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 
  Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20. 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga.  
  DUNGEONS & DRAGONS, D&D, DM REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of 
  Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any 
  reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of 
  the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2009 
  Wizards of the Coast LLC.  
  For rules questions specific to this document, visit www.wizards.com/customerservice.  
  Permission is granted to photocopy this document for personal use. 
  ADCP1-1 
   
   
   
   
   
   
  Jungle Hunt 
   
  A Dungeons & Dragons® Living 
  Forgotten Realms Adventure 
   
  By Paige Leitman and Dave Brainard 
  Reviewed by M. Sean Molley 
  Playtested by David Argall, Aaron Brosman, Jillian Brosman, 
  Daniel Cork, Jocelyn Eisenhour, Ben Heisler, Peter Hoang, 
  Andrew Huang, Bob Midkiff, Aaron Pilgrim, Michael Roderick, 
  John Rogers, John Stanford, Mickey Tan, Ryan White, and  
  Matt Whitacre 
   
  A great hunt has been called in the jungles of Chult. The Amnian trading costers of Port Nyranzaru are competing to 
  see which one can bring in the biggest, rarest beasts as trophies, and they’re looking for adventuring companies to do 
  the hunting. Are you and your companions up to the challenge? A Living Forgotten Realms adventure set in Chult for 
  characters levels 1-14.  
   
  Important Note: At least four of the characters in the party must be members of the same Adventuring Company in 
  order to play this adventure, and all of the characters must be within a single level band (1-4, 4-7, 7-10, or 11-14). 
  This event may only be run at Wizards Play Network (WPN) Public Play events. It is not available for Private Play. 
  
   
  RPGA® Sanctioned Play 
  Most likely you ordered this adventure as part of an 
  RPGA event, or you received it from your organizer. To 
  play this adventure and receive rewards for it, you must 
  sanction it as part of an RPGA 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 sanction an RPGA event, you must be enrolled in 
  the Wizards Play Network (or WPN for short.) 
  Information on enrolling in the program can be found at 
  www.wizards.com/wpn. The person who sanctions the 
  event, called the organizer, is in charge of making sure 
  the event is sanctioned before play, runs smoothly on 
  the date sanctioned, and gets reported back to the RPGA 
  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 run 
  this adventure if you are not the organizer.  
   
  By sanctioning 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 sanctioned RPGA play if they are members 
  of the DM REWARDS program. DMing this adventure is 
  worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2011. 
   
  To learn more about RPGA event sanctioning and 
  DM 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.wizards.com/rpga.  
  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 will be 
  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 aren't 
  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). 
  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 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 2 
  
   
  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. 
  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 will 
  increase or decrease their company’s relative standing 
  in the eyes of the wealthy or influential patron who has 
  organized the event.  
   
  However, no adventure can ever pit player characters 
  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. There will never be direct PC-versus-PC combat in any 
  Living Forgotten Realms adventure. Characters may 
  temporarily be dominated by evil magic and forced to 
  attack one another, but no adventure will ever set up a 
  scenario in which individual PCs or groups of PCs are 
  told to engage in combat against one another. 
   
  However, that does not mean that the various 
  adventuring companies (and even members of the same 
  company) cannot compete with each other in any way. 
  That same "battle for the gold mine" scenario might be 
  just fine if all the PC adventuring companies are 
  working for the same side. It is also okay to have the PCs 
  represent different competing factions, so long as the 
  PCs themselves do not directly come into conflict. For 
  example, 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, and the winning 
  adventuring company also wins the tournament on 
  behalf the house they chose as their sponsor. But even in 
  a tournament setting, 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 
  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 at a table for 
  4 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 
  (or "interactive"). 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 4-hour tabletop gaming session. You are also 
  not allowed to change the story or encounters from what 
  is presented in the adventure, other than as specified 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 3 
  
   
  herein and in the "DM Adventure Adjustments" section 
  of the RPGA Character Creation Guide. 
  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. 
  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 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 RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your organizer directly after play.  
   
  Adventuring company adventures might also have 
  an additional scoring sheet, which is used to tabulate 
  each individual table's results. The rules for scoring will 
  be specified in the adventure. Fill the sheet out as you go 
  along, so that you don't run the risk of forgetting what 
  happened in each encounter. Check with your event 
  organizer for any additional details about whether and 
  how this adventuring company event is being scored at 
  your particular WPN Public Play event. 
  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. 
  Appropriate Character Levels 
  This adventure is designed for player characters (PCs) 
  levels 1-14. Characters that fall outside of the level 
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  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 
  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 four different level bands. 
  In the adventure text, the adventure bands are referred 
  to using the following abbreviations: H1 (levels 1-4), H2 
  (levels 4-7), H3 (levels 7-10), and P1 (levels 11-14). 
  Each of the four level bands offers a low-level version 
  and a high-level version. The low level is meant for a 
  group whose levels, on average, fall in the lower levels of 
  the adventure’s level spread. The high level is meant for 
  a group whose levels, on average, fall in the higher levels 
  of the adventure’s level spread.  
   
  A group may decide to play the high level when 
  their levels are more suited to the low level 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 level when their levels 
  are more suited to the high level 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 10/11" means that if you 
  are running the adventure for a group of levels 1-4 
  characters, the DC is 10 if they are playing the low-level 
  version and 11 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 matches the 
  corresponding table in the Dungeon Master's Guide. 
  Simply reference the 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 also 
  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. 
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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 
  Port Nyranzaru is a trade colony in Chult (see page 102 
  of the Forgotten Realms Campaign Guide for more 
  information). The nation of Amn controls all activity in 
  Port Nyranzaru. Taxes are high, but those lucky enough 
  to be employed by one of the major trading companies 
  live in relative safety inside the walls of this ultimate 
  frontier city. Those not affiliated with any of the trading 
  companies are forced to live in the expansive 
  shantytown beyond the wall. They survive as best they 
  can, constantly dealing with disease and threats from 
  the jungle. 
   
  The Amnian trading houses with operations in Port 
  Nyranzaru have decided to sponsor a great hunt in the 
  jungles of Chult. Rather than risk their own people, they 
  are recruiting adventuring companies to serve as their 
  proxies. The adventuring companies are expected to 
  compete fiercely to bring back the most dangerous or 
  rarest monsters as trophies. The winning adventurers 
  (and therefore the winning sponsor) will earn a great 
  deal of prestige. To make things interesting even for 
  those who don't win the overall grand prize, the 
  authorities are also paying a cash bounty for each 
  monster head, pelt, or other suitable evidence of the kill. 
   
  The hunt’s objectives are threefold. First, the trading 
  companies are in constant competition with one another 
  for financial and political superiority. This hunt provides 
  an opportunity for the companies to prove their worth 
  and gain more influence with the ruling houses of Amn 
  (who are very decadent and thus love such sport). 
  Second, the trading companies are always on the 
  lookout for agents who can further their aims in the 
  world. Many times there are tasks which need to be 
  performed that the wealthy merchants and nobles don’t 
  necessarily want to dirty their own hands with. Thus, the 
  hunt is sort of an audition for adventuring companies – 
  who, if they perform well, might receive future 
  commissions. Third, with so many adventurers running 
  around killing everything in sight, the hunt cannot help 
  but reduce the population of dangerous monsters in the 
  jungle near Port Nyranzaru, which will improve the 
  overall safety and security of the colony. 
  DM’s Introduction 
  This is a relatively straightforward adventure, but there 
  are a number of choices that the players have to make 
  along the way. 
   
  First, the PCs meet some of the noble houses and 
  trading 
  costers 
  that 
  are 
  sponsoring 
  adventuring 
  companies in the hunt. The PCs must decide which 
  house they will choose as their sponsor. The different 
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  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  houses offer different benefits which might be useful 
  during the adventure (such as a bonus to certain skill 
  checks, or access to special equipment). Each house also 
  has a particular trading philosophy or goal that the PCs 
  might find more or less compatible with their own 
  worldview. 
   
  The hunt lasts for one day, so once the PCs have 
  gotten a sponsor, it's time to head into the jungle. In 
  order to bring back the best possible trophy (the rarest 
  and most dangerous monster around), the PCs engage 
  in a skill challenge. They attempt to find the tracks of 
  suitably interesting monsters while also dealing with the 
  natural hazards of the jungle. Along the way, they 
  discover a small set of ancient serpent empire ruins that 
  do not appear to have been explored. There could be 
  treasure in the ruins, but it's a distraction from the hunt. 
  The PCs will have to decide if they want to explore the 
  ruins right away, leave them for later, or ignore them 
  completely. If the PCs choose to explore the ruins 
  (either now or later) then they encounter a rival 
  adventuring company that hasn't had any luck on their 
  own hunt and has decided to steal from the other 
  competitors instead. 
   
  Continuing their trek through the jungle, the PCs 
  find some tracks that indicate a herd of rare lizards 
  passes through the area on a regular basis. These 
  particular lizards are highly valued for their scales, as 
  well as for various organs used in making magic items 
  and as ritual components. There are a mixture of smaller 
  (less dangerous) and larger (more dangerous) reptiles in 
  the herd. Tracking the herd of lizards leads the PCs 
  along the banks of a rushing river.  
   
  Depending on how well they do in the tracking skill 
  challenge, the PCs might also discover that a dragon 
  uses this same area as its hunting ground. The PCs must 
  decide if they want to face the dragon by itself, the 
  dragon and the smaller lizards, the dragon and the 
  larger lizards, or all of the monsters combined. The 
  more monsters they choose to face, the better their 
  chances of winning the grand prize, but the greater the 
  danger. It is entirely possible that the PCs will bite off 
  more than they can chew here, but the decision about 
  how difficult a fight to face must be left entirely up to the 
  players. 
   
  Once the PCs have fought the reptiles and the 
  dragon and claimed whatever trophies they can, they 
  must head back to Port Nyranzaru to present their kills 
  and claim their reward. If they bypassed the ancient 
  ruins earlier, then they can explore those on their way 
  back to the port. If they choose to ignore the ruins 
  completely, then the rival adventuring company 
  ambushes them just outside of Port Nyranzaru, hoping 
  to steal their trophies and claim their prize. 
   
  The PCs may choose to take an extended rest after 
  battling the hazards of the jungle for a while. That's 
  okay, but make sure the players understand that one 
  element of the scoring system for the hunt is time. All 
  else being equal, a group that does not take an extended 
  rest (comes back earlier in the day with their trophies) 
  will be awarded the grand prize ahead of a group that 
  does take an extended rest (comes back later in the day 
  or even the next day). You should share the details of the 
  scoring system with the PCs before the adventure starts 
  (see Appendix 2 for a sample score sheet). The point of 
  the scoring system is not to play "gotcha" by taking away 
  points for things the players did not know would be 
  penalized. To be fair to everyone, explain the details 
  ahead of time so that the players can make appropriate 
  decisions during the adventure.  
  Player’s Introduction 
  Read or paraphrase the following to the players: 
   
  The call has gone forth to adventuring companies across 
  Faerun. The noble houses of Amn are sponsoring a 
  great hunt at their nation's trade colony of Port 
  Nyranzaru in the steamy jungles of Chult. The purpose 
  of the hunt is ostensibly to thin the population of 
  dangerous monsters in the vicinity of the colony, but it's 
  an open secret that the quest for the biggest, rarest 
  trophies is really just a proxy for the endless competition 
  between the sponsoring houses. Because of the high 
  degree of risk, this hunt is open only to the most highly 
  organized: those who are part of chartered adventuring 
  companies.  
   
  Most of the participants have made a long sea 
  journey 
  through 
  the 
  pirate-infested 
  waters 
  that 
  surround the massive island. Port Nyranzaru itself 
  boasts a large, heavily fortified harbor, and a high stone 
  wall fronts the jungle, pierced only by three well-
  guarded gates. Amn owns and controls all activity in the 
  port. Those lucky enough to be employed by one of the 
  major trading companies live in relative safety within 
  the walls of this ultimate frontier city. Those not 
  affiliated with any of the trading companies are forced 
  to live in the expansive shantytown beyond the wall, 
  surviving as best they can. 
   
  All around the city, banners and pennants have 
  been hung, bearing the symbols of the participating 
  groups and the heraldry of the sponsoring houses. 
  Among them you can see the decorations of your own 
  company. Will you and your companions bring honor 
  and prestige to the name of your adventuring company 
  on this day, winning the title and the rewards that come 
  with it? 
  
   
  Encounter 1: Port Nyranzaru 
  Setup 
  The PCs are assumed to have come to Port Nyranzaru 
  for the big game hunt as representatives of their 
  Adventuring Company. Their first task is to decide 
  which of the trading costers of Port Nyranzaru they will 
  represent. They can learn a little bit about the colony, 
  about the jungles of Chult, and about the various costers 
  that are looking to sponsor entrants into the hunt.  
   
  The different patrons can each offer some small 
  measure of help (for example, one coster might provide 
  equipment, another might provide a map, etc.) which 
  will give the party a small bonus on a particular type of 
  skill check during the hunt. The PCs also learn that 
  there are a large number of other adventuring 
  companies who are participating in the hunt, and the 
  rules for the hunt. 
   
  Port Nyranzaru has a permanent population of 
  about 12,000 people, so it is a good-sized settlement. 
  With 
  the 
  temporary 
  addition 
  of 
  hundreds 
  of 
  adventurers to the local economy, the local merchants 
  are putting their best foot forward. A huge open-air 
  marketplace has been set up. It is filled with vendors of 
  all sorts -- the PCs are bombarded with offers to sell 
  them weapons, armor, magical and alchemical items of 
  all sorts, ritual components, maps of the jungle (of 
  questionable provenance), relics of the ancient Serpent 
  Kingdoms, and much more. Any campaign-legal 
  equipment that a particular PC is permitted to buy, may 
  be bought here, at the standard prices. 
   
  The locals are also hoping to make some money by 
  offering their services as guides and trackers during the 
  hunt. However, this is strictly prohibited by the rules of 
  the competition. Each company is allowed to use only its 
  own resources and the approved resources of its patron.  
   
  The objective of the hunt is simple: each company 
  has one day (24 hours) to enter the jungle, find the 
  rarest or most powerful monster or monsters that it can, 
  kill them, and bring them back as trophies. The judging 
  panel for the hunt is composed of representatives from 
  all the participating trading companies and noble 
  houses. This panel will assess each group's haul and 
  declare an overall winner. 
   
  The adventuring companies who have been invited to 
  participate in the hunt must choose their own sponsors, 
  to avoid any appearance of impropriety. Each potential 
  sponsor has sent a representative to meet with the 
  members of your team, and each has something they 
  can offer to those who choose to accept their patronage. 
   
  The PCs must choose from among the following 
  potential 
  patrons. 
  Each 
  organization 
  sends 
  a 
  representative to meet briefly with the PCs and make 
  the case for his or her house as being the best choice for 
  the PCs. Enact a brief roleplaying scene in which each 
  house attempts to sway the PCs to its cause. Distribute 
  Player Handout 1, which summarizes the following 
  information. 
   
  House Selemchant – This is the most prominent noble 
  house in Amn. Their representative is a young 
  noblewoman named Sulima Selemchant, who some of 
  the PCs might (or might not) have befriended in another 
  Living Forgotten Realms adventure set in Amn. Sulima will 
  be very happy to see any PCs she has met previously, 
  and might even have invited them personally to come to 
  the hunt. Although all the noble houses of Amn have 
  extensive trade interests, House Selemchant is the only 
  "nobility" who offer to sponsor the PCs directly. 
   
  House Selemchant, through its connections with the 
  Cowled Wizards, offers the PCs access to special 
  ammunition: onslaught arrows (from the Adventurer's 
  Vault 2 sourcebook). The PCs are given a total of three 
  (3) pieces of ammunition of any type (arrows, bolts, or 
  bullets) they wish. The magic is the same regardless of 
  the type of projectile chosen. At the H1 and H2 tiers, the 
  PCs get +1 onslaught arrows. At the H3 tier, the PCs get 
  +2 onslaught arrows. At the P1 tier, the PCs get +3 
  onslaught arrows. See the New Rules section for details on 
  magical ammunition. 
   
  Naelishti's Naturals – This trading house specializes in 
  the exportation of rare plants from Chult to the 
  mainland that find use in poisons, perfumes, dyes, and 
  medicines.  They have been infiltrated by locals with a 
  faint touch of yuan-ti blood, or they are taking advantage 
  of locals with such blood – it’s hard to tell which, but 
  regardless, they’re snaky. Their representative is a 
  dusky-skinned, beautiful female shifter who moves with 
  a sinuous grace. 
   
  House Naelishti offers a special salve, whose recipe 
  is known only to them, that will help protect the 
  adventurers 
  from 
  the 
  hazards 
  of 
  the 
  jungle 
  environment, such as poisonous bites of jungle insects, 
  venomous plants, and diseases. (The effects of this salve 
  are accounted for as a benefit during one of the skill 
  challenges.) 
   
  The Order of Belox – This trading house specializes in 
  the recovery of ancient artifacts from the ancient 
  Serpentes Empire. Many priceless cultural artifacts are 
  melted down for their precious metals or stripped of 
  their decorative gems, but some are shipped back to 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Amn as museum pieces. Their representative is a 
  bespectacled human archaeologist. 
   
  House Belox offers the PCs assistance in navigating 
  the jungle by giving them some old maps that show 
  some of the ancient temples of the Serpentes empire, 
  and some of the good trails that still exist between them. 
   
  Zazefay Logging and Mining – This company is 
  primarily interested in extracting the abundant natural 
  resources to be found on the island. They specialize in 
  felling the mighty trees that make up the jungle canopy, 
  hundreds of feet tall. Rare wood and minerals from 
  Chult are highly prized by fine crafters all over Faerun. 
  This company competes heavily with the logging 
  interests from Baldur's Gate who operate out of Fort 
  Beluarian. PCs who have story objects relating to the 
  Unicorns or other trade guilds in Baldur's Gate would 
  definitely have heard of this outfit. The company's 
  gnomish owner, Zazefay, presents the PCs with his offer 
  of employment in person. 
   
  Zazefay offers the PCs information about the local 
  monsters that his crews have gathered recently. Among 
  all the companies represented, Zazefy's people are the 
  ones who spend the most actual time in the jungle, so 
  their information about what sorts of beasts have been 
  seen where could give the PCs a significant advantage in 
  seeking out the rarest prey. (This is represented as a 
  bonus during one of the skill challenges.)  
   
  Charisk Expeditionary Outfitters – This trading house 
  believes in working with local suppliers.  In practice, this 
  means that Charisk's employees have gone out of their 
  way to make friends among the savage tribes native to 
  Chult. They have trade deals worked out where the 
  natives bring gold, jewels, rare plants and animals, 
  relics, and other trade goods and Charisk gives them 
  manufactured items, glass beads, and firewater in 
  return. Their representative is a hardy dragonborn 
  explorer who has spent time dwelling among the local 
  lizardfolk tribes. 
   
  Charisk Expedition and Supply offers the PCs a 
  totem mask that will mark them as friendly to the 
  various tribes of lizardfolk that are known to dwell in the 
  nearby jungle. This is a clever way to get around the 
  prohibition on hiring local guides, since technically 
  speaking, the lizardfolk would be an eligible target as 
  prey for the various hunters in the competition. Of 
  course, it's still up to the PCs to find and make contact 
  with a suitable tribe if they want to use this benefit. 
   
  To be clear, there are dozens of different trading 
  companies and Amnian noble houses sponsoring 
  adventuring companies in the hunt. These are just the 
  five that have chosen to approach the PCs with offers of 
  employment. Free agents aren’t allowed to participate, 
  because if an unaffiliated group actually won, it would 
  make all the competing houses look bad – so the PCs do 
  have to choose one of these sponsors, even if none are 
  particularly appealing. 
   
  Regardless of which sponsor the PCs choose, they are 
  also given a very valuable item by the judging 
  committee: a small stone that is enchanted with a 
  limited variant of the Control Weather ritual. When 
  activated, the stone creates a large area (500 foot radius) 
  in which creatures cannot fly more than 15 feet above 
  the ground. Creatures within the radius that are 
  currently above that height when the item is activated 
  are forced to land (taking no damage and suffering no 
  other ill effects other than being unable to leave the area 
  by flying). The judges explain that they are providing 
  these items on an equal basis to all the participating 
  groups in hopes that it will help reduce the number of 
  monsters that are able to escape from the hunt by flying 
  away. Activating the stone is a minor action and its 
  effects last for the entire encounter. (The players should 
  find it obvious when the right time is to use this item.) 
  Rules of the Hunt 
  If you are running this adventure at an event that is 
  using the scoring system to allow different tables to 
  compare the results of their hunts, this is also the 
  appropriate time for you to go over the details of the 
  scoring system with the players. You shouldn't explain 
  all the details of the formula, but they do need to know 
  the following information: 
  • 
  Each team has 24 hours to enter the jungle, track 
  down whatever monsters it can, kill or capture 
  them, and bring them back to Port Nyranzaru. 
  (The monsters are not worth any more or any less 
  points whether they are captured instead of 
  killed, so the PCs do not need to make any 
  special effort to take them alive. It is a hunt, not a 
  catch-and-release program.) 
  • 
  Teams earn points based on their total number of 
  kills, and on the relative strength of each monster 
  they defeat, but most importantly, they are 
  scored on the rarity and prestige of their single 
  best kill. So killing one really powerful monster is 
  always going to be better (from the standpoint of 
  the judges) than killing a number of weaker 
  monsters. 
  • 
  Teams are not allowed to receive any outside 
  assistance during the hunt. However, they can 
  draw on their own resources, including rituals 
  and magical or alchemical items. The PCs are 
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  expected to adhere to the spirit of the hunt, so 
  using a teleportation ritual to bring in a bunch of 
  additional hunters or to jump back to the 
  mainland from Chult to fetch something would 
  cause a team to be disqualified. Members of the 
  Cowled Wizards are on hand to sense the usage 
  of any such magic during the hunt. Each sponsor 
  is allowed to aid its teams in one specific way, as 
  previously explained. (To be clear, the prohibition 
  on teleportation does not extend to the usage of 
  powers or items with the Summoning keyword.) 
  • 
  If a team does not return within the 24 hour 
  period, they are assumed to have fallen to the 
  dangers of the jungle and are disqualified. The 
  authorities will make an effort to send out search 
  parties, but they can't promise anything. 
  • 
  Because obviously all the different tables will be 
  going through the same skill challenges and 
  (within the same level band and tier) fighting the 
  same monsters, the "prestige" associated with 
  each group's trophy is partially determined by 
  metagame issues. The table gains points for the 
  skill challenges (with perfect success being worth 
  more than partial success and partial success 
  being worth more than failure) and for each 
  monster they kill as part of the hunt.  
  • 
  At the same time, you must warn the players that 
  they will lose points for taking an extended rest, 
  for using action points (other than their 
  adventuring company bonus action point), and 
  for using RPGA Rewards Cards. That does not 
  mean that the players are not allowed to do 
  these things! All the normal rules are still in 
  effect. If the players think they need to spend an 
  action point, use a card, or take an extended rest, 
  they should. Finishing the hunt alive is more 
  important than getting the maximum possible 
  score.  
   
  This adventure is designed to challenge the PCs and the 
  players in some unusual ways, but framing this as a 
  "competition" also makes it more likely that the players 
  will be less risk-averse than they normally would. Please 
  remain very aware of this potential problem as you run 
  the adventure. The overriding goal is and always will be 
  for everyone to have fun. The competitive aspects are 
  intended to offer a unique angle compared to a typical 
  Living Forgotten Realms adventure, but they are not 
  intended to ruin people's fun. 
  Ending the Encounter 
  The encounter ends when the PCs choose a sponsor and 
  head into the jungle to begin their hunt. 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 
  There is no treasure in this encounter, but the PCs' 
  chosen sponsor might supply them with certain 
  equipment as explained above and on Handout 1. The 
  PCs cannot keep any equipment they are loaned by 
  their sponsor, even if they don't use it. 
   
