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ADCP2-2 Heart of The Desert (Heroic)

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ADCP2-2H

Heart of the
Desert: Race
Against Time
A Dungeons & Dragons® Living
Forgotten Realms Adventure

By Renout van Rijn & Pieter Sleijpen


Reviewed by Pieter Sleijpen
Playtested by Arnaud Alting, Bram van der Woerdt, Eric de Vries,
Eva Orta, Forrest Hosier, Heather Brask, Huub Metsch, Ian
Ramsey, Janne~Maike Venis, John~Alan Pascoe, Joost Joling, Justin
Turner, Mark Knobbe, Martin Veldhuysen, Mike Deal, Nina
Moelker, Pepijn Poolman, Pierre van Rooden, Teos Abadia, Vincent
van der Bijl and Yoerik de Voogd

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 2


What’s an Adventuring Company? race). They might also involve a large-scale event (such
as a battle to defend a frontier town, clearing out a
In the FORGOTTEN REALMS campaign setting, groups of
significant monster lair, exploring a new dungeon, or
adventurers often band together under a common cause
staking a claim to new territory in the wilderness). In all
or motivation. These groups are collectively referred to
these cases, it makes sense for the NPC sponsors to
as "adventuring companies." A "company" is an
recruit adventuring companies rather than individual
organized group of adventurers that has taken on a
player characters. Regardless of the plot, the focus is on
specific name, heraldry or other identifying
the companies themselves, and the PCs’ efforts increase
characteristic, regardless of whether their fundamental
or decrease their company’s relative standing in the eyes
motive is one of profit. For example, an adventuring
of the wealthy or influential patron who has organized
company could be part of an extended family or clan, a
the event.
small religious sect, or a special team in a military There must never be direct PC-versus-PC combat in any
organization. In the Living Forgotten Realms campaign, Living Forgotten Realms adventure. You may not force or
adventuring companies are player-created and player- permit player characters to fight directly against other player
administered organizations. They are a fun, but characters. For example, it would be inappropriate to
completely optional, component of the organized-play
have a battle between two noble houses over a gold
experience.
mine, where some of the adventuring companies are
To learn more about the rules and guidelines for
hired by one of the houses and the other adventuring
creating an adventuring company in Living Forgotten
companies are hired by the rival house, with the player
Realms, please see the RPGA Character Creation Guide,
characters fighting each other. The dominated condition
which can be downloaded from the RPGA website at is part of the core rules, and characters subjected to that
www.wizards.com/rpga. condition may temporarily be forced to attack one
This adventure, like all DUNGEONS & DRAGONS® another, but adventures may not be designed in a way
adventures, assumes that the player characters are that individual PCs or groups of PCs are intended or
working together to achieve their goals. Any elements of allowed to engage in direct combat against one another.
competition between adventuring companies are Having a battle as the subject of an adventure is a
intended to occur in a larger story context rather than perfectly legitimate storyline; just make sure that all the
taking place at the table. For example, an adventure PCs are on the same side. For example, that same "battle
might include a tournament or other contest in which for the gold mine" scenario described above would be
the PCs score points for their adventuring company, just fine so long as all the PC adventuring companies in
with the company that scores the most points “winning” the battle are working for the same faction, fighting
the overall competition. That’s great, but it only works if against NPCs hired by the opposing faction.
the PCs at each individual table are working together It is also okay to have the PCs represent different
instead of trying to undermine one another. Therefore, competing factions, so long as the PCs themselves do not
you may not run this adventure for a group of PCs that directly come into conflict. In a tournament, the PC
does not include at least four characters who are adventuring companies might be presented with
members of the same adventuring company, and it is multiple offers of employment by different noble
recommended that all of the PCs be members of the houses. Each group of PCs would then individually
same adventuring company. decide which of the various nobles they want to
If there are players whose characters are not represent. The winning adventuring company also wins
members of any existing adventuring company when the tournament on behalf the house they chose as their
they sit down at the table, that's fine. They can organize sponsor. Even in a tournament setting, however, player
a new company on the spot, so long as the rules in the characters could only joust, duel, or otherwise directly
RPGA Character Creation Guide are followed (most engage in combat with NPCs, never with other PCs.
notably, the restriction that a character may not change
his or her adventuring company membership more than
once per character level). What Am I Allowed to Change?
Because they are sanctioned for public play only,
Companies Compete, Not PCs adventuring company adventures can offer some
interesting opportunities to organizers. The organizer
Adventuring company adventures are designed to offer decides how to structure the event for maximum
unique challenges and opportunities. They usually pit publicity and enjoyment. For example, you might run
adventuring companies head-to-head in some sort of the adventure multiple times over the various days of a
competition (such as a tournament, scavenger hunt, or

ADCP2-2H Heart of the Desert: Race Against Time Page 3


convention and award the grand prize at the very end. advice (usually for adjusting to different-sized
Or, you can get all the participants together at the same groups) to adjust combat encounters for groups
time (and ideally in the same room) for a grand event, that are having too easy or too hard of a time in
with scores tabulated and prizes given out on the spot. an adventure.
Some adventuring company adventures might lend • Don't make the adventure too easy or too
themselves to a slightly more elaborate setup than a difficult for a group. Never being challenged
typical RPGA adventure. For example, a tournament makes for a boring game, and being
might feature individual tests of skill and prowess, such overwhelmed makes for a frustrating game.
as an archery competition or a riddle contest. You could Gauge the experience of the players (not the
set these up as “stations” in which the individual characters) with the game, try to feel out (or ask)
characters would visit each station to participate in that what they like in a game, and attempt to give
particular competition. The DM supervising that station each of them the experience they’re after when
would have the player roll the appropriate dice or do they play D&D. Give everyone a “chance to
whatever else is required, and then record the results on shine.”
the player’s score sheet, story certificate, or other • Be mindful of pacing, and keep the game
tracking form. session moving along appropriately. Watch
However, the core RPGA DUNGEONS & DRAGONS for stalling, as play loses momentum when this
experience remains 4-6 players and a DM sitting at a happens. At the same time, make sure that the
table for 4 to 5 hours. Adventuring company adventures players don’t finish the adventure too early;
do not change that format. You may not run this provide them with a full play experience. Living
adventure in any way that removes the core D&D Forgotten Realms adventures are designed to be
experience. So, for example, you cannot run the entire played within 3.5 – 4 hours; try to be very aware
adventure as a LARP (live action roleplaying). The of running long or short. Adjust the pacing
players are coming to play D&D and D&D is what you accordingly.
are expected to give them. Any additional elements that • Give the players appropriate hints so they
you present must be ancillary to the main tabletop can make informed choices about how to
gaming session. You are also not allowed to change the interact with their environment. Players
story or encounters from what is presented herein, other should always know when enemies are affected
than as specified in the adventure itself and in the "DM by conditions and are bloodied. They should be
Adventure Adjustments" section of the campaign rules. given clues about how to interact with their
surroundings so they can tackle skill challenges,
Important DM Information combats, and puzzles without getting too
frustrated over lack of information. This helps to
As the DM of the session, you have the most important encourage immersion in the adventure and
role in facilitating the enjoyment of the game for the gives players “little victories” for figuring out a
players. You take the words on these pages and make good choice from a clue.
them come alive. The outcome of a fun game session
often creates stories that live well beyond the play at the In short, being the DM for a Living Forgotten Realms
table. Always follow this golden rule when you DM for a adventure isn’t about following the adventure’s text
group: word-for-word; it’s about creating a fun, challenging
game environment for the players. Chapters 1 and 2 of
Make decisions and adjudications that enhance the the Dungeon Master’s Guide are filled with good
fun of the adventure when possible. information about being a DM for a D&D game.

To reinforce this golden rule, keep in mind the


following:
Appropriate Character Levels
This adventure is designed for player characters (PCs)
• You are empowered to make adjustments to levels 1-10. Characters that fall outside of the level
the adventure and make decisions about range may not participate in the adventure.
how the group interacts with the world of Furthermore, all of the characters in the party must be
this adventure. This is especially important within the same level range. For example, you cannot
and applicable outside of combat encounters, have a level 3 character and a level 5 character together
but feel free to use the "scaling the encounter" in the same party, even though the adventure supports

ADCP2-2H Heart of the Desert: Race Against Time Page 4


both the levels 1-4 and levels 4-7 level bands. Make Failing to Defeat an Encounter
certain to check the levels of the PCs before beginning
If a group fails to defeat an encounter – that is, if they
play to ensure that they are the proper level, both
have to flee from a combat because it’s too tough or they
individually and as a group, to play the chosen level
reach the predetermined number of failures in a skill
band.
challenge before reaching success – they are only
This adventure supports three level bands. In the
awarded half experience points (round down) for the
adventure text, the adventure bands are referred to
encounter. If they manage to tackle the encounter later
using the following abbreviations: H1 (levels 1-4), H2
and defeat it, award them the other half of the
(levels 4-7) and H3 (levels 7-10). Each of the level bands
experience points for the encounter.
offers a low-level version and a high-level version. The
low tier is meant for a group whose levels, on average,
fall in the lower levels of the adventure’s level spread. Character Death
The high tier is meant for a group whose levels, on If a PC dies during the course of the adventure, the
average, fall in the upper levels of the adventure’s level player of that character and the rest of the group have
spread. two options, provided that they have access to the Raise
A group may decide to play the high tier when their Dead ritual (either a PC has it and can use it or the
levels are more suited to the low tier if everyone in the characters return to civilization), they have access to the
group agrees to do so; however, some of the rewards body, and it is possible to return the dead PC to life.
may not be available to them. Conversely, a group may
decide to play the low tier when their levels are more • Pay the component cost for the ritual. If the
suited to the high tier if everyone in the group agrees; group chooses this option, the cost should be
however, some of the rewards may be less than what divided evenly among the group (500 gp for
they’d ideally want from the adventure. heroic tier, 5,000 gp for paragon tier, and
Reading the Numbers: Each encounter has a level 50,000 gp for epic tier.) Using a source outside
band and sometimes other values (such as XP or skill the group to cast the ritual costs 20% more than
check DCs) listed with two numbers divided by a slash. the component cost. Total cost when using an
The number before the slash is always the value for the outside source is 600 gp for heroic tier, 6,000
low-level version of the adventure; the number after the gp for paragon tier, and 60,000 gp for epic tier.
slash is the value for the high-level version of the A PC that dies and chooses this method of
adventure. For example, "H1 20/21" means that if you return gains full (or half, if the party was
are running the adventure for a group of levels 1-4 defeated) experience points from the encounter
characters, the DC is 20 if they are playing the low-level in which the character died, but no experience
version and 21 if they are playing the high-level version. points for any encounters that were missed
For encounters (such as skill challenges) that are while the character was dead. If there are
identical at every level band except for the DCs, rather encounters remaining, the PC continues to earn
than listing eight different DCs for every skill check, the experience as normal, and receives a normal
adventure instead uses the terms "easy," "moderate," and cut of the rewards at the end of the adventure.
"hard." Appendix 1 contains a breakdown of the DC • Invoke the Death Charity clause. If the group
values for each level band and tier, which is based on cannot afford to pay for the ritual (or doesn’t
the corresponding table in the Dungeon Master's Guide. desire to do so), the PC can choose to return to
Please reference this Appendix and use the appropriate life at the end of the adventure. Doing so forfeits
values throughout the adventure. all rewards (including treasure and story
When the adventure specifies a single, exact DC rewards) earned for the adventure except
(for example, saying that it requires a DC 15 Athletics experience points gained prior to the
check to climb out of a pit) then that DC is the same character’s death (the character receives the
regardless of the level band or tier. It doesn't experience point award for the encounter in
automatically get harder to climb a wall just because the which they died.) The PC cannot participate in
characters are higher level. (Of course, there could be the same adventure a second time.
something special about the wall, like a magical defense,
that causes it to be harder to climb at the higher level
bands.)

ADCP2-2H Heart of the Desert: Race Against Time Page 5


Milestones Adventure Background
No matter if the characters succeed or fail in an For the past 30 years, a race has taken place every three
encounter, they reach a milestone if it is the second years in the Calim desert of Calimshan: a race in which
encounter they’ve had since the start of the adventure or champions from three rival cities (Memnon, Calimport
their last extended rest. Encounters that do not give and Almraiven) cross the wastelands of Calimshan from
out experience points do not count for purposes of the middle of the desert to the coast, in a perilous
reaching a milestone. Make certain to mention this journey. The desert was created in a war between two
information to the players when applicable, as it gives great genies and as a result is closely tied to the
each PC another action point and affects how some Elemental Chaos - increasing its dangers manifold. The
magic item powers are used. winners earn glory, riches, and for some, freedom. The
losers, those that survive the race, that is, face disgrace
Lasting Effects or worse at the hands of the rulers of Calimshan who
Sometimes a PC suffers a lasting effect that isn’t easily are as harsh and unforgiving as the desert.
resolved before the end of the adventure. The two most Memnon, inhabited by the supporters of the efreet
common lasting effects are the death penalty and Memnon, is a militaristic city that has enslaved the
diseases. human population using these slaves both in the war
Death Penalty: When a character dies and is with Calimport and the nearby Marching Mountains.
brought back to life by the Raise Dead ritual, that Calimport, the power center of the followers of the djinn
character suffers a -1 penalty to all attack rolls, skill Calim, is a city of great decadence, known for
checks, saving throws, and ability checks until they have spectacular arena fights and extensive slave markets.
reached three milestones. The player should simply Almraiven is the last bastion of mankind in the region; it
record the adventure where the character died on their is a master of the sea, but always on the brink of losing
adventure log, and then keep a running tally of the war with its two rival cities. Throughout the race, the
milestones reached. Once the PC has reached the third three ever-warring cities hold to an uneasy truce, their
milestone since coming back to life, they no longer hatred for one another suppressed, but not forgotten.
suffer the penalty. The origins of this tradition hearken back to the
Diseases: Diseases take hold of a character and last disappearance of the great genies Memnon and Calim at
until they are cured or they reach their final state. the end of the Second Era of Skyfire. Factions of all three
Normally, a PC makes an Endurance check after each cities organized a race and declared the biggest gem
extended rest to see if the disease improves, worsens, or found within those three years, named the Heart of the
maintains its current condition. At the end of the Desert, as the ultimate prize. Competitors’ motivations
adventure, any character suffering from a disease must may differ, but at their core they are usually a matter of
resolve the disease to either its cure or final state, using pride, another means by which to disgrace their
the necessary number of extended rests to do so. Other enemies, and some extra gold on the side.
characters adventuring with the PC may decide to aid
the afflicted character during this time. If a disease DM’s Introduction
reaches its final state and the PC can get a Cure Disease
This adventure features several groups of adventurers
ritual cast (and pay the appropriate costs), they may do
and mercenaries competing to be the first to cross the
so.
finish line in a race across the desert of Calimshan,
Other Lasting Effects: Other effects that last
dealing with the inhabitants as well as the environment
beyond the scope of the adventure should be resolved at
of the desert. The race is organized by the three warring
the DM’s discretion. Any effects that last for a specific
city-states of the desert. There is a temporary peace but
period of time (that end after a certain number of days
overtly the war continues, partly through the race. This
or a certain number of extended rests) should be
adventure draws influence from the tales of the
resolved at the end of the adventure in which the effect
Thousand and One Nights. It is up to the DM to try to bring
was obtained (unless otherwise specified.) Effects that
this mood across to the players.
use some sort of adventuring benchmark of unknown
This event can be run as a competition between
duration (such as milestones) should be recorded on the
tables at a public play event. This does not mean the PC
character’s logsheet and tracked across adventures.
teams are racing against each other in the adventure:
the tables are only competing against each other in
terms of the scoring system presented in this adventure.

ADCP2-2H Heart of the Desert: Race Against Time Page 6


This means that each DM should keep track of their is as oppressive as the nights’ blistering cold. A true
table’s score during play. The scoring system is challenge lies ahead, are you and your companions
described within the adventure at the end of each prepared?
individual encounter and summarized with the scoring
sheet in Appendix 4. Tell the players in advance that
using reward cards costs them points, but that it is less
costly than dying.
This adventure is an abstract representation of the
race and is broken down in two parts. The first part is a
large skill challenge used to track the progress of the
PCs and to represent the hardships during the race. The
second part is composed of specific encounters and
challenges the PCs face during the race; these are short
combats or role-playing scenes.

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:

A call has gone out to adventuring organizations all


across Faerûn: Send your most prominent members to
partake in the great race of Calimshan. Once every
three years the city-states of Calimshan put aside their
conflicts for a race through the Calim desert. The
ultimate trophy of the race is the famous Heart of the
Desert, the largest gem found within the past three
years. It is no secret, however, that the struggle between
the warring city-states is as significant during the race
as ever.
All participants have gathered at dusk in a huge
encampment in the middle of the desert. Dark pitched
tents form circles around a lush oasis. Banners
depicting the heraldry of the three city-states and of the
competing adventuring organizations fly on poles
surrounding the camp.
If the journey to the encampment is any indication,
the race is sure to be harsh. Even with enough food,
water, and protection from the elements, the days’ heat
ADCP2-2H Heart of the Desert: Race Against Time Page 7
Encounter 1: The Festival always be to your liking. Choose wisely. When you have
chosen your sponsor they will be able to tell you about
Camp the rules of the race.”
With that the genasi bows, turns around, and
Setup leaves the tent.

