TEXT: The Merchant Princes have a treat in store for everyone! A new team-based event has been 
  added to the roster and the factions are throwing their hats into the ring. Climb aboard and 
  saddle up! Part One of The Jungle Has Fangs Trilogy. 
  A Two-Hour Adventure for 1st-4th Level Characters 
  Author 
  Adventure Code: DDAL07-03 
  Optimized For: APL 3 
  Version: 1.0 
  Development and Editing: Claire Hoffman, Travis Woodall 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
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  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. 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. 
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  Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Welcome to A Day at the Races, a D&D 
  Adventurers League™ adventure, part of the 
  official D&D Adventurers League™ organized play 
  system and the Tomb of Annihilation™ storyline 
  season. 
   This adventure takes place exclusively in the 
  city of Port Nyanzaru during one of its regularly 
  scheduled dinosaur races. 
   This adventure is designed for three to seven 
  1st - 4th level characters and is optimized for 
  five characters with an average party level 
  (APL) of 3. Characters outside this level range 
  cannot participate in this adventure. 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, 
  characters of higher or lower levels, and 
  characters that are otherwise a bit more powerful 
  than the adventure is optimized for. You’re not 
  bound to these adjustments; they’re here for your 
  convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of 
  all the characters and divide the total by the 
  number of characters (rounding .5 or greater 
  up; .4 or less down). This is the group’s APL. To 
  approximate the party strength for the 
  adventure, consult the following table. 
  Party Composition Party  
   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to 
  make adjustments. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind 
  yourself while running the adventure, such as a 
  way you’d like to portray an NPC or a tactic 
  you’d like to use in a combat. Familiar yourself 
  with the adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You 
  provide the narrative and bring the words on 
  these pages to life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting 
  or improvising is encouraged, so long as you 
  maintain the adventure’s spirit. This doesn’t allow 
  you to implement house rules or change those of 
  the Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to 
  feel out (or ask) what they like in a game, and 
  attempt to deliver the experience they’re after. 
  Everyone should have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide 
  hints and clues to your players so they can 
  attempt to solve puzzles, engage in combat, and 
  roleplay interactions without getting too 
  frustrated over a lack of information. This gives 
  players “little victories” for figuring out good 
  choices from clues. Watch for stalling—play loses 
  momentum when this happens. At the same time, 
  make sure that the players don’t finish too early; 
  provide them with a full play experience. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  3 
  I really need to structure my life so I can spend 
  more time racing dinosaurs and less time punching 
  them. 
  —Clevinger Timeshadow 
  Welcome to Chult, a tropical land of ancient ruins, 
  dense jungles, undead dinosaurs, and macabre 
  wonder. One of the few Amnish institutions 
  claimed by the Chultans, the dinosaur races blend 
  strategy and brute force, and, on occasion, 
  fortunes can be won or lost in a single race if the 
  odds are great enough.  
   Recently, the increasing frequency of these 
  “fluke wins” have become the subject of new 
  investigation, especially when the winning 
  dinosaur is found dead within the tenday. The 
  Harpers, among others, suspect the dramatic 
  swing in a losing dinosaur’s performance is the 
  result of some new substance introduced during 
  the race. Those in the know have reason to 
  suspect the yuan-ti are behind it.  
   However, yuan-ti tend to stick out, and it is 
  likely they would need a network in the city to 
  facilitate the use with such regularity. A bookie 
  with ties to the Harpers and interest in the 
  sanctity of the sport have secured the characters’ 
  entrance to a momentous new event the Merchant 
  Princes call Na N’buso’s Haka.  
  The following NPCs and Plot Device feature prominently in 
  this adventure. 
       Mowbula Utakulu (Mow-BU-la Oot-a-KU-lu). A dark 
  skinned, beady-eyed Chultan with and friendly smile. Wire-
  thin black hair coils down from her balding pate. A Harper 
  contact, she wears the distinct garb of the Port bookies, 
  loose oranges and yellows accented by a rich purple sash.  
   
  Port Nyanzaru bears the fitting moniker of “the Gateway 
  to Chult.” It is a beautiful, vibrant city full of exotic smells, 
  sounds, sights, and architecture unlike that found 
  anywhere else in Faerûn. Its beauty, however, belies the 
  dangers that lurk within and beyond its walls. 
   
  Na N’buso’s Haka (Na IN-boo-SO’s HAH-kah). Roughly 
  translated as “The Great King’s War Dance,” this series of 
  events honors the ancient kings of the past—no matter the 
  era or city they once ruled, just like the golden statue that 
  stands guard over the harbor. This inaugural race has been 
  kept largely under-wraps and the Merchant Princes look for 
  fresh blood to enter among the Chultan racers brave 
  enough to face uncertainty. 
  The adventure is broken down into three parts:
   Part 1. Talk Derby to Me. Characters begin this 
  adventure completing the registration for the race, 
  learning about the races, and betting system.  
       Part 2. Haka Kuh-kah! This portion consists of 
  the inaugural multi-phase, team-based race 
  around Port Nyanzaru that builds on the standard 
  mechanics represented in this segment, the award 
  ceremony, and a whiff of foul-play—the latter in 
  the form of a pack of undead dinosaurs! 
       Part 3. Satchel Special. The characters must 
  quickly quell the chaos within the dinosaur pens 
  and discover its source before their end.    
  This adventure begins the Jungle Has Fangs 
  trilogy. Upon arrival in Port Nyanzaru (or while 
  out and about in the city if they’ve already 
  arrived), characters are contacted by a Merchant 
  Prince to whom their morals, ethics, and/or 
  aspirations are a close match (see Tomb of 
  Annihilation for more information on the 
  Merchant Princes) and asked to investigate 
  concerns surrounding race fixing and any 
  obstacles to the economic windfall of the wildly 
  popular dinosaur races that the city hosts. 
   The following adventure hooks complements 
  the above with additional information: 
      Faction Assignment (Harpers). The Harpers 
  are always on the lookout for anything that might 
  unhinge a delicate political situation, such as that 
  left when Amn withdrew from Chult. Rumor is 
  circulating suggesting that sects of indigenous 
  yuan-ti have an interest in Port Nyanzaru, and no 
  rumor is too small to investigate. Members who 
  find any involvement of the yuan-ti should report 
  with haste, but without their suspicion.  
       Faction Assignment (Order of the Gauntlet). 
  Alastar Bol asks members of the Order of the 
  Gauntlet to report to his villa for what he 
  unabashedly admits is a trivial task. Alastar 
  frequents the races but has recently come down 
  with a rather bad case of “it’s too damned hot 
  outside.” He asks members to attend Na N’buso’s 
  Haka, and place a bet on his favorite dinosaur—
  Mountain Thunder, an aging dimetrodon for him. 
  “I hear they’re retiring her soon. Be a good sap, put 
  5 gold down on her. Bring me the ticket for 
  keepsake and I’ll let you keep any winnings that she 
  is bound to bring in.” He winks, then wipes sweat 
  from his creased brow and second chin.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  4 
  Estimated Duration: 15 minutes 
  The adventure begins at the foot of the Tiryki 
  Gate, just inside the Market Ward.  
  Port Nyanzaru has the following general features. 
   
