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Never Settle 4 The Ordinary!

Featuring new powers


and builds for the fighter,
A Free Bi-Monthly Supplement for 4E warlord, and sorcerer

+
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?

The Psychic Adept


The psychic adept is a sorcerer born of a bloodline tracing its origins back to entities
of psionic power. Could an ancestor have had a dangerous alliance with one of the races
of the Far Realm? Or perhaps someone in the family tree dabbled in occult lore from some
alternate reality? Or are they descended from a victim of some aberration’s mad psychic
experiments?
Whatever the origin of the bloodline, the psychic adept, or “psorcerer”, does not wield
“Some energies are best left alone. Others mental energies as a true psionic does. Rather, she is able to use the innate psychic channels
should never be handled by any save the in her body and soul, which would normally be used to conduct psionic powers, to instead
most brilliant minds. Mine is a power that harness and focus raw arcane energy. But instead of creating only physical manifestations
of power and elemental forces, the psychic adept can also generate terrifying mental forces
will literally blow your mind... to pieces.” that tear at her enemies’ minds. For psychic adepts can hurl raw arcane force to strike against
- Jaiz, psorcerer both bodies and souls.

PSEC RET S OF THE

PSORCERER by Michael Evans


Psionic Magic
When you choose your Spell Source class feature, you can select Psionic Magic instead of other options.
Note: While normally a sorcerer’s main statistics are Charisma, Strength, and Dexterity, the psychic adept build tends
to have a more focused mind, and will often have a stronger Intelligence than Dexterity. A keen intellect is essential to focus
and harness the energies of a psychic bloodline.
Psychic Power: You gain a bonus to the damage rolls of arcane powers equal to your Intelligence modifier. The bonus increases
to your Intelligence modifier + 2 at 11th level and your Intelligence modifier + 4 at 21st level.
Telepathic Shielding: You gain resist 5 psychic. The resistance increases to 10 at 11th level and 15 at 21st level.
Counterspell: When struck by an attack that targets your Will defense, you can gain a +2 bonus to your Will defense versus other
attacks of a similar keyword or damage type as an immediate interrupt. The counterspell remains in place, granting the defense
bonus versus attacks of that damage type, even from different opponents, until the end of the encounter – or until the counterspell
is used against a different attack. For example, if you are hit by a charm power, you gain a +2 bonus to your Will defense against
other charm attacks until the end of the encounter. You may counterspell only once per round.
Psychic Scream: When you roll a natural 20 on an attack roll for an arcane power, the mental energies you unleashed on your
opponent spill out in a shockwave of anguish. You inflict psychic damage equal to your Charisma modifier on all enemies
adjacent to your target.

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.

At-Will • Arcane, Implement, Psychic Encounter • Arcane, Implement; Varies


Standard Action Ranged 10 Standard Action Area burst 1 within 10 squares
Target: One creature Target: Each creature in burst
Attack: Charisma vs Will Attack: Charisma vs Reflex
Hit: 1d8 + Charisma modifier psychic damage, and the Hit: 2d6 + Charisma modifier radiant or necrotic
target takes a -2 penalty to attack rolls direct at you until damage. Roll 1d6. On a roll of 1-3, you inflict radiant
the end of your next turn. damage; on a roll of 4-6 inflict necrotic damage.
Level 21: 2d8 + Charisma modifier psychic damage. Psychic Adept: Until the start of your next turn,
Psychic Adept: The target’s penalty to attack rolls equal the target suffers additional damage equal to your
to your Intelligence modifier. Intelligence modifier when it suffers the same damage
type as inflicted by this power.
4
Level 3 Encounter Spell Level 6 Utility Spell
Nerve Ripper Sorcerer Attack 3 Mental Nudge Sorcerer Utility 6
You cast bolts of psychic agony upon your foe, which inflame With an invisible surge of psychic power, you banish all doubts,
the nerves and make movement torturous. and let your inner spirit shine forth.

Encounter • Arcane, Implement, Psychic Daily • Arcane, Charm


Standard Action Ranged 20 Immediate Interrupt Close burst 5
Target: One creature Trigger: You or an ally fail a Bluff, Diplomacy, or
Attack: Charisma vs Will Intimidate skill check.
Hit: 2d8 + Charisma modifier psychic damage, and Target: You or one ally in the burst
target takes damage equal to your Intelligence modifier Effect: Reroll the skill roll, and apply a bonus equal to
at the start of its next turn. 1 + your Charisma modifier to the result. If the skill
Effect: The target is slowed (save ends). check is successful, the target gains a +2 power bonus
Psychic Adept: The target is also weakened until the to that skill until the end of the encounter.
end of your next turn.

Level 7 Encounter Spell


Level 5 Daily Spell
Dire Delusions Class Attack/Utility #
Barbs of Madness Sorcerer Attack 5 You hurl a dark force at your foe that batters the mind, releasing
Tiny phantasms, born of your hate, whirl about your enemy, its own deepest fears, and leaving it unable to distinguish friend
driving it so close to the edge of madness that it forgets to from foe.
defend itself. Encounter • Arcane, Charm, Implement, Psychic
Daily • Arcane, Charm, Implement, Psychic Standard Action Ranged 20
Standard Action Ranged 10 Target: One creature
Target: One creature Attack: Charisma vs Will
Attack: Charimsa vs Will Hit: 2d8 + Charisma modifier psychic damage
Hit: 3d8 + Charisma modifier psychic damage, and the Effect: On the target’s next turn, the target is
target grants combat advantage until the end of your dominated. It make a melee basic attack against an
next turn. Until the end of the encounter, when the adjacent enemy or uses its turn to move its speed
target misses an attack against an ally, that ally gains towards the nearest enemy (save ends).
combat advantage against the target until the start of the Psychic Adept: As long as the target is affected by this
target’s next turn. power, it gains a bonus of +2 to attack rolls against its
Miss: Half damage and the target grants combat allies and suffers a penalty of -2 to AC.
advantage until the end of your next turn.

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.

Level 15 Daily Spell


Level 23 Encounter Spell
Retribution Strike Sorcerer Attack 15
Charging your implement with your anger and will, you launch Spirit Disjunction Sorcerer Attack 23
it at your enemy to strike with life-shattering force. From the darkest place in your mind, you loose a bolt of shadowy
power that smites the foe relentlessly, driving a wedge between
Daily • Arcane, Implement, Force its body and spirit.
Standard Action Ranged 10
Target: One creature Encounter • Arcane, Implement, Psychic, Necrotic
Attack: Charisma vs Fortitude Standard Action Ranged 20
Hit: 2d8 per plus of the implement + Charisma modifier Target: One creature
force damage and the target is dazed (save ends). You Attack: Charimsa vs Fortitude
cause a critical on a roll of 19-20. Reroll any damage Hit: 3d6 + Charisma modifier psychic and necrotic
dice that result in a 1 or 2. damage, and the target is weakened and suffers ongoing
Aftereffect: The implement is tainted with psychic necrotic damage equal to 3 + your Charisma modifier
energy, and cannot function in any capacity until after (save ends both).
an extended rest. Psychic Adept: If the target dies while under the effects
Psychic Adept: The attack causes a critical on a roll of of this power, you gain temporary hit points equal to
18-20 and is not spent if you miss. You cannot deal half one-half your level.
damage from a missed attack if you choose not to spend
the use of this power.
Miss: Half damage and the target is dazed until the end
of your next turn.

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

8 attack, the ally gains resistance equal to your Strength modifier


until the end of their next turn.
next turn.

