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From Dusk Till Dawn

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You cannot know anything. Only suspect.

This article contains content from pre-release sources that may or may not be reflective of canon upon release. This article therefore likely contains spoilers.

From Dusk Till Dawn was a genetic memory.[1]

Description[edit | edit source]

The Crew's recent findings in the private residence of Aleksandr Omovich were extremely unusual. After extensive research through the Brotherhood's archives and genetic memories, the Crew unearths a significant series of clues dating back to 1870. At that time, the Brotherhood came across something strikingly similar to the creature captured on the surveillance video. From the mist-shrouded streets of London, members of the Brotherhood journeyed to the heart of the Carpathian Mountains, in relentless pursuit of a nightmarish creature that had been spreading fear and death in its wake.

Intro[edit | edit source]

As the Animus initializes the new Simulation, your field tech's voice becomes increasingly faint, rapidly overtaken by the loud sounds of the incoming environment. Just before the Simulation fully loads, you catch this: "... and hold on tight, it's going to be one hell of a ride."

Quite literal—you find yourselves each mounted on a horse, journeying along a rugged dirt road nestled amidst towering mountains. Ahead, a horse-drawn carriage carrying the creature you are pursuing races toward a foreboding, Gothic castle. The frantic screams of his servants reverberate in your ears as they spur the horses onward, desperately striving to put some distance between you and their master.

Key objectives[edit | edit source]

As the Witnesses attempt to close the distance with the speeding carriage, they find themselves confronting the creature's servants.

Challenges
  • Fire!: A mounted group of servants breaks away to assist their Master, brandishing their guns and firing at anyone attempting to approach the carriage.
  • Ramming: The coachman rams the carriage into the Witnesses, knocking them from their horses. Every Witnesses must make a Reaction check.
Weaknesses
  • Stop the Coachman (minor): If the Witnesses succeed in eliminating the coachman, one of the servants will grab the reins but can do little else but maintain control of the carriage. The Witnesses overcome the Ramming Challenge.

Once the Witnesses manage to stop the carriage, they will have to face its occupant.

The carriage grinds to an abrupt halt just a short distance from the castle. In a blur of motion, the creature erupts from the vehicle with supernatural swiftness. Seething with rage, its cadaver-pale face contorted, it roars like a cornered beast. Its large grinning mouth reveals a pair of long, sharp canines. Lines of light intermittently run along its limbs, as if pulsating with a luminous and potent energy coursing through its body.

Challenges
  • Mighty Foe: The creature is a formidable adversary, capable of enduring blows that would incapacitate any ordinary opponent. Fighting it requires at least 3 separate Approach checks with 1 Raise.
  • Lethal Blow: The coup de grâce can only be delivered once the creature's formidable defenses have been overcome. This requires at least 2 separate Approach checks with 1 Raise.
Weaknesses
  • Bloodthirsty (minor): The creature, cornered and wounded, is thirsty for blood. If the Witnesses can use its bloodlust to distract it, the next Approach check made by the Witnesses has 1 Free Raise.

Debrief[edit | edit source]

As the creature crumples lifelessly to the ground, a radiant golden light envelops its form. Slowly, the monstrous visage begins to fade, revealing a normal human underneath. As the light fades completely, an unmistakably Isu-originated ring becomes visible on the dead man's finger. To your horror, the body swiftly decomposes before your eyes, dissolving into nothing but ash.

As the Simulation fades away, the voice of Gavin Banks abruptly interjects, "So, a Piece of Eden caused the creature's transformation? We must locate it and prevent Abstergo from reclaiming it!"

Behind the scenes[edit | edit source]

The name of the memory is taken from the 1996 Robert Rodriguez film From Dusk till Dawn which also feature vampires.

Sequence Hooks[edit | edit source]

The following hooks can be used to play one or more Sequences occurring prior to the events depicted in [the following sequence] "The Wolf Among Us."

  • Dracula's Origins (Simulation): The Witnesses, having retrieved the ring from the vanquished creature, scour his castle for clues. Despite the continued presence of the nobleman's loyal servants, the castle's halls reveal a treasure trove of secrets. Amidst ancient tapestries and well-preserved diaries, the Witnesses unearth vital information: Vlad III, the Voivode of Wallachia, received a ring from a mysterious figure. This ring bestowed upon him otherworldly powers to fight the Ottomans.
  • Erudito (Modern Day): A contact from Erudito, an organization renowned for their expertise in knowledge and secrets (see page 56 of Assassin's Creed – Animus Handbook), reaches out to the PCs. This contact offers valuable information regarding the recent events at the Omovich mansion. However, Erudito's assistance comes at a price—they demand that the Assassins undertake a mission on their behalf in exchange for their aid.

    If the Crew accepts this deal, they will be granted access to a video showing the activities at the mansion two weeks ago. In the footage, an unknown individual wielding an Egyptian staff is observed bestowing a mysterious ring upon a supplicant. The recipient willingly dons the ring, after which he seemingly undergoes a transformation into a vampire!
  • Investigation (Modern Day): The PCs, determined to track the vampire, hack the extensive network of surveillance cameras scattered throughout the streets of London, or interrogate the various characters who were present in the area on the evening of the massacre. As they follow these breadcrumbs of evidence, the Descendants eventually piece together a trail leading them closer to the creature's hidden lair.

References[edit | edit source]

Assassin's Creed Roleplaying Game sequences
Animus Handbook
The Nanban Trade - Two Friends in Need! - Sabotaging the Abstergo Research Lab - Face the Writhing Dread - Memory Glitch
Legacy of the Brotherhood
The Forge of Fate - Echoes of Betrayal - The House of Folly - The Cursed Treasure - The "Bearing Heaven" Temple - Templar Raid at Ginestra Florita - The Lost Box - The Boarding of the Black Ivory - The Battle of the Wabash - The Lost Jewel - Alice's Return
Forging History
The Sword of Mars
Chapter 1. The Lost Key
Lugers & Ballerinas - Warfare at the Abbey - The First Conspiracy - Of Wolves and Men
Chapter 2. Science and History
For the Benefit of All - Houston City Shuffle - A Game of Cat and Mouse - Big Trouble in Glastonbury Abbey
Chapter 3. The Sword of Kings
A Knight's Quest - The Round Table - Abstergo Raid! - Glastonbury Festival
The Champions of Eden
Chapter 1. Blood Prints
The Mansion Massacre - From Dusk Till Dawn - The Wolf Among Us
Chapter 2. Painted in History
Howling at the Fire - Hackney Diamonds
Chapter 3. Rest in Pieces
The Great Egyptian Discovery - Fulfill your Destiny
Lost in Time
Chapter 1. Regina in Wonderland
Save Regina - Sands of War
Chapter 2. Down the Rabbit Hole
Down the Rabbit Hole
Chapter 3. The Mother of Wisdom's Playground
Of Isu and Men - Mother of Wisdom