  
   
  Encounter 2: In the Jungle 
  Setup 
  In this skill challenge, the PCs must navigate their way 
  through the hazards of the jungle. This portion of the 
  hunt is less about tracking specific prey and more about 
  simply getting accustomed to traveling around in the 
  hot, humid, and very dangerous environment. 
   
  Endurance (moderate DC, not a success or failure): 
  Slogging through the jungle is hard work. Each 
  character must attempt an Endurance check at the end 
  of Scene 1 and Scene 3. This represents the effect of 
  biting insects, stepping on poisonous thorns, being 
  exposed to unpleasant jungle diseases, and so forth. 
  These individual checks do not count as successes or 
  failures, but each character who fails a check loses 1 
  healing surge.  
   
  Characters under the effect of the Endure Elements 
  ritual gain a +2 bonus on these checks (the ritual 
  negates the heat, but not the fatigue or other maladies). 
  If the PCs are using other rituals or powers, you might 
  choose to give them additional bonuses depending on 
  the specific effects of each.  
   
  Sponsor Benefit: If the PCs have the salve from 
  Naelishti's Naturals, they do not need to roll these 
  checks at all. The salve protects them from the jungle 
  hazards. 
  Skill Challenge 
  Complexity: 2 (6 successes before 3 failures) 
  Victory: The PCs make good time through the jungle, 
  quickly discovering some tracks that lead to an ancient 
  and apparently unexplored temple. 
  Defeat: The PCs experience a wide variety of 
  unpleasant and uncomfortable encounters with the local 
  flora and fauna. They still discover the ancient temple, 
  but they lose time and some healing surges. 
   
  This skill challenge is divided into four scenes. In each 
  scene, the PCs must deal with certain aspects of 
  exploring the jungle. The PCs make group checks in 
  Scene 1 and Scene 4 (and must achieve 1 success to 
  continue), while they make individual checks in Scene 2 
  and Scene 3 (needing 2 successes to complete each of 
  these scenes). 
   
  Read the following: 
   
  The jungle is a wild green hell as you leave the relative 
  safety of Port Nyranzaru. Cawing screeches of various 
  bird and monkeys echo through the trees. It is 
  amazingly hot and the air is so humid that it is an effort 
  to breathe. The jungle is shaded by the immense trees, 
  which seems like a boon, but the shade is home to clouds 
  of stinging and biting flies. There is one clear path into 
  the jungle, but it rapidly divides into a series of much 
  smaller trails that wind around and fade into the 
  jungle. 
   
  Divination Rituals: The use of divination rituals is 
  permitted during the hunt. In most cases the rituals 
  should provide the PCs with either a bonus on specific 
  skill checks or an automatic success, depending on the 
  ritual and the circumstances. You'll need to use your 
  best judgment in adjudicating these types of matters, as 
  it's impossible for us to predict all the different ways the 
  PCs might use rituals to help them on the hunt. 
   
  Flight: One area that is worth specifically discussing is 
  the question of overland flight, especially in the P1 level 
  band. The PCs are certainly permitted to fly or teleport 
  to overcome obstacles if they have the ability to do so, 
  and this might make things easier for them in certain 
  scenes. The one thing they cannot do, however, is scout 
  the jungle from above and then use aerial bombardment 
  to kill the monsters. The reason this doesn't work is 
  simple: The jungle canopy is too thick. The trees stretch 
  to heights ranging from tens to hundreds of feet tall, and 
  from above, with the exception of a few clearings and 
  lakes, the view is of a solid, verdant ceiling covering the 
  entire island. There is simply no way for the PCs to 
  effectively find and follow tracks without doing so from 
  the ground. (If it were possible to simply fly around, spot 
  the most dangerous monsters, and exterminate them 
  from a safe height, Amn obviously would have had the 
  Cowled Wizards do exactly that a long time ago.) 
  Scene 1: Hazardous Terrain 
  Goal: The PCs move through hazardous jungle terrain 
  without taking too long or getting sick. 
  Primary Skills: Heal, Nature, Perception. These skills 
  count as a success or failure in the skill challenge. 
  Other Skills:  Streetwise. This skill does not count as a 
  success or failure, but can offer the PCs additional 
  bonuses or information. 
  Success: The PCs move through the hazardous terrain 
  quickly and safely. 
  Failure: The PCs get mired in the swamp, bitten by 
  bugs, and are completely miserable and are running 
  late. 
   
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  The ground under your boots gets mushy, water filling 
  in the holes made by your footsteps. Your orienteering 
  indicates that there is a good trail only a mile or so 
  ahead, but the quickest way to get there is through the 
  marshes. Swamp cypress trees shade the still black 
  water and the drone of insects is shrill. The little flying 
  pests are much thicker here than anywhere else. 
   
  Heal (moderate DC, 1 success): You can try to treat 
  some of the worst insect bites, particularly the one 
  carrying disease. 
   
  Nature (moderate DC, 1 success): You notice some 
  insects prefer shade, and other prefer the occasional 
  sunbeam,  Also, some of them can be repelled by various 
  plants – if you can just remember which plants repel 
  which insects!  
   
  Perception (moderate DC, 1 success): You search 
  around to try to find the best path through this morass.  
   
  Streetwise (moderate DC, not a success or failure): 
  You overheard something back in Port Nyranzaru about 
  overcoming the hazards of the jungle. What was that? 
  (May be used once to assist a Nature check.) 
  Scene 2: Asking for Directions 
  Goal: By talking to the local lizardfolk, the PCs can 
  learn a little more about the jungle. 
  Primary Skills: Bluff, Diplomacy, Intimidate.  These 
  skills count as a success or failure in the skill challenge. 
  Other Skills: Insight, History, Religion.  These skills do 
  not count as a success or failure, but can offer the PCs 
  additional bonuses or information. 
  Success: The lizardfolk are impressed with the PCs and 
  willingly tell them about some of the local trails, and a 
  temple that isn’t far from here and that there are other 
  people there. 
  Failure: The PCs establish no rapport with the 
  lizardfolk, and they splash away into a nearby swamp 
  without talking to the PCs about the local area. 
   
  Sponsor Benefit: If the PCs are working for Charisk 
  Expeditionary Outfitters, they automatically begin this 
  scene with 1 success, and they may use the moderate 
  DCs instead of the hard DCs for Bluff, Diplomacy, 
  History, and Religion in this scene. 
   
  Regardless of sponsor, any character who speaks 
  Draconic has an easier time understanding the 
  lizardfolk in this scene and gains a +2 bonus on all the 
  social skill checks. The lizardmen have learned some 
  pidgin Common but it is difficult for them to 
  communicate in such a foreign tongue. 
   
  You’ve traveled into a marshy area of the jungle.  
  Rushes nearly twice the height of a man  surround you 
  on all sides, cutting at any exposed skin.   You see small 
  totemic fetishes hung on some of the plants - animal 
  skulls with feathers and hung with beads made from 
  crudely carved bone.  As you come to an open patch of 
  water, you see several lizardfolk looking at you in 
  amazement.  You seem to have startled them.  They 
  start making noises at you that more-or-less resemble 
  the common tongue. 
   
  Bluff (hard DC, 1 success): Though a mix of bragging, 
  hyperbole, and outright lies,  you convince the lizardfolk 
  that you are a the only group of hunters in this area and 
  that you are stalking a great beast that might harm their 
  village.  They fall for your ploy and describe a horrifying 
  creature that they have seen in the local area.  
   
  Diplomacy (hard DC, 1 success): You patiently work 
  through the thick accent and limited vocabulary of the 
  lizardfolk.  By a mixture of some pantomime and 
  pictures drawn in the muddy shore, you understand that 
  they know of a good trail deeper into the jungle, that 
  goes near an ancient temple.  They might be trying to 
  tell you that there are more people there. 
   
  History (hard DC, not a success or failure): Though 
  their accent is strange, you recognize certain elements of 
  the Lizardfolk’s speech as resembling the ancient 
  language of the Serpentes Empire.  (May be used once to 
  assist a Bluff, Diplomacy or Intimidate check.) 
   
  Insight (moderate DC, not a success or failure): 
  Though the Lizardfolk are different than most civilized 
  folk, they live in a society of sorts and have their own 
  rules of polite behavior.  You can shrewdly deduce that 
  they respect strength.  (May be used once to assist an 
  Intimidate check and confirms that an Intimidate check 
  will be useful.) 
   
  Intimidate (moderate DC, 1 success): Some things 
  transcend cultural boundaries!  In a impressive display 
  of braggadocio, you manage to capture the impressed 
  attention of several of the powerful hunters of the tribe.  
  They nod respectfully to you, and suggest that prey 
  worthy of your prowess may be found along a particular 
  jungle path that runs to the west. 
   
  Religion (hard DC, not a success or failure): You 
  recognize the significance of the totems and fetishes that 
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  you saw hanging in the reeds as you approached.  They 
  are a primitive shamanistic rite to try to ward off a threat 
  to the lizardfolk community.  Perhaps if you asked the 
  lizardfolk what threatens them, you might find out more 
  about large threatening creatures in the area.  (May be 
  used once to assist a Bluff or Intimidate check.) 
  Scene 3: How’s the View? 
  Goal: By climbing to the top of a tall cliff, the PCs can 
  see some more features of the terrain. 
  Primary Skills: Athletics, Acrobatics, Thievery These 
  skills count as a success or failure in the skill challenge. 
  Other Skills: Dungeoneering. Nature, Perception, 
  These skills do not count as a success or failure, but can 
  offer the PCs additional bonuses or information. 
  Success: The PCs get a beautiful panoramic view of the 
  surrounding area.  From their vantage point, they can 
  see the ruins of a temple nearby, as well as some trails 
  hacked into the jungle leading from it. 
  Failure: The PCs either fail to climb the cliff or it takes 
  so long to do so they are substantially held up in their 
  route. 
   
  As you slog through the miserable heat and the 
  annoying drone of many insects who bite at your skin, 
  you  move into a patch of relative shade.  The shade 
  seems to go on for quite a ways, and upon further 
  exploration, you find that you have reached the base of a 
  massive cliff. Thick roots and vines jut out of the moss-
  covered cliff face. Surely if you could get to the top, you 
  could see above this impenetrable wall of jungle. 
   
  Acrobatics (moderate DC, 1 success): You shimmy a 
  bit up one of the roots and it starts swinging under you.  
  You bump into another rope and realize it’s just barely 
  within your reach to swing to the next vine up if you are 
  daring enough.  
   
  Athletics (moderate DC, 1 success): As you start 
  climbing, you can see more and more of the 
  surrounding terrain.  Mountains off to the side are 
  beautiful.  You can just barely see something off to the 
  side, maybe a trail? If you can just get a little father up, 
  you’d be able to plot a course from here. 
   
  Dungeoneering (moderate DC, not a success or 
  failure): Using your knowledge of Dungeoneering you 
  manage to rig up a clever series of straps and ropes that 
  just might keep your companions from plummeting to 
  their deaths. (May be used to assist an Acrobatics or 
  Athletics check.) 
   
  Nature (moderate DC, not a success or failure): 
  Some of the hanging vines are flimsy or covered with 
  poisonous thorns. You try to identify the best ones for 
  your companions to climb safely. (May be used to assist 
  an Acrobatics or Athletics check.) 
   
  Perception (moderate DC, not a success or failure): 
  You use your keen eyes to try to find the easiest paths up 
  the cliff face, pointing out loose rocks and slick patches 
  that may send your companions tumbling down. (May 
  be used to assist an Athletics or Acrobatics check.) 
  Scene 4: Historic Marker 
  Goal: Looking at the ruined obelisks carefully, the PCs 
  can learn of some ancient trails that connected the 
  temples of the lost Serpentes Empire. 
  Primary Skills: Arcana, History, Religion. These skills 
  count as a success or failure in the skill challenge. 
  Other Skills: Dungeoneering, Insight, Nature. These 
  skills do not count as a success or failure, but can offer 
  the PCs additional bonuses or information. 
  Victory: The PCs learn of several trails nearby as well as 
  a large temple with several more trails radiating out 
  from it that will speed their way through the jungle. 
  Defeat: The PCs can’t make sense out of the crumbled 
  ruins and waste time trying to decipher them. 
   
  Sponsor Benefit: If the PCs are working for the Order 
  of Belox, they automatically begin this scene with 1 
  success, and they may use the moderate DCs instead of 
  the hard DCs for the appropriate skills in this scene. The 
  PCs also automatically know the location and details of 
  the flamebreath statue traps in the temple encounter, 
  because their map talks about these kinds of hazards. 
   
  A small clearing ahead contains a series of broken off 
  obelisks, their corners rounded with time.  Looking at 
  them briefly you can see a series of runes that must 
  correspond to the jungle mote you saw earlier as well as 
  a small river you forded after that.  Perhaps a closer 
  inspection 
  will 
  reveal 
  more 
  details 
  about 
  the 
  surrounding terrain. 
   
  Arcana (hard DC, 1 success): You stretch out with 
  your arcane senses or look at the ancient runes on the 
  plinths.  They are written in an ancient and serpentine 
  language that you may be able to translate.  
   
  Dungeoneering (hard DC, not a success or failure): 
  You recognize that the obelisks present a puzzle, and the 
  various heights of the various monuments is a sort of 
  primitive navigation tool.  This knowledge may be 
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  enough to aid your companions in orienting the rough 
  map on the stones. (May be used once to assist an 
  Arcana, History, or Religion check.) 
   
  History (hard DC, 1 success): In your studies of 
  History you’ve read a bit about the Serpentes Empire.  
  They generally had a spiral of roads around each major 
  temple.  If you can figure out where on the spiral you 
  are, you can find the temple and get a substantially 
  easier path through part of the jungle. 
   
  Insight (hard DC, not a success or failure): As you 
  look at the stones, you get some idea of the kind of 
  people who would leave this sort of monument.  You 
  might be able to discern something about the original 
  purpose of the stones to help your companions 
  understand their meaning.  (May be used once to assist 
  an Arcana, History, or Religion check.) 
   
  Nature (moderate DC, not a success or failure): The 
  residents of the Serpentes Empire were snake-like 
  humanoids.  Using your knowledge of their physiology 
  and psychology you can help your companions figure 
  out the runes. (May be used once to assist an Arcana, 
  History, or Religion check.) 
   
  Perception (easy DC, not a success or failure): As 
  you are looking around the ruined obelisks, you find a 
  blurry footprint.  With careful study, perhaps you can 
  tell who was here and how recently.  (This skill check 
  has no bearing on the skill challenge, but a successful 
  check lets the PCs know that a group of four to six 
  people, wearing sturdy jungle boots, passed this way 
  within the last few hours.  These are not the prints of 
  savage humanoids, but rather of one of the civilized 
  races.) 
   
  Religion (hard DC, 1 success): The ancient priests of 
  the Serpentes Empire were very influential, and much 
  of the writing around the weathered map relates to their 
  ancient worship of the god Sseth.  Using what you know 
  of their religion, you can help to find a snakelike-trail 
  directly to a nearby temple. 
  Ending the Encounter 
  The PCs find a trail to follow and discover the ruined 
  temple regardless of whether they succeed or fail at the 
  skill challenge.  
   
  They must decide if they will divert from their main 
  mission (hunting) to explore the temple, or if they will 
  ignore this opportunity. There is no right or wrong 
  choice. If the PCs explore the temple now, they can find 
  some additional treasure. If they leave the temple for 
  later, the treasure is still there, but they will probably be 
  weakened and depleted of resources by their difficult 
  battle to kill a trophy monster. If they ignore the temple 
  completely, they can still get the treasure, because the 
  rival adventuring company loots the temple and has this 
  treasure in their possession when they ambush the PCs 
  just outside of Port Nyranzaru.  
   
  However, the players don't need to know any of this. 
  To them, it should simply be a decision that needs to be 
  made. They are on a particular mission but have been 
  presented with an interesting opportunity for a "side 
  trek." Let them discuss the pros and cons of each 
  alternative and then proceed as they desire. If the PCs 
  decide to explore the temple now, run Encounter 3. If 
  the PCs decide to hold off and save the temple for later, 
  or ignore it completely to focus on their hunt, run 
  Encounter 4. 
  Experience Points 
  For successfully completing the skill challenge, the PCs 
  earn the following experience points. They earn half the 
  listed XP if they fail the skill challenge. 
   
  H1: 40 / 60 XP per PC; H2: 70 / 100 XP per PC; 
  H3: 120 / 160 XP per PC; P1: 200 / 280 XP per PC 
  Treasure 
  There is no treasure in this encounter. 
  
   
  Encounter 3: Competitors 
  Setup 
  The tracks that the PCs are following have led them to a 
  set of ruins. While exploring the ruins, the PCs are 
  ambushed by the NPC members of a rival adventuring 
  company. The rivals have not had much luck finding 
  their own big game; they've decided that they have no 
  chance of winning the prize, so they intend to make 
  some money by stealing from the PCs instead. After 
  defeating the rival adventuring company, the PCs can 
  search the ruins, which leads them to some treasure. 
  H1: Encounter Level 3 / 5 (750 / 
  1,050 XP) 
  This encounter includes the following creatures and 
  traps at the low tier:  
  Dwarf Cleric (Level 2) 
  Human Sureshield  
  Dragonborn Brigand (Level 2) 
  Elf Archer  
  Human Mage (Level 2) 
  Flamebreath Statue (Trap, Level 1) 
   
  This encounter includes the following creatures and 
  traps at the high tier:  
  Dwarf Cleric (Level 4) 
  Human Sureshield (Level 4) 
  Dragonborn Brigand  
  Elf Archer (Level 4) 
  Human Mage  
  Flamebreath Statue (Trap, Level 4) 
  H2: Encounter Level 6 / 8 (1,250 / 
  1,750 XP) 
  This encounter includes the following creatures and 
  traps at the low tier:  
  Dwarf Cleric (Level 5) 
  Human Sureshield (Level 5) 
  Dragonborn Brigand (Level 6) 
  Eladrin Arcane Archer 
  Human Mage (Level 5) 
  Flamebreath Statue (Trap, Level 5) 
   
  This encounter includes the following creatures and 
  traps at the high tier:  
  Dwarf Cleric (Level 7) 
  Human Sureshield (Level 7) 
  Dragonborn Brigand (Level 8) 
  Eladrin Arcane Archer (Level 7) 
  Human Mage (Level 7) 
  Flamebreath Statue (Trap, Level 5) 
  H3: Encounter Level 9 / 11 (2,100 / 
  3,100 XP) 
  This encounter includes the following creatures and 
  traps at the low tier:  
  Dwarf Cleric (Level 8) 
  Human Sureshield (Level 8) 
  Dragonborn Murderer  
  Eladrin Arcane Archer (Level 8) 
  King's Wand (Level 8) 
  Flamebreath Statue (Trap, Level 7) 
   
  This encounter includes the following creatures and 
  traps at the high tier:  
  Dwarf Battle Chaplain 
  Human Steelshield 
  Dragonborn Murderer (Level 11)  
  Eladrin Arcane Archer (Level 10) 
  King's Wand (Level 10) 
  Flamebreath Statue (Trap, Level 7) 
  P1: Encounter Level 13 / 15 (4,000 / 
  6,200 XP) 
  This encounter includes the following creatures and 
  traps at the low tier:  
  Dwarf Battle Chaplain (Level 13) 
  Human Steelshield (Level 12) 
  Dragonborn Murderer (Level 12) 
  Elf Archer Captain 
  Githzerai Mindmage (Level 12) 
  Flamebreath Statue (Trap, Level 9) 
   
  This encounter includes the following creatures and 
  traps at the high tier:  
  Dwarf Battle Chaplain (Level 15) 
  Human Steelshield (Level 15) 
  Dragonborn Murderer (Level 15) 
  Elf Archer Captain (Level 14) 
  Githzerai Mindmage 
  Flamebreath Statue (Trap, Level 11) 
   
  As the adventurers enter the area, read: 
   
  This large clearing once held a temple to Sseth. All that 
  remains is the raised dais and altar, standing atop a 
  rubble-choked staircase. Statues flank the stairs, though 
  several lie in pieces. Pits fall away on both sides. 
  Fragments of rubble, cracked flagstones, and the 
  bleached white bones of some great beast poke up out of 
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  the thick carpet of grass and leaves. Tracks of small 
  scavengers can be seen throughout the area, but it does 
  not appear that any humanoids have been here in quite 
  a long time. 
   
  Give the PCs a few minutes to explore the ruins. You 
  can allow them to start making Perception checks, 
  having each player place his or her miniature at the 
  appropriate location where his or her character wishes 
  to search. If a character approaches the altar via either 
  staircase, the flamebreath statue trap on that side 
  triggers and attacks that character as detailed in its 
  statistics 
  block. 
  (Check 
  the 
  character's 
  passive 
  Perception score to see if he or she notices the trap 
  before it goes off.) A few minutes after the PCs arrive 
  and begin their explorations, the members of a rival 
  adventuring company who have been trailing the party 
  enter the clearing.  
   
  If the PCs succeeded at the skill challenge in the 
  previous encounter, they are aware that someone is 
  following them. The PCs might set up an ambush. In this 
  case, use opposed Perception and Stealth checks to 
  determine if the NPCs notice the PCs' ambush; if not, 
  the PCs can gain a surprise round. 
   
  If the PCs failed at the skill challenge in the 
  previous encounter, then the NPCs are automatically 
  aware of the PCs, and might be able to catch them by 
  surprise. Those NPCs that have decent Stealth scores 
  sneak up first, so the PCs only get to make Perception 
  checks against the Stealth checks of those NPCs. If none 
  of the PCs notice the approaching rival party, then the 
  NPCs gain a surprise round. 
   
  Read or paraphrase the following: 
   
  Your explorations of the ancient temple are interrupted 
  by the arrival of what must be a rival adventuring 
  company. They are led by a dwarf in chainmail 
  carrying a warhammer marked with the holy symbol of 
  Tempus. Alongside the dwarf stands a human female in 
  gleaming heavy armor. A burly dragonborn grins 
  wickedly, showing green teeth that drip with poison. 
  From the trees, an archer levels her drawn bow at you, 
  while a robed figure prepares to incant the words of a 
  spell. 
   
  "My, my, my," says the dwarf. "Looks like you've 
  made quite a nice archaeological find here. It's not 
  going to win any trophies, but if there's treasure in these 
  ruins, that's good enough for me. I'm sick of stomping 
  through this cursed jungle anyway. Why don't you just 
  leave the pickings here to us, and we'll spare you the 
  trouble of having to get yourselves raised from the 
  dead?" 
   
  The rival adventuring company members wear the 
  heraldry of one of the noble houses other than the one 
  the PCs are working for. (You can choose randomly, or 
  you can pick a house that the PCs were particularly 
  disinclined to work for.) They are not interested in 
  negotiating a peaceful settlement with the PCs, but if the 
  PCs are willing to leave the area and let the NPCs have 
  whatever treasure might be found in the ruins, then the 
  NPCs' greed gets their better of their bloodlust and they 
  allow the PCs to leave without a fight. The NPCs search 
  the ruins, find the treasure, and head back to Port 
  Nyranzaru. 
   