  Weather. The weather in Chult fluctuates wildly (and 
  Port Nyanzaru is no exception. It’s consistently hot, humid, 
  and plagued with incessant rains. 
   
  Light. Between storms, the Chultan sun sheds bright light 
  until nightfall, often it maintains even through the rains. 
  The wealthier parts of town enjoy shade from some of the 
  higher canopies of the surrounding jungle.  
   
  Smells and Sounds. The fragrances of Port Nyanzaru’s 
  middle and upper-class help escape the pervasive stench of 
  sweat, dinosaur dung, and sewage. 
  Shortly after arriving, howls from the crowd signal 
  the first race of the day. Mowbula Utakulu 
  descends the staircase, her gait a hasty waddle. 
  Dark skin. Balding pate. Friendly smile. Harper contact. 
  Mowbula’s rope belt sags under the burden of bulging 
  coin-pouches slid to the knot. Although she seems to be 
  oddly uninterested in money, she is quick to produce a 
  ledger for recording betting or illegible notes about those 
  nearby. Her beady-eyes betray a mental alacrity 
  underscored by choppy, muddled common. A slight whistle 
  accentuates her “S” when she struggles to translate a term. 
   
  Quote: “I’ll take yuh wager. T’wisch honker ye be like-y?” 
  As she reaches the characters at the bottom of the 
  steps, read the following: 
  When all are accounted for, a short, dark-skinned Chultan 
  female materializes at the base of the steps. Her beady 
  eyes smile up at you as she brushes back wire-thin curls 
  over her balding pate. A rich purple sash over loose layers 
  of vibrant yellows and oranges denotes her station as a 
  Port Nyanzaru bookie. “Nay-um’s Mowbula. Yuhs look like 
  da mob dem owls said me. Cooee close!”  
   
  The climb up the stairs seems to take forever behind 
  Mowbula but gives you plenty of time to piece together, 
  but not place, her dialect. 
  Mowbula provides the characters with a practiced 
  litany of instructions for the day to come. She isn’t 
  fond of struggling through the briefing in Common 
  (she’s had to practice all morning) but recognizes 
  the language barrier and tries to repeat these key 
  points of the mission: 
  • She has helped secure an entry into the Na 
  N’buso Haka for your team.  
  • There are two races before the event starts and 
  you can place bets or watch races from here. 
  • If one of these teams are crooked, being in the 
  lead is the only sure way to force their hand. 
  • The characters must register for the event 
  before the Na N’buso Hakka begins. 
  The area atop the gate overlooks the start and 
  finish of the race track. Once the appropriate 
  necessities have been dispensed, Mowbula tries to 
  distance herself so not to draw suspicious eyes. 
  Cresting the steps of Tiryki Gate, you step into a packed 
  spectator viewing area full of gamblers and bookies indulge 
  their vices in comfort, escaping the added heat of the 
  throngs in the street. 
   
   
  A wide parapet in the gateway’s center elevates four 
  gnome wizards over a scrying pool. Together, they 
  manipulate a mirage of illusory sights and sounds for the 
  audience far below.   
  Here, gamblers and bookies indulge their vices in 
  comfort, escaping the additional heat of the 
  throngs in the street. Characters can place bets, 
  collect gossip, and learn the basics of racing. 
  The characters have the opportunity to learn more 
  about dinosaur races and betting on them: 
   Characters who spend time mingling on the 
  observation deck can attempt to extract further 
  information starting with a DC 10 Charisma 
  (Persuasion) ability check, or piece together what 
  they overhear with a DC 10 Intelligence 
  (Investigation) check, to reveal the one piece of 
  gossip (DM’s choice). The DC increases by 2 for 
  each additional clue (maximum of 20).  
  • Longshot wins have become increasingly 
  common, as have the mounts death—some 
  occurring days after the race. 
  • Each time a ringer wins, the rider has been a 
  newcomer to the races, registered under an 
  alias, and never shows up to race again. 
  • The bookies are paying out incredible sums—
  causing doubt in betters and unbalancing the 
  economy’s investment in the pastime.  
  • The Merchant Princes’ influence, both in port 
  and abroad, measures in wealth sustainability, 
  
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  DDAL07-03 A Day at the Races 
   
