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At the end of your first session: Have the adventurers take a short rest if they want, but remind them to track their daily abilities. Healing surges used, daily powers expended, and other daily resources do not refresh in-between each session; only A D&D Encounters™ adventure for four to six at the end of each chapter. Make sure your players track 1st-level characters this information on their D&D Encounters Play Tracker. Turn in your session tracking sheet to the organizer. Welcome to an exciting official D&D play program called Make sure you've recorded all the DCl/RPGA numbers D&D Encounters. This adventure is a mini-campaign on it, along with your names and the play date. "season" designed to be played in one-encounter sessions Report Renown Point totals earned for each player to the once per week at your local Wizards Play Network location. organizer. The organizer will fill out the Renown Point Each Wednesday, players will earn both in-game rewards Tracker for the location, and will determine if any play• for their characters (such as treasure) and accumulate ers have earned a D&D Encounters Card. Renown Points towards special program-exclusive D&D Give out rewards to the players. This includes treasure and Encounters Cards that can be used in this and future sea• possibly D&D Encounters Cards (the organizer will tell you sons ofD&D Encounters. if any players have earned this reward). Make sure the play• ers write down their rewards on their D&D Encounters PREPARING FOR PLAY Play Tracker. In order to DM this adventure, everything you need should Collect your reward! You should receive a special reward for be provided in the D&D Encounters play kit - this adven• providing your time as a DM to make the event happen. ture, the poster maps of all the encounter areas (inside the Your organizer will have more details on your reward. adventure), and a sheet of tokens to use for monsters, adven• turers, and battlefield effects. Preparing the adventure for At the end of the final session of this chapter: play is easy, simply follow the steps below. The adventurers take an extended rest, regaining all of their healing surges, hit points, and daily powers. In Before you DM your first session: addition, their action point totals reset to 1. Read over the Introduction, Adventure Synopsis, Adventure The adventurers level up to 2nd level.They apply the Summary, and Resting sections. changes listed on their character card to their character Read Session 1:Escape the Storm under the Chapter in preparation for the beginning of Chapter 2. 1: An Obsidian Rain section, and read Encounter 1-1: Salvage in the Storm. (Alternatively, if you are starting CRED1TS at some other point in the adventure, read the appropriate sections and what's come before.) Nicholas K. Tulach William O'Connor Design Cover Illustration At the table of your first session: Ensure each player has a character to play. Players use one of Andy Collins , , the characters provided in the play kit. At the end of Chap• Development Ef'ic Belisle, Matias Tapia ter 1,all players' characters reach 2nd level.At the end of Interior Illustrations Chapter 2, all players' characters reach 3rd level. M. Alexander Jurkat Liz Schuh, , Ensure each player has a D&D Encounters Play Tracker. Editing laura Tommervik, Shelly This sheet can be found in the play kit, and allows the Chris Tulach Mazzanoble, Kierin Chase players to track their character's treasure, experience, and Organized Play Content Developer D&D Brand Team Renown Points earned for each play session. Get a session tracking sheet from the organizer. Record all the Matthew Stevens Joe Yochum players' DCI!RPGA numbers on it, along with your DClI Art Director Organized Play Project Manager RPGA number. Ifyou or any ofthe players don't have a DCI! RPGA number, ask the organizer for a membership card. Cole Meier Donna Woodcock Graphic Designer Production Manager During the session: Remember, each session is one encounter in length. Just DM DUNGEONS& DRAGONS.DARKSUN., Wizards Play Network, D&D the encounter assigned for that week's session. A typical Encounters, Player's Handbook, Dunaeon Master's Guide, , and all other play time for one encounter is about 90 minutes - 2 hours. Wizards ofthe Coast product names and their respective logos are trademarks of Wizards Remember to make decisions and adjudications that of the Coast LLC in the U.S.A. and other countries. All Wizards characters and the distinctive enhance the fun of the game when possible. As the DM, likenesses thereof are property of Wizards of the Coast LLC.This material is protected you can make some adjustments to the adventure (see the 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 sidebar) to facilitate the fun of the players .. permission of Wizards ofthe Coast LLC.Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©201 0 Wizards of the Coast LLC. B8679. _...,..-:- .•••.•.~ Unlike some seasons ofD&D Encounters, this special AWARD1NG MAG1C 1TEMS DARKSUN preview season doesn't award experience When the characters find a permanent magic item, most points in the standard method. Instead, characters level of the time, the group will decide who gets to keep what. up at the end of each chapter. However, if the players can't agree who gets what, use XP Awards: The XP awards listed throughout this the following system to award magic items in the prior• adventure are for reference only, as characters level up ity listed. automatically at the end of each chapter. 1. Characters without permanent magic items. Milestones: For every 2 encounters a character 2. Character with the lowest-level permanent magic completes without taking an extended rest (offered at item. the end of a chapter), the character reaches a milestone, If there's more than one character that doesn't have a gaining an action point and possibly gaining use of magic item, or two characters tie for the lowest-level another magic item daily power. magic item, have those players decide who gets it. Ifthey still can't decide, have each roll a d20; high roll gets the item. A player that wants to "opt out" of a pick can do so. THE EVER-CHANG1NG GROUP You can also do the same with the potions of healing and Since you can never tell who's going to show up to a D&D the ritual book if the players can't decide who gets them Encounters session from week to week, you might wind (but don't count these items as permanent magic items). up with a different group of players. Some players might Anyone character may not have more than 3 perma• be starting in "mid-stream," some may have missed a ses• nent magic items at the conclusion of this season. sion or two, and others may have played all the sessions with a different DM. That's OK. Catch up new players RENOWN POINTS with a brief summary of what's come before, and make One of the great rewards for playing in a D&D sure that returning players have marked off resources Encounters season is the accumulation of they spent (healing surges, daily powers, etc.) since their last extended rest. Renown Points (RPs), which are given out for accomplishments made by players during Majority Rules: If some element of the adventure plot (and sometimes in-between) sessions. These hinges on the adventurers making a decision in a previ• Renown Points are tracked at the Wizards ous session, and the group is different during the current Play Network location, and reaching certain session, Simply find out how the decision went down from thresholds garners the player a tangible the players. Go with the majority, and if it's an even split, reward - a D&D Encounters Card! side with the most positive result. These cards can be used by players during the current D&D Encounters seaSQn, subse• TREASURE quent seasons, or possibly both. Each card has As the characters progress through the mini-campaign, all the information on how it works printed they will have the opportunity to gain treasure in the right on the card itself. form of gold pieces, valuables, and magic items. At the As the DM, it's your task to award Renown end of each session, determine if the players earned any Points at the end of a session of play,just like treasure. Use the following rules to divide up treasure you would award experience and treasure. Unlike amongst the characters. experience and treasure though, you'll need to Gold and Valuables: Jfthe adventurers earn it, each report the Renown Point totals earned for each player to character gets a share as noted on the table below. All the organizer at the conclusion of the session when you valuables like gems and jewelry are converted to gold turn in your session tracking sheet. The organizer will pieces (gp). Note that the amounts have already been then tell you if any players have qualified for a card. divided up per character, do not modify the amounts The Renown accomplishments, their frequency (how based on the size of the group playing. often they can be awarded during the current season), Magic Items: During the adventure, there are a and the point values of each are listed below. number of magic items that may be discovered. They are listed on the table below. Give out magic items accord• ing to the sidebar Awarding Magic Items. ,1 TREASURE FOUND RENOWN POINT AWARDS Name of Treasure Where Found Accomplishment Frequency RPs 2 healing fruits Encounter 1-1 Complete an encounter 1jSession 3 3 survival days Encounter 1-3 Hit a milestone 2jChapter 2 +1 acidic obsidian spear Encounter 1-3 Moment of greatness 1jChapter 2 +1 amulet of psychic interference Encounter 1-3 Revive a dying adventurer ally 1jSeason 1 Mystery of the hidden veil Encounter 1-4 Hit for 15+ damage against 1 enemy 1jSeason 1 2 stonemeal biscuits Encounter 1-4 Kill 3 minions in 1 attack 1jSeason 1 4 healing fruit Encounter 1-4 Take 50 enemy damage in 1 session 1jSeason 1 2 healing fruit Encounter 1-5 Use the reckless breakage rule 1jSeason 1 +1 orb of debilitating languor Encounter 1-5 Survive 10+ sessions without dying 1jSeason 2 Complete all quests 1jSeason 5

Moment of Greatness: This is a discretionary award given out by the DM or through party vote to a player for doing something inventive, daring, or just plain cool during a session of play. Each player may earn this award once per chapter.

CHARACTER DEATH If a character dies during a session, the player has 1 choices: they can either bring the same character back at the beginning of the next session with a death penalty of -1 to attack rolls, saving throws, skill checks, and ability checks until they've hit one (1) milestone (1 encounters), or they can select another character, losing any extra trea• sure they may have gained along the way. RENOWN REWARDS When a player hits 10 points, they earn their first D&D Encounters Card, called the Delver Reward. This is awarded to the player at the conclusion of the session in which they earned enough points to qualify. The second award is called the Explorer Reward, and a player quali• fies for the reward by obtaining }5 Renown Points in this season. The third award is called the Adventurer Reward, and a player qualifies for the reward byobtain• ing 60 Renown Points in this season. The final two awards are given out at the conclusion of the season. At the end of the season, a limited number ofD&D Encounters Cards will be distributed amongst those that qualify for the reward. If there are more play• ers that qualify for the reward than cards available, the organizer will determine how they will be distributed. 3. METAL IS SCARCE Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. The world of the is Steel blades are almost priceless, weapons that unique in several ways. Many familiar trappings many heroes never see during their lifetimes. of the DUNGEONS& DRAGONSgame are missing or turned on their heads. Athas is not a place of shin• 4. ARCANE MAGIC ing knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of DEFILES THE WORLD Athas is to enter a world of savagery and splendor The reckless use of arcane magic during ancient that draws on different traditions of and sto• wars reduced Athas to a wasteland. To cast an arcane rytelling. Simple survival beneath the deep red sun spell, one must gather power from the living world is often its own adventure. nearby. Plants wither to black ash, crippling pain Newcomers to Athas have many things to learn wracks animals and people, and the soil is sterilized; about the world, its people, and its monsters, but the nothing can grow in that spot again. It is possible following eight characteristics encapsulate the most to cast spells with care, avoiding any more damage important features of the DARKSUNcampaign setting. to the world, but defiling is more potent than pre• serving. As a result, sorcerers, wizards, and other 1. THE WORLD IS A DESERT wielders of arcane magic are generally reviled and Athas is a hot, arid planet covered with endless persecuted across Athas regardless of whether they seas of dunes, lifeless salt flats, stony wastes, rocky preserve or defile. Only the most powerful spellcast• badlands, thorny scrublands, and worse. From the ers can wield arcane might without fear of reprisals. first moments of dawn, the crimson sun beats down from an olive-tinged sky. Temperatures routinely 5. SORCERER-KINGS exceed 100 degrees by midmorning and can reach RULE THE CITy-STATES 130 degrees or more by late afternoon. The wind is Terrible defilers of immense power rule all but like the blast of a furnace, offering no relief from the one of the city-states. These mighty spellcasters oppressive heat. Dust and sand borne on the breeze have held their thrones for centuries; no one alive coat everything with yellow-orange silt. remembers a time before the sorcerer-kings. Some In this forbidding world, cities and villages exist claim to be gods, and some claim to serve gods. only in a few oases or verdant plains. Some places Some are brutal oppressors, where others are more don't see rain for years at a time, and even in fertile subtle in their tyranny. The sorcerer-kings govern regions, rain is little more than a humid mist that through priesthoods or bureaucracies of greedy, falls for a few weeks each year before giving way to ambitious templars, lesser defilers who can call long months of heat and drought. The world beyond upon the kings' powers. Only in the city-state ofTyr these islands of civilization is a barren wasteland does a glimmer of freedom beckoi'1, and powerful roamed by nomads, raiders, and hungry monsters. forces already conspire to extinguish it. Athas was not always a desert, and the parched land• scape is dotted with the crumbling ruins of a planet 6. THE GODS ARE SILENT that once was rich with rivers and seas. Ancient bridges Long ago, when the planet was green, the brutal over dry watercourses and empty stone quays that face might of the primordials overcame the gods. Today, seas of sand tell the tale of a world that is no more. Athas is a world without deities. There are no cler• ics, no paladins, and no prophets or religious orders. 2. THE WORLD IS SAVAGE Old shrines and crumbling temples lie amid the Life on Athas is brutal and short. Bloodthirsty raiders, ancient ruins, testimony to a time when the gods greedy slavers, and hordes ofinhuman savages over• spoke to the people of Athas. Nothing is heard now run the deserts and wastelands. The cities are little but the sighing of the desert wind. better; each chokes in the grip of an immortal tyrant. In the absence of divine influence, other powers The vile institution of slavery is widespread on Athas, have come to prominence in the world. Psionic and many unfortunates spend their lives in chains, power is well known and widely practiced on Athas; toiling for brutal taskmasters. Every year hundreds even unintelligent desert monsters can have deadly of slaves, perhaps thousands, are sent to their deaths psionic abilities. Shamans and druids call upon in bloody arena spectacles. Charity, compassion, the primal powers of the world, which are often kindness-these qualities exist, but they are rare and sculpted by the influence of elemental power. precious blooms. Only a fool hopes for such riches. 1FIERCE MONSTERS hope, and fear as freedom struggles against centu• ROAM THE WORLD ries of tyranny. Because of its current status, 'lyr has become a common destination for adventurers seek• The desert planet has its own deadly ecology. Many ing fortune and a free life. creatures that are familiar sights on milder worlds Balic: The wealthiest of the city-states, Balic have long since died out or never existed at all. sits on the shores of the Forked Tongue Estuary. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and Renowned for its thinly-veiled democratic tradi• tions, the sorcerer-king Andropinis serves as draw wagons with inixes and mekillots. Wild crea• tures such as lions, bears, and wolves are almost dictator ruling over a senate known as the Chamber of Patricians, who dare not defy his edicts. Balic's nonexistent. In their place are terrors such as the mercantile status allows it to prosper and it has id fiend, the baazrag, and the tembo. Perhaps the developed into one of the most cultured of the Seven harsh environment of Athas breeds creatures tough Cities as a result. and vicious enough to survive it, or maybe the touch Draj: Farthest from the hub of civilization on of ancient sorcery poisoned the wellsprings oflife the outskirts of the Tyr Region, Draj is an isolated, and inflicted monster after monster on the dying brutal city-state embroiled in never-ending conflict. world. Either way, the deserts are perilous, and only a fool or a lunatic travels them alone. Known as the City of the Moons, the mad sorcerer• king Tectuktitlay rules Draj through fear and overt 8. FAMILIAR RACES strength. Tectuktitlay's templars, the moon priests, are constantly looking for suitable sacrifices to AREN'T WHAT You EXPECT bring their king at the grand and bloody Father and Typical fantasy stereotypes don't apply to Athasian Master Temple. heroes. In many DUNGEONS& DRAGONSsettings, Gulg: Within the verdant confines of the Cres• elves are wise, benevolent forest-dwellers who cent Forest, the smallest of the city-states exists as guard their homelands from intrusions of evil. On a community collective of villages drawing its sus• Athas, elves are a nomadic race of herders, raiders, tenance from the rare bounty of the lush land. Its peddlers, and thieves. aren't amiable river• residents consider their queen Lalali-Puy a goddess folk; they're xenophobic headhunters and cannibals and most willingly serve her and her templars. The who hunt and kill trespassers in their mountain people of Gulg believe that only the Oba (their name forests. Goliaths-or half-giants, as they are com• for Lalali-Puy) can keep the primal spirits from monly known-are brutal mercenaries that serve as harming them, and many in her service use primal elite guards and enforcers for the sorcerer-kings and magic to control the dangerous spirits. their templars in many city-states. Nibenay: Also known as the City of Spires, the people ofNibenay see themselves as the last bastion FEATURES OF THE of true civilization on Athas, an arrogance propagated TVR REGION by their king, who bears the same name as the city• state. The architecture of Nibena"'yisa reflection of the The remains of civilization that tenuously clings to Shadow King's worldview - grand, opulent, and awe• life on the harsh world of Athas exists in an area inducing. The reclusive king's templars are all females ofland known as the Tyr Region, named after the wedded to him upon acceptance into his service. oldest of the city-states. Beyond this area, bordered Raam: A populous city-state in the constant grip by a massive chain of peaks known as the Ringing of chaos, its queen Alabach-Re cares little for any• Mountains and the vast Sea of Silt, lie wastelands thing more than her own pleasure. Her citizens devoid of civilization and culture. have broken themselves into squabbling factions, The Tyr Region still has a number of towns and tearing at what scraps of sustenance haven't been villages present, but most civilized life is huddled claimed by the sorcerer-queen. Its citizens teeter on into seven great city-states, each ruled by the ancient the brink of hopelessness, desperate to be removed and despotic sorcerer-kings. These Seven Cities from their current state of strife. define life not only for those living in them, but for Urik: A powerful. militarized city-state, Urik is the rest of the cultures that exist in the expanses ruled by Hamanu, a rigid-minded strategist whose between them. What follows is a brief description battle prowess knows no equal. The self-styled King of the city-states and the other major features of the of the World long ago erected fortress walls around 1yr Region. his city, and the authoritarian nature of his rule Tyr: A massive golden ziggurat and Golden Tower demands peace and order be kept within Urik's impress visitors to the oldest Athasian city-state. 1yr gates. The laborers and craftsmen here are industri• is currently in a state of change and uncertainty, as ous, keeping Hamanu's machine supplied and the sorcerer-king Kalak was recently overthrown providing a vast output oftrade goods. and killed. The city is now a hotbed of intrigue, Forest Ridge: A vast expanse oflush wilderness Humans dominate the racial composition of most of beyond the Ringing Mountains, the Forest Ridge is a the settlements, and indeed, all of the sorcerer-king are primeval land filled with bounty and danger, home (or were once) of human stock. Elves ply the dunes and to tribes of fierce halflings. Few have ever journeyed marketplaces, usually as shifty traders or opportunistic to see even the outer edges of the Forest Ridge; for raiders. Dwarves labor with resolute determination most people, it is no more than a mythical place. on their tasks, usually as builders or farmers. Goliaths, Ivory Triangle: The crossroads of the Tyr Region, also known by civilized folk as half-giants, often make the Ivory Triangle is a wasteland that serves as a their living as bodyguards and mercenaries, working haven for raiders and fierce monsters. With the for those in power or the wealthy. exception of a small belt of vegetation known as the Farther afield, make their homes in the Crescent Forest, there are only a handful of villages wastes, frequently using their unsettling appearance scattered throughout the wastes here. The low-lying to conduct fierce raids. Dragonborn (also known as Mekillot Mountains are also found here, in the dray), find shelter in citadels of their own kind, and middle of the Great Ivory Plain, a far-stretching salt journey forth to bring prosperity to their clan. Half• flat that defines this area. lings feel most at home dwelling in the Forest Ridge, Ringing Mountains: At the western edge of the their ancestral homeland, but are feared for their Tyr Region, the Ringing Mountains are the greatest "savage ways" amongst many folk of Athas. The secre• range known to the people of Athas. Peaks are over tive eladrin live in the few wild places still touched 20,000 feet in many areas, and even though there are by what they call the Lands within the Wind (the many high vales here over 12,000 feet, some tribes of Feywild), and are a near-mythical race to most. goliaths, halflings, and other folk try to eke out an exis• In addition to the more familiar D&D races, Athas tence in the harsh altitudes free from the reach of the is home to the mul and the thri-kreen. Although sorcerer-kings. taller than most humans, the mul are a hairless race Sea of Silt: A great dust sink that extends far into the of half-dwarves; a strong, tough, quick people that unknown reaches of Athas, the Sea of Silt is effectively often serve as slaves, gladiators, and laborers. The impassible by any means short of flying or magic. Silt nimble, mantislike thri-kreen are truly adapted to skimmers and waders are able to skirt the shoreline living in the wastes of Athas, hunting, raiding, and where the dust is shallow. This eastern edge of the Tyr preying on those that show signs of weakness. Region lies almost completely unexplored as a result of not only its vastness, but also the hazard of succumbing ADVENTURERS OF ATHAS to the Gray Death - suffocation by breathing in large Unlike a typical DUNGEONS& DRAGONSworld, the amounts of silt kicked up from siroccos. heroes of Athas are often fired from a different kiln, Tablelands: The vast expanse of scrub plains, constantly having to fight for survival and opportu• desert, and rocky badlands forms the western cradle nity in an unforgiving land. In addition, the history of civilization in the Tyr Region. Here, Tyr and Urik of Athas and its people have made certain paths claim influence over the wastes, and most of the settled unattainable or dangerous to pur~ue. peoples of Athas that dwell outside the city-states live Martial adventurers, such as fighters, rangers, rogues, in this area. The fortified town of Altaruk is one of the and warlords, are common enough amongst the com• more important settlements here, an important way munities both in the cities and the outlands. Anyone stop on the trade route between Balic and 1Yr.Oases who can wield a weapon can find ample work as a such as Grak's Pool and Silver Spring, along with a few guard, hunter, gladiator, or agent with a bit of ambition. well-used trade routes, make this wilderness of the Tyr Primal magic is powerful, revered, and sometimes Region more hospitable than other areas. feared by those in the wastes and wilderness. Those in the city-states do not fully understand it, and are PEOPLE AND 'RACES often suspicious of those that wield it. But to travel• OF ATHAS ers, an encounter with a barbarian, druid, shaman, seeker, or warden is not particularly unusual, espe• Amongst worlds of the DUNGEONS& DRAGONS cially far from the typical settled areas. game, Athas stands unique not only due to its harsh, Arcane magic is dangerous - it is the misuse of savage environment, but also the people that can this power that despoiled the world and continues to be found living in it. A social order exists for those defile it if not wielded with care (an art called "pre• living amongst the masses of the city-states, with the serving"). The sorcerer-kings, the greatest arcane sorcerer-king at the pinnacle, templar enforcers and wielders, seek to control arcane magic and punish nobles in high stations, merchants and free citizens its unsanctioned use. Arcane casters such as bards, forming the middle ranks, and the ubiquitous slave sorcerers, wizards, and warlocks are hated and per• labor force providing the foundation at the bottom, secuted for wielding their power, even if they walk the path of a preserver. Psionics, the power of the mind, is common and many folk and creatures practice what is known as "the Way" or possess psionic talents. The rich and powerful often employ psionic adventurers to engage in tasks both overt and covert. Ardents, battleminds, monks, and psions are frequently encountered both in civilized lands and in the wastes. Whereas is common, divine magic is essentially gone from the world of Athas. The gods have been silent for many centuries, and their faiths have crumbled into ruins like the temples of old. Instead of true deities, the folk of the world have supplanted them with worship of the sor• cerer-kings, cults of demons or primordials, or veneration of primal spirits.