  It's entirely possible that the PCs pretend to let the 
  NPCs have the treasure, but really just go back into the 
  jungle and set up an ambush for their rivals. If this 
  happens, that's fine. None of the NPCs are any good at 
  Insight. They'll assume that the PCs simply did the 
  smart thing in the face of their intimidating presence. 
  Improvise some generic jungle terrain, let the PCs 
  decide how they want to set themselves up, determine 
  surprise normally, and proceed with the combat. (The 
  NPCs are, of course, suspicious of such tricks by their 
  very nature, so they travel in a reasonable formation and 
  on high alert, giving them a +5 bonus to their Perception 
  checks to spot the ambush.) 
  Features of the Area 
  This area has the following notable features: 
   
  Illumination: Bright sunlight. 
   
  Altar: The altar is ancient and weathered. All 
  creatures within 1 square of the altar gain a +1 bonus on 
  attack rolls with divine powers. 
   
  Dais: The dais is 10 feet high. A character who falls 
  off the dais into one of the pits takes an additional 1d10 
  points of falling damage for the extra distance. 
   
  Foliage: The trees, bushes, and other foliage 
  provide cover, but these squares are not considered 
  difficult terrain. The tree trunks are blocking terrain. 
  The trees are 20 feet tall. A character may climb a tree 
  trunk with a DC 15 Athletics check. 
   
  Pits: The pits are 10 feet deep (1d10 falling 
  damage) at the H1 and H2 level bands, 20 feet deep 
  (2d10 falling damage) at the H3 level band, and 40 feet 
  deep (4d10 falling damage) at the P1 level band. 
  Climbing the walls requires a DC 20 Athletics check. 
   
  Pond: The small pond is fed by a natural spring. 
  deep enough to slow characters down, but not deep 
  enough to require swimming. These squares are treated 
  as difficult terrain. 
   
  Rocks: Squares containing rocks and rubble are 
  considered difficult terrain. 
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  Skeleton: The skeleton is of an ancient, gigantic 
  serpent-like humanoid (perhaps a massive yuan-ti 
  abomination). These squares are normal terrain. 
   
  Stairs: The stairs are steep and choked with rubble. 
  They are treated as difficult terrain. 
   
  Statues: The two fallen statues are inert. Their 
  squares are treated as difficult terrain. The two standing 
  statues are treated as blocking terrain, and they contain 
  flamejet statue traps. Each statue attacks the area in 
  front of it whenever any creature enters that area, as 
  detailed in the trap's statistics block. 
  Tactics 
  The members of the rival adventuring company are 
  overconfident. They do not surrender or flee unless 
  more than half their number, including the leader, have 
  been defeated. 
   
  The brute and the soldier move directly into melee. 
  The soldier tries to maintain a mark on a PC with high 
  damage output, while the brute just looks for someone 
  he can smash. The leader is also designed to get in and 
  mix things up in melee. His healing ability requires a 
  melee touch, so it's best to keep him close to the fray.  
   
  The two artillery monsters try to stay away from 
  each other and from the front lines. They use their area 
  attacks early if the PCs are in a suitable formation. Once 
  they are down to picking out single targets, they attempt 
  to harass any PC strikers.  
   
  The two pits are obvious, and if the flamebreath 
  statue traps get triggered or if the NPCs make 
  Perception checks to notice the traps, they become 
  aware of those. In addition to avoiding these hazards, 
  the NPCs will attempt to make best use of their push 
  and slide abilities to force the PCs into these hazards. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
   
  H1 - Four PCs: Remove the elf archer. 
   
  H1 - Six PCs: Add another dragonborn brigand. 
   
   
  H2 - Four PCs: Remove the human mage. 
   
  H2 - Six PCs: Add another dragonborn brigand. 
   
   
  H3 - Four PCs: Remove the arcane archer. 
   
  H3 - Six PCs: Add another dragonborn murderer. 
   
   
  P1 - Four PCs: Remove the elf archer captain. 
   
  P1 - Six PCs: Add another dragonborn murderer. 
  Ending the Encounter 
  The encounter ends when either the PCs have defeated 
  the rival adventuring party or been defeated by them. 
  The rivals have not had any luck since they came to the 
  jungles of Chult, and as a result their coin pouches are 
  empty and their equipment is hardly worth taking. The 
  PCs are, however, finally able to make a thorough 
  search of the area, in which case they might discover the 
  Treasure. 
   
  Once the fight is over and the PCs have searched 
  the ruins, they should get back to the hunt. They can 
  pick up the trail they were following back outside the 
  ruins. Proceed to the next encounter. 
  Experience Points 
  The PCs earn XP for defeating the rival adventuring 
  company, as follows: 
   
  H1: 150 / 210 XP per PC; H2: 250 / 350 XP per PC; 
  H3: 420 / 620 XP per PC; P1: 800 / 1,240 XP per PC 
  Treasure 
  On a successful Perception check (moderate DC) the 
  PCs discover that there is a secret compartment built 
  into the stone stairs. This contains a small cache of 
  precious gems and ornate jewelry in the style of one of 
  the ancient serpent empires. The treasure has the 
  following value: 
   
  H1: 25 / 25 gp per PC; H2: 25 / 50 gp per PC;  
  H3: 50 / 75 gp per PC; P1: 320 / 420 gp per PC. 
  Troubleshooting 
  If the PCs are defeated in this encounter, the NPCs strip 
  them of anything that looks valuable and throw their 
  bodies in the pit. This deals falling damage as normal, 
  which might kill some of the PCs who were previously 
  only knocked unconscious. However, the NPCs do not 
  bother climbing down into the pit to see if the PCs are 
  really dead. After the NPCs depart, if any of the PCs are 
  still alive, they wake up. If they are able to recover some 
  or all of the rest of the party members in a manner that 
  would let them continue with the adventure or at least 
  get themselves back to town safely to raise dead party 
  members and re-equip with basic gear, then they can 
  continue.  
   
  Otherwise, when the PCs don't return to Port 
  Nyranzaru as scheduled, assume that a search party 
  from the noble house that hired them eventually finds 
  the bodies and brings them back so that they can be 
  raised from the dead (the noble house does not pay for 
  this service, of course). 
  
   
  Encounter 3: "Competitors" Statistics (H1, Low Level)
   
  Dwarf Cleric (Level 2)  
  Level 2 Controller (Leader) 
  Medium natural humanoid  
  XP 125   
  Initiative +1  
  Senses Perception +4; low-light vision 
  HP 38; Bloodied 19 
  AC 16; Fortitude 15, Reflex 12, Will 15 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d10 + 4 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +4 vs. AC; 1d8 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d10 + 4 damage, and the cleric or one adjacent ally  
  gains a +1 power bonus to AC until the end of the cleric's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +7 vs. AC; 1d10 + 4 thunder damage, and the target is dazed until  
  the end of the cleric's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +6, Endurance +5, Religion +6 
  Str 16 (+4)  
  Dex 10 (+1)  
  Wis 16 (+4) 
  Con 14 (+3)  
  Int 11 (+1)  
  Cha 13 (+2) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Human Mage (Level 2)  
  Level 2 Artillery 
  Medium natural humanoid  
  XP 125   
  Initiative +3  
  Senses Perception +4 
  HP 30; Bloodied 15 
  AC 15; Fortitude 11, Reflex 12, Will 13 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +2 vs. AC; 1d8 damage. 
  r Magic Missile (standard; at-will) ✦ Force 
  Ranged 20; +5 vs. Reflex; 2d4 + 3 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The mage makes a separate attack against 3 different targets. 
  Ranged 10; +5 vs. Reflex; 1d6 + 3 lightning damage.. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +5 vs. Fortitude; 1d8 + 3 thunder damage,  
  and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common 
  Skills Arcana +10 
  Str 10 (+1)  
  Dex 14 (+3)  
  Wis 17 (+4) 
  Con 12 (+3)  
  Int 18 (+5)  
  Cha 12 (+2) 
  Equipment quarterstaff, wand 
   
   
  Human Sureshield 
  Level 3 Soldier 
  Medium natural humanoid  
  XP 150   
  Initiative +4  
  Senses Perception +3 
  HP 44; Bloodied 22 
  AC 19; Fortitude 18, Reflex 15, Will 16 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d8 + 5 damage, and the target is marked until the end  
  of the human sureshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +7 vs. AC; 1d10 + 1 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +10 vs. AC; 1d8 + 5 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human sureshield's next turn. The human sureshield can  
  shift into the space the pushed target vacated. 
  M Dance of Steel (standard; encounter) ✦ Weapon 
  +10 vs. AC; 2d8 + 5 damage, and the target is marked and slowed  
  until the end of the human sureshield's next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human sureshield and has combat advantage; encounter) 
  The human sureshield cancels the combat advantage she was about  
  to grant. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +10, Intimidate +6 
  Str 18 (+5)  
  Dex 13 (+2)  
  Wis 14 (+3) 
  Con 12 (+2)  
  Int 11 (+1)  
  Cha 10 (+1) 
  Equipment scale armor, light shield, longsword, longbow, 20 arrows 
   
  Dragonborn Brigand (Level 2)  
  Level 2 Brute 
  Medium natural humanoid  
  XP 125   
  Initiative +3  
  Senses Perception +2 
  HP 46; Bloodied 23 
  AC 16; Fortitude 15, Reflex 12, Will 13 
  Speed 5 
  m Heavy Flail (standard; at-will) ✦ Weapon 
  +5 vs. AC (+6 while bloodied); 2d6 + 3 damage. Bloodstinger  
  Poison: if this is the weapon's first hit; +6 vs. Fortitude; ongoing 5  
  poison damage (save ends). 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +4 vs. Reflex (+5 while bloodied); 1d6 + 3 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Erratic Maneuver (move; encounter) 
  Make a Bluff check to gain combat advantage. 
  Vicious Strike ✦ Weapon 
  Requires flail and combat advantage; the dragonborn brigand deals  
  an extra 1d6 damage on melee attacks. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Bluff +8, History +3, Intimidate +5, Stealth +7 
  Str 18 (+5)  
  Dex 14 (+3)  
  Wis 12 (+2) 
  Con 16 (+4)  
  Int 10 (+1)  
  Cha 14 (+3) 
  Equipment chainmail, heavy flail 
   
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  Elf Archer 
  Level 2 Artillery 
  Medium fey humanoid  
  XP 125   
  Initiative +5  
  Senses Perception +11; low-light vision 
  Group Awareness aura 5; non-elf allies in the area gain a +1 racial  
       bonus to Perception checks. 
  HP 32; Bloodied 16 
  AC 15; Fortitude 11, Reflex 13, Will 12 
  Speed 7 
  m Short Sword (standard; at-will) ✦ Weapon 
  +5 vs. AC; 1d6 + 4 damage. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +7 vs. AC; 1d10 + 4 damage. 
  Archer's Mobility 
  If the elf archer moves at least 4 squares from its original position, it  
  gains a +2 bonus to ranged attacks until the start of its next turn. 
  Elven Accuracy (free; encounter) 
  An elf can reroll an attack roll. It must use the second roll, even if  
  it's lower. 
  Not So Close (immediate reaction, when an enemy makes a melee  
       attack against the elf archer; encounter) 
  The elf archer shifts 1 square and makes a ranged basic attack  
  against the enemy. 
  Wild Step 
  An elf ignores difficult terrain when it shifts. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +11, Stealth +10 
  Str 13 (+2)  
  Dex 18 (+5)  
  Wis 16 (+4) 
  Con 14 (+3)  
  Int 12 (+2)  
  Cha 11 (+1) 
  Equipment leather armor, short sword, longbow, 20 arrows 
   
   
  Flamebreath Statues 
  Level 1 Blaster 
  Trap  
  XP 100 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 15: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 20: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +4 vs. Reflex 
  Hit: 1d6 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d6 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 15): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40. 
   
   
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 19 
  
   
  Encounter 3: "Competitors" Statistics (H1, High Level) 
   
  Dwarf Cleric (Level 4)  
  Level 4 Controller (Leader) 
  Medium natural humanoid  
  XP 175   
  Initiative +2  
  Senses Perception +5; low-light vision 
  HP 54; Bloodied 27 
  AC 18; Fortitude 17, Reflex 14, Will 17 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +9 vs. AC; 1d10 + 5 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +6 vs. AC; 1d8 + 1 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +9 vs. AC; 1d10 + 5 damage, and the cleric or one adjacent ally  
  gains a +1 power bonus to AC until the end of the cleric's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +9 vs. AC; 1d10 + 5 thunder damage, and the target is dazed until  
  the end of the cleric's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +7, Endurance +6, Religion +7 
  Str 16 (+5)  
  Dex 10 (+2)  
  Wis 16 (+5) 
  Con 14 (+4)  
  Int 11 (+2)  
  Cha 13 (+3) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Human Mage 
  Level 4 Artillery 
  Medium natural humanoid  
  XP 175   
  Initiative +4  
  Senses Perception +5 
  HP 42; Bloodied 21 
  AC 17; Fortitude 13, Reflex 14, Will 15 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +4 vs. AC; 1d8 + 1 damage. 
  r Magic Missile (standard; at-will) ✦ Force 
  Ranged 20; +7 vs. Reflex; 2d4 + 4 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The mage makes a separate attack against 3 different targets. 
  Ranged 10; +7 vs. Reflex; 1d6 + 4 lightning damage.. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4 thunder damage,  
  and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common 
  Skills Arcana +11 
  Str 10 (+2)  
  Dex 14 (+4)  
  Wis 17 (+5) 
  Con 12 (+4)  
  Int 18 (+6)  
  Cha 12 (+3) 
  Equipment quarterstaff, wand 
   
   
  Human Sureshield (Level 4)  
  Level 4 Soldier 
  Medium natural humanoid  
  XP 175   
  Initiative +5  
  Senses Perception +4 
  HP 52; Bloodied 26 
  AC 20; Fortitude 19, Reflex 16, Will 17 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +11 vs. AC; 1d8 + 6 damage, and the target is marked until the end  
  of the human sureshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +8 vs. AC; 1d10 + 2 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +11 vs. AC; 1d8 + 6 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human sureshield's next turn. The human sureshield can  
  shift into the space the pushed target vacated. 
  M Dance of Steel (standard; encounter) ✦ Weapon 
  +11 vs. AC; 2d8 + 6 damage, and the target is marked and slowed  
  until the end of the human sureshield's next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human sureshield and has combat advantage; encounter) 
  The human sureshield cancels the combat advantage she was about  
  to grant. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +11, Intimidate +7 
  Str 18 (+6)  
  Dex 13 (+3)  
  Wis 14 (+4) 
  Con 12 (+3)  
  Int 11 (+2)  
  Cha 10 (+2) 
  Equipment scale armor, light shield, longsword, longbow, 20 arrows 
   
  Dragonborn Brigand 
  Level 4 Brute 
  Medium natural humanoid  
  XP 175   
  Initiative +4  
  Senses Perception +3 
  HP 66; Bloodied 33 
  AC 18; Fortitude 17, Reflex 14, Will 15 
  Speed 5 
  m Heavy Flail (standard; at-will) ✦ Weapon 
  +7 vs. AC (+8 while bloodied); 2d6 + 4 damage. Bloodstinger  
  Poison: if this is the weapon's first hit; +6 vs. Fortitude; ongoing 5  
  poison damage (save ends). 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +6 vs. Reflex (+7 while bloodied); 1d6 + 4 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Erratic Maneuver (move; encounter) 
  Make a Bluff check to gain combat advantage. 
  Vicious Strike ✦ Weapon 
  Requires flail and combat advantage; the dragonborn brigand deals  
  an extra 1d6 damage on melee attacks. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Bluff +9, History +4, Intimidate +6, Stealth +8 
  Str 18 (+6)  
  Dex 14 (+4)  
  Wis 12 (+3) 
  Con 16 (+5)  
  Int 10 (+2)  
  Cha 14 (+4) 
  Equipment chainmail, heavy flail 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 20 
  
   
   
  Elf Archer (Level 4) 
  Level 4 Artillery 
  Medium fey humanoid  
  XP 175   
  Initiative +6  
  Senses Perception +12; low-light vision 
  Group Awareness aura 5; non-elf allies in the area gain a +1 racial  
       bonus to Perception checks. 
  HP 44; Bloodied 22 
  AC 17; Fortitude 13, Reflex 15, Will 14 
  Speed 7 
  m Short Sword (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d6 + 5 damage. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +9 vs. AC; 1d10 + 5 damage. 
  Archer's Mobility 
  If the elf archer moves at least 4 squares from its original position, it  
  gains a +2 bonus to ranged attacks until the start of its next turn. 
  Elven Accuracy (free; encounter) 
  An elf can reroll an attack roll. It must use the second roll, even if  
  it's lower. 
  Not So Close (immediate reaction, when an enemy makes a melee  
       attack against the elf archer; encounter) 
  The elf archer shifts 1 square and makes a ranged basic attack  
  against the enemy. 
  Wild Step 
  An elf ignores difficult terrain when it shifts. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +12, Stealth +11 
  Str 13 (+3)  
  Dex 18 (+6)  
  Wis 16 (+5) 
  Con 14 (+4)  
  Int 12 (+3)  
  Cha 11 (+2) 
  Equipment leather armor, short sword, longbow, 20 arrows 
   
   
  Flamebreath Statue (Level 4) 
  Level 4 Blaster 
  Trap  
  XP 175 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 17: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 22: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +7 vs. Reflex 
  Hit: 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d6 + 4 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 17): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 21 
  
   
  Encounter 3: "Competitors" Statistics (H2, Low Level) 
   
  Dwarf Cleric (Level 5)  
  Level 5 Controller (Leader) 
  Medium natural humanoid  
  XP 200   
  Initiative +2  
  Senses Perception +5; low-light vision 
  HP 62; Bloodied 31 
  AC 19; Fortitude 18, Reflex 15, Will 18 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d10 + 5 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +7 vs. AC; 1d8 + 1 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +10 vs. AC; 1d10 + 5 damage, and the cleric or one adjacent ally  
  gains a +1 power bonus to AC until the end of the cleric's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +10 vs. AC; 1d10 + 5 thunder damage, and the target is dazed until  
  the end of the cleric's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +7, Endurance +6, Religion +7 
  Str 16 (+5)  
  Dex 10 (+2)  
  Wis 16 (+5) 
  Con 14 (+4)  
  Int 11 (+2)  
  Cha 13 (+3) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Human Mage (Level 5) 
  Level 5 Artillery 
  Medium natural humanoid  
  XP 200   
  Initiative +4  
  Senses Perception +5 
  HP 48; Bloodied 24 
  AC 18; Fortitude 14, Reflex 15, Will 16 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +5 vs. AC; 1d8 + 1 damage. 
  r Magic Missile (standard; at-will) ✦ Force 
  Ranged 20; +8 vs. Reflex; 2d4 + 4 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The mage makes a separate attack against 3 different targets. 
  Ranged 10; +8 vs. Reflex; 1d6 + 4 lightning damage.. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +8 vs. Fortitude; 1d8 + 4 thunder damage,  
  and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common 
  Skills Arcana +11 
  Str 10 (+2)  
  Dex 14 (+4)  
  Wis 17 (+5) 
  Con 12 (+4)  
  Int 18 (+6)  
  Cha 12 (+3) 
  Equipment quarterstaff, wand 
   
   
  Human Sureshield (Level 5)  
  Level 5 Soldier 
  Medium natural humanoid  
  XP 200   
  Initiative +5  
  Senses Perception +4 
  HP 60; Bloodied 30 
  AC 21; Fortitude 20, Reflex 17, Will 18 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d8 + 6 damage, and the target is marked until the end  
  of the human sureshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +9 vs. AC; 1d10 + 2 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +12 vs. AC; 1d8 + 6 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human sureshield's next turn. The human sureshield can  
  shift into the space the pushed target vacated. 
  M Dance of Steel (standard; encounter) ✦ Weapon 
  +12 vs. AC; 2d8 + 6 damage, and the target is marked and slowed  
  until the end of the human sureshield's next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human sureshield and has combat advantage; encounter) 
  The human sureshield cancels the combat advantage she was about  
  to grant. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +11, Intimidate +7 
  Str 18 (+6)  
  Dex 13 (+3)  
  Wis 14 (+4) 
  Con 12 (+3)  
  Int 11 (+2)  
  Cha 10 (+2) 
  Equipment scale armor, light shield, longsword, longbow, 20 arrows 
   
  Dragonborn Brigand (Level 6) 
  Level 6 Brute 
  Medium natural humanoid  
  XP 250   
  Initiative +5  
  Senses Perception +4 
  HP 86; Bloodied 43 
  AC 20; Fortitude 19, Reflex 16, Will 17 
  Speed 5 
  m Heavy Flail (standard; at-will) ✦ Weapon 
  +9 vs. AC (+10 while bloodied); 2d6 + 5 damage. Bloodstinger  
  Poison: if this is the weapon's first hit; +6 vs. Fortitude; ongoing 5  
  poison damage (save ends). 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +8 vs. Reflex (+9 while bloodied); 1d6 + 5 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Erratic Maneuver (move; encounter) 
  Make a Bluff check to gain combat advantage. 
  Vicious Strike ✦ Weapon 
  Requires flail and combat advantage; the dragonborn brigand deals  
  an extra 2d6 damage on melee attacks. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Bluff +10, History +5, Intimidate +7, Stealth +9 
  Str 18 (+7)  
  Dex 14 (+5)  
  Wis 12 (+4) 
  Con 16 (+6)  
  Int 10 (+3)  
  Cha 14 (+5) 
  Equipment chainmail, heavy flail 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 22 
  
   
   
  Eladrin Arcane Archer 
  Level 5 Artillery 
  Medium fey humanoid  
  XP 200   
  Initiative +6  
  Senses Perception +7; low-light vision 
  HP 51; Bloodied 25 
  AC 17; Fortitude 16, Reflex 18, Will 16 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d6 + 4 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  Ranged 20/40; +10 vs. AC or Reflex (whichever is lower); 1d10  
  damage plus 1d6 fire damage. Effect: The eladrin arcane archer  
  makes the attack against the same target or a different one. 
  R Eldritch Burst (standard; recharge 4 5 6) ✦ Force 
  Area burst 1 within 20; +10 vs. Fortitude; 1d10 + 5 force damage,  
  and the target is knocked prone. 
  Fey Step (move; encounter) ✦ Teleportation 
  The eladrin arcane archer teleports 5 squares. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +12, Stealth +11 
  Str 12 (+3)  
  Dex 18 (+6)  
  Wis 11 (+2) 
  Con 15 (+4)  
  Int 17 (+5)  
  Cha 15 (+4) 
  Equipment chainmail, longbow, 2 short swords 
   
   
  Flamebreath Statue (Level 5) 
  Level 5 Blaster 
  Trap  
  XP 200 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 17: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 22: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +8 vs. Reflex 
  Hit: 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d6 + 4 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 17): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 23 
  
   
  Encounter 3: "Competitors" Statistics (H2, High Level) 
   
  Dwarf Cleric (Level 7)  
  Level 7 Controller (Leader) 
  Medium natural humanoid  
  XP 300   
  Initiative +3  
  Senses Perception +6; low-light vision 
  HP 78; Bloodied 39 
  AC 21; Fortitude 20, Reflex 17, Will 20 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d10 + 6 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +9 vs. AC; 1d8 + 2 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +12 vs. AC; 1d10 + 6 damage, and the cleric or one adjacent ally  
  gains a +1 power bonus to AC until the end of the cleric's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +12 vs. AC; 1d10 + 6 thunder damage, and the target is dazed until  
  the end of the cleric's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +8, Endurance +7, Religion +8 
  Str 16 (+6)  
  Dex 10 (+3)  
  Wis 16 (+6) 
  Con 14 (+5)  
  Int 11 (+3)  
  Cha 13 (+4) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Human Mage (Level 7) 
  Level 7 Artillery 
  Medium natural humanoid  
  XP 300   
  Initiative +5  
  Senses Perception +6 
  HP 60; Bloodied 30 
  AC 20; Fortitude 16, Reflex 17, Will 18 
  Speed 6 
  m Quarterstaff (standard; at-will) ✦ Weapon 
  +7 vs. AC; 1d8 + 2 damage. 
  r Magic Missile (standard; at-will) ✦ Force 
  Ranged 20; +10 vs. Reflex; 2d4 + 5 force damage. 
  R Dancing Lightning (standard; encounter) ✦ Lightning 
  The mage makes a separate attack against 3 different targets. 
  Ranged 10; +10 vs. Reflex; 1d6 + 5 lightning damage.. 
  A Thunder Burst (standard; encounter) ✦ Thunder 
  Area burst 1 within 10; +10 vs. Fortitude; 1d8 + 5 thunder damage,  
  and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common 
  Skills Arcana +12 
  Str 10 (+3)  
  Dex 14 (+5)  
  Wis 17 (+6) 
  Con 12 (+5)  
  Int 18 (+7)  
  Cha 12 (+4) 
  Equipment quarterstaff, wand 
   