   
  5 
  and insecurity in that sustainability could leave 
  Chult vulnerable to recolonization.   
  • Over the last tenday, the princes have increased 
  ‘round-the-clock patrols around the dinosaur 
  pens. The only exception being race day when 
  the guards shift to keep the peace and protect 
  spectators.  
  • Sentries complain of a recent influx of sightings 
  of grung and even yuan-ti in the city, none of 
  which have been caught—not for a lack of 
  trying. 
  Once here, each character can place a single bet, 
  up front and not to exceed 500 gp, to win the 
  opening race. When the bet is made, the character 
  receives a ticket describing the terms of the 
  wager. Allow the each of the players to select a 
  favorite racer (see Player Handout 1. Betting on 
  Dinosaur Races) and use the chart to roll in their 
  place. 
   In addition, if the characters mention that they 
  want to place a bet for Alastar Bol, the bookie 
  smiles and accepts the wager—apparently, the 
  bookies are all too happy to take his gold. 
  If one of the characters wins a bet on the races 
  (including one made on behalf of Alastar Bol), 
  award each character 25 XP. 
  The entirety of any proceeds earned by virtue of a 
  bet is given to the character that placed it. If a 
  bet placed for Alastar Bol, the winnings from the 
  bet (if any) are divided by the group equally. If a 
  character doesn’t have their ticket, they can’t 
  claim their winnings. Make sure they keep it! 
  Proceed to Part 2. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  6 
  Estimated Duration: 70 minutes total 
  As the party retrieves their winnings (or tears up 
  their losing tickets in disappointment), Mowbula 
  approaches them, and directs them down stairs to 
  register for the main event. If they seem reluctant 
  to race without the promise of gold, Mowbula 
  smirks and says, “Honkers make ye jingles.” 
  This part should build excitement as characters embark on 
  this incredible event that consists of four phases; land, air, 
  sea, and Grand Prix Royale. Keep the race exciting to the 
  finish with colorful, punchy narration to keep the pace. 
  The registration and entrance fee are paid, leaving 
  the characters responsible for only providing their 
  team’s information. Once registered, the 
  characters are directed to the jockeys's lounge 
  where they are provided animal trinkets and 
  tunics matching the team’s livery (see Player 
  Handout 1. Mascots)—all covered by the fee. 
   NOTE: Use the table to create two NPC teams 
  with a number of members equal to the number 
  of characters. Describe their dress and actions as 
  resembling that of their mascots! The table 
  includes mannerisms as suggestions that describe 
  the way that the NPC teams compete. 
   When the choice is made, the attendant points 
  to a long footlocker for the characters to safely 
  store their gear. A short while later, he returns 
  with uniforms. Finally, fill the remaining two slots 
  with the random table associated with the chart. 
   Only once registration has been completed, are 
  the teams appraised of the prizes for winning the 
  race: 500 gp for first place, 250gp for second, and 
  100gp for third. They also learn that only three 
  teams are participating in the inaugural event. 
  Magic is not typically prohibited during racing but, for a 
  new DM, it may complicate or trivialize the race. If this is a 
  concern, consider using the following: 
   
  Officials will usually look the other way for minor use of 
  magic and magic items. However, due to the historical 
  significance of this race, policy will be strictly enforced and 
  violators forfeit 100gp from the purse for each infraction. 
  As you emerge, a new wave of gossip buzzes through the 
  pre-race atmosphere. “Who are these unknowns? What 
  exactly do Merchant Princes have in store? What chance 
  do they stand? Will they kill their mount? Will they die?” 
  The intent of racing is to move as fast as possible toward a 
  predetermined goal, however, in Tabletop RPG’s, even if 
  you possess a to-scale grid or hex map of the course, you 
  may find the game’s pace grind to a halt as you manage the 
  minutia of NPC racers and your party. Use markers on the 
  map to help out here! 
   
  NOTE: Avoid simply turning this into a slog of dice-rolling. 
  Instead, give out inspiration or other modifiers liberally in 
  response to roleplaying or clever thinking. Play it up; races 
  are supposed to be exciting! 
  The path of each leg from start to finish follows 
  the order specified below. Each leg’s route is 
  marked by the featured dinosaur on the map (see 
  Appendix. Map). Each leg consists of a starting 
  point, one to three locations that the characters 
  must race to—including the final location where 
  the characters begin the next leg of the race. 
  The first leg of the race is as follows: 
   Start: Tiryki Anchorage Gate 
   First Stretch: Red Bazaar 
   Final Stretch: Grand Coliseum 
  The second leg of the race is as follows: 
   Start: Grand Coliseum 
   Final Stretch: Dry Docks 
  The final leg of the race is as follows: 
   Start: Dry Docks  
   First Stretch: Na N’buso’s Statue 
   Final Stretch: Warehouse District Storehouse 
  The fourth and final leg of the race is as follows: 
   Start: Warehouse District Storehouse 
  First Stretch: Grand Coliseum 
  Second Stretch: Around the Market Ward 
  Finish Line: Tiryki Anchorage Gate 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  7 
  Estimated Phase Duration: 10 minutes 
  A number of anxious bi-pedal dinosaurs leading chariots 
  wait at a demarcated starting line. Climbing aboard, you 
  can see the route ahead indicated by the ticker-tape flags 
  strung to keep the crowd along the streets at bay. Shouting 
  is barely audible over the crowd. 
   
  A hundred yards out, a gaggle of Chultan children with 
  vivid-colored flags march single file across the track. Once 
  in place, they watch the ramparts. The gnomes above 
  gesticulate wildly to produce magically amplified trumpets. 
  The children quickly swing the flagpoles back and forth 
  before rushing off the track, squealing and giggling. GO!  
  The first leg involves the characters each driving a 
  hadrosaur-led chariot to the Grand Coliseum. 
  The characters must succeed on a DC 11 Wisdom 
  (Land Vehicle) group check to successfully spur 
  their hadrosaurs through each stretch of this leg—
  thus requiring two successful checks: one to get to 
  the Red Bazaar, and another to get to the Grand 
  Coliseum. Once the characters arrive at the Grand 
  Coliseum, they proceed to the second leg of the 
  race, and take to the sky! 
  Roll 1d8 each round for each of the two NPC teams. On a 
  result of 5 or higher, the NPC team advances to the next 
  stretch of the race. As such each NPC team must advance 
  twice to complete the first leg of the race. 
  Estimated Phase Duration: 10 minutes 
  Entering coliseum, you’re each harnessed to a young 
  pteranodon. Once the last strap is cinched taught, the 
  beasts tear into the sky!  
  This leg of the race calls on the racers to ride 
  pteranodons through wide rings of iron—all 
  while snatching ribbons of their team’s color that 
  dangle from the interior of the rings. The rings are 
  strung up between the taller buildings in this part 
  of town—excitingly close to rooftop spectators. 
   
