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Neuroglyph
Reviews The
Realms of Chirak
#18
Sept./Oct. 2010
Two Adventures for the Price of None
“There Is No Spoon” & “Mind & Iron”
50 Is The Magic Number Psecrets of the Psorcerer pg 3
It’s too late now, there’s no going back. Our last four issues have featured The unexplained phenomena of the sorcerer just
at least 50 pages and once you’ve set down that kind of precedence, anything became more mysterious. By Michael Evans
less would be a rip-off.
Luckily, all of us at Combat Advantage have been looking for new ways Will of the Taskmaster pg 7
to keep this promise to you, our loyal readers. And what the hell, even our Whip it. Whip it good. By Todd Crapper
casual readers who may be reading CA for the first time. Every issue will
feature at least 50 pages of original 4e material and we’ve expanded our team
in pursuit of this mission. Beginning with our feature adventure designer,
The Reach of the Thrasher pg 13
Combat Advantage #18 Corwin Riddle. The long arm of the fighter gets even longer.
Corwin is the webmaster for readyanaction.com and has been working By Tim Rose
Design/Content: Todd Crapper,
Michael Evans, Alan “Xahlt” Glover, on numerous free 4e adventures and single encounters for a while now.
Corwin Riddle, Tim Rose When I read his latest offering, Mind & Iron, I was impressed by not ADVENTURE: There Are No Spoons
Artwork: Billy Frank Alexander,
Cerberus Illustrations, only his content, but the efforts he had made to give his freebies as much pg 20
Darkzel, James Denton attention as a paid product. A couple of emails later, Corwin agreed to work Kids get themselves into the darndest trouble.
Layout: Todd Crapper, with us in providing access to some of his work as a regular feature in CA For 1st-level characters. By Alan “Xahlt” Glover.
Alan “Xahlt” Glover, Corwin Riddle
Editors: Vincent Harper, and we’re happy to have him on board.
Alan “Xahlt” Glover, Corwin Riddle But he’s not the only addition to our team and over the next couple
of issues, we’ll be introducing you to these new teammates as their new REVIEW: World of Shirak pg 35
First Publication 2010,
features begin, including an ongoing series of new monsters and an The brand new EN World 4e reviewer takes a look at
Emerald Press PDF Publishing
exclusive behind-the-scenes look at an exciting new venture in 4e design. this new campaign setting. By Michael Evans.
All written content within remains Plus, we’re working on new themes and content to add more bang for your
the property of its author and is
used with permission for this issue. buck. ADVENTURE: Mind & Iron pg 39
Previews and content submitted by All this aside, we’d like to hear from as many of you as possible on how A savage lion attack reveals an even greater threat.
publishers other than those involved we’re doing. What articles have you enjoyed and which do you feel need
with Combat Advantage have been For 7th- to 9th-level characters. By Corwin Riddle.
designed and edited by those listed improvement? Is there something missing in your campaign or character
in the preview unless otherwise not yet covered in the 4e market? The more we know about what you need
noted. Combat Advantage is a free to make your game better, the better we can provide that service. SKETCHBOOK: James Denton
PDF publication supporting the 4th
Edition Dungeons & Dragons game Enough talk! Let’s get down to business. In this issue, we have three pg 60
published by Wizards of the Coast new class builds featuring the sorcerer, the warlord, and the fighter, plus
and published by Todd Crapper and TWO new adventures, Neuroglyph’s review, and an Artist Spotlight
Emerald Press PDF Publishing. All
content in this publication meet the on James Denton. So please sit back and enjoy, gamers. Enjoy.
requirements of the Game System
License, as provided on the last page Todd Crapper
of this publication.
Editor-in-Chief, Combat Advantage
Cover:
Another pesky, evil magic user
summons a trio of evil nasties from
beyond the Known World.
September/October 2010
#18
www.emeraldpresspdf.com
C L ASS BUILDS
For sorcerers, magic is literally in their blood. They focus powerful arcane energies through
their bodies in ways that would likely kill any other mortal. They are able to do this
by drawing from their racial heritage, their bloodline, which can be traced back
to an ancestral entity who was more than mere mortal. Through quirks of fate or design,
the power of dragons, elementals, and even the forces of nature, were somehow distilled
into the very bloodline of a mortal race. And that magical heritage awakened, to a greater
destiny, in the form of a descendent that has mastered the arcane powers of a sorcerer.
But what if the power to harness and channel arcane energies came from a different
type of bloodline, such as a psionic one? How would a sorcerer focus the power or raw
magic by drawing upon an ancestry of psychic potential?
New Spells
Level 1 At-Will Spell Level 1 Encounter Spell
Psychic Jab Sorcerer Attack 1 Soul Warrior Sorcerer Attack 1
You lock gazes with your foe, delivering a jolt to its head that A warrior-like phantasm is unleashed from some part of your soul,
makes it reluctant to fight you. charging your enemies and whirling its blade like a dervish.
5
Level 13 Encounter Spell Level 16 Utility Spell
Forced Rapport Sorcerer Attack 13 Discordant Shields Sorcerer Utility 16
You drive a bolt of pure thought deep into the foe’s mind, causing You fortify your mental barriers with a dose of strong arcane
intense pain, and leaving behind a hidden directive. power, daring any enemy to try and breach them.
Encounter • Arcane, Charm, Implement, Psychic Daily • Arcane, Charm
Standard Action Ranged 10 Minor Action Personal
Target: One creature Requirement: You must have the Telepathic Shielding
Attack: Charisma vs Will class feature
Hit: 2d10 + Charisma modifier psychic damage and the Effect: You gain a +2 power bonus to your Will defense
target is dominated (save ends) until the end of the encounter. Any attack that targets
Psychic Adept: When the target makes its save, it is your Will defense allows you to inflict your Charisma
dazed until the end of its next turn. modifier in psychic damage against the attacker as a free
action, regardless of whether or not the attack hits.
6
C L ASS BUI L DS
“It’s not wise to disobey the guy with the whip.”
- Dessan Half-Elf, taskmaster warlord
th e
W ill
s k
o
m
f
as t e r
Taby Todd Crapper
They say warlords are the driving force behind any party Underfoot Warlord Feature
of adventurers, pushing them forward and picking them up when You snap your whip at the target’s leg and pull it out from under
they’re down. Impressive though they may be, none of them has ever him.
seen a taskmaster in action. Encounter • Martial, Weapon
Expertly trained to use a whip, these unique warlords Immediate Reaction Melee weapon
are an intimidating force on the battlefield. Intimidating Requirement: You must use a whip.
their enemies while simultaneously boosting their allies, taskmasters Trigger: A bloodied enemy provokes an opportunity
utilize their exotic skill with these dangerous straps of leather attack from an adjacent ally.
to restrict an enemy’s movement and defend their comrades before Target: The triggering enemy
they can come to harm, or inflict a lasting wound on a target to Attack: Strength vs Reflex
grant bonus opportunities for others to cash in. It takes Strength to Hit: The target is grabbed and prone
control the weight and snap of a whip, while a sharp mind capitalizes Secondary Effect: As a move action on your next turn,
you can move half your speed and pull the target an
on Intelligence for your second best ability score. Charisma
equal number of squares or make the target prone at the
would be the third ability score, as a taskmaster needs conviction end of its turn. You can release the grab as a free action.
in his voice to force enemies to do what he commands. This power ends once the target escapes the grab or
Suggested Feat: Stand Back!* (Human feat: Improved when you attack another target.