   
  Human Sureshield (Level 7)  
  Level 7 Soldier 
  Medium natural humanoid  
  XP 300   
  Initiative +6  
  Senses Perception +5 
  HP 76; Bloodied 38 
  AC 23; Fortitude 22, Reflex 19, Will 20 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +14 vs. AC; 1d8 + 7 damage, and the target is marked until the end  
  of the human sureshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +11 vs. AC; 1d10 + 3 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +14 vs. AC; 1d8 + 7 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human sureshield's next turn. The human sureshield can  
  shift into the space the pushed target vacated. 
  M Dance of Steel (standard; encounter) ✦ Weapon 
  +14 vs. AC; 2d8 + 7 damage, and the target is marked and slowed  
  until the end of the human sureshield's next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human sureshield and has combat advantage; encounter) 
  The human sureshield cancels the combat advantage she was about  
  to grant. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +12, Intimidate +8 
  Str 18 (+7)  
  Dex 13 (+4)  
  Wis 14 (+5) 
  Con 12 (+4)  
  Int 11 (+3)  
  Cha 10 (+3) 
  Equipment scale armor, light shield, longsword, longbow, 20 arrows 
   
  Dragonborn Brigand (Level 8) 
  Level 8 Brute 
  Medium natural humanoid  
  XP 350   
  Initiative +6  
  Senses Perception +5 
  HP 106; Bloodied 53 
  AC 22; Fortitude 21, Reflex 18, Will 19 
  Speed 5 
  m Heavy Flail (standard; at-will) ✦ Weapon 
  +11 vs. AC (+12 while bloodied); 2d6 + 6 damage. Bloodstinger  
  Poison: if this is the weapon's first hit; +11 vs. Fortitude; ongoing 5  
  poison damage (save ends). 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +10 vs. Reflex (+11 while bloodied); 1d6 + 6 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Erratic Maneuver (move; encounter) 
  Make a Bluff check to gain combat advantage. 
  Vicious Strike ✦ Weapon 
  Requires flail and combat advantage; the dragonborn brigand deals  
  an extra 2d6 damage on melee attacks. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Bluff +11, History +6, Intimidate +8, Stealth +10 
  Str 18 (+8)  
  Dex 14 (+6)  
  Wis 12 (+5) 
  Con 16 (+7)  
  Int 10 (+4)  
  Cha 14 (+6) 
  Equipment chainmail, heavy flail 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 24 
  
   
   
  Eladrin Arcane Archer (Level 7) 
  Level 7 Artillery 
  Medium fey humanoid  
  XP 300   
  Initiative +7  
  Senses Perception +8; low-light vision 
  HP 63; Bloodied 31 
  AC 19; Fortitude 18, Reflex 20, Will 18 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +14 vs. AC; 1d6 + 5 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  Ranged 20/40; +12 vs. AC or Reflex (whichever is lower); 1d10 + 1 
  damage plus 1d6 fire damage. Effect: The eladrin arcane archer  
  makes the attack against the same target or a different one. 
  R Eldritch Burst (standard; recharge 4 5 6) ✦ Force 
  Area burst 1 within 20; +12 vs. Fortitude; 1d10 + 6 force damage,  
  and the target is knocked prone. 
  Fey Step (move; encounter) ✦ Teleportation 
  The eladrin arcane archer teleports 5 squares. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +13, Stealth +12 
  Str 12 (+4)  
  Dex 18 (+7)  
  Wis 11 (+3) 
  Con 15 (+5)  
  Int 17 (+6)  
  Cha 15 (+5) 
  Equipment chainmail, longbow, 2 short swords 
   
   
  Flamebreath Statue (Level 5) 
  Level 5 Blaster 
  Trap  
  XP 200 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 17: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 22: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +8 vs. Reflex 
  Hit: 1d6 + 4 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d6 + 4 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 17): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 25 
  
   
  Encounter 3: "Competitors" Statistics (H3, Low Level) 
   
  Dwarf Cleric (Level 8)  
  Level 8 Controller (Leader) 
  Medium natural humanoid  
  XP 350   
  Initiative +4  
  Senses Perception +7; low-light vision 
  HP 86; Bloodied 43 
  AC 22; Fortitude 21, Reflex 18, Will 21 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d10 + 7 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +10 vs. AC; 1d8 + 3 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +13 vs. AC; 1d10 + 7 damage, and the cleric or one adjacent ally  
  gains a +1 power bonus to AC until the end of the cleric's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +13 vs. AC; 1d10 + 7 thunder damage, and the target is dazed until  
  the end of the cleric's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +9, Endurance +8, Religion +9 
  Str 16 (+7)  
  Dex 10 (+4)  
  Wis 16 (+7) 
  Con 14 (+6)  
  Int 11 (+4)  
  Cha 13 (+5) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  King's Wand (Level 8) 
  Level 8 Artillery 
  Small fey humanoid, gnome  
  XP 350   
  Initiative +6  
  Senses Perception +10; low-light vision 
  HP 64; Bloodied 32 
  AC 20; Fortitude 17, Reflex 22, Will 21 
  Speed 5 
  m Short Sword (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d6 + 5 damage. 
  r Mind Razor (standard; at-will) ✦ Implement, Psychic 
  Ranged 10; +13 vs. Will; 2d8 + 5 psychic damage. 
  R Bedeviling Bolts (standard; encounter) ✦ Illusion, Implement 
  Ranged 10; +13 vs. Will; 1d10 + 6 damage, and the Wand slides  
  the target 1 square. 
  A Scintillating Pattern (standard; recharge 6) ✦ Illusion 
  Area burst 2 within 10; targets enemies; +11 vs. Will; 3d8 + 5  
  damage, and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common, Elven 
  Skills Arcana +14, Bluff +13, Insight +10, Stealth +11 
  Str 9 (+3)  
  Dex 14 (+6)  
  Wis 13 (+5) 
  Con 10 (+4)  
  Int 20 (+9)  
  Cha 18 (+8) 
  Equipment short sword, wand 
   
   
  Human Sureshield (Level 8)  
  Level 8 Soldier 
  Medium natural humanoid  
  XP 350   
  Initiative +7  
  Senses Perception +6 
  HP 84; Bloodied 42 
  AC 24; Fortitude 23, Reflex 20, Will 21 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d8 + 8 damage, and the target is marked until the end  
  of the human sureshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +12 vs. AC; 1d10 + 4 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +15 vs. AC; 1d8 + 8 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human sureshield's next turn. The human sureshield can  
  shift into the space the pushed target vacated. 
  M Dance of Steel (standard; encounter) ✦ Weapon 
  +15 vs. AC; 2d8 + 8 damage, and the target is marked and slowed  
  until the end of the human sureshield's next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human sureshield and has combat advantage; encounter) 
  The human sureshield cancels the combat advantage she was about  
  to grant. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +13, Intimidate +9 
  Str 18 (+8)  
  Dex 13 (+5)  
  Wis 14 (+6) 
  Con 12 (+5)  
  Int 11 (+4)  
  Cha 10 (+4) 
  Equipment scale armor, light shield, longsword, longbow, 20 arrows 
   
  Eladrin Arcane Archer (Level 8) 
  Level 8 Artillery 
  Medium fey humanoid  
  XP 350   
  Initiative +8  
  Senses Perception +9; low-light vision 
  HP 69; Bloodied 34 
  AC 20; Fortitude 19, Reflex 21, Will 19 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d6 + 6 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  Ranged 20/40; +13 vs. AC or Reflex (whichever is lower); 1d10 + 2 
  damage plus 1d6 fire damage. Effect: The eladrin arcane archer  
  makes the attack against the same target or a different one. 
  R Eldritch Burst (standard; recharge 4 5 6) ✦ Force 
  Area burst 1 within 20; +13 vs. Fortitude; 1d10 + 7 force damage,  
  and the target is knocked prone. 
  Fey Step (move; encounter) ✦ Teleportation 
  The eladrin arcane archer teleports 5 squares. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +14, Stealth +13 
  Str 12 (+5)  
  Dex 18 (+8)  
  Wis 11 (+4) 
  Con 15 (+6)  
  Int 17 (+7)  
  Cha 15 (+6) 
  Equipment chainmail, longbow, 2 short swords 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 26 
  
   
   
  Dragonborn Murderer 
  Level 9 Brute 
  Medium natural humanoid  
  XP 400   
  Initiative +7  
  Senses Perception +5 
  HP 118; Bloodied 59 
  AC 21; Fortitude 21, Reflex 18, Will 16 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  +12 vs. AC (+13 while bloodied); 2d10 + 5 damage, and the target  
  is slowed until the end of the murderer's next turn. 
  M Executioner's Swing (standard; at-will) ✦ Weapon 
  Slowed creatures only; +12 vs. AC (+13 while bloodied);  
  3d10 + 5 damage. 
  C Deadly Arc (standard; encounter) ✦ Weapon 
  Close burst 1; +10 vs. Reflex (+11 while bloodied); 2d10 + 5  
  damage, ongoing 5 damage (save ends), and the target is slowed  
  until the end of the dragonborn murderer's next turn. 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +11 vs. Reflex (+12 while bloodied); 1d6 + 6 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Intimidate +8, Stealth +12 
  Str 22 (+10)  
  Dex 17 (+7)  
  Wis 12 (+5) 
  Con 18 (+8)  
  Int 10 (+4)  
  Cha 8 (+3) 
  Equipment hide armor, battleaxe 
   
   
  Flamebreath Statue (Level 7) 
  Level 7 Blaster 
  Trap  
  XP 300 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 19: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 24: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +10 vs. Reflex 
  Hit: 2d6 + 5 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d8 + 5 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 19): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 27 
  
   
  Encounter 3: "Competitors" Statistics (H3, High Level) 
   
  Dwarf Battle Chaplain  
  Level 11 Controller (Leader) 
  Medium natural humanoid  
  XP 600   
  Initiative +5  
  Senses Perception +9; low-light vision 
  HP 110; Bloodied 55 
  AC 25; Fortitude 24, Reflex 21, Will 24 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +16 vs. AC; 1d10 + 8 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +13 vs. AC; 1d8 + 4 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +16 vs. AC; 1d10 + 8 damage, and the battle chaplain or one  
  adjacent ally gains a +1 power bonus to AC until the end of the  
  battle chaplain's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +16 vs. AC; 1d10 + 8 thunder damage, and the target is dazed until  
  the end of the battle chaplain's next turn. 
  M Revelation of Battle (standard; encounter) ✦ Weapon 
  +15 vs. Reflex; 2d10 + 8 damage. Effect: Each ally within 10  
  squares of the battle chaplain gains a +2 power bonus to attack  
  rolls and damage rolls until the end of the chaplain's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +10, Endurance +9, Religion +10 
  Str 18 (+9)  
  Dex 10 (+5)  
  Wis 18 (+9) 
  Con 14 (+7)  
  Int 11 (+5)  
  Cha 13 (+6) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  King's Wand (Level 10) 
  Level 10 Artillery 
  Small fey humanoid, gnome  
  XP 500   
  Initiative +7  
  Senses Perception +11; low-light vision 
  HP 76; Bloodied 38 
  AC 22; Fortitude 19, Reflex 24, Will 23 
  Speed 5 
  m Short Sword (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d6 + 6 damage. 
  r Mind Razor (standard; at-will) ✦ Implement, Psychic 
  Ranged 10; +15 vs. Will; 2d8 + 6 psychic damage. 
  R Bedeviling Bolts (standard; encounter) ✦ Illusion, Implement 
  Ranged 10; +15 vs. Will; 1d10 + 7 damage, and the Wand slides  
  the target 1 square. 
  A Scintillating Pattern (standard; recharge 6) ✦ Illusion 
  Area burst 2 within 10; targets enemies; +13 vs. Will; 3d8 + 6  
  damage, and the target is dazed (save ends). 
  Alignment Unaligned 
  Languages Common, Elven 
  Skills Arcana +15, Bluff +14, Insight +11, Stealth +12 
  Str 9 (+4)  
  Dex 14 (+7)  
  Wis 13 (+6) 
  Con 10 (+5)  
  Int 20 (+10)  
  Cha 18 (+9) 
  Equipment short sword, wand 
   
   
  Human Steelshield 
  Level 11 Soldier 
  Medium natural humanoid  
  XP 600   
  Initiative +9  
  Senses Perception +8 
  HP 113; Bloodied 56 
  AC 27; Fortitude 26, Reflex 23, Will 24 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +18 vs. AC; 1d8 + 9 damage, and the target is marked until the  
  end of the human steelshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +15 vs. AC; 1d10 + 5 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +18 vs. AC; 1d8 + 9 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human steelshield's next turn. The human steelshield can  
  shift into the space the pushed target vacated. 
  M Iron Bulwark (standard; encounter) ✦ Weapon 
  +18 vs. AC; 2d8 + 9 damage, and the target is marked until the end  
  of the human steelshield's next turn. Effect: The steelshield gains a  
  +2 power bonus to AC until the end of her next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human steelshield and has combat advantage; encounter) 
  The human steelshield cancels the combat advantage she was  
  about to grant. 
  Rain of Steel (minor; daily) ✦ Stance, Weapon 
  Until the end of the encounter, any enemy that starts its turn  
  adjacent to the human steelshield takes 1d8 + 5 damage, as long as  
  the human steelshield is able to make opportunity attacks. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +16, Intimidate +11 
  Str 22 (+11)  
  Dex 15 (+7)  
  Wis 16 (+8) 
  Con 17 (+8)  
  Int 11 (+5)  
  Cha 12 (+6) 
  Equipment scale armor, heavy shield, longsword, longbow, 20 arrows 
   
  Eladrin Arcane Archer (Level 10) 
  Level 10 Artillery 
  Medium fey humanoid  
  XP 500   
  Initiative +9  
  Senses Perception +10; low-light vision 
  HP 81; Bloodied 40 
  AC 22; Fortitude 21, Reflex 23, Will 21 
  Speed 6 
  m Short Sword (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d6 + 7 damage. 
  r Scorching Arrows (standard; at-will) ✦ Fire, Weapon 
  Ranged 20/40; +15 vs. AC or Reflex (whichever is lower); 1d10 + 3 
  damage plus 1d6 fire damage. Effect: The eladrin arcane archer  
  makes the attack against the same target or a different one. 
  R Eldritch Burst (standard; recharge 4 5 6) ✦ Force 
  Area burst 1 within 20; +15 vs. Fortitude; 1d10 + 8 force damage,  
  and the target is knocked prone. 
  Fey Step (move; encounter) ✦ Teleportation 
  The eladrin arcane archer teleports 5 squares. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +15, Stealth +14 
  Str 12 (+6)  
  Dex 18 (+9)  
  Wis 11 (+5) 
  Con 15 (+7)  
  Int 17 (+8)  
  Cha 15 (+7) 
  Equipment chainmail, longbow, 2 short swords 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 28 
  
   
   
  Dragonborn Murderer (Level 11) 
  Level 11 Brute 
  Medium natural humanoid  
  XP 600   
  Initiative +8  
  Senses Perception +6 
  HP 138; Bloodied 69 
  AC 23; Fortitude 23, Reflex 20, Will 18 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  +14 vs. AC (+15 while bloodied); 2d10 + 6 damage, and the target  
  is slowed until the end of the murderer's next turn. 
  M Executioner's Swing (standard; at-will) ✦ Weapon 
  Slowed creatures only; +14 vs. AC (+15 while bloodied);  
  3d10 + 6 damage. 
  C Deadly Arc (standard; encounter) ✦ Weapon 
  Close burst 1; +12 vs. Reflex (+13 while bloodied); 2d10 + 6  
  damage, ongoing 5 damage (save ends), and the target is slowed  
  until the end of the dragonborn murderer's next turn. 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +15 vs. Reflex (+16 while bloodied); 2d6 + 7 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Intimidate +9, Stealth +13 
  Str 22 (+11)  
  Dex 17 (+8)  
  Wis 12 (+6) 
  Con 18 (+9)  
  Int 10 (+5)  
  Cha 8 (+4) 
  Equipment hide armor, battleaxe 
   
   
  Flamebreath Statue (Level 7) 
  Level 7 Blaster 
  Trap  
  XP 300 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 19: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 24: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +10 vs. Reflex 
  Hit: 2d6 + 5 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d8 + 5 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 19): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
   
   
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 29 
  
   
  Encounter 3: "Competitors" Statistics (P1, Low Level) 
   
  Dwarf Battle Chaplain (Level 13)  
  Level 13 Controller (Leader) 
  Medium natural humanoid  
  XP 800   
  Initiative +6  
  Senses Perception +10; low-light vision 
  HP 126; Bloodied 63 
  AC 27; Fortitude 26, Reflex 23, Will 26 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +18 vs. AC; 1d10 + 9 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +15 vs. AC; 1d8 + 5 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +18 vs. AC; 1d10 + 9 damage, and the battle chaplain or one  
  adjacent ally gains a +1 power bonus to AC until the end of the  
  battle chaplain's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +18 vs. AC; 1d10 + 9 thunder damage, and the target is dazed until  
  the end of the battle chaplain's next turn. 
  M Revelation of Battle (standard; encounter) ✦ Weapon 
  +17 vs. Reflex; 2d10 + 9 damage. Effect: Each ally within 10  
  squares of the battle chaplain gains a +2 power bonus to attack  
  rolls and damage rolls until the end of the chaplain's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +11, Endurance +10, Religion +11 
  Str 18 (+10)  
  Dex 10 (+6)  
  Wis 18 (+10) 
  Con 14 (+8)  
  Int 11 (+6)  
  Cha 13 (+7) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Dragonborn Murderer (Level 12) 
  Level 12 Brute 
  Medium natural humanoid  
  XP 700   
  Initiative +9  
  Senses Perception +7 
  HP 148; Bloodied 74 
  AC 24; Fortitude 24, Reflex 21, Will 19 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  +15 vs. AC (+16 while bloodied); 2d10 + 7 damage, and the target  
  is slowed until the end of the murderer's next turn. 
  M Executioner's Swing (standard; at-will) ✦ Weapon 
  Slowed creatures only; +15 vs. AC (+16 while bloodied);  
  3d10 + 7 damage. 
  C Deadly Arc (standard; encounter) ✦ Weapon 
  Close burst 1; +13 vs. Reflex (+14 while bloodied); 2d10 + 7  
  damage, ongoing 5 damage (save ends), and the target is slowed  
  until the end of the dragonborn murderer's next turn. 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +16 vs. Reflex (+17 while bloodied); 2d6 + 8 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Intimidate +10, Stealth +14 
  Str 22 (+12)  
  Dex 17 (+9)  
  Wis 12 (+7) 
  Con 18 (+10)  
  Int 10 (+6)  
  Cha 8 (+5) 
  Equipment hide armor, battleaxe 
   
  Human Steelshield (Level 12) 
  Level 12 Soldier 
  Medium natural humanoid  
  XP 700   
  Initiative +10  
  Senses Perception +9 
  HP 121; Bloodied 60 
  AC 28; Fortitude 27, Reflex 24, Will 25 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +19 vs. AC; 1d8 + 10 damage, and the target is marked until the  
  end of the human steelshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +16 vs. AC; 1d10 + 6 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +19 vs. AC; 1d8 + 10 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human steelshield's next turn. The human steelshield can  
  shift into the space the pushed target vacated. 
  M Iron Bulwark (standard; encounter) ✦ Weapon 
  +19 vs. AC; 2d8 + 10 damage, and the target is marked until the  
  end of the human steelshield's next turn. Effect: The steelshield  
  gains a +2 power bonus to AC until the end of her next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human steelshield and has combat advantage; encounter) 
  The human steelshield cancels the combat advantage she was  
  about to grant. 
  Rain of Steel (minor; daily) ✦ Stance, Weapon 
  Until the end of the encounter, any enemy that starts its turn  
  adjacent to the human steelshield takes 1d8 + 6 damage, as long as  
  the human steelshield is able to make opportunity attacks. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +17, Intimidate +12 
  Str 22 (+12)  
  Dex 15 (+8)  
  Wis 16 (+9) 
  Con 17 (+9)  
  Int 11 (+6)  
  Cha 12 (+7) 
  Equipment scale armor, heavy shield, longsword, longbow, 20 arrows 
   
  Flamebreath Statue (Level 9) 
  Level 9 Blaster 
  Trap  
  XP 400 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 19: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 24: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +12 vs. Reflex 
  Hit: 2d8 + 5 fire damage, and ongoing 5 fire damage (save ends) 
  Miss: 1d8 + 5 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 20): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 19): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 30 
  
   
   
  Githzerai Mindmage (Level 12) 
  Level 12 Artillery 
  Medium natural humanoid  
  XP 700   
  Initiative +12  
  Senses Perception +15 
  HP 93; Bloodied 46 
  AC 26; Fortitude 22, Reflex 24, Will 24 
  Speed 7 
  m Unarmed Strike (standard; at-will)  
  +17 vs. AC; 2d8 + 3 damage. 
  R Mindstrike (standard; at-will) ✦ Psychic 
  Ranged 20; +15 vs. Reflex; 2d8 + 3 psychic damage, and the target  
  is dazed (save ends). 
  R Elemental Bolts (standard; at-will) ✦ Varies 
  Ranged 10; the githzerai mindmage makes up to 3 attacks, each  
  against a different target; +15 vs. Reflex; 4d8 acid, cold, fire, or  
  lightning damage (the mindmage chooses the damage type for each  
  attack). 
  A Concussion Orb (standard; encounter)  
  Area burst 2 within 10; +15 vs. Fortitude, 1d10 + 3 damage, and  
  the target is knocked prone. 
  Accurate Mind 
  The githzerai mindmage's ranged attacks ignore cover and  
  concealment (but not superior cover or total concealment). 
  Iron Mind (immediate interrupt, when hit by an attack; encounter) 
  The githzerai mindmage gains a +2 bonus to all defenses until the  
  end of its next turn. 
  Alignment Unaligned 
  Languages Common, Deep Speech 
  Skills Acrobatics +17, Athletics +9, Arcana +12, Insight +15 
  Str 13 (+7)  
  Dex 19 (+10)  
  Wis 19 (+10) 
  Con 15 (+8)  
  Int 13 (+7)  
  Cha 10 (+6) 
   