  WHOOSH! A rival pilot zooms past you and toward a 
  network of wide rings suspended between buildings above 
  the cheering crowd. The racer overcorrects from his 
  maneuver and loses control, tossing him from his saddle to 
  dangle helplessly from the harness’s tethers. He clambers 
  back onto the saddle—sweaty, shaken, and too suddenly 
  humble to try that risky stunt again! 
  The pteranodons are trained to fly through the 
  rings of their own accord. It’s the characters’s job 
  to snatch the ribbons from the ring as they 
  swoop through it. In order to snatch a ribbon, a 
  character must succeed on a DC 11 Dexterity 
  (Sleight of Hand) check. Each character may 
  retrieve only one ribbon. However, once they have 
  grabbed a ribbon, they can harry riders on the 
  other team. 
   As an action, a character can interfere with one 
  of the other team’s attempts to retrieve their own 
  ribbons (See The Others!, below). They can also 
  use their action to Help a teammate to retrieve a 
  ribbon. If you’ve got the time and wherewithal, 
  characters (or their opponents) might try to 
  snatch ribbons from one another’s hands and toss 
  them into the winds! Sleight of Hand, Animal 
  Handling, and Perception checks are great ways to 
  facilitate something like this! 
  Roll 1d8 each round for each of the two NPC teams. On a 
  result of 5 or higher, the NPC team gets a ribbon. Once an 
  NPC team gets five ribbons, they proceed to the next leg of 
  the race. If an NPC team is being harassed by one or more 
  of the characters, the NPC team must roll a 6 or higher to 
  retrieve a ribbon. 
   
  If the characters advance to the next leg, any NPC team 
  remaining in the second leg of the race need only retrieve 
  one more ribbon to advance. 
  Once the characters each retrieve a ribbon, they 
  must fly to the Dry Docks. The pteranodons refuse 
  to fly outside of the city’s limits—characters that 
  try to make off with a pteranodon is sure to 
  arouse the ire of a merchant prince or two. 
  Upon landing, race officials urge the characters 
  towards the next leg of the race. Closer inspection 
  indicates that the silk ribbons are embroidered 
  with gold. At the conclusion of the race, the five 
  ribbons can be sold for a total of 50 gp. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  8 
  Estimated Phase Duration: 20 minutes 
  As you swoop town towards the Dry Docks, the city erupts 
  into roaring cheers! The scale-master points down the Dry 
  Dock to a landing where one of three plesiosaurs with a 
  large, bamboo howdah waits for you. 
   
  A Chultan attendant boosts you aboard and hands you a 
  pair of goggles and a harness with a netted satchel, before 
  raising his voice over the crowd. “Head to Na N’buso,” he 
  shouts “Bricks stamped with your mascot lay at the bottom 
  of the bay. Retrieve the bricks and take them to the 
  Warehouse District. Time to get wet!” 
  Navigating a plesiosaur to the statue is easy and 
  requires no special effort. One success is all that is 
  needed to ferry the group all the way to the statue. 
  Once at the base of the statue, each racer must 
  dive to the bottom of the bay and retrieve a brick 
  stamped with their team’s mascot. 
   The bottom of the bay surrounding the statue is 
  60 feet deep. The water is calm, and requires no 
  check to navigate. Once at the bottom, the 
  characters see dozens of bricks laying on the floor 
  of the bay. Each brick is approximately a foot on a 
  side—and fits perfectly into the netted satchel 
  given by the attendant. 
   While seeing the bricks is easy enough, their 
  markings make discerning the precise shapes 
  difficult. In order to identify and retrieve a correct 
  brick, each character must succeed on a DC 13 
  Intelligence (Investigation) check. Failure 
  indicates that the brick bears some other mark. 
  A creature can hold its breath for a number of minutes 
  equal to 1 + its Constitution modifier (minimum of 30 
  seconds).  
   
  When a creature runs out of breath, it can survive for a 
  number of rounds equal to its Constitution modifier 
  (minimum 1 round). At the start of its next turn, it drops to 
  0 hit points and is dying, and it can’t regain hit points or be 
  stabilized until it can breathe again. 
  While there is no limit on how many bricks a 
  single character is allowed to retrieve, swimming 
  while holding a brick is outright impossible due to 
  their size—the characters must carry the bricks to 
  the plesiosaur in their netted stachels. So, while a 
  character that’s skilled in Investigation is able to 
  retrieve all of the bricks, it will likely take longer 
  than it would if other, less skilled, characters help. 
  Roll 1d8 each round for each of the two NPC teams. On a 
  result of 5 or higher, the NPC team retrieves a brick. Once 
  an NPC team gets five bricks, they proceed to the next leg 
  of the race. 
   
  If the characters advance to the next leg, any NPC team 
  remaining in the second leg of the race need only retrieve 
  one more brick to advance. 
  From the statue of Na N’buso, the characters must 
  make their way to the Warehouse District 
  Storehouse with the recovered bricks. As they 
  arrive, a trio of swarthy smiths with massive 
  smithing hammers on their shoulders and anvils 
  wrapped in ribbons of their team’s color at their 
  feet. The smiths smash the bricks placed on their 
  anvils—revealing a hollow core hiding a metal tile. 
   Each of the word puzzles found in Appendix. 
  Puzzle Sea, Puzzle Do is numbered according to 
  the number of players. Find the puzzle that 
  matches the number of players at the table, and 
  read off the letters as each of them retrieve their 
  letter tiles from the smith. The solution to this 
  puzzle is the combination to the lock below. 
     Once the characters have all of their lettered 
  tiles, the smith points them in the direction of a 
  nearby warehouse. A number of triceratopses are 
  chained to rings in the floor are visible inside. 
  A flood of sunlight accompanies you into the dilapidated 
  storehouse. Within, a trio of howdah-bearing triceratops 
  are chained to iron rings in set into the floor—which are 
  locked by exotic, combination-style locks. 
     Beside each lock is an eagle-eyed race official. 
   
  “The smith has given your key,” the tallest official says, 
  “now use it to open the lock! And no cheating!” 
  The locks have a number of rings embossed with 
  letters. Each team is watched by a race official, so 
  the only way to open the lock (without being 
  disqualified) is to rotate the letters on the rings to 
  their correct position. The correct combination is 
  the solution to the word puzzle obtained in Puzzle 
  Sea, above. Upon entering the combination, the 
  lock to fall open with an audible CLACK. The race 
  official stepladder moves to the triceratops’s flank. 
  
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  DDAL07-03 A Day at the Races 
   
   
  9 
   Inside the howdah are a half dozen oval shields 
  and large bullwhips. 
  Clambering into the howdah, strapping on the harnesses, 
  and grabbing the reins—the triceratops issues a trumpeting 
  bellow and charges out of the storehouse—into the streets 
  of Port Nyanzaru! 
   