Initiative)
Suggested Skills: Athletics, Diplomacy, Endurance, Intimidate At-Will Attack Power: You gain the crack the whip power.
You choose a second 1st-level at-will power as normal.
Suggested At-Will Powers: crack the whip*, furious smash
Suggested Encounter Power: soften the blow
Suggested Daily Power: lead the attack
New Exploits
* designates a new power/feat from this article
Level 1 At-Will Exploit
New Class Feature Crack the Whip Warlord Attack 1
When you choose your Commanding Presence, you can choose After drawing blood with your attack, you snap the whip
Cracking Presence instead of another option. repeatedly over your head and startle your enemies.
At-Will • Fear, Martial, Weapon
Cracking Presence Standard Action Melee weapon
Requirement: You must use a whip.
Master of the Whip: When you purchase the Weapon Proficiency Target: One creature
feat for the whip, you gain one of the following as a bonus feat Attack: Strength vs AC
for the whip: Intimidating Snap*, Useful Whip*, Weapon Expertise, Hit: 1[W] + Strength modifier damage
or Weapon Focus. Any feats marked with * can be found in Effect: Choose an ally adjacent to the target. This ally
the Whips section on page 11. gains a power bonus to damage rolls against the target
When an ally you can see uses an action point to make an extra equal to your Intelligence modifier until the end of his
9
Level 13 Encounter Exploit Level 17 Encounter Exploit
Controlled Slide Warlord Attack 13 Regroup Warlord Attack 17
When your ally is pushed back, you unleash a snap to the target’s When the tide turns against you, one crack of the whip gives
back and follow-up with an impressive grab of your ally’s leg, the order to pull back or press forward.
pulling him back into position.
Encounter • Martial, Weapon
Encounter • Martial, Weapon Standard Action Melee weapon
Immediate Reaction Melee weapon Requirement: You must use a whip
Trigger: An ally is pushed Target: One creature
Requirement: You must use a whip Attack: Strength vs AC
Target: The triggering enemy Hit: 3[W] + Strength modifier damage
Attack: Strength vs AC Effect: You and all allies within 5 squares can shift half
Hit: 2[W] + Strength modifier damage and you can slide their speed as a free action.
the triggering ally 1 square. Cracking Presence: You and your allies can shift 2 +
Cracking Presence: The triggering ally can make a your Charisma modifier squares.
melee basic attack against the target. If he hits, you
regain the use of this power.
Level 19 Daily Exploit
Level 16 Utility Exploit Back of the Knee Warlord Attack 19
Whipping at the target’s legs, you can restrict its movement
Unforgotten Mark Warlord Utility 16 and keep it in range of another lash.
You leave a deep gash on your enemy’s back that will come back
Daily • Martial, Weapon
to haunt him.
Standard Action Melee weapon
Daily • Martial Requirement: You must use a whip
Immediate Interrupt Special Target: One creature
Trigger: An enemy you hit with an encounter or daily Attack: Strength vs Fortitude
attack shifts. Hit: 3[W] + Strength modifier damage and target is
Effect: An ally adjacent to the target shifts an equal slowed (save ends). Until the target makes the save, any
number of squares parallel to the target. allies within range can make opportunity attacks against
the target when it shifts or moves.
Miss: Half damage and the target’s speed is reduced by 2
until the end of its next turn.
10
Weapon Proficiency Cost Weight Damage Group Properties
Bullwhip +3 3 gp 3 lb 1d4 Flail Off-hand, reach
Kurbash +3 10 gp 3 lb 1d6 Flail
Blacksnake +3 10 gp 8 lb 1d4/1d4 Flail Reach (primary attack only)
Chain whip +3 15 gp 10 lb 1d6 Flail Off-hand
12
C L ASS BUILDS
“See
this
See w weap
h at it o n?
do?
Now can
wha imag
t it
can ine
to y do
ou.”
- Bar
and ring
mast f er,
er o ig
f th hter
e fla
il
14
Level 1 Daily Exploit Level 3 Encounter Exploit
Circling Chain Strike Fighter Attack 1 Chain Shift Attack Fighter Attack 3
Whirling the chain of your weapon you push your foes away to Your weapon seems to attack your foe on its own as you gain a
clear the battlefield. better position.
Daily • Martial, Weapon Encounter • Martial, Weapon
Standard Action Close burst 1 Standard Action Melee weapon
Requirement: You must be wielding a flail. Requirement: You must be wielding a flail.
Target: One creature Target: One creature
Attack: Strength vs Reflex Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage Hit: 1[W] + Strength modifier damage and you can shift
Secondary Target: Any target hit by your primary attack 2 squares as a free action before you make a secondary
Secondary Attack: Strength vs Will attack against the same target
Hit: The target is pushed 1 square Secondary Attack: Strength vs Fortitude
Miss: Half damage, and one target is pushed 1 square Hit: 1[W] damage and slide the target 1 square to
square adjacent to you
15
Level 6 Utility Exploit Level 9 Daily Exploit
Spiraling Chain Block Fighter Utility 6 Dazing Links Fighter Attack 9
You spin your weapon and block the arrow a hair’s breadth from You slip past your first foe to stop those coming behind him.
your chest.
Daily • Charm, Martial, Weapon
At-Will • Martial, Weapon Standard Action Melee weapon
Immediate Interrupt Personal Requirement: You must be wielding a flail.
Requirement: You must be wielding a flail. Target: One creature
Trigger: An enemy that you can see makes a ranged Attack: Strength vs AC
basic attack against you. Hit: 3[W] + Strength modifier damage and you can shift
Effect: You gain a +1 power bonus to your AC and Reflex a number of squares equal to your Intelligence modifier
defense against the attack. (minimum of 1)
Secondary Target: All targets within a close blast 3
Secondary Attack: Strength vs Will
Level 7 Encounter Exploit Hit: The target is dazed (save ends)
Miss: Half damage and the primary target is dazed until
Surprised Grab Fighter Attack 7 the end of your next turn.
You twist your weapon just so, catching your target’s legs and
holding her fast.
17
Level 19 Daily Exploit Level 23 Encounter Exploit
Backhand Strike Fighter Attack 19 Chain Scythe Fighter Attack 23
After your weapon bites into your foe, you get your chain to Arcing the chain on your weapon you push, pull, and slide your
follow up from behind. foes before tripping them up.