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 8


and a holy symbol resembling that of Kelemvor hangs
Almraiven’s Arcana Alcazar – Representing the from a chain around his neck; the symbol looks strange
Weave Pasha of Amlraiven is a tall human male. He and twisted. Green flames burn in his eyes and his voice
wears a traditional Calimshan haik (Ha-iik) and a large is raspy, he introduces himself as Reaver
purple turban is draped around his head. Despite the The Twisted Rune is a group of undead spellcasters
heat he seems to be comfortable and cool; the air based somewhere in the Calimshan desert. Participating
around him tingles slightly with magic. He is one of the in the race is seen as boosting their stature. They offer
wizard advisors of the Weave Pasha, named Shul-Borim. the PCs the use of skeletal horses, tireless horses
Almraiven is the only free city-state in the unaffected by heat and other desert dangers. The effect
Calimshan desert. It’s a safe haven for humans and of these horses is incorporated in the skill challenges
renowned for its magical academy. The Weave Pasha is below.
the chosen protector of the city, hoping to engage in
trade with other seafaring nations and protect the city Rules of the Race
from his rivals.
The core rules of the game are the same whether this
The wizards of the Arcana Alcazar have significant
adventure is run competitively or not. When run in its
arcane might and are willing to use that to help you win.
competitive form the players need to have a basic idea
They will cast a curse on one other contestant, making it
about the scoring. For both forms an explanation is
easier on the PCs right form the start. The benefit of this
given below, use the one that suits you. The PCs learn
curse is incorporated below in the skill challenges.
this from their chosen sponsor but take care to explain
this “out of character” as well. Give Handout 3 to the
House Selemchant – Sulima Selemchant represents
players; it has a summary of the rules on it.
the Amnite merchant houses. PCs might have
befriended Sulima in previous LFR adventures. She
Rules of the Race
reacts warmly to any PCs she recognizes.
Lately the trade in Iomic crystals has collapsed and The rules of the race are straightforward; the first group
the house is looking for new ventures to make a profit. that reaches the finish has won. Throughout the desert
Hoping to attract the attention of the local leaders they checkpoints have been set up. These small camps allow
want to sponsor a team into the race. the contestants to get supplies and for the sponsors to
Especially for this race the Cowled Wizards have check on their progress. Each team of contestants is
created a map that depicts the terrain surrounding the given a special enchanted compass that points towards
PCs. The benefits of this map are incorporated in the the next checkpoint. The compass gives only the
skill challenges below. approximate direction, regardless of any obstacle in
between the current position and the checkpoint.
The Janessar – The Janessar are a secretive group Traveling the direct route is the shortest but might
formed from the remains of an adventuring company. not be the easiest. At each checkpoint the compass will
They operate in the Marching Mountains, freeing slaves be enchanted to point to the next checkpoint. At the
and helping out the Weave Pasha of Almraiven. By same time an imprint is added as proof of having
sponsoring a team in the race they hope to steal the reached the checkpoint. You can only win the race
victory of the other lords and to attract attention to the when you have reached every checkpoint.
slave trade in Calimshan. Their representative is a tall All teams are supplied with riding horses equipped
eladrin by the name of Ygraz. with saddles of strength. These horses are attuned to the
The Janessar are masters of hit and run tactics and desert and follow the characters. Each team receives
have adapted to the harsh life in the desert. They one riding horse per PC and one additional riding horse
created light shelters and gear, easy to set up but sturdy to carry any supplies the team wishes to carry along. PCs
and able to withstand the harshest storms. They are who wish so can compete on their own land bound
willing to outfit the PCs with these if they want to mount. If so, they do not receive the magical saddle.
represent their cause. The effect of this equipment is If the PCs wish to outfit their horses with other gear
accounted for in the skill challenges below. they are free to do so. PCs can opt to take warhorses
instead of riding horses when their weight dictates that.
The Twisted Rune – The last representative to visit the Inform them of this option and let them choose. All the
PCs is an old and withered-looking revenant, who is rules regarding mounts and mounts in combat are found
missing his left hand. Instead, a ghostly black appendage in Appendix 2; also take note of the mounts and carrying
is attached to his lower arm. He wears long dark robes capacity sidebar.

ADCP2-2H Heart of the Desert: Race Against Time Page 9


These are the rules of the race: earn a set number of points determined by their
• First group to cross the finish line and have hit continued speed on that leg. One leg consists of a single
all the checkpoints wins. day or a single night, starting with Day 1 and ending
• The group wins as a team, hence a group only with Day 4 for a total of 7 legs, as shown in the flow
finishes when the bodies of all the members diagram of Appendix 3.
cross the finish line. It matters little whether or Continued speed means that the PCs must keep up
not they are alive at that time. that speed for the whole leg. If they don’t for some
• The race lasts for multiple days. reason, use their lower speed to determine their points.
• Overland flight is prohibited, either by magic or The number of points is solely based on the speed
by other means. When a contestant is caught, assuming terrain and other obstacles equally affect
and they will be caught, the group is every group during the leg. Hence rituals like Trailblaze
immediately disqualified. This does not pertain have no impact on the generic part of the race (besides,
to short-range flight used in an encounter or to most of the blocking terrain is canyons, huge boulders
overcome a single obstacle. and large sand dunes – neither of which are pushed
• Teleportation in any form is banned. This does aside by Trailblaze).
not pertain to short-range teleportation as used To keep rituals going for the whole race PCs need to
in a single fight or to overcome a local obstacle. keep casting them. Rituals that last 24 hours must be
Any long-range teleportation immediately cast each day – a total of 4 castings for the whole race.
disqualify the group. Rituals that last 8 hours must be cast three times per day
• The use of rituals is allowed but there are some to keep them going during the whole leg. This equates to
exceptions: any ritual pertaining to flight, long- 10 castings in total.
range teleportation or rituals that directly
increase the speed of the mounts (such as the Scoring
bard ritual Traveler’s Chant) is banned. For each leg the company scores points based on their
• Each sponsor has the right to help the PCs in a sustained speed.
certain predetermined way. The help can bend
the rules. They receive 5 times their overland speed in points per
• The contestants must use mundane non-flying leg.
mounts (so no Phantom Steed or wondrous
figurines), but they can use rituals for the The different encounters of this adventure also have an
speedy arrival of backup mounts (such as the impact on the amount of points scored. This is
Steed Summons ritual). These backup mounts represented by an overall group skill challenge the party
must be paid from the contestant’s own pockets. is undertaking: failures result is loss of points while
Similarly, if they have animal companions, they success nets them more points. Where applicable these
can convince the authorities to allow the use of checks and/or scoring are spelled out, including some
a heavy chariot. narration. This information is in the encounter.
It is also assumed the PCs do not take an extended
Mounts and Carrying Capacity
rest. All the small rests in between don’t count for a
There is a known issue with horses being unable to
complete extended rest. Doing so is certainly possible,
carry some riders (dragonborn in full plate,
but costs the PCs points during the leg in which they
minotaur in full plate etc.). In the spirit of this race
rest.
and for the enjoyment of everyone present DMs are
urged to hand wave this issue with the provided
The company loses 50 points per extended rest.
horses and saddles, especially since this is a corner
case issue with only the heaviest races in the
Apart from enduring the desert this is also a game based
heaviest armor at the top of their listed weight
around speed, prowess and strategic thinking. Taking an
spans.
extended rest, using reward cards, dieing, or getting lost
in the desert all cost the PCs points. Make this clear to
Competitive Rules
them before the race starts.
When running this adventure in a multiple table Appendix 4 features a tracking sheet, which helps
convention all PCs from the heroic tier can compete you to quickly determine the number of points the PCs
against each other to see who is the first to finish. The have scored.
race is divided in a number of legs. For each leg the PCs

ADCP2-2H Heart of the Desert: Race Against Time Page 10


Ending the Encounter
When the PCs have chosen a sponsor, know the basic
rules of the race, and are ready to explore the camp
proceed to Encounter 2.

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 11


Encounter 2: The Race about heat, energy resistances offer no aid. PCs racing
for Memnon have a +5 bonus on all environment checks
due to the black salve they were supplied with.
H1: Skill Challenge Level 2/4,
Complexity 2 (250/350 XP) Skill Challenge: Perils of the
desert
H2: Skill Challenge Level 5/7, Goal: Participating in the race tasks the PCs mind and
Complexity 2 (400/600 XP) body. Their success is not only measured by their speed
but also by their ability to cope with the effects of heat,
H3: Skill Challenge Level 8/10, dehydration and the lure of strange fey creatures.
Complexity: 2 (Special)
Complexity 2 (700/1000 XP) Primary Skills: Endurance, Acrobatics, Athletics,
Stealth, Thievery, Intimidate, Diplomacy, Bluff,
Setup Streetwise, Perception, Nature,
This skill challenge is an abstract representation of the Victory: The PCs successfully deal with all the perils the
hardships the PCs endure during the race. It serves as a desert sets up against them and manage to complete the
scoring mechanism as well as a resource drain. This skill race in a quick fashion.
challenge plays out through the whole adventure and as Defeat: The hardships of the desert almost claim the
such doesn’t count for a milestone until it is completed PCs. They finish the race but are significantly delayed.
after Encounter 7. Most of the scenes are small “cut
scenes” that take place after other encounters. Listed The first three scenes of the skill challenge take place
below is a short overview of the skill challenge. The the evening before the race. The other scenes are set at
precise checks needed are detailed at the end of the specific places during the race. See the flow chart in
relevant encounter. Appendix 3 for timing.

Desert Hardships At the Camp


Apart from the challenges represented by the skill The people of Calimshan aren’t exactly renowned for
challenge the party also faces the sizzling heat of the their honesty and some will go to extremes to win.
desert day, the freezing cold of the nights, and the While sabotage is prohibited, this only goes so far as to
hardships of long hours of riding with little to no rest. not getting caught. Make sure you impart that to the
The hardships are worsened by the fact that the desert players, they remain free to choose how the want to deal
has been created through battle between two very with this, though.
powerful genies and as a result is linked with the
Elemental Chaos. It’s the night before the race and the locals have settled
After each leg of the journey all PCs need to make in for a night of revelry. Supporters, sponsors and teams
an Endurance check. In the flowchart in appendix 3 rub elbows and check each other out. This being
these checks are denoted as an Environment Check. Calimshan no one is above a bit of pre-race diplomacy
The first three checks are against DC 12. The last two or subterfuge.
are against DC 16. PCs cannot use aid another on these
checks. Failure costs the individual PC a healing surge For the skill challenge only two scenes of the three need
or damage equal to their level if the have none to be run. Run the most appropriate ones depending on
remaining. Healing surges lost this way cannot be the plans of the PCs. If they don’t engage in any activity
regained unless with an extended rest in a cool and feel free to bring in another team for them to talk to and
comfortable environment. Resting in the fey oasis run Scene 3 somewhere during the night. The skills
satisfies this condition, as does resting while under the listed below are just examples; try to give the PCs as
effect of Endure Elements ritual. The horses also need to much freedom as they want and allow for their own
make this check, unless the PCs ride on the skeletal plans if they are reasonable. For skills not listed use the
horses of the Twisted Rune. The same rules about surges medium or high DCs depending on the difficulty of the
and hit point loss apply to the horses. task.
When the PCs use the ritual Endure Elements they The first three scenes are a bit free-form and require
won’t have to make the first three checks and gain a +5 some on-the-scene adjusting by the DM. They are not
bonus to the last two checks. Since the check is not just

ADCP2-2H Heart of the Desert: Race Against Time Page 12


group checks per se, but the DM should strive to involve Scene 2: Small Talk (1 success)
each PC. A list of the most important opposing teams is This scene can be used when the PCs just go out into the
found in Handout 2. Provide it to the players at the start camp to engage in friendly conversation with the other
of the challenge. teams in an attempt to gain an advantage. Ideas may
include knowing the opposition and inquiring about the
Scene 1: Sabotaging the Opposition (1 success) hardships they are about to face during the race.
Run this scene when the PCS try to sabotage or hinder
one of the other teams. PCs working for Almraiven Bluff DC moderate (1 success)
automatically succeed at the sabotage scene. Allow Lying or spinning tales of previous endeavors might win
the PCs to choose an opponent to cast the curse on. The the PCs some friends among the other contestants. Most
PCs aren’t allowed to target another player group with of them are used to being lied to, so they ignore failures.
it!
If several PCs work together, such as for example Diplomacy DC moderate (1 success)
one PC creating a poison for the mounts, a second Honest conversation and collaborative planning,
creating a diversion and the third placing it in the food coupled with the rubbing of the right palms, gains the
of the mounts, you can treat it as a group check. If half or PCs some support during the race or at least the
more of the involved PCs succeed, consider the result a promise another team won’t come after them.
success. Skills that are great for use in such a situation
are Bluff, Intimidate and Stealth. In itself these skills Streetwise DC hard (1 success)
cannot always be used to sabotage the opposition, but Getting the support of the crowd could go a long way
they are good for creating diversions or getting the toward keeping the PCs safe during the night and to
saboteur to the right spot unseen. maintaining their role as favorites. The tension between
Note that a failure should not result in capture and the factions is high so the political game here is
consequent disqualification. You can make the PCs dangerous.
sweat, though, and even when caught the PCs’ sponsor
manages to smooth over any ruffled feathers (assuming Scene 3: Sabotaged (1 success)
the PCs don’t manage to do so themselves). One or more of the opposing contestants may attempt to
sabotage the PCs. If they do, it is most likely by trying to
Arcana DC hard (1 success) get at the characters’ equipment. Use this scene as
The competition’s compass won’t hold an enchantment needed to reach the required two scenes, or when one
long, but it might just give you the edge needed to get a or more PCs do not get involved in those scenes but are
head start. This skill can only be used when the PCs well suited to deal with this.
have access to the opponents compass, either through
stealth or thievery. Heal DC moderate (1 success)
A needle has been pressed into the hooves of the horses
Bluff DC hard (1 success) and needs to be removed. Or, a team member indulged
It takes skill to get the contestants to forget their in a tad too much beer last night (encouraged by the
common sense and to get involved in something like a enemy) and needs some attention to recover for the
celebration involving a lot of drinking or getting race.
involved in a fight with another group. It is even more
difficult when you want them to forget you. Intimidate DC moderate (1 success)
A saboteur caught in the act can be scared off with a
Heal DC moderate (1 success) successful intimidate check.
Simply crippling the mounts or poisoning the
contestants is not enough since this early they can be Nature DC moderate (1 success)
replaced. Making it so that the effects show themselves Someone fed the horses something that makes them
hours after the start takes a bit more work. skittish and easy to scare. Calming them down enough
to use them is going to take a while.
Thievery DC moderate (1 success)
Rigging saddles or poking holes in tents can make for a Perception DC moderate (1 success)
very uncomfortable race and will slow the competition A PC who stays behind spots an attempt to sabotage
down. their gear or horses.

ADCP2-2H Heart of the Desert: Race Against Time Page 13


Nature can be used to point out likely places to gather
Thievery DC moderate (1 success) food and water. It can also be used to keep course and
This can include creating a quick fix for broken keep a straight path through the desert.
equipment or setting up some traps against sabotage
attempts. Perception DC moderate (1 success, 1 success
maximum)
In the Desert PCs survey the endless expanse of desert looking for
likely spots to find food or to navigate based on certain
The rest of the scenes are set at various places in the
recognizable landmarks.
desert throughout the race.
Scene 5: Sandstorm (2 successes)
Scene 4: The Endless Desert (1 success, group
check) A huge sandstorm is approaching and the PCs have to
choose to either go straight through it or to seek shelter
The first legs of the race lay behind you and up until
and wait out the storm.
now things proceeded rather nicely. However the food
This scene is detailed in Encounter 6. PCs with the
and water you have received is infested with maggots, a
map from House Selemchant have a benefit in this
new checkpoint is nowhere in sight and your compass scene as well.
seems to be acting oddly. Keeping a steady course and
foraging for some food and water suddenly is top Scene 6: Sea of Sand (1 success, group check)
priority.
The race nearly finished, the compass points towards a
camp at the horizon. However, a sea of soft sand lies
The PCs have been traveling for some time now and the
between the PCs and their destination. Getting across is
expanse of desert is looking the same in all directions.
going to take brute force and athleticism or a soft step
The readings on the compass are erratic enough to cast
and some nimble footwork.
doubt on the right path. Something is clearly wrong with
This scene takes place after Encounter 7 - see that
it. Worse, somebody sabotaged the group’s supplies. The
encounter for details. PCs racing for Calimport have a
PCs must find a source of water and some food while
benefit in this scene.
pressing on towards the next checkpoint. Failure costs
precious time.
The map from House Selemchant grants a +2 bonus Ending the Encounter
check on finding sources of food and water, and to find As this is not a normal skill challenge the PCs can
their way (Dungeoneering, Nature and Perception). accrue more failures than three. Don’t break off the
challenge when this happens, but continue on. Note
Arcana DC moderate (trained only; 1 success, 1 down the excess failures since this is important when
maximum) determining whether the race was won and for the
The magic disrupting the compass is going to be calculation of scores when it is run in a competitive
temporary, but suppressing it earlier is a great boon. environment.
Success: The PCs brave the dangers of the desert
Dungeoneering DC moderate (1 success) and manage to keep a good pace. Victory in the race is a
PCs can try foraging for food and water in the few rock step closer.
formations that exist in the desert. The growth of algae Failure: The PCs survive the dangers of the desert
or fungi can be used to determine north and keep a but are slowed and less likely to claim victory in the
straight course. race.

Endurance DC moderate (1 success) Experience Points


Simply ignoring the thirst, hunger and sunburn is an At the end of the race when the PCs have done all of the
option. scenes, the skill challenge is concluded. If the PCs
scored 6 successes before 3 failures they receive the full
Heal DC moderate (1 success, 1 success maximum) amount of experience points, otherwise they only
Treating their fellow PCs, so they can press on and keep receive half the listed amount:
going for just a bit longer, certainly helps. H1: 50/70 xp each.
H2: 80/120 xp each.
Nature DC moderate (1 success; 2 maximum) H3: 140/200 xp each.

ADCP2-2H Heart of the Desert: Race Against Time Page 14


Treasure
There is no treasure to be found in the skill challenge.

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).

