TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Andy Collins, Rob Heinsoo, and James Wyatt. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  & DRAGONS game events of all sizes, visit our website at www.wizards.com/dnd, and click on “Events.”  
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  Permission is granted to photocopy this document for personal use. 
  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. 
  
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 2 
  Official D&D Play 
  Most likely you ordered this adventure as part of an 
  event, or you received it from your organizer. To play 
  this adventure and receive rewards for it, you must 
  schedule it as an event. This event could be as elaborate 
  as a big convention, or as simple as a group of friends 
  meeting at the DM’s house.  
   
  To schedule a game for public play, you must be 
  enrolled in the Wizards Play Network. Information on 
  enrolling 
  in 
  the 
  program 
  can 
  be 
  found 
  at 
  www.wizards.com/wpn. If you are scheduling the game 
  for private play, you do not need to be enrolled in the 
  Wizards Play Network. The person who schedules the 
  event, called the organizer, is in charge of making sure 
  the event is scheduled before play, runs smoothly on the 
  date scheduled, and gets reported back to Wizards in a 
  timely manner. The person who runs the game is called 
  the table Dungeon Master (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the organizer is also the table DM. You don’t 
  have to be enrolled in the Wizards Play Network to DM 
  this adventure if you are not the organizer.  
   
  By scheduling and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  tracked under your play history. Second, DMs gain 
  rewards for scheduled play if they are members of the 
  DM REWARDS program. DMing this adventure is worth 
  one (1) point.  
   
  To learn more about event scheduling and DM 
  REWARDS, 
  visit 
  the 
  D&D 
  Events 
  website 
  at 
  www.wizards.com/dnd and click on “Events.”  
  Preparing for Play 
  In order to play this adventure, you’ll need copies of the 
  following D&D 4th Edition rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. Any 
  other rules referenced in this adventure will be noted in 
  the New Rules Items section at the end of the 
  adventure. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. 
   
  Along with this adventure, you’ll find a session 
  tracking sheet. If you’re playing this adventure as part of 
  an officially scheduled event, complete and turn in this 
  sheet to your organizer directly after play. 
  Reading Monster Stat Blocks 
  Most of the information should be easy to understand, as 
  it mirrors the information presented in the Monster 
  Manual. Attacks may have a letter next to them 
  designating the type: M for melee, R for ranged, C for 
  close, and A for area. A lower-case letter (used only in 
  some melee and ranged attacks) denotes that the attack 
  can be used as a basic attack. 
  Organizer Information 
  Adventuring company adventures are only available for 
  sanctioned Wizards Play Network (WPN) Public Play 
  events. These adventures are designed to incorporate 
  some meta-game elements (such as an overall scoring 
  system for the participating adventuring companies). 
  These make the most sense and are the most fun when 
  there are a large number of tables all playing the 
  adventure. Public Play events, especially conventions, 
  are the biggest RPGA events, draw the most players, and 
  run the most tables, giving them the greatest opportunity 
  to have participants from a variety of different 
  adventuring companies.  
   
  Everybody who participates in an adventuring 
  company 
  adventure 
  receives 
  a 
  story 
  object 
  to 
  commemorate the occasion. These story objects are 
  handed out by the DM at the end of the adventure, just 
  like any other Living Forgotten Realms adventure. Some 
  adventuring company adventures might include an 
  additional prize, such as a special certificate, that only 
  the winning team gets. The additional prize may be 
  reserved for events that are at least some minimum size 
  (such as 10 tables). The organizer (the person who 
  sanctioned the event) is responsible for making sure that 
  the adventure is run in a consistent and fair fashion, and 
  for reporting the results back to the WPN. In the case of 
  any disputes, the organizer makes the final decision 
  about all elements relating to the competitive aspects of 
  the adventure. The organizer’s decisions are final and 
  may not be appealed. Remember that the goal is for 
  everyone to have fun! 
   
  All tables of an adventuring company adventure 
  should be treated the same as any other RPGA event, 
  including adherence to the RPGA General Rules. Each 
  table must include 4-6 players and a DM. In other 
  words, the core D&D experience should be the same, 
  even though there might be some elements that extend 
  beyond an individual table (such as overall scoring). 
  Each table DM must complete a Session Tracking Form 
  and turn it in to the event organizer, who is responsible 
  for making sure that the results are reported to the 
  RPGA in a timely fashion. 
  
   
  What’s an Adventuring Company? 
  In the FORGOTTEN REALMS campaign setting, groups of 
  adventurers often band together under a common cause 
  or motivation. These groups are collectively referred to 
  as "adventuring companies." A "company" is an 
  organized group of adventurers that has taken on a 
  specific 
  name, 
  heraldry 
  or 
  other 
  identifying 
  characteristic, regardless of whether their fundamental 
  motive is one of profit. For example, an adventuring 
  company could be part of an extended family or clan, a 
  small religious sect, or a special team in a military 
  organization. In the Living Forgotten Realms campaign, 
  adventuring companies are player-created and player-
  administered organizations. They are a fun, but 
  completely optional, component of the organized-play 
  experience. 
   
  To learn more about the rules and guidelines for 
  creating an adventuring company in Living Forgotten 
  Realms, please see the RPGA Character Creation Guide, 
  which can be downloaded from the RPGA website at 
  www.wizards.com/rpga. 
   
  This adventure, like all DUNGEONS & DRAGONS® 
  adventures, assumes that the player characters are 
  working together to achieve their goals. Any elements of 
  competition between adventuring companies are 
  intended to occur in a larger story context rather than 
  taking place at the table. For example, an adventure 
  might include a tournament or other contest in which 
  the PCs score points for their adventuring company, 
  with the company that scores the most points “winning” 
  the overall competition. That’s great, but it only works if 
  the PCs at each individual table are working together 
  instead of trying to undermine one another. Therefore, 
  you may not run this adventure for a group of PCs that 
  does not include at least four characters who are 
  members of the same adventuring company, and it is 
  recommended that all of the PCs be members of the 
  same adventuring company.  
   
  If there are players whose characters are not 
  members of any existing adventuring company when 
  they sit down at the table, that's fine. They can organize 
  a new company on the spot, so long as the rules in the 
  RPGA Character Creation Guide are followed (most 
  notably, the restriction that a character may not change 
  his or her adventuring company membership more than 
  once per character level). 
  Companies Compete, Not PCs 
  Adventuring company adventures are designed to offer 
  unique challenges and opportunities. They usually pit 
  adventuring companies head-to-head in some sort of 
  competition (such as a tournament, scavenger hunt, or 
  race). They might also involve a large-scale event (such 
  as a battle to defend a frontier town, clearing out a 
  significant monster lair, exploring a new dungeon, or 
  staking a claim to new territory in the wilderness). In all 
  these cases, it makes sense for the NPC sponsors to 
  recruit adventuring companies rather than individual 
  player characters. Regardless of the plot, the focus is on 
  the companies themselves, and the PCs’ efforts increase 
  or decrease their company’s relative standing in the eyes 
  of the wealthy or influential patron who has organized 
  the event.  
   
  There must never be direct PC-versus-PC combat in any 
  Living Forgotten Realms adventure. You may not force or 
  permit player characters to fight directly against other player 
  characters. For example, it would be inappropriate to 
  have a battle between two noble houses over a gold 
  mine, where some of the adventuring companies are 
  hired by one of the houses and the other adventuring 
  companies are hired by the rival house, with the player 
  characters fighting each other. The dominated condition 
  is part of the core rules, and characters subjected to that 
  condition may temporarily be forced to attack one 
  another, but adventures may not be designed in a way 
  that individual PCs or groups of PCs are intended or 
  allowed to engage in direct combat against one another. 
   
  Having a battle as the subject of an adventure is a 
  perfectly legitimate storyline; just make sure that all the 
  PCs are on the same side. For example, that same "battle 
  for the gold mine" scenario described above would be 
  just fine so long as all the PC adventuring companies in 
  the battle are working for the same faction, fighting 
  against NPCs hired by the opposing faction. 
   
  It is also okay to have the PCs represent different 
  competing factions, so long as the PCs themselves do not 
  directly come into conflict. In a tournament, the PC 
  adventuring companies might be presented with 
  multiple offers of employment by different noble 
  houses. Each group of PCs would then individually 
  decide which of the various nobles they want to 
  represent. The winning adventuring company also wins 
  the tournament on behalf the house they chose as their 
  sponsor. Even in a tournament setting, however, player 
  characters could only joust, duel, or otherwise directly 
  engage in combat with NPCs, never with other PCs. 
  What Am I Allowed to Change? 
  Because they are sanctioned for public play only, 
  adventuring company adventures can offer some 
  interesting opportunities to organizers. The organizer 
  decides how to structure the event for maximum 
  publicity and enjoyment. For example, you might run 
  the adventure multiple times over the various days of a 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 3 
  
   
  convention and award the grand prize at the very end. 
  Or, you can get all the participants together at the same 
  time (and ideally in the same room) for a grand event, 
  with scores tabulated and prizes given out on the spot.  
   
  Some adventuring company adventures might lend 
  themselves to a slightly more elaborate setup than a 
  typical RPGA adventure. For example, a tournament 
  might feature individual tests of skill and prowess, such 
  as an archery competition or a riddle contest. You could 
  set these up as “stations” in which the individual 
  characters would visit each station to participate in that 
  particular competition. The DM supervising that station 
  would have the player roll the appropriate dice or do 
  whatever else is required, and then record the results on 
  the player’s score sheet, story certificate, or other 
  tracking form. 
   
  However, the core RPGA DUNGEONS & DRAGONS 
  experience remains 4-6 players and a DM sitting at a 
  table for 4 to 5 hours. Adventuring company adventures 
  do not change that format. You may not run this 
  adventure in any way that removes the core D&D 
  experience. So, for example, you cannot run the entire 
  adventure as a LARP (live action roleplaying). The 
  players are coming to play D&D and D&D is what you 
  are expected to give them. Any additional elements that 
  you present must be ancillary to the main tabletop 
  gaming session. You are also not allowed to change the 
  story or encounters from what is presented herein, other 
  than as specified in the adventure itself and in the "DM 
  Adventure Adjustments" section of the campaign rules. 
  Important DM Information 
  As the DM of the session, you have the most important 
  role in facilitating the enjoyment of the game for the 
  players. You take the words on these pages and make 
  them come alive. The outcome of a fun game session 
  often creates stories that live well beyond the play at the 
  table. Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance the 
  fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   
  • 
  You are empowered to make adjustments to 
  the adventure and make decisions about 
  how the group interacts with the world of 
  this adventure. This is especially important 
  and applicable outside of combat encounters, 
  but feel free to use the "scaling the encounter" 
  advice (usually for adjusting to different-sized 
  groups) to adjust combat encounters for groups 
  that are having too easy or too hard of a time in 
  an adventure.  
  • 
  Don't make the adventure too easy or too 
  difficult for a group. Never being challenged 
  makes 
  for 
  a 
  boring 
  game, 
  and 
  being 
  overwhelmed makes for a frustrating game. 
  Gauge the experience of the players (not the 
  characters) with the game, try to feel out (or ask) 
  what they like in a game, and attempt to give 
  each of them the experience they’re after when 
  they play D&D. Give everyone a “chance to 
  shine.”  
  • 
  Be mindful of pacing, and keep the game 
  session moving along appropriately. Watch 
  for stalling, as play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish the adventure too early; 
  provide them with a full play experience. Living 
  Forgotten Realms adventures are designed to be 
  played within 3.5 – 4 hours; try to be very aware 
  of running long or short. Adjust the pacing 
  accordingly. 
  • 
  Give the players appropriate hints so they 
  can make informed choices about how to 
  interact with their environment. Players 
  should always know when enemies are affected 
  by conditions and are bloodied. They should be 
  given clues about how to interact with their 
  surroundings so they can tackle skill challenges, 
  combats, and puzzles without getting too 
  frustrated over lack of information. This helps to 
  encourage immersion in the adventure and 
  gives players “little victories” for figuring out a 
  good choice from a clue. 
   
  In short, being the DM for a Living Forgotten Realms 
  adventure isn’t about following the adventure’s text 
  word-for-word; it’s about creating a fun, challenging 
  game environment for the players. Chapters 1 and 2 of 
  the Dungeon Master’s Guide are filled with good 
  information about being a DM for a D&D game. 
  Appropriate Character Levels 
  This adventure is designed for player characters (PCs) 
  levels 1-10. Characters that fall outside of the level 
  range 
  may 
  not 
  participate 
  in 
  the 
  adventure. 
  Furthermore, all of the characters in the party must be 
  within the same level range. For example, you cannot 
  have a level 3 character and a level 5 character together 
  in the same party, even though the adventure supports 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  both the levels 1-4 and levels 4-7 level bands. Make 
  certain to check the levels of the PCs before beginning 
  play to ensure that they are the proper level, both 
  individually and as a group, to play the chosen level 
  band. 
   
  This adventure supports three level bands. In the 
  adventure text, the adventure bands are referred to 
  using the following abbreviations: H1 (levels 1-4), H2 
  (levels 4-7) and H3 (levels 7-10). Each of the level bands 
  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. 
  The high tier is meant for a group whose levels, on 
  average, fall in the upper levels of the adventure’s level 
  spread.  
   
  A group may decide to play the high tier when their 
  levels are more suited to the low tier if everyone in the 
  group agrees to do so; however, some of the rewards 
  may not be available to them. Conversely, a group may 
  decide to play the low tier when their levels are more 
  suited to the high tier if everyone in the group agrees; 
  however, some of the rewards may be less than what 
  they’d ideally want from the adventure. 
   
  Reading the Numbers: Each encounter has a level 
  band and sometimes other values (such as XP or skill 
  check DCs) listed with two numbers divided by a slash. 
  The number before the slash is always the value for the 
  low-level version of the adventure; the number after the 
  slash is the value for the high-level version of the 
  adventure. For example, "H1 20/21" means that if you 
  are running the adventure for a group of levels 1-4 
  characters, the DC is 20 if they are playing the low-level 
  version and 21 if they are playing the high-level version.  
   
  For encounters (such as skill challenges) that are 
  identical at every level band except for the DCs, rather 
  than listing eight different DCs for every skill check, the 
  adventure instead uses the terms "easy," "moderate," and 
  "hard." Appendix 1 contains a breakdown of the DC 
  values for each level band and tier, which is based on 
  the corresponding table in the Dungeon Master's Guide. 
  Please reference this Appendix and use the appropriate 
  values throughout the adventure. 
   
  When the adventure specifies a single, exact DC 
  (for example, saying that it requires a DC 15 Athletics 
  check to climb out of a pit) then that DC is the same 
  regardless of the level band or tier. It doesn't 
  automatically get harder to climb a wall just because the 
  characters are higher level. (Of course, there could be 
  something special about the wall, like a magical defense, 
  that causes it to be harder to climb at the higher level 
  bands.) 
  Failing to Defeat an Encounter 
  If a group fails to defeat an encounter – that is, if they 
  have to flee from a combat because it’s too tough or they 
  reach the predetermined number of failures in a skill 
  challenge before reaching success – they are only 
  awarded half experience points (round down) for the 
  encounter. If they manage to tackle the encounter later 
  and defeat it, award them the other half of the 
  experience points for the encounter.  
  Character Death 
  If a PC dies during the course of the adventure, the 
  player of that character and the rest of the group have 
  two options, provided that they have access to the Raise 
  Dead ritual (either a PC has it and can use it or the 
  characters return to civilization), they have access to the 
  body, and it is possible to return the dead PC to life. 
   
  • 
  Pay the component cost for the ritual. If the 
  group chooses this option, the cost should be 
  divided evenly among the group (500 gp for 
  heroic tier, 5,000 gp for paragon tier, and 
  50,000 gp for epic tier.) Using a source outside 
  the group to cast the ritual costs 20% more than 
  the component cost. Total cost when using an 
  outside source is 600 gp for heroic tier, 6,000 
  gp for paragon tier, and 60,000 gp for epic tier. 
  A PC that dies and chooses this method of 
  return gains full (or half, if the party was 
  defeated) experience points from the encounter 
  in which the character died, but no experience 
  points for any encounters that were missed 
  while the character was dead. If there are 
  encounters remaining, the PC continues to earn 
  experience as normal, and receives a normal 
  cut of the rewards at the end of the adventure. 
  • 
  Invoke the Death Charity clause. If the group 
  cannot afford to pay for the ritual (or doesn’t 
  desire to do so), the PC can choose to return to 
  life at the end of the adventure. Doing so forfeits 
  all rewards (including treasure and story 
  rewards) earned for the adventure except 
  experience 
  points 
  gained 
  prior 
  to 
  the 
  character’s death (the character receives the 
  experience point award for the encounter in 
  which they died.) The PC cannot participate in 
  the same adventure a second time. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Milestones 
  No matter if the characters succeed or fail in an 
  encounter, they reach a milestone if it is the second 
  encounter they’ve had since the start of the adventure or 
  their last extended rest. Encounters that do not give 
  out experience points do not count for purposes of 
  reaching a milestone. Make certain to mention this 
  information to the players when applicable, as it gives 
  each PC another action point and affects how some 
  magic item powers are used. 
  Lasting Effects 
  Sometimes a PC suffers a lasting effect that isn’t easily 
  resolved before the end of the adventure. The two most 
  common lasting effects are the death penalty and 
  diseases. 
   
  Death Penalty: When a character dies and is 
  brought back to life by the Raise Dead ritual, that 
  character suffers a -1 penalty to all attack rolls, skill 
  checks, saving throws, and ability checks until they have 
  reached three milestones. The player should simply 
  record the adventure where the character died on their 
  adventure log, and then keep a running tally of 
  milestones reached. Once the PC has reached the third 
  milestone since coming back to life, they no longer 
  suffer the penalty. 
   