CHOOSING A CHARACTER This season ofD&D Encounters, players don't need to worry about creating a character. There are six specially-created DARKSUN characters provided in the play kit on full-color character cards. When a player shows up for their first session of play,they can choose any available charac- ter card from those remaining in the kit. They can then keep that character card and bring it back with them from week to week. Character cards will also be available for download on the Wizards website in the Events download area. This is especially useful if a player loses their character card or if you need to replace a card from the kit. Visit www.dungeonsanddragons.com and click on "Events" for more information. Nature DC 15: Obsidian storms are so unusual that they are considered myths by most people. Something decidedly odd is occurring.

DARK SUN:Fury of the Wastewalker introduces the world of DARK SUN,a parched and perilous campaign setting CHARACTER THEMES for 4th edition, to both new and veteran players. Their The DARK SUNCampai8n Settin8 presents a new character characters explore the blasted wastes of a world defiled option: a theme. All six characters included in this adven• by arcane magic. This section provides background ture have it. A theme is a career, calling, or archetype not information and a summary of the adventure. tied to a particular class or role. Just as race or class help to identify you, a theme serves to refine your place in the THE ANTAGONIST: world. You might be an rogue, but are you an elf rogue THE WASTEWALKER , an elf rogue nomad, or an elf rogue who spies for the ? Each theme offers a different twist The ssurran (desert lizardfolk) shaman, known to on a basic character concept. Ifa background details how the Common-speaking races as the Wastewalker, has or where your character grew up, theme describes how been warped by the cruel Athas environment-his face and why your character became a hero. twisted; his back crooked. The Wastewalker's con• A theme embraces characters of any class. For example, nection to the primal powers of the world is strong, many templar characters are warlocks, but a templar however. His ability to sense and control the winds and who serves chiefly as a commander of the sorcerer-king's stones of the wasteland has earned him the admiration troops could be a warlord, whereas a templar who is of a small cabal of fanatical followers. Spurred by the part of the sorcerer-king's secret police might be a rogue. Wastewalker's abiding hatred for arcanists who brought Similarly, gladiator characters are often fighters-but bar• such ruin to the world, his followers are dedicated to barians, battleminds, rangers, rogues, or warlords can be hunting and destroying all arcane magic wielders. just as successful in the arena. "Templar" and "gladiator" are themes that, although particularly appropriate for THE ADVENTURE BEGINS! warlocks and fighters respectively, extend beyond the A caravan recently left the fortified trade town of warlock and fighter classes. Altaruk for a trek across the Tablelands to the famous city-state ofTyr. Two members of the Veiled Alliance, ADVENTURE SUMMARY

an organization devoted to the beneficial use of arcane DAHK SUN:Fury of the Wastewalker is a mini-campaign magic, ride among the wagons. Other travelers include that spans the length of the summer 2010 D&D a noble-born woman fleeing her family for the thrill of Encounters season. The adventure is broken into the unknown and three slaves in the service of the mer• three chapters-story arcs divided by opportunities for chant who commissioned the trip. These six characters extended rests. Each chapter contains 5 sessions, which (or suitable replacements, depending on the group) are are one encounter in length and designed to be run the adventurers, the protagonists of this story. once per week. The first night out in the wastes, the psion, Jarvix, To give the an overview of the sto• noticed a subtle shower of meteors among the stars in ryline, the Chapter 1 summary and the individual play the ebony sky. The caravan overseer, a practical man, sessions are listed below. Chapter 2 and Chapter 3 are thought nothing of this dire omen, butJarvix made in separate adventure packages, available through your sure his companions and a few others were aware of organizer after the previous chapters' play is completed. the potential trouble ahead. The next day, a sandstorm erupted early in the morning and quickly turned deadly. The scouring sand was filled with unnatural obsidian WEAPONS OF lNFER10R shards that tore through the travelers and pierced the MATER1ALS thick hide walls of the wagons, shredding the cargo. The winds have lessened a bit, but have not completely sub• Metal is so scarce on Athas that most armaments are sided. A few survivors rise from the wreckage. made of bone, wood, or stone. These substances are History DC 10: The Tablelands are a true cross• weaker than metal and fracture more easily. A broken section of Athas. This region features herders, elf tribes, weapon is at best an improvised weapon. Damaged magic raiders, dwarf miners, trading posts, and ruins teeming weapons lose their enhancement, properties, and powers with savage marauders. Scores of tiny hamlets, remote until repaired. The following option simulates the rela• camps, and nomadic tribes are scattered about the area. tive fragility of nonmetal weapons, making combat more Nature DC 10: Sandstorms are a common occurrence unpredictable and exciting. in the Tablelands. Survival depends on hoarding as many Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can

"uPP""~ ., po,,'hlc without hinde<'ngyou,,,,lf too much. accept the result, automatically missing the attack as SESSION 5: CORNERED usual, but keeping your weapon intact. Alternatively, Pushing deeper into the Ringing Mountains, the adven, you can reroll. Regardless of the reroll result, a nonmetal turers are blocked by a sheer wall of stone. Fortunately weapon breaks once the attack is complete. A metal for them, the area is badly defiled and the Wastewalk• weapon breaks only if you roll a natural 5 or lower on er's shock troops fear entering. After driving off a group the reroll. This rule gives you a say in whether a weapon of pursuers, the adventurers find a ruined tunnellead• breaks. You can play it safe and accept the errant attack, ing into the mountain. Encounter 1-5: Backs Against or you can attempt to avoid a miss by risking your weapon. the Wall is found on page 22. CHAPTER 1: AN OBSIDIAN RAIN ADJUST1NG THE ENCOUNTERS Chapter 1 assumes a party of 51st level characters, Com• The adventurers are harried by constant attacks from pare your adventurers to the chapter's recommended a dark, unseen villain-the Wastewalker-throughout level with the following guidelines: the first chapter. This chapter evokes a tiresome retreat into the foothills of the Ringing Mountains, highlighted Your party is a "weak party" if it consists of any of the by scenes depicting the major events along the way. A following: minor quest is achieved by surviving the continuous 1. 4 characters assault and escaping into the ancient, crumbling tomb at 1. Most or all of the players are new to D&D or roleplay• the base of the mountains (after Encounter 1-5: Backs ing games Against the Wall). Your party is a "strong party" if it consists of any of the SESSION 1: ESCAPE THE STORM following: The adventurers must raid the destroyed caravan for 1. 6 characters as many supplies as they can before escaping the con• 1. Your players are veteran D&D 4th Edition players and tinuing storm and the onslaught of silt runners allied like added challenge with the Wastewalker. Encounter 1-1: Salvage in the Storm is found on page 14. If you have a weak party, remove one of the lowest level monsters from the encounter. If you have a strong party, SESSION 2: ELEMENTAL ASSISTANCE add one monster among the types listed for each encoun• In a fortunate twist of fate, the adventurers encounter ter whose level matches the encounter level. an elemental fire spirit, a remnant of a lost age. It tells For instance, in Encounter 1-1 (a level 1 encounter), a brief tale ofits existence then disappears as a swarm you might subtract a slit runner darter (level 1 artillery) of insectlike creatures called kanks attack. Encounter from the encounter if your party is weak, or add a third 1-2: Banishing the Hive is found on page 16. silt runner rager (level 1 brute) if your party is strong.

SESSION 3: FRUITS OF THE DESERT RESTING Escaping the assault of the storm for a moment, the Although the adventurers can take short rests between adventurers find a beautiful desert plant and resupply. sessions, they are allowed to take extended rests only The peace doesn't last long, however. A band of goblin between chapters. During Chapter 1, the adventurers raiders had their eyes on the fruits. Now, they covet the are harried by the forces of the Wastewalker and would adventurers' treasures as well. Encounter 1-3: Bush be overwhelmed if they paused long enough to take an and Ambush is found on page 18. extended rest. This section collects all the treasure awarded in this

SESSION 4: RALO chapter, including the new items from the DARK SUN The adventurers cross paths with a wasteland nomad Campaian Settina· named Ralo. He tells them about the Wastewalker and his cult of arcanist hunters. As soon as this information CONTINUING THE is conveyed, elemental forces sent by the Wastewalker ADVENTURE arrive to capture or kill his enemies. Encounter 1-4: Devilish Dust is found on page 20. Note that the adventure included here is the first of3 chapters of play for this D&D Encounters season. The subsequent two chapters will be available separately as the season progresses. Check with your organizer upon completion of this chapter to receive the next chapter. Stonemeal Biscuit Level 3 This coarse dwarven fare tastes foul but keeps you going throughout the day. Other Consumable 30 gp Property: A single stonemeal biscuit weighs one-tenth of a ENCOUNTER 1-3: BUSH AND AMBUSH pound and has the nutritional value of a full day's worth of food. Amulet of Psychic Interference Level 5+ Power (Consumable + Healing): Standard Action. You A shrunken head carved from bone hangs from a rough eat the stonemeal biscuit. You gain a + 1 power bonus on twine. It animates and cackles madly when you call on Endurance checks for 12 hours. In addition, you regain its power. an extra 1 hit point the next time you spend a healing Lvi5 +1 1,000 gp Lvi 20 +4 125,000 gp surge this day. Lvi 10 +2 5,000 gp Lvi 25 +5 625,000 gp Lvl15 +3 25,000 gp Lvl30 +6 3,125,000 gp Item Slot: Neck ENCOUNTER 1-5: Enhancement: Fortitude, Reflex, and Will BACKS AGAINST THE WALL Property: You make saving throws to end charm, fear, or Level 2+ psychic effects at the start of your turn. If you fail any of Orb of Debilitatin: Lan: uor these saving throws, you do not make a saving throw to This shadowy orb leaves your enemy enfeebled. end that effect at the end of your turn. Lvi 2 +1 520gp Lvl17 +4 65,000gp Power (Daily + Psychic): Immediate Reaction. Tri88er: Lvi 7 +2 2,600 gp Lvi22 +5 325,000 gp An enemy you can see hits or misses you using a power Lvl12 +3 13,000 gp Lvi27 +6 1,625,000 gp Implement (Orb) that has the charm, fear, or psychic keyword. Effect: The triggering enemy takes 10 psychic damage. Enhancement: Attack rolls and damage rolls Level 10 or 15: 15 psychic damage. Critical: +1d6 damage per plus Power (Daily): Free Action. Use this power when an attack Acidic Wea on Level 4+ with this orb hits the target's Fortitude defense. The tar• get is slowed (save ends). A stream of acid lashes out from this melee weapon, burn- ing a target who might otherwise be out of reach. Lvi4 + 1 840 gp Lvl19 +4 105,000 gp Lvi9 +2 4,200 gp Lvi24 +5 525,000 gp Lvl14 +3 21,000 gp Lvi29 +6 2,625,000 gp Weapon: Heavy Blade, light Blade, Spear Enhancement: Attack rolls and damage rolls Critical: + 1d6 acid damage per plus Power (Encounter + Acid): Standard Action. Make a melee basic attack with the weapon against a target within 5 squares of you. All damage dealt by this basic attack is acid damage. Power (Daily + Acid): Free Action. Use this power when you hit with the weapon. Deal ongoing 5 acid damage (save ends). Level 14 or 19: Ongoing 10 acid damage. Level 24 or 29: Ongoing 15 acid damage. ENCOUNTER 1-4: DEVILISH DUST

