must pay 20% of the mount's 
  market price at the end of the adventure in which the 
  mount died. 
  Milestones 
  Whether the characters succeed or fail in an encounter, 
  they generally reach a milestone after every second 
  encounter following the start of the adventure or their 
  last extended rest. Some encounters do not count 
  toward a milestone, usually because they are pure 
  roleplaying encounters or do not pose a meaningful 
  challenge to the party. If an encounter is not intended to 
  count toward a milestone, it will say so. In particular, 
  you should not deny the players a milestone just because 
  they are having an easy time with the combat 
  encounters. After each encounter, inform the players 
  whether that encounter counted toward the next 
  milestone. Reaching a milestone gives each PC another 
  action point and affects some magic item powers. 
  Lasting Effects 
  Sometimes a PC suffers a lasting effect that isn’t 
  automatically resolved by the end of the adventure, such 
  as the death penalty or the later stages of a disease. 
   
  Death Penalty: When a character dies and is 
  brought back to life, that character usually suffers a 
  death penalty. For example, a character brought back by 
  the Raise Dead ritual or a warpriest's resurrection power 
  suffers a -1 penalty to all attack rolls, skill checks, saving 
  throws, and ability checks until he or she has reached 
  three milestones. The player should record the 
  character's death on his or her Adventure Log, and then 
  keep a running tally of milestones reached. Once the PC 
  has reached the third milestone since coming back to 
  life, the death penalty ends.  
   
  Sometimes the death penalty is paid by a character 
  other than the character that was returned to life. For 
  example, if a sentinel uses the restore life power, there is 
  a cost of four healing surges. These healing surges 
  cannot be regained until the PCs who spent the surges 
  (which cannot include the character who was returned 
  to life) have reached three milestones or taken three 
  extended rests. The character(s) who spent the surges 
  track this on their individual Adventure Logs. As each 
  character crosses the appropriate threshold, the death 
  penalty ends for that character, regardless of whether it 
  is still active on other characters.  
   
  Diseases: A disease lasts until it is cured or it 
  reaches its final state. Normally, a PC makes an 
  Endurance check after each extended rest to see if the 
  disease improves, worsens, or maintains its current 
  condition. At the end of an adventure, any character 
  suffering from a disease must resolve the disease to 
  either its cured or final state, using the necessary 
  number of extended rests to do so. Other characters 
  adventuring with the PC may aid the afflicted character 
  during this time. If a disease reaches its final state and 
  the PC can get a Cure Disease ritual cast (and pay the 
  appropriate costs), they may do so. 
   
  Other Lasting Effects: Other effects that last 
  beyond the scope of the adventure should be resolved at 
  the DM’s discretion. Effects that last for a well-defined 
  period of time (those that end after a certain number of 
  days or extended rests) should be resolved at the end of 
  the adventure in which the effect was obtained (unless 
  otherwise specified, such as by a Story Award). Effects 
  that use a benchmark of unknown duration (such as 
  milestones) should be recorded on the character’s 
  Adventure Log and tracked across adventures.  
   
  It is always the player's responsibility to inform his 
  or her DM at the beginning of an adventure if the 
  character is suffering from a lasting effect. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 5 
  What’s an Adventuring 
  Company? 
  In the FORGOTTEN REALMS campaign setting, groups of 
  adventurers often band together under a common cause 
  or motivation. These groups are collectively referred to 
  as "adventuring companies." A "company" is an 
  organized group of adventurers that has taken on a 
  specific 
  name, 
  heraldry 
  or 
  other 
  identifying 
  characteristic, regardless of whether their fundamental 
  motive is one of profit. For example, an adventuring 
  company could be part of an extended family or clan, a 
  small religious sect, or a special team in a military 
  organization. In the Living Forgotten Realms campaign, 
  adventuring companies are player-created and player-
  administered organizations. They are a fun, but 
  completely optional, component of the organized-play 
  experience. 
   
  To learn more about the rules and guidelines for 
  creating an adventuring company in Living Forgotten 
  Realms, please see the LFR Campaign Guide, which can be 
  downloaded from the LFR download website at 
  http://livingforgottenrealms.com/. 
   
  This adventure, like all DUNGEONS & DRAGONS® 
  adventures, assumes that the player characters will be 
  working together to achieve their goals. Any elements of 
  competition 
  between 
  adventuring 
  companies 
  are 
  intended to occur in a larger story context rather than 
  taking place at the table. For example, an adventure 
  might include a tournament or other contest in which 
  the PCs score points for their adventuring company, 
  with the company that scores the most points “winning” 
  the overall competition. That’s great, but it only works if 
  the PCs at each individual table are working together 
  instead of trying to undermine one another. Therefore, 
  you may not run this adventure for a group of PCs that 
  does not include at least four characters who are 
  members of the same adventuring company, and it is 
  recommended that all of the PCs be members of the 
  same adventuring company.  
   
  If there are players whose characters aren't 
  members of any existing adventuring company when 
  they sit down at the table, that's fine. They can organize 
  a new company on the spot, so long as the rules in the 
  LFR Campaign Guide are followed (most notably, the 
  restriction that a character may not change his or her 
  adventuring company membership more than once per 
  character level). 
  Organizer Information 
  Adventuring company adventures are only available for 
  sanctioned Wizards Play Network (WPN) Public Play 
  events. These adventures are designed to incorporate 
  some meta-game elements (such as an overall scoring 
  system for the participating adventuring companies). 
  These make the most sense and are the most fun when 
  there are a large number of tables all playing the 
  adventure. Public Play events, especially conventions, 
  are the biggest RPGA events, draw the most players, and 
  run the most tables, giving them the greatest 
  opportunity to have participants from a variety of 
  different adventuring companies.  
   
  Everybody who participates in an adventuring 
  company 
  adventure 
  receives 
  a 
  story 
  object 
  to 
  commemorate the occasion. These story objects are 
  handed out by the DM at the end of the adventure, just 
  like any other Living Forgotten Realms adventure. Some 
  adventuring company adventures might include an 
  additional prize, such as a special certificate, that only 
  the winning team gets. The additional prize may be 
  reserved for events that are at least some minimum size 
  (such as 10 tables). The organizer (the person who 
  sanctioned the event) is responsible for making sure that 
  the adventure is run in a consistent and fair fashion, and 
  for reporting the results back to the WPN. In the case of 
  any disputes, the organizer makes the final decision 
  about all elements relating to the competitive aspects of 
  the adventure. The organizer’s decisions are final and 
  may not be appealed. Remember that the goal is for 
  everyone to have fun! 
   
  All tables of an adventuring company adventure 
  should be treated the same as any other RPGA event, 
  including adherence to the RPGA General Rules. Each 
  table must include 4-6 players and a DM. In other 
  words, the core D&D experience should be the same, 
  even though there might be some elements that extend 
  beyond an individual table (such as overall scoring). 
  Each table DM must complete a Session Tracking Form 
  and turn it in to the event organizer, who is responsible 
  for making sure that the results are reported to the 
  RPGA in a timely fashion. 
  Companies Compete, Not PCs 
  Adventuring company adventures are designed to offer 
  unique challenges and opportunities. They often pit 
  adventuring companies head-to-head in some sort of 
  competition (such as a tournament, scavenger hunt, or 
  race). They might also involve a large-scale event (such 
  as a battle to defend a frontier town, clearing out a 
  significant monster lair, exploring a new dungeon, or 
  staking a claim to new territory in the wilderness). In all 
  these cases, it makes sense for the NPC sponsors to 
  recruit adventuring companies rather than individual 
  player characters. Regardless of the plot, the focus is on 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 6 
  the companies themselves, and the PCs’ efforts will 
  increase or decrease their company’s relative standing 
  in the eyes of the wealthy or influential patron who has 
  organized the event.  
   
  There must never be direct PC-versus-PC combat in any 
  Living Forgotten Realms adventure. You may not force or 
  allow player characters to fight directly against other player 
  characters. For example, it would be inappropriate to 
  have a battle between two noble houses over a gold 
  mine, where some of the adventuring companies are 
  hired by one of the houses and the other adventuring 
  companies are hired by the rival house, with the player 
  characters 
  fighting 
  each 
  other. 
  Characters 
  may 
  temporarily be dominated by evil magic and forced to 
  attack one another, but no one is ever allowed to set up a 
  scenario in which individual PCs or groups of PCs are 
  able to engage in direct combat against one another. 
   
  However, that does not mean that the various 
  adventuring companies (and even members of the same 
  company) cannot compete with each other in any way. 
  That same "battle for the gold mine" scenario would be 
  just fine if all the PC adventuring companies in the 
  battle are working for the same faction, with all the 
  NPCs hired by the opposing faction. 
   
  It is also okay to have the PCs represent different 
  competing factions, so long as the PCs themselves do 
  not directly come into conflict. In a tournament, the PC 
  adventuring companies might be presented with 
  multiple offers of employment by different noble 
  houses. Each group of PCs would then individually 
  decide which of the various nobles they want to 
  represent. The winning adventuring company also wins 
  the tournament on behalf the house they chose as their 
  sponsor. Even in a tournament setting, however, player 
  characters could only joust, duel, or otherwise directly 
  engage in combat with NPCs, never with other PCs. 
  What Am I Allowed to Change? 
  Because they are sanctioned for public play only, 
  adventuring company adventures can offer some 
  interesting opportunities to organizers. The organizer 
  decides how to structure the event for maximum 
  publicity and enjoyment. For example, you might run 
  the adventure multiple times over the various days of a 
  convention and award the grand prize at the very end. 
  Or, you can get all the participants together at the same 
  time (and ideally in the same room) for a grand event, 
  with scores tabulated and prizes given out on the spot.  
   
  Some adventuring company adventures might lend 
  themselves to a slightly more elaborate setup than a 
  typical RPGA adventure. For example, a tournament 
  might feature individual tests of skill and prowess, such 
  as an archery competition or a riddle contest. You could 
  set these up as “stations” in which the individual 
  characters would visit each station to participate in that 
  particular competition. The DM supervising that station 
  would have the player roll the appropriate dice or do 
  whatever else is required, and then record the results on 
  the player’s score sheet, story certificate, or other 
  tracking form. 
   
  However, the core RPGA DUNGEONS & DRAGONS 
  experience remains 4-6 players and a DM at a table for 
  4 hours. Adventuring company adventures do not 
  change that format. You may not run this adventure in 
  any way that removes the core D&D experience. So, for 
  example, you cannot run the entire adventure as a LARP 
  (or "interactive"). The players are coming to play D&D 
  and D&D is what you are expected to give them. Any 
  additional elements that you present must be ancillary 
  to the main 4-hour tabletop gaming session. You are also 
  not allowed to change the story or encounters from what 
  is presented in the adventure, other than as specified 
  herein and in the "DM Adventure Adjustments" section 
  of the RPGA Character Creation Guide. 
  What’s a Battle Interactive? 
  The term "Battle Interactive" (BI) is used to denote an 
  adventure where the player characters are taking part in 
  a mass combat environment (such as a war, although 
  formally-declared wars between sovereign nations are 
  rare in the Forgotten Realms). The PCs are fighting as part 
  of a much larger force, typically an army. They might 
  have different roles depending on their level (lower-
  level PCs are likely to be treated more like common 
  soldiers, slugging it out against a horde of foes on the 
  front lines, while higher-level PCs are generally 
  regarded as valuable assets, asked to join war councils 
  and engage in special missions to strike directly at 
  enemy leaders). Regardless of the details, the basic idea 
  behind a BI is that it represents a clash of two or more 
  opposing forces on a larger scale than would typically be 
  depicted in a normal Living Forgotten Realms adventure.  
   
  Because it is plausible for a large number of PCs to 
  be fighting at the same time as part of the same army, a 
  BI makes an excellent fit for a convention or game day 
  that can run a large number of tables at the same time. 
  In the Living Forgotten Realms campaign we have chosen 
  to present Battle Interactives as Adventuring Company 
  adventures (using the ADCP designation) because it 
  makes sense for factions to recruit large numbers of 
  characters through their adventuring companies, rather 
  than trying to recruit each individual PC one by one.  
   
  Organizers are encouraged to set the event up so 
  that all the tables go through each mission of the BI 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 7 
  together. Special rules might allow tables to assist or 
  affect one another in ways that are not possible in a 
  normal adventure. For example, if Table #1 is overrun 
  by monsters and forced to retreat, the BI organizer 
  might rule that Table #2 can try to take on the extra 
  monsters in addition to the ones they are already 
  fighting, in hopes of saving Table #1 and closing the gap. 
   
  The overall success or failure of a BI is often based 
  on the collective outcomes of all the tables playing. For 
  example, if five tables are playing, the story would 
  change depending on the majority outcome (if three 
  tables failed a mission and two tables succeeded at the 
  same mission, then the official result of that mission 
  would be a failure).  
   
  Because a BI is focused on the battlefield, it features 
  more and harder combat encounters than a typical 
  Living Forgotten Realms adventure. The XP budget is 
  higher, and the adventure is designed to push PCs to 
  their limits, using up all their resources. Character 
  deaths are more common. Players who do not enjoy 
  combat encounters are probably unlikely to enjoy a BI. 
  DCs by Adventure Level 
  This adventure uses the terms Easy, Moderate, and Hard 
  to refer to the Difficulty Class (DC) of most checks. If a 
  DC is given as a static number (such as DC 15 or DC 25 
  instead of Easy DC, Moderate DC, or Hard DC) then 
  that number is the same regardless of Adventure Level 
  (this applies to certain skill checks whose difficulty is 
  specifically set by the core rules, such as monster 
  knowledge checks, jumping and swimming checks, etc.) 
   
  Should you need to improvise a DC during the 
  adventure, use the following table. 
   
  Adventure 
  Level 
  Easy  
  DC 
  Moderate 
  DC 
  Hard  
  DC 
  2 
  9 
  13 
  20 
  4 
  10 
  14 
  21 
  6 
  11 
  15 
  23 
  8 
  12 
  16 
  24 
  10 
  13 
  18 
  26 
  12 
  14 
  20 
  28 
  14 
  15 
  21 
  29 
  16 
  16 
  22 
  31 
  18 
  17 
  23 
  32 
  20 
  18 
  25 
  34 
  Special Rules for the 
  Interactive 
  Liquid Shadow 
  One of the uses of Spellgard’s powers the followers of 
  Shar learned was how to distill liquid shadow. These 
  potions invigorate the imbuer, but the liquid is tained by 
  Shar. The nightcloaks of Shar gave these potions to the 
  Zhentarim in the hope of using it to corrupt them. The 
  Zhentarim have not used them, and so the PCs find the 
  vials after Encounter 1. 
   
  Liquid shadow follows the following rules/effects: 
  • 
  Consuming liquid shadow or administering it to 
  an adjacent creature is a standard action. 
  • 
  Liquid shadow loses its potency when ADCP3-2 is 
  complete. 
  • 
  Liquid shadow can be passed between tables in 
  between any encounters. 
  • 
  When consumed, one of the following effects 
  happens: 
  o 
  A creature that died within the last hour 
  is instantly raised at full hit points. They 
  suffer the death penalty as normal, but 
  no healing surges or powers are 
  restored. 
  o 
  The creature regains 3 healing surges 
  and 1 daily attack or utility power. 
  o 
  A creature cannot benefit from the same 
  effect more than once in a 24- hour 
  period. 
  • 
  Regardless of which effect is chosen, when a PC 
  consumes the liquid shadow, check to see if they 
  have story award PREQ02 A Secret Given. If 
  they do, they gain these additional effects: 
  o 
  Regain 1 additional healing surge and 1 
  additional daily attack or utility power. 
  o 
  Until they take an extended rest, the PC 
  dies when they fail 2 death saving 
  throws (instead of the normal 3). 
  • 
  Any PC that drinks liquid shadow gains the story 
  award ADCP18 Quaffed Liquid Shadow at the 
  end of the event. 
  PREQ02 A Secret Given and 
  Disfavors of Shar 
  Before the adventure starts you should check whether 
  PCs have the story award PREQ02 A Secret Given 
  from PREQ3-1 Shrouded Visions and any story awards 
  that contain disfavors from Shar or her followers (such 
  as CORE15 Humilated the Dark Moon Monks from 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 8 
  CORE1-8 Taken and CORE29 Mixed Blessings from 
  CORE1-15 Where Dragons Die).  
   
  PREQ02 has an impact on dealing with shadow as 
  described above. Besides being a minor factor in 
  determining whom to target during the battle, all of 
  these will have an impact in Encounter 2. When the 
  Netherese commander dies, he curses the PCs with his 
  dieing breath. If the PCs angered Shar enough in the 
  past, she empowers the curse. PCs with PREQ02 gain 
  the Curse of Shar’s Whispering curse for the duration of 
  the adventure. PCs who do not have PREQ02, but do 
  have any disfavors, gain Shadow’s Foe Curse. Give these 
  players Players’ Handout 2. 
   
  Note that these curses function exactly like a disease 
  in how they progress, except that the skill check differs 
  as described in the handout and the check is made after 
  each Encounter. At the end of the adventure, the curse 
  is removed automatically by friendly casters. 
  Level of Engagement 
  The DM can alter the level of challenge for the players 
  by changing the level of engagement. Some PCs are ever 
  searching for more foes to engage, moving beyond the 
  safety of their allies' lines, while others move more 
  cautiously. At the beginning of each combat encounter 
  (with the exception of Special Missions), the players 
  should decide on their level of engagement by majority 
  vote (with ties broken by their Table Spokesman).  
  a. 
  Normal: This is the average level of 
  engagement. Run the encounter as written.  
  b. 
  Glory: Each encounter contains the details; 
  mostly the PCs are facing more opponents. 
  For 
  4 
  and 
  5 
  player 
  tables 
  it 
  is 
  recommended to use respectively the 5 and 
  6 player table numbers of opponents 
  instead of the glory tier option. 
   
  Note that it is important to count the number of glory 
  tier tables per encounter. It earns the players of the BI a 
  minor benefit at the end of Encounter 5 and during the 
  skill challenge of Encounter 6. Each table playing at 
  glory tier earns 1 Glory Point. 
  A Note on Maps 
  Some of the maps may seem small. This has been done 
  intentionally to for those DMs who print them to scale in 
  color. Do not constrain the PCs to the areas shown on 
  the maps. While the important and interesting terrain is 
  shown on the maps, they are not completely enclosed 
  and the PCs can move off or around the map. You are 
  encouraged to place Dungeon Tiles or pirinted maps in 
  the center of a larger battlemat and extend the general 
  terrain as appropriate (trees, walls, open fields, etc.)  
  Reinforcements 
  Individual tables may seek reinforcements, should the 
  tide of battle turn against them. During combat, if a 
  table is particularly struggling, their Table Spokesman 
  can decide to call for reinforcements. Use the following 
  mechanics to handle this process: 
   
  (1) The table captain stands up and yells for 
  reinforcements. 
   
  (2) The organizers look for volunteer tables playing at 
  the same Adventure Level who are willing to take on 
  some or all of Table A's monsters. Only tables still 
  fighting can volunteer. 
   
   
  (2A) If there are no volunteers at the same AL 
  then look for volunteers at other ALs.  
   
   
  (2B) If there are no volunteers at all, then Table 
  A is out of luck. 
   
   
  (2C) If there are multiple volunteers then the 
  Senior DM decides how many of them to use. This is a 
  judgment call based on how things are going and how 
  much time is left in the mission. 
   
  (3) Table A decides how many of their monsters (and 
  which monsters) they want to send away. (The volunteer 
  table does not get to decide. They have to accept 
  whatever Table A chooses to send them.) This could be 
  one monster or it could be all the monsters or it could 
  be anything in between. If there is only one volunteer 
  table (call it Table B) then they have to take all the 
  monsters that Table A decides to send away. 
   
  Note: If the Senior DM has decided to accept 
  multiple volunteer tables then first Table A decides how 
  many monsters they want to send away, and then the 
  Senior DM decides which monsters go to which 
  volunteer tables (Table B, Table C, and so forth). If there 
  is an obvious major threat (a solo or elite) and some 
  minor threats (standard monsters and minions) then the 
  Senior DM might let the volunteer tables choose which 
  one of them wants to take on the hardest threat and 
  adjust the distribution of the monsters accordingly. 
  Minions should be moved in groups of at least 4-5 if 
  possible or else it is not worth the trouble to track them. 
   
  (4) The monsters move from Table A to Table B (C, D, 
  etc). Rather than rolling a new initiative for each 
  monster, they just come on as a wave at the start of the 
  next round (and get a full round of actions on their first 
  turn; moving between tables does not consume the 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 9 
  monsters' actions). The newly-arrived monsters act in 
  order from highest to lowest initiative bonus. 
   
  Table B's DM gets to decide where the additional 
  monsters enter the battle map (but they have to arrive in 
  a logical fashion; for example, they can't just teleport 
  into flanking positions, unless the monsters would have 
  a way to do that). 
   
  (5) Carrying monsters over is done according to the 
  following rules: 
  • 
  The current hit points carry over from Table A to 
  Table B only in a general sense (e.g. a scale of "full 
  health" - "down about 25%" - "bloodied" - "down 
  about 75%" is good enough). 
  • 
  If Table B is not the same AL as Table A, then the 
  DM uses the stats appropriate for Table B (i.e. the 
  monsters can get weaker or stronger as part of 
  the transfer). This is one reason it is not 
  important to know exactly how much damage 
  each monster has already taken; Table B's DM is 
  likely going to have to adjust the hit points 
  anyway. 
  • 
  In general, ongoing damage and other conditions 
  DO NOT travel with the monsters. Likewise, the 
  DMs should NOT try to figure out which 
  encounter/daily/recharge powers the creature 
  has already used and which ones it has not used. 
  Assume that the monsters have all their powers 
  available when they arrive at the new table. (This 
  is part of the price of calling for reinforcements.) 
  However, if time is tight in the mission or if it is 
  just one monster (especially a solo) then the 
  Senior DM can allow the table DMs to transfer 
  this information, but be very careful about taking 
  too much time away from the actual game (it is 
  not fun for the players if the various table DMs 
  have to spend 20 minutes figuring everything out 
  while the fighting is on hold). 
   
  (6) The new table has a fixed amount of time to fight the 
  monsters. The authors recommend about 15 to 20 
  minutes, but the Senior DM can decide otherwise. It is 
  better to use real-world time instead of a number of in-
  game rounds because different tables finish rounds at 
  different speeds. 
   
  At the end of the 15-20 minute real-world time 
  limit, any surviving monsters from all the other tables go 
  back to Table A (repeat steps 4-9) unless Table A has 
  been eliminated (fled the battlefield or TPK) in which 
  case the monsters just stay at their new tables for the 
  rest of the mission. 
   
  (7) If Table A did not send away all their monsters, then 
  they stay in their own initiative order and keep fighting. 
   
  If Table A did send away all their monsters, then 
  they can take as many rounds as they want, within 
  reason (their table DM must be present) to use healing 
  powers and so forth. They still have to wait for the 15-20 
  minutes of real world time to be up (they can't just all 
  spend a couple of healing surges and then ask for their 
  monsters back after 2 minutes as this is not fair to the 
  other players). They are still required to track the use of 
  things like encounter powers, second wind, etc. 
   
  However, Table A may NOT take a short rest or cast 
  lengthy rituals in the middle of the battle without 
  permission of the Senior DM. (Five minutes is the 
  equivalent of 50 combat rounds.) If they need a short 
  rest just to survive they probably need to retreat and sit 
  it out until the next encounter begins.  
   
  The Senior DM can always make exceptions (for 
  example, if it is a table of new players or there is still 75 
  minutes left in the mission and they would have nothing 
  to do). The Senior DM might also choose to give them a 
  few additional resources (e.g. drop off a box of healing 
  potions), refresh their second wind, send over some 
  NPCs with healing word, or whatever is needed to let 
  them get some resources back without giving them all 
  the benefits of a short rest. 
  Special Missions 
  In addition to the normal missions, there are also 
  "special missions" provided for a few select tables to step 
  up and prove their mettle. Success in the Special 
  Missions provides a significant advantage to all of the 
  PCs participating in the BI, or prevents some great 
  catastrophe that could turn the tide of battle. These 
  special missions are meant to be unique and played by 
  only one table each, but are entirely optional. Do not 
  allow a table to undertake more than one special 
  mission. As they are generally more difficult than the 
  already challenging missions, no table should be forced 
  into playing any of them. They are also limited to certain 
  Adventure Levels. If you have no tables of the span of 
  adventure levels listed, do not run the mission and apply 
  no benefit or penalty based on its success or failure. If 
  tables could have volunteered but do not, assume the 
  mission is a failure. These missions are detailed in a 
  separate document.  
   
  It is strongly advised to appoint a single DM at an 
  event to run all special missions, switching the DMs 
  temporarily for those tables playing a special mission. It 
  saves 
  the 
  DMs 
  from 
  preparing 
  6 
  complicated 
  encounters they are likely never to run, while one DM 
  can focus the attention on those encounters. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 10 
  Oracular Defenses 
  Throughout the occupation of Spellgard the Netherese 
  have done extensive research into the magic infusing 
  the fortress and its connection with Lady Saharel. As a 
  result, the Netherese forces learned how to tap into 
  these powers and use them to their benefit. In 
  Encounters 2 and 3 one creature of your choice can use 
  one oracular power per round. Once used, that power 
  cannot be used until all other powers have been used. 
  See Appendix III for details on these powers. Once the 
  PCs liberate Saharel (Special Mission 3), the Netherese 
  loose access to these powers and, if done quickly 
  enough, potentially benefit the PCs instead. 
   
  IMPORTANT NOTE: These powers can be very 
  irritating for the players and they should be used with 
  care. For example, do not use them to redirect a daily 
  attack against a PC or to miss with an attack after the 
  player already missed several times during the 
  adventure. It is best to use them to defend against at-will 
  and encounter attack powers. Their purpose is to 
  highlight the importance of liberating Saharel. You do 
  not need to use them each round, but be sure the 
  players seem them in action a few times (enough to 
  realize the importance of Special Mission 3 and to 
  appreciate it when the group running that special 
  mission is victorious). 
  Long Range Teleportation 
  Due to the interference between the Sharn Wall and the 
  old mythalar of Spellgard, long range teleportation 
  travel and long range scrying/divination rituals are 
  disrupted. As a result, rituals such as Linked Portal do 
  not work when performed within a few miles of the 
  fortress. The barrier with the Shadowfell is thin enough 
  to pierce with a Shadow Passage ritual, but traveling 
  through the Shadowfell offers no protection against 
  Netheril. Short-range teleportation aquired through 
  powers (such as fey step or the swordmage aegis) work 
  normally. It initially posses no big problem, but it does 
  block a quick escape by the end of the battle when 
  Netherese forces arrive en masse. The officers of the 
  army are well aware of this effect and they warn the 
  adventurers in advance. 
  Adventure Background 
  Lady Saharel was once a powerful mage, who lived at 
  the height of the Netherese Empire. She was the ruler of 
  Saharelgard, a great fortress that existed of miles upon 
  miles of gardens, turrets, towers, and palaces. Now, 
  hundreds of tears later, the place has fallen in ruins. 
  Only a few isolated spots are left standing, and the lady 
  Saharel is a ghost, tied to the ruins that are now known 
  as Spellgard. 
   
  Over time, pilgrims went to visit Spellgard to find 
  the ghost. Lady Saharel was known for her great 
  knowledge. Those who would rebuild part of her former 
  place would have a chance to meet her, and she would 
  answer them one question. While originally the lore 
  Saharel could give was limited to Netheril of old, over 
  time her answers became almost oracular. She would 
  have an answer to any question. Some cryptic, some 
  direct, but all true. 
   
  With time, however, it became also rarer to find 
  her. Saharel avoided most contact to prevent being 
  tricked into answering questions that would aid evil 
  forces. For this reason, most organizations showed little 
  interest in Spellgard. 
   
  All this changed when it was discovered that with 
  the proper ritual, the lady could be summoned at will 
  and forced to answer questions. The initial attempt to 
  control her was disrupted by heroic adventurers, but a 
  Netherese spy stalking the ruins reported the ritual’s 
  existence to his superiors. 
   
  A few months later, several Netherese moved in. 
  Now, a small army is gathered in Spellgard, to restore 
  ‘Saharelgard’ to its greater glory. Their plan is to involve 
  both Saharel’s oracular knowledge and the magic 
  inherent to Saharelgard to their advantage. After 
  questioning Saharel they have come to believe that the 
  magic of Saharelgard draws from a pure source. They 
  have investigated means to use this magic, but have not 
  yet found a way that would not be utterly destructive to 
  the region. Saharelgard’s magic has become entwined 
  with another local feature – a remnant of a magical 
  barrier that once encompassed the whole of Netheril, 
  known as the Sharn Wall. The Wall was created shortly 
  after Netheril’s fall. It is a creation of chaotic energy, and 
  while it has been damaged and has long lost its original 
  purpose, remnants of it still exist and can affect the 
  magic of places like Sharelgard. Because of this the 
  Netherese have not yet managed to rob the place of its 
  magic.  
   
  Rightfully fearing the power Netheril might gleam 
  from the fortress has a lot of people worried. Various 
  groups have decided to band together in an uneasy 
  alliance to stop the Netherese form executing their 
  plans. The alliance is aware that Sakkors is on the way 
  and that with the city’s arrival, there is no hope to 
  prevent the Netherese from attaining their goals. The 
  groups in the uneasy alliance include the Harpers, 
  Luruar, Eltugard and Waterdeep, although the nations 
  do so through various intermediarres to remain officially 
  unaccountable.  
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 11 
   
  Together, the groups are recruiting adventurers; 
  mustering them in Silverymoon for a desperate attempt 
  to take Spellgard, hold it long enough to free Saharel, 
  and then retreat before Sakkors arrives. The PCs have 
  one day before Sakkors arrives – or so the groups 
  assume. In truth, Sakkors is quicker and arrives at dusk. 
   
  More details on Spellgard can be found in Appendix 
  1. 
  Mission Structure 
  The battle consists of the following missions. We 
  strongly recommend that you use a timer to control the 
  start and end of each mission. Part of the challenge and 
  the enjoyment of running a large-scale battle interactive 
  is giving the players the sense that they are all fighting 
  through the battle together. One of the best ways to do 
  that is by having every mission start and end 
  simultaneously. You can allow the table DMs to read the 
  beginning and ending boxed text for each mission 
  individually, or for large groups, if the venue has a sound 
  system, the event organizer can read it to everyone at 
  once (again reinforcing the sense to the players that they 
  are all in it together).  
   
  Each mission has a suggested running time, but the 
  event organizer needs to keep an eye on how tables are 
  actually doing. If most of the tables have finished early, 
  it's usually better to end the mission early than to have 
  most of the players sitting around waiting for one or two 
  tables to finish a fight. Some missions allow for optional 
  extensions to an encounter, whether additional waves of 
  monsters or skill challenges. The extras help extend the 
  time for tables that would otherwise finish early. Be 
  careful not to let the players take on too many 
  opponents, because this depletes resources like healing 
  surges and daily item powers that they likely need in the 
  later missions. 
   
  This battle interactive consists of the following 
  missions. Each mission has key objectives that 
  determine how the overall battle progresses. Usually, 
  the primary objective is simply to kill all the monsters. 
  However, certain missions might have other objectives 
  (saving NPCs, defeating a specific enemy, destroying a 
  particular fortification or object, finishing within a 
  certain number of combat rounds, and so forth). You 
  will need a way for each table DM to track the success 
  or failure of each mission's specific objectives, so that 
  the event organizer can tabulate the overall results. 
   
  We estimate that this event lasts about 10 hours, 
  depending on how much time you allow for each 
  mission. Each encounter contains the recommended 
  run time for that encounter. 
   
  The battle interactive consists of the following 
  encounters: 
  • 
  Interlude 1 and Mustering (30 minutes): Allow 
  the players some time to mingle in character 
  while you are forming tables. Remember that 
  each table must consist of 4-6 PCs who all fall 
  within a three levels of each other. Also, any PCs 
  who are not members of an Adventuring 
  Company might wish to form one at this time, to 
  gain the benefit of the bonus Action Point for the 
  table if nothing else. During this interlude, the 
  commander meets with the PCs and briefs them 
  on the mission. When everyone is ready to begin, 
  either the event organizer or the individual table 
  DMs can read the Player's Introduction (for a 
  large group it is often best to have one “mission 
  boxed text reader” equipped with a microphone) 
  and then start Encounter 1.  
  • 
  Encounter 1 (60 minutes): The PCs deal with the 
  Zhentarim south of Spellgard. The goal is to 
  defeat as many soldiers as fast as possible, as well 
  as potentially two commanders to route the 
  Zhentarim and prevent an alarm from being 
  raised. 
  • 
  Special Mission 1 (60 minutes): The PCs are to 
  contact the kobolds living below Spellgard and 
  try to befriend them (for AL 2 – 8). 
  • 
  Encounter 2 (75 minutes): The battle to conquer 
  Spellgard is started by assaulting the walls, gates 
  and towers. Magical siege engines make life hard 
  for the attackers. 
  • 
  Special Mission 2 (75 minutes): Spellgard is 
  protected by several large defensive siege 
  engines that rain down destruction on any 
  attackers. Somebody must destroy them, and as 
  fast as possible or those assaulting the walls 
  suffer (for AL 8 – 12). 
  • 
  Encounter 3 (75 minutes): The Netherese have 
  reinforcements in the Shadowfell. Portals open to 
  spew forth shadow creatures. Paragon groups are 
  send in to deal with whatever is behind the 
  portals. Heroic groups face whatever comes 
  through while closing the portals. 
  • 
  Special Mission 3 (75 minutes): As long as 
  Saharel 
  is 
  under 
  Netherese 
  control, 
  the 
  Netherese have ocular-like powers. It is a matter 
  of getting her liberated as fast as possible. If the 
  PCs are quick, they can spend the remainder of 
  the time getting Saharel to help out 
  • 
  Interlude (30 minutes): The PCs need to decide 
  what to do with Saharel. There is an easy 
  method, but which poses considerable risk to 
  Saharel’s sanity and existence. She opposes this, 
  making special mission 4 necessary. There is a 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 12 
  harder method which makes Encounter 4 
  considerably harder, but which poses less risk to 
  Saharel. 
  • 
  Encounter 4 (75 minutes): The rituals start 
  performing the rituals on the pillars, both in this 
  world and Shadowfell. Defensive mechanisms 
  are triggered, and the PCs need to defend 
  themselves and above all the casters. 
  • 
  Special Mission 4 (Optional) (75 minutes): If the 
  PCs choose the easy route and voted Saharel’s 
  destruction, one table is going to face her. 
  • 
  Encounter 5 (60 minutes): Netherese fortress 
  appears unexpected early, but the ritual is not 
  finished. PCs need to defend the walls and gates. 
  In the mean time NPCs on flying mounts run 
  bombing runs. 
  • 
  Special Mission 5 (60 minutes): The Netherese 
  have flying forces at their disposal, which pose a 
  considerable risk to the defenders. PCs need to 
  take them out somehow and fast. A fast group 
  can rush to the aid of the defenders, taking 
  monsters away from other tables.  
  • 
  Encounter 6 (90 minutes): PCs need to fight a 
  way through Netherese forces and cover the 
  wagons with the pillars until the forces can reach 
  the forest and the fey crossings into the Feywild. 
  • 
  Special Mission 6 (90 minutes): The Netherese 
  have a couple of very nasty shadow beasts and 
  they are about to loose it on the PCs. One group 
  needs to keep them locked up long enough for 
  the others to reach the fey crossing. This is truly a 
  suicide mission. 
  • 
  Conclusion (?? minutes): ??  
  • 
  Appendix ??: ?? 
   
  The end of each encounter contains a list of questions 
  which are required to determine the total outcome of 
  each mission for the interactive as a whole. These need 
  to be answered at the end of the encounter and 
  delivered to the organizers by the Spokesman of each 
  table 
  (see 
  Player’s 
  Introduction 
  below). 
  The 
  concequences on the BI are detailed in Appendix 2. 
   
  Note 
  that 
  throughout 
  the 
  adventure, 
  unless 
  specified otherwise, it is assumed that the results of an 
  encounter are taken along to the next encounter with 
  the same group or transferred to another table as per 
  the Reinforcement rules. The BI organizers can decide 
  to average the results instead. Talk with the organizers 
  beforehand. From an interactive point of view, it is best 
  to use individual table results, since it allows tables who 
  are doing well to offer aid to other tables in between 
  encounters. 
  Resource Management 
  In a standard adventure a DM can raise or lower the 
  challenge level of an encounter to better match the 
  expactations and skills of the players. While there is 
  nothing prohibiting the DM from doing so for this 
  adventure, a warning is in order. The adventure is a 6 
  encounter marathon without an extended rest. The 
  liquid shadow mechanic offers some help, but it is not a 
  full replacement (nor is intended to be such). Part of the 
  challenge is to keep enough resources (most notably 
  healing surges) by the end of the adventure. The 
  concequence is that even an easy encounter can have a 
  big impact later on due to the depleature of for example 
  healing surges. 
   
  Having said, playtest at high ALs (most notably 16 to 
  20) have shown that the variation between different 
  tables in character and player effectiveness can be very 
  high. We already upped the challenge in various 
  encounters for these ALs, but you might to increase it 
  even more. If you do so, it is probably better to do so 
  towards the end of the adventure (Encounter 4, 5 and 6) 
  than early on, and care must still be taken. 
   
  Be very careful doing so at the lower ALs. Playtests 
  shown that most tables had one or more PCs with no 
  healing surges left in the final fight. 
  Player’s Introduction 
  Read or paraphrase the following to your individual 
  table before Prelude is begun for the whole interactive: 
   
  You recently received an invitation for an important, 
  potentially profitable, job at the Lady’s College in 
  Silverymoon. When you arrived, you were welcomed by 
  Blaynden Darhunson, a librarian from the Vault of 
  Sages. He brought you to a vibrant garden inside the 
  college where he opened a crossing into the Feywild. 
  Once in the Feywild, an eladrin guided you to a large 
  well-guarded campsite filled with dozens of adventurers 
  of widely varied skill. Also present are about two 
  hundred able-looking mercenaries, including a large 
  group of ritual casters who have a military look about 
  them, although none wear uniforms.  
   
  You have waited here for a few days in comfort, 
  watching more adventurers arrive, until you are all 
  directed to a large field while the eladrin pack the tents. 
   
  Relate the following to the players: 
  • 
  PCs whom played PREQ3-1 Shrouded Visions 
  have been sent to the Lady’s College by their 
  contact, who stresses the importance of the 
  mission. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 13 
  • 
  PCs who played NETH3-1, NETH3-2 and/or 
  NETH3-3 are directed to Silverymoon by Dernan 
  Moonbrow. 
  • 
  PC members of the Harpers, the Order of Torm, 
  the Lion’s Den, the Dusk Talons, the Heirs of Mirt, 
  the Knights of Myth Drannor and the Stellar 
  Fellowship of Adventurers have been similarly 
  directed to Silverymoon.  
  • 
  Otherwise the group that fits best hired the PCs. 
  • 
  Little detail could be provided other than that it 
  involves a mission against Netheril’s interests. 
  PCs who played PREQ3-1 may rightly suspect 
  that it has something to do with Spellgard, but 
  nobody present can confirm or deny such 
  speculations. 
  • 
  Drey Silverspur is the commander of the mission; 
  rumors in the camp suggests he is a former Silver 
  Knight apparently ignoring orders from his 
  superiors in Silverymoon not to attack Spellgard. 
  His second in command is Lerne Revynaar. She is 
  an officer in Evereska’s army; apparently Evereska 
  does condone the mission. Neither has been seen 
  as of yet. 
   
  You should gather the PC’s race, Passive Insight, Passive 
  Perception, and special detection abilities that might 
  alter the way a scene is described (such as darkvision or 
  blindsight).  
   
  At this point the table should also elect a Table 
  Spokesman who is responsible for reporting their table's 
  results after each encounter, as well as breaking any ties 
  on table votes. 
   
  Determine 
  individual 
  meta-organization 
  membership. If a PC is a member of a meta-
  organization, that PC can earn a benefit from that 
  organization for the duration of the mission. 
   
  This can be one of the following: 
  • 
  The PC can borrow one potion of healing (Heroic 
  tier) or potion of vitality (Paragon tier). 
  • 
  The PC can borrow a plain magic armor, cloak, 
  weapon or implement with a bonus depending 
  on the AL: 2 – 4 : +1, 6 – 8 : +2, 10 – 14 : +3, 16 – 
  20 : +4 
  • 
  The PC can follow a preparation training prior to 
  the mission. The effects of this are temporary. For 
  the duration of the adventure, the PC has a +1 
  bonus on two skills, depending on the associated 
  meta-organization: 
  o 
  Order of Torm: Athletics/Intimidate 
  o 
  Lion’s Den: Endurance/Insight 
  o 
  Dusk Talons: Acrobatics/Thievery 
  o 
  Harpers: Stealth/Bluff 
  o 
  Heirs of Mirt: Endurance/Perception 
  o 
  Knights of Myth Drannor: Arcana/Nature  
  o 
  Stellar Fellowship: Athletics/Intimidate 
   
  These benefits expire at the end of the adventure, and 
  any unused borrowed equipment must be returned at 
  the end of the adventure.  
   
  Determine if you have a meta-org or an 
  adventure company table. You have such a table if at 
  least 3 PCs in the group belong to the same meta-
  organization or adventuring company. In that case, the 
  table has one extra action point that they can use once 
  throughout the battle interactive. The table gets only one 
  action point, even if more companies are at the same 
  table. Anyone on the table can profit from that action 
  point whenever a majority of the players agree. 
    
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 14 
  Prelude: Briefing 
  Setup 
  Drey Silverspur, male human Spellguard wizard 
  (ranking wizard of the Silver Knights in Luruar, the 
  similar name with the fortress of Spellgard is 
  coincidental). 
   
  The PCs have arrived in Silverymoon, and congregate in 
  the Feywild near the Lady’s College. There, they have 
  been divided into groups. Now they are waiting at a 
  large field for Commander Drey Silverspur to give them 
  a briefing on what is going on. 
   
  Drey does not officially represent Silverymoon. He 
  has in fact been publically ordered not to interfere with 
  anything regarding Spellgard. Despite that, he has 
  several Silver Knights and Spellguard wizards under his 
  command, and the Evareskan mages that take care of 
  the transportation of the PCs through the Feywild and 
  perform the various rituals at the pillars (Encounter 4) 
  also report to him. The other mercenaries in the army 
  are soldiers from Evereska, Luruar and Waterdeep. The 
  elves from Evereska are openly in employ of that eladrin 
  kingdom, since the rulers care little about human 
  politics and do not fear repurcursions. The human 
  soldiers are all here on their freetime, having been 
  similarly ordered as Drey. 
   
  Drey Silverspur is a former adventurer. Drey is 
  deemed a bit reckless, but he is creative and can be 
  subtle when he wants to. He is an idealist, but 
  understands that some are in it just for the money or the 
  glory. As long as the goals are reached, he does not care. 
   
  Drey understands the intricacies of the magic in 
  Spellgard quite well. He believes that with a proper 
  ritual, ritual casters can drain a measure of power from 
  Spellgard in such a way that it frees Saharel, while they 
  can yet preserve the magic as long as a right receptacle 
  is at hand. He believes – but has not yet verified – that 
  the Netherese are attempting the same, but have not yet 
  found the right receptacle. Drey believes he may have it, 
  in the shape of Coura, the construct librarian of the 
  Vault of the Sages in Silverymoon. He is not entirely 
  certain though, and many of his superiors and allied 
  organizations think the risk is not worth the potential 
  benefits, feeling a lot is allowed in opposing the 
  Netherse (most vocal are the elves and eladrin of 
  Evereska and Myth Drannor). 
   
  Lerne Revynaar is a wood elf form the High Forest, 
  liaison with Evereska and second in command. She has 
  fought Netheril since she was a young girl, having lost 
  her parents in the battle of Evereska almost a century 
  ago. She blames Netheril, who set the monstrous 
  Phaerimm on Evereska, and has sworn revenge against 
  them. She is wild and passionate, but also a fair bit 
  ruthless. Her goal is to eliminate Netheril, and she does 
  not care of there is any ‘collateral’ damage in achieving 
  it. In the choice ahead, she is the one who argues for 
  destroying the power source the Netherese seek. 
   
  As a swordmage, she understands both tactical 
  battle and the principles of magic. She is in charge of 
  overseeing the taking of Spellgard, and leads a battalion 
  of elven scouts and bowmen – from Evereska and the 
  High Forest - who provide support for the adventurers 
  attack. Unlike most others, Lerne publicly represents 
  Evereska in the mission. The elves are not interested in 
  the political games of humans, and openly oppose 
  Shade’s occupation of Spellgard. 
   
  Drey introduces her, but she does not speak here. 
  She has a role to fullfil in the Interlude. 
   
  It is an early sunny morning, and the air is ripe with 
  anticipation. You have all gathered on a lush green field 
  when a young tall slender human clad in leather steps 
  away from the shadows of a tall oak. 
   
  “Welcome,” he starts, his voice aided by magic so 
  that it can be heard by all, “Welcome here at the 
  beginning of the end - the end, of Netheril that is. For 
  more than a century Netheril has cast its shadow over 
  Faerun. A dark-hearted evil-minded force bent on 
  spreading their cruel, unforgiving faith and enslaving 
  all who value life and freedom. But, no more! No more 
  enslavement! No more darkness! It is time we make a 
  fist before it is too late. How say you?” 
   
  After waiting for a reaction, proceed: 
  “So, how do we make such a fist? You may have heard 
  that the Netherese have taken the fortress of Spellgard, 
  and, more importantly, its oracle Lady Saharel. They 
  have managed to subvert the magic of the fortress and 
  now control the lady, using her knowledge, power, and 
  oracular insight to further their evil quest for 
  dominance. It is up to us to put an end to this abuse of 
  freedom, this abuse of magic, this affront to all that is 
  right. We are here to attack and conquer Spellgard, 
  liberate Lady Saharel, and take her back to those who 
  respect her freedom. While I expect stiff resistance, if we 
  strike quickly, with men and women of your skill and 
  power, we will be victorious! So again, how say you? 
  Will you slink back to your home, tail between your 
  legs? Or will you join me and your fellows in making 
  that fist, baring our teeth, and showing those shade-
  worshipping tyrants that we can and will bite?” 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 15 
  After waiting for a reaction, proceed: 
  “I knew I was among heroes, but now I know I am 
  among heroes with true grit! Together we will send 
  these snivelers in shadow a message they won’t soon 
  forget.”  
   
  The look on the young man’s face turns serious. 
  “Alright then, to business! Our trip to Spellgard takes us 
  through the Feywild. Magic of the eladrin will make it 
  quick. We will take Spellgard by surprise, but once the 
  assault starts, we estimate it will take less than 24 hours 
  for Netheril to retaliate, perhaps even as short as 12 
  hours. You may be great, but the Netherese are 
  powerful warriors and sorcerers, and we dare not risk 
  facing the full might of Netheril. Keep that in mind. 
  There will be no time for rest. Forces will guard the Fey 
  Crossings that take us near Spellgard and back, but we 
  have only limited support. We will take Spellgard, use 
  the rituals designed in Evereska to free the lady, and 
  make our way back to safety. Don’t dally when the 
  sound of retreat is given. We can only keep the crossings 
  open for so long. It is our only exit. Ancient magic 
  prevents the opening of portals within miles of the 
  fortress, so don’t count on rituals like Linked Portal to 
  get you out! ”  
   
  Taking a deep breath the man prepares to speak yet 
  more, but then he smiles and shrugs 
  “You know battle, we all know battle. Let’s make it a 
  good one!” 
   
  After the speech make sure the adventurers realize the 
  basic goal of the mission. They are to assault the Netheril 
  fortress of Spellgard (see Appendix 1 for general known 
  facts on the fortress), conquer it long enough for the 
  spellcasters to deal with Lady Saharel and get out, 
  preferably with the pillars used as foci in the rituals to 
  control the lady. They don’t have much time, since the 
  flying fortress of Sakkors is on its way and due to arrive 
  about 24 hours after the start of the battle. Once it 
  arrives all the PCs can do is retreat, since Sakkors brings 
  overwhelming forces.  
  Special Mission 
  Before the siege, a special group has to be selected for a 
  special mission, which involves recruiting the aid of a 
  group of kobolds who are familiar with the traps and 
  tunnels below Spellgard.  
   
  All around you small teams of adventurers are 
  preparing for the coming storm. Weapons are being 
  checked, prayers mumbled and armors secured. Cutting 
  through the droning buzz of all those people talking 
  comes a sharp and steady voice. A voice belonging to 
  a female commander standing on a small rise. 
   
  "Comrades. I lack Drey's talent for long drawn out 
  speeches so I will keep this brief. We have identified a 
  possible avenue for infiltration into Spellgard and we 
  need volunteers to investigate and secure this route. 
  What we need is a small team of people to go enlist the 
  aid of the local Kobolds. Yes, you heard that right, 
  Kobolds. 
   
  We need people that can handle themselves in dark 
  trap infested Kobold tunnels, that can find the Kobolds 
  warren and that can convince them to help us. There 
  are also rumors of living plants, so knowledge on 
  natural things is a pre. Any Volunteers?" 
    
  This special mission is available to one table of AL 2 to 8.  
  Skills will help in completing the mission are: 
  • 
  Diplomacy . 
  • 
  Dungeoneering to find their way. 
  • 
  Perception to spot traps. 
  • 
  Thievery/Arcana to disable traps. 
  • 
  Stealth/Nature 
  to 
  avoid 
  living 
  hazards 
  belowground. 
  • 
  Athletics/Acrobatics/Endurance for the physical 
  parts. 
   
  If your table runs on AL 2 to 8, your group can volunteer 
  for this mission.  If more than one group volunteers, the 
  organizers can either pick one or ask the adventurers to 
  vote for one of these groups. 
  Setting Out 
  Once the adventurers are prepared, the forces set out. 
  The trip through the lush vibrant Feywild takes 
  remarkably little time and is uneventful. The magic and 
  scouts provided by Evereska clearly have served their 
  purpose, using the magic of the Feywild so that only one 
  day passes in Fearun itself. The characters leave the 
  Feywild a few miles south of the fortress in the 
  woodlands north of Weathercote Wood. From here, the 
  fortress is only a few miles travel, and they are now 
  directed to their mission. 
   
  Continue to Encounter 1 or to Special Mission 1 if 
  you run the special mission group. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 16 
  Encounter 1: Outposts 
  Encounter Level 
  2/4/6/8/10/12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  1 half-orc deathmage (level 2) (D) 
  2 Zhent soldiers (level 2) (S) 
  1 hobgoblin thug (level 2) (H) 
  4 mercenary archers (level 2) (M), with 2 more in 
  Round 2 and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  1 half-orc deathmage (level 4) (D) 
  2 Zhent soldiers (level 4) (S) 
  1 hobgoblin thug (H) 
  4 mercenary archers (M), with 2 more in Round 2 and 
  2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  1 half-orc deathmage (D) 
  2 Zhent soldiers (level 6) (S) 
  1 hobgoblin thug (level 6) (H) 
  4 mercenary archers (level 6) (M), with 2 more in 
  Round 2 and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  1 half-orc deathmage (level 8) (D) 
  2 ogre soldiers (S) 
  1 hobgoblin enforcers (H) 
  4 mercenary archers (level 8) (M), with 2 more in 
  Round 2 and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  1 half-orc deathmage (level 10) (D) 
  2 ogre soldiers (level 10) (S) 
  1 hobgoblin enforcers (level 10) (H) 
  4 mercenary archers (level 10) (M), with 2 more in 
  Round 2 and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 12:  
  1 disciple of Cyric (level 12) (D) 
  2 ogre dreadnoughts (level 12) (S) 
  1 hobgoblin barbarian (level 12) (H) 
  4 fanatic thugs (level 12) (M), with 2 more in Round 2 
  and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  1 disciple of Cyric (D) 
  2 ogre dreadnoughts (S) 
  1 hobgoblin barbarian (H) 
  4 fanatic thugs (M), with 2 more in Round 2 and 2 
  more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  1 disciple of Cyric (level 16) (D) 
  2 ogre dreadnoughts (level 16) (S) 
  1 hobgoblin barbarian (level 16) (H) 
  4 fanatic thugs (level 16) (M), with 2 more in Round 2 
  and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  1 dread strifeleader (level 18) (D) 
  2 tannarruk steel warriors (S) 
  1 hobgoblin champion (level 18) (H) 
  4 fanatic thugs (level 18) (M, with 2 more in Round 2 
  and 2 more in Round 3 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 dread strifeleader (level 20) (D) 
  2 tannarruk steel warriors (level 20) (S) 
  1 hobgoblin champion (level 20) (H) 
  4 fanatic thugs (level 20) (M) , with 2 more in Round 2 
  and 2 more in Round 3 
   
  Special: Before the setup, choose one heroic table and 
  one paragon table to have a special commander. These 
  commanders are untiered and are added to the table set 
  up. We advise to select randomly from the tables close 
  to the level of the commander (i.e. heroic tier AL 8/10 
  or paragon tiers AL 14/16). 
   
  A heroic table with a special commander has the 
  following additional creature: 
  1 Lumanoence, half-elf nethermancer (D) 
   
  A paragon table with a special commander has the 
  following additional creature: 
  1 Commander Lascost (D) 
   
  Place the additional commanders in one of the tents. 
  Once the commanders are spotted, a table may call in 
  additional forces (see below). 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 17 
   
  Running Time: 60 minutes. 
   
  Before the PCs can attack Spellgard itself, there remains 
  the problem of the Zhent. The PCs have to deal with 
  these reinforcements and route them. The main body of 
  the reinforcements consists of human soldiers. There 
  are also some hobgoblins mercenaries, ogres, and a 
  number of tanarukk warriors. The Zhents and the 
  Netherese do not see eye to eye. While the Zhents 
  receive a fair amount of payment for their work, the 
  expectation is that if the PCs can route them, the 
  remaining forces retreat and are unlikely to alert 
  Spellgard of the PCs arrival until it is too late. 
   
  The main challenge is time. The PCs have to strike 
  fast and decisively. If they cannot succeed in defeating 
  the leaders within the brief window of time available, 
  the Zhents rally and rejoin the battle. In practice, this 
  means the PCs have to defeat all non-minions in the 
  encounter before the encounter time (one hour) has 
  passed. If a quarter or more tables fail in that 
  assignment, the Zhents warn the Netherese. 
   
  An additional complexity is the presence of two 
  special commanders in the encampments. The first is 
  Lumanoence, an eladrin nethermancer who has turned 
  to Shar. He now works for Shade, and negotiates on 
  their behalf with the Zhentarim. If he survives, he is sure 
  to alert them. The second is Reym Lascost, the Zhent 
  commander. Unlike most of his fellows, who follow 
  Cyric and would happily leave the Netherese to their 
  own, he follows Bane and has a code of honor. If he 
  survives, he will alert the Netherese as part of the 
  Zhentarim contract. It is crucial that these two 
  commanders are defeated – preferably captured alive so 
  intelligence can be gained. 
  Setting Up 
  The PCs have an overview of the camp (see maps). The 
  ditches, stream and the encampments themselves 
  continue on off the map (eventually leading into the 
  combat areas of other tables).  
   
  The PCs may attack from one of two sides: the side 
  protected by ditches, or the side protected by the 
  stream. They may decide which to attack from, and can 
  set themselves up on that edge of the map. Once the PCs 
  are placed on the map, they are spotted (unless they use 
  Stealth). Once they enter the camp, they are 
  automatically revealed due to the camp’s wards (see 
  Features below). 
  Calling Reinforcements 
  To make sure that the objective is achieved, each group 
  receives a summoning ring. This ring allows them to 
  transport a PC that carries a ring to the location of 
  someone who carries another. It expends a lot of energy, 
  so it can only do it twice in a day (once at heroic tier, 
  once at paragon tier), and due to the ring’s enchantment 
  only during this encounter.  
   
  A PC can request re-enforcements using the ring. 
  The PCs are instructed to ONLY use this possibility if 
  they encounter one of the special commanders. Let the 
  PCs assign the ring to one PC in the group. Note that the 
  table should take into account that the PC who wears 
  the ring can also be called away if the need arises. 
   
  If PCs notice that a special commander is present, 
  the PC who wears the summoning ring can call in 
  reinforcements using a free action at the end of his turn 
  (this allows the player to approach the summoned PCs’ 
  player while play continues). Reinforcements can be any 
  other PC in the same Tier as the current table who 
  wears a summoning ring. That character can refuse aid, in 
  which case the ring’s power is expended. If the player 
  accepts the call, his PC immediately is removed from 
  the table he was at. 
   
  The summoned PC acts as soon as possible after the 
  player arrives at the current table (after the current 
  creature’s turn). His initiative becomes the initiative in 
  which he acts. The PC appears at the current table in 
  the new initiative adjacent to the summoning PC. The 
  new PC gains combat advantage against any creature at 
  the start of his first turn. The character cannot return 
  until the end of the encounter. 
  Features of the Area 
   
  Illumination: Early dawn, but bright enough to 
  fight without penalties.  
   
  Camp Wards: An alarm ritual protects the camp, 
  alerting anyone when someone tries to sneak inside. The 
  alarm dispels invisibility and magical flight when a 
  creature enters the camp. Once the creature is in the 
  camp these abilities can be activated and used normally. 
   
  Ditches: The ditches are filled with thorny bushes 
  which seem to move on their own. They are five feet 
  deep. At Heroic tier, they are ten feet (2 squares) wide. 
  It takes a DC 10 Athletics check with a running start to 
  jump over. At Paragon Tier, pickets make jumping over 
  more difficult. It takes a DC 20 Athletics check with a 
  running start to jump over. 
   
  Anyone who enters a ditch is restrained (easy DC 
  check to escape) and take AL damage at the start of their 
  turn. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 18 
   
  Stream: The stream is weak-flowing. At paragon tier 
  the banks are muddy, increasing the DC to jump over 
  with a running start to DC 20. Anyone who enters the 
  stream is slowed (save ends) unless it has a cold 
  resistance of 5+ at Heroic tier or 10+ at Paragon. 
   
  Tents: Anyone inside the tents has total cover. It 
  takes a minor action to enter or leave a tent. You can 
  only enter or leave a tent through the tent flap 
  (including using forced moment). 
   
  Exploded Cart: The cart exploded during a violent 
  skirmish. The cart is difficult terrain, and anyone who 
  ends a square in it is weakened (save ends) due 
  breathing the alchemic fumes. 
   
  Whole Cart: This cart is still whole and filled with 
  alchemic supplies. If it is included in a burst or blast 
  attack (excluding blasts that target enemies only or that 
  only cause psychic damage), the cart explodes: 
   
  C Exploding Cart (fire, acid, cold, necrotic) • Encounter 
  Attack: Close Burst 2 (creatures in burst); AL+3 vs. Fortitude 
  Hit: 2d6 + AL fire, acid, cold, and necrotic damage, push 3, and the 
  target is weakened (save ends). 
  Miss: Half damage and push 1. 
   
   
  Vegetation: Bushes are difficult terrain and grant 
  concealment to those inside it. Tree stumps are blocking 
  terrain.  
  Tactics 
  The Zhentarim fight with simple and straightforward 
  tactics of reasonably disciplined well-trained forces. 
  Once things go against them, discipline quickly breaks 
  down. The commanders fight from behind the ranks, 
  using ranged attacks when possible. They are not loyal 
  enough to fight to the death, nor are they willing to 
  lessen their chances of survival by specifically killing 
  downed opponents. Remember that the characters have 
  to defeat the Zhents and not the other way round. The 
  Zhents stick to their camp, unwilling to be lured into the 
  open. 
   
  They are well aware of the explosives in the wagon, 
  and they are willing to blow it up if things go badly. Do 
  not hesistate to give one Zhent a torch or an alchemist 
  fire and to sacrifice themself for an explosion (if doing so 
  also hurts their attackers).  
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove one Zhent soldier/ ogre/ 
  tannarukk. 
   
  Six PCs: Add 1 death mage/disciple. 
  Ending the Encounter 
  If the PCS fail to defeat the Zhents within the allotted 
  time, the combat ends undetermined. The Zhents 
  retreat, warning the Netherese, before leaving the field. 
  They have been hired to fight goblins, not well-trained 
  dangerous adventurers. 
   
  If the PCs defeat the commanders in time and route 
  the Zhents, they may take the remaining time to 
  interrogate them. The Zhent officers know more or less 
  the layout of Spellgard, and they can warn the 
  characters of the existence of the siege engines, the 
  power 
  of 
  Lady 
  Saharel 
  and 
  the 
  existence 
  of 
  reinforcements in Shadow Fell. 
   
  If the encounter is a success (75%+ of the non-
  minion opponents were defeated by the end of the 
  encounter), the PCs gain a surprise round in Encounter 
  2. If it was a failure, there is no surprise round in 
  Encounter 2, and the Netherese have hot sand ready to 
  use against those scaling the walls. 
   
  Have the Table Spokesman report the result to the 
  commander (the player reports it to the commanders’ 
  table). 
   
  Note that between Encounter 1 and 2 is 1 hour of 
  travel during which the PCs can take several short rests 
  and perform rituals with less than 10 minutes casting 
  time. In addition, volunteers for Special Mission 2 need 
  to be selected. See Encounter 2. 
  Treasure 
  The hobgoblin wears a pair of gauntlets of blood (AL 2: 
  level 4; AL 10: level 14). The death mage / disciple of 
  Cyric a rope of slave fighting at AL 4 and up (AL 4: level 7; 
  AL 14: level 17). In addition the PCs find a number vials 
  of liquid darkness equal to half the number of PCs at the 
  table, small crystal vials filled a freezing cold black 
  liquid. Their nature is revealed in the next encounter. 
   
  At AL 2 to 6 the characters also find the following 
  alchemical items which they can use during the 
  adventure (see Player’s Handout 4). These are: 2 
  alchemist fire (level 6), 2 alchemist frost (level 6) and a jolt 
  flask (level 10). 
  Questionnaire 
  • 
  Where the Zhents routed? 
  • 
  Was Lumanoence present? If so, was he 
  defeated? 
  • 
  Was Lascost present? If so, was he defeated? 
  • 
  Did the PCs summon aid using the ring? 
  • 
  Did the PCs interrogate the Zhent commanders? 
  • 
  Did your table play glory tier? 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 19 
  Encounter 1: Outpost’s Commander Statistics  
  (Adventure Levels 2~10)
   
  Lumanoence, Nethermancer 
  Level 9 Elite Controller 
  Medium natural humanoid (eladrin) 
  XP 800 
  HP 172; Bloodied 86 
  Initiative +6 
  AC 23, Fortitude 21, Reflex 19, Will 21 
  Perception +9 
  Speed 7 
  Low-light vision 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  Unit Attack 
  The nethermancer’s melee attacks deal 5 extra damage against an  
  enemy that has two or more allies adjacent to it 
  STANDARD ACTIONS 
  m Staff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 2d8 + 6 damage.  
  r Bolt of Ruination (implement, necrotic, teleportation) • At-Will 
  Attack: Ranged 5 (one creature); +12 vs. Fortitude 
  Hit: 2d6 + 6 necrotic damage, and one shadow soldier within 10  
  squares of the chosen teleports to a square adjacent to the target.  
  MOVE ACTIONS 
  Fey Step • Encounter 
  Effect: Lumanoence teleports 5 squares. 
  MINOR ACTIONS 
  Call beyond the Grave • Encounter 
  Effect: Four shadow soldiers appear in unoccupied squares within 10 
  squares of the chosen. The nethermancer takes 5 damage whenever 
  one of its shadow soldier drops to 0 hit points. The shadow soldier  
  disappear at the end of the encounter. 
  Shadow Soldier • At-Will 1/round 
  Effect: One shadow soldier appears in an unoccupied square within 10  
  squares of the chosen. The nethermancer takes 5 damage when the  
  shadow soldier drops to 0 hit points. The shadow soldier disappears  
  at the end of the encounter. 
  Soldier Strike • At-Will 1/round 
  Effect: One shadow soldier within 10 squares of the chosen can make 
  a claw attack as a free action, with a +2 bonus to the attack roll. 
  To the front (teleportation) • At-Will (1/round) 
  Effect: Each ally adjacent to the nethermancer can teleport 10 squares. 
  Skills Arcana +14, Religion +14 
  Str 16 (+7) 
  Dex 14 (+6) 
  Wis 20 (+9) 
  Con 14 (+6) 
  Int 20 (+9) 
  Cha 17 (+7) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Equipment hide armor, staff implement 
  Note: Chosen of Yeenoghu reflavored to a nethermancer.
   
  Shadow Soldier 
  Level 9 Minion Soldier 
  Medium shadow beast (undead) 
  XP 100 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
   
  AC 23, Fortitude 21, Reflex 21, Will 19 
  Perception +6 
  Speed 8 
  Darkvision 
  TRAITS 
  O Spectral Claws • Aura 1 
  Any enemy that starts its turn within the aura is slowed until the end 
  of its next turn 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 8 damage. 
  Str 19 (+8) 
  Dex 19 (+8) 
  Wis 14 (+6) 
  Con 14 (+6) 
  Int 2 (+0) 
  Cha 7 (+2) 
  Alignment chaotic evil 
  Languages Common 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 20 
  Encounter 1: Outposts Statistics (Adventure Level 2)
   
  1 Half-Orc Death Mage (level 2) 
  Level 2 Controller 
  Medium natural humanoid (half-orc) 
  XP 125 
  HP 36; Bloodied 18 
  Initiative +5 
  AC 15, Fortitude 13, Reflex 15, Will 14 
  Perception +4 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 5 damage. 
  M Rotting Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +6 vs. Fortitude 
  Hit: 1d6 + 4 necrotic damage, and the target loses necrotic resistance  
  or immunity and takes ongoing 5 necrotic damage (save ends both). 
  R Bolt of Putrescence (implement) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +6 vs. Reflex 
  Hit: 1d8 + 8 damage, and the target takes a -3 penalty to all defenses  
  until the end of the death mage’s next turn. 
  A Swarm of Flies (implement, zone) • Encounter 
  Attack: Area burst 1 within 10 (creatures in burst); +6 vs. Fortitude 
  Hit: 1d6 + 6 damage. 
  Effect: The burst creates a zone of swarming flies that lasts until the  
  end of the encounter. Each creature that starts its turn within the  
  zone takes 5 damage and does not have line of sight to squares more  
  than 3 squares away from it. As a minor action, the death mage can  
  move the zone 2 squares. 
  TRIGGERED ACTIONS 
  Furious Assault • Encounter 
  Trigger: The half-orc death mage damages an enemy. 
  Effect: The death mage’s attack deals 1d10 extra damage. 
  Death Mark • Encounter 
  Trigger: An enemy reduces the half-orc death mage to 0 hit points. 
  Effect: The triggering enemy takes 1d10 + 5 necrotic damage. 
  Skills Arcana +7, Intimidate +6, Religion +7 
  Str 15 (+3) 
  Dex 18 (+5) 
  Wis 17 (+4) 
  Con 10 (+1) 
  Int 13 (+2) 
  Cha 10 (+1) 
  Alignment chaotic evil 
  Languages Common, Giant 
  Equipment robes, staff 
  Note: Adjusted damage expressions. 
   