  “To the Grand Coliseum, once around the Market Ward, 
  and to the Tiryki Anchorage Gate! You’re almost there! 
  Roll 1d8 every 30 seconds for each of the two NPC teams. 
  On a result of 5 or higher, the NPC team solves their word 
  puzzle and proceeds to the next leg of the race. 
  
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  DDAL07-03 A Day at the Races 
   
   
  10 
  Estimated Phase Duration: 30 minutes 
  This is the big one! The phase starts as the team emerges 
  from the storehouse in the Warehouse District and 
  culminates as the racers across the Tiryki Gate finish line. 
  Building speed through the streets, the dinosaur’s gait 
  makes it difficult to stand. Close on your heels, you see 
  another beast maneuvering to catch up with you. 
   
  One of them has strapped one of the oval shields to his 
  arm and looks to be readying the thick bullwhip to lash at 
  your mount! Looks like things are going to get rough! 
  One of the characters must drive the triceratops. 
  At the end of each round, the character driving the 
  triceratops makes a DC 14 Wisdom (Animal 
  Handling) check. If successful, their dinosaur 
  advances to the next stretch. This leg of the race 
  consists of five stretches. As such, the driver must 
  succeed on five checks. 
   While they’re driving the beast, the other 
  characters are free to attack other teams, defend 
  their own team, or sit back and enjoy the ride. 
  It may be possible that the characters absolutely blow away 
  the competition—they’re heroes after all. But don’t let that 
  make the home stretch boring! 
   
  If the characters are terrifically far in front, have their 
  closest competitor show up out of nowhere—right on their 
  tails! Take into account how far behind the competitor 
  actually is, and don’t use this as an opportunity to steal the 
  spotlight off of the characters, though; the ending of the 
  race should be the highlight. An action-packed nail biter! 
  In the final leg of the race, racers utilize the whips 
  to attack rival mounts or the shields to defend 
  against rival attacks. Each round of the final leg 
  occurs in the following order:  
   1. Declare. At the beginning of each round, the 
  characters must announce what they plan to do 
  for the round: attack or defend. If they change 
  their mind on their turn, the associated check is 
  made with disadvantage. 
   2. Attack and Defend. During the race, the 
  competitors are encouraged to lash out at their 
  opponents to distract their beast from progressing 
  in the race! 
  • Attack. Using a bullwhip to attack a rival team’s 
  dinosaur requires a successful Strength or 
  Dexterity check against a triceratops. If at least 
  one character on the rival team is defending 
  with a shield, this check is opposed by a similar 
  check from the target. Otherwise, it successfully 
  hits the target. Characters can only attack a rival 
  team if they are in the same leg of the stretch. If 
  the characters’s mount is struck, the  
  • Defend. Using a shield to block a rival team’s 
  attack allows the target to defend against an 
  attack with a bullwhip with an opposed 
  Strength or Dexterity check. Each defender can 
  only block one attack per round. This means 
  that more than one character should defend in 
  case an opponent decides to go heavy on the 
  offense. Alternatively, they could go on the 
  offense as well,  
   3. Drive. At least one character must drive the 
  mount, otherwise, the team remains in their 
  current stretch. If the characters’s triceratops is 
  successfully attacked by an NPC team during the 
  round, the Wisdom (Animal Handling) check is 
  made with disadvantage. NPC teams that are 
  struck by an attack advance to the next stretch 
  only on a roll of 7 or higher (see The Others, 
  below). 
  Roll 1d8 every at the end of each around for any NPC 
  teams in this leg of the race. On a result of 5 or higher, the 
  NPC team proceeds to the next leg of the race. If the 
  characters are doing exceptionally well, consider allowing 
  an NPC team to advance two stretches on a result of an 8! 
   
  If the characters successfully attack an NPC team’s 
  triceratops, the team only advances on a roll of 7 or higher. 
  The first team to succeed on five DC 14 Wisdom 
  (Animal Handling) checks crosses the finish line. 
  If two or more teams cross the finish line on the 
  same round, roll a d20. Whichever team rolls the 
  highest wins. If they roll the same, the teams tie. 
  Take the opportunity to play up the results of the 
  race as appropriate to the players position 
  crossing the finish line. 
  The award ceremony takes place atop a platform 
  in the Tiryki Anchorage near the dinosaur pens. 
  The platform is overlooked by the gate-top 
  viewing area where the Merchant Princes declare 
  their accolades.  
  
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  DDAL07-03 A Day at the Races 
   
   
  11 
  As you fasten the last of your gear back in place, all manner 
  of people, from wealthy merchants to the homeless in 
  Malar’s Throat, fill the streets surrounding the elevated 
  platforms near the dinosaur pens. Embellished rumor and 
  tall-tale already circulate the crowd when a tall, broad-
  shouldered Chultan, the Race Marshal, calls for quiet. 
   
  “Whether first place or show, these racers proved they 
  embodied the strength and fearlessness of our Na N’buso!” 
  The crowd chants in unison, “N’buso!” Smiling, he 
  continues, “And Chult rewards those who face fear and 
  best it. Step forward warriors, and collect your prize!”  
  As long as the characters don’t come in last, they 
  each receive the First to Race story award. If the 
  characters finish first, they also receive the 
  Winner, Winner, Raptor Dinner story award. 
  Each character that completes Na N’buso’s Haka 
  earns 300 XP. 
  The characters receive a trophy according to the 
  place in which they finish. Inside the trophy is a 
  purse. The trophy itself is worth 10% of the purse. 
   If they tie with another team, the characters 
  receive half the purse, and must forfeit the trophy. 
  Placing  
   
  Purse Value (in gp) 
  1st place purse (gold) 
  500 
  2nd place purse (silver) 
  250 
  3rd place purse (copper) 100 
  The characters have scant time to pocket the coin 
  and hoist the trophy for the adoring public before 
  a scream in the direction of the dinosaur pens 
  interrupts any celebration. 
   There no time for showboating, though—Part 3 
  awaits! 
  