M ster of the Hidden Veil Level 3+ Throu8h misdirection and concealin8 ma8ic, you obscure your spellcastinB' Lvi 3 680 gp Lvl18 85,000 gp Lvi8 3,400 gp LvlB 425,000 gp Lvi 13 1 7,000 gp Lvi 28 2,125,000 gp Veiled Alliance Mystery Property: You gain a +1 item bonus to Bluff checks. Level 13 or 18: +2 item bonus to Bluff checks. Level 23 or 28: +3 item bonus to Bluff checks. Power (Daily + Illusion): Free Action. Tri88er: You use an . Effect: You become invisible until the end of your next turn, and you can shift 1 square. Level 8: Shift 2 squares. Level 13: Shift 3 squares. Level 18: Shift 4 squares. Level 23: Shift 5 squares. Level 28: Shift 6 squares. The first five encounters span a relentless, extended ONGOING SKILL CHALLENGE chase. As the players move from encounter to encounter Once the adventurers escape the immediate danger of in this chapter, play up the constant threat from the environment and the Wastewalker's forces. the silt runner attack. they enter rocky badlands near the Ringing Mountains. They hear the constant clatter of the shard storm that stalks them. This looming threat SESSION 1: is represented by an ongoing skill challenge that spans ESCAPE THE STORM Chapter I,starting after the first session. The adventure begins with a devastating assault on a FLEEING ACROSS THE WASTES caravan making its way from Altaruk to Tyr. The adven• Survival in the desert wasteland is difficult under turers are survivors of a terrifying obsidian shard storm that took the caravan by surprise. As the storm contin• normal circumstances. With the added pressure of ues to pelt them, another threat emerges: a wicked pack storm and stalkers, it is truly daunting. This skill of silt runners. Go to Encounter 1-1: Salvage in the challenge simulates two days of excruciating travel and survival. Storm (page 14). At the beginning of Sessions 2 through 5, each character makes one skill check for this ongoing skill SURV1VAL DAYS challenge. Tabulate the results from week to week and apply the conclusion just before the final encounter. Travel between Athasian city-states is dangerous at best. Level: 1 (500 XP). Even with ample supplies and proper safeguards, travel• Complexity: 5 (requires 12 successes before 3 failures). ers are at risk from sandstorms, raiders, thirst, exhaustion, Primary Skills: Athletics, Endurance, Heal, Nature. and the punishing sun. The DARK SUNsetting abstracts Athletics (DC 10): The character climbs ledges, leaps necessary supplies for travel on Athas through the use across chasms, and trudges through silt, helping the of survival days. These expendable resources account party bypass obstructing terrain. This skill can be used for food, water, proper clothing, and other supplies. Each to gain 4 successes in this challenge. survival day allows a single character to travel in the Endurance (DC IS): The adventurer keeps moving, dangerous wastes of Athas for one day without being shrugging off fatigue that threatens to overtaken the subjected to starvation or thirst. party. This skill can be used to gain 6 successes in In DARK SUN:Fury of the Wastewalker, it is important to this challenge. track survival days from session to session just like trea• Heal (DC 10): Using the meager resources the party sure and experience points. Any unsupplied character has, the character treats injuries and sooths abrasions faces a sun sickness attack in the early portions of Chap• caused by the heat and grit. This skill can be used to ters 1 and 3. Survival days can also be used to alleviate gain 4 successes in this challenge. the effect of the ongoing skill challenge, Fleeing Across Nature (DC 10): The hero finds the best paths through the Wastes, in Chapter 1. the desert, identifying hazards before the party runs Forany player that joins after Session 1,give his or her char• into them, hunting creatures for food, and finding small acter 1 survival days. This supply grants sufficient resources amounts of water. This skill can be used to gain 6 suc• for extended rests, but the hero stillexperiences the daunting cesses in this challenge. task of surviving travel through sun-scorched Athas. Secondary Skills: Arcana, Perception. Sun Sickness level 2 Arcana (DC 15): The character discreetly uses his or her arcane abilities to create minor illusions or distant The sun's punishing rays leech vitality from your body. Attack: level + 4 vs. Fortitude diversions to throw off pursuers. Success on this check Endurance improve DC 17, maintain DC 13, worsen DC 12 negates one previous skill challenge failure. The target is cured. Perception (DC 10): The adventurer keeps a lookout for ~ Initial Effect: The target loses one healing surge or hit landmarks, dangers, or hazardous terrain. This watch• points equal to the target's surge value. The healing surge or fulness grants a +2 to the next Nature check made as hit points cannot be regained until the target is cured. part of this skill challenge. m The target takes a - 2 penalty to all attack rolls and defenses. mThe target is slowed and weakene<:l. IJ Final State: The target dies. DESERT SETBACKS Each week, after each adventurer has made one skill check in this challenge, the perilous environment causes SESSION 2: a setback. Rollld4 to determine which setback occurs. ELEMENTAL ASSISTANCE (fmore than half the party members succeed on the skill check imposed by the setback, the heroes gain 1 Keeping the darkened sky behind them and moving far success in the skill challenge. If not, they do not suffer from any known trade routes, the adventurers discover a a skill challenge failure, but all characters apply the copse of petri fied trees in a small valley. Read: listed detriment. This effect lasts until the end of that session's encounter. From your vanta8e point at the ed8e of the valley, you see that 1. Extreme Heat (Endurance DC 10): If the party it is littered with exotic bones from lon8-extinct creatures. As fails the group Endurance check, it loses one survival the sun passes overhead, a small flame spirit appears in the day per member. If the group has insufficient survival clearin8 and waves in your direction. days, the deficit must be accounted for with lost heal• ing surges. The heroes determine the distribution of The fire spirit communicates by using jets of name to surge loses, but no character can lose more than one as a melt sand into glass script letters. If prompted, it imparts result of this setback. the following information. 2. Mirage (Perception DC 10): Led astray by an illusory image and a failed group Perception check, What are you? I am a Spirit of the Flame, an elemen• each character takes a -1 penalty to all defenses tal force. Icollected here centuries a80, shortly after the lush during this encounter. Athasian lands were destroyed by warfare. 3. Silt Storm (Endurance DC 15): If the party fails the group Endurance check, all enemies are treated as Where did you come from? I once walked Athas as having concealment during this encounter. you do, patrollin8 these lands as a protector of life. 4. Treacherous Terrain (Acrobatics DC 5): If the party fails this group Acrobat- Why are you here now? I am bound to this place by stron8 elementalforces unknown to me. Iawait the return of another Green A8e tofree icsathe -1 check, session's penalty each to encounter.' speed character for~- takesl.~ ...." (!JT, , ... < me.

CONCLUSION How can we free Success: If the group you? You cannot. Only a achieves 12 successes collective effort by all Atha• after the skill checks at the sians can restore Athas's lands beginning of Encounter 1-5: to their lon8-lost fertility. Backs Against the Wall, the characters survive the chase in After interacting briefly, the spirit fine form. Each hero regains a vanishes abruptly in a puff of healing surge for use in the chap• smoke. Moments later, a colony ter's final session. ofkanks attacks-proceed to Partial Success: If the group did Encounter 1-2: Banishing the not achieve 12 successes but also did Hive (page 16). not get 3 failures, its trek across the desert was a significant hardship. No healing surges are regained before the last encounter. Failure: If the characters get 3 failures, the harsh desert and constant attacks take their toll. Each character loses a healing surge before the final encounter. If an adventurer is out of healing surges, he or she takes 5 damage .

• ROLEPLAY1NG PAST Can you tell us about obsidian shard storms? I've ENCOUNTERS never seen obsidian rain from the sky before. Ihave heard tales of a twisted lizardfolk shaman called the Wastewalker who Veteran D&D players might recount among their favor• uses storms and other primalforces of the desert to destroy ite game sessions a time when they spent the evening arcane maBie users. Have you aroused his wrath somehow? roleplaying with the creatures the Dungeon Master had designed to fight them. Although DARKSUN: Fury of the At some point, Ralo pauses, glances around, and then Wastewalker was designed with classic, combat-centered whispers, "It's not safe." At that moment, a ssurran D&D play in mind, several encounters lend themselves to magus and several elemental air spirits attack. The differing approaches toward defeating the weekly threat. lizard folk curses the "defiler" dwarf and menaces the For these events, a well-prepared Dungeon Master can adventurers. Proceed to Encounter 1-4: Devilish shine. Dust (page 20). Ifyour players hesitate to draw swords and start swing• ing, they can try to convince the enemy that they mean SESSION CORNERED no harm. If they succeed, find a way to make the conse• 5: quences of their actions result in another tense situation. The adventurers flee toward the mountains, but the For example, perhaps the players think that the goblins in eastern edge of the range is impassable in many places. session 3 are simple fellow desert survivors seeking food In time, they find themselves trapped against a sheer and water. After a dramatic and tense negotiation using rock wall rising a hundred feet in the air. Go to Encoun• applicable skills (Diplomacy, Nature, and perhaps a little ter 1-5: Backs Against the Wall (page 22). Intimidate to get their point across), some supplies are traded and the party is considered to have "defeated" CHAPTER 1 FINALE the encounter. If time remains in the session and the The adventurers have survived so far but the dark group is interested, the adventurers cross paths with clouds remain. For a brief moment no one approaches more aggressive monsters shortly thereafter. Throw some and it appears that the heroes are safe. Read: miniatures onto the table and pick a level-appropriate sample encounter from one of the Monster Manuals. You After the threat is Bone, you have afew moments to explore can make up your own map on the spot or just use the your surroundin8s. Within the defiled area, you notice a small tactical map provided. Remember, it's about giving the cave leadinB below. Outside, the desert promises only more players what they want and, most of all, having fun! storm and more attacks. Perhaps the passaBe offers a way out?

SESSION 3: The characters gain a level 1 minor quest reward (100 FRUITS OF THE DESERT XP) for surviving the Wastewalker's harassment. After the heroes enter the mountain and proceed a In the badlands canyons, the adventurers lose track of short distance, they hear the Wastewalker's minions. the obsidian shower briefly. They pause near a ripened Emboldened by the direct orders of their champion, cactus plant bearing sweet and tangy fruit. As they catch they have braved the defiled terrain and rolled a large their breath, they are beset by a group of goblins. Run boulder over the mouth of the cave. If the adventurers Encounter 1-3: Bush and Ambush (page 18). double back, they are unable to remove the block- age by any means. The heroes clearly have time for SESSION 4: RALO an extended rest, but must find another way out. The As they rush toward the mountains, the adventurers adventure continues in Chapter 2: The Tomb of a cross paths with a wandering wastelander named Ralo. Long, Lost Age. If they ask him questions, he can reveal the following information ..

Who are you? I was once a miner in the iron mines ofTyr, but my mine was destroyed by afri8htenin8 band of briBands known as hejkin. They burrow throu8h the earth and have a particular dislike for arcanists and pointy-eared folk.

What are you doing out here? I have lon8 studied preservinB ma8ic, but some Athasians believe all arcane maBie is danBerous. That is why I'm a wanderer.

What can you tell us about this area? Sandstorms are commonplace here. That is why Iwear this headdress. Keeps the sand, sun, and wind off myface. Still, somethin8 odd is 80inB on. Encounter Levell (525 XP) FEATURES OF THE AREA Illumination: The desert is brightly lit, though the SETUP shard storm limits visibility to 12 squares. Boulders: These 2-square tall obstacles provide cover Silt runner inciter (1) and require a DC 10 Athletics check to climb. 2 silt runner ragers (R) Covered Cart: The cart provides cover. It also grants 2 silt runner darters (D) shelter from the shard storm and contains many sur• vival days of food and water. When inside or adjacent to A sense of urgency fills this encounter. The adventur• the cart, a character can retrieve 1 survival day of sup• ers set up in the outlined area of the encounter map plies as a minor action. around the wagon. The silt runners attack from an area Shard Storm: The fantastic effect of the shard storm of boulders nearby. The characters have two goals: Col• is hazardous to any creature out in the open (not inside lect as many survival days (page 11) worth of supplies the covered cart). At the start of an exposed creature's as possible from the broken wagon and flee the worsen• turn, it takes 2 damage. ing shard storm by exiting the map edge beyond the silt Silt: The blue squares on the right edge are part of a runners. Read: depression filled with silt. Entering these squares immo• bilizes a creature (save ends). With a save, the character The deafenin8 clatter of the shards be8ins to subside, and pulls himself or herself to an adjacent square of solid you notice few of your fellow travelers are still alive. As ground. Silt runners are immune to this effect. your wits return, you see small bipedal reptiles leap from Treasure: Two healin8fruits (potion ofhealin8; PH 255) the surroundin8 silt. They are li8ht on their feet and keen to lie among the caravan merchants' personal effects. pick throu8h the remainin8 car80' You quickly scan the area and see more of them lurkin8 on all sides. The best path away from the hordes and the worst of the storm is directly throu8h the near• est foes. ---"'-----. TACTICS The silt runners try to prevent the adventurers' escape. They hate fey creatures and take particular notice ofCastri, if he is among the party . I• They gang up on him, cursing his fey heritage. The inciter begins by dropping psionic detonation between the adven• turers and their escape path (at the top of the map). The inciter then keeps close to its allies to make full use of incitefury. The ragers team with the inciter as a frontline force. They advance quickly and engage in melee combat, targeting Castri or the two ,. humans first. The darters attack from range, J attempting to immobilize any heroes f fleeing the area. Their goal is to keep t the adventurers close to the ragers. - DEVELOPMENT Silt Runner Inciter (I) Level 2 Controller (Leader) Small natural humanoid (reptile) XP 125 The adventurers have 5 rounds to collect supplies (sur• HP 38; Bloodied 19 Initiative +3 vival days) and clear a path through the enemies. At the AC 16, Fortitude 14, Reflex 14, Will 15 Perception +3 end of the fifth round and every 5 rounds after that, Speed 7 low-light vision more silt runners arrive from any of the map sides near TRAITS Silt Runner Swarm the wagon. Each group of reinforcements is composed of An enemy that starts its turn adjacent to two or more silt run• two ragers, two darters, and an inciter. ners takes 2 damage. Keep track of the number of survival days the STANDARD ACTIONS adventurers have taken from the cart. They can be CD Bone Sword (weapon) • At-Will important during Chapter 1's Fleeing Across the Attack: Melee 1 (one creature); +7 vs. AC Wastes skill challenge. Hit: 1d10 + 5 damage. ~~ Psionic Detonation (force, zone) • Recharge [j] Attack: Area burst 1 within 10 (enemies in burst); +6 vs. Reflex 2 Silt Runner Ragers (R) Level 1 Brute Hit: 1d1 0 + 5 force damage. The burst creates a zone that lasts Small natural humanoid (reptile) XP 100 each until the end of the encounter. Enemies treat squares within Initiative +2 HP 34; Bloodied 17 the zone as difficult terrain. AC 13, Fortitude 13, Reflex 13, Will 13 Perception +2 Miss: Half damage. Speed 7 low-light vision <~Incite Fury. Recharge when first bloodied TRAITS Effect: As a free action, each silt runner within a close blast Silt Runner Swarm 5 shifts 1 square and makes a basic attack before or after it An enemy that starts its turn adjacent to two or more silt run• shifts. ners takes 2 damage. TRIGGERED ACTIONS STANDARD ACTIONS <~Incite Frenzy. Encounter CD Bone Spear (weapon) • At-Will Tri88er: The inciter is first bloodied. Attack: Melee 2 (one creature); +6 vs. AC Effect (Free Action): As a free action, each ally within a close Hit: 2d6 + 5 damage. burst 5 shifts 1 square and makes a basic attack before or after + Brutal Spear (weapon) • Recharge when first bloodied it shifts. Attack: Melee 2 (one creature); +6 vs. AC Skills Athletics +6, Intimidate +9, Stealth +8 Hit: 4d6 + 4 damage. Str 11 (+1) Dex 14 (+3) Wis 15 (+3) + Penetrating Spear (weapon) • Encounter Con 14 (+3) Int 8 (+0) _ Cha 16 (+4) Requirement: The rager must be bloodied. Alignment unaligned languages Draconic Attack: Melee 2 (one creature); +6 vs. AC Equipment bone sword Hit: 4d6 + 4 damage, and the target gains vulnerable 5 to all damage until the end ofthe rager's next turn. Skills Athletics +5, Stealth +7 2 Silt Runner Darters (D) Level 1 Artillery Strl1(+O) Dex 15 (+2) Wis14(+2) Small natural humanoid (reptile) XP 100 each Initiative +4 Con 14 (+2) Int 6 (-2) Cha 10 (+0) HP 25; Bloodied 12 Alignment unaligned languages Draconic AC 13, Fortitude 11, Reflex 14, Will 13 Perception +2 Equipment bone spear Speed 7 low-light vision •• :~.!..•••.•.•• I Silt Runner Swarm Any enemy that starts its turn adjacent to two or more silt run• ners takes 2 damage. STANDARD ACTIONS

CD Wooden Dagger (weapon) • At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d4 + 5 damage. @) Blowgun (weapon) • At-Will r----"-, Attack: Ranged 12 (one creature); +8 vs. AC Hit: 1d1 0 + 4 damage. :r Poison Dart (poison, weapon) • Recharge ~ [j] Attack: Ranged 12 (one creature); +6 vs. Fortitude i · PC I Hit: 2d10 + 3 poison damage, and the target is immobilized 1 I (save ends). Aftereffect: The target is slowed (save ends). Miss: Half damage, and the target is slowed until the end of the I. START I darter's next turn. Skills Athletics +5, Stealth +9 I AREA I Str 10 (+0) Dex 18 (+4) Wis 14 (+2) Con 13 (+1) Int 6 (-2) Cha 11 (+0) ~ - - - •.. -- ... Alignment unaligned languages Draconic cl Equipment wooden dagger, blowgun, 20 darts ( 2 Kank Soldiers (S) level 4 Soldier Encounter Level 2 (725 XP) lar e natural beast (mount) XP 175 each HP 54; Bloodied 17 Initiative +7 AC 10, Fortitude 17, Reflex 16, Will 14 Perception +8 SETUP Speed 8 2 kank soldiers (5) Resist 5 acid, 5 poison 3 kank spitters (A) TRAITS Grabbed Advantage (mount) A friendly rider of 4th level or higher mounted on the soldier Before this encounter, each character performs a single has combat advantage against any creature grabbed by the skill check in the ongoing Fleeing Across the Wastes soldier. skill challenge (page 11). Make a note of the successes STANDARD ACTIONS and failures. CD Bite. At-Will The adventurers set up in the outlined area of the Attack: Melee 1 (one creature); +9 vs. AC, or +11 against crea• encounter map. The kanks surround the adventurers, tures grabbed by the soldier. While the soldier has a creature attacking from all sides. Read: grabbed, it can use bite against the grabbed creature only. Hit: ld4 damage, or ld4 + 10 against creatures grabbed by the soldier. In addition, the soldier grabs the target. The stench of brimstone as the fire spirit snuffs out is supple• + Kank Venom (poison) • Recharge r;:;] [IJ mented by the harsh smell of acid. Looking up, you notice that Attack: Melee 1 (one creature grabbed by the soldier); +9 vs. large, armored, green-eyed insects approach from all direc• Fortitude tions. Their feet click against the rocky terrain as they close Hit: The target is slowed and takes ongoing 10 poison damage around you. (save ends both).First Failed Savin8 Throw: The target is immo• bilized (save ends). Str 18 (+6) Dex 16 (+5) Wis 12 (+3) TACTICS Con 14 (+4) Int 1 (-1) Cha 6 (+0) The kanks are looking for food for their hive. They Alignment unaligned languages - attempt to pick off the weakest characters, but otherwise attack in straightforward fashion. FEATURES OF THE AREA Illumination: This area of desert is brightly lit. Boulders: These 2-square tall obstacles provide cover and require a DC 10 Athletics check to climb. Petrified Trees: These ossified plants provide cover against ranged attacks from creatures on the opposite side of the trees.