   
  Elf Archer Captain 
  Level 12 Artillery 
  Medium fey humanoid  
  XP 700   
  Initiative +12  
  Senses Perception +17; low-light vision 
  Group Awareness aura 5; non-elf allies in the area gain a +1 racial  
       bonus to Perception checks. 
  HP 94; Bloodied 47 
  AC 25; Fortitude 24, Reflex 26, Will 25 
  Speed 7 
  m Short Sword (standard; at-will) ✦ Weapon 
  +15 vs. AC; 1d8 + 6 damage. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +19 vs. AC; 2d6 + 6 damage. 
  R Impaling Shot (standard; recharge 4 5 6) ✦ Weapon 
  Requires longbow; Ranged 20; +19 vs. AC; 3d6 + 5 damage, and  
  the archer makes a secondary attack against the same target. 
  Secondary Attack: +17 vs. Fortitude; the target is restrained (save  
  ends). 
  R Rain of Arrows (standard; recharge 4 5 6) ✦ Weapon 
  The archer makes three longbow attacks, each with a -2 penalty to  
  the attack roll. 
  Archer's Mobility 
  If the elf archer moves at least 4 squares from its original position, it  
  gains a +2 bonus to ranged attacks until the start of its next turn. 
  Elven Accuracy (free; encounter) 
  An elf can reroll an attack roll. It must use the second roll, even if  
  it's lower. 
  Not So Close (immediate reaction, when an enemy makes a melee  
       attack against the elf archer; encounter) 
  The elf archer shifts 1 square and makes a ranged basic attack  
  against the enemy. 
  Wild Step 
  An elf ignores difficult terrain when it shifts. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +18, Stealth +17 
  Str 15 (+8)  
  Dex 23 (+12)  
  Wis 18 (+10) 
  Con 16 (+9)  
  Int 14 (+8)  
  Cha 16 (+9) 
  Equipment leather armor, short sword, longbow, 30 arrows 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 31 
  
   
  Encounter 3: "Competitors" Statistics (P1, High Level) 
   
  Dwarf Battle Chaplain (Level 15)  
  Level 15 Controller (Leader) 
  Medium natural humanoid  
  XP 1,200   
  Initiative +7  
  Senses Perception +11; low-light vision 
  HP 142; Bloodied 71 
  AC 29; Fortitude 28, Reflex 25, Will 28 
  Saving Throws +5 against poison effects 
  Speed 5 
  m Warhammer (standard; at-will) ✦ Weapon 
  +20 vs. AC; 1d10 + 10 damage. 
  r Crossbow (standard; at-will) ✦ Weapon 
  Ranged 15/30; +17 vs. AC; 1d8 + 6 damage. 
  M Priest's Shield (standard; at-will) ✦ Weapon 
  +20 vs. AC; 1d10 + 10 damage, and the battle chaplain or one  
  adjacent ally gains a +1 power bonus to AC until the end of the  
  battle chaplain's next turn. 
  M Wrathful Thunder (standard; encounter) ✦ Thunder, Weapon 
  +20 vs. AC; 1d10 + 10 thunder damage, and the target is dazed  
  until the end of the battle chaplain's next turn. 
  M Revelation of Battle (standard; encounter) ✦ Weapon 
  +19 vs. Reflex; 2d10 + 10 damage. Effect: Each ally within 10  
  squares of the battle chaplain gains a +2 power bonus to attack  
  rolls and damage rolls until the end of the chaplain's next turn. 
  Stand Your Ground 
  When an effect forces a dwarf to move - through a push, a pull, or a  
  slide - the dwarf moves 1 square less than the effect specifies.  
  When an attack would knock the dwarf prone, the dwarf can roll a  
  saving throw to avoid falling prone. 
  Alignment Unaligned 
  Languages Common, Dwarven 
  Skills Dungeoneering +12, Endurance +11, Religion +12 
  Str 18 (+11)  
  Dex 10 (+7)  
  Wis 18 (+11) 
  Con 14 (+9)  
  Int 11 (+7)  
  Cha 13 (+8) 
  Equipment chainmail, warhammer, crossbow, holy symbol, 20 bolts 
   
  Dragonborn Murderer (Level 15) 
  Level 15 Brute 
  Medium natural humanoid  
  XP 1,200   
  Initiative +10  
  Senses Perception +8 
  HP 178; Bloodied 89 
  AC 27; Fortitude 27, Reflex 24, Will 22 
  Speed 6 
  m Battleaxe (standard; at-will) ✦ Weapon 
  +18 vs. AC (+19 while bloodied); 2d10 + 8 damage, and the target  
  is slowed until the end of the murderer's next turn. 
  M Executioner's Swing (standard; at-will) ✦ Weapon 
  Slowed creatures only; +18 vs. AC (+19 while bloodied);  
  3d10 + 8 damage. 
  C Deadly Arc (standard; encounter) ✦ Weapon 
  Close burst 1; +16 vs. Reflex (+17 while bloodied); 2d10 + 8  
  damage, ongoing 10 damage (save ends), and the target is slowed  
  until the end of the dragonborn murderer's next turn. 
  C Dragon Breath (minor; encounter) ✦ Poison 
  Close blast 3; +19 vs. Reflex (+20 while bloodied); 2d6 + 9 poison  
  damage. 
  Dragonborn Fury (only while bloodied) 
  The dragonborn gains a +1 racial bonus to attack rolls. 
  Alignment Evil 
    
  Languages Common, Draconic 
  Skills Intimidate +11, Stealth +15 
  Str 22 (+13)  
  Dex 17 (+10)  
  Wis 12 (+8) 
  Con 18 (+11)  
  Int 10 (+7)  
  Cha 8 (+6) 
  Equipment hide armor, battleaxe 
   
  Human Steelshield (Level 15) 
  Level 15 Soldier 
  Medium natural humanoid  
  XP 1,200   
  Initiative +11  
  Senses Perception +10 
  HP 145; Bloodied 72 
  AC 31; Fortitude 30, Reflex 27, Will 28 
  Speed 5 
  m Longsword (standard; at-will) ✦ Weapon 
  +22 vs. AC; 1d8 + 11 damage, and the target is marked until the  
  end of the human steelshield's next turn. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +19 vs. AC; 1d10 + 7 damage. 
  M Tide of Iron (standard; at-will) ✦ Weapon 
  Requires shield; +22 vs. AC; 1d8 + 11 damage, and the target (if  
  Large or smaller) is pushed 1 square. The target is marked until the  
  end of the human steelshield's next turn. The human steelshield can  
  shift into the space the pushed target vacated. 
  M Iron Bulwark (standard; encounter) ✦ Weapon 
  +22 vs. AC; 2d8 + 11 damage, and the target is marked until the  
  end of the human steelshield's next turn. Effect: The steelshield  
  gains a +2 power bonus to AC until the end of her next turn. 
  No Opening (immediate interrupt, when an enemy attacks the  
       human steelshield and has combat advantage; encounter) 
  The human steelshield cancels the combat advantage she was  
  about to grant. 
  Rain of Steel (minor; daily) ✦ Stance, Weapon 
  Until the end of the encounter, any enemy that starts its turn  
  adjacent to the human steelshield takes 1d8 + 7 damage, as long as  
  the human steelshield is able to make opportunity attacks. 
  Alignment Unaligned 
  Languages Common, Goblin 
  Skills Athletics +18, Intimidate +13 
  Str 22 (+13)  
  Dex 15 (+9)  
  Wis 16 (+10) 
  Con 17 (+10)  
  Int 11 (+7)  
  Cha 12 (+8) 
  Equipment scale armor, heavy shield, longsword, longbow, 20 arrows 
   
  Flamebreath Statue (Level 11) 
  Level 11 Blaster 
  Trap  
  XP 600 
  Trap: The statue spits fire at any creature that enters the 2 x 2 square  
  area directly in front of it. 
  Perception  
  ✦DC 21: The character spots a nozzle in the statue's mouth and  
      thinks it might be possible to avoid the flames with a successful   
      Acrobatics check. 
  ✦DC 26: The character sees a way to disable a statue. 
  Trigger 
  The trap attacks any creature that enters a fiery square. 
  Attack 
  Free Action 
   
  Close blast 2 
  Target: The triggering creature 
  Attack: +14 vs. Reflex 
  Hit: 3d6 + 5 fire damage, and ongoing 10 fire damage (save ends) 
  Miss: 2d6 + 5 fire damage. 
  Countermeasures  
  ✦ Thievery (DC 30): standard action; an adjacent character can  
       disable a statue. 
  ✦ Acrobatics (DC 21): part of a move action; the character can move  
       into a flaming square without being attacked by the trap. 
  ✦ A statue can be destroyed. AC/Reflex 5; Fortitude 10; immune  
       to effects that target Will; HP 40.   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 32 
  
   
   
  Githzerai Mindmage 
  Level 14 Artillery 
  Medium natural humanoid  
  XP 1,000   
  Initiative +13  
  Senses Perception +16 
  HP 105; Bloodied 52 
  AC 28; Fortitude 24, Reflex 26, Will 26 
  Speed 7 
  m Unarmed Strike (standard; at-will)  
  +19 vs. AC; 2d8 + 4 damage. 
  R Mindstrike (standard; at-will) ✦ Psychic 
  Ranged 20; +17 vs. Reflex; 2d8 + 4 psychic damage, and the target  
  is dazed (save ends). 
  R Elemental Bolts (standard; at-will) ✦ Varies 
  Ranged 10; the githzerai mindmage makes up to 3 attacks, each  
  against a different target; +17 vs. Reflex; 4d8 acid, cold, fire, or  
  lightning damage (the mindmage chooses the damage type for each  
  attack). 
  A Concussion Orb (standard; encounter)  
  Area burst 2 within 10; +17 vs. Fortitude, 1d10 + 4 damage, and  
  the target is knocked prone. 
  Accurate Mind 
  The githzerai mindmage's ranged attacks ignore cover and  
  concealment (but not superior cover or total concealment). 
  Iron Mind (immediate interrupt, when hit by an attack; encounter) 
  The githzerai mindmage gains a +2 bonus to all defenses until the  
  end of its next turn. 
  Alignment Unaligned 
  Languages Common, Deep Speech 
  Skills Acrobatics +18, Athletics +10, Arcana +13, Insight +16 
  Str 13 (+8)  
  Dex 19 (+11)  
  Wis 19 (+11) 
  Con 15 (+9)  
  Int 13 (+8)  
  Cha 10 (+7) 
   
   
   
  Elf Archer Captain (Level 14) 
  Level 14 Artillery 
  Medium fey humanoid  
  XP 1,000   
  Initiative +13  
  Senses Perception +18; low-light vision 
  Group Awareness aura 5; non-elf allies in the area gain a +1 racial  
       bonus to Perception checks. 
  HP 106; Bloodied 53 
  AC 27; Fortitude 26, Reflex 28, Will 27 
  Speed 7 
  m Short Sword (standard; at-will) ✦ Weapon 
  +17 vs. AC; 1d8 + 7 damage. 
  r Longbow (standard; at-will) ✦ Weapon 
  Ranged 20/40; +21 vs. AC; 2d6 + 7 damage. 
  R Impaling Shot (standard; recharge 4 5 6) ✦ Weapon 
  Requires longbow; Ranged 20; +21 vs. AC; 3d6 + 6 damage, and  
  the archer makes a secondary attack against the same target. 
  Secondary Attack: +19 vs. Fortitude; the target is restrained (save  
  ends). 
  R Rain of Arrows (standard; recharge 4 5 6) ✦ Weapon 
  The archer makes three longbow attacks, each with a -2 penalty to  
  the attack roll. 
  Archer's Mobility 
  If the elf archer moves at least 4 squares from its original position, it  
  gains a +2 bonus to ranged attacks until the start of its next turn. 
  Elven Accuracy (free; encounter) 
  An elf can reroll an attack roll. It must use the second roll, even if  
  it's lower. 
  Not So Close (immediate reaction, when an enemy makes a melee  
       attack against the elf archer; encounter) 
  The elf archer shifts 1 square and makes a ranged basic attack  
  against the enemy. 
  Wild Step 
  An elf ignores difficult terrain when it shifts. 
  Alignment Unaligned  
  Languages Common, Elven 
  Skills Nature +19, Stealth +18 
  Str 15 (+9)  
  Dex 23 (+13)  
  Wis 18 (+11) 
  Con 16 (+10)  
  Int 14 (+9)  
  Cha 16 (+10) 
  Equipment leather armor, short sword, longbow, 30 arrows 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 33 
  
   
  Encounter 3: "Competitors" Map 
  The PCs should start on the map in whatever positions you think most appropriate based on the players' stated 
  description of where their characters stand while exploring the ruins. Most if not all of the PCs will probably be on 
  the left-hand side of the map when the monsters arrive. The NPC adventuring party enters from the right-hand side 
  of the map, moving through the wooded area, in whatever formation you think appropriate. These NPCs are 
  reasonably intelligent and cautious in their approach. Their initial formation is slightly spread out, with the leader in 
  the center of the formation, the artillery at the back or to the sides, and the brute and soldier in front. 
  Tile Sets Needed 
  DT2 Arcane Corridors x2, DT4 Ruins of the Wild x2 
   
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Encounter 4: On the Prowl 
  Setup 
  This second phase of the skill challenge tests the PCs' 
  ability to track large and prestigious prey. The better the 
  PCs do on the skill challenge, the more challenging (and 
  prestigious) opponent they face in the final encounter. 
   
  The hunt has gone on for many long hours. The endless 
  jungle looms over you on all sides, the thick canopy 
  above blocking most of the sun’s rays. You know you 
  have to find some truly dangerous beast, kill it, and 
  bring its corpse back to Port Nyranzaru, but what little 
  light filters down through the broad leaves tells you that 
  time is beginning to run out for you to find your trophy. 
  Skill Challenge 
  Complexity: 1 (4 successes before 3 failures) 
  Victory: The PCs are able to spot the tracks of a number 
  of different monsters, identify the monsters, and decide 
  which ones they would like to fight. 
  Defeat: The PCs find some tracks to follow, but they 
  aren't sure exactly what they are following, and might 
  lose the chance to fight the most prestigious monster of 
  all, having to settle for a lesser beast instead. 
  Scene 1: Tracking Prey 
  Goal: The PCs attempt to locate the tracks of the most 
  desirable trophy they can. 
  Primary Skills: Nature, Perception 
  Success: The PCs discover all the possible tracks and 
  can learn a great deal about the different types of 
  monsters in the area, allowing them to pick and choose 
  exactly what they would like to fight. 
  Failure: The PCs don't discover all the possible tracks, 
  limiting their options in the upcoming battle. 
   
  The squawks of birds and monkeys and the constant 
  motion of the greenery of the jungle surround you.  
  With some careful consideration of your trail and the 
  various animal signs, you may be able to find the trail of 
  some suitable trophy to bring back to Port Nyranzaru. 
   
  Sponsor Benefit: If the PCs are working for Zazefay 
  Logging and Mining, they automatically begin this scene 
  with 1 success, and they gain a +5 bonus to all their 
  monster knowledge checks to identify the types of 
  monsters they might face, and the details about those 
  monsters, once they discover each new set of tracks. 
   
  Nature (moderate DC, 1 success): Part of finding 
  good tracks is knowing where to look.  You may be able 
  to use your knowledge of the jungle to find the most 
  likely watering holes or feeding grounds for appropriate 
  critters. 
   
  Perception (moderate DC, 1 success): The first thing 
  to do is to try and see if you can find some good tracks of 
  an appropriately large and dangerous beast. With close 
  inspection of the jungle, you may locate some interesting 
  tracks. 
   
  First success: The PCs find the tracks of a group of 
  about 7-8 small lizards.  
   
  Second success: The PCs the tracks of several (2-3) 
  larger reptiles. 
   
  Third success: The PCs are able to mark a trail and 
  follow the tracks in the direction of what seems to be a 
  good place to lay an ambush for these monsters. They 
  hear the sound of a rushing river ahead and see a break 
  in the jungle cover, indicating a clearing. This is just the 
  sort of place where a pack of lizards would probably go 
  to soak up the sun. 
   
  Fourth success: The PCs realize that there are signs 
  that this area is also the hunting ground of a single, far 
  larger and more dangerous, monster – a dragon! 
   
  For each success they earn that adds more tracks (1, 2, 
  and 4), the PCs may attempt a Monster Knowledge 
  check (as detailed in the Player’s Handbook) to learn 
  more about the type of creature they are tracking.  The 
  monster knowledge checks do not count as successes or 
  failures towards the overall skill challenge. Each check 
  may only be attempted one time. To be clear, the PCs 
  can still add a group of monsters to the fight even if they 
  don’t learn anything from the relevant monster 
  knowledge check, as long as they find the tracks. 
   
  Most importantly, each success also allows the PCs 
  to add the listed group of monsters to the next 
  encounter, if they want. This is where the players have 
  to decide how much they can handle. Fighting the solo 
  monster alone will be a dangerous battle. Fighting it in 
  the company of the pack of smaller lizards will be more 
  difficult, and fighting in the company of both the smaller 
  and larger lizards will be a massive challenge. 
  Obviously, the more monsters the PCs defeat, the higher 
  the bounty they will be paid for their hunt, and the 
  greater 
  their 
  chances 
  of 
  winning 
  the 
  overall 
  competition. However, they also increase the risk that 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 36 
  they will be killed or have to flee, leaving them with no 
  trophy at all.  
   
  The solo monster by itself is an encounter two levels 
  above the expected party level for each level band and 
  tier; adding the minions and the brutes is the equivalent 
  of also fighting an encounter two levels below the 
  expected party level at the same time. If the PCs are 
  already “playing up” (i.e. their average level is in the 
  bottom half of the level band, but they are playing high 
  tier) then also choosing to fight all the monsters could 
  very easily result in a TPK. Make sure the players 
  understand that they increase their risk by a tangible 
  amount with each new group of monsters they add to 
  the fray. There is no shame in just fighting the dragon – 
  it is a worthy trophy all by itself and very well could be 
  enough of a prize for the PCs to be recognized as the 
  winners of the Great Hunt. 
  Ending the Encounter 
  Following the tracks they've found, the PCs travel along 
  the river for several more miles. As they continue 
  making their way through the jungle, the river narrows 
  and the PCs soon reach an area where the jungle 
  canopy thins to allow some welcome sunlight through. 
  This looks like a perfect spot for hunting. Ask the players 
  to decide how tough a challenge they want to face in 
  their trophy battle, and when everyone is ready, proceed 
  to Encounter 5. 
  Experience Points 
  For successfully completing the skill challenge, the PCs 
  earn the following experience points. They earn half the 
  listed XP if they fail the skill challenge. 
   
  H1: 20 / 30 XP per PC; H2: 35 / 50 XP per PC; 
  H3: 60 / 80 XP per PC; P1: 100 / 140 XP per PC 
  Treasure 
  There is no treasure in this encounter. 
  Troubleshooting 
  If the PCs fail the skill challenge, but earned at least one 
  success, they don’t discover all the monster tracks. This 
  is what hunting is all about – you can’t catch what you 
  can’t track. However, the minions and brutes by 
  themselves won’t necessarily make for a particularly 
  interesting encounter, because their levels are below the 
  party’s expected average level (they are the add-on 
  monsters, not the main event). In this case, you can let 
  the PCs engage those monsters they do find, and have 
  the dragon show up anyway after the first round, as 
  explained in Encounter 5. However, even if they defeat 
  the dragon in this case, the PCs cannot win the overall 
  hunt – someone else brings back a better trophy. This is 
  the consequence of failing the skill challenge. (The other 
  consequence is that because the PCs didn’t find the 
  dragon’s tracks, they have no idea it’s in the area, and so 
  they don’t get to make monster knowledge checks about 
  it, which means they will most likely be completely 
  unprepared for its abilities.) 
   
  If the PCs completely fail the skill challenge (3 
  failures and 0 successes) then their hunt is fruitless. You 
  can play the combat encounter out for fun and to keep 
  from ending the slot two hours early, but it doesn’t 
  count. The PCs suffer no consequences from the battle, 
  earn no rewards, and cannot possibly win the great 
  hunt. If this seems unfair, just ask yourself why someone 
  would go into an adventure described as a great hunt in 
  the jungle and not bring even a single character along 
  who was trained in natural lore or tracking. 
   
  
   
  Encounter 5: Prize Fight 
  Setup 
  At last, the PCs have found a suitable monster to try and 
  claim as their prize in the great hunt. Additionally, 
  depending on how well they did in the tracking skill 
  challenge, they might have the option of bringing in 
  some additional game to increase their chances of 
  winning the grand prize. However, they will need to 
  gauge their own capabilities and resources very 
  accurately, or else they might bite off more than they 
  can chew and end up going home empty-handed (or 
  worse, not going home at all). 
  H1: Max Encounter Level 5 / 7 
  (1,000 / 1,500 XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 Young Green Dragon (Level 2) 
  optional: 7 Spitting Lizards 
  optional: up to 2 Guard Drakes (Level 1) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 Young Green Dragon (Level 4) 
  optional: 8 Spitting Lizards (Level 2) 
  optional: up to 3 Guard Drakes  
  H2: Max Encounter Level 8 / 10 
  (1,750 / 2,500 XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 Young Green Dragon 
  optional: 8 Spitting Lizards (Level 3) 
  optional: up to 3 Guard Drakes (Level 3)  
   
  This encounter includes the following creatures at the 
  high tier:  
  1 Young Red Dragon 
  optional: 8 Spitting Lizards (Level 5) 
  optional: up to 3 Rage Drakes 
  H3: Max Encounter Level 11 / 13 
  (3,000 / 4,000 XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 Young Red Dragon (Level 8) 
  optional: 8 Spitting Lizards (Level 6) 
  optional: up to 3 Rage Drakes (Level 6) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 Young Red Dragon (Level 10) 
  optional: 8 Spitting Lizards (Level 7) 
  optional: up to 3 Rage Drakes (Level 7) 
  P1: Max Encounter Level 15 / 17 
  (6,000 / 8,000 XP) 
  This encounter includes the following creatures at the 
  low tier:  
  1 Adult Red Dragon (Level 12)  
  optional: 8 Spitting Lizards (Level 10)  
  optional: up to 3 Bloodspike Behemoths (Level 10) 
   
  This encounter includes the following creatures at the 
  high tier:  
  1 Adult Red Dragon (Level 14)  
  optional: 8 Spitting Lizards (Level 11)  
  optional: up to 3 Bloodspike Behemoths (Level 11) 
   
  As the adventurers enter the area, read: 
   
  A break in the thick jungle canopy allows bright 
  sunlight to stream down for the first time in miles. The 
  noise of the rushing river you have been following 
  drowns out most of the other sounds of the jungle. 
  Ahead, you see the wreckage of an ancient tower. The 
  architectural 
  style 
  appears 
  to 
  have 
  been quite 
  serpentine, and it must have been sturdily built, as 
  portions of the walls still stand 20 feet high, although 
  the roof and gates are long gone.  
   
  If the first group of optional monsters is present, read 
  the following: 
   
  Scattered along the far bank of the river you see a pack 
  of four-foot-tall lizards. They alternately sun themselves 
  on the many available rocks, munch on the abundant 
  plants, and lap at the flowing water with tiny forked 
  tongues while periodically scanning their surroundings 
  for danger.  
   
  If the second group of optional monsters is present, read 
  the following: 
   
  Several larger, much tougher-looking reptiles appear to 
  be enjoying the abundant food and water to be found in 
  this location as well. 
   
  If the party succeeded on the skill challenge in 
  Encounter 4, then they will also be able to fight the 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  dragon. However, if they did not achieve a perfect 
  victory (4 successes and zero failures), then the dragon is 
  not here yet, so you should not read this text now, but 
  rather wait and read the relevant parts when the dragon 
  arrives after the first round of combat. 
   
  Perched atop one of the walls of the ruined tower is a 
  creature that surely must be at the top of the local food 
  chain -- a dragon! The majestic beast appears to be 
  focused on sampling the tasty buffet of smaller creatures 
  below. It spreads its wings and prepares to swoop down 
  for a snack. 
   