Underfoot: You can also use the underfoot encounter power.


Level 1 Encounter Exploit Level 5 Daily Exploit
Soften the Blow Warlord Attack 1 Snatch the Blade Warlord Attack 5
Your whip wraps around the target’s weapon in a snap and you The whip wraps itself around the target’s wrist, forcing him into
pull back just as it attacks your comrades. a tug-of-war with you.
Encounter • Martial, Weapon Daily • Martial, Weapon
Standard Action Melee weapon Standard Action Melee weapon
Requirement: You must use a whip Requirement: You must use a whip
Target: One creature Target: One creature
Attack: Strength vs Reflex Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. All allies Hit: 3[W] + Strength modifier damage
adjacent to the target gain resist 2 until the end of your Effect: The target is grabbed and marked by you.
next turn. Whenever the target attacks you, any adjacent allies can
Cracking Presence: Your allies gain resistance equal to make an opportunity attack against him as an immediate
your Charisma modifier. interrupt.
Miss: Half damage and you mark the target until the start
of your next turn.
Level 3 Encounter Exploit
Punish the Archer Warlord Attack 3 Level 7 Encounter Exploit
Your whip extends your wrath and the caster never gets a chance
to fire off his spell. Buy Some Time Warlord Attack 7
Your whip slashes across the target’s back and stalls him long
Encounter • Martial, Weapon
enough to give your ally a crucial boost.
Immediate Interrupt Melee 2
Trigger: An enemy makes a ranged or area attack Encounter • Martial, Weapon
Requirement: You must use a whip Standard Action Melee weapon
Target: The triggering enemy Requirement: You must use a whip
Attack: Strength vs Reflex Target: One creature
Hit: 2[W] + Strength modifier damage Attack: Strength vs AC
Cracking Presence: The triggering target takes a penalty Hit: 1[W] + Strength modifier damage
to the attack roll equal to your Intelligence modifier. Effect: Choose an ally adjacent to the target. The ally
can use a healing surge.
Cracking Presence: The ally gains additional temporary
hit points equal to 2 + your Intelligence modifier.

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

Level 23 Encounter Exploit Whips


Long considered instruments of torture and slavery, whips have
Insult to Injury Warlord Attack 23 evolved into a deadly exotic weapon in the hands of the well-trained,
No sooner does your enemy shake off the effects of that last hit,
dedicated combatant. While the bullwhip is the most famous
you crack the whip over his chest.
example, there are several others within this new weapon group
Encounter • Martial, Weapon capable of various effects.
Immediate Reaction Melee weapon This section provides an assortment of whips, along with
Trigger: An enemy makes a saving throw. descriptions and mechanical information on using them in your
Requirement: You must use a whip campaign. See the chart above for complete stats.
Target: The triggering enemy
Attack: Strength vs AC Blacksnake: Similar to a bullwhip, the blacksnake features
Hit: 2[W] + Strength modifier damage a weighted handle for bludgeoning attacks.
Cracking Presence: The triggering target takes a penalty Bullwhip: The standard whip, a bullwhip consists of braided
to its next attack roll equal to your Charisma modifier. leather ending in a cracker to make the infamous sharp noise when
snapped.
Level 27 Encounter Exploit Chain whip: Made from segmented strips of metal,
this is a popular weapon with monks. When used to maintain a grab
Charging Snap Warlord Attack 27 on a target, you gain a +2 item bonus.
Forcing your way through the crowd, you crack your whip and Kurbash: Cured from various animal hides, this whip is commonly
push forward, ever snapping at your enemies.
used against slaves and for torture. What it lacks in length, it makes
Encounter • Martial, Weapon up for in damage.
Standard Action Close blast 3
Requirement: You must use a whip
Target: All enemies in the blast
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. You shift 1 square
and make a secondary attack against another target.
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. You shift 1
square and can repeat the secondary attack until you
11 miss once or hit every target in the blast.
Cracking Presence: Every target you hit takes a penalty
to AC equal to your Charisma modifier.
New Feats Silent Crack
Bullwhip Master Prerequisite: Proficiency with whips, trained in Stealth,
have combat advantage against the target
Prerequisite: Warlord, Cracking Presence class feature
Benefit: You can use any warlord power requiring the use of a Benefit: When you beat a target’s AC by 4 or more with a whip
attack power, you can elect to keep the whip silent and maintain
whip so long as you hold a bullwhip in your off-hand. This allows you
your previous Stealth roll to remain hidden.
to roll damage using another one-handed weapon.

Intimidating Snap Stand Back!


Prerequisite: Proficiency with whips, trained in Intimidate Prerequisite: Warlord, Cracking Presence class feature
Benefit: When you roll a critical hit, you can push all enemies Benefit: All adjacent allies gain a +1 bonus to all defenses against
opportunity attacks.
adjacent to the target 1 square.

Last Minute Save


Prerequisite: Proficiency with whips, Quick Draw, level 21
Benefit: You can negate all forced movement against a single ally
within 5 squares once per day.

Steer the Cattle


Prerequisite: Proficiency with whips, level 11 Thrashers and their Whips
As a master of flails, thrashers (see page 13) can also make use
Benefit: Once per encounter as a minor action, you can slide of whips as they belong in the same weapon group. Extending their
a target 1 square after making a successful melee attack with your mastery of this difficult weapon to gain reach with a blacksnake,
whip. or use a bullwhip as an off-hand weapon, the thresher is incredibly
handy with these infamous weapons.
Useful Whip
Prerequisite: Proficiency with whips, trained in Athletics
Benefit: You can use your whip to gain a +2 item bonus
to any climb checks. This bonus increases to +4 at 11th level
and +6 at 21st level.

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

The Reach of the


THRASHER by Tim Rose
Like a wizard or an invoker, you are most interested in affecting more
than one target on each attack, occupying them while your allies gain
Level 1 At-Will Exploit
better positions for attacks and other actions to help with the mission Whip Chain Strike Fighter Attack 1
at hand. You are still a frontline defender and rely on your strength Your foe is surprised as your weapon attacks him again.
for the bulk of your actions. But instead of focusing on taking a beating,
you mete out damage against multiple foes using your dexterity At-Will • Martial, Weapon
Standard Action Melee weapon
and intelligence in lieu of the bonuses of a high constitution. You take
Requirement: You must be wielding a flail
advantage of exotic flails and other weapons with chained ends. Target: One creature
Attack: Strength vs AC
Suggested Feat: Improved Initiative (Human feat: Action Surge) Hit: 1[W] + Strength modifier damage
Suggested Skills: Athletics, Endurance, Intimidate Secondary Attack: Dexterity vs Reflex
HIt: Dexterity modifier damage
Suggested At-Will Powers: cleave, whip chain strike Increase damage to primary target to 2[W] + Strength
Suggested Encounter Power: fall behind modifier damage at 21st level.
Suggested Daily Power: circling chain strike
Level 1 Encounter Exploit
New Class Feature
You gain Flail Defense in place of the Combat Superiority class Fall Behind Fighter Attack 1
feature. The enemy next to you trips, giving your ally an advantage.
Encounter • Martial, Weapon
Flail Defense Standard Action Melee weapon
When you wield a flail, you gain a +1 shield bonus to your AC Requirement: You must be wielding a flail.
and Reflex defenses. Once per encounter, you can use a melee at- Target: One creature
Attack: Strength vs AC
will power against a marked target as if it were a reach weapon. You
Hit: 2[W] + Strength modifier damage and make a
lose your Flail Defense shield bonus to AC and Reflex until the end second attack against a target that is adjacent to you and
of the encounter. the primary target
At 21st level, the shield bonus increases to +2. Secondary Attack: Strength vs Reflex
Hit: Strength modifier damage
New Exploits Secondary Effect: The target is knocked prone and you
The following are new fighter exploits specific to the flail fighter. can shift 1 square
However, any fighter can use them, but additional effects within them
may not be able to fully exploited by other types of fighters.