3 Kank Spitters (A) level 2 Artillery Small natural beast XP 125 each HP 30; Bloodied 15 Initiative +4 AC 14, Fortitude 13, Reflex 15, Will 14 Perception +3 Speed 8 Resist 5 acid, 5 poison STANDARD ACTIONS CD Bite (acid) • At-Will Attack: Melee 1 (one creature); +7 vs. AC Hit: 1d4 + 1 damage plus 1d8 acid damage. :r Kank Spit (acid) • At-Will Attack: Ranged 10 (one creature); +7 vs. Reflex Hit: 1d4 + 1 damage, and the target is slowed and takes ongoing 5 acid damage (save ends both). If the target is already slowed, it is instead immobilized (save ends). Str 13 (+1) Dex 17 (+4) Wis 14 (+3) Con 12 (+1) Int 1 (-3) Cha 6 (-1) t Alignment unaligned languages - ( .11 ,.1

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- Encounter Levell (500 XP) Nature DC 10: You've never seen these creatures before, but you've heard tales of desert humanoids that survive off the land and keep away except in times of SETUP desperate need. 2 goblin cursespewers (S) Spiretop drake (D) TACTICS 2 goblin archers (A) The goblins do not try to go head-to-head with the 2 goblin cutters (C) adventurers. They use their advantageous positions and high mobility to attack from the fringes. They are after Before this encounter, each character performs a single the tree fruit and any other supplies they can steal from skill check in the ongoing Fleeing Across the Wastes the party. skill challenge (page 11). Tabulate the successes and The goblin archers have small desert air-elemental failures with those from previous sessions. gliders that harness the hot desert winds so they can The adventurers begin in the outlined area of the fly across the battlefield, peppering the adventurers encounter map around the desert tree. The goblins have with arrows. taken positions out of view on top of the high rocks over• The goblin cutters protect the cursespewers from atop looking the area. the large cliff. The cursespewers dispatch them one This encounter begins with a surprise round. The at a time to engage the adventurers, so they can make goblins and any adventurers with Passive Perception 15 full use of 80blin doom. When the cursespewers fall, any or higher get to act initially. In the surprise round, the remaining goblins break and run. tamed drake drops a lasso loop around a pack of sup• The spiretop drake does not harm the adventurers, plies and the goblins yank them away. Read: flying away if attacked.

A tribe of small ween-skinned creatures emer8es from atop the badlands hei8hts. They wear bone armor arran8ed to make them appear as skeletons. These trappin8s seem more ceremonial than practical. Two of creatures have odd fins attached to their le8s.

6 '" ...... jj~ .•. ~ - ---I ~ --- " ~."j..•... 1 _ ...L___ ...~__".--- 8 1 n-----;"!I~ ~ 1, - ...... 1--- g reI!~, (.-- 1 I :r ."•••'+:""J.. WiiIII START1 '. -. .. ~i,) ,--' • 1 -- - '1 ~ ~. "-- ~!"'}jr''''''' 1 .-I':~ '~ ~- PC - - ~:::..:...~ "AREA I :' ~ '" '! ...... ©.® ". ~ FEATURES OF THE AREA 2 Goblin Archers (A) Level 1 Skirmisher Small natural humanoid, goblin XP 100 each Illumination: Twilight fills this area with dim HP 19; Bloodied 14 Initiative +5 illumination. AC 17, Fortitude 13, Reflex 15, Will 11 Perception +1 Brambleweed Heights: The rocks are 4 squares Speed 6, fly 8 (glider) Low-light vision TRAITS high and covered with brambleweed. A creature that Great Position starts its turn in a brambleweed square takes 5 damage. If, on its turn, the goblin ends its move at least 4 squares away A creature that ends its turn in a brambleweed square is from its starting position, it deals 1d6 extra damage on ranged restrained until the start of its next turn. Brambleweed attack until the start of its next turn. squares are difficult terrain. The goblins are immune to STANDARD ACTIONS this terrain effect, having carefully surveyed their posi• CD Short Sword (weapon) • At-Will tion here. Attack: Melee 1 (one creature); +6 vs. AC Treasure: The goblins have 3 survival days (page 11) Hit: 1d6 + 1 damage. ® Shortbow (weapon) • At-Will worth of food and water with them. They also have a +I Attack: Ranged 15/30 (one creature); +6 vs. AC acidic obsidian spear (level 4 item; page 10; Adventurer's Hit: 1d8 + 1 damage.

Vault, page 62) and a +1 amulet of psychic interference (level ":>r Mobile Ranged Attack. At-Will 5 item; page 10; DAHK SUNCampaian Settina). Effect: The goblin moves half its speed. At any point during that movement, it makes one ranged basic attack without provok• Spiretop Drake (D) Level 1 Skirmisher ing opportunity attacks. TRIGGERED ACTIONS Small natural beast (reptile) XP 100 Goblin Tactics. Encounter HP 19; Bloodied 14 Initiative +6 AC 16, Fortitude 11, Reflex 14, Will 13 Perception +3 Tri88er: The goblin is missed by a melee attack. Effect (Immediate Reaction): The goblin shifts 1 square. Speed 4, fly 8 (hover) STANDARD ACTIONS Skills Stealth +10, Thievery +10 Str 14 (+1) Dex 17 (+3) Wis 11 (+1) CD Bite. At·WiII Attack: Melee 1 (one creature); +6 vs. AC Con 13(+1) Int8(-1) Cha8(-1) Hit: 1d6 + 4 damage. Alignment evil Languages Common, Goblin CD Snatch. At-Will Equipment leather armor, short sword, shortbow, arrows x40 Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 1 damage, and the drake steals a small object from the 2 Goblin Cursespewers (S) Level 2 Artillery (Leader) target, such as a vial, scroll, or coin. Small natural humanoid XP 115 each Flyby Attack. At-Will HP 68; Bloodied 34 Initiative +1 Effect: The drake flies 8 squares and makes one melee basic AC 14, Fortitude 14, Reflex 13, Will 15 Perception +1 attack at any point during that movement. The drake doesn't Speed 6 Low-light vision provoke opportunity attacks when moving away from the STANDARD ACTIONS target of the attack. CD Sacrificial Knife (weapon) • At-Will Str 11 (+0) Dex 18 (+4) Wis 16 (+3) Attack: Melee 1 (one creature); +7 vs. AC Con 13 (+1) Int 3 (-4) Cha 11 (+0) Hit: 1d4 + 3 damage. Alignment unaligned Languages - ® Confounding Curse. At-Will Attack: Ranged 10 (two creatures); +7 vs. Will 2 Goblin Cutters (C) Level 1 Minion Hit: 1d6 + 3 damage, and the target grants combat advantage to Small natural humanoid, goblin XP 15 each the goblin's allies until the end of the cursespewer's next turn. TRIGGERED ACTIONS HP 1; a missed attack never damages a minion. Initiative +5 AC 16, Fortitude 11, Reflex 14, Will 11 Perception +1 ~:- Goblin Doom (poison) • At·WiII Speed 6 Low-light vision Tri88er: A goblin within 5 squares is hit by a melee attack. STANDARD ACTIONS Attack (Immediate Interrupt): Area burst 1 centered on the trig• gering goblin (creatures in burst); +5 vs. Reflex CD Short Sword (weapon) • At-Will Attack: Melee 1 (one creature); +5 vs. AC Hit: 1d1 0 + 3 poison damage, and ongoing 5 poison damage (save ends). Hit: 4 damage, or 5 damage if the goblin has combat advantage Goblin Tactics. Encounter against the target. TRIGGERED ACTIONS Tri88er: The goblin is missed by a melee attack. Goblin Tactics. Encounter Effect (Immediate Reaction): The goblin shifts 1 square. Tri88er: The goblin is missed by a melee attack. Skills Religion +5 Str 11 (+1) Dex 14 (+3) Wis 11 (+1) Effect (Immediate Reaction): The goblin shifts 1 square. Con 16 (+4) Int 9 (+0) Cha 17 (+4) Skills Stealth +S, Thievery +5 Str 14 (+1) Dex 17 (+3) Wis 11 (+1) Alignment chaotic evil Languages Common, Goblin Con 13(+1) Int8(-1) Cha8(-1) Equipment leather armor, sacrificial knife, wand Alignment evil Languages Common, Goblin Equipment leather armor, short sword , Poisonscale Magus (M) Level 2 Artillery Encounter Levell (575 XP) Medium natural humanoid (reptile), lizardfolk XP 125 HP 32; Bloodied 16 Initiative +2 AC 14, Fortitude 14, Reflex 16, Will 16 Perception +8 SETUP Speed 6 (swamp walk) Poisonscale magus (M) STANDARD ACTIONS 3 dust devils (D) CD Dagger (weapon) • At-Will Attack: Melee 1 (one creature); +6 vs. AC 3 deep silt spots (S) Hit: 1d6 + 3 damage. :y Paison Blood (poison) • At-Will Before this encounter, each character performs a single Attack: Ranged 10/20 (one creature); +7 vs. Fortitude skill check in the ongoing Fleeing Across the Wastes Hit: 1d6 + 3 poison damage, and ongoing 5 poison damage skill challenge (page 11). Tabulate the successes and (save ends). failure with those of previous sessions. .;~ Poison Barrage (poison) • Encounter Attack: Area burst 3 within 10 (creatures in burst); +5 vs. Ralo, a dwarf wastelander, is surprised by the dust Fortitude devils. Characters with passive Perception 20 or higher Hit: 1d6 + 3 poison damage, and the target gains vulnerable 5 detect the approach and can act in the surprise round. poison (save ends). The heroes and Ralo set up in the outlined area of the Miss:Half damage, and the target gains vulnerable 5 poison encounter map; the enemies attack from all sides. until the end of its next turn. Ralo has the following basic stats. He does not wield a MINOR ACTIONS weapon and will not join combat. :y Corrupt Poison (poison) • At-Will Attack: Ranged 10/20 (one creature taking ongoing poison damage); +7 vs. Fortitude Ralo, DwarfWasterlander Level 1 NPC Hit:The magus slides the target 3 squares, and the target is HP 18; Bloodied 9 slowed (save ends). AC 14, Fortitude 15, Reflex 12, Will 11 Skills Arcana +9, Athletics +7 Speed 5 Str 12 (+2) Dex 12 (+2) Wis 14 (+3) Con 14 (+3) Int 15(+3) Cha 8 (+0) Before the surprise round, read: Alignment unaligned languages Draconic Dust kicks up all around you, swirlin8 in ever denser patterns. Equipment dagger You steel yourself a8ainst the offputtin8 alkaline taste that 8athers in your mouth. Suddenly, the desert seems to rise up 3 Dust Devils (D) Level 3 Skirmisher and attack. Small elemental magical beast (air,earth) XP 150 each HP 47; Bloodied 23 Initiative +7 TACTICS AC 18, Fortitude 14, Reflex 16, Will 14 Perception +0 Speed 8 The dust devils are after Ralo by command of the Immune disease, poison TRAITS ssurran magus. They concentrate their attacks in the Moving Defense surprise round on him, then turn on whichever adven• A dust devil takes a -2 penalty to all defenses while slowed or turer is the most immediate threat. immobilized. The poisonscale magus believes Ralo is a defiler and STANDARD ACTIONS

wants him vanquished. It stays back, near the edge of CD Grasping Winds. At-Will the battlefield, allowing the dust devils to confront the Attack: Melee 1 (one creature); +8 vs. Reflex heroes directly. Hit: 1d10 + 3 damage, and the dust devil slides the target 2 squares. <~Stinging Sands. Encounter FEATURES OF THE AREA Attack: Close burst 3 (enemies in burst); +8 vs. Fortitude Illumination: The dawn provides bright light Hit: 3d6 + 3 damage, and the target is blinded until the end of the dust devil's next turn. throughout the area. MOVE ACTIONS Boulders: The rocks in this area are 1 square high. A DC 10 Athletics or Acrobatics check allows a creature + Gale Blast. Recharge IZJ [i] Effect: The dust devil shifts S squares and makes one attack to hop onto a boulder square from the ground without against each enemy it moves adjacent to. spending any extra movement. Failure results in that Attack: Melee 1 (one creature); +8 vs. Fortitude square being treated as difficult terrain. Hit: The target falls prone. Skills Stealth +10 ( Str 8 (+0) Dex 18 (+5) Wis 8 (+0) ( Con 15(+3) Int 5 (-2) Cha 15 (+3) Alignment unaligned languages Primordial Silt Pools: The blue areas of the map are silt pools Trees: These small cacti provide cover against ranged and are difficult terrain. The squares marked with "S" attacks from creatures on the opposite side of the. trees. are silt deep spots. Treasure: Once the ssuran and his servants are defeated, Ralo bestows upon the two Veiled Alliance Silt Dee. S. ot S At-Will Terrain characters the mystery of the hidden veil (level 3 award; Within a shallow pool of silt, occasional deep spots can be ex• page 10; D,\RK SUN Campai8n Settin8). He also gives the ploited by observant combatants. party 2 stonemeal biscuits (level 3 item; page 10; Adven• Standard Action turer's Vault, page 192) and 4 healin8fruits (potion of Check: Nature check (hard DC) to recognize a deeper spot healin8; PH 255). in the silt pool. Target: One creature you choose within a silt pool Attack: level + 3 vs. Reflex Hit: The target is restrained (save ends) .

.. •..•... ~\ .. ~ I - -' - ..D - f PCL' I i AREA I I START I III @ L ____ ~I Encounter Level 2 (675 XP) TACTICS The shaman has been sent by the Wastewalker to capture the adventurers, in particular the two arcane SETUP casters. The ssurans' mission is hindered, however, Ssurran shaman (S) because the adventurers have stumbled upon a defiled 3 poisonscale slitherers (P) area that terrifies the lizard folk. They refuse to enter or Ankheg (A) stand adjacent to the map section marked in black out• line. If forced into that area, they retreat back to "safe" Before this encounter, each character performs a single ground as soon as possible, incurring attacks of opportu• skill check in the ongoing Fleeing Across the Wastes nity to do so. skill challenge (page II). Once that's done, apply the If the adventurers remain wholly in the defiled area, results of the skill challenge conclusion. the ssurrans take cover atop the boulders, using what ranged attacks they possess. One of the ssurrans car• When you are ready to begin, read: ries a bundle of 20 extra bone javelins. If necessary, Your path is blocked by the sheer face of a cliff that towers the ssurrans can make ranged basic attacks with these above you. The pursuin8 dark clouds mass behind you, but javelins at ranged 10/20 (one creature); +8 vs. AC; Id6 the storm of stone does not arrive. In the distance, you hear + 3 damage. hissin8 and screechin8' Althou8h you keep a careful eye on the 100min8 tempest, the attack comes instead from four ssurrans DEVELOPMENT that scramble over the rocks. At the end of the first round of combat, the ankheg The top and left side edge of the map forms a steep, bursts out of the ground and onto the battlefield. It detects food and does not care who it eats first. Both 20-square tall cliff of black rock. The adventurers begin in the outlined area of the encounter map. They seem sides can attempt to control the ankheg's attacks by trapped, but the enemy will not enter the defiled area of making contested Nature rolls (the shaman rolls for black sand. the ssurans; up to two characters can roll or aid for the party). The higher result directs the ankheg's action for 3 Poisonscale Slitherers (P) Level2 Soldier that round. The beast uses only basic attacks against the ssurrans. If one side controls the beast for three consec• Medium natural humanoid (reptile), lizardfolk XP 125 each HP 36; Bloodied 18 Initiative +6 utive rounds, it sides with that group until its opponents AC 17, Fortitude 14, Reflex 15, Will 13 Perception +7 have been defeated. Then, it turns on its former "allies." Speed 5 (swamp walk) TRAITS FEATURES OF THE AREA Slitherer Bravery A poisonscale slitherer gains a +1 bonus to attack rolls while it Illumination: The obsidian storm clouds looming is adjacent to at least one ally. over the area reduce the illumination to dim light. Slitherer Stability Black Sand: The outlined area on the map is defiled A poisonscale slitherer cannot be knocked prone and ignores land called black sand. A creature in a square of black forced movement. STANOARD ACTIONS sand regains half the normal hit points when targeted CD Spear (weapon) + At-Will by healing powers or when spending healing surges. Attack: Melee 1 (one creature); +8 vs. AC Boulders: The smaller boulders in this area are 2 Hit: 1d10 + 3 damage. squares high. The two large, crescent-shaped boulders ::y Javelin (poison, weapon) + Encounter are 3 squares high. All boulders provide cover and Attack: Ranged 10/10 (one creature); +6 vs. AC require a DC 10 Athletics check to climb. Hit: 1d6 + 3 damage, and the poisonscale makes a secondary Treasure: The shaman carries a +1 orb of debilitatin8 attack against the same target. lan8uor (level 2 item; page 10; Adventurer's Vault, page Secondary Attack: +4 vs. Fortitude Hit: ld6 + 3 poison damage. 93) and 2 healin8fruits (potion ofhealin8; PH 255). Skills Athletics +8, Stealth +9 Str 14 (+3) Dex 17 (+4) Wis 12 (+1) Con 12 (+1) Int 8 (+0) Cha 8 (+0) Alignment unaligned languages Draconic Equipment spear, javelin xl f Ankheg (A) Level 3 Elite Lurker Ssuran Shaman (S) Level 3 Controller large natural beast XP 300 Medium natural humanoid (reptile), lizardfolk XP 150 HP 100; Bloodied 50 Initiative +10 HP 47; Bloodied 13 Initiative +1 AC 17, Fortitude 14, Reflex 16, Will 14 Perception +9 AC 18, Fortitude 15, Reflex 14, Will 16 Perception +9 Speed 8, burrow 4 (tunneling) Tremorsense 5 Speed 6 (earth walk) Resist 5 acid STANDARD ACTIONS

