TEXT: 2 THE TEST OF TIME
  “The sound of flapping wings comes in the morning. And now everything has changed.”
  —Rianneth Minaud, leader of the group known as the Family of the Diamond Throne
  The Test of Time
  T
  he Test of Time is a very short scenario designed to
  start off an Arcana Evolved campaign and bring all
  the player characters (PCs) together. It is designed
  for 1st-level characters who do not know each other and just
  happen to be in the right place at the right time—or, perhaps,
  the wrong place at the wrong time.
  The adventure springs from the dragons’ return as detailed
  in Arcana Evolved and includes new concepts introduced in
  that book, including the ritual warrior and the dracha race.
  It is likely to encompass a single session of your game (the
  first one, obviously) and offers a way for a group of charac-
  ters to assemble and form bonds without resorting to such
  tactics as, “You all meet in a tavern and are hired to…”
  Note that this adventure starts on page 2. There is no
  page 1 to this document.
  BACKGROUND
  Aeons ago, when the dragons still dwelled in the land—and,
  in fact, the realm itself was called the Land of the Dragons—
  the dragons fashioned seven magical crystals. Named the
  crystals of foreboding, these devices each bore a different color
  and warned when danger approached. They were placed in
  different sites of importance and power, awarded to dragons
  thought worthy and honorable. To encourage draconic har-
  mony (for this was just before the Dragon Wars, and tensions
  ran high), the crystals’ creator fashioned them to become
  more powerful when more of them were gathered in one
  place. Thus the possessors were encouraged to work together
  when the need arose.
  Years passed. Some of the crystals were lost. Some were
  gathered by single greedy dragons. But then the dragons left
  the land, and the crystals were all but forgotten. 
  Now, however, the dragons have returned. In the hopes of
  maintaining unity among their kind, as well as restoring their
  various ancient legacies, the dragons dispatched servants
  (mostly dracha) to recover the crystals of foreboding. One
  such servant, K’dare, comes to the city of Navael in the
  Central Plains looking for one of the crystals, as well as to
  see the great dragon statue in the center of town. K’dare
  attempts to keep a low profile.
  Meanwhile, a small but growing local organization called
  the Family of the Diamond Throne, or just “the Family,” has
  spotted K’dare entering the city in disguise (a rather poor
  one). This group is led by Rianneth Minaud, a 7th-level
  female human expert. The Family is fiercely loyal to the
  Diamond Throne and sees anyone who isn’t as a threat to 
  its way of life. It is, however, an independent group. The
  Diamond Throne does not sanction or even condone its
  actions, for the Family has a reputation—perhaps ironically—
  of taking the law into its own hands. This sometimes
  includes beating and, rarely, killing those seen as disloyal.
  
  A FREE ADVENTURE FOR: MONTE COOK’S ARCANA EVOLVED
  For example, Family members hate the Order of the Axe and
  often get into fights with their local membership. They have
  also recently attempted to destroy the immense dragon stat-
  ue in the middle of town and commit other acts of vandal-
  ism against the homes and businesses of those they deem
  “enemies of the Throne.”
  SYNOPSIS
  The player characters start the adventure as individuals who
  don’t know each other and find themselves in the middle of
  Navael (or any town the DM chooses). A sudden disturbance
  draws them together as a giant and a pair of humans come
  to blows with a dracha that has just arrived in the communi-
  ty. From there, the course of the adventure depends on
  whether the PCs are sympathetic to the dracha, named
  K’dare, or to the giant and the humans. 
  If they help the dracha, the player characters can follow
  him to an isolated location to uncover an ancient dragon site
  and help find one of the seven crystals of foreboding. Of
  course, traps and guardians stand in their way.
  If they assist the members of “the Family,” the group asks
  them to help uncover what the dracha was after. When
  they learn about the crystal of foreboding from the written
  orders K’dare bore, the leaders of the Family ask them to
  go find it before an agent of dragonkind does. If the char-
  acters agree, they must face the same obstacles as if they
  helped K’dare.
  Finally, after they get the crystal, they face one last
  encounter with their opposition: the return of either K’dare
  or the Family.
  USING THIS ADVENTURE
  The Test of Time refers to spells, feats, and other rules pre-
  sented in Monte Cook’s Arcana Evolved and the three Core
  Rulebooks: the Player’s Handbook, DMG, and MM. 
  For a short description of Navael, see Arcana Evolved
  Chapter Ten: Diamond Throne Gazetteer, page 350. For more
  on the dracha, turn to Chapter Two: Races, page 16. And to
  read more on the ritual warrior, see Chapter Three: Classes,
  page 69. Combat rites appear at the end of Chapter Nine:
  Spells and Combat Rites.
