The race plays out over multiple sessions like a mini-campaign.
Time management and resource tracking are crucial.
Headbands are physical items. Players can lose, trade, or hide them.
Placement points awarded when a character finishes the race.
Final scores = headbands + placement.
Encounters emphasize mobility, climbing, grappling, and non-lethal combat.
Common checks: Athletics, Acrobatics, Insight, Deception, Stealth, Perception.
Use of terrain is encouraged—rooftops, ledges, hidden passages.
Invisibility, flight, teleportation = instant alarms and disqualification.
Creative use of illusions, buffs, minor enchantments = legal, but risky.
Some Roosts and high-traffic zones suppress magic altogether.
The player with the highest total points wins.
In the event of a tie, whoever crossed the finish line first among the tied group takes the win.