ADCP2-2 Heart of The Desert (Heroic)
ADCP2-2 Heart of The Desert (Heroic)
ADCP2-2 Heart of The Desert (Heroic)
Heart of the
Desert: Race
Against Time
A Dungeons & Dragons® Living
Forgotten Realms Adventure
A great race has been called in the desert of Calimshan. The genasi and humans of Memnon, Calimport and
Almraiven are competing to see which one can finish first in a race through the desolate Calim Desert, and they’re
looking for adventuring companies to do the racing. Are you and your companions up to the challenge? A Living
Forgotten Realms adventure set in Calimshan for characters levels 1-10.
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.”
DUNGEONS & DRAGONS, D&D, RPGA, Wizards Play Network, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
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
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of
the Coast LLC. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
© 2010 Wizards of the Coast LLC
For rules questions specific to this document, visit www.wizards.com/customerservice.
Permission is granted to photocopy this document for personal use.
Reading Monster Stat Blocks
Official D&D Play Most of the information should be easy to understand, as
Most likely you ordered this adventure as part of an it mirrors the information presented in the Monster
event, or you received it from your organizer. To play Manual. Attacks may have a letter next to them
this adventure and receive rewards for it, you must designating the type: M for melee, R for ranged, C for
schedule it as an event. This event could be as elaborate close, and A for area. A lower-case letter (used only in
as a big convention, or as simple as a group of friends some melee and ranged attacks) denotes that the attack
meeting at the DM’s house. can be used as a basic attack.
To schedule a game for public play, you must be
enrolled in the Wizards Play Network. Information on Organizer Information
enrolling in the program can be found at
Adventuring company adventures are only available for
www.wizards.com/wpn. If you are scheduling the game
for private play, you do not need to be enrolled in the sanctioned Wizards Play Network (WPN) Public Play
Wizards Play Network. The person who schedules the events. These adventures are designed to incorporate
some meta-game elements (such as an overall scoring
event, called the organizer, is in charge of making sure
system for the participating adventuring companies).
the event is scheduled before play, runs smoothly on the
These make the most sense and are the most fun when
date scheduled, and gets reported back to Wizards in a
there are a large number of tables all playing the
timely manner. The person who runs the game is called
adventure. Public Play events, especially conventions,
the table Dungeon Master (or usually just DM).
are the biggest RPGA events, draw the most players, and
Sometimes (and almost all the time in the cases of home
run the most tables, giving them the greatest opportunity
events) the organizer is also the table DM. You don’t
to have participants from a variety of different
have to be enrolled in the Wizards Play Network to DM
adventuring companies.
this adventure if you are not the organizer.
Everybody who participates in an adventuring
By scheduling and reporting this adventure you
company adventure receives a story object to
accomplish a couple of things. First, it is an official game,
commemorate the occasion. These story objects are
tracked under your play history. Second, DMs gain
handed out by the DM at the end of the adventure, just
rewards for scheduled play if they are members of the
like any other Living Forgotten Realms adventure. Some
DM REWARDS program. DMing this adventure is worth
one (1) point. adventuring company adventures might include an
To learn more about event scheduling and DM additional prize, such as a special certificate, that only
REWARDS, visit the D&D Events website at the winning team gets. The additional prize may be
www.wizards.com/dnd and click on “Events.” 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
Preparing for Play the adventure is run in a consistent and fair fashion, and
In order to play this adventure, you’ll need copies of the for reporting the results back to the WPN. In the case of
following D&D 4th Edition rulebooks: Player’s Handbook, any disputes, the organizer makes the final decision
Dungeon Master’s Guide, and the Monster Manual. Any about all elements relating to the competitive aspects of
other rules referenced in this adventure will be noted in the adventure. The organizer’s decisions are final and
the New Rules Items section at the end of the may not be appealed. Remember that the goal is for
adventure. everyone to have fun!