  Free character sheets and source material to augment this
  adventure appear on Monte Cook’s website. To find the links
  to these free web enhancements, visit the book’s product
  page online at <www.arcanaevolved.com>.
  This adventure is protected content except for items
  specifically called out as Open Game Content in the legal
  statement on page 9. For full details, please turn to the
  Open Game License on page 10. Open content is not other-
  wise marked in the text of this book.
  About the Author
  Monte Cook started working professionally in the game industry in
  1988. In the employ of Iron Crown Enterprises, he worked on the
  Rolemaster and Champions games as an editor, developer, and
  designer. In 1994 Monte came to TSR as a game designer. As a sen-
  ior game designer with Wizards of the Coast, he codesigned the 3rd
  edition of Dungeons & Dragons, authored the Dungeon Master’s
  Guide, and designed the Book of Vile Darkness and the d20 version
  of Call of Cthulhu. For WizKids Games, he designed the HeroClix
  system of superhero combat. A graduate of the Clarion West writer’s
  workshop, Monte also has published short stories and two novels. In
  his spare time he runs games, builds vast dioramas out of LEGO
  building bricks, paints miniatures, and reads a lot of comics.
  About the Illustrators
  If you like d20 System products, chances are you’ve run across the
  creative work of writer, illustrator, and cartographer Ed Bourelle
  before. His artwork and maps have appeared in products from
  Malhavoc Press, Bastion Press, Fantasy Flight Games, Mystic Eye
  Games, Sovereign Press, Sword & Sorcery, and more. He has
  detailed the Lands of the Diamond Throne with maps in Monte
  Cook’s Arcana Evolved, Legacy of the Dragons, and Mystic
  Secrets: The Lore of Word and Rune. Learn more about him at
  <www.skeletonkeygames.com>.
  Michigan artist Michael Komarck began his illustration career
  seven years ago. Since that time, his client list has grown to include
  Wizards of the Coast, Alderac Entertainment Group, Fantasy Flight
  Games, TriKing Games, FanPro LLC, WizKids, Kellogg’s, and
  Malhavoc Press, among others. While Michael draws inspiration
  from many artists, he always goes back to the masters, especially
  Rembrandt, Velazquez, Caravaggio, Delacroix, Whistler, and
  William Turner. When he can pull himself away from his work, he
  loves going to the movies, playing his bass guitar, and reading. He is
  engaged and has a Jack Russell Terrier named Floyd. To see more of
  his lovely work, visit his website at <www.komarckart.com>.
  Years ago, Tyler Walpole spent a good deal of time in school being
  scolded by his teachers for drawing when he should have been pay-
  ing attention in class. Today, many of those same teachers are happy
  that the self-taught 28-year-old is able to pursue his illustration
  career full time. He lives in Des Moines, Iowa, with his wife Petra
  and son Keegan, and co-owns a comic book store. His recent
  Malhavoc work appears in Beyond Countless Doorways and The
  Temple of Mysteries. Visit his website at <www.tylerwalpole.com>.
  Malhavoc Press
  Malhavoc Press is game designer Monte Cook’s d20 System imprint
  devoted to the publication of unusual magic, monsters, and evoca-
  tive game elements that go beyond traditional fantasy. Malhavoc
  Press products exhibit the mastery of the d20 System rules that only
  one of its original designers can offer. 
  Look for Mike Mearls’ Ruins of Intrigue, a new campaign source-
  book for Arcana Evolved and an excellent place to continue the
  adventures you begin here! It is available now.
  Current titles are available to purchase in either print or electronic
  (PDF) format at <www.montecook.com>.
  3
  
  THE TEST OF TIME
  STREET FIGHT (EL 2 OR 1/2)
  The player characters are all in the marketplace of Navael,
  shopping or running errands or carrying out whatever other
  business they may have. Suddenly, they hear a terrible com-
  motion. A woman screams. Men shout. People run. Weapons
  are drawn.
  PCs who move toward the commotion see a reptilian male
  dracha holding a female giant at bay with a warhammer. The
  giant reaches up to draw a greatsword slung on her back.
  Meanwhile, two human men stand on either side of the
  dracha, getting ready to pummel him with wooden clubs.
  One holds a large grey cloak in his hands.
  A small crowd of people stands around these combatants,
  while others flee the area. Someone out of sight of the player
  characters calls for the city guard. If the PCs ask any
  bystander what’s going on, the local says, “Tat dere dragon-
  man’s a-walkin’ right tru ta market wit’ tha big ol’ cloak on—I
  din’t even see ’im. But one a tose fellers grabs ta cloak offa
  ’im an’ den they lay into ’im wit’ dem clubs. I t’ink tat dere
  giant’s on ta side a tose fellers.”