ADCP2-2H Heart of the Desert: Race Against Time Page 15


Encounter 3: Buzzing Ears A band of genasi desert raiders has been paid to take out
the competition. With a tracking compass attuned to the
H1: Encounter Level 2/4 (725/975 one the PCs use they have managed to overtake them
XP) and lay an ambush at a site rife with mirror crystal and
wormrock. Their main goal is not to kill the PCs but to
This encounter includes the following creatures at the
take out their horses. For this they carry special pots
low tier:
filled with infected flies. Still, if they do manage to kill
2 genasi stoneshield (level 3) (S)
the PCs and loot their corpses, then such is an added
1 genasi flamechaser (level 3) (F)
bonus.
1 genasi hydromancer (level 3) (H)
Due to the presence of the horses this combat can
1 Saving the Horses skill challenge (level 2)
feel crowded and chaotic. From the start don’t force the
PCs in the box and expand the battle map a bit if
This encounter includes the following creatures at the
needed.
high tier:
As the adventurers enter the area, read:
2 genasi stoneshield (level 5) (S)
1 genasi flamechaser (level 5) (F) Rocks jutting from the ground have slowly replaced the
1 genasi hydromancer (level 5) (H)
monotonous expanse of sand. The desert’s sand dunes
1 Saving the Horses skill challenge (level 4)
are replaced by dried-out gullies. Crossing a canyon, the
peace of your journey is suddenly interrupted by
H2: Encounter Level 5/8 (1100/1700 thunderous buzzing. A large cloud of flies temporary
XP) blocks out the sun. They act like a living wave,
enveloping you and your horses within seconds.
This encounter includes the following creatures at the
low tier:
1 genasi stoneshield (level 6) (S) The flies are the magically directed by a group of genasi
raiders, most of whom are out of sight (or in case of the
2 genasi flamechaser (level 5) (F)
stoneshield: inside the worm rock). The hydromancer
1 genasi hydromancer (level 6) (H)
can be spotted as normal (passive Perception vs. Hide of
1 Saving the Horses skill challenge (level 5)
the hydromancer). This triggers the combat, at which
point all parties are aware of each other and combat
This encounter includes the following creatures at the
commences normally. PCs who spot the hydromancer
high tier:
can clearly make out that he is controlling the flies and
1 genasi stoneshield (level 8) (S)
sending them at the PCs. The hydromancer keeps doing
2 genasi flamechaser (level 8) (F)
this during the first few rounds, this consumes no
1 genasi hydromancer (H)
actions but clues the PCs into the fact that the flies are
1 Saving the Horses skill challenge (level 8)
controlled and not some random occurrence. Similarly,
they find shards of two clay jars on top of the cliff that
H3: Encounter Level 9/11 (1900/2800 show signs of having contained the flies.
XP) Before any actions are resolved the flies land on the
horses and the PCs, stinging painfully. Contrary to what
This encounter includes the following creatures at the
low tier: might be expected, the horses barely react to the
stinging. They become very docile and are slowed. Make
1 genasi stoneshield (level 8) (S)
this very clear to the PCs and continue to hint to the fact
2 genasi flamechaser (level 9) (F)
that the flies are sucking the blood of the horses and that
1 genasi hydromancer (level 9) (H)
something is seriously amiss. They should understand
1 Saving the Horses skill challenge (level 9)
that the horses need attention now and not after they
deal with the raiders.
This encounter includes the following creatures at the
The horses aren’t the only ones to be stung. Before
high tier:
any actions, make an infected bites attack (see below) on
1 genasi stoneshield (level 10) (S)
all PCs. This attack does not benefit from combat
2 genasi flamechaser (level 11) (F)
advantage. When it hits, note this and resolve the saving
1 genasi hydromancer (level 11) (H)
throws at the end of combat.
1 Saving the Horses skill challenge (level 11)

ADCP2-2H Heart of the Desert: Race Against Time Page 16


Infected bites (standard; encounter) poor animal. The erratic movement causes the flies to fly
Encounter level+3 vs. Fortitude; at the end of the combat the PC
away before the wounds can get infected.
must succeed at a saving throw or contract Shakes.

Nature DC moderate (1 success per horse)


Skill Challenge: Saving the Horses Using knowledge on the flies the character manages to
Goal: Preventing the horses from getting the shakes. chase them away before the horse gets infected.
Complexity: 1 (1 success per horse before 4 or 6
rounds pass) Shakes (level 2/4/5/7/8/10):
Primary Skills: Athletics, Heal, Intimidate, Nature. This disease causes involuntary twitches and tremors that grow
Secondary Skills: None. progressively worse.
Victory: None of the horses get the shakes. Endurance: improve hard, maintain moderate, worsen
Defeat: One or more horses get the shakes, reducing easy or lower.
the sick horse's speed at least for that day and potentially
crippling the horse completely. < The target is cured.
<> Initial: The target's speed is reduced by 1 until it is
The affected horses are covered in flies and they are cured.
extremely docile, represented by the slowed condition. <> The Target is slowed.
To save the horses a character must make one of the > Final: The target is immobilized.
following checks as a standard action while sitting on or
standing directly adjacent to a still affected horse. A Once infected a creature makes one Endurance check at
character standing next to multiple horses can affect the end of the day* to see whether or not the creature
more horses, but only if that character spends both a gets better or worse as per the normal rules. For a Heal
move and a standard action for that round. Each check to be possible, the creature needs to receive long
additional horse adds 1 to the DC of the skill check. term care, which is not possible while racing through
Horses still affected by the end of the 4th round get the desert.
infected with the shakes and the skill challenge fails.
A cured horse is no longer slowed and walks out of * Strictly speaking it is once per extended rest, but this
the area on its own unless directed otherwise by a rider. has been modified for this specific adventure to reflect
The ongoing combat scares them enough to move away. the nature of the race.
The slow status also wears off at the end of the 4th round.
This is temporary and regardless of whether or not the
horse got infected with the shakes. Note that the horses
Features of the Area
do NOT get a saving throw against the disease. The PCs Despite the obvious discoloring the whole map is a
have their chance to save them during the challenge. rocky desert with a thin layer of sand and rubble, which
Note: The undead horses provided by the Twisted at some spots is difficult to traverse.
Rune are infected after 6 rounds, and if infected gain a Sandy patches: The squares depicted small
+5 bonus (see stats in Appendix 2) on their Endurance triangles are sandy patches full of loose sand. These
checks to recover from the disease. count as difficult terrain and cost two squares of
movement to enter. A creature standing in a sandy patch
Athletics DC hard (1 success per horse) and adjacent to a mirror crystal can expend a move
Sometimes simply slapping as many flies as possible action to cover the mirror crystal with the sand,
does work. Characters using strong alcohol to wash rendering it unusable. Make note of this to the PCs.
away the flies (likely requiring a minor action to grab a Rocky Outcroppings: All the rocks are H1: 20, H2:
wineskin) get a +2 bonus on this check. 30 and H3: 30 feet high. They are made out of worm
rock; see worm rock below for more information.
Heal DC moderate (1 success per horse) Climbing these requires a DC 5 easy check.
The character uses their healing skills to chase away the High Cliff: The high cliff on the right side is H1: 20,
flies and treat the wounds before they get infected. H2: 30 and H3: 30 feet high and requires a DC
moderate Athletics check to climb. The cliff is mostly
Intimidate DC moderate (1 success per horse) made out of normal stone.
The character forces the horse to move around wildly Mirror Crystal: The yellow X’s on the map are
despite the slumbering effect the fly bites have on the spots of mirror crystal. Creatures standing on a square
containing mirror crystal can look down and see all

ADCP2-2H Heart of the Desert: Race Against Time Page 17


other mirror crystal spots within 20 squares. Creatures to their advantage but won’t shy away form exposing
can make ranged attacks through mirror crystal, themselves if that lets them target more people.
targeting any creature on or adjacent to another square None of the genasi fight to the death. They try to flee
of mirror crystal. The range to a creature attacked once at 20% or less of their hit points and after 4 rounds
through mirror crystal is 1 square. they are susceptible to Intimidate as per the normal
The mirror crystal is highly refracted sand, which rules. If fleeing is impossible, they do fight to the death,
shimmers in the sun. They are easy to spot. PCs with a not expecting to receive mercy.
passive Dungeoneering of 15+ automatically know the
properties of mirror crystal. Scaling the Encounter
Worm Rock: The rocky outcroppings and parts of
Make the following adjustments to the combat based on
the high cliffs are Worm rock. Worm rock is highly
the number of PCs present.
porous orange rock, which is extremely easy to burrow
H1 - Four PCs: Remove one genasi stoneshield
through. PCs with a passive Dungeoneering of 15+
H1 - Six PCs: Add one genasi hydromancer
automatically know its properties.
Creatures that don’t have a burrow speed can move
H2 - Four PCs: Remove one genasi flamechaser
through one square of worm rock as a move action. In
H2 - Six PCs: Add one genasi stoneshield
addition the soft material makes climbing it relatively
easy, an easy DC Athletics check is needed to scale the
H3 - Four PCs: Remove one genasi flamechaser
rock. If people wonder how the rock survived the many
H3 - Six PCs: Add one genasi stoneshield
storms, remind them that the Calimshan desert has
been created by two extremely powerful genies fighting
for control. It is extremely close to the Elemental Chaos, Ending the Encounter
and solid granite has been known to eroded away in Once the PCs deal with the genasi they can continue the
hours, or grow back in that same time. race. Don’t forget to resolve the saving throw the PCs get
against contracting the shakes.
Tactics If the PCs keep one of the genasi alive it tells them it
was hired to get the PCs out of the race, and to ambush
The genasi are paid to slow the PCs down and infect
them covertly. The genasi were teleported to here and
their horses with the shakes. If the PCs choose Memnon,
got a copy of the compass attuned to the PCs. The
Calimport or Almraiven as sponsors, the attacking
compass can be found on the body of the hydromancer.
genasi are members of the opposing faction. They have a
PCs can come to the same conclusion with a DC 20
fierce hatred for their rivals and insult them whenever
Arcana check. If the PCs want to take them prisoner
possible, in addition they gain a +2 bonus on all damage
they have to account for the extra weight on the horses.
rolls.
Sending the genasi off into the desert without weapons
The stoneshields wait in hiding until they hear
ensures they won’t cause any harm for other contestants
combat at which point they burrow out of the wormrock
during this race.
and try to engage the front line with mighty bull rush.
Before continuing with Encounter 4 make sure to
They follow up next round with earth shock and try to
ask the players for the relevant environment checks.
move towards ranged attackers and mark them.
The flamechasers use the mirror crystals to attack
Experience Points
distant PCs, utilizing explosive burst and lingering
flameburst to get as many PCs as possible. They use Successfully fending of the attackers and dealing with
firepulse the first chance they get unless facing creatures the disease yields the PCs experience points as follows:
with obvious fire resistance (e.g. fire genasi or tieflings). H1: 145/195 xp each.
The hydromancer covers the two flamechasers on H2: 220/340 xp each.
the cliff using wave bolt to slide climbing PCs and force H3: 380/560 xp each.
another Atheltics check. It uses its whirling vortex when
threatened to be surrounded, pushing people off the Treasure
outcropping. The genasi still carry part of their fee for harassing the
None specifically target the horses but they do PCs, amounting to:
include them in a blast or burst when the opportunity H1: 25/40 gp each. One hydromancer carries an amulet
arises. When no PC targets are apparent they shoot at of life +1.
horses in sight. The genasi try to use the mirror crystals

ADCP2-2H Heart of the Desert: Race Against Time Page 18


H2: 40/50 gp each. One hydromancer has a steadfast
amulet +2.
H3: 50/60 gp each. One hydromancer has an amulet of
protection +3.

Scoring the Encounter


A team earns 5 points for each saved mount, up to a
maximum of 35 points. For each infected horse they
loose 5 points, up to a maximum of -35. This is in
addition to any points the group might loose due to their
reduced speed (which can be avoided if only one or two
horses are affected or new mounts are acquired through
the Steed Summons ritual).

ADCP2-2H Heart of the Desert: Race Against Time Page 19


Encounter 3: Buzzing Ears Statistics (H1 Low)
Genasi Stoneshield (level 3) Level 3 Soldier Genasi Hydromancer (level 3) Level 3 Controller
Medium elemental humanoid (earth) XP 150 Medium elemental humanoid (water) XP 150
Initiative +4 Senses Perception +2 Initiative +4 Senses Perception +2
HP 50; Bloodied 25 HP 51; Bloodied 25
AC 19; Fortitude 17, Reflex 14, Will 13 AC 17; Fortitude 16, Reflex 15, Will 15
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+10 vs. AC; 1d12 + 1 damage (crit 1d12 + 13), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +8 vs. AC; 2d6 + 1 damage (crit 1d6 + 13).
target takes a -3 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +8 vs. AC; 1d10 + 1 damage, and the genasi hydrmancer
M Mighty Bull Rush (standard; at-will) slides the target 3 squares.
+7 vs. Fortitude; 2d6 + 1 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +5 vs. Fortitude; the target is +7 vs. Fortitude; the target is dazed and takes ongoing 5 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +7 vs. Reflex; 2d8 + 3 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +11, Endurance +12, Intimidate +7, Nature +4 The genasi hydromancer takes half damage from the triggering
Str 20 (+6) Dex 12 (+2) Wis 12 (+2) Attack.
Con 18 (+5) Int 14 (+3) Cha 13 (+2) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 3) Level 3 Artillery
effects.
Medium elemental humanoid (fire) XP 150
Alignment Evil Languages Common, Primordial
Initiative +4 Senses Perception +6
Skills Acrobatics +9, Arcana +7, Endurance +7, Stealth +9,
HP 43; Bloodied 21
Nature +6
AC 15; Fortitude 16, Reflex 15, Will 15
Str 14 (+3) Dex 16 (+4) Wis 13 (+2)
Resist fire 5
Con 19 (+5) Int 13 (+2) Cha 17 (+4)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+7 vs. Reflex; 1d6 + 2 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +8 vs. Reflex; 1d10 + 2 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+10 vs. Reflex; 1d6 + 2 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +8 vs. Reflex; 3d6 + 2 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +8 vs. Reflex; 1d10 + 2
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +8 vs. Reflex; 3d6 + 2 fire damage, and any creature
that starts its turn adjacent to the target takes 5 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +7, Nature +3
Str 14 (+3) Dex 16 (+4) Wis 11 (+1)
Con 19 (+5) Int 11 (+1) Cha 16 (+4)

ADCP2-2H Heart of the Desert: Race Against Time Page 20


Encounter 3: Buzzing Ears Statistics (H1 High)
Genasi Stoneshield (level 5) Level 5 Soldier Genasi Hydromancer (level 5) Level 5 Controller
Medium elemental humanoid (earth) XP 200 Medium elemental humanoid (water) XP 200
Initiative +5 Senses Perception +3 Initiative +5 Senses Perception +3
HP 66; Bloodied 33 HP 67; Bloodied 33
AC 21; Fortitude 19, Reflex 16, Will 15 AC 19; Fortitude 18, Reflex 17, Will 17
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+12 vs. AC; 1d12 + 2 damage (crit 1d12 + 14), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +10 vs. AC; 2d6 + 2 damage (crit 1d6 + 14).
target takes a -4 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +10 vs. AC; 1d10 + 2 damage, and the genasi
M Mighty Bull Rush (standard; at-will) hydrmancer slides the target 3 squares.
+9 vs. Fortitude; 2d6 + 2 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +7 vs. Fortitude; the target is +9 vs. Fortitude; the target is dazed and takes ongoing 5 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +9 vs. Reflex; 2d8 + 4 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +12, Endurance +13, Intimidate +8, Nature +5 The genasi hydromancer takes half damage from the triggering
Str 20 (+7) Dex 12 (+3) Wis 12 (+3) Attack.
Con 18 (+6) Int 14 (+4) Cha 13 (+3) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 5) Level 5 Artillery
effects.
Medium elemental humanoid (fire) XP 200
Alignment Evil Languages Common, Primordial
Initiative +5 Senses Perception +7
Skills Acrobatics +10, Arcana +8, Endurance +8, Stealth +10,
HP 55; Bloodied 27
Nature +7
AC 17; Fortitude 18, Reflex 17, Will 17
Str 14 (+4) Dex 16 (+5) Wis 13 (+3)
Resist fire 5
Con 19 (+6) Int 13 (+3) Cha 17 (+5)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+9 vs. Reflex; 1d6 + 3 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +10 vs. Reflex; 1d10 + 3 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+12 vs. Reflex; 1d6 + 3 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +10 vs. Reflex; 3d6 + 3 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +10 vs. Reflex; 1d10 + 3
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +10 vs. Reflex; 3d6 + 3 fire damage, and any creature
that starts its turn adjacent to the target takes 5 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +8, Nature +4
Str 14 (+4) Dex 16 (+5) Wis 11 (+2)
Con 19 (+6) Int 11 (+2) Cha 16 (+5)

ADCP2-2H Heart of the Desert: Race Against Time Page 21


Encounter 3: Buzzing Ears Statistics (H2 Low)
Genasi Stoneshield (level 6) Level 6 Soldier Genasi Hydromancer (level 6) Level 6 Controller
Medium elemental humanoid (earth) XP 250 Medium elemental humanoid (water) XP 250
Initiative +6 Senses Perception +4 Initiative +6 Senses Perception +4
HP 74; Bloodied 37 HP 75; Bloodied 37
AC 22; Fortitude 20, Reflex 17, Will 16 AC 20; Fortitude 19, Reflex 18, Will 18
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+13 vs. AC; 1d12 + 3 damage (crit 1d12 + 15), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +11 vs. AC; 2d8 + 3 damage (crit 1d8 + 19).
target takes a -5 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +11 vs. AC; 2d6 + 3 damage, and the genasi hydrmancer
M Mighty Bull Rush (standard; at-will) slides the target 3 squares.
+10 vs. Fortitude; 2d6 + 3 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +8 vs. Fortitude; the target is +10 vs. Fortitude; the target is dazed and takes ongoing 10 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +10 vs. Reflex; 2d8 + 5 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +13, Endurance +14, Intimidate +9, Nature +6 The genasi hydromancer takes half damage from the triggering
Str 20 (+8) Dex 12 (+4) Wis 12 (+4) Attack.
Con 18 (+7) Int 14 (+5) Cha 13 (+4) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 5) Level 5 Artillery
effects.
Medium elemental humanoid (fire) XP 200
Alignment Evil Languages Common, Primordial
Initiative +5 Senses Perception +7
Skills Acrobatics +11, Arcana +9, Endurance +9, Stealth +11,
HP 55; Bloodied 27
Nature +8
AC 17; Fortitude 18, Reflex 17, Will 17
Str 14 (+5) Dex 16 (+6) Wis 13 (+4)
Resist fire 5
Con 19 (+7) Int 13 (+4) Cha 17 (+6)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+9 vs. Reflex; 1d6 + 3 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +10 vs. Reflex; 1d10 + 3 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+12 vs. Reflex; 1d6 + 3 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +10 vs. Reflex; 3d6 + 3 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +10 vs. Reflex; 1d10 + 3
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +10 vs. Reflex; 3d6 + 3 fire damage, and any creature
that starts its turn adjacent to the target takes 5 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +8, Nature +4
Str 14 (+4) Dex 16 (+5) Wis 11 (+2)
Con 19 (+6) Int 11 (+2) Cha 16 (+5)