Throughout this adventure, text in bold italics All tables of an adventuring company adventure
provides player information for you to paraphrase or should be treated the same as any other RPGA event,
read aloud when appropriate. Information on nonplayer including adherence to the RPGA General Rules. Each
characters (NPCs) and monsters appear in abbreviated table must include 4-6 players and a DM. In other
form in the adventure text. words, the core D&D experience should be the same,
Along with this adventure, you’ll find a session even though there might be some elements that extend
tracking sheet. If you’re playing this adventure as part of beyond an individual table (such as overall scoring).
an officially scheduled event, complete and turn in this Each table DM must complete a Session Tracking Form
sheet to your organizer directly after play. 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.
Timing
When running the adventure in a time-sensitive
environment, it is important to keep a close eye at how
much time you spend on Encounter 1 and Encounter 2
(especially the three scenes set at the start of the race).
These should take at the most 30 minutes. There are
more opportunities for role-play in Encounter 4, and at
that point you should also have a better idea of how fast
the players are. To hasten things, simply provide the
handout with the sponsors (see Encounter 1), let the
players make a quick decision and then keep the scenes
in Encounter 2 short and to the point. Another good spot
to save time is in the fight in Encounter 5, see said
encounter for more details.
Player’s Introduction
Read or paraphrase the following to the players:
In the middle of the desert the organizing parties have The PCs can choose from the following six patrons. Each
erected a huge encampment. Somewhere between sends a representative to make their case, explaining
Memnon and Calimport lies a large oasis, which hosts why the PCs should pick them. If you have the time,
the camp and the start of the race. Teams from all over enact a short role-playing scene for each representative
Faerun have gathered here to participate or to sponsor with the information below. Otherwise give the players
groups of adventurers. Tents make up the inner circle, Handout 1 which summarizes the information below.
consisting of vendors and other entrepreneurs, creating Their choice of sponsor has more than just a
a secluded market place with multi colored stalls and mechanical effect during the encounters in this
low awnings. The vendors offer everything form exotic adventure. Most encounters feature a small paragraph
food, to special desert clothing to weapons and armor. detailing the NPC reactions. These reactions can change
Any campaign legal equipment a PC wishes to buy is depending on the PCs’ sponsor.
available here.
It’s assumed that the PCs have traveled to the camp Memnon Loyalists – This is the official representative
as representatives of their adventuring companies. Their of the Vizier of Memnon. The vizier is the current ruler
first order of business is to find a sponsor willing to of Memnon. His representative is a male dark hued
support them and fund them in the race. In the camp genasi with red and yellow power lines on his face,
the PCs can learn about the various other teams named Karim-Abal. He has a frame like a dwarf and
participating, the dangers the desert holds, and can pick carries a wicked scimitar. His voice is deep and
up some supplies for the race. rumbling, like the grinding of stones.
The different sponsors willing to take on a team of Memnon is famous for its slave trade and the dark
adventurers each offer a distinct benefit during the race. rock slaves mine in the Marching Mountains. He’ll offer
Not all these benefits are clear beforehand. Through the party 20 slaves to do with what they please when
enquiring for sponsors the PCs also find out a large they compete for him and win the race.
number of other parties is competing and how the race In addition he offers them the use of a special salve
is set up. the Memnonites have created from the dark rock.
The objective of the race is very simple; be the first Applied to the skin it absorbs heat and improves the
to the finish. To keep track of the contestants, to check retaining of water, making it easier to travel in the
for any illegal use of magic, and to restock on food and blistering sun. The effects of the salve are incorporated
drink, a number of checkpoints have been set up in the in the skill challenges below.
desert. A special enchanted stone always points roughly
to the next checkpoint, the stone is also used to track Calim Loyalists – The official representative of the
which checkpoints are reached. The use of any outside Calimport ruler is a beautiful female genasi, introducing
help is prohibited, as is the use of flight and herself as Zan-Valin. Soft blue and purple power lines
teleportation. The contestants use horses to compete. trace her lithe figure, which is accentuated even more
by her silky gown.