  It’s clear no one else is going to get involved. The dracha,
  while outnumbered and outmatched, also appears quite
  fierce. Some player characters may choose to help the belea-
  guered dracha, while others will want to aid the locals who
  clearly discovered this monstrous intruder in the city. Some
  will only watch. Let the PCs decide what to do.
  If the player characters do not get involved in the fight at all,
  have the final victor(s) approach them (picking people random-
  ly from the onlooking crowd) and implore them for help—see
  “After the Fight” on the next page for more on this request.
  The combatants are Ou-Rathlin, a giant just shy of 7 feet
  tall, with long brown hair tied behind her head with a golden
  cord. She wears heavy brigandine armor with gilt trim, giving
  her the appearance of someone important. While capable
  and noble, this giant is also arrogant and self-important. She
  belongs to a small local organization called the Family of the
  Diamond Throne. The group is extremely loyal to the
  giantish ruler of the lands and wants only to further her
  aims. In recent times, this means opposing the newly-arrived
  dragons and any who serve them. 
  Fighting alongside Ou-Rathlin are Tellen and Drey, two
  human thugs. Tellen stands 6 feet tall and has short black
  hair and beady brown eyes. Drey is short and stocky, with
  thin brown hair and bushy brows. They also belong to the
  Family of the Diamond Throne, but only because it allows
  them to feel important and occasionally use violence against
  someone they deem an enemy of their cause. These two
  bloodthirsty figures enjoy hurting others. Ou-Rathlin worries
  about their vicious tendencies but nonetheless appreciates
  their help in a fight. They each wear ill-kept studded leather
  jackets and wield short wooden clubs stained with the blood
  of many previous fights and beatings.
  K’dare is a broad-shouldered dracha almost as tall as Ou-
  Rathlin. His greenish-brown scales are missing in a streak
  that runs down the left side of his face all the way to his
  neck, a terrible scar he received in an encounter with a
  brown bear weeks ago on his way here. K’dare wears a chain
  shirt and wields a warhammer and shield. The shield bears
  the device of a black dragon’s head surrounded by green
  wings. K’dare is forthright and earnest, but a little naïve and
  foolish. He’s come into the city to see the huge dragon stat-
  ue he has heard about, even though his mission involves a
  site outside of town.
  Tactics
  A ritual warrior, Ou-Rathlin starts out the first round of
  combat using the Battle Focus combat rite to aid in her
  attack, unless she has the opportunity to charge into a foe,
  in which case she uses the Deadly Charge rite. If Tellen
  and Drey can help flank, she’ll use Canny Strike or
  Opportunistic Assault. She’s likely to strike to subdue, at
  least at first, but attacks normally if greeted with deadly
  force (which she almost certainly will be). She fights to the
  death or until knocked unconscious.
  Tellen and Drey work together if possible, always looking
  for a way to end a fight quickly. These dirty fighters don’t
  hesitate to gang up on a lone foe or use some tactic to dis-
  tract or disarm their opponent, making him all the easier to
  pummel. They flee if Ou-Rathlin goes down.
  K’dare relies on his excellent Armor Class (and impres-
  sive hit point total) to outlast his enemies. Although he
  harbors no malice toward his attackers, he doesn’t hold
  back when he swings his warhammer. He doesn’t under-
  stand why he’s being attacked and assumes he’s fighting for
  his life against bandits. K’dare fights until slain or incapaci-
  tated.
  None of the four attempts to finish off a downed foe.
  Even Tellen and Drey don’t fancy themselves outright mur-
  derers, and Ou-Rathlin has told them that they should try to
  capture their quarry. In fact, it serves the flow of the adven-
  ture better if no NPC actually dies in this battle, particularly
  the dracha and the giant.
  4
  A Dracha PC
  If one of the player characters is a dracha, the crowd and the com-
  batants all assume that he or she is on K’dare’s side. The PC is
  bound to get dragged into the encounter one way or another—most
  likely as the target of attacks from the over-exuberant and violent
  Tellen and Drey.
  
  Ou-Rathlin, female giant Ritual Warrior1: CR 1; Medium
  humanoid; HD 1d10+1+4; hp 15; Dying/Dead –2/–13; Init
  +3; Speed 20 feet; AC 16 (–1 Dexterity, +7 armor), touch 9,
  flat-footed 16; Base Attack +0; Grapple +2; Attack and Full
  Attack +5 melee (2d6+4, greatsword); SV Fort +1, Ref –1,
  Will +3; Str 15, Dex 8, Con 13, Int 10, Wis 12, Cha 8.