   
  2 Zhent Soldier (level 2) 
  Level 2 Soldier 
  Medium natural humanoid (human) 
  XP 125 
  HP 39; Bloodied 29 
  Initiative +3 
   
  AC 18, Fortitude 15, Reflex 13, Will 13 
  Perception +1 
  Speed 5 
   
  TRAITS 
  Zhent Phalanx 
  While a Zhent soldier is adjacent to an ally, he or she doesn’t grant  
  combat advantage to flanking enemies. 
  Marked Advantage 
  A Zhent soldier deals an extra 1d4 damage on all attacks against a  
  target that is marked by it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage, and the target is marked until the end of the  
  Zhent soldier's next turn. 
  r Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +6 vs. AC 
  Hit: 1d8 + 2 damage. 
  M Sly Cut (weapon) • At-Will 
  Attack: Melee 1 (one creature marked by the Zhent soldier); +9 vs. AC 
  Hit: 1d8 + 6 damage, and the target is slowed (save ends). 
  M Tide of Iron (weapon) • At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 1d8 + 4 damage, and the target is pushed 1 square if it is Large or  
  smaller. The Zhent soldier can shift 1 square into the space vacated  
  by the target. 
  Skills Endurance +6, Intimidate +8, Streetwise +8 
  Str 18 (+5) 
  Dex 15 (+3) 
  Wis 11 (+1) 
  Con 15 (+3) 
  Int 10 (+1) 
  Cha 15 (+3) 
  Alignment evil 
  Languages Chondathan, Common 
  Equipment crossbow, bolts (20), heavy shield, longsword, scale armor. 
  Note: Adjusted damage expressions. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 21 
   
  1 Hobgoblin Thug (level 2) 
  Level 2 Brute 
  Medium natural humanoid (hobgoblin) 
  XP 125 
  HP 49; Bloodied 24 
  Initiative +3 
   
  AC 14, Fortitude 16, Reflex 13, Will 13 
  Perception +3 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 2d6 + 3 damage. 
  MOVE ACTIONS 
  Phalanx Movement • At-Will 
  Effect: The thug and each ally adjacent to it can shift 1 square as a free  
  action. The allies must end adjacent to the thug. 
  MINOR ACTIONS 
  M Push Through • Recharge when first bloodied 
  Attack: Melee 1 (one creature); +5 vs. Fortitude 
  Hit: The thug pushes the target, knocks it prone, and shifts 1 square  
  into the square the target vacated. 
  TRIGGERED ACTIONS 
  M Vengeful Clout (weapon) • Encounter 
  Trigger: The hobgoblin drops to 0 hit points 
  Attack (Immediate Interrupt): Melee 1 (one creature); +5 vs. Fortitude 
  Hit: 3d6 + 3 damage, and the target falls prone. 
  Str 20 (+6) 
  Dex 14 (+3) 
  Wis 15 (+3) 
  Con 15 (+3) 
  Int 11 (+1) 
  Cha 10 (+1) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment greatsword, hide armor 
  Note: Goliath Thug (Dungeon 181) reflavored to hobgoblin. 
   
  4+ Mercenary Archer 
  Level 2 Minion Artillery 
  Medium natural humanoid (human) 
  XP 31 
  HP 1; a missed attack never damages a minion. 
  Initiative +4 
   
  AC 14, Fortitude 14, Reflex 14, Will 13 
  Perception +7 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 4 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +7 vs. AC 
  Hit: 5 damage. 
  TRIGGERED ACTIONS 
  Scatter • At-Will 
  Trigger: An ally the archer can see drops to 0 hit points. 
  Effect: The archer shifts 1 square 
  Skills Stealth +10 
  Str 14 (+4) 
  Dex 16 (+5) 
  Wis 12 (+3) 
  Con 10 (+2) 
  Int 8 (+1) 
  Cha 9 (+1) 
  Alignment unaligned 
  Languages Common 
  Equipment arrow x20, leather armor, longbow, short sword 
  Note: Adjusted damage expressions. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 22 
  Encounter 1: Outposts Statistics (Adventure Level 4)
   
  1 Half-Orc Death Mage (level 4) 
  Level 4 Controller 
  Medium natural humanoid (half-orc) 
  XP 175 
  HP 50; Bloodied 25 
  Initiative +6 
  AC 17, Fortitude 15, Reflex 17, Will 16 
  Perception +5 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d6 + 5 damage. 
  M Rotting Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +8 vs. Fortitude 
  Hit: 1d8 + 5 necrotic damage, and the target loses necrotic resistance  
  or immunity and takes ongoing 5 necrotic damage (save ends both). 
  R Bolt of Putrescence (implement) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +8 vs. Reflex 
  Hit: 2d6 + 8 damage, and the target takes a -5 penalty to all defenses  
  until the end of the half-orc death mage’s next turn. 
  A Swarm of Flies (implement, zone) • Encounter 
  Attack: Area burst 1 within 10 (creatures in burst); +8 vs. Fortitude 
  Hit: 1d8 + 7 damage, and the burst creates a zone of swarming flies  
  that lasts until the end of the encounter. Each creature that starts its 
  turn within the zone takes 5 damage and does not have line of sight  
  to squares more than 3 squares away from it. As a minor action, the  
  half-orc death mage can move the zone 2 squares. 
  TRIGGERED ACTIONS 
  Furious Assault • Encounter 
  Trigger: The half-orc death mage damages an enemy 
  Effect: The death mage’s attack deals 1d10 extra damage. 
  Death Mark • Encounter 
  Trigger: An enemy reduces the half-orc death mage to 0 hit points 
  Effect: The triggering enemy takes 2d10 + 3 necrotic damage. 
  Skills Arcana +8, Intimidate +7, Religion +8 
  Str 15 (+4) 
  Dex 18 (+6) 
  Wis 17 (+5) 
  Con 10 (+2) 
  Int 13 (+3) 
  Cha 10 (+2) 
  Alignment chaotic evil 
  Languages Common, Giant 
  Equipment robes, staff 
  Note: Adjusted damage expressions. 
   
  2 Zhent Soldier (level 4) 
  Level 4 Soldier 
  Medium natural humanoid (human) 
  XP 175 
  HP 55; Bloodied 27 
  Initiative +4 
   
  AC 20, Fortitude 17, Reflex 15, Will 15 
  Perception +2 
  Speed 5 
   
  TRAITS 
  Zhent Phalanx 
  While a Zhent soldier is adjacent to an ally, he or she doesn’t grant  
  combat advantage to flanking enemies. 
  Marked Advantage 
  A Zhent soldier deals an extra 1d4 damage on all attacks against a  
  target that is marked by it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 1d8 + 8 damage, and the target is marked until the end of the  
  Zhent soldier's next turn. 
  r Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +8 vs. AC 
  Hit: 1d8 + 4 damage. 
  M Sly Cut (weapon) • At-Will 
  Attack: Melee 1 (one creature marked by the Zhent soldier); +11 vs.  
  AC 
  Hit: 1d8 + 8 damage, and the target is slowed (save ends). 
  M Tide of Iron (weapon) • At-Will 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 1d8 + 6 damage, and the target is pushed 1 square if it is Large or 
  smaller. The Zhent soldier can shift 1 square into the space vacated  
  by the target. 
  Skills Endurance +7, Intimidate +9, Streetwise +9 
  Str 18 (+6) 
  Dex 15 (+4) 
  Wis 11 (+2) 
  Con 15 (+4) 
  Int 10 (+2) 
  Cha 15 (+4) 
  Alignment evil 
  Languages Chondathan, Common 
  Equipment crossbow, bolts (20), heavy shield, longsword, scale armor. 
  Note: Adjusted damage expressions. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 23 
   
  1 Hobgoblin Thug 
  Level 4 Brute 
  Medium natural humanoid (hobgoblin) 
  XP 175 
  HP 65; Bloodied 32 
  Initiative +4 
   
  AC 16, Fortitude 18, Reflex 15, Will 15 
  Perception +4 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d6 + 5 damage. 
  MOVE ACTIONS 
  Phalanx Movement • At_Will 
  Effect: The thug and each ally adjacent to it can shift 1 square as a free 
  action. The allies must end adjacent to the thug. 
  MINOR ACTIONS 
  M Push Through • Recharge when first bloodied 
  Attack: Melee 1 (one creature); +7 vs. Fortitude 
  Hit: The thug pushes the target, knocks it prone, and shifts 1 square 
  into the square the target vacated. 
  TRIGGERED ACTIONS 
  M Vengeful Clout (weapon) • Encounter 
  Trigger: The hobgoblin drops to 0 hit points. 
  Attack (Immediate Interrupt): Melee 1 (one creature); +7 vs. Fortitude 
  Hit: 3d6 + 5 damage, and the target falls prone. 
  Str 20 (+7) 
  Dex 14 (+4) 
  Wis 15 (+4) 
  Con 15 (+4) 
  Int 11 (+2) 
  Cha 10 (+2) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment greatsword, hide armor 
  Note: Goliath Thug (Dungeon 181) reflavored to hobgoblin. 
   
  4+ Mercenary Archer 
  Level 4 Minion Artillery 
  Medium natural humanoid (human) 
  XP 44 
  HP 1; a missed attack never damages a minion. 
  Initiative +5 
   
  AC 16, Fortitude 16, Reflex 16, Will 15 
  Perception +8 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 5 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +9 vs. AC 
  Hit: 6 damage. 
  TRIGGERED ACTIONS 
  Scatter • At-Will 
  Trigger: An ally the archer can see drops to 0 hit points. 
  Effect: The archer shifts 1 square 
  Skills Stealth +10 
  Str 14 (+4) 
  Dex 16 (+5) 
  Wis 12 (+3) 
  Con 10 (+2) 
  Int 8 (+1) 
  Cha 9 (+1) 
  Alignment unaligned 
  Languages Common 
  Equipment arrow x20, leather armor, longbow, short sword 
  Note: adjusted damage 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 24 
  Encounter 1: Outposts Statistics (Adventure Level 6)
   
  1 Half-Orc Death Mage 
  Level 6 Controller 
  Medium natural humanoid (half-orc) 
  XP 250 
  HP 66; Bloodied 33 
  Initiative +7 
  AC 19, Fortitude 17, Reflex 19, Will 18 
  Perception +6 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d6 + 7 damage. 
  M Rotting Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +10 vs. Fortitude 
  Hit: 1d8 + 6 necrotic damage, and the target loses necrotic resistance 
  or immunity and takes ongoing 5 necrotic damage (save ends both). 
  R Bolt of Putrescence (implement) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +10 vs. Reflex 
  Hit: 2d6 + 11 damage, and the target takes a -5 penalty to all  
  defenses until the end of the half-orc death mage’s next turn. 
  A Swarm of Flies (implement, zone) • Encounter 
  Attack: Area burst 1 within 10 (creatures in burst); +10 vs. Fortitude 
  Hit: 1d8 + 9 damage, and the burst creates a zone of swarming flies  
  that lasts until the end of the encounter. Each creature that starts its  
  turn within the zone takes 5 damage and does not have line of sight  
  to squares more than 3 squares away from it. As a minor action, the  
  half-orc death mage can move the zone 2 squares. 
  TRIGGERED ACTIONS 
  Furious Assault • Encounter 
  Trigger: The half-orc death mage damages an enemy. 
  Effect: The death mage’s attack deals 1d10 extra damage. 
  Death Mark • Encounter 
  Trigger: An enemy reduces the half-orc death mage to 0 hit points. 
  Effect: The triggering enemy takes 2d10 + 5 necrotic damage. 
  Skills Arcana +9, Intimidate +8, Religion +9 
  Str 15 (+5) 
  Dex 18 (+7) 
  Wis 17 (+6) 
  Con 10 (+3) 
  Int 13 (+4) 
  Cha 10 (+3) 
  Alignment chaotic evil 
  Languages Common, Giant 
  Equipment robes, staff 
  Note: Adjusted damage expressions. 
   
  2 Zhent Soldier (level 6) 
  Level 6 Soldier 
  Medium natural humanoid (human) 
  XP 250 
  HP 71; Bloodied 35 
  Initiative +5 
   
  AC 22, Fortitude 19, Reflex 17, Will 17 
  Perception +3 
  Speed 5 
   
  TRAITS 
  Zhent Phalanx 
  While a Zhent soldier is adjacent to an ally, he or she doesn’t grant  
  combat advantage to flanking enemies. 
  Marked Advantage 
  A Zhent soldier deals an extra 1d4 damage on all attacks against a  
  target that is marked by it. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 1d8 + 10 damage, and the target is marked until the end of the  
  Zhent soldier's next turn. 
  r Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +10 vs. AC 
  Hit: 1d8 + 6 damage. 
  M Sly Cut (weapon) • At-Will 
  Attack: Melee 1 (one creature marked by the Zhent soldier); +13 vs.  
  AC 
  Hit: 1d8 + 10 damage, and the target is slowed (save ends). 
  M Tide of Iron (weapon) • At-Will 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 1d8 + 8 damage, and the target is pushed 1 square if it is Large or  
  smaller. The Zhent soldier can shift 1 square into the space vacated  
  by the target. 
  Skills Endurance +8, Intimidate +10, Streetwise +10 
  Str 18 (+7) 
  Dex 15 (+5) 
  Wis 11 (+3) 
  Con 15 (+5) 
  Int 10 (+3) 
  Cha 15 (+5) 
  Alignment evil 
  Languages Chondathan, Common 
  Equipment crossbow, bolts (20), heavy shield, longsword, scale armor. 
  Note: Adjusted damage expressions. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 25 
   
  1 Hobgoblin Thug (level 6) 
  Level 6 Brute 
  Medium natural humanoid (human) 
  XP 250 
  HP 81; Bloodied 40 
  Initiative +5 
   
  AC 18, Fortitude 20, Reflex 17, Will 17 
  Perception +5 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d6 + 7 damage. 
  MOVE ACTIONS 
  Phalanx Movement • At_Will 
  Effect: The thug and each ally adjacent to it can shift 1 square as a free  
  action. The allies must end adjacent to the thug. 
  MINOR ACTIONS 
  M Push Through • Recharge when first bloodied 
  Trigger: The hobgoblin drops to 0 hit points. 
  Attack: Melee 1 (one creature); +9 vs. Fortitude 
  Hit: The thug pushes the target, knocks it prone, and shifts 1 square  
  into the square the target vacated. 
  TRIGGERED ACTIONS 
  M Vengeful Clout (weapon) • Encounter 
  Attack (Immediate Interrupt): Melee 1 (one creature); +9 vs. Fortitude 
  Hit: 3d6 + 7 damage, and the target falls prone. 
  Str 20 (+8) 
  Dex 14 (+5) 
  Wis 15 (+5) 
  Con 15 (+5) 
  Int 11 (+3) 
  Cha 10 (+3) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment greatsword, hide armor 
  Note: Note: Goliath Thug (Dungeon 181) reflavored to hobgoblin. 
   
  4+ Mercenary Archer (level 6) 
  Level 6 Minion Artillery 
  Medium natural humanoid (human) 
  XP 63 
  HP 1; a missed attack never damages a minion. 
  Initiative +6 
   
  AC 18, Fortitude 18, Reflex 18, Will 17 
  Perception +9 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 6 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +11 vs. AC 
  Hit: 7 damage. 
  TRIGGERED ACTIONS 
  Scatter • At-Will 
  Trigger: An ally the archer can see drops to 0 hit points. 
  Effect: The archer shifts 1 square 
  Skills Stealth +11 
  Str 14 (+5) 
  Dex 16 (+6) 
  Wis 12 (+4) 
  Con 10 (+3) 
  Int 8 (+2) 
  Cha 9 (+2) 
  Alignment unaligned 
  Languages Common 
  Equipment arrow x20, leather armor, longbow, short sword 
  Note: Adjusted damage expressions. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 26 
  Encounter 1: Outposts Statistics (Adventure Level 8)
   
  1 Half-Orc Death Mage 
  Level 8 Controller 
  Medium natural humanoid (half-orc) 
  XP 350 
  HP 82; Bloodied 41 
  Initiative +8 
  AC 21, Fortitude 19, Reflex 21, Will 20 
  Perception +7 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. 
  M Rotting Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +12 vs. Fortitude 
  Hit: 2d6 + 5 necrotic damage, and the target loses necrotic resistance 
  or immunity and takes ongoing 5 necrotic damage (save ends both). 
  R Bolt of Putrescence (implement) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +12 vs. Reflex 
  Hit: 2d8 + 12 damage, and the target takes a -5 penalty to all  
  defenses until the end of the half-orc death mage’s next turn. 
  A Swarm of Flies (implement, zone) • Encounter 
  Attack: Area burst 1 within 10 (creatures in burst); +12 vs. Fortitude 
  Hit: 2d6 + 12 damage, and the burst creates a zone of swarming flie 
  that lasts until the end of the encounter. Each creature that starts its 
  turn within the zone takes 5 damage and does not have line of sight 
  to squares more than 3 squares away from it. As a minor action, the  
  half-orc death mage can move the zone 2 squares. 
  TRIGGERED ACTIONS 
  Furious Assault • Encounter 
  Trigger: The half-orc death mage damages an enemy. 
  Effect: The death mage’s attack deals 1d10 extra damage. 
  Death Mark • Encounter 
  Trigger: An enemy reduces the half-orc death mage to 0 hit points. 
  Effect: The triggering enemy takes 2d10 + 7 necrotic damage. 
  Skills Arcana +10, Intimidate +9, Religion +11 
  Str 15 (+7) 
  Dex 18 (+8) 
  Wis 17 (+7) 
  Con 10 (+4) 
  Int 13 (+5) 
  Cha 10 (+4) 
  Alignment chaotic evil 
  Languages Common, Giant 
  Equipment robes, staff 
  Note: Adjusted damage expressions. 
   
  2 Ogre Mercenary 
  Level 8 Soldier 
  Large natural humanoid (giant) 
  XP 350 
  HP 93; Bloodied 46 
  Initiative +8 
   
  AC 24, Fortitude 22, Reflex 19, Will 19 
  Perception +6 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 6 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  r Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +13 vs. AC 
  Hit: 1d8 + 7 damage. 
  C Brutal Sweep (weapon) • At-Will 
  Attack: Close blast 2 (creatures in blast); +13 vs. AC 
  Hit: 1d8 + 7 damage, and the target falls prone. 
  Str 22 (+10) 
  Dex 15 (+6) 
  Wis 15 (+6) 
  Con 21 (+9) 
  Int 7 (+2) 
  Cha 8 (+3) 
  Alignment chaotic evil 
  Languages Giant 
  Equipment handaxe x 2, morningstar 
   
   
  1 Hobgoblin Enforcer 
  Level 8 Brute 
  Medium natural humanoid (human) 
  XP 350 
  HP 105; Bloodied 52 
  Initiative +7 
   
  AC 21, Fortitude 20, Reflex 20, Will 19 
  Perception +6 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 4d6 + 6 damage. 
  MOVE ACTIONS 
  Phalanx Movement • At_Will 
  Effect: The thug and each ally adjacent to it can shift 1 square as a free  
  action. The allies must end adjacent to the thug. 
  MINOR ACTIONS 
  M Push Through • Recharge when first bloodied 
  Attack: Melee 1 (one creature); +11 vs. Fortitude 
  Hit: The thug pushes the target, knocks it prone, and shifts 1 square  
  into the square the target vacated. 
  TRIGGERED ACTIONS 
  M Vengeful Clout (weapon) • Encounter 
  Trigger: The hobgoblin drops to 0 hit points. 
  Attack (Immediate Interrupt): Melee 1 (one creature); +11 vs. Fortitude 
  Hit: 4d6 + 6 damage, and the target falls prone. 
  Skills Athletics + 14, Intimidate +10, Nature +11 
  Str 20 (+9) 
  Dex 17 (+7) 
  Wis 15 (+6) 
  Con 15 (+6) 
  Int 11 (+4) 
  Cha 12 (+5) 
  Alignment evil 
  Languages Common, Goblin, Giant 
  Equipment greatsword, hide armor 
  Note: Goliath Enforcer (Dungeon 181) reflavored to hobgoblin. 
   
  4+ Mercenary Archer (level 8) 
  Level 8 Minion Artillery 
  Medium natural humanoid (human) 
  XP 88 
  HP 1; a missed attack never damages a minion. 
  Initiative +7 
   
  AC 20, Fortitude 20, Reflex 20, Will 19 
  Perception +10 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (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: 8 damage. 
  TRIGGERED ACTIONS 
  Scatter • At-Will 
  Trigger: An ally the archer can see drops to 0 hit points. 
  Effect: The archer shifts 1 square. 
  Skills Stealth +12 
  Str 14 (+6) 
  Dex 16 (+7) 
  Wis 12 (+5) 
  Con 10 (+4) 
  Int 8 (+3) 
  Cha 9 (+3) 
  Alignment unaligned 
  Languages Common 
  Equipment arrow x20, leather armor , longbow , short sword . 
  Note: Adjusted damage expressions. 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 27 
  Encounter 1: Outposts Statistics (Adventure Level 10)
   
  1 Half-Orc Death Mage 
  Level 10 Controller 
  Medium natural humanoid (half-orc) 
  XP 500 
  HP 98; Bloodied 49 
  Initiative +9 
  AC 23, Fortitude 21, Reflex 23, Will 22 
  Perception +8 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. 
  M Rotting Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +14 vs. Fortitude 
  Hit: 2d6 + 7 necrotic damage, and the target loses necrotic resistance 
  or immunity and takes ongoing 5 necrotic damage (save ends both). 
  R Bolt of Putrescence (implement) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +14 vs. Reflex 
  Hit: 2d8 + 14 damage, and the target takes a -5 penalty to all  
  defenses until the end of the half-orc death mage’s next turn. 
  A Swarm of Flies (implement, zone) • Encounter 
  Attack: Area burst 1 within 10 (creatures in burst); +14 vs. Fortitude 
  Hit: 2d6 + 14 damage, and the burst creates a zone of swarming flies  
  that lasts until the end of the encounter. Each creature that starts its  
  turn within the zone takes 5 damage and does not have line of sight  
  to squares more than 3 squares away from it. As a minor action, the  
  half-orc death mage can move the zone 2 squares. 
  TRIGGERED ACTIONS 
  Furious Assault • Encounter 
  Trigger: The half-orc death mage damages an enemy. 
  Effect: The death mage’s attack deals 1d10 extra damage. 
  Death Mark • Encounter 
  Trigger: An enemy reduces the half-orc death mage to 0 hit points. 
  Effect: The triggering enemy takes 2d10 + 9 necrotic damage. 
  Skills Arcana +9, Intimidate +8, Religion +9 
  Str 15 (+7) 
  Dex 18 (+9) 
  Wis 17 (+8) 
  Con 10 (+5) 
  Int 13 (+6) 
  Cha 10 (+5) 
  Alignment chaotic evil 
  Languages Common, Giant 
  Equipment robes, staff 
  Note: Adjusted damage expressions. 
   
  2 Ogre Mercenary (level 10) 
  Level 10 Soldier 
  Large natural humanoid (giant) 
  XP 500 
  HP 109; Bloodied 54 
  Initiative +9 
   
  AC 26, Fortitude 24, Reflex 21, Will 21 
  Perception +7 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 8 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  r Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +15 vs. AC 
  Hit: 1d8 + 9 damage. 
  C Brutal Sweep (weapon) • At-Will 
  Attack: Close blast 2 (creatures in blast); +15 vs. AC 
  Hit: 1d8 + 9 damage, and the target falls prone. 
  Str 22 (+11) 
  Dex 15 (+7) 
  Wis 15 (+7) 
  Con 21 (+10) 
  Int 7 (+3) 
  Cha 8 (+4) 
  Alignment chaotic evil 
  Languages Giant 
  Equipment handaxe x 2, morningstar 
   
  1 Hobgoblin Enforcer (level 10) 
  Level 10 Brute 
  Medium natural humanoid (goblin) 
  XP 500 
  HP 125; Bloodied 62 
  Initiative +8 
   
  AC 23, Fortitude 22, Reflex 22, Will 21 
  Perception +7 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 4d6 + 8 damage. 
  MOVE ACTIONS 
  Phalanx Movement • At_Will 
  Effect: The thug and each ally adjacent to it can shift 1 square as a free  
  action. The allies must end adjacent to the thug. 
  MINOR ACTIONS 
  M Push Through • Recharge when first bloodied 
  Attack: Melee 1 (one creature); +13 vs. Fortitude 
  Hit: The thug pushes the target, knocks it prone, and shifts 1 square  
  into the square the target vacated. 
  TRIGGERED ACTIONS 
  M Vengeful Clout (weapon) • Encounter 
  Trigger: The hobgoblin drops to 0 hit points. 
  Attack (Immediate Interrupt): Melee 1 (one creature); +13 vs. Fortitude 
  Hit: 4d6 + 8 damage, and the target falls prone. 
  Skills Athletics + 15, Intimidate +11, Nature +12 
  Str 20 (+10) 
  Dex 17 (+8) 
  Wis 15 (+7) 
  Con 15 (+7) 
  Int 11 (+5) 
  Cha 12 (+6) 
  Alignment evil 
  Languages Common, Goblin, Giant 
  Equipment greatsword, hide armor 
  Note: Goliath Enforcer (Dungeon 181) reflavored to hobgoblin. 
   
  4+ Mercenary Archer (level 10) 
  Level 10 Minion Artillery 
  Medium natural humanoid (human) 
  XP 125 
  HP 1; a missed attack never damages a minion. 
  Initiative +8 
   
  AC 22, Fortitude 22, Reflex 22, Will 21 
  Perception +11 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (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: 9 damage. 
  TRIGGERED ACTIONS 
  Scatter • At-Will 
  Trigger: An ally the archer can see drops to 0 hit points. 
  Effect: The archer shifts 1 square 
  Skills Stealth +13 
  Str 14 (+7) 
  Dex 16 (+8) 
  Wis 12 (+6) 
  Con 10 (+5) 
  Int 8 (+4) 
  Cha 9 (+4) 
  Alignment unaligned 
  Languages Common 
  Equipment arrow x20, leather armor , longbow , short sword . 
  Note: Adjusted damage expressions. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 28 
  Encounter 1: Outpost’s Commander Statistics  
  (Adventure Levels 12~20)
   
  1 Commander Lascost 
  Level 15 Elite Skirmisher (Leader) 
  Medium natural humanoid (human) 
  XP 2,400 
  HP 270; Bloodied 135 
  Initiative +13 
  AC 29, Fortitude 27, Reflex 27, Will 27 
  Perception +9 
  Speed 6 
  Low-light vision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Zhent Command • Aura 5 
  W hen Lascost shifts, each ally within the aura can shift 1 square as an  
  immediate reaction. 
  Combat Advantage 
  Lascost deals 2d6 extra damage against any creature granting combat  
  advantage to him. 
  STANDARD ACTIONS 
  m Spiked Chain (weapon) • At-Will 
  Attack: Melee 2 (one creature); +20 vs. AC 
  Hit: 4d4 + 7 damage.  
  r Dagger (weapon) • At-Will 
  Attack: Ranged 6/12 (one creature); +20 vs. AC 
  Hit: 2d4 + 12 damage. 
  M Spinning Chain (weapon) • At-Will 
  Effect: Lascost makes two spiked chain attacks. If both attacks hit the  
  same target, Lascost slides the target 1 square or knocks the target  
  prone (Lascost ‘s choice). 
  M Chain Snag (weapon) • Encounter 
  Attack: Melee 2 (one creature); +18 vs. Fortitude 
  Hit: 4d4+12 damage, and a Large or smaller target is grabbed. 
  Sustain Minor: Lascost sustains the grab, and the grabbed creature  
  takes 2d4 + 12 damage.  
  TRIGGERED ACTIONS 
  Zhent Footwork • At-Will 
  Trigger: Lascost hits with a melee attack. 
  Effect (Free Action): Lascost shifts 1 square. 
  Zhent Onslaught • At-Will 
  Trigger: Lascost charges. 
  Effect (No Action): One ally within 5 squares of Lascost can charge the  
  same target as an immediate reaction. 
  Zhent Resilience • Encounter 
  Trigger: Lascost is subjected to an effect that a save can end. 
  Effect (Immediate Reaction): Lascost rolls a saving throw against the  
  effect. 
  Skills Acrobatics +16, Athletics +18, History +13, Intimidate +16 
  Str 22 (+13) 
  Dex 19 (+11) 
  Wis 14 (+9) 
  Con 15 (+9) 
  Int 12 (+8) 
  Cha 19 (+11) 
  Alignment evil 
  Languages Common 
  Equipment scale armor, daggers x 6, spiked chain, starlight goggles 
  Note: Reflavored Ruus Dhakaan 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 29 
  Encounter 1: Outposts Statistics (Adventure Level 12)
   
  1 Disciple of Cyric (level 12) 
  Level 12 Controller 
  Medium natural humanoid (human) 
  XP 700 
  HP 116; Bloodied 58 
  Initiative +10 
  AC 26, Fortitude 24, Reflex 23, Will 25 
  Perception +12 
  Speed 7 
   
  STANDARD ACTIONS 
  m Black Talon • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 4d4 + 6 damage  
  M Death Talon (cold, psychic) • At-Will 
  Requirement: The strifeleader is bloodied 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 4d4 + 6 damage, and the target takes ongoing 10 cold and  
  psychic damage. 
  R Dark Acid Bolt (acid,necrotic) • At-Will 
  Attack: Ranged 20 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 acid and necrotic damage, and the target is slowed  
  (save ends). 
  C Scream of the Mad God (psychic) • Recharge 6 
  Attack: Close blast 5(enemies in the blast); +15 vs. Will 
  Hit: 2d8 + 6 psychic damage, and the target is dazed (save ends) 
  MINOR ACTIONS 
  R Cyric’s Dictum • Encounter 
  Attack: Ranged 10 (one creature); +16 vs. Reflex 
  Hit: Until the end of the disciple’s next turn, the target grants combat  
  advantage to all attackers, and the target cannot benefit from  
  invisibility or concealment. 
  Chains of Command • At-Will 
  Effect: The disciple transfers one effect that a save can end from itself  
  to a fanatic thug within 5 squares of it. 
  Skills Bluff +14, Insight +16, Intimidate +14, Religion +12, Stealth +14 
  Str 20 (+11) 
  Dex 19 (+10) 
  Wis 23 (+12) 
  Con 12 (+7) 
  Int 15 (+8) 
  Cha 19 (+10) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Note: Reflavored Elemental Eye Priest. Adjusted damage expressions. 
   
  2 Ogre Dreadnought (level 12) 
  Level 12 Soldier 
  Large natural humanoid (giant) 
  XP 700 
  HP 124; Bloodied 62 
  Initiative +11 
   
  AC 28, Fortitude 26, Reflex 22, Will 24 
  Perception +11 
  Speed 8 
   
  TRAITS 
  Threatening Reach 
  The dreadnought can make opportunity attacks against all enemies  
  within 2 squares of it. 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 1d12 + 14 damage, and the target is immobilized until the end of  
  the dreadnought’s next turn. 
  TRIGGERED ACTIONS 
  Dreadnought Resolve • Recharge 4-6 
  Trigger: The dreadnought fails a saving throw. 
  Effect (No Action): The dreadnought rerolls the saving throw with a +2  
  bonus. 
  Skills Athletics + 18 
  Str 24 (+13) 
  Dex 16 (+9) 
  Wis 20 (+11) 
  Con 20 (+11) 
  Int 8 (+5) 
  Cha 23 (+12) 
  Alignment chaotic evil 
  Languages Giant 
  Equipment greatsword, plate armor 
   
  1 Hobgoblin Barbarian (level 12) 
  Level 12 Brute 
  medium natural humanoid (goblin) 
  XP 700 
  HP 155; Bloodied 77 
  Initiative +9 
   
  AC 25, Fortitude 26, Reflex 23, Will 24 
  Perception +11 
  Speed 6 
  Low-light vision 
  Saving Throws +2 vs fear effects 
  STANDARD ACTIONS 
  m War Pick(weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 12 (crit 3d6 + 30). 
  r Hurling axe(weapon) • At-Will 
  Attack: Ranged 5/10 (one creature); +17 vs. AC 
  Hit: 2d8 + 8 damage. 
  M Pounding Tide (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 12 (crit 3d6 + 30), the barbarian pushes the target 3  
  squares, and the barbarian shifts 3 squares into a square that is  
  adjacent to the target. 
  Str 24 (+13) 
  Dex 16 (+9) 
  Wis 20 (+11) 
  Con 21 (+11) 
  Int 10 (+6) 
  Cha 12 (+7) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment 3 throwing axes, hide armor, war pick. 
  Note: Seren Dragon-Cult Barbarian reflavored to hobgoblin. Adjusted 
  damage expressions. 
   
  4+ Fanatic Thug (level 12) 
  Level 12 Minion Brute 
  Medium natural humanoid (human) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +8 
   
  AC 24, Fortitude 23, Reflex 22, Will 23 
  Perception +4 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 13 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +16 vs. AC 
  Hit: 12 damage. 
  TRIGGERED ACTIONS 
  Mad Sacrifice • At-Will 
  Trigger: The thug misses with a melee attack. 
  Effect (No Action): The attack instead hits, and the thug drops to 0 hit  
  points. 
  Str 13 (+7) 
  Dex 14 (+8) 
  Wis 6 (+4) 
  Con 18 (+10) 
  Int 8 (+5) 
  Cha 16 (+9) 
  Alignment chaotic evil 
  Languages Common 
  Equipment arrow x20, leather armor , longbow , short sword . 
  Note: Derro Thug reflavored to human. 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 30 
  Encounter 1: Outposts Statistics (Adventure Level 14)
   
  1 Disciple of Cyric 
  Level 14 Controller 
  Medium natural humanoid (human) 
  XP 1,000 
  HP 132; Bloodied 66 
  Initiative +11 
  AC 28, Fortitude 26, Reflex 25, Will 27 
  Perception +13 
  Speed 7 
   
  STANDARD ACTIONS 
  m Black Talon • At-Will 
  Attack: Melee 2 (one creature); +19 vs. AC 
  Hit: 4d4 + 7 damage. 
  M Death Talon (cold, psychic) • At-Will 
  Requirement: The disciple is bloodied 
  Attack: Melee 2 (one creature); +19 vs. AC 
  Hit: 4d4 + 7 damage, and the target takes ongoing 10 cold and  
  psychic damage. 
  R Dark Acid Bolt (acid,necrotic) • At-Will 
  Attack: Ranged 20 (one creature); +19 vs. AC 
  Hit: 3d6 + 12 acid and necrotic damage, and the target is slowed  
  (save ends). 
  C Scream of the Mad God (psychic) • Recharge 6 
  Attack: Close blast 5(enemies in the blast); +17 vs. Will 
  Hit: 2d8 + 7 psychic damage, and the target is dazed (save ends) 
  MINOR ACTIONS 
  R Cyric’s Dictum • Encounter 
  Attack: Ranged 10 (one creature); +18 vs. Reflex 
  Hit: Until the end of the disciple’s next turn, the target grants combat  
  advantage to all attackers, and the target cannot benefit from  
  invisibility or concealment. 
  Chains of Command • At-Will 
  Effect: The disciple transfers one effect that a save can end from itself  
  to a fanatic thug within 5 squares of it. 
  Skills Bluff +16, Insight +18, Intimidate +16, Religion +14, Stealth +16 
  Str 20 (+12) 
  Dex 19 (+11) 
  Wis 23 (+13) 
  Con 12 (+8) 
  Int 15 (+9) 
  Cha 19 (+11) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Note: Reflavored Elemental Eye Priest. Adjusted damage expressions. 
   
  2 Ogre Dreadnought 
  Level 14 Soldier 
  Large natural humanoid (giant) 
  XP 1000 
  HP 140; Bloodied 70 
  Initiative +12 
   
  AC 30, Fortitude 28, Reflex 24, Will 26 
  Perception +12 
  Speed 8 
   
  TRAITS 
  Threatening Reach 
  The dreadnought can make opportunity attacks against all enemies  
  within 2 squares of it. 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 2 (one creature); +19 vs. AC 
  Hit: 1d12 + 16 damage, and the target is immobilized until the end of 
  the dreadnought’s next turn. 
  TRIGGERED ACTIONS 
  Dreadnought Resolve • Recharge 4-6 
  Trigger: The dreadnought fails a saving throw. 
  Effect (No Action): The dreadnought rerolls the saving throw with a +2 
   bonus. 
  Skills Athletics + 19 
  Str 24 (+14) 
  Dex 16 (+10) 
  Wis 20 (+12) 
  Con 20 (+12) 
  Int 8 (+6) 
  Cha 23 (+13) 
  Alignment chaotic evil 
  Languages Giant 
  Equipment greatsword, plate armor 
   
  1 Hobgoblin Barbarian 
  Level 14 Brute 
  medium natural humanoid (goblin) 
  XP 1,000 
  HP 171; Bloodied 85 
  Initiative +10 
   
  AC 27, Fortitude 28, Reflex 25, Will 26 
  Perception +12 
  Speed 6 
  Low-light vision 
  Saving Throws +2 vs fear effects 
  STANDARD ACTIONS 
  m War Pick(weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 3d6 + 14 (crit 3d6 + 32). 
  r Hurling axe(weapon) • At-Will 
  Attack: Ranged 5/10 (one creature); +19 vs. AC 
  Hit: 2d8 + 9 damage. 
  M Pounding Tide (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 3d6 + 14 (crit 3d6 + 32), the barbarian pushes the target 3  
  squares, and the barbarian shifts 3 squares into a square that is  
  adjacent to the target. 
  Str 24 (+14) 
  Dex 16 (+10) 
  Wis 20 (+12) 
  Con 21 (+12) 
  Int 10 (+7) 
  Cha 12 (+8) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment 3 throwing axes, hide armor, war pick . 
  Note: Seren Dragon-Cult Barbarian reflavored to hobgoblin. Adjusted 
  damage expressions. 
   
  4+ Fanatic Thug 
  Level 14 Minion Brute 
  Medium natural humanoid (human) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +9 
   
  AC 26, Fortitude 25, Reflex 24, Will 25 
  Perception +5 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 14 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +18 vs. AC 
  Hit: 13 damage. 
  TRIGGERED ACTIONS 
  Mad Sacrifice • At-Will 
  Trigger: The thug misses with a melee attack. 
  Effect (No Action): The attack instead hits, and the thug drops to 0 hit 
  points. 
  Str 13 (+8) 
  Dex 14 (+9) 
  Wis 6 (+5) 
  Con 18 (+11) 
  Int 8 (+6) 
  Cha 16 (+10) 
  Alignment chaotic evil 
  Languages Common 
  Equipment arrow x20, leather armor , longbow , short sword . 
  Note: Derro Thug reflavored to human. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 31 
  Encounter 1: Outposts Statistics (Adventure Level 16)
   
  1 Disciple of Cyric (level 16) 
  Level 16 Controller 
  Medium natural humanoid (human) 
  XP 1,400 
  HP 148; Bloodied 74 
  Initiative +12 
  AC 20, Fortitude 28, Reflex 27, Will 29 
  Perception +14 
  Speed 7 
   
  STANDARD ACTIONS 
  m Black Talon • At-Will 
  Attack: Melee 2 (one creature); +21 vs. AC 
  Hit: 4d4 + 9 damage. 
  M Death Talon (cold, psychic) • At-Will 
  Requirement: The disciple is bloodied 
  Attack: Melee 2 (one creature); +21 vs. AC 
  Hit: 4d4 + 9 damage, and the target takes ongoing 10 cold and  
  psychic damage. 
  R Dark Acid Bolt (acid, necrotic) • At-Will 
  Attack: Ranged 20 (one creature); +21 vs. AC 
  Hit: 3d8 + 11 acid and necrotic damage, and the target is slowed  
  (save ends). 
  C Scream of the Mad God (psychic) • Recharge 6 
  Attack: Close blast 5(enemies in the blast); +19 vs. Will 
  Hit: 3d6 + 8 psychic damage, and the target is dazed (save ends). 
  MINOR ACTIONS 
  R Cyric’s Dictum • Encounter 
  Attack: Ranged 10 (one creature); +20 vs. Reflex 
  Hit: Until the end of the disciple’s next turn, the target grants combat  
  advantage to all attackers, and the target cannot benefit from  
  invisibility or concealment. 
  Chains of Command • At-Will 
  Effect: The disciple transfers one effect that a save can end from itself  
  to a fanatic thug within 5 squares of it. 
  Skills Bluff +17, Insight +19, Intimidate +17, Religion +15, Stealth +17 
  Str 20 (+13) 
  Dex 19 (+12) 
  Wis 23 (+14) 
  Con 12 (+9) 
  Int 15 (+10) 
  Cha 19 (+12) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Note: Reflavored Elemental Eye Priest. Adjusted damage 
   
  2 Ogre Dreadnought (level 16) 
  Level 16 Soldier 
  Large natural humanoid (giant) 
  XP 1,400 
  HP 156; Bloodied 78 
  Initiative +13 
   
  AC 32, Fortitude 30, Reflex 26, Will 28 
  Perception +13 
  Speed 8 
   
  TRAITS 
  Threatening Reach 
  The dreadnought can make opportunity attacks against all enemies  
  within 2 squares of it. 
  STANDARD ACTIONS 
  m Greatsword (weapon) • At-Will 
  Attack: Melee 2 (one creature); +21 vs. AC 
  Hit: 1d12 + 18 damage, and the target is immobilized until the end of  
  the dreadnought’s next turn. 
  TRIGGERED ACTIONS 
  Dreadnought Resolve • Recharge 4-6 
  Trigger: The dreadnought fails a saving throw. 
  Effect (No Action): The dreadnought rerolls the saving throw with a +2  
  bonus. 
  Skills Athletics + 20 
  Str 24 (+15) 
  Dex 16 (+11) 
  Wis 20 (+13) 
  Con 20 (+13) 
  Int 8 (+7) 
  Cha 23 (+14) 
  Alignment chaotic evil 
  Languages Giant 
  Equipment greatsword, plate armor 
   
  1 Hobgoblin Barbarian (level 16) 
  Level 16 Brute 
  medium natural humanoid (goblin) 
  XP 1,400 
  HP 187; Bloodied 83 
  Initiative +11 
   
  AC 29, Fortitude 30, Reflex 27, Will 28 
  Perception +13 
  Speed 6 
  Low-light vision 
  Saving Throws +2 vs fear effects 
  STANDARD ACTIONS 
  m War Pick(weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d8 + 13 (crit 3d8 + 37). 
  r Hurling axe(weapon) • At-Will 
  Attack: Ranged 5/10 (one creature); +21 vs. AC 
  Hit: 3d6 + 10 damage. 
  M Pounding Tide (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d8 + 13 (crit 3d8 + 37), the barbarian pushes the target 3  
  squares, and the barbarian shifts 3 squares into a square that is  
  adjacent to the target. 
  Str 24 (+15) 
  Dex 16 (+11) 
  Wis 20 (+13) 
  Con 21 (+13) 
  Int 10 (+8) 
  Cha 12 (+9) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment 3 throwing axes, hide armor, war pick 
  Note: Seren Dragon-Cult Barbarian reflavored to hobgoblin. Adjusted 
  attacks and damage. 
   
  4+ Fanatic Thug (level 16) 
  Level 16 Minion Brute 
  Medium natural humanoid (human) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
   
  AC 28, Fortitude 27, Reflex 26, Will 27 
  Perception +6 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 15 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +20 vs. AC 
  Hit: 14 damage. 
  TRIGGERED ACTIONS 
  Mad Sacrifice • At-Will 
  Trigger: The thug misses with a melee attack. 
  Effect (No Action): The attack instead hits, and the thug drops to 0 hit  
  points. 
  Str 13 (+9) 
  Dex 14 (+10) 
  Wis 6 (+6) 
  Con 18 (+12) 
  Int 8 (+7) 
  Cha 16 (+11) 
  Alignment chaotic evil 
  Languages Common 
  Equipment arrow x20, leather armor , longbow, short sword 
  Note: Derro Thug reflavored to human. 
  
   
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  Encounter 1: Outposts Statistics (Adventure Level 18)
   
  1 Dread Strifeleader (level 18) 
  Level 18 Controller 
  Medium natural humanoid (human) 
  XP 2,000 
  HP 171; Bloodied 85 
  Initiative +11 
  AC 32, Fortitude 28, Reflex 30, Will 31 
  Perception +21 
  Speed 6 
  Low-light Vision 
  TRAITS 
  O Nightmare Weaver (charm) • Aura 3 
  Any unconscious enemy that starts its turn within the aura stands up  
  and is dominated until the end of its next turn. The enemy remains  
  unconscious but takes a single action during its turn, chosen by the  
  strifeleader of strife. 
  STANDARD ACTIONS 
  m Staff of Mindless Reverie (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 2d6 + 9 damage, and the target is dazed until the end of the  
  strifeleader’s next turn. 
  R Nightmare Visions (charm, implement, psychic) • At-Will 
  Attack: Ranged 5 (one creature); +21 vs. Will 
  Hit: 3d8 + 13 psychic damage, and the strifeleader slides the target 5  
  squares. 
  C Dust of Dreams (charm, sleep) • Recharge 5 6 
  Attack: Close burst 5 (enemies in blast); +21 vs. Will 
  Hit: The target is dazed (save ends). 
  First Failed Saving Throw: The target falls unconscious (save ends). 
  C Sleep’s Udeniable Grasp (implement, sleep) • Encounter 
  Attack: Close blast 5(enemies in the blast); +21 vs. Will 
  Hit: The target falls unconscious (save ends). This effect also ends if the  
  target is attacked by the strifeleader or one of its allies. 
  Skills Bluff +18, Diplomacy +18, Insight +21 
  Str 10 (+9) 
  Dex 14 (+11) 
  Wis 24 (+16) 
  Con 19 (+13) 
  Int 21 (+14) 
  Cha 19 (+13) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Equipment staff implement 
  Note: Reflavored Dream Hag. 
   
  1 Hobgoblin Champion (level 18) 
  Level 18 Brute 
  Medium natural humanoid (hobgoblin) 
  XP 2,000 
  HP 211; Bloodied 105 
  Initiative +15 
   
  AC 30, Fortitude 31, Reflex 32, Will 31 
  Perception +14 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greataxe(weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 4d12 + 7 damage (crit 2d12 + 55) 
  C Frenzied Charge (weapon) • Recharge 5-6 
  Requirement: The champion must be bloodied 
  Effect: The champion charges and makes the following attack in place 
  of a melee basic attack. 
  Attack: Close burst 1 (enemies in the burst); +23 vs. AC. 
  Hit: 4d12 + 13 damage (crit 2d12 + 61), and the champion knocks  
  the target prone. 
  TRIGGERED ACTIONS 
  Battle frenzy (weapon) • Encounter 
  Trigger: The champion first becomes bloodied. 
  Effect (No Action): Until the end of the encounter or until he becomes  
  unconscious, the champion gains a +2 bonus to damage rolls. In  
  addition, while he is bloodied, The champion gains regeneration 4  
  (he regains 4 hit points whenever he starts his turn and has at least  
  1 hit point). 
  Roar of Triumph 
  Trigger: The champion ‘s attack reduces an enemy to 0 hit points or  
  fewer. 
  Effect (Free Action): Each enemy in a close burst 5 takes a -2 penalty to  
  all defenses until the end of the champion’s next turn. 
  Skills Endurance +19, Nature +19 
  Str 25 (+16) 
  Dex 22 (+15) 
  Wis 20 (+14) 
  Con 21 (+14) 
  Int 17 (+12) 
  Cha 16 (+12) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment greataxe. 
  Note: Kohein from Tomb of Horrors, reflavored to hobgoblin. 
  
   
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  2 Tanarrukk Steel Warrior 
  Level 18 Soldier 
  Medium elemental humanoid, orc (demon) 
  XP 2,000 
  HP 177; Bloodied 88 
  Initiative +13 
   
  AC 33, Fortitude 30, Reflex 29, Will 30 
  Perception +12 
  Speed 5 
  Darkvision 
  Resist 5 fire 
  STANDARD ACTIONS 
  m Broadsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d10 + 10 damage 
  Effect: The target is marked until the end of the steel warrior’s next  
  turn. 
  r Crossbow(weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +23 vs. AC 
  Hit: 3d8 + 6 damage 
  M Burning Cage (fire, weapon) • Recharge 5-6 
  Attack: Melee 2 (one creature); +21 vs. Reflex 
  Hit: 3d10 + 20 fire damage, and the target takes 5 fire damage  
  whenever it enters a square during its turn (save ends). 
  TRIGGERED ACTIONS 
  M Combat Awareness • At-Will 
  Trigger: An enemy marked by the steel warrior shifts or makes an  
  attack that does not include the steel warrior as a target. 
  Effect (Opportunity Action): The steel warrior can use broadsword  
  against the triggering enemy. 
  Indomitable Fury 
  Trigger: The steel warrior drops to 0 hit points for the first time. 
  Effect (No Action): The steel warrior instead has 1 hit point, and it gains  
  a +2 bonus to attack rolls and a +4 bonus to damage rolls until the  
  end of the encounter. 
  Skills Athletics +20 
  Str 22 (+15) 
  Dex 15 (+11) 
  Wis 17 (+12) 
  Con 25 (+16) 
  Int 8 (+8) 
  Cha 10 (+9) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Equipment broadsword, crossbow, bolt x10, heavy shield, plate armor. 
   
  4+ Fanatic Thug (level 18) 
  Level 18 Minion Brute 
  Medium natural humanoid (human) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +11 
   
  AC 30, Fortitude 29, Reflex 28, Will 29 
  Perception +7 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 16 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +21 vs. AC 
  Hit: 15 damage. 
  TRIGGERED ACTIONS 
  Mad Sacrifice • At-Will 
  Trigger: The thug misses with a melee attack. 
  Effect (No Action): The attack instead hits, and the thug drops to 0 hit  
  points. 
  Str 13 (+10) 
  Dex 14 (+11) 
  Wis 6 (+7) 
  Con 18 (+13) 
  Int 8 (+8) 
  Cha 16 (+12) 
  Alignment chaotic evil 
  Languages Common 
  Equipment arrow x20, leather armor, longbow, short sword 
  Note: Derro Thug reflavored to human. 
  
   
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  Encounter 1: Outposts Statistics (Adventure Level 20)
   
  1 Dread Strifeleader (level 20) 
  Level 20 Controller 
  Medium natural humanoid (human) 
  XP 2,800 
  HP 187; Bloodied 93 
  Initiative +12 
  AC 34, Fortitude 30, Reflex 32, Will 33 
  Perception +20 
  Speed 6 
  Low-light Vision 
  TRAITS 
  O Nightmare Weaver (charm) • Aura 3 
  Any unconscious enemy that starts its turn within the aura stands up  
  and is dominated until the end of its next turn. The enemy remains  
  unconscious but takes a single action during its turn, chosen by the  
  strifeleader. 
  STANDARD ACTIONS 
  m Staff of Mindless Reverie (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 2d6 + 11 damage, and the target is dazed until the end of the  
  strifeleader’s next turn. 
  R Nightmare Visions (charm, implement, psychic) • At-Will 
  Attack: Ranged 5 (one creature); +23 vs. Will 
  Hit: 3d8 + 15 psychic damage, and the strifeleader slides the target 5  
  squares. 
  C Dust of Dreams (charm, sleep) • Recharge 5 6 
  Attack: Close burst 5 (enemies in blast); +23 vs. Will 
  Hit: The target is dazed (save ends). 
  First Failed Saving Throw: The target falls unconscious (save ends). 
  C Sleep’s Udeniable Grasp (implement, sleep) • Encounter 
  Attack: Close blast 5(enemies in the blast); +23 vs. Will 
  Hit: The target falls unconscious (save ends). This effect also ends if the 
  target is attacked by the strifeleader or one of its allies. 
  Skills Bluff +19, Diplomacy +19, Insight +22 
  Str 10 (+10) 
  Dex 14 (+12) 
  Wis 24 (+17) 
  Con 19 (+14) 
  Int 21 (+15) 
  Cha 19 (+14) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Equipment staff implement 
  Note: Reflavored Dream Hag. 
   
  1 Hobgoblin Champion (level 20) 
  Level 20 Brute 
  Medium natural humanoid (hobgoblin) 
  XP 2,800 
  HP 231; Bloodied 115 
  Initiative +16 
   
  AC 32, Fortitude 33, Reflex 32, Will 31 
  Perception +15 
  Speed 6 
  Low-light vision 
  STANDARD ACTIONS 
  m Greataxe(weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 4d12 + 9 damage (crit 2d12 + 57) 
  C Frenzied Charge (weapon) • Recharge 5-6 
  Requirement: The champion must be bloodied 
  Effect: The champion charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Close burst 1 (enemies in the burst); +25 vs. AC. 
  Hit: 4d12 + 15 damage (crit 2d12 + 63), and the champion knocks 
  the target prone. 
  TRIGGERED ACTIONS 
  Battle frenzy (weapon) • Encounter 
  Trigger: The champion first becomes bloodied. 
  Effect (No Action): Until the end of the encounter or until he becomes  
  unconscious, the champion gains a +2 bonus to damage rolls. In  
  addition, while he is bloodied, The champion gains regeneration 4  
  (he regains 4 hit points whenever he starts his turn and has at least  
  1 hit point). 
  Roar of Triumph 
  Trigger: The champion ‘s attack reduces an enemy to 0 hit points or  
  fewer. 
  Effect (Free Action): Each enemy in a close burst 5 takes a -2 penalty to  
  all defenses until the end of the champion’s next turn. 
  Skills Endurance +20, Nature +20 
  Str 25 (+17) 
  Dex 22 (+16) 
  Wis 20 (+15) 
  Con 21 (+15) 
  Int 17 (+13) 
  Cha 16 (+13) 
  Alignment evil 
  Languages Common, Goblin 
  Equipment greataxe 
  Note: Kohein from Tomb of Horrors, reflavored to hobgoblin. 
  
   
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  2 Tanarrukk Steel Warrior (level 20) 
  Level 20 Soldier 
  Medium elemental humanoid, orc (demon) 
  XP 2,800 
  HP 193; Bloodied 96 
  Initiative +14 
   
  AC 35, Fortitude 32, Reflex 31, Will 32 
  Perception +13 
  Speed 5 
  Darkvision 
  Resist 5 fire 
  STANDARD ACTIONS 
  m Broadsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d10 + 12 damage 
  Effect: The target is marked until the end of the steel warrior’s next  
  turn. 
  r Crossbow(weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +25 vs. AC 
  Hit: 3d8 + 8 damage 
  M Burning Cage (fire, weapon) • Recharge 5-6 
  Attack: Melee 2 (one creature); +23 vs. Reflex 
  Hit: 3d10 + 22 fire damage, and the target takes 5 fire damage  
  whenever it enters a square during its turn (save ends). 
  TRIGGERED ACTIONS 
  M Combat Awareness • At-Will 
  Trigger: An enemy marked by the steel warrior shifts or makes an  
  attack that does not include the steel warrior as a target. 
  Effect (Opportunity Action): The steel warrior can use broadsword  
  against the triggering enemy. 
  Indomitable Fury 
  Trigger: The steel warrior drops to 0 hit points for the first time. 
  Effect (No Action): The steel warrior instead has 1 hit point, and it gains 
  a +2 bonus to attack rolls and a +4 bonus to damage rolls until the  
  end of the encounter. 
  Skills Athletics +21 
  Str 22 (+16) 
  Dex 15 (+12) 
  Wis 17 (+13) 
  Con 25 (+17) 
  Int 8 (+9) 
  Cha 10 (+10) 
  Alignment chaotic evil 
  Languages Abyssal, Common 
  Equipment broadsword, crossbow, bolt x10, heavy shield, plate armor 
   
  4+ Fanatic Thug (level 20) 
  Level 20 Minion Brute 
  Medium natural humanoid (human) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
   
  AC 32, Fortitude 31, Reflex 30, Will 31 
  Perception +8 
  Speed 6 
   
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 17 damage. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20/40 (one creature); +23 vs. AC 
  Hit: 16 damage. 
  TRIGGERED ACTIONS 
  Mad Sacrifice • At-Will 
  Trigger: The thug misses with a melee attack. 
  Effect (No Action): The attack instead hits, and the thug drops to 0 hit  
  points. 
  Str 13 (+11) 
  Dex 14 (+12) 
  Wis 6 (+8) 
  Con 18 (+14) 
  Int 8 (+9) 
  Cha 16 (+13) 
  Alignment chaotic evil 
  Languages Common 
  Equipment arrow x20, leather armor , longbow , short sword . 
  Note: Derro Thug reflavored to human. 
  
   
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  Encounter 1: Outposts Map 
  Tile Sets Needed 
  DT4: Ruins of the Wild x2 
   
   
   
  D = deathmage/disciple; S* = soldier/ogre (large)/tanmarruk; H = hobgoblin; M = mercenary/thug
  
   
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  Encounter 2: Assault 
  Encounter Level 
  2/4/6/8/10/12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  1 human overseer (level 2) (O) 
  2 shadar-kai archers (level 2) (A) 
  2 king’s shields (level 2) (S) 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  1 human overseer (level 4) (O) 
  2 shadar-kai archers (level 4) (A) 
  2 king’s shields (level 4) (S) 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  1 human overseer (level 6) (O) 
  2 shadar-kai archers (level 6) (A) 
  2 king’s shields (level 6) (S) 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  1 human overseer (level 8) (O) 
  2 shadar-kai archers (level 8) (A) 
  2 king’s shields (level 8) (S) 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  1 human overseer (level 10) (O) 
  2 shadar-kai archers (level 10) (A) 
  2 king’s shields (level 10) (S) 
   
  This encounter includes the following creatures at 
  adventure level 12:  
  1 deathless blademaster (level 12) (O) 
  2 deathless sniper (level 12) (A) 
  2 deathless berserkers (level 12) (S) 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  1 deathless blademaster (level 14) (O) 
  2 deathless sniper (level 14) (A) 
  2 deathless berserkers (level 14) (S) 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  1 deathless blademaster (level 16) (O) 
  2 deathless sniper (level 16) (A) 
  2 deathless berserkers (level 16) (S) 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  1 deathless blademaster (level 18) (O) 
  2 deathless sniper (level 18) (A) 
  2 deathless berserkers (level 18) (S) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 deathless blademaster (level 20) (O) 
  2 deathless sniper (level 20) (A) 
  2 deathless berserkers (level 20) (S) 
   
  Running Time: 75 minutes. 
  Glory Tier: At heroic tier the fight starts with 8 
  hellwasp minions. At paragon tier the fight starts with 
  10 hellwasp minions. The walls are protected against 
  teleportation, and nobody can teleport on or off the 
  walls. 
   
  Oracular Abilities: Do not forget the oracular abilities 
  of the forces manning the walls. See Appendix III for 
  details. 
   
  Consequences of Encounter 1: If the characters were 
  victorious in Encounter 1 they gain a surprise round at 
  the start of the fight. If they failed, the heated sand 
  terrain feature is active and there is no surprise round. 
  In addition the forces know a little about the characters’ 
  abilities, play them accordingly. 
   
  Consequences Special Mission 1: If the adventurers 
  assigned to Special Mission 1 were successful, the 
  characters can start inside the walls on the other side of 
  the battlemap. The choice is up to the players, and they 
  can split up in two groups if they want. If the mission 
  was failed, the encounter starts with one barrage by the 
  artillery at the start of the round (including the surprise 
  round if any). Select a target AFTER the PCs have been 
  placed on the battlemap. 
   
  IMPORTANT: When the human overseer / deathless 
  blademaster is defeated, he curses ALL the PCs. If the 
  PCs have no disfavors with Shar this has no impact, but 
  the PCs with a disfavor gain a curse for the remainder of 
  the adventure. PCs with Story Award PREQ02 gain 
  Curse of Shar’s Whispering. PCs with a different disfavor, 
  unless they also have PREQ02, gain Shadow’s Foe Curse. 
  See Player Handout 2 for details. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  The PCs have the task of storming the battlements. The 
  more defenders they incapacitate the easier it is to 
  capture the fortress. Spellgard is heavily defended, both 
  by normal means and by artillery. The PCs are 
  supported by minor troops from the back ranks and 
  from the air. PCs can choose where to attack; they can 
  either assault the gate, a normal section of the walls or a 
  corner tower. The Senior DM of the BI determines how 
  it is decided who attacks what. 
   
  Before proceeding with the assault, announce the 
  following to the characters through commander Drey: 
   
  "Several of you have found vials of Liquid Shadow. We 
  suspect that the Netherese provided these to the Zhents 
  in case they ran into any trouble. We have briefly 
  examined them, and determined that they can 
  invigorate a tired body, or possibly even bring back a 
  recently deceased creature from the dead. However, 
  Shar's taint is very evident upon these. I strongly advise 
  caution, as we do not know the long-term effects of this 
  substance. I suggest that you only consume this Liquid 
  Shadow if you feel you are in the greatest of need of its 
  benefits." 
   
  Give the PCs Handout 3. Each table gets half the 
  number of PCs (rounded down) of these vials. They can 
  be given to other tables. After the distribution of the vials 
  a Special Mission table is needed: 
   
  "LISTEN UP! Yes, you guessed it. We need more 
  volunteers. Luckily this will be an easy one. Regular 
  walk in the park. If the park was in the Abyss that is. 
  What we need this time is some unadulterated bloody, 
  and I mean that literally, efficiency. We require a strike 
  team that can deliver some good old extreme predjucide 
  quickly and repeatedly. Any takers?" 
    
  This special mission is built for teams that can get in, do 
  a lot of damage quickly, and move on. The ability to soak 
  damage also comes in handy. If your table runs on AL 8 
  to 12, your group can volunteer for this mission. If more 
  than one group volunteers, the organizers can either 
  pick one or ask the adventurers to vote for one of these 
  groups. 
   
  Once done, proceed with the actual battle: 
   
  “Alright men, we’re off to a good start those sentries 
  proved to be an easy warm up aye? However this is the 
  real work, we’re storming the main defenses now. Those 
  Netherese surely have some nasty trick up their sleeve 
  but it won’t be able to stop us regardless.” With that the 
  commander points his swords towards the fort and yells: 
  “TO VICTORY” 
   
  Allow the PCs to enter the battlemap and place them 
  where they want to be outside of the walls. 
   
  Hidden entry points: If Special Mission 1 succeeded 
  the PCs have the opportunity to start inside the 
  battlements. 
  • 
  Tower: inside the tower basement, with the 
  option to go up in the tower towards the 
  battlements or to go out into the yard. 
  • 
  Wall: Near the rubble in the courtyard. 
  • 
  Gate: Inside the small archer compound behind 
  the gate. 
   
  Friendly support: Throughout the encounter the PCs 
  are supported by back rank troops. They can command 
  them to assist where needed. Once per round using a 
  minor action and a skill check a PC can command 
  these troops to do the following (note that the PC needs 
  to decide on the skill, the effect depends on the result of 
  te skill check): 
  • 
  Medium DC Heal: allow a downed PC to spend 
  his second wind. 
  • 
  Medium DC Perception/Diplomacy/Intimidate: 
  single out an enemy and deal 5 damage at heroic 
  tier and 10 damage at paragon tier to it. 
  • 
  Hard 
  DC 
  Perception/Diplomacy/Intimidate: 
  single out an enemy and deal 10 damage at 
  heroic tier and 20 damage at paragon tier to it. 
   
  Enemy artillery: The Netherese have set up a number 
  of artillery posts firing at regular intervals. These 
  artillery posts are the target of Special Mission 2. 
  Depending on the results of Special Mission 2 the 
  following attacks are available at the start of each round 
  (except for those disabled by the special mission): 
   
  Atrillery 
  Terrain Hazard 
  A Artillery (fire, necrotic, poison) • At-Will 
  Effect: Roll 1d4 to determine which attack happens in the first round.  
  (1: fire; 2: necrotic; 3: poison; 4: hell-wasp) Then cylcle through in  
  order. 
  Special: If the artillery type is disabled by the special mission team,  
  nothing happens that round. 
  Attack: burst 1 (creatures in burst); AL+3 vs. Reflex 
  Hit: Dependant on damage type: 
  Fire: 2d8 + AL fire damage. (4d8 + AL at AL12+) 
  Necrotic: 1d8 + AL necrotic damage, and the target is weakened  
  (save ends). (2d8+AL at AL12+) 
  Poison: 1d8 + AL poison damage, and ongoing 5 poison damage  
  (save ends). (2d8 + AL and ongoing 10 at AL12+) 
  Hell-wasp shot: add a hell wasp minion and it acts immediately. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  When the special mission table yells <ELEMENT> 
  Artillery Down that specific element is no longer usable. 
  If at the end of the 5th round the wasp artillery is not yet 
  down it releases a powerful swarm, add a hellwasp 
  swarm to the battlefield and roll initiative for it, it acts in 
  the 5th round. 
  Features of the Area (all) 
   
  Illumination: The area is brightly illuminated. 
   
  Stairs: The wide stairs provide easy access to the 
  battlements. 
   
  Ladders: The small ladders provide access to the 
  battlements. Climbing a ladder requires a DC 5 
  Athletics check. 
   
  PC can bring ladders to climb over the walls. A PC 
  needs two hands to carry a ladder. Using a move action 
  within 2 squares of the wall sets up a ladder. The ladder 
  is equipped with hooks on the top making it impossible 
  to throw them down from up on the battlements. 
   
  Battlements (AL 2 – 10): The battlements 
  surround the entire castle and most parts are newly 
  erected by the Netherese. Climbing them requires a 
  moderate Athletics check.  
   
  The battlements are 30 feet high (6 squares) and 
  provide cover to anyone standing behind them, and 
  superior cover to anybody prone behind them. The 
  battlements also provide a +5 bonus to the save to 
  prevent falling off; the inside provides a +2 since it is 
  lower. Magic prevents people being teleported off the 
  walls against their will. 
   
  Battlements (AL 12 – 20): The battlements are 50 
  feet (10 squares) high. Climbing the battlements 
  requires a moderate Athletics check. In addition most 
  parts of the wall are overgrown with black sleep briar, a 
  Shadowfell fueled dark weed. Creatures scaling the wall 
  need to make a saving throw halfway through the climb. 
  When they fail the save they are attacked: 
   
  Black Sleep Briar 
  Terrain Hazard 
  m Attack (poison) • At-Will 
  Attack: Melee 0 (one creature); AL+5 vs. AC 
  Hit: 1d8 + AL poison damage, and the target is immobilized (save  
  ends). 
  First Failed Saving Throw: The target is immobilized and takes  
  ongoing 10 poison damage (save ends both). 
   
  Using an attack with the fire keyword clears a piece of 
  wall equal to the size of the burst, targeted attacks clear 
  1 square. 
   
  Otherwise these battlements are the same as at the 
  heroic tier. 
   
  Giant skeleton (GATE ONLY): The withered 
  remains of some ancient enemy still lie in front of part of 
  the gate. The pervading energy of the shadowfell have 
  turned it into blood rock, allowing creature and attacks 
  without the shadow keyword to score a critical hit on a 
  roll of 19 and 20. 
   
  Archer station (GATE ONLY): A small archer 
  station stands as a second line of defense. It is 
  unoccupied except when the PCs have failed to take out 
  the 
  commander 
  and 
  communications 
  officer 
  in 
  Encounter 1. Creatures inside have superior cover from 
  those outside. 
   
  Crumbling Wall (WALL ONLY): The crumbled 
  remains of the previous battlements still stand close to 
  the new wall here. With a moderate DC Acrobatics 
  check a PC can navigate the crumbling wall and end up 
  on top of the battlements, failure results in the PC 
  landing prone in an adjacent square. Other PCs can 
  climb the wall with an easy DC Athletics check. 
   
  Font of Power (TOWER ONLY): The small 
  fountain is dedicated to Shar and acts as a font of power. 
  Attacks with the necrotic keyword made from adjacent 
  to the font deal 5 points extra necrotic damage (10 at AL 
  12+). 
   
  Heated Sand (only when Encounter 1 failed): 
  The Netherese are prepared for an assault. At various 
  spots along the walls are barrels with heated sand. These 
  can be thrown down the walls. 
   
  Heated Sand 
  Encounter Terrain  
  Large cauldrons filled with glowing hot sand stands ready to be tipped over to 
  dump its contents on those climbing the walls. 
  Standard Action 
  Attack: Blast 5 along the wall (all creatures in blast); AL +3 vs. Reflex  
  Hit: 1d8 + AL fire damage, and the target takes a -2 penalty to all  
  defenses (save ends).  
   
   
  Magic Circles: These have no effect during this 
  encounter and come into play in Encounter 4. 
   