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

Level 2 Utility Exploit


Level 5 Daily Exploit
Weapon As A Tool Fighter Utility 2
Leveraging your weapon, you manage to climb up and over the Lunging Chain Arc Fighter Attack 5
wall. You let your weapon’s chain do some damage beyond the foe
At-Will • Martial in front of you.
Minor Action Personal Daily • Martial, Reliable, Weapon
Requirement: You must be wielding a flail. Standard Action Melee 2
Effect: You gain a +2 power bonus to a single Acrobatics Requirement: You must be wielding a flail.
or Athletics checks until the start of your turn. Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and make
your second attack against a foe you can reach and is
adjacent to the primary target
Secondary Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier damage
Secondary Effect: You have threatening reach with your
flail until the end of your next turn.
Miss: Half damage. There is no secondary attack.

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.

Encounter • Martial, Weapon


Level 10 Utility Exploit
Standard Action Melee weapon
Requirement: You must be wielding a flail. Take That! Fighter Utility 10
Your ally’s foe attacks, but you block it, taking the damage.
Target: One creature
Attack: Strength vs Reflex Encounter • Martial, Weapon
Hit: 2[W] + Strength modifier damage Immediate Interrupt Personal (special)
Secondary Attack: Strength+2 vs Fortitude Requirement: You must be wielding a flail.
Hit: Strength modifier damage and target is grabbed. Trigger: An enemy that is adjacent to an ally and within
The target suffers a -2 penalty to break the grab. 2 squares of you makes a successful melee attack against
the ally.
Effect: You shift up to 2 squares toward the triggering
enemy and take the damage instead of the triggering
ally. As a free action, you can mark the target. You
must make a successful saving throw at the end of your
turn or take additional damage equal to your Strength
modifier. If the enemy’s attack was a critical hit, you take
a -2 penalty to the saving throw and suffer additional
damage equal to the triggering enemy’s Strength
modifier if you fail the saving throw.
16
Level 13 Encounter Exploit Level 16 Utility Exploit
Dazing Chain Fighter Attack 13 Chain Dump Fighter Utility 16
Relying on finesse you keep your target tied up, allowing your You see no advantage in your current weapon configuration, so
allies to take care of other business around you. you remove your chain and fight on.
Daily • Martial
Encounter • Charm, Martial, Weapon
Minor Action Personal
Standard Action Melee weapon
Requirement: You must be wielding a flail.
Requirement: You must be wielding a flail.
Effect: You lose the ability to make any secondary
Target: One creature
attacks with your flail for the rest of the encounter.
Attack: Strength vs Will
Instead, you gain a +2 power bonus to all attack rolls
Hit: Strength modifier damage, and the target is dazed
and a +5 power bonus to all damage rolls against
until it is no longer marked by you
marked targets.
Secondary Attack: Strength vs Will
Hit: The target is blinded (save ends)
Level 17 Encounter Exploit
Level 15 Daily Exploit Chain Bolo Fighter Attack 17
Seizing the advantage, you hurl your flail to catch both guards
Worse Than the First Fighter Attack 15 beside the door.
Mastering your weapon and your enemy, you inflict more pain
with your second attack. Encounter • Martial, Weapon
Daily • Martial, Reliable, Weapon Standard Action Area burst 1 within 5 squares
Standard Action Melee weapon Requirement: You must be wielding a flail.
Requirement: You must be wielding a flail. Target: Two creatures in the burst that must be adjacent
Target: One creature to each other. You must designate a primary target
Attack: Strength vs AC between the two.
Hit: 1[W] + Strength modifier damage Attack: Strength vs AC (primary target) and Strength vs
Secondary Attack: Strength + 2 vs AC Reflex (secondary target)
Hit: 3[W] + Strength modifier damage Hit: 2[W] + Strength modifier damage (primary target)
Miss: 1[W] damage and 1[W] + Strength modifier damage (secondary target)
Special: If both attacks hit, both targets are considered
grabbed (save ends).

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.

Weapon Shift Fighter Utility 22 Daily • Martial, Reliable, Weapon


Using your weapon, you wade through the combat to get to the Standard Action Melee weapon
foe you choose. Requirement: You must be wielding a flail.
Daily • Martial Target: One creature
Move Action Personal Attack: Strength vs AC
Requirement: You must be wielding a flail. Hit: 4[W] + Strength modifier damage and make a
Effect: Using your weapon, you wade through the secondary attack against the same target
combat to get to the foe you choose. Secondary Attack: Strength vs Reflex
Hit: 3[W] + Strength modifier damage. You can shift
one square and make a third attack against the same
target
Tertiary Attack: Strength vs Fortitude
Hit: 1[W] + Strength modifier damage and slide the
target one square.
Miss: Half damage and you can slide or push the target
one square.

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.

Encounter • Martial, Weapon


Standard Action Area burst 1 within 5 squares
Requirement: You must be wielding a flail.
Target: Two adjacent creatures in the burst
Effect: You gain a +2 power bonus to speed until the end
of your next turn.
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and the target is
immobilized until the start of its next turn
Secondary Target: One primary target
Secondary Attack: Strength vs Fortitude
Hit: 1[W] + Strength modifier damage and the target is
immobilized (save ends)
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ad here ]
Level 29 Daily Exploit
Chain Dance Fighter Attack 29
You weave through your enemies, gaining the advantage to
attack your first foe again.
Daily • Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a flail.
Effect: You can make a saving throw as a free action We’re accepting banners, quarter-page, half-page and
against the dazed and immobilized conditions. full-page ads from independent publishers
Target: One creature for upcoming and/or existing 4e products
Attack: Strength vs AC and it’s always FREE.
Hit: 4[W] + Strength modifier damage. You can change
squares with the target and make a secondary attack Plus, we accept previews of any size
against a different target. This does not provoke an for inclusion of any upcoming issue of CA.
opportunity attack.
Secondary Attack: Strength vs AC Need more details?
Hit: 2[W] + Strength modifier damage. You shift back warden@emeraldpresspdf.com
to your original square, return the primary target to its
original square, and make a tertiary attack against the
primary target.
19 Tertiary Attack: Strength + 2 vs AC
Hit: 1[W] + Strength modifier damage, swap places
with the primary target, and end all marks against you
Miss: Half damage and you are no longer dazed or
immobilized.
A DVENTURE
21
I NTRODUCTION Littney, a gawky boy who busses the tables with a sullen air. When Rom
THERE ARE NO SPOONS is a short 1st level adventure for 5 characters makes a comment about his orphan friend Waif, Littney bursts into tears.
utilizing the 4th Edition D&DTM Ruleset. The adventure consists of 1 Waif has gone missing, just as the spoons have.
combat encounter and 1 optional encounter / skill challenge, and is designed
to be played in roughly 2-3 hours. Rom, who suspects gremlins are at fault, asks the party to investigate his
basement where the children are known to play.

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:

Heroes Hide Away: No Dads Allowed

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.

Features of the Area:


Illumination: Dimly Lit

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.

Features of the Area:


Illumination: Dimly Lit

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).