  Ask the players how close they want to try and get to the 
  monsters. This is clearly their best chance to take some 
  trophies, as they haven't seen anything else worth killing 
  so far. Your first task is to determine how close the PCs 
  are able to get to the monsters before they are noticed. 
  Because of the noise of the river, all the reptiles (but not 
  the dragon) take a -2 penalty on their Perception checks 
  to notice the PCs creeping up (equivalent to listening 
  through a door). The PCs can also use the briars shown 
  on the map for cover (but not superior cover). 
   
  If the dragon is not present, then the monsters are 
  not initially aware of the PCs, so compare their passive 
  Perception scores (including the -2 penalty) to the 
  results of the PCs' Stealth checks to determine initial 
  awareness. After this initial check, if the monsters have 
  not become aware of the PCs, those PCs who wish to 
  remain within the 3x3 square area at the upper left-
  hand corner of the map do not need to roll any more 
  Stealth checks. Only those who wish to get closer to the 
  monsters must roll. Each PC must make a new Stealth 
  check for each move action they take, with the usual -5 
  penalty for moving more than 2 squares. Each time 
  some or all the PCs want to move closer, that calls for 
  another round of Stealth checks for those who are 
  moving vs. the monsters' active Perception checks, until 
  the PCs are either noticed or they attack. If none of the 
  PCs have been noticed, then they gain a surprise round. 
   
  If the dragon is present, then it always gets to make 
  active Perception checks to notice the PCs' approach. 
  However, it is still possible that the party can surprise 
  even the dragon (particularly at higher levels when they 
  might have access to invisibility and other powerful 
  concealment effects). 
  Features of the Area 
  This area has the following important features. 
   
  Illumination: Bright sunlight. 
   
  Briars: The dark green bushes shown on the map 
  are thick briars. They may be used to gain both cover 
  and concealment (but not total cover or superior 
  concealment). Entering a square of briars costs 2 
  squares of movement. (The small round bushes shown 
  adjacent to the thicker green squares are also 
  considered briars.) 
   
  Pond: The pond is fed by a steady trickle of water 
  flowing from the main river, but it is not terribly deep. 
  These squares are considered difficult terrain.  
   
  River: The river is 15 feet (3 squares) deep. It is a 
  full 4 squares wide (treat any square on the map that 
  contains any part of a stream tile as being a river 
  square). The river flows very fast. The current moves 
  from the left side of the map to the right side of the map. 
   
  Moving north or south through the river costs 2 
  squares of movement per river square, and the creature 
  is also swept downstream by 1 square per square it 
  moves perpendicular to the flow or diagonally with the 
  flow. Moving directly with the flow (not diagonally) 
  allows a creature to move 2 squares for each square of 
  movement. Moving 1 square directly against the flow or 
  diagonally against the flow costs 3 squares of movement. 
  A creature that moves into or through the river, 
  regardless of direction, must make a DC 15 Athletics 
  check as part of the move action or be knocked prone by 
  the force of the water. A prone creature that starts its 
  turn in the river is automatically swept 3 squares 
  downstream, unless it makes a DC 15 Athletics check as 
  a free action to hold its position or has a swim speed. (If 
  creatures are swept off the right-hand edge of the map, 
  the river goes on for several hundred yards, so just 
  extend the map as needed.) 
   
  Rocks: Squares containing rocks are treated as 
  difficult terrain. 
   
  Tower: The tower does not have a roof. The walls 
  shown on the map are 20 feet high. Squares containing 
  debris are considered difficult terrain. The upper floors 
  are gone, so the staircase shown on the map is just a few 
  stone steps jutting out of the wall; it does not go 
  anywhere. 
   
  Trees: The trees shown on the map represent the 
  edge where the jungle canopy resumes. These trees are 
  60 feet tall and have very large leaves. As a result, the 
  areas of tree cover depicted on the map are irrelevant 
  except to flying creatures. Flying creatures can gain 
  cover/concealment in the canopy but must treat such 
  squares as difficult terrain. The tree trunks are 
  considered blocking terrain. The trunks are slick from 
  the high humidity and covered in moss, so climbing 
  these trees requires a DC 20 Athletics check.  
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 39 
  Tactics 
  When disturbed, the jungle lizards bound in all 
  directions, hissing and spitting acid. They prefer to stay 
  out of melee, but will bite if approached. The lizards will 
  not go anywhere near the dragon. They fight as a pack 
  and will gang up or focus their attacks on a single PC, 
  particularly a bloodied PC, in hopes of bringing 
  someone down. They move along the river to keep the 
  PCs in range, but don’t try to cross the river unless 
  absolutely necessary because of the strong current. 
   
  The larger reptiles charge into battle. Assuming the 
  dragon will engage the party’s defenders, use the brutes 
  to engage their strikers and controllers. These monsters 
  ford or jump across the river if necessary. The reptiles 
  do not want to fight the dragon and will stay away from 
  it, but they will continue to attack the PCs, because they 
  are highly territorial. If the dragon decides to come over 
  and attack a target that one of the reptiles is engaged 
  with, it will move away and engage a different target at a 
  safe distance from the dragon. 
   
  If the dragon is not initially present, it is currently 
  flying overhead, looking for prey. During the first round 
  of the battle, it spots the PCs and lizards and swoops 
  down to check out the activity. You can bring the dragon 
  onto the map from any direction that makes the most 
  sense. The dragon is a canny combatant and 
  immediately understands that the PCs are much more 
  of a threat than the lizards. It ignores the lizards to focus 
  on the PCs. 
   
  If the players forget about their wind-control item 
  (which they were given back at Port Nyranzaru), remind 
  them about it once they are engaged with the dragon. 
  The entire purpose of giving them that item is to force 
  the dragon to fight on the ground, so that this encounter 
  doesn't degenerate into the dragon endlessly strafing the 
  PCs with its superior mobility and flight. When the item 
  is active, it creates a 500 foot radius zone that 
  completely prevents any creature from flying more than 
  4 squares above the ground. Creatures that would 
  somehow reach a greater height find themselves 
  stopped at a height of 4 squares. Creatures above this 
  height are forced to land (taking no damage and 
  suffering no ill effects other than being grounded). This 
  allows the dragon to use its fly speed where appropriate, 
  but prevents it from ever getting out the PCs' reach.  
   
  At the P1 tier, it is possible that the PCs prefer an 
  aerial battle because of their own flight abilities; if that's 
  their decision, they don't have to use the wind-control 
  item. The item affects all combatants, so if it is active 
  against the dragon, it is also active against the PCs. Once 
  triggered, the item's effects last for the entire encounter, 
  even if the PCs change their mind and want to end it 
  early.  
   
  The dragon tries to catch as many PCs as possible in 
  its breath weapon and then starts tearing people apart. 
  The dragon is young and cocky, and once it realizes that 
  it can't fly away, it gets extremely angry. Realizing that it 
  cannot escape, the dragon fights to the death. Because 
  this is a timed and scored event, you should not call the 
  combat early (unless you are playing at a convention 
  that is not using the scoring system).  
   
  If the PCs flee, the monsters do not pursue. The 
  monsters are gone by the time the PCs return (which 
  means any dead or unconscious PCs can be recovered 
  safely). No matter what happens, the PCs only get one 
  crack at this battle. 
  Scaling the Encounter 
  Make the following adjustments to the combat based on 
  the number of PCs present. 
   
  Four PCs: Decrease the solo monster's hit points by 
  20 percent. 
   
  Six PCs: Increase the solo monster's hit points by 
  20 percent. When the solo monster is bloodied, it gains 
  the following ability: 
   
  Bloodied Fury (while bloodied) 
  While bloodied, this monster gains a +2 bonus to attack rolls and  
  gains a +4 bonus to damage rolls (heroic tier) or a +8 bonus to  
  damage rolls (paragon tier). 
  Ending the Encounter 
  The encounter is over when the PCs have either killed 
  all the monsters or been killed or driven off by them.  
  Experience Points 
  The PCs earn XP for defeating the monsters they decide 
  to face, up to the following maximums if they defeat all 
  the available monsters: 
   
  H1: 200 / 300 XP per PC; H2: 350 / 500 XP per PC; 
  H3: 600 / 800 XP per PC; P1: 1,200 / 1,600 XP per PC 
   
  The PCs only earn XP for the monsters they defeat. If 
  they choose not to fight all the monsters, they will earn 
  less than the listed amounts (but not dramatically less). 
  Treasure 
  The dragon's lair is nowhere near this area, so the PCs 
  will not able to claim its hoard, other than the amulet 
  that it wears into battle. The PCs will also be paid a cash 
  bounty for all the monsters they killed, so long as they 
  bring back a recognizable trophy (see Encounter 6). 
  
   
  Encounter 5: "Prize Fight" Statistics (H1, Low Level)
   
  Young Green Dragon (Level 2)   
  Level 2 Solo Skirmisher 
  Large natural magical beast (dragon)  
  XP 625   
  Initiative +8  
  Senses Perception +9; darkvision 
  HP 164; Bloodied 82 
  AC 18; Fortitude 14, Reflex 16, Will 14 
  Resist 15 poison 
  Saving Throws +5 
  Speed 8, fly 10 (hover), overland flight 15 
  Action Points 2 
  m Bite (standard; at-will) ✦ Poison 
  Reach 2; +7 vs. AC; 1d8 + 4 damage, and ongoing 10 poison  
  damage (save ends). 
  m Claw (standard; at-will)  
  Reach 2; +7 vs. AC; 1d6 + 4 damage. 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Flyby Attack (standard; recharge 5 6)  
  The dragon flies up to 10 squares and makes a bite attack at any  
  point during the move without provoking an opportunity attack  
  from the target. 
  M Tail Sweep (immediate reaction, if an adjacent enemy does not  
       move on its turn; at-will) 
  +5 vs. Reflex; 1d8 + 4 damage, and the target is knocked prone. 
  R Luring Glare (minor 1/round; at-will) ✦ Charm 
  Ranged 10; +5 vs. Will; the target slides 2 squares. 
  C Breath Weapon (standard; recharge 5 6) ✦ Poison 
  Close blast 5; +5 vs. Fortitude; 1d10 + 2 poison damage, and the  
  target takes ongoing 5 poison damage and is slowed (save ends  
  both). Aftereffect: The target is slowed (save ends). 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Poison 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +5 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +14, Diplomacy +9, Insight +14, Intimidate +9 
  Str 15 (+3)  
  Dex 20 (+6)  
  Wis 16 (+4) 
  Con 17 (+4)  
  Int 15 (+3)  
  Cha 17 (+4) 
   
  The green dragon wears an amulet of resolution +1, which 
  grants it the following additional power. (Do not change 
  the dragon's listed defenses because of the amulet.) 
   
  Amulet of Resolution (no action required, when the wearer fails a  
       saving throw; daily) ✦ Item 
  Reroll the saving throw, using the second result (even if it's lower). 
   
   
  Spitting Lizard   
  Level 1 Minion Artillery 
  Small natural beast (reptile)  
  XP 25   
  Initiative +4  
  Senses Perception +2 
  HP 1; a missed attack never damages a minion. 
  AC 16; Fortitude 13, Reflex 15, Will 13 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +4 vs. AC; 2 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +6 vs. Reflex; 4 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+1)  
  Dex 18 (+4)  
  Wis 14 (+2) 
  Con 14 (+2)  
  Int 3 (-4)   
  Cha 12 (+1) 
   
  Guard Drake (Level 1)  
  Level 1 Brute 
  Small natural beast (reptile) 
  XP 100   
  Initiative +2  
  Senses Perception +6 
  HP 38; Bloodied 19 
  AC 14; Fortitude 14, Reflex 12, Will 11 
  Speed 6 
  m Bite (standard; at-will)  
  +5 vs. AC; 1d10 + 2 damage, or 1d10 + 8 damage while within 2  
  squares of an ally. 
  Alignment Unaligned 
  Languages -- 
  Str 16 (+3)  
  Dex 15 (+2)  
  Wis 12 (+1) 
  Con 18 (+4)  
  Int 3 (-4)   
  Cha 12 (+1) 
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 40 
  
   
  Encounter 5: "Prize Fight" Statistics (H1, High Level) 
   
  Young Green Dragon (Level 4)   
  Level 4 Solo Skirmisher 
  Large natural magical beast (dragon)  
  XP 875   
  Initiative +9  
  Senses Perception +10; darkvision 
  HP 228; Bloodied 114 
  AC 20; Fortitude 16, Reflex 18, Will 16 
  Resist 15 poison 
  Saving Throws +5 
  Speed 8, fly 10 (hover), overland flight 15 
  Action Points 2 
  m Bite (standard; at-will) ✦ Poison 
  Reach 2; +9 vs. AC; 1d8 + 5 damage, and ongoing 10 poison  
  damage (save ends). 
  m Claw (standard; at-will)  
  Reach 2; +9 vs. AC; 1d6 + 5 damage. 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Flyby Attack (standard; recharge 5 6)  
  The dragon flies up to 10 squares and makes a bite attack at any  
  point during the move without provoking an opportunity attack  
  from the target. 
  M Tail Sweep (immediate reaction, if an adjacent enemy does not  
       move on its turn; at-will) 
  +7 vs. Reflex; 1d8 + 5 damage, and the target is knocked prone. 
  R Luring Glare (minor 1/round; at-will) ✦ Charm 
  Ranged 10; +7 vs. Will; the target slides 2 squares. 
  C Breath Weapon (standard; recharge 5 6) ✦ Poison 
  Close blast 5; +7 vs. Fortitude; 1d10 + 3 poison damage, and the  
  target takes ongoing 5 poison damage and is slowed (save ends  
  both). Aftereffect: The target is slowed (save ends). 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Poison 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +7 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +15, Diplomacy +10, Insight +15, Intimidate +10 
  Str 15 (+4)  
  Dex 20 (+7)  
  Wis 16 (+5) 
  Con 17 (+5)  
  Int 15 (+4)  
  Cha 17 (+5) 
   
  The green dragon wears a lucky charm +1, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Lucky Charm (no action required, when the wearer misses with an  
       attack or fails a skill check, ability check, or saving throw) ✦ Item 
  Roll 1d6 and add the result to the triggering roll. 
   
   
  Spitting Lizard (Level 2)   
  Level 2 Minion Artillery 
  Small natural beast (reptile)  
  XP 31   
  Initiative +5  
  Senses Perception +3 
  HP 1; a missed attack never damages a minion. 
  AC 17; Fortitude 14, Reflex 16, Will 14 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +5 vs. AC; 2 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +7 vs. Reflex; 4 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+2)  
  Dex 18 (+5)  
  Wis 14 (+3) 
  Con 14 (+3)  
  Int 3 (-3)   
  Cha 12 (+2) 
   
  Guard Drake 
  Level 2 Brute 
  Small natural beast (reptile) 
  XP 125   
  Initiative +3  
  Senses Perception +7 
  HP 48; Bloodied 24 
  AC 15; Fortitude 15, Reflex 13, Will 12 
  Speed 6 
  m Bite (standard; at-will)  
  +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2  
  squares of an ally. 
  Alignment Unaligned 
  Languages -- 
  Str 16 (+4)  
  Dex 15 (+3)  
  Wis 12 (+2) 
  Con 18 (+5)  
  Int 3 (-3)   
  Cha 12 (+2) 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 41 
  
   
  Encounter 5: "Prize Fight" Statistics (H2, Low Level) 
   
  Young Green Dragon   
  Level 5 Solo Skirmisher 
  Large natural magical beast (dragon)  
  XP 1,000   
  Initiative +9  
  Senses Perception +10; darkvision 
  HP 260; Bloodied 130 
  AC 21; Fortitude 17, Reflex 19, Will 17 
  Resist 15 poison 
  Saving Throws +5 
  Speed 8, fly 10 (hover), overland flight 15 
  Action Points 2 
  m Bite (standard; at-will) ✦ Poison 
  Reach 2; +10 vs. AC; 1d8 + 5 damage, and ongoing 10 poison  
  damage (save ends). 
  m Claw (standard; at-will)  
  Reach 2; +10 vs. AC; 1d6 + 5 damage. 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Flyby Attack (standard; recharge 5 6)  
  The dragon flies up to 10 squares and makes a bite attack at any  
  point during the move without provoking an opportunity attack  
  from the target. 
  M Tail Sweep (immediate reaction, if an adjacent enemy does not  
       move on its turn; at-will) 
  +9 vs. Reflex; 1d8 + 5 damage, and the target is knocked prone. 
  R Luring Glare (minor 1/round; at-will) ✦ Charm 
  Ranged 10; +9 vs. Will; the target slides 2 squares. 
  C Breath Weapon (standard; recharge 5 6) ✦ Poison 
  Close blast 5; +9 vs. Fortitude; 1d10 + 3 poison damage, and the  
  target takes ongoing 5 poison damage and is slowed (save ends  
  both). Aftereffect: The target is slowed (save ends). 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Poison 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +9 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +15, Diplomacy +10, Insight +15, Intimidate +10 
  Str 15 (+4)  
  Dex 20 (+7)  
  Wis 16 (+5) 
  Con 17 (+5)  
  Int 15 (+4)  
  Cha 17 (+5) 
   
  The green dragon wears a lucky charm +1, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Lucky Charm (no action required, when the wearer misses with an  
       attack or fails a skill check, ability check, or saving throw) ✦ Item 
  Roll 1d6 and add the result to the triggering roll. 
   
  Spitting Lizard (Level 3)   
  Level 3 Minion Artillery 
  Small natural beast (reptile)  
  XP 38   
  Initiative +5  
  Senses Perception +3 
  HP 1; a missed attack never damages a minion. 
  AC 18; Fortitude 15, Reflex 17, Will 15 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +6 vs. AC; 2 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +8 vs. Reflex; 4 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+2)  
  Dex 18 (+5)  
  Wis 14 (+3) 
  Con 14 (+3)  
  Int 3 (-3)   
  Cha 12 (+2) 
   
  Guard Drake (Level 3)  
  Level 3 Brute 
  Small natural beast (reptile) 
  XP 150   
  Initiative +3  
  Senses Perception +7 
  HP 58; Bloodied 29 
  AC 16; Fortitude 16, Reflex 14, Will 13 
  Speed 6 
  m Bite (standard; at-will)  
  +6 vs. AC; 1d10 + 3 damage, or 1d10 + 9 damage while within 2  
  squares of an ally. 
  Alignment Unaligned 
  Languages -- 
  Str 16 (+4)  
  Dex 15 (+3)  
  Wis 12 (+2) 
  Con 18 (+5)  
  Int 3 (-3)   
  Cha 12 (+2) 
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 42 
  
   
  Encounter 5: "Prize Fight" Statistics (H2, High Level) 
   
  Young Red Dragon   
  Level 7 Solo Soldier 
  Large natural magical beast (dragon)  
  XP 1,500   
  Initiative +8  
  Senses Perception +10; darkvision 
  HP 332; Bloodied 166 
  AC 25; Fortitude 25, Reflex 22, Will 21 
  Resist 15 fire 
  Saving Throws +5 
  Speed 6, fly 8 (hover), overland flight 12 
  Action Points 2 
  m Bite (standard; at-will) ✦ Fire 
  Reach 2; +14 vs. AC; 2d6 + 6 damage, plus 2d6 fire damage 
  m Claw (standard; at-will)  
  Reach 2; +14 vs. AC; 2d6 + 6 damage 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Tail Strike (immediate reaction, when an enemy moves to a  
       position where it flanks the red dragon; at-will) 
  The dragon attacks the enemy with its tail; reach 2; +12 vs. Reflex;  
  1d10 + 6 damage, and the target is pushed 1 square 
  C Breath Weapon (standard; recharge 5 6) ✦ Fire 
  Close blast 5; +12 vs. Reflex; 1d12 + 4 fire damage.  
  Miss: Half damage. 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Fire 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +12 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +9, Insight +10, Intimidate +14 
  Str 22 (+9)  
  Dex 17 (+6)  
  Wis 14 (+5) 
  Con 19 (+7)  
  Int 11 (+3)  
  Cha 12 (+4) 
   
  The red dragon wears an amulet of resolution +2, which 
  grants it the following additional power. (Do not change 
  the dragon's listed defenses because of the amulet.) 
   
  Amulet of Resolution (no action required, when the wearer fails a  
       saving throw; daily) ✦ Item 
  Reroll the saving throw, using the second result (even if it's lower). 
   
   
  Spitting Lizard (Level 5)   
  Level 5 Minion Artillery 
  Small natural beast (reptile)  
  XP 50   
  Initiative +6  
  Senses Perception +4 
  HP 1; a missed attack never damages a minion. 
  AC 20; Fortitude 17, Reflex 19, Will 17 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +8 vs. AC; 3 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +10 vs. Reflex; 5 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+3)  
  Dex 18 (+6)  
  Wis 14 (+4) 
  Con 14 (+4)  
  Int 3 (-2)   
  Cha 12 (+3) 
   
  Rage Drake  
  Level 5 Brute 
  Large natural beast (mount, reptile) 
  XP 200   
  Initiative +3  
  Senses Perception +3 
  HP 77; Bloodied 38 
  AC 17; Fortitude 17, Reflex 15, Will 15 
  Speed 8 
  m Bite (standard; at-will)  
  +9 vs. AC; 1d10 + 4 damage. 
  M Claw (standard; at-will)  
  +8 vs. AC; 1d6 + 4 damage. 
  M Raking Charge (standard; at-will)  
  When the rage drake charges, it makes two claw attacks against a  
  single target. 
  Bloodied Rage (while bloodied) 
  While bloodied, a rage drake gains a +2 bonus to attack rolls and  
  deals an extra 5 damage per attack. 
  Raging Mount (while bloodied and mounted by a friendly rider of 5th  
       level or higher; at-will) ✦ Mount 
  The rage drake grants its rider a +2 bonus to attack rolls and  
  damage rolls with melee attacks. 
  Alignment Unaligned 
  Languages -- 
  Str 19 (+6)  
  Dex 13 (+3)  
  Wis 13 (+3) 
  Con 17 (+5)  
  Int 3 (-2)   
  Cha 12 (+3) 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 43 
  
   
  Encounter 5: "Prize Fight" Statistics (H3, Low Level) 
   
  Young Red Dragon (Level 8)   
  Level 8 Solo Soldier 
  Large natural magical beast (dragon)  
  XP 1,750   
  Initiative +9  
  Senses Perception +11; darkvision 
  HP 364; Bloodied 182 
  AC 26; Fortitude 26, Reflex 23, Will 22 
  Resist 15 fire 
  Saving Throws +5 
  Speed 6, fly 8 (hover), overland flight 12 
  Action Points 2 
  m Bite (standard; at-will) ✦ Fire 
  Reach 2; +15 vs. AC; 2d6 + 7 damage, plus 2d6 fire damage 
  m Claw (standard; at-will)  
  Reach 2; +15 vs. AC; 2d6 + 7 damage 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Tail Strike (immediate reaction, when an enemy moves to a  
       position where it flanks the red dragon; at-will) 
  The dragon attacks the enemy with its tail; reach 2; +13 vs. Reflex;  
  1d10 + 7 damage, and the target is pushed 1 square 
  C Breath Weapon (standard; recharge 5 6) ✦ Fire 
  Close blast 5; +13 vs. Reflex; 1d12 + 5 fire damage.  
  Miss: Half damage. 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Fire 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +13 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +10, Insight +11, Intimidate +15 
  Str 22 (+10)  
  Dex 17 (+7)  
  Wis 14 (+6) 
  Con 19 (+8)  
  Int 11 (+4)  
  Cha 12 (+5) 
   
  The red dragon wears a steadfast amulet +2, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Steadfast Amulet (immediate interrupt, when the wearer is  
       dazed or stunned by an attack; daily) ✦ Item 
  Make a saving throw against the dazed or stunned condition. On a  
  failure, you don't expend the use of this power and no daily use of a  
  magic item power occurs. 
   