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  DDAL07-03 A Day at the Races 
   
   
  12 
  Estimated Duration: 35 minutes 
  This part picks up as terror begins to drive the people 
  outside the Tiryki Gate to stampede like cattle to slaughter. 
  Hovels and shanties at ground level shake as 
  screams and alarm reverberate through the 
  district. The huge crowd that assembled to watch 
  the race and ceremony now flee toward the Tiryki 
  Gate hoping to get through before it’s locked 
  ahead of them.  
   
  Terrain. Dirty stone streets splinter into alleyways 
  supporting rundown shanties, unregulated docks, and the 
  black market. Most notably it houses the pens of dinosaurs 
  used for labor or racing.   
   
  Weather. Cloud cover above traps the oppressive 
  humidity over the port like a yoke of stale bathwater. 
   
  Light. As the day wanes, bright light covers what ground 
  it can until shadows reclaim the ground occluded by tall 
  structures and low alcoves.  
   
  Smells and Sounds. Usual farmyard sounds, peppered 
  with the throaty thrum of multi-ton beasts escort the 
  lingering aromatic taint of rustic leather, wet-fur, manure, 
  and bestial sweat originate in the pens, dissipating just 
  yards from the gate. 
  As the characters arrive, read: 
  A frenzy of squawk and caw signal the animal cages as the 
  root of the disturbance. A child’s tears roll into a tidal wave 
  of hysteria. Chultans, shoulder to shoulder, surge toward 
  the city’s safety. The platform buckles under their weight! 
  When the platform becomes unstable, the other 
  teams leap off the stage and disappear in the 
  crowd with no regard for their accolades. The 
  scaffolding gives way an instant later. Characters 
  must succeed a DC 12 Dexterity saving throw or 
  take 6 (1d10) bludgeoning damage as it collapses. 
  Characters who think to steal the rival’s reward 
  makes a DC 15 Dexterity (Sleight of Hand) check 
  to grab one of the other trophies. If the roll 
  succeeds by 5 or more, they first retrieve the most 
  precious, while a second character’s attempt could 
  retrieve the lesser. While they are able to abscond 
  with the trophy and purse, any character doing 
  this makes the Dexterity saving throw to clear the 
  stage safely with disadvantage. 
  Each character that avoids taking damage from 
  the collapsing stage earns an additional 25 XP. 
  Once characters find solid ground, the sound of a 
  mother’s wail alerts the party to the origin of the 
  panic.  
  The fence separating two nearby enclosures buckles as 
  dinosaurs lumber in slow pursuit of a terrified little Chultan 
  girl. She attempts to ward the beasts off with a pole tipped 
  with a blunt, iron hook. Though slow, they block the child’s 
  only escape. The beasts’s eyes are cloudy, and their 
  movements stilted—they’re clearly undead. 
  An ankylosaur bursts into the right pen followed 
  by four velociraptor zombies. Characters can 
  distract the zombies from the little girl by 
  damaging them, or by succeeding on Charisma 
  (Deception or Intimidation) checks or the like. 
  Reward cleverness over dice rolls here. 
   Each dinosaur pen is 50-foot across with crude, 
  5-foot high stone walls with a heavily-reinforced 
  10-foot wide gate. The gate is unlocked, but 
  requires a successful DC 11 Strength (Athletics) 
  check to open. A chain of thick fencing rises 30 
  feet along the wall. 
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative. 
  • Very Weak: Remove ankylosaur zombie 
  • Weak: Replace the ankylosaur zombie with two more 
  velociraptor zombies 
  • Strong: Replace the velociraptor zombies with an 
  ankylosaur zombie 
  • Very Strong: Add an ankylosaur zombie 
  As thanks for saving her, the young girl gives the 
  characters her pole—her “da’s” +1 quarterstaff. 
  Once the undead threat is defeated and the child 
  reunited with her mother, the characters are able 
  to investigate the adjacent pen. 
   The body of what appears to be a dead woman 
  lies trampled beside the toppled fence—the 
  
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  DDAL07-03 A Day at the Races 
   
   
  13 
  remains of mangled spell scroll and rectangular 
  satchel on the ground beside her. 
   A successful DC 11 Intelligence (History) check 
  identifies the corpse as that of a yuan-ti 
  pureblood, while a successful DC 9 Intelligence 
  (Arcana) check identifies the scroll as a spell scroll. 
  A character using detect magic detects a residual 
  aura of necromancy magic—likely whatever spell 
  the scroll contained was used to create the undead 
  dinosaurs. Closer inspection of the satchel reveals 
  an unknown emblem stylized across its buckle.  
   The satchel contains a jade statue of Dendar the 
  Night Serpent as well as other personal effects and 
  religious knickknacks. Characters with a passive 
  Perception score of at least 11 or higher notice a 
  faint amount of silvery-blue paste smudged on the 
  inside of the satchel’s primary flap. 
   A character specifically inspecting the interior 
  of the satchel that succeeds on a subsequent DC 20 
  Intelligence (Investigation) check finds a small 
  compartment hidden in the bottom of the satchel 
  containing two vials and a small mortar and 
  pestle. Characters that succeed on a DC 11 
  Intelligence (Herbalist’s Kit or Poisoner’s Kit) 
  identify one of the vials as basic poison while the 
  other contains a strange silvery-blue paste. The 
  mortar and pestle and the residue on the mortar 
  and pestle seem to have traces of the two.  
   The characters don’t have the opportunity to 
  search for very long before a contingent of guards 
  arrives to sweep the area for evidence.  
  Heavy boots clod into the pen as four guards fan out to 
  secure the area. A tanned human male caps a metal flask, 
  wipes his mouth with a sleeve, and stumbles in past the 
  contingent. 
  Characters that are members of the Harpers or 
  those characters who participated in DDAL07-01 
  A City on the Edge may recognize him as Soggy 
  Wren—the local representative of the Harpers. 
  Soggy Wren is friendly almost to the point of being rude 
  about it. He is astonishingly adept at gauging the level of 
  intoxication the object of his attention is and more adept 
  still at figuring out what they prefer to drink. In his youth, 
  he was a talented sorcerer, but he has let his thirst for the 
  drink take priority over his thirst for honing his magical 
  talents.  
   
  That aside, he bears an intense hatred of “party-
  poopers” and bears little patience for people displaying 
  evil-tendencies in his presence. His close “professional” 
  relationships with most of the tavern owners in town 
  means that those that cross him sometimes find 
  themselves without a place to quench their thirst.  
   