If from A3, read or paraphrase:

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".

From either location, read or paraphrase:

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:

Littney: Please, don't hurt Mister Sniffles! He's our pet!

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.

Features of the Area:


Illumination: Dark

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.

A BOUT T HIS A DVENTURE


Writing, layout & cartography by Alan "Xahlt" Glover

Art Resources: Cecil Solomon for the CSUAC and the Map Tools ,
Dundjinni & Cartographer's Guild communities for the Mapping Pack

Special thanks to Emerald Press Publishing and Todd Crapper!

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.

The Realms of Chirak


Author: Nicholas Torbin Bergquist
Illustrators: Simon Tranter (cover), Jody Bergquist, Tori
Bergquist, Mark Hughey, Louis Porter, Jr., Paul
Slinger, Character Portraits: Fantasy Heroes series, and Forever
People Games (interior)

Review: Publisher: Zodiac Gods Publishing


Year: 2010
Media: PDF (305 pages)

The Realms of Chirak Cost: $12.95

The Realms of Chirak is a fantasy role-playing 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!

by Michael “Neuroglyph” Evans


Production Quality
The Production Quality of The Realms of Chirak is generally
good, with the material in the sourcebook presented in formats
expected by 4E gamers. There are a few typos scattered throughout
the document, but overall the document is fairly tidy. The formatting
of the document is a fairly simple two-column with the occasional
colored header or table, and as such, is presented to be relatively
printer-friendly, assuming one would want to print the more than 300
pages of the sourcebook on paper. There is some really imaginative
writing and creativity about the post-apocalyptic world in The Realms
of Chirak on the part of the author, and the content is presented
in a logical fashion.
It should be noted that although there are numerous references
to Character races and feats, as well as an epic tier path that leads
to becoming a new god in the world, this book is not designed
for Players. Although presented logically, the majority of the material
is designed for Dungeon Masters’ eyes only, and DMs would need
to take excerpts from the main book to use as hand outs to Players
in order to avoid spoilers.
Unfortunately, The Realms of Chirak has no index
or PDFbookmarks, leaving only a table of contents to guide the
reader through a massive amount of material. Considering the size
of the ebook, this is a fairly negligent omission on the part
of the publisher, and makes reading the content almost an ordeal.
The artwork in The Realms of Chirak ranges from stock to average
to good depending on the piece, and the publisher pulled in artwork
from a wide variety of sources to illustrate the ebook. Overall,
most of the artwork is decent, and provides some enhancement
to the reading of the content. Because the artwork comes from
so many different sources, the reader might be presented with a
color illustration on one page, followed by a woodcut on the next,
which is not always aesthetically pleasing.
The maps from The Realms of Chirak also range in quality from
average to good. Most are line drawings by the author, and actually
show a certain flair, but some might consider them too simple given
the number of mapping and cartographic applications available
for sale or even as freeware. The author is kind enough to provide all
the maps as .bmp files which are separate from the main sourcebook,

36 allowing Dungeon Masters to print and use them. Disappointingly,


several of the maps have become pixilated in the scanning, and do not
enlarge sufficiently to read the legends and notes on the map.
The Setting Chapter I – The Realms of Chirak: a discussion of the world
In his introduction the author discusses how he came to create history, including a chronology of events.
The Realms of Chirak around a different premise than typical fantasy Chapter II – Races of Chirak: details on the Player Character races
worlds – that of a world re-emerging after a magical apocalypse: present in Chirak, including the new races, as well as the variations
on existing races detailed by WotC.
Chirak sprang to life in the summer of 1992 when Chapter III – Cults and Orders of Chirak: a listing of academic,
I decided it was time to run Runequest again, and fraternal, and religious organizations, and several new magical
I was interested in exploring some story ideas for methodologies used in the setting.
a fantasy setting that I couldn’t easily fit in to my Chapter IV – The Divine Hierarchy: an explanation of religious
already overflowing home-grown campaign world. belief in a world without true gods, and information on false deities,
After some brain storming, I took a module I had demiurges, and the Zodiac Stone artifacts.
written for a Gamma World one-shot I had run a Chapter V – A Gazetteer of the Realms of Chirak: a glossary
year earlier, and thought it would be interesting if of the lands and countries of Chirak, including political and
the real twist on an apocalyptic setting was that geographical information, and assorted detailed maps of the world.
it was actually a fantasy world, and not our own Chapter VI – The Monstrous Appendix: a monster manual
distant future, in which the adventures took place. of the eleven new general monster types, and statistic blocks for the
nearly 40 new creatures native to the campaign setting.
Geographically, The Realms of Chirak are very similar to Earth, Chapter VII – Story Arcs of Chirak: details on seven campaign
but the world was ravaged by a terrible war in the distant past, arcs used by the author over the years of developing The Realms
unleashing forces that not only slew all the gods, but still continue of Chirak.
to threaten the planet in the current campaign setting. Many parts Chapter VIII – A Guide to the Planar Realms and Astrophysics
of the planet are still dangerous and even uninhabitable, leaving of Chirak: discussions on the cosmology of the world setting,
only a collection of countries and lands surrounding the Sea of as well as details about other planets which orbit the same star as the
Chirak as the “known” world. But this area is still vast and diverse, campaign world.
and contains a wide variety of political factions, cults, monsters,
Chapter IX – Artifacts & Devices: a listing of new gadgets
and other “hooks” from which many campaigns can be created.
and tools that can be created by artificers in the campaign
In fact, much of the material contained in The Realms of Chirak
setting, ranging from mundane tools to quasi-magical devices,
is generic enough that it could be used with almost any Fantasy Role-
and even primitive firearms.
Playing Game system, but the author chose to make the “crunchier”
There is also an appendix of a campaign that was run
parts of the ebook for D&D 4E.
by the playtesters (Legacy of Mardieur Mardieux), and includes
The Realms of Chirak ebook is divided into nine Chapters,
some interesting information on relevant NPCs and PCs
covering nearly every topic one would need to create
as well as a plotline and other interesting information.
an adventure or a whole campaign using this setting.
Given the nature of The Realms of Chirak and the overall size
Each chapter is further broken into smaller sections for easier
of the ebook, it is difficult to list accounting for all the little details
reference - but although each of these is listed in the table
placed in the setting by the author. However, there are certain aspects
of contents, it is still difficult to navigate through the PDF,
that should be highlighted as fairly important to consider.
as the page number listed does not correspond with the PDF
The history of the world setting is quite intriguing, with a
37 page counter. Here is a listing of the chapters and a general overview
of the content:
very different take on fantasy role-playing than other settings
on the market. One could draw certain similarities between
The Realms of Chirak and Dark Sun, but the feel of this world
is very different than that of Athas. Many aspects of the ancient war I really liked the new artificer created items, which in
continue to pop up from time to time, and the author has plenty many respects are ancient devices from our own world history,
of suggestions on how to use the “ancients” and archeological finds but transposed to this fantasy setting. Items like water clocks,
as part of campaigns. In fact, the author even admits that DMs telescopes, and sextants can be made and used by all adventurers
could run The Realms of Chirak as a post-apocalyptic setting from in the course of their questing across the world. And other items like
an advanced technological society of ancients rather than one calculating machines, elemental locators, and spell activation devices
of magic and warring gods: allow artificers to create quasi-magical gizmos which have a wide-
Although this is all assumed to be magic, it’s the old adage range of usefulness to heroes of all types. Black-powder firearms
of Arthur C. Clark stated that any sufficiently advanced technology and bombs have also been created for the world setting, although
will be indistinguishable from magic. This “alternative world” concept their reload times (6 standard actions) make using them exclusively
for Chirak is something a DM could play with for a unique twist: in combat somewhat prohibitive. But still, there is something
what if all the magical technology and ancient artifacts of the lost exciting about imagining a Dwarf Ranger opening the combat
empires are, in fact, technological devices? with a blunderbuss twin strike, or a Halfling Rogue performing a
In this variant on Chirak, minotaurs, ogres, centaurs, and other sly flourish with his sword pistol, stabbing and blasting his enemy
beings become genetically uplifted engineered races. Animates with one nasty weapon!
become true machines, sentient robots instead of sentient golems.
Magical effects are psionic, or tap in to some sort of quantum Conclusion
energy to create reality distortions that work to the desired effect Overall, The Realms of Chirak impressed me with the scope
of the projector. Flying ships are really sophisticated and stylized of the campaign setting’s details, but somewhat overwhelmed
aircraft, either using some form of known propulsion or a sophisticated me with its excessive diversity. It is apparent that this campaign
form of anti-gravity. The Zodiac Stones aren’t just magical devices setting has grown rather organically over years of play, and managed
for divine power, they’re potent artifacts of a far-future technology to embrace many fantasy and science fiction concepts. In some
in which the device itself harvests and directs the energy of a respects, this setting is a “stone soup” of fan-boy concepts, bringing
distant singularity, managed by the controlling AI in the latticework together all manner of fantasy and sci-fi elements into one BIG
of the crystal to serve the needs of the stone-bearer. pot. But perhaps bringing together too much can be as troublesome
And with regards to the races, as discussed in the excerpt as not having enough when deciding what to add to a setting.
above, the author clearly felt that nothing should be excluded from Although the production values are generally good, they could
the campaign setting. Player-Characters in The Realms of Chirak definitely be better. However, they are adequate enough to make
have access to almost every standard PC Race - with The Realms of Chirak a solid product and a unique and accessible
some modifications induced by the nature of the setting - campaign world. Dungeon Masters will have no problem creating
as well as a number of very unique new races ranging from monsters a wide-range of appealing campaigns and adventures in this post-
like minotaurs and ogres, and even to animated armored machine apocalyptic fantasy world setting and, to many 4E gamers, there will
entities called Animates (similar to Warforged). And in the be a certain attraction to the diversity of this type of world. After
existing Character races, there are some very interesting variations, all, as with any richly detailed campaign setting, DMs can always
such as how Halflings are seafaring wanderers, or how gnomes edit down those aspects which do not meet their own needs and
and goblins are two forms of the same species! In the post-apocalyptic vision for a D&D 4E campaign. And given its scope, the size of the
setting of The Realms of Chirak, many races are thrown together into ebook, and all the material and content, The Realms of Chirak has a
communities of surprising diversity, and this too makes the setting price tag which is modest enough to make it worth recommending
quite different in feel than other fantasy realms. to the D&D 4E gaming community.
38
A DVENTURE