Settling in is easy; a tent is set apart for your company. The city-state of Calim is infamous for its slave
The main room is elegantly decorated and a table brand - a stylized gust of sand laden wind - and for the
boasting fresh water and bowls of figs stands in the arenas in which the slaves are forced to fight for their
middle. As you begin to stow your gear, a genasi lives. The caliph of Calim is willing to honor the PCs
representative for the race’s organizers walks in and with either a week of brutal arena fights or a week of no
calls you together. arena fights, whichever appeals more to their tastes.
“Welcome to the Calim desert. I represent the lords She also offers to outfit the PCs and their horses
of Calimshan. We look forward to watching your with special shoes created to traverse treacherous sand
performance in the race. You have the chance to meet a seas. These shoes are a relative new invention and the
number of potential sponsors. Representatives of each technique to make them is only known in Calimport.
will soon visit your tent. Each sponsor offers you a The effects of these shoes are incorporated in the skill
unique edge during the race, but the price might not challenges below.
Experience Points
The PCs do not earn any XP for this encounter, and it
does not count towards a milestone.
Treasure
The PCs don’t earn any treasure in this encounter,
although their sponsor might supply them with certain
equipment or items as explained above and in Handout
1. After the race the PCs are supposed to return any
unused or remaining equipment to their sponsor.
Encounter Scoring
A team earns 60 points for succeeding the skill
challenge. They loose 10 points for each failure. In this
way a team can earn from 60 points (total success with
no failures) to -60 points (failing all six scenes).
H1: Skill Challenge Level 2/4, The PCs have arrived at a fey crossing into the Feywild.
Complexity 1 (125/175 XP) The entire oasis resides in the Feywild and anyone
entering it is transported into the Feywild. PCs can
determine the nature of the fey crossing with a DC 20
H2: Skill Challenge Level 5/7, Arcana check. Since the compass makes clear the
Complexity 1 (200/300 XP) checkpoint is inside the oasis (and there is no sign of
tampering), the characters have little choice. They need
H3: Skill Challenge Level 8/10, to enter the place and face the dangers of the Feywild.
As they step through the barrier:
Complexity 1 (350/500 XP)
Stepping through the shimmering field leaves a tingle
Setup on your skin until the cool breeze washes it away. You
Lady Parizada Razaan Talibah In’Ganiyah, the find yourself at the edge of a grand oasis. Small tents
Radiant One, Keeper of the Song, Rawiah of Calim stand nearby and from within, multiple eladrin females
and Protector of the Words of Ru’a: Female Djinn. approach you offering dates, figs, and fresh water.
The lady is beautiful female djinn. Her upper body
resembles that of an eladrin woman, while her lower If the PCs try to turn around and leave they find that the
body softly fades into a puff of smoke. She is a fond lover oasis seems to keep them in. They can walk for a bit but
of poetry and the fine arts. Her interest lies in stories find that they made no progress what so ever. Note that
from the material world and politics. the ritual Fey Passage does work as well – see Scene 4
below.
Lord Zaid Al-Haddar Kadeer Munahid, Radja of the As soon as the PCs enter, they are overcome by an
Autumn Court, Eye of Nimr, Squire of the Eternal unnatural calmness and bliss. If they do not fight it, they
Library and Wielder of Azzam-Husam a-Din, the soon might not want to leave…
holy sword: Male eladrin lord.
The lord is a bored middle-age looking eladrin, who Skill Challenge: Into the Feywild
surrounds himself with the pleasures of leadership:
beautiful belly dancers, two snow white tigers and a
and Back Again
large contingent of soldiers and servants. He is a lover of Goal: Venturing into the oasis the PCs have entered the
reenacting ancient battles and of feats of strength and Feywild. To continue the race they need to shake the
agility. enchantment of the oasis, get a mark on their compass
and get out of the oasis. The tranquil nature of the oasis
The PCs have traveled through the desert for some time makes getting a mark difficult, while the lord and the
now when they stumble upon an oasis. Their compass lady would love to keep their visitors for some
points squarely at the oasis, even when they circle it, so entertainment.
they have to enter to find the checkpoint. The oasis is Complexity: 1 (4 successes before 3 failures)
surrounded by a shimmering aura and is in fact a fey Primary Skills: Acrobatics, Arcana, Athletics, Bluff,
crossing into the Feywild. The fey try to keep the PCs Diplomacy, History, Intimidate.
there, forcing them to have to bargain with the lord or Other Skills: Endurance, History, Insight, Nature,
the lady of the oasis for their freedom. Perception.