  Skills and Feats: Climb –1, Concentration +5, Heal +5, Listen
  +5; Bonded Item (greatsword), Iron Will, Natural
  Swordsman, Sturdy.
  Combat Rites: Rank 1—4/day.
  Possessions: Masterwork greatsword, heavy brigandine, potion of
  lesser battle healing, gold ring (150 gp), 112 gp.
  Tellen and Drey, male human Warrior1: CR 1/2; Medium
  humanoids; HD 1d8+1; hp 9; Dying/Dead –2/–12; Init +1;
  Speed 30 feet; AC 15 (+1 Dex, +1 Dodge, +3 armor), touch
  11, flat-footed 13; Base Attack +1; Grapple +2; Attack and
  Full Attack +2 melee (1d6+1, club), or +1 ranged (1d6+1,
  club); SV Fort +3, Ref +1, Will –1; Str 13, Dex 13, Con 12,
  Int 11, Wis 9, Cha 7.
  Skills and Feats: Climb +2, Craft (blacksmithing) +1, Handle
  Animal +2, Heal +1, Listen +1, Spot +1; Defensive, Skill
  Application (Listen and Spot), Weapon Focus (club).
  Possessions: Clubs (2), studded leather jack, 10 gp.
  K’dare, male dracha Warmain1: CR 1; Medium humanoid; 
  HD 1d12+1+4; hp 17; Dying/Dead –2/–12; Init +0; Speed
  30 feet; AC 19 (+3 natural, +4 armor, +2 shield), touch 10,
  flat-footed 19; Base Attack +1; Grapple +4; Attack and Full
  Attack +5 melee (1d8+3, warhammer) or +1 ranged (1d8+3,
  shortspear); SQ Glide 100 feet, darkvision; SV Fort +3, 
  Ref +0, Will –2; Str 16, Dex 10, Con 12, Int 13, Wis 6, 
  Cha 11.
  Skills and Feats: Handle Animal +4, Jump +3, Perform (story-
  telling) +2, Search +2; Elemental Resistance (fire), Sturdy,
  Tough Hide.
  Possessions: Masterwork warhammer, shortspear, chain shirt,
  heavy shield, oil of magic armor, 20 gp gems (9). 
  After the Fight
  Give the players a few moments to use the encounter as the
  means to forge some bonds that will last throughout the
  campaign. Let them introduce their characters to one
  another, as well as, perhaps, to whichever NPC(s) emerge
  victorious. 
  If the PCs aided K’Dare, he thanks them and gives each of
  them one of his small gems as a sign of gratitude. He then
  asks for further help—first and foremost, to get out of the
  city and away from more possible assailants or encounters
  with the authorities.
  K’Dare then relates his tale and recounts his mission, as
  described under “Background” above and “The Meeting
  Hall” below. He asks the generous player characters to help
  him with his task before more people attempt to assault him.
  On the other hand, if the PCs aided Ou-Rathlin, she
  thanks them and commends them on their loyalty to the
  Diamond Throne. Searching K’Dare (if the player characters
  don’t, Ou-Rathlin will) reveals the dracha’s orders, written
  in Draconic. Ou-Rathlin asks the PCs to come with her to
  get the papers translated (even if one of the player charac-
  ters can read Draconic, she wants to leave quickly and let
  them read it later). She’s in a hurry because she doesn’t
  want any entanglements with the authorities—she fears they
  won’t look favorably on her assaulting the dracha without
  provocation. Assuming K’dare is alive at the end of the fight,
  she wants to take his unconscious body along as well.
  (Helping to carry him may be the main task the three need
  help with.)
  Ou-Rathlin explains that she and her comrades heard that
  someone had spotted a dracha coming into town, so they
  sought to deal with the intruder and probable spy as quickly
  as possible. They also want to find out why the dracha is
  here.
  THE MEETING HALL
  This encounter occurs only if the player characters accompa-
  ny Ou-Rathlin. She leads them through town to a nonde-
  script but well maintained two-story building in a residential
  area. She says she has friends here, and that the PCs are
  welcome, of course.
  This is the headquarters for the Family of the Diamond
  Throne. The player characters receive an introduction to
  Rianneth Minaud, a gaunt woman in her eighties who still
  stands straight and tall with the help of a thin wooden cane.
  Her grey hair is short, her blue eyes piercing. She wears very
  simple clothing.