MIND
IND & IRON
Heroic
6 Difficulty

8
Heroic

8
6
5
Difficulty
Complexity

RON
5 Complexity

A short adventure for five players


A short adventure for five players
By Corwin Riddle
By Corwin Riddle
Mind & Iron is a short adventure designed for five 7th works to take over the duties of their family until they His deception in the open, the villagers seek help
Mind
to is a short adventure
& Ironadventurers.
9th-level The ruraldesigned
farming for five of
village 7th workschildren
have to take over the own.
of their duties of their family until they Hisfinding
in deception in the
the girl andopen, the villagers
bringing justice toseek helpfor
Movasi
to 9th-level
Casai adventurers.
was not TheMovasi
prepared for rural farming
and his village
Magnifi-of have children of their own.
Although life is tough in Casai, the community is his crime, and, more importantly, protecting theirfor
in finding the girl and bringing justice to Movasi
Casai
cent was not prepared
Mechanicals for Movasi
of Mind and and his Magnifi-
Iron, automated mecha- at Although
least free from life isthe
tough in Casai,
troubles of the themodern
community world. is his crime,
beloved and, more importantly,
children—the protecting
future of Casai depends their
on it.
cent Mechanicals
nisms that have of and Iron, automated
Mindreplacing
begun mecha-
the villagers, one by at leastare
There free nofrom
power thestruggles
troubles or of mindless
the modern world.
wars; beloved children—the future of Casai depends on it.
nisms that have begun replacing the villagers, one by There are ofnolifepower
wouldstruggles or mindless
crop and wars;
one. any loss slow down livestock
USING THE
one.
The players will fight off a pride of hungry lions,
The players
any loss of life would slow down
production and cause a famine that few would crop and livestock
USING THE
ADVENTURE
then follow thewill fight
clues off a pride
to Movasi’s of hungry
shop, where lions,
they production
survive. Butand cause aoffamine
regardless that few
the dangers, thosewould
in Casai
thenfight
will follow the of
some clues
the to
newMovasi’s shop, where
mechanicals he hasthey
cre- survive.
serve But regardless
themselves and no ofother
the dangers,
master—theythose in workCasai ADVENTURE
will fight some of the new mechanicals he has
ated before confronting Movasi himself in the heart cre- serve themselves and no other
their own fields, grow their own food, and spendmaster—they work Mind & Iron is designed as a short, one-shot adven-
ated Mindthat
ture & Iron is designed
guides the playersas athrough
short, one-shot
the story adven-
with a
of hisbefore
factory.confronting Movasi himself in the heart their nights
their own fields, growintheir
together songown andfood,
dance, and spend
free from
of his factory. theirgreedy
nightsand together in song andofdance, ture that
series guides the
of related players through the story with a
encounters.
the oppressive grasp kings free
and from
their
the greedy and oppressive grasp series of related encounters.
Though they are presented in a particular order,
thisofearly
kingsand andoften,
their
BACKGROUND titles. The children are taught
theThough
encountersthey can
are presented
vary or be in a particular
used whereverorder,they
BACKGROUND titles.
and even
The children
though
are
passing
taught this
and even though passing travelers and their stories
travelers
early and
andintheir
often,
stories the encounters
might fit withincanyourvary or be used
narrative. There wherever
are a couplethey
The farming community of Casai is a long way from pique interest in the pleasures found the outside
pique interest might fit within your narrative. There
of hooks provided to move the adventure along, and are a couple
Themodern
the farmingcities
community of Casai
of the world is a long
in both way from
distance and world, few are in the pleasures
willing to leave theirfoundfamilies
in the outside
behind,
of hooks
each provided
encounter to move
includes the adventure
flavor along, and
text to transition into
the modern cities of the world in both
mind-set; the lavish comforts of such ivory towersdistance and unprotected. After all, there is joy to be foundbehind,
world, few are willing to leave their families in a
unprotected. After all, there is joy to be found in a eachnext
the encounter
area. includes flavor text to transition into
mind-set;
and the lavish
luxurious marketscomforts of such
are of no ivory
concern totowers
those liv- simple life.
simple life. the simple life of Casai has suddenly the next area.
andoff
luxurious markets are However, Encounter 1: The Plains of Casai
ing the land—survival is of no concern
their to those liv-
only self-indulgence.
However,
become a little thecomplicated
simple life ofwith Casai thehas suddenly
arrival of a mys- Encounter 1: The Plains of Casai
ing alone
All off theinland—survival is their only
the rural wilderness, eachself-indulgence.
day brings The players stumble upon a small pride of lions that have
become a little complicated with
terious merchant promising the end to all worldly the arrival of a mys- The killed
just players stumble
a young upon
girl; theabeasts
smallattack
pride of
thelions that have
intruders to
a new difficulty that threatens to snatchday
All alone in the rural wilderness, each awaybrings
the
a new difficulty that threatens to snatch away the terious merchant
inconvenience. The promising
trader, an the end to all
eccentric worldly
eladrin arti- just killed a young
defend their prey. girl; the beasts attack the intruders to
fleeting and precious lives of the vulnerable villagers;
fleeting inconvenience.
ficer named Movasi, The trader,
has come an eccentric
to Casai toeladrin
set up arti-
his defend their prey.
packs ofand
wildprecious
animals,lives of the vulnerable
inclement weather, and villagers;
dis- Encounter 2: The Showroom
packs of wild animals, inclement weather, and dis- ficer named Movasi, has come to Casai
unique shop: Movasi’s Magnificent Mechanicals of Mind to set up his Encounter 2: The Showroom
ease could deal irreparable damage to a community The players enter Movasi’s shop, and are attacked by an as-
ease could deal irreparable unique
and Iron,shop: Movasi’s
a magical Magnificent
emporium Mechanicals of Mind
of custom-designed
reliant on every last body todamage
survive. to a community
Without enough The players
sortment enter Movasi’s
of mechanicals shop,
from theand are attacked
artificer’s displaybyarea.
an as-
reliant onranchers,
every lastorbody to survive. Without would
enough and Iron, a magical
automated machines, emporium
capable of of custom-designed
everything a human
farmers, guards, the community sortment of mechanicals from the artificer’s display area.
automated machines,
could do—and more. Isolated from capable of everything
guild lawsa and human Encounter 3: The Assembly Line
farmers,
starve or ranchers, or guards,
fall to predators andthe community
be wiped would
out, making
could do—and more.has Isolated from aguild laws theandvil- Encounter 3: The Assembly Line
starve or fall to predators and be wiped out,
procreation an urgent necessity in Casai; each child making prying eyes, Movasi replicated girl from The players corner Movasi in the assembly line of his shop,
procreation an urgent necessity in Casai; each child prying
lage and eyes,
sentMovasi
back ahas replicated
magical automaton a girl from
in herthe vil-
place. The must
and players corner
defeat himMovasi
and thein mechanicals
the assembly defending
line of his shop,
him.
lage and sent back a magical automaton in her place. and must defeat him and the mechanicals defending him.
When you are ready to start the adventure, read: when possible, often all in the same turn, so they
USING THE MAPS As you cross through the waist-high, golden grass of the can pounce on vulnerable players before they have
plains of Casai, a terrified scream tears across the open air. a chance to react. The adult monarchs will jump
Each of the encounters has a map you can cut out
Up ahead, barely within sight, is a young woman sprint- onto the boulders to escape combat and lure players
and use:
ing toward you, waving her arms frantically as she tries to closer.
Encounter 1: The Plains of Casai
move quickly toward the tall grass. Within seconds of notic-
Maps: M1a, M1b, M1c, M1d FLAVOR TEXT
ing her, you see a large, tan shape emerge from the grass,
Encounter 2: The Showroom claws and teeth showing as it pounces—the woman’s voice If you want, use the following flavor text to explain
Maps: M2a, M2b cuts out immediately. powers and effects to your players as an organic nar-
Encounter 3: The Assembly Line Nature (DC 12): You recognize the animal as golden rative.
monarchs; giant lions and fierce predators of the plains,
Maps: M3a, M3b, M3c, M3d When an adult monarch uses Golden Fury, read:
known for their ambush tactics—they rarely hunt alone.
Perception (DC 16): Though currently you only see one of The giant lion rears back, slashing at you and knocking you
ENCOUNTER 1: the animals, you could have sworn you spotted several other
areas of the grass moving—you don’t think it was the wind.
back with the force of each attack.