  Diseases: Diseases take hold of a character and last 
  until they are cured or they reach their final state. 
  Normally, a PC makes an Endurance check after each 
  extended rest to see if the disease improves, worsens, or 
  maintains its current condition. At the end of the 
  adventure, any character suffering from a disease must 
  resolve the disease to either its cure or final state, using 
  the necessary number of extended rests to do so. Other 
  characters adventuring with the PC may decide to aid 
  the afflicted character during this time. If a disease 
  reaches its final state and the PC can get a Cure Disease 
  ritual cast (and pay the appropriate costs), they may do 
  so. 
   
  Other Lasting Effects: Other effects that last 
  beyond the scope of the adventure should be resolved at 
  the DM’s discretion. Any effects that last for a specific 
  period of time (that end after a certain number of days 
  or a certain number of extended rests) should be 
  resolved at the end of the adventure in which the effect 
  was obtained (unless otherwise specified.) Effects that 
  use some sort of adventuring benchmark of unknown 
  duration (such as milestones) should be recorded on the 
  character’s logsheet and tracked across adventures. 
  Adventure Background 
  For the past 30 years, a race has taken place every three 
  years in the Calim desert of Calimshan: a race in which 
  champions from three rival cities (Memnon, Calimport 
  and Almraiven) cross the wastelands of Calimshan from 
  the middle of the desert to the coast, in a perilous 
  journey. The desert was created in a war between two 
  great genies and as a result is closely tied to the 
  Elemental Chaos - increasing its dangers manifold. The 
  winners earn glory, riches, and for some, freedom. The 
  losers, those that survive the race, that is, face disgrace 
  or worse at the hands of the rulers of Calimshan who 
  are as harsh and unforgiving as the desert.  
   
  Memnon, inhabited by the supporters of the efreet 
  Memnon, is a militaristic city that has enslaved the 
  human population using these slaves both in the war 
  with Calimport and the nearby Marching Mountains. 
  Calimport, the power center of the followers of the djinn 
  Calim, is a city of great decadence, known for 
  spectacular arena fights and extensive slave markets. 
  Almraiven is the last bastion of mankind in the region; it 
  is a master of the sea, but always on the brink of losing 
  the war with its two rival cities. Throughout the race, the 
  three ever-warring cities hold to an uneasy truce, their 
  hatred for one another suppressed, but not forgotten. 
   
  The origins of this tradition hearken back to the 
  disappearance of the great genies Memnon and Calim at 
  the end of the Second Era of Skyfire. Factions of all three 
  cities organized a race and declared the biggest gem 
  found within those three years, named the Heart of the 
  Desert, as the ultimate prize. Competitors’ motivations 
  may differ, but at their core they are usually a matter of 
  pride, another means by which to disgrace their 
  enemies, and some extra gold on the side. 
  DM’s Introduction 
  This adventure features several groups of adventurers 
  and mercenaries competing to be the first to cross the 
  finish line in a race across the desert of Calimshan, 
  dealing with the inhabitants as well as the environment 
  of the desert. The race is organized by the three warring 
  city-states of the desert. There is a temporary peace but 
  overtly the war continues, partly through the race. This 
  adventure draws influence from the tales of the 
  Thousand and One Nights. It is up to the DM to try to bring 
  this mood across to the players. 
   
  This event can be run as a competition between 
  tables at a public play event. This does not mean the PC 
  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 
   
   
   
   
   
   
   
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  This means that each DM should keep track of their 
  table’s score during play. The scoring system is 
  described within the adventure at the end of each 
  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 
  is as oppressive as the nights’ blistering cold. A true 
  challenge lies ahead, are you and your companions 
  prepared? 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Encounter 1: The Festival 
  Camp 
  Setup 
  In the middle of the desert the organizing parties have 
  erected a huge encampment. Somewhere between 
  Memnon and Calimport lies a large oasis, which hosts 
  the camp and the start of the race. Teams from all over 
  Faerun have gathered here to participate or to sponsor 
  groups of adventurers. Tents make up the inner circle, 
  consisting of vendors and other entrepreneurs, creating 
  a secluded market place with multi colored stalls and 
  low awnings. The vendors offer everything form exotic 
  food, to special desert clothing to weapons and armor. 
  Any campaign legal equipment a PC wishes to buy is 
  available here. 
   
  It’s assumed that the PCs have traveled to the camp 
  as representatives of their adventuring companies. Their 
  first order of business is to find a sponsor willing to 
  support them and fund them in the race. In the camp 
  the PCs can learn about the various other teams 
  participating, the dangers the desert holds, and can pick 
  up some supplies for the race.  
   
  The different sponsors willing to take on a team of 
  adventurers each offer a distinct benefit during the race. 
  Not all these benefits are clear beforehand. Through 
  enquiring for sponsors the PCs also find out a large 
  number of other parties is competing and how the race 
  is set up.  
   
  The objective of the race is very simple; be the first 
  to the finish. To keep track of the contestants, to check 
  for any illegal use of magic, and to restock on food and 
  drink, a number of checkpoints have been set up in the 
  desert. A special enchanted stone always points roughly 
  to the next checkpoint, the stone is also used to track 
  which checkpoints are reached. The use of any outside 
  help is prohibited, as is the use of flight and 
  teleportation. The contestants use horses to compete.  
   
  Settling in is easy; a tent is set apart for your company. 
  The main room is elegantly decorated and a table 
  boasting fresh water and bowls of figs stands in the 
  middle. As you begin to stow your gear, a genasi 
  representative for the race’s organizers walks in and 
  calls you together. 
   
  “Welcome to the Calim desert. I represent the lords 
  of Calimshan. We look forward to watching your 
  performance in the race. You have the chance to meet a 
  number of potential sponsors. Representatives of each 
  will soon visit your tent. Each sponsor offers you a 
  unique edge during the race, but the price might not 
  always be to your liking. Choose wisely. When you have 
  chosen your sponsor they will be able to tell you about 
  the rules of the race.” 
   
  With that the genasi bows, turns around, and 
  leaves the tent.  
   
  The PCs can choose from the following six patrons. Each 
  sends a representative to make their case, explaining 
  why the PCs should pick them. If you have the time, 
  enact a short role-playing scene for each representative 
  with the information below. Otherwise give the players 
  Handout 1 which summarizes the information below. 
   
  Their choice of sponsor has more than just a 
  mechanical effect during the encounters in this 
  adventure. Most encounters feature a small paragraph 
  detailing the NPC reactions. These reactions can change 
  depending on the PCs’ 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 its slave trade and the dark 
  rock slaves mine in the Marching Mountains. He’ll offer 
  the party 20 slaves to do with what they please when 
  they compete for him and win the race.  
   
  In addition he offers them the use of a special salve 
  the Memnonites have created from the dark rock. 
  Applied to the skin it absorbs heat and improves the 
  retaining of water, making it easier to travel in the 
  blistering sun. The effects of the salve are incorporated 
  in the skill challenges below.  
   
  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. The caliph of Calim is willing to honor the PCs 
  with either a week of brutal arena fights or a week of no 
  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. 
  The effects of these shoes are incorporated in the skill 
  challenges below. 
  
   
   
  Almraiven’s Arcana Alcazar – Representing the 
  Weave Pasha of Amlraiven is a tall human male. He 
  wears a traditional Calimshan haik (Ha-iik) 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 its 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 one other contestant, making it 
  easier on the PCs right form the start. The benefit of this 
  curse is incorporated below in the skill challenges.  
   
  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. 
   
  Especially for this race the Cowled Wizards have 
  created a map that depicts the terrain surrounding the 
  PCs. The benefits of this map are incorporated in the 
  skill challenges below.  
   
  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 effect of this equipment is 
  accounted for in the skill challenges below. 
   
  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. 
  Rules of the Race 
  The core rules of the game are the same whether this 
  adventure is run competitively or not. When run in its 
  competitive form the players need to have a basic idea 
  about the scoring. For both forms an explanation is 
  given below, use the one that suits you. The PCs learn 
  this from their chosen sponsor but take care to explain 
  this “out of character” as well. Give Handout 3 to the 
  players; it has a summary of the rules on it. 
  Rules of the Race 
  The rules of the race are straightforward; the first group 
  that reaches the finish has won. Throughout the desert 
  checkpoints have been set up. These small camps allow 
  the contestants to get supplies and for the sponsors to 
  check on their progress. Each team of contestants is 
  given a special enchanted compass that points towards 
  the next checkpoint. The compass gives only the 
  approximate direction, regardless of any obstacle in 
  between the current position and the checkpoint.  
   
  Traveling the direct route is the shortest but might 
  not be the easiest. At each checkpoint the compass will 
  be enchanted to point to the next checkpoint. At the 
  same time an imprint is added as proof of having 
  reached the checkpoint. You can only win the race 
  when you have reached every checkpoint. 
   
  All teams are supplied with riding horses equipped 
  with saddles of strength. These horses are attuned to the 
  desert and follow the characters. Each team receives 
  one riding horse per PC and one additional riding horse 
  to carry any supplies the team wishes to carry along. PCs 
  who wish so can compete on their own land bound 
  mount. If so, they do not receive the magical saddle.  
   
  If the PCs wish to outfit their horses with other gear 
  they are free to do so. PCs can opt to take warhorses 
  instead of riding horses when their weight dictates that. 
  Inform them of this option and let them choose. All the 
  rules regarding mounts and mounts in combat are found 
  in Appendix 2; also take note of the mounts and carrying 
  capacity sidebar.  
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  These are the rules of the race: 
  • 
  First group to cross the finish line and have hit 
  all the checkpoints wins.  
  • 
  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.  
  • 
  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 
  disqualify 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), but they 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 they have animal companions, they 
  can convince the authorities to allow the use of 
  a heavy chariot. 
  Mounts and Carrying Capacity 
  There is a known issue with horses being unable to 
  carry some riders (dragonborn in full plate, 
  minotaur in full plate etc.). In the spirit of this race 
  and for the enjoyment of everyone present DMs are 
  urged to hand wave this issue with the provided 
  horses and saddles, especially since this is a corner 
  case issue with only the heaviest races in the 
  heaviest armor at the top of their listed weight 
  spans. 
  Competitive Rules 
  When running this adventure in a multiple table 
  convention all PCs from the heroic tier can compete 
  against each other to see who is the first to finish. The 
  race is divided in a number of legs. For each leg the PCs 
  earn a set number of points determined by their 
  continued speed on that leg. One leg consists of a single 
  day or a single night, starting with Day 1 and ending 
  with Day 4 for a total of 7 legs, as shown in the flow 
  diagram of Appendix 3. 
   
  Continued speed means that the PCs must keep up 
  that speed for the whole leg. If they don’t for some 
  reason, use their lower speed to determine their points. 
  The number of points is solely based on the speed 
  assuming terrain and other obstacles equally affect 
  every group during the leg. Hence rituals like Trailblaze 
  have no impact on the generic part of the race (besides, 
  most of the blocking terrain is canyons, huge boulders 
  and large sand dunes – neither of which are pushed 
  aside by Trailblaze). 
   
  To keep rituals going for the whole race PCs need to 
  keep casting them. Rituals that last 24 hours must be 
  cast each day – a total of 4 castings for the whole race. 
  Rituals that last 8 hours must be cast three times per day 
  to keep them going during the whole leg. This equates to 
  10 castings in total. 
  Scoring 
  For each leg the company scores points based on their 
  sustained speed.  
   
  They receive 5 times their overland speed in points per 
  leg. 
   
  The different encounters of this adventure also have an 
  impact on the amount of points scored. This is 
  represented by an overall group skill challenge the party 
  is undertaking: failures result is loss of points while 
  success nets them more points. Where applicable these 
  checks and/or scoring are spelled out, including some 
  narration. This information is in the encounter. 
   
  It is also assumed the PCs do not take an extended 
  rest. All the small rests in between don’t count for a 
  complete extended rest. Doing so is certainly possible, 
  but costs the PCs points during the leg in which they 
  rest. 
   
  The company loses 50 points per extended rest. 
   
  Apart from enduring the desert this is also a game based 
  around speed, prowess and strategic thinking. Taking an 
  extended rest, using reward cards, dieing, or getting lost 
  in the desert all cost the PCs points. Make this clear to 
  them before the race starts. 
   
  Appendix 4 features a tracking sheet, which helps 
  you to quickly determine the number of points the PCs 
  have scored. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  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 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Encounter 2: The Race 
  H1: Skill Challenge Level 2/4, 
  Complexity 2 (250/350 XP) 
  H2: Skill Challenge Level 5/7, 
  Complexity 2 (400/600 XP) 
  H3: Skill Challenge Level 8/10, 
  Complexity 2 (700/1000 XP) 
  Setup 
  This skill challenge is an abstract representation of the 
  hardships the PCs endure during the race. It serves as a 
  scoring mechanism as well as a resource drain. This skill 
  challenge plays out through the whole adventure and as 
  such doesn’t count for a milestone until it is completed 
  after Encounter 7. Most of the scenes are small “cut 
  scenes” that take place after other encounters. Listed 
  below is a short overview of the skill challenge. The 
  precise checks needed are detailed at the end of the 
  relevant encounter. 
  Desert Hardships 
  Apart from the challenges represented by the skill 
  challenge the party also faces the sizzling heat of the 
  desert day, the freezing cold of the nights, and the 
  hardships of long hours of riding with little to no rest. 
  The hardships are worsened by the fact that the desert 
  has been created through battle between two very 
  powerful genies and as a result is linked with the 
  Elemental Chaos.  
   
  After each leg of the journey all PCs need to make 
  an Endurance check. In the flowchart in appendix 3 
  these checks are denoted as an Environment Check. 
  The first three checks are against DC 12. The last two 
  are against DC 16. PCs cannot use aid another on these 
  checks. Failure costs the individual PC a healing surge 
  or damage equal to their level if the have none 
  remaining. Healing surges lost this way cannot be 
  regained unless with an extended rest in a cool and 
  comfortable environment. Resting in the fey oasis 
  satisfies this condition, as does resting while under the 
  effect of Endure Elements ritual. The horses also need to 
  make this check, unless the PCs ride on the skeletal 
  horses of the Twisted Rune. The same rules about surges 
  and hit point loss apply to the horses. 
   
  When the PCs use the ritual Endure Elements they 
  won’t have to make the first three checks and gain a +5 
  bonus to the last two checks. Since the check is not just 
  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. 
  Skill Challenge: Perils of the 
  desert 
  Goal: Participating in the race tasks the PCs mind and 
  body. Their success is not only measured by their speed 
  but also by their ability to cope with the effects of heat, 
  dehydration and the lure of strange fey creatures. 
  Complexity: 2 (Special) 
  Primary Skills: Endurance, Acrobatics, Athletics, 
  Stealth, 
  Thievery, 
  Intimidate, 
  Diplomacy, 
  Bluff, 
  Streetwise, Perception, Nature,  
  Victory: The PCs successfully deal with all the perils the 
  desert sets up against them and manage to complete the 
  race in a quick fashion. 
  Defeat: The hardships of the desert almost claim the 
  PCs. They finish the race but are significantly delayed. 
   
  The first three scenes of the skill challenge take place 
  the evening before the race. The other scenes are set at 
  specific places during the race. See the flow chart in 
  Appendix 3 for timing. 
  At the Camp 
  The people of Calimshan aren’t exactly renowned for 
  their honesty and some will go to extremes to win. 
  While sabotage is prohibited, this only goes so far as to 
  not getting caught. Make sure you impart that to the 
  players, they remain free to choose how the want to deal 
  with this, though. 
   
  It’s the night before the race and the locals have settled 
  in for a night of revelry. Supporters, sponsors and teams 
  rub elbows and check each other out. This being 
  Calimshan no one is above a bit of pre-race diplomacy 
  or subterfuge.  
   
  For the skill challenge only two scenes of the three need 
  to be run. Run the most appropriate ones depending on 
  the plans of the PCs. If they don’t engage in any activity 
  feel free to bring in another team for them to talk to and 
  run Scene 3 somewhere during the night. The skills 
  listed below are just examples; try to give the PCs as 
  much freedom as they want and allow for their own 
  plans if they are reasonable. For skills not listed use the 
  medium or high DCs depending on the difficulty of the 
  task.  
   
  The first three scenes are a bit free-form and require 
  some on-the-scene adjusting by the DM. They are not 
  
   
  group checks per se, but the DM should strive to involve 
  each PC. A list of the most important opposing teams is 
  found in Handout 2. Provide it to the players at the start 
  of the challenge. 
  Scene 1: Sabotaging the Opposition (1 success) 
  Run this scene when the PCS try to sabotage or hinder 
  one of the other teams. PCs working for Almraiven 
  automatically succeed at the sabotage scene. Allow 
  the PCs to choose an opponent to cast the curse on. The 
  PCs aren’t allowed to target another player group with 
  it! 
   
  If several PCs work together, such as for example 
  one PC creating a poison for the mounts, a second 
  creating a diversion and the third placing it in the food 
  of the mounts, you can treat it as a group check. If half or 
  more of the involved PCs succeed, consider the result a 
  success. Skills that are great for use in such a situation 
  are Bluff, Intimidate and Stealth. In itself these skills 
  cannot always be used to sabotage the opposition, but 
  they are good for creating diversions or getting the 
  saboteur to the right spot unseen. 
   
  Note that a failure should not result in capture and 
  consequent disqualification. You can make the PCs 
  sweat, though, and even when caught the PCs’ sponsor 
  manages to smooth over any ruffled feathers (assuming 
  the PCs don’t manage to do so themselves). 
   
  Arcana DC hard (1 success) 
  The competition’s compass won’t hold an enchantment 
  long, but it might just give you the edge needed to get a 
  head start. This skill can only be used when the PCs 
  have access to the opponents compass, either through 
  stealth or thievery. 
   