  A FREE ADVENTURE FOR: MONTE COOK’S ARCANA EVOLVED5
  Party Unity
  Although it doesn’t matter if the player characters choose to help
  Ou-Rathlin or K’dare, it is important that they all make the same
  choice. Foster this outcome by giving the PCs the background of
  the return of the dragons (see Chapter Ten in Arcana Evolved) and
  other events in the setting ahead of time, and ask that they all fash-
  ion characters who lean one way or the other or who take no sides
  but share a similar outlook. For example, the PCs might help
  K’dare not because they favor the dragons but because he’s out-
  numbered and clearly unfairly assaulted, or they might help Ou-
  Rathlin not because they like giants but because they conclude
  that K’dare is some kind of spy.
  
  THE TEST OF TIME
  Ou-Rathlin presents a quick report on the recent fight.
  Then Rianneth attempts to give the new arrivals some indoc-
  trinating propaganda about how the common bond they all
  share—the way of life and the pleasures, safety, and freedom
  they all enjoy—are under constant attack by enemies like the
  one they faced today.
  Then she reads K’dare’s orders (she understands
  Draconic). If the player characters have not translated the
  document themselves, she relates its contents to them and
  to Ou-Rathlin.
  The orders are straightforward and honest. K’dare is to go
  to the Field of the Sun, dig up the entrance to the Test of
  Time, and recover the crystal of foreboding. The orders
  include all directions necessary to find it (related below).
  Rianneth pleads with the PCs for help. She has no idea
  what the crystal of foreboding is, but it sounds like a danger-
  ous magical weapon. She would like the group to accompany
  Ou-Rathlin to get the crystal before some other agent of the
  dragons does. Where there is one, there are likely others, she
  suggests (wrongly).
  The Family plans on holding K’dare prisoner, perhaps for
  interrogation, but they do not intend to slay him.
  THE FIELD OF THE SUN
  Once the group determines to head out of town, K’dare (or
  the directions in his translated orders) leads the player char-
  acters to an open patch of ground about 3 miles north and
  west of Navael. This location, according to ancient draconic
  lore related to K’dare, was once known as the Field of the
  Sun (a Knowledge [dragons] or Knowledge [history] check,
  DC 20, also reveals this). From here, one can make out a
  shimmer on the horizon: the Crystal Fields, where the crys-
  tals of foreboding were created.
  K’dare has been told that the entrance to the site he seeks,
  called the Test of Time, has probably long since been buried.
  To find it, he must travel to the southern end of a ravine that
  runs northeast and southwest, located on the northern end
  of the field. There he must dig in a certain spot 730 paces
  directly west of the site where the distant visual effect of the
  Crystal Fields first becomes visible. The Test of Time was a
  draconic temple structure built in conjunction with a drag-
  onstone (see Arcana Evolved, page 345).
  Digging out the entrance involves a great deal of work: a
  total of 200 man-hours. Thus, if there are four PCs working
  with one NPC (either K’dare or Ou-Rathlin), excavation
  takes four 10-hour days for the group. Fortunately, on the
  first day, the diggers find worked stone with draconic images
  as they dig, providing a clue that they are in the right place.
  The Hungry Hippogriff (EL 2)
  DMs might wish to interrupt this work time with a combat
  encounter. While the Field of the Sun is well off all the
  nearby roads (and thus no intelligent creatures wander by
  accidentally), a hungry hippogriff flies over and swoops
  down, hoping to make a meal of one of the workers. 
  This encounter can come at any time, but it should not
  take place on the last day of digging—the PCs should have a
  chance to rest before encountering the balthrok (see the next
  page). 
  Tactics
  The hippogriff attacks the smallest target it sees, preferably a
  faen, hoping to kill the prey quickly and carry it off to eat it
  in safety. After suffering 15 points of damage, if it has the
  opportunity, it flees into the hills to the south where it keeps
  its nest.
  Hippogriff: CR 2; Large magical beast; HD 3d10+9; hp 25;
  Dying/Dead –4/–16; Init +2; Speed 50 feet, fly 100 feet
  (average); AC 15 (–1 size, +2 Dexterity, +4 natural), touch
  11, flat-footed 13; Base Attack +3; Grapple +11; Attack +6
  melee (1d4+4, claw); Full Attack +6 melee (1d4+4, 2 claws)
  and +1 melee (1d8+2, bite); SQ Darkvision, low-light vision,
  scent; SV Fort +6, Ref +5, Will +2; Str 18, Dex 15, Con 16,
  Int 2, Wis 13, Cha 8.
  Skills and Feats: Listen +4, Spot +8; Defensive Move, Light
  Sleeper, Wingover.