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 —

Young Golden Monarch Level 6 Lurker


Medium natural beast XP 250
HP 40; Bloodied 60 Initiative +6
AC 19, Fortitude 20, Reflex 19, Will 18 Perception +10
Speed 8 Low-Light Vision
TRAITS
Pride of the Pride
The young golden monarch deals an extra 1d6 damage with any attack
made while adjacent to or flanking with an adult golden monarch.
STANDARD ACTIONS
b Bite�At-Will
Attack: +10 vs. AC
Hit: 1d6 + 10 damage.
b Claw�At-Will
Attack: +11 vs. AC
Hit: 1d6+ 6 damage.
MOVE ACTIONS
In the Weeds�Recharge 456
Effect: The young golden monarch can move half 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.
Skills Athletics +10, Stealth +10
Str 17 (+5) Dex 15 (+4) Wis 13 (+3)
Con 12 (+3) Int 2 (-1) Cha 9 (+2)
Alignment Unaligned Languages —
will head out to bring the body back. Casai live in simple peace, safe from the meddling of
DEVELOPMENT
They are all confused and exasperated by what the outside world.
The lions will fight until dead to defend their kill.
they find, and at first don’t understand the robotic Vonodan asks the PCs to shut down the assembly
When the players have defeated them, allow them to
parts. Several of the farmers seem to realize what’s line. He warns the PCs that Movasi will probably be
inspect the surrounding area and the woman's body.
going on, including the girl’s father, Calvos, and an carrying one of the controlling crystals on his person
When the players inspect the woman, read: older man named Vonodan. and that they should do whatever necessary to
Nearing the fallen body of the running girl, you notice an Allow the players to think they can detect whether any ensure its destruction. He says that he can’t afford to
unnatural twitch in its neck—the head turns, its mouth of the humans are actually robots with an Arcana check, pay the PCs, but there should be more than enough
opening and eyes widening, before snapping back and turn- which reveals they are all human (the robots do not give off material wealth at the shop, free for the taking.
ing again, with the same effect. There is no blood flowing arcane energy until they are destroyed). Quest XP: 1,000 XP for shutting down Movasi’s
from its wounds, which reveal insides filled with pumping assembly line.
metal rods and turning gears. With each spasm, a handful HOOK 1: PUT HIM OUT OF BUSINESS
of iron bolts and screws eject, landing softly in the surround- Vonodan is one of Casai’s older farmers and has HOOK 2: SHE, ROBOT
ing grass. “Father... father... father... father...” it whispers, endured more trying seasons than most. He tells the A distraught farmer named Calvos approaches the
incessantly, in a monotone, unnatural voice. PCs that he’s seen enough to recognize a problem PCs and tells them his tale of woe. His teenage
Perception (DC 12): The resemblance to a real person is before it becomes a problem, and he knew Movasi daughter, Sulas, has always been a rebellious child
uncanny. You still have trouble believing the girl before you was the worst kind of trouble as soon as he came to with an insatiable curiosity of big cities and fast-
is merely a mechanical construct. town. Now it’s become apparent that he’s kidnapped paced lives, and despite his orders, she snuck off to
Perception (DC 16): The girl—or robot—looks to have one of their own, replacing her with a mechanical see the wonders of Movasi’s shop. Weeks later, she
been traveling down a worn path through the grass, leading construct, as if no one would notice. was horribly injured in an unfortunate accident and
to a small farming community. You can see its buildings in Vonodan tells the PCs that this is just the begin- crushed by a pile of stones. Upon closer inspection,
the distance. ning. Every day for months, Movasi’s shop has been the body was a mechanical construct that perfectly
working overtime, churning out those mechani- represented his daughter—sending everyone in the
Arcana (DC 16): There is a slight magical essence sur-
cal monsters. It’s only a matter of time before the village into a wild panic.
rounding the construct, but it fades as you try to determine
artificer has an entire army of these robots to do with Clearly, Movasi has kidnapped Sulas for some
the nature or source.
what he will, and it’s already become apparent that purpose, sending a robot to replace her so as not to
When the players reach Casai, read: he sees the village of Casai as nothing but a place to arouse suspicion. Calvos and the rest of the farmers
The village before you has seen better days. The harsh winds test his creations. He and his kin are mere farmers, are eager to break into Movasi’s shop and rescue her,
and weather of the plains have worn most of the stone incapable of stopping such a powerful force, and ev- but they can’t get past his security. A group of the
buildings down, and the fields seem barren and empty. ery day that goes by the eladrin grows his army—their PC’s experience should be able to break in and force
Most of the workers are either very old or quite young—teen- doom is inevitable. Movasi to tell them what he knows of the girl. He
agers, plowing the fields and performing the hard physical Fortunately, Vonodan has done some research and offers the PCs an expensive family heirloom if they
labor. A number of the older residents are gathered in a discovered that Movasi’s assembly line, and all its bring him any information about Sulas.
group, talking frantically in worried tones. robots, are powered by a series of strange, magical Quest XP: 500 XP and a ring worth 1,000 gp for
crystals, embedded deep in the metal mechanisms of finding out what became of Sulas.
The farmers are talking about one of their young
the assembly line. Destroy those and all of the robots
women who has gone missing—the girl in the field,
should stop working. It’s the only way to overpower
named Sulas. If the players tell them about her (and
didn’t bring her body to them), a handful of farmers
him and remove him from the area. Only then can 42
To start the encounter, read:
ENCOUNTER 2: Suddenly, a bright spotlight appears, though its origin
TRAIN-O-MATONS IN COMBAT
THE SHOWROOM seems magical, unreal. There is a mechanical screech, fol-
The train-o-matons deal the majority of their damage
when a player misses or makes an attack while adja-
lowed by a loud, echoed tapping noise. “Hello? Hello? Oh cent to it, so they will do their best to stay adjacent to
Encounter Level 8 (2300 XP) there we are,” a voice says, slightly distorted, before clearing players in order to trigger Riposte and Deflection. The
The players are sent to Movasi’s shop to discover the its throat and continuing: train-o-matons try to annoy and harass the players
fate of the real Sulas and shut down the assembly “Friends! Step right up and count your gold pieces, for indirectly, knocking them down with Flanking Forma-
line—most likely by killing the artificer. The farmers they’ve never been worth more! I can tell from your attire tion so the mashers can take advantage of Grounding
did not tell the players that they have hired several that you’re ready for action, and who isn’t, in this day and Pound.
other groups of adventurers to do the same in the age?” The movasi mashers will charge and use Hammer
past, and that Movasi has grown to expect such
As the voice talks, a loud whirring noise sounds. Trap doors Charge when possible, giving preference to attack-
unwelcome visitors—he is more than ready for the
beneath several of the glass cases slowly move aside as ing prone targets. In general the mashers are mostly
players, though he prefers to toy with them.
the case lights up brightly. Inside, thin slender constructs mindless fighters, taking orders from Movasi.
When the players approach Movasi’s shop, read: rise into the case. On its chest and head are large, painted The BFFs are clever and tactical, and will choose
Detecting your presence, the building appears to come alive. targets. a target for Best Friends Forever and Ever, trying to stay
Large mechanical arms raise themselves high, waving in “I present, for all your training needs,” the voice says, in position for Friendship Zone, using Loving Embrace
your direction. Above the doorway, a small door opens, a “the highly trainable, cheaply obtainable, No-Pain-No-Gain when in range.
strange-looking automaton emerging, wearing a top hat Train-o-maton.” The glass cases shatter as the robots come
and brandishing a gear-laden cane. “Come one, come all! to life, waving their arms as they approach. “Take them for FLAVOR TEXT