Victory: The PCs manage to get their compass marked
The large expanse of rocks has given way to a new and get the promise that they will be able to leave the
expanse of sand stretching from horizon to horizon. The oasis.
temperature is dropping slightly as the sun starts to set. Defeat: The PCs are stuck in the oasis for the night and
You prepare yourself for a night in a cold tent when in can only leave the following morning. Since they
the distance a shimmering oasis comes into view. angered the lord or the lady they won’t be able to take
an extended rest.
As the PCs come closer:
As you approach the oasis seems to be quite large and The first step in getting out of the oasis is to shake its
surrounded by a shimmering field. You can’t make out magic (Scene 1). Once the charm is broken, they quickly
Experience Points
Escaping the oasis, either by cunning, diplomacy or
force of will awards the characters the following amount
of experience points.
H1: 25/35 xp each.
H2: 40/60 xp each.
H3: 70/100 xp each.
Experience Points
Escaping the oasis back to the material plane entitles the
PCs to xp as follows:
H1: 125/180 xp.
H2: 200/300 xp.
H3: 350/500 xp.
Treasure
The adversaries carry no significant treasure beyond
their normal equipment. It is assumed that the PCs do
not have the time to loot the fallen.
The PCs are about to be in the middle of a violent Scene 2: Headfirst into the Storm (2 successes)
sandstorm. The front is large and it moves quick enough Nature DC hard (1 success)
that avoiding it won’t be an option. The PCs have too The sandstorm reduces visibility to nearly zero and
choose whether they want to go right through the storm staying on track is difficult. PCs with the map from
and brave its dangers or seek out a place to hide and set House Selemchant gain a +4 to this check.
up shelter. If they decide to go straight through go to
Scene 2. If they decide to make a shelter and sit out the Perception DC hard (0 successes, 1 maximum)
storm go to Scene 1. Spotting easy passages and pointing out areas with some
PCs who are sponsored by the Janessar have shelter should ease the difficult trek through the storm.
specialized equipment just for this occasion. This A successful Perception check gives a +2 bonus on the
equipment contains gear for both going through the Nature check.
storm or for building a shelter. When they use it they
gain an automatic success on the group check and won’t Endurance DC hard (1 success, group check)
run the risk of losing healing surges. Going into the storm headfirst is no easy feat. PCs who
PCs who made a deal with the Lady in Encounter 4 fail this check lose a healing surge from exposure to the
also have an easier time here. Whether they try to push storm.
through the storm or sit it out, the lady appears and
offers them guidance. Her blessing tempers the storm
around the PCs allowing them easier passage. This is
Ending the Encounter
represented by a +2 on the Endurance check in either When the PCs have braved the storm go to Encounter 7.
scene. The results of this encounter have a significant influence
on the next encounter so take note about which option
Scene 1: Sitting It Out (2 successes) the PCs chose and how well they did.
Athletics DC moderate (0 success; 1 maximum)
Experience Points
Creating a make shift shelter is hard work. A successful
Athletics check gives a +2 bonus to the Endurance Surviving the sandstorm is part of the larger skill
check representing the superior quality of the build challenge in Encounter 2 so no xp is awarded and this
shelter. encounter doesn’t count for a milestone.
Story Awards
Award these if the PC completes the condition for the
award in the adventure. Pass out certificates to the
players for their story awards.
Steadfast Amulet
Level: 8
Undead Horse
Category: Mount
Price: Unavailable
The nature of the mount depends on whether the PCs
accepted an undead variant of the normal riding horse
or the warhorse. The stats are the same, except it is
immune to poison and has resist necrotic 10. It is not
immune to diseases, but instead has a +5 bonus on
Endurance checks to recover from a disease.