  Bluff DC hard (1 success) 
  It takes skill to get the contestants to forget their 
  common sense and to get involved in something like a 
  celebration involving a lot of drinking or getting 
  involved in a fight with another group. It is even more 
  difficult when you want them to forget you. 
   
  Heal DC moderate (1 success) 
  Simply 
  crippling the mounts or poisoning the 
  contestants is not enough since this early they can be 
  replaced. Making it so that the effects show themselves 
  hours after the start takes a bit more work. 
   
  Thievery DC moderate (1 success) 
  Rigging saddles or poking holes in tents can make for a 
  very uncomfortable race and will slow the competition 
  down. 
  Scene 2: Small Talk (1 success) 
  This scene can be used when the PCs just go out into the 
  camp to engage in friendly conversation with the other 
  teams in an attempt to gain an advantage. Ideas may 
  include knowing the opposition and inquiring about the 
  hardships they are about to face during the race. 
   
  Bluff DC moderate (1 success) 
  Lying or spinning tales of previous endeavors might win 
  the PCs some friends among the other contestants. Most 
  of them are used to being lied to, so they ignore failures. 
   
  Diplomacy DC moderate (1 success) 
  Honest 
  conversation 
  and 
  collaborative 
  planning, 
  coupled with the rubbing of the right palms, gains the 
  PCs some support during the race or at least the 
  promise another team won’t come after them. 
   
  Streetwise DC hard (1 success) 
  Getting the support of the crowd could go a long way 
  toward keeping the PCs safe during the night and to 
  maintaining their role as favorites. The tension between 
  the factions is high so the political game here is 
  dangerous. 
  Scene 3: Sabotaged (1 success) 
  One or more of the opposing contestants may attempt to 
  sabotage the PCs. If they do, it is most likely by trying to 
  get at the characters’ equipment. Use this scene as 
  needed to reach the required two scenes, or when one 
  or more PCs do not get involved in those scenes but are 
  well suited to deal with this. 
   
  Heal DC moderate (1 success) 
  A needle has been pressed into the hooves of the horses 
  and needs to be removed. Or, a team member indulged 
  in a tad too much beer last night (encouraged by the 
  enemy) and needs some attention to recover for the 
  race. 
   
  Intimidate DC moderate (1 success) 
  A saboteur caught in the act can be scared off with a 
  successful intimidate check. 
   
  Nature DC moderate (1 success) 
  Someone fed the horses something that makes them 
  skittish and easy to scare. Calming them down enough 
  to use them is going to take a while. 
   
  Perception DC moderate (1 success) 
  A PC who stays behind spots an attempt to sabotage 
  their gear or horses.  
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Thievery DC moderate (1 success) 
  This can include creating a quick fix for broken 
  equipment or setting up some traps against sabotage 
  attempts. 
  In the Desert 
  The rest of the scenes are set at various places in the 
  desert throughout the race. 
  Scene 4: The Endless Desert (1 success, group 
  check) 
  The first legs of the race lay behind you and up until 
  now things proceeded rather nicely. However the food 
  and water you have received is infested with maggots, a 
  new checkpoint is nowhere in sight and your compass 
  seems to be acting oddly. Keeping a steady course and 
  foraging for some food and water suddenly is top 
  priority. 
   
  The PCs have been traveling for some time now and the 
  expanse of desert is looking the same in all directions. 
  The readings on the compass are erratic enough to cast 
  doubt on the right path. Something is clearly wrong with 
  it. Worse, somebody sabotaged the group’s supplies. The 
  PCs must find a source of water and some food while 
  pressing on towards the next checkpoint. Failure costs 
  precious time. 
   
  The map from House Selemchant grants a +2 bonus 
  check on finding sources of food and water, and to find 
  their way (Dungeoneering, Nature and Perception). 
   
  Arcana DC moderate (trained only; 1 success, 1 
  maximum) 
  The magic disrupting the compass is going to be 
  temporary, but suppressing it earlier is a great boon. 
   
  Dungeoneering DC moderate (1 success) 
  PCs can try foraging for food and water in the few rock 
  formations that exist in the desert. The growth of algae 
  or fungi can be used to determine north and keep a 
  straight course. 
   
  Endurance DC moderate (1 success) 
  Simply ignoring the thirst, hunger and sunburn is an 
  option. 
   
  Heal DC moderate (1 success, 1 success maximum) 
  Treating their fellow PCs, so they can press on and keep 
  going for just a bit longer, certainly helps. 
   
  Nature DC moderate (1 success; 2 maximum) 
  Nature can be used to point out likely places to gather 
  food and water. It can also be used to keep course and 
  keep a straight path through the desert. 
   
  Perception DC moderate (1 success, 1 success 
  maximum) 
  PCs survey the endless expanse of desert looking for 
  likely spots to find food or to navigate based on certain 
  recognizable landmarks. 
  Scene 5: Sandstorm (2 successes) 
  A huge sandstorm is approaching and the PCs have to 
  choose to either go straight through it or to seek shelter 
  and wait out the storm.  
   
  This scene is detailed in Encounter 6. PCs with the 
  map from House Selemchant have a benefit in this 
  scene as well. 
  Scene 6: Sea of Sand (1 success, group check) 
  The race nearly finished, the compass points towards a 
  camp at the horizon. However, a sea of soft sand lies 
  between the PCs and their destination. Getting across is 
  going to take brute force and athleticism or a soft step 
  and some nimble footwork. 
   
  This scene takes place after Encounter 7 - see that 
  encounter for details. PCs racing for Calimport have a 
  benefit in this scene. 
  Ending the Encounter 
  As this is not a normal skill challenge the PCs can 
  accrue more failures than three. Don’t break off the 
  challenge when this happens, but continue on. Note 
  down the excess failures since this is important when 
  determining whether the race was won and for the 
  calculation of scores when it is run in a competitive 
  environment.  
   
  Success: The PCs brave the dangers of the desert 
  and manage to keep a good pace. Victory in the race is a 
  step closer. 
   
  Failure: The PCs survive the dangers of the desert 
  but are slowed and less likely to claim victory in the 
  race.  
  Experience Points 
  At the end of the race when the PCs have done all of the 
  scenes, the skill challenge is concluded. If the PCs 
  scored 6 successes before 3 failures they receive the full 
  amount of experience points, otherwise they only 
  receive half the listed amount: 
  H1: 50/70 xp each. 
  H2: 80/120 xp each. 
  H3: 140/200 xp each. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  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 
   
   
   
   
   
   
   
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  Encounter 3: Buzzing Ears 
  H1: Encounter Level 2/4 (725/975 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  2 genasi stoneshield (level 3) (S) 
  1 genasi flamechaser (level 3) (F) 
  1 genasi hydromancer (level 3) (H) 
  1 Saving the Horses skill challenge (level 2) 
   
  This encounter includes the following creatures at the 
  high tier:  
  2 genasi stoneshield (level 5) (S) 
  1 genasi flamechaser (level 5) (F) 
  1 genasi hydromancer (level 5) (H) 
  1 Saving the Horses skill challenge (level 4) 
  H2: Encounter Level 5/8 (1100/1700 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 genasi stoneshield (level 6) (S) 
  2 genasi flamechaser (level 5) (F) 
  1 genasi hydromancer (level 6) (H) 
  1 Saving the Horses skill challenge (level 5) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 genasi stoneshield (level 8) (S) 
  2 genasi flamechaser (level 8) (F) 
  1 genasi hydromancer (H) 
  1 Saving the Horses skill challenge (level 8) 
  H3: Encounter Level 9/11 (1900/2800 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 genasi stoneshield (level 8) (S) 
  2 genasi flamechaser (level 9) (F) 
  1 genasi hydromancer (level 9) (H) 
  1 Saving the Horses skill challenge (level 9) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 genasi stoneshield (level 10) (S) 
  2 genasi flamechaser (level 11) (F) 
  1 genasi hydromancer (level 11) (H) 
  1 Saving the Horses skill challenge (level 11) 
   
  A band of genasi desert raiders has been paid to take out 
  the competition. With a tracking compass attuned to the 
  one the PCs use they have managed to overtake them 
  and lay an ambush at a site rife with mirror crystal and 
  wormrock. Their main goal is not to kill the PCs but to 
  take out their horses. For this they carry special pots 
  filled with infected flies. Still, if they do manage to kill 
  the PCs and loot their corpses, then such is an added 
  bonus. 
   
  Due to the presence of the horses this combat can 
  feel crowded and chaotic. From the start don’t force the 
  PCs in the box and expand the battle map a bit if 
  needed. 
   
  As the adventurers enter the area, read: 
   
  Rocks jutting from the ground have slowly replaced the 
  monotonous expanse of sand. The desert’s sand dunes 
  are replaced by dried-out gullies. Crossing a canyon, the 
  peace of your journey is suddenly interrupted by 
  thunderous buzzing. A large cloud of flies temporary 
  blocks out the sun. They act like a living wave, 
  enveloping you and your horses within seconds. 
   
  The flies are the magically directed by a group of genasi 
  raiders, most of whom are out of sight (or in case of the 
  stoneshield: inside the worm rock). The hydromancer 
  can be spotted as normal (passive Perception vs. Hide of 
  the hydromancer). This triggers the combat, at which 
  point all parties are aware of each other and combat 
  commences normally. PCs who spot the hydromancer 
  can clearly make out that he is controlling the flies and 
  sending them at the PCs. The hydromancer keeps doing 
  this during the first few rounds, this consumes no 
  actions but clues the PCs into the fact that the flies are 
  controlled and not some random occurrence. Similarly, 
  they find shards of two clay jars on top of the cliff that 
  show signs of having contained the flies. 
   
  Before any actions are resolved the flies land on the 
  horses and the PCs, stinging painfully. Contrary to what 
  might be expected, the horses barely react to the 
  stinging. They become very docile and are slowed. Make 
  this very clear to the PCs and continue to hint to the fact 
  that the flies are sucking the blood of the horses and that 
  something is seriously amiss. They should understand 
  that the horses need attention now and not after they 
  deal with the raiders.  
   
  The horses aren’t the only ones to be stung. Before 
  any actions, make an infected bites attack (see below) on 
  all PCs. This attack does not benefit from combat 
  advantage. When it hits, note this and resolve the saving 
  throws at the end of combat.  
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Infected bites (standard; encounter)  
  Encounter level+3 vs. Fortitude; at the end of the combat the PC  
  must succeed at a saving throw or contract Shakes.  
  Skill Challenge: Saving the Horses 
  Goal: Preventing the horses from getting the shakes. 
  Complexity: 1 (1 success per horse before 4 or 6 
  rounds pass) 
  Primary Skills: Athletics, Heal, Intimidate, Nature. 
  Secondary Skills: None. 
  Victory: None of the horses get the shakes. 
  Defeat: One or more horses get the shakes, reducing 
  the sick horse's speed at least for that day and potentially 
  crippling the horse completely. 
    
  The affected horses are covered in flies and they are 
  extremely docile, represented by the slowed condition. 
  To save the horses a character must make one of the 
  following checks as a standard action while sitting on or 
  standing directly adjacent to a still affected horse. A 
  character standing next to multiple horses can affect 
  more horses, but only if that character spends both a 
  move and a standard action for that round. Each 
  additional horse adds 1 to the DC of the skill check. 
  Horses still affected by the end of the 4th round get 
  infected with the shakes and the skill challenge fails.  
   
  A cured horse is no longer slowed and walks out of 
  the area on its own unless directed otherwise by a rider. 
  The ongoing combat scares them enough to move away. 
  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 
  do NOT get a saving throw against the disease. The PCs 
  have their chance to save them during the challenge. 
   
  Note: The undead horses provided by the Twisted 
  Rune are infected after 6 rounds, and if infected gain a 
  +5 bonus (see stats in Appendix 2) on their Endurance 
  checks to recover from the disease. 
    
  Athletics DC hard (1 success per horse) 
  Sometimes simply slapping as many flies as possible 
  does work. Characters using strong alcohol to wash 
  away the flies (likely requiring a minor action to grab a 
  wineskin) get a +2 bonus on this check. 
    
  Heal DC moderate (1 success per horse) 
  The character uses their healing skills to chase away the 
  flies and treat the wounds before they get infected. 
    
  Intimidate DC moderate (1 success per horse) 
  The character forces the horse to move around wildly 
  despite the slumbering effect the fly bites have on the 
  poor animal. The erratic movement causes the flies to fly 
  away before the wounds can get infected. 
    
  Nature DC moderate (1 success per horse) 
  Using knowledge on the flies the character manages to 
  chase them away before the horse gets infected. 
    
  Shakes (level 2/4/5/7/8/10):  
  This disease causes involuntary twitches and tremors that grow 
  progressively worse. 
  Endurance: improve hard, maintain moderate, worsen 
  easy or lower. 
   
  < The target is cured. 
  <> Initial: The target's speed is reduced by 1 until it is 
  cured. 
  <> The Target is slowed. 
  > Final: The target is immobilized. 
    
  Once infected a creature makes one Endurance check at 
  the end of the day* to see whether or not the creature 
  gets better or worse as per the normal rules. For a Heal 
  check to be possible, the creature needs to receive long 
  term care, which is not possible while racing through 
  the desert. 
    
  * Strictly speaking it is once per extended rest, but this 
  has been modified for this specific adventure to reflect 
  the nature of the race. 
  Features of the Area 
  Despite the obvious discoloring the whole map is a 
  rocky desert with a thin layer of sand and rubble, which 
  at some spots is difficult to traverse.  
   
  Sandy patches: The squares depicted small 
  triangles are sandy patches full of loose sand. These 
  count as difficult terrain and cost two squares of 
  movement to enter. A creature standing in a sandy patch 
  and adjacent to a mirror crystal can expend a move 
  action to cover the mirror crystal with the sand, 
  rendering it unusable. Make note of this to the PCs. 
   
  Rocky Outcroppings: All the rocks are H1: 20, H2: 
  30 and H3: 30 feet high. They are made out of worm 
  rock; see worm rock below for more information. 
  Climbing these requires a DC 5 easy check.  
   
  High Cliff: The high cliff on the right side is H1: 20, 
  H2: 30 and H3: 30 feet high and requires a DC 
  moderate Athletics check to climb. The cliff is mostly 
  made out of normal stone. 
   
  Mirror Crystal: The yellow X’s on the map are 
  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 
   
   
   
   
   
   
   
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  other mirror crystal spots within 20 squares. Creatures 
  can make ranged attacks through mirror crystal, 
  targeting any creature on or adjacent to another square 
  of mirror crystal. The range to a creature attacked 
  through mirror crystal is 1 square.  
   
  The mirror crystal is highly refracted sand, which 
  shimmers in the sun. They are easy to spot. PCs with a 
  passive Dungeoneering of 15+ automatically know the 
  properties of mirror crystal. 
   
  Worm Rock: The rocky outcroppings and parts of 
  the high cliffs are Worm rock. Worm rock is highly 
  porous orange rock, which is extremely easy to burrow 
  through. PCs with a passive Dungeoneering of 15+ 
  automatically know its properties. 
   
  Creatures that don’t have a burrow speed can move 
  through one square of worm rock as a move action. In 
  addition the soft material makes climbing it relatively 
  easy, an easy DC Athletics check is needed to scale the 
  rock. If people wonder how the rock survived the many 
  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, 
  and solid granite has been known to eroded away in 
  hours, or grow back in that same time. 
  Tactics 
  The genasi are paid to slow the PCs down and infect 
  their horses with the shakes. If the PCs choose Memnon, 
  Calimport or Almraiven as sponsors, the attacking 
  genasi are members of the opposing faction. They have a 
  fierce hatred for their rivals and insult them whenever 
  possible, in addition they gain a +2 bonus on all damage 
  rolls.  
   
  The stoneshields wait in hiding until they hear 
  combat at which point they burrow out of the wormrock 
  and try to engage the front line with mighty bull rush. 
  They follow up next round with earth shock and try to 
  move towards ranged attackers and mark them. 
   
  The flamechasers use the mirror crystals to attack 
  distant PCs, utilizing explosive burst and lingering 
  flameburst to get as many PCs as possible. They use 
  firepulse the first chance they get unless facing creatures 
  with obvious fire resistance (e.g. fire genasi or tieflings). 
   
  The hydromancer covers the two flamechasers on 
  the cliff using wave bolt to slide climbing PCs and force 
  another Atheltics check. It uses its whirling vortex when 
  threatened to be surrounded, pushing people off the 
  outcropping. 
   
  None specifically target the horses but they do 
  include them in a blast or burst when the opportunity 
  arises. When no PC targets are apparent they shoot at 
  horses in sight. The genasi try to use the mirror crystals 
  to their advantage but won’t shy away form exposing 
  themselves if that lets them target more people. 
   
  None of the genasi fight to the death. They try to flee 
  once at 20% or less of their hit points and after 4 rounds 
  they are susceptible to Intimidate as per the normal 
  rules. If fleeing is impossible, they do fight to the death, 
  not expecting to receive mercy. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  H1 - Four PCs: Remove one genasi stoneshield 
   
  H1 - Six PCs: Add one genasi hydromancer 
   
   
  H2 - Four PCs: Remove one genasi flamechaser 
   
  H2 - Six PCs: Add one genasi stoneshield 
   
   
  H3 - Four PCs: Remove one genasi flamechaser 
   
  H3 - Six PCs: Add one genasi stoneshield 
  Ending the Encounter 
  Once the PCs deal with the genasi they can continue the 
  race. Don’t forget to resolve the saving throw the PCs get 
  against contracting the shakes.  
   
  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 
  them covertly. The genasi were teleported to here and 
  got a copy of the compass attuned to the PCs. The 
  compass can be found on the body of the hydromancer. 
  PCs can come to the same conclusion with a DC 20 
  Arcana check. If the PCs want to take them prisoner 
  they have to account for the extra weight on the horses. 
  Sending the genasi off into the desert without weapons 
  ensures they won’t cause any harm for other contestants 
  during this race. 
   