  Obelisk: The obelisk is blocking terrain. They have 
  no effect during this encounter and come into play in 
  Encounter 4 and 5. 
  Tactics 
  Heroic ALs: The creatures work together as a unit and 
  try to help each other as much as possible. The archers 
  start on the wall firing on anyone they can target, when 
  out of range due to the battlements they retreat to the 
  courtyard and fire on whoever is on top of the 
  battlements or down in the courtyard.  
   
  The shields and the overseer fight on the 
  battlements trying to lock the PCs down there. When 
  the fight moves to the courtyard they follow and try to 
  keep the archers in the clear.  
   
  Paragon ALs: The creatures here are long time 
  friends and work well together. They try to get 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 40 
  temporary hit points as quickly as possible to fuel their 
  powers. The blademaster distributes his temporary hit 
  points to whoever needs them most.  
   
  The archers start on the battlements but hang back 
  when the PCs breach the walls. The berserkers focus 
  their attacks on heavily armored PCs turning them into 
  pulp quickly.  
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove one king’s shield / deathless 
  sniper. 
   
  Six PCs: Add one human overseer / deathless 
  blademaster. 
  Ending the Encounter 
  Once all opponents on the walls are defeated, the 
  characters have a few moments to recover. They have 
  one short rest before several shadow crossings 
  suddenly open in the courtyard of Spellgard. From the 
  portals swarm more Netherese. The fight is not over yet. 
  Proceed with Encounter 3 as directed by the Senior 
  DM. Note that before the start of Encounter 3, 
  vollunteers must be selected for Special Mission 3. The 
  characters only have one short rest between Encounters 
  2 and 3. 
   
  The goal of Encounter 2 is to kill as many opponents 
  as possible. Count the number of non-minion opponents 
  (the swarm does not count either) at the end of the fight. 
  The Senior DM can assign these creatures to your table 
  again for use in Encounter 3, assign them to another 
  table as per the reinforcement rules, or average the 
  results (in which case all tables might get one or more 
  opponents). 
  Treasure 
  Amongst the equipment the PCs find the following 
  battle standard (while during the adventure it is AL 
  dependent, after the battle they 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: 
  • 
  AL 2 to 6: battle standard of healing. 
  • 
  AL 8 to 12: shepherd’s battle standard. 
  • 
  AL 14 to 20: battle standard of shadow. 
  Questionnaire 
  • 
  How many of the non-minion opponents were 
  defeated (excluding the hellwasp swarm)? 
  • 
  Which were left (excluding the hellwasp swarm)? 
  Where they bloodied? 
  • 
  Did any PCs die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table play at glory tier? 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 41 
  Encounter 2: Assault Statistics (Adventure Level 2)
   
  1 Human Overseer (level 2) 
  Level 2 Controller (Leader) 
  Medium natural humanoid 
  XP 125 
  HP 40; Bloodied 20 
  Initiative +1 
  AC 17, Fortitude 14, Reflex 13, Will 16 
  Perception +9 
  Speed 6 
   
  TRAITS 
  O Mental Mire • Aura 2 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  STANDARD ACTIONS 
  m Obsidian Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage.  
  R Not So Fast (psychic) • At-Will 
  Attack: Ranged 5 (one creature); +6 vs. Will 
  Hit: 2d6 + 3 psychic damage, and the overseer pulls the target 3  
  squares. 
  C Do My Bidding • Recharge when first bloodied 
  Attack: Close burst 2 (one slowed creature in the burst); +8 vs. Will 
  Hit: The target is dominated until the end of the overseer’s next turn. 
  Skills Bluff +11, Diplomacy +11, Insight +9, Intimidate +11 
  Str 13 (+2) 
  Dex 10 (+1) 
  Wis 16 (+4) 
  Con 16 (+4) 
  Int 15 (+3) 
  Cha 20 (+6) 
  Alignment evil 
  Languages Common 
  Equipment longsword, leather armor 
   
  2 King’s Shield (level 2) 
  Level 2 Soldier 
  Medium natural humanoid 
  XP 125 
  HP 40; Bloodied 20 
  Initiative +3 
  AC 17, Fortitude 15, Reflex 13, Will 14 
  Perception +9 
  Speed 5  
   
  TRAITS 
  Lock Shields 
  A King’s Shield gains a +2 bonus to AC and Reflex while adjacent to  
  another King’s Shield. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage, and the target is marked until the end of the  
  Shield’s next turn. 
  M For Netheril • Encounter 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 2d8 + 6 damage, and the Shield gains 5 temporary hit points. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage. 
  TRIGGERED ACTIONS 
  M Shield the King (weapon) • At-Will 
  Trigger: An adjacent enemy moves or shifts. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +5 vs.  
  Fortitude 
  Hit: 1d8 + 6 damage, the Shield pushes the target 1 square and the  
  target ends its move action. 
  Skills Insight +9, Intimidate +6 
  Str 18 (+5) 
  Dex 10 (+3) 
  Wis 16 (+4) 
  Con 16 (+4) 
  Int 14 (+3) 
  Cha 11 (+1) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment heavy shield, longsword, plate armor 
  Note: Adjusted damage expression. Range attack added. 
   
   
  2 Shadar-Kai Archer (level 2) 
  Level 2 Artillery 
  Medium shadow humanoid 
  XP 125 
  HP 33; Bloodied 16 
  Initiative +5 
  AC 16, Fortitude 15, Reflex 17, Will 15 
  Perception +6 
  Speed 6  
  Low-light vision 
  STANDARD 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 1d8 + 4 damage. 
  r Shadow Arrows (necrotic, weapon) • At-Will 
  Effect: The shadar-kai archer makes the following attack twice. 
  Attack: Ranged 20/40 (one creature); +7 vs. AC or Reflex whichever is  
  lower 
  Hit: 1d6 + 4 damage plus ongoing 5 necrotic damage (save ends). 
  A Eldritch Burst (force) • Recharge 5-6 
  Attack: Area burst 1 within 20 (creatures in burst); +7 vs. Fortitude 
  Hit: 1d6 + 4 force damage, and the target is knocked prone. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The shadar-kai archer teleports 3 squares and becomes 
  insubstantial until the start of its next turn. 
  Str 12 (+2) 
  Dex 18 (+5) 
  Wis 11 (+1) 
  Con 15 (+3) 
  Int 17 (+4) 
  Cha 15 (+3) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, longbow, short sword x2 
  Note: Eladrin Arcane Archer from MM2 with updated statblock and 
  damage expression and reflavouring. 
   
  Atrillery (level 2) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +5 vs. Reflex 
  Hit: One of the following 4 effects: 
  Fire: 2d8 + 2 fire damage. 
  Necrotic: 1d8 + 2 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 1d8 + 2 poison damage, and ongoing 5 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  IMPORTANT: Do not forget the curse from the human 
  Overseer when that NPC is defeated. If he is not 
  defeated, he does not curse the PCs! 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 42 
  Encounter 2: Assault Statistics (Adventure Level 2)
   
  Hellwasp Minion (level 2) 
  Level 2 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 31 
  HP 1; a missed attack never damages a minion. 
  Initiative +9 
   
  AC 16, Fortitude 14, Reflex 15, Will 13 
  Perception +4 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 4 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +5 vs. Reflex 
  Hit: 4 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 2 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+3) 
  Dex 23 (+7) 
  Wis 16 (+4) 
  Con 18 (+5) 
  Int 12 (+2) 
  Cha 12 (+2) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 2) 
  Level 2 Soldier 
  Medium immortal animate (construct, devil, swarm) 
  XP 125 
  HP 36; Bloodied 18 
  Initiative +6 
  AC 18, Fortitude 12, Reflex 15, Will 14 
  Perception +3 
  Speed 4, fly 8 
  Tremorsense 5 
  Resist half damage from melee and ranged attacks; Vulnerable 5 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack • Aura 1 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Melee 1 (one creature); +5 vs. Reflex 
  Hit: 1d6 + 2 damage, and ongoing 5 poison damage (save ends).  
  Skills Athletics +6, Stealth +9 
  Str 11 (+1) 
  Dex 17 (+4) 
  Wis 14 (+3) 
  Con 12 (+2) 
  Int 1 (-4) 
  Cha 7 (-1) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored spider swarm. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 43 
  Encounter 2: Assault Statistics (Adventure Level 4)
   
  1 Human Overseer (level 4) 
  Level 4 Controller (Leader) 
  Medium natural humanoid 
  XP 175 
  HP 56; Bloodied 28 
  Initiative +2 
  AC 19, Fortitude 16, Reflex 15, Will 18 
  Perception +10 
  Speed 6 
   
  TRAITS 
  O Mental Mire • Aura 2 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  STANDARD ACTIONS 
  m Obsidian Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d8 + 3 damage.  
  R Not So Fast (psychic) • At-Will 
  Attack: Ranged 5 (one creature); +8 vs. Will 
  Hit: 2d6 + 5 psychic damage, and the overseer pulls the target 3  
  squares. 
  C Do My Bidding • Recharge when first bloodied 
  Attack: Close burst 2 (one slowed creature in the burst); +10 vs. Will 
  Hit: The target is dominated until the end of the overseer’s next turn. 
  Skills Bluff +12, Diplomacy +12, Insight +10, Intimidate +12 
  Str 13 (+3) 
  Dex 10 (+2) 
  Wis 16 (+5) 
  Con 16 (+5) 
  Int 15 (+4) 
  Cha 20 (+7) 
  Alignment evil 
  Languages Common 
  Equipment longsword, leather armor 
   
  2 Shadar-Kai Archer (level 4) 
  Level 4 Artillery 
  Medium shadow humanoid 
  XP 175 
  HP 45; Bloodied 22 
  Initiative +6 
  AC 18, Fortitude 17, Reflex 19, Will 17 
  Perception +7 
  Speed 6  
  Low-light vision 
  STANDARD 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 1d8 + 6 damage. 
  r Shadow Arrows (necrotic, weapon) • At-Will 
  Effect: The shadar-kai archer makes the following attack twice. 
  Attack: Ranged 20/40 (one creature); +9 vs. AC or Reflex whichever is 
  lower. 
  Hit: 1d8 + 5 damage plus ongoing 5 necrotic damage (save ends). 
  A Eldritch Burst (force) • Recharge 5-6 
  Attack: Area burst 1 within 20 (creatures in burst); +9 vs. Fortitude 
  Hit: 1d8 + 5 force damage, and the target is knocked prone. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The shadar-kai archer teleports 3 squares and becomes 
  insubstantial until the start of its next turn. 
  Str 12 (+3) 
  Dex 18 (+6) 
  Wis 11 (+2) 
  Con 15 (+4) 
  Int 17 (+5) 
  Cha 15 (+4) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, longbow, short sword x2 
  Note: Eladrin Arcane Archer from MM2 with updated statblock and 
  damage expression and some reflavouring. 
   
  2 King’s Shield (level 4) 
  Level 4 Soldier 
  Medium natural humanoid 
  XP 175 
  HP 56; Bloodied 28 
  Initiative +4 
  AC 19, Fortitude 17, Reflex 15, Will 16 
  Perception +10 
  Speed 5  
   
  TRAITS 
  Lock Shields 
  A King’s Shield gains a +2 bonus to AC and Reflex while adjacent to  
  another King’s Shield. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d8 + 3 damage, and the target is marked until the end of the  
  Shield’s next turn. 
  M For Netheril • Encounter 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 3d8 + 5 damage, and the Shield gains 5 temporary hit points. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +9 vs. AC 
  Hit: 2d8 + 3 damage. 
  TRIGGERED ACTIONS 
  M Shield the King (weapon) • At-Will 
  Trigger: An adjacent enemy moves or shifts. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +7 vs.  
  Fortitude 
  Hit: 2d8 + 3 damage, the Shield pushes the target 1 square and the  
  target ends its move action. 
  Skills Insight +10, Intimidate +7 
  Str 18 (+6) 
  Dex 10 (+4) 
  Wis 16 (+5) 
  Con 16 (+5) 
  Int 14 (+4) 
  Cha 11 (+2) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment heavy shield, longsword, plate armor 
  Note: Adjusted damage expression. Range attack added. 
   
  Atrillery (level 4) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +7 vs. Reflex 
  Hit: One of the following four effects: 
  Fire: 2d8 + 4 fire damage. 
  Necrotic: 1d8 + 4 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 1d8 + 4 poison damage, and ongoing 5 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  IMPORTANT: Do not forget the curse from the human 
  Overseer when that NPC is defeated. If he is not 
  defeated, he does not curse the PCs! 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 44 
  Encounter 2: Assault Statistics (Adventure Level 4)
   
  Hellwasp Minion (level 4) 
  Level 4 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 44 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
   
  AC 18, Fortitude 16, Reflex 17, Will 15 
  Perception +5 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 5 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. Reflex 
  Hit: 4 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 3 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+4) 
  Dex 23 (+8) 
  Wis 16 (+5) 
  Con 18 (+6) 
  Int 12 (+3) 
  Cha 12 (+3) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 4) 
  Level 4 Soldier 
  Medium immortal animate (construct, devil, swarm) 
  XP 175 
  HP 52; Bloodied 26 
  Initiative +7 
  AC 20, Fortitude 15, Reflex 18, Will 16 
  Perception +4 
  Speed 4, fly 8 
  Tremorsense 5 
  Resist half damage from melee and ranged attacks; Vulnerable 5 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack • Aura 1 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. Reflex 
  Hit: 1d6 + 4 damage, and ongoing 5 poison damage (save ends).  
  Skills Athletics +7, Stealth +10 
  Str 11 (+2) 
  Dex 17 (+5) 
  Wis 14 (+4) 
  Con 12 (+3) 
  Int 1 (-3) 
  Cha 7 (+0) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored spider swarm. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 45 
  Encounter 2: Assault Statistics (Adventure Level 6)
   
  1 Human Overseer (level 6) 
  Level 6 Controller (Leader) 
  Medium natural humanoid 
  XP 250 
  HP 72; Bloodied 36 
  Initiative +3 
  AC 21, Fortitude 18, Reflex 17, Will 20 
  Perception +11 
  Speed 6 
   
  TRAITS 
  O Mental Mire • Aura 2 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  STANDARD ACTIONS 
  m Obsidian Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d8 + 5 damage.  
  R Not So Fast (psychic) • At-Will 
  Attack: Ranged 5 (one creature); +10 vs. Will 
  Hit: 2d6 + 7 psychic damage, and the overseer pulls the target 3  
  squares. 
  C Do My Bidding • Recharge when first bloodied 
  Attack: Close burst 2 (one slowed creature in the burst); +10 vs. Will 
  Hit: The target is dominated until the end of the overseer’s next turn. 
  Skills Bluff +13, Diplomacy +13, Insight +11, Intimidate +13 
  Str 13 (+4) 
  Dex 10 (+3) 
  Wis 16 (+6) 
  Con 16 (+6) 
  Int 15 (+5) 
  Cha 20 (+8) 
  Alignment evil 
  Languages Common 
  Equipment longsword, leather armor 
   
  2 Shadar-Kai Archer (level 6) 
  Level 6 Artillery 
  Medium shadow humanoid 
  XP 250 
  HP 57; Bloodied 28 
  Initiative +7 
  AC 18, Fortitude 17, Reflex 19, Will 17 
  Perception +18 
  Speed 6  
  Low-light vision 
  STANDARD 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 3 damage. 
  r Shadow Arrows (necrotic, weapon) • At-Will 
  Effect: The shadar-kai archer makes the following attack twice 
  Attack: Ranged 20/40 (one creature); +11 vs. AC or Reflex whichever  
  is lower. 
  Hit: 1d8 + 6 damage plus ongoing 5 necrotic damage (save ends). 
  A Eldritch Burst (force) • Recharge 5-6 
  Attack: Area burst 1 within 20 (creatures in burst); +11 vs. Fortitude 
  Hit: 1d8 + 6 force damage, and the target is knocked prone. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The shadar-kai archer teleports 3 squares and becomes 
  insubstantial until the start of its next turn. 
  Str 12 (+4) 
  Dex 18 (+7) 
  Wis 11 (+3) 
  Con 15 (+5) 
  Int 17 (+6) 
  Cha 15 (+5) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, longbow, short sword x2 
  Note: Eladrin Arcane Archer from MM2 with updated 
  statblock 
  and 
  damage.
   
  2 King’s Shield (level 6) 
  Level 6 Soldier 
  Medium natural humanoid 
  XP 250 
  HP 72; Bloodied 36 
  Initiative +5 
  AC 21, Fortitude 19, Reflex 17, Will 18 
  Perception +11 
  Speed 5  
   
  TRAITS 
  Lock Shields 
  A King’s Shield gains a +2 bonus to AC and Reflex while adjacent to  
  another King’s Shield. 
  STANDARD ACTIONS 
  m Longsword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d8 + 5 damage, and the target is marked until the end of the  
  Shield’s next turn. 
  M For Netheril • Encounter 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 3d8 + 8 damage, and the Shield gains 5 temporary hit points. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +11 vs. AC 
  Hit: 2d8 + 5 damage. 
  TRIGGERED ACTIONS 
  M Shield the King (weapon) • At-Will 
  Trigger: An adjacent enemy moves or shifts. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +9 vs.  
  Fortitude 
  Hit: 2d8 + 5 damage, the Shield pushes the target 1 square and the  
  target ends its move action. 
  Skills Insight +11, Intimidate +8 
  Str 18 (+7) 
  Dex 10 (+3) 
  Wis 16 (+6) 
  Con 16 (+6) 
  Int 14 (+5) 
  Cha 11 (+3) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment heavy shield, longsword, plate armor 
  Note: Adjusted damage expression. Range attack added. 
   
  Atrillery (level 6) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +9 vs. Reflex 
  Hit: One of the following four: 
  Fire: 2d8 + 6 fire damage. 
  Necrotic: 1d8 + 6 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 1d8 + 6 poison damage, and ongoing 5 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  IMPORTANT: Do not forget the curse from the human 
  Overseer when that NPC is defeated. If he is not 
  defeated, he does not curse the PCs! 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 46 
  Encounter 2: Assault Statistics (Adventure Level 6)
   
  Hellwasp Minion (level 6) 
  Level 6 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 63 
  HP 1; a missed attack never damages a minion. 
  Initiative +11 
   
  AC 20, Fortitude 18, Reflex 19, Will 17 
  Perception +6 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 6 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. Reflex 
  Hit: 5 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 3 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+5) 
  Dex 23 (+9) 
  Wis 16 (+6) 
  Con 18 (+7) 
  Int 12 (+4) 
  Cha 12 (+4) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 6) 
  Level 6 Soldier 
  Medium immortal animate (construct, devil, swarm) 
  XP 250 
  HP 68; Bloodied 34 
  Initiative +8 
  AC 22, Fortitude 17, Reflex 20, Will 18 
  Perception +5 
  Speed 4, fly 8 
  Tremorsense 5 
  Resist half damage from melee and ranged attacks; Vulnerable 5 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack • Aura 1 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Melee 1 (one creature); +9 vs.Reflex 
  Hit: 1d6 + 6 damage, and ongoing 5 poison damage (save ends).  
  Skills Athletics +8, Stealth +11 
  Str 11 (+3) 
  Dex 17 (+6) 
  Wis 14 (+5) 
  Con 12 (+4) 
  Int 1 (-2) 
  Cha 7 (+1) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored spider swarm. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 47 
  Encounter 2: Assault Statistics (Adventure Level 8)
   
  1 Human Overseer (level 8) 
  Level 8 Controller (Leader) 
  Medium natural humanoid 
  XP 350 
  HP 88; Bloodied 44 
  Initiative +4 
  AC 23, Fortitude 20, Reflex 19, Will 22 
  Perception +12 
  Speed 6 
   
  TRAITS 
  O Mental Mire • Aura 2 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  STANDARD ACTIONS 
  m Obsidian Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage.  
  R Not So Fast (psychic) • At-Will 
  Attack: Ranged 5 (one creature); +12 vs. Will 
  Hit: 2d6 + 9 psychic damage, and the overseer pulls the target 3  
  squares. 
  C Do My Bidding • Recharge when first bloodied 
  Attack: Close burst 2 (one slowed creature in the burst); +12 vs. Will 
  Hit: The target is dominated until the end of the overseer’s next turn. 
  Skills Bluff +14, Diplomacy +14, Insight +12, Intimidate +14 
  Str 13 (+5) 
  Dex 10 (+4) 
  Wis 16 (+7) 
  Con 16 (+7) 
  Int 15 (+6) 
  Cha 20 (+9) 
  Alignment evil 
  Languages Common 
  Equipment longsword, leather armor 
   
  2 Shadar-Kai Archer (level 8) 
  Level 8 Artillery 
  Medium shadow humanoid 
  XP 350 
  HP 57; Bloodied 28 
  Initiative +8 
  AC 20, Fortitude 19, Reflex 21, Will 19 
  Perception +9 
  Speed 6  
  Low-light vision 
  STANDARD 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 5 damage. 
  r Shadow Arrows (necrotic, weapon) • At-Will 
  Effect: The shadar-kai archer makes the following attack twice 
  Attack: Ranged 20/40 (one creature); +13 vs. AC or Reflex whichever  
  is lower 
  Hit: 2d6 + 5 damage plus ongoing 5 necrotic damage (save ends). 
  A Eldritch Burst (force) • Recharge 5-6 
  Attack: Area burst 1 within 20 (creatures in burst); +13 vs. Fortitude 
  Hit: 2d6 + 5 force damage, and the target is knocked prone. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The shadar-kai archer teleports 3 squares and becomes 
  insubstantial until the start of its next turn. 
  Str 12 (+5) 
  Dex 18 (+8) 
  Wis 11 (+4) 
  Con 15 (+6) 
  Int 17 (+7) 
  Cha 15 (+6) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, longbow, short sword x2 
  Note: Eladrin Arcane Archer from MM2 with updated statblock and 
  damage expression and some reflavouring. 
   
  2 King’s Shield (level 8) 
  Level 8 Soldier 
  Medium natural humanoid 
  XP 350 
  HP 88; Bloodied 44 
  Initiative +6 
  AC 23, Fortitude 21, Reflex 19, Will 20 
  Perception +12 
  Speed 5  
   
  TRAITS 
  Lock Shields 
  A King’s Shield gains a +2 bonus to AC and Reflex while adjacent to  
  another King’s Shield. 
  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  
  Shield’s next turn. 
  M For Netheril • Encounter 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 3d8 + 11 damage, and the Shield gains 10 temporary hit points. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. 
  TRIGGERED ACTIONS 
  M Shield the King (weapon) • At-Will 
  Trigger: An adjacent enemy moves or shifts. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +11 vs.  
  Fortitude 
  Hit: 2d8 + 7 damage, the Shield pushes the target 1 square and the  
  target ends its move action. 
  Skills Insight +12, Intimidate +9 
  Str 18 (+8) 
  Dex 10 (+4) 
  Wis 16 (+7) 
  Con 16 (+7) 
  Int 14 (+6) 
  Cha 11 (+4) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment heavy shield, longsword, plate armor 
  Note: Adjusted damage expression. Range attack added. 
   
  Atrillery (level 8) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +11 vs. Reflex 
  Hit: One of the following: 
  Fire: 2d8 + 8 fire damage. 
  Necrotic: 1d8 + 8 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 1d8 + 8 poison damage, and ongoing 5 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  IMPORTANT: Do not forget the curse from the human 
  Overseer when that NPC is defeated. If he is not 
  defeated, he does not curse the PCs! 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 48 
  Encounter 2: Assault Statistics (Adventure Level 8)
   
  Hellwasp Minion (level 8) 
  Level 8 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 88 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
   
  AC 22, Fortitude 20, Reflex 21, Will 19 
  Perception +7 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 7 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. Reflex 
  Hit: 5 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 4 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+6) 
  Dex 23 (+10) 
  Wis 16 (+7) 
  Con 18 (+8) 
  Int 12 (+5) 
  Cha 12 (+5) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 8) 
  Level 8 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 350 
  HP 108; Bloodied 54 
  Initiative +8 
  AC 20, Fortitude 20, Reflex 20, Will 18 
  Perception +6 
  Speed 2, fly 8 
  Darkvision 
  Resist half damage from melee and ranged attacks; Vulnerable 5 to 
  close and area attacks. 
  TRAITS 
  O Blood Frenzy • Aura 1 
  Any enemy that starts its turn in the aura takes ongoing 5 damage  
  (save ends). If that enemy is already taking untyped ongoing damage,  
  that damage increases by 5. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d6 + 3 damage, and ongoing 5 poison (save ends). 
  TRIGGERED ACTIONS 
  Hungry Flight • At-Will 
  Trigger: An enemy moves away from the swarm. 
  Effect (Immediate Reaction): The swarm flies up to its fly speed to the  
  triggering enemy’s square or a square adjacent to that enemy. This  
  movement does not provoke opportunity attacks.  
  Skills Stealth +13 
  Str 10 (+4) 
  Dex 19 (+8) 
  Wis 14 (+6) 
  Con 18 (+8) 
  Int 1 (-1) 
  Cha 4 (+1) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored stirge suckerling swarm. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 49 
  Encounter 2: Assault Statistics (Adventure Level 10)
   
  1 Human Overseer (level 10) 
  Level 10 Controller (Leader) 
  Medium natural humanoid 
  XP 500 
  HP 104; Bloodied 52 
  Initiative +5 
  AC 25, Fortitude 22, Reflex 21, Will 24 
  Perception +13 
  Speed 6 
   
  TRAITS 
  O Mental Mire • Aura 2 
  Any enemy that starts its turn within the aura is slowed until the start  
  of its next turn. 
  STANDARD ACTIONS 
  m Obsidian Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage.  
  R Not So Fast (psychic) • At-Will 
  Attack: Ranged 5 (one creature); +14 vs. Will 
  Hit: 2d6 + 11 psychic damage, and the overseer pulls the target 3  
  squares. 
  C Do My Bidding • Recharge when first bloodied 
  Attack: Close burst 2 (one slowed creature in the burst); +14 vs. Will 
  Hit: The target is dominated until the end of the overseer’s next turn. 
  Skills Bluff +15, Diplomacy +15, Insight +13, Intimidate +15 
  Str 13 (+6) 
  Dex 10 (+5) 
  Wis 16 (+8) 
  Con 16 (+8) 
  Int 15 (+7) 
  Cha 20 (+10) 
  Alignment evil 
  Languages Common 
  Equipment longsword, leather armor 
   
  2 Shadar-Kai Archer (level 10) 
  Level 10 Artillery 
  Medium shadow humanoid 
  XP 500 
  HP 69; Bloodied 34 
  Initiative +9 
  AC 22, Fortitude 21, Reflex 23, Will 21 
  Perception +10 
  Speed 6  
  Low-light vision 
  STANDARD 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d8 + 7 damage. 
  r Shadow Arrows (necrotic, weapon) • At-Will 
  Effect: The shadar-kai archer makes the following attack twice. 
  Attack: Ranged 20/40 (one creature); +15 vs. AC or Reflex whichever  
  is lower 
  Hit: 2d6 + 6 damage plus ongoing 5 necrotic damage (save ends). 
  A Eldritch Burst (force) • Recharge 5-6 
  Attack: Area burst 1 within 20 (creatures in burst); +15 vs. Fortitude 
  Hit: 2d6 + 6 force damage, and the target is knocked prone. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The shadar-kai archer teleports 3 squares and becomes 
  insubstantial until the start of its next turn. 
  Str 12 (+6) 
  Dex 18 (+9) 
  Wis 11 (+5) 
  Con 15 (+7) 
  Int 17 (+8) 
  Cha 15 (+7) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, longbow, short sword x2 
  Note: Eladrin Arcane Archer from MM2 with updated statblock and 
  damage expression and some reflavouring. 
   
  2 King’s Shield (level 10) 
  Level 10 Soldier 
  Medium natural humanoid 
  XP 500 
  HP 104; Bloodied 52 
  Initiative +7 
  AC 25, Fortitude 23, Reflex 21, Will 22 
  Perception +13 
  Speed 5  
   
  TRAITS 
  Lock Shields 
  A King’s Shield gains a +2 bonus to AC and Reflex while adjacent to  
  another King’s Shield. 
  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  
  Shield’s next turn. 
  M For Netheril • Encounter 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 4d8 + 9 damage, and the Shield gains 10 temporary hit points. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. 
  TRIGGERED ACTIONS 
  M Shield the King (weapon) • At-Will 
  Trigger: An adjacent enemy moves or shifts. 
  Attack (Immediate Reaction): Melee 1 (triggering creature); +13 vs.  
  Fortitude 
  Hit: 2d8 + 9 damage, the Shield pushes the target 1 square and the  
  target ends its move action. 
  Skills Insight +13, Intimidate +10 
  Str 18 (+9) 
  Dex 10 (+5) 
  Wis 16 (+8) 
  Con 16 (+8) 
  Int 14 (+7) 
  Cha 11 (+5) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment heavy shield, longsword, plate armor 
  Note: Adjusted damage expression. Range attack added. 
   
  Atrillery (level 10) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); AL+13 vs. Reflex 
  Hit: One of the following: 
  Fire: 2d8 + 10 fire damage. 
  Necrotic: 1d8 + 10 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 1d8 + 10 poison damage, and ongoing 5 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  IMPORTANT: Do not forget the curse from the human 
  Overseer when that NPC is defeated. If he is not 
  defeated, he does not curse the PCs! 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 50 
  Encounter 2: Assault Statistics (Adventure Level 10)
   
  Hellwasp Minion 
  Level 10 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 125 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
   
  AC 24, Fortitude 22, Reflex 23, Will 21 
  Perception +8 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 8 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. Reflex 
  Hit: 6 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 4 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+7) 
  Dex 23 (+11) 
  Wis 16 (+8) 
  Con 18 (+9) 
  Int 12 (+6) 
  Cha 12 (+6) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm 
  Level 10 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 500 
  HP 128; Bloodied 64 
  Initiative +9 
  AC 22, Fortitude 22, Reflex 22, Will 20 
  Perception +7 
  Speed 2, fly 8 
  Darkvision 
  Resist half damage from melee and ranged attacks; Vulnerable 5 to 
  close and area attacks. 
  TRAITS 
  O Blood Frenzy • Aura 1 
  Any enemy that starts its turn in the aura takes ongoing 5 damage  
  (save ends). If that enemy is already taking untyped ongoing damage,  
  that damage increases by 5. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 3d6 + 1 damage, and ongoing 5 poison (save ends). 
  TRIGGERED ACTIONS 
  Hungry Flight • At-Will 
  Trigger: An enemy moves away from the swarm. 
  Effect (Immediate Reaction): The swarm flies up to its fly speed to the  
  triggering enemy’s square or a square adjacent to that enemy. This  
  movement does not provoke opportunity attacks.  
  Skills Stealth +14 
  Str 10 (+5) 
  Dex 19 (+9) 
  Wis 14 (+7) 
  Con 18 (+9) 
  Int 1 (+0) 
  Cha 4 (+2) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored stirge suckerling swarm. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 51 
  Encounter 2: Assault Statistics (Adventure Level 12)
   
  1 Deathless Blademaster 
  Level 12 Soldier 
  Medium shadow humanoid, human 
  XP 700 
  HP 111; Bloodied 55 
  Initiative +11 
  AC 28, Fortitude 26, Reflex 23, Will 24 
  Perception +10 
  Speed 5 
  Low-light vision 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d10 + 9 damage. 
  Effect: The target is marked until the end of the blademaster’s next  
       turn. 
  C Shadow Spiral • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +15 vs. Fortitude 
  Hit: 2d10 + 9 damage, and the target is marked until the end of the  
  blademaster’s next turn. If the target is already marked by the  
  blademaster, the target is also slowed (save ends). 
  Effect: The blademaster can slide each target 1 square. 
  TRIGGERED ACTIONS 
  C Life Mark (necrotic) • At-Will 
  Trigger: An enemy within 5 squares of the blademaster and marked by 
  the blademaster makes an attack that doesn’t include the  
  blademaster as a target. 
  Effect (immediate Reaction): Close burst 5 (triggering enemy in the  
  burst). The target takes 10 necrotic damage and the blademaster  
  gains 10 temporary hit points. 
  Life Transfer • At-Will 
  Trigger: The blademaster gains temporary hitpoints. 
  Effect (Free Action): Close burst 10 (one ally in the burst). The  
  blademaster transfers 5 or 10 of the triggering hit points to the  
  target. 
  Skills Athletics +17, Intimidate +11 
  Str 22 (+12) 
  Dex 16 (+9) 
  Wis 19 (+10) 
  Con 17 (+9) 
  Int 11 (+6) 
  Cha 11 (+6) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment scale armor, broadsword 
   
  IMPORTANT: Do not forget the curse from the 
  deathless blademaster when that NPC is defeated. If he 
  is not defeated, he does not curse the PCs! 
   
  2 Deathless Berserker (level 12) 
  Level 12 Brute 
  Medium shadow humanoid, human 
  XP 700 
  HP 120; Bloodied 60 
  Initiative +10 
  AC 24, Fortitude 26, Reflex 24, Will 23 
  Perception +9 
  Speed 5 
  Low-light vision 
  TRAITS 
  Vital Rage 
  While the berserker has temporary hit points, it can score a critical hit  
  on a roll of 18-20. 
  STANDARD ACTIONS 
  m War Pick (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d12 + 12 damage. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +17 vs. AC 
  Hit: 3d8 + 7 damage. 
  C Life Cut (weapon) • Recharge if the power misses every target 
  Attack: Close burst 1 (enemies in the burst); +17 vs. AC 
  Hit: 2d12 + 12 damage. 
  Effect: If the berserker hit two or more targets, the berserker gains 20  
  temporary hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the berserker. 
  Effect (Immediate Reaction): The berserker shifts up to his speed + 2 to  
  a square adjacent to the triggering enemy. Life cut recharges and the 
  berserker uses it with a +2 bonus to the attack rolls. 
  Skills Athletics +17, Intimidate +11 
  Str 22 (+12) 
  Dex 19 (+10) 
  Wis 16 (+9) 
  Con 20 (+11) 
  Int 10 (+6) 
  Cha 11 (+6) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment hide armor, 2 war picks 
   
  Artillery (level 12) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Willl 
  Attack: burst 1 (creatures in burst); +15 vs. Reflex 
  Hit: One of the following:  
  Fire: 4d8 + 12 fire damage. 
  Necrotic: 2d8 + 12 necrotic damage, and the target is weakened  
   (save ends). 
  Poison: 2d8 + 12 poison damage, and ongoing 10 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 52 
  Encounter 2: Assault Statistics (Adventure Level 12)
   
  2 Deathless Sniper (level 12) 
  Level 12 Artillery 
  Medium shadow humanoid, human 
  XP 700 
  HP 111; Bloodied 55 
  Initiative +12 
  AC 26, Fortitude 23, Reflex 25, Will 24 
  Perception +11 
  Speed 6 
  Low-light vision 
  TRAITS 
  Soul Shot 
  Whenever the sniper hits a target that is adjacent to one of the  
  sniper’s allies, the target cannot benefit from any resistances until the  
  end of its next turn. 
  Vital Aim 
  While the sniper has temporary hit points, it can score a critical hit on  
  a roll of 18-20. 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d6 + 11 damage, and the sniper can shift 1 square. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20 (one creature); +19 vs. AC 
  Hit: 2d10 + 11 damage. 
  C Life Cut (necrotic, weapon) • Recharge if the power misses every 
  target 
  Attack: Ranged 20 (one creature); +19 vs. AC 
  Hit: 3d10 + 11 necrotic damage, and the sniper gains 15 temporary  
  hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the sniper. 
  Effect (Immediate Reaction): Life Pierce recharges, and the sniper uses it  
  against the triggering enemy with a +2 bonus to the attack roll. The  
  sniper does not provoke opportunity attacks for this use of life pierce. 
  Skills Acrobatics +17, Athletics +13 
  Str 15 (+8) 
  Dex 23 (+12) 
  Wis 20 (+12) 
  Con 18 (+10) 
  Int 11 (+6) 
  Cha 12 (+7) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment chainmail, short sword, longbow, 40 arrows 
   
   
  Hellwasp Minion (level 12) 
  Level 12 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
   
  AC 26, Fortitude 24, Reflex 25, Will 23 
  Perception +9 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 9 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. Reflex 
  Hit: 6 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 5 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+8) 
  Dex 23 (+12) 
  Wis 16 (+9) 
  Con 18 (+10) 
  Int 12 (+7) 
  Cha 12 (+7) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm 
  Level 12 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 700 
  HP 149; Bloodied 74 
  Initiative +10 
  AC 24, Fortitude 25, Reflex 24, Will 23 
  Perception +9 
  Speed 2, fly 8 
  Low-light vision 
  Resist half damage from melee and ranged attacks; Vulnerable 10 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack (poison) • Aura 1 
  An enemy that ends its turn in the aura takes 10 poison damage. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Close burst 1 (enemies in the burst); +17 vs. AC 
  Hit: 2d8 + 8 poison damage, and the target is slowed (save ends). 
  Skills Stealth +15 
  Str 22 (+12) 
  Dex 19 (+10) 
  Wis 16 (+9) 
  Con 19 (+10) 
  Int 1 (+1) 
  Cha 7 (+4) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored snake swarm. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 53 
  Encounter 2: Assault Statistics (Adventure Level 14)
   
  1 Deathless Blademaster (level 14) 
  Level 14 Soldier 
  Medium shadow humanoid, human 
  XP 1,000 
  HP 127; Bloodied 63 
  Initiative +12 
  AC 30, Fortitude 28, Reflex 25, Will 26 
  Perception +11 
  Speed 5 
  Low-light vision 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d10 + 11 damage. 
  Effect: The target is marked until the end of the blademaster’s next  
       turn. 
  C Shadow Spiral • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +17 vs. Fortitude 
  Hit: 2d10 + 11 damage, and the target is marked until the end of the  
  blademaster’s next turn. If the target is already marked by the  
  blademaster, the target is also slowed (save ends). 
  Effect: The blademaster can slide each target 1 square. 
  TRIGGERED ACTIONS 
  C Life Mark (necrotic) • At-Will 
  Trigger: An enemy within 5 squares of the blademaster and marked by  
  the blademaster makes an attack that doesn’t include the  
  blademaster as a target. 
  Effect (immediate Reaction): Close burst 5 (triggering enemy in the  
  burst). The target takes 10 necrotic damage and the blademaster  
  gains 10 temporary hit points. 
  Life Transfer • At-Will 
  Trigger: The blademaster gains temporary hitpoints. 
  Effect (Free Action): Close burst 10 (one ally in the burst). The  
  blademaster transfers 5 or 10 of the triggering hit points to the  
  target. 
  Skills Athletics +18, Intimidate +12 
  Str 22 (+13) 
  Dex 16 (+10) 
  Wis 19 (+11) 
  Con 17 (+10) 
  Int 11 (+7) 
  Cha 11 (+7) 
  Alignment unaligned 
  Languages Common 
  Equipment scale armor, broadsword 
   
  IMPORTANT: Do not forget the curse from the 
  deathless blademaster when that NPC is defeated. If he 
  is not defeated, he does not curse the PCs! 
   
  2 Deathless Berserker (level 14) 
  Level 14 Brute 
  Medium shadow humanoid, human 
  XP 1,000 
  HP 140; Bloodied 70 
  Initiative +11 
  AC 26, Fortitude 28, Reflex 26, Will 25 
  Perception +10 
  Speed 5 
  Low-light vision 
  TRAITS 
  Vital Rage 
  While the berserker has temporary hit points, it can score a critical hit 
   on a roll of 18-20. 
  STANDARD ACTIONS 
  m War Pick (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d12 + 14 damage. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +19 vs. AC 
  Hit: 3d8 + 9 damage. 
  C Life Cut (weapon) • Recharge if the power misses every target 
  Attack: Close burst 1 (enemies in the burst); +19 vs. AC 
  Hit: 2d12 + 14 damage. 
  Effect: If the berserker hit two or more targets, the berserker gains 20  
  temporary hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the berserker. 
  Effect (Immediate Reaction): The berserker shifts up to his speed + 2 to  
  a square adjacent to the triggering enemy. Life cut recharges and the  
  berserker uses it with a +2 bonus to the attack rolls. 
  Skills Athletics +18, Intimidate +12 
  Str 22 (+13) 
  Dex 19 (+11) 
  Wis 16 (+10) 
  Con 20 (+12) 
  Int 10 (+7) 
  Cha 11 (+7) 
  Alignment unaligned 
  Languages Common 
  Equipment hide armor, 2 war picks 
   
  Artillery (level 14) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +17 vs. Reflex 
  Hit: One of the following: 
  Fire: 4d8 + 14 fire damage. 
  Necrotic: 2d8 + 14 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 2d8 + 14 poison damage, and ongoing 10 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 54 
  Encounter 2: Assault Statistics (Adventure Level 14)
   
  2 Deathless Sniper 
  Level 14 Artillery 
  Medium shadow humanoid, human 
  XP 1,000 
  HP 123; Bloodied 61 
  Initiative +13 
  AC 28, Fortitude 25, Reflex 27, Will 26 
  Perception +12 
  Speed 6 
  Low-light vision 
  TRAITS 
  Soul Shot 
  Whenever the sniper hits a target that is adjacent to one of the  
  sniper’s allies, the target cannot benefit from any resistances until the  
  end of its next turn. 
  Vital Aim 
  While the sniper has temporary hit points, it can score a critical hit on  
  a roll of 18-20. 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d6 + 13 damage, and the sniper can shift 1 square. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20 (one creature); +21 vs. AC 
  Hit: 2d10 + 13 damage. 
  C Life Cut (necrotic, weapon) • Recharge if the power misses every 
  target 
  Attack: Ranged 20 (one creature); +21 vs. AC 
  Hit: 3d10 + 13 necrotic damage, and the sniper gains 15 temporary  
  hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the sniper. 
  Effect (Immediate Reaction): Life Pierce recharges, and the sniper uses it  
  against the triggering enemy with a +2 bonus to the attack roll. The 
  sniper does not provoke opportunity attacks for this use of life pierce. 
  Skills Acrobatics +18, Athletics +14 
  Str 15 (+9) 
  Dex 23 (+13) 
  Wis 20 (+13) 
  Con 18 (+11) 
  Int 11 (+7) 
  Cha 12 (+8) 
  Alignment unaligned 
  Languages Common 
  Equipment chainmail, short sword, longbow, 40 arrows 
   
   
  Hellwasp Minion (level 14) 
  Level 14 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +15 
   
  AC 28, Fortitude 26, Reflex 27, Will 25 
  Perception +10 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 10 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. Reflex 
  Hit: 7 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 5 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+9) 
  Dex 23 (+13) 
  Wis 16 (+10) 
  Con 18 (+11) 
  Int 12 (+8) 
  Cha 12 (+8) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 14) 
  Level 14 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 1,000 
  HP 169; Bloodied 74 
  Initiative +11 
  AC 26, Fortitude 27, Reflex 26, Will 25 
  Perception +10 
  Speed 2, fly 8 
  Low-light vision 
  Resist half damage from melee and ranged attacks; Vulnerable 10 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack (poison) • Aura 1 
  An enemy that ends its turn in the aura takes 10 poison damage. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Close burst 1 (enemies in the burst); +19 vs. AC 
  Hit: 3d8 + 6 poison damage, and the target is slowed (save ends). 
  Skills Stealth +16 
  Str 22 (+13) 
  Dex 19 (+11) 
  Wis 16 (+10) 
  Con 19 (+11) 
  Int 1 (+2) 
  Cha 7 (+5) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored snake swarm. 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 55 
  Encounter 2: Assault Statistics (Adventure Level 16)
   
  1 Deathless Blademaster (level 16) 
  Level 16 Soldier 
  Medium shadow humanoid, human 
  XP 1,400 
  HP 143; Bloodied 71 
  Initiative +13 
  AC 32, Fortitude 30, Reflex 27, Will 28 
  Perception +12 
  Speed 5 
  Low-light vision 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d10 + 13 damage. 
  Effect: The target is marked until the end of the blademaster’s next  
       turn. 
  C Shadow Spiral • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +19 vs. Fortitude 
  Hit: 2d10 + 13 damage, and the target is marked until the end of the  
  blademaster’s next turn. If the target is already marked by the  
  blademaster, the target is also slowed (save ends). 
  Effect: The blademaster can slide each target 1 square. 
  TRIGGERED ACTIONS 
  C Life Mark (necrotic) • At-Will 
  Trigger: An enemy within 5 squares of the blademaster and marked by  
  the blademaster makes an attack that doesn’t include the  
  blademaster as a target. 
  Effect (immediate Reaction): Close burst 5 (triggering enemy in the  
  burst). The target takes 15 necrotic damage and the blademaster  
  gains 15 temporary hit points. 
  Life Transfer • At-Will 
  Trigger: The blademaster gains temporary hitpoints. 
  Effect (Free Action): Close burst 10 (one ally in the burst). The  
  blademaster transfers 5, 10 or 15 of the triggering hit points to the  
  target. 
  Skills Athletics +19, Intimidate +13 
  Str 22 (+14) 
  Dex 16 (+11) 
  Wis 19 (+12) 
  Con 17 (+11) 
  Int 11 (+8) 
  Cha 11 (+8) 
  Alignment unaligned 
  Languages Common 
  Equipment scale armor, broadsword 
   
  IMPORTANT: Do not forget the curse from the 
  deathless blademaster when that NPC is defeated. If he 
  is not defeated, he does not curse the PCs! 
   
  2 Deathless Berserker (level 16) 
  Level 16 Brute 
  Medium shadow humanoid, human 
  XP 1,400 
  HP 160; Bloodied 80 
  Initiative +12 
  AC 28, Fortitude 30, Reflex 28, Will 27 
  Perception +11 
  Speed 5 
  Low-light vision 
  TRAITS 
  Vital Rage 
  While the berserker has temporary hit points, it can score a critical hit  
  on a roll of 18-20. 
  STANDARD ACTIONS 
  m War Pick (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d10 + 16 damage. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +21 vs. AC 
  Hit: 3d8 + 11 damage. 
  C Life Cut (weapon) • Recharge if the power misses every target 
  Attack: Close burst 1 (enemies in the burst); +21 vs. AC 
  Hit: 3d10 + 16 damage. 
  Effect: If the berserker hit two or more targets, the berserker gains 20  
  temporary hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the berserker. 
  Effect (Immediate Reaction): The berserker shifts up to his speed + 2 to  
  a square adjacent to the triggering enemy. Life cut recharges and the  
  berserker uses it with a +2 bonus to the attack rolls. 
  Skills Athletics +19, Intimidate +13 
  Str 22 (+14) 
  Dex 19 (+12) 
  Wis 16 (+11) 
  Con 20 (+13) 
  Int 10 (+8) 
  Cha 11 (+8) 
  Alignment unaligned 
  Languages Common 
  Equipment hide armor, 2 war picks 
   
  Artillery (level 16) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +19 vs. Reflex 
  Hit: One of the following: 
  Fire: 4d8 + 16 fire damage. 
  Necrotic: 2d8 + 16 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 2d8 + 16 poison damage, and ongoing 10 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 56 
  Encounter 2: Assault Statistics (Adventure Level 16)
   
  2 Deathless Sniper (level 16) 
  Level 16 Artillery 
  Medium shadow humanoid, human 
  XP 1,400 
  HP 135; Bloodied 67 
  Initiative +14 
  AC 30, Fortitude 27, Reflex 28, Will 27 
  Perception +13 
  Speed 6 
  Low-light vision 
  TRAITS 
  Soul Shot 
  Whenever the sniper hits a target that is adjacent to one of the  
  sniper’s allies, the target cannot benefit from any resistances until the  
  end of its next turn. 
  Vital Aim 
  While the sniper has temporary hit points, it can score a critical hit on  
  a roll of 18-20. 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 2d8 + 13 damage, and the sniper can shift 1 square. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20 (one creature); +23 vs. AC 
  Hit: 2d10 + 15 damage and the target is knocked prone. 
  C Life Cut (necrotic, weapon) • Recharge if the power misses every 
  target 
  Attack: Ranged 20 (one creature); +23 vs. AC 
  Hit: 3d10 + 15 necrotic damage, and the sniper gains 15 temporary  
  hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the sniper. 
  Effect (Immediate Reaction): Life Pierce recharges, and the sniper uses it  
  against the triggering enemy with a +2 bonus to the attack roll. The  
  sniper does not provoke opportunity attacks for this use of life pierce. 
  Skills Acrobatics +19, Athletics +15 
  Str 15 (+10) 
  Dex 23 (+14) 
  Wis 20 (+14) 
  Con 18 (+12) 
  Int 11 (+8) 
  Cha 12 (+9) 
  Alignment unaligned 
  Languages Common 
  Equipment chainmail, short sword, longbow, 40 arrows 
   
   
  Hellwasp Minion (level 16) 
  Level 16 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +15 
   
  AC 30, Fortitude 28, Reflex 29, Will 27 
  Perception +10 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 11 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. Reflex 
  Hit: 7 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 6 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+10) 
  Dex 23 (+14) 
  Wis 16 (+11) 
  Con 18 (+12) 
  Int 12 (+9) 
  Cha 12 (+9) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 16) 
  Level 16 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 1,400 
  HP 189; Bloodied 84 
  Initiative +12 
  AC 28, Fortitude 29, Reflex 28, Will 27 
  Perception +11 
  Speed 2, fly 8 
  Low-light vision 
  Resist half damage from melee and ranged attacks; Vulnerable 10 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack (poison) • Aura 1 
  An enemy that ends its turn in the aura takes 10 poison damage. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Close burst 1 (enemies in the burst); +21 vs. AC 
  Hit: 3d8 + 8 poison damage, and the target is slowed (save ends). 
  Skills Stealth +17 
  Str 22 (+14) 
  Dex 19 (+12) 
  Wis 16 (+11) 
  Con 19 (+12) 
  Int 1 (+3) 
  Cha 7 (+6) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored snake swarm. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 57 
  Encounter 2: Assault Statistics (Adventure Level 18)
   
  1 Deathless Blademaster (level 18) 
  Level 18 Soldier 
  Medium shadow humanoid, human 
  XP 2,000 
  HP 159; Bloodied 79 
  Initiative +14 
  AC 34, Fortitude 32, Reflex 29, Will 30 
  Perception +13 
  Speed 5 
  Low-light vision 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d10 + 10 damage. 
  Effect: The target is marked until the end of the blademaster’s next  
       turn. 
  C Shadow Spiral • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +21 vs. Fortitude 
  Hit: 3d10 + 10 damage, and the target is marked until the end of the 
  blademaster’s next turn. If the target is already marked by the  
  blademaster, the target is also immopbilized (save ends). 
  Effect: The blademaster can slide each target 2 squares. 
  TRIGGERED ACTIONS 
  C Life Mark (necrotic) • At-Will 
  Trigger: An enemy within 5 squares of the blademaster and marked by  
  the blademaster makes an attack that doesn’t include the  
  blademaster as a target. 
  Effect (immediate Reaction): Close burst 5 (triggering enemy in the  
  burst). The target takes 15 necrotic damage and the blademaster  
  gains 15 temporary hit points. 
  Life Transfer • At-Will 
  Trigger: The blademaster gains temporary hitpoints. 
  Effect (Free Action): Close burst 10 (one ally in the burst). The  
  blademaster transfers 5, 10 or 15 of the triggering hit points to the  
  target. 
  Skills Athletics +20, Intimidate +14 
  Str 22 (+15) 
  Dex 16 (+12) 
  Wis 19 (+13) 
  Con 17 (+12) 
  Int 11 (+9) 
  Cha 11 (+9) 
  Alignment unaligned 
  Languages Common 
  Equipment scale armor, broadsword 
   
  IMPORTANT: Do not forget the curse from the 
  deathless blademaster when that NPC is defeated. If he 
  is not defeated, he does not curse the PCs! 
   
  2 Deathless Berserker (level 18) 
  Level 18 Brute 
  Medium shadow humanoid, human 
  XP ,2000 
  HP 180; Bloodied 90 
  Initiative +13 
  AC 30, Fortitude 32, Reflex 30, Will 29 
  Perception +12 
  Speed 5 
  Low-light vision 
  TRAITS 
  Vital Rage 
  While the berserker has temporary hit points, it can score a critical hit 
   on a roll of 18-20. 
  STANDARD ACTIONS 
  m War Pick (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d12 + 12 damage. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +23 vs. AC 
  Hit: 4d8 + 8 damage. 
  C Life Cut (weapon) • Recharge if the power misses every target 
  Attack: Close burst 1 (enemies in the burst); +23 vs. AC 
  Hit: 3d12 + 12 damage. 
  Effect: If the berserker hit two or more targets, the berserker gains 20  
  temporary hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the berserker. 
  Effect (Immediate Reaction): The berserker shifts up to his speed + 2 to  
  a square adjacent to the triggering enemy. Life cut recharges and the 
  berserker uses it with a +2 bonus to the attack rolls. 
  Skills Athletics +20, Intimidate +14 
  Str 22 (+15) 
  Dex 19 (+13) 
  Wis 16 (+12) 
  Con 20 (+14) 
  Int 10 (+9) 
  Cha 11 (+9) 
  Alignment unaligned 
  Languages Common 
  Equipment hide armor, 2 war picks 
   
  Artillery (level 18) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +21 vs. Reflex 
  Hit: One of the following: 
  Fire: 4d8 + 18 fire damage. 
  Necrotic: 2d8 + 18 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 2d8 + 18 poison damage, and ongoing 10 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 58 
  Encounter 2: Assault Statistics (Adventure Level 18)
   
  2 Deathless Sniper (level 18) 
  Level 18 Artillery 
  Medium shadow humanoid, human 
  XP 2,000 
  HP 147; Bloodied 73 
  Initiative +15 
  AC 32, Fortitude 29, Reflex 30, Will 29 
  Perception +14 
  Speed 6 
  Low-light vision 
  TRAITS 
  Soul Shot 
  Whenever the sniper hits a target that is adjacent to one of the  
  sniper’s allies, the target cannot benefit from any resistances until the  
  end of its next turn. 
  Vital Aim 
  While the sniper has temporary hit points, it can score a critical hit on  
  a roll of 18-20. 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 2d8 + 15 damage, and the sniper can shift 1 square. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20 (one creature); +25 vs. AC 
  Hit: 3d10 + 12 damage, and the target is knocked prone. 
  C Life Cut (necrotic, weapon) • Recharge if the power misses every 
  target 
  Attack: Ranged 20 (one creature); +25 vs. AC 
  Hit: 4d10 + 12 necrotic damage, and the sniper gains 15 temporary  
  hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the sniper. 
  Effect (Immediate Reaction): Life Pierce recharges, and the sniper uses it  
  against the triggering enemy with a +2 bonus to the attack roll. The  
  sniper does not provoke opportunity attacks for this use of life pierce. 
  Skills Acrobatics +20, Athletics +16 
  Str 15 (+11) 
  Dex 23 (+15) 
  Wis 20 (+15) 
  Con 18 (+13) 
  Int 11 (+9) 
  Cha 12 (+10) 
  Alignment unaligned 
  Languages Common 
  Equipment chainmail, short sword, longbow, 40 arrows 
   
   
  Hellwasp Minion (level 18) 
  Level 18 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +16 
   
  AC 32, Fortitude 30, Reflex 31, Will 29 
  Perception +11 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 12 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. Reflex 
  Hit: 8 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 6 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+11) 
  Dex 23 (+15) 
  Wis 16 (+12) 
  Con 18 (+13) 
  Int 12 (+10) 
  Cha 12 (+10) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 18) 
  Level 18 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 2,000 
  HP 209; Bloodied 94 
  Initiative +13 
  AC 30, Fortitude 31, Reflex 30, Will 29 
  Perception +12 
  Speed 2, fly 8 
  Low-light vision 
  Resist half damage from melee and ranged attacks; Vulnerable 10 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack (poison) • Aura 1 
  An enemy that ends its turn in the aura takes 15 poison damage. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Close burst 1 (enemies in the burst); +23 vs. AC 
  Hit: 3d8 + 10 poison damage, and the target is slowed (save ends). 
  Skills Stealth +18 
  Str 22 (+15) 
  Dex 19 (+13) 
  Wis 16 (+12) 
  Con 19 (+13) 
  Int 1 (+4) 
  Cha 7 (+8) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored snake swarm. 
   
  
   
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  Encounter 2: Assault Statistics (Adventure Level 20)
   
  1 Deathless Blademaster (level 20) 
  Level 20 Soldier 
  Medium shadow humanoid, human 
  XP 2,800 
  HP 175; Bloodied 87 
  Initiative +15 
  AC 36, Fortitude 34, Reflex 31, Will 32 
  Perception +14 
  Speed 5 
  Low-light vision 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d10 + 12 damage. 
  Effect: The target is marked until the end of the blademaster’s next  
       turn. 
  C Shadow Spiral • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +23 vs. Fortitude 
  Hit: 3d10 + 12 damage, and the target is marked until the end of the  
  blademaster’s next turn. If the target is already marked by the  
  blademaster, the target is also immobilized (save ends). 
  Effect: The blademaster can slide each target 2 squares. 
  TRIGGERED ACTIONS 
  C Life Mark (necrotic) • At-Will 
  Trigger: An enemy within 5 squares of the blademaster and marked by  
  the blademaster makes an attack that doesn’t include the  
  blademaster as a target. 
  Effect (immediate Reaction): Close burst 5 (triggering enemy in the  
  burst). The target takes 20 necrotic damage and the blademaster  
  gains 20 temporary hit points. 
  Life Transfer • At-Will 
  Trigger: The blademaster gains temporary hitpoints. 
  Effect (Free Action): Close burst 10 (one ally in the burst). The  
  blademaster transfers 5, 10, 15 or 20 of the triggering hit points to  
  the target. 
  Skills Athletics +21, Intimidate +15 
  Str 22 (+16) 
  Dex 16 (+13) 
  Wis 19 (+14) 
  Con 17 (+13) 
  Int 11 (+10) 
  Cha 11 (+10) 
  Alignment unaligned 
  Languages Common 
  Equipment scale armor, broadsword 
   
  IMPORTANT: Do not forget the curse from the 
  deathless blademaster when that NPC is defeated. If he 
  is not defeated, he does not curse the PCs! 
   
  2 Deathless Berserker (level 20) 
  Level 20 Brute 
  Medium shadow humanoid, human 
  XP 2,800 
  HP 200; Bloodied 100 
  Initiative +14 
  AC 32, Fortitude 34, Reflex 32, Will 31 
  Perception +13 
  Speed 5 
  Low-light vision 
  TRAITS 
  Vital Rage 
  While the berserker has temporary hit points, it can score a critical hit  
  on a roll of 18-20. 
  STANDARD ACTIONS 
  m War Pick (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d12 + 14 damage. 
  R Crossbow (weapon) • At-Will 
  Attack: Ranged 15/30 (one creature); +23 vs. AC 
  Hit: 4d8 + 10 damage. 
  C Life Cut (weapon) • Recharge if the power misses every target 
  Attack: Close burst 1 (enemies in the burst); +25 vs. AC 
  Hit: 3d12 + 14 damage. 
  Effect: If the berserker hit two or more targets, the berserker gains 25  
  temporary hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the berserker. 
  Effect (Immediate Reaction): The berserker shifts up to his speed + 2 to  
  a square adjacent to the triggering enemy. Life cut recharges and the  
  berserker uses it with a +2 bonus to the attack rolls. 
  Skills Athletics +21, Intimidate +15 
  Str 22 (+16) 
  Dex 19 (+14) 
  Wis 16 (+13) 
  Con 20 (+15) 
  Int 10 (+10) 
  Cha 11 (+10) 
  Alignment unaligned 
  Languages Common 
  Equipment hide armor, 2 war picks 
   
  Artillery (level 20) 
  Terrain Hazard 
  A Barrage (fire, necrotic, poison) • At-Will 
  Attack: burst 1 (creatures in burst); +23 vs. Reflex 
  Hit: One of the following: 
  Fire: 4d8 + 20 fire damage. 
  Necrotic: 2d8 + 20 necrotic damage, and the target is weakened  
  (save ends). 
  Poison: 2d8 + 20 poison damage, and ongoing 10 poison damage. 
  Hell wasp shot: add a hell wasp minion somewhere on the  
  battlefield and it acts immediately. 
   
  
   
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  Encounter 2: Assault Statistics (Adventure Level 20)
   
  2 Deathless Sniper (level 20) 
  Level 20 Artillery 
  Medium shadow humanoid, human 
  XP 2,800 
  HP 159; Bloodied 79 
  Initiative +16 
  AC 34, Fortitude 30, Reflex 32, Will 31 
  Perception +15 
  Speed 6 
  Low-light vision 
  TRAITS 
  Soul Shot 
  Whenever the sniper hits a target that is adjacent to one of the  
  sniper’s allies, the target cannot benefit from any resistances until the 
  end of its next turn. 
  Vital Aim 
  While the sniper has temporary hit points, it can score a critical hit on  
  a roll of 18-20. 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d8 + 13 damage, and the sniper can shift 1 square. 
  r Longbow (weapon) • At-Will 
  Attack: Ranged 20 (one creature); +27 vs. AC 
  Hit: 3d10 + 14 damage, and the target is knocked prone. 
  C Life Cut (necrotic, weapon) • Recharge if the power misses every 
  target 
  Attack: Ranged 20 (one creature); +27 vs. AC 
  Hit: 4d10 + 14 necrotic damage, and the sniper gains 20 temporary  
  hit points. 
  TRIGGERED ACTIONS 
  C Bloodied Feast • Encounter 
  Trigger: An enemy bloodies the sniper. 
  Effect (Immediate Reaction): Life Pierce recharges and the sniper uses it  
  against the triggering enemy with a +2 bonus to the attack roll. The  
  sniper does not provoke opportunity attacks for this use of life pierce. 
  Skills Acrobatics +21, Athletics +17 
  Str 15 (+12) 
  Dex 23 (+16) 
  Wis 20 (+16) 
  Con 18 (+14) 
  Int 11 (+10) 
  Cha 12 (+11) 
  Alignment unaligned 
  Languages Common 
  Equipment chainmail, short sword, longbow, 40 arrows 
   
   
  Hellwasp Minion (level 20) 
  Level 20 Minion Soldier 
  Small immortal animate (construct, devil) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +17 
   
  AC 34, Fortitude 32, Reflex 33, Will 31 
  Perception +12 
  Speed 4, fly 8 
  Darkvision 
  TRAITS 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  STANDARD ACTIONS 
  m Sting • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 13 damage. 
  M Enveloping Swarm (force) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. Reflex 
  Hit: 8 force damage. 
  Effect: The minion breaks apart in a swarm of small wasps, entering a  
  square in the target’s space. The movement does not trigger an  
  opportunity attack. The target takes ongoing 7 force damage (until  
  the target no longer shares a space with the swarm). Any attack by a  
  creature other than the target that hits the swarm also hits the  
  enveloped creature. 
  Str 15 (+11) 
  Dex 23 (+15) 
  Wis 16 (+12) 
  Con 18 (+13) 
  Int 12 (+10) 
  Cha 12 (+10) 
  Alignment evil 
  Languages See hivemind 
  Note: New monster. 
   
  Hellwasp Swarm (level 20) 
  Level 20 Brute 
  Medium immortal animate (construct, devil, swarm) 
  XP 2,800 
  HP 229; Bloodied 104 
  Initiative +14 
  AC 32, Fortitude 33, Reflex 32, Will 31 
  Perception +13 
  Speed 2, fly 8 
  Low-light vision 
  Resist half damage from melee and ranged attacks; Vulnerable 15 to 
  close and area attacks. 
  TRAITS 
  O Swarm Attack (poison) • Aura 1 
  An enemy that ends its turn in the aura takes 15 poison damage. 
  Hive Mind 
  All hellwasps that can see each other can communicate telepathically  
  regardless of the distance between them. 
  Swarm 
  The swarm can occupy the same space as another creature, and an  
  enemy can enter its space, which is difficult terrain. The swarm  
  cannot be pulled, pushed, or slid by melee or ranged attacks. It can  
  squeeze through any opening that is large enough for at least one of  
  the creatures it comprises. 
  STANDARD ACTIONS 
  m Swarm of Stings (poison) • At-Will 
  Attack: Close burst 1 (enemies in the burst); +25 vs. AC 
  Hit: 4d8 + 7 poison damage, and the target is immobilized (save  
  ends). 
  Skills Stealth +19 
  Str 22 (+16) 
  Dex 19 (+14) 
  Wis 16 (+13) 
  Con 19 (+14) 
  Int 1 (+5) 
  Cha 7 (+9) 
  Alignment evil 
  Languages See hivemind 
  Note: Reflavored snake swarm. 
  
   
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  Encounter 2: Assault Map  
  Tile Sets Needed 
   
   
  
   
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  Encounter 2: Assault Map 
  Tile Sets Needed 
   
   
   
   
  
   
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  Encounter 2: Assault Map 
  Tile Sets Needed 
   
   
   
  
   
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  Encounter 3a: Shadow 
  Portals (heroic tier) 
  Encounter Level 2/4/6/8/10 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  2 hex knights (level 2) (H) 
  2 shadow stranglers (level 2) (S) 
  1 closing the portal challenge (level 2) 
  Varies wraith figments 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  2 hex knights (H) 
  2 shadow stranglers (level 4) (S) 
  1 closing the portal challenge (level 4) 
  Varies wraith figments 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  2 hex knights (level 6) (H) 
  2 shadow stranglers (level 6) (S) 
  1 closing the portal challenge (level 6) 
  Varies wraith figments 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  2 hex knights (level 8) (H) 
  2 shadow stranglers (level 8) (S) 
  1 closing the portal challenge (level 8) 
  Varies wraith figments 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  2 hex knights (level 10) (H) 
  2 shadow stranglers (level 10) (S) 
  1 closing the portal challenge (level 10) 
  Varies wraith figments 
   
  Glory Tier: The devouring dark of the shadow strangler 
  becomes a recharge 6 power and the strangling shadows 
  power recharges on a 5-6. The auxillary portals can only 
  be closed within 2 squares of the individual portals. 
   
  Oracular ability: Enemies in this encounter are backed 
  by the oracular powers of Saharel. The precise effects of 
  this are described in Appendix 3. 
   
  Running Time: 75 minutes. 
   
  Once the walls are breached, the brunt of the Netherse 
  forces in Spellgard is defeated. The PCs are making 
  progress to the center of the fortress for an important 
  meeting. The Netherese have one nasty surprise 
  remaining; hidden in pockets of Shadowfell are 
  reinforcements. The PCs must stop these from 
  overrunning the fortress and driving them back. Portals 
  suddenly open and creatures spew forth from them.  
   
  All troops gather in the central courtyard where 
  they are met by the commanders. Drey speaks 
   
  "Alright, we are here. We are far from done though. 
  Lady Saharel is still very much under the control of the 
  Netherese and unless we do something about that, they 
  will eventually end up several steps ahead of us. We 
  need to deny them the use of her oracular powers NOW! 
  I need a team to join Brows over there" he points to his 
  left where a scruffy looking man with forests for 
  eyebrows stands picking his nails "and free Saharel. We 
  know where she is being held and we suspect powerfull 
  shadow magic is in use. We need whatever is holding 
  her disrupted. Who is up to the task?" 
    
  While freeing Saharel can be accomplished without any 
  skillchecks, having people with a decent or better 
  Arcana or Religion or an excelent Thievery can be a 
  boon. Players will the shadow power source will have 
  improved chances. Tables AL 12 to AL 16 can volunteer 
  for this mission. 
    
  After the Special Mission team is selected they are 
  sent off with commander Brows and Drey continues. 
    
  "Now as for the rest of us. We are going to..." Suddenly 
  the sky splits and reality ruptures. Twisting dark red 
  portals 
  open 
  and 
  monsters 
  spew 
  forth. 
  Before 
  commander Drey can react one of the segeants starts 
  barking out orders to different teams "Look alive to stay 
  alive!. You lot, take out those enemies, do it now! You 
  there! Go see whats inside those portals and keep 
  whatever is coming in" 
   
  All over the map a number of portals (equal to the 
  number of PCs) spring up spewing forth monsters. 
  These are not singular portals but a linked network of 
  portals dependent on a main portal for their connection. 
  The main portal is portal 3. Paragon level characters 
  are send through the portals to deal with any creatures 
  on the other side (detailed in Encounter 3B). The heroic 
  level characters have to close the portals while killing 
  the creatures that already passed through (or pass 
  through if the paragon level characters fail – see Portal 
  terrain feature below). 
  