Welcome to Movasi’s Magnificent Mechanicals of Mind a spin,” the voice says. “I insist.” If you want, use the following flavor text to explain
and Iron! The future awaits!” Below, the shop’s sign lights powers and effects to your players as an organic nar-
up with shimmering colors, and the doors open. SPECIAL FEATURES rative.
Thievery (DC 12) or Perception (DC 16): There ap- Spotlight: Use the following to describe the spotlight’s ef-
pear to be several pressure-plate traps around and near the �� At the beginning of each round, Movasi casts a fects:
entrance, but they have all been disabled.
spotlight on one of his mechanicals. Roll 1d4, The bright spotlight swings across the room, landing on a
When the players enter the showroom, read: 1d6, or flip a coin to determine which robot particular automaton. “It’s time to shine,” the voice says,
The room is dark at first, though a series of dim, overhead gains the bonus each turn. “show these shoppers what they’ ll be paying for!”
lights buzz and come to life. The room is filled with large �� That robot deals an additional 2d6 damage with
glass cases, though they seem to be empty. Other, smaller “The automaton’s actions are empowered by its master, as it
all attacks and gains +2 to all attack rolls and all
cases hold polished display models of inanimate me- deals a more powerful strike than normal.”
defenses.
chanicals. A neon sign flickers as it struggles to activate, its “The automaton’s defenses seem bolstered by its master’s
Displays:
letters becoming visible one at a time. ‘Tomorrow is only a special attention, and your attack slides off harmlessly.”
�� There are several inactive display models around
purchase away,’ it reads.
the showroom. If a player breaks the glass and When a player destroys a display case, read:
The doors to the back of the room are firmly bolted knocks one of these models over, Movasi will “Sabotage!” the voice yells. “Keep them away from the mer-
on the opposite side—no amount of pushing, picking,
order his robots to attack that particular player, if chandise, those models are for display purposes only!”
or magic of their level will give entry.
possible, giving chase.
When a train-o-maton uses Riposte, read: When Wave 3 begins, read the following: Movasi Masher Level 8 Brute
Medium natural animate (construct) XP 350
The train-o-maton spins around the blow, striking back with “Not satisfied yet, I see. Worry not, I always deliver. Why HP 100; Bloodied 50 Initiative +2
a piercing counter-attack. bother with such inanimate animates when you could have AC 21, Fortitude 21, Reflex 15, Will 17 Perception +10
Speed 6 Darkvision
When a train-o-maton uses Deflection, read: it all—power, endurance, and... friendship. Presenting this Immune disease, poison, sleep
year’s newest model, a humanoid’s other half, for both alli- TRAITS
The train-o-maton attempts to deflect your attack, using Grounding Pound
ance and compliance, the BFF-8000.02!”
your own force against you. The movasi masher deals an additional 1d6 damage when attacking a
prone enemy.
When a player is affected by Friendship Zone, Two more glass cases rise, shattering as another pair of STANDARD ACTIONS
robots emerge and join the fray. b Hammer�At-Will
read: Attack: +13 vs. AC
The BFF 8000.02’s presence compels you to stay close, When all of the showroom robots are destroyed, Hit: 2d8 + 8 damage.
b Hammer Charge�At-Will
making it difficult to move away. read: Attack: The movasi masher can use this power as part of a charge; +13
vs. AC
When a BFF uses Loving Embrace, read: “I see you’re looking for something more than just a floor Hit: 2d8+ 10 damage; the target is pushed 1 square and knocked prone.
Str 20 (+9) Dex 7 (+2) Wis 13 (+5)
model, friends. I’m a businessman, after all, aiming to
The BFF leans in and pulls you close for a loving embrace, Con 18 (+8) Int 4 (+1) Cha 12 (+5)
please. I think I have exactly what you’re looking for, right Alignment Unaligned Languages —
squeezing you tighter and tighter as it begins to crush you.
here in the back. Come and collect, if you’re still interested.”
When a BFF uses Best Friends Forever and Ever, BFF 8000.02 Level 8 Elite Skirmisher
Medium natural animate (construct) XP 400
read: Train-o-maton Level 8 Controller
Medium natural animate (construct) XP 350 HP 160; Bloodied 80 Initiative +8
The BFF marks you as its new best friend, enticing it to AC 22, Fortitude 21, Reflex 21, Will 20 Perception +5
HP 90; Bloodied 45 Initiative +9 Speed 5
follow you around and show you its combat skills, increas- AC 21, Fortitude 20, Reflex 21, Will 18 Perception +6 Saving Throws +4 for ongoing damage
Speed 6
ing the power of its attacks the longer it feels a connection Immune disease, poison
Action Points 1
TRAITS
to you. TRAITS
Friendship Zone
Flanking Formation As long as there is only one enemy within 2 squares of the BFF, that
Whenever the train-o-maton makes a successful attack while flanking a
WAVES target, the target is knocked prone.
enemy is slowed.
STANDARD ACTIONS
STANDARD ACTIONS
Whenever a construct is bloodied, the next wave b Glaive (weapon)�At-Will
b Longsword (weapon)�At-Will Attack: Reach 2; +12 vs. AC
begins. Wave 1 is two train-o-matons; Wave 2 is two Attack: +13 vs. AC Hit: 2d8 + 10 damage, and the target is marked until the end of the BFF’s
Hit: 2d6 + 8 damage. next turn.
movasi mashers, and Wave 3 is two BFF 8000.02s. b Tactical Adjustment (weapon) �At-Will  w Loving Embrace�At-Will
Attack: one or two creatures; +12 vs. Reflex Attack: +12 vs. Reflex
When Wave 2 begins, read the following: Hit: 2d6+ 4 damage and slide the target 1 square. Hit: 2d4+ 8 damage and the target is grabbed. During the BFF’s turn,
TRIGGERED ACTIONS it can spend a minor action to sustain the grab. If it does, it deals an
“I see your point, friends. Those automatons aren’t quite  w Riposte (weapon) �At-Will automatic 12 damage to the grabbed enemy.
enough for your daily adventuring needs. The customer is Trigger: A creature misses the train-o-maton with a melee attack. MINOR ACTIONS
Effect: 1d8 + 8 damage, and the target takes a -2 penalty to all defenses Best Friends Forever and Ever�Recharge 56
always right, that’s what I say. You’re clearly into the newer until the end of the train-o-maton’s next turn. Effect: The BFF marks an enemy within 5 squares. Each time the BFF
models—allow me to introduce the Movasi-Masher, a ham-  w Deflection (weapon) �At-Will makes a successful attack against that enemy, the BFF gains a +1 bonus
Trigger: An enemy adjacent to the train-o-maton makes an attack against to the attack roll and deals 1d6 damage to the next attack against that
mering, slammering mechanical for all of your crushing a creature other than the train-o-maton. target. This effect is cumulative, but ends when the BFF misses an attack
Effect: The enemy’s attack takes a -2 penalty to the attack roll; if the attack
needs... This will be a hands-on demonstration. Feel free to misses, the enemy takes 1d8 damage.
against that target.
Str 21 (+9) Dex 15 (+6) Wis 13 (+5)
participate.” Str 15 (+6) Dex 20 (+9) Wis 15 (+6) Con 17 (+7) Int 11 (+4) Cha 17 (+7)
Con 17 (+7) Int 3 (0) Cha 3 (+0) Alignment Unaligned Languages Common, Elven
Another pair of glass cases rise and open, revealing two Alignment Unaligned Languages — Equipment Plate armor, glaive
Equipment Longsword
monstrous mechanicals with pounding hammers in place
of arms.
THE MAP FEATURES OF THE AREA DEVELOPMENT
Use maps M2a and M2b. Height: The ceiling is 20’ high. All of the robots will fight until destroyed. The play-
Illumination: The showroom is well-lit. ers can inspect the robots and discover that once de-
SETUP Large Displays: White. empty glass cases, these can
stroyed, they give off a slight arcane aura that wasn’t
2 Train-o-matons (T) detectable while they were alive. Once the robots are
be shattered with a minor action.
2 Movasi Mashers (M) destroyed, the doors to the rear of the shop unlock,
Small Displays: Yellow cases with robots inside, a allowing the players passage to the assembly line.
2 BFF-8000.02s (B)
minor action can destroy the glass, a standard knocks If the players search the room they will find 100gp
Only the two train-o-matons enter the fight initially. over the robot. in many of the display case coin slots, which light up
When one of them becomes bloodied, the two mova-
and give a brief description of the robot inside when
si mashers enter the fight. When one of the mashers
a gold is inserted. The players are now free to enter
becomes bloodied, the two BFFs enter the fight.
the assembly line and take on the artificer himself.