  Before continuing with Encounter 4 make sure to 
  ask the players for the relevant environment checks. 
  Experience Points 
  Successfully fending of the attackers and dealing with 
  the disease yields the PCs experience points as follows: 
  H1: 145/195 xp each. 
  H2: 220/340 xp each. 
  H3: 380/560 xp each. 
  Treasure 
  The genasi still carry part of their fee for harassing the 
  PCs, amounting to: 
  H1: 25/40 gp each. One hydromancer carries an amulet 
  of life +1. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  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 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 20 
  Encounter 3: Buzzing Ears Statistics (H1 Low)
   
  Genasi Stoneshield (level 3)  
  Level 3 Soldier 
  Medium elemental humanoid (earth)  
  XP 150  
  Initiative +4  
  Senses Perception +2 
  HP 50; Bloodied 25 
  AC 19; Fortitude 17, Reflex 14, Will 13 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d12 + 1 damage (crit 1d12 + 13), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -3 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +7 vs. Fortitude; 2d6 + 1 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +5 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +11, Endurance +12, Intimidate +7, Nature +4 
  Str 20 (+6)  
  Dex 12 (+2)  
  Wis 12 (+2) 
  Con 18 (+5)  
  Int 14 (+3)  
  Cha 13 (+2) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 3)  
  Level 3 Artillery 
  Medium elemental humanoid (fire)  
  XP 150  
  Initiative +4  
  Senses Perception +6 
  HP 43; Bloodied 21 
  AC 15; Fortitude 16, Reflex 15, Will 15 
  Resist fire 5 
  Speed 6 
  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) 
   
   
  Genasi Hydromancer (level 3)  
  Level 3 Controller 
  Medium elemental humanoid (water)  
  XP 150  
  Initiative +4  
  Senses Perception +2 
  HP 51; Bloodied 25 
  AC 17; Fortitude 16, Reflex 15, Will 15 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +8 vs. AC; 2d6 + 1 damage (crit 1d6 + 13). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +8 vs. AC; 1d10 + 1 damage, and the genasi hydrmancer  
  slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +7 vs. Fortitude; the target is dazed and takes ongoing 5 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +7 vs. Reflex; 2d8 + 3 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +9, Arcana +7, Endurance +7, Stealth +9,  
  Nature +6 
  Str 14 (+3)  
  Dex 16 (+4)  
  Wis 13 (+2) 
  Con 19 (+5)  
  Int 13 (+2)  
  Cha 17 (+4) 
  Equipment robes, scimitar. 
   
  
   
  Encounter 3: Buzzing Ears Statistics (H1 High)
   
  Genasi Stoneshield (level 5)  
  Level 5 Soldier 
  Medium elemental humanoid (earth)  
  XP 200  
  Initiative +5  
  Senses Perception +3 
  HP 66; Bloodied 33 
  AC 21; Fortitude 19, Reflex 16, Will 15 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d12 + 2 damage (crit 1d12 + 14), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -4 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +9 vs. Fortitude; 2d6 + 2 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +7 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +12, Endurance +13, Intimidate +8, Nature +5 
  Str 20 (+7)  
  Dex 12 (+3)  
  Wis 12 (+3) 
  Con 18 (+6)  
  Int 14 (+4)  
  Cha 13 (+3) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 5)  
  Level 5 Artillery 
  Medium elemental humanoid (fire)  
  XP 200  
  Initiative +5  
  Senses Perception +7 
  HP 55; Bloodied 27 
  AC 17; Fortitude 18, Reflex 17, Will 17 
  Resist fire 5 
  Speed 6 
  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) 
   
  Genasi Hydromancer (level 5)  
  Level 5 Controller 
  Medium elemental humanoid (water)  
  XP 200  
  Initiative +5  
  Senses Perception +3 
  HP 67; Bloodied 33 
  AC 19; Fortitude 18, Reflex 17, Will 17 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +10 vs. AC; 2d6 + 2 damage (crit 1d6 + 14). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +10 vs. AC; 1d10 + 2 damage, and the genasi  
  hydrmancer slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +9 vs. Fortitude; the target is dazed and takes ongoing 5 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +9 vs. Reflex; 2d8 + 4 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +10, Arcana +8, Endurance +8, Stealth +10,  
  Nature +7 
  Str 14 (+4)  
  Dex 16 (+5)  
  Wis 13 (+3) 
  Con 19 (+6)  
  Int 13 (+3)  
  Cha 17 (+5) 
  Equipment robes, scimitar. 
   
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  Encounter 3: Buzzing Ears Statistics (H2 Low)
   
  Genasi Stoneshield (level 6)  
  Level 6 Soldier 
  Medium elemental humanoid (earth)  
  XP 250  
  Initiative +6  
  Senses Perception +4 
  HP 74; Bloodied 37 
  AC 22; Fortitude 20, Reflex 17, Will 16 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d12 + 3 damage (crit 1d12 + 15), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -5 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +10 vs. Fortitude; 2d6 + 3 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +8 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +13, Endurance +14, Intimidate +9, Nature +6 
  Str 20 (+8)  
  Dex 12 (+4)  
  Wis 12 (+4) 
  Con 18 (+7)  
  Int 14 (+5)  
  Cha 13 (+4) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 5)  
  Level 5 Artillery 
  Medium elemental humanoid (fire)  
  XP 200  
  Initiative +5  
  Senses Perception +7 
  HP 55; Bloodied 27 
  AC 17; Fortitude 18, Reflex 17, Will 17 
  Resist fire 5 
  Speed 6 
  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) 
   
   
  Genasi Hydromancer (level 6)  
  Level 6 Controller 
  Medium elemental humanoid (water)  
  XP 250  
  Initiative +6  
  Senses Perception +4 
  HP 75; Bloodied 37 
  AC 20; Fortitude 19, Reflex 18, Will 18 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +11 vs. AC; 2d8 + 3 damage (crit 1d8 + 19). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +11 vs. AC; 2d6 + 3 damage, and the genasi hydrmancer  
  slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +10 vs. Fortitude; the target is dazed and takes ongoing 10 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +10 vs. Reflex; 2d8 + 5 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +11, Arcana +9, Endurance +9, Stealth +11,  
  Nature +8 
  Str 14 (+5)  
  Dex 16 (+6)  
  Wis 13 (+4) 
  Con 19 (+7)  
  Int 13 (+4)  
  Cha 17 (+6) 
  Equipment robes, scimitar. 
   
  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 
  Medium elemental humanoid (earth)  
  XP 350  
  Initiative +7  
  Senses Perception +5 
  HP 90; Bloodied 45 
  AC 24; Fortitude 22, Reflex 19, Will 18 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d12 + 4 damage (crit 1d12 + 16), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -5 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +12 vs. Fortitude; 2d6 + 4 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +10 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +14, Endurance +15, Intimidate +10, Nature +7 
  Str 20 (+9)  
  Dex 12 (+5)  
  Wis 12 (+5) 
  Con 18 (+8)  
  Int 14 (+6)  
  Cha 13 (+5) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 8)  
  Level 8 Artillery 
  Medium elemental humanoid (fire)  
  XP 350  
  Initiative +7  
  Senses Perception +9 
  HP 73; Bloodied 36 
  AC 20; Fortitude 21, Reflex 19, Will 19 
  Resist fire 5 
  Speed 6 
  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) 
   
   
  Genasi Hydromancer  
  Level 8 Controller 
  Medium elemental humanoid (water)  
  XP 350  
  Initiative +7  
  Senses Perception +5 
  HP 91; Bloodied 45 
  AC 22; Fortitude 21, Reflex 20, Will 20 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +13 vs. AC; 2d8 + 4 damage (crit 1d8 + 20). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +13 vs. AC; 2d6 + 4 damage, and the genasi hydrmancer  
  slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +12 vs. Fortitude; the target is dazed and takes ongoing 10 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +12 vs. Reflex; 2d8 + 6 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +12, Arcana +10, Endurance +10, Stealth +12,  
  Nature +7 
  Str 14 (+6)  
  Dex 16 (+7)  
  Wis 13 (+5) 
  Con 19 (+8)  
  Int 13 (+5)  
  Cha 17 (+7) 
  Equipment robes, scimitar. 
   
  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 
  Medium elemental humanoid (earth)  
  XP 350  
  Initiative +7  
  Senses Perception +5 
  HP 90; Bloodied 45 
  AC 24; Fortitude 22, Reflex 19, Will 18 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d12 + 4 damage (crit 1d12 + 16), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -5 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +12 vs. Fortitude; 2d6 + 4 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +10 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +14, Endurance +15, Intimidate +10, Nature +7 
  Str 20 (+9)  
  Dex 12 (+5)  
  Wis 12 (+5) 
  Con 18 (+8)  
  Int 14 (+6)  
  Cha 13 (+5) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 9)  
  Level 9 Artillery 
  Medium elemental humanoid (fire)  
  XP 400  
  Initiative +7  
  Senses Perception +9 
  HP 79; Bloodied 39 
  AC 21; Fortitude 22, Reflex 20, Will 20 
  Resist fire 5 
  Speed 6 
  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) 
   
   
  Genasi Hydromancer (level 9)  
  Level 9 Controller 
  Medium elemental humanoid (water)  
  XP 400  
  Initiative +7  
  Senses Perception +5 
  HP 99; Bloodied 49 
  AC 23; Fortitude 22, Reflex 21, Will 21 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +14 vs. AC; 2d8 + 4 damage (crit 1d8 + 20). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +14 vs. AC; 2d6 + 4 damage, and the genasi hydrmancer  
  slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +13 vs. Fortitude; the target is dazed and takes ongoing 10 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +13 vs. Reflex; 2d8 + 6 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +12, Arcana +10, Endurance +10, Stealth +12,  
  Nature +7 
  Str 14 (+6)  
  Dex 16 (+7)  
  Wis 13 (+5) 
  Con 19 (+8)  
  Int 13 (+5)  
  Cha 17 (+7) 
  Equipment robes, scimitar. 
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 24 
  
   
  Encounter 3: Buzzing Ears Statistics (H3 High)
   
  Genasi Stoneshield  
  Level 10 Soldier 
  Medium elemental humanoid (earth)  
  XP 500  
  Initiative +8  
  Senses Perception +6 
  HP 106; Bloodied 53 
  AC 26; Fortitude 24, Reflex 21, Will 20 
  Speed 5 
  m Heavy War Pick (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d12 + 5 damage (crit 1d12 + 17), and the target is  
  marked (save ends). While marked by the genasi stoneshield, the  
  target takes a -5 penalty to damage rolls against the stoneshield’s  
  allies. 
  M Mighty Bull Rush (standard; at-will)  
  +14 vs. Fortitude; 2d6 + 5 damage, the genasi stoneshield pushes  
  the target 1 square and shifts into the space the target left. 
  C Earth Shock (minor; encounter)  
  Close burst 2; targets enemies; +12 vs. Fortitude; the target is  
  knocked prone. 
  Stone Roots 
  When an effect pulls, pushes, or slides a genasi stoneshield, the  
  stoneshield moves 1 square less than the effect specifies. Also, a  
  stoneshield cannot be knocked prone. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Athletics +15, Endurance +16, Intimidate +11, Nature +8 
  Str 20 (+10)  
  Dex 12 (+6)  
  Wis 12 (+6) 
  Con 18 (+9)  
  Int 14 (+7)  
  Cha 13 (+6) 
  Equipment heavy war pick, plate armor. 
   
  Genasi Flamechaser (level 11)  
  Level 11 Artillery 
  Medium elemental humanoid (fire)  
  XP 600  
  Initiative +8  
  Senses Perception +10 
  HP 91; Bloodied 45 
  AC 23; Fortitude 24, Reflex 22, Will 22 
  Resist fire 10 
  Speed 6 
  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) 
   
  Genasi Hydromancer (level 11)  
  Level 11 Controller 
  Medium elemental humanoid (water)  
  XP 600  
  Initiative +8  
  Senses Perception +6 
  HP 115; Bloodied 57 
  AC 25; Fortitude 24, Reflex 23, Will 23 
  Saving Throws +2 against ongoing damage 
  Speed 6, swim 8 
  m Scimitar (standard; at-will) ✦ Weapon 
  +16 vs. AC; 2d8 + 5 damage (crit 1d8 + 21). 
  r Wave Bolt (standard; at-will) 
  Ranged 5; +16 vs. AC; 2d6 + 5 damage, and the genasi hydrmancer  
  slides the target 3 squares. 
  M Drowning Touch (standard; recharges when the target saves  
  against this attack’s ongoing damage or when it drops to 0 hit  
  points or fewer) 
  +15 vs. Fortitude; the target is dazed and takes ongoing 10 damage 
  (save ends both). 
  C Whirling Vortex (standard; recharge 5-6) 
  Close burst 2; targets enemies; +15 vs. Reflex; 2d8 + 7 damage, and 
  the genasi hydromancer slides the target 3 squares. 
  Liquid Body (immediate interrupt, when hit by an enemy's attack;  
  recharges when first bloodied) 
  The genasi hydromancer takes half damage from the triggering  
  Attack. 
  Swift Current (move; encounter) 
  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  
  effects. 
  Alignment Evil  
   
  Languages Common, Primordial 
  Skills Acrobatics +13, Arcana +11, Endurance +11, Stealth +13,  
  Nature +8 
  Str 14 (+7)  
  Dex 16 (+8)  
  Wis 13 (+6) 
  Con 19 (+9)  
  Int 13 (+6)  
  Cha 17 (+8) 
  Equipment robes, scimitar. 
  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 
  H1: Skill Challenge Level 2/4, 
  Complexity 1 (125/175 XP) 
  H2: Skill Challenge Level 5/7, 
  Complexity 1 (200/300 XP) 
  H3: Skill Challenge Level 8/10, 
  Complexity 1 (350/500 XP) 
  Setup 
  Lady Parizada Razaan Talibah In’Ganiyah, the 
  Radiant One, Keeper of the Song, Rawiah of Calim 
  and Protector of the Words of Ru’a: Female Djinn. 
   
  The lady is beautiful female djinn. Her upper body 
  resembles that of an eladrin woman, while her lower 
  body softly fades into a puff of smoke. She is a fond lover 
  of poetry and the fine arts. Her interest lies in stories 
  from the material world and politics. 
    
  Lord Zaid Al-Haddar Kadeer Munahid, Radja of the 
  Autumn Court, Eye of Nimr, Squire of the Eternal 
  Library and Wielder of Azzam-Husam a-Din, the 
  holy sword: Male eladrin lord. 
   
  The lord is a bored middle-age looking eladrin, who 
  surrounds himself with the pleasures of leadership: 
  beautiful belly dancers, two snow white tigers and a 
  large contingent of soldiers and servants. He is a lover of 
  reenacting ancient battles and of feats of strength and 
  agility. 
   
  The PCs have traveled through the desert for some time 
  now when they stumble upon an oasis. Their compass 
  points squarely at the oasis, even when they circle it, so 
  they have to enter to find the checkpoint. The oasis is 
  surrounded by a shimmering aura and is in fact a fey 
  crossing into the Feywild. The fey try to keep the PCs 
  there, forcing them to have to bargain with the lord or 
  the lady of the oasis for their freedom.  
   
  The large expanse of rocks has given way to a new 
  expanse of sand stretching from horizon to horizon. The 
  temperature is dropping slightly as the sun starts to set. 
  You prepare yourself for a night in a cold tent when in 
  the distance a shimmering oasis comes into view.  
   
  As the PCs come closer: 
  As you approach the oasis seems to be quite large and 
  surrounded by a shimmering field. You can’t make out 
  much beyond the barrier, except for green pasture and 
  the splashing of water. 
   
  The PCs have arrived at a fey crossing into the Feywild. 
  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 
  Arcana check. Since the compass makes clear the 
  checkpoint is inside the oasis (and there is no sign of 
  tampering), the characters have little choice. They need 
  to enter the place and face the dangers of the Feywild. 
   
  As they step through the barrier: 
   
  Stepping through the shimmering field leaves a tingle 
  on your skin until the cool breeze washes it away. You 
  find yourself at the edge of a grand oasis. Small tents 
  stand nearby and from within, multiple eladrin females 
  approach you offering dates, figs, and fresh water. 
   
  If the PCs try to turn around and leave they find that the 
  oasis seems to keep them in. They can walk for a bit but 
  find that they made no progress what so ever. Note that 
  the ritual Fey Passage does work as well – see Scene 4 
  below. 
   
  As soon as the PCs enter, they are overcome by an 
  unnatural calmness and bliss. If they do not fight it, they 
  soon might not want to leave… 
  Skill Challenge: Into the Feywild 
  and Back Again 
  Goal: Venturing into the oasis the PCs have entered the 
  Feywild. To continue the race they need to shake the 
  enchantment of the oasis, get a mark on their compass 
  and get out of the oasis. The tranquil nature of the oasis 
  makes getting a mark difficult, while the lord and the 
  lady would love to keep their visitors for some 
  entertainment. 
  Complexity: 1 (4 successes before 3 failures) 
  Primary Skills: Acrobatics, Arcana, Athletics, Bluff, 
  Diplomacy, History, Intimidate. 
  Other Skills: Endurance, History, Insight, Nature, 
  Perception. 
  Victory: The PCs manage to get their compass marked 
  and get the promise that they will be able to leave the 
  oasis. 
  Defeat: The PCs are stuck in the oasis for the night and 
  can only leave the following morning. Since they 
  angered the lord or the lady they won’t be able to take 
  an extended rest. 
   