ADCP2-2H Heart of the Desert: Race Against Time Page 22


Encounter 3: Buzzing Ears Statistics (H2 High)
Genasi Stoneshield (level 8) Level 8 Soldier Genasi Hydromancer Level 8 Controller
Medium elemental humanoid (earth) XP 350 Medium elemental humanoid (water) XP 350
Initiative +7 Senses Perception +5 Initiative +7 Senses Perception +5
HP 90; Bloodied 45 HP 91; Bloodied 45
AC 24; Fortitude 22, Reflex 19, Will 18 AC 22; Fortitude 21, Reflex 20, Will 20
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+15 vs. AC; 1d12 + 4 damage (crit 1d12 + 16), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +13 vs. AC; 2d8 + 4 damage (crit 1d8 + 20).
target takes a -5 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +13 vs. AC; 2d6 + 4 damage, and the genasi hydrmancer
M Mighty Bull Rush (standard; at-will) slides the target 3 squares.
+12 vs. Fortitude; 2d6 + 4 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +10 vs. Fortitude; the target is +12 vs. Fortitude; the target is dazed and takes ongoing 10 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +12 vs. Reflex; 2d8 + 6 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +14, Endurance +15, Intimidate +10, Nature +7 The genasi hydromancer takes half damage from the triggering
Str 20 (+9) Dex 12 (+5) Wis 12 (+5) Attack.
Con 18 (+8) Int 14 (+6) Cha 13 (+5) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 8) Level 8 Artillery
effects.
Medium elemental humanoid (fire) XP 350
Alignment Evil Languages Common, Primordial
Initiative +7 Senses Perception +9
Skills Acrobatics +12, Arcana +10, Endurance +10, Stealth +12,
HP 73; Bloodied 36
Nature +7
AC 20; Fortitude 21, Reflex 19, Will 19
Str 14 (+6) Dex 16 (+7) Wis 13 (+5)
Resist fire 5
Con 19 (+8) Int 13 (+5) Cha 17 (+7)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+12 vs. Reflex; 1d6 + 5 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +13 vs. Reflex; 1d10 + 5 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+15 vs. Reflex; 1d6 + 5 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +13 vs. Reflex; 3d6 + 5 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +13 vs. Reflex; 1d10 + 5
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +13 vs. Reflex; 3d6 + 5 fire damage, and any creature
that starts its turn adjacent to the target takes 5 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +10, Nature +6
Str 14 (+6) Dex 16 (+7) Wis 11 (+4)
Con 19 (+8) Int 11 (+4) Cha 16 (+7)

ADCP2-2H Heart of the Desert: Race Against Time Page 23


Encounter 3: Buzzing Ears Statistics (H3 Low)
Genasi Stoneshield (level 8) Level 8 Soldier Genasi Hydromancer (level 9) Level 9 Controller
Medium elemental humanoid (earth) XP 350 Medium elemental humanoid (water) XP 400
Initiative +7 Senses Perception +5 Initiative +7 Senses Perception +5
HP 90; Bloodied 45 HP 99; Bloodied 49
AC 24; Fortitude 22, Reflex 19, Will 18 AC 23; Fortitude 22, Reflex 21, Will 21
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+15 vs. AC; 1d12 + 4 damage (crit 1d12 + 16), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +14 vs. AC; 2d8 + 4 damage (crit 1d8 + 20).
target takes a -5 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +14 vs. AC; 2d6 + 4 damage, and the genasi hydrmancer
M Mighty Bull Rush (standard; at-will) slides the target 3 squares.
+12 vs. Fortitude; 2d6 + 4 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +10 vs. Fortitude; the target is +13 vs. Fortitude; the target is dazed and takes ongoing 10 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +13 vs. Reflex; 2d8 + 6 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +14, Endurance +15, Intimidate +10, Nature +7 The genasi hydromancer takes half damage from the triggering
Str 20 (+9) Dex 12 (+5) Wis 12 (+5) Attack.
Con 18 (+8) Int 14 (+6) Cha 13 (+5) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 9) Level 9 Artillery
effects.
Medium elemental humanoid (fire) XP 400
Alignment Evil Languages Common, Primordial
Initiative +7 Senses Perception +9
Skills Acrobatics +12, Arcana +10, Endurance +10, Stealth +12,
HP 79; Bloodied 39
Nature +7
AC 21; Fortitude 22, Reflex 20, Will 20
Str 14 (+6) Dex 16 (+7) Wis 13 (+5)
Resist fire 5
Con 19 (+8) Int 13 (+5) Cha 17 (+7)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+13 vs. Reflex; 1d6 + 5 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +14 vs. Reflex; 1d10 + 5 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+16 vs. Reflex; 1d6 + 5 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +14 vs. Reflex; 3d6 + 5 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +14 vs. Reflex; 1d10 + 5
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +14 vs. Reflex; 3d6 + 5 fire damage, and any creature
that starts its turn adjacent to the target takes 5 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +10, Nature +6
Str 14 (+6) Dex 16 (+7) Wis 11 (+4)
Con 19 (+8) Int 11 (+4) Cha 16 (+7)

ADCP2-2H Heart of the Desert: Race Against Time Page 24


Encounter 3: Buzzing Ears Statistics (H3 High)
Genasi Stoneshield Level 10 Soldier Genasi Hydromancer (level 11) Level 11 Controller
Medium elemental humanoid (earth) XP 500 Medium elemental humanoid (water) XP 600
Initiative +8 Senses Perception +6 Initiative +8 Senses Perception +6
HP 106; Bloodied 53 HP 115; Bloodied 57
AC 26; Fortitude 24, Reflex 21, Will 20 AC 25; Fortitude 24, Reflex 23, Will 23
Speed 5 Saving Throws +2 against ongoing damage
m Heavy War Pick (standard; at-will) ✦ Weapon Speed 6, swim 8
+17 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), and the target is m Scimitar (standard; at-will) ✦ Weapon
marked (save ends). While marked by the genasi stoneshield, the +16 vs. AC; 2d8 + 5 damage (crit 1d8 + 21).
target takes a -5 penalty to damage rolls against the stoneshield’s r Wave Bolt (standard; at-will)
allies. Ranged 5; +16 vs. AC; 2d6 + 5 damage, and the genasi hydrmancer
M Mighty Bull Rush (standard; at-will) slides the target 3 squares.
+14 vs. Fortitude; 2d6 + 5 damage, the genasi stoneshield pushes M Drowning Touch (standard; recharges when the target saves
the target 1 square and shifts into the space the target left. against this attack’s ongoing damage or when it drops to 0 hit
C Earth Shock (minor; encounter) points or fewer)
Close burst 2; targets enemies; +12 vs. Fortitude; the target is +15 vs. Fortitude; the target is dazed and takes ongoing 10 damage
knocked prone. (save ends both).
Stone Roots C Whirling Vortex (standard; recharge 5-6)
When an effect pulls, pushes, or slides a genasi stoneshield, the Close burst 2; targets enemies; +15 vs. Reflex; 2d8 + 7 damage, and
stoneshield moves 1 square less than the effect specifies. Also, a the genasi hydromancer slides the target 3 squares.
stoneshield cannot be knocked prone. Liquid Body (immediate interrupt, when hit by an enemy's attack;
Alignment Evil Languages Common, Primordial recharges when first bloodied)
Skills Athletics +15, Endurance +16, Intimidate +11, Nature +8 The genasi hydromancer takes half damage from the triggering
Str 20 (+10) Dex 12 (+6) Wis 12 (+6) Attack.
Con 18 (+9) Int 14 (+7) Cha 13 (+6) Swift Current (move; encounter)
Equipment heavy war pick, plate armor. The genasi hydromancer shifts 6 squares. During its movement, the
hydromancer can move through enemy-ocupied spaces, move
across liquid, and ignore difficult terrain and hazardous terrain
Genasi Flamechaser (level 11) Level 11 Artillery
effects.
Medium elemental humanoid (fire) XP 600
Alignment Evil Languages Common, Primordial
Initiative +8 Senses Perception +10
Skills Acrobatics +13, Arcana +11, Endurance +11, Stealth +13,
HP 91; Bloodied 45
Nature +8
AC 23; Fortitude 24, Reflex 22, Will 22
Str 14 (+7) Dex 16 (+8) Wis 13 (+6)
Resist fire 10
Con 19 (+9) Int 13 (+6) Cha 17 (+8)
Speed 6
Equipment robes, scimitar.
m Dagger of Flame (standard; at-will) ✦ Fire
+15 vs. Reflex; 1d6 + 6 fire damage.
r Fire Bolt (standard; at-will) ✦ Fire
Ranged 20; +16 vs. Reflex; 1d10 + 6 fire damage.
M Firepulse (immediate reaction, when hit by a melee attack;
encounter) ✦ Fire
+18 vs. Reflex; 2d6 + 6 fire damage.
R Explosive Burst (standard; recharge 4-6) ✦ Fire
Ranged 10; +16 vs. Reflex; 3d6 + 6 fire damage, and the genasi
flamechaser makes a secondary attack against each creature
adjacent to the target. Secondary Attack: +16 vs. Reflex; 1d10 + 6
fire damage.
R Lingering Flameburst (standard; encounter) ✦ Fire
Ranged 10; +16 vs. Reflex; 3d6 + 6 fire damage, and any creature
that starts its turn adjacent to the target takes 10 fire damage (save
ends).
Alignment Evil Languages Common, Primordial
Skills Endurance +11, Nature +7
Str 14 (+7) Dex 16 (+8) Wis 11 (+5)
Con 19 (+9) Int 11 (+5) Cha 16 (+8)

ADCP2-2H Heart of the Desert: Race Against Time Page 25


Encounter 3: Buzzing Ears Map
Tile Sets Needed
Desert of Athas x2
Lost Caverns of the Underdark x2

Note: (S) is hidden INSIDE the rock!

ADCP2-2H Heart of the Desert: Race Against Time Page 26


Encounter 4: The Lush Oasis much beyond the barrier, except for green pasture and
the splashing of water.

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

ADCP2-2H Heart of the Desert: Race Against Time Page 27


need to get the compass marked by the race officials to either the Lord or the Lady. Only those two can lift
who are enjoying their stay at the oasis and have almost the barrier and allow them to leave, but that won’t be
forgotten why they are here (Scene 2). With such a something given easily.
mark, they either acquire permission to leave from the The eladrin give a short description of both the lord
eladrin ruler of the oasis, Lord Zaid (Scene 3), or his and the lady and also talk about the friendly animosity
djinn wife, Lady Parizada (Scene 4), or force their way between them. PCs are warned they won’t be able to
out (Scene 5). satisfy both and have to choose wisely. See Scene 3 and
Note that once the PCs choose to deal with either 4 for more information.
the Lord or the Lady, they cannot go to the other (or
more specifically they cannot gain successes for the Arcana, Endurance or Insight DC moderate (1
challenge). There is no point in splitting up and success)
appeasing both since all it does is anger one lord against These skills help the character fight off the magic of the
the other group of PCs and vice versa. It basically leads oasis.
to 1 automatic failure and forces the character to use
force (Scene 4). Make sure the players realize this Bluff, Heal or Intimidate DC hard (special; 1
through comments made by the eladrin. maximum per PC)
A character who manages to keep his head clear, can aid
Scene 1: Shaking Off the Charm (1 group success) one other character that failed to do so. A successful
Once inside the oasis the PCs are immediately treated check changes the failure of said character into a
as the most honored guests - foods, drinks and a place to success for the group check.
stay are offered. At the same time the magic of the place
seems to remove all sense of urgency, leaving PCs caring Scene 2 Getting Marked (1 successes)
only about the now and having fun at the oasis. Walking over to the checkpoint you find two officials
Accepting the food and drink only strengthens the enjoying a water pipe and a large tray of sweet cakes.
power of this magic. These characters suffer a –2 penalty They are extremely relaxed and only notice you after a
on all checks during this scene. few moments. Getting your compass marked is going to
PCs working for the Almraiven or the Janessar are be more difficult then just asking.
greeted as even more honored guests and are
complimented on their noble cause. PCs working for the The crew is extremely laid back, almost in a stupor. They
Twisted Rune are regarded with fear and suspicion. are enjoying themselves, want to share with the PCs,
Teams working for either of these sponsors gain a +2 and they cannot be bothered to do anything remotely
bonus on all checks during this scene, either because of like work. Still, they want no trouble, and with a bit of
the increased respect or because the eladrin prefers to work can be wakened enough to mark the compass.
see them go. Characters sponsored by Memnon or PCs sponsored by any of the three cities gain a +2
Calim are handled with care for the eladrin fear bonus on Diplomacy or Intimidate checks in this scene.
treachery and love the idea of tricking the characters’ Note that if the PCs do not manage to rouse the
sponsors. PCs suffer a –2 penalty on all checks in this officials, they can ask the Lady or Lord for aide. They
scene. give this aid and in return they want the characters to
First, the PCs need to shake the charm that is trying stay for the night (explaining why 3 failures in this scene
to grasp their minds and bodies. Each character must leads to a failure in the skill challenge).
make a check. If half or more succeed, those that kept
the magic at bay can drag the others along. If more than Arcana DC moderate (1 success)
half fail, they can try again and again until they either The stupor of the officials is partially magically induced,
fail or succeed. Proceed with the next scene if they score and it can be temporarily suppressed.
3 or more failures, but by this time they have lost so
much time, that by they time they get released it is Diplomacy DC hard (1 success)
already the next day. Bartering with the crew of the checkpoint is certainly
If successful, the characters likely look around for possible, albeit a bit hard. It is a bit difficult to talk with
the race officials and a way out of the Feywild. Looking people in a stupor-like state of relaxation.
around, they see a small wooden structure with a couple
of genasi sitting in front. See scene 1 of the skill Intimidate DC moderate (1 success)
challenge for more information. If the PCs press the Fear is a powerful motivator, especially when under
eladrin to let them go, the locals reluctantly point them some kind of stupor-inducing effect.

ADCP2-2H Heart of the Desert: Race Against Time Page 28


Performing a beautiful dance or a feat of acrobatics will
Heal DC moderate (1 success) impress and please the lord.
There is no clear indication of any poisons (beyond the
water pipe) affecting the officials, and the officials Athletics DC hard (1 success)
certainly don’t think they need curing, but getting them A mock battle between the PCs or a grappling contest
to wake up long enough to do their job is certainly with one of his tigers impresses the lord, especially if
possible with the right treatment. coupled with a nice recount of an historic battle.

Scene 3: Lord Zaid Al Haddar (2 successes) Bluff DC hard (1 success; 1 maximum)


You are led to a large tent, which is much larger inside Lying to the lord isn’t easy but he is prone to flattery.
than outside. You find yourself in a large room. A
middle-aged eladrin sits upon a mound of large pillows, Diplomacy DC moderate (1 success; 1 maximum)
flanked by two snow-white tigers. A low table holding Convincing the lord of your immediate need to depart
several silver platters of food and an ornate silver wine could work but he’ll likely demand some compensation
cooler containing a large wine bottle in ice stands before from you.
him. In a corner you note a group of scantily clad,
beautiful eladrin women giggling together through their Endurance DC moderate (0 successes, 1 maximum)
veils. Three musicians play instruments softly in the Being on the receiving end of a mock battle can help
corner. The two sturdy-looking sentries armed with improve the performance but a PC has to be able to take
huge scimitars complete the scene. The sentry the bruises. A successful endurance check gives a +2
announces him as: Lord Zaid Al-Haddar Kadeer bonus on the Athletics checks.
Munahid, eye of Nimr, squire of the eternal library and
wielder of Azzam-Husam al Din, the holy sword. History DC moderate (no successes, 1 maximum)
A well-spun recollection of an ancient battle will be a
great support for a mock battle. A successful history
Lord Zaid is bored. The reason he set up camp here and
check gives a +2 bonus on athletics checks.
opened the connection with the normal world is for the
potential entertainment. Why should the rulers of
When the PCs scored 2 successes read:
Memnon, Calimport and Almraiven be the only ones
“Alright, I’ll make a deal with you. If you promise to
who have fun? Once the PCs provide him with some
entertainment, he is willing to let them go. Most PCs return here one day and feast with us for a night I’ll let
should somehow participate. He wants to be entertained you go free. I’ll lift the veil and my guards will leave you
by the whole group, not just one or two. be. Go quickly, I can only keep the oasis open for so
Zaid is well aware his wife, Lady Parizada is going to long.”
object, but he is not going to tell this to the PCs. It is all
part of the game between these two and the PCs are just If the PCs refuse to make such a promise, he grudgingly
the latest pawns. Note that despite the bickering allows them to go regardless. If they do make the
between Zaid and Parizada they do love one another promise, ask at the end of the adventure whether or not
and do not allow anybody else to speak ill of the other. they intent to fulfill said promise. If they do (and there is
Characters sponsored by the Janessar gain a +2 no impact if they don’t), that character earns story award
bonus on all checks in this scene due to Lord Zaid’s ADCP08 Feylord’s Pact.
respect for this group. Teams sponsored by the Twisted
Rune or Selemchant have a -2 penalty on all checks Scene 4: Lady Parizada (2 successes)
because of the Lord’s distrust/dislike of magic. His You are lead you to a secluded part of the oasis where a
attitude towards the Memnon and Calim is more stream runs through a small pond encircled by scrub
neutral and reserved – a mix of distaste for their grass. Sitting stones are arranged around the pond. A
maltreatment of the desert and their practice of slavery beautiful eladrin female hovers in the shade of a date
and respect/fear for those cities’ power. He pities tree, the lower part of her body disappearing in a thin
Almraiven, and considers the city doomed. There are mist.
neither penalties nor bonuses for those sponsored by “Welcome friends, I am Lady Parizada Razaan
any of the three cities. Zaid does not hide his feelings for Talibah In’Ganiyah. Tell me what is on your mind.”
these sponsors from the characters.

Acrobatics DC moderate (1 success)


ADCP2-2H Heart of the Desert: Race Against Time Page 29
Lady Parizada is bored, longing for some intellectual
challenge, some “civilized” entertainment and news of If the PCs refuse to make such a promise, she grudgingly
the outside world. She does not approve her husband’s allows them to go regardless. If they do make the
actions in regards to the PCs, or so she says to them. In promise, ask at the end of the adventure whether or not
reality, she likes the entertainment just as much and they intent to fulfill said promise. If they do (and there is
keeping the PCs away from her husband to spite him is no impact if they don’t), that character earns story award
always fun. Like the Lord, she is willing to let the PCs go, ADCP08 Feylord’s Pact.
but only if multiple characters entertain her for some
time. Scene 5: Forcing Your Way Out (2 successes)
Like Zaid, Parizada has great respect for the Deciding to leave the oasis on your own, without
Janessar, and she despises slavery. Teams sponsored by acquiring permission from the resident fey lord, you set
the Janessar have a +2 bonus on all checks in this scene. to work on unraveling the arcane web that spans the
Unlike her husband, she does not respect/fear the planes and keeps you trapped here.
power of Calim and Memnon. Characters sponsored by
those two groups suffer a -2 penalty to all checks in this A fey lord has great control over his or her domain, and
scene. She also does not share Zairs distrust of magic, that includes the barriers between the Feywild and the
quite the opposite in fact, and groups sponsored by normal world. Lord Zair and Lady Parizada are no
Almraiven, Selemchant or the Twisted Rune gain a +2 exception. If the PCs want to leave without their
bonus on checks related to arcane knowledge. Similarly permission they need to act quickly and work hard to
to her husband, she makes it fairly clear to the overcome the magic of the oasis. As long as the PCs have
characters how she feels about their sponsor. not yet gained 3 failures, they can attempt to escape. If 3
failures have been scored, it is too late, and they drew
Arcana, History and Nature DC moderate (1 the full attention/ire of the Lord and Lady. At that point
success) even casting the ritual Fey Passage is not enough and
One way to both entertain and impress her Ladyship is the characters are not yet powerful enough to directly
by showing an impressive knowledge of diverse subjects deal with an eladrin lord of Zair’s power or full-fledged
such as arcana, history, natural science and philosophy. djinn.