   
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  The hex knights appear at portal 4 and 6. The 
  stranglers at 2 and 1. 
   
  Portals: Every other round, starting on the 2nd 
  round, on initiative 0 a wraith figment emerges from all 
  active portals and acts immediately. There can be a 
  maximum number of figments as PCs at the table.  
   
  Remember to warn the Senior DM when a portal is 
  closed. Once 75% of the tables have closed an auxillery 
  portal, the Senior DM yells that one auxillery portal is 
  closed so that the paragon tables can remove it from the 
  map. Portal 1 is first closed, followed by 2, 4, 5, 6 and 
  finaly the main portal 3. 
  Features of the Area 
   
  Illumination: There is normal illumination except 
  in a burst 2 surrounding the portals. It is dim light there 
  and no light source can improve that. 
   
  High Walls (grey walls): These walls are 10 feet 
  high and are blocking terrain. They can be climbed with 
  a DC 15 Athletics check. The thin walls can be pushed 
  over with an Easy DC Strength check as a standard 
  action or a Moderate DC Strength check as a minor 
  action. It triggers the attack below as directed by the 
  person toppling the wall: 
   
  C Toppling Wall • Consumable (once per wall) 
  Attack: Close blast 3 (creatures in blast); AL +3 vs. Reflex 
  Hit: 2d6 + 5 damage and the target falls prone. 
  Effect: The area in the blast becomes difficult terrain until the end of  
  the encounter.  
   
   
  Low Walls (thin dark colored walls): The low 
  walls are broken remains of former buildings. They are 
  difficult terrain costing double movement to cross, they 
  provide cover to anyone standing behind one. 
   
  Portals: Any PC entering or starting its turn 
  adjacent to an open portal takes 5 necrotic damage from 
  the unstable link to the shadowfell. 
   
  At maximum of once per 2 rounds when a paragon 
  table yells BREACH an extra shadow strangler emerges 
  from a portal and acts on that initiative right after the 
  current PC or monster. 
   
  Rubble: The rubble is difficult terrain.  
  Closing the Portal Challenge 
  Goal: Close the portals to the Shadowfell to stop the 
  continuous flow of reinforcements.  
  Complexity: 1 (special; 1 plus # PCs successes, failures 
  are not counted) 
  Primary Skills: Arcana, Athletics, Endurance, Insight, 
  Nature Perception and Religion. 
  Victory: Success closes the portal and stops the flow of 
  monsters from the Shadowfell. When a portal closes the 
  table either yells or quickly informs the Senior DM with 
  CLOSURE #, where # stands for the number of the 
  portal that is closed. The portal closed is important for 
  the paragon tables in Encounter 3B. Once all portals are 
  closed the PC can clear out the remaining monsters. 
   
  Closing the portals is a key element in this encounter. It 
  is primarily a skill challenge during combat, but the 
  portal is assumed to take up the challenge of 1 monster. 
  Make sure to make it interesting for the players who 
  engage in closing the portals.  
   
  The skill challenge breaks down into two scenes, the 
  first scene is to analyze the portals and find the main 
  one. The second scene concerns closing the main portal 
  and all that are linked to it.  
  Scene 1: Portal Lore (1 success) 
  The first success in the challenge identifies all the 
  portals on the map and their effect on the surroundings 
  (see features) including which portal is the main portal 
  (P3). These checks can be made on any place on the 
  map as a standard action.  
   
  Arcana, Nature or Religion DC moderate as a 
  standard action OR DC hard as a minor action (1 
  success; 1 maximum) 
  A successful Arcana, Nature or Religion check gives a 
  successful gauge of the additional effect of the portals 
  and identifies all of them on the map.  
   
  Insight or Perception DC hard as a standard action 
  (1 success; 1 maximum) 
  Spotting or understanding the inherent pattern in the 
  portals, gives a good idea which of the portals is the 
  main one.  
  Scene 2: Closing Portals 
  Studying the portals, you realize it is a network of minor 
  portals all empowered by one main portal. The minor 
  portals need to be closed at which the main portal 
  becomes vulnerable as well. 
   
  Each success closes one or two of the auxillary portals. 
  Once all auxillary portals are closed, the last success 
  severs the connection to the Shadowfell and closes the 
  main portal. All these checks need to be made within 2 
  squares of either the portal targeted or the main portal. 
  All checks are standard actions. 
   
  IMPORTANT: Immediately inform the Senior DM 
  when a portal is closed and which number. The Senior 
  DM warns the paragon tables in Encounter 3B when 
  they have to close one of the portals on their map. 
  
   
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  Glory Tier: When the players are playing Glory tier 
  the skill challenge changes slightly. The auxillary portals 
  cannot be closed from the main portal, the PCs need to 
  close them at that specific portal. 
   
  Arcana, Nature or Religion DC moderate (1 success) 
  A successful Arcana, Nature or Religion check disturbs 
  the energy of the portals creating an instability that 
  cause one of the auxillery portals to close. Once all the 
  auxillery portals are closed, the main portal closes 
  instead (assuming the skill user is within 2 squares of 
  the main portal). 
   
  Arcana, Nature or Religion DC hard (1 success) 
  A successful Arcana, Nature or Religion check against 
  the hard DC closes 2 normal portals.  
    
  Athletics or Endurance DC moderate (1 success) 
  PCs can disturb the auxiliary portals by tossing in a large 
  chunk of debris or by forcefully severing the connection 
  inside the portal. Using Endurance is extremely painful 
  and on a failure the PC loses a healing surge. To use this 
  option a PC must be adjacent to the portal he tries to 
  close. 
  Tactics 
  The hex knights try to lock down PCs and prevent them 
  from trying to close the portals. They work as a team but 
  try to fight different opponents using their marks to 
  cover each other. The shadow stranglers focus on a 
  single PC who is working on the portals. They dart in 
  and try to inflict as much damage as possible; when they 
  are the center of attention they move away again. It uses 
  the portal generated concealment to hide if needed. The 
  portal-summoned minions go for the nearest creature 
  and use shadow glide as soon as possible.  
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove one shadow strangler. At glory 
  tier the strangling shadows recharges at 6 only. 
   
  Six PCs: Add one shadow strangler. At Glory Tier 
  the strangling shadows power recharges at 4-6. 
   
  Ending the Encounter 
  Once the portal has been closed and all creatures are 
  defeated the encounter is over. Proceed to the Interlude. 
  Now is a good time to schedule a long break in the battle 
  interactive. For the PCs there are a few hours between 
  Encounter 3 and 4, which include the Interlude. There 
  is ample time for short rests, but not enough for an 
  extended rest. 
   
  Success: The characters closed the portals by the 
  end of the encounter and defeated most of the 
  opponents. Run Encounter 4 as written.  
   
  Failure: If the main portal is not closed by the end 
  of the encounter, NPCs are required to do so. One of the 
  NPC ritual casters required in Encounter 4 dies in the 
  struggle, reducing that number by 1. 
   
  Note that if the paragon table fails, the heroic tables 
  face more opponents. If the heroic table fails, the 
  paragon tables have to defend more portals throughout 
  the encounter. 
  Questionnaire 
  • 
  Did the PCs close all the portals? If not, how 
  many did they close? 
  • 
  How many opponents were defeated? 
  • 
  Did any PC die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table played at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Encounter 3A: Shadow Portals Statistics (AL 2)
   
  2 Hex Knight (level 2) 
  Level 2 Soldier 
  Small shadow humanoid, dark one 
  XP 125 
  HP 38; Bloodied 19 
  Initiative +6 
  AC 18, Fortitude 13, Reflex 14, Will 13 
  Perception +2 
  Speed 6 
  Darkvision 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Effect: The hex knight makes the following attack twice.  
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d6 + 2 damage, and the target is slowed until the end of the Hex 
  knight's next turn.  
  r Hand Crossbow (weapon) • At-Will 
  Attack: Ranged 10/20 (one creature); +7 vs. AC 
  Hit: 1d6 + 2 damage. 
  M Vicious Flurry (weapon) • Recharge 5-6 
  Attack: Melee 1 (one or two creatures); +7 vs. AC 
  Hit: 1d6 + 2 damage, and the target is slowed and takes ongoing 5  
  damage (save ends both).  
  MOVE ACTIONS 
  Dark Step • At-Will 
  Effect: The hex knight moves 4 squares, gains a +4 bonus to AC  
  against opportunity attacks provoked by this movement, and gains  
  combat advantage against each creature that it ends its move  
  adjacent to until the end of its next turn. 
  MINOR ACTIONS 
  Shadow hex • At-Will 
  Effect: One creature within 3 squares of the hex knight is marked until 
  the end of the encounter or until the hex knight uses shadow hex  
  again. While the creature is marked by the hex knight, whenever it  
  makes an attack that does not include the hex knight as a target, it  
  grants combat advantage until the end of its next turn.  
  TRIGGERED ACTIONS 
  Killing Dark 
  Trigger: The hex knight drops to 0 hit points 
  Effect (No Action): Each enemy adjacent to the hex knight is blinded  
  until the end of his or her next turn. 
  Skills Athletics +8, Stealth +9 
  Str 15 (+3) 
  Dex 16 (+4) 
  Wis 12 (+2) 
  Con 14 (+3) 
  Int 11 (+1) 
  Cha 11 (+1) 
  Alignment unaligned 
  Languages Netherese 
  Equipment: hide armor, 2 short swords, hand crossbow, 10 bolts 
   
  2 Shadow Strangler (level 2) 
  Level 2 Artillery 
  Medium shadow humanoid 
  XP 125 
  HP 35; Bloodied 17 
  Initiative +5 
  AC 16, Fortitude 11, Reflex 14, Will 15 
  Perception +3 
  Speed 8; Vulnerable radiant 5 
  Darkvision 
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  Born of Shadows 
  The strangler can make a Stealth check to become hidden when it has  
  concealment instead of needing total concealment. 
  STANDARD ACTIONS 
  m Shadowy Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +5 vs. Reflex 
  Hit: 1d6 + 2 necrotic damage, and the strangler becomes invisible to  
  the target until the end of the strangler’s next turn.  
  R Blinding Shadows (necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +7 vs. Reflex 
  Hit: 1d6 + 2 necrotic damage, and the target cannot see anything  
  more than 3 squares away from it until the end of the strangler’s  
  next turn. 
  R Strangling Darkness (necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +7 vs. Fortitude 
  Hit: The target is slowed and takes ongoing 5 necrotic damage  
  (save ends both). 
  A Devouring Dark (necrotic) • Encounter 
  Attack: Area burst 2 within 10 (enemies in burst); +7 vs. Reflex 
  Hit: 1d6 + 2 necrotic damage, and the target is blinded until the end  
  of the strangler’s next turn. 
  Miss: Half damage. 
  Skills Arcana +9, Stealth +10 
  Str 12 (+2) 
  Dex 19 (+5) 
  Wis 14 (+3) 
  Con 17 (+4) 
  Int 12 (+2) 
  Cha 19 (+5) 
  Alignment evil 
  Languages Common 
   
  Wraith Figment (level 2) 
  Level 2 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 31 
  HP 1; a missed attack never damages a minion. 
  Initiative +6 
  AC 14, Fortitude 12, Reflex 16, Will 13 
  Perception +1 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +5 vs. Reflex 
  Hit: 5 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +9 
  Str 3 (-3) 
  Dex 17 (+4) 
  Wis 10 (+1) 
  Con 13 (+2) 
  Int 4 (-2) 
  Cha 15 (+3) 
  Alignment chaotic evil 
  Languages – 
   
  
   
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  Encounter 3A: Shadow Portals Statistics (AL 4)
   
  2 Hex Knight 
  Level 4 Soldier 
  Small shadow humanoid, dark one 
  XP 175 
  HP 54; Bloodied 27 
  Initiative +7 
  AC 20, Fortitude 15, Reflex 16, Will 15 
  Perception +3 
  Speed 6 
  Darkvision 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Effect: The hex knight makes the following attack twice.  
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 1d6 + 4 damage, and the target is slowed until the end of the  
  Hex knight's next turn.  
  r Hand Crossbow (weapon) • At-Will 
  Attack: Ranged 10/20 (one creature); +9 vs. AC 
  Hit: 1d6 + 4 damage. 
  M Vicious Flurry (weapon) • Recharge 5-6 
  Attack: Melee 1 (one or two creatures); +9 vs. AC 
  Hit: 1d6 + 4 damage, and the target is slowed and takes ongoing 5  
  damage (save ends both).  
  MOVE ACTIONS 
  Dark Step • At-Will 
  Effect: The hex knight moves 4 squares, gains a +4 bonus to AC  
  against opportunity attacks provoked by this movement, and gains  
  combat advantage against each creature that it ends it’s move  
  adjacent to until the end of it’s next turn. 
  MINOR ACTIONS 
  Shadow hex • At-Will 
  Effect: One creature within 3 squares of the hex knight is marked until  
  the end of the encounter or until the hex knight uses shadow hex  
  again. While the creature is marked by the hex knight, whenever it  
  makes an attack that does not include the hex knight as a target, it  
  grants combat advantage until the end of it’s next turn.  
  TRIGGERED ACTIONS 
  Killing Dark 
  Trigger: The hex knight drops to 0 hit points 
  Effect (No Action): Each enemy adjacent to the hex knight is blinded  
  until the end of his or her next turn. 
  Skills Athletics +9, Stealth +10 
  Str 15 (+4) 
  Dex 16 (+5) 
  Wis 12 (+3) 
  Con 14 (+4) 
  Int 11 (+2) 
  Cha 11 (+2) 
  Alignment unaligned 
  Languages Netherese 
  Equipment: hide armor, 2 short swords, hand crossbow, 10 bolts 
   
  2 Shadow Strangler (level 4) 
  Level 4 Artillery 
  Medium shadow humanoid 
  XP 175 
  HP 47; Bloodied 23 
  Initiative +6 
  AC 18, Fortitude 13, Reflex 16, Will 17 
  Perception +4 
  Speed 8 
  Darkvision 
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  Born of Shadows 
  The strangler can make a Stealth check to become hidden when it has  
  concealment instead of needing total concealment. 
  STANDARD ACTIONS 
  m Shadowy Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. Reflex 
  Hit: 1d8 + 3 necrotic damage, and the strangler becomes invisible to 
  the target until the end of the strangler’s next turn.  
  R Blinding Shadows (necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +9 vs. Reflex 
  Hit: 1d8 + 3 necrotic damage, and the target cannot see anything  
  more than 3 squares away from it until the end of the strangler’s  
  next turn. 
  R Strangling Darkness (necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +9 vs. Fortitude 
  Hit: The target is immobilized and takes ongoing 5 necrotic damage  
  (save ends both). 
  A Devouring Dark (necrotic) • Encounter 
  Attack: Area burst 2 within 10 (enemies in burst); +9 vs. Reflex 
  Hit: 1d8 + 2 necrotic damage, and the target is blinded until the end  
  of the strangler’s next turn. 
  Miss: Half damage. 
  Skills Arcana +8, Stealth +11 
  Str 12 (+3) 
  Dex 19 (+6) 
  Wis 14 (+4) 
  Con 17 (+5) 
  Int 12 (+3) 
  Cha 19 (+6) 
  Alignment evil 
  Languages Common 
   
  Wraith Figment (level 4) 
  Level 4 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 44 
  HP 1; a missed attack never damages a minion. 
  Initiative +7 
  AC 16, Fortitude 14, Reflex 18, Will 15 
  Perception +2 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. Reflex 
  Hit: 6 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +10 
  Str 3 (-2) 
  Dex 17 (+5) 
  Wis 10 (+2) 
  Con 13 (+3) 
  Int 4 (-1) 
  Cha 15 (+4) 
  Alignment chaotic evil 
  Languages – 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 69 
  Encounter 3A: Shadow Portals Statistics (AL 6)
   
  2 Hex Knight (level 6) 
  Level 6 Soldier 
  Small shadow humanoid, dark one 
  XP 250 
  HP 70; Bloodied 35 
  Initiative +8 
  AC 22, Fortitude 17, Reflex 18, Will 17 
  Perception +4 
  Speed 6 
  Darkvision 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Effect: The hex knight makes the following attack twice.  
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 1d8 + 5 damage, and the target is slowed until the end of the  
  Hex knight's next turn.  
  r Hand Crossbow (weapon) • At-Will 
  Attack: Ranged 10/20 (one creature); +11 vs. AC 
  Hit: 1d8 + 5 damage. 
  M Vicious Flurry (weapon) • Recharge 5-6 
  Attack: Melee 1 (one or two creatures); +11 vs. AC 
  Hit: 1d8 + 5 damage, and the target is slowed and takes ongoing 5  
  damage (save ends both).  
  MOVE ACTIONS 
  Dark Step • At-Will 
  Effect: The hex knight moves 4 squares, gains a +4 bonus to AC  
  against opportunity attacks provoked by this movement, and gains  
  combat advantage against each creature that it ends its move  
  adjacent to until the end of its next turn. 
  MINOR ACTIONS 
  Shadow hex • At-Will 
  Effect: One creature within 3 squares of the hex knight is marked until  
  the end of the encounter or until the hex knight uses shadow hex  
  again. While the creature is marked by the hex knight, whenever it  
  makes an attack that does not include the hex knight as a target, it  
  grants combat advantage until the end of its next turn.  
  TRIGGERED ACTIONS 
  Killing Dark 
  Trigger: The hex knight drops to 0 hit points 
  Effect (No Action): Each enemy adjacent to the hex knight is blinded  
  until the end of his or her next turn. 
  Skills Athletics +10, Stealth +11 
  Str 15 (+5) 
  Dex 16 (+4) 
  Wis 12 (+4) 
  Con 14 (+5) 
  Int 11 (+3) 
  Cha 11 (+3) 
  Alignment unaligned 
  Languages Netherese 
  Equipment: hide armor, 2 short swords, hand crossbow, 10 bolts 
   
  2 Shadow Strangler (level 6) 
  Level 6 Artillery 
  Medium shadow humanoid 
  XP 250 
  HP 59; Bloodied 29 
  Initiative +7 
  AC 20, Fortitude 15, Reflex 18, Will 19 
  Perception +5 
  Speed 8 
  Darkvision 
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  Born of Shadows 
  The strangler can make a Stealth check to become hidden when it has  
  concealment instead of needing total concealment. 
  STANDARD ACTIONS 
  m Shadowy Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. Reflex 
  Hit: 2d6 + 2 necrotic damage, and the strangler becomes invisible to  
  the target until the end of the strangler’s next turn.  
  R Blinding Shadows (necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +11 vs. Reflex 
  Hit: 2d6 + 2 necrotic damage, and the target cannot see anything  
  more than 3 squares away from it until the end of the strangler’s  
  next turn. 
  R Strangling Darkness (necrotic) • Recharge 56 
  Attack: Ranged 10 (one creature); +11 vs. Fortitude 
  Hit: The target is immobilized and takes ongoing 10 necrotic damage  
  (save ends both). 
  A Devouring Dark (necrotic) • Encounter 
  Attack: Area burst 2 within 10 (enemies in burst); +11 vs. Reflex 
  Hit: 1d10 + 4 necrotic damage, and the target is blinded until the end  
  of the strangler’s next turn. 
  Miss: Half damage. 
  Skills Arcana +9, Stealth +12 
  Str 12 (+4) 
  Dex 19 (+7) 
  Wis 14 (+5) 
  Con 17 (+6) 
  Int 12 (+4) 
  Cha 19 (+7) 
  Alignment evil 
  Languages Common 
   
  Wraith Figment 
  Level 6 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 63 
  HP 1; a missed attack never damages a minion. 
  Initiative +8 
  AC 18, Fortitude 16, Reflex 20, Will 17 
  Perception +3 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. Reflex 
  Hit: 7 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +11 
  Str 3 (-1) 
  Dex 17 (+6) 
  Wis 10 (+3) 
  Con 13 (+4) 
  Int 4 (+0) 
  Cha 15 (+5) 
  Alignment chaotic evil 
  Languages – 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 70 
  Encounter 3A: Shadow Portals Statistics (AL 8)
   
  2 Hex Knight (level 8) 
  Level 8 Soldier 
  Small shadow humanoid, dark one 
  XP 350 
  HP 86; Bloodied 43 
  Initiative +9 
  AC 24, Fortitude 19, Reflex 20, Will 19 
  Perception +5 
  Speed 6 
  Darkvision 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Effect: The hex knight makes the following attack twice.  
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 1d8 + 6 damage, and the target is slowed until the end of the  
  Hex knight's next turn.  
  r Hand Crossbow (weapon) • At-Will 
  Attack: Ranged 10/20 (one creature); +13 vs. AC 
  Hit: 1d8 + 7 damage. 
  M Vicious Flurry (weapon) • Recharge 5-6 
  Attack: Melee 1 (one or two creatures); +13 vs. AC 
  Hit: 1d8 + 6 damage, and the target is slowed and takes ongoing 5  
  damage (save ends both).  
  MOVE ACTIONS 
  Dark Step • At-Will 
  Effect: The hex knight moves 4 squares, gains a +4 bonus to AC  
  against opportunity attacks provoked by this movement, and gains  
  combat advantage against each creature that it ends its move  
  adjacent to until the end of its next turn. 
  MINOR ACTIONS 
  Shadow hex • At-Will 
  Effect: One creature within 3 squares of the hex knight is marked until  
  the end of the encounter or until the hex knight uses shadow hex  
  again. While the creature is marked by the hex knight, whenever it  
  makes an attack that does not include the hex knight as a target, it  
  grants combat advantage until the end of its next turn.  
  TRIGGERED ACTIONS 
  Killing Dark 
  Trigger: The hex knight drops to 0 hit points 
  Effect (No Action): Each enemy adjacent to the hex knight is blinded  
  until the end of his or her next turn. 
  Skills Athletics +11, Stealth +12 
  Str 15 (+6) 
  Dex 16 (+5) 
  Wis 12 (+5) 
  Con 14 (+6) 
  Int 11 (+4) 
  Cha 11 (+4) 
  Alignment unaligned 
  Languages common 
  Equipment: hide armor, 2 short swords, hand crossbow, 10 bolts 
   
  2 Shadow Strangler (level 8) 
  Level 8 Artillery 
  Medium shadow humanoid 
  XP 350 
  HP 71; Bloodied 35 
  Initiative +8 
  AC 22, Fortitude 17, Reflex 20, Will 21 
  Perception +6 
  Speed 8 
  Darkvision 
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  Born of Shadows 
  The strangler can make a Stealth check to become hidden when it has  
  concealment instead of needing total concealment. 
  STANDARD ACTIONS 
  m Shadowy Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. Reflex 
  Hit: 2d6 + 4 necrotic damage, and the strangler becomes invisible to  
  the target until the end of the strangler’s next turn.  
  R Blinding Shadows (necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +13 vs. Reflex 
  Hit: 2d6 + 4 necrotic damage, and the target cannot see anything  
  more than 3 squares away from it until the end of the strangler’s  
  next turn. 
  R Strangling Darkness (necrotic) • Recharge 5-6 
  Attack: Ranged 10 (one creature); +13 vs. Fortitude 
  Hit: The target is restrained and takes ongoing 15 necrotic damage  
  (save ends both). 
  A Devouring Dark (necrotic) • Encounter 
  Attack: Area burst 2 within 10 (enemies in burst); +13 vs. Reflex 
  Hit: 1d10 + 6 necrotic damage, and the target is blinded until the end  
  of the strangler’s next turn. 
  Miss: Half damage. 
  Skills Arcana +10, Stealth +13 
  Str 12 (+5) 
  Dex 19 (+8) 
  Wis 14 (+6) 
  Con 17 (+7) 
  Int 12 (+5) 
  Cha 19 (+8) 
  Alignment evil 
  Languages Common 
   
  Wraith Figment (level 8) 
  Level 8 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 88 
  HP 1; a missed attack never damages a minion. 
  Initiative +9 
  AC 20, Fortitude 18, Reflex 22, Will 19 
  Perception +4 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. Reflex 
  Hit: 8 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +12 
  Str 3 (+0) 
  Dex 17 (+7) 
  Wis 10 (+4) 
  Con 13 (+5) 
  Int 4 (+1) 
  Cha 15 (+6) 
  Alignment chaotic evil 
  Languages – 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 71 
  Encounter 3A: Shadow Portals Statistics (AL 10)
   
  2 Hex Knight (level 10) 
  Level 10 Soldier 
  Small shadow humanoid, dark one 
  XP 500 
  HP 102; Bloodied 51 
  Initiative +10 
  AC 26, Fortitude 21, Reflex 22, Will 21 
  Perception +6 
  Speed 6 
  Darkvision 
  STANDARD ACTIONS 
  m Short Sword (weapon) • At-Will 
  Effect: The hex knight makes the following attack twice.  
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d6 + 5 damage, and the target is slowed until the end of the  
  Hex knight's next turn.  
  r Hand Crossbow (weapon) • At-Will 
  Attack: Ranged 10/20 (one creature); +15 vs. AC 
  Hit: 2d6 + 5 damage. 
  M Vicious Flurry (weapon) • Recharge 5-6 
  Attack: Melee 1 (one or two creatures); +15 vs. AC 
  Hit: 2d6 + 5 damage, and the target is slowed and takes ongoing 5  
  damage (save ends both).  
  MOVE ACTIONS 
  Dark Step • At-Will 
  Effect: The hex knight moves 4 squares, gains a +4 bonus to AC  
  against opportunity attacks provoked by this movement, and gains  
  combat advantage against each creature that it ends its move  
  adjacent to until the end of its next turn. 
  MINOR ACTIONS 
  Shadow hex • At-Will 
  Effect: One creature within 3 squares of the hex knight is marked until  
  the end of the encounter or until the hex knight uses shadow hex  
  again. While the creature is marked by the hex knight, whenever it  
  makes an attack that does not include the hex knight as a target, it  
  grants combat advantage until the end of its next turn.  
  TRIGGERED ACTIONS 
  Killing Dark 
  Trigger: The hex knight drops to 0 hit points 
  Effect (No Action): Each enemy adjacent to the hex knight is blinded  
  until the end of his or her next turn. 
  Skills Athletics +12, Stealth +13 
  Str 15 (+7) 
  Dex 16 (+7) 
  Wis 12 (+6) 
  Con 14 (+7) 
  Int 11 (+5) 
  Cha 11 (+5) 
  Alignment unaligned 
  Languages Netherese 
  Equipment: hide armor, 2 short swords, hand crossbow, 10 bolts 
   
  2 Shadow Strangler (level 10) 
  Level 10 Artillery 
  Medium shadow humanoid 
  XP 500 
  HP 83; Bloodied 41 
  Initiative +9 
  AC 24, Fortitude 19, Reflex 22, Will 23 
  Perception +7 
  Speed 8 
  Darkvision 
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  Born of Shadows 
  The strangler can make a Stealth check to become hidden when it has  
  concealment instead of needing total concealment. 
  STANDARD ACTIONS 
  m Shadowy Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. Reflex 
  Hit: 2d6 + 6 necrotic damage, and the strangler becomes invisible to  
  the target until the end of the strangler’s next turn.  
  R Blinding Shadows (necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +15 vs. Reflex 
  Hit: 2d6 + 6 necrotic damage, and the target cannot see anything  
  more than 3 squares away from it until the end of the strangler’s  
  next turn. 
  R Strangling Darkness (necrotic) • Recharge 56 
  Attack: Ranged 10 (one creature); +15 vs. Fortitude 
  Hit: The target is restrained and takes ongoing 15 necrotic damage  
  (save ends both). 
  B Devouring Dark (necrotic) • Encounter 
  Attack: Area burst 2 within 10 (enemies in burst); +15 vs. Reflex 
  Hit: 1d10 + 8 necrotic damage, and the target is blinded until the end  
  of the strangler’s next turn. 
  Miss: Half damage. 
  Skills Arcana +11, Stealth +14 
  Str 12 (+6) 
  Dex 19 (+9) 
  Wis 14 (+7) 
  Con 17 (+8) 
  Int 12 (+6) 
  Cha 19 (+9) 
  Alignment evil 
  Languages Common 
   
  Wraith Figment (level 10) 
  Level 10 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 125 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
  AC 22, Fortitude 20, Reflex 24, Will 21 
  Perception +5 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. Reflex 
  Hit: 9 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +13 
  Str 3 (+1) 
  Dex 17 (+8) 
  Wis 10 (+5) 
  Con 13 (+6) 
  Int 4 (+2) 
  Cha 15 (+7) 
  Alignment chaotic evil 
  Languages – 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 72 
  Encounter 3A: Shadow Portals Map 
  Tile Sets Needed 
  Original poster map from Scepter Tower of Spellgard 
   
   
   
  The hex knights appear at portal 4 and 6. The stranglers at 2 and 1. 
  6 
  4 
  1 
  5 
   
  PCs Start 
  Area 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 73 
  Encounter 3B: Shadow 
  Portals (Paragon Tier) 
  Encounter Level 12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 12:  
  2 meazel bravos (level 12) (B) 
  2 fallen angels (level 12) (F) 
  1 vampire night witch (level 12) (V) 
  4 servile ghosts (level 12) (M) 
  Round 2: 4 servile ghosts (level 12) (M) 
  Round 4: 4 servile ghosts (level 12) (M) 
  Round 5+: 1 servile ghost per open portal. 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  2 meazel bravos (level 14) (M) 
  2 fallen angels (level 14) (F) 
  1 vampire night witch (level 14) (V) 
  4 servile ghosts (level 14) (M) 
  Round 2: 4 servile ghosts (level 14) (M) 
  Round 4: 4 servile ghosts (level 14) (M) 
  Round 5+: 1 servile ghost per open portal. 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  2 meazel bravos (level 16) (M) 
  2 fallen angels (level 16) (F) 
  1 shade nightcloak (level 18) (V) 
  4 servile ghosts (level 16) (M) 
  Round 2: 4 servile ghosts (level 16) (M) 
  Round 3: 4 servile ghosts (level 16) (M) 
  Round 4+: 1 servile ghost per open portal. 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  2 meazel bravos (level 18) (M) 
  2 fallen angels (level 18) (F) 
  1 shade nightcloak (level 20) (V) 
  4 servile ghosts (level 18) (M) 
  Round 2: 4 servile ghosts (level 18) (M) 
  Round 3: 4 servile ghosts (level 18) (M) 
  Round 4+: 1 servile ghost per open portal. 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  2 meazel bravos (level 20) (M) 
  2 fallen angels (level 20) (F) 
  1 shade nightcloak (level 22) (V) 
  4 servile ghosts (level 20) (M) 
  Round 2: 4 servile ghosts (level 20) (M) 
  Round 3: 4 servile ghosts (level 20) (M) 
  Round 4+: 1 servile ghost per open portal. 
   
  Glory Tier: All creatures gain a +4 bonus to all defenses 
  and attack rolls. The bonus is reduced by 1 at the start of 
  each round. The minions gain the insubstantial trait, 
  meaning that if they are hit, roll a d20, and on a 11 or 
  higher it is a miss instead. 
   
  Oracular ability: Enemies in this encounter are backed 
  by the oracular powers of Saharel. The precise effects of 
  this are described in Appendix 3. Special mission 3 also 
  deals with these powers.  
   
  Running Time: 75 minutes. 
   
  Once the walls are breached the Netherse forces are 
  defeated. The PCs are making progress to the center of 
  the fortress for an important meeting. The Netherese 
  have one nasty surprise remaining; hidden in pockets of 
  the shadowfell are reinforcements. The PCs must stop 
  these from overrunning the fortress and driving them 
  back. Portals suddenly open and creatures spew forth 
  from them. 
   
  All troops gather in the central courtyard where they are 
  met by the commanders. Drey speaks 
   "Alright, we are here. We are far from done though. 
  Lady Saharel is still very much under the control of the 
  Netherese and unless we do something about that, they 
  will eventually end up several steps ahead of us. We 
  need to deny them the use of her oracular powers NOW! 
  I need a team to join Brows over there" he points to his 
  left where a scruffy looking man with forests for 
  eyebrows stands picking his nails "and free Saharel. We 
  know where she is being held and we suspect powerfull 
  shadow magic is in use. We need whatever is holding 
  her disrupted. Who is up to the task?" 
    
  While freeing Saharel can be accomplished without any 
  skillchecks, having people with a decent or better 
  Arcana or Religion or an excelent Thievery can be a 
  boon. Players will the shadow power source will have 
  improved chances. Tables AL 12 to AL 16 can volunteer 
  for this mission. 
   
  After the Special Mission team is selected they are 
  sent off with commander Brows and Drey continues. 
    
  "Now as for the rest of us. We are going to..." Suddenly 
  the sky splits and reality ruptures. Twisting dark red 
  portals 
  open 
  and 
  monsters 
  spew 
  forth. 
  Before 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 74 
  commander Drey can react one of the segeants starts 
  barking out orders to different teams "Look alive to stay 
  alive!. You lot, take out those enemies, do it now! You 
  there! Go see whats inside those portals and keep 
  whatever is coming in" 
   
  Passing through the portal feels as if a grey veil has 
  been drawn over the world. Mud patches have turned 
  into bubbling pits of goo while loose rubble has turned 
  razor sharp. On the edge of your vision you immediate 
  note dozens of ghost-like creatures ready to rush you 
  and the portals. 
   
  The goal of the PCs is to kill as many opponents as 
  possible, but above all, to keep the servile ghosts away 
  from the portals. If the characters fail, they cause a 
  breach. The PCs have partly failed and should yell 
  BREACH #, (# the number of the portal that was 
  breached) indicating that a monster has come through 
  to be dealt with at the heroic level tables. More details 
  can be found in Encounter 3A. 
   
  IMPORTANT: The heroic tables are closing the 
  portals. Each time the Senior DM announces a 
  particular portal is closed, that same portal is closed in 
  this encounter. 
   
  Servile Ghosts: The ghosts appear in a randomly 
  determined corner of the map at the start of the turn. 
  Roll initiative. They act on their initiative. 
  Features of the Area 
   
  Illumination: In the Shadowfell there is dim light, 
  except in a burst 1 around the portals where it is normal 
  illumination. The radius of all light sources are halved. 
   
  High Walls (grey walls): These walls are 10 feet 
  high and are blocking terrain. They can be climbed with 
  a DC 15 Athletics check. The thin walls can be pushed 
  over with an Easy DC Strength check as a standard 
  action or a Moderate DC Strength check as a minor 
  action. It triggers the attack below as directed by the 
  person toppling the wall: 
  C Toppling Wall • Consumable (once per wall) 
  Attack: Close blast 3 (creatures in blast); AL +3 vs. Reflex 
  Hit: 3d6 + 9 damage and the target falls prone. 
  Effect: The area in the blast becomes difficult terrain until the end of  
  the encounter.  
   
   
  Low Walls (thin dark colored walls): The low 
  walls are broken remains of former buildings. They are 
  difficult terrain costing double movement to cross, they 
  provide cover to anyone standing behind one. 
   
  Portals: The portals in the Shadowfell are holes of 
  utter blackness, they block line of effect and line of sight. 
  A creature adjacent to a portal can pass through as a 
  move and a standard action. 
   
  Rubble: The rubble is ragged sharp rocks lined with 
  poison. Any PC entering it willingly must succeed on an 
  easy Acrobatics check or fall prone and take 10 damage. 
  Any creature forced into the rubble takes 10 damage 
  and falls prone. Insubstantial and flying creatures are 
  immune to these effects. 
   
  Necrotic Seepage: The dark patches on the map 
  are necrotic seepage. It is difficult terrain and hindering 
  terrain to living creatures, since a living creature that 
  enters or starts its turn within necrotic seepage is 
  targeted by the following attack: AL +3 vs. Fortitude; Hit: 
  The target contracts soul rot of a level equal to the AL. 
   
  Soul Rot: Cured <> Initial Effect: The target takes 5 
  necrotic damage and loses one healing surge that the 
  target cannot regain until cured of the disease <> The 
  target is weakened until cured <> The target dies and 
  rises a wraith. Improve: hard DC Endurance/Heal; 
  Maintain: moderate DC Endurance/Heal; Worsen: less 
  than moderate DC Endurance/Heal. 
   
  Note that the disease is cured after the battle for 
  free. 
  Tactics 
  The vampire night witch / shade nightcloak tries to 
  bunch up PCs as much as possible, especially those 
  under the curse of Shadow. The Meazels inflict as much 
  carnage as possible while the fallen angels skirt around 
  the battlefield and pick off PCs that are currently 
  cursed. All try to lure the PCs away from the portals on 
  the edges to give the ghosts the chance. Their goal is 
  mainly to kill the opponents. It is not to step through the 
  portals. 
   
  The servile ghosts try to go through the open portals. 
  Minions ignore the PCs in favor of getting through the 
  portals, only when a specific one is engaged they fight 
  the character. 
   
  Important: Due to the nature of the portals, only a 
  limited number of creatures can pass through the portal 
  at the same time. As a result there can only be a breach 
  every other round. The creatures know this. As such 
  they stop trying to get through once one creature 
  managed to do so. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove one maezel bravo.  
   
  Six PCs: Add one maezel bravo. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 75 
  Ending the Encounter 
  Once the portal has been closed and all creatures are 
  defeated the encounter is over. Getting back to the 
  normal world should be relatively easy for the 
  characters either through the use of a ritual of their own 
  or by using the scroll. Proceed to the Interlude. Now is a 
  good time to schedule a long break in the battle 
  interactive. For the PCs there are a few hours between 
  Encounter 3 and 4, which include the Interlude. There 
  is ample time for short rests, but not enough for an 
  extended rest. Due to the nature of spellgards magic and 
  the nearness of the shadowfell, rituals that simulate an 
  extended rest (for instance Fantastic Recuperation) also 
  fail to work, The PCs are aware of this.  
   
  Success: The characters closed the portals by the 
  end of the encounter and defeated most of the 
  opponents. Run Encounter 4 as written.  
   
  Failure: If the main portal is not closed by the end 
  of the encounter, NPCs are required to do so. One of the 
  NPC ritual casters required in Encounter 4 dies in the 
  struggle, reducing that number by 1. 
   
  Note that if the paragon table fails, the heroic tables 
  face more opponents. If the heroic table fails, the 
  paragon tables have to defend more portals throughout 
  the encounter. 
  Treasure 
  The shade nightcloak is wearing a ring of protection. 
  Questionnaire 
  • 
  Did the PCs allow a breach? If so, how many 
  times? 
  • 
  Which monsters were defeated? Which survived? 
  • 
  If the PCs faced the shade nightcloak, did they 
  capture her alive, did they kill her or did she 
  escape? 
  • 
  Did any PC die? 
  • 
  Did any PC use liquid shadow? 
  • 
  Did your table play at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 76 
  Encounter 3B: Shadow Portals Statistics (AL 12)
  2 Meazel Bravo (level 12) 
  Level 12 Brute 
  Medium natural humanoid 
  XP 700 
  HP 146; Bloodied 73 
  Initiative +8 
  AC 24, Fortitude 25, Reflex 23, Will 23 
  Perception +8 
  Speed 6 
  Darkvision 
  Immune disease 
  TRAITS 
  O Wretched Curse of Shadow • Aura 1 
  Any enemy that starts its turn within the aura is affected by the curse  
  of Shadow until the end of its next turn. While a creature is affected  
  by the Curse of Shadow, it takes a -2 penalty to all defenses and gains  
  vulnerable 5 to all damage. In addition, any ally of that creature that  
  starts its turn adjacent to the cursed creature becomes affected by the  
  Curse of Shadow until the end of its next turn. Multiple curses do not  
  stack. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d10 + 11 damage.  
  M Bell Ringer (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +15 vs. Fortitude 
  Hit: 2d10 + 7 damage, and the target is dazed until the end of the  
  bravo’s next turn. 
  Skills Athletics +15, Stealth +13 
  Str 19 (+10) 
  Dex 15 (+8) 
  Wis 15 (+8) 
  Con 16 (+9) 
  Int 10 (+6) 
  Cha 12 (+7) 
  Alignment unaligned 
  Languages - 
  Note: Meazel Bravo with some reflavouring. 
   
  2 Fallen Angel (level 12) 
  Level 12 Skirmisher 
  Large immortal humanoid (angel) 
  XP 700 
  HP 124; Bloodied 62 
  Initiative +11 
  AC 26, Fortitude 24, Reflex 22, Will 25 
  Perception +9 
  Speed 8, fly 12 (hover) 
  Darkvision 
  Immune fear; Resist 10 radiant 
  TRAITS 
  Angelic Presence 
  While the angel is not bloodied, attack rolls against it take a -2  
  penalty. 
  STANDARD 
  m Falchion (weapon) • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 3d10 + 2 damage, and the target grants combat advantage until  
  the start of the angel’s next turn.  
  M Mobile Melee Attack • At-Will 
  Effect: The angel moves up to half its speed and uses falchion once at  
  any point during the movement. The angel doesn’t provoke  
  opportunity attacks when moving away from the target of the  
  attack. 
  C Storm of Blades • Encounter 
  Attack: Close burst 3 (enemies in burst); +17 vs. AC 
  Hit: 6d8 + 5 damage.  
  Effect: The angel’s fly speed changes to 2 (hover) until the end of the  
  encounter. 
  Str 23 (+12) 
  Dex 19 (+10) 
  Wis 18 (+10) 
  Con 20 (+11) 
  Int 15 (+8) 
  Cha 25 (+15) 
  Alignment unaligned 
  Languages Supernal 
  Equipment falchion 
  Note: Angel of battle with some minor reflavouring.  
   
  1 Vampire Night Witch (level 12) 
  Level 12 Controller 
  Medium natural humanoid (undead) 
  XP 700 
  HP 114; Bloodied 57 
  Initiative +10 
  AC 26, Fortitude 22, Reflex 24, Will 26 
  Perception +13 
  Speed 7, climb 4 (spider climb) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
   
  TRAITS 
  Burned by Sunlight (radiant) 
  Whenever the vampire starts its turn in direct sunlight, it takes 5  
  radiant damage. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 4d6 + 6 damage. 
  Effects: The vampire slides the target up to 3 squares. 
  M Bite (healing) • At-Will 
  Attack: Melee 1 (one dazed, dominated, stunned or unconscious  
  creature); +17 vs. AC 
  Hit: 3d10 + 12 damage, and the vampire regains 20 hit points.  
  R Dream Lure (charm, psychic) • At-Will 
  Attack: Ranged 5 (one creature); +15 vs. Will 
  Hit: 3d6 + 6 psychic damage, and the target is dazed until the end of  
  its next turn. 
  Effect: The vampire pulls the target up to 3 squares. 
  TRIGGERED ACTIONS 
  Vanish into Shadow (illusion) • Encounter 
  Trigger: The vampire takes damage while bloodied. 
  Effect (No Action): The vampire becomes invisible until the end of the  
  encounter or until it attacks. 
  Skills Arcobatics +15, Athletics +14, Bluff +17, Insight +13, Stealth +15 
  Str 17 (+9) 
  Dex 18 (+10) 
  Wis 15 (+8) 
  Con 10 (+6) 
  Int 12 (+7) 
  Cha 22 (+12) 
  Alignment evil 
  Languages Common, Netherese 
   
  12 Servile Ghost (level 12) 
  Level 12 Minion  
  Medium shadow humanoid (undead) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
   
  AC 27, Fortitude 25, Reflex 23, Will 22 
  Perception +7 
  Speed 4, fly 8 
  Darkvision 
  Immune disease, poison 
  TRAITS 
  O Faceless Dread (fear)• Aura 2 
  Any living enemy that starts its turn within the aura takes a -2 penalty  
  to saving throws until the end of its next turn. 
  STANDARD ACTIONS 
  m Spirit Touch • At-Will 
  Attack: Melee 1 (one creature); +16 vs. Reflex 
  Hit: 8 necrotic damage, or 10 necrotic damage if the target is granting  
  combat advantage to the servile ghost. 
  Str 20 (+11) 
  Dex 18 (+10) 
  Wis 13 (+7) 
  Con 12 (+7) 
  Int 13 (+7) 
  Cha 9 (+5) 
  Alignment evil 
  Languages Common 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 77 
  Encounter 3B: Shadow Portals Statistics (AL 14)
  2 Meazel Bravo (level 14) 
  Level 14 Brute 
  Medium natural humanoid 
  XP 1,000 
  HP 166; Bloodied 83 
  Initiative +9 
  AC 26, Fortitude 27, Reflex 25, Will 25 
  Perception +9 
  Speed 6 
  Darkvision 
  Immune disease 
  TRAITS 
  O Wretched Curse of Shadow • Aura 1 
  Any enemy that starts its turn within the aura is affected by the curse  
  of Shadow until the end of its next turn. While a creature is affected  
  by the curse of Shadow, it takes a -2 penalty to all defenses and gains  
  vulnerable 5 to all damage. In addition, any ally of that creature that  
  starts its turn adjacent to the cursed creature becomes affected by the 
  curse of Shadow until the end of its next turn. Multiple curses do not  
  stack. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d10 + 13 damage.  
  M Bell Ringer (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +17 vs. Fortitude 
  Hit: 2d10 + 9 damage, and the target is dazed until the end of the  
  bravo’s next turn. 
  Skills Athletics +16, Stealth +14 
  Str 19 (+11) 
  Dex 15 (+9) 
  Wis 15 (+9) 
  Con 16 (+10) 
  Int 10 (+7) 
  Cha 12 (+8) 
  Alignment unaligned 
  Languages - 
  Note: Meazel Bravo with some reflavouring. 
   
  2 Fallen Angel (level 14) 
  Level 14 Skirmisher 
  Large immortal humanoid (angel) 
  XP 1,000 
  HP 140; Bloodied 70 
  Initiative +12 
  AC 28, Fortitude 26, Reflex 24, Will 27 
  Perception +10 
  Speed 8, fly 12 (hover) 
  Darkvision 
  Immune fear; Resist 10 radiant 
  TRAITS 
  Angelic Presence 
  While the angel is not bloodied, attack rolls against it take a -2  
  penalty. 
  STANDARD 
  m Falchion (weapon) • At-Will 
  Attack: Melee 2 (one creature); +19 vs. AC 
  Hit: 3d10 + 4 damage, and the target grants combat advantage until  
  the start of the angel’s next turn.  
  M Mobile Melee Attack • At-Will 
  Effect: The angel moves up to half its speed and uses falchion once at  
  any point during the movement. The angel doesn’t provoke  
  opportunity attacks when moving away from the target of the  
  attack. 
  C Storm of Blades • Encounter 
  Attack: Close burst 3 (enemies in burst); +19 vs. AC 
  Hit: 6d8 + 7 damage.  
  Effect: The angel’s fly speed changes to 2 (hover) until the end of the  
  encounter. 
  Str 23 (+13) 
  Dex 19 (+11) 
  Wis 18 (+11) 
  Con 20 (+12) 
  Int 15 (+9) 
  Cha 25 (+16) 
  Alignment unaligned 
  Languages Supernal 
  Equipment falchion 
  Note: Angel of Battle with some minor reflavouring.  
   
  1 Vampire Night Witch (level 14) 
  Level 14 Controller 
  Medium natural humanoid (undead) 
  XP 1,000 
  HP 130; Bloodied 65 
  Initiative +11 
  AC 28, Fortitude 24, Reflex 26, Will 28 
  Perception +14 
  Speed 7, climb 4 (spider climb) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant 
   
  TRAITS 
  Burned by Sunlight (radiant) 
  Whenever the vampire starts its turn in direct sunlight, it takes 5  
  radiant damage. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 4d6 + 8 damage. 
  Effects: The vampire slides the target up to 3 squares. 
  M Bite (healing) • At-Will 
  Attack: Melee 1 (one dazed, dominated, stunned or unconscious  
  creature); +19 vs. AC 
  Hit: 3d10 + 14 damage, and the vampire regains 20 hit points.  
  R Dream Lure (charm, psychic) • At-Will 
  Attack: Ranged 5 (one creature); +17 vs. Will 
  Hit: 3d6 + 8 psychic damage, and the target is dazed until the end of  
  its next turn. 
  Effect: The vampire pulls the target up to 3 squares. 
  TRIGGERED ACTIONS 
  Vanish into Shadow (illusion) • Encounter 
  Trigger: The vampire takes damage while bloodied. 
  Effect (No Action): The vampire becomes invisible until the end of the  
  encounter or until it attacks. 
  Skills Arcobatics +16, Athletics +15, Bluff +18, Insight +14, Stealth +16 
  Str 17 (+10) 
  Dex 18 (+11) 
  Wis 15 (+9) 
  Con 10 (+7) 
  Int 12 (+8) 
  Cha 22 (+13) 
  Alignment evil 
  Languages Common, Netherese 
   
  12 Servile Ghost (level 14) 
  Level 14 Minion  
  Medium shadow humanoid (undead) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +11 
   
  AC 29, Fortitude 27, Reflex 25, Will 24 
  Perception +8 
  Speed 4, fly 8 
  Darkvision 
  Immune disease, poison 
  TRAITS 
  O Faceless Dread (fear)• Aura 2 
  Any living enemy that starts its turn within the aura takes a -2 penalty  
  to saving throws until the end of its next turn. 
  STANDARD ACTIONS 
  m Spirit Touch • At-Will 
  Attack: Melee 1 (one creature); +18 vs. Reflex 
  Hit: 9 necrotic damage, or 11 necrotic damage if the target is granting  
  combat advantage to the servile ghost. 
  Str 20 (+12) 
  Dex 18 (+11) 
  Wis 13 (+8) 
  Con 12 (+8) 
  Int 13 (+8) 
  Cha 9 (+6) 
  Alignment evil 
  Languages Common 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 78 
  Encounter 3B: Shadow Portals Statistics (AL 16)
  2 Meazel Bravo (level 16) 
  Level 16 Brute 
  Medium natural humanoid 
  XP 1,400 
  HP 186; Bloodied 93 
  Initiative +10 
  AC 28, Fortitude 29, Reflex 27, Will 27 
  Perception +10 
  Speed 6 
  Darkvision 
  Immune disease 
  TRAITS 
  O Wretched Curse of Shadow • Aura 1 
  Any enemy that starts its turn within the aura is affected by the curse  
  of Shadow until the end of its next turn. While a creature is affected  
  by the curse of Shadow, it takes a -2 penalty to all defenses and gains  
  vulnerable 10 to all damage. In addition, any ally of that creature that  
  starts its turn adjacent to the cursed creature becomes affected by the 
   curse of Shadow until the end of its next turn. Multiple curses do not  
  stack. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d10 + 10 damage.  
  M Bell Ringer (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +19 vs. Fortitude 
  Hit: 3d8 + 9 damage, and the target is dazed until the end of the  
  bravo’s next turn. 
  Skills Athletics +17, Stealth +15 
  Str 19 (+12) 
  Dex 15 (+10) 
  Wis 15 (+10) 
  Con 16 (+11) 
  Int 10 (+8) 
  Cha 12 (+9) 
  Alignment unaligned 
  Languages - 
  Note: Meazel Bravo with some reflavouring. 
   
  2 Fallen Angel (level 16) 
  Level 16 Skirmisher 
  Large immortal humanoid (angel) 
  XP 1,400 
  HP 156; Bloodied 78 
  Initiative +13 
  AC 30, Fortitude 28, Reflex 26, Will 29 
  Perception +11 
  Speed 8, fly 12 (hover) 
  Darkvision 
  Immune fear; Resist 10 radiant 
  TRAITS 
  Angelic Presence 
  While the angel is not bloodied, attack rolls against it take a -2  
  penalty. 
  STANDARD 
  m Falchion (weapon) • At-Will 
  Attack: Melee 2 (one creature); +21 vs. AC 
  Hit: 3d10 + 6 damage, and the target grants combat advantage until  
  the start of the angel’s next turn.  
  M Mobile Melee Attack • At-Will 
  Effect: The angel moves up to half its speed and uses falchion once at  
  any point during the movement. The angel doesn’t provoke  
  opportunity attacks when moving away from the target of the  
  attack. 
  C Storm of Blades • Encounter 
  Attack: Close burst 3 (enemies in burst); +21 vs. AC 
  Hit: 6d8 + 8 damage.  
  Effect: The angel’s fly speed changes to 2 (hover) until the end of the  
  encounter. 
  Str 23 (+14) 
  Dex 19 (+12) 
  Wis 18 (+12) 
  Con 20 (+13) 
  Int 15 (+10) 
  Cha 25 (+17) 
  Alignment unaligned 
  Languages Supernal 
  Equipment falchion 
  Note: Angel of Battle with some minor reflavouring.  
   
  1 Shade Nightcloak (level 18) 
  Level 18 Elite Controller 
  Medium shadow humanoid 
  XP 4,000 
  HP 344; Bloodied 172 
  Initiative +12 
  AC 32, Fortitude 29, Reflex 30, Will 31 
  Perception +19 
  Speed 6 
  Darkvision 
  Resist 10 necrotic; Vulnerable 5 radiant 
  Saving Throws +3; Action Points 1 
   
  TRAITS 
  O Benighted Presence • Aura 10 
  Bright light in the aura is reduced to dim light, and dim light becomes  
  darkness. 
  Regeneration 
  The shade regains 10 hit points whenever it starts its turn and has at  
  least 1 hit point. When the shade takes radiant damage, her  
  regeneration does not function on her next turn. 
  O Shadow Aura • Aura 3 
  Enemies have vulnerable 5 necrotic in the aura. 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) •At-Will  
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d10 + 7 necrotic damage, and the nightcloak slides the target up  
  to 2 squares. 
  R Dark Glare (fear, implement, necrotic) • At-Will 
  Attack: Ranged 5 (one or two creatures); +21 vs. Fortitude 
  Hit: 3d10 + 10 necrotic damage, and the target is immobilized until  
  the end of the nightcloak’s next turn.  
  A Shadow Vortex (implement, necrotic, teleportation, zone) • Recharge 
  5-6 
  Attack: Area burst 2 within 10 (enemies in the burst); +21 vs.  
  Fortitude 
  Hit: 3d10 + 4 necrotic damage. 
  Effect: The burst creates a zone that lasts until the end of the  
  nightcloak’s next turn. The ground of the zone is difficult terrain for  
  creatures without darkvision. Any ally of the nightcloak that starts its  
  turn in the zone can take a move action to teleport up to 10 squares  
  to a square outside the zone. 
  C Shadowfall (fear, implement, necrotic) • Encounter 
  Attack: Close blast 3(creatures in the blast); +21 vs. Will 
  Hit: 4d10 + 2 necrotic damage, and the target is petrified (save ends). 
  Miss: Half damage, and the target is restrained until the end of the  
  nightcloak’s next turn. 
  MOVE ACTIONS 
  Shadow Stride (teleportation) • Recharge 5-6 
  Effect: The nightcloak can teleport 20 squares but must end its move  
  in dim light or darkness. 
  Skills Arcana +20, Bluff +21, Diplomacy +21, Stealth +22 
  Str 15 (+11) 
  Dex 16 (+12) 
  Wis 20 (+14) 
  Con 20 (+14) 
  Int 22 (+15) 
  Cha 25 (+16) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, mace, holy symbol of Shar, ring of protection 
  Note: Reflavored Clenderi from Monster Vault: Threats to the Nenthir 
  Vale by exchanging elf powers for shade powers from the FRCG and 
  changing cold attacks into necrotic attacks. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 79 
   
  12 Servile Ghost (level 16) 
  Level 16 Minion  
  Medium shadow humanoid (undead) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
   
  AC 31, Fortitude 29, Reflex 27, Will 26 
  Perception +9 
  Speed 4, fly 8 
  Darkvision 
  Immune disease, poison 
  TRAITS 
  O Faceless Dread (fear)• Aura 2 
  Any living enemy that starts its turn within the aura takes a -2 penalty  
  to saving throws until the end of its next turn. 
  STANDARD ACTIONS 
  m Spirit Touch • At-Will 
  Attack: Melee 1 (one creature); +20 vs. Reflex 
  Hit: 10 necrotic damage, or 12 necrotic damage if the target is  
  granting combat advantage to the servile ghost. 
  Str 20 (+13) 
  Dex 18 (+12) 
  Wis 13 (+9) 
  Con 12 (+9) 
  Int 13 (+9) 
  Cha 9 (+7) 
  Alignment evil 
  Languages Common 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 80 
  Encounter 3B: Shadow Portals Statistics (AL 18)
  2 Meazel Bravo (level 18) 
  Level 18 Brute 
  Medium natural humanoid 
  XP 2,000 
  HP 206; Bloodied 103 
  Initiative +11 
  AC 30, Fortitude 31, Reflex 29, Will 29 
  Perception +11 
  Speed 6 
  Darkvision 
  Immune disease 
  TRAITS 
  O Wretched Curse of Shadow • Aura 1 
  Any enemy that starts its turn within the aura is affected by the curse  
  of Shadow until the end of its next turn. While a creature is affected  
  by the curse of Shadow, it takes a -2 penalty to all defenses and gains  
  vulnerable 10 to all damage. In addition, any ally of that creature that  
  starts its turn adjacent to the cursed creature becomes affected by the 
  curse of Shadow until the end of its next turn. Multiple curses do not  
  stack. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d10 + 12 damage.  
  M Bell Ringer (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +21 vs. Fortitude 
  Hit: 3d8 + 11 damage, and the target is dazed until the end of the  
  bravo’s next turn. 
  Skills Athletics +18, Stealth +16 
  Str 19 (+13) 
  Dex 15 (+11) 
  Wis 15 (+11) 
  Con 16 (+12) 
  Int 10 (+9) 
  Cha 12 (+10) 
  Alignment unaligned 
  Languages - 
  Note: Meazel Bravo with some reflavouring. 
   
  2 Fallen Angel (level 18) 
  Level 18 Skirmisher 
  Large immortal humanoid (angel) 
  XP 2,000 
  HP 172; Bloodied 86 
  Initiative +14 
  AC 32, Fortitude 30, Reflex 28, Will 31 
  Perception +12 
  Speed 8, fly 12 (hover) 
  Darkvision 
  Immune fear; Resist 10 radiant 
  TRAITS 
  Angelic Presence 
  While the angel is not bloodied, attack rolls against it take a -2  
  penalty. 
  STANDARD 
  m Falchion (weapon) • At-Will 
  Attack: Melee 2 (one creature); +23 vs. AC 
  Hit: 3d10 + 8 damage, and the target grants combat advantage until  
  the start of the angel’s next turn.  
  M Mobile Melee Attack • At-Will 
  Effect: The angel moves up to half its speed and uses falchion once at  
  any point during the movement. The angel doesn’t provoke  
  opportunity attacks when moving away from the target of the  
  attack. 
  C Storm of Blades • Encounter 
  Attack: Close burst 3 (enemies in burst); +23 vs. AC 
  Hit: 6d8 + 8 damage.  
  Effect: The angel’s fly speed changes to 2 (hover) until the end of the  
  encounter. 
  Str 23 (+15) 
  Dex 19 (+13) 
  Wis 18 (+13) 
  Con 20 (+14) 
  Int 15 (+11) 
  Cha 25 (+18) 
  Alignment unaligned 
  Languages Supernal 
  Equipment falchion 
  Note: Angel of Battle with some minor reflavouring.  
   
  1 Shade Nightcloak (level 20) 
  Level 20 Elite Controller 
  Medium shadow humanoid 
  XP 5,600 
  HP 376; Bloodied 188 
  Initiative +13 
  AC 34, Fortitude 31, Reflex 32, Will 33 
  Perception +20 
  Speed 6 
  Darkvision 
  Resist 10 necrotic; Vulnerable 5 radiant 
  Saving Throws +3; Action Points 1 
   
  TRAITS 
  O Benighted Presence • Aura 10 
  Bright light in the aura is reduced to dim light, and dim light becomes  
  darkness. 
  Regeneration 
  The shade regains 10 hit points whenever it starts its turn and has at  
  least 1 hit point. When the shade takes radiant damage, her  
  regeneration does not function on her next turn. 
  O Shadow Aura • Aura 3 
  Enemies have vulnerable 5 necrotic in the aura. 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) •At-Will  
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d10 + 9 necrotic damage, and the nightcloak slides the target up  
  to 2 squares. 
  R Dark Glare (fear, implement, necrotic) • At-Will 
  Attack: Ranged 5 (one or two creatures); +23 vs. Fortitude 
  Hit: 3d10 + 12 necrotic damage, and the target is immobilized until  
  the end of the nightcloak’s next turn.  
  A Shadow Vortex (implement, necrotic, teleportation, zone) • Recharge 
  5-6 
  Attack: Area burst 2 within 10 (enemies in the burst); +23 vs.  
  Fortitude 
  Hit: 3d10 + 5 necrotic damage. 
  Effect: The burst creates a zone that lasts until the end of the  
  nightcloak’s next turn. The ground of the zone is difficult terrain for  
  creatures without darkvision. Any ally of the nightcloak that starts its  
  turn in the zone can take a move action to teleport up to 10 squares  
  to a square outside the zone. 
  C Shadowfall (fear, implement, necrotic) • Encounter 
  Attack: Close blast 3(creatures in the blast); +23 vs. Will 
  Hit: 4d10 + 3 necrotic damage, and the target is petrified (save ends). 
  Miss: Half damage, and the target is restrained until the end of the  
  nightcloak’s next turn. 
  MOVE ACTIONS 
  Shadow Stride (teleportation) • Recharge 5-6 
  Effect: The nightcloak can teleport 20 squares but must end its move  
  in dim light or darkness. 
  Skills Arcana +21, Bluff +22, Diplomacy +22, Stealth +23 
  Str 15 (+12) 
  Dex 16 (+13) 
  Wis 20 (+15) 
  Con 20 (+15) 
  Int 22 (+16) 
  Cha 25 (+17) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, mace, holy symbol of Shar, ring of protection 
  Note: Reflavored Clenderi from Monster Vault: Threats to the Nenthir 
  Vale by exchanging elf powers for shade powers from the FRCG and 
  changing cold attacks into necrotic attacks. 
  
   
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  12 Servile Ghost (level 18) 
  Level 18 Minion  
  Medium shadow humanoid (undead) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
   
  AC 33, Fortitude 31, Reflex 29, Will 28 
  Perception +10 
  Speed 4, fly 8 
  Darkvision 
  Immune disease, poison 
  TRAITS 
  O Faceless Dread (fear)• Aura 2 
  Any living enemy that starts its turn within the aura takes a -2 penalty  
  to saving throws until the end of its next turn. 
  STANDARD ACTIONS 
  m Spirit Touch • At-Will 
  Attack: Melee 1 (one creature); +22 vs. Reflex 
  Hit: 11 necrotic damage, or 13 necrotic damage if the target is  
  granting combat advantage to the servile ghost. 
  Str 20 (+14) 
  Dex 18 (+13) 
  Wis 13 (+10) 
  Con 12 (+10) 
  Int 13 (+10) 
  Cha 9 (+8) 
  Alignment evil 
  Languages Common 
   
  
   
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  Encounter 3B: Shadow Portals Statistics (AL 20)
  2 Meazel Bravo (level 20) 
  Level 20 Brute 
  Medium natural humanoid 
  XP 2,800 
  HP 226; Bloodied 113 
  Initiative +12 
  AC 32, Fortitude 31, Reflex 31, Will 31 
  Perception +12 
  Speed 6 
  Darkvision 
  Immune disease 
  TRAITS 
  O Wretched Curse of Shadow • Aura 1 
  Any enemy that starts its turn within the aura is affected by the curse  
  of Shadow until the end of its next turn. While a creature is affected  
  by the curse of Shadow, it takes a -2 penalty to all defenses and gains  
  vulnerable 10 to all damage. In addition, any ally of that creature that  
  starts its turn adjacent to the cursed creature becomes affected by the  
  curse of Shadow until the end of its next turn. Multiple curses do not  
  stack. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d10 + 15 damage.  
  M Bell Ringer (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature); +23 vs. Fortitude 
  Hit: 3d8 + 13 damage, and the target is dazed until the end of the  
  bravo’s next turn. 
  Skills Athletics +19, Stealth +17 
  Str 19 (+14) 
  Dex 15 (+12) 
  Wis 15 (+12) 
  Con 16 (+13) 
  Int 10 (+10) 
  Cha 12 (+11) 
  Alignment unaligned 
  Languages - 
  Note: Meazel Bravo with some reflavouring. 
   
  2 Fallen Angel (level 20) 
  Level 20 Skirmisher 
  Large immortal humanoid (angel) 
  XP 2,800 
  HP 188; Bloodied 94 
  Initiative +15 
  AC 34, Fortitude 32, Reflex 30, Will 33 
  Perception +13 
  Speed 8, fly 12 (hover, altitude limit 2) 
  Darkvision 
  Immune fear; Resist 15 radiant 
  TRAITS 
  Angelic Presence 
  While the angel is not bloodied, attack rolls against it take a -2 
  penalty. 
  STANDARD 
  m Falchion (weapon) • At-Will 
  Attack: Melee 2 (one creature); +25 vs. AC 
  Hit: 3d10 + 7 damage, and the target grants combat advantage until 
  the start of the angel’s next turn.  
  M Mobile Melee Attack • At-Will 
  Effect: The angel moves up to half its speed and uses falchion once at 
  any point during the movement. The angel doesn’t provoke opportunity 
  attacks when moving away from the target of the attack. 
  Bu Storm of Blades • Encounter 
  Attack: Close burst 3 (enemies in burst); +25 vs. AC 
  Hit: 6d8 + 9 damage.  
  Effect: The angel’s fly speed changes to 2 (hover) until the end of the 
  encounter. 
  Str 23 (+16) 
  Dex 19 (+14) 
  Wis 18 (+14) 
  Con 20 (+15) 
  Int 15 (+12) 
  Cha 25 (+19) 
  Alignment unaligned 
  Languages Supernal 
  Note: Angel of Battle with some light reflavouring.  
   
  1 Shade Nightcloak (level 22) 
  Level 22 Elite Controller 
  Medium shadow humanoid 
  XP 8,300 
  HP 408; Bloodied 204 
  Initiative +14 
  AC 36, Fortitude 33, Reflex 34, Will 35 
  Perception +21 
  Speed 6 
  Darkvision 
  Resist 15 necrotic; Vulnerable 5 radiant 
  Saving Throws +3; Action Points 1 
   
  TRAITS 
  O Benighted Presence • Aura 10 
  Bright light in the aura is reduced to dim light, and dim light becomes  
  darkness. 
  Regeneration 
  The shade regains 15 hit points whenever it starts its turn and has at  
  least 1 hit point. When the shade takes radiant damage, her  
  regeneration does not function on her next turn. 
  O Shadow Aura • Aura 3 
  Enemies have vulnerable 10 necrotic in the aura. 
  STANDARD ACTIONS 
  m Necrotic Mace (necrotic, weapon) •At-Will  
  Attack: Melee 1 (one creature); +27 vs. AC 
  Hit: 3d10 + 11 necrotic damage, and the nightcloak slides the target  
  up to 2 squares. 
  R Dark Glare (fear, implement, necrotic) • At-Will 
  Attack: Ranged 5 (one or two creatures); +25 vs. Fortitude 
  Hit: 3d10 + 14 necrotic damage, and the target is immobilized until  
  the end of the nightcloak’s next turn.  
  A Shadow Vortex (implement, necrotic, teleportation, zone) • Recharge 
  5-6 
  Attack: Area burst 2 within 10 (enemies in the burst); +25 vs.  
  Fortitude 
  Hit: 3d10 + 6 necrotic damage. 
  Effect: The burst creates a zone that lasts until the end of the  
  nightcloak’s next turn. The ground of the zone is difficult terrain for  
  creatures without darkvision. Any ally of the nightcloak that starts its  
  turn in the zone can take a move action to teleport up to 10 squares  
  to a square outside the zone. 
  C Shadowfall (fear, implement, necrotic) • Encounter 
  Attack: Close blast 3(creatures in the blast); +25 vs. Will 
  Hit: 4d10 + 4 necrotic damage, and the target is petrified (save ends). 
  Miss: Half damage, and the target is restrained until the end of the  
  nightcloak’s next turn. 
  MOVE ACTIONS 
  Shadow Stride (teleportation) • Recharge 5-6 
  Effect: The nightcloak can teleport 20 squares but must end its move  
  in dim light or darkness. 
  Skills Arcana +22, Bluff +23, Diplomacy +23, Stealth +24 
  Str 15 (+13) 
  Dex 16 (+14) 
  Wis 20 (+16) 
  Con 20 (+16) 
  Int 22 (+17) 
  Cha 25 (+18) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, mace, holy symbol of Shar, ring of protection 
  Note: Reflavored Clenderi from Monster Vault: Threats to the Nenthir 
  Vale by exchanging elf powers for shade powers from the FRCG and 
  changing cold attacks into necrotic attacks. 
  