Chariot, heavy
Category: Vehicle
Cost: 840 gp
Note: A heavy chariot is only allowed in the race in case
one of the contestants is too heavy even for a warhorse
with a saddle of strength or when the group contains one
or more animal companions that cannot ride a horse.
Chariot, heavy
Large vehicle
HP 60; Space 2 squares by 2 squares
AC 4; Fortitude 12, Reflex 4
Speed creature’s speed -2
Creature-Drawn
A heavy chariot is pulled by two Large creatures or one Huge
creature. A heavy chariot takes a ---2 penalty to its speed if only
one Large creature pulls it.
Driver
A heavy chariot’s driver stands at the front of the chariot. He or
she must hold the reins in at least one hand or else the chariot
goes out of control.
Load
Four Medium creatures; 400 pounds of gear.
Out of Control
An out-of-control chariot comes to a stop at the beginning of its
turn. At the DM’s discretion, the chariot might move in a random
direction if the creatures that pull it are panicked or attacked.
Cover
Memnon Loyalists – This is the official representative of the Vizier of Memnon. The vizier is the current ruler of Memnon. His
representative is a male dark hued genasi with red and yellow power lines on his face, named Karim-Abal. He has a frame like a
dwarf and carries a wicked scimitar. His voice is deep and rumbling, like the grinding of stones.
Memnon is famous for his slave trade and the dark rock slave mine in the Marching Mountains. He’ll offer the party 20 slaves
to do with as they please when they compete for him and win the race.
In addition he offers them the use of a special salve they have created from the dark rock. Applied to the skin it absorbs heat
and improves water retention, making it easier to travel in the blistering sun.
Calim Loyalists – The official representative of the Calimport ruler is a beautiful female genasi, introducing herself as Zan-Valin.
Soft blue and purple power lines trace her lithe figure, which is accentuated even more by her silky gown.
The city-state of Calim is infamous for its slave brand, a stylized gust of sand-laden wind, and for the arenas in which the
slaves are forced to fight for their lives and freedom. The caliph of Calim is willing to honor the PCs with a week of brutal arena
fights or a week without arena fights, whichever appeals more to their tastes.
She also offers to outfit the PCs and their horses with special shoes created to traverse treacherous sand seas. These shoes are
a relative new invention and the technique to make them is only known in Calimport.
Almraiven’s Arcana Alcazar – Representing the Weave Pasha of Amlraiven is a tall human male. He wears a traditional
Calimshan haik and a large purple turban is draped around his head. Despite the heat he seems to be comfortable and cool; the
air around him tingles slightly with magic. He is one of the wizard advisors of the Weave Pasha, named Shul-Borim.
Almraiven is the only free city-state in the Calimshan desert. It’s a safe haven for humans and renowned for it’s magical
academy. The Weave Pasha is the chosen protector of the city, hoping to engage in trade with other seafaring nations and protect
the city from his rivals.
The wizards of the Arcana Alcazar have significant arcane might and are willing to use that to help you win. They will cast a
curse on the one other contestant, making it easier on the PCs right form the start.
House Selemchant – Sulima Selemchant represents the Amnite merchant houses. PCs might have befriended Sulima in previous
LFR adventures. She reacts warmly to any PCs she recognizes.
Lately the trade in Iomic crystals has collapsed and the house is looking for new ventures to make a profit. Hoping to attract
the attention of the local leaders, they want to sponsor a team into the race.
The Cowled Wizards have created a special map for this race which depicts the terrain surrounding the PCs.
The Janessar – The Janessar are a secretive group formed from the remains of an adventuring company. They operate in the
Marching Mountains, freeing slaves and helping out the Weave Pasha of Almraiven. By sponsoring a team in the race they hope to
steal the victory of the other lords and to attract attention to the slave trade in Calimshan. Their representative is a tall eladrin by
the name of Ygraz.
The Janessar are masters of hit and run tactics and have adapted to the harsh life in the desert. They created light shelters and
gear, easy to set up but sturdy and able to withstand the harshest storms. They are willing to outfit the PCs with these if they want
to represent their cause.