  AT THE TEST OF TIME
  After 200 man-hours of work, digging 10 feet into the earth,
  the player characters uncover a damp natural cavern 20 feet
  across and just as deep. 
  6
  
  The Cavern (EL 2)
  As soon as they break into the cavern, they come under
  attack by a humanoid creature called a balthrok.
  Alerted by the digging, a burrowing balthrok tunneled its
  way into this cavern and waited for prey to come to it. With
  its hard-as-iron jagged claws ready, it bursts forth from the
  hole the PCs dig, gaining surprise unless the player charac-
  ters succeed at a Listen check (DC 17) to hear it coming.
  The thing stands just short of 6 feet tall, even hunched over
  as it always is, but despite that, its arms scrape along the
  ground. Rocky nodules cover its hairless flesh, and its broad
  head sports pointed ears and a thick brow under which two
  tiny eyes stare out without mercy or remorse. It attacks, 
  hoping for a meal, but it fights to the death.
  Balthrok*: CR 2; Medium monstrous humanoid; HD 2d8+4; hp
  13; Dying/Dead –3/–15;  Init +0; Speed 30 feet; AC 16 (+6
  natural), touch 10, flat-footed 16; Base Attack +2; Grapple
  +5; Attack +6 melee (1d8+3, claw); Full Attack +6 melee
  (1d8+3, 2 claws); SQ Darkvision, tremorsense; SV Fort +5,
  Ref +0, Will +2; Str 16, Dex 10, Con 15, Int 8, Wis 9, Cha 6.
  Skills and Feats: Climb +6, Swim +5; Sense the Unseen,
  Weapon Focus (claws).
  *
  The balthrok is a creature from Legacy of the Dragons. However, all the stats
  needed to use this monster are presented here, so you don’t need that book for
  this adventure unless you want additional details.
  The Door (EL 1)
  Set into a solid stone wall that comprises the far end of
  the cavern, a large stone door 6 feet across and 9 feet
  high awaits the player characters after they have dealt
  with the balthrok. The door bears the image of a pair
  of rearing dragons wearing crowns. Each dragon’s one
  visible eye is a keyhole (Open Lock, DC 22). Both
  locks must be unlocked before one can push open
  the foot-thick door (hardness 8, 180 hp, break 
  DC 26).
  Further, the door is trapped with an inscribed invisible
  rune of warding (surface version, Will save, DC 14) with a
  password, although the password is long since forgotten.
  The Hall 
  Beyond the door lies a hall 60 feet long and 30 feet wide.
  Lining the hall are columns spaced every 10 feet and carved
  to resemble thin, rearing dragons. The floor is dust-covered
  marble, and the walls are fitted panels of stone covered in
  draconic writing that describes ancient dragon myths and
  history. At the far end, a massive red stone, rough and irregu-
  lar, juts up through the floor to stand 4 feet high and 3 feet
  wide. Atop it rests a single white crystal shard, 8 inches long
  and 2 inches wide.
  The stone is a dragonstone, and the crystal is the crystal of
  foreboding.
  The hall itself is a magical place where time does not flow
  normally. As a creature or object moves from the entrance
  toward the other end, time slows, so that the first 10 feet
  take 10 times as long as normal to cross, the next 10 feet
  take 100 times as long as normal, the next 10 feet take 1,000
  times as long, and so on. By the time the characters move 40
  feet, they appear to have come almost to a standstill. At this
  rate, it would take almost two years for an unarmored human
  to cross the length of the hall, pick up the crystal, and
  return.
  There is, of course, a trick to the room. The first pillar on
  the right—which a character with a speed of 30 can reach in
  A FREE ADVENTURE FOR: MONTE COOK’S ARCANA EVOLVED7
  
  THE TEST OF TIME
  5 rounds and search in another minute (20 minutes to take
  20)—holds a secret lever (Search check, DC 18 to find).
  Once activated, the switch allows time to move normally
  in the hall for one minute. For a minute after that, time
  becomes randomly different for all characters in the room.