   
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  12 Servile Ghost (level 20) 
  Level 20 Minion  
  Medium shadow humanoid (undead) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
   
  AC 35, Fortitude 33, Reflex 31, Will 30 
  Perception +11 
  Speed 4, fly 8 
  Darkvision 
  Immune disease, poison 
  TRAITS 
  O Faceless Dread (fear)• Aura 2 
  Any living enemy that starts its turn within the aura takes a -2 penalty  
  to saving throws until the end of its next turn. 
  STANDARD ACTIONS 
  m Spirit Touch • At-Will 
  Attack: Melee 1 (one creature); +24 vs. Reflex 
  Hit: 12 necrotic damage, or 14 necrotic damage if the target is  
  granting combat advantage to the servile ghost. 
  Str 20 (+15) 
  Dex 18 (+15) 
  Wis 13 (+11) 
  Con 12 (+11) 
  Int 13 (+11) 
  Cha 9 (+9) 
  Alignment evil 
  Languages Common 
   
  
   
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  Encounter 3B: Shadow Portals Map 
  Tile Sets Needed 
  Original poster map from Scepter Tower of Spellgard 
   
   
   
  1 bravo and battle angel start at portal 1. The other bravo and battle angel start at portal 6. The vampire / shade 
  nightcloak starts at portal 3. 
   
  Except the first four ghosts, they appear at a random corner at the start of the round. 
   
  6 
  1 
  5 
   
  PCs Start 
  Area 
   
  M 
  M 
  M 
  M 
  
   
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  Interlude: A Decision to be 
  Made 
  Setup 
  Lerne Revynaar, female wood elf of the High Forest  
  Drey Silverspur, male human Spellguard wizard 
   
  Run Time: 30 minutes. 
   
  The adventurers are in control of Spellgard. Drey 
  expects the Netherse will return in force to take the 
  fortress. They have only a brief window of time to 
  disrupt the power source the Netherese seek: control 
  over Saharel. Unfortunately, they disagree on the course 
  of action. 
   
  Lerne wishes to destroy Saharel, since it is the only 
  certain way to keep her out of Shade’s hands. Drey 
  knows this will cast Saharel into the Shadowfell and 
  destroy the live-empowering magic of the complex. He 
  prefers to use a ritual to transfer the Saharel’s power 
  into Coura (a special golem found in Silverymoon – 
  LURU2-3 and LURU2-4), who he has brought to 
  Spellgard for this purpose. Lerne does not trust the 
  magic to Coura, fearing it might overpower her own 
  magic, destroying her, or worse, put her under control of 
  Netheril. Besides, destruction is the only method to be 
  certain the Netherese never control it again. 
   
  The commanders decide to bring the issue to the 
  adventurers. Both agree to abide with what they decide. 
   
  Have the DM who represents Drey read the 
  following: 
   
  “Adventurers. We have taken control of the fortress, but 
  we have little time before Netheril strikes back. Even 
  now, Sakkors is on its way. We need to ensure Shade 
  cannot use the spell power in Spellgard. 
   
  We have, however, a choice to make. We can end 
  the power by destroying it. It would be a brutal but 
  definite solution. But I feel that would be shortsighted. I 
  think that there is much to gain by preserving 
  Spellgard’s power. Destroying it drains the magic from 
  the rocks, and turns the area around Spellgard barren. 
  It will also cast Sharel to her doom – condemning her an 
  eternity of agony in the Shadowfell. I do not expect she 
  will go quietly, either... 
   
  I have a solution. With the rituals the Evereskan 
  high mages have devised, we can preserve the magic, 
  isolate a significant and crucial portion, and store it 
  somewhere safe. This is what we believe Shade was 
  attempting. If we act quickly, we can complete this in 
  their place. 
   
  For this we need a proper vessel, something I believe 
  Shade lacked: a magical device capable of storing a vital 
  portion of Spellgard’s mythallar. I believe – the creation 
  known as Coura could suffice. Not only will we then 
  control the source of power, but we can also bind 
  Saharel to it and therefore remove the Shade’s influence 
  on her. 
   
  I 
  therefore 
  ask 
  your 
  approval 
  to 
  preserve 
  Spellgard’s magic, and store it in Coura. All that said, 
  my fellow commander, the lady Lerne Revynaar of 
  Evereska, has a different opinion. I would be remiss to 
  not let her state her case.” 
   
  Have the DM who represents Lerne read the following: 
  “My fellow commander speaks well, and he makes a 
  valid point. But we have an opportunity now – we can 
  forever end the Shades’ plans to drain Spellgard of its 
  powers and turn Saharel to their will. 
   
  I propose that we destroy the source of power in 
  Spellgard. Yes, there may be ways to conserve what is 
  still here, but what certainty does it give us? As long a 
  Spellgard’s power persists Shade will seek to control it. 
  They have many resources and are crafty – those who 
  remember the wars know of their duplicity. 
   
  Do we really wish a fluke of fate to turn our efforts 
  to naught? Do we trust that Coura, enchanted, will 
  never fall into their hands? And what if the rites go 
  wrong and Coura is destroyed, or worse, corrupted to do 
  the will of the empire? What disaster does that 
  bring?And even when successful, we need to transport 
  Coura and those pillars fully charges with arcane magic 
  we do not fully understand. That cannot be good. 
   
  Of course, Drey also forgets to mention that his 
  ritual requires life energy. Some of you need to channel 
  their own energy into the ritual. 
   
  So I say no to my lord Silverspur’s plan! Trouble it 
  may give us, and enemies we may make of Saharel 
  herself for dooming her, but this is a moment when we 
  can make a real difference, and end the threat forever. 
   
  So I ask you to do what is necessary, ruthless as it 
  may be. Sometimes you must sacrifice one to save many. 
  Vote for destroying the source.” 
   
  Allow the PCs to vote for the solution they opt for. Each 
  table gets one vote. In case of a draw, Drey wins. 
   
  It is important the players realize that saving 
  Saharel requires that each table must expend 2 healing 
  surges to empower the ritual. Other tables can offer to 
  pay more healing surges so that others can provide less 
  or none at all. 
  
   
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  Coura 
  Coura is a construct, a humanoid delicately crafted from 
  glass, stone and metal. Her head and hands are 
  fashioned of the finest white marble, her midriff is of 
  transparent crystal that reveals her inside to be a 
  intricate clockwork of gears and faintly glowing 
  glasswork. Her face is sculpted in the likeness of a 
  woman. She is dressed in a blue dress that only partly 
  covers her, but hides the gears in her arms and legs. 
  Coura does not speak, but instead communicates by 
  quickly tracing magical glowing letters in the air. 
   
  She does not involve herself in the debate unless 
  specifically asked to by the adventurers present. She is 
  willing to make an oath on her creator to do her utmost 
  best to keep the power out of the hands of the Netherese 
  and to take care that those opposing Netheril do not 
  abuse it either. She cannot promise she remains 
  unaffected by the power when transferred into her, but 
  is confident there is not going to be any permanent, let 
  alone dangerous, damage done to her. 
   
  Note that once the ritual is performed, her senses 
  are overloaded for the time being and she grows inert to 
  correct the problems. 
  Ending the Encounter 
  Once the votes are tallied and the choice made public, 
  continue with Encounter 4. If the PCs voted for the 
  power’s destruction, Lady Saharel opposes it. She 
  empowers the pillars in Encounter 4, making the fight 
  harder, and one group of adventurers has to face her. 
  Select one group of adventurers from AL 16, 18 or 20 
  for Special Mission 4. Remember this is only done when 
  the PCs voted for the destruction. 
  Special Mission 
  If the PCs voted for the powers destruction a special 
  mission team has to be selected before moving on to 
  Encounter 4. Lerne speaks: 
   
   "Our course is set. Here we stand and we will deny the 
  shades their insight into the future forever! Forever, but 
  at a cost. We cannot complete our rituals against the 
  active opossition of the lady. We must fight her, defeat 
  her if needed, keep her occupied. While she cannot be 
  surprised by our descission, she also cannot have had 
  much time to prepare, blinded as she was by the 
  netherese control. As such we once again need 
  volunteers. I understand that this may not be the most 
  tasteful objective, but we all share the responsibility of 
  our choice. Who will take a stand to enforce it?" 
    
    
  There are no special considerations for selecting the 
  special mission group. If anything few may be willing. 
  Tables of AL 16 to 20 can volunteer for this special 
  mission. 
  Questionairre 
  • 
  Does your table wants to save or destroy Lady 
  Saharel? 
  • 
  If you want to save Saharel, will you provide the 
  required 2 healing surges? 
  • 
  Are you willing to provide more? If so, how 
  many? 
   
   
  
   
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  Encounter 4: Dark Pillars 
  Encounter Level 
  2/4/6/8/10/12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  2 lesser pillar golems (level 2) (G) 
  Glory Tier: 1 trap haunt (level 2) (H) 
  Round 2: 6 wraith figments (level 2) (W) 
  Round 4: 6 wraith figments (level 2) (W) 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  2 lesser pillar golems (level 4) (G) 
  Glory Tier: 1 trap haunt (level 4) (H) 
  Round 2: 6 wraith figments (level 4) (W) 
  Round 4: 6 wraith figments (level 4) (W) 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  2 lesser pillar golems (level 6) (G) 
  Glory Tier: 1 trap haunt (level 6) (H) 
  Round 2: 6 wraith figments (W) 
  Round 4: 6 wraith figments (W) 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  2 lesser pillar golems (level 8) (G) 
  Glory Tier: 1 trap haunt (H) 
  Round 2: 6 wraith figments (level 8) (W) 
  Round 4: 6 wraith figments (level 8) (W) 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  2 lesser pillar golems (G) 
  Glory Tier: 1 trap haunt (level 10) (H) 
  Round 2: 6 wraith figments (level 10) (W) 
  Round 4: 6 wraith figments (level 10) (W) 
   
  This encounter includes the following creatures at 
  adventure level 12:  
  2 lesser pillar golems (level 12) (G) 
  Glory Tier: 1 trap haunt (level 12) (H) 
  Round 2: 8 wraith figments (level 12) (W) 
  Round 4: 8 wraith figments (level 12) (W) 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  2 lesser pillar golems (level 14) (G) 
  Glory Tier: 1 trap haunt (level 14) (H) 
  Round 2: 8 wraith figments (level 14) (W) 
  Round 4: 8 wraith figments (level 14) (W) 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  2 greater pillar golems (level 16) (G) 
  Glory Tier: 2 trap haunts (level 16) (H) 
  Round 2: 8 wraith figments (level 16) (W) 
  Round 4: 8 wraith figments (level 16) (W) 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  2 greater pillar golems (level 18) (G) 
  Glory Tier: 2 trap haunts (level 18) (H) 
  Round 2: 8 wraith figments (level 18) (W) 
  Round 4: 8 wraith figments (level 18) (W) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  2 greater pillar golems (G) 
  Glory Tier: 2 trap haunts (level 20) (H) 
  Round 2: 8 wraith figments (level 20) (W) 
  Round 4: 8 wraith figments (level 20) (W) 
   
  Angry Saharel: The monsters gain a +2 to attack rolls 
  and damage rolls at heroic level; the monsters gain +2 to 
  attack rolls and a +4 to damage rolls at paragon level. 
  Once Saharel is defeated this bonus disappears (see 
  Special Mission 4). 
   
  Running Time: 75 minutes; ~10 minutes to set up the 
  map and ~60 minutes for the fight. 
  Optional Extension: Aiding with the Ritual. 
  Failure Encounter 3: If the majority of the tables failed 
  to close the portals in Encounter 3, there is one ritual 
  caster less in this encounter and Encounter 4. One PC 
  must take the role of the ritual caster, spending at least 1 
  standard action per round on the ritual from a circle (no 
  check required). PCs can switch around. If no PC 
  performs such an action, it counts as hitting one specific 
  caster for that round (see Ending the Encounter). 
   
  Regardless of the choices made in the Interlude NPC 
  casters must perform a ritual on each of the pillars that 
  bind and control Saharel. Four spellcasters (or three if 
  the PCs failed at Encounter 3) are directed to each pillar 
  (high AL tables by now have returned from Shadowfell). 
  Since the pillars are protected both by Saharel’s magic 
  and wards created by the Netherese, the PCs are 
  assigned to such a band of casters as protectors. Their 
  task is to keep the casters alive. Only when a direct 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  threat has been dealt with can they help with the actual 
  ritual. 
   
  “A choice has been made. It is now up to us to make it 
  happen,” the general starts. “Ritual casters have been 
  assigned to each pillar to perform the necessary rituals. 
  We know that the pillars are well protected and that 
  meddling with their magic has a tendency to bring forth 
  dangerous creatures, likely from the pillars. Each of 
  your groups is assigned to a group of casters. Your first 
  priority is to protect them from harm. Only once any 
  such creatures have been dealt with, can you perchance 
  assist with the actual ritual. Doing so is entirely 
  OPTIONAL. They are able to perform the ritual on 
  their own, assuming you keep any critters from their 
  backs. Clear?” 
   
  With that settled, each group is directed to their 
  assigned pillar. 
   
  After a short walk you arrive at your assigned post, 
  three ox-drawn wagons and four/(three) grim looking 
  priests following in your wake. A 30 feet tall smooth 
  white stone pillar rises from the ground. A sense of 
  dread and darkness seems to radiate from the pillar, the 
  light of the sun having even more trouble of breaking 
  the darkness of the place. The ground around it is clear 
  except 
  for 
  some 
  debris 
  and 
  six 
  magic 
  circles 
  surrounding it. 
   
  The magic circles have been carved in the rocky floor. 
  They were the foci for the rituals performed by the 
  Netherese. Now they fulfill the same roll for the Luruar 
  casters.  
   
  Each of the casters has to step into one of the circles, 
  before they start performing their rituals. They pick the 
  circles as depicted on the map, but allow themselves to 
  be convinced otherwise by the PCs. Once done, give the 
  PCs a few minutes to position the three wagons and the 
  heaps of rubble to help with their struggle. The casters 
  fear there is little time, and they do not allow the casting 
  of any protective rituals if doing so costs more than 5 
  minutes. Place the PCs on the battlemap, and when 
  ready, start the ritual. 
   
  For the first few seconds after the ritual started it is 
  strangely silent except for the monotone casting, not a 
  breeze to disturb the dust. Then a grinding noise comes 
  from the pillar and two large sized humanoids made out 
  of white stone step forth from the pillar. Their green 
  glowing eyes turn towards you, and a strange whisper 
  emanates from the pillar, “Kill the meddlers.” 
  The creatures split into two groups, each group rushing 
  to one side of the map towards the NPC casters 
  performing the ritual. Roll initiative as normal, neither 
  side being surprised. If there is a trap haunt, it tries to 
  hide in the shadows as per the hiding rules (except that 
  it can hide as long as there is concealment), delaying 
  until it gets a clearer picture of the battle and who to 
  target. 
   
  At the start of the 2nd round, shadows collide at the 
  feet of the pillar* and the first batch of wraith figments 
  appear. Roll initiative and on their turn they rush 
  towards the casters. They can be targeted before their 
  turn comes up. The same happens at the start of the 4th 
  round with a second batch of figments. 
   
  * Note that if you want to increase the challenge, you can have 
  the figments start at the corners of the map instead of the feet 
  of the pillar.  
  Features of the Area 
   
  Illumination: The pillar covers the map into dim 
  lighting. Lighting of the PCs can easily overcome this 
  effect. 
   
  Casters (C): The four casters have an AC of [15 + 
  AL], and other defenses of [13 + AL]. A single hit 
  reduces its hit points by 25% regardless of its source. A 
  caster dies when hit once when at 0 hit points or less. At 
  AL 2 – 10 level they have 1 healing surge. At AL 12 – 20 
  they have 2 healing surge. If healed, use your judgment 
  how much (mostly 25% to 50% of the caster’s hit points). 
  A critical hit instantly kills a caster. 
   
  Note down the number of rounds a caster was hit 
  for each of the casters, and add these values together in 
  the questionnaire. Each round that a caster is hit 
  disrupts their casting, and if it happens enough it has an 
  impact on Encounter 5. Also note when a caster dies for 
  similar reasons. 
   
  Magic 
  Circles: 
  These 
  circles 
  offer 
  limited 
  protection against shadow creatures. Characters within 
  the circles gain a +2 power bonus to defenses against 
  attacks made by shadow creatures. These effects are 
  included in the defenses of the casters. 
   
  Necrotic Seepage (AL 12 – 20 only): The dark 
  patches on the map are necrotic seepage. The pillar 
  summons it forth at the start of the fight, meaning 
  characters could end up starting in such an area. It is 
  difficult terrain. It is also considered hindering terrain to 
  living creatures, since a living creature that enters or 
  starts its turn within necrotic seepage is targeted by the 
  following attack: AL +3 vs. Fortitude; Hit: The target 
  attracts soul rot of a level equal to the AL. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Soul Rot: Cured <> Initial Effect: The target takes 10 
  necrotic damage and loses one healing surge that the 
  target cannot regain until cured of the disease <> The 
  target is weakened until cured <> The target dies and 
  rises a wraith. Improve: hard DC Endurance/Heal; 
  Maintain: moderate DC Endurance/Heal; Worsen: less 
  than moderate DC Endurance/Heal. 
   
  Note that the disease is cured after the battle for free 
  by clergy on the road. 
   
  Rubble: The patches of rubble can be positions by 
  the characters at the start of the encounter. It is 
  considered difficult terrain and provides cover. The 
  heaps of rubble is 8 feet high, and cannot be flown over 
  by the wight figments. The magic circles need to 
  remain free of rubble. 
   
  Shadow Pillar: The pillar is blocking terrain, 
  providing full cover as normal. It is infused with an alien 
  intelligence, constantly belittling the characters through 
  whispers while directing its servants. Once per round at 
  the end of the round, it targets one light source within 
  20 to extinguish it. If in the control of a PC it needs to 
  succeed at an attack AL +3 vs. Will, otherwise it is 
  automatic. It hates the light. In addition, it casts dispel 
  magic 1/round at a single zone or conjuration within 20 
  with an attack roll of AL +3 vs. Will. 
   
  Wagons: The characters can position the wagons to 
  provide cover and block the passage of the golems, 
  although the PCs might not want to risk the ox. None of 
  the monsters purposely targets an ox, but if they happen 
  to target one with an area of effect they do so. An ox is 
  automatically hit, and it bloodied on the first hit and dies 
  on the second. 
  Tactics 
  The creatures are summoned/created by the pillar, and 
  are directed by its intellect. In general they act more 
  coordinated than their Intelligence suggests. The control 
  is not complete, so once in melee they quickly revert to 
  more typical behavior. 
   
  The golems wander forward until confronted by a 
  target, hoping to lure the PCs out of cover and away 
  from the casters. If possible the golems use their ranged 
  attacks to lure PCs close or to get people away from the 
  casters (at AL 2 to 14 through haunted gaze and at AL 16 
  to 20 by using promise of strength on a PC close to the 
  casters). They try to get close enough to one of the four 
  casters to get it with their area attacks, but not at the 
  expense of their own safety. They are here to deal with 
  the defenders, not the casters themselves, which is the 
  role of the figments and haunt(s). 
   
  The figments try to avoid PCs on their path, moving 
  towards the casters more or less in a straight line. If the 
  wraiths do get into melee, they attack before proceeding 
  with shadow glide. If that power has been used, they stay 
  within melee to defend themselves. At the start of the 4th 
  round the pillar summons another batch, hoping they 
  have more success. 
   
  The trap haunt(s) stays hidden at the start of the 
  fight, observing the fight and circling the defenders. It 
  tries to possess ranged attackers or defenders that stay 
  near the casters, hoping to use them against the casters 
  once possessed. 
   
  The pillar tries to dispel one light source at the end 
  of the round, and one zone or conjuration, picking one 
  that is most harmfull to its assault on the ritual casters. 
   
  All creatures fight to the death, having no existence 
  outside that provided by the magic of the pillar. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove 2 minions, and reduce the hit 
  points of the golems by the following amount 6 / 15 / 15 
  / 18 / 21 / 24 / 27 /64 / 71 / 77. At Glory Tier the ghostly 
  possession of the trap haunt becomes an Encounter 
  power. 
   
  Six PCs: Add 2 minions, and increase the hit points 
  of the golems by the following amount 6 / 15 / 15 / 18 / 
  21 / 24 / 27 /64 / 71 / 77. At Glory Tier the ghostly 
  possession of the trap haunt recharges at 5-6. 
  Ending the Encounter 
  Once all creatures are defeated, the pillar does not have 
  enough energy to summon more. From there it is a 
  relatively easy task for the casters to finish the ritual. If 
  the battle has not been called yet by the BI’s organizers, 
  the PCs can offer their aid with the ritual. See below for 
  details. Otherwise fill in the questionnaire, and let the 
  spokesperson at the table report the results HQ. Proceed 
  with Encounter 5 as directed by BI’s organizers. 
   
  Note that for each round a caster was hit during the 
  encounter, one more action is required to load the 
  wagon in Encounter 5. In addition, if by the end of the 
  Encounter there are still non-minion opponents left at 
  the table. Each bloodied opponent left generates two 
  more actions to load the wagons, each non-bloodied one 
  generates four more actions. It is up to the BI organizers 
  to decide whether failures stay at the same table, or 
  allow them to be transferred to another as with the 
  Reinfocement rules, OR whether results are averaged. 
  Optional Extension: Aiding the Ritual 
  Goal: Aid the NPC casters in performing the ritual, 
  remove the distraction of the intellect within the pillar 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 90 
  and speedily disassemble the pillar without causing an 
  accident. 
  Complexity: 1 (4 successes before 3 failures) 
  Primary Skills: Arcana, Athletics, Bluff, Diplomacy, 
  Dungeoneering, Intimidate and Religion. 
  Victory: Success makes it easier to disassemble the 
  pillars. If enough tables succeed it has an impact on 
  Encounter 5. 
  Defeat: The PCs help has no impact on the proceedings, 
  neither hindering nor helping. Encounter 5 is run as 
  normal. 
    
  Aiding with the ritual consists of three distinct scenes. 
  First, two PCs need to enter the remaining two magic 
  circles and join the ritual. As soon as they start, the pillar 
  starts talking with the characters, hoping to dissuade 
  them from their task. Once silenced, they need to 
  disassemble the pillar and load the pieces on the 
  wagons. 
   
  The scene is mostly intended as a bit of role-playing 
  to fill the time. The pillar is a dark alien entity 
  empowered by the spirit of Saharel and the magic of the 
  Netherese. 
  It 
  gained 
  sentience 
  very 
  recently, 
  remembering nothing from what happened before. All it 
  knows is that the PCs are killing it, and it does not want 
  to die. It tries to cajole the PCs into stopping through 
  compliments, threats or by raising questions about the 
  morality of killing it (or even questions about things such 
  as the meaning of life). It focuses on whatever seems to 
  work best. It hates light of any kind. 
   
  Arcana or Religion DC hard (1 success; 2 maximum) 
  A character standing in the circle must make an Arcana 
  or Religion check to see how much their help speeds up 
  the process. A character busy with the ritual can interact 
  with the entity of the pillar. 
   
  If two PCs help with the ritual, only one has to 
  succeed. 
   
  Bluff, Diplomacy or Intimidate DC hard (1 success; 
  2 maximum) 
  The constant whispering of the entity greatly distracts 
  anybody performing the ritual, slowing down the 
  process considerably. Getting it to shut up or keep their 
  attention focused on those not involved on the ritual 
  hastens the ritual, giving more time to clean things up 
  before the Netherese appear in Encounter 5. 
   
  Dungeoneering or Athletics DC moderate (1 success; 
  2 maximum) 
  At some point the pillar must be disassembled and 
  loaded in the wagons to prevent the Netherese from 
  somehow regaining control of Saharel. Drawing up a 
  good plan (Dungeoneering) and doing the actual work 
  can be a great boon. Failing this check leads to the loss 
  of 1 healing surge in an accident. 
  Questionnaire 
  • 
  How many total rounds where the NPCs casters 
  disrupted (total rounds of all casters)? 
  • 
  How many casters died?  
  • 
  What non-minion creatures, if any, survived?  
  • 
  Where the surviving creatures bloodied or not? 
  • 
  Did the PCs successfully aided with the ritual? 
  • 
  Did any PC use liquid darkness?  
  • 
  Did any PCs die? 
  • 
  Did your table play at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 91 
  Encounter 4: Dark Pillars Statistics (Adventure Level 2)
   
  2 Lesser Pillar Golem (level 2) 
  Level 2 Elite Soldier 
  Large shadow animate (construct) 
  XP 250 
  HP 55; Bloodied 27 
  Initiative +4 
  AC 17, Fortitude 16, Reflex 12, Will 14 
  Perception +4 
  Speed 7 
  Darkvision 
  Resist 5 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +7 vs. AC 
  Hit: 1d8 + 5 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +5 vs. Reflex 
  Hit: 1d8 + 5 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +5 vs. Will 
  Hit: 1d8 + 5 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +5 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+6) 
  Dex 12 (+2) 
  Wis 16 (+4) 
  Con 17 (+4) 
  Int 3 (-3) 
  Cha 3 (-3) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 2) 
  Level 2 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 31 
  HP 1; a missed attack never damages a minion. 
  Initiative +6 
  AC 14, Fortitude 12, Reflex 16, Will 13 
  Perception +1 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +5 vs. Reflex 
  Hit: 5 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +9 
  Str 3 (-3) 
  Dex 17 (+4) 
  Wis 10 (+1) 
  Con 13 (+2) 
  Int 4 (-2) 
  Cha 15 (+3) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 2) 
  Level 2 Lurker 
  Medium shadow humanoid (undead) 
  XP 125 
  HP 31; Bloodied 16 
  Initiative +9 
  AC 14, Fortitude 10, Reflex 12, Will 11 
  Perception +6 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +6 vs. Fortitude 
  Hit: 1d8 + 5 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +6 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +10 
  Str 10 (+1) 
  Dex 18 (+5) 
  Wis 11 (+1) 
  Con 14 (+3) 
  Int 11 (+1) 
  Cha 16 (+4) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +5 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +5 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 17, Fortitude 15, Reflex 15, Will 15 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 92 
  Encounter 4: Dark Pillars Statistics (Adventure Level 4)
   
  2 Lesser Pillar Golem (level 4) 
  Level 4 Elite Soldier 
  Large shadow animate (construct) 
  XP 350 
  HP 76; Bloodied 38 
  Initiative +5 
  AC 19, Fortitude 18, Reflex 14, Will 16 
  Perception +5 
  Speed 7 
  Darkvision 
  Resist 5 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +9 vs. AC 
  Hit: 2d6 + 4 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +7 vs. Reflex 
  Hit: 1d8 + 6 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +7 vs. Will 
  Hit: 1d8 + 6 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +7 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+7) 
  Dex 12 (+3) 
  Wis 16 (+5) 
  Con 17 (+5) 
  Int 3 (-2) 
  Cha 3 (-2) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 4) 
  Level 4 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 44 
  HP 1; a missed attack never damages a minion. 
  Initiative +7 
  AC 16, Fortitude 14, Reflex 18, Will 15 
  Perception +2 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. Reflex 
  Hit: 6 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +10 
  Str 3 (-2) 
  Dex 17 (+5) 
  Wis 10 (+2) 
  Con 13 (+3) 
  Int 4 (-1) 
  Cha 15 (+4) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 4) 
  Level 4 Lurker 
  Medium shadow humanoid (undead) 
  XP 175 
  HP 44; Bloodied 22 
  Initiative +10 
  AC 16, Fortitude 12, Reflex 14, Will 13 
  Perception +7 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +8 vs. Fortitude 
  Hit: 2d6 + 5 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +8 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +11 
  Str 10 (+2) 
  Dex 18 (+6) 
  Wis 11 (+2) 
  Con 14 (+4) 
  Int 11 (+2) 
  Cha 16 (+5) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +7 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +7 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 19, Fortitude 17, Reflex 17, Will 17 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 93 
  Encounter 4: Dark Pillars Statistics (Adventure Level 6)
   
  2 Lesser Pillar Golem (level 6) 
  Level 6 Elite Soldier 
  Large shadow animate (construct) 
  XP 500 
  HP 73; Bloodied 36 
  Initiative +6 
  AC 21, Fortitude 20, Reflex 16, Will 18 
  Perception +6 
  Speed 7 
  Darkvision 
  Resist 10 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +11 vs. AC 
  Hit: 2d6 + 6 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +9 vs. Reflex 
  Hit: 2d6 + 3 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +9 vs. Will 
  Hit: 2d6 + 3 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +9 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+8) 
  Dex 12 (+4) 
  Wis 16 (+6) 
  Con 17 (+6) 
  Int 3 (-1) 
  Cha 3 (-1) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment 
  Level 6 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 63 
  HP 1; a missed attack never damages a minion. 
  Initiative +8 
  AC 18, Fortitude 16, Reflex 20, Will 17 
  Perception +3 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. Reflex 
  Hit: 7 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +11 
  Str 3 (-1) 
  Dex 17 (+6) 
  Wis 10 (+3) 
  Con 13 (+4) 
  Int 4 (+0) 
  Cha 15 (+5) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 6) 
  Level 6 Lurker 
  Medium shadow humanoid (undead) 
  XP 250 
  HP 56; Bloodied 28 
  Initiative +11 
  AC 18, Fortitude 14, Reflex 16, Will 15 
  Perception +8 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +10 vs. Fortitude 
  Hit: 2d6 + 7 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +10 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +12 
  Str 10 (+3) 
  Dex 18 (+7) 
  Wis 11 (+3) 
  Con 14 (+5) 
  Int 11 (+3) 
  Cha 16 (+6) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +9 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +9 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 21, Fortitude 19, Reflex 19, Will 19 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 94 
  Encounter 4: Dark Pillars Statistics (Adventure Level 8)
   
  2 Lesser Pillar Golem (level 8) 
  Level 8 Elite Soldier 
  Large shadow animate (construct) 
  XP 700 
  HP 89; Bloodied 44 
  Initiative +7 
  AC 23, Fortitude 22, Reflex 18, Will 20 
  Perception +7 
  Speed 7 
  Darkvision 
  Resist 10 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +13 vs. AC 
  Hit: 2d6 + 8 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +11 vs. Reflex 
  Hit: 2d6 + 5 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +11 vs. Will 
  Hit: 2d6 + 5 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +11 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+9) 
  Dex 12 (+5) 
  Wis 16 (+7) 
  Con 17 (+7) 
  Int 3 (+0) 
  Cha 3 (+0) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 8) 
  Level 8 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 88 
  HP 1; a missed attack never damages a minion. 
  Initiative +9 
  AC 20, Fortitude 18, Reflex 22, Will 19 
  Perception +4 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. Reflex 
  Hit: 8 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +12 
  Str 3 (+0) 
  Dex 17 (+7) 
  Wis 10 (+4) 
  Con 13 (+5) 
  Int 4 (+1) 
  Cha 15 (+6) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt 
  Level 8 Lurker 
  Medium shadow humanoid (undead) 
  XP 350 
  HP 68; Bloodied 34 
  Initiative +12 
  AC 20, Fortitude 16, Reflex 18, Will 17 
  Perception +9 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +12 vs. Fortitude 
  Hit: 2d8 + 7 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +12 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +13 
  Str 10 (+4) 
  Dex 18 (+8) 
  Wis 11 (+4) 
  Con 14 (+6) 
  Int 11 (+4) 
  Cha 16 (+7) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +11 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +11 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 23, Fortitude 21, Reflex 21, Will 21 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 95 
  Encounter 4: Dark Pillars Statistics (Adventure Level 10)
   
  2 Lesser Pillar Golem 
  Level 10 Elite Soldier 
  Large shadow animate (construct) 
  XP 1,000 
  HP 105; Bloodied 52 
  Initiative +8 
  AC 25, Fortitude 24, Reflex 20, Will 22 
  Perception +8 
  Speed 7 
  Darkvision 
  Resist 10 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +15 vs. AC 
  Hit: 2d6 + 10 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +13 vs. Reflex 
  Hit: 2d8 + 5 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +13 vs. Will 
  Hit: 2d8 + 5 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +13 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+10) 
  Dex 12 (+6) 
  Wis 16 (+8) 
  Con 17 (+8) 
  Int 3 (+1) 
  Cha 3 (+1) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 10) 
  Level 10 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 125 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
  AC 22, Fortitude 20, Reflex 24, Will 21 
  Perception +5 
  Speed fly 6 (hover, altitude limit 1) 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. Reflex 
  Hit: 9 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +13 
  Str 3 (+1) 
  Dex 17 (+8) 
  Wis 10 (+5) 
  Con 13 (+6) 
  Int 4 (+2) 
  Cha 15 (+7) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 10) 
  Level 10 Lurker 
  Medium shadow humanoid (undead) 
  XP 500 
  HP 80; Bloodied 40 
  Initiative +13 
  AC 22, Fortitude 18, Reflex 20, Will 19 
  Perception +10 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +14 vs. Fortitude 
  Hit: 2d8 + 9 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +14 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +14 
  Str 10 (+5) 
  Dex 18 (+9) 
  Wis 11 (+5) 
  Con 14 (+7) 
  Int 11 (+5) 
  Cha 16 (+8) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +13 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +13 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 25, Fortitude 23, Reflex 23, Will 23 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 96 
  Encounter 4: Dark Pillars Statistics (Adventure Level 12)
   
  2 Lesser Pillar Golem (level 12) 
  Level 12 Elite Soldier 
  Large shadow animate (construct) 
  XP 1,400 
  HP 121; Bloodied 60 
  Initiative +9 
  AC 27, Fortitude 26, Reflex 22, Will 24 
  Perception +9 
  Speed 7 
  Darkvision 
  Resist 10 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +17 vs. AC 
  Hit: 2d6 + 12 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +15 vs. Reflex 
  Hit: 2d8 + 6 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +15 vs. Will 
  Hit: 2d8 + 6 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +15 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+11) 
  Dex 12 (+7) 
  Wis 16 (+9) 
  Con 17 (+9) 
  Int 3 (+2) 
  Cha 3 (+2) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 12) 
  Level 12 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +11 
  AC 24, Fortitude 22, Reflex 26, Will 23 
  Perception +6 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. Reflex 
  Hit: 10 necrotic damage, and the target is slowed until the end of the  
  wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +14 
  Str 3 (+2) 
  Dex 17 (+9) 
  Wis 10 (+6) 
  Con 13 (+7) 
  Int 4 (+3) 
  Cha 15 (+8) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 12) 
  Level 12 Lurker 
  Medium shadow humanoid (undead) 
  XP 700 
  HP 92; Bloodied 46 
  Initiative +14 
  AC 24, Fortitude 20, Reflex 22, Will 21 
  Perception +11 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +16 vs. Fortitude 
  Hit: 3d6 + 10 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +16 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Miss: The power is not expended. 
  Skills Stealth +15 
  Str 10 (+6) 
  Dex 18 (+10) 
  Wis 11 (+6) 
  Con 14 (+8) 
  Int 11 (+6) 
  Cha 16 (+9) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +15 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +15 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 27, Fortitude 25, Reflex 25, Will 25 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 97 
  Encounter 4: Dark Pillars Statistics (Adventure Level 14)
   
  2 Lesser Pillar Golem (level 14) 
  Level 14 Elite Soldier 
  Large shadow animate (construct) 
  XP 2,000 
  HP 137; Bloodied 68 
  Initiative +10 
  AC 29, Fortitude 28, Reflex 24, Will 26 
  Perception +10 
  Speed 7 
  Darkvision 
  Resist 10 to all damage 
  Saving Throws +2; +4 against fear effects; Action Points 1 
  TRAITS 
  O Loose Rubble • Aura 2 
  Squares in the aura are difficult terrain for enemies. 
  O Terrifying Presence (fear) • Aura 3 
  Each enemy within the aura takes a –2 penalty to saving throws and  
  all defenses. 
  Plodding 
  The golem cannot shift. 
  STANDARD ACTIONS 
  m Slam • At-Will 
  Attack: Melee 2 (one creature); +19 vs. AC 
  Hit: 2d8 + 14 damage, and the target is slowed until the end of the  
  golem's next turn.  
  C Clutching Ground • Recharge 5-6 
  Attack: Close burst 2 (enemies in the burst); +17 vs. Reflex 
  Hit: 2d8 + 7 damage, and the target is slowed (save ends). If the target 
  is already slowed, it is instead immobilized (save ends).  
  C Howling Terror (fear, psychic) • Recharge 5-6 
  Attack: Close burst 3 (enemies in the burst); +17 vs. Will 
  Hit: 2d8 + 7 psychic damage, and the pillar golem slides the target 
  4 squares. 
  Miss: Half damage, and the pillar golem slides the target 1 square. 
  MINOR ACTIONS 
  C Haunted Gaze (fear, gaze) • At-Will (1/round) 
  Attack: Close blast 10 (one creature in the blast); +17 vs. Will 
  Hit: The pillar golem pulls the target up to 3 squares. 
  Str 21 (+12) 
  Dex 12 (+8) 
  Wis 16 (+10) 
  Con 17 (+10) 
  Int 3 (+3) 
  Cha 3 (+3) 
  Alignment unaligned 
  Languages - 
  Note: Street golem with a modified terrifying haunt template from 
  DMG 2. 
   
  6 x2 Wraith Figment (level 14) 
  Level 14 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
  AC 26, Fortitude 24, Reflex 28, Will 25 
  Perception +7 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. Reflex 
  Hit: 11 necrotic damage, and the target is immobilized until the end  
  of the wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +15 
  Str 3 (+3) 
  Dex 17 (+10) 
  Wis 10 (+7) 
  Con 13 (+8) 
  Int 4 (+4) 
  Cha 15 (+9) 
  Alignment chaotic evil 
  Languages – 
   
   
  0 or 1 Trap Haunt (level 14) 
  Level 14 Lurker 
  Medium shadow humanoid (undead) 
  XP 1,000 
  HP 104; Bloodied 52 
  Initiative +15 
  AC 26, Fortitude 22, Reflex 24, Will 23 
  Perception +12 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +18 vs. Fortitude 
  Hit: 3d6 + 12 necrotic damage.  
  M Ghostly Possession • Recharge 6 
  Attack: Melee 1 (one living creature); +18 vs. Will 
  Hit: The trap haunt enters the target’s space and is removed from  
  play, and the target is dominated (save ends). The trap haunt can use  
  this power against only one creature at a time. When the target is no  
  longer dominated, or when the trap haunt chooses to end its ghostly 
  possession (a free action), the trap haunt reappears in a square of its  
  choice adjacent to the target.  
  Aftereffect: The target is dazed (save ends). 
  Miss: The power is not expended. 
  Skills Stealth +16 
  Str 10 (+7) 
  Dex 18 (+11) 
  Wis 11 (+7) 
  Con 14 (+9) 
  Int 11 (+7) 
  Cha 16 (+10) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +17 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +17 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 29, Fortitude 27, Reflex 27, Will 27 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 98 
  Encounter 4: Dark Pillars Statistics (Adventure Level 16)
   
  2 Greater Pillar Golem (level 16) 
  Level 16 Elite Soldier 
  Large shadow animate (construct) 
  XP 2,800 
  HP 322; Bloodied 161 
  Initiative +12 
  AC 32, Fortitude 32, Reflex 26, Will 24 
  Perception +8 
  Speed 6 (cannot shift), fly 5 (clumsy) 
  Darkvision 
  Immune disease, poison 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Noxious Fumes (poison) • Aura 2 
  While the golem is bloodied, and creature that enters the aura or  
  starts its turn there takes 5 poison damage. 
  Energizing Flames 
  The first time the golem takes fire damage each turn, it can shift up to 
  2 squares as a free action, even if it could normally shift. 
  Interfering Bolts 
  When the golem takes lightning damage, it is slowed until the end of 
  Its next turn. 
  STANDARD ACTIONS 
  m Iron Blade • At-Will 
  Attack: Melee 2 (one creature); +21 vs. AC 
  Hit: 3d10 + 8 damage.  
  Effect: The golem marks the target (save ends). 
  M Cleave • At-Will 
  Effect: The golem uses iron blade twice, each time against a different  
  target. 
  C Breath Weapon (poison) • Recharge 5-6 
  Attack: Close blast 3 (creatures in the blast); +19 vs. Fortitude 
  Hit: 4d8 + 7 poison damage, and ongoing 15 poison damage (save 
  ends). 
  MINOR ACTIONS 
  R Promise of Strength • Recharge 5-6 
  Attack: Ranged 10 (one creature); +19 vs. Will 
  Hit: The next time the target attacks before the end of this creature’s  
  turn, it gains a +2 bonus to the attack roll but its allies within 5  
  squares of it take damage equal to 8 + one-half this creature’s level.  
  TRIGGERED ACTIONS 
  M Dazing Fist • At-Will 
  Trigger: A creature that is within 2 squares of the golem and marked  
  by it moves. 
  Attack (Immediate Interrupt): Melee 2 (triggering creature); +19 vs.  
  Fortitude 
  Hit: The target is dazed. 
  C Toxic Death (poison) • At-Will 
  Trigger: The golem is first bloodied or drops to 0 hit points.  
  Attack (No Action): Close burst 3 (each creature in the burst); +19 vs.  
  Fortitude 
  Hit: 2d8 + 9 poisons damage, and ongoing 10 poison damage (save  
  ends). 
  Str 27 (+16) 
  Dex 15 (+10) 
  Wis 11 (+8) 
  Con 25 (+15) 
  Int 3 (+4) 
  Cha 3 (+4) 
  Alignment unaligned 
  Languages - 
  Note: Iron golem with Pazuzu’s dread flock theme from Demonomicon. 
   
  6 x2 Wraith Figment (level 16) 
  Level 16 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
  AC 28, Fortitude 26, Reflex 30, Will 27 
  Perception +8 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. Reflex 
  Hit: 12 necrotic damage. and the target is immobilized until the end  
  of the wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +16 
  Str 3 (+4) 
  Dex 17 (+11) 
  Wis 10 (+8) 
  Con 13 (+9) 
  Int 4 (+5) 
  Cha 15 (+10) 
  Alignment chaotic evil 
  Languages – 
   
  0 or 2 Trap Haunt (level 16) 
  Level 16 Lurker 
  Medium shadow humanoid (undead) 
  XP 1,400 
  HP 116; Bloodied 58 
  Initiative +16 
  AC 28, Fortitude 24, Reflex 26, Will 25 
  Perception +13 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +20 vs. Fortitude 
  Hit: 3d8 + 11 necrotic damage.  
  M Ghostly Possession (psychic) • Recharge 6 
  Attack: Melee 1 (one living creature); +20 vs. Will 
  Hit: 3d8 + 11 psychic damage, and the trap haunt enters the target’s  
  space and is removed from play, and the target is dominated (save  
  ends). The trap haunt can use this power against only one creature  
  at a time. When the target is no longer dominated, or when the trap  
  haunt chooses to end its ghostly possession (a free action), the trap  
  haunt reappears in a square of its choice adjacent to the target.  
  Aftereffect: The target is dazed (save ends). 
  Miss: The power is not expended. 
  MINOR ACTIONS 
  M Theft of Knowledge • Encounter 
  Attack: Melee 1 (one creature); +20 vs. Will 
  Hit: The trap haunt recharges ghostly possession. The next time the  
  trap haunt uses that power before the end of the encounter, it gains  
  a +4 bonus to the attack roll. 
  Skills Stealth +17 
  Str 10 (+8) 
  Dex 18 (+12) 
  Wis 11 (+8) 
  Con 14 (+10) 
  Int 11 (+8) 
  Cha 16 (+11) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. Theft of knowledge is from the 
  Oublivae’s ruinlords theme from Demonomicon. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 99 
   
  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +19 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +19 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 31, Fortitude 29, Reflex 29, Will 29 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
   
  
   
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  Encounter 4: Dark Pillars Statistics (Adventure Level 18)
   
  2 Greater Pillar Golem (level 18) 
  Level 18 Elite Soldier 
  Large shadow animate (construct) 
  XP 4,000 
  HP 354; Bloodied 177 
  Initiative +13 
  AC 34, Fortitude 34, Reflex 28, Will 26 
  Perception +9 
  Speed 6 (cannot shift), fly 5 (clumsy) 
  Darkvision 
  Immune disease, poison 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Noxious Fumes (poison) • Aura 2 
  While the golem is bloodied, and creature that enters the aura or  
  starts its turn there takes 5 poison damage. 
  Energizing Flames 
  The first time the golem takes fire damage each turn, it can shift up to 
  2 squares as a free action, even if it could normally shift. 
  Interfering Bolts 
  When the golem takes lightning damage, it is slowed until the end of 
  Its next turn. 
  STANDARD ACTIONS 
  m Iron Blade • At-Will 
  Attack: Melee 2 (one creature); +23 vs. AC 
  Hit: 3d10 + 10 damage.  
  Effect: The golem marks the target (save ends). 
  M Cleave • At-Will 
  Effect: The golem uses iron blade twice, each time against a different  
  target. 
  C Breath Weapon (poison) • Recharge 5-6 
  Attack: Close blast 3 (creatures in the blast); +21 vs. Fortitude 
  Hit: 4d8 + 8 poison damage, and ongoing 15 poison damage (save 
  ends). 
  MINOR ACTIONS 
  R Promise of Strength • Recharge 5-6 
  Attack: Ranged 10 (one creature); +21 vs. Will 
  Hit: The next time the target attacks before the end of this creature’s  
  turn, it gains a +2 bonus to the attack roll but its allies within 5  
  squares of it take damage equal to 8 + one-half this creature’s level.  
  TRIGGERED ACTIONS 
  M Dazing Fist • At-Will 
  Trigger: A creature that is within 2 squares of the golem and marked  
  by it moves. 
  Attack (Immediate Interrupt): Melee 2 (triggering creature); +21 vs.  
  Fortitude 
  Hit: The target is dazed. 
  C Toxic Death (poison) • At-Will 
  Trigger: The golem is first bloodied or drops to 0 hit points.  
  Attack (No Action): Close burst 3 (each creature in the burst); +21 vs.  
  Fortitude 
  Hit: 2d8 + 10 poisons damage, and ongoing 10 poison damage (save  
  ends). 
  Str 27 (+17) 
  Dex 15 (+11) 
  Wis 11 (+9) 
  Con 25 (+16) 
  Int 3 (+5) 
  Cha 3 (+5) 
  Alignment unaligned 
  Languages - 
  Note: Iron golem with Pazuzu’s dread flock theme from Demonomicon. 
   
  6 x2 Wraith Figment (level 18) 
  Level 18 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
  AC 30, Fortitude 28, Reflex 32, Will 29 
  Perception +9 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. Reflex 
  Hit: 13 necrotic damage. and the target is restrained until the end  
  of the wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +17 
  Str 3 (+5) 
  Dex 17 (+12) 
  Wis 10 (+9) 
  Con 13 (+10) 
  Int 4 (+6) 
  Cha 15 (+11) 
  Alignment chaotic evil 
  Languages – 
   
  0 or 2 Trap Haunt (level 18) 
  Level 18 Lurker 
  Medium shadow humanoid (undead) 
  XP 2,000 
  HP 128; Bloodied 64 
  Initiative +17 
  AC 30, Fortitude 26, Reflex 28, Will 27 
  Perception +14 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +22 vs. Fortitude 
  Hit: 3d8 + 13 necrotic damage.  
  M Ghostly Possession (psychic) • Recharge 6 
  Attack: Melee 1 (one living creature); +22 vs. Will 
  Hit: 3d8 + 13 psychic damage, and the trap haunt enters the target’s  
  space and is removed from play, and the target is dominated (save  
  ends). The trap haunt can use this power against only one creature  
  at a time. When the target is no longer dominated, or when the trap  
  haunt chooses to end its ghostly possession (a free action), the trap  
  haunt reappears in a square of its choice adjacent to the target.  
  Aftereffect: The target is dazed (save ends). 
  Miss: The power is not expended. 
  MINOR ACTIONS 
  M Theft of Knowledge • Encounter 
  Attack: Melee 1 (one creature); +22 vs. Will 
  Hit: The trap haunt recharges ghostly possession. The next time the  
  trap haunt uses that power before the end of the encounter, it gains  
  a +4 bonus to the attack roll. 
  Skills Stealth +18 
  Str 10 (+9) 
  Dex 18 (+13) 
  Wis 11 (+9) 
  Con 14 (+11) 
  Int 11 (+9) 
  Cha 16 (+12) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. Theft of knowledge is from the 
  Oublivae’s ruinlords theme from Demonomicon. 
  
   
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  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +21 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +21 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 33, Fortitude 31, Reflex 31, Will 31 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
  
   
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  Encounter 4: Dark Pillars Statistics (Adventure Level 20)
   
  2 Greater Pillar Golem 
  Level 20 Elite Soldier 
  Large shadow animate (construct) 
  XP 5,600 
  HP 386; Bloodied 1193 
  Initiative +14 
  AC 36, Fortitude 36, Reflex 30, Will 28 
  Perception +10 
  Speed 6 (cannot shift), fly 5 (clumsy) 
  Darkvision 
  Immune disease, poison 
  Saving Throws +2; Action Points 1 
  TRAITS 
  O Noxious Fumes (poison) • Aura 2 
  While the golem is bloodied, and creature that enters the aura or  
  starts its turn there takes 5 poison damage. 
  Energizing Flames 
  The first time the golem takes fire damage each turn, it can shift up to 
  2 squares as a free action, even if it could normally shift. 
  Interfering Bolts 
  When the golem takes lightning damage, it is slowed until the end of 
  Its next turn. 
  STANDARD ACTIONS 
  m Iron Blade • At-Will 
  Attack: Melee 2 (one creature); +25 vs. AC 
  Hit: 3d10 + 12 damage.  
  Effect: The golem marks the target (save ends). 
  M Cleave • At-Will 
  Effect: The golem uses iron blade twice, each time against a different  
  target. 
  C Breath Weapon (poison) • Recharge 5-6 
  Attack: Close blast 3 (creatures in the blast); +23 vs. Fortitude 
  Hit: 4d8 + 9 poison damage, and ongoing 15 poison damage (save 
  ends). 
  MINOR ACTIONS 
  R Promise of Strength • Recharge 5-6 
  Attack: Ranged 10 (one creature); +23 vs. Will 
  Hit: The next time the target attacks before the end of this creature’s  
  turn, it gains a +2 bonus to the attack roll but its allies within 5  
  squares of it take damage equal to 8 + one-half this creature’s level.  
  TRIGGERED ACTIONS 
  M Dazing Fist • At-Will 
  Trigger: A creature that is within 2 squares of the golem and marked  
  by it moves. 
  Attack (Immediate Interrupt): Melee 2 (triggering creature); +23 vs.  
  Fortitude 
  Hit: The target is dazed. 
  C Toxic Death (poison) • At-Will 
  Trigger: The golem is first bloodied or drops to 0 hit points.  
  Attack (No Action): Close burst 3 (each creature in the burst); +23 vs.  
  Fortitude 
  Hit: 2d8 + 11 poisons damage, and ongoing 10 poison damage (save  
  ends). 
  Str 27 (+18) 
  Dex 15 (+12) 
  Wis 11 (+10) 
  Con 25 (+17) 
  Int 3 (+6) 
  Cha 3 (+6) 
  Alignment unaligned 
  Languages - 
  Note: Iron golem with Pazuzu’s dread flock theme from Demonomicon. 
   
  6 x2 Wraith Figment (level 20) 
  Level 20 Minion Skirmisher 
  Medium shadow humanoid (undead) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +15 
  AC 32, Fortitude 30, Reflex 34, Will 31 
  Perception +10 
  Speed fly 6 (hover, altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison; Resist 10 necrotic 
  STANDARD 
  m Shadow Caress (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. Reflex 
  Hit: 14 necrotic damage. and the target is restrained until the end  
  of the wraith’s next turn.  
  MOVE ACTIONS 
  Shadow Glide • Encounter 
  Effect: The wraith figment shifts up to 6 squares.  
  Skills Stealth +18 
  Str 3 (+6) 
  Dex 17 (+13) 
  Wis 10 (+10) 
  Con 13 (+11) 
  Int 4 (+7) 
  Cha 15 (+12) 
  Alignment chaotic evil 
  Languages – 
   
  0 or 2 Trap Haunt (level 20) 
  Level 20 Lurker 
  Medium shadow humanoid (undead) 
  XP 2,800 
  HP 140; Bloodied 70 
  Initiative +18 
  AC 32, Fortitude 28, Reflex 30, Will 29 
  Perception +15 
  Speed fly 6 (hover; altitude limit 1); phasing 
  Darkvision 
  Immune disease, poison 
   
  TRAITS 
  Insubstantial 
  The haunt takes half damage from all attacks, except those that deal  
  force damage. Whenever the haunt takes radiant damage, it loses  
  this trait until the start of its next turn. 
  STANDARD ACTIONS 
  m Grave Touch (necrotic) • At-Will 
  Attack: Melee 1 (one creature); +24 vs. Fortitude 
  Hit: 3d8 + 15 necrotic damage.  
  M Ghostly Possession (psychic) • Recharge 6 
  Attack: Melee 1 (one living creature); +24 vs. Will 
  Hit: 3d8 + 15 psychic damage, and the trap haunt enters the target’s  
  space and is removed from play, and the target is dominated (save  
  ends). The trap haunt can use this power against only one creature  
  at a time. When the target is no longer dominated, or when the trap  
  haunt chooses to end its ghostly possession (a free action), the trap  
  haunt reappears in a square of its choice adjacent to the target.  
  Aftereffect: The target is dazed (save ends). 
  Miss: The power is not expended. 
  MINOR ACTIONS 
  M Theft of Knowledge • Encounter 
  Attack: Melee 1 (one creature); +24 vs. Will 
  Hit: The trap haunt recharges ghostly possession. The next time the  
  trap haunt uses that power before the end of the encounter, it gains  
  a +4 bonus to the attack roll. 
  Skills Stealth +19 
  Str 10 (+10) 
  Dex 18 (+14) 
  Wis 11 (+10) 
  Con 14 (+12) 
  Int 11 (+10) 
  Cha 16 (+13) 
  Alignment unaligned 
  Languages Netherese 
  Note: Damage and insubstantial trait updated to Monster Vault values, 
  slightly modified ghostly possession. Theft of knowledge is from the 
  Oublivae’s ruinlords theme from Demonomicon. 
  
   
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  1 Shadow Pillar 
  Hazard 
  MINOR ACTIONS 
  C Consume Light • At-Will (1/round) 
  Attack: Close burst 20 (one light source within burst); +23 vs. Will of  
  the possessor of the light source. 
  Hit: Light source is extinguished, and cannot be used until the end 
  of the encounter . 
  C Dispel Magic • At-Will (1/round) 
  Attack: Close burst 20 (one conjuration or zone within burst); +23 vs.  
  Will of the creator of the zone or the conjuration. 
  Hit: The conjuration or zone is destroyed. All its effects end, including  
  those that normally last until a target saves. 
   
  4x Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 35, Fortitude 33, Reflex 33, Will 33 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
  
   
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  Encounter 4: Dark Pillars AL 2 ~ 10 Map 
  Tile Sets Needed 
  DT1: The Dungeon x6 (rubble, magic circles, obelisk) 
  ET1: The Dungeon x1 
  ET2: City x1 (wagons only) 
   
   
  The PCs can place the rubble and wagons on the map. Not all tiles have to be used. 
  The monsters start next to the obelisk, spread out a bit. The PCs where the players want them to start.
  
   
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  Encounter 4: Dark Pillars AL 12 ~ 20 Map 
  Tile Sets Needed 
  (Same map as AL 2 – 10 except for the dark seepage areas!) 
  DT1: The Dungeon x6 (rubble, magic circles, obelisk, dark squares) 
  ET1: The Dungeon x1 
  ET2: City x1 (wagons only) 
   
  The PCs can place the rubble and wagons on the map. Not all tiles have to be used. 
  The monsters start next to the obelisk, spread out a bit. The PCs where the players want them to start. 
  
   
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  Encounter 5: Early 
  Reinforcements 
  Encounter Level 
  2/4/6/8/10/12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  2 midnight drifters (level 2) (D) 
  2 ogre mercenary (level 2) (H) 
  1 midnight arrow (level 2) (A) 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  2 midnight drifters (level 4) (D) 
  2 ogre mercenary (level 4) (H) 
  1 midnight arrow (level 4) (A) 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  2 midnight drifters (level 6) (D) 
  2 ogre mercenary (level 6) (H) 
  1 midnight arrow (level 6) (A) 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  2 midnight drifters (level 8) (D) 
  2 ogre mercenary (H) 
  1 midnight arrow (level 8) (A) 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  2 midnight drifters (level 10) (D) 
  2 ogre mercenary (level 10) (H) 
  1 midnight arrow (A) 
   
  This encounter includes the following creatures at 
  adventure level 12:  
  2 ghost talon darkblood (level 12) (D) 
  1 ghost talon death dealer (level 12) (G) 
  1 dread pegasus (level 12) (P) 
  6 ghost talon thugs (T) 
   
  This encounter includes the following creatures at 
  adventure level 14:  
  2 ghost talon darkblood (D) 
  1 ghost talon death dealer (G) 
  1 dread pegasus (level 14) (P) 
  6 ghost talon thugs (level 14) (T) 
  This encounter includes the following creatures at 
  adventure level 16:  
  2 ghost talon darkblood (level 16) (D) 
  1 ghost talon death dealer (level 16) (G) 
  1 dread pegasus (P) 
  6 ghost talon thugs (level 16) (T) 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  2 ghost talon darkblood (level 18) (D) 
  1 ghost talon death dealer (level 18) (G) 
  1 dread pegasus (level 18) (P) 
  6 ghost talon thugs (level 18) (T) 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  2 ghost talon darkblood (level 20) (D) 
  1 ghost talon death dealer (level 20) (G) 
  1 dread pegasus (level 20) (P) 
  6 ghost talon thugs (level 20) (T) 
   
  Glory Tier: At AL 12+ All the opponents, except the 
  death dealer, who rides the pegasus, are riding dark 
  mounts. The enemy forces appear through the tunnels at 
  the start of combat. 
   
  Additional Waves: At the start of round 5 of the fight 
  appear on the edge of the battlefield. It takes these 2 
  rounds to get at the walls (unless your players can use an 
  additional challenge), arriving to fight along by the start 
  of the 7th round. Their presence is mainly to give the 
  PCs an urge to hurry. If the wagons are loaded by the 
  end of the 6th round, they should retreat and the fight 
  ends. The goal of their presence is to move the 
  characters along, and normally the adventurers should 
  not face them. If your group is doing particularly well (or 
  playing glory tier) you decide to reduce the number of 
  rounds, but take care, there is one more encounter after 
  this one. 
   
  Running Time: 60 minutes. 
   
  Consequences of Encounter 4: Depending on the 
  previous encounter the casters need more or less actions 
  to finish loading the wagons (see below). 
   
  Tables Voted to Protect Saharel: The pillars are still 
  fully charged with the magic of the mythillar. The 
  Netherese can use this power to their advantage. The 
  monsters can teleport behind or on the walls once per 
  encounter. The pillars glow if this happens. 
   
  
   
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  Sakkors is nearing the fort and it is closing fast, the 
  forward reinforcements have made their way to the 
  walls and it is up to the PCs to defend the very walls 
  they captured hours ago. The ritual casters are packing 
  up their stuff and the more time the PCs buy them the 
  easier the inevitable retreat will be.  
   
  Drey addresses the troops: 
  “Our task here is nearly complete. Only one step 
  remains, the safe removal of the pillars that can be used 
  to control the lady. Ritual casters have been working on 
  this task for a while now and it should be done shortly. 
  Time we gather up the wagons and" 
   
  A huge shockwave nearly blows everyone of their 
  feet and leaves people reeling. To the west, silhouetted 
  by the crimson rays of the setting sun, a huge floating 
  city hangs in the sky. “Sakkors” people shout. “The 
  shades are upon us, to arms, to arms.” 
    
  Drey commands “Man the walls and defend them 
  as long as possible, and get a team in the air!." The 
  commander points at Sakkors where platoons of 
  foot soldiers are rappelling to the ground on strands 
  of black. Wings of shadow dragons ridden by 
  shades erupt from the sides of Sakkors.  
    
  At this point a special mission group should be selected 
  for Special Mission 5. Select a party of volunteers. 
  Preference is given to groups that have their own flying 
  mounts (or other solution for flying). If they have no way 
  to fly, flying mounts are provided for them. Tables of AL 
  16 to 18 can volunteer for this mission. The chosen 
  party can start their mission as the rest of the PCs arrive 
  at the wall only to find themselves defending the very 
  same walls they stormed mere hours ago.  
   
  Death from Above: Hordes of shadow dragons fly 
  overhead and harry the defenders. Up in the air PCs are 
  striving to keep the dragons attention on them and not 
  on the people below. Every time they fail (maximum of 
  once per initiative pass), signified by a yell of DEATH 
  FROM ABOVE all ground bound PCs are subject of the 
  following attack 
   
  Death from Above (psychic, necrotic) • At-Will 
  Attack: burst 2 (enemies in burst); AL+3 vs. Fortitude 
  Hit: 2d8 + 1/2 AL, and the target loses one healing surge and is  
  weakened (save ends). 
  Miss: Half damage and the target is not weakened and does not  
  lose a healing surge.  
   
   
  Clearing the Courtyard: The goal of the PCs is to 
  protect the casters, who are carefully loading the wagons 
  near the pillars on the map. There are three ox wagons.  
  • 
  The remaining casters, (max 4) need to spend a 
  total of [20 + 1 per PC + a predetermined 
  number based on Encounter 4*] standard 
  actions to finish the ritual and secure the pillars.  
  • 
  Each round at initiative 0 count the number of 
  casters that weren’t hit that round and add that 
  many standard actions to the pool. If they reach 
  their total the PCs primary objective is complete 
  and they can focus on defeating the enemy.  
  • 
  The PCs can help load the wagons as long as they 
  are in the same area as the pillar. They need to 
  spend a standard action to do so, but no check is 
  required. The process cannot be hastened. 
   
  A secondary goal is to distract the Netherese forces 
  which buys them precious time to get away. 
   
  * Either the number is provided by the Senior DM, or it 
  is the number of times the casters were hit in Encounter 
  4 plus 1 for each bloodied golem (and trap haunt) left 
  standing and 2 for each non-bloodied golem (and trap 
  haunt). 
  Features of the Area 
  Note that the maps are the same as in Encounter 2. 
   
  Illumination: The sun is starting to set, putting 
  everything in a dark crimson light. It is still normal 
  illumination. 
   
  Casters (C): The four casters have an AC of [13 + 
  AL], and other defenses of [11 + AL]. A single hit 
  reduces its hit points by 25% regardless of its source. A 
  caster dies when hit once when at 0 hit points or less. At 
  AL 2 – 10 level they have 1 healing surge. At AL 12 – 20 
  they have 2 healing surge. If healed, use your judgment 
  how much (mostly 25% to 50% of the caster’s hit points). 
  A critical hit instantly kills a caster. 
   
  Ladders: The small ladders provide access to the 
  battlements. Climbing a ladder is automatic, but most 
  creatures climb at half-speed. 
   
  Battlements: The battlements surround the entire 
  castle and most parts are newly erected by the 
  Netherese. 
  Climbing 
  them 
  requires 
  a 
  moderate 
  Athletics check. Due to the removal/destruction of 
  Spellgard’s magic the plants are gone. 
   
  The battlements are 30 feet high (6 squares) and 
  provide cover to anyone standing behind them, and 
  superior cover to anybody prone behind them. The 
  battlements also provide a +5 bonus to saves to prevent 
  falling off; the inside provides a +2 since it is lower. 
  Magic prevents anybody from being teleported off the 
  wall against their will. 
   
  Rubble: The patches of rubble are considered 
  difficult terrain and provides cover. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Stairs: The wide stairs provide easy access to the 
  battlements. They can be climbed during a normal 
  move.  
   
  Archer station (GATE ONLY): A small archer 
  station stands as a second line of defense. The PCs can 
  use it as a second line of defense. Creatures inside have 
  superior cover from those outside 
   
  Giant skeleton (GATE ONLY): The withered 
  remains of some ancient enemy still lie in front of part of 
  the gate. The pervading energy of the shadowfell have 
  turned it into blood rock, allowing creature and attacks 
  without the shadow keyword to score a critical hit on a 
  roll of 19 and 20. 
   
  Crumpling Wall (WALL ONLY): The crumpled 
  remains of the previous battlements still stand close to 
  the new wall here. With a hard DC Acrobatics check a 
  PC can navigate the crumbling wall and end up on top 
  of the battlements, failure results in the PC landing 
  prone in an adjacent square. PCs can climb the wall 
  with an easy Athletics check. 
   
  Font of Power (TOWER ONLY): The small 
  fountain wass dedicated to Shar, but in the meantime it 
  is has been sanctified by followers of Selûne and acts as 
  a font of power. Attacks with the radiant keyword made 
  from squares adjacent to the font deal 5 points of extra 
  damage. 
   
  Hidden entry points: these are the remains of the 
  Kobold tunnels:  
  • 
  Tower: inside the tower basement 
  • 
  Wall: Near the rubble in the courtyard 
  • 
  Gate: Inside the small archer compound behind 
  the gate 
   
  On glory tier the enemy forces appear through the 
  tunnels at the start of combat. 
   
  Magic Circles: These have no effect during this 
  encounter and came into play in Encounter 4. 
   
  Obelisk: The obelisk is blocking terrain. They have 
  no effect during this, but are the location were the 
  wagons are loaded. 
  Tactics 
  At heroic tier the midnight arrow stays behind, trying to 
  suppress the PCs and covering their men. They use 
  glancing arrow on easy to hit targets bouncing the 
  damage to heavier armored targets. The drifters try to 
  use their staff vault to get on top of the wall quickly. The 
  two ogres just climb the wall or bash down the gate (see 
  gate in the terrain section). The ogres listen to 
  commands from the arrow or the drifters but don’t 
  employ rational tactics beyond that. They want to inflict 
  carnage above all else.  
   
  At paragon tier the ghost talons advance as a pack, 
  unless they suffer from heavy burst attacks. The 
  deathdealer’s aura gives the minions more survivability 
  so they stay near him. The deathdealer is mounted on 
  the pegasus and uses ride by attack when needed, 
  intermittently with his ranged powers. All enemies try to 
  climb over the walls to stop the ritual casters from 
  packing up and finishing the ritual. When locked 
  outside, the darkblood wait until they are bloodied and 
  then phase through the walls.  
   
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove 1 midnight drifter / Remove the 
  ghost talon thugs (use them as window dressing instead 
  of enemies). 
   