The Twisted Rune – The last representative to visit the PCs is an old and withered looking revenant, who is missing his left hand.
Instead, a ghostly black appendage is attached to his lower arm. He wears long dark robes and a holy symbol resembling that of
Kelemvor hangs from a chain around his neck - the symbol looks strange and twisted. Green flames burn in his eyes and his voice
is raspy. He introduces himself as Reaver.
The Twisted Rune is a group of undead spellcasters based somewhere in the Calimshan desert. Participating in the race is
seen as boosting their stature. They offer the PCs the use of skeletal horses, tireless horses unaffected by heat and other desert
dangers. The effect of these horses is incorporated in the skill challenges below.
The Flaming Whip – This group of earth and fire genasi represent the most influential slave-trading corporation
from Memnon. They are ruthless and will do anything and a bit more to win the race. Three years ago a team of
contestants disappeared not to be found again; bad tongues say the Flaming Whip was involved. Members of the
Flaming Whip all sport a stylized brand of a burning whip on their upper left torso extending on their arm.
Desert Wind – A mixed group of air and water genasi with some humans. Sent by the one of the arenas of
Calimport, these are crafty and cunning racers. As defending champion the stakes are high for them and the rivalry
between the Desert Wind and the Flaming Whip is very high.
Twilight Runners – Five tall and veiled eladrin form this group of exceptional horsemen. Despite this being their
first race the odds in the betting stalls are stacked in their favour. Rumors go they have a special breed of horses
quicker than anyone has seen before. They rarely show themselves in public and have been holed up in their tent for
the past few days.
Almraiven’s Pride – A squad of humans and dwarfs from Almraiven, said to be sponsored by the WeavePasha
himself. They have the best equipment available, have trained for this race for the past three years, and they are
poised on beating the teams from Memnom and Calimport.
Skyfire Nomads – An independent group of desert nomads traveling from oasis to oasis trading goods and
accompanying caravans. They are very adept at surviving in the desert and are intimately familiar with the terrain
and it’s dangers. They are the only true independent competitors. They are a mixed bunch of eladrin, elves, genasi
and humans riding on camels.
• Each team gets 1 magical compass which points towards the next checkpoint. The compass needs to be
magically marked by race officials at each checkpoint. There are an unspecified number of checkpoints.
• The group wins as a team. Hence a group only finishes when the bodies of all the members cross the finish
line. It matters little whether or not they are alive at that time.
• The race lasts for multiple days. Keep this in mind in regards to the use of rituals. Extended rests are allowed,
but they seriously slow down your team’s progress. It is assumed most teams just take short naps during the
trip, minimizing the amount of rest. Other teams will most certainly not take extended rests.
• Overland flight is prohibited, either by magic or by other means. When a contestant is caught, and they will
be caught, the group is immediately disqualified. This does not pertain to short-range flight used in an
encounter or to overcome a single obstacle.
• Teleportation in any form is banned. This does not pertain to short-range teleportation as used in a single
fight or to overcome a local obstacle. Any long-range teleportation immediately disqualifies the group.
• The use of rituals is allowed but there are some exceptions: any ritual pertaining to flight, long-range
teleportation or rituals that directly increase the speed of the mounts (such as the bard ritual Traveler’s
Chant) is banned.
• Each sponsor has the right to help the PCs in a certain predetermined way. The help can bend the rules.
• The contestants must use mundane non-flying mounts (so no Phantom Steed or wondrous figurines), either
those provided by the race management or their own. You can use rituals for the speedy arrival of backup
mounts (such as the Steed Summons ritual). These backup mounts must be paid from the contestant’s own
pockets. Similarly, if your team has one or more animal companions, you can get a heavy chariot.