Daily • Martial, Reliable, Weapon
Encounter • Martial, Weapon
Standard Action Melee weapon
Standard Action Close burst 1
Requirement: You must be wielding a flail.
Requirement: You must be wielding a flail.
Target: One creature
Target: All enemies in the burst
Attack: Strength vs AC (two attacks)
Attack: Strength vs Reflex
Hit: 3[W] damage + Strength modifier damage (both
Hit: 2[W] + Strength modifier damage. You can push,
attacks)
pull, or slide the target a number of squares equal to
Sustain Standard: You can use this power on your next
your Strength modifier and make a secondary attack
turn but you suffer a -5 penalty to your AC, Fortitude,
Secondary Attack: Strength vs Fortitude
and Reflex defenses until the start of the following turn.
Hit: The target is knocked prone and dazed (save ends)
This attack can only be sustained for one additional
round.
Miss: Half damage and you take a -2 penalty to AC until
the start of your next turn. You cannot sustain this power.
Level 25 Daily Exploit
Get Out Alive Fighter Attack 25
Level 22 Utility Exploit Practice pays off as your weapon bites one target, your chain
slaps another, and the butt of the handle smacks a third.
18
Level 27 Encounter Exploit
Chain to the Wall Fighter Attack 27
Hurling your weapon at your foes you manage to bind them up
long enough for you to follow up with another attack.
A DVENTURE S YNOPSIS
A small child goes missing from The Fickle Fate Inn as a twitchy gnome
DM I NFORMATION
starts prying into people's business. But the big problem, says the innkeeper, The adventure occurs in the damp basement of the Inn. As the party
is the stew: it's going cold and unsold because there are no spoons to eat it descends into its depths, they will battle a group of oozing slimes that feed off
with. What's going on? Is it mischievous gremlins like the innkeeper suspects, the entrails of boar remains -- and human flesh as well. They will also
or is something more sinister at work? discover the nature of the mystery has nothing to do with gremlins. It is the
children who have been stealing spoons and leaving them as food for their
new pet: an oxide horror. The gnome, Chide, suspects the horror's presence,
A DVENTURE B ACKGROUND and longs to acquire the magical essence absorbed into its organs. It's up to
The Fickle Fate Inn is the setting for the entirety of THERE ARE NO SPOONS. the party to decide how to resolve the situation.
Big Rom -- a rotund man with a cloudy left eye and a short temper -- runs the
Fickle Fate, and the regulars all swear to the deliciousness of his specialty:
boar stew. Just last week he was serving so much of it that he ran out of
M AIN H OOK
silverware, and sacked the dish washer he suspected of stealing forks and THERE ARE NO SPOONS is meant to be a self-contained adventure to be
spoons behind his back. Since then, things have just gotten worse: now dropped into any inn or tavern setting. The adventurers may have any
there's barely a utensil in the whole place. number of reasons to be there, but the simplest urge is likely: the party is
hungry or thirsty, and they stumble upon a small mystery while there.
Tonight, things have reached a head: not a single patron has anything but
bread to scrape their stew bowl with. Everyone's complaining, except an Alternate Hook #1
energetic gnome named Chide who giggles constantly while surreptitiously The party is in need of a custom crafted magic item. They are sent to find
brushing close to the patrons. Big Rom's angry, taking it out on his son Chide, who is staking out the Inn. Chide will ask the party to order some
22
stew and watch their reactions; when Rom asks for assistance, Chide will party spares the oxide horror, but in that case will not deal with the
volunteer him and the party eagerly. adventurers in any way for services or goods.
Alternate Hook #2
The party hears a commotion on the streets: a drunkard is telling off Rom, T HE F ICKLE F ATE I NN
who swings him hammy fist and puts the man on his back. Frustrated, he The players enter the Fickle Fate, a broad-beamed tavern with a deliciously
calls out an offer of free food, drink, and lodging to anyone who can help him pungent smell hanging in the air. Grumbling patrons are hunched over their
with a tiny problem. stew bowls, slurping the food down noisily. Occasionally one yells something
like "This is ridiculous, Rom!" before a glare puts him back in his place.
C HARACTER : C HIDE , THE G NOME As soon as the players come in, Chide the Gnome approaches them and
Chide is an apprentice magic item crafter who works for a well-respected directs them to sit down, as if he was a waiter. Whether the party does or not,
magic item merchant in town. His behavior ranges from slightly odd to he advises them to order the stew and "see what happens." He then retreats
bizarre: he bounces and twitches, seemingly oblivious to the reactions of the to a corner, keeping a watchful eye on the party and occasionally giggling.
people around him. In fact, he is slightly addicted to raw magical essence
from working with it intimately, and is desperate to acquire some more from Either by ordering or looking around, the party notices that there are no
the beast he suspects lives below the inn. spoons in the place. Big Rom, appearing on the edge of a breakdown,
interrupts them before they can ask any questions.
Despite his unusual behavior, he is optimistic and eager to accompany the
party to the basement, with the intent of being there when the oxide horror is Big Rom: Where are the spoons, eh? Yeah, good question. I thought it
discovered. He will not fight pro-actively, but will throw daggers to protect was that lousy dishwasher pilfering them, but I gave him the sack last
himself if attacked. week and they just keep disappearing. My whole damn stock is gone!
Well, now I know what it is -- it's gremlins! What other creature is going
If the party agrees to give him the magical residuum, he will pay market price to steal my bloody spoons, eh? And - and I can hear the mischievous
for it and offer to sell magic items at a discount (20%), or craft an item of little chits sometimes.. jingling little bells. They go crazy for bells.. any
their choice from the essence for free. He will leave without violence if the time they see one they just can't stand not to ring it...
23
Littney, where are you running off to? And where is that waif orphan months back. Said it was completely broken, but it works well enough
friend of yours? She never done missed a chance at some stew scraps in for my eyes. Here...
her life!
Rom blows on the flame, hands over the lamp and beckons you down the
Big Rom heads after his son, who bursts into tears. After a muffled basement stairwell.
conversation, punctuated by Littney runs off to the rooms upstairs, Rom
returns to the party and explains the situation. T REASURE P REPARATION
Big Rom: Well, this is a bad business. That little girl ran off to the Parcel 1: Apprentice's Trick Lantern
basement where she and my boy are always playing around, and she Parcel 2: Ersatz Dagger
ain't be seen for the whole day. Damn me if those gremlins ain't to
blame. Who knows what they done to her -- will you please take a look Parcel 3: 650 gp worth of residuum
down there and see if you can find her?
Parcel 4: 25 gp or 75gp
Chide gets up quickly and inserts himself into the conversation. If the party is
hesitant or spends time bartering, he volunteers himself as well as the party.