  The first step in getting out of the oasis is to shake its 
  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 
  who are enjoying their stay at the oasis and have almost 
  forgotten why they are here (Scene 2). With such a 
  mark, they either acquire permission to leave from the 
  eladrin ruler of the oasis, Lord Zaid (Scene 3), or his 
  djinn wife, Lady Parizada (Scene 4), or force their way 
  out (Scene 5).  
   
  Note that once the PCs choose to deal with either 
  the Lord or the Lady, they cannot go to the other (or 
  more specifically they cannot gain successes for the 
  challenge). There is no point in splitting up and 
  appeasing both since all it does is anger one lord against 
  the other group of PCs and vice versa. It basically leads 
  to 1 automatic failure and forces the character to use 
  force (Scene 4). Make sure the players realize this 
  through comments made by the eladrin. 
  Scene 1: Shaking Off the Charm (1 group success) 
  Once inside the oasis the PCs are immediately treated 
  as the most honored guests - foods, drinks and a place to 
  stay are offered. At the same time the magic of the place 
  seems to remove all sense of urgency, leaving PCs caring 
  only about the now and having fun at the oasis. 
  Accepting the food and drink only strengthens the 
  power of this magic. These characters suffer a –2 penalty 
  on all checks during this scene. 
   
  PCs working for the Almraiven or the Janessar are 
  greeted as even more honored guests and are 
  complimented on their noble cause. PCs working for the 
  Twisted Rune are regarded with fear and suspicion. 
  Teams working for either of these sponsors gain a +2 
  bonus on all checks during this scene, either because of 
  the increased respect or because the eladrin prefers to 
  see them go. Characters sponsored by Memnon or 
  Calim are handled with care for the eladrin fear 
  treachery and love the idea of tricking the characters’ 
  sponsors. PCs suffer a –2 penalty on all checks in this 
  scene. 
   
  First, the PCs need to shake the charm that is trying 
  to grasp their minds and bodies. Each character must 
  make a check. If half or more succeed, those that kept 
  the magic at bay can drag the others along. If more than 
  half fail, they can try again and again until they either 
  fail or succeed. Proceed with the next scene if they score 
  3 or more failures, but by this time they have lost so 
  much time, that by they time they get released it is 
  already the next day. 
   
  If successful, the characters likely look around for 
  the race officials and a way out of the Feywild. Looking 
  around, they see a small wooden structure with a couple 
  of genasi sitting in front. See scene 1 of the skill 
  challenge for more information. If the PCs press the 
  eladrin to let them go, the locals reluctantly point them 
  to either the Lord or the Lady. Only those two can lift 
  the barrier and allow them to leave, but that won’t be 
  something given easily.  
   
  The eladrin give a short description of both the lord 
  and the lady and also talk about the friendly animosity 
  between them. PCs are warned they won’t be able to 
  satisfy both and have to choose wisely. See Scene 3 and 
  4 for more information. 
   
  Arcana, Endurance or Insight DC moderate (1 
  success) 
  These skills help the character fight off the magic of the 
  oasis. 
   
  Bluff, Heal or Intimidate DC hard (special; 1 
  maximum per PC) 
  A character who manages to keep his head clear, can aid 
  one other character that failed to do so. A successful 
  check changes the failure of said character into a 
  success for the group check. 
  Scene 2 Getting Marked (1 successes) 
  Walking over to the checkpoint you find two officials 
  enjoying a water pipe and a large tray of sweet cakes. 
  They are extremely relaxed and only notice you after a 
  few moments. Getting your compass marked is going to 
  be more difficult then just asking. 
   
  The crew is extremely laid back, almost in a stupor. They 
  are enjoying themselves, want to share with the PCs, 
  and they cannot be bothered to do anything remotely 
  like work. Still, they want no trouble, and with a bit of 
  work can be wakened enough to mark the compass. 
   
  PCs sponsored by any of the three cities gain a +2 
  bonus on Diplomacy or Intimidate checks in this scene. 
   
  Note that if the PCs do not manage to rouse the 
  officials, they can ask the Lady or Lord for aide. They 
  give this aid and in return they want the characters to 
  stay for the night (explaining why 3 failures in this scene 
  leads to a failure in the skill challenge). 
   
  Arcana DC moderate (1 success) 
  The stupor of the officials is partially magically induced, 
  and it can be temporarily suppressed. 
   
  Diplomacy DC hard (1 success) 
  Bartering with the crew of the checkpoint is certainly 
  possible, albeit a bit hard. It is a bit difficult to talk with 
  people in a stupor-like state of relaxation. 
   
  Intimidate DC moderate (1 success) 
  Fear is a powerful motivator, especially when under 
  some kind of stupor-inducing effect. 
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  Heal DC moderate (1 success) 
  There is no clear indication of any poisons (beyond the 
  water pipe) affecting the officials, and the officials 
  certainly don’t think they need curing, but getting them 
  to wake up long enough to do their job is certainly 
  possible with the right treatment. 
  Scene 3: Lord Zaid Al�Haddar (2 successes) 
  You are led to a large tent, which is much larger inside 
  than outside. You find yourself in a large room. A 
  middle-aged eladrin sits upon a mound of large pillows, 
  flanked by two snow-white tigers. A low table holding 
  several silver platters of food and an ornate silver wine 
  cooler containing a large wine bottle in ice stands before 
  him. In a corner you note a group of scantily clad, 
  beautiful eladrin women giggling together through their 
  veils. Three musicians play instruments softly in the 
  corner. The two sturdy-looking sentries armed with 
  huge scimitars complete the scene. The sentry 
  announces him as: Lord Zaid Al-Haddar Kadeer 
  Munahid, eye of Nimr, squire of the eternal library and 
  wielder of Azzam-Husam al Din, the holy sword. 
   
  Lord Zaid is bored. The reason he set up camp here and 
  opened the connection with the normal world is for the 
  potential entertainment. Why should the rulers of 
  Memnon, Calimport and Almraiven be the only ones 
  who have fun? Once the PCs provide him with some 
  entertainment, he is willing to let them go. Most PCs 
  should somehow participate. He wants to be entertained 
  by the whole group, not just one or two. 
   
  Zaid is well aware his wife, Lady Parizada is going to 
  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 
  the latest pawns. Note that despite the bickering 
  between Zaid and Parizada they do love one another 
  and do not allow anybody else to speak ill of the other. 
   
  Characters sponsored by the Janessar gain a +2 
  bonus on all checks in this scene due to Lord Zaid’s 
  respect for this group. Teams sponsored by the Twisted 
  Rune or Selemchant have a -2 penalty on all checks 
  because of the Lord’s distrust/dislike of magic. His 
  attitude towards the Memnon and Calim is more 
  neutral and reserved – a mix of distaste for their 
  maltreatment of the desert and their practice of slavery 
  and respect/fear for those cities’ power. He pities 
  Almraiven, and considers the city doomed. There are 
  neither penalties nor bonuses for those sponsored by 
  any of the three cities. Zaid does not hide his feelings for 
  these sponsors from the characters. 
   
  Acrobatics DC moderate (1 success) 
  Performing a beautiful dance or a feat of acrobatics will 
  impress and please the lord. 
   
  Athletics DC hard (1 success) 
  A mock battle between the PCs or a grappling contest 
  with one of his tigers impresses the lord, especially if 
  coupled with a nice recount of an historic battle. 
   
  Bluff DC hard (1 success; 1 maximum) 
  Lying to the lord isn’t easy but he is prone to flattery. 
   
  Diplomacy DC moderate (1 success; 1 maximum) 
  Convincing the lord of your immediate need to depart 
  could work but he’ll likely demand some compensation 
  from you.  
   
  Endurance DC moderate (0 successes, 1 maximum) 
  Being on the receiving end of a mock battle can help 
  improve the performance but a PC has to be able to take 
  the bruises. A successful endurance check gives a +2 
  bonus on the Athletics checks. 
   
  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 
  check gives a +2 bonus on athletics checks. 
   
  When the PCs scored 2 successes read: 
  “Alright, I’ll make a deal with you. If you promise to 
  return here one day and feast with us for a night I’ll let 
  you go free. I’ll lift the veil and my guards will leave you 
  be. Go quickly, I can only keep the oasis open for so 
  long.” 
   
  If the PCs refuse to make such a promise, he grudgingly 
  allows them to go regardless. If they do make the 
  promise, ask at the end of the adventure whether or not 
  they intent to fulfill said promise. If they do (and there is 
  no impact if they don’t), that character earns story award 
  ADCP08 Feylord’s Pact. 
  Scene 4: Lady Parizada (2 successes) 
  You are lead you to a secluded part of the oasis where a 
  stream runs through a small pond encircled by scrub 
  grass. Sitting stones are arranged around the pond. A 
  beautiful eladrin female hovers in the shade of a date 
  tree, the lower part of her body disappearing in a thin 
  mist.  
   
  “Welcome friends, I am Lady Parizada Razaan 
  Talibah In’Ganiyah. Tell me what is on your mind.” 
   
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  Lady Parizada is bored, longing for some intellectual 
  challenge, some “civilized” entertainment and news of 
  the outside world. She does not approve her husband’s 
  actions in regards to the PCs, or so she says to them. In 
  reality, she likes the entertainment just as much and 
  keeping the PCs away from her husband to spite him is 
  always fun. Like the Lord, she is willing to let the PCs go, 
  but only if multiple characters entertain her for some 
  time. 
   
  Like Zaid, Parizada has great respect for the 
  Janessar, and she despises slavery. Teams sponsored by 
  the Janessar have a +2 bonus on all checks in this scene. 
  Unlike her husband, she does not respect/fear the 
  power of Calim and Memnon. Characters sponsored by 
  those two groups suffer a -2 penalty to all checks in this 
  scene. She also does not share Zairs distrust of magic, 
  quite the opposite in fact, and groups sponsored by 
  Almraiven, Selemchant or the Twisted Rune gain a +2 
  bonus on checks related to arcane knowledge. Similarly 
  to her husband, she makes it fairly clear to the 
  characters how she feels about their sponsor. 
   
  Arcana, History and Nature DC moderate (1 
  success) 
  One way to both entertain and impress her Ladyship is 
  by showing an impressive knowledge of diverse subjects 
  such as arcana, history, natural science and philosophy. 
   
  Bluff DC hard (1 success) 
  Impressing the lady with a fantastic story is no easy feat 
  but it surely grabs her attention. 
   
  Diplomacy DC moderate (1 success) 
  Engaging the lady in friendly talk is an easy way to get 
  her collaboration on leaving the oasis. Reciting ancient 
  poetry or entertaining her with a story also can help. 
   
  Insight DC moderate (1 success; 1 maximum) 
  Characters paying attention to the Lady’s behavior note 
  that like most djinn she has a strong dislike for slavery. 
  Mentioning that the current predicament of the 
  characters is not unlike slavery is a good way to enlist 
  her aid. 
   
  When the PCs scored 2 successes read: 
  “Alright, I’ll make a deal with you. If you promise to 
  return here one day and feast with us for a night I’ll let 
  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 
  can only keep the oasis open for so long. I’ll appear 
  again when your need is highest, follow me and you’ll be 
  safe from the winds. May the blessing of the winds be 
  upon you!” 
   
  If the PCs refuse to make such a promise, she grudgingly 
  allows them to go regardless. If they do make the 
  promise, ask at the end of the adventure whether or not 
  they intent to fulfill said promise. If they do (and there is 
  no impact if they don’t), that character earns story award 
  ADCP08 Feylord’s Pact. 
  Scene 5: Forcing Your Way Out (2 successes) 
  Deciding to leave the oasis on your own, without 
  acquiring permission from the resident fey lord, you set 
  to work on unraveling the arcane web that spans the 
  planes and keeps you trapped here. 
   
  A fey lord has great control over his or her domain, and 
  that includes the barriers between the Feywild and the 
  normal world. Lord Zair and Lady Parizada are no 
  exception. If the PCs want to leave without their 
  permission they need to act quickly and work hard to 
  overcome the magic of the oasis. As long as the PCs have 
  not yet gained 3 failures, they can attempt to escape. If 3 
  failures have been scored, it is too late, and they drew 
  the full attention/ire of the Lord and Lady. At that point 
  even casting the ritual Fey Passage is not enough and 
  the characters are not yet powerful enough to directly 
  deal with an eladrin lord of Zair’s power or full-fledged 
  djinn. 
   
  Arcana DC hard (trained only; 1 maximum) 
  Manipulating the shimmering force field into bending to 
  your will is a difficult task. A PC who fails this task loses 
  a healing surge due to the exhaustive nature of this task.  
   
  Bluff, Diplomacy or Intimidate moderate DC (1 
  success; 2 maximum) 
  The eladrin are going to interrupt the characters 
  performing rituals. For the characters to have a chance 
  to succeed, they must either hide the casting, or scare 
  the eladrin away. 
   
  Alternatively, the characters can trick or intimidate 
  the eladrin into leading them to a weak spot or helping 
  them into distracting the lord and lady.  
   
  If they use Diplomacy, the PCs need to promise to 
  return after the race. If the PCs do keep that promise, 
  they gain the story award ADCPXX Feylord’s Pact 
  picking either Lord or Lady depending on their 
  preference. 
   
  Fey Passage ritual DC – (1 success; 1 maximum) 
  Casting the ritual in itself is not enough to escape since 
  the powers of Lord Zair actively opposes its casting. It 
  provides 1 automatic success, and either forces the 
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  characters to break through by using Arcana or casting it 
  at the right spot (social skill or Nature). 
   
  Note that while the ritual normally opens a direct 
  connection with the material plane, in this case it opens 
  a connection to it. The PCs still have to move through 
  this connection, and Encounter 5 has to be run as 
  normal. 
   
  Nature DC hard (no successes, 1 maximum) 
  Crossing back into the normal world is easiest at places 
  where the veil is thinnest. The PC’s innate sense of 
  nature can help point out these spots. A successful 
  nature check gives a +2 on Arcana checks, however the 
  PC undertaking the nature check also loses a healing 
  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. 
  Treasure 
  There is no treasure to be found in this encounter, 
  although the PCs might be able to buy certain rituals 
  and/or horses from the Lord or the Lady. 
  Scoring the Encounter 
  The team earns 10 points per success, and lose 10 
  points for each failure. So as long as they were successful 
  they earn between 40 (4 successes, 0 failure) to 20 
  points (4 success, 2 failures). If they fail the skill 
  challenge, they loose 50 points instead (replacing any 
  scoring from successes and failures previously earned in 
  this encounter).  
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Encounter 5: Escape from 
  Paradise 
  H1: Encounter Level 2/4 (625/900 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 spriggan powrie (level 2) (P) 
  2 feywild arcane archer (level 2) (A) 
  2 feywild krenshar bloodslayer (level 2) (K) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 spriggan powrie (level 5) (P) 
  2 feywild arcane acher (level 4) (A) 
  2 feywild krenshar bloodslayer (level 4) (K) 
  H2: Encounter Level 5/7 (1000/1500 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 spriggan powrie (level 5) (P) 
  2 feywild arcane archer (A) 
  2 feywild krenshar bloodslayer (K) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 spriggan powrie (P) 
  2 feywild arcane acher (level 7) (A) 
  2 feywild krenshar bloodslayer (level 7) (K) 
  H3: Encounter Level 8/10 (1750/2500 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 spriggan powrie (level 8) (P) 
  2 feywild arcane archer (level 8) (A) 
  2 feywild krenshar bloodslayer (level 8) (K) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 spriggan powrie (level 10) (P) 
  2 feywild arcane acher (level 10) (A) 
  2 feywild krenshar bloodslayer (level 10) (K) 
   
  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 
  person has sent troops to prevent the PCs from leaving 
  the Feywild. The PCs only have a limited number of 
  rounds to make it to the gate at the other end of the 
  map. 
   
  Timing 
  If you run the adventure in a time sensitive 
  environment, it is a good time to check the clock. By the 
  end of this encounter you should have about 1 hour left 
  for the slot. Since this encounter is more about getting 
  away than draining resources, you can call the fight 
  relatively easily. Check how many move actions it takes 
  to get to the portal, assume nothing hinders them and 
  count that as the number of rounds the PCs need to get 
  out of the portal in regards to scoring. 
   
  As the adventurers enter the area, read: 
  Slowly the vibrant and green oasis gives way to the 
  harsh and brown desert. A familiar shimmering field 
  denotes the real border between worlds. A large boulder 
  can be seen near the shimmering wall. All that stands 
  between you and your freedom are a couple of large 
  rocks. 
   
  If the PCs negotiated with the lord, read: 
  The face of a beautiful woman appears before you, her 
  lower body vanishing in a cloud a smoke. This must be 
  lady Parizada.  
   
  “You disappoint me, running off without paying me 
  a visit, instead seeing my dearly beloved husband. I will 
  make sure you come to my chambers tonight and 
  entertain me till the sun rises again.”  
   
  Before your eyes the last stretch of grass in the oasis 
  starts to wriggle and thrash, like grabbing hands. Atop 
  the rocks eladrins appear wielding bows and aiming at 
  you. In the distance, the boulder slowly starts to roll into 
  the portal and will eventually block your passage. 
   
  If the PCs negotiated with the lady, read: 
  The face of a middle-aged eladrin appears before you, 
  flanked by two large tigers. This must be lord Zaid Al-
  Haddar.  
   
  “You invoke my wrath, running off without paying 
  me a visit, instead seeing my dearly beloved wife. I will 
  make sure you come to my throneroom tonight and 
  entertain me till the sun rises again.”  
   
  Before your eyes eladrins appear on the rock and 
  take aim at you. In the distance, the boulder slowly 
  starts to roll into the portal and will eventually block 
  your passage. 
   
  If the PCs forced their way out, read: 
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  The faces of a beautiful woman and an eladrin male 
  appear before you. These must be the lord and the lady 
  of the oasis.  
   