Has Received Story Awards From: Has Received Story Awards From: Has Received Story Awards From:
(cross out those not received) (cross out those not received) (cross out those not received)
ADCP2~2H Heart of the Desert: ADCP2~2H Heart of the Desert: ADCP2~2H Heart of the Desert:
Race Against Time Race Against Time Race Against Time
ADCP08 Feylord’s Pact ADCP08 Feylord’s Pact ADCP08 Feylord’s Pact
You have promised Lady Zaid/Lady Parizada [strike You have promised Lady Zaid/Lady Parizada [strike You have promised Lady Zaid/Lady Parizada [strike
whichever is not applicable] to return to the oasis and whichever is not applicable] to return to the oasis and whichever is not applicable] to return to the oasis and
spend a night in celebration. It leaves you with an spend a night in celebration. It leaves you with an spend a night in celebration. It leaves you with an
invisible mark that any fey creature recognizes. Its invisible mark that any fey creature recognizes. Its invisible mark that any fey creature recognizes. Its
exact impact is up to the individual DMs, although it exact impact is up to the individual DMs, although it exact impact is up to the individual DMs, although it
should never be negative nor more powerful than a should never be negative nor more powerful than a should never be negative nor more powerful than a
single automatic success in a skill challenge involving single automatic success in a skill challenge involving single automatic success in a skill challenge involving
fey. fey. fey.
ADCP09 Victory in the desert! ADCP09 Victory in the desert! ADCP09 Victory in the desert!
You and your team braved the hardships of the Calim You and your team braved the hardships of the Calim You and your team braved the hardships of the Calim
Desert and managed to win the race. The people of Desert and managed to win the race. The people of Desert and managed to win the race. The people of
Calimshan respect this feat and recognize you on sight, Calimshan respect this feat and recognize you on sight, Calimshan respect this feat and recognize you on sight,
regardless of your choice of sponsor . regardless of your choice of sponsor . regardless of your choice of sponsor .
In addition, you are imbued with the elemental In addition, you are imbued with the elemental In addition, you are imbued with the elemental
energies of the desert. As a minor action you can let energies of the desert. As a minor action you can let energies of the desert. As a minor action you can let
your hand burst into flames. These flames are not hot your hand burst into flames. These flames are not hot your hand burst into flames. These flames are not hot
enough to damage anything, but they provide the same enough to damage anything, but they provide the same enough to damage anything, but they provide the same
light as a torch. The light can be extinguished with light as a torch. The light can be extinguished with light as a torch. The light can be extinguished with
another minor action. another minor action. another minor action.
The flames are the visible representation of the The flames are the visible representation of the The flames are the visible representation of the
true power of the ritual. This allows you to select true power of the ritual. This allows you to select true power of the ritual. This allows you to select
Melora’s storm blessing (more appropriately know as Melora’s storm blessing (more appropriately know as Melora’s storm blessing (more appropriately know as
Elemental Lord’s storm blessing) as a treasure bundle as Elemental Lord’s storm blessing) as a treasure bundle as Elemental Lord’s storm blessing) as a treasure bundle as
per the normal rules. Note down the level of your per the normal rules. Note down the level of your per the normal rules. Note down the level of your
character when you earn the boon below, since the character when you earn the boon below, since the character when you earn the boon below, since the
power of the boon disappears after you raise more then power of the boon disappears after you raise more then power of the boon disappears after you raise more then
5 levels. The flames remain though. 5 levels. The flames remain though. 5 levels. The flames remain though.
Character Level at time of Acquiring the Boon:____ Character Level at time of Acquiring the Boon:____ Character Level at time of Acquiring the Boon:____
Event Name: _______________________________ Event Code: __________________________
(This number was given to the organizer when the event was scheduled)
SESSION TRACKING
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D U N G E O N MMAASSTTEERR
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA/DCI
Name Number
2
a b c
3
4
SESSION TRACKING
Adventure Title: ______________________________________________ Session Number: ____
(For administrative use only)
D U N G E O N MMAASSTTEERR
/ / Start Time: :
Give hour in military time standard (p.m. hours
Date of Play: = hour +12). Don’t record the exact minute the
Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: _____________________
minute interval the game was scheduled to start
at (30 or 00).
A legal table has no less than four players, and no more than six players.
RPGA Number: May be less than a 10-digit number.
Player RPGA/DCI
Name Number
2
a b c
3