  Six PCs: Add 1 midnight arrow / Add 1 ghost talon 
  dead dealer on a dark mount. 
  Ending the Encounter 
  Once the wagons are full, the battle is more or less over. 
  To allow an ordered retreat though, it is important to 
  install 
  a 
  certain 
  level 
  of 
  fear/respect 
  for 
  the 
  Evereskan/Luruaran forces among the Netherese forces. 
  It is for that reason that the PCs need to man the walls at 
  least for 5 rounds, killing as many opponents as possible. 
  If successful, run Encounter 6 as written. If the wagons 
  are not loaded by the time the encounter is called by the 
  Senior DM, or when the PCs are forced to retreat 
  before, other forces need to rush over. The wagons still 
  get away with their load, but the job was rushed and the 
  Netherese realize what the wagons carry. They react 
  accordingly in Encounter 6. In addition, it is likely the 
  wagons, oxes and drivers were harmed, which carries 
  over in Encounter 6. Finally, add one more Interlude 
  B/Scene B to the skill challenge in Encounter 6. 
   
  There is only 1 short rest between Encounter 5 and 
  6 unless the PCs have earned additional short rests 
  because of their collective Glory Points (see below). 
   
  Glory Results: Count the number of glory points that 
  have been earned by all the tables (collectively) playing 
  the BI up through the end of Encounter 5. Divide the 
  number by 3. If the result is greater than half the total 
  number of tables playing the event, the tables instead 
  get 3 short rests. In addition, all tables get a +2 bonus on 
  skill checks during the skill challenge in Encounter 6. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 109 
  Special Mission 
  The commanders know that with the unexpected early 
  arrival of Sakkors they are in real trouble. The 
  opposition from the mundane netherese troops may be 
  manageable, but they do not expect Sakkors to leave it at 
  that, Seeing no other options they ask for volunteers to 
  delay whatever monstrosity Sakkors can come up with.  
   
  As you all gather to make your way out a the tall female 
  commander that asked for volunteers earlier requests 
  attention: 
   
  “As you all may have noticed, the shades decided 
  not to stick to our time-table. Impolite as this is, it has 
  also created a rather serious situation. We need to get 
  out of here. We need to get out of here NOW. But. Right 
  now what we are fighting are just the normal netherese 
  forces. This cannot and will not be all Sakkors brings to 
  bear on us. They have magic, terrible, descrutive, 
  hungry magic and I for one do not doubt for a moment 
  they will use it.  
   
  We debated this and while many of my fellow 
  commanders disagree, I have a proposal. I will stay 
  back with a small team and attempt to secure for us 
  divine aid to get us out alive. For this to have a chance at 
  success however I yet again must ask for help. And this 
  time we play for all the marbles. There may be no 
  coming back from this. I need people to watch my back, 
  to guard our retreat against whatever horrible 
  monstrosity Sakkors throws at us and to give the ritual 
  time to blossom. 
   
  I AM NOT JOKING! When I tell you this is 
  dangerous and probably suicidal. This is not caravan 
  duty and this is not running errants for some pampered 
  noble. What this is is taking a stand. A stand against 
  the darkness. Taking the hits so your comrades do not. 
  Spitting in the shade’s face and telling them YOU WILL 
  NOT TAKE THIS VICTORY FROM US! 
   
  So, anyone crazy enough?” 
   
  Tables AL 16 to 20 may volunteer for this mission. 
  Please make very very sure that any volunteers realize 
  that when we say suicide, we mean it. People should 
  expect to fight a losing battle, something not common to 
  LFR. Do not allow tables to get pushed into volunteering, 
  this is definitely not for everyone.  
   
  If a table is selected they move to Special Mission 6 
  and the RADIANT PULSE mechanic becomes active 
  (see Appendix V). All other tables continue with the 
  retreat. 
  Questionnaire 
  • 
  Were the wagons fully loaded?  
  • 
  If not, how many actions were still left? How 
  many were used? 
  • 
  How many of the non-minion attackers were 
  defeated? How many survived? 
  • 
  How many rounds did the PCs defend the walls? 
  • 
  Did the PCs do their best to instill fear into the 
  hearts of the Netherese? If so, what kind of 
  actions did they take? 
  • 
  Did any PC use liquid darkness?  
  • 
  Did any of the PCs die? 
  • 
  Did your table play at glory tier? 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 110 
  Encounter 5: Early Reinforcements Statistics (AL 2)
  2 Midnight Drifter (level 2) 
  Level 2 Skirmisher 
  Medium shadow humanoid, human 
  XP 125 
  HP 39; Bloodied 19 
  Initiative +8 
  AC 16, Fortitude 13, Reflex 15, Will 14 
  Perception +5 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Combat Advantage 
  The drifter deals 1d6 extra damage against any target granting  
  combat advantage to it. 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d8 + 6 damage, and the drifter can slide the target 1 square. 
  C Spinning Knockdown • Recharge 5-6 
  Attack: Close burst 1 (enemies in the burst); +5 vs. Reflex 
  Hit: 1d8 + 6 damage, and the drifter slides the target up to 2 squares  
  and knocks it prone. 
  MOVE ACTIONS 
  Staff Vault • Recharge when first bloodied 
  Effect: The drifter jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Skills Acrobatics +11, Athletics +9, Stealth +11 
  Str 16 (+4) 
  Dex 20 (+6) 
  Wis 18 (+5) 
  Con 15 (+3) 
  Int 10 (+1) 
  Cha 12 (+2) 
  Alignment unaligned 
  Languages Common 
  Equipment leather armor, quarterstaff 
   
   
  1 Midnight Arrow (level 2) 
  Level 2 Artillery 
  Medium shadow humanoid, human 
  XP 125 
  HP 34; Bloodied 17 
  Initiative +6 
  AC 16, Fortitude 13, Reflex 15, Will 14 
  Perception +5 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Club (weapon) • At-Will 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 1d6 + 4 damage.  
  R Glancing Shot (weapon) • At-Will 
  Attack: Ranged 15 (one creature); +9 vs. AC 
  Hit: 1d6 + 4 damage, and another creature within 3 squares of the  
  target takes 2 damage.  
  R Double Shot • Recharge 5-6 
  Effect: The arrow uses glancing shot twice. 
  TRIGGERED ACTIONS 
  R Vengeful Arrow • At-Will 
  Trigger: An enemy hits the arrow with a ranged or area attack. 
  Effect (Immediate Reaction): The arrow uses glancing shot against the  
  triggering enemy. 
  Skills Acrobatics +11, Athletics +7, Stealth +11 
  Str 12 (+2) 
  Dex 21 (+6) 
  Wis 18 (+5) 
  Con 16 (+4) 
  Int 10 (+1) 
  Cha 10 (+1) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment leather armor, club, longbow, 20 arrows 
   
  2 Ogre Mercenary (level 2) 
  Level 2 Soldier 
  Large natural humanoid (giant) 
  XP 125 
  HP 45; Bloodied 22 
  Initiative +5 
  AC 20, Fortitude 18, Reflex 15, Will 15 
  Perception +3 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 2 (one creature); +7 vs. AC 
  Hit: 1d8 + 5 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  R Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +7 vs. AC 
  Hit: 1d6 + 3 damage.  
  C Brutal Sweep (weapon) • At-Will 
  Attack: Clost blast 2 (creatures in blast); +7 vs. AC 
  Hit: 1d6 + 4 damage, and the target falls prone.  
  Str 22 (+7) 
  Dex 15 (+3) 
  Wis 15 (+3) 
  Con 21 (+6) 
  Int 7 (-1) 
  Cha 8 (+0) 
  Alignment chaotic evil 
   
  Languages Giant, Netherese 
  Equipment 2 handaxes, morningstar 
   
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 15, Fortitude 13, Reflex 13, Will 13 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 111 
  Encounter 5: Early Reinforcements Statistics (AL 4)
  2 Midnight Drifter (level 4) 
  Level 4 Skirmisher 
  Medium shadow humanoid, human 
  XP 175 
  HP 55; Bloodied 29 
  Initiative +9 
  AC 18, Fortitude 15, Reflex 17, Will 16 
  Perception +6 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Combat Advantage 
  The drifter deals 1d6 extra damage against any target granting  
  combat advantage to it. 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d6 + 6 damage, and the drifter can slide the target 1 square. 
  C Spinning Knockdown • Recharge 5-6 
  Attack: Close burst 1 (enemies in the burst); +7 vs. Reflex 
  Hit: 2d6 + 6 damage, and the drifter slides the target up to 2 squares  
  and knocks it prone. 
  MOVE ACTIONS 
  Staff Vault • Recharge when first bloodied 
  Effect: The drifter jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Skills Acrobatics +12, Athletics +10, Stealth +12 
  Str 16 (+5) 
  Dex 20 (+7) 
  Wis 18 (+6) 
  Con 15 (+4) 
  Int 10 (+2) 
  Cha 12 (+3) 
  Alignment unaligned 
  Languages Common 
  Equipment leather armor, quarterstaff 
   
   
  1 Midnight Arrow (level 4) 
  Level 4 Artillery 
  Medium shadow humanoid, human 
  XP 175 
  HP 46; Bloodied 23 
  Initiative +7 
  AC 18, Fortitude 15, Reflex 17, Will 16 
  Perception +6 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Club (weapon) • At-Will 
  Attack: Melee 1 (one creature); +9 vs. AC 
  Hit: 2d4 + 4 damage.  
  R Glancing Shot (weapon) • At-Will 
  Attack: Ranged 15 (one creature); +11 vs. AC 
  Hit: 1d8 + 4 damage, and another creature within 3 squares of the  
  target takes 3 damage.  
  R Double Shot • Recharge 5-6 
  Effect: The arrow uses glancing shot twice. 
  TRIGGERED ACTIONS 
  R Vengeful Arrow • At-Will 
  Trigger: An enemy hits the arrow with a ranged or area attack. 
  Effect (Immediate Reaction): The arrow uses glancing shot against the  
  triggering enemy. 
  Skills Acrobatics +12, Athletics +8, Stealth +12 
  Str 12 (+3) 
  Dex 21 (+7) 
  Wis 18 (+6) 
  Con 16 (+5) 
  Int 10 (+2) 
  Cha 10 (+2) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment leather armor, club, longbow, 20 arrows 
   
  2 Ogre Mercenary (level 4) 
  Level 4 Soldier 
  Large natural humanoid (giant) 
  XP 175 
  HP 61; Bloodied 30 
  Initiative +6 
  AC 20, Fortitude 18, Reflex 15, Will 15 
  Perception +4 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 2 (one creature); +9 vs. AC 
  Hit: 2d6 + 5 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  R Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +9 vs. AC 
  Hit: 1d6 + 5 damage.  
  C Brutal Sweep (weapon) • At-Will 
  Attack: Clost blast 2 (creatures in blast); +9 vs. AC 
  Hit: 1d8 + 5 damage, and the target falls prone.  
  Str 22 (+8) 
  Dex 15 (+4) 
  Wis 15 (+4) 
  Con 21 (+7) 
  Int 7 (+0) 
  Cha 8 (+1) 
  Alignment chaotic evil 
   
  Languages Giant, Netherese 
  Equipment 2 handaxes, morningstar 
   
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 17, Fortitude 15, Reflex 15, Will 15 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 112 
  Encounter 5: Early Reinforcements Statistics (AL 6)
  2 Midnight Drifter (level 6) 
  Level 6 Skirmisher 
  Medium shadow humanoid, human 
  XP 250 
  HP 71; Bloodied 35 
  Initiative +9 
  AC 20, Fortitude 17, Reflex 19, Will 18 
  Perception +6 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Combat Advantage 
  The drifter deals 1d8 extra damage against any target granting  
  combat advantage to it. 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d6 + 8 damage, and the drifter can slide the target 1 square. 
  C Spinning Knockdown • Recharge 5-6 
  Attack: Close burst 1 (enemies in the burst); +9 vs. Reflex 
  Hit: 2d6 + 8 damage, and the drifter slides the target up to 2 squares  
  and knocks it prone. 
  MOVE ACTIONS 
  Staff Vault • Recharge when first bloodied 
  Effect: The drifter jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Skills Acrobatics +13, Athletics +11, Stealth +13 
  Str 16 (+6) 
  Dex 20 (+8) 
  Wis 18 (+7) 
  Con 15 (+5) 
  Int 10 (+3) 
  Cha 12 (+4) 
  Alignment unaligned 
  Languages Common 
  Equipment leather armor, quarterstaff 
   
   
  1 Midnight Arrow (level 6) 
  Level 6 Artillery 
  Medium shadow humanoid, human 
  XP 250 
  HP 58; Bloodied 29 
  Initiative +8 
  AC 20, Fortitude 17, Reflex 19, Will 18 
  Perception +7 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Club (weapon) • At-Will 
  Attack: Melee 1 (one creature); +11 vs. AC 
  Hit: 2d4 + 6 damage.  
  R Glancing Shot (weapon) • At-Will 
  Attack: Ranged 15 (one creature); +13 vs. AC 
  Hit: 1d8 + 6 damage, and another creature within 3 squares of the  
  target takes 4 damage.  
  R Double Shot • Recharge 5-6 
  Effect: The arrow uses glancing shot twice. 
  TRIGGERED ACTIONS 
  R Vengeful Arrow • At-Will 
  Trigger: An enemy hits the arrow with a ranged or area attack. 
  Effect (Immediate Reaction): The arrow uses glancing shot against the  
  triggering enemy. 
  Skills Acrobatics +13, Athletics +9, Stealth +13 
  Str 12 (+4) 
  Dex 21 (+8) 
  Wis 18 (+7) 
  Con 16 (+6) 
  Int 10 (+3) 
  Cha 10 (+3) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment leather armor, club, longbow, 20 arrows 
   
  2 Ogre Mercenary (level 6) 
  Level 6 Soldier 
  Large natural humanoid (giant) 
  XP 250 
  HP 77; Bloodied 38 
  Initiative +7 
  AC 22, Fortitude 20, Reflex 17, Will 17 
  Perception +5 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 2 (one creature); +11 vs. AC 
  Hit: 2d8 + 5 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  R Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +11 vs. AC 
  Hit: 1d8 + 5 damage.  
  C Brutal Sweep (weapon) • At-Will 
  Attack: Clost blast 2 (creatures in blast); +11 vs. AC 
  Hit: 1d8 + 6 damage, and the target falls prone.  
  Str 22 (+9) 
  Dex 15 (+5) 
  Wis 15 (+5) 
  Con 21 (+8) 
  Int 7 (+1) 
  Cha 8 (+2) 
  Alignment chaotic evil 
   
  Languages Giant, Netherese 
  Equipment 2 handaxes, morningstar 
   
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 19, Fortitude 17, Reflex 17, Will 17 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 113 
  Encounter 5: Early Reinforcements Statistics (AL 8)
  2 Midnight Drifter (level 8) 
  Level 8 Skirmisher 
  Medium shadow humanoid, human 
  XP 350 
  HP 87; Bloodied 43 
  Initiative +11 
  AC 22, Fortitude 19, Reflex 21, Will 20 
  Perception +8 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Combat Advantage 
  The drifter deals 1d8 extra damage against any target granting  
  combat advantage to it. 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage, and the drifter can slide the target 1 square. 
  C Spinning Knockdown • Recharge 5-6 
  Attack: Close burst 1 (enemies in the burst); +11 vs. Reflex 
  Hit: 2d8 + 7 damage, and the drifter slides the target up to 2 squares  
  and knocks it prone. 
  MOVE ACTIONS 
  Staff Vault • Recharge when first bloodied 
  Effect: The drifter jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Skills Acrobatics +14, Athletics +12, Stealth +14 
  Str 16 (+7) 
  Dex 20 (+9) 
  Wis 18 (+8) 
  Con 15 (+6) 
  Int 10 (+4) 
  Cha 12 (+5) 
  Alignment unaligned 
  Languages Common 
  Equipment leather armor, quarterstaff 
   
   
  1 Midnight Arrow (level 8) 
  Level 8 Artillery 
  Medium shadow humanoid, human 
  XP 350 
  HP 70; Bloodied 35 
  Initiative +9 
  AC 22, Fortitude 19, Reflex 21, Will 20 
  Perception +8 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Club (weapon) • At-Will 
  Attack: Melee 1 (one creature); +13 vs. AC 
  Hit: 2d6 + 6 damage.  
  R Glancing Shot (weapon) • At-Will 
  Attack: Ranged 15 (one creature); +15 vs. AC 
  Hit: 2d6 + 5 damage, and another creature within 3 squares of the  
  target takes 5 damage.  
  R Double Shot • Recharge 5-6 
  Effect: The arrow uses glancing shot twice. 
  TRIGGERED ACTIONS 
  R Vengeful Arrow • At-Will 
  Trigger: An enemy hits the arrow with a ranged or area attack. 
  Effect (Immediate Reaction): The arrow uses glancing shot against the  
  triggering enemy. 
  Skills Acrobatics +14, Athletics +10, Stealth +14 
  Str 12 (+5) 
  Dex 21 (+9) 
  Wis 18 (+8) 
  Con 16 (+7) 
  Int 10 (+4) 
  Cha 10 (+4) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment leather armor, club, longbow, 20 arrows 
   
  2 Ogre Mercenary 
  Level 8 Soldier 
  Large natural humanoid (giant) 
  XP 350 
  HP 93; Bloodied 46 
  Initiative +8 
  AC 24, Fortitude 22, Reflex 19, Will 19 
  Perception +6 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 2 (one creature); +13 vs. AC 
  Hit: 2d8 + 7 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  R Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +13 vs. AC 
  Hit: 1d8 + 7 damage.  
  C Brutal Sweep (weapon) • At-Will 
  Attack: Clost blast 2 (creatures in blast); +13 vs. AC 
  Hit: 1d8 + 7 damage, and the target falls prone.  
  Str 22 (+10) 
  Dex 15 (+6) 
  Wis 15 (+6) 
  Con 21 (+9) 
  Int 7 (+2) 
  Cha 8 (+3) 
  Alignment chaotic evil 
   
  Languages Giant, Netherese 
  Equipment 2 handaxes, morningstar 
   
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 21, Fortitude 19, Reflex 19, Will 19 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 114 
  Encounter 5: Early Reinforcements Statistics (AL 10)
  2 Midnight Drifter (level 10) 
  Level 10 Skirmisher 
  Medium shadow humanoid, human 
  XP 500 
  HP 103; Bloodied 51 
  Initiative +12 
  AC 24, Fortitude 21, Reflex 23, Will 22 
  Perception +9 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Combat Advantage 
  The drifter deals 1d8 extra damage against any target granting  
  combat advantage to it. 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Quarterstaff (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage, and the drifter can slide the target 1 square. 
  C Spinning Knockdown • Recharge 5-6 
  Attack: Close burst 1 (enemies in the burst); +13 vs. Reflex 
  Hit: 2d8 + 9 damage, and the drifter slides the target up to 2 squares  
  and knocks it prone. 
  MOVE ACTIONS 
  Staff Vault • Recharge when first bloodied 
  Effect: The drifter jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Skills Acrobatics +15, Athletics +13, Stealth +13 
  Str 16 (+8) 
  Dex 20 (+10) 
  Wis 18 (+9) 
  Con 15 (+7) 
  Int 10 (+5) 
  Cha 12 (+6) 
  Alignment unaligned 
  Languages Common 
  Equipment leather armor, quarterstaff 
   
  2 Midnight Arrow 
  Level 10 Artillery 
  Medium shadow humanoid, human 
  XP 500 
  HP 82; Bloodied 41 
  Initiative +10 
  AC 24, Fortitude 21, Reflex 23, Will 22 
  Perception +9 
  Speed 6, climb 3 
  Low-light vision 
  TRAITS 
  Street Agility 
  The drifter ignores difficult terrain that consists of rubble, debris,  
  uneven pavement, or similar terrain. 
  STANDARD ACTIONS 
  m Club (weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. AC 
  Hit: 2d6 + 8 damage.  
  R Glancing Shot (weapon) • At-Will 
  Attack: Ranged 15 (one creature); +17 vs. AC 
  Hit: 2d6 + 6 damage, and another creature within 3 squares of the  
  target takes 5 damage.  
  R Double Shot • Recharge 5-6 
  Effect: The arrow uses glancing shot twice. 
  TRIGGERED ACTIONS 
  R Vengeful Arrow • At-Will 
  Trigger: An enemy hits the arrow with a ranged or area attack. 
  Effect (Immediate Reaction): The arrow uses glancing shot against the  
  triggering enemy. 
  Skills Acrobatics +15, Athletics +11, Stealth +15 
  Str 12 (+6) 
  Dex 21 (+10) 
  Wis 18 (+9) 
  Con 16 (+8) 
  Int 10 (+5) 
  Cha 10 (+5) 
  Alignment unaligned 
  Languages Common, Netherese 
  Equipment leather armor, club, longbow, 20 arrows 
   
  1 Ogre Mercenary (level 10) 
  Level 10 Soldier 
  Large natural humanoid (giant) 
  XP 500 
  HP 109; Bloodied 54 
  Initiative +9 
  AC 26, Fortitude 24, Reflex 21, Will 21 
  Perception +7 
  Speed 8 
   
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 2 (one creature); +15 vs. AC 
  Hit: 2d8 + 9 damage. 
  Effect: The ogre marks the target until the end of the ogre’s next turn. 
  R Handaxe (weapon) • At-Will 
  Attack: Ranged 10 (one creature); +15 vs. AC 
  Hit: 1d8 + 9 damage.  
  C Brutal Sweep (weapon) • At-Will 
  Attack: Clost blast 2 (creatures in blast); +15 vs. AC 
  Hit: 1d8 + 8 damage, and the target falls prone.  
  Str 22 (+11) 
  Dex 15 (+7) 
  Wis 15 (+7) 
  Con 21 (+10) 
  Int 7 (+3) 
  Cha 8 (+4) 
  Alignment chaotic evil 
   
  Languages Giant, Netherese 
  Equipment 2 handaxes, morningstar 
   
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 23, Fortitude 21, Reflex 21, Will 21 
  Healing Surges 1 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
   
   
  
   
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  Encounter 5: Early Reinforcements Statistics (AL 12)
   
  2 Ghost Talon Darkblood (level 12) 
  Level 12 Brute 
  Medium shadow humanoid, shadar-kai 
  XP 700 
  HP 122; Bloodied 61 
  Initiative +9 
  AC 25, Fortitude 26, Reflex 23, Will 24 
  Perception +6 
  Speed 6 
  Low-light vision 
  TRAITS 
  Blood Phase 
  While bloodied and insubstantial, the darkblood is phasing. 
  STANDARD ACTIONS 
  m Battleaxe (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d12 + 11 damage.  
  M Darkblade (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +15 vs. Reflex 
  Hit: 2d12 + 10 cold and necrotic damage, and ongoing 5 cold and  
  necrotic damage (save ends). The darkblood becomes insubstantial  
  until the end of its next turn. 
  C Darkblood Corruption (necrotic, poison) • At-Will 
  Requirement: The darkblood must be insubstantial. 
  Attack: Close burst 1 (enemies in the burst); +15 vs. Fortitude 
  Hit: 2d8 + 10 poison and necrotic damage, and the target falls prone. 
  Effect: The darkblood is no longer insubstantial. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The darkblood teleports up to 3 squares and becomes  
  insubstantial until the end of its next turn.  
  Skills Acrobatics +14, Athletics +17, Stealth +14 
  Str 23 (+12) 
  Dex 17 (+9) 
  Wis 11 (+6) 
  Con 17 (+9) 
  Int 12 (+7) 
  Cha 19 (+10) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, battleaxe 
   
  6 Ghost Talon Thug 
  Level 12 Minion Brute 
  Medium shadow humanoid, shadar-kai 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +10 
  AC 24, Fortitude 25, Reflex 24, Will 23 
  Perception +7 
  Speed 6 
  Low-light vision 
  STANDARD 
  m Heavy Flail (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 9 damage, or 15 on a critical hit. The thug becomes insubstantial  
  until the start of its next turn. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The thug teleports up to 3 squares and becomes insubstantial  
  until the start of its next turn.  
  TRIGGERED ACTIONS 
  Blood Phase • Encounter 
  Trigger: The thug takes damage while it is insubstantial 
  Effect (Immediate Interrupt): The thug makes a saving throw. If it saves,  
  it ignores the triggering damage. 
  Skills Stealth +15 
  Str 20 (+11) 
  Dex 18 (+10) 
  Wis 12 (+7) 
  Con 15 (+8) 
  Int 11 (+6) 
  Cha 16 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment hide armor, heavy flail 
   
   
  1 Ghost Talon Death Dealer (level 12) Level 12 Controller (Leader) 
  Medium shadow humanoid, shadar-kai 
  XP 700 
  HP 99; Bloodied 49 
  Initiative +6 
  AC 26, Fortitude 22, Reflex 23, Will 26 
  Perception +13 
  Speed 6 
  Low-light vision 
  TRAITS 
  O Dealer’s Intercession• Aura 3 
  When an ally in the aura drops to 0 hit points, it doesn’t die or fall  
  unconscious until the end of its next turn. 
  STANDARD ACTIONS 
  m Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 6 cold and necrotic damage.  
  R Freezing Rebuke (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature); +15 vs. Reflex 
  Hit: 2d10 + 2 cold damage, and ongoing 5 cold damage (save ends).  
  The death dealer becomes insubstantial until the end of its next  
  turn. 
  R Freeze to Death (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature taking ongoing cold damage); +14 vs.  
  Fortitude 
  Hit: 2d6 + 2 cold damage, and the target is petrified (save ends). If the  
  target is targeted by an attack that deals fire damage, it can make a  
  saving throw against the effect after that attack is resolved. 
  MOVE ACTIONS 
  Shadow Jaunt (cold, necrotic, teleportation) • Encounter 
  Effect: The death dealer teleports up to 3 squares. Each enemy  
  adjacent to it before the teleport takes 5 cold and necrotic damage. 
  Str 11 (+6) 
  Dex 10 (+6) 
  Wis 24 (+13) 
  Con 16 (+9) 
  Int 18 (+10) 
  Cha 15 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment staff 
  
   
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  1 Dread Pegasus (level 12) 
  Level 12 Skirmisher (Leader) 
  Large shadow beast (mount) 
  XP 700 
  HP 119; Bloodied 59 
  Initiative +15 
  AC 26, Fortitude 24, Reflex 26, Will 23 
  Perception +10 
  Speed7, fly 9 (hover) 
   
  Immune fear; Resist 10 radiant 
  TRAITS 
  From the Saddle (mount) 
  When mounted by a friendly rider of level 12 or higher, the pegasus’s  
  rider can make a melee basic attack in place of the pegasus’s  
  hooves when the pegasus uses flyby attack. 
  Touched by Shar 
  Attacks against the dread pegasus and its rider take a -1 penalty  
  unless the pegasus is bloodied. 
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 3d6 + 10 damage. 
  M Flyby Attack • At-Will 
  Effect: The pegasus flies its speed and uses hooves at any point during  
  the movement. The Pegasus and its rider do not provoke an  
  opportunity attack from the target when moving away from it. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Recharge 5-6 
  Effect: The pegasus and its rider teleport up to 9 squares and become  
  insubstantial until the start of their next turn.  
  TRIGGERED ACTIONS 
  Shars Notice • At-Will 
  Trigger: The pegasus or its rider hit an enemy with a melee attack. 
  Effect (Immediate Reaction): The target is bathed in a beam of dark light  
  and grants combat advantage until the start of the pegasus’s next  
  turn. 
  Str 21 (+11) 
  Dex 24 (+13) 
  Wis 19 (+10) 
  Con 15 (+8) 
  Int 17 (+9) 
  Cha 17 (+9) 
  Alignment unaligned 
  Languages understand Netherese 
  Note: Modified Pegasus Scion from Dungeon 178. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 25, Fortitude 23, Reflex 23, Will 23 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
  Glory Tier 
  8 Dark Mount (level 12) 
  Level 12 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
  AC 26, Fortitude 25, Reflex 24, Will 22 
  Perception +8 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 12 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 11 damage, or 15 damage if the mount has combat advantage  
  against the target. 
  MOVE ACTIONS 
  Shadow Jump • Encounter 
  Effect: The dark mount jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Str 22 (+12) 
  Dex 18 (+10) 
  Wis 15 (+8) 
  Con 18 (+10) 
  Int 3 (+2) 
  Cha 8 (+5) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Encounter 5: Early Reinforcements Statistics (AL 14)
   
  2 Ghost Talon Darkblood 
  Level 14 Brute 
  Medium shadow humanoid, shadar-kai 
  XP 1000 
  HP 142; Bloodied 71 
  Initiative +10 
  AC 26, Fortitude 28, Reflex 25, Will 26 
  Perception +7 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  Blood Phase 
  While bloodied and insubstantial, the darkblood is phasing. 
  STANDARD ACTIONS 
  m Battleaxe (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d12 + 13 damage.  
  M Darkblade (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. Reflex 
  Hit: 2d12 + 12 cold and necrotic damage, and ongoing 5 cold and  
  necrotic damage (save ends). The darkblood becomes insubstantial  
  until the end of its next turn. 
  C Darkblood Corruption (necrotic, poison) • At-Will 
  Requirement: The darkblood must be insubstantial. 
  Attack: Close burst 1 (enemies in the burst); +17 vs. Fortitude 
  Hit: 2d8 + 12 poison and necrotic damage, and the target falls prone. 
  Effect: The darkblood is no longer insubstantial. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The darkblood teleports up to 3 squares and becomes  
  insubstantial until the end of its next turn.  
  Skills Acrobatics +15, Athletics +18, Stealth +15 
  Str 23 (+13) 
  Dex 17 (+10) 
  Wis 11 (+7) 
  Con 17 (+10) 
  Int 12 (+8) 
  Cha 19 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, battleaxe 
   
  6 Ghost Talon Thug (level 14) 
  Level 14 Minion Brute 
  Medium shadow humanoid, shadar-kai 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +11 
  AC 26, Fortitude 27, Reflex 26, Will 25 
  Perception +8 
  Speed 6, Climb 6 
  Low-light vision 
  STANDARD 
  m Heavy Flail (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 10 damage, or 16 on a critical hit. The thug becomes insubstantial  
  until the start of its next turn. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The thug teleports up to 3 squares and becomes insubstantial  
  until the start of its next turn.  
  TRIGGERED ACTIONS 
  Blood Phase • Encounter 
  Trigger: The thug takes damage while it is insubstantial 
  Effect (Immediate Interrupt): The thug makes a saving throw. If it saves,  
  it ignores the triggering damage. 
  Skills Stealth +16 
  Str 20 (+12) 
  Dex 18 (+11) 
  Wis 12 (+8) 
  Con 15 (+9) 
  Int 11 (+7) 
  Cha 16 (+10) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment hide armor, heavy flail 
   
   
  1 Ghost Talon Deathdealer 
  Level 14 Controller (Leader) 
  Medium shadow humanoid, shadar-kai 
  XP 1000 
  HP 115; Bloodied 57 
  Initiative +7 
  AC 28, Fortitude 24, Reflex 25, Will 28 
  Perception +14 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  O Dealer’s Intercession• Aura 3 
  When an ally in the aura drops to 0 hit points, it doesn’t die or fall  
  unconscious until the end of its next turn. 
  STANDARD ACTIONS 
  m Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 3d6 + 8 cold and necrotic damage.  
  R Freezing Rebuke (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature); +17 vs. Reflex 
  Hit: 2d10 + 5 cold damage, and ongoing 5 cold damage (save ends). 
  The death dealer becomes insubstantial until the end of its next  
  turn. 
  R Freeze to Death (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature taking ongoing cold damage); +16 vs.  
  Fortitude 
  Hit: 2d6 + 4 cold damage, and the target is petrified (save ends). If the  
  target is targeted by an attack that deals fire damage, it can make a  
  saving throw against the effect after that attack is resolved. 
  MOVE ACTIONS 
  Shadow Jaunt (cold, necrotic, teleportation) • Encounter 
  Effect: The death dealer teleports up to 3 squares. Each enemy  
  adjacent to it before the teleport takes 5 cold and necrotic damage. 
  Str 11 (+7) 
  Dex 10 (+7) 
  Wis 24 (+14) 
  Con 16 (+10) 
  Int 18 (+11) 
  Cha 15 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment staff 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 118 
   
  1 Dread Pegasus (level 14) 
  Level 14 Skirmisher (Leader) 
  Large shadow beast (mount) 
  XP 1,000 
  HP 135; Bloodied 67 
  Initiative +16 
  AC 28, Fortitude 26, Reflex 28, Will 25 
  Perception +11 
  Speed7, fly 9 (hover) 
   
  Immune fear; Resist 10 radiant 
  TRAITS 
  From the Saddle (mount) 
  When mounted by a friendly rider of level 14 or higher, the pegasus’s  
  rider can make a melee basic attack in place of the pegasus’s  
  hooves when the pegasus uses flyby attack. 
  Touched by Shar 
  Attacks against the dread pegasus and its rider take a -1 penalty  
  unless the pegasus is bloodied. 
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 3d6 + 12 damage. 
  M Flyby Attack • At-Will 
  Effect: The pegasus flies its speed and uses hooves at any point during  
  the movement. The Pegasus and its rider do not provoke an  
  opportunity attack from the target when moving away from it. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Recharge 5-6 
  Effect: The pegasus and its rider teleport up to 9 squares and become  
  insubstantial until the start of their next turn.  
  TRIGGERED ACTIONS 
  Shars Notice • At-Will 
  Trigger: The pegasus or its rider hit an enemy with a melee attack. 
  Effect (Immediate Reaction): The target is bathed in a beam of dark light  
  and grants combat advantage until the start of the pegasus’s next  
  turn. 
  Str 21 (+12) 
  Dex 24 (+14) 
  Wis 19 (+11) 
  Con 15 (+9) 
  Int 17 (+10) 
  Cha 17 (+10) 
  Alignment unaligned 
  Languages understand Netherese 
  Note: Modified Pegasus Scion from Dungeon 178. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 27, Fortitude 25, Reflex 25, Will 25 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
  Glory Tier 
  8 Dark Mount (level 14) 
  Level 14 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
  AC 28, Fortitude 27, Reflex 26, Will 24 
  Perception +9 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 14 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 12 damage, or 16 damage if the mount has combat advantage  
  against the target. 
  MOVE ACTIONS 
  Shadow Jump • Encounter 
  Effect: The dark mount jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Str 22 (+13) 
  Dex 18 (+11) 
  Wis 15 (+9) 
  Con 18 (+11) 
  Int 3 (+3) 
  Cha 8 (+6) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 119 
  Encounter 5: Early Reinforcements Statistics (AL 16)
   
  2 Ghost Talon Darkblood (level 16) 
  Level 16 Brute 
  Medium shadow humanoid, shadar-kai 
  XP 1,400 
  HP 162; Bloodied 81 
  Initiative +11 
  AC 28, Fortitude 30, Reflex 27, Will 28 
  Perception +8 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  Blood Phase 
  While bloodied and insubstantial, the darkblood is phasing. 
  STANDARD ACTIONS 
  m Battleaxe (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d12 + 15 damage.  
  M Darkblade (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. Reflex 
  Hit: 2d12 + 13 cold and necrotic damage, and ongoing 5 cold and  
  necrotic damage (save ends). The darkblood becomes insubstantial  
  until the end of its next turn. 
  C Darkblood Corruption (necrotic, poison) • At-Will 
  Requirement: The darkblood must be insubstantial. 
  Attack: Close burst 1 (enemies in the burst); +19 vs. Fortitude 
  Hit: 2d8 + 12 poison and necrotic damage, and the target falls prone. 
  Effect: The darkblood is no longer insubstantial 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The darkblood teleports up to 3 squares and becomes  
  insubstantial until the end of its next turn.  
  Skills Acrobatics +16, Athletics +19, Stealth +17 
  Str 23 (+14) 
  Dex 17 (+11) 
  Wis 11 (+8) 
  Con 17 (+11) 
  Int 12 (+9) 
  Cha 19 (+12) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, battleaxe 
   
  6 Ghost Talon Thug (level 16) 
  Level 16 Minion Brute 
  Medium shadow humanoid, shadar-kai 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
  AC 28, Fortitude 29, Reflex 28, Will 27 
  Perception +9 
  Speed 6, Climb 6 
  Low-light vision 
  STANDARD 
  m Heavy Flail (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 11 damage, or 17 on a critical hit. The thug becomes insubstantial  
  until the start of its next turn. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The thug teleports up to 3 squares and becomes insubstantial  
  until the start of its next turn.  
  TRIGGERED ACTIONS 
  Blood Phase • Encounter 
  Trigger: The thug takes damage while it is insubstantial 
  Effect (Immediate Interrupt): The thug makes a saving throw. If it saves,  
  it ignores the triggering damage. 
  Skills Stealth +17 
  Str 20 (+13) 
  Dex 18 (+12) 
  Wis 12 (+9) 
  Con 15 (+10) 
  Int 11 (+8) 
  Cha 16 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment hide armor, heavy flail 
   
   
  1 Ghost Talon Death Dealer (level 16) Level 16 Controller (Leader) 
  Medium shadow humanoid, shadar-kai 
  XP 1,400 
  HP 131; Bloodied 65 
  Initiative +8 
  AC 30, Fortitude 26, Reflex 27, Will 30 
  Perception +15 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  O Dealer’s Intercession• Aura 3 
  When an ally in the aura drops to 0 hit points, it doesn’t die or fall  
  unconscious until the end of its next turn. 
  STANDARD ACTIONS 
  m Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d6 + 10 cold and necrotic damage.  
  R Freezing Rebuke (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature); +19 vs. Reflex 
  Hit: 2d10 + 7 cold damage, and ongoing 10 cold damage (save ends).  
  The death dealer becomes insubstantial until the end of its next  
  turn. 
  R Freeze to Death (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature taking ongoing cold damage); +18 vs.  
  Fortitude 
  Hit: 2d6 + 6 cold damage, and the target is petrified (save ends). If the  
  target is targeted by an attack that deals fire damage, it can make a  
  saving throw against the effect after that attack is resolved. 
  MOVE ACTIONS 
  Shadow Jaunt (cold, necrotic, teleportation) • Encounter 
  Effect: The death dealer teleports up to 3 squares. Each enemy  
  adjacent to it before the teleport takes 5 cold and necrotic damage. 
  Str 11 (+8) 
  Dex 10 (+8) 
  Wis 24 (+15) 
  Con 16 (+11) 
  Int 18 (+12) 
  Cha 15 (+10) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment staff 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 120 
   
  Dread Pegasus 
  Level 16 Skirmisher (Leader) 
  Large shadow magical beast (mount) 
  XP 1,400 
  HP 151; Bloodied 75 
  Initiative +17 
  AC 30, Fortitude 28, Reflex 30, Will 27 
  Perception +12 
  Speed7, fly 9 (hover) 
   
  Immune fear; Resist 10 radiant 
  TRAITS 
  From the Saddle (mount) 
  When mounted by a friendly rider of level 16 or higher, the pegasus’s  
  rider can make a melee basic attack in place of the pegasus’s  
  hooves when the pegasus uses flyby attack. 
  Touched by Shar 
  Attacks against the dread pegasus and its rider take a -1 penalty  
  unless the pegasus is bloodied. 
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 3d8 + 11 damage. 
  M Flyby Attack • At-Will 
  Effect: The pegasus flies its speed and uses hooves at any point during  
  the movement. The pegasus and its rider do not provoke an  
  opportunity attack from the target when moving away from it. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Recharge 5-6 
  Effect: The pegasus and its rider teleport up to 9 squares and become  
  insubstantial until the start of their next turn.  
  TRIGGERED ACTIONS 
  Shars Notice • At-Will 
  Trigger: The pegasus or its rider hit an enemy with a melee attack. 
  Effect (Immediate Reaction): The target is bathed in a beam of dark light  
  and grants combat advantage until the start of the pegasus’s next  
  turn. 
  Str 21 (+13) 
  Dex 24 (+15) 
  Wis 19 (+12) 
  Con 15 (+10) 
  Int 17 (+11) 
  Cha 17 (+11) 
  Alignment unaligned 
  Languages understand Netherese 
  Note: Modified Pegasus Scion from Dungeon 178. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 29, Fortitude 27, Reflex 27, Will 27 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
  Glory Tier 
  8 Dark Mount (level 16) 
  Level 16 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
  AC 30, Fortitude 29, Reflex 28, Will 26 
  Perception +10 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 16 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 13 damage, or 17 damage if the mount has combat advantage  
  against the target. 
  MOVE ACTIONS 
  Shadow Jump • Encounter 
  Effect: The dark mount jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Str 22 (+14) 
  Dex 18 (+12) 
  Wis 15 (+10) 
  Con 18 (+12) 
  Int 3 (+4) 
  Cha 8 (+7) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 121 
  Encounter 5: Early Reinforcements Statistics (AL 18)
   
  2 Ghost Talon Darkblood (level 18) 
  Level 18 Brute 
  Medium shadow humanoid, shadar-kai 
  XP 2,000 
  HP 182; Bloodied 91 
  Initiative +12 
  AC 30, Fortitude 32, Reflex 29, Will 30 
  Perception +9 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  Blood Phase 
  While bloodied and insubstantial, the darkblood is phasing. 
  STANDARD ACTIONS 
  m Battleaxe (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d12 + 11 damage.  
  M Darkblade (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. Reflex 
  Hit: 3d12 + 8 cold and necrotic damage, and ongoing 10 cold and  
  necrotic damage (save ends). The darkblood becomes insubstantial  
  until the end of its next turn. 
  C Darkblood Corruption (necrotic, poison) • At-Will 
  Requirement: The darkblood must be insubstantial. 
  Attack: Close burst 1 (enemies in the burst); +21 vs. Fortitude 
  Hit: 3d8 + 10 poison and necrotic damage, and the target falls prone. 
  Effect: The darkblood is no longer insubstantial. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The darkblood teleports up to 3 squares and becomes  
  insubstantial until the end of its next turn.  
  Skills Acrobatics +17, Athletics +20, Stealth +18 
  Str 23 (+15) 
  Dex 17 (+12) 
  Wis 11 (+9) 
  Con 17 (+12) 
  Int 12 (+10) 
  Cha 19 (+13) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, battleaxe 
   
  6 Ghost Talon Thug (level 18) 
  Level 18 Minion Brute 
  Medium shadow humanoid, shadar-kai 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
  AC 30, Fortitude 31, Reflex 30, Will 29 
  Perception +10 
  Speed 6, Climb 6 
  Low-light vision 
  STANDARD 
  m Heavy Flail (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 12 damage, or 18 on a critical hit. The thug becomes insubstantial  
  until the start of its next turn. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The thug teleports up to 3 squares and becomes insubstantial  
  until the start of its next turn.  
  TRIGGERED ACTIONS 
  Blood Phase • Encounter 
  Trigger: The thug takes damage while it is insubstantial 
  Effect (Immediate Interrupt): The thug makes a saving throw. If it saves,  
  it ignores the triggering damage. 
  Skills Stealth +18 
  Str 20 (+14) 
  Dex 18 (+13) 
  Wis 12 (+10) 
  Con 15 (+11) 
  Int 11 (+9) 
  Cha 16 (+12) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment hide armor, heavy flail 
   
   
  1 Ghost Talon Deathdealer (level 18) Level 18 Controller (Leader) 
  Medium shadow humanoid, shadar-kai 
  XP 2,000 
  HP 147; Bloodied 73 
  Initiative +9 
  AC 32, Fortitude 28, Reflex 29, Will 32 
  Perception +16 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  O Dealer’s Intercession• Aura 3 
  When an ally in the aura drops to 0 hit points, it doesn’t die or fall  
  unconscious until the end of its next turn. 
  STANDARD ACTIONS 
  m Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 4d6 + 8 cold and necrotic damage.  
  R Freezing Rebuke (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature); +21 vs. Reflex 
  Hit: 2d10 + 9 cold damage, and ongoing 10 cold damage (save ends). 
  The death dealer becomes insubstantial until the end of its next  
  turn. 
  R Freeze to Death (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature taking ongoing cold damage); +20 vs.  
  Fortitude 
  Hit: 2d6 + 8 cold damage, and the target is petrified (save ends). If the  
  target is targeted by an attack that deals fire damage, it can make a  
  saving throw against the effect after that attack is resolved. 
  MOVE ACTIONS 
  Shadow Jaunt (cold, necrotic, teleportation) • Encounter 
  Effect: The death dealer teleports up to 3 squares. Each enemy  
  adjacent to it before the teleport takes 5 cold and necrotic damage. 
  Str 11 (+9) 
  Dex 10 (+9) 
  Wis 24 (+16) 
  Con 16 (+12) 
  Int 18 (+13) 
  Cha 15 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment staff 
  
   
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  1 Dread Pegasus (level 18) 
  Level 18 Skirmisher (Leader) 
  Large shadow beast (mount) 
  XP 2,000 
  HP 167; Bloodied 83 
  Initiative +18 
  AC 32, Fortitude 30, Reflex 32, Will 29 
  Perception +13 
  Speed7, fly 9 (hover) 
   
  Immune fear; Resist 10 radiant 
  TRAITS 
  From the Saddle (mount) 
  When mounted by a friendly rider of level 18 or higher, the pegasus’s  
  rider can make a melee basic attack in place of the pegasus’s  
  hooves when the pegasus uses flyby attack. 
  Touched by Shar 
  Attacks against the dread pegasus and its rider take a -1 penalty  
  unless the pegasus is bloodied. 
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 3d8 + 13 damage. 
  M Flyby Attack • At-Will 
  Effect: The pegasus flies its speed and uses hooves at any point during  
  the movement. The pegasus and its rider do not provoke an  
  opportunity attack from the target when moving away from it. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Recharge 5-6 
  Effect: The pegasus and its rider teleport up to 9 squares and become  
  insubstantial until the start of their next turn.  
  TRIGGERED ACTIONS 
  Shars Notice • At-Will 
  Trigger: The pegasus or its rider hit an enemy with a melee attack. 
  Effect (Immediate Reaction): The target is bathed in a beam of dark light  
  and grants combat advantage until the start of the pegasus’s next  
  turn. 
  Str 21 (+14) 
  Dex 24 (+16) 
  Wis 19 (+13) 
  Con 15 (+11) 
  Int 17 (+12) 
  Cha 17 (+12) 
  Alignment unaligned 
  Languages understand Netherese 
  Note: Modified Pegasus Scion from Dungeon 178. 
   
  4 Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 31, Fortitude 29, Reflex 29, Will 29 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
  Glory Tier 
  8 Dark Mount (level 18) 
  Level 18 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +15 
  AC 32, Fortitude 31, Reflex 30, Will 28 
  Perception +11 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 18 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 14 damage, or 19 damage if the mount has combat advantage  
  against the target. 
  MOVE ACTIONS 
  Shadow Jump • Encounter 
  Effect: The dark mount jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Str 22 (+15) 
  Dex 18 (+13) 
  Wis 15 (+11) 
  Con 18 (+13) 
  Int 3 (+5) 
  Cha 8 (+8) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
  
   
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  Encounter 5: Early Reinforcements Statistics (AL 20)
  2 Ghost Talon Darkblood (level 20) 
  Level 20 Brute 
  Medium shadow humanoid, shadar-kai 
  XP 2,800 
  HP 202; Bloodied 101 
  Initiative +13 
  AC 32, Fortitude 34, Reflex 31, Will 32 
  Perception +10 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  Blood Phase 
  While bloodied and insubstantial, the darkblood is phasing. 
  STANDARD ACTIONS 
  m Battleaxe (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d12 + 13 damage.  
  M Darkblade (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. Reflex 
  Hit: 3d12 + 10 cold and necrotic damage, and ongoing 10 cold and  
  necrotic damage (save ends). The darkblood becomes insubstantial  
  until the end of its next turn. 
  C Darkblood Corruption (necrotic, poison) • At-Will 
  Requirement: The darkblood must be insubstantial. 
  Attack: Close burst 1 (enemies in the burst); +23 vs. Fortitude 
  Hit: 3d8 + 11 poison and necrotic damage, and the target falls prone. 
  Effect: The darkblood is no longer insubstantial. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The darkblood teleports up to 3 squares and becomes  
  insubstantial until the end of its next turn.  
  Skills Acrobatics +18, Athletics +21, Stealth +19 
  Str 23 (+16) 
  Dex 17 (+13) 
  Wis 11 (+10) 
  Con 17 (+13) 
  Int 12 (+11) 
  Cha 19 (+14) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment chainmail, battleaxe 
   
  6 Ghost Talon Thug (level 20) 
  Level 20 Minion Brute 
  Medium shadow humanoid, shadar-kai 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
  AC 32, Fortitude 33, Reflex 32, Will 31 
  Perception +11 
  Speed 6, Climb 6 
  Low-light vision 
  STANDARD 
  m Heavy Flail (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 13 damage, or 19 on a critical hit. The thug becomes insubstantial  
  until the start of its next turn. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Encounter 
  Effect: The thug teleports up to 3 squares and becomes insubstantial  
  until the start of its next turn.  
  TRIGGERED ACTIONS 
  Blood Phase • Encounter 
  Trigger: The thug takes damage while it is insubstantial 
  Effect (Immediate Interrupt): The thug makes a saving throw. If it saves,  
  it ignores the triggering damage. 
  Skills Stealth +19 
  Str 20 (+15) 
  Dex 18 (+14) 
  Wis 12 (+11) 
  Con 15 (+12) 
  Int 11 (+10) 
  Cha 16 (+13) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment hide armor, heavy flail 
   
   
  1 Ghost Talon Deathdealer (level 20) Level 20 Controller (Leader) 
  Medium shadow humanoid, shadar-kai 
  XP ,2800 
  HP 163; Bloodied 81 
  Initiative +10 
  AC 34, Fortitude 30, Reflex 31, Will 34 
  Perception +17 
  Speed 6, Climb 6 
  Low-light vision 
  TRAITS 
  O Dealer’s Intercession• Aura 3 
  When an ally in the aura drops to 0 hit points, it doesn’t die or fall  
  unconscious until the end of its next turn. 
  STANDARD ACTIONS 
  m Staff (cold, necrotic, weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 4d6 + 10 cold and necrotic damage.  
  R Freezing Rebuke (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature); +23 vs. Reflex 
  Hit: 2d10 + 11 cold damage, and ongoing 10 cold damage (save  
  ends).. The death dealer becomes insubstantial until the end of its  
  next turn. 
  R Freeze to Death (cold, implement) • At-Will 
  Attack: Ranged 5 (one creature taking ongoing cold damage); +22 vs.  
  Fortitude 
  Hit: 3d6 + 7 cold damage, and the target is petrified (save ends). If the  
  target is targeted by an attack that deals fire damage, it can make a  
  saving throw against the effect after that attack is resolved. 
  MOVE ACTIONS 
  Shadow Jaunt (cold, necrotic, teleportation) • Encounter 
  Effect: The death dealer teleports up to 3 squares. Each enemy  
  adjacent to it before the teleport takes 5 cold and necrotic damage. 
  Str 11 (+10) 
  Dex 10 (+10) 
  Wis 24 (+17) 
  Con 16 (+13) 
  Int 18 (+14) 
  Cha 15 (+12) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment staff 
  
   
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  Dread Pegasus (level 20) 
  Level 20 Skirmisher (Leader) 
  Large shadow beast (mount) 
  XP 2,800 
  HP 183; Bloodied 91 
  Initiative +19 
  AC 34, Fortitude 32, Reflex 34, Will 31 
  Perception +14 
  Speed7, fly 9 (hover) 
   
  Immune fear; Resist 10 radiant 
  TRAITS 
  From the Saddle (mount) 
  When mounted by a friendly rider of level 20 or higher, the pegasus’s  
  rider can make a melee basic attack in place of the pegasus’s  
  hooves when the pegasus uses flyby attack. 
  Touched by Shar 
  Attacks against the dread pegasus and its rider take a -1 penalty  
  unless the pegasus is bloodied. 
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d8 + 15 damage. 
  M Flyby Attack • At-Will 
  Effect: The pegasus flies its speed and uses hooves at any point during  
  the movement. The pegasus and its rider do not provoke an  
  opportunity attack from the target when moving away from it. 
  MOVE ACTIONS 
  Shadow Jaunt (teleportation) • Recharge 5-6 
  Effect: The pegasus and its rider teleport up to 9 squares and become  
  insubstantial until the start of their next turn.  
  TRIGGERED ACTIONS 
  Shars Notice • At-Will 
  Trigger: The pegasus or its rider hit an enemy with a melee attack. 
  Effect (Immediate Reaction): The target is bathed in a beam of dark light  
  and grants combat advantage until the start of the pegasus’s next  
  turn. 
  Str 21 (+15) 
  Dex 24 (+17) 
  Wis 19 (+14) 
  Con 15 (+12) 
  Int 17 (+13) 
  Cha 17 (+13) 
  Alignment unaligned 
  Languages understand Netherese 
  Note: Modified Pegasus Scion from Dungeon 178. 
   
  4x Ritual Casters 
  Special 
  Medium fey humanoid 
  XP - 
  HP 4 hits (see Terrain Features); a missed attack never damages a ritual 
  caster. A critical hit instantly kills a caster. 
   
  AC 33, Fortitude 31, Reflex 31, Will 31 
  Healing Surges 2 (If healed, use your judgment how much (mostly 25% 
  to 50% of the caster’s hit points)). 
   
  Glory Tier 
  8 Dark Mount (level 20) 
  Level 20 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +16 
  AC 34, Fortitude 33, Reflex 32, Will 30 
  Perception +12 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 20 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 15 damage, or 20 damage if the mount has combat advantage  
  against the target. 
  MOVE ACTIONS 
  Shadow Jump • Encounter 
  Effect: The dark mount jumps up to its speed, moving vertically or  
  horizontally. It provokes opportunity attacks only for leaving the  
  square it occupied before this move. 
  Str 22 (+16) 
  Dex 18 (+14) 
  Wis 15 (+12) 
  Con 18 (+14) 
  Int 3 (+6) 
  Cha 8 (+9) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
  
   
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  Encounter 5: Early Reinforcements Map 
  Tile Sets Needed 
  Same maps as Encounter 2. 
   
  
   
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  Encounter 5: Early Reinforcements Map 
  Tile Sets Needed 
  Same maps as Encounter 2. 
   
  
   
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  Encounter 5: Early Reinforcements Map 
  Tile Sets Needed 
  Same maps as Encounter 2. 
   
  
   
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  Encounter 6A: Retreat 
  (Heroic) 
  Encounter Level 2/4/6/8/10 
  Setup 
  This encounter includes the following creatures at 
  adventure level 2:  
  1 beholder gauth (level 1) (B) 
  2 horned kir-lanan (level 1) (K) 
  8 black kir-lanan (level 1) (O) 
  3 wagons 
   
  This encounter includes the following creatures at 
  adventure level 4:  
  1 beholder gauth (level 3) (B) 
  2 horned kir-lanan (level 3) (K) 
  8 black kir-lanan (level 3) (O) 
  3 wagons 
   
  This encounter includes the following creatures at 
  adventure level 6:  
  1 beholder gauth (B) 
  2 horned kir-lanan (level 5) (K) 
  8 black kir-lanan (level 5) (O) 
  3 wagons 
   
  This encounter includes the following creatures at 
  adventure level 8:  
  1 beholder gauth (level 7) (B) 
  2 horned kir-lanan (level 7) (K) 
  8 black kir-lanan (level 7) (O) 
  3 wagons 
   
  This encounter includes the following creatures at 
  adventure level 10:  
  1 beholder gauth (level 9) (B) 
  2 horned kir-lanan (level 9) (K) 
  8 black kir-lanan (level 9) (O) 
  3 wagons 
   
  Glory Tier: Add 1 level to all creatures. Add a second 
  wave of minions and 1 extra hornstone gargoyle at the 
  start of round 3 of the battle. 
   
  Special: As an option, the Senior DM can assign Coura 
  (the special golem used to infuse the magic of Spellgard 
  into) to one of the heroic tables if the players chose to 
  transfer the power instead of destroying it during the 
  Interlude. She is still processing the power and unable 
  to interact with the characters, except at the barest level. 
   
  She will be the prime target of the monsters who 
  trie to kidnap her unless the PCs successfully hid her 
  (moderate DC Stealth check). When she is hit by an 
  area attack (even when hidden), there is a magic 
  backlash through all pillars. The table should yell 
  COURA IS HURT. If that happens a burst of energy 
  expends from all wagons. Each PC within burst 2 of a 
  wagon is targeted by the following attack: 
   
  Pillar Backlash 
  Terrain Hazard 
  C Arcane Burst • At-Will 
  Attack: burst 2 centered on wagons (creatures in burst); AL+3 vs.  
  Reflex 
  Hit: AL damage. 
  Miss: Half damage. 
   
  Running Time: 90 minutes; 30 minutes for the skill 
  challenge and about 60 minutes for the fight at the 
  portal. 
   
  Failure in Encounter 5: The Netherese realize what 
  the wagons carry, and react accordingly. In addition, it is 
  likely the wagons, oxes and drivers were harmed, which 
  carries over in this encounter. Finally, add one more 
  Interlude B to the skill challenge. 
   
  Failure at the Paragon Tables: Maximum of once per 
  two scenes during the skill challenge, or once every two 
  rounds in the fight. If a paragon table shouts that they 
  failed (“BREACH”), run Interlude B after the current 
  scene (or double the number of Netherese if already 
  running Interlude B), or add 4 minions at the start of the 
  next round if the fight is going on. Keep tabs on the 
  number of failures at the paragon tables, since you can 
  use additional breaches 2 scenes or 2 rounds later up to 
  the number of breaches. 
   
  Glory Points: As noted in Encounter 5, if the tables 
  have collectively earned enough glory points, all tables 
  have a +2 bonus on skill checks during the skill 
  challenge. 
   
  Once the pillars have been loaded on the wagons, it is 
  time for the PCs and their allies to leave before enemy 
  forces overrun them. The ritual casters, protected by a 
  small group of soldiers, are sent ahead. The slower 
  wagons follow at their own slower pace. 
   
  The heroic level PCs are assigned to the wagons to 
  make sure they make good speed and to chase away any 
  enemies that come across their path. Once they arrive at 
  the Fey Crossing it becomes clear that a small group of 
  enemies did beat them to it. There are signs of a battle, 
  and the portal is might be closed. The PCs have to defeat 
  
   
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  the enemy, and get the wagons through, before more 
  opponents arrive. 
   
  Read aloud or paraphrase at the start of the 
  encounter: 
   
  With the arrival of the floating fortress of Sakkors the 
  area is soon overrun with enemy forces. With great 
  haste the wagons and its grim drivers leave towards the 
  Fey Crossing and the safety of the Feywild beyond. If 
  you don’t make haste, the Netherese will overrun you.  
   
  Quickly determine whether the characters have any 
  specific tactics in mind before proceeding with 
  Interlude A. The first challenge is getting through the 
  rough hills surrounding Spellgard. 
   
  The encounter consists of 2 parts. It starts with a 
  short high paced skill challenge, and ends with a fight. 
  There is no time for a short rest between the skill 
  challenge and the fight. Keep this in mind when 
  running the challenge.  
  Skill Challenge: Harried Pursuit 
  Goal: Getting at and through the Fey Crossing as fast as 
  possible with the cargo in one piece. 
  Complexity: 2 (6 successes before 3 failures) 
  Primary Skills: Varies 
  Secondary Skills: Varies 
  Victory: The PCs arrive at the Fey Crossing with due 
  haste, and with a minimum of damage to the wagons. 
  Defeat: The trip took more time than expected. More 
  enemies are waiting at the Fey Crossing, and, since the 
  crossing has been closed for some time, it takes more 
  time to reopen it. Add 4 black kir-lanans to the fight. In 
  addition, they need to score an additional 3 successes to 
  open the portal. 
   
  Getting at the Fey Crossing in time is a mix of making 
  speed, and keeping the enemy at bay. On the way the 
  PCs come across specific minor problems while in 
  between a returning scene deals with whether or not the 
  PCs can keep up the speed (Scene A) and another to 
  determine how much damage is taken when groups of 
  enemies do catch up (Scene B). The results of Scene A 
  count towards the success of the skill challenge. Failure 
  in Scene B has its own consequences and does not 
  count towards the skill challenge. 
   
  Fifteen minutes passes during each scene. This time 
  is one of constant trial and hardship. The PCs are unable 
  to take a short rest, though they may second wind or use 
  any other healing powers. Due to the time that elapses, 
  all sustain or encounter long powers end after 5 
  minutes. Be clear to players that their benefits do not 
  carry over from scene to scene before they use them. 
   
  This is a high paced skill challenge. Do not give the 
  players much time to consider their actions. At the same 
  time, do allow the players some time to think up ideas. 
  Accept the use of different skills than those described 
  below if doing so makes sense based on the PCs’ plans. 
  Interlude A: Rushing Forward (1 success 
  maximum) 
  This scene is run as an interlude at specific points in 
  between the other scenes. Count this scene as a group 
  check where, if half or more of the PCs score a success 
  in individual skill checks, it counts as 1 success to the 
  overall skill challenge. 
   
  Bluff, Intimidate or Nature hard DC (1 maximum) 
  Creating false tracks, a diversion, or simply scaring 
  enemy scouts away buys the caravan time. Doing so is 
  not particularly easy though. 
   
  Athletics or Endurance moderate DC (no maximum) 
  Helping pushing wagons, pulling oxen, carrying the 
  wounded and other similar physical exertions are a 
  great boon to the speed of the caravan. 
   
  Nature moderate DC (1 maximum) 
  It requires skill to get the maximum speed and 
  endurance out of the draft animals. 
   
  Perception moderate DC (1 maximum) 
  Finding the right path through the landscape is a great 
  boon when speed is of the essence. 
   
  Stealth hard DC (1 maximum) 
  Hiding tracks, and making the wagons harder to detect 
  by flying opponents is hard, but not impossible. 
  Interlude B: Harried 
  There is no battle map and movement is not tracked. All 
  Netherese opponents last only for that scene, then are 
  driven off or slain. This abstraction allows the scene to 
  move quickly while still conveying the waves of enemies 
  that the PCs face. Failure in this scene leads to damage 
  to the PCs and hence does not count towards the overall 
  skill challenge. 
   
  At the end of this scene, the PCs take AL 2 and 
  4: 2 points of damage times the number of 
  Netherese remaining or AL 6 to 10: 4 points of 
  damage times the number of Netherese, which 
  represents the outcomes of their abstract skirmishes and 
  attacks they were unable to prevent. Encourage the PCs 
  to use encounter or daily powers and action points if 
  
   
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  needed, as they may not be used to thinking of them as 
  available during a skill challenge. 
   
  Number of Nethere: The number of Nethere present 
  in each scene is determined by the following: 
  • 
  Party Size: The starting number of Nethere for 
  each interlude is equal to the number of 
  characters in the party (4, 5, or 6) x 2 (for a total 
  of 8, 10, or 12). 
   
  Defeating Netherese: Any Netherese is defeated by 
  one of the following: 
  • 
  Attack: An attack that hits and deals at least 5 
  damage. 
  • 
  Forced Movement: When subjected to a push or 
  slide effect of 3 squares or more. 
  • 
  Condition: 
  When 
  immobilized, 
  restrained, 
  stunned, dominated, or otherwise prevented 
  from moving or acting. Dazed and grabbed are 
  insufficient for this purpose. 
  • 
  Skills: A PC may make a skill check as a move 
  action to drive off a single Netherese. Athletics, 
  Bluff, or Intimidate against moderate DC all work 
  for this purpose. 
   
  Determining Targets: The following list describes the 
  number of Netherese that can be targeted with a given 
  attack or power: 
  • 
  Melee: Melee attacks target their normal number 
  of targets. PCs with multiple attacks can target 
  additional Netherese only if they have melee 
  reach 2 or greater. 
  • 
  Ranged: Ranged attacks target their normal 
  number of targets. 
  • 
  Close/Area: Burst 1 or Blast 4 or lower attacks 
  target 2 Netherese. Burst 2 – 4 or Blast 5 or 
  greater attacks target 3 Netherese. Burst 5 or 
  greater attacks target 4 Netherese. 
  • 
  Zone: Zones that contain 3 or fewer squares 
  target 1 Netherese. Zones that contain 4 or more 
  squares target 3 Netherese. 
  • 
  Defenses: 
  For 
  purposes 
  of 
  attacks, 
  all 
  abominations in this skill challenge have AC [AL 
  + 14] and all other defenses [AL + 12]. 
  • 
  Keywords: Netherese come in many types. For 
  the purposes of this encounter, treat them as 
  shadow humanoids. 
   
  Other Determinations: 
  • 
  Netherse never provoke opportunity attacks or 
  move adjacent or start next to the PCs.  
  • 
  Netherese make no attack or damage rolls and 
  include every PC in their automatic damage, so 
  marks, the weakened condition, and attack 
  penalties have no effect.  
  • 
  Netherse are only driven off by automatic 
  damage if it’s at least 5. 
  • 
  Abilities that trigger off of bloodying or reducing 
  an enemy to 0 hp are not applicable. 
  • 
  Because of the vast battlefield, it is impossible to 
  create 
  barriers 
  that 
  Netherese 
  cannot 
  circumvent, though you may use your discretion 
  in reducing the number of Netherse in a given 
  scene as a result of particularly clever tactics. 
   
  Use your judgment based on these guidelines to deal 
  with powers and effects that don’t seem to fit any of 
  these categories. As a general rule of thumb, rule in the 
  PCs’ favor for encounter and daily powers, and against 
  them for at-will powers. 
  Scene 0: On the Run 
  Run Interlude A. 
  Scene 1: Into the Tree Line (1 success maximum) 
  Read aloud or paraphrase at the start of the scene: 
  You leave the rocky open hills around Spellgard and 
  soon you are in a lightly forested area. Shouts of alarm 
  from the front of the caravan alert you to fallen trees 
  that block passage. 
   
  The PCs need to remove the trees, before the wagons 
  can proceed. It costs some time, and soon after a group 
  of Netherese skirmishers catch up. Run Interlude B after 
  this scene. 
   
  Athletics easy DC (group check; 1 success) 
  Quickly removing the trees is necessary, but somewhat 
  risky. A PC that fails a check takes [½ x healing surge] 
  damage. Note that PCs who do not help score 1 failure 
  for the group check, but do not take damage. 
   
  Dungeoneering 
  moderate 
  DC 
  (0 
  success; 
  1 
  maximum) 
  Directing people clearing the path is a great boon, 
  providing a +2 bonus to the Athletics check. In addition 
  it can change 1 individual failure of the group check 
  into a success (so that that PC is not damaged either). 
   
  Run Interlude B. 
  Scene 2: Morale (1 success maximum) 
  Read aloud or paraphrase at the start of the scene: 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 131 
  When the last Netherese scout disappears in the 
  shadows, you note several of the drivers and soldiers 
  have abandoned their wagons. 
   
  Morale is low, and common soldiers are on the verge of 
  a panick, abandoning the wagons and their vital cargo. 
  Run Interlude A after this scene. 
   
  Bluff, Diplomacy or Intimidate moderate DC (1 
  success; 1 maximum) 
  Restoring morale to the point that the drivers resume 
  their position whether through lies, a rousing speech or 
  fear.  
   
  Run Interlude A. 
  Scene 3: Cutting Corners (2 successes maximum) 
  Read aloud or paraphrase at the start of the scene: 
  The path the wagons are following makes a sharp turn 
  around a steep hill and a dense patch of undergrowth. 
  Follow the road and choose certainty, or cut a corner but 
  risk getting stuck? 
   
  If the PCs follow the path, they score a single success 
  automatically. If they cut the corner, they have a chance 
  to remove 1 failure or score an additional success. Run 
  Interlude B after this scene. 
   
  Nature hard DC (special; 1 maximum) 
  The PC manages to direct the wagons through the dense 
  undergrowth without any significant problem. They 
  score 1 success, and in addition can choose to remove 1 
  failure or earn an additional success. 
   
  It is possible to assist, but it is always against 
  moderate DC due to the haste. Nature can be used, but 
  so can Athletics (cutting a path), Perception or another 
  skill you feel is applicable. A successful assist provides a 
  +2 bonus to the primary skill check. A failed assist 
  penalizes the primary skill check by 2. 
   