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!

distraught, “I told you we should have killed that Movasi


when he first showed up—you can’t trust those city people.” 49
1 2
Cut the maps out and place the pieces so that all the arrows face the same way:
3 4 M1a
M1b
M1c
M1d
1 2 M2a
M2b
1 2
3 4 M3a
M3b
M3c
M3d
Sketchbook: Location: Jacksonville, FL
Title: Freelance Artist
Specialties: Fantasy / Sci-Fi
Bio: James Denton grew up on the coast of southern
Georgia in a small town with two things to do in life.
One could work at the paper mill, or one could get out
of Dodge. He sketched his way through his childhood,
got away from art in his teens, and as soon as he was old
enough, he headed toward the big city. The closest big
city was Jacksonville and so he headed south, to sunny
Florida. There, he met some people that would inspire him
to get back to art again. While working various jobs
over the years to pay bills, he continued to study things
like anatomy, color and Photoshop. Finally, he decided
it was time and embarked on his art career.
Over the years, he has been published by various
companies, including Bastion Press, Pinnacle Entertainment
Group, Talisman Studios, Inner Circle Games and Savage
Mojo. He has contributed everything from concept art
to full illustration and cartography. If you are interested
in seeing more of his art, or contacting him for a project,
he can be emailed at jamesdb1978@gmail.com.

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.

Caladon Falls is a Savage Suzerain setting book where


characters are ordinary citizens who suddenly face an all-
out attack on their homeland. Everyday people transform
into heroes fighting an unknown enemy wielding magic
as if they were gods. The party must do everything it can to prevent t h e
decimation of Austeria and the extinction of everything living on the continent.

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.
����������������������������

�� � � � � � � � � � � � � � �
�������������������������������������������������������������� �������
���������������������� ������������������� ����������������������� ��������������������
��������������������������������������������������������

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo,


D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S
GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S
VAULT are trademarks of Wizards of the Coast in the USA and other countries and are
used with permission. Certain materials, including 4E References in this publication,
D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are
property of Wizards of the Coast, and are used with permission under the Dungeons &
Dragons 4th Edition Game System License. All 4E References are listed in the 4E System
Reference Document, available at www.wizards.com/d20.

DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob


Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by
James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and
James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls,
and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims;
Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008,
62 2009 Wizards of the Coast. All rights reserved.

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