  Spitting Lizard (Level 6)   
  Level 6 Minion Artillery 
  Small natural beast (reptile)  
  XP 63   
  Initiative +7  
  Senses Perception +5 
  HP 1; a missed attack never damages a minion. 
  AC 21; Fortitude 18, Reflex 20, Will 18 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +9 vs. AC; 3 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +11 vs. Reflex; 5 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+4)  
  Dex 18 (+7)  
  Wis 14 (+5) 
  Con 14 (+5)  
  Int 3 (-1)   
  Cha 12 (+4) 
   
  Rage Drake (Level 6)  
  Level 6 Brute 
  Large natural beast (mount, reptile) 
  XP 250   
  Initiative +4  
  Senses Perception +4 
  HP 87; Bloodied 43 
  AC 18; Fortitude 18, Reflex 16, Will 16 
  Speed 8 
  m Bite (standard; at-will)  
  +10 vs. AC; 1d10 + 5 damage. 
  M Claw (standard; at-will)  
  +9 vs. AC; 1d6 + 5 damage. 
  M Raking Charge (standard; at-will)  
  When the rage drake charges, it makes two claw attacks against a  
  single target. 
  Bloodied Rage (while bloodied) 
  While bloodied, a rage drake gains a +2 bonus to attack rolls and  
  deals an extra 5 damage per attack. 
  Raging Mount (while bloodied and mounted by a friendly rider of 5th  
       level or higher; at-will) ✦ Mount 
  The rage drake grants its rider a +2 bonus to attack rolls and  
  damage rolls with melee attacks. 
  Alignment Unaligned 
  Languages -- 
  Str 19 (+7)  
  Dex 13 (+4)  
  Wis 13 (+4) 
  Con 17 (+6)  
  Int 3 (-1)   
  Cha 12 (+4) 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 44 
  
   
  Encounter 5: "Prize Fight" Statistics (H3, High Level) 
   
  Young Red Dragon (Level 10)   
  Level 10 Solo Soldier 
  Large natural magical beast (dragon)  
  XP 2,500   
  Initiative +10  
  Senses Perception +12; darkvision 
  HP 428; Bloodied 214 
  AC 28; Fortitude 28, Reflex 25, Will 24 
  Resist 15 fire 
  Saving Throws +5 
  Speed 6, fly 8 (hover), overland flight 12 
  Action Points 2 
  m Bite (standard; at-will) ✦ Fire 
  Reach 2; +17 vs. AC; 2d6 + 8 damage, plus 2d6 fire damage 
  m Claw (standard; at-will)  
  Reach 2; +17 vs. AC; 2d6 + 8 damage 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Tail Strike (immediate reaction, when an enemy moves to a  
       position where it flanks the red dragon; at-will) 
  The dragon attacks the enemy with its tail; reach 2; +15 vs. Reflex;  
  2d6 + 8 damage, and the target is pushed 1 square 
  C Breath Weapon (standard; recharge 5 6) ✦ Fire 
  Close blast 5; +15 vs. Reflex; 2d8 + 5 fire damage.  
  Miss: Half damage. 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Fire 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +15 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +11, Insight +12, Intimidate +16 
  Str 22 (+11)  
  Dex 17 (+8)  
  Wis 14 (+7) 
  Con 19 (+9)  
  Int 11 (+5)  
  Cha 12 (+6) 
   
  The red dragon wears a steadfast amulet +2, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Steadfast Amulet (immediate interrupt, when the wearer is  
       dazed or stunned by an attack; daily) ✦ Item 
  Make a saving throw against the dazed or stunned condition. On a  
  failure, you don't expend the use of this power and no daily use of a  
  magic item power occurs. 
   
  Spitting Lizard (Level 7)   
  Level 7 Minion Artillery 
  Small natural beast (reptile)  
  XP 75   
  Initiative +7  
  Senses Perception +5 
  HP 1; a missed attack never damages a minion. 
  AC 22; Fortitude 19, Reflex 21, Will 19 
  Resist 5 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +10 vs. AC; 4 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +12 vs. Reflex; 6 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+4)  
  Dex 18 (+7)  
  Wis 14 (+5) 
  Con 14 (+5)  
  Int 3 (-1)   
  Cha 12 (+4) 
   
  Rage Drake (Level 7)  
  Level 7 Brute 
  Large natural beast (mount, reptile) 
  XP 300   
  Initiative +4  
  Senses Perception +4 
  HP 97; Bloodied 48 
  AC 19; Fortitude 19, Reflex 17, Will 17 
  Speed 8 
  m Bite (standard; at-will)  
  +11 vs. AC; 1d10 + 5 damage. 
  M Claw (standard; at-will)  
  +10 vs. AC; 1d6 + 5 damage. 
  M Raking Charge (standard; at-will)  
  When the rage drake charges, it makes two claw attacks against a  
  single target. 
  Bloodied Rage (while bloodied) 
  While bloodied, a rage drake gains a +2 bonus to attack rolls and  
  deals an extra 5 damage per attack. 
  Raging Mount (while bloodied and mounted by a friendly rider of 5th  
       level or higher; at-will) ✦ Mount 
  The rage drake grants its rider a +2 bonus to attack rolls and  
  damage rolls with melee attacks. 
  Alignment Unaligned 
  Languages -- 
  Str 19 (+7)  
  Dex 13 (+4)  
  Wis 13 (+4) 
  Con 17 (+6)  
  Int 3 (-1)   
  Cha 12 (+4) 
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 45 
  
   
  Encounter 5: "Prize Fight" Statistics (P1, Low Level) 
   
  Adult Red Dragon (Level 12)   
  Level 12 Solo Soldier 
  Large natural magical beast (dragon)  
  XP 3,500   
  Initiative +12  
  Senses Perception +14; darkvision 
  HP 504; Bloodied 252 
  AC 30; Fortitude 30, Reflex 27, Will 26 
  Resist 20 fire 
  Saving Throws +5 
  Speed 6, fly 8 (hover), overland flight 12 
  Action Points 2 
  m Bite (standard; at-will)  ✦ Fire 
  Reach 2; +19 vs. AC; 2d8 + 6 damage, plus 3d6 fire damage 
  m Claw (standard; at-will)  
  Reach 2; +19 vs. AC; 2d8 + 6 damage. 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Tail Strike (immediate reaction, when an enemy moves to a  
       position where it flanks the red dragon; at-will) 
  The dragon attacks the enemy with its tail; reach 2; +17 vs. Reflex;  
  2d10 + 7 damage, and the target is pushed 1 square 
  C Breath Weapon (standard; recharge 5 6) ✦ Fire 
  Close blast 5; +17 vs. Reflex; 2d12 + 5 fire damage.  
  Miss: Half damage. 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Fire 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +17 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +13, Insight +14, Intimidate +18 
  Str 25 (+13)  
  Dex 19 (+10)  
  Wis 16 (+9) 
  Con 22 (+12)  
  Int 13 (+7)  
  Cha 14 (+8) 
   
  The red dragon wears a steadfast amulet +3, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Steadfast Amulet (immediate interrupt, when the wearer is  
       dazed or stunned by an attack; daily) ✦ Item 
  Make a saving throw against the dazed or stunned condition. On a  
  failure, you don't expend the use of this power and no daily use of a  
  magic item power occurs. 
   
  Spitting Lizard (Level 10)   
  Level 10 Minion Artillery 
  Small natural beast (reptile)  
  XP 125   
  Initiative +9  
  Senses Perception +7 
  HP 1; a missed attack never damages a minion. 
  AC 25; Fortitude 22, Reflex 24, Will 22 
  Resist 10 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +13 vs. AC; 5 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +15 vs. Reflex; 7 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+6)  
  Dex 18 (+9)  
  Wis 14 (+7) 
  Con 14 (+7)  
  Int 3 (+1)   
  Cha 12 (+6) 
   
  Bloodspike Behemoth (Level 10)  
  Level 10 Brute 
  Large natural beast (reptile) 
  XP 500   
  Initiative +6  
  Senses Perception +8 
  HP 128; Bloodied 64 
  AC 22; Fortitude 25, Reflex 19, Will 21 
  Speed 5 
  m Spiked Tail (standard; at-will)  
  Reach 2; +14 vs. AC; 2d6 + 8 damage, and ongoing 5 damage (save  
  ends). 
  C Tail Sweep (standard; recharge 4 5 6) 
  Close burst 1; +12 vs. Reflex; 1d8 + 8 damage, and the target is  
  knocked prone if it is Medium size or smaller. 
  C Bloodied Sweep (free, when first bloodied; encounter) 
  Close burst 1; +14 vs. Fortitude; 1d8 + 8 damage, and ongoing 5  
  damage (save ends). 
  Alignment Unaligned 
  Languages -- 
  Str 24 (+12)  
  Dex 12 (+6)  
  Wis 16 (+8) 
  Con 18 (+9)  
  Int 2 (+1)   
  Cha 6 (+3) 
   
   
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  Page 46 
  
   
  Encounter 5: "Prize Fight" Statistics (P1, High Level) 
   
  Adult Red Dragon (Level 14)   
  Level 14 Solo Soldier 
  Large natural magical beast (dragon)  
  XP 5,000   
  Initiative +13  
  Senses Perception +15; darkvision 
  HP 568; Bloodied 284 
  AC 32; Fortitude 32, Reflex 29, Will 28 
  Resist 20 fire 
  Saving Throws +5 
  Speed 6, fly 8 (hover), overland flight 12 
  Action Points 2 
  m Bite (standard; at-will)  ✦ Fire 
  Reach 2; +21 vs. AC; 2d8 + 7 damage, plus 3d6 fire damage 
  m Claw (standard; at-will)  
  Reach 2; +21 vs. AC; 2d8 + 7 damage. 
  M Double Attack (standard; at-will)  
  The dragon makes two claw attacks. 
  M Tail Strike (immediate reaction, when an enemy moves to a  
       position where it flanks the red dragon; at-will) 
  The dragon attacks the enemy with its tail; reach 2; +19 vs. Reflex;  
  2d10 + 7 damage, and the target is pushed 1 square 
  C Breath Weapon (standard; recharge 5 6) ✦ Fire 
  Close blast 5; +19 vs. Reflex; 2d12 + 6 fire damage.  
  Miss: Half damage. 
  C Bloodied Breath (free, when first bloodied; encounter) ✦ Fire 
  The dragon's breath weapon recharges, and the dragon uses it  
  immediately. 
  M Frightful Presence (standard; encounter) ✦ Fear 
  Close burst 5; targets enemies; +19 vs. Will; the target is stunned  
  until the end of the dragon's next turn. Aftereffect: The target takes  
  a -2 penalty to attack rolls (save ends). 
  Alignment Evil 
   
  Languages Common, Draconic 
  Skills Bluff +14, Insight +15, Intimidate +19 
  Str 25 (+14)  
  Dex 19 (+11)  
  Wis 16 (+10) 
  Con 22 (+13)  
  Int 13 (+8)  
  Cha 14 (+9) 
   
  The red dragon wears a steadfast amulet +3, which grants 
  it the following additional power. (Do not change the 
  dragon's listed defenses because of the amulet.) 
   
  Steadfast Amulet (immediate interrupt, when the wearer is  
       dazed or stunned by an attack; daily) ✦ Item 
  Make a saving throw against the dazed or stunned condition. On a  
  failure, you don't expend the use of this power and no daily use of a  
  magic item power occurs. 
   
  Spitting Lizard (Level 11)   
  Level 11 Minion Artillery 
  Small natural beast (reptile)  
  XP 150   
  Initiative +9  
  Senses Perception +7 
  HP 1; a missed attack never damages a minion. 
  AC 26; Fortitude 23, Reflex 25, Will 23 
  Resist 10 acid 
  Speed 7 
  m Bite (standard; at-will)  
  +13 vs. AC; 5 damage. 
  R Caustic Spit (standard; at-will) ✦ Acid 
  Ranged 10; +15 vs. Reflex; 7 acid damage. 
  Alignment Unaligned  
  Languages -- 
  Str 12 (+6)  
  Dex 18 (+9)  
  Wis 14 (+7) 
  Con 14 (+7)  
  Int 3 (+1)   
  Cha 12 (+6) 
   
  Bloodspike Behemoth (Level 11)  
  Level 11 Brute 
  Large natural beast (reptile) 
  XP 600   
  Initiative +6  
  Senses Perception +8 
  HP 138; Bloodied 69 
  AC 23; Fortitude 26, Reflex 20, Will 22 
  Speed 5 
  m Spiked Tail (standard; at-will)  
  Reach 2; +15 vs. AC; 2d6 + 8 damage, and ongoing 5 damage (save  
  ends). 
  C Tail Sweep (standard; recharge 4 5 6) 
  Close burst 1; +13 vs. Reflex; 1d8 + 8 damage, and the target is  
  knocked prone if it is Medium size or smaller. 
  C Bloodied Sweep (free, when first bloodied; encounter) 
  Close burst 1; +15 vs. Fortitude; 1d8 + 8 damage, and ongoing 5  
  damage (save ends). 
  Alignment Unaligned 
  Languages -- 
  Str 24 (+12)  
  Dex 12 (+6)  
  Wis 16 (+8) 
  Con 18 (+9)  
  Int 2 (+1)   
  Cha 6 (+3) 
   
   
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  Page 47 
  
   
  Encounter 5: "Prize Fight" Map 
  When the PCs approach, the pack of lizards (including any optional monsters the players have chosen to pursue) are 
  drinking out of the river and pond in the general area shown on the map. Like all herds, they are spread out and alert 
  for danger. When the PCs engage with the lizards, the dragon swoops in from behind them (off the northern edge of 
  the map) and joins the battle. However, if the PCs achieved a superlative success on the tracking skill challenge (as 
  explained in Encounter 4) then instead, the dragon is perched atop the ruined tower, getting ready to swoop down on 
  the pack of lizards for an afternoon snack. This allows the PCs to target the dragon during their first combat round. 
  Tile Sets Needed 
  DT4: Ruins of the Wild x2 
   
   
   
  Note: The river is 4 squares wide (all squares that contain any part of a stream tile are considered to be river squares). 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Encounter 6: To the Victor 
  Go the Spoils 
  Setup 
  The PCs make their way back to Port Nyranzaru with 
  the spoils (if any) of their hunt. Note that if the PCs left 
  the ruined temple for later and went directly from 
  Encounter 2 to Encounter 4, they can go back to 
  Encounter 3 now, and it runs the same as it would had 
  they gone there first. If the PCs decide that the ruined 
  temple is a completely unnecessary distraction and do 
  not want to bother with it at all, then the rival 
  adventuring company ambushes them in the jungle, 
  trying to steal the PCs’ trophy (particularly if it is 
  something really good, like, say a dragon head). Use the 
  map from Encounter 3, but replace the area around the 
  altar with some more generic jungle terrain. 
   
  Once the PCs have finished all their explorations of 
  the jungle, read the following: 
   
  Your return to Port Nyranzaru is without further 
  incident. Many of the other adventuring companies 
  have already completed their own expedition. A 
  massive, grisly pile of monster parts has accumulated in 
  the center of town, where the judging committee has set 
  up its review stand. A huge crowd has gathered, 
  watching with rapt attention as the hunters are called 
  forth to present their most impressive kills and tell the 
  story of how the beast was taken. The judges examine 
  each trophy with a critical eye and take notes, 
  whispering to one another and smiling or frowning as 
  each company makes its trophy presentation. 
   
  This is the PCs’ last opportunity to impress the judges. 
  Allow them to make one (and only one) group skill 
  check, using any skill that they want and that you think 
  would be appropriate, to make their trophy seem as 
  impressive as possible. For example, they could use 
  Nature to make some cosmetic modifications to the pelt 
  or head of the best monster they killed, they could use 
  Bluff to make the story of the battle sound even more 
  impressive than it really was, they could use Thievery to 
  subtly deface a few of their competitors’ trophies… really 
  anything that they come up with that you think is 
  plausible, they can try. If they at least beat the easy DC, 
  then the judges and crowd react favorably. If they beat 
  the moderate DC, then the reaction is more 
  pronounced, and if the beat the hard DC, they get a 
  standing ovation and cheers, while the judges seem very 
  impressed. On a failure, the judges accept their trophy 
  without comment, and the crowd seems unimpressed. 
  Ending the Encounter 
  After presenting their kills and telling their tale, the 
  hunt is over for the PCs. Their sponsor provides them 
  with lavish accommodations (at least, by Chultan 
  standards) for them to rest and recover from the day’s 
  ordeal. After the 24-hour eligibility period ends, the 
  judges announce their final decision about who has won 
  the overall grand prize. 
   
  Just to be clear, lots of individual tables – perhaps 
  most of them – will win. This has no bearing on the 
  overall competition for your convention. The scoring 
  system is for the overall competition, if any; there is no 
  minimum score to earn the Big Game Hunter award as 
  long as the PCs meet the specified criteria. 
   
  Read the following: 
   
  At last the time for announcing the results has come. 
  You and all the other adventuring companies – at least, 
  those who made it back out of the jungle – make your 
  way back to the makeshift parade ground at the center 
  of town. A large, rectangular box stands on the stage, 
  draped with a velvet cloth embroidered with the 
  heraldry of Amn. 
   
  The governor of Port Nyranzaru, a thin human 
  with a reedy voice, steps to the podium and clears his 
  throat. The crowd falls silent. “It was a truly 
  magnificent hunt,” intones the governor. “My thanks, 
  and the thanks of all Port Nyranzaru, go to these brave 
  souls who risked their lives in pursuit of terrifying and 
  deadly beasts of all sorts. Our colony is much safer 
  thanks to the culling you have performed.” 
   
  The crowd breaks into applause and cheers, 
  slapping the nearest adventurers on the back. 
   
  “But helping us protect our colony is not truly why 
  you came here, is it? You came to test your strength and 
  mind against the wily beasts of the Chultan jungle – 
  and, perhaps more importantly, you came to pit 
  yourselves against the mettle of your fellow adventurers. 
  One group among you has met that challenge and risen 
  to the top! Ladies and gentlemen, I present the finest 
  specimen that was taken during the Jungle Hunt!” 
   
  If the PCs succeeded on both skill challenges 
  (Encounter 2 and Encounter 4) and they defeated the 
  trophy (solo) monster in Encounter 5 (regardless of 
  whether they fought the optional monsters), and they at 
  least beat the easy DC when making their final trophy 
  presentation, they win the Big Game Hunter award. 
  Encounter 3 does not matter for purposes of the hunt 
  (unless the rival adventurers were able to steal the PCs’ 
  trophy, of course). 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 50 
  Read the following if the PCs win the grand prize: 
   
  The governor dramatically yanks the velvet cloth 
  away, revealing a magnificent display case. A collective 
  gasp rises from the crowd as the winning trophy is 
  revealed – your trophy! The governor calls your names 
  and the name of your adventuring company, but his 
  words are lost in the roar of the cheering crowd. You are 
  hoisted on the shoulders of the people of Port Nyranzaru 
  and carried around the town in a spontaneous parade. 
  The other adventurers and the representatives of the 
  trading houses you did not choose watch enviously while 
  your sponsor beams with pride. 
   
  You will not have to buy your own drinks for many 
  days, as you are asked to tell and retell your story time 
  and again. And perhaps it grows a bit more with each 
  telling, but such is the prerogative of a Big Game 
  Hunter, is it not? 
   
  If the PCs do not meet the criteria for the Big Game 
  Hunter award, they instead receive the Bungle in the 
  Jungle award. Read the following: 
   
  The governor dramatically yanks the velvet cloth 
  away, revealing a magnificent display case. A collective 
  gasp rises from the crowd as the winning trophy is 
  revealed – but it is not your trophy. The governor calls 
  out the names of some other adventurers and the name 
  of their adventuring company, but his words are lost in 
  the roar of the cheering crowd. The winning team 
  members are hoisted on the shoulders of the people of 
  Port Nyranzaru and carried around the town in a 
  spontaneous parade. From across the parade ground, 
  you cannot help but notice your sponsor glaring at you 
  icily. Looks like you won’t be getting any more offers of 
  employment from them any time soon. 
   
  Still, you survived, and that’s more than some. You 
  brought back a trophy, and that’s better than many. You 
  might have to buy your own drinks, but at least you’ve 
  earned a bounty for your efforts, and perhaps next year 
  it will be you who earns the title of Big Game Hunter.  
  Experience Points 
  If the PCs win the Big Game Hunter award, they receive 
  a Minor Quest award (regardless of whether or not they 
  defeated or even fought the optional monsters).  
   
  H1: 25 / 35 XP per PC; H2: 40 / 60 XP per PC; 
  H3: 70 / 100 XP per PC; P1: 140 / 200 XP per PC 
  Treasure 
  The PCs receive a payment for the monsters they killed, 
  regardless of whether they bagged a "trophy kill" in 
  Encounter 5 or not. As long as they killed at least some 
  monsters and brought back recognizable evidence of 
  their deed, they will earn a bounty. They have thinned 
  the population of dangerous beasts in the vicinity of Port 
  Nyranzaru, which was the ultimate purpose of the hunt. 
   
  For defeating the minions, the PCs earn the following 
  bounty. (If they failed to defeat or did not fight some or 
  all of these monsters, reduce the award proportionally.) 
   
  H1: 10 / 15 gp per PC; H2: 15 / 20 gp per PC;  
  H3: 20 / 30 gp per PC; P1: 200 / 400 gp per PC. 
   
  For defeating the standard monsters, the PCs earn the 
  following bounty. (If they failed to defeat or did not fight 
  some or all of these monsters, reduce the award 
  proportionally.) 
   
  H1: 20 / 25 gp per PC; H2: 25 / 35 gp per PC;  
  H3: 35 / 40 gp per PC; P1: 300 / 600 gp per PC. 
   
  For defeating the solo monster, the PCs earn the 
  following bounty. 
   
  H1: 30 / 45 gp per PC; H2: 45 / 60 gp per PC;  
  H3: 60 / 75 gp per PC; P1: 500 / 1,000 gp per PC. 
   
  Adding up the previous numbers shows that if the PCs 
  fought and defeated all of the possible monsters, then 
  their total bounty is: 
   
  H1: 60 / 85 gp per PC; H2: 85 / 115 gp per PC;  
  H3: 115 / 145 gp per PC; P1: 1,000 / 2,000 gp per PC. 
  Concluding the Adventure 
  Each PC receives a story object commemorating their 
  participation in the Great Hunt. If the PCs defeated the 
  trophy monster (the solo monster) in Encounter 5, 
  regardless of whether or not they fought the optional 
  monsters, they receive the Big Game Hunter award. If the 
  PCs did not defeat the trophy monster, then they instead 
  receive the Bungle in the Jungle award.  
   
  In either case, each player should record the name 
  of his or her adventuring company and the name of the 
  noble house that the party chose as their sponsor. You 
  (not the players) should record the total score that the 
  group earned on each player's story object certificate. 
  The convention might have additional certificates or 
  prizes to award for the table or company that achieves 
  certain criteria (such as the highest overall score, the 
  most total players participating as members of the same 
  company, and so forth). Check with your event 
  organizer for details. 
  
