Season 2 - Dark Sun (Chapter 1)
Season 2 - Dark Sun (Chapter 1)
Season 2 - Dark Sun (Chapter 1)
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 DARK SUN campaign setting 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 fantasy 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 DARK SUNcampaign 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-
ries of tyranny. Because of its current status, 'lyr has
ROAM THE WORLD
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
strength. Tectuktitlay's templars, the moon priests,
8. FAMILIAR RACES 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 & DRAGONS settings, 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. Halflings 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
by their king, who bears the same name as the city-
TVR REGION state. The architecture of Nibena"'yis a 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 war 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, tieflings 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 psionic power 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.
~
"uPP"" ., po,,'hlc without hinde<'ng you,,,,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.
•
ROLEPLAY1NG PAST Can you tell us about obsidian shard storms? I've
ENCOUNTERS I
never seen obsidian rain from the sky before. have 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
no harm. If they succeed, find a way to make the conse-
SESSION 5: CORNERED
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?
I
adventurers' escape. They hate fey
creatures and take particular notice
ofCastri, if he is among the party . •
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
the adventurers close to the ragers.
t
-
Silt Runner Inciter (I) Level 2 Controller (Leader)
DEVELOPMENT 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
TRAITS
more silt runners arrive from any of the map sides near
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
HP 34; Bloodied 17 Initiative +2
the zone as difficult terrain.
AC 13, Fortitude 13, Reflex 13, Will 13 Perception +2
Miss: Half damage.
Speed 7
TRAITS
low-light vision <~Incite Fury. Recharge when first bloodied
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
HP 25; Bloodied 12 Initiative +4
Con 14 (+2) Int 6 (-2) Cha 10 (+0)
Alignment unaligned languages Draconic AC 13, Fortitude 11, Reflex 14, Will 13 Perception +2
Equipment bone spear
••
Speed
:~.!.
7
.•••.•.••
Silt Runner Swarm
low-light vision
I
Any enemy that starts its turn adjacent to two or more silt run-
ners takes 2 damage.
STANDARD ACTIONS
r----"-,
Hit: 1d4 + 5 damage.
@) Blowgun (weapon) • At-Will
Attack: Ranged 12 (one creature); +8 vs. AC
Hit: 1d1 0 + 4 damage.
:r Poison [j]
i · PC
Dart (poison, weapon) • Recharge ~
II
Attack: Ranged 12 (one creature); +6 vs. Fortitude
Hit: 2d10 + 3 poison damage, and the target is immobilized
1 (save ends).
I . START I
Aftereffect: The target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of the
darter's next turn.
-- ---
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
SETUP Speed 8
Perception +8
(
.11
,.1
I- - -~:...-
~~
i G:'
'~I PC t ,.
I
~, I START I
I
I AREA ~
L __ ~ __ I
-
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.
----- "
__ 8 .•. ~ - ---I
.-I':~ I , . '1
'" ....... jj~
~
n- "~
...... 1 _ -~,
...L___ ...~ .--- 1
START
..•... ~
-:r11g ."'.'+:""J.
.
~."j
----
;"!I
1 1 reI!
••• WiiIII (.--
1
1 PC
:'"AREA
- -
~
-
'"
'~
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
Hit: 1d6 + 1 damage.
Treasure: The goblins have 3 survival days (page 11)
worth of food and water with them. They also have a + I ® Shortbow (weapon) • At-Will
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
Initiative +6 Goblin Tactics. Encounter
HP 19; Bloodied 14
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
CD Bite. At·WiII Str 14 (+1) Dex 17 (+3) Wis 11 (+1)
,
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)
STANDARD ACTIONS
Poisonscale magus (M)
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.
MINOR ACTIONS
Ralo has the following basic stats. He does not wield a
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
AC 18, Fortitude 14, Reflex 16, Will 14 Perception +0
TACTICS 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. 1d1 0 + 3 damage, and the dust devil slides the target 2
Hit:
squares.
' - ..D -
•..•...
I
f PCI
~\
.. ~
L' iI AREA I
..
L ____ ~I
Encounter Level 2 (675 XP) TACTICS
The shaman has been sent by the Wastewalker to
SETUP capture the adventurers, in particular the two arcane
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
that scramble over the rocks.
DEVELOPMENT
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
Medium natural humanoid (reptile), lizardfolk XP 125 each
ssurrans. If one side controls the beast for three consec-
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
Slitherer Bravery
FEATURES OF THE AREA
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
.®
Alignment unaligned languages -
__
- I- - I
n
PC
•
III START
,~I
II AREA
I
I
'11