  Roll once each objective round for each character:
  d%
  1 Round Equals . . .
  01–10
  One-third of a round (a PC can perform 3
  rounds’ worth of actions in 1 round, gains a
  +2 haste bonus to attacks, Reflex saves, and
  AC)
  11–30
  Half a round (a PC can perform 2 rounds’
  worth of actions in 1 round, gains a +1
  haste bonus to attacks, Reflex saves, and
  AC)
  31–60
  1 round
  61–80
  2 rounds (a PC can perform only a standard
  action or move action in 1 round, incurs a
  –2 penalty to attacks, Reflex saves, and AC)
  81–90
  5 rounds (a PC can perform no actions,
  loses Dexterity bonus to AC, incurs a –2
  penalty to attacks, Reflex saves, and AC)
  91–00
  1 minute (a PC can perform no actions,
  loses Dexterity bonus to AC, incurs a –4
  penalty to attacks, Reflex saves, and AC,
  helpless)
  Once the randomized 10 rounds are over, time returns
  back to its original state. Only then can the switch be acti-
  vated again to return things to the normal flow of time for
  one minute, followed by another minute of random time. 
  Do not forget that K’dare, if present, can use the dragon-
  stone to heal himself of 1d4 points of damage, if he can
  reach it (see Arcana Evolved, page 345).
  An Old Foe’s Return (EL 3)
  Once the player characters—and most likely whichever ally
  they accompany—have the crystal of foreboding, it immedi-
  ately begins to vibrate. One round later, they are attacked
  within the Test of Time.
  If the PCs accompany K’dare, the attacker is Ou-Rathlin,
  assuming she still lives. She took some time to recover after
  the earlier fight and now has tracked down the dracha and
  his allies. This time, the giant attacks with intent to kill, fear-
  ing that whatever K’dare and the others have uncovered con-
  stitutes a real threat to her and the Diamond Throne. If Ou-
  Rathlin has died or otherwise could not logically return for
  this encounter, her friend and ally from the Family, a giant
  named La-Terik, comes instead, seeking vengeance. Use Ou-
  Rathlin’s stats for the new giant, but give him a greataxe
  instead of a greatsword. Either giant also has two 1st-level
  warriors (part of the Family) along as well.
  If the player characters have allied with Ou-Rathlin,
  K’dare appears, hoping to get the crystal from them. The
  dracha will do anything to accomplish his mission, and
  now—having recovered from the fight (and escaped from the
  Family, if they held him captive), K’dare finally catches up to
  the group and attacks. The dracha has brought along two
  mercenaries he’s hired with his gems. These are 1st-level
  warriors.
  In either case, the attacker focuses upon the crystal first
  and foremost, attacking whoever has it with vigor. If time
  flows normally, the battle runs as usual. However, if the
  flow of time becomes random at any point during the
  encounter, things get very strange. Each combatant rolls on
  the table at left each round to determine the effects of time
  upon him, some moving very rapidly, some almost standing
  still.
  Human Warrior1 (2): CR 1/2; Medium humanoids; HD 1d8+1;
  hp 9; Dying/Dead –2/–12; Init +5; Speed 30 feet; AC 16 
  (+1 Dexterity, +4 armor, +1 shield), touch 11, flat-footed 15;
  Base Attack +1; Grapple +3; Attack +5 melee (1d8+2,
  longsword), or +2 ranged (1d4+2, dagger); SV Fort +3, 
  Ref +1, Will +0; Str 14, Dex 13, Con 12, Int 11, Wis 10,
  Cha 10.
  8
  New Magic Item
  Crystal of foreboding: There are seven of these crystals, each a
  different color. Each measures 8 inches long and 2 inches wide.
  When held, it vibrates for one second if the wielder is in danger. 
  In this case, danger means that someone or something (including
  traps) means to inflict harm upon the wielder in this round or the
  next—DM’s discretion. 
  If two of these crystals are within 30 feet of each other, their wield-
  ers learn of impending danger within the next minute. If three are
  within 30 feet of each other, they predict danger within the next
  hour. Four crystals foretell of danger within the next day, five with-
  in the next week, six within the next month, and all seven within
  the next year. In each case, the danger must be significant to the
  wielder(s). No simple arrow trap nor the attack of a giant ant is
  significant to a 15th-level character, for instance. 
  If four or more crystals are within 30 feet of each other when they
  vibrate, they give their owner(s) an extremely brief vision of the
  danger that they indicate. Otherwise, no details are provided.
  Mainly, the crystal ensures that the wielder is not surprised.
  Nevertheless, keeping more than five crystals of foreboding togeth-
  er most likely results in an almost continual vibration, with accom-
  panying visions, unless the wielders live very well protected lives.
  Moderate divination; caster level 7th; Create Constant Item, 
  foretell future; Price 5,000 gp
  
  Skills and Feats: Climb +3, Intimidate +4, Ride +5; Night Owl,
  Improved Initiative, Weapon Focus (longsword).
  Possessions: Masterwork longsword, leather coat, light wooden
  shield, daggers (3), 8 gp.