Bluff DC hard (1 success) Arcana DC hard (trained only; 1 maximum)


Impressing the lady with a fantastic story is no easy feat Manipulating the shimmering force field into bending to
but it surely grabs her attention. your will is a difficult task. A PC who fails this task loses
a healing surge due to the exhaustive nature of this task.
Diplomacy DC moderate (1 success)
Engaging the lady in friendly talk is an easy way to get Bluff, Diplomacy or Intimidate moderate DC (1
her collaboration on leaving the oasis. Reciting ancient success; 2 maximum)
poetry or entertaining her with a story also can help. The eladrin are going to interrupt the characters
performing rituals. For the characters to have a chance
Insight DC moderate (1 success; 1 maximum) to succeed, they must either hide the casting, or scare
Characters paying attention to the Lady’s behavior note the eladrin away.
that like most djinn she has a strong dislike for slavery. Alternatively, the characters can trick or intimidate
Mentioning that the current predicament of the the eladrin into leading them to a weak spot or helping
characters is not unlike slavery is a good way to enlist them into distracting the lord and lady.
her aid. If they use Diplomacy, the PCs need to promise to
return after the race. If the PCs do keep that promise,
When the PCs scored 2 successes read: they gain the story award ADCPXX Feylord’s Pact
“Alright, I’ll make a deal with you. If you promise to picking either Lord or Lady depending on their
return here one day and feast with us for a night I’ll let preference.
you go free and aid you in your travels to come. I’ll lift
the veil and my guards will leave you be. Go quickly; I Fey Passage ritual DC – (1 success; 1 maximum)
can only keep the oasis open for so long. I’ll appear Casting the ritual in itself is not enough to escape since
again when your need is highest, follow me and you’ll be the powers of Lord Zair actively opposes its casting. It
safe from the winds. May the blessing of the winds be provides 1 automatic success, and either forces the
upon you!”

ADCP2-2H Heart of the Desert: Race Against Time Page 30


characters to break through by using Arcana or casting it Treasure
at the right spot (social skill or Nature). There is no treasure to be found in this encounter,
Note that while the ritual normally opens a direct although the PCs might be able to buy certain rituals
connection with the material plane, in this case it opens and/or horses from the Lord or the Lady.
a connection to it. The PCs still have to move through
this connection, and Encounter 5 has to be run as
normal.
Scoring the Encounter
The team earns 10 points per success, and lose 10
Nature DC hard (no successes, 1 maximum) points for each failure. So as long as they were successful
Crossing back into the normal world is easiest at places they earn between 40 (4 successes, 0 failure) to 20
where the veil is thinnest. The PC’s innate sense of points (4 success, 2 failures). If they fail the skill
nature can help point out these spots. A successful challenge, they loose 50 points instead (replacing any
nature check gives a +2 on Arcana checks, however the scoring from successes and failures previously earned in
PC undertaking the nature check also loses a healing this encounter).
surge when the arcane check fails.

Ending the Encounter


When the PCs have dealt with getting to the fey passage
from the oasis into Calimshan immediately go to
Encounter 5. The Lord, the Lady, or both are not about
to let them go and escaping requires a bit more work.
Diseased PCs might ask whether the Lord or Lady
can cure them. They both are willing to do so with the
Cure Disease ritual for the component cost of 150 gp
per patient. They can also perform the Raise Dead ritual,
but they do so only for the normal material component
plus 20% cost. In addition PCs can buy replacement
riding horses for 75 gp, but there are no warhorses or
undead horses (if needed those can be treated with the
Cure Disease ritual just like the PCs).
Success: The PCs manage to negotiate for their
release and are allowed to continue the race. If the PCs
do decide to take an extended rest (perhaps forced to do
so because of the Raise Dead ritual) then they rest as
normal, regaining healing surges lost due to the
hardships of the desert. Doing so still costs points as
normal.
Failure: The Lord or the Lady keep the PCs in the
oasis. PCs are allowed to leave but only after spending
the night entertaining either one. They do not allow the
PCs to rest, and hence the characters do not gain the
benefit of an extended rest. Note that in this case, the
other is still angry and still blocks their path in
Encounter 5.

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 31


Encounter 5: Escape from the Feywild. The PCs only have a limited number of
rounds to make it to the gate at the other end of the
Paradise map.

H1: Encounter Level 2/4 (625/900 Timing


If you run the adventure in a time sensitive
XP) environment, it is a good time to check the clock. By the
This encounter includes the following creatures at the end of this encounter you should have about 1 hour left
low tier: for the slot. Since this encounter is more about getting
1 spriggan powrie (level 2) (P) away than draining resources, you can call the fight
2 feywild arcane archer (level 2) (A) relatively easily. Check how many move actions it takes
2 feywild krenshar bloodslayer (level 2) (K) to get to the portal, assume nothing hinders them and
count that as the number of rounds the PCs need to get
This encounter includes the following creatures at the out of the portal in regards to scoring.
high tier:
1 spriggan powrie (level 5) (P) As the adventurers enter the area, read:
2 feywild arcane acher (level 4) (A) Slowly the vibrant and green oasis gives way to the
2 feywild krenshar bloodslayer (level 4) (K) harsh and brown desert. A familiar shimmering field
denotes the real border between worlds. A large boulder
H2: Encounter Level 5/7 (1000/1500 can be seen near the shimmering wall. All that stands
between you and your freedom are a couple of large
XP) rocks.
This encounter includes the following creatures at the
low tier: If the PCs negotiated with the lord, read:
1 spriggan powrie (level 5) (P) The face of a beautiful woman appears before you, her
2 feywild arcane archer (A) lower body vanishing in a cloud a smoke. This must be
2 feywild krenshar bloodslayer (K) lady Parizada.
“You disappoint me, running off without paying me
This encounter includes the following creatures at the a visit, instead seeing my dearly beloved husband. I will
high tier: make sure you come to my chambers tonight and
1 spriggan powrie (P) entertain me till the sun rises again.”
2 feywild arcane acher (level 7) (A) Before your eyes the last stretch of grass in the oasis
2 feywild krenshar bloodslayer (level 7) (K) starts to wriggle and thrash, like grabbing hands. Atop
the rocks eladrins appear wielding bows and aiming at
H3: Encounter Level 8/10 (1750/2500 you. In the distance, the boulder slowly starts to roll into
XP) the portal and will eventually block your passage.
This encounter includes the following creatures at the
If the PCs negotiated with the lady, read:
low tier:
The face of a middle-aged eladrin appears before you,
1 spriggan powrie (level 8) (P)
flanked by two large tigers. This must be lord Zaid Al-
2 feywild arcane archer (level 8) (A)
Haddar.
2 feywild krenshar bloodslayer (level 8) (K)
“You invoke my wrath, running off without paying
me a visit, instead seeing my dearly beloved wife. I will
This encounter includes the following creatures at the
make sure you come to my throneroom tonight and
high tier:
entertain me till the sun rises again.”
1 spriggan powrie (level 10) (P)
Before your eyes eladrins appear on the rock and
2 feywild arcane acher (level 10) (A)
take aim at you. In the distance, the boulder slowly
2 feywild krenshar bloodslayer (level 10) (K)
starts to roll into the portal and will eventually block
your passage.
While the PCs have successfully negotiated their release
from the oasis or have broken free on their own accord,
they still have angered the other party. The aggrieved If the PCs forced their way out, read:
person has sent troops to prevent the PCs from leaving

ADCP2-2H Heart of the Desert: Race Against Time Page 32


The faces of a beautiful woman and an eladrin male Grab Grass (optional): Depending on the results of
appear before you. These must be the lord and the lady the Encounter 4 the green grassy patches are grab grass.
of the oasis. PCs falling prone in the grab grass are immediately
The Lord speaks. “You disappoint us, running off grabbed. Standing up is a move action and the PC need
without paying us a visit. I will make sure you come to to succeed at a medium DC Acrobatics or Athletics.
my chambers tonight and entertain us till the sun rises Blue Portal: The blue band at the end represents
again.” the portcullis back to the material plane. During the
Before your eyes the last stretch of grass in the oasis encounter it slowly closes. To add a sense or urgency for
starts to wriggle and thrash, like grabbing hands. Atop the PCs use a die to show the remaining rounds for the
the rocks eladrins appear wielding bows and aiming at portal to be open. PCs crossing the portal appear in the
you. In the distance, the boulder slowly starts to roll into desert, close to the oasis with their horses unharmed
the portal and will eventually block your passage. (including newly bought mounts) in sight. If a PC wants
to return, they can spend a move action to reappear
Instead of dealing with all the enemies before the PCs besides the portal back in the Feywild.
can proceed, they need to cross the battlefield and
escape through the slowly closing gate at the other side. Tactics
The PCs have a set number of rounds before the portal The goal of the fey is to subdue the PCs and bring them
closes and they are trapped in the oasis. The battlefield to their master. As such, when they knock a character
also changes subtly depending on whom the PCs below 0 they opt to knock the character unconscious.
negotiated with. This is summarized below. Regardless, Announce this to the PCs so they won’t fight to the
besides the fey present, the PCs also note a large band of death, especially after the portal has closed. When the
fey approaching fast from behind. It is clear that sticking portal closes, the fey offer the PCs the chance to
around for more then 10 rounds is a bad idea. surrender. See Ending the Encounter for more
information when this happens.
Negotiated with the Lord: The feywild archers focus on slowing the PCs with
• The PCs have 6 rounds to get through the distracting illusion and knocking them prone using eldritch
portal. burst. When the grab grass is active they prefer to knock
• No other changes prone instead of slowing.
The spriggan powrie delays his action until the PCs
Negotiated with the Lady, didn’t negotiate at all: round the corner. He then coordinates his attacks with
• The PCs have 6 rounds to get through the the krenshar. Starting with hamstring and finishing with
portal. punt the fallen. When useful he pushes the PC, otherwise
• All the green patches including the PCs starting he just keeps the target adjacent.
area is grab grass; see below for details. The feywild krenshar blood slayers hide around the
corner and ready actions to use surprise attack against the
Features of the Area first foe to come in sight. After that they use unnerving
Large rock: The large rock in the middle stands skull against each PC nearby and try to grab PCs. When
H1: 30, H2: 50 and H3: 50 feet high and requires a DC hit they use their fade away and use the invisibility to
hard Athletics check to climb. make another surprise attack (assuming it recharged).
Small rocks: The small rocks in the middle stand The purpose of the encounter is to prevent the PCs
H1: 20, H2: 30 and H3: 30 feet high and require a DC from reaching the portal, without making it impossible.
moderate Athletics check to climb. The PCs should be able to make it if they work together
Edges of the map: Both long edges of the map are and operate as a team. Make sure not to turn it into a
shimmering with arcane energy and show a hazy image drag and a boring combat; try to keep it fast paced and
of the battlefield, as seen from the other edge. Any PC or active. And remember, if even one PC does not make
monster can move through one long edge and appear at the portal, the group is in trouble. The whole team needs
the other, moving through is the only possibility. Attacks to cross the finish line to win the race.
and such harmlessly bounce off the shimmering wall.
The short edge with the portcullis is impassable Scaling the Encounter
except where the portal is. Only PCs can cross the gate, Make the following adjustments to the combat based on
for monsters and line of effect the wall continues. the number of PCs present.

ADCP2-2H Heart of the Desert: Race Against Time Page 33


All Tiers - Four PCs: Remove one feywild
krenshar bloodslayer
All Tiers - Six PCs: Add one feywild arcane archer

Ending the Encounter


If the PCs manage to escape through the portal they can
continue the race. When one or more PCs are still
trapped in the Feywild the Lord or Lady appears and
offers them a choice, they can sit in the desert and wait
till their friends are released or they can come back and
he promises to release them next morning. PCs who
choose to wait in the desert need to make an extra
environment check, as described in Encounter 2. The
DC for this check is 16.
PCs who remain behind are led to the Lord or Lady
– whomever they did not negotiate with. For a few
minutes the lord or the lady rages at the PCs for not
coming to him/her and favoring the spouse over
him/her, but then he/she turns around and treats the
PCs well. They offer to release the PCs when the sun
rises again in the desert after being entertained as well.
Refer to Encounter 4 for the personalities of the lord
and the lady and for the things they demand of the PCs
during the night of revelry. After this night the PCs are
free to go and continue the race.

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.

Scoring the Encounter


The PCs earn 20 points for escaping through the portal,
with a bonus of 5 points for each round still left before
the portal closes. If the PCs disable all fey in this
encounter (but NOT kill) they gain an additional bonus
of 10 points. If the PCs fail to escape, they loose 50
points, just as when they would have taken an extended
rest.

ADCP2-2H Heart of the Desert: Race Against Time Page 34


Encounter 5: Escape from Paradise Statistics (H1 Low)
Spriggan Powrie (level 2) Level 2 Skirmisher Str 18 (+5) Dex 16 (+4) Wis 10 (+1)
Small fey humanoid XP 125 Con 15 (+3) Int 2 (-3) Cha 13 (+2)
Initiative +7 Senses Perception +7; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 39; Bloodied 18 modified with the feywild denizen theme from DMG2 (surprise attack
AC 16 (18 against opportunity attacks); Fortitude 14, Reflex 15, and fade away have been added).
Will 13
Speed 6 Feywild Arcane Archer (level 2) Level 2 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 125
+7 vs. AC; 1d6 + 1 damage, and ongoing 5 damage (save ends). Initiative +5 Senses Perception +6; low-light vision
M Hamstring (standard; at-will) ✦ Weapon HP 33; Bloodied 16
AC 14; Fortitude 13, Reflex 15, Will 13
+7 vs. AC; 1d6 + 1 damage, and the target is knocked prone, is
Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes
ongoing 5 damage (save ends). Speed 6
M Punt the Fallen (minor, 1/round; at-will) m Short Sword (standard; at-will) ✦ Weapon
Targets a prone creature; +7 vs. Fortitude; 1d6 + 1 damage, and +9 vs. AC; 1d6 + 3 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +7 vs. Armor Class or Reflex (whichever is lower); 1d10 - 1
out of a space adjacent to a bloodied creature or a creature that is damage plus 1d6 fire damage.
taking ongoing damage.
A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
When a spriggan powrie hits a creature that is taking ongoing Area burst 1 within 20; +7 vs. Fortitude; 1d10 + 4 force damage,
damage and is granting combat advantage to the powrie, the and the target is knocked prone.
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +7 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven
The feywild twilight incanter can teleport 5 squares.
Skills Athletics +9, Stealth +12, Thievery +10
Alignment Unaligned Languages Common, Elven
Str 16 (+4) Dex 18 (+5) Wis 12 (+2)
Skills Acrobatics +7, Stealth +7
Con 15 (+3) Int 10 (+1) Cha 15 (+3)
Str 12 (+2) Dex 18 (+5) Wis 11 (+1)
Equipment iron-shod boots, leather armor, sickle x2.
Con 15 (+3) Int 17 (+4) Cha 15 (+3)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer (level 2) Level 2 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 125 modified with the feywild denizen theme from DMG2 (distracting
Initiative +4 Senses Perception +6; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 45; Bloodied 22
AC 14; Fortitude 15, Reflex 14, Will 12
Speed 8
m Claw (standard; at-will)
+5 vs. AC; 1d6 + 3 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 + 7 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +5 vs. Will; the target takes a ---2
penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +6, Intimidate +4, Stealth +6

ADCP2-2H Heart of the Desert: Race Against Time Page 35


Encounter 5: Escape from Paradise Statistics (H1 High)
Spriggan Powrie (level 5) Level 5 Skirmisher Str 18 (+6) Dex 16 (+5) Wis 10 (+2)
Small fey humanoid XP 200 Con 15 (+4) Int 2 (-2) Cha 13 (+3)
Initiative +8 Senses Perception +8; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 63; Bloodied 31 modified with the feywild denizen theme from DMG2 (surprise attack
AC 19 (21 against opportunity attacks); Fortitude 17, Reflex 18, and fade away have been added).
Will 16
Speed 6 Feywild Arcane Archer (level 4) Level 4 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 175
+10 vs. AC; 1d6 + 2 damage, and ongoing 5 damage (save ends). Initiative +6 Senses Perception +7; low-light vision
M Hamstring (standard; at-will) ✦ Weapon HP 45; Bloodied 22
AC 16; Fortitude 15, Reflex 17, Will 15
+10 vs. AC; 1d6 + 2 damage, and the target is knocked prone, is
Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes
ongoing 5 damage (save ends). Speed 6
M Punt the Fallen (minor, 1/round; at-will) m Short Sword (standard; at-will) ✦ Weapon
Targets a prone creature; +10 vs. Fortitude; 1d6 + 2 damage, and +11 vs. AC; 1d6 + 4 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +9 vs. Armor Class or Reflex (whichever is lower); 1d10
out of a space adjacent to a bloodied creature or a creature that is damage plus 1d6 fire damage.
taking ongoing damage.
A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
When a spriggan powrie hits a creature that is taking ongoing Area burst 1 within 20; +9 vs. Fortitude; 1d10 + 5 force damage,
damage and is granting combat advantage to the powrie, the and the target is knocked prone.
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +9 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven
The feywild twilight incanter can teleport 5 squares.
Skills Athletics +10, Stealth +13, Thievery +11
Alignment Unaligned Languages Common, Elven
Str 16 (+5) Dex 18 (+6) Wis 12 (+3)
Skills Acrobatics +8, Stealth +8
Con 15 (+4) Int 10 (+2) Cha 15 (+4)
Str 12 (+3) Dex 18 (+6) Wis 11 (+2)
Equipment iron-shod boots, leather armor, sickle x2.
Con 15 (+4) Int 17 (+5) Cha 15 (+4)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer (level 4) Level 4 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 175 modified with the feywild denizen theme from DMG2 (distracting
Initiative +5 Senses Perception +7; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 65; Bloodied 32
AC 16; Fortitude 17, Reflex 16, Will 14
Speed 8
m Claw (standard; at-will)
+7 vs. AC; 1d6 + 4 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 +8 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +7 vs. Will; the target takes a ---2
penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +7, Intimidate +5, Stealth +7