  Quote: “Wushoomeanyouaren’thirssy? ::hiccup::” 
  Noting the satchel, Soggy Wren asks to inspect it. 
  If the characters didn’t find the hidden pocket, it 
  takes Wren a minute to locate it. He puzzles over 
  the residue on the mortar and pestle, as well as 
  the vials, “Wuzziss?” 
   He twirls one vial between his finger and thumb, 
  takes a whiff, then blinks, “Aha! Wanderlost!“ 
   The paste is Wanderlost, an exotic—and highly 
  illegal—tincture used in tribal rites of passage 
  which allow observation of, and at dangerously 
  high exposures—influence over, astral space and 
  spirits. While illegal, a number of wealthy dealers 
  pay handsomely to those daring enough to 
  smuggle it into the city for export. 
  Soggy Wren has no interest in the jade statue, and 
  allows the characters to keep it—waving it away 
  dismissively. Port Nyanzaru is the playground of 
  sellers of exotic wares, and the characters can 
  easily find a buyer willing to part with 50 gp in 
  exchange for the idol. In addition, to the statuette, 
  the characters find a spell scroll of ice knife in the 
  satchel. 
   Soggy Wren refuses to let the characters keep 
  the vial of Wanderlost, however. 
  By investigating the rumors of interference, 
  members of the Harpers complete their faction 
  assignment, and are thanked by Soggy Wren 
  accompanied by an offer of drinks someplace that 
  serves the best wine around. Award each 
  character 50 XP. 
  Soggy Wren hopes that he might call on the 
  adventurers to help as the mystery unfolds 
  regardless of their affiliation, and that they should 
  stay near. 
   For now, the characters are to await further 
  orders. Whatever this means, it can’t be good. 
  Members of the Order of the Gauntlet who bet on 
  Thunder Mountain as requested and return to 
  Alaster Bol with the betting ticket complete their 
  faction assignment, and are thanked for their 
  “important services” to the Order. Award each 
  character 50 XP. 
  
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  DDAL07-03 A Day at the Races 
   
   
  14 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Total up all combat experience earned for 
  defeated foes, and divide by the number of 
  characters present in the combat. For non-combat 
  experience, the rewards are listed per character. 
  Name of Foe 
   
   
  XP Per Foe 
  Ankylosaur Zombie 
   
  700 
  Velociraptor Zombie 
   
  50 
  Task or Accomplishment 
   
  XP Per Character 
  Betting (Win or Lose) 
   
  25 
  Complete Na N’buso’s Haka 
  300 
   
   
  Escaping Collapsed Stage  
  25 
  Harper assignment 
   
  50 
  Order of the Gauntlet assignment 50 
  The characters receive the following treasure, 
  divided up amongst the party. Except the wagers 
  placed on dinosaur races, treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, 
  not their purchase price.  
  Item Name 
   
   
  GP Value 
  1st place purse 
   
   
  500 
  1st place trophy  
   
  50 
  2nd place purse  
   
  250 
  2nd place trophy  
   
  25 
  3rd place purse  
   
  100 
  3rd place trophy  
   
  10 
  Mascot ribbons  
   
  50 
  Jade statue 
   
   
  50 
  Race winnings! 
   
   
  Varies 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
   Permanent magic items are divided according 
  to a system detailed in the D&D Adventurers 
  League Dungeon Master’s Guide. 
  +1 Weapon (quarterstaff), uncommon 
  This quarterstaff features a blunted iron hook on 
  one end and is used by dinosaur wranglers to 
  goad ornery beasts in their charge into doing what 
  they’re supposed to. The staff is carved from dark, 
  smooth wood and decorated with feathers. This 
  item is described in Player Handout 5. 
  Scroll, uncommon 
  This item is described in the Dungeon Master’s 
  Guide. This spell is found in the Xanathar’s Guide 
  to Everything. 
  During the course of this adventure, the 
  characters may earn the following story award: 
   First to Race. For the next year, you can find 
  lodging for free in one of the Tiryki Anchorage’s 
  fine, flea-bitten establishments—maintaining a 
  Poor lifestyle for up to 30 days. This story award 
  is described in Player Handout 3. 
   Winner, Winner, Raptor Dinner. There can be 
  no dispute, even with your attention divided, you 
  were able to lead your team to undisputed victory.  
   Such a fine victory means only one thing; to be 
  treated to the finest modest accommodations to 
  be found in the city for free—maintaining a 
  Modest lifestyle for up to 30 days! This story 
  award is described in Player Handout 4. 
  The characters earn downtime and renown as 
  described in the D&D Adventurers League Dungeon 
  Master’s Guide (ALDMG). 
   Members of the Harpers and the Order of the 
  Gauntlet that complete their faction assignment 
  earn an additional renown point. 
  In exchange for running this adventure, you earn 
  DM Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
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  DDAL07-03 A Day at the Races 
   
   
  15 
  The following NPCs are featured prominently in 
  this adventure: 
   Alastar Bol (BOWL). Male human (Tethyrian). 
  Retired cleric of Waukeen. Assigned to Port 
  Nyanzaru by a powerful enemy within the Order 
  of the Gauntlet. Hates it here. 
   Mowbula Utakulu (Mow-BOO-luh OOT-uh-
  KOO-loo). A dark skinned, beady-eyed Chultan 
  bookie with and friendly smile. Her wire-thin 
  black hair coils down from around her balding 
  pate. A rich purple sash denotes her station over 
  loose layers of vibrant yellows and oranges. 
  Several bulging coin-pouches congregate at the 
  knot of her hemp belt. She is thoughtful, excitable, 
  and speaks a broken common with a slight chop 
  that is accented with a slight whistle that presents 
  whenever she struggles to translate her thoughts 
  to the right language. 
   Soggy Wren (RENN). Male human (Ffolk). Once 
  a potent arcanist, he’s now content to be a drunk. 
  Also happens to be the face of the Harpers in 
  Chult. Barred from multiple drinking 
  establishments in the city. 
   