  The Lord speaks. “You disappoint us, running off 
  without paying us a visit. I will make sure you come to 
  my chambers tonight and entertain us till the sun rises 
  again.”  
   
  Before your eyes the last stretch of grass in the oasis 
  starts to wriggle and thrash, like grabbing hands. Atop 
  the rocks eladrins appear wielding bows and aiming at 
  you. In the distance, the boulder slowly starts to roll into 
  the portal and will eventually block your passage. 
   
  Instead of dealing with all the enemies before the PCs 
  can proceed, they need to cross the battlefield and 
  escape through the slowly closing gate at the other side. 
  The PCs have a set number of rounds before the portal 
  closes and they are trapped in the oasis. The battlefield 
  also changes subtly depending on whom the PCs 
  negotiated with. This is summarized below. Regardless, 
  besides the fey present, the PCs also note a large band of 
  fey approaching fast from behind. It is clear that sticking 
  around for more then 10 rounds is a bad idea. 
   
  Negotiated with the Lord: 
  • 
  The PCs have 6 rounds to get through the 
  portal.  
  • 
  No other changes 
   
  Negotiated with the Lady, didn’t negotiate at all: 
  • 
  The PCs have 6 rounds to get through the 
  portal.  
  • 
  All the green patches including the PCs starting 
  area is grab grass; see below for details. 
  Features of the Area 
   
  Large rock: The large rock in the middle stands 
  H1: 30, H2: 50 and H3: 50 feet high and requires a DC 
  hard Athletics check to climb. 
   
  Small rocks: The small rocks in the middle stand 
  H1: 20, H2: 30 and H3: 30 feet high and require a DC 
  moderate Athletics check to climb. 
   
  Edges of the map: Both long edges of the map are 
  shimmering with arcane energy and show a hazy image 
  of the battlefield, as seen from the other edge. Any PC or 
  monster can move through one long edge and appear at 
  the other, moving through is the only possibility. Attacks 
  and such harmlessly bounce off the shimmering wall. 
   
  The short edge with the portcullis is impassable 
  except where the portal is. Only PCs can cross the gate, 
  for monsters and line of effect the wall continues. 
   
  Grab Grass (optional): Depending on the results of 
  the Encounter 4 the green grassy patches are grab grass. 
  PCs falling prone in the grab grass are immediately 
  grabbed. Standing up is a move action and the PC need 
  to succeed at a medium DC Acrobatics or Athletics. 
   
  Blue Portal: The blue band at the end represents 
  the portcullis back to the material plane. During the 
  encounter it slowly closes. To add a sense or urgency for 
  the PCs use a die to show the remaining rounds for the 
  portal to be open. PCs crossing the portal appear in the 
  desert, close to the oasis with their horses unharmed 
  (including newly bought mounts) in sight. If a PC wants 
  to return, they can spend a move action to reappear 
  besides the portal back in the Feywild. 
  Tactics 
  The goal of the fey is to subdue the PCs and bring them 
  to their master. As such, when they knock a character 
  below 0 they opt to knock the character unconscious. 
  Announce this to the PCs so they won’t fight to the 
  death, especially after the portal has closed. When the 
  portal closes, the fey offer the PCs the chance to 
  surrender. See Ending the Encounter for more 
  information when this happens. 
   
  The feywild archers focus on slowing the PCs with 
  distracting illusion and knocking them prone using eldritch 
  burst. When the grab grass is active they prefer to knock 
  prone instead of slowing.  
   
  The spriggan powrie delays his action until the PCs 
  round the corner. He then coordinates his attacks with 
  the krenshar. Starting with hamstring and finishing with 
  punt the fallen. When useful he pushes the PC, otherwise 
  he just keeps the target adjacent.  
   
  The feywild krenshar blood slayers hide around the 
  corner and ready actions to use surprise attack against the 
  first foe to come in sight. After that they use unnerving 
  skull against each PC nearby and try to grab PCs. When 
  hit they use their fade away and use the invisibility to 
  make another surprise attack (assuming it recharged). 
   
  The purpose of the encounter is to prevent the PCs 
  from reaching the portal, without making it impossible. 
  The PCs should be able to make it if they work together 
  and operate as a team. Make sure not to turn it into a 
  drag and a boring combat; try to keep it fast paced and 
  active. And remember, if even one PC does not make 
  the portal, the group is in trouble. The whole team needs 
  to cross the finish line to win the race. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
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  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.  
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  Encounter 5: Escape from Paradise Statistics (H1 Low)
  Spriggan Powrie (level 2)  
  Level 2 Skirmisher 
  Small fey humanoid  
  XP 125  
  Initiative +7  
  Senses Perception +7; low-light vision 
  HP 39; Bloodied 18 
  AC 16 (18 against opportunity attacks); Fortitude 14, Reflex 15,  
  Will 13 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d6 + 1 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d6 + 1 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +7 vs. Fortitude; 1d6 + 1 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +9, Stealth +12, Thievery +10 
  Str 16 (+4)  
  Dex 18 (+5)  
  Wis 12 (+2) 
  Con 15 (+3)  
  Int 10 (+1)  
  Cha 15 (+3) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer (level 2)  
  Level 2 Brute 
  Medium fey beast  
  XP 125  
  Initiative +4  
  Senses Perception +6; low-light vision 
  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 
  Str 18 (+5)  
  Dex 16 (+4)  
  Wis 10 (+1) 
  Con 15 (+3)  
  Int 2 (-3)   
  Cha 13 (+2) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer (level 2)  
  Level 2 Artillery 
  Medium fey humanoid (eladrin)  
  XP 125  
  Initiative +5 
  Senses Perception +6; low-light vision 
  HP 33; Bloodied 16 
  AC 14; Fortitude 13, Reflex 15, Will 13 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +9 vs. AC; 1d6 + 3 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +7 vs. Armor Class or Reflex (whichever is lower); 1d10 - 1 
  damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +7 vs. Fortitude; 1d10 + 4 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +7 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +7, Stealth +7 
  Str 12 (+2)  
  Dex 18 (+5)  
  Wis 11 (+1) 
  Con 15 (+3)  
  Int 17 (+4)  
  Cha 15 (+3) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
   
  
   
  Encounter 5: Escape from Paradise Statistics (H1 High)
  Spriggan Powrie (level 5)  
  Level 5 Skirmisher 
  Small fey humanoid  
  XP 200  
  Initiative +8  
  Senses Perception +8; low-light vision 
  HP 63; Bloodied 31 
  AC 19 (21 against opportunity attacks); Fortitude 17, Reflex 18,  
  Will 16 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d6 + 2 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d6 + 2 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +10 vs. Fortitude; 1d6 + 2 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +10, Stealth +13, Thievery +11 
  Str 16 (+5)  
  Dex 18 (+6)  
  Wis 12 (+3) 
  Con 15 (+4)  
  Int 10 (+2)  
  Cha 15 (+4) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer (level 4)  
  Level 4 Brute 
  Medium fey beast  
  XP 175  
  Initiative +5  
  Senses Perception +7; low-light vision 
  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 
  Str 18 (+6)  
  Dex 16 (+5)  
  Wis 10 (+2) 
  Con 15 (+4)  
  Int 2 (-2)   
  Cha 13 (+3) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer (level 4)  
  Level 4 Artillery 
  Medium fey humanoid (eladrin)  
  XP 175  
  Initiative +6  
  Senses Perception +7; low-light vision 
  HP 45; Bloodied 22 
  AC 16; Fortitude 15, Reflex 17, Will 15 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d6 + 4 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +9 vs. Armor Class or Reflex (whichever is lower); 1d10  
  damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +9 vs. Fortitude; 1d10 + 5 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +9 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +8, Stealth +8 
  Str 12 (+3)  
  Dex 18 (+6)  
  Wis 11 (+2) 
  Con 15 (+4)  
  Int 17 (+5)  
  Cha 15 (+4) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
   
  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 
  Small fey humanoid  
  XP 200  
  Initiative +8  
  Senses Perception +8; low-light vision 
  HP 63; Bloodied 31 
  AC 19 (21 against opportunity attacks); Fortitude 17, Reflex 18,  
  Will 16 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d6 + 2 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d6 + 2 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +10 vs. Fortitude; 1d6 + 2 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +10, Stealth +13, Thievery +11 
  Str 16 (+5)  
  Dex 18 (+6)  
  Wis 12 (+3) 
  Con 15 (+4)  
  Int 10 (+2)  
  Cha 15 (+4) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer  
  Level 5 Brute 
  Medium fey beast  
  XP 200  
  Initiative +5  
  Senses Perception +7; low-light vision 
  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 
  Str 18 (+6)  
  Dex 16 (+5)  
  Wis 10 (+2) 
  Con 15 (+4)  
  Int 2 (-2)   
  Cha 13 (+3) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer  
  Level 5 Artillery 
  Medium fey humanoid (eladrin)  
  XP 200  
  Initiative +6  
  Senses Perception +7; low-light vision 
  HP 51; Bloodied 25 
  AC 17; Fortitude 16, Reflex 18, Will 16 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d6 + 4 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +10 vs. Armor Class or Reflex (whichever is lower); 1d10  
  damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +10 vs. Fortitude; 1d10 + 5 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +10 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +8, Stealth +8 
  Str 12 (+3)  
  Dex 18 (+6)  
  Wis 11 (+2) 
  Con 15 (+4)  
  Int 17 (+5)  
  Cha 15 (+4) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 37 
  
   
  Encounter 5: Escape from Paradise Statistics (H2 High)
  Spriggan Powrie  
  Level 7 Skirmisher 
  Small fey humanoid  
  XP 300  
  Initiative +9  
  Senses Perception +9; low-light vision 
  HP 79; Bloodied 39 
  AC 21 (23 against opportunity attacks); Fortitude 19, Reflex 20,  
  Will 18 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d6 + 3 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d6 + 3 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +12 vs. Fortitude; 1d6 + 3 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +11, Stealth +14, Thievery +12 
  Str 16 (+6)  
  Dex 18 (+7)  
  Wis 12 (+4) 
  Con 15 (+5)  
  Int 10 (+3)  
  Cha 15 (+5) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer (level 7)  
  Level 7 Brute 
  Medium fey beast  
  XP 300  
  Initiative +6  
  Senses Perception +8; low-light vision 
  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 
  Str 18 (+7)  
  Dex 16 (+6)  
  Wis 10 (+3) 
  Con 15 (+5)  
  Int 2 (-1)   
  Cha 13 (+4) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer (level 7)  
  Level 7 Artillery 
  Medium fey humanoid (eladrin)  
  XP 300  
  Initiative +7  
  Senses Perception +8; low-light vision 
  HP 63; Bloodied 31 
  AC 19; Fortitude 18, Reflex 20, Will 18 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +14 vs. AC; 1d6 + 5 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +12 vs. Armor Class or Reflex (whichever is lower); 1d10  
  + 1 damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +12 vs. Fortitude; 1d10 + 6 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +12 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +9, Stealth +9 
  Str 12 (+4)  
  Dex 18 (+7)  
  Wis 11 (+3) 
  Con 15 (+5)  
  Int 17 (+6)  
  Cha 15 (+5) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
  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 
  Small fey humanoid  
  XP 350  
  Initiative +10  
  Senses Perception +10; low-light vision 
  HP 87; Bloodied 43 
  AC 22 (24 against opportunity attacks); Fortitude 20, Reflex 21,  
  Will 19 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d6 + 4 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d6 + 4 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +13 vs. Fortitude; 1d6 + 4 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +12, Stealth +15, Thievery +13 
  Str 16 (+7)  
  Dex 18 (+8)  
  Wis 12 (+5) 
  Con 15 (+6)  
  Int 10 (+4)  
  Cha 15 (+6) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer (level 8)  
  Level 8 Brute 
  Medium fey beast  
  XP 350  
  Initiative +7  
  Senses Perception +9; low-light vision 
  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 
  Str 18 (+8)  
  Dex 16 (+7)  
  Wis 10 (+4) 
  Con 15 (+6)  
  Int 2 (+0)   
  Cha 13 (+5) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer (level 8)  
  Level 8 Artillery 
  Medium fey humanoid (eladrin)  
  XP 350  
  Initiative +8  
  Senses Perception +9; low-light vision 
  HP 69; Bloodied 34 
  AC 20; Fortitude 19, Reflex 21, Will 19 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d6 + 6 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +13 vs. Armor Class or Reflex (whichever is lower); 1d10  
  + 2 damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +13 vs. Fortitude; 1d10 + 7 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +13 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +10, Stealth +10 
  Str 12 (+5)  
  Dex 18 (+8)  
  Wis 11 (+4) 
  Con 15 (+6)  
  Int 17 (+7)  
  Cha 15 (+6) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
  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 
  Small fey humanoid  
  XP 500  
  Initiative +11  
  Senses Perception +11; low-light vision 
  HP 103; Bloodied 51 
  AC 24 (26 against opportunity attacks); Fortitude 22, Reflex 23,  
  Will 21 
  Speed 6 
  m Sickle (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d6 + 5 damage, and ongoing 5 damage (save ends). 
  M Hamstring (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d6 + 5 damage, and the target is knocked prone, is  
  slowed until the end of the spriggan powrie's next turn, and takes  
  ongoing 5 damage (save ends). 
  M Punt the Fallen (minor, 1/round; at-will)  
  Targets a prone creature; +15 vs. Fortitude; 1d6 + 5 damage, and  
  the spriggan powrie pushes the target 3 squares. 
  Blood Slide 
  A spriggan powrie does not provoke opportunity attacks for moving  
  out of a space adjacent to a bloodied creature or a creature that is  
  taking ongoing damage. 
  Combat Advantage 
  When a spriggan powrie hits a creature that is taking ongoing  
  damage and is granting combat advantage to the powrie, the  
  powrie’s attack increases the ongoing damage by 5. 
  Redcap Zeal (when the spriggan powrie bloodied an enemy or  
  reduces an enemy to 0 hit points or fewer; encounter) 
  The powrie gains 1d8 + 2 temporary hit points. 
  Alignment Evil  
   
  Languages Elven 
  Skills Athletics +13, Stealth +16, Thievery +14 
  Str 16 (+8)  
  Dex 18 (+9)  
  Wis 12 (+6) 
  Con 15 (+7)  
  Int 10 (+5)  
  Cha 15 (+7) 
  Equipment iron-shod boots, leather armor, sickle x2. 
   
  Feywild Krenshar Blood Slayer (level 10)  
  Level 10 Brute 
  Medium fey beast  
  XP 500  
  Initiative +8 
  Senses Perception +10; low-light vision 
  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 
  Str 18 (+9)  
  Dex 16 (+8)  
  Wis 10 (+5) 
  Con 15 (+7)  
  Int 2 (+1)   
  Cha 13 (+6) 
  Note: The feywild krenshar is a normal blood slayer krenshar 
  modified with the feywild denizen theme from DMG2 (surprise attack 
  and fade away have been added). 
   
  Feywild Arcane Archer (level 10)  
  Level 10 Artillery 
  Medium fey humanoid (eladrin)  
  XP 500  
  Initiative +9  
  Senses Perception +10; low-light vision 
  HP 81; Bloodied 40 
  AC 22; Fortitude 21, Reflex 23, Will 21 
  Saving Throws +5 against charm effects 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d6 + 7 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  The feywild arcane archer makes the following attack twice: Ranged 
   20/40; +15 vs. Armor Class or Reflex (whichever is lower); 1d10  
  + 3 damage plus 1d6 fire damage. 
  A Eldritch Burst (standard; recharge 4-6) ✦ Force 
  Area burst 1 within 20; +15 vs. Fortitude; 1d10 + 8 force damage,  
  and the target is knocked prone. 
  A Distracting Illusion (standard; at-will) ✦ Illusion 
  Area burst 2 within 10; +15 vs. Will; the target is slowed and can’t  
  shift until the end of the feywild incanter’s turn. 
  Fey Step (move; encounter) ✦ Teleportation 
  The feywild twilight incanter can teleport 5 squares. 
  Alignment Unaligned  
   
  Languages Common, Elven 
  Skills Acrobatics +11, Stealth +11 
  Str 12 (+6)  
  Dex 18 (+9)  
  Wis 11 (+5) 
  Con 15 (+7)  
  Int 17 (+8)  
  Cha 15 (+7) 
  Equipment chainmail, longbow, short sword x2. 
  Note: The feywild arcane archer is a normal eladrin arcane archer 
  modified with the feywild denizen theme from DMG2 (distracting 
  illusion is added). 
   
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time
  Encounter 5: Escape from Paradise Map 
   
   
   
   
   
   
   
   
  Page 41 
  Tile Sets Needed 
  Desert of Athas x1 
   
   
   
  
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 42 
  Encounter 6: Sand on the 
  Horizon 
  Setup 
  This encounter is part of the larger skill challenge 
  (Scene 5) from Encounter 2. Since it is larger and not 
  tagged onto an existing encounter it is represented as a 
  stand-alone encounter. 
   
  For the first part of the day the weather is fair and the 
  heat oppressive. Progress has been steady and the 
  landscape monotonous. As you crest the next sand dune 
  you spot something amiss.  
   
  Where normally the shimmering horizon should be 
  now only a dark looming cloud of sand hangs in the air. 
  The wind is picking up and it is clear that the sandstorm 
  is going to hit soon. 
   
  The PCs are about to be in the middle of a violent 
  sandstorm. The front is large and it moves quick enough 
  that avoiding it won’t be an option. The PCs have too 
  choose whether they want to go right through the storm 
  and brave its dangers or seek out a place to hide and set 
  up shelter. If they decide to go straight through go to 
  Scene 2. If they decide to make a shelter and sit out the 
  storm go to Scene 1.  
   
  PCs who are sponsored by the Janessar have 
  specialized equipment just for this occasion. This 
  equipment contains gear for both going through the 
  storm or for building a shelter. When they use it they 
  gain an automatic success on the group check and won’t 
  run the risk of losing healing surges. 
   