   
  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: In the Jungle 
   
   
  H1: 40 / 60 XP 
  H2: 70 / 100 XP  
  H3: 120 / 160 XP 
  P1: 200 / 280 XP 
   
  Encounter 3: Competitors 
  H1: 150 / 210 XP 
  H2: 250 / 350 XP  
  H3: 420 / 620 XP 
  P1: 800 / 1,240 XP 
   
  Encounter 4: On the Prowl 
  H1: 20 / 30 XP 
  H2: 35 / 50 XP  
  H3: 60 / 80 XP 
  P1: 100 / 140 XP 
   
  Encounter 5: Prize Fight 
  H1: up to 200 / 300 XP 
  H2: up to 350 / 500 XP  
  H3: up to 600 / 800 XP 
  P1: up to 1,200 / 1,600 XP 
   
  Minor Quest: Big Game Hunter 
  H1: 25 / 35 XP 
  H2: 40 / 60 XP  
  H3: 70 / 100 XP 
  P1: 140 / 200 XP 
   
  Total Possible Experience 
   
   
  H1: 435 / 635 XP 
  H2: 745 / 1,060 XP 
  H3: 1,270 / 1,760 XP 
  P1: 2,440 / 3,460 XP 
   
  Note: These XP totals exceed the normal maximum XP 
  gains for a standard adventure. This is by design. The 
  PCs get to keep the extra XP from this adventure, if they 
  earn it. Note that in order to earn the maximum XP, the 
  PCs have to succeed at both skill challenges, and they 
  must take on and defeat the hardest possible prize fight 
  in Encounter 5. 
   
  Gold per PC  
  H1: 85 / 110 gp 
  H2: 110 / 165 gp 
  H3: 165 / 220 gp 
  P1: 1,320 / 2,420 gp 
   
  Note: The gold comes from Encounter 3 and the 
  Conclusion. See those sections of the adventure for the 
  specific breakdown by level band and tier. These totals 
  are slightly higher than the normal maximum totals for 
  each level band, to reflect the increased XP gain that is 
  also possible in this adventure. 
  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.    
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 51 
  
   
  Each PC Selects One of the Following Bundles: 
  Bundle A: (H1 only, low-level only): Any level 1 magic 
  item from any campaign-legal source; or an amulet of 
  resolution +1* (level 2 item; Adventurer's Vault) 
   
  Bundle B: (H1 only, high-level only): Any magic item of 
  level 3 or lower from any campaign-legal source; or a 
  lucky charm +1* (level 4 item; Adventurer's Vault 2) 
   
  Bundle C: (H2 only, low-level only): Any magic item of 
  level 4 or lower from any campaign-legal source; or a 
  lucky charm +1* (level 4 item; Adventurer's Vault 2) 
   
  Bundle D: (H2 only, high-level only): Any magic item of 
  level 6 or lower from any campaign-legal source; or an 
  amulet of resolution +2* (level 7 item; Adventurer's Vault)  
   
  Bundle E: (H3 only, low-level only): Any magic item of 
  level 7 or lower from any campaign-legal source; or a 
  steadfast amulet +2* (level 8 item; Adventurer's Vault) 
   
  Bundle F: (H3 only, high-level only): Any magic item of 
  level 9 or lower from any campaign-legal source; or a 
  periapt of cascading health +2* (level 10 item; Dragon 
  Magazine 369) 
   
  Bundle G: (P1 only, low-level only): Any magic item of 
  level 11 or lower from any campaign-legal source; or a 
  steadfast amulet +3* (level 13 item; Adventurer's Vault) 
   
  Bundle H: (P1 only, high-level only): Any magic item of 
  level 13 or lower from any campaign-legal source; or a 
  lucky charm +3* (level 14 item; Adventurer's Vault 2) 
   
  Ammunition plus Gold: If a player doesn’t want to 
  select one of the bundles listed above for their character, 
  they can choose to add some onslaught arrows (from 
  AV2) to their rewards from this adventure. The player 
  should write the ammunition gained on their adventure 
  log. The PCs are limited to spending a total amount on 
  ammunition equal to the amount listed under More 
  Gold for their level band and tier. That character (and 
  only that character) receives the purchased ammunition 
  plus any remaining gold instead of any other treasure 
  bundle. Ammunition obtained in this fashion does not 
  take up a found magic item slot. A character may choose 
  lower-level (and therefore less expensive) ammunition 
  than what he or she qualifies for, but may not purchase 
  more than 20 pieces of ammunition in total. 
   
  H1/H2 - +1 onslaught arrows* (level 2, 25 gp per piece) 
  H3 - +2 onslaught arrows* (level 7, 100 gp per piece) 
  P1 - +3 onslaught arrows* (level 12, 500 gp per piece) 
   
  More Gold: If a player doesn't want to select one of the 
  bundles listed above for their character, they can choose 
  to add more gold to their rewards from this adventure. 
  That character (and only that character) receives more 
  gold instead of any other treasure bundle. The amount 
  of extra gold is: 
   
  H1 - 50 / 75 gp 
  H2 - 125 / 250 gp 
  H3 - 350 / 500 gp 
  P1 - 1,300 / 2,100 gp 
  Story Awards 
  All participating characters receive at least one story 
  award, which commemorates their participation. Please 
  fill out all the scoring information at the table (don't 
  leave it blank for the players to fill in later). If there is a 
  dispute over the scoring, contact your event organizer, 
  whose decisions regarding adventuring company event 
  scoring are final and cannot be appealed. 
   
  Text for both awards:  On the back of this certificate, 
  write the name of the adventuring company you were a 
  member of at the time you played this adventure, along 
  with the name of the noble house or trading company 
  who sponsored your entry into the Jungle Hunt. The DM 
  should record the total score that your team earned. 
   
  ADCP01 Bungle in the Jungle 
  Your adventuring company participated in a great hunt 
  in the jungles of Chult sponsored by various noble 
  houses and trading companies of Amn. Unfortunately, 
  you were not able to bring back a trophy of sufficient 
  quality to impress the judges. 
   
  ADCP02 Big Game Hunter 
  Your adventuring company participated in a great hunt 
  in the jungles of Chult sponsored by various noble 
  houses and trading companies of Amn. You brought 
  back an excellent trophy and were recognized for your 
  efforts. Your patron has commissioned a special tabard, 
  banner, or other heraldic device of your choosing. 
  Depicted on one side is the symbol or heraldry of your 
  adventuring company; depicted on the other side is your 
  sponsor's crest.  
   
  Displaying this item openly may grant you benefits 
  when interacting with members of the sponsoring noble 
  house or company in future adventures (as determined by 
  the DM). 
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
  Page 53 
  Adventure Questions 
  Mark the answers to the following adventure questions 
  on the tracking form.  
   
  1. Did the PCs earn the Big Game Hunter award? 
   
  a. Yes, and they even fought the optional monsters. 
   
  b. Yes, but they chose not to fight the optional 
  monsters. 
   
  c. No, they chose to fight the optional monsters and 
  the combined encounter was too much for them to 
  handle. 
   
  d. No, they did not choose to fight the optional 
  monsters, but they still were not able to handle the 
  trophy battle. 
   
  e. No, the PCs never made it to the trophy battle. 
   
  2. Which noble house did the PCs accept as their 
  sponsor? 
   
  a. House Selemchant. 
   
  b. Naelishti's Naturals. 
   
  c. The Order of Belox. 
   
  d. Zazefay Logging and Mining. 
   
  e. Charisk Expeditionary Outfitters. 
   
  3. Were at least some of the PCs already members 
  of the same adventuring company prior to this 
  adventure? 
   
  a. At least four of the PCs at the table were already 
  members of the same adventuring company, and they 
  showed up with some kind of regalia (T-shirts, table 
  tents, signs, banners, or something else indicating their 
  adventuring company membership). 
   
  b. At least four of the PCs at the table were already 
  members of the same adventuring company, but they 
  did not have any sort of regalia. 
   
  c. Less than four of the PCs at the table were already 
  members of the same adventuring company, so some of 
  the PCs had to join a company for the first time or 
  change companies in order for the group to be able to 
  play the adventure. 
   
  d. None of the PCs at the table were already 
  members of an adventuring company (so they formed 
  one on the spot). 
   
   
  4. Where did you play this adventure? 
   
  a. At a large regional or national convention 
  primarily dedicated to tabletop gaming (such as Origins 
  or Gen Con). 
   
  b. At a large regional or national convention 
  primarily dedicated to something other than tabletop 
  gaming, but where gaming nevertheless has a presence 
  (such as Comic Con or PAX). 
   
  c. At a multi-table convention or game day primarily 
  dedicated to tabletop gaming. 
   
  d. At a retail game store or other public location 
  where DUNGEONS & DRAGONS books are sold (regardless 
  of whether it was one table or multiple tables). Please be 
  sure to thank your store owner for supporting the 
  RPGA! 
   
  e. As a single table at a public location, but not a 
  location where DUNGEONS & DRAGONS books are sold. 
   
  2. How do you and the players rate this adventure? 
  (You can have each person vote individually and 
  take the average, including your own vote, or use 
  any other method that the group prefers.) 
   
  a. Five stars (best possible rating – loved it). 
   
  b. Four stars (very good). 
   
  c. Three stars (average). 
   
  d. Two stars (below average). 
   
  e. One star (worst possible rating – hated it). 
   
   
   
   
   
  
   
   
  New Rules 
  Amulet of Resolution +1 / +2  
  Level 2 / 7 
  Whether the affliction be of mind or body, this mithral necklace gives 
  you a second chance to ward it off. 
  Lvl 2 +1 (520 gp) 
  Lvl 7 +2 (2,600 gp) 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will 
  Power (Daily): No Action. Use this power when you fail a 
  saving throw. Reroll the saving throw, using the second 
  result even if it’s lower. 
  Reference: Adventurer's Vault, page 149. 
   
  Lucky Charm +1 
   
   
  Level 4 
  Monkey's paw or rabbit's foot, this lucky charm helps you snatch 
  victory from the jaws of defeat. 
  Lvl 4 +1 (840 gp) 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will 
  Power (Daily): No Action. Trigger: You miss with an attack or fail 
  a skill check, ability check, or saving throw. Effect: Roll a d6 and 
  add the result to the attack roll, skill check, ability check, or 
  saving throw. 
  Reference: Adventurer's Vault 2, page 67. 
   
  Lucky Charm +3 
   
   
  Level 14 
  Monkey's paw or rabbit's foot, this lucky charm helps you snatch 
  victory from the jaws of defeat. 
  Lvl 14 +3 (21,000 gp) 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will 
  Power (Daily): No Action. Trigger: You miss with an attack or fail 
  a skill check, ability check, or saving throw. Effect: Roll a d6 
  twice and add either result to the attack roll, skill check, ability 
  check, or saving throw. 
  Reference: Adventurer's Vault 2, page 67. 
   
  Periapt of Cascading Health +2 
  Level 10 
  Adventurers feel a little more confident fighting dragons with this 
  bauble in their possession. 
  Lvl 10 +2 (5,000 gp) 
  Item Slot: Neck 
  Enhancement: Fortitude, Reflex, and Will 
  Power (Encounter): Minor Action. You end one condition that a 
  save can end. 
  Reference: Dragon Magazine 369, page 16. 
   
  Steadfast Amulet +2 / +3 
   
  Level 8 / 13 
  The crystal set in this amulet helps to focus your mind. 
  Lvl 8 +2 (3,400 gp) 
  Lvl 13 +3 (17,000 gp) 
  Item Slot: Neck 
  Enhancement: 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. 
  Reference: Adventurer's Vault, page 154. 
  Ammunition 
  Enchanted arrows, bolts, and sling bullets can be 
  activated and fired from ranged weapons to achieve 
  exceptional results. You must load magic ammunition 
  before you can activate and fire it (spending whatever 
  action is necessary to do so), and it’s used up when fired. 
  When used with powers that target multiple enemies, 
  magic ammunition affects only the first attack roll or 
  target after it’s loaded. In certain circumstances (such as 
  when loading is a free action), however, a ranged 
  attacker can load more magic ammunition during an 
  attack against multiple targets if desired. 
   
  Ammunition applies an enhancement bonus to an 
  attack roll and damage roll when used. If the projectile 
  weapon is magical, use the ammunition’s enhancement 
  bonus in place of the weapon’s enhancement bonus. The 
  weapon’s critical bonus and the properties from both 
  the weapon and the ammunition still apply. Using magic 
  ammunition doesn’t prevent you from activating a magic 
  weapon’s powers. 
   
  You can fire magic ammunition without activating 
  it, using your weapon’s enhancement bonus and 
  receiving no benefit from the ammunition’s magic. The 
  ammunition is still expended. 
   
  Ammunition 
  names 
  are 
  keyed 
  to 
  certain 
  ammunition types, but any of the enchantments 
  described in this section can be placed on any type of 
  ammunition; for instance, it’s possible to create or 
  acquire an arrow or a sling bullet that has the attributes 
  of a dispelling bolt. 
   
  Onslaught Arrow 
   
   
  Level 2+ 
  This black arrow trails a bright pennant, flagging its target. 
  Lvl 2 +1 (25 gp) 
  Lvl 7 +2 (100 gp) 
  Lvl 12 +3 (500 gp) 
  Ammunition 
  Enhancement: Attack rolls and damage rolls 
  Property: When you hit an enemy with an attack using this 
  ammunition, each ally that can see that enemy gains a +1 item 
  bonus to attack rolls against it until the end of your next turn. 
  Reference: Adventurer's Vault 2, page 27. 
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Player Handout: The Sponsors 
  The following groups have offered to sponsor your adventuring company in the great hunt. Each group can offer you 
  certain resources and benefits. Free agents are not allowed to participate, so you must choose a sponsor (and you may 
  not choose more than one -- all these organizations are competing with each other in hopes that their representatives 
  will be the ones to win the overall grand prize). 
   
  House Selemchant – This is the most prominent noble house in Amn. Their representative is a young noblewoman 
  named Sulima Selemchant. Although all the noble houses of Amn have extensive trade interests, House Selemchant 
  is the only "nobility" who offers to sponsor you directly. 
   
  House Selemchant, through its connections with the Cowled Wizards, offers access to special ammunition: 
  onslaught arrows (from the Adventurer's Vault 2 sourcebook). You will be given a total of three (3) pieces of ammunition 
  of any type (arrows, bolts, or bullets) you wish. This won't help you find the best monsters to try and claim as your 
  trophy, but it might help you kill them if and when you do find them. 
   
  Naelishti's Naturals – This trading house specializes in the exportation of rare plants from Chult to the mainland 
  that find use in poisons, perfumes, dyes, and medicines.  They have been infiltrated by locals with a faint touch of 
  yuan-ti blood, or they are taking advantage of locals with such blood – it’s hard to tell which, but regardless, they’re 
  snaky. Their representative is a dark-skinned, beautiful female shifter who moves with a sinuous grace. 
   
  House Naelishti offers a special salve, whose recipe is known only to them, that will help protect you from the 
  hazards of the jungle environment, such as poisonous bites of jungle insects, venomous plants, and diseases.  
   
  The Order of Belox – This trading house specializes in the recovery of ancient artifacts from the ancient Serpentes 
  Empire. Many priceless cultural artifacts are melted down for their precious metals or stripped of their decorative 
  gems, but some are shipped back to Amn as museum pieces. Their representative is a bespectacled human 
  archaeologist. 
   
  The Order of Belox offers assistance in navigating the jungle by providing you with copies of ancient maps that 
  show some of the former temples of the Serpentes empire, and some of the good trails that still exist between them. 
   
  Zazefay Logging and Mining – This company is primarily interested in extracting the abundant natural resources to 
  be found on the island. They specialize in felling the mighty trees that make up the jungle canopy, sometimes 
  hundreds of feet tall. Rare wood and minerals from Chult are highly prized by fine crafters all over Faerun. This 
  company competes heavily with the logging interests from Baldur's Gate who operate out of Fort Beluarian. The 
  company's gnomish owner, Zazefay, presents you with his offer of employment in person. 
   
  Zazefay offers information about the local monsters that his crews have gathered recently. Among all the 
  companies represented, Zazefy's people are the ones who spend the most actual time in the jungle, so their 
  observations about what sorts of beasts have been seen where could give you a significant advantage in seeking out 
  the rarest prey. 
   
  Charisk Expeditionary Outfitters – This trading house believes in working with local suppliers rather than flooding 
  the landscape with outsiders. In practice, this means that Charisk's employees have gone out of their way to make 
  friends among the savage tribes native to Chult. They have trade deals worked out where the natives bring gold, 
  jewels, and rare plants and animals; Charisk gives them manufactured goods, glass beads, and firewater in return. 
  Their representative is a hardy dragonborn explorer who has spent time among the lizardfolk tribes of the area.  
   
  Charisk Expedition and Supply offers you a totem mask that will mark you as friendly to the various tribes of 
  lizardfolk that are known to dwell in the nearby jungle. This is a clever way to get around the prohibition on hiring 
  local guides, since technically speaking, the lizardfolk would be an eligible target as prey for the various hunters in 
  the competition. 
   
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Appendix 1: DCs by Level Band and Tier 
  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, H3 = levels 7-10, and P1 = levels 
  11-14). 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. 
   
  If you are running this adventure using a scoring system, then a maximum of two other characters may cooperate 
  to assist a character who is making a primary skill check during a skill challenge where the check result counts 
  towards the party's overall score. Each cooperating character who gets a check result of 10 or higher (regardless of 
  level band or tier) grants the primary character a +2 bonus on his or her check, to a maximum of +4. Cooperating 
  characters' check results do not count as successes or failures towards the overall skill challenge. This rule is in place 
  so that tables with six PCs cannot automatically achieve higher maximum check results than tables with four or five 
  PCs. 
   
  Level Band / Tier 
  Easy DC 
  Moderate DC 
  Hard DC 
  H1 / Low (Level 1) 
  5 
  10 
  15 
  H1 / High (Level 3) 
  6 
  11 
  16 
  H2 / Low (Level 5) 
  7 
  12 
  17 
  H2 / High (Level 7) 
  8 
  14 
  19 
  H3 / Low (Level 8) 
  9 
  15 
  20 
  H3 / High (Level 10) 
  10 
  16 
  21 
  P1 / Low (Level 12) 
  11 
  17 
  22 
  P1 / High (Level 14) 
  12 
  19 
  24 
   
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Appendix 2: Example Scoring System 
  On the next page you will find a sample score sheet for this adventure. Check with your organizer to make sure you 
  are using the right score sheet for your event. Different organizers may choose to modify the scoring system for this 
  adventure as they see fit. The scoring system presented here is the one that was used during the premiere of Jungle 
  Hunt at Gen Con Indianapolis 2009. The goal of this scoring system is to try and reflect how well the PCs did in the 
  adventure, as well as how efficient they were in terms of resources. However, the total amount of certain types of 
  resources varies greatly between tables (because of character classes and levels, and the number of players at a table). 
  So, this system does not count things like healing surges used or number of combat rounds taken. The deductions for 
  using action points and RPGA Rewards cards are capped for similar reasons. The adventuring company action point 
  does not count as an action point in this scoring system; the players should be encouraged to use it. 
   
  If there is a dispute between you and the players over how to fill out the score sheet, check with your event organizer 
  or appeals DM (if any). All decisions of the event organizer regarding scoring disputes are final. The Wizards Play 
  Network / RPGA will not get involved in debates over the scoring of this event. Any sort of "competition" sometimes 
  brings out the worst in people. All participants should remember that this is purely intended to be fun; it's a game, not 
  something that is worth fighting over in real life. 
   
  The rules of this adventure require that at least four PCs at the table be members of the same Adventuring Company 
  in order to play. if there are PCs from multiple Adventuring Companies at the table, only the single Adventuring 
  Company that is represented by the majority of PCs gets credit for the table's results. 
   
  Encounter 1: There are no points available in this encounter. The PCs' decision will affect their adventure in different 
  ways, which ultimately affects their score, but there is no "right" or "wrong" choice of sponsor. 
   
  Encounter 2: 80 points for successfully completing the skill challenge with 0 failures; 70 points with 1 failure; 60 
  points with 2 failures. If the PCs failed at the overall skill challenge then they instead score 10 points per success (to a 
  maximum of 30 points). 
   
  Encounter 3: There are no points available in this encounter; the combat with the mercenaries is intended to reduce 
  the team's resources, but as it is not officially part of the hunt, it does not count for scoring. The PCs do not gain or 
  lose any points if they bypass the temple initially and come back to it later, or if they skip it completely and get 
  ambushed by the rival adventuring party on their way back to Port Nyranzaru. If the rival adventurers defeat the PCs 
  and steal their trophy, then the PCs lose the points they would have scored for the most powerful monster they killed. 
   
  Encounter 4: For each success that the PCs earn in this skill challenge, they earn a minimum of 10 points (for hitting 
  at least the moderate DC). It does not matter if they use Perception or Nature. If they exceed the hard DC, then they 
  earn a number of bonus points equal to the difference between their check result and the hard DC. So, for example, if 
  the moderate DC is 16 and the hard DC is 21, the PCs earn 10 points for any success where they got a check result 
  between 16 and 21. If their check result is 22 or higher, they earn 10 points plus (their check result – 21) bonus 
  points for that success. Repeat up to four times, scoring points for each success separately. They do not lose points for 
  failures, but once they reach 3 failures, the skill challenge ends, which means they cannot score any more points in 
  this encounter. The monster knowledge checks are not worth any points, but should help make the fight easier. 
   
  Encounter 5: 100 points for defeating the solo monster. +5 points for each minion defeated (maximum of 8 minions). 
  +20 points for each brute defeated (maximum of 3 brutes). Max: 100 + 40 (8 minions) + 60 (3 brutes) = 200 points. 
   
  Encounter 6: For embellishing their trophy with a great story or some cosmetic enhancements (as detailed in the 
  encounter). 5 points if they hit the easy DC, 10 points if they hit the moderate DC, or 15 points if they hit the hard 
  DC. If they exceed the hard DC, they earn a bonus +1 point for each additional point by which they beat the hard 
  DC.  So if the hard DC was 22 and they got a check result of 29, that's 22 points: 15 points base + 7 points for beating 
  the hard DC by 17 (29 - 22). No penalty for failure. 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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  Appendix 3: Example Score Sheet 
   
  Name of Adventuring Company: 
   
  Total number of PCs in the party: _____ 
   
  Total number of character levels in the party: _____ 
   
  Level band played (circle): 
  H1 
  H2 
  H3 
  P1 
  Tier played (circle): 
  LOW 
  HIGH 
   
  Name of Sponsor (as chosen in Encounter 1): 
   
  Section I: Points Scored 
  Encounter 2 Score: _____ 
   
  Encounter 4 Score: _____ 
   
  Encounter 5 Score: _____ 
   
  Encounter 6 Score: _____ 
   
  Total Score (sum of the individual scores for each encounter): 
  Section II: Deductions 
  TOTAL number of action points (OTHER than the Adventuring Company bonus) that were used by all players: _____ 
   
   
  Deduction for action points used (4 points per action point, maximum deduction 40 points): _____ 
   
  For purposes of this scoring system, an RPGA Rewards card is "used" when the primary benefit printed on the card is 
  activated. The additional "die bump" effect does not count as a second usage, and even if the die bump never gets 
  added before the end of the adventure, the card still counts as having been used. (Creation/Quest cards do not count.) 
   
  TOTAL number of RPGA Rewards Cards that were used by all players: _____ 
   
   
  Deduction for Rewards Cards used (4 points per card, maximum deduction 60 points): _____ 
   
  Did the PCs take an extended rest (taking multiple short rests is NOT the same thing as taking an extended rest) at 
  any point during the adventure (circle):  YES 
  NO 
   
   
  Deduction for taking an extended rest (0 points if they didn't, 50 points if they did): _____ 
   
  Total Deductions (sum of the individual deduction amounts listed above, maximum 150): 
  Final Score (Total Score minus Total Deductions): 
   
  DM's Name and RPGA/DCI Number: 
   
  Be sure to record the group's Final Score on the story award certificates given to each player. Turn this sheet in to 
  your event organizer as soon as possible so that the table's results can be considered for the overall grand prize. 
   
  ADCP1-1 Jungle Hunt 
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/4th Edition/Living Forgotten Realms/Adventuring Company/ADCP1-1 Jungle Hunt/ADCP1-1 Jungle Hunt.pdf