Either way, he insists on coming along to the basement. Should the party be
forceful, he will wait in the basement anteroom and follow along later.
Rom directs the party to the basement, but won't enter himself - he appears
quite scared of the possibility of gremlins. However, he offers the party a
lantern in exchange for their assistance.
Big Rom: It's dark as hag's hair down there. You're welcome to this
lantern I got; some fancy robed customer paid off his tab with it some
24
T HE T RICK L ANTERN
Pay special attention to the party's lighting prep at the beginning of the
adventure. They may be suspicious of the circumstances by which the
lantern came into Rom's possession, and equip themselves with additional
light sources. Alternately, they may be lulled into a false sense of security by
the lamp and the blazing sconces in the basement landing (A1). Other than
the first area, only the Heroes "Hide Away" (A2) has dim lighting: the two
possible combat locations are completely dark, and if the lantern suddenly
goes out, the enemies will be at a strong advantage.
It's entirely possible that a party without arcane casters will go the entire
adventure without discovering the lamp's quirk -- in that case, they'll be all
the more surprised the first time an enemy fires off arcane magic at them.
25
A1: T HE U NFINISHED B ASEMENT Boulders: Characters can make a Perception check of Hard Difficulty
The party descends into the basement's anteroom. (DC: 15) to reveal that the boulders are stacked over a tangle of small bells
and clackers hung by twine. This is meant to be an alarm system for the
Read or paraphrase: children's hideout, but triggering the alarm will result in the slimes in A2
being warned of the party's presence. When the party scrambles over the
From the light of the wall sconces and Rom's lamp, you can see that
boulders to reach the cleft or continue to A2, make an Athletics check of
this basement is damp and disused. Half-finished cobblestone is laid
Medium Difficulty (DC: 10) to determine if they climb without setting off
out for a few feet before ending in the natural cave floor.
the alarm. If they have detected the trap but not disabled it, the check should
be Easy Difficulty (DC: 5).
When the party reaches the boulders at the end of the path, read or
paraphrase:
At the end of the path there are a group of stacked rocks that overhand
a short drop-down of about 5 feet to another branch of the cave. Next
to a narrow cleft above the boulders leading east, there is a crudely
drawn sign that reads:
Although it is not difficult to reach, the cleft leading to A3 is a very tight area
-- only small creatures can make it through and are forced to squeeze. If
Chide the Gnome is accompanying the party, he will volunteer to investigate
if they desire him to.
Ceiling: 10 feet
26
A2: R EFUSE P IT - C OMBAT E NCOUNTER (L VL 1 / 600
XP)
Setup:
4 Cellular Slimes (S)
Read or paraphrase:
As you turn a sharp corner, you are greeted by a caustic odor. Bits of
phosphorescent goo cling to the walls; a particularly long streak of
slime funnels down to a metal grating in the corner, directly beneath a
roughly chiseled hole in the ceiling. Based on the position of the
kitchen above and the shards of bone littered about, you can easily
guess that this is the inn's refuse hole, but there are no large piles of
slop. Something must be feeding on the debris -- probably something
like the rippling blobs of glowing mucous that are clinging to the rocky
walls.
If the party has set off the alarm in area A1, the slimes get a surprise round
consisting of one standard action each. One slime is hiding in the grate
below; this slime forgoes the surprise attack and waits until a full round has When the players can see the area to the east of the grate, read or paraphrase:
passed or a character comes within the slimy terrain area to appear and
attack. You notice some fresh bones laying on the floor next to a brightly
colored doll. The bones are undoubtedly human, belonging to a small
child. This really couldn't be anyone else than the young girl Waif, her
flesh scrubbed clean from her bones by the monstrous oozes.
27
Tactics: Features of the Area:
The slimes attempt to hide in small areas where Medium or Larger creatures
Illumination: Dark
area forced to squeeze at a disadvantage, then strike when their foes are
close. If the party is hesitant or fires ranged attacks from a safe position, the Height: 15 feet
slimes in open areas close quickly while the others retreat to the tight spaces
to the east. Slime: A Perception check of Easy Difficulty (DC: 5) will tell any
character that the slimy area looks thick, sticky and noxious. Characters who
enter the slime are slowed and take 1d4 acid damage at the start of their turn
while in the slime. The creatures are not affected negatively by the slime.
Tight Spaces: All squares marked ]M[ on the map require squeezing for
medium sized creatures; large creatures will not fit. The slimes do not take
any penalties from squeezing.
28
A3: T HE H EROES "H IDE A WAY " Slippery Slide: Characters who step on the slippery terrain may make an
If any characters have squeezed into this small space, read or paraphrase the Acrobatics check of Medium Difficulty (DC: 10) to stay upright; if they
following (Chide will relate something similar to the party if he is the only fail, they fall prone sliding several squares and to land in the pile of old
one in the space): clothing in A4. They take no damage from the fall. Characters may climb
back up the rope ladder without a check, but will have to repeat the
The jagged cleft gives way to surprisingly cheery hole, lit by an oil Acrobatics check if they want to return to the Hide Away.
lamp. An old rug and pillow offer a decently comfortable, if
distastefully dirty, corner to sit in. Several dirty toy soldiers lay
around, as does a bowl with a half-dozen of the missing spoons. There
is a slightly rancid smell, like a tallow candle that is sputtering out.
There is a dark slope to the south, covered in a pitch-like substance.
The slope is slicked with rancid boar fat that has turned black over time, and
it serves as a dirty but entertaining slide for Rom's son and the waif. The slide
descends 5 feet to area A4.
If alone, Chide will not attempt to slide down this passage until he hears or
sees the light of the party at A4; he will also not return to the party, claiming
he is stuck in a crevice, while he watches the lair for signs of the oxide horror.
Ceiling: 5 feet
Tight Squeeze: Areas marked ]S[ on the map can only be reached by small
size creatures who are squeezing.
29
A4: T HE L AIR OF M ISTER S NIFFLES
The party may approach this position, perhaps split, from the Refuse Pit
(A2) or the "Hide Away" (A3).
You shoot down a greasy slope at high speed before being ejected into
the air and deposited on a massive pile of filthy clothing. You lie
prone, apparently unharmed, and with a strong sense that the last few
seconds were meant to be "fun".
The cave walls reach up high here, forming a wide pit. A rope ladder
leads up the northwestern wall into a dark hole above the dirty clothes.
On far eastern side of the south wall, someone has left a few odd items
strewn about: a water bucket, a colorful hat, and a wooden hand
mirror. They appear almost as an offering -- perhaps left to the source
of the chuffing sound hidden in a cleft to the south. Whatever lies there The creature before you is bug-like, with a chitinous reddish-gold shell,
seems reluctant to leave its hiding place. a whipping tail and a mouth with delicate antennae that are
constantly sniffing the air about it. Strange blue streaks glow in the
If part or all of the party approaches, the oxide horror comes out of the cracks of its carapace.
shadows. When the party can see the monster, read or paraphrase:
The monster will attempt to avoid combat at first, remaining in hiding if
possible. If members of the party approach too closely, it will charge out
without attacking, then retreat to its hole. If it is attacked or directly
threatened at any point by the party, a full combat encounter occurs.