  ENDING THE ADVENTURE
  Assuming the player characters help either K’dare or Ou-
  Rathlin, they can choose what to do next. K’dare takes the
  crystal back to his dragon masters, if he has it. He has noth-
  ing else to offer the PCs, although he assures them that if
  they seek evolution (evolved levels), the dragons west of here
  will recognize the gems he gave them as signs that they can
  be trusted.
  Should Ou-Rathlin get the crystal, she takes it to her
  organization for study. Meanwhile, she offers to help the
  player characters become actual members of the Family. If
  they accept, the PCs find themselves in the middle of a polit-
  ical struggle for the Lands of the Diamond Throne. They’re
  likely to be dispatched on missions to work against the drag-
  ons, the Order of the Axe, and other traitors to the Diamond
  Throne. In time, however, they likely will become criminals
  wanted by those they believe they serve. 
  Either way, the player characters are unlikely to end up
  with the crystal, which is probably a good thing. Future
  adventures, however, might involve uncovering other ancient
  dragon sites where the other six crystals of foreboding might
  lie. Some of them may have even been scattered elsewhere in
  the realm after all these years, leaving the opportunities for
  future exploration wide open.
  A FREE ADVENTURE FOR: MONTE COOK’S ARCANA EVOLVED9
  Malhavoc is a registered trademark and Arcana Evolved is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf
  Publishing, Inc. All rights reserved. “d20 System” and the “d20 System” log0 are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according
  to the terms of the d20 System License version 6.0. A copy of this license can be found at <www.wizards.com/d20>. Dungeons & Dragons® and Wizards of the Coast® are
  registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights reserved. All other content is ©2005 Monte J. Cook. The
  mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is compatible with 3rd Edition and
  Revised 3rd Edition rules. This edition of The Test of Time is produced under version 1.0a, 5.0, and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the
  System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license, guide, and document.
  Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version 1.0a: Any and all Malhavoc
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  Ruins of Intrigue, The Test of Time, and The Book of Eldritch Might; any specific characters and places; capitalized names and original names of places, artifacts, characters, races, countries, geo-
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  Game Content below and are already open by virtue of appearing there. The above Product Identity is not Open Game Content.
  Designation of Open Game Content: Subject to the Product Identity designation above, the entirety of The Test of Time is designated as Open Game Content.
  Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999–2005 Wizards of the Coast, Inc. The remainder of these Open Game
  Content portions of this book are hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The Test of Time ©2005 Monte J. Cook.” This material is protected
  under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content herein is prohibited without express
  written permission from Monte Cook, except for purposes of review or use of Open Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies
  for his or her own personal use only.
  This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  Check out Sword & Sorcery online at <www.swordsorcery.com>.
  The Test of Time: A Short Introductory Adventure by Monte Cook
  Requires use of Monte Cook’s Arcana Evolved, published by Malhavoc Press 
  Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc. 
  This book utilizes updated material from the v. 3.5 revision.
  Additional Credits
  Editing and Production: Sue Weinlein Cook
  Illustration: Michael Komarck and Tyler Walpole
  Cartography: Ed Bourelle  •  Interior Page Design: Lisa Chido
  For supplemental material, visit Monte Cook’s Website:
  <www.montecook.com>
  ®
  
  THE TEST OF TIME
  10
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  d20 System Reference Document Copyright
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  authors Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, Andy Collins, David
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  Cordell, based on original material by 
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  The Test of Time Copyright 2005 Monte J.
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  RUINS OF INTRIGUE™
  A campaign sourcebook by Mike Mearls
  This innovative sourcebook offers a modular overview of the ruined city of
  Serathis, with a choice of secrets for each NPC and locale so you can customize
  your campaign. Intrigue and adventure for Arcana Evolved characters of all levels.
  Free previews at www.arcanaevolved.com
  \On sale in April • 96 pages • $19.99 (US) • WW16148 • ISBN 1-58846-783-X
  ©2005 Monte J. Cook. Malhavoc is a registered trademark and Arcana Evolved is a trademark owned by Monte J. Cook. 
  All rights reserved. The Sword & Sorcery logo is a trademark of White Wolf Publishing, Inc. 
  ®
  ®
  WHO WILL 
  DISCOVER
  THE ANCIENT
  SECRETS OF
  SERATHIS:
  GIANT,
  DRAGON
  — OR YOU?
  WHO WILL 
  DISCOVER
  THE ANCIENT
  SECRETS OF
  SERATHIS:
  GIANT,
  DRAGON
  — OR YOU?
  
SOURCE: textdata/thevault/Arcana Evolved (d20)/Arcana Evolved The Test of Time.pdf