Saving Throws +1; Action Points 1 CD Spear (weapon) • At-Will TRAfTS Attack: Melee 1 (one creature); +8 vs. AC Mandible Carry Hit: 1d8 damage, and the shaman pushes the target 1 square. The ankheg can move at normal speed while grabbing a crea• @? Sun Curse (fire) • At-Will ture that is Medium or smaller. Attack: Ranged 5 (one creature); +7 vs. Reflex STANDARD ACTIONS Hit: 1d6 + 1 fire damage, and the target is dazed until the end CD Claw. At-Will of the shaman's next turn. Attock: Melee 1 (one creature); +8 vs. AC ::r Treacherous Spirit (charm) • Recharge if the power misses Hit: 1d8 + 5 damage. Attack: Ranged 5 (one creature); +7 vs. Will + Mandible Grab. At-Will Hit: The target is dominated (save ends). Requirement: The ankheg cannot be grabbing a creature. Skills Athletics +7, Nature +9 Attack: Melee 1 (one creature); +8 vs. AC Str 11 (+1) Dex 11 (+1) Wis 17 (+4) Hit: 1d8 + 5 damage, and the target is grabbed. Con 15 (+3) Int 10 (+1) Cha 10 (+1) <~Acid Spray (acid) • Recharge when first bloodied Alignment unaligned languages Draconic Attack: Close blast 3 (creatures in blast); +8 vs. Reflex Hit: 1d8 + 5 acid damage, and the target is slowed and takes ongoing 5 acid damage (save ends both) . • ~"'II~[']:.~1•• I'J~L'" + Gnaw and Scuttle (acid) • At-Will (l/round) Attack: Melee 1 (one creature grabbed by ankheg); +8 vs. AC Hit: 1d8 + 1 damage, and ongoing 5 acid damage (save ends). The ankheg then shifts 1 squares and pulls the target to a space adjacent to its new location. Skills Stealth +11 Str 15 (+3) Dex 10 (+6) Wis 16 (+4) Con 18 (+5) Int 13 (+1) Cha 4 (-1) Alignment unaligned languages - __-n I - - I • I PC.® I I START I '11 ,~ I AREA I

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,,' ~r ~ .., At the end of your first session: Have the adventurers take a short rest if they want, but remind them to track their daily abilities. Healing surges used, daily powers expended, and other daily resources do not refresh in-between each session; only A D&D Encounters™ adventure for four to six at the end of each chapter. Make sure your players track 1st-level characters this information on their D&D Encounters Play Tracker. Turn in your session tracking sheet to the organizer. Welcome to an exciting official D&D play program called Make sure you've recorded all the DCI!RPGA numbers D&D Encounters. This adventure is a mini-campaign on it, along with your names and the play date. "season" designed to be played in one-encounter sessions Report Renown Point totals earned for each player to the once per week at your local Wizards Play Network location. organizer. The organizer will fill out the Renown Point Each Wednesday, players will earn both in-game rewards Tracker for the location, and will determine if any play• for their characters (such as treasure) and accumulate ers have earned a D&D Encounters Card. Renown Points towards special program-exclusive D&D Give out rewards to the players. This includes treasure and Encounters Cards that can be used in this and future sea• possibly D&D Encounters Cards (the organizer will tell you sons of D&D Encounters. if any players have earned this reward). Make sure the play• ers write down their rewards on their D&D Encounters PREPARING FOR PLAY Play Tracker. In order to DM this adventure, everything you need should Collect your reward! You should receive a special reward for be provided in the D&D Encounters play kit - this adven• providing your time as a DM to make the event happen. ture, the poster maps of all the encounter areas (inside the Your organizer will have more details on your reward. adventure), and a sheet of tokens to use for monsters, adven• turers, and battlefield effects. Preparing the adventure for At the end of the final session of this chapter: play is easy, simply follow the steps below. The adventurers take an extended rest, regaining all of their healing surges, hit points, and daily powers. In Before you DM your first session: addition, their action point totals reset to 1. Read over the Introduction, Adventure Synopsis, Adventure The adventurers level up to 3rd level.They apply the changes Summary, and Resting sections. listed on their character card to their character in prep• Read Session 1:A Broken Bridge under the Chapter 2: aration for the beginning of Chapter 3. Tomb of a Long, Lost Age section, and read Encounter 2-1: Awaking the Dead. (Alternatively, if you are starting CRED1TS at some other point in the adventure, read the appropriate sections and what's come before.) Nicholas K. Tulach William O'Connor Design Cover Illustration At the table of your first session: Ensure each player has a character to play. Players use one of Andy Collins Warren Mahy, David Rapoza, the characters provided in the play kit. At the end of Chap• Development Goran Josic, Mike Sass, ter I, all players' characters reach 2nd level.At the end of John Stanko, David Rapoza Interior Illustrations Chapter 2, all players' characters reach 3rd level. M. Alexander Jurkat Ensure each player has a D&D Encounters Play Tracker. Editing Liz Schuh, Jesse Decker, This sheet can be found in the play kit, and allows the Chris Tulach Laura Tommervik, players to track their character's treasure, experience, and Organized Play Content Shelly Mazzanoble, Kierin Chase Renown Points earned for each play session. Developer D&D Brand Team Get a session tracking sheet from the organizer. Record all the players' DCI!RPGA numbers on it, along with your DCI! Matthew Stevens Joe Yochum RPGAnumber. Ifyou or any ofthe players don't have a DCI! Art Director Organized Play Project Manager RPGA number, ask the organizer for a membership card. Cole Meier Donna Woodcock During the session: Graphic Designer Production Manager Remember, each session is one encounter in length. Just DM DUNGEONS& DRAGONS.DARKSUN,Wizards of the Coast, Wizards Play Network, D&D the encounter assigned for that week's session. A typical Encounters, Player's Handbook, Dun8ean Master's Guide, Monsler Manual, and all other play time for one encounter is about 90 minutes - 2 hours. Wizards of the Coast product names and their respective logos are trademarks of Wizards Remember to make decisions and adjudications that of the Coast llC in the U.S.A. and other countries. All Wizards characters and the distinctive enhance the fun of the game when possible. As the DM, likenesses thereof are property of Wizards of the Coast llC. This material is protected you can make some adjustments to the adventure (see the 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 sidebar) to facilitate the fun of the players.. permission of Wizards ofthe Coast llC. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2010 Wizards ofthe Coast llC. 88720. Unlike some seasons ofD&D Encounters, this special AWARD1NG MAG1C lTEMS DARKSUN preview season doesn't award experience When the characters find a permanent magic item, most points in the standard method. Instead, characters level of the time, the group will decide who gets to keep what. up at the end of each chapter. However, if the players can't agree who gets what, use XP Awards: The XP awards listed throughout this the following system to award magic items in the prior• adventure are for reference only, as characters level up ity listed. automatically at the end of each chapter. 1. Characters without permanent magic items. Milestones: For every 2 encounters a character 1. Character with the lowest-level permanent magic completes without taking an extended rest (offered at item. the end of a chapter), the character reaches a milestone, If there's more than one character that doesn't have a gaining an action point and possibly gaining use of magic item, or two characters tie for the lowest-level another magic item daily power. magic item, have those players decide who gets it. If they still can't decide, have each roll a d10; high roll gets the item. A player that wants to "opt out" of a pick can do so. THE EVER-CHANG1NG GROUP You can also do the same with the potions of healing and Since you can never tell who's going to show up to a 0&0 the ritual book if the players can't decide who gets them Encounters session from week to week, you might wind (but don't count these items as permanent magic items). Anyone character may not have more than 3 perma• up with a different group of players. Some players might be starting in "mid-stream," some may have missed a ses• nent magic items at the conclusion of this season. sion or two, and others may have played all the sessions with a different OM. That's OK. Catch up new players RENOWN POINTS with a brief summary of what's come before, and make One of the great rewards for playing in a D&D sure that returning players have marked off resources Encounters season is the accumulation of they spent (healing surges, daily powers, etc.) since their Renown Points (RPs), which are given out last extended rest. for accomplishments made by players during Majority Rules: If some element of the adventure plot (and sometimes in-between) sessions. These hinges on the adventurers making a decision in a previ• Renown Points are tracked at the Wizards ous session, and the group is different during the current Play Network location, and reaching certain session, simply find out how the decision went down from thresholds garners the player a tangible the players. Go with the majority, and if it's an even split, reward - a D&D Encounters Card! side with the most positive result. These cards can be used by players during the current D&D Encounters season, subse• TREASURE quent seasons, or possibly both. Each card has all the information on how it works printed As the characters progress through the mini-campaign, they will have the opportunity to gain treasure in the right on the card itsel[ As the DM, it's your task to award Renown form of gold pieces, valuables, and magic items. At the end of each session, determine if the players earned any Points at the end of a session of play,just like treasure. Use the following rules to divide up treasure you would award experience and treasure. Unlike experience and treasure though, you'll need to amongst the characters. Gold and Valuables: If the adventurers earn it, each report the Renown Point totals earned for each player to the organizer at the conclusion of the session when YOli character gets a share as noted on the table below. All valuables like gems and jewelry are converted to gold turn in your session tracking sheet. The organizer will then tell YOli if any players have qualified for a card. pieces (gp). Note that the amounts have already been The Renown accomplishments, their frequency (how divided up per character, do not modify the amounts based on the size of the group playing. often they can be awarded during the current season), and the point values of each are listed below. Magic Items: During the adventure, there are a number of magic items that may be discovered. They are listed on the table below. Give out magic items accord• ing to the sidebar Awarding Magic Items. TREASURE FOUND RENOWN POINT AWARDS Name of Treasure Where Found Accomplishment Frequency RPs 2 panther tears Encounter 2-1 Complete an encounter 1/Session 3 +1 piecemeal chain Encounter 2-1 Hit a milestone 2/Chapter 2 +1 crystal scale armor Encounter 2-2 Moment of greatness 1/Chapter 2 150gp/character Encounter 2-3 Revive a dying adventurer ally 1/Season 1 20gp/character Encounter 2-4 Hit for 15+ damage against 1 enemy 1/Season 1 6 survival days Encounter 2-4 Kill 3 minions in 1 attack 1/Season 1 2 potions of healing Encounter 2-4 Take 50 enemy damage in 1 session 1/Season 1 Baldric of time Encounter 2-5 Use the reckless breakage rule 1/Season 1 Survive 10+ sessions without dying 1/Season 2 Complete all quests 1/Season 5

Moment of Greatness: This is a discretionary award given out by the DM or through party vote to a player for doing something inventive, daring, or just plain cool during a session of play. Each player may earn this award once per chapter.

CHARACTER DEATH If a character dies during a session, the player has 2 choices: they can either bring the same character back at the beginning of the next session with a death penalty of -1 to attack rolls, saving throws, skill checks, and ability checks until they've hit one (1) milestone (2 encounters), or they can select another character, losing any extra trea• sure they may have gained along the way. RENOWN REWARDS When a player hits 10 points, they earn their first D&D Encounters Card, called the Delver Reward. This is awarded to the player at the conclusion of the session in which they earned enough points to qualify. The second award is called the Explorer Reward, and a player quali• fies for the reward by obtaining 35 Renown Points in this season. The third award is called the Adventurer Reward, and a player qualifies for the reward byobtain• ing 60 Renown Points in this season. The final two awards are given out at the conclusion of the season. At the end of the season, a limited number ofD&D Encounters Cards will be distributed amongst those that qualify for the reward. If there are more play• ers that qualify for the reward than cards available, the organizer will determine how they will be distributed. WEAPONS OF INFERIOR DARKSUN:Fury of the Wastewalker introduces the 'MATERIALS world of Dark Sun, a parched and perilous campaign Metal is so scarce on Athas that most armaments are setting for 4th Edition, to both new and veteran players. made of bone, wood, or stone. These substances are Their characters explore the blasted wastes of a world weaker than metal and fracture more easily. A broken defiled by arcane magic. This section provides back• weapon is at best an improvised weapon. Damaged magic ground information and a summary of the adventure. For information on what's come before, see the weapons lose their enhancement, properties, and powers until repaired. The following option simulates the rela• previous adventure package. This adventure package tive fragility of nonmetal weapons, making combat more includes details on Chapter 2 only. unpredictable and exciting. ADVENTURE SUMMARY Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You DARKSUN:Fury of the Wastewalker is a mini-campaign can accept the result, automatically missing the attack that spans the length of the summer 201 0 D&D as usual, but keeping your weapon intact. Alterna• Encounters season. The adventure is broken into tively, you can reroll. Regardless of the reroll result, a three chapters-story arcs divided by opportunities for nonmetal weapon breaks once the attack is complete. extended rests. Each chapter contains 5 sessions, which A metal weapon breaks only if you roll a naturalS or are one encounter in length and designed to be run lower on the reroll. This rule gives you a say in whether once per week. a weapon breaks. You can play it safe and accept the To give the Dungeon Master an overview of the errant attack, or you can attempt to avoid a miss by storyline, the Chapter 2 summary and the individual risking your weapon. play sessions are listed below. Chapter 1 and Chap• ter 3 are in separate adventure packages, available through your organizer. CHAPTER 2: CAPTURED By HALFLINGsf TOMB OF A LONG, LOST AGE As the adventurers emerge from the tunnels left by During sessions 6-10, the adventurers are safe from the the hejkin, they find themselves far from the desert torments of the Wastewalker and the searing heat ofthe in a lush mountain valley. Unfortunately, lurking desert, but a new threat emerges. They find a tomb con• in the shadows are dozens of savage halflings. The taining the ancient, unsettled spirits of a lost people. The heroes have no option but surrender. remains of previously failed expeditions litter the upper passages. In the lower depths, the adventurers confront the spirit of an powerful ancestor. When the adventur• ADJUSTING THE ENCOUNTERS ers complete a minor quest at the end of this chapter, Chapter 2 assumes a party of 5 2nd level characters, they receive a boon. Compare your adventurers to the chapter's recom• mended level with the following guidelines: SESSION 6: A BROKEN BRIDGE After a much needed rest, the adventurers delve deeper Your party is a "weak party" if it consists of any of the into the mountain, coming to a bridge over a dried-up following: 1. 4 characters underground riverbed. The far side is haunted by restless corpses-the remains of adventurers who failed to return 2. Most or all of the players are new to D&D or roleplay• from their quest to raid the area ofits treasures. Encoun• ing games ter 2-1: Awakening the Dead is found on page 10. Your party is a "strong party" if it consists of any of the SESSION CRYSTAL CAVERNS following: 7: 1. 6 characters Arriving in the tomb proper, the adventurers enter 2. Your players are veteran D&D 4th Edition players and a room covered in purple crystals. The remains of a like added challenge defeated adventuring group litters the floor of this chamber. Triggered by the characters' entrance, necrotic If you have a weak party, remove one of the lowest level energy animates these bodies. A crystal spider has also hidden in the corner of this cave, its fine webs stretch• monsters from the encounter. If you have a strong party, add one monster among the types listed for each encoun• ing from wall to wall. Encounter 2-2: Fine Strands of ter whose level matches the encounter level. Death is found on page 12. For instance, in Encounter 2-1 (a level 2 encounter), you might subtract a corruption corpse (level 4 artillery) SESSION 8: BROKEN RELICS from the encounter if your party is weak, or add a second After defeating the spider and zombies, the adventur• griefmote (level 3 lurker) if your party is strong ers uncover a passage hidden beneath the dense web. It leads down to a worked stone room littered with broken RESTING relics. Two guardians rest in this chamber Encounter 2-3: Tomb Wardens is found on page 14. Although the adventurers can take short rests between sessions, they are allowed to take extended SESSION 9: rests only between chapters. During Chapter 2, the adventurers are unable to take an extended rest INTRUDERS OF A DIFFERENT SORT because the lurking necrotic forces in the tomb keep The adventurers continue through the tomb by piecing them on edge. together a key from the husks of the tomb wardens. They arrive at the final resting place of someone or something CONTINUING of great importance during a forgotten time. A clan of hejkin-burrowing earth people with a burning hatred THE ADVENTURE for surface dwellers-has squatted in this crypt. Encoun• Note that the adventure included here is the second ter 2-4: Who's Trespassing? is found on page 16. of 3 chapters of play for thisD&D Encounters season. The other two chapters are available sepa• SESSION 10: IN THE PRESENCE rately. Check with your organizer to receive a copy OF ANOTHER TIME of Chapter 1 and upon completion of this chapter to After driving off the hejkin, the adventurers are receive Chapter 3. surprised by the restless spirit of a former age. Once vanquished, its companions bestow a boon. Encoun• ter 2-5: Restless Spirits is found on page 18. ENCOUNTER 2-2: FINE STRANDS OF DEATH

Crystal Armor Level 4+ This section collects all the treasure awarded in this ~ Seemingly made of solid quartz, this armor bolsters your chapter, including the new items from the DAHK SUN mental abilities when you're badly injured. Campai8n Settin8' Lvi4 +1 840 gp Lvi 19 +4 105,000 gp Lvi 9 +2 4,200 gp Lvi 24 +5 525,000 gp Lvl14 +3 21,000 gp Lvi 29 +6 2,625,000 gp ENCOUNTER 2-1: Armor: Scale, Plate AWAKENING THE DEAD Enhancement: AC Property: Gain a +2 item bonus to Will defense when Piecemeal Armor Level 5+ bloodied. This armor, assembled from pieces of chain or scale, falsely seems to emphasize style over protection. ENCOUNTER 2-5: RESTLESS SPIRITS Lvi 5 +1 1,000 gp Lvi20 +4 125,000 gp Lvi 10 +2 5,000 gp Lvi 25 +5 625,000 gp Boon of the Ancients (Baldric of Time) Level 6+ Lvl15 +3 25,000 gp Lvi30 +6 3,125,000 gp This rough-textured belt seems to be coated in the sands Armor: Chain, scale of time. Enhancement: AC Lvi 6 1,800 gp Lvi 16 45,000 gp Power (Encounter): Immediate Interrupt. You can use this Item Slot: Waist power when an enemy hits you. You gain a +2 power Property: When you roll a 20 on your initiative check, bonus to AC against the triggering attack. you gain an extra move action during the first turn of the encounter. Panther Tears Level 2 Leve/16: You instead gain an extra standard action. For a moment your vision is blurry, but when you blink away the excess liquid, you see clearly through the gloom. Alchemical Item 25 gp Power (Consumable): Minor Action. You gain low-light vision until the end of your next turn. In Sessions 6- ro, the adventurers trade the perils of the Sun Sickness level 2 wastes for the unknown of a cool, dark cave. As they The sun's punishing rays leech vitality from your body. Attack: level + 4 vs. Fortitude move deeper into the underground passageway, they Endurance improve DC 17, maintain DC 13, worsen DC 12 notice that the caves are not entirely natural. Steps have been carved in the rock to make the route easier and The target is cured. r:::J Initial Effect: The target loses one healing surge or hit many of the tunnels have been widened. As the heroes points equal to the target's surge value. The healing surge or pass though larger areas, they notice ruined relics of hit points cannot be regained until the target is cured. long ago adorning the walls. Closer examination reveals m The target takes a - 2 penalty to all attack rolls and that these items are likely debris dropped by vandals defenses. who previously raided these. m The target is slowed and weakened. The caverns are dark, but the heroes can fashion 1::1 Final State: The target dies. crude torches out of the gear they have. To do so, a char• When you are ready to begin the session, read: acter makes a DC ro Dungeoneering or Thievery check. Moving through the caverns, the party reaches a large Up to 3 torches can be constructed from their gear. chamber. The air here defies your expectations. It is Restless spirits and necrotic energy have built up in fresh and a slight breeze cools your back. You see a this tomb over the centuries. As a result, it is unsafe for extended rests. If the adventurers settle down for more crude rope bridge strung across a wide, underground canyon. Your light glints off metallic objects on the other than a short rest, they are interrupted by piercing psy• chic shrieks. side-perhaps some kind of treasure?