ADCP2-2H Heart of the Desert: Race Against Time Page 36


Encounter 5: Escape from Paradise Statistics (H2 Low)
Spriggan Powrie (level 5) Level 5 Skirmisher Str 18 (+6) Dex 16 (+5) Wis 10 (+2)
Small fey humanoid XP 200 Con 15 (+4) Int 2 (-2) Cha 13 (+3)
Initiative +8 Senses Perception +8; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 63; Bloodied 31 modified with the feywild denizen theme from DMG2 (surprise attack
AC 19 (21 against opportunity attacks); Fortitude 17, Reflex 18, and fade away have been added).
Will 16
Speed 6 Feywild Arcane Archer Level 5 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 200
+10 vs. AC; 1d6 + 2 damage, and ongoing 5 damage (save ends). Initiative +6 Senses Perception +7; low-light vision
HP 51; Bloodied 25
M Hamstring (standard; at-will) ✦ Weapon
AC 17; Fortitude 16, Reflex 18, Will 16
+10 vs. AC; 1d6 + 2 damage, and the target is knocked prone, is Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes Speed 6
ongoing 5 damage (save ends).
m Short Sword (standard; at-will) ✦ Weapon
M Punt the Fallen (minor, 1/round; at-will)
Targets a prone creature; +10 vs. Fortitude; 1d6 + 2 damage, and +12 vs. AC; 1d6 + 4 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +10 vs. Armor Class or Reflex (whichever is lower); 1d10
out of a space adjacent to a bloodied creature or a creature that is damage plus 1d6 fire damage.
taking ongoing damage. A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
Area burst 1 within 20; +10 vs. Fortitude; 1d10 + 5 force damage,
When a spriggan powrie hits a creature that is taking ongoing
and the target is knocked prone.
damage and is granting combat advantage to the powrie, the
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +10 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven The feywild twilight incanter can teleport 5 squares.
Skills Athletics +10, Stealth +13, Thievery +11 Alignment Unaligned Languages Common, Elven
Str 16 (+5) Dex 18 (+6) Wis 12 (+3) Skills Acrobatics +8, Stealth +8
Con 15 (+4) Int 10 (+2) Cha 15 (+4) Str 12 (+3) Dex 18 (+6) Wis 11 (+2)
Equipment iron-shod boots, leather armor, sickle x2. Con 15 (+4) Int 17 (+5) Cha 15 (+4)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer Level 5 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 200 modified with the feywild denizen theme from DMG2 (distracting
Initiative +5 Senses Perception +7; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 75; Bloodied 37
AC 17; Fortitude 18, Reflex 17, Will 15
Speed 8
m Claw (standard; at-will)
+8 vs. AC; 1d6 + 4 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 + 8 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +8 vs. Will; the target takes a ---2
penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +7, Intimidate +5, Stealth +7

ADCP2-2H Heart of the Desert: Race Against Time Page 37


Encounter 5: Escape from Paradise Statistics (H2 High)
Spriggan Powrie Level 7 Skirmisher Str 18 (+7) Dex 16 (+6) Wis 10 (+3)
Small fey humanoid XP 300 Con 15 (+5) Int 2 (-1) Cha 13 (+4)
Initiative +9 Senses Perception +9; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 79; Bloodied 39 modified with the feywild denizen theme from DMG2 (surprise attack
AC 21 (23 against opportunity attacks); Fortitude 19, Reflex 20, and fade away have been added).
Will 18
Speed 6 Feywild Arcane Archer (level 7) Level 7 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 300
+12 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends). Initiative +7 Senses Perception +8; low-light vision
HP 63; Bloodied 31
M Hamstring (standard; at-will) ✦ Weapon
AC 19; Fortitude 18, Reflex 20, Will 18
+12 vs. AC; 1d6 + 3 damage, and the target is knocked prone, is Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes Speed 6
ongoing 5 damage (save ends).
m Short Sword (standard; at-will) ✦ Weapon
M Punt the Fallen (minor, 1/round; at-will)
Targets a prone creature; +12 vs. Fortitude; 1d6 + 3 damage, and +14 vs. AC; 1d6 + 5 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +12 vs. Armor Class or Reflex (whichever is lower); 1d10
out of a space adjacent to a bloodied creature or a creature that is + 1 damage plus 1d6 fire damage.
taking ongoing damage. A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
Area burst 1 within 20; +12 vs. Fortitude; 1d10 + 6 force damage,
When a spriggan powrie hits a creature that is taking ongoing
and the target is knocked prone.
damage and is granting combat advantage to the powrie, the
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +12 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven The feywild twilight incanter can teleport 5 squares.
Skills Athletics +11, Stealth +14, Thievery +12 Alignment Unaligned Languages Common, Elven
Str 16 (+6) Dex 18 (+7) Wis 12 (+4) Skills Acrobatics +9, Stealth +9
Con 15 (+5) Int 10 (+3) Cha 15 (+5) Str 12 (+4) Dex 18 (+7) Wis 11 (+3)
Equipment iron-shod boots, leather armor, sickle x2. Con 15 (+5) Int 17 (+6) Cha 15 (+5)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer (level 7) Level 7 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 300 modified with the feywild denizen theme from DMG2 (distracting
Initiative +6 Senses Perception +8; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 95; Bloodied 47
AC 19; Fortitude 20, Reflex 19, Will 17
Speed 8
m Claw (standard; at-will)
+10 vs. AC; 1d6 + 5 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 + 9 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +10 vs. Will; the target takes a
---2 penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +8, Intimidate +6, Stealth +8

ADCP2-2H Heart of the Desert: Race Against Time Page 38


Encounter 5: Escape from Paradise Statistics (H3 Low)
Spriggan Powrie (level 8) Level 8 Skirmisher Str 18 (+8) Dex 16 (+7) Wis 10 (+4)
Small fey humanoid XP 350 Con 15 (+6) Int 2 (+0) Cha 13 (+5)
Initiative +10 Senses Perception +10; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 87; Bloodied 43 modified with the feywild denizen theme from DMG2 (surprise attack
AC 22 (24 against opportunity attacks); Fortitude 20, Reflex 21, and fade away have been added).
Will 19
Speed 6 Feywild Arcane Archer (level 8) Level 8 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 350
+13 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). Initiative +8 Senses Perception +9; low-light vision
HP 69; Bloodied 34
M Hamstring (standard; at-will) ✦ Weapon
AC 20; Fortitude 19, Reflex 21, Will 19
+13 vs. AC; 1d6 + 4 damage, and the target is knocked prone, is Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes Speed 6
ongoing 5 damage (save ends).
m Short Sword (standard; at-will) ✦ Weapon
M Punt the Fallen (minor, 1/round; at-will)
Targets a prone creature; +13 vs. Fortitude; 1d6 + 4 damage, and +15 vs. AC; 1d6 + 6 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +13 vs. Armor Class or Reflex (whichever is lower); 1d10
out of a space adjacent to a bloodied creature or a creature that is + 2 damage plus 1d6 fire damage.
taking ongoing damage. A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
Area burst 1 within 20; +13 vs. Fortitude; 1d10 + 7 force damage,
When a spriggan powrie hits a creature that is taking ongoing
and the target is knocked prone.
damage and is granting combat advantage to the powrie, the
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +13 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven The feywild twilight incanter can teleport 5 squares.
Skills Athletics +12, Stealth +15, Thievery +13 Alignment Unaligned Languages Common, Elven
Str 16 (+7) Dex 18 (+8) Wis 12 (+5) Skills Acrobatics +10, Stealth +10
Con 15 (+6) Int 10 (+4) Cha 15 (+6) Str 12 (+5) Dex 18 (+8) Wis 11 (+4)
Equipment iron-shod boots, leather armor, sickle x2. Con 15 (+6) Int 17 (+7) Cha 15 (+6)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer (level 8) Level 8 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 350 modified with the feywild denizen theme from DMG2 (distracting
Initiative +7 Senses Perception +9; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 105; Bloodied 52
AC 20; Fortitude 21, Reflex 20, Will 18
Speed 8
m Claw (standard; at-will)
+11 vs. AC; 1d6 + 6 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 + 10 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +11 vs. Will; the target takes a
---2 penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +9, Intimidate +7, Stealth +9

ADCP2-2H Heart of the Desert: Race Against Time Page 39


Encounter 5: Escape from Paradise Statistics (H3 High)
Spriggan Powrie (level 10) Level 10 Skirmisher Str 18 (+9) Dex 16 (+8) Wis 10 (+5)
Small fey humanoid XP 500 Con 15 (+7) Int 2 (+1) Cha 13 (+6)
Initiative +11 Senses Perception +11; low-light vision Note: The feywild krenshar is a normal blood slayer krenshar
HP 103; Bloodied 51 modified with the feywild denizen theme from DMG2 (surprise attack
AC 24 (26 against opportunity attacks); Fortitude 22, Reflex 23, and fade away have been added).
Will 21
Speed 6 Feywild Arcane Archer (level 10) Level 10 Artillery
m Sickle (standard; at-will) ✦ Weapon Medium fey humanoid (eladrin) XP 500
+15 vs. AC; 1d6 + 5 damage, and ongoing 5 damage (save ends). Initiative +9 Senses Perception +10; low-light vision
HP 81; Bloodied 40
M Hamstring (standard; at-will) ✦ Weapon
AC 22; Fortitude 21, Reflex 23, Will 21
+15 vs. AC; 1d6 + 5 damage, and the target is knocked prone, is Saving Throws +5 against charm effects
slowed until the end of the spriggan powrie's next turn, and takes Speed 6
ongoing 5 damage (save ends).
m Short Sword (standard; at-will) ✦ Weapon
M Punt the Fallen (minor, 1/round; at-will)
Targets a prone creature; +15 vs. Fortitude; 1d6 + 5 damage, and +17 vs. AC; 1d6 + 7 damage.
the spriggan powrie pushes the target 3 squares. r Scorching Arrows (standard; at-will) ✦ Fire, Weapon
Blood Slide The feywild arcane archer makes the following attack twice: Ranged
A spriggan powrie does not provoke opportunity attacks for moving 20/40; +15 vs. Armor Class or Reflex (whichever is lower); 1d10
out of a space adjacent to a bloodied creature or a creature that is + 3 damage plus 1d6 fire damage.
taking ongoing damage. A Eldritch Burst (standard; recharge 4-6) ✦ Force
Combat Advantage
Area burst 1 within 20; +15 vs. Fortitude; 1d10 + 8 force damage,
When a spriggan powrie hits a creature that is taking ongoing
and the target is knocked prone.
damage and is granting combat advantage to the powrie, the
powrie’s attack increases the ongoing damage by 5. A Distracting Illusion (standard; at-will) ✦ Illusion
Redcap Zeal (when the spriggan powrie bloodied an enemy or Area burst 2 within 10; +15 vs. Will; the target is slowed and can’t
reduces an enemy to 0 hit points or fewer; encounter) shift until the end of the feywild incanter’s turn.
The powrie gains 1d8 + 2 temporary hit points. Fey Step (move; encounter) ✦ Teleportation
Alignment Evil Languages Elven The feywild twilight incanter can teleport 5 squares.
Skills Athletics +13, Stealth +16, Thievery +14 Alignment Unaligned Languages Common, Elven
Str 16 (+8) Dex 18 (+9) Wis 12 (+6) Skills Acrobatics +11, Stealth +11
Con 15 (+7) Int 10 (+5) Cha 15 (+7) Str 12 (+6) Dex 18 (+9) Wis 11 (+5)
Equipment iron-shod boots, leather armor, sickle x2. Con 15 (+7) Int 17 (+8) Cha 15 (+7)
Equipment chainmail, longbow, short sword x2.
Feywild Krenshar Blood Slayer (level 10) Level 10 Brute Note: The feywild arcane archer is a normal eladrin arcane archer
Medium fey beast XP 500 modified with the feywild denizen theme from DMG2 (distracting
Initiative +8 Senses Perception +10; low-light vision illusion is added).
Fearsome Visage aura 5; each enemy within the aura takes a -2
penalty to saving throws against fear effects.
HP 125; Bloodied 62
AC 22; Fortitude 23, Reflex 22, Will 20
Speed 8
m Claw (standard; at-will)
+13 vs. AC; 1d6 + 7 damage.
M Grabbing Claws (standard; at will) ✦ Fear, Thunder
The krenshar blood slayer makes two claw attacks. If both attacks
hit the same target, that target is grabbed.
M Surprise Attack (standard, usable while the krenshar is hidden;
recharge 5-6)
This creature makes a grabbing claws attack, dealing +1d8 damage.
M Bite (standard; at-will)
Targets a creature grabbed by the krenshar blood slayer; no attack
roll, 2d6 + 11 damage.
C Unnerving Skull (minor, 1/round; at-will) ✦ Fear, Gaze
Close burst 5; targets one creature; +13 vs. Will; the target takes a
---2 penalty to attack rolls (save ends).
Fade Away (immediate reaction, when this creature takes damage;
encounter) ✦ Illusion
The feywild krenshar becomes invisible until it attacks or until the
end of its next turn.
Alignment Unaligned Languages ---
Skills Acrobatics +10, Intimidate +8, Stealth +10

ADCP2-2H Heart of the Desert: Race Against Time Page 40


Encounter 5: Escape from Paradise Map
Tile Sets Needed
Desert of Athas x1

ADCP2-2H Heart of the Desert: Race Against Time Page 41


Encounter 6: Sand on the essential for creating a good shelter. PCs with the map
from House Selemchant gain a +4 bonus on this check.
Horizon
Endurance DC moderate (1 success, group check)
Despite the quick makeshift shelter the storm is spilling
Setup in and sand blows in your clothing, nose, ears and
This encounter is part of the larger skill challenge mouth. PCs who fail this check lose a healing surge from
(Scene 5) from Encounter 2. Since it is larger and not exposure to the storm.
tagged onto an existing encounter it is represented as a
stand-alone encounter. Heal DC moderate (0 successes, 1 check per PC)
In the relative calm of the shelter you can quickly treat a
For the first part of the day the weather is fair and the PC who suffers from the storm. A successful Heal check
heat oppressive. Progress has been steady and the allows one person to regain a lost healing surge from a
landscape monotonous. As you crest the next sand dune failed Endurance check in this encounter.
you spot something amiss.
Where normally the shimmering horizon should be Perception DC moderate (0 successes, 1 maximum)
now only a dark looming cloud of sand hangs in the air. A good place for a shelter is invaluable. A successful
The wind is picking up and it is clear that the sandstorm perception check gives a +2 bonus on the
is going to hit soon. Dungeoneering check to find a suitable spot.

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.

Dungeoneering DC moderate (1 success) Treasure


The best place for a shelter is in a shallow cave or Traversing the sandstorm awards no treasure.
behind some rocky outcropping. Finding the best cave is

ADCP2-2H Heart of the Desert: Race Against Time Page 42


Encounter 7: Raging Sand devour everything in their path to satiate their endless
hunger.
How the PCs encounter the elementals depends on
H1: Encounter Level 4/6 (775/1100 the outcome of the previous encounter. If the PCs tried
XP) to go through the storm and failed they encounter the
elementals in the middle of the storm. If they sought
This encounter includes the following creatures at the
shelter or successfully pushed through they encounter
low tier:
the elementals in the last waves of the storm.
1 dust devil (D)
Read aloud or paraphrase the following:
3 flamespiker (level 3) (F)
1 windstriker (level 4 (W)
The sandstorm is mostly over. For an instant the sky
seems to split and unleash a swirling mass of thunder,
This encounter includes the following creatures at the
lightning and fire. Dust is kicked into the air and shapes
high tier:
fall from the sky. Then the force of the blast hits you and
2 dust devil (level 5) (D)
knocks you and the horses to the ground. Scrambling to
2 flamespiker (level 6) (F)
your feet the shapes seem to be living sand and flame,
1 windstriker (level 5) (W)
coming at you. You get the odd sensation of being
watched, as if the sponsors of the race are ready to be
H2: Encounter Level 7/8 (1300/1900 entertained by your combat.
XP)
This encounter includes the following creatures at the The elementals drop from a rift to the Elemental Chaos
low tier: and are directed to the PCs. The rift is accompanied by a
2 dust devil (level 6) (D) large thunderclap. This thunderclap knocks everyone
2 flamespiker (level 6) (F) prone (no attack roll needed), the combat starts the
1 windstriker (level 7) (W) moment everyone stands up again (but still
dismounted), so nobody begins prone.
This encounter includes the following creatures at the The purpose of this is to relieve the PCs of the
high tier: horses, opening up this combat for movement. PCs can
2 dust devil (level 9) (D) get back on their horses if they desire. The horses try to
flee as soon as possible if there is no rider keeping it
2 flamespiker (level 8) (F)
nearby.
1 windstriker (W)

H3: Encounter Level 10/11 Features of the Area


(2300/3200 XP) Sandstorm (optional): The remains of the raging
sandstorm still linger. If the PCs failed the skill
This encounter includes the following creatures at the challenge in Encounter 6 the storm is still strong enough
low tier: to kick dust in the air. Creatures more than one square
2 dust devil (level 9) (D) apart have concealment.
2 flamespiker (level 10) (F) Earth Flow: The white lines on the battlemap are
1 windstriker (level 10) (W) earth flows. Both flows stream into the pits. The squares
with a triangle bordering the white lines are part of the
This encounter includes the following creatures at the earth flow. Each square of earth flow is difficult terrain,
high tier: costing two squares of movement to enter.
2 dust devil (level 11) (D) Each creature within an earth flow area at the start
2 flamespiker (level 12) (F) of its turn slides 3 squares in the direction of the flow.
1 windstriker (level 11) (W) The creature must also make a DC moderate Athletics
or Acrobatics check to avoid sinking into the flow and
In the wake of the sandstorm a small rift to the becoming grabbed. Escaping the grab requires a DC
elemental chaos opened and spewed forth a small moderate Athletics or Acrobatics as a move action.
number of elementals. Taking the PCs by surprise, these PCs with a passive Dungeoneering of 15
elementals are raging incarnations of chaos and try to automatically know the effects of earth flow.