30
Once the party has arrived in full, it hears wailing from the north: Littney has
found the remains of Waif. At this point, if Chide has not yet joined the
party, he will climb down from the "Hide Away" and encourage the party to
approach and kill whatever beast lies there.
Chide: Oh, can you hear that!? It sounds monstrous! I think we'd better
dispatch it quickly!
At the same time, the party hears a sobbing cry from Littney:
Given the chance, Chide will admit to the party that he has suspected the
nature of the monster all along, and will describe how he can extract the
magical residue from its corpse if they kill it -- in which case, utilize the
combat encounter. If the players hesitate or decide not to kill the oxide
horror, Mr. Sniffles will approach hesitantly, but then firmly, sniffing the air
and seeking out the best magical item in the area with intent. You may run
this encounter as a skill challenge.
Ceiling: 20 Feet
Ledges: There is a drop off of 5 feet leading from A2. The oxide horror
cannot or will not climb over the ledge back in this direction.
31
A4-A: C OMBAT E NCOUNTER (O PTIONAL - L VL 1 /
400 XP)
Setup:
1 Oxide Horror (X)
Tactics:
The oxide horror is hungry and will prefer to use attacks that destroy magic
items or arms/armor. He has no escape route from his lair, and will fight
until death -- darting in and out with Corroding Lunge from one PC to the
next and rarely concentrating its attacks. When cornered, the horror utilizes
its Tail Whip to extricate itself.
32
A4-B: S KILL C HALL ENGE (O PTIONAL - L VL 1 / 400 unless the party offers the monster a non-metallic item, in which case 1
failure is earned. Small metal items do not count as a success unless the DM
XP)
judges them worthwhile.
This is a skill challenge of Complexity 1, indicating 4 successes are required
Acrobatics (DC: 10), avoids getting an item eaten, no success
before 3 failures.
Arcana (DC: 15), may be used to gain 1 success or failure. Confuses the
The oxide horror will press hungrily until he has eaten three metal items of
monster into believing something is filled with magical essence, gaining time.
significant mass. The party may feed it any metal objects they have ready in
their hands; otherwise the monster goes directly for the most expensive
Athletics (DC: 10), a threatened item can be thrown to a safe ledge or a
magical item in the party, or barring that, the most expensive armor or
character may try to leave the monster's reach, no success
weapon. The amount of metal required is up to the DM; for comparison
purposes, treat the half-dozen spoons in the hideaway as 1 metal object.
Dungeoneering (DC: 5), may be used to gain 1 success or failure. A
character familiar with the oxide horror's nature knows how to confuse its
The adventurers undoubtedly have mundane metal objects in their packs;
senses and buy time.
assume that the skill challenge involves misdirecting or staving off the
monster until they have time to dig through their possessions. Allow the
party to sacrifice items to stall or gain successes. Individual failures result in Stealth (DC: 5), a player hides from the monster, keeping their items safe,
one of the character's items being eaten. If the party feeds the monster or no success
stalls long enough to use mundane pack items (or perhaps the spoons from
the hide-away), the monster is tamed. If the party fails, the monster becomes Thievery (DC: 10), may be used to gain 1 success or 1 failure. A player
enraged with their deceptions and attacks. The essence of any magical items juggles a metal item in and out of the creature's senses, delaying it
the monster has eaten during the skill challenge can be recovered as magical successfully or annoying it with a failure.
residue.
R ESOLUTION
Possible skills:
If the characters tame the monster, Littney is pleased, while Rom is far less so
-- he will inform the party he isn't overjoyed to be caring for a metal-eating
Feeding the Monster: may be used to gain 3 successes. There is no failure
monster, but he is happy than his son is alive. He'll pay the party 25 gold, and
33
Littney will give the party a "treat" he previously made that Mr. Sniffles didn't
like -- an Ersatz Dagger worth 520 gp. Chide leaves the inn, disappointed
and unwilling to parley with the party any further.
If the monster is killed, Littney is distraught and runs off. Rom offers the
party 75 gold and free room and board for a month. The monster contains
salvageable residuum worth 650 gp. Chide offers to buy the magical essence
from the party as per his character description, or make them an item of their
choice with the residue.
Art Resources: Cecil Solomon for the CSUAC and the Map Tools ,
Dundjinni & Cartographer's Guild communities for the Mapping Pack
34
REVIEW
Enter the GSL Publishers.
Some GSL Publishers have created new and unique campaign
settings for use with 4E that are markedly different than the world
settings offered by WotC. And Zodiac Gods Publishing is one
example, offering new vistas to explore in fantasy role-playing
with The Realms of Chirak Campaign Setting.
from Zodiac Gods Publishing for Dungeons & Dragons 4th Edition, set in a post-apocalyptic
world after a war between the gods and ancient demi-godlike
races had all but destroyed it. The world setting comes with a book
complete with seven new races, as well as wide range of existing
Creating a fantasy campaign is no small feat, and Dungeon Masters
4E races which have been altered to fit into the new setting,
often spend hours each week working to create a cohesive and with supporting information regarding racial history and attitudes,
interesting storyline to entertain their Players. But only a few DMs as well as statistics and new abilities. There is also a gazetteer
can find the time to create an entire campaign world; most often of the known world, along with a collection of maps, detailing
the various lands which make up the realm. The author provides
settle for one of the pre-built worlds provided by Wizards of the a detailed history of Chirak, from the time of the ancient
Coast, such as the Forgotten Realms, Eberron, or the new Dark Sun apocalypse through the current times in the realm, including
Setting. But these settings have been around for years, and existed a timeline of eventswith special DM information on key events
long before D&D 4E came into being. Although Players and that Players might only discover through years of investigation and
play about what “really” happened to the ancients and the gods.
Dungeon Masters have enjoyed many adventures in these “official” There are also nearly 40 new monsters native to The Realms of
worlds , they might find their campaigns dulled by over familiarity Chirak, as well as 5 new implements, 26 new artificer devices, and
with the source material. 2 new artifacts – the Zodiac Stone and Zodiac Shard which can
lead Characters to become new deities to replace the lost gods!