The metallic glow is treasure left behind by a group of F1XED ENHANCEMENT vanquished adventurers. The rope bridge can support only one character at a time. Also, once a hero is across, BONUSES a group ofundead attack. Proceed to Encounter 2-1: Barren Athas is resource-poor by nature. Adventurers Awakening the Dead (page 10). cannot hoard wealth and accumulate magic items as they might in another setting because these valued accoutre• SESSION 7: ments simply do not exist. To reflect this shortage, magic items rewards can be replaced by alternatives. That CRYSTAL CAVERNS approach leaves character capacities lagging behind those Working their way farther down into the tomb, the of their opponents. adventurers enter a chamber with crystalline forma• Two redress this issue, DARK SUN: Fury of the tions. Bones litter the area. Go to Encounter 2-2: Fine Wastewalker uses a rule variant called inherent bonuses. Strands of Death (page 12). Underneath the crystal• When the characters reach 2nd level (roughly at the line web in this room is a hidden passage to the lower beginning of Chapter 2), they gain a +1 fixed bonus to level tomb. attack rolls and damage rolls. This bonus is already cal• culated in the character's 2nd level cards. fixed bonuses SESSION 8: BROKEN RELICS do not stack with enhancement bonuses gained from The heroes descend and discover worked stone-a tomb. magic items, however. For example, a +2 magic bone Most of the delicate items have been broken or scattered spear would give a 2nd level character a +2 to attack and across the floor in the near half of the room. In the far damage, negating the character's fixed bonus when using half up a short set of stairs, however, the relics remain that weapon. Dun8eon Masters Guide 1 has more informa• untouched. This room contains two shard golems and a tion on fixed bonuses (page 138). trap. Run Encounter 2-3: Tomb Wardens (page 14).

SESSION 6: DEVELOPMENT A BROKEN BRIDGE The key from Encounter 2-3 is one-way. It opens the At the beginning of this session, the first in this chapter, gates momentarily and only in the direction of the next encounter. The key to open them in the opposite direc• apply the sun sickness rules shown below, if a charac• tion has been lost. ter has succumbed to sun sickness (see the Chapter 1 adventure package for details). SESSION 9: INTRUDERS OF A CHAPTER 2 FINALE DIFFERENT SORT After climbing through the hejkin's access tunnels, the The adventurers enter a chamber that has been colo• adventurers reach a valley in the Ringing Mountains, the treacherous range overlooking the desert Tablelands nized by a group ofhejkin-a race of small, frenzied, to the east and south, and the Forest Ridge to the north burrowing humanoids. Proceed to Encounter 2-4: and west. Read: Who's Trespassing? (page 16).

DEVELOPMENT As dayliaht fills your eyes, you smell the familiar dusty air of the surface world once aaain. A loud crack rinas out and you Once the hejkin are defeated, the characters can reach quickly a'ance around the dearina. You didn't notice atfirst, the surface through their access tunnels. Before they but dozens of spears are pointed in your direction. depart, however, they are set upon by a dire threat. "You are our captives, now." Your eyes train downward. A ha!f1ina with a alitterina iron spear and a headdress offeath• SESSION 10: IN THE ers and skulls speaks aaain. "You will come with us." PRESENCE OF ANOTHER During the interlude between Chapters 2 and 3, the TIME adventurers are allowed an extended rest. The adven• The principle menace haunting this dungeon is a cor• ture continues in Chapter 3: Escape. rupted elemental ghost. It is one of three such creatures that are trapped in the tomb. The fourth, a fire spirit, escaped to the surface world long ago. The adventurers encountered this fiery being in Chapter 1. A mere short rest after defeating the hejkin in Encounter 2-4, the corrupted elemental spirit arrives with its minions. Go to Encounter 2-5: Restless Spir• its (page 18).

DEVELOPMENT When the wind spirit is defeated, it fades into a cling• ing mist. A heartbeat later, two figures emerge from the haze: a male with skin like stone-the earth spirit-and a female with flowing blue hair-the water spirit. Both are vaguely human, but insubstantial.

Speaking telepathically, they say: Our wind brother became one of the defilers and brouaht death and evil to this peaceful place. But no matter, the time is not riaht for such trif1es. You have proved worthy to carry our messaae back to the swface to show others that not all arcanists are defilers. You can become examples by preserv• ina the arcane knowledae our people once held. The path you have chosen miaht one day repair the damaae done. We can only wait and hope the eleme~tal prophecies are indeed true. Go now, and show the misauided that arcane eneray can be used to preserve instead of destroy. Know too that the one who hunts you is not entirely lost; he can be reformed.

The two spirits grant the characters a boon of the ancients, a woven belt oflife-giving arcane energy from other time. Its properties are identical to a baldric of time (level 6 item; page 6; Adventurer's Vault 2, page 74). They also receive a level 2 minor quest award (125 XP) for escaping the haunted tomb. u § z « uo Encounter Level 2 (625/725 XP) Treasure: The characters find a set of +1 piecemeal chain armor (level 5 item; page 6; Dra80n Ma8azine Annual 2009) and 2 vials of panther tears (level 2 item; SETUP page 6; Player's Guide, page 102). 2 corruption corpses (C) Griefmote (G) DEVELOPMENT Gray ooze (0) The group also finds scraps of a map. The pieces bear Silt false-floor pit (P) markings and an annotation that reads: Unable to access chamber to retrieve ancestral treasures. Men The characters start in the outlined area of the encoun• too afraid of curses. ter map. Once one of the characters arrives at the far side of the rope bridge, the undead awaken and attack. Griefmote (G) Level 3 Lurker The adventurers are most likely on edge, so no surprise Tiny shadow magical beast (undead) XP 150 round occurs, but if they are not particularly concerned, Initiative +8 Senses Perception +3; go ahead and surprise them. Read: HP 24; Bloodied 12 AC 16; Fortitude 13, Reflex 16, Will 15 As you set foot on the far side of the canyon, the shriv• Speed fly 4 (hover) Immune disease, poison; Resist 10 cold, insubstantial eled bodies of what might have been adventurers begin STANDARD ACTIONS to twitch and quiver. Your teeth ache as a wave of CD Chilling Touch (standard; at-will) • Cold, Necrotic necrotic energy washes over you. Reach 0; +6 vs. Fortitude; 1d6 + 3 necrotic damage, and the target is slowed until the end of its next turn. TACTICS <- Chill of the Grave (standard; at-will) + Cold Close burst 2; +4 vs. Fortitude; 1d6 + 3 cold damage, and the The gray ooze is clinging to the ceiling of the cavern. target gains vulnerable 3 cold (save ends). It moves across the chasm and plops down next to the Invisibility (minor; at-will) • Illusion adventurer farthest in back. The corruption corpses The griefmote becomes invisible until the end of its next turn make ranged attacks as often as possible. The griefmote, or until it attacks. Skills Stealth +9 a tiny glowing orb of necrotic energy, hides among the bodies and does not attack until a creature enters its Str 5 (-2) Dex 17 (+4) Wis 14 (+3) Con" (+1) Int 4 (-2) Cha 8 (+0) burst range (2 squares). Alignment Evil Languages understands Common

FEATURES OF THE AREA Gray Ooze (0) Level 2 Skirmisher Illumination: None. Small natural beast (blind, ooze) XP 125 Bridge: The rope bridge is old and rotted. If more HP 43; Bloodied 21 Initiative +5 than one adventurer tries to cross, it collapses into the AC 15, Fortitude 13, Reflex 15, Will 13 Perception +2 Speed 5, climb 3 Blind, blindsight 10, tremorsense 10 chasm. Any adventurers on the bridge must make DC Immune blinded, gaze; Resist 5 acid 15 Acrobatics checks to avoid the fall. If they succeed, TRAITS they end prone on the top of the nearest cliff face. If they Ooze fail, they fall into the chasm (and possibly into the pit). While squeezing, the ooze moves at full speed rather than half Chasm: This chasm is .3 squares deep. Although speed, it doesn't take the -5 penalty to attack rolls, and it appearing similar to the other areas of the chasm doesn't grant combat advantage for squeezing. STANDARD ACTIONS bottom, a portion under the bridge is filled with liquid• CD Bone Melt (acid) • At-Will like silt. It is treated as a false-floor pit. If the heroes Attack: Melee 1 (one creature); +S vs. Fortitude don't fall into the chasm and encounter the trap, they Hit: 1d6 + 5 acid damage, and the target takes a -2 penalty to receive the lower amount ofXP listed for the encounter. Fortitude (save ends). The penalty to Fortitude is cumulative Raised Alcove: Two cliffs rise from the far side of with multiple bone melt attacks. the chasm. One leads to a corridor out of the area. The MINOR ACTIONS .other rises to an alcove. Both cliffs are 2 squares high. Slimy. At-Will (1/round) Effect: The ooze shifts 2 squares. Remains: The skeletal remains oflong-dead adven• Skills Stealth +12 turers lie at far edge of the chasm. Treasure stolen from Str11 (+1) Dex1S(+3) Wis" (+1) , the tomb glitters among the bodies. Con 19 (+5) Int 1 (-4) Cha 1 (-4) , Alignment unaligned Languages - 2 Corruption Corpses (C) level 4 Artillery Medium natural animate (undead) XP 175 each HP 46; Bloodied 23 Initiative +3 - AC 17, Fortitude 16, Reflex 14, Will 14 Perception +3 Speed 4 Darkvision Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant TRAITS ,PC (] Grave Stench. Aura 1 living enemies take a -5 penalty to attack rolls while within the aura. START Regeneration The corruption corpse regains 5 hit points whenever it starts its AREA turn and has at least 1 hit point. Ifthe corruption corpse takes radiant damage, regeneration doesn't function on its next turn. STANDARD ACTIONS CD Slam. At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 3 damage. ;Y Mote of Corruption (necrotic) • At·WiII Attack: Ranged 10 (one creature); +7 vs. Reflex Hit: 2d6 + 3 necrotic damage, and the target is weakened (save ends). TRIGGERED ACTIONS ,. Death Burst (necrotic) Tri88er:The corruption corpse drops to 0 hit points. Attack: Close burst 1 (creatures in burst); +7 vs. Fortitude Hit: 2d6 + 3 necrotic damage. Str 16 (+5) Dex 13 (+3) Wis 12 (+3) Con 16 (+5) Int 4 (-1) Cha 3 (-2) Alignment unaligned languages -

Silt False-Floor Pit (P) level 1 Warder Trap XP 100 A silt-filled pit is nearly indistinguishable from the solid @ areas of the chasm bottom. When a creature enters this area, it falls into a 1O-foot-deep pit. Trap: A 2-by-2 square section of the floor hides a 10-foot• deep pit. Perception • DC 20: The character notices a difference in the surface of the ground over the pit. Trigger The trap attacks when a creature enters one of its four squares. Attack Immediate Reaction Melee Target: The triggering creature Attack: +4 vs. Reflex Hit: 1d1 0 damage, and 'the target falls prone at the bottom of the 1O-foot pit. Miss: The target returns to the last square it occupied and its move action ends. Effect: The silt surface of the trap is disturbed and it no longer looks like the rest of the chasm bottom. Countermeasures • A character can make a DC 11 Athletics check or a DC 21 Athletics check (without a running start) to jump over the pit. • A character can make a DC 15 Athletics check to climb out of the pit. ( Crystal Spider (C) Level 4 Lurker Encounter Level 2 (653 XP) Lar e natural beast (spider) XP 175 HP 39; Bloodied 19 Initiative +10 AC 18, Fortitude 14, Reflex 18, Will 16 Perception +9 SETUP Speed 8, climb 8 (spider climb) Tremorsense 10 Crystal spider (C) Resist 5 radiant; Vulnerable 5 thunder TRAITS Crystalline web (white outline) Gleaming Carapace 6 crawling gauntlets (G) A crystal spider that moves at least 5 squares during its turn 3 decrepit skeletons (S) gains concealment until the end of its next turn. STANDARD ACTIONS

The adventurers can feel a slight breeze coming from CD Razor Leg. At-Will this chamber as they enter. They set up in the outlined Attack: Melee 2(one creature); +9 vs. AC area of the encounter map. Read: Hit: 1d6 + 4 damage. + Bite (poison) • At·WiII Attack: Melee 1 (one creature that cannot see the spider); +7 vs. When you round the corner, your light reflects from the Fortitude purple crystals that have formed in the cavern. You can Hit: 2d6 + 4 poison damage, and ongoing 10 poison damage see the shadows of broken bones in the room up ahead. (save ends). <~Radiant Agony (radiant) • Recharge when the spider uses bite The adventurers do not automatically notice the crys• or when no enemy is blinded talline web (DC 14/19 Perception check depending on Attack: Close burst 2(creatures in burst); +5 vs. Fortitude Hit:The spider pushes the target 3 squares, and the target is the lighting). blinded until the end of the spider's next turn. ~ Brilliant Ray(radiant) • Recharge [3] [U] TACTICS Attack: Ranged 10 (one creature); +7 vs. Reflex If the adventurers examine the remains closely Hit: 2d6 + 4 radiant damage, and the target is blinded until the end ofthe spider's next turn. (approach within 2 squares), the skeletons and crawl• Skills Stealth + 11 ing gauntlets animate and attack. The crystal spider Str 10(+2) Dex 18 (+6)Wis 14(+4) hides on the far side of the pit near the crystals wait• Con 9 (+1) Int1 (-3) Cha 3 (-2) ing for an opportunity to strike any characters that Alignment unaligned Languages- approach the web. Crystalline Web Level 4 Obstacle FEATURES OF THE AREA Trap XP 175 Illumination: None. Thin, shimmering glass strands interlace into an intricate, beautiful web. Crystals: The violet crystals in this room have Hazard: The crystalline web stretches between two surfaces captured the psychic energy of the deceased. With as large as 4 squares on a side. a minor action, a character adjacent to a crystal can Perception extract the energy from it, causing it to crumble to • DC 14: The character notices the crystalline web. dust. The character adds 5 psychic damage to his or Special: If the web is in dim lighting, characters take a -5 her next damage roll. penalty to Perception Pit: The pit in this room leads to the lower chamber Trigger of the tomb, but it's covereq with a crystalline web, When a creature enters one of the web's squares, the trap attacks. making it impossible to fall into. The web must be Attack hacked apart. Opportunity Action Melee Scattered Remains: At least three humanoids per• Target: The triggering creature ished in this chamber, and their remains are scattered Attack: +7 vs. Reflex at the far side of the room. Hit: 2d6 + 4 damage, and ongoing 5 damage (save ends). Treasure: Once the immediate threat is over, the The target returns to the last square it occupied, and its move ends. adventures can find a set of +I crystal scale armor (level 4 Miss: The target returns to the last square it occupied, and item; page 6; Adventurer's Vault, page 43). its move ends. Countermeasures • A character can move through a square containing a web , by spending a move action to make a DC 14 Acrobatics f check. On a failed check, the trap makes an attack. • A character can attack the web (AC 1 8,other defenses 16; hit points 25; vulnerable 10 thunder). 6 Crawling Gauntlets (G) Level 3 Minion 3 Decrepit Skeletons (S) Level 1 Minion Tiny natural animate (undead) XP 38 each Medium natural animate (undead) XP 25 each HP 1; a missed attack never damages a minion Initiative +5 HP 1; a missed attack never damages a minion Initiative +3 AC 17, Fortitude 17, Reflex 18, Will 13 Perception +2 AC 16, Fortitude 13, Reflex 14, Will 13 Perception +2 Speed 8, climb 4 Tremorsense 10 Speed 6 Darkvision Immune disease, poison; Resist 10 necrotic Immune disease, poison TRAITS STANDARD ACTIONS Anchoring Claws CD Longsword (weapon) • At-Will A creature that starts its turn adjacent to three or more crawl• Attack: Melee 1 (one creature); +6 vs. AC ing gauntlets is immobilized until the start of its next turn. Hit: 4 damage. STANDARD ACTIONS ® Shortbow (weapon) • At-Will CD Jumping Claw. At-Will Attack: Ranged 15/30 (one creature); +6 vs. AC Attack: Melee 1 (one creature); +3 vs. Reflex Hit: 3 damage. Hit: 6 damage. Str 15 (+2) Dex 17 (+3) Wis 14 (+2) MOVE ACTIONS Con 13 (+1) Int 3 (-4) Cha 3 (-4) Digit Slide. Encounter Alignment unaligned Languages - Effect: The crawling gauntlet shifts up to 8 squares. Equipment longsword, shortbow, heavy shield, arrows x30 Str 7 (-1) Dex18(+5) Wis 12 (+2) Can 15 (+3) Int 3 (-3) Cha 10 (+1) Alignment unaligned Languages -