  PCs who made a deal with the Lady in Encounter 4 
  also have an easier time here. Whether they try to push 
  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 
  represented by a +2 on the Endurance check in either 
  scene.  
  Scene 1: Sitting It Out (2 successes) 
  Athletics DC moderate (0 success; 1 maximum) 
  Creating a make shift shelter is hard work. A successful 
  Athletics check gives a +2 bonus to the Endurance 
  check representing the superior quality of the build 
  shelter. 
   
  Dungeoneering DC moderate (1 success) 
  The best place for a shelter is in a shallow cave or 
  behind some rocky outcropping. Finding the best cave is 
  essential for creating a good shelter. PCs with the map 
  from House Selemchant gain a +4 bonus on this check. 
   
  Endurance DC moderate (1 success, group check) 
  Despite the quick makeshift shelter the storm is spilling 
  in and sand blows in your clothing, nose, ears and 
  mouth. PCs who fail this check lose a healing surge from 
  exposure to the storm. 
   
  Heal DC moderate (0 successes, 1 check per PC) 
  In the relative calm of the shelter you can quickly treat a 
  PC who suffers from the storm. A successful Heal check 
  allows one person to regain a lost healing surge from a 
  failed Endurance check in this encounter. 
   
  Perception DC moderate (0 successes, 1 maximum) 
  A good place for a shelter is invaluable. A successful 
  perception 
  check 
  gives 
  a 
  +2 
  bonus 
  on 
  the 
  Dungeoneering check to find a suitable spot. 
  Scene 2: Headfirst into the Storm (2 successes) 
  Nature DC hard (1 success) 
  The sandstorm reduces visibility to nearly zero and 
  staying on track is difficult. PCs with the map from 
  House Selemchant gain a +4 to this check. 
   
  Perception DC hard (0 successes, 1 maximum) 
  Spotting easy passages and pointing out areas with some 
  shelter should ease the difficult trek through the storm. 
  A successful Perception check gives a +2 bonus on the 
  Nature check. 
   
  Endurance DC hard (1 success, group check) 
  Going into the storm headfirst is no easy feat. PCs who 
  fail this check lose a healing surge from exposure to the 
  storm. 
  Ending the Encounter 
  When the PCs have braved the storm go to Encounter 7. 
  The results of this encounter have a significant influence 
  on the next encounter so take note about which option 
  the PCs chose and how well they did. 
  Experience Points 
  Surviving the sandstorm is part of the larger skill 
  challenge in Encounter 2 so no xp is awarded and this 
  encounter doesn’t count for a milestone. 
  Treasure 
  Traversing the sandstorm awards no treasure. 
  
   
  Encounter 7: Raging Sand 
  H1: Encounter Level 4/6 (775/1100 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 dust devil (D) 
  3 flamespiker (level 3) (F) 
  1 windstriker (level 4 (W) 
   
  This encounter includes the following creatures at the 
  high tier:  
  2 dust devil (level 5) (D) 
  2 flamespiker (level 6) (F) 
  1 windstriker (level 5) (W) 
  H2: Encounter Level 7/8 (1300/1900 
  XP) 
  This encounter includes the following creatures at the 
  low tier:  
  2 dust devil (level 6) (D) 
  2 flamespiker (level 6) (F) 
  1 windstriker (level 7) (W) 
   
  This encounter includes the following creatures at the 
  high tier:  
  2 dust devil (level 9) (D) 
  2 flamespiker (level 8) (F) 
  1 windstriker (W) 
  H3: Encounter Level 10/11 
  (2300/3200 XP) 
  This encounter includes the following creatures at the 
  low tier:  
  2 dust devil (level 9) (D) 
  2 flamespiker (level 10) (F) 
  1 windstriker (level 10) (W) 
   
  This encounter includes the following creatures at the 
  high tier:  
  2 dust devil (level 11) (D) 
  2 flamespiker (level 12) (F) 
  1 windstriker (level 11) (W) 
   
  In the wake of the sandstorm a small rift to the 
  elemental chaos opened and spewed forth a small 
  number of elementals. Taking the PCs by surprise, these 
  elementals are raging incarnations of chaos and try to 
  devour everything in their path to satiate their endless 
  hunger. 
   
  How the PCs encounter the elementals depends on 
  the outcome of the previous encounter. If the PCs tried 
  to go through the storm and failed they encounter the 
  elementals in the middle of the storm. If they sought 
  shelter or successfully pushed through they encounter 
  the elementals in the last waves of the storm. 
   
  Read aloud or paraphrase the following: 
   
  The sandstorm is mostly over. For an instant the sky 
  seems to split and unleash a swirling mass of thunder, 
  lightning and fire. Dust is kicked into the air and shapes 
  fall from the sky. Then the force of the blast hits you and 
  knocks you and the horses to the ground. Scrambling to 
  your feet the shapes seem to be living sand and flame, 
  coming at you. You get the odd sensation of being 
  watched, as if the sponsors of the race are ready to be 
  entertained by your combat. 
   
  The elementals drop from a rift to the Elemental Chaos 
  and are directed to the PCs. The rift is accompanied by a 
  large thunderclap. This thunderclap knocks everyone 
  prone (no attack roll needed), the combat starts the 
  moment 
  everyone 
  stands 
  up 
  again 
  (but 
  still 
  dismounted), so nobody begins prone.  
   
  The purpose of this is to relieve the PCs of the 
  horses, opening up this combat for movement. PCs can 
  get back on their horses if they desire. The horses try to 
  flee as soon as possible if there is no rider keeping it 
  nearby. 
  Features of the Area 
   
  Sandstorm (optional): The remains of the raging 
  sandstorm still linger. If the PCs failed the skill 
  challenge in Encounter 6 the storm is still strong enough 
  to kick dust in the air. Creatures more than one square 
  apart have concealment.  
   
  Earth Flow: The white lines on the battlemap are 
  earth flows. Both flows stream into the pits. The squares 
  with a triangle bordering the white lines are part of the 
  earth flow. Each square of earth flow is difficult terrain, 
  costing two squares of movement to enter. 
   
  Each creature within an earth flow area at the start 
  of its turn slides 3 squares in the direction of the flow. 
  The creature must also make a DC moderate Athletics 
  or Acrobatics check to avoid sinking into the flow and 
  becoming grabbed. Escaping the grab requires a DC 
  moderate Athletics or Acrobatics as a move action. 
   
  PCs 
  with 
  a 
  passive 
  Dungeoneering 
  of 
  15 
  automatically know the effects of earth flow. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Sand pits: The water squares are deep pits of sand. 
  PCs immediately notice these. The pits are H1: 10, H2: 
  20, and H3: 30 feet deep. Climbing the edge of the pit 
  requires a DC 10 Athletics check.  
   
  Whirlwind: The red lines on the battlemap are 
  whirlwinds. These chaotic winds are the remnants of the 
  raging sandstorm that just passed. A creature entering a 
  Whirlwind slides 4 squares towards the rocky edge and 
  when it touches the edge the movement puts them 
  prone on top of the rock, dealing 1d10 damage from the 
  landing. A successful hard DC Acrobatics check (trained 
  only) allows a PC to land on their feet and take no 
  damage. A creature can fight against the wind by 
  spending squares of movement to reduce the distance 
  the wind slides it. Creatures with a fly speed are affected 
  by the slide but don’t end up prone or take any damage 
  from the whirlwind. 
   
  PCs with a passive Nature of 15 automatically know 
  the effects of a whirlwind. 
   
  Rock: The rocks are H1: 20, H2: 30, and H3: 30 
  feet high. Climbing a rock requires a DC 15 Athletics 
  check. 
   
  Trees: The trees are small cactuses and provide 
  cover. Being force moved into a cactus deals H1: 1d6 + 
  3, H2: 1d10 + 4, H3: 2d6 + 5 damage. A victim gets a 
  saving throw to avoid being moved into a cactus, and if 
  successful falls prone. 
  Tactics 
  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 
  the first round with both dust devils  
   
  The elementals aren’t the most tactical creatures. 
  They do not cooperate well and have a tendency to pick 
  different targets. They do not see the horses as a threat 
  focusing on the PCs, only targeting the horses with their 
  area blasts. 
   
  The dust devils use gale blast to knock enemies 
  prone and to get into a good position for stinging sands. 
  They try to get as many PCs and horses in the stinging 
  sands as possible. After that they try to slide PCs into the 
  earth flow or whirlwinds using grasping winds. The 
  flamespikers engage the frontline PCs with stonespike 
  and try to be close to multiple PCs to make the most out 
  of thunderfire thrust. The windstriker goes after a ranged 
  attacker that targeted it in the first round or after a low 
  armored target. It focuses on one target and alternates 
  using searching wind and lethal windstrike. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  All Tiers - Four PCs: Remove one flamespiker 
   
  All Tiers - Six PCs: Add one windstriker 
  Ending the Encounter 
  When the PCs have dealt with the elementals they can 
  continue the race. If the fight goes badly for the PCs, 
  remember that strictly speaking they do not have to 
  fight. The PCs could quickly mount their horses and flee 
  at top speed. It costs them points for the race, as well as 
  gold, but that price might be lower then loosing a horse 
  or a character. 
   
  Take note to run Scene 5 of Encounter 2 after this 
  encounter and before the PCs finish. Also remember the 
  needed environment checks in between encounters. 
  Experience Points 
  Defeating the elementals entitles the PCs to experience 
  points as follows: 
  H1: 155/220 xp each. 
  H2: 260/380 each xp. 
  H3: 460/640 each xp. 
  Treasure 
  When the elementals are defeated a small number of 
  gems fall from their bodies, amounting to: 
  H1: 50/60 each gp. 
  H2: 60/100 each gp. 
  H3: 100/140 each gp. 
  Scoring the Encounter 
  The team scores 50 points if they defeat all elementals. 
  PCs who act on the idea that their sponsors are 
  watching can earn some bonus points. PCs can use a 
  move action to make a hard DC Acrobatics, Athletics or 
  Intimidate check to impress their sponsor. Only one 
  check per PC is allowed. Success yields them 5 points; a 
  failure forces them to lose 5 points. 
  Encounter 2, Scene 5: Sea of Sand (1 success, 
  group check) 
  The race nearly finished, the compass points towards a 
  camp at the horizon. However, a sea of soft sand lies 
  between the PCs and their destination. Getting across is 
  going to take brute force and athleticism or a soft step 
  and some nimble footwork. 
   
  You can see your destination in the distance, a large 
  camp in an oasis. The only thing separating you from 
  your destination is a large sea of sand. Though it seems 
  easy enough, riding down the dune proves less easy then 
  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 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 46 
  Encounter 7: Raging Sand Statistics (H1 Low)
   
  Dust Devil  
  Level 3 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 150  
  Initiative +7  
  Senses Perception +0 
  HP 47; Bloodied 23 
  AC 18; Fortitude 14, Reflex 16, Will 14; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +8 vs. Reflex; 1d10 + 3 damage, and the dust devil slides the target 
  2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +8 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +8 vs. Fortitude; 3d6 + 3 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +10 
  Str 8 (+0)  
  Dex 18 (+5)  
  Wis 8 (+0) 
  Con 15 (+3)  
  Int 5 (-2)   
  Cha 15 (+3) 
   
  Flamespiker (level 3)  
   Level 3 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 150  
  Initiative +6  
  Senses Perception +4 
  HP 50; Bloodied 25 
  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) 
   
   
  Windstriker (level 4)  
  Level 4 Lurker 
  Medium elemental magical beast (air)  
  XP 175  
  Initiative +9  
  Senses Perception +7 
  HP 38; Bloodied 19 
  AC 16; Fortitude 17, Reflex 15, Will 15 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +9 vs. AC; 1d8 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +9 vs. AC; 2d12 + 3 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +7 vs. Will; 2d6 + 3 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+4)  
  Dex 15 (+5)  
  Wis 10 (+2) 
  Con 20 (+7)  
  Int 5 (-1)   
  Cha 17 (+5) 
   
   
   
  
   
  Encounter 7: Raging Sand Statistics (H1 High)
   
  Dust Devil (level 5)  
  Level 5 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 200  
  Initiative +8  
  Senses Perception +1 
  HP 63; Bloodied 31 
  AC 20; Fortitude 16, Reflex 18, Will 16; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +10 vs. Reflex; 1d10 + 4 damage, and the dust devil slides the  
  target 2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +10 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +10 vs. Fortitude; 3d6 + 4 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +11 
  Str 8 (+1)  
  Dex 18 (+6)  
  Wis 8 (+1) 
  Con 15 (+4)  
  Int 5 (-1)   
  Cha 15 (+4) 
   
  Flamespiker (level 6)  
  Level 6 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 250  
  Initiative +7  
  Senses Perception +5 
  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) 
   
   
  Windstriker (level 5)  
  Level 5 Lurker 
  Medium elemental magical beast (air)  
  XP 200  
  Initiative +10  
  Senses Perception +8 
  HP 41; Bloodied 20 
  AC 17; Fortitude 18, Reflex 16, Will 16 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +10 vs. AC; 1d8 + 1 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +10 vs. AC; 2d12 + 4 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +8 vs. Will; 2d6 + 4 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+4)  
  Dex 15 (+5)  
  Wis 10 (+2) 
  Con 20 (+7)  
  Int 5 (-1)   
  Cha 17 (+5) 
   
   
   
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  Encounter 7: Raging Sand Statistics (H2 Low)
   
  Dust Devil (level 6)  
  Level 6 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 250  
  Initiative +9  
  Senses Perception +2 
  HP 71; Bloodied 35 
  AC 21; Fortitude 17, Reflex 19, Will 17; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +11 vs. Reflex; 1d10 + 5 damage, and the dust devil slides the  
  target 2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +11 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +11 vs. Fortitude; 3d6 + 5 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +12 
  Str 8 (+2)  
  Dex 18 (+7)  
  Wis 8 (+2) 
  Con 15 (+5)  
  Int 5 (+0)   
  Cha 15 (+5) 
   
   
  Flamespiker (level 6)  
  Level 6 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 250  
  Initiative +7  
  Senses Perception +5 
  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) 
   
   
  Windstriker (level 7)  
  Level 7 Lurker 
  Medium elemental magical beast (air)  
  XP 300  
  Initiative +10  
  Senses Perception +8 
  HP 51; Bloodied 25 
  AC 19; Fortitude 20, Reflex 18, Will 18 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +12 vs. AC; 1d8 + 1 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +12 vs. AC; 2d12 + 4 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +10 vs. Will; 2d6 + 4 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+5)  
  Dex 15 (+6)  
  Wis 10 (+3) 
  Con 20 (+8)  
  Int 5 (+0)   
  Cha 17 (+6) 
   
   
   
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  Page 48 
  
   
  Encounter 7: Raging Sand Statistics (H2 High)
   
  Dust Devil (level 9)  
  Level 9 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 400  
  Initiative +10  
  Senses Perception +3 
  HP 95; Bloodied 47 
  AC 24; Fortitude 20, Reflex 22, Will 20; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +14 vs. Reflex; 2d6 + 5 damage, and the dust devil slides the  
  target 2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +14 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +14 vs. Fortitude; 3d8 + 5 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +13 
  Str 8 (+3)  
  Dex 18 (+8)  
  Wis 8 (+3) 
  Con 15 (+6)  
  Int 5 (+1)   
  Cha 15 (+6) 
  Note: Increased damage dice slightly to compensate for the fact the 
  creature is upgraded more then 5 levels from the basic creature. 
   
  Flamespiker (level 8)  
  Level 8 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 350  
  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) 
   
  Windstriker  
  Level 9 Lurker 
  Medium elemental magical beast (air)  
  XP 400  
  Initiative +11  
  Senses Perception +9 
  HP 56; Bloodied 28 
  AC 21; Fortitude 22, Reflex 20, Will 20 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +14 vs. AC; 1d8 + 2 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +14 vs. AC; 2d12 + 5 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +12 vs. Will; 2d6 + 5 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+6)  
  Dex 15 (+7)  
  Wis 10 (+4) 
  Con 20 (+9)  
  Int 5 (+1)   
  Cha 17 (+7) 
   
   
   
   
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  Page 49 
  
   
  Encounter 7: Raging Sand Statistics (H3 Low)
   
  Dust Devil (level 9)  
  Level 9 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 400  
  Initiative +10  
  Senses Perception +3 
  HP 95; Bloodied 47 
  AC 24; Fortitude 20, Reflex 22, Will 20; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +14 vs. Reflex; 2d6 + 5 damage, and the dust devil slides the  
  target 2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +14 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +14 vs. Fortitude; 3d8 + 5 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +13 
  Str 8 (+3)  
  Dex 18 (+8)  
  Wis 8 (+3) 
  Con 15 (+6)  
  Int 5 (+1)   
  Cha 15 (+6) 
  Note: Increased damage dice slightly to compensate for the fact the 
  creature is upgraded more then 5 levels from the basic creature. 
   
  Flamespiker (level 10)  
  Level 10 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 500  
  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. 
   