MIND
IND & IRON
Heroic
6 Difficulty
8
Heroic
8
6
5
Difficulty
Complexity
RON
5 Complexity
THE PLAINS OF CASAI When your players near the woman, read:
When an adult monarch uses Crushing Pounce,
read:
Encounter Level 7 (1750 XP) The woman fell between an outcropping of large stones in The giant beast bounds through the high grass, bearing
To start the adventure, the players should be travel- the middle of the plains. As you near the area, you see a ju- down on you with its razor sharp claws.
ling somewhere and pass through an area known venile lion standing proudly over the woman. It growls and
When a monarch uses In the Weeds, read:
as the Plains of Casai, a rural and dangerous area of bares its teeth at your presence. The sound is echoed almost
immediately in louder, deeper tones, and another, much The lion runs through the high, yellow grass, blending into
open wilderness. Tell your players the history of Ca-
larger adult lion appears atop one of the rocks. its surroundings and disappearing from view.
sai and its people, or let them roll knowledge checks
to determine what they know: When the young monarch uses Pride of the Pride,
History (DC 12): Casai is well-known for its population GOLDEN MONARCHS IN COMBAT read:
of farmers who endure its harsh conditions and dangerous The young monarch and the one visible adult mon- The smaller lion seems more confident next to its larger kin,
creatures. arch will try to lure the players further into the rock and unleashes a more powerful attack.
History (DC 16): It has been said that the farmers of outcropping, where the two hidden adult monarchs When an adult monarch uses Rockclimbing, read:
Casai prefer to deal with the dangers themselves and stay await, hidden in the grass. The hidden adult mon-
independent of the many surrounding cities that would The large lion leaps high into the air, scraping and clawing
archs will attempt to begin combat with Crushing
eagerly protect them in exchange for controlling part of its way to the top of one of the large boulders.
their crop. Pounce, taking advantage of the bonus damage, while
trying to end their turns close enough to the other When an adult monarch deals bonus damage,
lions to give either combat advantage or multiple at- read:
tacks against the same player—the lions prefer to take The lion takes advantage of its unsuspecting prey, striking
down one player at a time, if possible. with uncanny precision to deliver a devastating blow.
The young monarch knows it is the weakest and
will try to stay on the edge of combat, rushing in to
take advantage of Pride of the Pride when applicable.
All of the lions will do their best to use In the Weeds
40
Adult Golden Monarch
Large natural beast
Level 7 Elite Lurker
XP 500
THE MAP FEATURES OF THE AREA
HP 120; Bloodied 60 Initiative +6 Use maps M1a, M1b, M1c, M1d. Illumination: The plains are well-lit with a sunny
AC 21, Fortitude 20, Reflex 20, Will 18 Perception +10
Speed 8 Low-Light Vision sky.
Saving Throws +2
Action Points 1 SETUP High Grass: Marked as patches of yellow grass.
STANDARD ACTIONS
1 Young Golden Monarch (Y) A creature in high grass has partial concealment
b Bite�At-Will
Attack: +12 vs. AC 3 Adult Golden Monarchs (A) against ranged attacks.
Hit: 1d8 + 12 damage.
b Claw�At-Will Two of the adult golden monarchs are invisible when Boulders: marked as giant grey rocks; 10 ‘ tall.
Attack: Reach 2, +12 vs. AC
Hit: 1d6 + 8 damage and an ongoing 5 damage (save ends). combat begins; they will enter combat and sneak at-
w Golden Fury�At-Will tack several of the players.
Effect: The adult golden monarch makes a bite attack and a claw attack,
or two claw attacks. The target is pushed 1 square for each successful
hit.
b Crushing Pounce�At-Will
Effect: The adult golden monarch charges and makes two claw attacks
against a single target. If the adult golden monarch was invisible when
making these attacks, each attack deals an additional 1d6 damage. If
both of these claw attacks hit, the target is knocked prone.
MOVE ACTIONS
In the Weeds�Recharge 456
Effect: The adult golden monarch can move its speed. If it ends this
move in high grass, it becomes invisible until the end of its next turn or
until after it hits or misses with an attack.
Rockclimbing�Recharge 456
Effect: The adult golden monarch jumps to the top of a boulder within 2
squares without making an Athletics check.
Skills Athletics +12, Stealth +12
Str 19 (+7) Dex 17 (+6) Wis 15 (+5)
Con 14 (+5) Int 2 (-1) Cha 9 (+2)
Alignment Unaligned Languages —
45
This works best if you have at least five doubles of human-
ENCOUNTER 3: SPECIAL FEATURES
oid minis. As the battle goes on, more and more players will
THE ASSEMBLY LINE Facsimile:
be replicated by robots, which can get very confusing for
The automatons have a melee ability called Facsimile everyone if there is no visual component to knowing who is
Encounter Level 9 (2500 XP) that copies another player to confuse the party: copied by which robot.
Once the showroom is clear, Movasi unlocks the �� The automaton magically changes to perfectly When a player is replicated, take their mini off the table
door to his assembly line, welcoming the intruders replicate the targeted PC, but retains its normal and use the two doubled minis (one for the automaton and
to enter. Inside are the answers to the fate of Casai’s defenses and abilities. one for the so the other players can see who is replicated by
missing farmers, but the players must fight through �� The automaton and the targeted PC are teleport- which robot. Also make sure you’re keeping track of this on
Movasi’s latest inventions and subdue the artificer to ed up to 4 squares in opposite directions when a piece of paper!
uncover them. Facsimile hits. Assembly Line:
When the players enter the assembly line, read: �� Alert the players that the minis (if you are using The players fight in the middle of Movasi’s assembly
them) do not represent which one is which. line:
The room bursts into bright lights as mechanical lamps
Mark that information down yourself where they �� Conveyor belt 1 begins going north. Belt 2
turn on overhead, one by one. You seem to be in the middle
can’t see. begins going west and belt 3 begins going south.
of a production facility; large pieces of machinery take up
most of the room, placed between conveyor belts and stacks �� Not even the replicated player will know which At the end of each round, each belt reverses
of inanimate automatons. one they are (until their turn begins). direction.
Arcana (DC 16): The conveyor belts seem to be controlled �� Other players can not tell the difference between �� A player moving with the direction of the convey-
by magical crystals—a strong magical force could affect the that automaton and the player: if the replicated or belt moves twice their speed. A player moving
belts. player speaks, the automaton speaks identically. in the opposite direction moves half their speed.
Thievery (DC 16): You think you could disable the me- �� To discern which one is which, a different player �� A creature that begins its turn prone is automati-
chanical arms with a simple technique used in deactivating can make a DC 20 Perception or DC 20 Insight cally moved 3 squares in the direction of the
some traps. check as a minor action. A successful check conveyor belt at the beginning of its turn.