  Run Interlude B. 
  Scene 4: Fey Crossing 
  Read aloud or paraphrase at the start of the scene: 
  You arrive at your destination. Colors look more 
  vibrant. You note several mushroom circles, as well as 
  dense thorny bushes and a patch of flowering vines that 
  almost seem to glow. You have arrived at the planned 
  Fey Crossing. 
   
  Several human corpses, shredded by claws, lie 
  around: bodyguards of the casters that went ahead. 
  Sounds above in the dense canopy alert you to the fact 
  that flying enemies are nearby… 
   
  If the PCs already scored 6 successes for the skill 
  challenges: 
  A large doorway of energy stands in the patch of 
  glowing vines, providing a clear access to the Feywild 
  beyond. Beyond you note a small band of Luruar 
  soldiers looking with relief in your direction, at their feet 
  the corpses of a couple of dark-skinned gargoyle-like 
  creatures. 
   
  If the PCs have not yet scored 6 successes they first need 
  to open the portal. Luckily it only closed recently and it 
  can be opened with a simple skill check within 5 
  squares from the portal. As many checks are required 
  until 6 successes towards the skill challenge have been 
  scored. In case of a third failure, the 4 black kir-lanans 
  arrive at the end of the round, immediately acting. 
   
  If the PCs have already failed at the skill challenge, 
  they face the four additional minions immediately. In 
  addition 2 successes are needed to open the portal. A 
  failure is not counted towards the skill challenge 
  anymore, but does mean more checks are needed to 
  open the portal. 
   
  Arcana or Nature moderate DC (standard action) 
  OR hard DC (minor action) (1 success) 
  Prying open the portal requires some knowledge on 
  arcane or primal rituals. 
  Features of the Area 
   
  Illumination: The sun is still in the sky, and while 
  the trees provide shadow, it is not enough to diminish 
  the illumination significantly. 
   
  Canopy: The canopy is 30 feet (6 squares) above 
  the battlefield. It is considered difficult terrain, and 
  requires a DC 15 Athletics check for flying creatures to 
  pass. Failure results in the creature falling prone, falling 
  to the ground below. The beholder is well aware of this, 
  and hence is unlikely to enter the canopy unless to flee 
  the battle. 
   
  Fey Circles: The blue circles are fey circles, patches 
  of grass surrounded by mushrooms. A creature can 
  spend a minor action while in a fey circle’s square to 
  teleport 5 squares. 
   
  Needle Hedge: Patches of the undergrowth 
  consists of needle hedge. It is considered hindering 
  terrain, difficult terrain and provides partial cover to this 
  in and behind the hedges. If a creature moves through 
  more than 1 square of needle hedge during a single 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  move action or incident of forced movement, that 
  creature takes 5 damage. 
   
  Pillars: If Saharel was destroyed, the pillars are 
  magical, but not to a dangerous level. If Saharel was 
  saved, the pillars are fully charged. Any area attack that 
  includes a wagon, or an attack specifically targeting the 
  pillars (and the opponents are aware of this) creates a 
  dangerous backlash. Each wagon can be targeted this 
  way once. Remember that the kir-lanans are healed by 
  necrotic energy. 
   
  Pillar Backlash 
  Terrain Hazard 
  A Dark Backlash ( necrotic) • Once per Wagon 
  Attack: burst 2 centered on wagons (all creatures in burst); AL+3 vs.  
  Reflex 
  Hit:  1d8 + AL necrotic damage, and the target is weakened  
  (save ends).. 
   
   
  Portal: The area surrounding the portal is healing 
  ground. It is difficult terrain due to the dense plant 
  growth, but if a creature in this terrain spends a healing 
  surge, it regains an additional 2 hit points. A creature 
  stepping through the portal ends up in the Feywild, and 
  as long as the portal is open can return simply by 
  moving back. 
   
  Trees: Tree trunks are blocking terrain that 
  provides cover as normal. Trees can be climbed with a 
  DC 10 Athletics check. 
   
  Undergrowth: 
  There 
  are 
  patches 
  of 
  dense 
  undergrowth that are considered difficult terrain and 
  provide partial concealment. 
   
  Wagons: The PCs have three wagons to get through 
  the portal. The wagons have a speed of 4, and are 
  considered difficult terrain. Medium sized and smaller 
  creatures can end their turn on or under the wagon, but 
  not inside the same square as the ox.  
   
  Without direction the wagons stay in the same area 
  until the portal is open at which point the wagon moves 
  towards the portal with a speed of 4 at the end of a 
  round (double moving for a total of 8 squres). The oxes 
  do NOT move without an action of the PCs if somehow 
  threatened (e.g. when in the aura of a minion). A wagon 
  has to pass through the portal completely to leave the 
  area. It requires a minor action by a PC to direct a 
  wagon in another direction, and move action, while on 
  the wagon, if they want to use it as a weapon against the 
  opponents. Only one wagon at a time can pass through a 
  portal. 
   
  The ox is considered to have an AC of [10 + AL] and 
  all other defenses are at [8 + AL]. It is bloodied after two 
  hits, goes unconscious at the 4th and dies at the fifth. It 
  has 1 healing surge. At glory tier, it is bloodied after 1 
  hit, goes unconscious at the 2nd hit and dies at the third. 
   
  Two PCs can replace the roll of an ox, in which case 
  they need to make a moderate DC Athletics check as a 
  move action to push/pull the wagon 2 squares. If they 
  succeed at a hard DC the speed is 5 squares instead.  
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  A large wagon with a strong looking ox in front stands nearby. The ox looks 
  tense and ready to attack anything nearby. 
  Move Action 
  Check: Nature check (easy DC) to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 1d8 + 5 / 2d6 + 5 / 2d6 + 7 / 2d8 + 7 / 2d8 + 9 damage, and the  
  creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: The wagon tile from ET2: City is a good representation for the ox 
  wagon. 
   
   
  You can give the players Handout 5 to help run the 
  ox wagons. 
  Tactics 
  The kir-lanan and their beholder leader intent to stop 
  the PCs, but they are not aware of the import of the 
  pillars. As a result they focus their attacks on the PCs, 
  until it becomes clear that the PCs want the wagons out. 
  The gaunt prefers to target ranged attackers, preferring 
  to damage opponents as opposed to disabling them. It 
  uses telekinetic ray if somehow cornered into melee, 
  preferably sliding a target into a needle hedge. The 
  black kir-lanans split in two, with each swarm focusing 
  on one ranged attacker out of melee. The horned kir-
  lanans also prefer lone targets (since it is easier to drag 
  them away), but focus on melee opponents. 
   
  When the opponents realize the wagons are 
  important is up to your judgment. At that point the 
  gaunt uses its central eye against the oxen instead of the 
  PCs, and likely uses sleep ray and/or exhaustion ray 
  against another ox. The remaining eye ray is still directed 
  at a PC (it does not bother using damaging attacks 
  against the oxen since it assumes it cannot kill them in 
  one hit). The black kir-lanan land besides the oxen to 
  use their cruel claws trait effectively. The horned kir-
  lanans keep targeting the PCs since the wagons are too 
  heavy to drag away. 
   
  None of the opponents is particularly fanatic, and 
  they flee when their life is truly threatened (when 
  roughly 10% or less of their hit points remain). 
   
  Glory Tier: At normal play the beholder and kir-
  lanan is unlikely to target the oxen with lethal attacks. 
  On glory tier the beasts are fair game, although they still 
  do not focus them all inclusively, and certainly not at the 
  risk of their own health. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 133 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove 4 minions or 1 hornstone 
  gargoyle (choose based on the ability of the PCs to deal 
  with minions). The PCs have 1 wagon less to care fore. 
   
  Six PCs: Add 4 minions or 1 hornstone gargoyle 
  (choose based on the ability of the PCs to deal with 
  minions). 
  Ending the Encounter 
  As soon as the wagons are through the portal, the PCs 
  can follow. Once they are through, the crossing closes 
  and the PCs and cargo are safe from the Netherese. The 
  PCs can also decide to stay at the other side, directing 
  the Luruar soldiers at the other side to close the portal. 
  While not strictly necessary, if they remain behind to 
  harass Netherese forces, it makes it easier for the 
  wagons to reach Luruar. 
   
  If things go against the PCs, they can decide to flee 
  through the portal, abandoning the wagons and their 
  cargo. In that case, the portal is closed behind them, but 
  potentially giving the Netherese the ability to restore 
  their control over Saharel. 
   
  Regardless, the battle is done. Wait till the other 
  tables are finished, and the organizers officially finish 
  the interactive as described in the Conclusion. 
  Questionnaire 
  • 
  How many wagons passed through the portal? 
  • 
  Was Coura kept save? Or was she captured? 
  • 
  Did any PC use liquid darkness?  
  • 
  Did any PC die? 
  • 
  Did all PCs pass through the portal? If not, how 
  many remained behind? 
   
  
   
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  Encounter 6A: Retreat Statistics (Adventure Level 2)
   
  1 Beholder Gauth (level 1) 
  Level 1 Elite Artillery 
  Medium aberrant magical beast 
  XP 200 
  HP 54; Bloodied 27 
  Initiative +2 
  AC 13, Fortitude 12, Reflex 14, Will 15 
  Perception +8 
  Speed 0, fly 6 (hover) 
  All-around vision, darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  All-Around Vision 
  Enemies can’t gain combat advantage by flanking the gauth. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +6 vs. AC 
  Hit: 2d4 + 1 damage.  
  R Eye-Rays • At-Will 
  Effect: The gauth uses two eye ray powers chosen from the list below. 
  Each eye ray must target a different creature. Using eye rays does not  
  provoke opportunity attacks. 
  1. Fire Ray (fire): Ranged 8; +6 vs. Reflex; 2d6 + 2 fire damage. 
  2. Exhaustion Ray (necrotic): Ranged 8; +6 vs. Fortitude; 1d6 + 2  
  necrotic damage, and the target is weakened (save ends). 
  3. Sleep Ray (charm): Ranged 8; +6 vs. Fortitude; the target is  
  slowed (save ends.) 
  First Failed Saving Throw: The target is knocked unconscious 
  instead of slowed (save ends). 
  4. Telekinesis Ray: Ranged 8; +6 vs. Fortitude; the gauth slides the  
  target up to 4 squares. 
  MINOR ACTIONS 
  r Central Eye • At-Will 
  Attack: Ranged 5 (one creature); +6 vs. Will 
  Hit: The target is immobilized until the end of the gauth’s next turn. 
  Str 12 (+1) 
  Dex 15 (+2) 
  Wis 16 (+3) 
  Con 15 (+2) 
  Int 18 (+4) 
  Cha 20 (+5) 
  Alignment evil 
  Languages Deep Speech, Netherse 
   
  8+ Black Kir-lanan (level 1) 
  Level 1 Minion Soldier 
  Medium shadow humanoid 
  XP 25 
  HP 1; a missed attack never damages a minion. 
  Initiative +4 
  AC 17, Fortitude 15, Reflex 13, Will 12 
  Perception +3 
  Speed 6, fly 8 
  Darkvision 
  TRAITSS 
  Cruel Claws 
  Whenever an enemy leaves a square adjacent to the black kir-lanan,  
  that enemy takes 2 damage. 
  Lurking Presence 
  The black kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +6 vs. AC 
  Hit: 4 damage.  
  Skills Athletics +10, Stealth +7 
  Str 20 (+5) 
  Dex 15 (+2) 
  Wis 16 (+3) 
  Con 15 (+2) 
  Int 5 (-3) 
  Cha 11 (+0) 
  Alignment evil 
  Languages Netherese 
  Note: Renamed obsidian gargoyle from MM3. 
   
  2 Horned Kir-lanan (level 1) 
  Level 1 Brute 
  Medium shadow humanoid 
  XP 100 
  HP 37; Bloodied 18 
  Initiative +3 
  AC 13, Fortitude 15, Reflex 12, Will 12 
  Perception +8 
  Speed 6, fly 8 
  Darkvision 
  Vulnerable 5 radiant 
   
  TRAITS 
  Lurking Presence 
  The horned kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +6 vs. AC 
  Hit: 2d6 + 4 damage, and the kir-lanan can use skewering drag as a  
  free action.  
  M Impaling Charge • At-Will 
  Effect: The kir-lanan charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Melee 1 (one creature); +7 vs. AC 
  Hit: 2d8 + 4 damage, and the target is grabbed and takes ongoing 5  
  damage until the grab ends. 
  MOVE ACTIONS 
  Skewering Drag • At-Will 
  Effect: The kir-lanan moves half its speed, pulling a creature grabbed  
  by the kir-lanan with it. The kir-lanan and the creature grabbed by it  
  do not provoke opportunity attacks from each other from this  
  movement. Note: It cannot fly up with a target. 
  TRIGGERED ACTIONS 
  Necrotic Healing (healing) • Encounter 
  Trigger: The horned kir-lanan is damaged by a necrotic attack. 
  Effect (Immediate Reaction): The horned kir-lanan regains 9 hit points.  
  Skills Stealth +8 
  Str 22 (+6) 
  Dex 16 (+3) 
  Wis 16 (+3) 
  Con 17 (+3) 
  Int 5 (-3) 
  Cha 11 (+0) 
  Alignment evil 
  Languages Netherese 
  Note: Hornstone gargoyle from MM3 reflavored as a kir-lanan. 
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  Ox: 
  HP 4 hits (2 at glory tier); a missed attack never damages a minion. A 
  critical hit instantly kills an ox. 
   
  AC 12, Fortitude 10, Reflex 10, Will 10 
   
  Speed 4 
   
  MOVE ACTION 
  Check: DC 9 Nature check to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 1d8 + 5 damage, and the creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: Two PCs can replace the roll of an ox, in which case they need 
  to make a DC 13 Athletics check as a move action to push/pull the 
  wagon 2 squares. If they succeed at DC 20 the speed is 5 squares 
  instead.  
  
   
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  Page 135 
  Encounter 6A: Retreat Statistics (Adventure Level 4)
   
  1 Beholder Gauth (level 3) 
  Level 3 Elite Artillery 
  Medium aberrant magical beast 
  XP 300 
  HP 78; Bloodied 39 
  Initiative +3 
  AC 15, Fortitude 14, Reflex 16, Will 17 
  Perception +9 
  Speed 0, fly 6 (hover) 
  All-around vision, darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  All-Around Vision 
  Enemies can’t gain combat advantage by flanking the gauth. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 2d4 + 3 damage.  
  R Eye-Rays • At-Will 
  Effect: The gauth uses two eye ray powers chosen from the list below. 
  Each eye ray must target a different creature. Using eye rays does not  
  provoke opportunity attacks. 
  1. Fire Ray (fire): Ranged 8; +8 vs. Reflex; 2d6 + 4 fire damage. 
  2. Exhaustion Ray (necrotic): Ranged 8; +8 vs. Fortitude; 1d6 + 4  
  necrotic damage, and the target is weakened (save ends). 
  3. Sleep Ray (charm): Ranged 8; +8 vs. Fortitude; the target is  
  slowed (save ends.) 
  First Failed Saving Throw: The target is knocked unconscious 
  instead of slowed (save ends). 
  4. Telekinesis Ray: Ranged 8; +8 vs. Fortitude; the gauth slides the  
  target up to 4 squares. 
  MINOR ACTIONS 
  r Central Eye • At-Will 
  Attack: Ranged 5 (one creature); +8 vs. Will 
  Hit: The target is immobilized until the end of the gauth’s next turn. 
  Str 12 (+2) 
  Dex 15 (+3) 
  Wis 16 (+4) 
  Con 15 (+3) 
  Int 18 (+5) 
  Cha 20 (+6) 
  Alignment evil 
  Languages Deep Speech, Netherse 
   
  8+ Black Kir-lanan (level 3) 
  Level 3 Minion Soldier 
  Medium shadow humanoid 
  XP 38 
  HP 1; a missed attack never damages a minion. 
  Initiative +5 
  AC 19, Fortitude 17, Reflex 15, Will 14 
  Perception +4 
  Speed 6, fly 8 
  Darkvision 
  TRAITSS 
  Cruel Claws 
  Whenever an enemy leaves a square adjacent to the black kir-lanan,  
  that enemy takes 2 damage. 
  Lurking Presence 
  The black kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 5 damage.  
  Skills Athletics +11, Stealth +8 
  Str 20 (+6) 
  Dex 15 (+3) 
  Wis 16 (+4) 
  Con 15 (+3) 
  Int 5 (-2) 
  Cha 11 (+1) 
  Alignment evil 
  Languages Netherese 
  Note: Renamed obsidian gargoyle from MM3. 
   
  2 Horned Kir-lanan (level 3) 
  Level 3 Brute 
  Medium shadow humanoid 
  XP 150 
  HP 57; Bloodied 28 
  Initiative +4 
  AC 15, Fortitude 17, Reflex 14, Will 14 
  Perception +9 
  Speed 6, fly 8 
  Darkvision 
  Vulnerable 5 radiant 
   
  TRAITS 
  Lurking Presence 
  The horned kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 2d6 + 7 damage, and the kir-lanan can use skewering drag as a  
  free action.  
  M Impaling Charge • At-Will 
  Effect: The kir-lanan charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Melee 1 (one creature); +8 vs. AC 
  Hit: 2d8 + 7 damage, and the target is grabbed and takes ongoing 5  
  damage until the grab ends. 
  MOVE ACTIONS 
  Skewering Drag • At-Will 
  Effect: The kir-lanan moves half its speed, pulling a creature grabbed  
  by the kir-lanan with it. The kir-lanan and the creature grabbed by it  
  do not provoke opportunity attacks from each other from this  
  movement. Note: It cannot fly up with a target. 
  TRIGGERED ACTIONS 
  Necrotic Healing (healing) • Encounter 
  Trigger: The horned kir-lanan is damaged by a necrotic attack. 
  Effect (Immediate Reaction): The horned kir-lanan regains 14 hit points.  
  Skills Stealth +9 
  Str 22 (+7) 
  Dex 16 (+4) 
  Wis 16 (+4) 
  Con 17 (+4) 
  Int 5 (-2) 
  Cha 11 (+1) 
  Alignment evil 
  Languages Netherese 
  Note: Hornstone gargoyle from MM3 reflavored as a kir-lanan. 
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  Ox: 
  HP 4 hits (2 at glory tier); a missed attack never damages a minion. A 
  critical hit instantly kills an ox. 
   
  AC 14, Fortitude 12, Reflex 12, Will 12 
   
  Speed 4 
   
  MOVE ACTION 
  Check: DC 10 Nature check to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 2d6 + 5 damage, and the creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: Two PCs can replace the roll of an ox, in which case they need 
  to make a DC 14 Athletics check as a move action to push/pull the 
  wagon 2 squares. If they succeed at DC 21 the speed is 5 squares 
  instead.  
   
   
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 136 
  Encounter 6A: Retreat Statistics (Adventure Level 6)
   
  1 Beholder Gauth 
  Level 5 Elite Artillery 
  Medium aberrant magical beast 
  XP 400 
  HP 102; Bloodied 51 
  Initiative +4 
  AC 17, Fortitude 16, Reflex 18, Will 19 
  Perception +10 
  Speed 0, fly 6 (hover) 
  All-around vision, darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  All-Around Vision 
  Enemies can’t gain combat advantage by flanking the gauth. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 2d4 + 5 damage.  
  R Eye-Rays • At-Will 
  Effect: The gauth uses two eye ray powers chosen from the list below. 
  Each eye ray must target a different creature. Using eye rays does not  
  provoke opportunity attacks. 
  1. Fire Ray (fire): Ranged 8; +10 vs. Reflex; 2d6 + 6 fire damage. 
  2. Exhaustion Ray (necrotic): Ranged 8; +10 vs. Fortitude; 1d8 + 4  
  necrotic damage, and the target is weakened (save ends). 
  3. Sleep Ray (charm): Ranged 8; +10 vs. Fortitude; the target is  
  slowed (save ends.) 
  First Failed Saving Throw: The target is knocked unconscious 
  instead of slowed (save ends). 
  4. Telekinesis Ray: Ranged 8; +10 vs. Fortitude; the gauth slides the  
  target up to 4 squares. 
  MINOR ACTIONS 
  r Central Eye • At-Will 
  Attack: Ranged 5 (one creature); +10 vs. Will 
  Hit: The target is immobilized until the end of the gauth’s next turn. 
  Str 12 (+3) 
  Dex 15 (+4) 
  Wis 16 (+5) 
  Con 15 (+4) 
  Int 18 (+6) 
  Cha 20 (+7) 
  Alignment evil 
  Languages Deep Speech, Netherse 
   
  8+ Black Kir-lanan (level 5) 
  Level 5 Minion Soldier 
  Medium shadow humanoid 
  XP 50 
  HP 1; a missed attack never damages a minion. 
  Initiative +6 
  AC 21, Fortitude 19, Reflex 17, Will 16 
  Perception +5 
  Speed 6, fly 8 
  Darkvision 
  TRAITSS 
  Cruel Claws 
  Whenever an enemy leaves a square adjacent to the black kir-lanan,  
  that enemy takes 4 damage. 
  Lurking Presence 
  The black kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 6 damage.  
  Skills Athletics +12, Stealth +9 
  Str 20 (+7) 
  Dex 15 (+4) 
  Wis 16 (+5) 
  Con 15 (+4) 
  Int 5 (-1) 
  Cha 11 (+2) 
  Alignment evil 
  Languages Netherese 
  Note: Renamed obsidian gargoyle from MM3. 
   
  2 Horned Kir-lanan (level 5) 
  Level 5 Brute 
  Medium shadow humanoid 
  XP 200 
  HP 77; Bloodied 38 
  Initiative +5 
  AC 17, Fortitude 19, Reflex 16, Will 16 
  Perception +10 
  Speed 6, fly 8 
  Darkvision 
  Vulnerable 5 radiant 
   
  TRAITS 
  Lurking Presence 
  The horned kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 2d8 + 5 damage, and the kir-lanan can use skewering drag as a  
  free action.  
  M Impaling Charge • At-Will 
  Effect: The kir-lanan charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Melee 1 (one creature); +10 vs. AC 
  Hit: 2d10 + 5 damage, and the target is grabbed and takes ongoing 5  
  damage until the grab ends. 
  MOVE ACTIONS 
  Skewering Drag • At-Will 
  Effect: The kir-lanan moves half its speed, pulling a creature grabbed  
  by the kir-lanan with it. The kir-lanan and the creature grabbed by it  
  do not provoke opportunity attacks from each other from this  
  movement. Note: It cannot fly up with a target. 
  TRIGGERED ACTIONS 
  Necrotic Healing (healing) • Encounter 
  Trigger: The horned kir-lanan is damaged by a necrotic attack. 
  Effect (Immediate Reaction): The horned kir-lanan regains 19 hit points.  
  Skills Stealth +10 
  Str 22 (+8) 
  Dex 16 (+5) 
  Wis 16 (+5) 
  Con 17 (+5) 
  Int 5 (-1) 
  Cha 11 (+2) 
  Alignment evil 
  Languages Netherese 
  Note: Hornstone gargoyle from MM3 reflavored as a kir-lanan. 
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  Ox: 
  HP 4 hits (2 at glory tier); a missed attack never damages a minion. A 
  critical hit instantly kills an ox. 
   
  AC 16, Fortitude 14, Reflex 14, Will 14 
   
  Speed 4 
   
  MOVE ACTION 
  Check: DC 11 Nature check to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 2d6 + 7 damage, and the creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: Two PCs can replace the roll of an ox, in which case they need 
  to make a DC 15 Athletics check as a move action to push/pull the 
  wagon 2 squares. If they succeed at DC 23 the speed is 5 squares 
  instead.  
   
   
  
   
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  Encounter 6A: Retreat Statistics (Adventure Level 8)
   
  1 Beholder Gauth (level 7) 
  Level 7 Elite Artillery 
  Medium aberrant magical beast 
  XP 600 
  HP 126; Bloodied 63 
  Initiative +5 
  AC 19, Fortitude 18, Reflex 20, Will 21 
  Perception +11 
  Speed 0, fly 6 (hover) 
  All-around vision, darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  All-Around Vision 
  Enemies can’t gain combat advantage by flanking the gauth. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 2d4 + 7 damage.  
  R Eye-Rays • At-Will 
  Effect: The gauth uses two eye ray powers chosen from the list below. 
  Each eye ray must target a different creature. Using eye rays does not  
  provoke opportunity attacks. 
  1. Fire Ray (fire): Ranged 8; +12 vs. Reflex; 2d6 + 8 fire damage. 
  2. Exhaustion Ray (necrotic): Ranged 8; +12 vs. Fortitude; 1d8 + 6  
  necrotic damage, and the target is weakened (save ends). 
  3. Sleep Ray (charm): Ranged 8; +12 vs. Fortitude; the target is  
  slowed (save ends.) 
  First Failed Saving Throw: The target is knocked unconscious 
  instead of slowed (save ends). 
  4. Telekinesis Ray: Ranged 8; +12 vs. Fortitude; the gauth slides the  
  target up to 4 squares. 
  MINOR ACTIONS 
  r Central Eye • At-Will 
  Attack: Ranged 5 (one creature); +12 vs. Will 
  Hit: The target is immobilized until the end of the gauth’s next turn. 
  Str 12 (+4) 
  Dex 15 (+5) 
  Wis 16 (+6) 
  Con 15 (+5) 
  Int 18 (+7) 
  Cha 20 (+8) 
  Alignment evil 
  Languages Deep Speech, Netherse 
   
  8+ Black Kir-lanan (level 7) 
  Level 7 Minion Soldier 
  Medium shadow humanoid 
  XP 75 
  HP 1; a missed attack never damages a minion. 
  Initiative +7 
  AC 23, Fortitude 21, Reflex 19, Will 17 
  Perception +6 
  Speed 6, fly 8 
  Darkvision 
  TRAITSS 
  Cruel Claws 
  Whenever an enemy leaves a square adjacent to the black kir-lanan,  
  that enemy takes 4 damage. 
  Lurking Presence 
  The black kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 7 damage.  
  Skills Athletics +13, Stealth +10 
  Str 20 (+8) 
  Dex 15 (+5) 
  Wis 16 (+6) 
  Con 15 (+5) 
  Int 5 (+0) 
  Cha 11 (+3) 
  Alignment evil 
  Languages Netherese 
  Note: Renamed obsidian gargoyle from MM3. 
   
  2 Horned Kir-lanan (level 7) 
  Level 7 Brute 
  Medium shadow humanoid 
  XP 300 
  HP 97; Bloodied 48 
  Initiative +6 
  AC 19, Fortitude 21, Reflex 18, Will 18 
  Perception +11 
  Speed 6, fly 8 
  Darkvision 
  Vulnerable 5 radiant 
   
  TRAITS 
  Lurking Presence 
  The horned kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 2d10 + 4 damage, and the kir-lanan can use skewering drag as a  
  free action.  
  M Impaling Charge • At-Will 
  Effect: The kir-lanan charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Melee 1 (one creature); +12 vs. AC 
  Hit: 2d12 + 4 damage, and the target is grabbed and takes ongoing 5  
  damage until the grab ends. 
  MOVE ACTIONS 
  Skewering Drag • At-Will 
  Effect: The kir-lanan moves half its speed, pulling a creature grabbed  
  by the kir-lanan with it. The kir-lanan and the creature grabbed by it  
  do not provoke opportunity attacks from each other from this  
  movement. 
  TRIGGERED ACTIONS 
  Necrotic Healing (healing) • Encounter 
  Trigger: The horned kir-lanan is damaged by a necrotic attack. 
  Effect (Immediate Reaction): The horned kir-lanan regains 24 hit points.  
  Skills Stealth +11 
  Str 22 (+9) 
  Dex 16 (+6) 
  Wis 16 (+6) 
  Con 17 (+6) 
  Int 5 (+0) 
  Cha 11 (+3) 
  Alignment evil 
  Languages Netherese 
  Note: Hornstone gargoyle from MM3 reflavored as a kir-lanan. 
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  Ox: 
  HP 4 hits (2 at glory tier); a missed attack never damages a minion. A 
  critical hit instantly kills an ox. 
   
  AC 18, Fortitude 16, Reflex 16, Will 16 
   
  Speed 4 
   
  MOVE ACTION 
  Check: DC 12 Nature check to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 2d8 + 7 damage, and the creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: Two PCs can replace the roll of an ox, in which case they need 
  to make a DC 16 Athletics check as a move action to push/pull the 
  wagon 2 squares. If they succeed at DC 24 the speed is 5 squares 
  instead.  
   
   
  
   
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  Encounter 6A: Retreat Statistics (Adventure Level 10)
   
  1 Beholder Gauth (level 9) 
  Level 9 Elite Artillery 
  Medium aberrant magical beast 
  XP 800 
  HP 148; Bloodied 75 
  Initiative +6 
  AC 21, Fortitude 20, Reflex 22, Will 23 
  Perception +12 
  Speed 0, fly 6 (hover) 
  All-around vision, darkvision 
  Saving Throws +2; Action Points 1 
  TRAITS 
  All-Around Vision 
  Enemies can’t gain combat advantage by flanking the gauth. 
  STANDARD ACTIONS 
  m Bite • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 2d6 + 7 damage.  
  R Eye-Rays • At-Will 
  Effect: The gauth uses two eye ray powers chosen from the list below. 
  Each eye ray must target a different creature. Using eye rays does not  
  provoke opportunity attacks. 
  1. Fire Ray (fire): Ranged 8; +14 vs. Reflex; 2d8 + 8 fire damage. 
  2. Exhaustion Ray (necrotic): Ranged 8; +14 vs. Fortitude; 2d6 + 6  
  necrotic damage, and the target is weakened (save ends). 
  3. Sleep Ray (charm): Ranged 8; +14 vs. Fortitude; the target is  
  slowed (save ends.) 
  First Failed Saving Throw: The target is knocked unconscious 
  instead of slowed (save ends). 
  4. Telekinesis Ray: Ranged 8; +14 vs. Fortitude; the gauth slides the  
  target up to 6 squares. 
  MINOR ACTIONS 
  r Central Eye • At-Will 
  Attack: Ranged 5 (one creature); +14 vs. Will 
  Hit: The target is immobilized until the end of the gauth’s next turn. 
  Str 12 (+5) 
  Dex 15 (+6) 
  Wis 16 (+7) 
  Con 15 (+6) 
  Int 18 (+8) 
  Cha 20 (+9) 
  Alignment evil 
  Languages Deep Speech, Netherse 
   
  8+ Black Kir-lanan (level 9) 
  Level 9 Minion Soldier 
  Medium shadow humanoid 
  XP 100 
  HP 1; a missed attack never damages a minion. 
  Initiative +8 
  AC 25, Fortitude 23, Reflex 21, Will 19 
  Perception +7 
  Speed 6, fly 8 
  Darkvision 
  TRAITSS 
  Cruel Claws 
  Whenever an enemy leaves a square adjacent to the black kir-lanan,  
  that enemy takes 4 damage. 
  Lurking Presence 
  The black kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 8 damage.  
  Skills Athletics +14, Stealth +11 
  Str 20 (+9) 
  Dex 15 (+6) 
  Wis 16 (+7) 
  Con 15 (+6) 
  Int 5 (+1) 
  Cha 11 (+4) 
  Alignment evil 
  Languages Netherese 
  Note: Renamed obsidian gargoyle from MM3. 
   
  2 Horned Kir-lanan (level 9) 
  Level 9 Brute 
  Medium shadow humanoid 
  XP 400 
  HP 117; Bloodied 58 
  Initiative +7 
  AC 21, Fortitude 23, Reflex 20, Will 20 
  Perception +12 
  Speed 6, fly 8 
  Darkvision 
  Vulnerable 5 radiant 
   
  TRAITS 
  Lurking Presence 
  The horned kir-lanan gains a +10 bonus to Stealth checks against  
  enemies’ passive Perception. 
  STANDARD ACTIONS 
  m Claw • At-Will 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 2d10 + 6 damage, and the kir-lanan can use skewering drag as a  
  free action.  
  M Impaling Charge • At-Will 
  Effect: The kir-lanan charges and makes the following attack in place  
  of a melee basic attack. 
  Attack: Melee 1 (one creature); +14 vs. AC 
  Hit: 2d12 + 6 damage, and the target is grabbed and takes ongoing 5  
  damage until the grab ends. 
  MOVE ACTIONS 
  Skewering Drag • At-Will 
  Effect: The kir-lanan moves half its speed, pulling a creature grabbed  
  by the kir-lanan with it. The kir-lanan and the creature grabbed by it  
  do not provoke opportunity attacks from each other from this  
  movement. 
  TRIGGERED ACTIONS 
  Necrotic Healing (healing) • Encounter 
  Trigger: The horned kir-lanan is damaged by a necrotic attack. 
  Effect (Immediate Reaction): The horned kir-lanan regains 24 hit points.  
  Skills Stealth +12 
  Str 22 (+10) 
  Dex 16 (+7) 
  Wis 16 (+7) 
  Con 17 (+7) 
  Int 5 (+1) 
  Cha 11 (+4) 
  Alignment evil 
  Languages Netherese 
  Note: Hornstone gargoyle from MM3 reflavored as a kir-lanan. 
   
  Ox Wagon 
  At-Will (2/round) Terrain 
  Ox: 
  HP 4 hits (2 at glory tier); a missed attack never damages a minion. A 
  critical hit instantly kills an ox. 
   
  AC 20, Fortitude 18, Reflex 18, Will 18 
   
  Speed 4 
   
  MOVE ACTION 
  Check: DC 13 Nature check to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the 
  wagon must make a primary stat +1 vs. Reflex. The attack can be made 
  against a single creature 1/turn. 
  Hit: 2d8 + 9 damage, and the creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: Two PCs can replace the roll of an ox, in which case they need 
  to make a DC 18 Athletics check as a move action to push/pull the 
  wagon 2 squares. If they succeed at DC 26 the speed is 5 squares 
  instead.  
   
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Encounter 6A: Retreat (Heroic) Map 
  Tile Sets Needed 
  DT4: Ruins of the Wilds x3; DT1: Dungeon (magic circles); ET2: City (wagons only) 
   
   
   
  B = beholder gaunt; K = Horned Kir-lanan 
  Place black kir-lanan spread out over the map. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 140 
  Encounter 6B: Retreat 
  (Paragon) 
  Encounter Level 12/14/16/18/20 
  Setup 
  This encounter includes the following creatures at 
  adventure level 12: 
  1 shadow treant (level 12) (D) 
  2 Bleak Speaker of Shar (level 12) (S) 
  2 Bleak Knights (level 12) (K) 
  4 Dark Mounts (level 12) (M) 
  (Note: if the whole group of PCs can fly, these mounts 
  are ebony veserab*, otherwise they are black horses; the 
  difference being that veserabs have speed fly 8).  
   
  This encounter includes the following creatures at 
  adventure level 14:  
  1 shadow treant (level 14) (D) 
  2 Bleak Speaker of Shar (level 14) (S) 
  2 Bleak Knights (level 14) (K) 
  4 Dark Mounts (level 14) (M) 
  (Note: if the whole group of PCs can fly, these mounts 
  are ebony veserab*, otherwise they are black horses; the 
  difference being that veserabs have speed fly 8). 
   
  This encounter includes the following creatures at 
  adventure level 16:  
  1 shadow treant (level 18) (D) 
  2 Bleak Speaker of Shar (S) 
  2 Bleak Knights (level 16) (K) 
  4 Dark Mounts (level 16) (M) 
  (Note: if the whole group of PCs can fly, these mounts 
  are ebony veserab*, otherwise they are black horses; the 
  difference being that veserabs have speed fly 8). 
   
  This encounter includes the following creatures at 
  adventure level 18:  
  1 shadow treant (level 20) (D) 
  2 Bleak Speaker of Shar (level 18) (S) 
  2 Bleak Knights (level 18) (K) 
  4 Dark Mounts (level 18) (M) 
  (Note: if the whole group of PCs can fly, these mounts 
  are ebony veserab*, otherwise they are black horses; the 
  difference being that veserabs have speed fly 8). 
   
  This encounter includes the following creatures at 
  adventure level 20:  
  1 shadow treant (level 22) (D) 
  2 Bleak Speaker of Shar (level 20) (S) 
  2 Bleak Knights (level 20) (K) 
  4 Dark Mounts (level 20) (M) 
  (Note: if the whole group of PCs can fly, these mounts 
  are ebony veserab*, otherwise they are black horses). 
   
  * Veserab are large dark purple lamprey like mounts 
  with clawed bat-wings. They are shadow creatures 
  without eyes, but blindsight 20 and a fly speed of 8. 
   
  Running Time: 90 minutes; 30 minutes for the skill 
  challenge, about 60 minutes for the fight. 
   
  Failure during Encounter 6: If the PCs fail a group 
  check in Scene A or half or more of the minions survive 
  in Scene B there is a breach. The spokesperson of the 
  group should immediately alert the heroic tables (either 
  by loudly shouting “BREACH” or through another 
  mechanism). The DM at the heroic tables know what to 
  do. 
   
  Glory Tier: See below. The creatures have a +4 bonus 
  on attack rolls and defenses. The bonus drops by 1 at the 
  start of each new round. 
   
  Glory Points: As noted in Encounter 5, if the tables 
  have collectively earned enough glory points, all tables 
  have a +2 bonus on skill checks during the skill 
  challenge. 
   
  The paragon PCs are ordered to remain behind to deal 
  with Netherese skirmishers following the wagons. Their 
  job consists of throwing a false trail, and to deal with the 
  occasional group of opposing skirmishers.  
   
  The first part of the encounter consists of a short fast 
  paced skill challenge, where failing in a scene has an 
  impact on what the heroic level PCs face in their 
  current encounter. The second part is a fight with a 
  band of particularly strong and fast opponents whose 
  defeat is vital for the wagons to get away. The PCs can 
  opt for a short rest in between the skill challenge and 
  the fight, but at the cost of potential surprise. 
   
  Glory Tier: There is no chance for a short rest. 
   
  At first you keep near the wagons, but when you enter 
  the shadow of the wooded hills, it is time to leave.  Your 
  orders are to throw a false trail for any Netherese 
  following the wagons, and where possible deal with any 
  scouts and skirmishers following your trail. It is vital the 
  wagons reach the crossing into the Feywild, or else the 
  work was for nothing. You are also tasked to deal with 
  any group that looks fast and capable of entering the 
  Feywild. 
   
  Proceed with the skill challenge. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
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  Note that the knights ride either black horses or 
  veserab depending on the ability of PCs to deal with 
  flying mounts. The knights themselves wear dark gray 
  plate, and are armed with lances, bastard swords and 
  shields. The shields contain the symbol of Shar, a black 
  disc surrounded by a purple line. The speakers wear 
  purple robes, are armed with morning stars and wear 
  several pouches that look like ritual component 
  pouches. The treant is NOT yet there.  
   
  Unbeknowns to the PCs, they have been preparing 
  to summon a shadow treant from Shadowfell to help 
  with persuing the wagons into the Feywild. The treant 
  appears at the start of the 2nd round and acts on its 
  initiative. 
  Skill Challenge: Stopping Pursuit 
  Goal: Keeping as many enemies as possible away from 
  the wagons carrying the pillars. 
  Complexity: 1 (special) 
  Primary Skills: Varies 
  Secondary Skills: Varies 
  Victory: The PCs take less or no damage, and, by 
  keeping the enemy away, they make things easier for the 
  protectors of the wagons (see Encounter 6A). 
  Defeat: Defeat causes damage to the PCs, making the 
  end fight harder. More importantly, it means more 
  enemies to harass the wagons. 
   
  The PCs’ job consists of making a false trail, and to deal 
  with the occasional group of opposing skirmishers. 
  Making a false trail is dealt with in Scene A. The 
  skirmish is described in Scene B.  
   
  Run each scene twice. Starting with Scene A, 
  followed by B and repeat. Once done, the PCs notice a 
  particularly strong and dangerous band of mounted 
  knights. The group contains two casters, likely capable of 
  entering the Feywild. At the same time the knights spot 
  the PCs and react accordingly. 
  Scene A: Make a False Trail 
  Ask for a group check in which each PC can use various 
  skills that make sense. Use your judgment, but err on the 
  side of the PCs. For example, a Bluff check to lay a false 
  trail, a Perception check to spot individual scouts, a 
  Stealth check to cover the tracks of the wagons or an 
  Athletics check to make a second trail through brute 
  force. The check is made against a moderate DC. PCs 
  who do not participate score a failure towards the group 
  check. If half or more succeed it counts as a success. 
  If not, it is a failure, and you should warn the heroic 
  level tables. 
  Scene B: Skirmish 
  There is no battle map and movement is not tracked. All 
  Netherese opponents last only for that scene, then are 
  driven off or slain. This abstraction allows the scene to 
  move quickly while still conveying the waves of enemies 
  that the PCs face. Failure in this scene leads to damage 
  to the PCs and hence does not count towards the overall 
  skill challenge. 
   
  At the end of this scene, the PCs take 4 points 
  of damage times the number of Netherese, which 
  represents the outcomes of their abstract skirmishes and 
  attacks they were unable to prevent. Encourage the PCs 
  to use encounter or daily powers and action points if 
  needed, as they may not be used to thinking of them as 
  available during a skill challenge. 
   
  If half or more survive, they also fail to stop the band 
  of Netherese. As a result the protectors of the wagons 
  face more opponents. Give a loud shout as a warning to 
  the heroic level tables. See Encounter 6A for details on 
  what happens at those tables. 
   
  Note: There is no need to spend actions on actual 
  movement. It is a simulation of a running skirmish, and 
  as such movement is already considered to be taking 
  place. 
   
  Number of Nethere: The number of Nethere present 
  in each scene is determined by the following: 
  • 
  Party Size: The starting number of Nethere for 
  each interlude is equal to the number of 
  characters in the party (4, 5, or 6) x 2 (for a total 
  of 8, 10, or 12). 
   
  Defeating Netherese: Any Netherese is defeated by 
  one of the following: 
  • 
  Attack: An attack that hits and deals at least 10 
  damage. 
  • 
  Forced Movement: When subjected to a push or 
  slide effect of 5 squares or more. 
  • 
  Condition: 
  When 
  immobilized, 
  restrained, 
  stunned, dominated, or otherwise prevented 
  from moving or acting. Dazed and grabbed are 
  insufficient for this purpose. 
  • 
  Skills: A PC may make a skill check as a move 
  action to drive off a single Netherese. Bluff, 
  Intimidate, Nature, Stealth or Thievery against 
  moderate DC all work for this purpose. 
   
  Determining Targets: The following list describes the 
  number of Netherese that can be targeted with a given 
  attack or power: 
  • 
  Melee: Melee attacks target their normal number 
  of targets. PCs with multiple attacks can target 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 142 
  additional Netherese only if they have melee 
  reach 2 or greater. 
  • 
  Ranged: Ranged attacks target their normal 
  number of targets. 
  • 
  Close/Area: Burst 1 or Blast 4 or lower attacks 
  target 2 Netherese. Burst 2 – 4 or Blast 5 or 
  greater attacks target 3 Netherese. Burst 5 or 
  greater attacks target 4 Netherese. 
  • 
  Zone: Zones that contain 3 or fewer squares 
  target 1 Netherese. Zones that contain 4 or more 
  squares target 3 Netherese. 
  • 
  Defenses: 
  For 
  purposes 
  of 
  attacks, 
  all 
  abominations in this skill challenge have AC [AL 
  + 14] and all other defenses [AL + 12]. 
  • 
  Keywords: Netherese come in many types. For 
  the purposes of this encounter, treat them as 
  shadow humanoids. 
   
  Other Determinations: 
  • 
  Netherse never provoke opportunity attacks or 
  move adjacent or start next to the PCs.  
  • 
  Netherese make no attack or damage rolls and 
  include every PC in their automatic damage, so 
  marks, the weakened condition, and attack 
  penalties have no effect.  
  • 
  Netherse are only driven off by automatic 
  damage if it’s at least 10. 
  • 
  Abilities that trigger off of bloodying or reducing 
  an enemy to 0 hp are not applicable. 
  • 
  Because of the vast battlefield, it is impossible to 
  create 
  barriers 
  that 
  Netherese 
  cannot 
  circumvent, though you may use your discretion 
  in reducing the number of Netherse in a given 
  scene as a result of particularly clever tactics. 
   
  Use your judgment based on these guidelines to deal 
  with powers and effects that don’t seem to fit any of 
  these categories. As a general rule of thumb, rule in the 
  PCs’ favor for encounter and daily powers, and against 
  them for at-will powers. 
  Features of the Area 
   
  Illumination: The sun is still in the sky, and while 
  the trees provide shadow, it is not enough to diminish 
  the illumination significantly. 
   
  Canopy: The canopy is 30 feet (6 squares) above 
  the battlefield. It is considered difficult terrain, and 
  requires a DC 15 Athletics check for flying creatures to 
  pass. Failure results in the creature falling prone, falling 
  to the floor below. 
   
  Fey Circles: The blue circles are fey circles, patches 
  of grass surrounded by mushrooms. A creature can 
  spend a minor action while in a fey circle’s square to 
  teleport 5 squares. 
   
  Needle Hedge: Patches of the undergrowth 
  consists of needle hedge. It is considered hindering 
  terrain, difficult terrain and provides partial cover to this 
  in and behind the hedges. If a creature moves through 
  more than 1 square of needle hedge during a single 
  move action or incident of forced movement, that 
  creature takes 10 damage. 
   
  Healing Ground: It is difficult terrain due to the 
  dense plant growth, but if a creature in this terrain 
  spends a healing surge, it regains an additional 4 hit 
  points. 
   
  Trees: Tree trunks are blocking terrain that 
  provides cover as normal. Trees can be climbed with a 
  DC 10 Athletics check. 
   
  Undergrowth: 
  There 
  are 
  patches 
  of 
  dense 
  undergrowth that is considered difficult terrain and 
  provides partial concealment. 
  Tactics 
  The fanatic worshippers of Shar, which the PCs face, 
  want to kill their opponents and retrieve the pillars. To 
  achieve such ends they first have to kill the PCs, and go 
  at it in the most efficient way. They focus on a single 
  target, potentially even at the cost of their own life to 
  give other cultists a better chance in succeeding later on. 
  The speakers try to keep their distance, using ranged 
  attacks whenever possible, while the knights keep the 
  PCs bottled up, preferably within a swirling shadows zone 
  created by a speaker. They fight to the death. The 
  mounts simply attack enemies within reach, fleeing as 
  soon as their rider is gone. 
   
  The treant appears at the start of the 2nd round 
  when one of the trees comes to life. It first creates the 
  zone in the most effective location, then using shadow 
  spirits to put the knigts in more effective locations, before 
  barging into the thick of melee, focusing on dangerous 
  looking melee strikers. It is not entirely sure what is 
  going on, but it defends its allies and kills their enemies 
  with gleeful pleasure. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Remove one speaker and one mount. 
   
  Six PCs: Add one speaker and one mount. 
  Ending the Encounter 
  As soon as the followers of Shar are dead, the PCs hear 
  the signal that the wagons either escaped or taken by the 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 143 
  Netherese. Most important opponent to defeat is the 
  treant, since without it the followers of Shar cannot 
  effectively follow into Feywild. Regardless, the battle is 
  done. Wait till the other tables are finished, and the 
  organizers officially finish the interactive as described in 
  the Conclusion. 
  Questionnaire 
  • 
  How many speakers survived? 
  • 
  How many knights survived? 
  • 
  Did the treant survive? 
  • 
  How many PCs quaffed liquid shadow in this 
  encounter? 
  • 
  How many PCs died in this encounter? 
  • 
  Did your table play at glory tier? 
  
   
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  Encounter 6B: Retreat Statistics (Adventure Level 12)
   
  2 Bleak Speaker of Shar (level 12) 
  Level 12 Artillery 
  Medium shadow humanoid (human) 
  XP 700 
  HP 96; Bloodied 48 
  Initiative +6 
  AC 26, Fortitude 23, Reflex 24, Will 25 
  Perception +12 
  Speed 6 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak speaker can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the speaker’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d10 + 8 damage.  
  r Freezing Shadows (cold, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +17 vs. Reflex 
  Hit: 2d12 + 8 cold and necrotic damage, and the speaker can slide the  
  target 1 square.  
  A Swirling Shadows (zone) • Encounter 
  Attack: Area burst 2 within 10 (enemies in the burst); +17 vs.  
  Fortitude 
  Hit: 3d8 + 4 damage. 
  Miss: Half damage. 
  Effect: The burst creates a zone that lasts until the end of the speaker’s  
  next turn. Enemies in the zone are slowed and take a –5 penalty to  
  attack rolls against creatures not adjacent to them. 
  Sustain Minor: The zone persists until the speaker’s next turn. 
  TRIGGERED ACTIONS 
  Shadow Shape (polymorph) • Encounter 
  Requirement: The speaker must be bloodied. 
  Trigger: The speaker is damaged by a melee attack. 
  Effect (Immediate Reaction): The speaker assumes the form of a cloud  
  of shadows and flies up to 8 squares. While in this form the speaker  
  is insubstantial and can move through enemies’ spaces. Each time  
  the speaker enters an enemy’s space during this movement, that  
  enemy takes ongoing 10 damage (save ends). The form ends at the  
  end of this movement. 
  Str 12 (+7) 
  Dex 10 (+6) 
  Wis 23 (+12) 
  Con 18 (+10) 
  Int 20 (+11) 
  Cha 12 (+7) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment robes, morningstar 
  Note: Reflavored ebony raven speaker. 
   
   
  2 Bleak Knight (level 12) 
  Level 12 Soldier 
  Medium shadow humanoid (human) 
  XP 700 
  HP 120; Bloodied 60 
  Initiative +12 
  AC 28, Fortitude 25, Reflex 23, Will 24 
  Perception +7 
  Speed 5 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak knight can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the knight’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 2d10 + 10 damage.  
  Effect: The target is marked until the end of the knight’s next turn. 
  M Silence Unbeliever (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature marked by the knight); +17 vs. AC 
  Hit: 3d10 + 10 damage, and the target grants combat advantage (save  
  ends). If the knight scores a critical hit, the target is instead dazed  
  (save ends). 
  MINOR ACTIONS 
  R Shadow’s Call (charm, necrotic) • Recharge when the knight starts its 
  turn immobilized or restrained and without an enemy adjacent to it. 
  Attack: Ranged 5 (one creature); +15 vs. Will 
  Hit: 1d10 + 2 necrotic damage, and the knight pulls the target up to 5  
  squares.  
  TRIGGERED ACTIONS 
  Shar’s Rebuke (necrotic) • At-Will 
  Trigger: An enemy within 10 squares of the knight and marked by it  
  makes an attack that doesn’t include the knight as a target. 
  Effect (Free Action): Close burst 10 (triggering enemy in the burst). The  
  target takes 10 necrotic damage, and each of its allies adjacent to it  
  take 5 necrotic damage.  
  Str 22 (+12) 
  Dex 18 (+10) 
  Wis 12 (+7) 
  Con 16 (+9) 
  Int 10 (+6) 
  Cha 20 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment plate armor, bastard sword, lance, shield 
  Note: Reflavored ebony knight. 
   
  4 Dark Mount (level 12) 
  Level 12 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 175 
  HP 1; a missed attack never damages a minion. 
  Initiative +12 
  AC 26, Fortitude 25, Reflex 24, Will 22 
  Perception +8 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 12 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +17 vs. AC 
  Hit: 11 damage, or 15 damage if the mount has combat advantage  
  against the target. 
  Str 22 (+12) 
  Dex 18 (+10) 
  Wis 15 (+8) 
  Con 18 (+10) 
  Int 3 (+2) 
  Cha 8 (+5) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. 
  * Veserab are large dark purple lamprey like mounts with clawed bat-
  wings. They are shadow creatures without eyes, but blindsight 20 and 
  a fly speed of 8. 
  
   
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  1 Shadow Treant (level 12) 
  Level 12 Elite Controller (Leader) 
  Huge shadow magical beast (plant) 
  XP 1,400 
  HP 244; Bloodied 122 
  Initiative +9 
  AC 26, Fortitude 24, Reflex 24, Will 25 
  Perception +13 
  Speed 8 (forest walk) 
  Darkvision 
  Immune prone; Resist 10 necrotic 
  Saving Throws +2; Action Points 1 
   
  TRAITS 
  O Shadow Glaze • Aura 3 
  The ground is difficult terrain for creatures without shadow origin. 
  Deep Roots 
  Whenever the shadow treant is subjected to a pull, a push, or a slide,  
  it can move 2 squares fewer than the effect specifies. 
  Nature’s Wrath 
  When the treant spend an action point, one ally within 10 squares  
  can make a basic attack as a free action. 
  Shadow Body 
  Whenever the treant takes radiant damage, it also takes ongoing 5  
  radiant damage (save ends). 
  STANDARD ACTIONS 
  m Slam •At-Will  
  Attack: Melee 3 (one creature); +17 vs. AC 
  Hit: 2d12 + 7 damage, and the target is weakened until the end of its  
  next turn. 
  M Double Attack • At-Will 
  Effect: The treant uses slam twice. 
  A Shadow Storm (necrotic, thunder, zone) • Encounter 
  Attack: Area burst 2 within 10 (creatures in the burst); +15 vs.  
  Fortitude 
  Hit: 4d6 + 8 necrotic and thunder damage, and the target falls prone. 
  Effect: The burst creates a zone that lasts until the end of the treant’s 
  next turn. Any enemy that ends its turn in the zone takes 10  
  necrotic damage and is slowed (save ends). The treant can move the  
  zone up to 5 squares as a move action. 
  Sustain Minor: The zone persists until the end of the treant’s next  
  turn. 
  MOVE ACTIONS 
  Shadow Spirits (teleportation) • Recharge 6 
  Effect: Close burst 5 (one, two, or three alies). The treant and each  
  target teleport up to 5 squares. The treant and each target gain a +2 
  power bonus to all defenses until the end of the treant’s next turn. 
  Str 23 (+12) 
  Dex 16 (+9) 
  Wis 25 (+13) 
  Con 18 (+10) 
  Int 22 (+12) 
  Cha 20 (+11) 
  Alignment evil 
  Languages Common 
  Note: Reflavored winterbole frostbeard from Monster Vault: Threats to 
  the Nenthir Vale. 
  
   
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  Encounter 6B: Retreat Statistics (Adventure Level 14)
   
  2 Bleak Speaker of Shar (level 14) 
  Level 14 Artillery 
  Medium shadow humanoid (human) 
  XP 1,000 
  HP 108; Bloodied 54 
  Initiative +7 
  AC 28, Fortitude 25, Reflex 26, Will 27 
  Perception +13 
  Speed 6 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak speaker can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the speaker’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d10 + 10 damage.  
  r Freezing Shadows (cold, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +19 vs. Reflex 
  Hit: 2d12 + 10 cold and necrotic damage, and the speaker can slide  
  the target 1 square.  
  A Swirling Shadows (zone) • Encounter 
  Attack: Area burst 2 within 10 (enemies in the burst); +19 vs.  
  Fortitude 
  Hit: 3d10 + 5 damage. 
  Miss: Half damage. 
  Effect: The burst creates a zone that lasts until the end of the speaker’s  
  next turn. Enemies in the zone are slowed and take a –5 penalty to  
  attack rolls against creatures not adjacent to them. 
  Sustain Minor: The zone persists until the speaker’s next turn. 
  TRIGGERED ACTIONS 
  Shadow Shape (polymorph) • Encounter 
  Requirement: The speaker must be bloodied. 
  Trigger: The speaker is damaged by a melee attack. 
  Effect (Immediate Reaction): The speaker assumes the form of a cloud  
  of shadows and flies up to 8 squares. While in this form the speaker  
  is insubstantial and can move through enemies’ spaces. Each time  
  the speaker enters an enemy’s space during this movement, that  
  enemy takes ongoing 10 damage (save ends). The form ends at the  
  end of this movement. 
  Str 12 (+8) 
  Dex 10 (+7) 
  Wis 23 (+13) 
  Con 18 (+11) 
  Int 20 (+12) 
  Cha 12 (+8) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment robes, morningstar 
  Note: Reflavored ebony raven speaker. 
   
   
  2 Bleak Knight (level 14) 
  Level 14 Soldier 
  Medium shadow humanoid (human) 
  XP 1,000 
  HP 136; Bloodied 68 
  Initiative +13 
  AC 30, Fortitude 27, Reflex 25, Will 26 
  Perception +8 
  Speed 5 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak knight can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the knight’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 2d10 + 12 damage.  
  Effect: The target is marked until the end of the knight’s next turn. 
  M Silence Unbeliever (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature marked by the knight); +19 vs. AC 
  Hit: 3d10 + 12 damage, and the target grants combat advantage (save  
  ends). If the knight scores a critical hit, the target is instead dazed  
  (save ends). 
  MINOR ACTIONS 
  R Shadow’s Call (charm, necrotic) • Recharge when the knight starts its 
  turn immobilized or restrained and without an enemy adjacent to it. 
  Attack: Ranged 5 (one creature); +17 vs. Will 
  Hit: 1d10 + 4 necrotic damage, and the knight pulls the target up to 5  
  squares.  
  TRIGGERED ACTIONS 
  Shar’s Rebuke (necrotic) • At-Will 
  Trigger: An enemy within 10 squares of the knight and marked by it  
  makes an attack that doesn’t include the knight as a target. 
  Effect (Free Action): Close burst 10 (triggering enemy in the burst). The  
  target takes 10 necrotic damage, and each of its allies adjacent to it  
  take 5 necrotic damage.  
  Str 22 (+13) 
  Dex 18 (+11) 
  Wis 12 (+8) 
  Con 16 (+10) 
  Int 10 (+7) 
  Cha 20 (+12) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment plate armor, bastard sword, lance, shield 
  Note: Reflavored ebony knight. 
   
  4 Dark Mount (level 14) 
  Level 14 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 250 
  HP 1; a missed attack never damages a minion. 
  Initiative +13 
  AC 28, Fortitude 27, Reflex 26, Will 24 
  Perception +9 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 14 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +19 vs. AC 
  Hit: 12 damage, or 16 damage if the mount has combat advantage  
  against the target. 
  Str 22 (+13) 
  Dex 18 (+11) 
  Wis 15 (+9) 
  Con 18 (+11) 
  Int 3 (+3) 
  Cha 8 (+6) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. * Veserab 
  are large dark purple lamprey like mounts with clawed bat-wings. 
  They are shadow creatures without eyes, but blindsight 20 and a fly 
  speed of 8. 
  
   
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  1 Shadow Treant (level 14) 
  Level 14 Elite Controller (Leader) 
  Huge shadow magical beast (plant) 
  XP 2,000 
  HP 276; Bloodied 138 
  Initiative +10 
  AC 28, Fortitude 26, Reflex 26, Will 27 
  Perception +14 
  Speed 8 (forest walk) 
  Darkvision 
  Immune prone; Resist 10 necrotic 
  Saving Throws +2; Action Points 1 
   
  TRAITS 
  O Shadow Glaze • Aura 3 
  The ground is difficult terrain for creatures without shadow origin. 
  Deep Roots 
  Whenever the shadow treant is subjected to a pull, a push, or a slide,  
  it can move 2 squares fewer than the effect specifies. 
  Nature’s Wrath 
  When the treant spend an action point, one ally within 10 squares  
  can make a basic attack as a free action. 
  Shadow Body 
  Whenever the treant takes radiant damage, it also takes ongoing 5  
  radiant damage (save ends). 
  STANDARD ACTIONS 
  m Slam •At-Will  
  Attack: Melee 3 (one creature); +19 vs. AC 
  Hit: 2d12 + 9 damage, and the target is weakened until the end of its  
  next turn. 
  M Double Attack • At-Will 
  Effect: The treant uses slam twice. 
  A Shadow Storm (necrotic, thunder, zone) • Encounter 
  Attack: Area burst 2 within 10 (creatures in the burst); +17 vs.  
  Fortitude 
  Hit: 4d6 + 9 necrotic and thunder damage, and the target falls prone. 
  Effect: The burst creates a zone that lasts until the end of the treant’s 
  next turn. Any enemy that ends its turn in the zone takes 10  
  necrotic damage and is slowed (save ends). The treant can move the  
  zone up to 5 squares as a move action. 
  Sustain Minor: The zone persists until the end of the treant’s next  
  turn. 
  MOVE ACTIONS 
  Shadow Spirits (teleportation) • Recharge 6 
  Effect: Close burst 5 (one, two, or three alies). The treant and each  
  target teleport up to 5 squares. The treant and each target gain a +2 
  power bonus to all defenses until the end of the treant’s next turn. 
  Str 23 (+13) 
  Dex 16 (+10) 
  Wis 25 (+14) 
  Con 18 (+11) 
  Int 22 (+13) 
  Cha 20 (+12) 
  Alignment evil 
  Languages Common 
  Note: Reflavored winterbole frostbeard from Monster Vault: Threats to 
  the Nenthir Vale. 
  
   
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  Encounter 6B: Retreat Statistics (Adventure Level 16)
   
  2 Bleak Speaker of Shar 
  Level 16 Artillery 
  Medium shadow humanoid (human) 
  XP 1,400 
  HP 120; Bloodied 60 
  Initiative +8 
  AC 30, Fortitude 27, Reflex 28, Will 29 
  Perception +14 
  Speed 6 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak speaker can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the speaker’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d10 + 12 damage.  
  r Freezing Shadows (cold, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +21 vs. Reflex 
  Hit: 2d12 + 12 cold and necrotic damage, and the speaker can slide  
  the target 1 square.  
  A Swirling Shadows (zone) • Encounter 
  Attack: Area burst 2 within 10 (enemies in the burst); +21 vs.  
  Fortitude 
  Hit: 3d10 + 6 damage. 
  Miss: Half damage. 
  Effect: The burst creates a zone that lasts until the end of the speaker’s  
  next turn. Enemies in the zone are slowed and take a –5 penalty to  
  attack rolls against creatures not adjacent to them. 
  Sustain Minor: The zone persists until the speaker’s next turn. 
  TRIGGERED ACTIONS 
  Shadow Shape (polymorph) • Encounter 
  Requirement: The speaker must be bloodied. 
  Trigger: The speaker is damaged by a melee attack. 
  Effect (Immediate Reaction): The speaker assumes the form of a cloud  
  of shadows and flies up to 8 squares. While in this form the speaker  
  is insubstantial and can move through enemies’ spaces. Each time  
  the speaker enters an enemy’s space during this movement, that  
  enemy takes ongoing 10 damage (save ends). The form ends at the  
  end of this movement. 
  Str 12 (+9) 
  Dex 10 (+8) 
  Wis 23 (+14) 
  Con 18 (+12) 
  Int 20 (+13) 
  Cha 12 (+9) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment robes, morningstar 
  Note: Reflavored ebony raven speaker. 
   
   
  2 Bleak Knight (level 16) 
  Level 16 Soldier 
  Medium shadow humanoid (human) 
  XP 1,400 
  HP 152; Bloodied 76 
  Initiative +14 
  AC 32, Fortitude 29, Reflex 27, Will 28 
  Perception +9 
  Speed 5 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak knight can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the knight’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 2d10 + 14 damage.  
  Effect: The target is marked until the end of the knight’s next turn. 
  M Silence Unbeliever (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature marked by the knight); +21 vs. AC 
  Hit: 3d10 + 14 damage, and the target grants combat advantage (save  
  ends). If the knight scores a critical hit, the target is instead dazed  
  (save ends). 
  MINOR ACTIONS 
  R Shadow’s Call (charm, necrotic) • Recharge when the knight starts its 
  turn immobilized or restrained and without an enemy adjacent to it. 
  Attack: Ranged 5 (one creature); +19 vs. Will 
  Hit: 1d10 + 6 necrotic damage, and the knight pulls the target up to 5  
  squares.  
  TRIGGERED ACTIONS 
  Shar’s Rebuke (necrotic) • At-Will 
  Trigger: An enemy within 10 squares of the knight and marked by it  
  makes an attack that doesn’t include the knight as a target. 
  Effect (Free Action): Close burst 10 (triggering enemy in the burst). The  
  target takes 10 necrotic damage, and each of its allies adjacent to it  
  take 5 necrotic damage.  
  Str 22 (+14) 
  Dex 18 (+12) 
  Wis 12 (+9) 
  Con 16 (+11) 
  Int 10 (+8) 
  Cha 20 (+13) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment plate armor, bastard sword, lance, shield 
  Note: Reflavored ebony knight. 
   
  4 Dark Mount (level 16) 
  Level 16 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 350 
  HP 1; a missed attack never damages a minion. 
  Initiative +14 
  AC 30, Fortitude 29, Reflex 28, Will 26 
  Perception +10 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 16 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +21 vs. AC 
  Hit: 13 damage, or 17 damage if the mount has combat advantage  
  against the target. 
  Str 22 (+14) 
  Dex 18 (+12) 
  Wis 15 (+10) 
  Con 18 (+12) 
  Int 3 (+4) 
  Cha 8 (+7) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. * Veserab 
  are large dark purple lamprey like mounts with clawed bat-wings. 
  They are shadow creatures without eyes, but blindsight 20 and a fly 
  speed of 8. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 149 
  1 Shadow Treant (level 18) 
  Level 18 Elite Controller (Leader) 
  Huge shadow magical beast (plant) 
  XP 4,000 
  HP 340; Bloodied 170 
  Initiative +12 
  AC 32, Fortitude 30, Reflex 30, Will 31 
  Perception +16 
  Speed 8 (forest walk) 
  Darkvision 
  Immune prone; Resist 10 necrotic 
  Saving Throws +2; Action Points 1 
   
  TRAITS 
  O Shadow Glaze • Aura 3 
  The ground is difficult terrain for creatures without shadow origin. 
  Deep Roots 
  Whenever the shadow treant is subjected to a pull, a push, or a slide,  
  it can move 2 squares fewer than the effect specifies. 
  Nature’s Wrath 
  When the treant spend an action point, one ally within 10 squares  
  can make a basic attack as a free action. 
  Shadow Body 
  Whenever the treant takes radiant damage, it also takes ongoing 5  
  radiant damage (save ends). 
  STANDARD ACTIONS 
  m Slam •At-Will  
  Attack: Melee 3 (one creature); +23 vs. AC 
  Hit: 2d12 + 13 damage, and the target is weakened until the end of  
  its next turn. 
  M Double Attack • At-Will 
  Effect: The treant uses slam twice. 
  A Shadow Storm (necrotic, thunder, zone) • Encounter 
  Attack: Area burst 2 within 10 (creatures in the burst); +21 vs.  
  Fortitude 
  Hit: 4d6 + 11 necrotic and thunder damage, and the target falls  
  prone. 
  Effect: The burst creates a zone that lasts until the end of the treant’s 
  next turn. Any enemy that ends its turn in the zone takes 10  
  necrotic damage and is slowed (save ends). The treant can move the  
  zone up to 5 squares as a move action. 
  Sustain Minor: The zone persists until the end of the treant’s next  
  turn. 
  MOVE ACTIONS 
  Shadow Spirits (teleportation) • Recharge 6 
  Effect: Close burst 5 (one, two, or three alies). The treant and each  
  target teleport up to 5 squares. The treant and each target gain a +2 
  power bonus to all defenses until the end of the treant’s next turn. 
  Str 23 (+15) 
  Dex 16 (+12) 
  Wis 25 (+16) 
  Con 18 (+13) 
  Int 22 (+15) 
  Cha 20 (+14) 
  Alignment evil 
  Languages Common 
  Note: Reflavored winterbole frostbeard from Monster Vault: Threats to 
  the Nenthir Vale. 
   