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~-Ijj- Encounter Level 2 (700 XP) Gate: The gate is locked, but the adventurers can find the key hidden on the golems in two pieces. Once the golems are defeated, the adventurers can open SETUP the gate and proceed to the next room. Alternatively, 2 shard golems (G) the key pieces can be stolen from the golems without Dart thrower trap (P) defeating them. Stealing the key pieces requires a DC 15 Thievery check for each piece. This pilfery must be The adventurers enter this room from the cavern above. done at a distance however, as approaching the golems awakens them. They land in any square in the green-outlined area of the encounter map. Read: Silt Pile: Fine dust has piled under the opening to this room, represented by the liquid squares around the You've entered what looks like a tomb. The walls are black circle. These squares are difficult terrain. finely worked stone that have been inscribed with the Treasure: Most of the relics are damaged beyond symbols of a lost language. On one side of the room, repair, but a few small gem stone trinkets remain. They clay relics have been smashed into tiny pieces near two are worth a total of750 gp. stone slabs, each bearing a reclined statue of a warrior with banded armor. On the other side, a short flight of 2 Shard Golems (G) Level 3 Elite Soldier (Leader) Medium aberrant animate (construct) XP 300 each stairs leads to an undisturbed stack of clay relics. Close HP 98; Bloodied 49 Initiative +3 to you, your light plays upon a rusty iron gate that leads AC 18, Fortitude 16, Reflex 14, Will 17 Perception +8 into a passage. Speed 6 Darkvision Immune disease, poison, sleep; Vulnerable 5 thunder Dungeoneering DC 10: You confirm that the Saving Throws +2; Action Points 1 damage was done decades ago. TRAITS o Unnatural Aura. Aura 1 The figures lying on the stone slabs are golems. They Any nonaberrant creature within the aura takes a -2 penalty to animate when: attack rolls. STANDARD ACTIONS A character touches any of the relics. CD Slam (psychic) • At-Will A character approaches within 2 squares of a Attack: Melee 1 (one creature); +10 vs. AC golem. Hit: 1d8 + 4 psychic damage. A character tries to light a brazier. + Mind-Searing Strike (psychic) • At-Will A character triggers the trap. Attack: Melee 1 (one creature); +10 vs. AC Hit: 1d8 + 4 psychic damage, and one of the following effects (roll a d4): TACTICS 1. Ongoing 5 psychic damage (save ends). The shard golems understand the trap layout in the 2. The target gains vulnerable 5 psychic (save ends). room and try to use their slide powers to trigger the 3. The target slides 2 squares and makes a melee basic attack against an adjacent ally. pressure plates. They also use bull rush to move an 4. The target is dazed until the start of the golem's next turn. enemy onto a pressure plate. The golems are immune to Dual Mind Sear. Recharge r::;J 1ZJ [jJ poison-the trap darts have no effect on them. Effect: The golem makes two mind-searing strikes, each against a different target. FEATURES OF THE AREA MINOR ACTIONS <~Chaos Pulse (psychic) • Recharge when first bloodied Illumination: None. Attack: Close burst 3 (enemies in burst); +6 vs. Will Braziers: The elemental fire braziers have long been Hit: 5 psychic damage, and the target is dazed (~ave ends). extinguished, but they can be revived with a little fire Skills Arcana +8, Dungeoneering +8, Endurance +9 and a DC 10 Dungeoneering check. If one of them is Str 18 (+5) Dex 11 (+1) Wis 15 (+3) aflame, the room becomes dimly lit instead of dark; if Con 17 (+4) Int 4 (-2) Cha 16 (+4) Alignment chaotic evil languages - both are burning, the room is brightly lit. Broken Relics: Broken relics are scattered through• out this room. A DC 13 Bluff check reveals that the golems can be distracted by kicking them around as a 1 minor action. A golem within close burst 2 of the dis- ( tracting character takes a -2 penalty to its next attack.

':"HOO wo,k, ooly oooe doclog the ~ouot'" Dart-Thrower (P) Level 1 Warder Trap XP100 A click sounds from underfoot and the air is filled with sharp flying projectiles. Trap: Dozens of minuscule holes pierce various S-foot section of the wall, each concealing a dart launcher. The pressure plates triggering the trap are marked with P on the map. Perception • DC 14: The character notices a pressure plate on the floor. • DC 17: The character spots the holes in the wall. Trigger The trap attacks when a creature steps on a pressure plate. It then enters the initiative order directly after the creature that triggered it, attacking each round for a total of 5 rounds. Thereafter, it must be reloaded before it can fire again. Attack. Poison Immediate Reaction or Standard Action Ranged 8 Target: Each creature on a pressure plate square Attack: +6 vs. AC • Hit: 1d6 + 4 poison damage. r Countermeasures • t • A character adjacent to a pressure plate square can make , a DC 14 Thievery check $as a standard action to disable ® that pressure plate. • A character adjacent to a dart-thrower square can make a DC 14 Thievery check $as a standard action to disable those dart throwers. Three successful checks are required to completely disable the trap. • A character adjacent to a dart-thrower square can block the holes as a standard action by using a shield, an outstretched cloak, or similar flat object. Doing so cuts the dart-thrower's damage in half for its next attack. L __ J • A character can make a DC 5 Athletics check or a DC 10 Athletics check (without a running start) to leap over a pressure plate.

,, Encounter Level 2 (700 XP) FEATURES OF THE AREA Illumination: None. Alcove: Each alcove, except two, holds a partially SETUP broken jar. The two intact jars (roll randomly for which 2 hejkin chanters (C) alcoves) contain healing fruits (potions of healing). A 2 hejkin sparkers (S) character can make a DC 13 Perception check as a 2 hejkin ravers (R) minor action within 2 squares of a treasure jar to deter• mine that it is more intact than the others. The hejkin are using this room as a base from which to Cracked Floor: This large crack is part of a network raid the surface. of tunnels that the hejkin use to access the surface. The characters approach the chamber, setting up in The characters realize this fact quickly due to the fresh the outlined area of the encounter map. Read: breeze that emanates from the crack. Squares contain• ing sections of the crack are difficult terrain. You hear the chatterin8,of several voices around the corner Sconces: The several elemental fire sconces near from the 8ate. The scent offresh meat assaults your nostrils. the alcoves can be lit by an adjacent character using a You see nothin8 however, as the room beyond is dark. source of flame and a minor action. Two or three flam• ing sconces shed dim lighting in the area; four or more The hejkin are not highly perceptive and are distracted burning sconces brightly light the chamber. by a recent plunder's bounty. If the adventurers try Skeleton: The remains of this long-dead reptile are stealth, they might surprise the creatures. Opening the jagged and dangerous. These squares are difficult terrain. gate quietly is tricky, requiring a DC 15 Stealth roll and Treasure: The hejkin have 6 survival days, 2 healing a DC 15 Dungeoneering roll. Failing either check alerts fruits (potions of healing; PH 255; hidden in the jars) the hejkin. and 100 gp in trade stones (primitive money).

TACTICS 2 Hejkin Chanters (C) Level 2 Controller Small aberrant humanoid XP 125 each The hejkin chanters burrow to engage and disengage HP 37; Bloodied 18 Initiative +3 the adventurers, disrupting their attacks. The sparkers AC 16, Fortitude 13, Reflex 14, Will 15 Perception +0 and ravers simply wade into melee. Speed 6 (earth walk), burrow 6 Darkvision Resist 5 lightning 2 Hejkin Ravers (R) Level 2 Brute STANDARD ACTIONS Small aberrant humanoid XP 125 each CD Claw. At-Will HP 45; Bloodied 22 Initiative +3 Attack: Melee 1 (one creature); +7 vs. AC AC 14, Fortitude 15, Reflex 14, Will 13 Perception -1 Hit: 1d8 + 6 damage, and the target is slowed until the end of Speed 6 (earth walk), burrow 6 Darkvision the hejkin's next turn. A bloodied or slowed target is immobi• Resist 5 lightning lized instead of slowed. STANDARD ACTIONS <~Earth's Voice (thunder) • Recharge when first bloodied CD Claw (healing) • At-Will Attack: Close blast 5 (enemies in blast); +5 vs. Fortitude Attack: Melee 1 (one creature); +7 vs. AC Hit: 2d6 + 3 thunder damage, and the hejkin pushes the target Hit: 2d1 0 + 4 damage, and if the target is bloodied, the hejkin 3 squares and knocks it prone. regains- 3 hit points.. <~Static Song (lightning) • Encounter MINOR ACTIONS Attack: Close burst 3 (enemies in burst); +5 vs. Fortitude + Blood Shakes. At-Will (l/round) Hit: 2d8 + 4 lightning damage, and the target is dazed (save Attack: Melee 1 (one bloodied creature); +8 vs. Fortitude ends). Hit: The target falls prone. Miss: Half damage, and the target is dazed until the end of the TRIGGERED ACTIONS hejkin's next turn. + Blood Marker. At-Will MINOR ACTIONS TriBBer:An enemy adjacent to the hejkin is first bloodied. + Twisted Earth (teleportation) • Recharge [3J [D] Effect (Free Action): The hejkin uses claw against the triggering Attack: Melee 1 (one creature); +5 vs. Fortitude enemy. Hit: The hejkin swaps positions with the target or swaps the Str 17 (+4) Dex 14 (+3) Wis 7 (-1) positions of the target and an ally within 5 squares of the Con 15 (+3) Int 8 (+0) Cha 12 (+2) hejkin. Alignment evil languages Dwarven Str 10 (+1) Dex 15 (+3) Wis 8 (+0) Con 13 (+2) f Int10(+1) Cha17(+4) Alignment evil languages Dwarven f 2 Hejkin Sparkers (S) Level1 Soldier Small aberrant humanoid XP 100 each HP 31; Bloodied 15 Initiative +4 AC 15, Fortitude 14, Reflex 13, Will 11 Perception -1 Speed 6 (earth walk), burrow 6 Darkvision Resist 5 lightning TRAITS Arcing Defense The sparker gains a +2 bonus to AC and Will while adjacent to another hejkin. STANDARD ACTIONS CD Claw + At-Will Attack: Melee 1 (one creature); +6 vs. AC Hit: 1d8 + 5 damage, and the target is marked until the end of the hejkin's next turn. Miss: If the target is bloodied, it is marked until the end of the hejkin's next turn. <~Grounded Current (lightning) + Recharge [ZJ II] Attack: Close burst 2 (enemies in burst); +2 vs. Fortitude Hit: 2d6 + 3 lightning damage, and the hejkin pulls the target 2 squares. ®© © TRIGGERED ACTIONS <~Telluric Arc (lightning) + At-Will Tri88er: An enemy marked by the hejkin moves away from it or makes an attack that does not include the hejkin as a target. Attack (Immediate Interrupt): Close burst 5 (triggering enemy in burst); +6 vs. Reflex Hit: 10 lightning damage. Str 16 (+3) Dex 14 (+2) Wis 8 (-1) Con 15 (+2) Int 9 (-1) Cha 12 (+1) Alignment evil languages Dwarven

PC START AREA Encounter Level 4 (919 XP) Treasure: The characters are granted a boon of the ancients (page 13, 22).

SETUP Mourning Haunt (H) Level 3 Solo Lurker Medium elemental humanoid (demon) XP 750 Wind spirit (mourning haunt) (H) HP 196; Bloodied 98 Initiative +6 3 tomb motes (M) AC 17, Fortitude 17, Reflex 16, Will 16 Perception +7 2 wisp wraiths (W) Speed 6; phasing Blindsight 3, darkvision Saving Throws +5; Action Points 2 The wind spirit has been corrupted by defiling magic TRAITS and seeks to destroy the adventurers for disturbing its 1) Mist Aura. Aura 2 tomb. It appears in the form of a demonic creature of The aura grants the haunt concealment from creatures adjacent to it and total concealment from other creatures. The aura the mist (represented by the mourning haunt). ends while the haunt is bloodied. The heroes begin in the outlined area of the encoun• STANDARD ACTIONS ter map, having just completed a short rest. Read: CD Bite. At-Will Attack: Melee 1 (one creature); +8 vs. AC You feel a psychic drone in your mind and your eyes are drawn Hit: 1d6 + 4 damage. to the sarcophagus in this room. It is plainly adorned with + GnashingJaws. At-Will ancient symbols beyond your comprehension. As you study Effect: The haunt makes three bite attacks. Haunting Fog. At-Will them, your vision begins to blur. When the fog clears, you see <~ Requirement: The haunt must be bloodied. a humanlike figure standing before you in archaic robes that Attack: Close burst 2 (creatures in burst); +4 vs. Fortitude flow into the room like a mist. Itsfingers extend into long, Hit: The target is restrained and takes ongoing 5 damage (save sharp claws, and itsjaw juts forward as it opens its mouth. ends both). Words infiltrate your mind, "You should not have come here. <~Whirlwind Frenzy. At-Will The time is not yet right." Requirement: The haunt must be bloodied. Attack: Close burst 2 (creatures in burst); +6 vs. AC The spirit summons allies to its aid and attacks. Hit: 1d6 + 2 damage, and the haunt pushes the target 1 square. TRIGGERED ACTIONS + Reactive Swipe (teleportation) • At-Will TACTICS Trigger: The haunt is hit by a melee attack. The wind spirit is cloaked in fog and dust. It moves Attack (Immediate Interrupt): Melee 1 (triggering enemy); +6 vs. Reflex around the battlefield, trying to disrupt the heroes' tac• Hit: 1d6 + 4 damage, and the haunt teleports 3 squares. tics and to avoid being locked down by defenders. Variable Resistance. l/Encounter The minions engage the defenders to keep them Trigger: The haunt takes acid, cold, fire, lightning, or thunder occupied. damage. Effect (Free Action): The haunt gains resist 5 to the triggering FEATURES OF THE AREA damage type until the end of the encounter or until it uses variable resistance again. Illumination: None. Skills Stealth +10 Alcove: Each alcove, except two, holds a partially Str 14 (+3) Dex 12 (+2) Wis 12 (+2) broken jar. The two intact jars (roll randomly for which Con 17 (+4) Int 14 (+3) Cha 11 (+1) Alignment chaotic evil languages Abyssal alcoves) contain healing fruits (potions of healing). A character can make a DC i3 Perception check as a minor action within 2 squares of a treasure jar to deter• mine that it is more intact than the others. Cracked Floor: Squares containing sections of the crack are difficult terrain. Sconces: The several elemental fire sconces near the alcoves can be lit by an adjacent character using a ~ource of flame and a minor action. Two or three flam• ing sconces shed dim lighting in the area; four or more burning sconces brightly light the chamber. , Skeleton: The remai ns of this long-dead reptile. are jagged and dangerous. These squares are difficult terrain. 3 Tomb Motes (M) Level 3 Minion Tiny natural animate (undead) XP 38 each HP 1; a missed attack never damages a minion. Initiative +9 AC 17, Fortitude 13, Reflex 18, Will 14 Perception +4 Speed 8 Darkvision Immune disease, poison; Resist 10 necrotic .':':'1.'" 1 Tomb Tactics When a tomb mote hits a target adjacent to three or more tomb motes, it instead deals 6 damage and ongoing S necrotic damage (save ends). STANDARD ACTIONS CD Bite (necrotic) • At-Will Attack: Melee 1 (one creature); +8 vs. AC Hit: 3 necrotic damage, and ongoing 1necrotic damage (save ends). Skills Stealth +14 . .. ~ . ..- -START- -- ,-. AREA "T\ .\' I Str 8 (+0) Dex 16 (+9) Wis 16 (+4) l'i:' I PC 1 Con 17 (+4) Int 4 (-1) Cha 14 (+3) . ____ ~ ____ ~ __Ir -...... 1 J Alignment unalignedL Languages - r II@ l, I ~ 2 Wisp Wraths (W) Level 1 Minion J Medium shadow humanoid (undead) XP 1S each II @II ~, HP 1; a missed attack never damages a minion. Initiative +3 AC 13, Fortitude 11, Reflex 1S, B 11 Perception +0 Speed fly 6 (hover); phasing Darkvision Immune disease, poison; Resist 10 necrotic, insubstantial; Vulner• able S radiant STANDARD ACTIONS CD Shadow Caress (necrotic) • At-Will Attack: Melee 1 (one creature); +4 vs. Reflex Hit: 4 necrotic damage, and the target is slowed until the end of the wisp wrath's next turn. MOVE ACTIONS Shadow Glide. Encounter