When you are ready to begin the encounter, reveals which one is the automaton and which �� There are several mechanical arms that extend
read: one is their ally. over the conveyor belts. These are above the
There is a loud crack, and an eladrin appears in the rear of �� Regardless of successful checks, when the actual belts, so creatures can pass below them.
the room. “You’re not the first group of adventurers those replicated player’s turn starts, inform that player �� A mechanical arm has 15 hit points and defens-
insufferable peasants have sent my way,” he says, sighing, which mini they are so they can take their turn es of 16. It makes the following attack against
“and you won’t be the last.” He snaps his fingers, and the normally. At this point, it should be clear to the any creature passing below it:
room springs to life—the belts begin to turn, and mechani- other players who is who. Attack: +11 vs. AC
cal contraptions start to shake and churn. �� If a player attacks their ally accidentally, do the Hit: 10 damage and the target is knocked
A group of automatons step off the assembly line, ap- attack as normal. If a player heals an automaton prone
proaching menacingly. “Forgive the aggressive sell, friends. on accident, use the ability as normal and the
I know it’s bad business, but I also know why you’ve come automaton gains the hit points.
and, sadly, there’s nothing to be done about past sales. Con-
tracts were signed, after all.”
46
AUTOMATONS IN COMBAT FLAVOR TEXT When an automaton uses Shrapnel Explosion,
read:
The automatons are clever robots controlled by If you dislike reading powers and effects to your play-
Movasi, who can command them without any kind ers, give them hints with the following flavor text. The automaton begins to twitch and shake, sparks flying
of visible or verbal orders. Their biggest priority is to out in random directions—suddenly it explodes in a shower
When Movasi uses Robotic Recall, read:
protect Movasi and stay between the players and him, of metal shards, damaging those close to the blast.
attempting to keep them on the conveyor belts and Movasi snaps his fingers and one of the automatons briefly
When a player uses Perception or Insight to dis-
push them into any machinery if possible. They are vanishes, reappearing next to its master.
cern their ally, read one of the following:
not stupid and will avoid walking into the mechani- When Movasi uses Auto-Magic Empowerment,
cal arms or dangerous machinery. �� Your ally shouts a key phrase to you that only he would
read:
An automaton uses Facsimile as soon as possible know, identifying him as the real version.
on a player, hoping to confuse the rest of the party. The artificer unleashes a ball of pulsing lightning, which
�� You notice one of the copies twitch suddenly with an
Automatons will target separate players to add to the energizes any automatons caught in the blast.
unnatural jerk—not the movement of a humanoid.
confusion, making it difficult for the allies to attack When an automaton uses Facsimile on a player,
�� You watch one of the copies favor a particular leg,
the correct target without making a check or damag- read:
revealing an injury your ally received on a previous
ing their ally. When an automaton’s replication is dis-
The automaton begins to change shape, taking on the adventure.
covered at the beginning of its target’s turn, it will try
physical attributes of its target. Within seconds it appears
to copy that player again or another nearby player. �� One of the copies speaks slightly out of tune, its me-
to be a perfect copy of you and your mannerisms. Sud-
Once a player has been replicated, the automaton chanical parts betraying its identity.
denly, you both disappear and reappear in a flash—turning
that copied it will try to make use of Empowered Repli-
toward your allies, you notice them looking back and forth
cation, attacking that same target if possible with Slam THE MAP
to you and the robot, unsure which one is their ally.
for the bonus damage. When an automaton is about Use maps M3a, M3b, M3c, and M3d.
to die, it will try to get as close as possible to nearby If a player tries to discern a replicated player’s
players to damage them with Shrapnel Explosion. position, read (to encourage them to make a check):
Both the automaton and your ally call out in unison, plead-
MOVASI IN COMBAT ing with you to attack the other. Only those keen enough
Movasi is unsure of the player’s abilities, and will try to perceive the smallest difference or find insight into their
to keep his automatons in front of him until he sees intentions could tell them apart.
the players in action. He will move around using his
When an automaton uses Empowered Replication,
teleportation powers to stay behind automatons and
read:
the assembly line, hoping to trap the players on the
conveyor belts. The automaton is familiar with your physical structure,
Movasi will use Charged Bolt to teleport nearby taking advantage to empower its attacks.
players away from him or distant players into danger
When a replicated player begins his turn, read:
or adjacent to automatons. He is in control of the
automatons and will have them group up on a player After a few moments, you recognize your ally’s familiar
or two before casting Auto-Magic Empowerment on a movement and words, identifying him as the real thing.
group. Both Robotic Recall and Fey Step are used to
escape combat or move an automaton next to him.
47
SETUP Conveyor Belts: Marked as black conveyor belts, see Movasi, Level 8 Elite
Special Features for details. A player within 2 squares Eladrin Artificer Controller
1 Movasi, Eladrin Artificer (M) Medium natural humanoid XP 700
of a belt can use a minor action to make a DC 12 HP 200; Bloodied 100 Initiative +7
6 Auto-Magic Automatons (A) AC 23, Fortitude 20, Reflex 24, Will 22 Perception +6
Arcana check to change the direction of a conveyor Speed 6 Low-Light Vision
belt that turn. Saving Throws +2, +7 against charm
FEATURES OF THE AREA effects; Action Points 1
Mechanical Arms: Marked as yellow mechani- STANDARD ACTIONS
Height: The ceiling is 30’ high. b Quarterstaff (weapon)�At-Will
cal claws, see Special Features for details. A player Attack: +13 vs. AC
Illumination: The shop is well-lit. adjacent to an arm can use a minor action to make a Hit: 1d10 + 8 damage.
R Charged Bolt (lightning, teleportation)�At-Will
Machinery: Marked as orange gears and spikes. A DC 12 Thievery check to disable an arm for the rest Attack: Ranged 10, +13 vs. Reflex
Hit: 3d6 + 15 lightning damage and teleport the target up to 2 squares.
creature entering one of these squares is pushed 2 of the encounter. a Auto-Magic Empowerment (lightning)�Recharge 456
squares and takes 1d6 damage. Attack: Area burst 1 within 10; +13 vs Reflex
Hit: 2d12 + 18 lightning damage to every enemy in the burst. Any
automatons in the burst gain a temporary +5 damage to all attacks until
the start of Movasi’s next turn.
MINOR ACTIONS
Robotic Recall (teleportation)�Recharge 3456
Effect: An automaton within 10 squares is teleported adjacent to Movasi.
MOVE ACTIONS
Fey Step (teleportation)�Recharge 456
Effect: Movasi can teleport 5 squares.
Skills Arcana +16, History +16, Nature +10
Str 11 (+5) Dex 15 (+7) Wis 11 (+5)
Con 9 (+4) Int 19 (+9) Cha 15 (+7)
Alignment Unaligned Languages Common, Elven
Equipment Robes, Quarterstaff
Auto-Magic Level 7
Automaton Skirmisher
Medium natural animate (construct) XP 300
HP 74; Bloodied 37 Initiative +11
AC 21, Fortitude 19, Reflex 21, Will 17 Perception +2
Speed 5
Immune disease, poison
TRAITS
Empowered Replication
As long as the automaton is under the effect of Facsimile, it gains +2 to
all attack rolls against the replicated target and deals an additional 1d6
damage with all attacks against the replicated target.