   
   
  
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  DDAL07-03 A Day at the Races 
   
   
  16 
  Huge undead, unaligned 
  Armor Class 14 (natural armor) 
  Hit Points 68 (8d12 + 16) 
  Speed 30ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  9 (-1) 
  15 (+2) 
  2 (−4) 
  6 (-2) 
  3 (−4) 
    
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 3 (700 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead. 
  Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 18 (4d6 + 4) bludgeoning damage. If 
  the target is a creature, it must succeed on a DC 14 
  Strength saving throw or be knocked prone.  
  Medium undead, neutral evil 
  Armor Class 8 
  Hit Points 22 (3d8 + 9) 
  Speed 20 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  6 (−2) 
  16 (+3) 
  3 (−4) 
  6 (−2) 
  5 (−3) 
    
  Saving Throws Wis +0 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages — 
  Challenge 1/4 (50 XP) 
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success, 
  the zombie drops to 1 hit point instead. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) piercing damage. 
  
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  DDAL07-03 A Day at the Races 
   
   
  17 
   
   
  
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  DDAL07-03 A Day at the Races 
   
   
  18 
   
   
  
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  DDAL07-03 A Day at the Races 
   
   
  19 
  To complete this puzzle, characters must retrieve 
  a number of blocks equal to their party and solve 
  the work jumble to open the lock in the 
  dilapidated waterfront storehouse.  
  • Puzzles are designed for 3 to 7 players.  
  • Puzzles 7 has hints. 
  • For each hint, roll for “Rivals Racing” in 
  Appendix: Racing Summary 
  • Use the chart below or make up your own as 
  necessary.  
  • After 5 minutes, the attendant completes it for 
  the players to get them back on track. 
  Number  
  Word 
   
  Order 
  3 Players  
  PIT 
   
  ITP 
   
  4 Players 
  PREY 
   
  RYPE 
  5 Players 
  FANGS  
  NAGFS 
  6 Players 
  RAPTOR  
  TARROP  
  7 Players 
  HONKERS 
  KONREHS 
  Hint 7: Not a “BIG” T-Rex. Chultan slang for 
  dinosaurs. Nickname shared with Geese. 
   
   
   
   
  
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  DDAL07-03 A Day at the Races 
   
   
  20 
  Each character can place a single bet, up front and 
  not to exceed 500 gp, on a dinosaur of their choice 
  to win the opening race. When the bet is made, the 
  character receives a ticket describing the terms of 
  the wager. Select a favorite racer from the chart 
  and roll in their place. 
   In addition, if the characters mention that they 
  want to place a bet for Alastar Bol, the bookie 
  smiles and accepts the wager—apparently, the 
  bookies are all too happy to take his gold. 
  Losing bets cost a full amount of the wager. 
  Winning bets pay out according to the table. 
   
   
   
  Odds 
  Roll 
  Win On 
  Payout = 
  Racer 
  7:1 
  d8 
  2-8 
  Wager ÷ 7 
  Big Honker (crowd-pleasing young tyrannosaurus rex) 
  5:1 
  d6 
  2-6 
  Wager ÷ 5 
  Ubtao’s Favorite (young triceratops on a streak) 
  3:1 
  d4 
  2-4 
  Wager ÷ 3 
  Banana Candy (well-trained hadrosaurus) 
  2:1 
  d3 
  2-3 
  Wager ÷ 2 
  Bonecruncher (young, ill-tempered allosaurus) 
  1:1 
  Any 
  Even 
  Wager 
  Grung Stomper (young ankylosaur) 
  1:2 
  d3 
  1 
  Wager x 2 
  Scarback (young tyrannosaurus on its last race) 
  1:3 
  d4 
  1 
  Wager x 3 
  Nasty Boy (allosaurus with a famous trainer) 
  1:5 
  d6 
  1 
  Wager x 5 
  Jungle Princess (deinonychus with frightened jockey) 
  1:7 
  d6 
  1 
  Wager x 7 
  Mountain Thunder (aging dimetrodon) 
   
   
  
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  DDAL07-03 A Day at the Races 
   
   
  21 
  Select from the list below or roll 2d10 where the 
  first is your color and the second the creature to 
  represent your team. 
  d10 
  Color 
    
  Creature  
   
  Sample NPC Trait 
  1  
  Red 
    
  Almiraj  
   
  Cautious  
  2  
  Orange   
  Froghemoth 
   
  Reckless  
  3  
  Yellow   
  Jaculi 
   
   
  Darting  
  4  
  Green 
   
  Grung 
   
   
  Unassuming 
  5  
  Blue 
   
  Zorbo 
   
   
  Ferocious  
  6  
  Indigo 
   
  Eblis 
   
   
  Deceptive  
  7  
  Violet 
   
  Kamadan 
   
  Nimble  
  8  
  White 
   
  Flail Snail 
   
  Unsportsmanlike 
  9  
  Black 
   
  Su-Monster 
   
  Offensive 
  10 
  Golden  
  Tyrannosaurus 
   
  Imposing  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  22 
  During the course of this adventure, the 
  characters may earn the following story award. If 
  you are printing these out for your characters, 
  print as many as you may need to ensure that any 
  eligible character receives a copy: 
  For the next year, you can find lodging for free in 
  one of the Tiryki Anchorage’s fine, flea-bitten 
  establishments—maintaining a Poor lifestyle for 
  up to 30 days. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only. 
  DDAL07-03 A Day at the Races 
  23 
  During the course of this adventure, the 
  characters may earn the following story award. If 
  you are printing these out for your characters, 
  print as many as you may need to ensure that any 
  eligible character receives a copy: 
  There can be no dispute, even with your attention 
  divided, you were able to lead your team to 
  undisputed victory.  
   Such a fine victory means only one thing; to be 
  treated to the finest modest accommodations to 
  be found in the city for free—maintaining a 
  Modest lifestyle for up to 30 days! 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-03 A Day at the Races 
   
   
  24 
  During the course of this adventure, the 
  characters may find the following permanent 
  magic item: 
   
  Weapon (quarterstaff), uncommon 
  You have a +1 bonus to attack and damage rolls 
  made with this magic weapon. This item can be 
  found in the Dungeon Master’s Guide. 
   This quarterstaff features a blunted iron hook 
  on one end and is used by dinosaur wranglers to 
  goad ornery beasts in their charge into doing what 
  they’re supposed to. The staff is carved from dark, 
  smooth wood and decorated with feathers. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-03 - A Day at the Races.pdf