ADCP2-2H Heart of the Desert: Race Against Time Page 43


Sand pits: The water squares are deep pits of sand. All Tiers - Four PCs: Remove one flamespiker
PCs immediately notice these. The pits are H1: 10, H2: All Tiers - Six PCs: Add one windstriker
20, and H3: 30 feet deep. Climbing the edge of the pit
requires a DC 10 Athletics check. Ending the Encounter
Whirlwind: The red lines on the battlemap are
When the PCs have dealt with the elementals they can
whirlwinds. These chaotic winds are the remnants of the
continue the race. If the fight goes badly for the PCs,
raging sandstorm that just passed. A creature entering a
remember that strictly speaking they do not have to
Whirlwind slides 4 squares towards the rocky edge and
fight. The PCs could quickly mount their horses and flee
when it touches the edge the movement puts them
at top speed. It costs them points for the race, as well as
prone on top of the rock, dealing 1d10 damage from the
gold, but that price might be lower then loosing a horse
landing. A successful hard DC Acrobatics check (trained
or a character.
only) allows a PC to land on their feet and take no
Take note to run Scene 5 of Encounter 2 after this
damage. A creature can fight against the wind by
encounter and before the PCs finish. Also remember the
spending squares of movement to reduce the distance
needed environment checks in between encounters.
the wind slides it. Creatures with a fly speed are affected
by the slide but don’t end up prone or take any damage
Experience Points
from the whirlwind.
PCs with a passive Nature of 15 automatically know Defeating the elementals entitles the PCs to experience
the effects of a whirlwind. points as follows:
Rock: The rocks are H1: 20, H2: 30, and H3: 30 H1: 155/220 xp each.
feet high. Climbing a rock requires a DC 15 Athletics H2: 260/380 each xp.
check. H3: 460/640 each xp.
Trees: The trees are small cactuses and provide
cover. Being force moved into a cactus deals H1: 1d6 + Treasure
3, H2: 1d10 + 4, H3: 2d6 + 5 damage. A victim gets a When the elementals are defeated a small number of
saving throw to avoid being moved into a cactus, and if gems fall from their bodies, amounting to:
successful falls prone. H1: 50/60 each gp.
H2: 60/100 each gp.
Tactics H3: 100/140 each gp.

This encounter can be difficult for a table of level 1 PCs


due to the high spike damage. Try not to kill the PCs in
Scoring the Encounter
the first round with both dust devils The team scores 50 points if they defeat all elementals.
The elementals aren’t the most tactical creatures. PCs who act on the idea that their sponsors are
They do not cooperate well and have a tendency to pick watching can earn some bonus points. PCs can use a
different targets. They do not see the horses as a threat move action to make a hard DC Acrobatics, Athletics or
focusing on the PCs, only targeting the horses with their Intimidate check to impress their sponsor. Only one
area blasts. check per PC is allowed. Success yields them 5 points; a
The dust devils use gale blast to knock enemies failure forces them to lose 5 points.
prone and to get into a good position for stinging sands.
They try to get as many PCs and horses in the stinging Encounter 2, Scene 5: Sea of Sand (1 success,
sands as possible. After that they try to slide PCs into the group check)
earth flow or whirlwinds using grasping winds. The The race nearly finished, the compass points towards a
flamespikers engage the frontline PCs with stonespike camp at the horizon. However, a sea of soft sand lies
and try to be close to multiple PCs to make the most out between the PCs and their destination. Getting across is
of thunderfire thrust. The windstriker goes after a ranged going to take brute force and athleticism or a soft step
attacker that targeted it in the first round or after a low and some nimble footwork.
armored target. It focuses on one target and alternates
using searching wind and lethal windstrike. You can see your destination in the distance, a large
camp in an oasis. The only thing separating you from
Scaling the Encounter your destination is a large sea of sand. Though it seems
easy enough, riding down the dune proves less easy then
Make the following adjustments to the combat based on
the number of PCs present.

ADCP2-2H Heart of the Desert: Race Against Time Page 44


expected. All of a sudden your horse sinks to its knees in
the soft sand and becomes horribly stuck.

The sea of sand isn’t so easy to traverse. A quick look


around indicates that the area spans for several miles in
both directions so the only way to cross it is to go
through it.
All PCs need to make a check to move. PCs can
either choose to use Acrobatics or Athletics. If half or
more succeed, they earn a success for the challenge. PCs
who are participating in the race for Calimport
automatically succeed at this group check if they use the
footwear they have received. The ritual Trailblaze also
provides an automatic success for everybody affected.

Acrobatics or Athletics DC moderate (group)


Pure force or subtle skill is required to get across.

Nature DC moderate (1 maximum)


Finding the best route counts as 1 success for the group
check. PCs with the map of Selemchant gain a +4 bonus
on this check.

ADCP2-2H Heart of the Desert: Race Against Time Page 45


Encounter 7: Raging Sand Statistics (H1 Low)
Dust Devil Level 3 Skirmisher Windstriker (level 4) Level 4 Lurker
Small elemental magical beast (air, earth) XP 150 Medium elemental magical beast (air) XP 175
Initiative +7 Senses Perception +0 Initiative +9 Senses Perception +7
HP 47; Bloodied 23 HP 38; Bloodied 19
AC 18; Fortitude 14, Reflex 16, Will 14; -2 to all defenses while AC 16; Fortitude 17, Reflex 15, Will 15
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+8 vs. Reflex; 1d10 + 3 damage, and the dust devil slides the target Reach 2; +9 vs. AC; 1d8 cold and thunder damage.
2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +9 vs. AC; 2d12 + 3 cold
adjacent to (one attack per creature); +8 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +8 vs. Fortitude; 3d6 + 3 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +7 vs. Will; 2d6 + 3 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +10 windstriker’s quarry.
Str 8 (+0) Dex 18 (+5) Wis 8 (+0) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+3) Int 5 (-2) Cha 15 (+3) damage; at-will)
Until the end of its next turn, the windstriker does not provoke
Flamespiker (level 3) Level 3 Soldier opportunity attacks and can move through enemies’ spaces.
Medium elemental magical beast (air, earth, fire) XP 150 Alignment Unaligned Languages Primordial
Initiative +6 Senses Perception +4 Str 14 (+4) Dex 15 (+5) Wis 10 (+2)
HP 50; Bloodied 25 Con 20 (+7) Int 5 (-1) Cha 17 (+5)
AC 19; Fortitude 16, Reflex 14, Will 14
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +10 vs. AC; 1d8 damage plus 1d6 fire damage, and the
target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +10 vs. AC; 1d10 + 4 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +8 vs. Fortitude; 5 thunder damage, and
the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+2) Dex 15 (+3) Wis 15 (+3)
Con 16 (+4) Int 6 (-1) Cha 8 (+0)

ADCP2-2H Heart of the Desert: Race Against Time Page 46


Encounter 7: Raging Sand Statistics (H1 High)
Dust Devil (level 5) Level 5 Skirmisher Windstriker (level 5) Level 5 Lurker
Small elemental magical beast (air, earth) XP 200 Medium elemental magical beast (air) XP 200
Initiative +8 Senses Perception +1 Initiative +10 Senses Perception +8
HP 63; Bloodied 31 HP 41; Bloodied 20
AC 20; Fortitude 16, Reflex 18, Will 16; -2 to all defenses while AC 17; Fortitude 18, Reflex 16, Will 16
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+10 vs. Reflex; 1d10 + 4 damage, and the dust devil slides the Reach 2; +10 vs. AC; 1d8 + 1 cold and thunder damage.
target 2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +10 vs. AC; 2d12 + 4 cold
adjacent to (one attack per creature); +10 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +10 vs. Fortitude; 3d6 + 4 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +8 vs. Will; 2d6 + 4 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +11 windstriker’s quarry.
Str 8 (+1) Dex 18 (+6) Wis 8 (+1) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+4) Int 5 (-1) Cha 15 (+4) damage; at-will)
Until the end of its next turn, the windstriker does not provoke
Flamespiker (level 6) Level 6 Soldier opportunity attacks and can move through enemies’ spaces.
Medium elemental magical beast (air, earth, fire) XP 250 Alignment Unaligned Languages Primordial
Initiative +7 Senses Perception +5 Str 14 (+4) Dex 15 (+5) Wis 10 (+2)
HP 75; Bloodied 37 Con 20 (+7) Int 5 (-1) Cha 17 (+5)
AC 22; Fortitude 19, Reflex 17, Will 17
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +13 vs. AC; 1d8 + 1 damage plus 1d6 fire damage, and
the target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +13 vs. AC; 1d10 + 6 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +11 vs. Fortitude; 5 thunder damage, and
the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+4) Dex 15 (+5) Wis 15 (+5)
Con 16 (+6) Int 6 (+1) Cha 8 (+2)

ADCP2-2H Heart of the Desert: Race Against Time Page 47


Encounter 7: Raging Sand Statistics (H2 Low)
Dust Devil (level 6) Level 6 Skirmisher Windstriker (level 7) Level 7 Lurker
Small elemental magical beast (air, earth) XP 250 Medium elemental magical beast (air) XP 300
Initiative +9 Senses Perception +2 Initiative +10 Senses Perception +8
HP 71; Bloodied 35 HP 51; Bloodied 25
AC 21; Fortitude 17, Reflex 19, Will 17; -2 to all defenses while AC 19; Fortitude 20, Reflex 18, Will 18
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+11 vs. Reflex; 1d10 + 5 damage, and the dust devil slides the Reach 2; +12 vs. AC; 1d8 + 1 cold and thunder damage.
target 2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +12 vs. AC; 2d12 + 4 cold
adjacent to (one attack per creature); +11 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +11 vs. Fortitude; 3d6 + 5 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +10 vs. Will; 2d6 + 4 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +12 windstriker’s quarry.
Str 8 (+2) Dex 18 (+7) Wis 8 (+2) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+5) Int 5 (+0) Cha 15 (+5) damage; at-will)
Until the end of its next turn, the windstriker does not provoke
opportunity attacks and can move through enemies’ spaces.
Flamespiker (level 6) Level 6 Soldier Alignment Unaligned Languages Primordial
Medium elemental magical beast (air, earth, fire) XP 250 Str 14 (+5) Dex 15 (+6) Wis 10 (+3)
Initiative +7 Senses Perception +5 Con 20 (+8) Int 5 (+0) Cha 17 (+6)
HP 75; Bloodied 37
AC 22; Fortitude 19, Reflex 17, Will 17
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +13 vs. AC; 1d8 + 1 damage plus 1d6 fire damage, and
the target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +13 vs. AC; 1d10 + 6 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +11 vs. Fortitude; 5 thunder damage, and
the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+4) Dex 15 (+5) Wis 15 (+5)
Con 16 (+6) Int 6 (+1) Cha 8 (+2)

ADCP2-2H Heart of the Desert: Race Against Time Page 48


Encounter 7: Raging Sand Statistics (H2 High)
Dust Devil (level 9) Level 9 Skirmisher Windstriker Level 9 Lurker
Small elemental magical beast (air, earth) XP 400 Medium elemental magical beast (air) XP 400
Initiative +10 Senses Perception +3 Initiative +11 Senses Perception +9
HP 95; Bloodied 47 HP 56; Bloodied 28
AC 24; Fortitude 20, Reflex 22, Will 20; -2 to all defenses while AC 21; Fortitude 22, Reflex 20, Will 20
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+14 vs. Reflex; 2d6 + 5 damage, and the dust devil slides the Reach 2; +14 vs. AC; 1d8 + 2 cold and thunder damage.
target 2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +14 vs. AC; 2d12 + 5 cold
adjacent to (one attack per creature); +14 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +14 vs. Fortitude; 3d8 + 5 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +12 vs. Will; 2d6 + 5 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +13 windstriker’s quarry.
Str 8 (+3) Dex 18 (+8) Wis 8 (+3) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+6) Int 5 (+1) Cha 15 (+6) damage; at-will)
Note: Increased damage dice slightly to compensate for the fact the Until the end of its next turn, the windstriker does not provoke
creature is upgraded more then 5 levels from the basic creature. opportunity attacks and can move through enemies’ spaces.
Alignment Unaligned Languages Primordial
Flamespiker (level 8) Level 8 Soldier Str 14 (+6) Dex 15 (+7) Wis 10 (+4)
Medium elemental magical beast (air, earth, fire) XP 350 Con 20 (+9) Int 5 (+1) Cha 17 (+7)
Initiative +9 Senses Perception +7
HP 91; Bloodied 45
AC 24; Fortitude 21, Reflex 19, Will 19
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +15 vs. AC; 1d8 + 2 damage plus 1d6 fire damage, and
the target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +15 vs. AC; 1d10 + 8 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +13 vs. Fortitude; 5 thunder damage, and
the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+5) Dex 15 (+6) Wis 15 (+6)
Con 16 (+7) Int 6 (+2) Cha 8 (+3)

ADCP2-2H Heart of the Desert: Race Against Time Page 49


Encounter 7: Raging Sand Statistics (H3 Low)
Dust Devil (level 9) Level 9 Skirmisher Windstriker (level 10) Level 10 Lurker
Small elemental magical beast (air, earth) XP 400 Medium elemental magical beast (air) XP 500
Initiative +10 Senses Perception +3 Initiative +12 Senses Perception +10
HP 95; Bloodied 47 HP 61; Bloodied 30
AC 24; Fortitude 20, Reflex 22, Will 20; -2 to all defenses while AC 22; Fortitude 23, Reflex 21, Will 21
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+14 vs. Reflex; 2d6 + 5 damage, and the dust devil slides the Reach 2; +15 vs. AC; 1d8 + 3 cold and thunder damage.
target 2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +15 vs. AC; 2d12 + 6 cold
adjacent to (one attack per creature); +14 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +14 vs. Fortitude; 3d8 + 5 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +15 vs. Will; 2d6 + 6 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +13 windstriker’s quarry.
Str 8 (+3) Dex 18 (+8) Wis 8 (+3) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+6) Int 5 (+1) Cha 15 (+6) damage; at-will)
Note: Increased damage dice slightly to compensate for the fact the Until the end of its next turn, the windstriker does not provoke
creature is upgraded more then 5 levels from the basic creature. opportunity attacks and can move through enemies’ spaces.
Alignment Unaligned Languages Primordial
Flamespiker (level 10) Level 10 Soldier Str 14 (+7) Dex 15 (+8) Wis 10 (+5)
Medium elemental magical beast (air, earth, fire) XP 500 Con 20 (+10) Int 5 (+2) Cha 17 (+8)
Initiative +9 Senses Perception +7
HP 107; Bloodied 53
AC 26; Fortitude 23, Reflex 21, Will 21
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +17 vs. AC; 1d10 + 3 damage plus 1d6 fire damage, and
the target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +17 vs. AC; 2d6 + 6 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +15 vs. Fortitude; 10 thunder damage,
and the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+6) Dex 15 (+7) Wis 15 (+7)
Con 16 (+8) Int 6 (+3) Cha 8 (+4)
Note: Increased damage dice slightly to compensate for the fact the
creature is upgraded more then 5 levels from the basic creature.

ADCP2-2H Heart of the Desert: Race Against Time Page 50


Encounter 7: Raging Sand Statistics (H3 High)
Dust Devil (level 11) Level 11 Skirmisher Windstriker (level 11) Level 11 Lurker
Small elemental magical beast (air, earth) XP 600 Medium elemental magical beast (air) XP 600
Initiative +11 Senses Perception +4 Initiative +13 Senses Perception +11
HP 111; Bloodied 55 HP 72; Bloodied 36
AC 26; Fortitude 22, Reflex 24, Will 22; -2 to all defenses while AC 24; Fortitude 25, Reflex 23, Will 23
slowed or immobilized Immune disease, poison; Resist insubstantial
Speed 8 Speed 0, fly 8 (hover)
m Grasping Winds (standard; at-will) m Windstrike (standard; at-will) ✦ Cold, Thunder
+16 vs. Reflex; 2d6 + 6 damage, and the dust devil slides the Reach 2; +17 vs. AC; 1d8 + 4 cold and thunder damage.
target 2 squares.
M Gale Blast (move; recharge 5-6) M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder
The dust devil shifts 5 squares and attacks each enemy it moves Reach 2; targets the windstriker's quarry; +17 vs. AC; 2d12 + 7 cold
adjacent to (one attack per creature); +16 vs. Fortitude; the target is and thunder damage, and the target is no longer designated as the
knocked prone. windstriker’s quarry.
C Stinging Sands (standard; encounter) R Searching Wind (standard; recharges when the windstriker hits
Close burst 3; +16 vs. Fortitude; 3d8 + 6 damage, and the target is with lethal windstrike) ✦ Cold, Thunder
blinded until the end of the dust devil's next turn. Ranged 10; +15 vs. Will; 2d6 + 7 cold and thunder damage, and
Alignment Unaligned Languages Primordial the target is knocked prone. Effect: The target is designated as the
Skills Stealth +14 windstriker’s quarry.
Str 8 (+4) Dex 18 (+9) Wis 8 (+4) Shifting Wind (immediate reaction, when the windstriker takes
Con 15 (+7) Int 5 (+2) Cha 15 (+7) damage; at-will)
Note: Increased damage dice slightly to compensate for the fact the Until the end of its next turn, the windstriker does not provoke
creature is upgraded more then 5 levels from the basic creature. opportunity attacks and can move through enemies’ spaces.
Alignment Unaligned Languages Primordial
Flamespiker (level 12) Level 12 Soldier Str 14 (+7) Dex 15 (+8) Wis 10 (+5)
Medium elemental magical beast (air, earth, fire) XP 700 Con 20 (+10) Int 5 (+2) Cha 17 (+8)
Initiative +10 Senses Perception +8
HP 123; Bloodied 61
AC 28; Fortitude 25, Reflex 23, Will 23
Immune disease, petrification, poison; Resist 10 fire
Speed 7
m Stonespike (standard; at-will) ✦ Fire
Reach 2; +19 vs. AC; 1d10 + 4 damage plus 1d6 fire damage, and
the target gains vulnerable 5 fire and is marked until the end of the
flamespiker's next turn.
r Spikebolt (standard; at-will)
Ranged 5/10; +19 vs. AC; 2d6 + 7 damage.
M Thunderfire Thrust (immediate reaction, when an enemy within 2
squares of the flamespiker shifts; recharge 5-6) ✦ Fire, Thunder
The flamespiker uses stonespike against the triggering enemy. On a
hit, the flamespiker makes a secondary attack against the same
target. Secondary Attack: +17 vs. Fortitude; 10 thunder damage,
and the target is stunned (save ends).
Alignment Unaligned Languages Primordial
Str 13 (+7) Dex 15 (+8) Wis 15 (+8)
Con 16 (+9) Int 6 (+4) Cha 8 (+5)
Note: Increased damage dice slightly to compensate for the fact the
creature is upgraded more then 5 levels from the basic creature.