  
   
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  Page 150 
  Encounter 6B: Retreat Statistics (Adventure Level 18)
   
  2 Bleak Speaker of Shar (level 18) 
  Level 18 Artillery 
  Medium shadow humanoid (human) 
  XP 2,000 
  HP 132; Bloodied 66 
  Initiative +9 
  AC 32, Fortitude 29, Reflex 30, Will 31 
  Perception +15 
  Speed 6 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak speaker can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the speaker’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 2d10 + 14 damage.  
  r Freezing Shadows (cold, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +23 vs. Reflex 
  Hit: 2d12 + 14 cold and necrotic damage, and the speaker can slide  
  the target 1 square.  
  A Swirling Shadows (zone) • Encounter 
  Attack: Area burst 2 within 10 (enemies in the burst); +23 vs.  
  Fortitude 
  Hit: 3d10 + 7 damage. 
  Miss: Half damage. 
  Effect: The burst creates a zone that lasts until the end of the speaker’s  
  next turn. Enemies in the zone are slowed and take a –5 penalty to  
  attack rolls against creatures not adjacent to them. 
  Sustain Minor: The zone persists until the speaker’s next turn. 
  TRIGGERED ACTIONS 
  Shadow Shape (polymorph) • Encounter 
  Requirement: The speaker must be bloodied. 
  Trigger: The speaker is damaged by a melee attack. 
  Effect (Immediate Reaction): The speaker assumes the form of a cloud  
  of shadows and flies up to 8 squares. While in this form the speaker  
  is insubstantial and can move through enemies’ spaces. Each time  
  the speaker enters an enemy’s space during this movement, that  
  enemy takes ongoing 10 damage (save ends). The form ends at the  
  end of this movement. 
  Str 12 (+10) 
  Dex 10 (+9) 
  Wis 23 (+15) 
  Con 18 (+13) 
  Int 20 (+14) 
  Cha 12 (+10) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment robes, morningstar 
  Note: Reflavored ebony raven speaker. 
   
   
  2 Bleak Knight (level 18) 
  Level 18 Soldier 
  Medium shadow humanoid (human) 
  XP 2,000 
  HP 168; Bloodied 84 
  Initiative +15 
  AC 34, Fortitude 31, Reflex 29, Will 30 
  Perception +10 
  Speed 5 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak knight can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the knight’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 2d10 + 16 damage.  
  Effect: The target is marked until the end of the knight’s next turn. 
  M Silence Unbeliever (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature marked by the knight); +23 vs. AC 
  Hit: 3d10 + 16 damage, and the target grants combat advantage (save  
  ends). If the knight scores a critical hit, the target is instead dazed  
  (save ends). 
  MINOR ACTIONS 
  R Shadow’s Call (charm, necrotic) • Recharge when the knight starts its 
  turn immobilized or restrained and without an enemy adjacent to it. 
  Attack: Ranged 5 (one creature); +21 vs. Will 
  Hit: 1d10 + 8 necrotic damage, and the knight pulls the target up to 5  
  squares.  
  TRIGGERED ACTIONS 
  Shar’s Rebuke (necrotic) • At-Will 
  Trigger: An enemy within 10 squares of the knight and marked by it  
  makes an attack that doesn’t include the knight as a target. 
  Effect (Free Action): Close burst 10 (triggering enemy in the burst). The  
  target takes 10 necrotic damage, and each of its allies adjacent to it  
  take 5 necrotic damage.  
  Str 22 (+15) 
  Dex 18 (+13) 
  Wis 12 (+10) 
  Con 16 (+12) 
  Int 10 (+9) 
  Cha 20 (+14) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment plate armor, bastard sword, lance, shield 
  Note: Reflavored ebony knight. 
   
  4 Dark Mount (level 18) 
  Level 18 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 500 
  HP 1; a missed attack never damages a minion. 
  Initiative +15 
  AC 32, Fortitude 31, Reflex 30, Will 28 
  Perception +11 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 18 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +23 vs. AC 
  Hit: 14 damage, or 19 damage if the mount has combat advantage  
  against the target. 
  Str 22 (+15) 
  Dex 18 (+13) 
  Wis 15 (+11) 
  Con 18 (+13) 
  Int 3 (+5) 
  Cha 8 (+8) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189. * Veserab 
  are large dark purple lamprey like mounts with clawed bat-wings. 
  They are shadow creatures without eyes, but blindsight 20 and a fly 
  speed of 8. 
  
   
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  1 Shadow Treant (level 20) 
  Level 20 Elite Controller (Leader) 
  Huge shadow magical beast (plant) 
  XP 5,600 
  HP 372; Bloodied 186 
  Initiative +13 
  AC 34, Fortitude 32, Reflex 32, Will 33 
  Perception +17 
  Speed 8 (forest walk) 
  Darkvision 
  Immune prone; Resist 10 necrotic 
  Saving Throws +2; Action Points 1 
   
  TRAITS 
  O Shadow Glaze • Aura 3 
  The ground is difficult terrain for creatures without shadow origin. 
  Deep Roots 
  Whenever the shadow treant is subjected to a pull, a push, or a slide,  
  it can move 2 squares fewer than the effect specifies. 
  Nature’s Wrath 
  When the treant spend an action point, one ally within 10 squares  
  can make a basic attack as a free action. 
  Shadow Body 
  Whenever the treant takes radiant damage, it also takes ongoing 5  
  radiant damage (save ends). 
  STANDARD ACTIONS 
  m Slam •At-Will  
  Attack: Melee 3 (one creature); +25 vs. AC 
  Hit: 3d12 + 9 damage, and the target is weakened until the end of  
  its next turn. 
  M Double Attack • At-Will 
  Effect: The treant uses slam twice. 
  A Shadow Storm (necrotic, thunder, zone) • Encounter 
  Attack: Area burst 2 within 10 (creatures in the burst); +23 vs.  
  Fortitude 
  Hit: 4d8 + 8 necrotic and thunder damage, and the target falls  
  prone. 
  Effect: The burst creates a zone that lasts until the end of the treant’s 
  next turn. Any enemy that ends its turn in the zone takes 10  
  necrotic damage and is slowed (save ends). The treant can move the  
  zone up to 5 squares as a move action. 
  Sustain Minor: The zone persists until the end of the treant’s next  
  turn. 
  MOVE ACTIONS 
  Shadow Spirits (teleportation) • Recharge 6 
  Effect: Close burst 5 (one, two, or three alies). The treant and each  
  target teleport up to 5 squares. The treant and each target gain a +2 
  power bonus to all defenses until the end of the treant’s next turn. 
  Str 23 (+16) 
  Dex 16 (+13) 
  Wis 25 (+17) 
  Con 18 (+14) 
  Int 22 (+16) 
  Cha 20 (+15) 
  Alignment evil 
  Languages Common 
  Note: Reflavored winterbole frostbeard from Monster Vault: Threats to 
  the Nenthir Vale. 
   
  
   
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  Encounter 6B: Retreat Statistics (Adventure Level 20)
   
  2 Bleak Speaker of Shar (level 20) 
  Level 18 Artillery 
  Medium shadow humanoid (human) 
  XP 2,800 
  HP 144; Bloodied 72 
  Initiative +10 
  AC 34, Fortitude 31, Reflex 32, Will 33 
  Perception +16 
  Speed 6 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak speaker can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the speaker’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Morningstar (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 2d10 + 16 damage.  
  r Freezing Shadows (cold, necrotic) • At-Will 
  Attack: Ranged 10 (one creature); +25 vs. Reflex 
  Hit: 2d12 + 16 cold and necrotic damage, and the speaker can slide  
  the target 1 square.  
  A Swirling Shadows (zone) • Encounter 
  Attack: Area burst 2 within 10 (enemies in the burst); +25 vs.  
  Fortitude 
  Hit: 3d10 + 8 damage. 
  Miss: Half damage. 
  Effect: The burst creates a zone that lasts until the end of the speaker’s  
  next turn. Enemies in the zone are slowed and take a –5 penalty to  
  attack rolls against creatures not adjacent to them. 
  Sustain Minor: The zone persists until the speaker’s next turn. 
  TRIGGERED ACTIONS 
  Shadow Shape (polymorph) • Encounter 
  Requirement: The speaker must be bloodied. 
  Trigger: The speaker is damaged by a melee attack. 
  Effect (Immediate Reaction): The speaker assumes the form of a cloud  
  of shadows and flies up to 8 squares. While in this form the speaker  
  is insubstantial and can move through enemies’ spaces. Each time  
  the speaker enters an enemy’s space during this movement, that  
  enemy takes ongoing 10 damage (save ends). The form ends at the  
  end of this movement. 
  Str 12 (+11) 
  Dex 10 (+10) 
  Wis 23 (+16) 
  Con 18 (+14) 
  Int 20 (+15) 
  Cha 12 (+11) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment robes, morningstar 
  Note: Reflavored ebony raven speaker. 
   
   
  2 Bleak Knight (level 20) 
  Level 20 Soldier 
  Medium shadow humanoid (human) 
  XP 2,800 
  HP 184; Bloodied 92 
  Initiative +16 
  AC 36, Fortitude 33, Reflex 31, Will 32 
  Perception +11 
  Speed 5 
  Low-light vision 
  TRAITS 
  Furious Flock 
  The bleak knight can score a critical hit on a roll of 19-20 against an  
  enemy that has one or more of the knight’s allies adjacent to it. 
  STANDARD ACTIONS 
  m Bastard Sword (weapon) • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 3d10 + 12 damage.  
  Effect: The target is marked until the end of the knight’s next turn. 
  M Silence Unbeliever (weapon) • Recharge 5-6 
  Attack: Melee 1 (one creature marked by the knight); +25 vs. AC 
  Hit: 4d10 + 12 damage, and the target grants combat advantage (save  
  ends). If the knight scores a critical hit, the target is instead dazed  
  (save ends). 
  MINOR ACTIONS 
  R Shadow’s Call (charm, necrotic) • Recharge when the knight starts its 
  turn immobilized or restrained and without an enemy adjacent to it. 
  Attack: Ranged 5 (one creature); +23 vs. Will 
  Hit: 2d10 + 4 necrotic damage, and the knight pulls the target up to 5  
  squares.  
  TRIGGERED ACTIONS 
  Shar’s Rebuke (necrotic) • At-Will 
  Trigger: An enemy within 10 squares of the knight and marked by it  
  makes an attack that doesn’t include the knight as a target. 
  Effect (Free Action): Close burst 10 (triggering enemy in the burst). The  
  target takes 15 necrotic damage, and each of its allies adjacent to it  
  take 10 necrotic damage.  
  Str 22 (+16) 
  Dex 18 (+14) 
  Wis 12 (+11) 
  Con 16 (+13) 
  Int 10 (+10) 
  Cha 20 (+15) 
  Alignment evil 
  Languages Common, Netherese 
  Equipment plate armor, bastard sword, lance, shield 
  Note: Reflavored ebony knight. 
   
  4 Dark Mount (level 20) 
  Level 20 Minion Skirmisher 
  Large shadow beast (mount) 
  XP 700 
  HP 1; a missed attack never damages a minion. 
  Initiative +16 
  AC 34, Fortitude 33, Reflex 32, Will 30 
  Perception +12 
  Speed 8 
  TRAITS 
  Steed of Shar (mount) 
  When mounted by a friendly rider of level 20 or higher, the dark  
  mount cannot be the target of any attack. 
   
  STANDARD 
  m Hooves • At-Will 
  Attack: Melee 1 (one creature); +25 vs. AC 
  Hit: 15 damage, or 20 damage if the mount has combat advantage  
  against the target. 
  Str 22 (+16) 
  Dex 18 (+14) 
  Wis 15 (+12) 
  Con 18 (+14) 
  Int 3 (+6) 
  Cha 8 (+9) 
  Alignment unaligned 
  Languages – 
  Note: Modified accursed legion crodlu from Dungeon 189.* Veserab 
  are large dark purple lamprey like mounts with clawed bat-wings. 
  They are shadow creatures without eyes, but blindsight 20 and a fly 
  speed of 8. 
  
   
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  1 Shadow Treant (level 22) 
  Level 22 Elite Controller (Leader) 
  Huge shadow magical beast (plant) 
  XP 8,300 
  HP 404; Bloodied 202 
  Initiative +14 
  AC 36, Fortitude 34, Reflex 34, Will 35 
  Perception +18 
  Speed 8 (forest walk) 
  Darkvision 
  Immune prone; Resist 15 necrotic 
  Saving Throws +2; Action Points 1 
   
  TRAITS 
  O Shadow Glaze • Aura 3 
  The ground is difficult terrain for creatures without shadow origin. 
  Dark Mind 
  When an enemy attack hits the treants Will, the enemy grants  
  combat advantage to the treant for the first attack it makes against  
  the enemy before the end of its next turn.. 
  Deep Roots 
  Whenever the shadow treant is subjected to a pull, a push, or a slide,  
  it can move 2 squares fewer than the effect specifies. 
  Nature’s Wrath 
  When the treant spend an action point, one ally within 10 squares  
  can make a basic attack as a free action with a +2 bonus on attack  
  rolls and a +5 bonus on damage rolls. 
  Shadow Body 
  Whenever the treant takes radiant damage, it also takes ongoing 10  
  radiant damage (save ends). 
  STANDARD ACTIONS 
  m Slam •At-Will  
  Attack: Melee 3 (one creature); +27 vs. AC 
  Hit: 3d12 + 11 damage, and the target is weakened until the end of  
  its next turn. If the treant scores a critical the target is also dazed  
  (save ends). 
  M Double Attack • At-Will 
  Effect: The treant uses slam twice. 
  A Shadow Storm (necrotic, thunder, zone) • Encounter 
  Attack: Area burst 2 within 10 (creatures in the burst); +25 vs.  
  Fortitude 
  Hit: 4d8 + 9 necrotic and thunder damage, and the target falls  
  prone. 
  Effect: The burst creates a zone that lasts until the end of the treant’s 
  next turn. Any enemy that ends its turn in the zone takes 10  
  necrotic damage and is slowed (save ends). The treant can move the  
  zone up to 5 squares as a move action. 
  Sustain Minor: The zone persists until the end of the treant’s next  
  turn. 
  MOVE ACTIONS 
  Shadow Spirits (teleportation) • Recharge 6 
  Effect: Close burst 5 (one, two, or three alies). The treant and each  
  target teleport up to 5 squares. The treant and each target gain a +2 
  power bonus to all defenses until the end of the treant’s next turn. 
  TRIGGERED ACTIONS 
  C Mind Summon (necrotic, teleportation) • At-Will 
  Trigger: A creature targets the Will defense of the treant. 
  Attack (Immediate Interrupt): Close burst 10 (triggering creature in  
  burst); +25 vs. Reflex 
  Hit: 3d8 + 9 necrotic damage, and the target is teleported adjacent to  
  the treant. 
  Str 23 (+17) 
  Dex 16 (+14) 
  Wis 25 (+18) 
  Con 18 (+15) 
  Int 22 (+17) 
  Cha 20 (+16) 
  Alignment evil 
  Languages Common 
  Note: Reflavored winterbole frostbeard from Monster Vault: Threats to 
  the Nenthir Vale adapted for level 22. 
   
  
   
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  Encounter 6B: Retreat (Paragon) Map 
  Tile Sets Needed 
  DT4: Ruins of the Wilds x3 
  DT1: Dungeon (magic circles) 
   
   
  KM = Bleak Knight + Dark Mount; MS = Bleak Speaker of Shar + Dark Mount 
   
  
   
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  Concluding the Adventure 
  Read or paraphrase the following: 
   
  Gathering in ragged bands around you the survivors 
  of the Spellgard mission look weary and somewhat 
  haunted by the day’s events. Commanding everyone’s 
  attention by raising his hands Commander Drey 
  addresses the crowd. “Brothers and sisters. After 
  today I can and will call you that. Brothers and sisters 
  in arms, what we did today will live on forever. It will 
  live with us, it will live with the shades. We showed 
  them there are still people that can and will stand up 
  to them. That are willing to risk life and limb to deny 
  them passage. That are able to walk into their house, 
  get into their face and say NO FURTHER. Do not 
  doubt that today we delivered a slap to the face of 
  Netheril that will echo loudly. ” 
    
  If the PCs voted to save the magic and managed to get 
  Coura to safety continue with the following: 
   
  “We have taken the magic of Spellgard and we 
  will safeguard it against future misuse. They may 
  hold Spellgard once more, but this is one benefit they 
  will NOT have. They will have to face the future blind 
  like we all do.” 
   
  If the PCs voted to destroy the magic and managed to 
  doom Saharel instead read this: 
   
  “The choice was hard and the price was high. But 
  we made our choice and the magic of Spellgard shall 
  never be misused again. At the end of the day, I am at 
  peace with that. They may hold Spellgard once more, 
  but it will bring them NOTHING.” 
   
  If the PCs did not manage to get Coura to safety: 
   
  “Alas, they hold Spellgard once more, and they 
  managed to take Coura from us.  They may yet gain 
  their view of the future. We, have failed in this. Still, 
  not all is lost. We managed to trample all over their 
  backyard once. We can do it again.” 
   
  Conclude with: 
   
  “Whatever you do, remember this day, remember 
  your comrades. Those that made it, those that did not. 
  Remember the sacrifice it took and the hard work. 
  Look to your left., look to your right, and see. See a 
  new brother or sister you have gained today. A new 
  family strong and united against the shadow of 
  Netheril. I thank you for this.” 
  
   
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  Rewards Summary 
  At the conclusion of the adventure, the PCs earn XP, 
  gold, access to Treasures, and possibly Story Awards. All 
  totals listed here are per PC. 
  Experience Points and Base Gold 
  All PCs earn at least the Minimum XP for playing the 
  adventure. In addition, the Major and Minor Objectives 
  are worth the listed XP awards if successfully completed 
  (as determined by the DM, following the guidelines 
  specified in the adventure). The PCs may be given 
  partial awards if the DM determines that they 
  completed part, but not all, of a given objective.  
   
  Any character that died during the adventure 
  receives 20% less XP than the rest of the party, unless 
  there was a TPK, in which case the entire party 
  presumably failed to achieve at least some of the listed 
  objectives. Even with the 20% penalty, a character may 
  not fall below the Minimum XP for the adventure. 
  Adventure Level 2 
  Minimum Possible XP: 450 XP per PC 
  Conquerring Spellgard: +200 XP 
  Getting the Pillars back to Luruar: +200 XP 
   
  Maximum Possible XP: 850 XP per PC 
   
  Base Gold per PC: 150 gp 
  (Conclusion: 150 gp) 
   
  Adventure Level 4 
  Minimum Possible XP: 640 XP per PC 
  Conquerring Spellgard: +280 XP 
  Getting the Pillars back to Luruar: +280 XP 
   
  Maximum Possible XP: 1,200 XP per PC 
   
  Base Gold per PC: 250 gp 
  (Conclusion: 250 gp) 
  Adventure Level 6 
  Minimum Possible XP: 900 XP per PC 
  Conquerring Spellgard: +400 XP 
  Getting the Pillars back to Luruar: +400 XP 
   
  Maximum Possible XP: 1,700 XP per PC 
   
  Base Gold per PC: 450 gp 
   (Conclusion: 450 gp) 
   
  Adventure Level 8 
  Minimum Possible XP: 1,280 XP per PC 
  Conquerring Spellgard: +560 XP 
  Getting the Pillars back to Luruar: +560 XP 
   
  Maximum Possible XP: 2,400 XP per PC 
   
  Base Gold per PC: 900 gp 
  (Conclusion: 900 gp) 
   
  Adventure Level 10 
  Minimum Possible XP: 1,800 XP per PC 
  Conquerring Spellgard: +800 XP 
  Getting the Pillars back to Luruar: +800 XP 
   
  Maximum Possible XP: 3,400 XP per PC 
   
  Base Gold per PC: 1,350 gp 
  (Conclusion: 1,350 gp) 
   
  Adventure Level 12 
  Minimum Possible XP: 2,560 XP per PC 
  Conquerring Spellgard: +1,120 XP 
  Getting the Pillars back to Luruar: +1,120 XP 
   
  Maximum Possible XP: 4,800 XP per PC 
   
  Base Gold per PC: 3,200 gp 
  (Conclusion: 3,200 gp) 
   
  
   
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  Adventure Level 14 
  Minimum Possible XP: 3,600 XP per PC 
  Conquerring Spellgard: +1,600 XP 
  Getting the Pillars back to Luruar: +1,600 XP 
   
  Maximum Possible XP: 6,800 XP per PC 
   
  Base Gold per PC: 5,500 gp 
  (Conclusion: 5,500 gp) 
   
  Adventure Level 16 
  Minimum Possible XP: 5,020 XP per PC 
  Conquerring Spellgard: +2,240 XP 
  Getting the Pillars back to Luruar: +2,240 XP 
   
  Maximum Possible XP: 9,500 XP per PC 
   
  Base Gold per PC: 11,000 gp 
   (Conclusion: 11,000 gp) 
   
  Adventure Level 18 
  Minimum Possible XP: 7,200 XP per PC 
  Conquerring Spellgard: +3,200 XP 
  Getting the Pillars back to Luruar: +3,200 XP 
   
  Maximum Possible XP: 13,600 XP per PC 
   
  Base Gold per PC: 22,000 gp 
  (Conclusion: 22,000 gp) 
   
  Adventure Level 20 
  Minimum Possible XP: 10,040 XP per PC 
  Conquerring Spellgard: +4,480 XP 
  Getting the Pillars back to Luruar: +4,480 XP 
   
  Maximum Possible XP: 19,000 XP per PC 
   
  Base Gold per PC: 33,000 gp 
  (Conclusion: 33,000 gp) 
  Treasure 
  All potential NPC payments or rewards, any treasure 
  that the PCs could have looted during the adventure, 
  and other monetary awards are included in the “Base 
  Gold per PC.” At the conclusion of the adventure, each 
  character receives the listed amount of gold, less any 
  amounts that they did not find or earn, and may 
  additionally select one Treasure from the following list.  
   
  A Treasure may give the PC more gold, a magic 
  item, or something else of value. Each player makes one 
  and only one selection for their character; multiple 
  players may choose the same Treasure. Some of the 
  listed Treasures may not be available if the PCs did not 
  complete the objective specified in the adventure to 
  unlock that Treasure. 
   
  If a character buys or sells gear during the 
  adventure (or pays for services, such as NPC ritual 
  casting) add or subtract the amount from the base gold. 
  If a player selects a Treasure that gives their character 
  more gold, add that amount to that character’s base gold 
  award. It is possible and permissible for a character to 
  spend more gold than he or she earns during an 
  adventure, but characters may not spend gold that they 
  do not have. For details on selling items, see the Living 
  Forgotten Realms Campaign Guide. 
   
  If a player selects a magic weapon or suit of armor 
  for their PC that is not specific on the type of item listed, 
  they must select the exact item at the time they choose 
  that bundle. For example, if a duelist’s weapon +1 is listed 
  as a Treasure, a player selects the form of the weapon 
  amongst the choices possible for that magic item (light 
  blades). If the player selects the item as a +1 duelist’s 
  dagger, the player writes that information down on the 
  PC’s adventure log and the item is forever after that 
  specific weapon. 
   
  Certain Treasures have a minimum Adventure 
  Level listed. That Treasure is not available if the group 
  played below the listed AL. However, those who played 
  at a higher AL can always choose from the lower-level 
  options. (Treasures X, Y, and Z are always available at 
  every Adventure Level.).  
  Each PC Selects Two of the Following 
  You may not select the same Treasure (except More 
  Gold) twice. Treasures A, B, C, and Z are available at all 
  Adventure Levels. Treasures D through K are only 
  available if the table played at or above the minimum 
  required AL listed for that Treasure. 
   
  Treasure A: A Common magic item from a player 
  resource with a level up to the character's level + 3 
  Found in Conclusion 
   
  Treasure B: An Uncommon magic item from a player 
  resource with a level up to the character's level + 1 
  Found in Conclusion 
   
  Treasure C: An Uncommon weapon or implement 
  from a player resource with a level up to the character’s 
  level + 3 (maximum level of the item is 10 at AL 2 to 10 
  and level 20 at AL 12 to 20) 
  
   
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  AL 2 and up: 
  Treasure D: gauntlets of blood* (level 4; Heroes of the 
  Fallen Lands) 
  Found in Encounter 2 
   
  Treasure E: battle standard of healing* (level 3; 
  Adventurer’s Vault 1) 
  Found in Encounter 2 
   
  AL 4 and up: 
  Treasure F: rope of slave fighting* (level 7; Adventurer’s 
  Vault 1) 
  Found in Encounter 1 
   
  AL 8 and up: 
  Treasure G: shepherd’s battle standard* (level 12; 
  Adventurer’s Vault 2) 
  Found in Encounter 2 
   
  AL 12 and up: 
  Treasure H: gauntlets of blood* (level 14; Heroes of the 
  Fallen Lands) 
  Found in Encounter 1 
   
  AL 14 and up: 
  Treasure I: rope of slave fighting* (level 17; Adventurer’s 
  Vault 1) 
  Found in Encounter 1  
   
  Treasure J: battle standard of shadow* (level 17; 
  Adventurer’s Vault 1) 
  Found in Encounter 2 
   
  AL 16 and up: 
  Treasure K: ring of protection* (level 17; Dungeon Masters 
  Kit) 
  Found in Encounter 3 
   
  Treasure Z (More Gold): If a player doesn't want to 
  select one of the Treasures listed above for their 
  character, they can choose to add 50 / 75 / 150 / 300 / 
  450 / 1,000 / 1,750 / 3,500 / 7,000 / 11,000 gp to the 
  Base Gold per PC listed above. That character (and only 
  that character) then receives that total gold instead of 
  any other treasure reward. 
  Story Awards 
  See the Story Award certificates for details. Every PC 
  who drinks liquid shadow gains ADCP18. If the overall 
  result of the BI is a victory for the allied forces, then 
  every participating character gains ADCP19; otherwise 
  they all gain ADCP20. ADCP21 goes to those who do 
  not earn ADCP18 as well as everyone who played 
  Special Mission 6. ADCP22 goes only to those who 
  played 
  Special 
  Mission 
  6 
  and 
  died 
  (sacrificed 
  themselves to buy time for everyone else). 
   
  Characters who quaffed liquid shadow during the 
  adventure gain the following award: 
  ADCP18 Liquid Shadow 
   
  All characters who participated in the adventure, and 
  the tables were victorious: 
  ADCP19 Victory at the Battle of Spellgard 
   
  All characters who participared in the adventure, and 
  the table lost: 
  ADCP20 Defeat at the Battle of Spellgard 
   
  Characters who did not quaff liquid shadow OR who 
  played Special Mission 6 gain the following story award: 
  ADCP21 Battle Scar of Spellgard 
   
  Characters who played Special Mission 6 and died gain:  
  ADCP22 Sacrifice for the Greater Good 
   
   
  
   
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  Event Summary 
  The results of this adventure have an impact on the future development of the Netheril story area! 
   
  If you run this adventure at home, or at a public event where the event organizer is not going to enter the survey data, 
  please fill out the online survey. If you are at a convention, we recommend that each DM fill out the form on paper 
  and deliver the filled in form to the Senior DM or Event Organizer, who can then answer the survey online. 
   
  https://www.surveymonkey.com/s/ADCP0302LFR 
   
  The survey period closes on 01 September 2011. The adventure remains playable after that date, but Event Summary 
  results are tabulated at the end of the survey period and that will be the official result for the campaign as a whole. 
   
  If played at a convention, what slot: 
  Table Number: 
  DM’s Name: 
   
  1. What was Lady Saharel’s fate? 
   
  a. She was destroyed. 
   
  b. She was saved. 
   
  2. What was the fate of the pillars? 
   
  a. Recaptured by Netheril. 
   
  b. 75% or more of the pillars were successfully delivered to Evereska. 
   
  c. 50% to 75% of the pillars were successfully delivered to Evereska. 
   
  d. Less than 50% of the pillars were successfully delivered to Evereska. 
   
  3. What was the fate of Coura? 
   
  a. Captured by the Netherese. 
   
  b. Escorted to safety by the PCs. 
   
   
  
   
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  New Rules
  Battle Standard of Healing 
  Level: 3  
  Price: 680 gp 
  Wondrous Item 
  Power (Encounter • Healing, Zone): Standard Action. 
  When you plant the battle standard in your space or an 
  adjacent square, it creates a zone of healing energy in a 
  close burst 5. Whenever you or an ally spends a healing 
  surge while in the zone, you and all allies in the zone 
  regain 1 hit point. 
   
  This effect lasts until the end of the encounter or 
  until the battle standard is removed from the ground. 
  Any character in or adjacent to a battle standard’s 
  square can remove it from the ground as a standard 
  action. 
   
  Reference: Adventurer's Vault, page(s) 180. 
  Battle Standard of Shadow 
  Level: 17  
  Price: 65,000 gp 
  Wondrous Item 
  Power (Encounter • Illusion, Zone): Standard Action. 
  When you plant the battle standard in your space or an 
  adjacent square, it creates a zone of shadow in a close 
  burst 10. Within the zone, all bright light is reduced to 
  dim light, and you and your allies gain low-light vision 
  and a +2 power bonus to Stealth checks. 
   
  This effect lasts until the end of the encounter or 
  until the battle standard is removed from the ground. 
  Any character in or adjacent to a battle standard’s 
  square can remove it from the ground as a standard 
  action. 
   
  Reference: Adventurer's Vault, page(s) 179. 
  Gauntlets of Blood 
  Level: 4 / 14 
  Price: 840 gp / 21,000 gp 
  Item Slot: Hands 
  Property: You gain a +2 / +4 bonus to damage rolls 
  against bloodied targets. 
  Reference: Heroes of the Fallen Lands, page(s) 350. 
  Ring of Protection 
  Level: 17 Rare 
  Price: 65,000 gp 
  Item Slot: Ring 
  Property: Gain a +1 item bonus to saving throws. 
   
  Power (Daily): Immediate Interrupt. Trigger: You are 
  hit by an enemy’s attack. Effect: You gain a +2 power 
  bonus to a single defense score against the attack. 
   
  If you’ve reached at least one milestone today, this 
  bonus lasts until the start of your next turn instead. 
   
  Reference: Dungeon Master's Kit, page(s) 267. 
  Rope of Slave Fighting 
  Level: 7 / 17 
  Price: 2,600 gp / 65,000 gp 
  Item Slot: Waist 
  Property: You do not take the –2 penalty to attack rolls 
  while prone. 
   
  Level 17: You also do not grant combat advantage 
  while prone. 
   
  Reference: Adventurer's Vault, page(s) 166. 
  Shadow Passage 
  Where shadows lie thick in the world, you can push aside the 
  veil and step into the Shadowfell. 
  Component Cost: 135 gp 
  Market Price: 680 gp 
  Key Skill: Arcana or Religion (no check) 
  Level: 8 
  Category: Travel 
  Time: 10 minutes 
  Duration: Instantaneous 
   
  Use this ritual at a shadow crossing. When you perform 
  this ritual, you shift yourself and up to eight allies from 
  the world to a corresponding location in the Shadowfell, 
  or from the Shadowfell to a corresponding location in 
  the world. The shadow crossing need not be active for 
  Shadow Passage to work. 
   
  You remain in the Shadowfell until you leave by 
  another means or you perform this ritual again at a 
  shadow crossing. 
   
  Special: Shadar-kai have a special connection to the 
  Shadowfell. Consequently, a shadar-kai who has 
  mastered this ritual or performs it from a scroll does not 
  pay the component cost. 
   
  Source: Manual of the Planes, page(s) 151 
  
   
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  Shepherd’s Battle Standard 
  Level: 12  
  Price: 13,000 gp 
  Wondrous Item 
  Power (Encounter • Zone): Standard Action. When 
  you plant this battle standard in your space or an 
  adjacent square, it creates a zone in a close burst 5. 
  While within the zone, you and your allies gain a +2 
  power bonus to Will against fear effects. It costs enemies 
  3 extra squares of movement to enter the zone. 
   
  This effect lasts until the end of the encounter or 
  until the battle standard is removed from the ground. 
  Any character in or adjacent to a battle standard’s 
  square can remove it from the ground as a standard 
  action. 
   
  Reference: Adventurer's Vault 2, page(s) 119. 
  
   
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  Appendix I: Spellgard / Saharelgard
  Spellgard (formerly known as Saharelgard) is the ruin of 
  an ancient castle complex dating from the Netherese 
  Empire. It is located on a rocky ridge, northeast of 
  Llorkh, where the southern edge of the Fallen Lands 
  meets the eastern edge of the former Anauroch desert. 
  The Fallen Lands 
  The area around Spellgard remains largely unexplored. 
  Orcs and goblins live in scattered bands throughout the 
  region. They mostly war against each other, though 
  different tribes occasionally unite under a single banner 
  to raid over the Graypeaks and strike the frontier 
  communities of the Gray Vale. Travel by day is 
  reasonably safe, although particularly bold bandits 
  sometimes menace travelers who don’t appear capable 
  of defending themselves. 
   
   
  (Source: Scepter Tower of Spellgard) 
  Spellgard 
  Spellgard was ruled by Lady Saharel, a high mage of 
  ancient Netheril. At its apogee, Saharelgard was a rich 
  storehouse of wealth, mighty magic, as well as luxurious 
  dress, decoration, furnishings, and food. Subsequently it 
  was a ruin, largely stripped of its riches. It was a huge 
  place of turrets, towers, crumbling walls, archways, 
  balconies, and mile upon mile of interlinked stairs, 
  galleries, and chambers. A few structures remained 
  largely intact, such as the imposing Scepter Tower, and 
  the Fountain Hall.  
   
  Spellgard sat atop its own spring. Ancient spells 
  pumped water through hundreds of fountains and pools, 
  and in a one vast cellar room was a large well. The castle 
  halls and chambers were predominantly cool, dim, and 
  damp, ideal for fungal growth. The magic of Netheril 
  lingers within the stones of Spellgard. Before the castle 
  fell, its arcanists focused incalculable power within the 
  Scepter Tower. The chambers of old Saharelgard were 
  warded by magic locks that no one could defeat. 
   
  In Marpenoth of the year of Deep Waters Drifting 
  (1480 DR), the Netherese returned to Spellgard. They 
  occupied the ruins and started rebuilding the fortress. 
  They have been busy for months, making amazing 
  progress in restoring the walls. Their presence has not 
  gone unnoticed, and not everyone is happy: rumors 
  persist that the Netherese magical meddling has caused 
  earthquakes in the region. 
  Lady Saharel 
  Lady Saharel was a powerful woman in her time. She 
  seemed to have survived the fall of Netheril by changing 
  into an archlich. Lady Saharel continued to watch over 
  Spellgard as an archlich until the Year of Shadows (1358 
  DR), when she sacrificed herself in order to destroy the 
  wizard Manshoon and defend Elminster of Shadowdale. 
   
  She now remains as a ghost who has the gift of 
  prophecy and insight. She speaks of the future or the 
  past to anyone who chances upon her in the Spellgard 
  ruins. It is said no question is off limits. She favors those 
  who rebuild parts of Spellgard. 
   
  In Eleint of the year of the Ageless One (1479 DR), 
  an attempt was made to control Saharel through an 
  elaborate ritual. The attempts were thwarted, but word 
  of it broke out. Several months after the rumors started, 
  the Netherese prince Brennus visited the ruins. Half a 
  year later the forces of Netheril returned to the ruins.
  
   
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  Appendix 2: The Winds of Fortune (Win/Loss Effects) 
  The success and failure of the Encounters has effects on 
  future parts of the Interactive. This appendix details 
  those effects in one localized area for the DM’s 
  convenience. As the event organizer, you should 
  determine the level of success needed for each 
  encounter, with a recommended minimum of more 
  than half of the participating tables. 
   
  Note 
  that 
  throughout 
  the 
  adventure, 
  unless 
  specified otherwise, it is assumed that the results of an 
  encounter are taken along to the next encounter with 
  the same group or transferred to another table as per the 
  Reinforcement rules. The BI organizers can decide to 
  average the results instead. Talk with the organizers 
  beforehand. From an interactive point of view, it is best 
  to use individual table results, since it allows tables who 
  are doing well to offer aid to other tables in between 
  encounters. 
  Encounter 1 
  Goal: Defeat the two Zhentarim commanders and 
  overwhelm the Zhentarim forces in such a fashion that 
  they are routed. In other words, disable 75% or more the 
  non-minions within the set time limit (suggested 60 
  minutes). These results need to be averaged. 
   
  Success: The PCs gain a surprise round at the start 
  of Encounter 2.  
   
  Failure: The Netherese are prepared for an attack, 
  having readied burning sand terrain effects. 
   
  Short Rest: The PCs have about 1 hour between 
  the fight in Encounter 1 and 2. Most of it is spend 
  travelling, but the characters can have several short 
  rests, and perform rituals with a short duration. 
  Special Mission 1 
  Goal: Contact and befriend the kobolds to gain access to 
  their warrens below Spellgard.  
   
  Success: The PCs can position their characters 
  inside the walls of Spellgard at the start of Encounter 2.  
   
  Failure: The characters have to start on the outside 
  of the walls. The adventurers dealing with the siege 
  engines (see Special Mission 2) have to cross a bigger 
  distance before they can target any of the catapults, as a 
  result Encounter 2 starts with one barrage by a catapult 
  (see Encounter 2). 
   
  Short Rest: The PCs have about 1 hour between 
  the fight in Encounter 1 and 2. Most of it is spend 
  travelling, but the characters can have several short 
  rests, and perform rituals with a short duration. 
  Encounter 2 
  Goal: Conquer the walls of Spellgard while defeating as 
  many opponents as fast as possible.  
   
  Success: Encounter 3 is run as written.  
   
  Failure: Opponents that still live after the fight are 
  transferred to Encounter 3. 
   
  Short Rest: There is only one short rest between 
  Encounter 2 and 3.  
  Special Mission 2 
  Goal: Disabling the magical siege engines that rain 
  death and destruction on the attacking forces.  
   
  Succes/Failure: The faster the PCs destroy the 
  individual engines, the least troublesome these are for 
  the rest of the tables. A siege engine stops shooting as 
  soon as the crew is challenged by the adventurers. 
   
  Short Rest: There is only one short rest between 
  Encounter 2 and 3.  
  Encounter 3 
  Goal: Close the shadow crossings as fast as possible. 
  Killing the monsters is a secondary goal, but doing so 
  has no direct impact on the battle. 
   
  Success: Run Encounter 4 as written.  
   
  Failure: If the main portal is not closed by the end 
  of the encounter, NPCs are required to do so. One of the 
  NPC ritual casters required in Encounter 4 dies in the 
  struggle, reducing that number by 1. 
   
  Note that if the paragon table fails, the heroic tables 
  face more opponents. If the heroic table fails, the 
  paragon tables have to defend more portals throughout 
  the encounter. 
   
  Short Rest: There are a few hours between 
  Encounter 3 and 4, which include the Interlude. There 
  is ample time for short rests, but not enough for an 
  extended rest. 
  Special Mission 3 
  Goal: Remove the control of the Netherse over Lady 
  Saharel.  
   
  Success: If the PCs have removed more than half of 
  the lashes (2 at 4 and PC table, 3 at 6 PC tables), the 
  opponents at the other tables immediately loose their 
  oracular abilities. If all the the lashes are removed, the 
  other tables immediately gain one of the oracular 
  abilities 
  (randomly 
  determined) 
  as 
  a 
  one time 
  consumable to be used during the battle interactive.  
   
  Failure: The control of the Netherese is broken, but 
  too late to be of any benefit to the characters. 
  
   
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  Short Rest: There are a few hours between 
  Encounter 3 and 4, which include the Interlude. There 
  is ample time for short rests, but not enough for an 
  extended rest (mainly because the characters were well 
  rested before the battle and only 1 extended rest is 
  possible within 12 hours). 
  Interlude 
  Goal: Decide what to do with Lady Saharel and the 
  magic of Spellgard. 
   
  Brute Method: Saharel objects and Special Mission 
  4 needs to be played by one table. In addition Encounter 
  4 becomes slightly more challenging. In return, the fate 
  of the pillars becomes less important, although Lady 
  Saharel and the magic cannot be used as a weapon by 
  the Harpers. 
   
  Finesse Method: Saharel helps so there is no need 
  for Special Mission 4. Encounter 4 is run as written. In 
  return, the Netherese realize the importance of the 
  pillars and focus much more on the wagons and their 
  cargo in Encounter 5 and 6. The enemy can also teleport 
  once during Encounter 5, and during 6 the pillars and 
  Coura pose a threat to the heroic tables. 
  Encounter 4 
  Goal: Keep the ritual casters from harm from whatever 
  the pillar sends in their direction. A single hit disrupts 
  their concentration, slowing the group down in 
  Encounter 5. A killed caster provides even more of an 
  interruption. 
   
  Success: Encounter 5 is run as written. If the PCs 
  successfully completed the optional skill challenge, they 
  reduce the number of actions required in Encounter 5 
  by 1 per PC. 
   
  Failure: Each hit on a ritual caster increases the 
  actions required in Encounter 5 to load the wagons by 1. 
  If a ritual caster is killed, there is one less caster to load 
  the wagon in Encounter 5. If by the end of the fight a 
  non-minion monster remains, the action increases by 2 
  if bloodied, and 4 if non-bloodied for each remaining 
  opponent. 
   
  Short Rest: There are 3 short rests (15 minutes) 
  between Encounter 4 and 5. 
  Special Mission 4 
  Goal: Defeat Saharel. Note that if the PCs fail to do so 
  within the set time, the organizers should decide 
  whether the fight is victorious or not depending on how 
  the characters have been doing. 
   
  Success: Run Encounter 5 and 6 as written. As soon 
  as she is defeated, Encounter 4 becomes easier as her 
  blessing on the monsters is removed. 
   
  Failure: The pillars remain highly magical charged, 
  being an easy to detect lure to the Netherese. Add 4 (two 
  at 4 PC table, six at a 6 PC table) more minions to the 
  fight in Encounter 5, both in the actual fight as Interlude 
  B. DCs in the skill challenge are 2 higher as well. 
   
  Short Rest: There are 3 short rests (15 minutes) 
  between Encounter 4 and 5. 
  Encounter 5 
  Goal: Loading the wagons with the pillars, while 
  protecting the wagons, drivers and loaders from harm 
  by the assaulting Netherese. If the characters do not 
  defeat 2/3rd of the non-minion opponents, the 
  Netherese also press hard immediately. 
   
  Success: Run Encounter 6 as written.  
   
  Failure: The Netherese realize what the wagons 
  carry, and react accordingly in Encounter 6. In addition, 
  it is likely the wagons, oxes and drivers were harmed, 
  which carries over in Encounter 6. Finally, add one 
  more Interlude B/Scene B to the skill challenge in 
  Encounter 6. 
   
  Short Rest: 1 short rest between Encounter 5 and 
  6. 
  Special Mission 5 
  Goal: Keep the flying opponents from strafing the PCs 
  on the walls and in the courtyard.  
   
  Success: Encounter 5 is run as written.  
   
  Failure: Each failure in the special mission leads to 
  a strafing attack as described in Encounter 5. 
   
  Short Rest: 1 short rest between Encounter 5 and 
  6. 
  Encounter 6 
  Goal: Get the ox wagons with their cargo into the Fey 
  Wild before being overrun by Netherese forces. At 
  heroic tier the PCs are guarding the wagons them selves. 
  At paragon tier they are covering the  
   
  Success: The adventures have won the battle 
  interactive.  
   
  Failure: 
  The 
  characters 
  damaged 
  Netherese 
  interests, but the Netherese regain the pillars and 
  through them at least some, if not all, of the stolen 
  power. Partial failure at paragon tables makes 
  Encounter 6 harder for the heroic tier tables. 
  Special Mission 6 
  Goal: The fortress of Sakkors manifests physically to 
  deal with adventurers and their supporters. It needs to 
  be slowed down/disrupted.  
   
  Success: ?? 
   
  Failure: ?? 
  
   
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  Appendix III: Oracular Abilities 
  Throughout Encounter 2 and part of Encounter 3 the Netherese have access to oracular abilities due to their control 
  over the magic of Spellgard and Lady Saharel. Once per round one creature can use one of the powers below. The 
  power cannot be used anymore until all other powers on the list have been used (including the next Encounter). Be 
  careful when using these powers not to frustrate the players too much. 
   
  TRIGGERED ACTIONS 
  1. I Knew You Were Coming (oracular) • Special − 
  Trigger: An enemy (PC) enters a square adjacent to the creature. 
  Effect (Free Action): The creature shifts its speed. 
   
  TRIGGERED ACTIONS 
  2. Dodging the Arrow (oracular) • Special 
  Trigger: An enemy (PC) hits the creature with a ranged attack. 
  Effect (Free Action): The creature gains a +5 bonus to all defenses against the attack. 
   
  TRIGGERED ACTIONS 
  3. Second Chance (oracular) • Special 
  Trigger: An enemy (PC) hits the creature with an attack. 
  Effect (Free Action): The enemy (PC) must rereoll the attack roll. 
   
  TRIGGERED ACTIONS 
  4. It’s Only a Flesh Wound (oracular) • Special 
  Trigger: An enemy (PC) scores a critical hit on the creature. 
  Effect (Free Action): The attack is a normal hit instead. 
   
  TRIGGERED ACTIONS 
  5. Retaliate (oracular) • Special 
  Trigger: An enemy (PC) targets a creature with a melee attack. 
  Effect (Free Action): The creature makes a melee basic attack. 
   
  TRIGGERED ACTIONS 
  6. Is That the Best You Can Do? (oracular) • Special 
  Trigger: The creature is affected by a negative status effect. 
  Effect (Free Action): The creature makes a a saving throw even if the effect would normally not allow one. If the saving  
  throw is successful the effect ends. 
   
  TRIGGERED ACTIONS 
  7. Get Down (oracular) • Special 
  Trigger: The creature is targeted by an area attack. 
  Effect (Free Action): Close burst 3: The creature and all allies within the burst may shift up to 3 squares. 
   
  TRIGGERED ACTIONS 
  8. Redirect (oracular) • Special 
  Trigger: The creature is hit by an attack. 
  Effect (Free Action): The attack targets a different creature adjacent to the target. 
   
   
  
   
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  Appendix IV: Playtesters 
   
  Arnoud Alting van Geusau, Lori Anderson, Marco Bot, Tim Cheng, Jason Davis, Larry DeLucas, Yourik de Voogd, Eric 
  de Vries, Julio Esperas, Brian Gibbons, Sebastiaan Heukels, Gwen Holscher, Hannele Huigens, Joost Joling, Ben 
  Kauffman, Jelle Koster, Floris Kraak, Mark Langereis, Marco Lammers, Robert Latimer, Dirk Lemmen, Forrest 
  McDonald, Huub Metsch, Niek Ooijman, Keith Richmond, Maarten Sanders, Mark Schiavo, Bruno Scheele, Peter 
  Schipperheijn, Pieter Simoons, Tjalling Spaans, Jeremy Stano, Gerald Sunkin, Mickey Tan, Fred Upton, Mark van der 
  Bij, Vincent van der Bijl, Elwin van der Hall, Guido van der Plas, Vincent van der Plas, Daniel van Gelderen, Ward 
  van Oosterum, Martin Veldhuijsen, Brian Wade, Dirkje Westerbeek, Jan Westerbeek, Arjan Wiegman, Angie Young, 
  Ralf Zuiderhoek, and Sophie Zuiderweg. 
  
   
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  Appendix V: The Radiant Nexus 
   
  If a Group of PCs is taking on Special Mission 6 a ritual of supplication creates a Radiant Nexus above the forest. This 
  nexus provides the following benefits at set intervals: 
   
  At 30, 45, 60 and 75 minutes into the encounter the special mission table will communicate their current round 
  number to the rest of the BI by shouting “RADIANT PULSE” followed by the number of the round they are in.  
  The effects for the PCs in the normal encounter 6 are determined by that number, the effects are cumulative 
   
  • 
  At 30 minutes, 
  o 
  if the special mission is in round 1 every PC gains AL temporary hitpoints. 
  o 
  if the special mission is in round 2 every PC may make a save against one effect that a save can end. 
  o 
  if the special mission is in round 3 every PC regains a healing surge. 
  • 
  At 45 minutes,  
  o 
  if the special mission is in round 2 or lower every PC may heal 5/10 (per tier) hit points. 
  o 
  if the special mission is in round 3 every PC may shift one square as a free action. 
  o 
  if the special mission is in round 4 every PC may make a save against an effect that a save can end. 
  o 
  if the special mission is in round 5 or higher every PC can spend a healing surge as a free action 
  • 
  At 60 minutes,  
  o 
  if the special mission is in round 3 or lower every PC may heal 5/10 (by tier) hit points. 
  o 
  if the special mission is in round 4 every PC may shift one square as a free action. 
  o 
  if the special mission is in round 5 every PC may make a save against an effect that a save can end. 
  o 
  if the special mission is in round 6 every PC may instead of the previous effect make a save even if the 
  ffect does not normally allow one.  
  o 
  if the special mission is in round 7 every PC regains a healing surge. 
  • 
  At 75 minutes,  
  o 
  if the special mission is in round 4 or lower every PC may heal 5/10 (by tier) hit points. 
  o 
  if the special mission is in round 5 every PC may shift one square as a free action. 
  o 
  if the special mission is in round 6 every PC may make a save against an effect that a save can end. 
  o 
  if the special mission is in round 7 every PC may instead of the previous effect make a save even if the 
  ffect does not normally allow one.  
  o 
  if the special mission is in round 8 every PC regains a healing surge. 
  o 
  if the special mission is in round 9 every PC gains a +1 bonus to all defenses for the rest of the 
  encounter. 
  o 
  if the special mission is in round 10 every PC gains a +1 bonus to their hit rolls and a +2/+4 (by tier) 
  bonus to damage rolls for the rest of the encounter. 
   
   
   
   
  
   
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  Players’ Handout 1: Glimpse of the Future 
  When the characters liberate Lady Saharel on time in Special Mission 3, each PC gets one of the randomly 
  determined abilities below. A power can be handed out only once per table. The power can be used once and it 
  available until the end of the adventure or until the Senior DM tells otherwise. 
   
  TRIGGERED ACTIONS 
  1. I Knew You Were Coming (oracular) • Consumable 
  Trigger: An enemy enters a square adjacent to the PC. 
  Effect (Immediate Interrupt): The PC shifts up to his or her speed. 
   
   
   
  TRIGGERED ACTIONS 
  2. Dodging the Arrow (oracular) • Consumable 
  Trigger: An enemy hits the PC with a ranged attack. 
  Effect (Immediate Interrupt): The PC gains a +5 bonus to all defenses against the triggering attack. 
   
   
   
  TRIGGERED ACTIONS 
  3. Second Chance (oracular) • Consumable 
  Trigger: An enemy hits the PC with an attack. 
  Effect (Immediate Interrupt): The enemy must reroll the attack roll and use the second result, even if it’s lower. 
   
   
   
  TRIGGERED ACTIONS 
  4. It’s Only a Flesh Wound (oracular) • Consumable 
  Trigger: An enemy scores a critical hit on the PC. 
  Effect (Immediate Interrupt): The attack is a normal hit instead. 
   
   
   
  TRIGGERED ACTIONS 
  5. Retaliate (oracular) • Consumable 
  Trigger: A creature targets the PC with a melee attack. 
  Effect (Immediate Interrupt): The PC makes a melee basic attack against the attacking creature. 
   
   
   
  TRIGGERED ACTIONS 
  6. Is That the Best You Can Do? (oracular) • Consumable 
  Trigger: The PC is affected by a negative status effect. 
  Effect (Immediate Interrupt): The PC makes a saving throw even if the effect would normally not allow one. If the  
  saving throw is successful the effect ends. 
   
   
   
  TRIGGERED ACTIONS 
  7. Get Down (oracular) • Consumable 
  Trigger: The PC is targeted by an area attack. 
  Effect (Immediate Interrupt): Close burst 3: The PC and all allies within the burst shift up to 3 squares. 
   
   
   
  TRIGGERED ACTIONS 
  8. Redirect (oracular) • Consumable 
  Trigger: The PC is hit by an attack. 
  Effect (Immediate Interrupt): The attack targets a different creature adjacent to the PC. 
   
  
   
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  Players’ Handout 2: Bleak Curses
  Shadow’s Foe Curse 
   
  SHADOW’S FOE CURSE 
   
  LEVEL AL CURSE 
  The defeated spellcaster stares at you with hatred. “Beware shadow henceforth—you will attract it until you are  
  nothing but a walking corpse.” 
  Stage 1: While affected by stage 1, the target takes an additional 5 necrotic damage when hit by a necrotic  
  effect. 
  Stage 2: While affected by stage 2, the target takes ongong 5 necrotic damage while within 1 square of a necrotic  
  effect (save ends). 
  Stage 3: While affected by stage 3, the target takes ongoing 5 necrotic damage when hit by a necrotic effect  
  (save ends). The target takes 5 necrotic damage when an adjacent creature is the target of a necrotic effect. The  
  target takes 5 necrotic damage if it ends its turn adjacent to any necrotic area the size of a candle flame or larger. 
  Checks: At the end of each encounter during the adventure, the target makes an Arcana check if he or she is at stage  
  1, 2 or 4. 
  Easy DC or lower: The stage of the curse increases by one. 
  Easy to Moderate: No change. 
  Moderate or higher: The stage of the curse decreases by one (if at stage 1, no change occurs). 
  Ending the Curse: The curse is removed at the end of the adventure by the clergy of Selûne. 
  Increase the extra damage to 10 at AL 12 – 16, and 15 at AL 18 – 20. 
   
   
   
  SHADOW’S FOE CURSE 
   
  LEVEL AL CURSE 
  The defeated spellcaster stares at you with hatred. “Beware shadow henceforth—you will attract it until you are  
  nothing but a walking corpse.” 
  Stage 1: While affected by stage 1, the target takes an additional 5 necrotic damage when hit by a necrotic  
  effect. 
  Stage 2: While affected by stage 2, the target takes ongong 5 necrotic damage while within 1 square of a necrotic  
  effect (save ends). 
  Stage 3: While affected by stage 3, the target takes ongoing 5 necrotic damage when hit by a necrotic effect  
  (save ends). The target takes 5 necrotic damage when an adjacent creature is the target of a necrotic effect. The  
  target takes 5 necrotic damage if it ends its turn adjacent to any necrotic area the size of a candle flame or larger. 
  Checks: At the end of each encounter during the adventure, the target makes an Arcana check if he or she is at stage  
  1, 2 or 4. 
  Easy DC or lower: The stage of the curse increases by one. 
  Easy to Moderate: No change. 
  Moderate or higher: The stage of the curse decreases by one (if at stage 1, no change occurs). 
  Ending the Curse: The curse is removed at the end of the adventure by the clergy of Selûne. 
  Increase the extra damage to 10 at AL 12 – 16, and 15 at AL 18 – 20. 
  
   
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  Curse of Shar’s Whispers 
   
  CURSE OF SHAR’S WHISPERS 
   
  LEVEL AL CURSE 
  Time slows. Something dark touches your heart and you feel your soul resount the promise of infinite torment. 
  Stage 1: While affected by stage 1, a voice constantly whispers in your mind threatening to reveal the secret you gave  
  to Shar in PREQ3-1 Shrouded Visions. You are distracted, taking a -4 penalty to initiative checks, and taking a -2  
  penalty to all defenses. 
  Stage 2: While affected by stage 2, the whispering becomes more insistent and harder to ignore. In addition to the  
  effects of stage 1 you are dazed for 1 round at the start of each encounter. No effect short of removing the curse can 
   remove the daze. Even abilities and items that grant a saving throw to effects that otherwise do not have a save do  
  not work. 
  Stage 3: While affected by stage 3, the Voice makes true its threat and whispers the secret to the target. In addition to  
  the above effects, the character cannot score critical hits.  
  Checks: At the end of each encounter during the adventure, the target makes an Insight check if he or she is at stage 1, 
  2 or 4. 
  Easy DC or lower: The stage of the curse increases by one. 
  Easy to Moderate: No change. 
  Moderate or higher: The stage of the curse decreases by one (if at stage 1, no change occurs). 
  Ending the Curse: The curse is removed at the end of the adventure by the clergy of Selûne. 
   
   
   
  CURSE OF SHAR’S WHISPERS 
   
  LEVEL AL CURSE 
  Time slows. Something dark touches your heart and you feel your soul resount the promise of infinite torment. 
  Stage 1: While affected by stage 1, a voice constantly whispers in your mind threatening to reveal the secret you gave  
  to Shar in PREQ3-1 Shrouded Visions. You are distracted, taking a -4 penalty to initiative checks, and taking a -2  
  penalty to all defenses. 
  Stage 2: While affected by stage 2, the whispering becomes more insistent and harder to ignore. In addition to the  
  effects of stage 1 you are dazed for 1 round at the start of each encounter. No effect short of removing the curse can 
   remove the daze. Even abilities and items that grant a saving throw to effects that otherwise do not have a save do  
  not work. 
  Stage 3: While affected by stage 3, the Voice makes true its threat and whispers the secret to the target. In addition to  
  the above effects, the character cannot score critical hits.  
  Checks: At the end of each encounter during the adventure, the target makes an Insight check if he or she is at stage 1, 
  2 or 4. 
  Easy DC or lower: The stage of the curse increases by one. 
  Easy to Moderate: No change. 
  Moderate or higher: The stage of the curse decreases by one (if at stage 1, no change occurs). 
  Ending the Curse: The curse is removed at the end of the adventure by the clergy of Selûne. 
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 172 
  Players’ Handout 3: Liquid Shadow 
   
  • 
  Consuming liquid shadow or administering it to an adjacent creature is a standard action. 
  • 
  Liquid shadow loses its potency when ADCP3-2 is complete. 
  • 
  Liquid shadow can be passed between tables in between any encounters. 
  • 
  When consumed, one of the following effects happens: 
  o 
  A creature who died within the last hour is instantly raised at full hit points. They suffer the death 
  penalty as normal, but no healing surges or powers are restored. 
  o 
  The creature regains 3 healing surges and 1 daily attack or utility power. 
  o 
  Each of these two effects can benefit the same creature only once in a 24- hour period. 
   
   
  Players’ Handout 4: Alchemist Items 
  Alchemist's Fire 
  Level: 6  
  Price: 75 gp 
  Alchemical Item 
  Power (Consumable * Fire): Standard Action. Make an attack: Area burst 1 within 10; +9 vs. Reflex; on a hit, deal 
  2d6 fire damage; on a miss, deal half damage. 
  Published in Adventurer's Vault, page(s) 24, Dragon Magazine 399. 
  Alchemist's Frost 
  Level: 6  
  Price: 75 gp 
  Alchemical Item 
  Power (Consumable • Cold): Standard Action. Make an attack: Ranged 5/10; +9 vs. Reflex; on a hit, the target takes 
  1d10 cold damage and is slowed until the end of your next turn; on miss, the target takes half damage and is not 
  slowed. 
  Published in Adventurer's Vault, page(s) 24. 
  Jolt Flask 
  Level: 10 
  Price: 200 gp 
  Alchemical Item 
  Power (Consumable): Standard Action. Make an attack: Area burst 1 within 10; +13 vs. Fortitude; on a hit, the 
  target is dazed until the end of your next turn. 
  Published in Adventurer's Vault, page(s) 28. 
   
  
   
  ADCP3-2 From Dawn till Dusk (Version 2011-07) 
  Page 173 
  Players’ Handout 5: Ox Wagons 
  The wagons have a speed of 4, and are considered difficult terrain. Medium sized and smaller creatures can end their 
  turn on or under the wagon, but not inside the same square as the ox.  
   
  Without direction the wagons stay in the same area until the portal is open at which point the wagon moves 
  towards the portal with a speed of 4 at the end of a round (double moving for a total of 8 squres). The oxes do NOT 
  move without an action of the PCs if somehow threatened (e.g. when in the aura of a minion). A wagon has to pass 
  through the portal completely to leave the area. It requires a minor action by a PC to direct a wagon in another 
  direction, and move action, while on the wagon, if they want to use it as a weapon against the opponents. Only one 
  wagon at a time can pass through a portal. 
   
  The ox is considered to have an AC of [10 + AL] and all other defenses are at [8 + AL]. It is bloodied after two hits, 
  goes unconscious at the 4th and dies at the fifth. It has 1 healing surge. At glory tier, it is bloodied after 1 hit, goes 
  unconscious at the 2nd hit and dies at the third. A critical hit instantly kills an ox. 
   
  Two PCs can replace the roll of an ox, in which case they need to make a moderate DC Athletics check as a move 
  action to push/pull the wagon 2 squares. If they succeed at a hard DC the speed is 5 squares instead.  
   
  Ox Wagon 
    
   
   
  At-Will (2/round) Terrain 
  A large wagon with a strong looking ox in front stands nearby. The ox looks tense and ready to attack anything nearby. 
  Move Action 
  Check: Nature check (easy DC) to direct the ox. 
  Success: The wagon with the PC moves 4 squares as directed by the PC.  
  Effect: If a creature is in the path of the wagon, the player riding the wagon must make a primary stat +1 vs. Reflex. The attack can be 
  made against a single creature 1/turn. 
  Hit: 1d8 + 5 / 2d6 + 5 / 2d6 + 7 / 2d8 + 7 / 2d8 + 9 damage, and the  
  creature is knocked prone. 
  Miss: Slide 1 out of the path of the wagon. 
  Note: The wagon tile from ET2: City is a good representation for the ox wagon. 
   
  
   
   
  ______________________________________________________ 
  (character name) 
   
  Consumed a Draught of Liquid Shadow during the adventure: 
  ADCP3~2 From Dawn Till Dusk 
   
   
  ADCP18 Liquid Shadow 
  You consumed a draught of liquid shadow, an alchemical substance imbued with Shar’s dark magic. Although the 
  potion was beneficial to you during the battle, some of the shadow essence remains within your body. For as long 
  as you have this Story Award, the following effects apply: 
  • 
  You gain the Born of Shadow feat (Heroes of Shadow) for free. Your origin changes to shadow, and you gain a 
  +1 bonus to saving throws while you are in dim light or darkness. 
  • 
  If you have normal vision, you gain low-light vision. 
  • 
  Worshippers of Shar and creatures with the shadow origin can sense your location (without spending an 
  action) if you are within 5 squares. This negates any cover or concealment you may have against such 
  creatures. 
   
  While you have the shadow origin, you lose the benefits of any feats, powers, or other rules elements that have a 
  prerequisite of any origin other than shadow (such as fey or humanoid). Your race does not change, so you do not 
  lose your racial utility power (if any) and you may still make use of benefits tied to your race rather than to your 
  origin. For rules elements that you can no longer use because of your change in origin, you may immediately 
  retrain them, following the standard LFR retraining rules but without having to wait until you gain a level. 
   
  If you wish to reject this change and cast out the shadows growing within you, doing so requires you to slay 
  creatures with the shadow origin in five different encounters. You must then perform a cleansing ritual. In order 
  for an encounter to count, you must actively participate by dealing damage to at least one enemy creature with 
  the shadow origin. You do not have to strike the killing blow. Encounters that occurred before you gained this 
  Story Award do not count. Check off one of the following boxes each time you complete a qualifying encounter:  
   
   
   
  Once you have completed the requisite number of encounters against shadow creatures, you must purchase 
  ritual components with a cost equal to the cost of the Raise Dead ritual for a character of your current tier (500 
  gp at Heroic, 5,000 gp at Paragon, or 50,000 gp at Epic). You do not have to pay any NPC spellcasting cost nor 
  do you need to be a trained ritual caster in order to purify yourself.  
   
  After performing the ritual of purification, you lose the shadow origin and regain your original origin. You lose 
  the Born of Shadow feat, and must immediately retrain any powers and feats you no longer qualify for (again, 
  following normal LFR retraining rules without having to wait until you gain a character level). If you gained low-
  light vision from this Story Award, you lose it and once again have normal vision. You are no longer able to be 
  sensed by worshippers of Shar and shadow creatures. 
   
  Void this entire Story Award if and when you complete the ritual of purification and regain your normal origin. 
  For as long as you have this Story Award, you are considered to be in possession of a shade coin for all purposes 
  having to do with the Harpers meta-organization (but you do not gain any of the benefits with the Empire of 
  Netheril that possession of a shade coin would normally confer, unless you have an actual coin from a different 
  Story Award). 
   
  
   
   
  ______________________________________________________ 
  (character name) 
   
  Fought valiantly against the Netherese Empire during: 
  ADCP3~2 From Dawn Till Dusk 
   
  ADCP19 Victory at the Battle of Spellgard 
  Although the Netherese retain control of the physical fortress of Spellgard (what’s left of it), you and your allies were 
  able to deny them the true prize that they sought: the oracular power of Lady Saharel. Without the Lady’s gift, the 
  fortress is just a pile of tumbled rocks. Although you were forced to cede the field of battle, you know that this was a 
  victory, and so too do all the free peoples of Faerûn. The Shade Princes reached out their tendrils, and you slapped 
  them down.  
   
  In your dreams, sometimes you see an object – something that you desire, a magic item. Perhaps it is the ghost of 
  Lady Saharel, or perhaps you were touched by the weight of prophecies laid upon the stones of Spellgard in centuries 
  past, but no matter the source, these dreams show you how to find the item that you seek. It lies dusty and ignored 
  among the wares in an out-of-the-way bazaar, buried in a long-forgotten ruin, or hidden in some other fashion that 
  others would never recognize. This Story Award grants you one-time access to purchase a single Uncommon magic 
  item from a player resource, with an item level no higher than your character level at the time you spend this favor. 
  Strike through this paragraph when you spend this favor to purchase an item. The means by which you discover the 
  item are up to you, but should involve some fragment of prophecy, cryptic dream, or other mysterious vision. 
   
  ADCP20 Defeat at the Battle of Spellgard 
  The Empire of Netheril remains in control of both the ancient fortress of Spellgard and the oracular power contained 
  within. With such a weapon at their disposal, the Netherese will no doubt feel empowered to increase their campaign 
  of conquest against the free peoples of Faerûn. This was truly a defeat – not just on the battlefield, but in the hearts and 
  minds of those who fought against the encroaching shadow. One can only hope that greater heroes than you will arise 
  someday, heroes with the strength and courage to take the fight back to the Shades and win. 
   
  ADCP21 Battle Scar of Spellgard 
  As one of your two Treasures for this adventure, you may select the glory boon Battle-Scarred Champion. The initial level 
  of the boon is based on the AL at which you played the adventure:  level 3 (AL 2 to 8), level 13 (AL 10 to 18), or level 
  23 (AL 20). You must spend a found-item slot to gain the scar, and it counts toward the limit of Uncommon items you 
  are allowed to possess. This boon never expires and can be upgraded when you reach the appropriate character levels: 
  • 
  Character level 13 or higher: Spend 16,320 gp to upgrade the boon from level 3 to level 13. 
  • 
  Character level 23 or higher: Spend 408,000 gp to upgrade the boon from level 13 to level 23. 
   
  Battle-Scarred Champion  
   
   
   
   
   
             Level 3 / 13 / 23 Uncommon 
  You fought valiantly at the Battle of Spellgard and have the scar to prove it. 
  Glory Boon 
  Property: You gain a +1 / +2 / +3 item bonus to your healing surge value. 
  Power (Daily): Immediate Reaction. Trigger: An enemy bloodies you, but does not reduce you to 0 hit points or 
  fewer. Effect: You make a melee basic attack against the triggering enemy. 
   
  ADCP22 Sacrifice for the Greater Good 
  They told you it was going to be a suicide mission, but you volunteered anyway. They were right. Perhaps you fought 
  for glory, perhaps you fought for honor, perhaps you had a sense of duty, or perhaps you just wanted to see what would 
  happen. Your sacrifice will be remembered in the stories and songs about the Battle of Spellgard. 
   
  This Story Award functions identically to ADCP21, but you do not need to spend a found-item slot to gain the 
  Battle-Scarred Champion glory boon, and it does not count as one of your Treasure selections for this adventure. (You still 
  have to pay to upgrade it at higher levels if you want the higher-level versions of the boon.) 
   
   
  
  Dungeons & Dragons is a trademark of Wizards of the 
  Coast LLC. © 2011 Wizards of the Coast LLC
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  give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/Adventuring Company/ADCP3-2 From Dawn Till Dusk/ADCP3-2 From Dawn Till Dusk.pdf