STANDARD ACTIONS
b Slam�At-Will
Attack: +11 vs. AC
Hit: 2d6 + 7 damage.
w Facsimile�Recharge 456
Attack: +12 vs. Reflex
Hit: 2d6 + 10 damage.
Effect: The automaton turns into an exact physical copy of the target. This
lasts until the automaton uses this ability again on a different target. See
Special Features for details.
TRIGGERED ACTIONS
Shrapnel Explosion
Trigger: The automaton is reduced to 0 hit points.
Effect: The automaton explodes. Every creature within 1 square takes 1d6
damage and is pushed 1 square.
Str 15 (+6) Dex 20 (+9) Wis 7 (+2)
Con 11 (+4) Int 3 (+0) Cha 3 (+0)
Alignment Unaligned Languages —
My players want to check all of the farmers to
CONCLUSION ADJUSTMENTS see if any more are robots:
When defeated, Movasi falls to his knees. He reaches This is the usual response I think, because most players are
into his robes and pulls out the control crystal before Below is some advice on how to run and adjust the very paranoid and will cling to the smallest mystery until
dashing it on the ground in front of him, destroying adventure according to the needs of your particular they’re exhausted every possibility. To counter this and keep
its magic to keep it from the players. He turns to the group: the end a surprise, let them think that they can detect the
We have too few or too many players: robots by the arcane aura they saw from the first robot’s
PCs with a look of annoyance, gasping, and says: “I
body (the Sulas copy).
would gladly offer a refund to any unsatisfied customers... For 4 players, subtract 1 one adult monarch from the first
The aura is only detectable when the robots are dying
pending a valid receipt, of course...” On his body is a encounter, 1 BFF 8000.02 from the second encounter, and
and it leaks out, so that should be enough to convince them
2 auto-magic automatons from the third encounter. For 6
level 9 magic item and 1,000 gp. Around the shop the rest of the farmers are humanoids. Then, when they
players, add the opposite.
is another 1,500 gp in jewels and crystals. The PCs come back later and discover the truth, let them know the
We aren’t the right level: aura is all over so they don’t feel cheated.
can easily dismantle the assembly line, destroying
Movasi is based off one of the many eladrin wizards found What happened to Sulas and the others?
the crystals inside. When the last crystal is destroyed,
in the Monster Builder. The lions are based off the
all of the remaining automatons lining the walls fall It was supposed to be subtle, but Sulas and the other farm-
golden lions, the showroom robots are based off the train-
apart in a concentrated pile of gears, bolts, and metal. ers grew tired of their boring lives, and, since they couldn’t
ing dummy, marching hammer, and warforged, and the
leave their families behind without enough workers and
auto-magic automatons are based off any construct of the
If the players investigate further, they will find a protection, they paid Movasi to create robot copies of them-
appropriate level with modified abilities.
desk full of ledgers and receipts. The PCs notice that selves. Everything was done through legitimate transactions,
It’s too easy: and Movasi kept his mouth shut as part of the contracts that
most of the receipts are signed by residents of Casai,
�� The first encounter should be easy enough so the were signed.
including one by Sulas, who left a forwarding address
players don’t consider taking an extended rest before Movasi may be a strange man, but his business contracts
to the nearest big city, Simth. Depending on how heading off to Movasi’s shop. are his first and number one priority; he doesn’t allow
much they interacted with the farmers, they might people to break them, and he certainly won’t break them
�� The difficulty of the second encounter depends on how
or might not realize these are almost all of Casai’s you make use of the spotlight, line of sight, and the himself.
younger residents and workers. BFF’s powers. The irony is that the farmers tried so hard to get rid of
Movasi, who they saw as a threat to their way of life—and
Upon returning to town, read the following: �� If the third fight is too simple, have the automatons
in doing so, they condemn themselves to a bleak future, as
push targets 1 or 2 squares with slam so they can
their children are all missing now and they don’t even have
Though you are some distance from Casai, you can already knock players into the machinery.
the robot copies to help out.
make out the tortured cries and moans of pain from its My players don’t want to fight Movasi:
Where do we go from here?
villagers. As you hurry to investigate the commotion, you Movasi isn’t stupid, and many adventurers have come
The farmers could beg the players to search for some of
notice several families crowded around many different ar- before the players on behalf of the farmers. Many tried to
their children in the nearby cities, bringing them back or at
eas in tight circles, standing over something that glimmers bargain with him or trick him into talking so they could at-
least making sure they’re all right. Or the players could stick
in the mid-day sun. tempt to subdue him, and he’s not falling for it again. He’ ll
around Casai and defend them from monsters while they
take the initiative and send his robots after the players with-
Littering the ground all over the farmland are piles of try to get things in order. It’s all up to you and what your
out a second thought, since they are likely carrying weapons
bolts, gears, and metal parts. You count dozens of these players feel like doing!
and armor and seem like they’re looking for a fight.
automatons, each one a unique and perfect representation
of one of the farm’s younger residents, all of whom seem to
be missing. “Our children!” one of the older farmers cries, Enjoy this adventure? Visit www.readyanaction.com for more free adventures and encounters, with a new one added each week!
www.jamesdenton.net
James Denton
Savage Mojo is a small, international collaboration
of freelancers with a passion for high-quality roleplaying
game products. Featuring imaginative illustrations, products
range from stock art to game map art and from short setting
works to full-color rules books. The company creates work
in its Suzerain Universe, a different version of Earth and our
reality, for both its system, Mojo Rules!, and the well-known
Savage Worlds system. Three upcoming products including
James Denton’s work are Caladon Falls, The Ratten Wakes,
and Return of the Ratten, all set in the Suzerain fantasy realm
of Relic.
The Ratten Wakes and Return of the Ratten are books two and three in
a trilogy to be printed with the first book, Bitter Fumes, as an anthology in 2011.
All are based on Mojo Rules!, the system in Savage Mojo’s soon-to-be-released Suzerain
Adventurer (re-tooled version of Suzerain). The trio is set 208 years after the War of the
Wild, which starts in Caladon Falls. That time has faded into nothing more than legend
and lore, the stuff of old wives’ tales. But in the ramshackle remnants of the Caladon
Kingdom a new threat has emerged. Whispers of the old ways. Shadows of a former evil.
Only the Guardians are still alert for the Wild. And only they take seriously the thought
of it coming back.
Caladon Falls will be available in PDF by the end of 2010 with the
print version following shortly thereafter. The Ratten Wakes and
Return of the Ratten will only be available in PDF by year end, and will
be included in the 2011 print anthology. See www.savagemojo.com,
www.suzerain.info, www.twitter.com/savagemojo,
and www.facebook.com/suzerainrpg for more information
or to communicate with contributors.
www.emeraldpresspdf.com
Combat Advantage is a series of free supplemental material courtesy
of Emerald Press PDF Publishing, Todd Crapper and its participating
contributors. All artwork and material created specifically for this
issue remains under the ownership of its creator and permission was
granted for publication.
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