  Windstriker (level 10)  
  Level 10 Lurker 
  Medium elemental magical beast (air)  
  XP 500  
  Initiative +12  
  Senses Perception +10 
  HP 61; Bloodied 30 
  AC 22; Fortitude 23, Reflex 21, Will 21 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +15 vs. AC; 1d8 + 3 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +15 vs. AC; 2d12 + 6 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +15 vs. Will; 2d6 + 6 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+7)  
  Dex 15 (+8)  
  Wis 10 (+5) 
  Con 20 (+10)  
  Int 5 (+2)   
  Cha 17 (+8) 
   
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  Page 50 
  
   
  Encounter 7: Raging Sand Statistics (H3 High)
   
  Dust Devil (level 11)  
  Level 11 Skirmisher 
  Small elemental magical beast (air, earth)  
  XP 600  
  Initiative +11  
  Senses Perception +4 
  HP 111; Bloodied 55 
  AC 26; Fortitude 22, Reflex 24, Will 22; -2 to all defenses while  
  slowed or immobilized 
  Speed 8 
  m Grasping Winds (standard; at-will) 
  +16 vs. Reflex; 2d6 + 6 damage, and the dust devil slides the  
  target 2 squares. 
  M Gale Blast (move; recharge 5-6) 
  The dust devil shifts 5 squares and attacks each enemy it moves  
  adjacent to (one attack per creature); +16 vs. Fortitude; the target is  
  knocked prone. 
  C Stinging Sands (standard; encounter)  
  Close burst 3; +16 vs. Fortitude; 3d8 + 6 damage, and the target is  
  blinded until the end of the dust devil's next turn. 
  Alignment Unaligned  
   
  Languages Primordial 
  Skills Stealth +14 
  Str 8 (+4)  
  Dex 18 (+9)  
  Wis 8 (+4) 
  Con 15 (+7)  
  Int 5 (+2)   
  Cha 15 (+7) 
  Note: Increased damage dice slightly to compensate for the fact the 
  creature is upgraded more then 5 levels from the basic creature. 
   
  Flamespiker (level 12)  
  Level 12 Soldier 
  Medium elemental magical beast (air, earth, fire)  
  XP 700  
  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. 
   
   
  Windstriker (level 11)  
  Level 11 Lurker 
  Medium elemental magical beast (air)  
  XP 600  
  Initiative +13  
  Senses Perception +11 
  HP 72; Bloodied 36 
  AC 24; Fortitude 25, Reflex 23, Will 23 
  Immune disease, poison; Resist insubstantial 
  Speed 0, fly 8 (hover) 
  m Windstrike (standard; at-will) ✦ Cold, Thunder 
  Reach 2; +17 vs. AC; 1d8 + 4 cold and thunder damage. 
  M Lethal Windstrike (standard, at-will) ✦ Cold, Thunder 
  Reach 2; targets the windstriker's quarry; +17 vs. AC; 2d12 + 7 cold 
  and thunder damage, and the target is no longer designated as the  
  windstriker’s quarry. 
  R Searching Wind (standard; recharges when the windstriker hits  
  with lethal windstrike) ✦ Cold, Thunder 
  Ranged 10; +15 vs. Will; 2d6 + 7 cold and thunder damage, and  
  the target is knocked prone. Effect: The target is designated as the  
  windstriker’s quarry. 
  Shifting Wind (immediate reaction, when the windstriker takes  
  damage; at-will)  
  Until the end of its next turn, the windstriker does not provoke  
  opportunity attacks and can move through enemies’ spaces. 
  Alignment Unaligned  
   
  Languages Primordial 
  Str 14 (+7)  
  Dex 15 (+8)  
  Wis 10 (+5) 
  Con 20 (+10)  
  Int 5 (+2)   
  Cha 17 (+8) 
   
   
   
   
   
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  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) 
   
   
   
   
   
   
   
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  Page 52 
  
   
  Encounter 8: Victory or 
  Defeat! 
  Setup 
  Salim el-Sammodar. male genasi, race official 
   
  The PCs have reached the finish. Regardless of whether 
  they won or not, they are welcomed by a loudly cheering 
  crowd. Observant characters note money being 
  changed, clearly payments for outstanding bets. If they 
  won, the crowd goes absolutely wild and they are lifted 
  on the shoulders and brought to their sponsor. Later that 
  week, they receive their prize in a large ceremony and a 
  huge celebration is given in their honor. If they lost, they 
  observe the ceremony from the sideline, but still join the 
  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 
  there are no photo cameras in the Forgotten Realms, 
  and the judges are not entirely impartial, the PCs can 
  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, 
  and the 2nd and 3rd both score 590, then this scene 
  determines who becomes 2nd and 3rd. The first team 
  keeps wins regardless of how many points team 2 and 3 
  earn in this scene. 
   
  The PCs need to make their case to the judges. 
  Their spokesperson needs to make a Bluff, Diplomacy or 
  Intimidate check against a hard DC. For each point 
  above the threshold they earn 1 point, for each point 
  below, they loose a point. No character can assist in this 
  check. Make this check at the end of the adventure even 
  though you do not know yet whether there is going to be 
  a tie. The event organizers are going to apply it later. 
   
   
   
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  Rewards Summary 
  At the conclusion of the adventure, the PCs earn 
  experience points, treasure, and possibly story awards. 
  All totals listed here are per PC. A number before the 
  slash is the low-level value; after the slash is the high-
  level value. 
  Experience Points 
  Give PCs a full award for each encounter they 
  successfully completed, and a half award if they were 
  unsuccessful. Give no award if the characters did not 
  play the encounter at all. 
   
  Encounter 2: The Race  
   
  H1: 50 / 70 XP 
  H2: 80 / 120 XP 
  H3: 140 / 200 XP 
  Encounter 3: Buzzing Ears 
   
   
  H1: 145 / 195 XP 
  H2: 220 / 340 XP 
  H3: 380 / 560 XP 
  Encounter 4: The Lush Oasis  
  H1: 25 / 35 XP 
  H2: 40 / 60 XP 
  H3: 70 / 100 XP 
  Encounter 5: Escape from Paradise 
   
  H1: 125 / 180 XP 
  H2: 200 / 300 XP 
  H3: 350 / 500 XP 
  Encounter 7: Raging Sand 
  H1: 155 / 220 XP 
  H2: 260 / 380 XP 
  H3: 460 / 640 XP 
   
  Total Possible Experience 
   
   
  H1: 500 / 700 XP 
  H2: 800 / 1200 XP 
  H3: 1400 / 2000 XP 
   
  Gold per PC  
  H1: 75 / 100 gp 
  H2: 100 / 150 gp 
  H3: 150 / 200 gp 
   
  (H1: Encounter 3: 25 / 40 gp, Encounter 7: 50 / 60 gp) 
  (H2: Encounter 3: 40 / 50 gp, Encounter 7: 60 / 100 gp) 
  (H3: Encounter 3: 50 / 60 gp, Encounter 7: 100 / 140 
  gp) 
  Treasure 
  Each PC receives treasure in the form of gold pieces as 
  well as one share from a treasure bundle. The treasure 
  bundle may give the PC more gold, a magic item, or 
  something else of value. Each player makes one and 
  only one selection for their character; players may 
  choose the same treasure bundle. Note that it is possible 
  (and likely) that some characters will not select a bundle 
  for each session of play. 
   
  If characters buy or sell magic items or other gear 
  during the adventure (or pay for services) add or 
  subtract that amount from the total gold the PC receives 
  at the end of the adventure. If a player selects an option 
  that gives their character more gold, add that amount to 
  that character’s base gold award. It is possible and 
  permissible for a character who spends more gold than 
  he or she earns to have a negative total for the 
  adventure. PCs receive 20% of the item’s market price 
  when they sell any magic item or consumable. They 
  receive 50% of the market price for ritual books and 
  alchemical formulas. 
   
  If a player selects a magic weapon or suit of armor 
  for their PC that is not specific on the type of item listed, 
  they must select the exact item at the time they choose 
  that bundle. For example, if a duelist’s weapon +1 is listed 
  as a choice in a bundle, a player selects the form of the 
  weapon amongst the choices possible for that magic 
  item (light blades). If the player selects the item as a +1 
  duelist’s dagger, the player writes that information down 
  on the PC’s adventure log and the item is forever after 
  that specific weapon. 
   
  An asterisk next to a magic item means that it is an 
  item that appears in the New Rules section.  
  Each PC Selects One of the Following Bundles: 
  H1 Only: 
  Bundle A: amulet of life +1* (level 5; Dragon Magazine 
  381) 
  Found in Encounter 3 
   
  Bundle B: Melora’s storm blessing* (level 3; DMG2; see 
  story award ADCP09 for details) 
  Found in Encounter 8 
   
  H2 Only: 
  Bundle C: steadfast amulet +2* (level 8; Adventurer’s Vault 
  1) 
  Found in Encounter 3 
   
  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 
   
   
   
   
   
   
   
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  H3 Only: 
  Bundle E: amulet of protection +3 (level 11; PHB 1) 
  Found in Encounter 3 
   
  Bundle F: Melora’s storm blessing* (level 8; DMG2; see 
  story award ADCP09 for details) 
  Found in Encounter 8 
   
  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. 
   
  The flames are the visible representation of the true 
  power of the ritual. This allows you to select Melora’s 
  storm blessing (more appropriately know as Elemental 
  Lord’s storm blessing) as a treasure bundle as per the 
  normal rules. Note down the level of your character 
  when you earn the boon below, since the power of the 
  boon disappears after you raise more then 5 levels. The 
  flames remain though. 
  Character Level at time of Acquiring the Boon:____  
   
   
   
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 56 
   
  New Rules 
  Amulet of Life 
  Level: 5 
  Price: 1,000 gp 
  Item Slot: Neck 
  Enhancement: +1 Fortitude, Reflex, and Will 
  Power (Encounter * Healing): Free Action. Trigger: 
  Use this power when you spend a healing surge. Effect: 
  You can spend an additional healing surge. 
  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 
  Price: 3,400 gp 
  Item Slot: Neck 
  Enhancement: +2 Fortitude, Reflex, and Will 
  Power (Daily): Immediate Interrupt. Use this power 
  when you are dazed or stunned by an attack. Make a 
  saving throw against the condition. On a failure, you 
  don’t expend the use of this power and no daily use of a 
  magic item power occurs. 
  Source: Adventurer’s Vault 1. 
   
   
  
   
  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 
   
   
   
   
   
   
   
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  Appendix 2: Mounts 
  The rules in regards to mounted combat are printed in 
  DMG page 46. The text below is a summary of these 
  rules. The information on the mounts comes from the 
  Adventurer’s Vault 1 and the Monster Manual. 
  Mount and Rider 
  Space: The rider and mount both occupy the mount’s 
  space. However, the origin squares of the rider’s powers 
  and other effects do not change to the mount’s size. 
  Whenever the rider uses an effect that has an origin 
  square (such as a melee, a ranged, an area, or a close 
  power), the rider first picks where that square is located 
  in the mount’s space, and the effect uses that origin 
  square. For example, if a Medium rider uses a close 
  burst attack power, the rider chooses a single square 
  within the mount’s space, and the burst emanates from 
  that square. This rule means that if the burst targets each 
  creature within it, rather than each enemy, it can hit the 
  mount.  
  Attacking while mounted: The rider and the mount 
  occupy the mount’s space. If it is ever important to 
  determine the precise location within the mount’s space 
  that you occupy, you choose. 
  Targeting: Targeted attacks can target you or your 
  mount, as the attacker chooses. A close attack or an area 
  attack affects both you and your mount if its area 
  includes either of you. 
  Opportunity Attacks: If the rider’s mount’s movement 
  provokes an opportunity attack, the attacker chooses to 
  target either you or your mount. If the rider provokes an 
  opportunity attack by making a ranged or an area attack, 
  the attacker must target the rider. 
  Forced Movement: If an attack that forces movement 
  targets the rider but not the mount, the rider can choose 
  for the mount to also be affected, so that the rider and its 
  mount continue to move together. If the rider doesn’t 
  want its mount to be affected, the rider can be pushed 
  off its mount if the forced movement carries the rider 
  out of the mount’s space. 
  Mounts in Combat 
  Mounting 
  and 
  Dismounting: 
  Mounting 
  or 
  dismounting a creature is a move action.  
  Initiative: The rider and its mount both act on the 
  rider’s initiative count. If the rider and its mount 
  separate, they both continue acting on the same 
  initiative count. 
  Actions: On the rider’s turn, the rider and its mount 
  combined can take a normal set of actions – a standard 
  action, a move action, and a minor action. The rider 
  divides these actions as it wishes. The rider and its 
  mount also share a single immediate action. If the rider 
  and mount separate, they still share one set of actions. 
  Attacking Mounts: The mount can use a standard 
  action to attack instead of the rider. If the rider doesn’t 
  have the Mounted Combat feat, the mount takes a –2 
  penalty to all its attack rolls. 
  Charge: If the rider charges, the rider can move its 
  mounts speed and either makes a melee basic attack 
  itself or lets its mount make a melee basic attack. 
  Squeezing: If the mount squeezes, it and the rider both 
  take the associated penalties. 
  Knocked Prone: An attack that knocks your mount 
  prone also knocks the rider prone and forces him to 
  dismount. The rider moves into a space of its choice 
  adjacent to the now-prone mount and is prone. 
   
  If an attack knocks the rider prone, the rider 
  immediately attempts a saving throw to avoid being 
  dismounted. This saving throw works just like a normal 
  saving throw, except the rider makes it as soon as the 
  rider is knocked prone, not at the end of its turn. 
   
  Lower than 10: Failure. The rider is dismounted and 
  falls prone in an open space of the rider’s choice 
  adjacent to the mount. 
   
  10 or higher: Success. The rider remains in the 
  saddle and is not knocked prone. 
  Mounts 
  Riding Horse 
  Category: Mount 
  Price: 75 gp 
   
  Normal Load 
  Heavy Load 
  Max.Drag 
  Normal 
  237 lb. 
  475 lb. 
  1,187 lb. 
  saddle of strength 
  355 lb. 
  713 lb. 
  1,781 lb. 
   
  Riding Horse  
  Level 1 Brute 
  Large natural beast  
  XP 100  
  Initiative +1  
  Senses Perception +5; low-light vision 
  HP 36; Bloodied 18 
  AC 14; Fortitude 15, Reflex 13, Will 10 
  Speed 10 
  m Kick (standard; at-will)  
  +4 vs. AC; 1d6 + 4 damage. 
  Alignment Unaligned  
  Languages ---  
  Skills Endurance +8 
  Str 19 (+4)  
  Dex 13 (+1)  
  Wis 11 (+0) 
  Con 16 (+3)  
  Int 2 (---4)   
  Cha 9 (-1) 
   
  Warhorse 
  Category: Mount 
  Price: 680 gp 
   
  Normal Load 
  Heavy Load 
  Max.Drag 
  Normal 
  262 lb. 
  525 lb. 
  1,312 lb. 
  saddle of strength 
  393 lb. 
  788 lb. 
  1,968 lb. 
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
  Page 58 
  
   
  Warhorse  
  Level 3 Brute 
  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 
  A heavy chariot provides cover to its driver and passengers. 
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  Appendix 3: Flowchart 
   
  ADCP2-2H Heart of the Desert: Race Against Time
   
  
   
  ADCP2-2H Heart of the Desert: Race Against Time 
   
   
   
   
   
   
   
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  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:  
   
   
   
   
   
  _____________ 
   
  
   
  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 
   
   
   
   
   
   
   
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  __________________________________ 
  __________________________________ 
  __________________________________ 
  (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
  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. 
  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. 
  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! 
  ADCP09 Victory in the desert! 
  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 .  
  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 .  
  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. 
   
  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. 
   
  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. 
   
  The flames are the visible representation of the
  true power of the ritual. This allows you to select
  Melora’s storm blessing (more appropriately know as
  Elemental Lord’s storm blessing) as a treasure bundle as
  per the normal rules. Note down the level of your
  character when you earn the boon below, since the
  power of the boon disappears after you raise more then
  5 levels. The flames remain though. 
   
  The flames are the visible representation of the
  true power of the ritual. This allows you to select
  Melora’s storm blessing (more appropriately know as
  Elemental Lord’s storm blessing) as a treasure bundle as
  per the normal rules. Note down the level of your
  character when you earn the boon below, since the
  power of the boon disappears after you raise more then
  5 levels. The flames remain though. 
   
  The flames are the visible representation of the
  true power of the ritual. This allows you to select
  Melora’s storm blessing (more appropriately know as
  Elemental Lord’s storm blessing) as a treasure bundle as
  per the normal rules. Note down the level of your
  character when you earn the boon below, since the
  power of the boon disappears after you raise more then
  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:____ 
   
   
   
   
   
   
  
  Dungeons & Dragons is a trademark of Wizards of the 
  Coast LLC. © 2010 Wizards of the Coast LLC
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S I O N  T R A C K I N G
  (This number was given to the organizer when the event was scheduled)
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal table has no less than four players, and no more than six players.
  Give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. Instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                   
                               RPGA/DCI 
   
  Name                                                   
                               Number  
   
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D U N G E O N M A S T E R
  RPGA Number: May be less than a 10-digit number.
  DM Name: _____________________
  D U N G E O N  M A S T E R
  Dungeons & Dragons is a trademark of Wizards of the 
  Coast LLC. © 2010 Wizards of the Coast LLC
  a
  b
  c
  Event Name: _______________________________  Event Code: __________________________ 
  Adventure Title: ______________________________________________   Session Number: ____
  Date of Play: 
   
   
   
  Start Time:  
   
  S E S S I O N  T R A C K I N G
  (This number was given to the organizer when the event was scheduled)
   Month 
  Day 
  Year
   Hour 
  Minute
  A legal table has no less than four players, and no more than six players.
  Give hour in military time standard (p.m. hours 
  = hour +12). Don’t record the exact minute the 
  adventure played. Instead list the closest 30-
  minute interval the game was scheduled to start 
  at (30 or 00).
  /
  /
  :
  Player                                                 
                              RPGA/DCI 
  Name                                                 
                              Number 
  1
  2
  3
  4
  5
  6
  DM Name: _____________________
  D U N G E O N M A S T E R
  RPGA Number: May be less than a 10-digit number.
  DM Name: _____________________
  D U N G E O N  M A S T E R
  (For administrative use only)
  (For administrative use only)
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/Adventuring Company/ADCP2-2 Heart of the Desert [H1-H3].pdf