ADCP2-2H Heart of the Desert: Race Against Time Page 51


Encounter 7: Raging Sand Map
Tile Sets Needed
Desert of Athas x1 (water tile used twice but can be substituted with any pit 2x2)

ADCP2-2H Heart of the Desert: Race Against Time Page 52


Encounter 8: Victory or there are no photo cameras in the Forgotten Realms,
and the judges are not entirely impartial, the PCs can
Defeat! work the referees in that case. Always run this scene, but
only count the score in case of a tie and only to break
said tie. For example, if the first team scores 600 points,
Setup and the 2nd and 3rd both score 590, then this scene
Salim el-Sammodar. male genasi, race official determines who becomes 2nd and 3rd. The first team
keeps wins regardless of how many points team 2 and 3
The PCs have reached the finish. Regardless of whether earn in this scene.
they won or not, they are welcomed by a loudly cheering The PCs need to make their case to the judges.
crowd. Observant characters note money being Their spokesperson needs to make a Bluff, Diplomacy or
changed, clearly payments for outstanding bets. If they Intimidate check against a hard DC. For each point
won, the crowd goes absolutely wild and they are lifted above the threshold they earn 1 point, for each point
on the shoulders and brought to their sponsor. Later that below, they loose a point. No character can assist in this
week, they receive their prize in a large ceremony and a check. Make this check at the end of the adventure even
huge celebration is given in their honor. If they lost, they though you do not know yet whether there is going to be
observe the ceremony from the sideline, but still join the a tie. The event organizers are going to apply it later.
celebrations.
To check whether or not the PCs won, count their
points, excluding the loss of points due to the use of
reward cards or the death of characters (those are
counted only if this adventure is run as a competition at
a public event). Remember to use Appendix 4. If they
scored 350 points or more, the characters won the
race and gain all the rewards associated with it. The
players DO NOT necessarily win the competition at the
public event, for that they need to get the highest score
of all tables, including penalties based on deaths and
reward card use as well as the optional scene described
below.
Victorious PCs (PCs who finished the race with
enough points to win) receive ADCP09 Victory in the
Desert after the public ceremony that involves a ritual
imbuing the victor with elemental energies. As part of
the story award, the PCs gain access to Melora’s Storm
Blessing of the appropriate level. In addition they gain a
big diamond, which is part of the gp they earn if the take
the additional gold option, and their sponsor offers them
an implement, weapon or armor of the character’s level
+2 or less from a player legal source.
The PCs also receive ADCP08 Feylord’s Pact if
they made a deal to return to the oasis and actually
return. Breaking the promise has no other repercussion
than the loss of the story award – the Feylord already
forgot the characters made the promise.
Note: If this event is run as a competition at a public
event, do not forget to fill in Appendix 4 and deliver the
scoring sheet to the appropriate person, but see below.

Optional Scene: Working the Judges


If the adventure is run as a competition during a public
event, there is always the chance two teams end up with
the same score – a “photo finish”, so to speak. Since
ADCP2-2H Heart of the Desert: Race Against Time Page 53
Rewards Summary Treasure
At the conclusion of the adventure, the PCs earn Each PC receives treasure in the form of gold pieces as
experience points, treasure, and possibly story awards. well as one share from a treasure bundle. The treasure
All totals listed here are per PC. A number before the bundle may give the PC more gold, a magic item, or
slash is the low-level value; after the slash is the high- something else of value. Each player makes one and
level value. only one selection for their character; players may
choose the same treasure bundle. Note that it is possible
(and likely) that some characters will not select a bundle
Experience Points for each session of play.
Give PCs a full award for each encounter they If characters buy or sell magic items or other gear
successfully completed, and a half award if they were during the adventure (or pay for services) add or
unsuccessful. Give no award if the characters did not subtract that amount from the total gold the PC receives
play the encounter at all. at the end of the adventure. If a player selects an option
that gives their character more gold, add that amount to
Encounter 2: The Race that character’s base gold award. It is possible and
H1: 50 / 70 XP permissible for a character who spends more gold than
H2: 80 / 120 XP he or she earns to have a negative total for the
H3: 140 / 200 XP adventure. PCs receive 20% of the item’s market price
Encounter 3: Buzzing Ears when they sell any magic item or consumable. They
H1: 145 / 195 XP receive 50% of the market price for ritual books and
H2: 220 / 340 XP alchemical formulas.
H3: 380 / 560 XP If a player selects a magic weapon or suit of armor
Encounter 4: The Lush Oasis for their PC that is not specific on the type of item listed,
H1: 25 / 35 XP they must select the exact item at the time they choose
H2: 40 / 60 XP that bundle. For example, if a duelist’s weapon +1 is listed
H3: 70 / 100 XP as a choice in a bundle, a player selects the form of the
Encounter 5: Escape from Paradise weapon amongst the choices possible for that magic
H1: 125 / 180 XP item (light blades). If the player selects the item as a +1
H2: 200 / 300 XP duelist’s dagger, the player writes that information down
H3: 350 / 500 XP on the PC’s adventure log and the item is forever after
Encounter 7: Raging Sand that specific weapon.
H1: 155 / 220 XP An asterisk next to a magic item means that it is an
H2: 260 / 380 XP item that appears in the New Rules section.
H3: 460 / 640 XP
Each PC Selects One of the Following Bundles:
Total Possible Experience H1 Only:
H1: 500 / 700 XP Bundle A: amulet of life +1* (level 5; Dragon Magazine
H2: 800 / 1200 XP 381)
H3: 1400 / 2000 XP Found in Encounter 3

Gold per PC Bundle B: Melora’s storm blessing* (level 3; DMG2; see


H1: 75 / 100 gp story award ADCP09 for details)
H2: 100 / 150 gp Found in Encounter 8
H3: 150 / 200 gp
H2 Only:
(H1: Encounter 3: 25 / 40 gp, Encounter 7: 50 / 60 gp) Bundle C: steadfast amulet +2* (level 8; Adventurer’s Vault
(H2: Encounter 3: 40 / 50 gp, Encounter 7: 60 / 100 gp) 1)
(H3: Encounter 3: 50 / 60 gp, Encounter 7: 100 / 140 Found in Encounter 3
gp)
Bundle D: Melora’s storm blessing* (level 8; DMG2; see
story award ADCP09 for details)
Found in Encounter 8

ADCP2-2H Heart of the Desert: Race Against Time Page 54


The flames are the visible representation of the true
H3 Only: power of the ritual. This allows you to select Melora’s
Bundle E: amulet of protection +3 (level 11; PHB 1) storm blessing (more appropriately know as Elemental
Found in Encounter 3 Lord’s storm blessing) as a treasure bundle as per the
normal rules. Note down the level of your character
Bundle F: Melora’s storm blessing* (level 8; DMG2; see when you earn the boon below, since the power of the
story award ADCP09 for details) boon disappears after you raise more then 5 levels. The
Found in Encounter 8 flames remain though.
Character Level at time of Acquiring the Boon:____
All Tiers:
Bundle G: map of the Unseen Lands (level 7; Adventurer’s
Vault 2)
Found in Encounter 1 (only with House Selemchant as
sponsor)

Bundle E: a magical implement, weapon or armor of


the character’s level +2 or less from a player legal
source.
Found in Encounter 8.

More Gold: If a player doesn't want to select one of the


bundles listed above for their character, they can choose
to add H1: 50 / 75 gp, H2: 125 / 250 gp and H3: 350 /
500 gp to their rewards from this adventure. That
character (and only that character) receives more gold
instead of any other treasure bundle.

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.

ADCP08 Feylord’s Pact


You have promised Lady Zaid/Lady Parizada [strike
whichever is not applicable] to return to the oasis and
spend a night in celebration. It leaves you with an
invisible mark that any fey creature recognizes. Its exact
impact is up to the individual DMs, although it should
never be negative nor more powerful than a single
automatic success in a skill challenge involving fey.

ADCP09 Victory in the desert!


You and your team braved the hardships of the Calim
Desert and managed to win the race. The people of
Calimshan respect this feat and recognize you on sight,
regardless of your choice of sponsor .
In addition, you are imbued with the elemental
energies of the desert. As a minor action you can let your
hand burst into flames. These flames are not hot enough
to damage anything, but they provide the same light as a
torch. The light can be extinguished with another minor
action.

ADCP2-2H Heart of the Desert: Race Against Time Page 55


New Rules
Price: 3,400 gp
Amulet of Life Item Slot: Neck
Level: 5 Enhancement: +2 Fortitude, Reflex, and Will
Price: 1,000 gp Power (Daily): Immediate Interrupt. Use this power
Item Slot: Neck when you are dazed or stunned by an attack. Make a
Enhancement: +1 Fortitude, Reflex, and Will saving throw against the condition. On a failure, you
Power (Encounter * Healing): Free Action. Trigger: don’t expend the use of this power and no daily use of a
Use this power when you spend a healing surge. Effect: magic item power occurs.
You can spend an additional healing surge. Source: Adventurer’s Vault 1.
Source: Dragon Magazine 381.

Map of Unseen Lands


Level: 7
Price: 2,600 gp
Wondrous Item
Property: You gain a +2 item bonus to Nature checks
and Perception checks to navigate through areas
mapped by this item’s power (including checks made
during skill challenges)
Power (Daily): Standard Action. You command this
map to redraw itself, depicting the surface area within a
10-mile radius around you. The map doesn’t go into
precise detail, but it’s accurate. It shows only
aboveground terrain, not underground areas.
The map includes the following features.
• General terrain features, such as mountains,
rivers, and lakes.
• Structures 5,000 square feet or larger in size.
• Structures important for travel, such as bridge
and portals.
• Lairs of creatures that are significant threats.
• Names or general descriptions for any of the
above features, if such information is well
known.
The sketch remains on the map until this power is used
again.
Reference: Adventurer’s Vault 2.

Melora's Storm Blessing


Level: 3 or 8
Price: 680 gp or 3400 gp
Divine Boon
Property: If an enemy uses a forced movement effect against
you, you can shift 1 square as a free action at the end of the
forced movement.
Power (Encounter): Move Action. You fly 5 squares.
Level 8: You fly 6 squares.

Steadfast Amulet
Level: 8

ADCP2-2H Heart of the Desert: Race Against Time Page 56


Appendix 1: DCs by Level Band
For determining certain skill check DCs, this adventure uses a modified version of the "Difficulty Class and Damage
by Level" table found in the Dungeon Master's Guide. This version of the table is based on the core rules, but it is
adapted for the Living Forgotten Realms level bands (H1 = levels 1-4, H2 = levels 4-7 and H3 = levels 7-10). Each
level band is further subdivided into "low" and "high" tier with the target levels for each tier as specified in the Living
Forgotten Realms Writer's Guidelines. The exception is the H1 level band, where this adventure uses target levels 1
and 3 instead of 2 and 4.
During skill challenges and other portions of this adventure that are identical save for the check DCs, the
adventure uses the terms "easy," "moderate," and "hard" instead of listing long strings of numbers. Simply substitute
the values from this table wherever you see those words listed as check DCs. For example, If you are running for a
group of levels 4-7 characters (H2 level band) and they choose to play high tier, the table tells you that the "easy" DC
is 8, the "moderate" DC is 14, and the "hard" DC is 19.

Level Band / Tier Easy DC Moderate DC Hard DC


H1 / Low (Level 2) 6 11 16
H1 / High (Level 4) 7 12 17
H2 / Low (Level 5) 8 13 18
H2 / High (Level 7) 8 14 19
H3 / Low (Level 8) 9 15 20
H3 / High (Level 10) 10 16 21

ADCP2-2H Heart of the Desert: Race Against Time Page 57


Appendix 2: Mounts
The rules in regards to mounted combat are printed in mount also share a single immediate action. If the rider
DMG page 46. The text below is a summary of these and mount separate, they still share one set of actions.
rules. The information on the mounts comes from the Attacking Mounts: The mount can use a standard
Adventurer’s Vault 1 and the Monster Manual. action to attack instead of the rider. If the rider doesn’t
have the Mounted Combat feat, the mount takes a –2
Mount and Rider penalty to all its attack rolls.
Space: The rider and mount both occupy the mount’s Charge: If the rider charges, the rider can move its
space. However, the origin squares of the rider’s powers mounts speed and either makes a melee basic attack
and other effects do not change to the mount’s size. itself or lets its mount make a melee basic attack.
Whenever the rider uses an effect that has an origin Squeezing: If the mount squeezes, it and the rider both
square (such as a melee, a ranged, an area, or a close take the associated penalties.
power), the rider first picks where that square is located Knocked Prone: An attack that knocks your mount
in the mount’s space, and the effect uses that origin prone also knocks the rider prone and forces him to
square. For example, if a Medium rider uses a close dismount. The rider moves into a space of its choice
burst attack power, the rider chooses a single square adjacent to the now-prone mount and is prone.
within the mount’s space, and the burst emanates from If an attack knocks the rider prone, the rider
that square. This rule means that if the burst targets each immediately attempts a saving throw to avoid being
creature within it, rather than each enemy, it can hit the dismounted. This saving throw works just like a normal
mount. saving throw, except the rider makes it as soon as the
Attacking while mounted: The rider and the mount rider is knocked prone, not at the end of its turn.
occupy the mount’s space. If it is ever important to Lower than 10: Failure. The rider is dismounted and
determine the precise location within the mount’s space falls prone in an open space of the rider’s choice
that you occupy, you choose. adjacent to the mount.
Targeting: Targeted attacks can target you or your 10 or higher: Success. The rider remains in the
mount, as the attacker chooses. A close attack or an area saddle and is not knocked prone.
attack affects both you and your mount if its area
includes either of you. Mounts
Opportunity Attacks: If the rider’s mount’s movement Riding Horse
provokes an opportunity attack, the attacker chooses to Category: Mount
target either you or your mount. If the rider provokes an Price: 75 gp
opportunity attack by making a ranged or an area attack, Normal Load Heavy Load Max.Drag
Normal 237 lb. 475 lb. 1,187 lb.
the attacker must target the rider.
saddle of strength 355 lb. 713 lb. 1,781 lb.
Forced Movement: If an attack that forces movement
targets the rider but not the mount, the rider can choose Riding Horse Level 1 Brute
for the mount to also be affected, so that the rider and its Large natural beast XP 100
mount continue to move together. If the rider doesn’t Initiative +1 Senses Perception +5; low-light vision
want its mount to be affected, the rider can be pushed HP 36; Bloodied 18
AC 14; Fortitude 15, Reflex 13, Will 10
off its mount if the forced movement carries the rider Speed 10
out of the mount’s space. m Kick (standard; at-will)
+4 vs. AC; 1d6 + 4 damage.
Mounts in Combat Alignment Unaligned Languages ---
Skills Endurance +8
Mounting and Dismounting: Mounting or Str 19 (+4) Dex 13 (+1) Wis 11 (+0)
dismounting a creature is a move action. Con 16 (+3) Int 2 (---4) Cha 9 (-1)
Initiative: The rider and its mount both act on the
rider’s initiative count. If the rider and its mount Warhorse
separate, they both continue acting on the same Category: Mount
initiative count. Price: 680 gp
Actions: On the rider’s turn, the rider and its mount Normal Load Heavy Load Max.Drag
Normal 262 lb. 525 lb. 1,312 lb.
combined can take a normal set of actions – a standard saddle of strength 393 lb. 788 lb. 1,968 lb.
action, a move action, and a minor action. The rider
divides these actions as it wishes. The rider and its

ADCP2-2H Heart of the Desert: Race Against Time Page 58


Warhorse Level 3 Brute A heavy chariot provides cover to its driver and passengers.
Large natural beast (mount) XP 150
Initiative +3 Senses Perception +8; low-light vision
HP 58; Bloodied 29
AC 17; Fortitude 16, Reflex 14, Will 14
Speed 8
m Kick (standard; at-will)
+6 vs. AC; 1d6 + 5 damage.
M Trample (standard; at-will)
The warhorse can move up to its speed and enter enemies’
spaces. This movement provokes opportunity attacks, and the
warhorse must end its move in an unoccupied space. When it
enters an enemy’s space, the warhorse makes a trample attack:
+4 vs. Reflex; 1d6 + 6 damage, and the target is knocked prone.
Charger (while mounted by a friendly rider of 3rd level or higher
with the mounted combat feat; at-will) ✦ Mount
The warhorse grants its rider a +5 bonus to damage rolls on
charge attacks.
Alignment Unaligned Languages ---
Skills Endurance +10
Str 21 (+6) Dex 14 (+3) Wis 14 (+3)
Con 18 (+5) Int 2 (---3) Cha 10 (+1)

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

ADCP2-2H Heart of the Desert: Race Against Time Page 59


Appendix 3: Flowchart

ADCP2-2H Heart of the Desert: Race Against Time Page 60


Appendix 4: Competition Scoring
Name of Adventuring Company/Table Number: ________________________________

Slot Number: _______________________

DM’s Name: ________________________

Encounter 2: The Race: _____________

Encounter 3: Saving the Horses: _____________

Encounter 4: Into the Feywild and Back Again: _____________

Encounter 5: Escape from Paradise: _____________

Encounter 7: Defeating the Elementals: _____________

Score for Speed (5 x speed for that leg):


Day 1: _____________
Night 1: _____________
Day 2: _____________
Night 2: _____________
Day 3: _____________
Night 3: _____________
Day 4: _____________

Optional: Working the Judges _____________

Number of Rewards Cards Used (-10 points per card):_____________


(Note that creation cards, quest cards and expansion cards can be used without costing points)

Number of PCs that died (-50 points per PC): _____________

Total Score: _____________

ADCP2-2H Heart of the Desert: Race Against Time Page 61


Players Handout 1: The Sponsors
The following groups have offered you their sponsorship in the great race. Each sponsor offers a unique benefit during the race.
Only teams sponsored into the race are allowed to compete, so you should pick one and only one as your sponsor.

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 62


Players Handout 2: The Competition
The race through the Calim desert sports numerous competitors, some with more potential than others. The groups
listed below are the biggest contesters to win the race or to bother the PCs.

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.

ADCP2-2H Heart of the Desert: Race Against Time Page 63


Player Handout 3: Rules of the Race
• First group to cross the finish line and have hit all the checkpoints wins.

• 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.

ADCP2-2H Heart of the Desert: Race Against Time Page 64


__________________________________ __________________________________ __________________________________
(character name) (character name) (character name)

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

6 Dungeons & Dragons is a trademark of Wizards of the


Coast LLC. © 2010 Wizards of the Coast LLC

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

6 Dungeons & Dragons is a trademark of Wizards of the


Coast LLC. © 2010 Wizards of the Coast LLC

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