Effect: The wisp wraith shifts 6 squares. Skills Stealth +8 Str 3 (-4) Dex 17 (+3) Wis 10 (+0) Con 13 (+1) Int 4 (-3) Cha 1S (+1) Alignment chaotic evil Languages Common

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Unlike some seasons ofD&D Encounters, this special AWARD1NG MAG1C lTEMS DARKSUN preview season doesn't award experience When the characters find a permanent magic item, most points in the standard method. Instead, characters level of the time, the group will decide who gets to keep what. up at the end of each chapter. However, if the players can't agree who gets what, use XP Awards: The XP awards listed throughout this the following system to award magic items in the prior• adventure are for reference only, as characters level up ity listed. automatically at the end of each chapter. 1. Characters without permanent magic items. Milestones: For every 2 encounters a character 1. Character with the lowest-level permanent magic completes without taking an extended rest (offered at item. the end of a chapter), the character reaches a milestone, If there's more than one character that doesn't have a gaining an action point and possibly gaining use of magic item, or two characters tie for the lowest-level another magic item daily power. magic item, have those players decide who gets it. If they still can't decide, have each roll a d10; high roll gets the item. A player that wants to "opt out" of a pick can do so. THE EVER-CHANG1NG GROUP You can also do the same with the potions of healing and Since you can never tell who's going to show up to a 0&0 the ritual book if the players can't decide who gets them Encounters session from week to week, you might wind (but don't count these items as permanent magic items). Anyone character may not have more than 3 perma• up with a different group of players. Some players might be starting in "mid-stream," some may have missed a ses• nent magic items at the conclusion of this season. sion or two, and others may have played all the sessions with a different OM. That's OK. Catch up new players RENOWN POINTS with a brief summary of what's come before, and make One of the great rewards for playing in a D&D sure that returning players have marked off resources Encounters season is the accumulation of they spent (healing surges, daily powers, etc.) since their Renown Points (RPs), which are given out last extended rest. for accomplishments made by players during Majority Rules: If some element of the adventure plot (and sometimes in-between) sessions. These hinges on the adventurers making a decision in a previ• Renown Points are tracked at the Wizards ous session, and the group is different during the current Play Network location, and reaching certain session, simply find out how the decision went down from thresholds garners the player a tangible the players. Go with the majority, and if it's an even split, reward - a D&D Encounters Card! side with the most positive result. These cards can be used by players during the current D&D Encounters season, subse• TREASURE quent seasons, or possibly both. Each card has all the information on how it works printed As the characters progress through the mini-campaign, they will have the opportunity to gain treasure in the right on the card itsel[ As the DM, it's your task to award Renown form of gold pieces, valuables, and magic items. At the end of each session, determine if the players earned any Points at the end of a session of play,just like treasure. Use the following rules to divide up treasure you would award experience and treasure. Unlike experience and treasure though, you'll need to amongst the characters. Gold and Valuables: If the adventurers earn it, each report the Renown Point totals earned for each player to the organizer at the conclusion of the session when YOli character gets a share as noted on the table below. All valuables like gems and jewelry are converted to gold turn in your session tracking sheet. The organizer will then tell YOli if any players have qualified for a card. pieces (gp). Note that the amounts have already been The Renown accomplishments, their frequency (how divided up per character, do not modify the amounts based on the size of the group playing. often they can be awarded during the current season), and the point values of each are listed below. Magic Items: During the adventure, there are a number of magic items that may be discovered. They are listed on the table below. Give out magic items accord• ing to the sidebar Awarding Magic Items. TREASURE FOUND RENOWN POINT AWARDS Name of Treasure Where Found Accomplishment Frequency RPs 2 panther tears Encounter 2-1 Complete an encounter 1/Session 3 +1 piecemeal chain Encounter 2-1 Hit a milestone 2/Chapter 2 +1 crystal scale armor Encounter 2-2 Moment of greatness 1/Chapter 2 150gp/character Encounter 2-3 Revive a dying adventurer ally 1/Season 1 20gp/character Encounter 2-4 Hit for 15+ damage against 1 enemy 1/Season 1 6 survival days Encounter 2-4 Kill 3 minions in 1 attack 1/Season 1 2 potions of healing Encounter 2-4 Take 50 enemy damage in 1 session 1/Season 1 Baldric of time Encounter 2-5 Use the reckless breakage rule 1/Season 1 Survive 10+ sessions without dying 1/Season 2 Complete all quests 1/Season 5

Moment of Greatness: This is a discretionary award given out by the DM or through party vote to a player for doing something inventive, daring, or just plain cool during a session of play. Each player may earn this award once per chapter.

CHARACTER DEATH If a character dies during a session, the player has 2 choices: they can either bring the same character back at the beginning of the next session with a death penalty of -1 to attack rolls, saving throws, skill checks, and ability checks until they've hit one (1) milestone (2 encounters), or they can select another character, losing any extra trea• sure they may have gained along the way. RENOWN REWARDS When a player hits 10 points, they earn their first D&D Encounters Card, called the Delver Reward. This is awarded to the player at the conclusion of the session in which they earned enough points to qualify. The second award is called the Explorer Reward, and a player quali• fies for the reward by obtaining 35 Renown Points in this season. The third award is called the Adventurer Reward, and a player qualifies for the reward byobtain• ing 60 Renown Points in this season. The final two awards are given out at the conclusion of the season. At the end of the season, a limited number ofD&D Encounters Cards will be distributed amongst those that qualify for the reward. If there are more play• ers that qualify for the reward than cards available, the organizer will determine how they will be distributed.

•~ ,., Character Name

Abilities and Skills Combat Statistics Class:______Level: �������������� Race:______Gender: ������������ Strength Modifier Check Initiative Speed Alignment: �������������������������������� Strength measures your physical power. Roll initiative to determine Your speed is the number of the turn order in combat. squares you can move with Languages: ______Athletics  Trained Misc. Check a move action. �����������������������������������������

Constitution Modifier Check Defenses

Constitution represents health, stamina, and vital force. Armor Class (AC)

Endurance  Trained Misc. Check AC measures how hard it is to physically land an attack on you. CHARACTER NOTES

Dexterity Modifier Check Fortitude

Dexterity measures coordination, agility, and balance. Fortitude measures your toughness and resilience.

Acrobatics  Trained Misc. Check Reflex Stealth  Trained Misc. Check Reflex measures your ability to deflect or dodge attacks. Thievery  Trained Misc. Check Will Intelligence Modifier Check Will measures your strength of will, self-discipline, and devotion. Intelligence describes how well you learn and reason.

Arcana  Trained Misc. Check Attack Bonus Weapon / Power Damage

History  Trained Misc. Check Religion Trained Misc. Check  Attack Bonus Weapon / Power Damage

When you attack, roll a d20 and add your attack bonus. Compare Wisdom Modifier Check the result to the monster’s defense to see if you hit. If you do hit, Wisdom measures common sense, self-discipline, and empathy. roll damage.

Dungeoneering  Trained Misc. Check Hit Points Bloodied

Heal  Trained Misc. Check Your hit points measure the damage you can take before falling unconscious. Your bloodied value is half of your hit points Insight  Trained Misc. Check (rounded down). Trained Nature  Misc. Check healing Surge Value Trained Perception  Misc. Check surges Per Day When you spend a healing surge, you regain hit points equal to Charisma Modifier Check your healing surge value, which is one-quarter of your hit points (rounded down). Charisma measures force of personality and leadership.

Bluff  Trained Misc. Check Current Hit Points Diplomacy  Trained Misc. Check Intimidate  Trained Misc. Check Temporary Hit Points Surges Used Streetwise  Trained Misc. Check

Powers and Feats �������������������������������������� Equipment and Magic Items �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� �������������������������������������� Use this space however you like: to record what happens on your adventures, track quests, describe your background and goals, �������������������������������������� note the names of the other characters in your party, or draw a Actions in Combat picture of your character. On your turn in combat, you can take three actions: F A standard action, which is usually an attack Wealth F A move action, which involves movement Experience Points (XP) F A minor action, which is simple and quick You can give up an action to take another action from lower on the list, so you can take a move or a minor action instead of a standard action or a minor action instead of a move action. XP for next level: ______

Permission is granted to photocopy this character sheet for home game use only. TM & ©2010 Wizards of the Coast LLC.

Welcome to Athas: A Quick Player’s Primer The world of the DARK SUN Campaign Setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure. Newcomers to Athas have many things to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting. The World is a Desert: Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky badlands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive- tinged sky. Temperatures routinely exceed 100 degrees by midmorning and can reach 130 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt. In this forbidding world, cities and villages exist only in a few oases or verdant plains. The world beyond these islands of civilization is a barren wasteland roamed by nomads, raiders, and hungry monsters. The World is Savage: Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes of inhuman savages overrun the deserts and wastelands. The cities are little better; each chokes in the grip of an immortal tyrant. The vile institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness—these qualities exist, but they are rare and precious blooms. Only a fool hopes for such riches. Metal is Scarce: Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes. Arcane Magic Defiles the World: The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby. Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, avoiding any more damage to the world, but defiling is more potent than preserving. As a result, sorcerers, wizards, and other wielders of arcane magic are generally reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisals. Sorcerer-Kings Rule the City-States: Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, lesser defilers who can call upon the kings’ powers. The Gods are Silent: Long ago, when the planet was green, the brutal might of the primordials overcame the gods. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Shamans and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power. Fierce Monsters Roam the World: The desert planet has its own deadly ecology. Many creatures that are familiar sights on milder worlds have long since died out or never existed at all. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with inixes and mekillots. Wild creatures such as lions, bears, and wolves are almost nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo. Familiar Races Aren’t What You Expect: Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest-dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable river-folk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. Goliaths—or half-giants, as they are commonly known—are brutal mercenaries that serve as elite guards and enforcers for the sorcerer-kings and their templars in many city-states.

DARK SUN PLAY TRACKER: CHAPTER 1 Note: For this season of D&D Encounters, you must use one of the characters provided. You cannot bring your own character.

Character Name: Player Name:

Session 1 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 2 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 3 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 4 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 5 Play

Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____

Notes (Including Treasure Gained) ______

______DM Name ______

End of this Chapter Total Gold ____ Total Renown ____ Other Notes ______Level your character to 2nd level. See your organizer or DM for your leveling information.

RENOWN POINT AWARDS Many accomplishments are awarded only once per season. Check off those accomplishments as they are earned below. The amount of points earned for each accomplishment is available on the Renown Point Tracker and will be awarded by your DM. When you earn 10 Renown Points, you receive the Delver Reward. At 35 Renown Points, you qualify for the Explorer Reward. At 60 Renown Points, you qualify for the Adventurer Reward. Check with your organizer or DM for more details.

Complete an Encounter 1/Session Use the Reckless Breakage Rule Revive a Dying Adventurer Ally Hit a Milestone 2/Chapter Survive 10+ Sessions without Dying Hit for 15+ Damage vs. 1 Enemy Moment of Greatness 1/Chapter Take 50 Enemy Damage in 1 Session Kill 3 Minions in 1 Attack Complete All Quests

DARK SUN PLAY TRACKER: CHAPTER 2 Note: For this season of D&D Encounters, you must use one of the characters provided. You cannot bring your own character.

Character Name: Player Name:

Session 6 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 7 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 8 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 9 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 10 Play

Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____

Notes (Including Treasure Gained) ______

______DM Name ______

End of this Chapter Total Gold ____ Total Renown ____ Other Notes ______Level your character to 3rd level. See your organizer or DM for your leveling information.

RENOWN POINT AWARDS Many accomplishments are awarded only once per season. Check off those accomplishments as they are earned below. The amount of points earned for each accomplishment is available on the Renown Point Tracker and will be awarded by your DM. When you earn 10 Renown Points, you receive the Delver Reward. At 35 Renown Points, you qualify for the Explorer Reward. At 60 Renown Points, you qualify for the Adventurer Reward. Check with your organizer or DM for more details.

Complete an Encounter 1/Session Use the Reckless Breakage Rule Revive a Dying Adventurer Ally Hit a Milestone 2/Chapter Survive 10+ Sessions without Dying Hit for 15+ Damage vs. 1 Enemy Moment of Greatness 1/Chapter Take 50 Enemy Damage in 1 Session Kill 3 Minions in 1 Attack Complete All Quests

DARK SUN PLAY TRACKER: CHAPTER 3 Note: For this season of D&D Encounters, you must use one of the characters provided. You cannot bring your own character.

Character Name: Player Name:

Session 11 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 12 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 13 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 14 Play Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____ Notes (Including Treasure Gained) ______DM Name ______

Session 15 Play

Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____

Notes (Including Treasure Gained) ______

______DM Name ______

End of this Season Total Gold ____ Total Renown ____ Other Notes ______Congratulations on completing Fury of the Wastewalker!

RENOWN POINT AWARDS Many accomplishments are awarded only once per season. Check off those accomplishments as they are earned below. The amount of points earned for each accomplishment is available on the Renown Point Tracker and will be awarded by your DM. When you earn 10 Renown Points, you receive the Delver Reward. At 35 Renown Points, you qualify for the Explorer Reward. At 60 Renown Points, you qualify for the Adventurer Reward. Check with your organizer or DM for more details.

Complete an Encounter 1/Session Use the Reckless Breakage Rule Revive a Dying Adventurer Ally Hit a Milestone 2/Chapter Survive 10+ Sessions without Dying Hit for 15+ Damage vs. 1 Enemy Moment of Greatness 1/Chapter Take 50 Enemy Damage in 1 Session Kill 3 Minions in 1 Attack Complete All Quests

Event Name: ______Event Code: ______(This number was given to the organizer when the event was scheduled) SESSION TRACKING Adventure Title: ______Session Number: ____ (For administrative use only) : Give hour in military time standard (p.m. hours DUNGEONDUNGEONMASTER MASTER Date of Play: // Start Time: = hour +12). Don’t record the exact minute the Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: ______minute interval the game was scheduled to start at (30 or 00). A legal table has no less than four players, and no more than six players. RPGA Number: May be less than a 10-digit number.

Player RPGA/DCI Name Number 1

2

a b c 3 4

5

6                 '         

Event Name: ______Event Code: ______(This number was given to the organizer when the event was scheduled) SESSION TRACKING Adventure Title: ______Session Number: ____ (For administrative use only)

: Give hour in military time standard (p.m. hours DUNGEONDUNGEONMASTER MASTER Date of Play: // Start Time: = hour +12). Don’t record the exact minute the Month Day Year Hour Minute adventure played. Instead list the closest 30- DM Name: ______minute interval the game was scheduled to start at (30 or 00). A legal table has no less than four players, and no more than six players. RPGA Number: May be less than a 10-digit number.

Player RPGA/DCI Name Number 1

2

a b c 3

4

5 6                 '          BARCAN: LEVEL UP TO 3 PHYE: LEVEL UP TO 3 ter 3(Session11).Alsogive level upinformationtoplayers arrivingafterthestartofChapter3. DM orOrganizer:Cutoutthelevel upinformationbelowandhandittoeach player before theybeginChap- D&D Encounters: DarkSunLevel 3Characters Hit points 32 (bloodied 16, healing surge value 8) +2 power points (5 total) Gain searing sands power (level 2 bonuses already added) Hit points 39 (bloodied 19, healing surge value 9)

Searing Sands Standard / Close Blast 3 / Encounter Gain distracting strike power (level 2 bonuses already added) Target each creature in blast; +7 vs. Reflex; 2d6 + 6 damage and until the end of Distracting Strike Standard / Melee Weapon / At-Will your next turn you have concealment. Reach 2; +8 vs. AC; 1d10 + 5 damage and either you or an ally adjacent to the target marks it until the end of your next turn. Augment 1: Effect: The marked condi- tion ends on allies adjacent to you, who can each shift 1 as a free action. Augment 2: Range becomes close burst 1 and targets each enemy in burst.

CASTRI: LEVEL UP TO 3 SHIKIRR: LEVEL UP TO 3 Hit points 33 (bloodied 16, healing surge value 8) +2 power points (4 total) Gain shadow wasp strike power (level 2 bonuses already added) Hit points 45 (bloodied 22, healing surge value 11)

Shadow Wasp Strike Standard / Melee or Ranged Weapon / Encounter Gain mist weapon power (level 2 bonuses already added) Target one creature that is your quarry; +8 vs. Reflex (bone carrikal or ranged flint Mist Weapon Standard / Melee Weapon / At-Will dagger) or +9 vs. Reflex (melee flint dagger); 2d8 + 5 damage (bone carrikal) or +8 vs. Reflex; 1d10 + 5 damage. Augment 1: As above, and if the target is insub- 2d4 + 5 damage (melee flint dagger) or 2d4 + 4 damage (ranged flint dagger). stantial, it doesn’t benefit from that quality against this attack and takes an extra 3 damage. Augment 2: 2d10 + 5 damage, and the target doesn’t benefit from being insubstantial until the end of your next turn.

JARVIX: LEVEL UP TO 3 YUKA: LEVEL UP TO 3 +2 power points (4 total) Hit points 41 (bloodied 20, healing surge value 10) Hit points 32 (bloodied 16, healing surge value 8) Gain stalking the prey power (level 2 bonuses already added)

Gain betrayal power (level 2 bonuses already added) Stalking the Prey Standard / Melee Weapon / Encounter Betrayal Standard / Ranged 10 / At-Will +9 vs. AC, if no allies are adjacent to the target, you gain combat advantage for this attack; 2d8 + 5 damage and you gain combat advantage against the target until +7 vs. Will; you slide the target 1 square to a square adjacent to an enemy. The the end of your next turn. target then makes a melee basic attack as a free action against that enemy, with a +3 bonus to the attack roll. Augment 1: As above, and the target gains a +3 bonus to the damage roll. Augment 2: On a hit, you slide the target 3 squares to a square adjacent to an enemy. The target then makes a melee basic attack as a free action against that enemy, with a +3 bonus to the attack and damage rolls. The target is also dazed until the end of your next turn.