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Combat Advantage #13 - Dark October

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195 views24 pages

Combat Advantage #13 - Dark October

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#13

Ghosts of Tieflings Past


The dead always make hazards more interesting... pg. 3

Finder's Keepers
A new race of body snatchers... pg. 10

An Interview with Silent 7 Games


Jokers are wild and the deck is loaded... pg. 14

special preview::
October 2009
#13

Ah, Hallowe’en. If it wasn’t


Ghosts of Tieflings Past pg 3
for the whole gift giving in Why can’t the dead mind their own business? Torment your players
December, this would be with this variable encounter and step up a typical combat encounter.
my favorite time of year. I by Tim Rose
probably spend as much
money on costumes, props,
candy, and whatnot now as I
do for Christmas. If you’re big Morue (PC Race) pg 10
into using props and gimmics
for your games, this is the next
Cast your physical shell aside; inhabit the bodies of the dead and use
best thing to GM’s Day. them for your own. A new PC race in the spirit of Dark October.
So it only made sense to by Todd Crapper
combine the best “holiday”
with EP. More specifically, our
line of Dark Emerald products.
This month is a HUGE month An Interview with Andrew Wilson
for us and we’re making a big pg 14
thing about it. CA13 is just the
starts and you can check out
Fresh off Silent 7 Games’ latest release, Huxtropy, we find out the basis
our website for more details on and inspiration in a card-game application to 4E.
what’s to come (including the
release of Risen on October
26th.)
To mark these events, we’re PREVIEW: The Chaostician pg 17
calling this “Dark October” Releasing October 26th, check out a complete glance at the first
and we’re going to do it resurrection path from Risen: The Guide to Resurrected Characters.
every October until we go
extinct. You can find deals on What happens when you die in the realm of Chaos? The Chaostician
our previous Dark Emerald has seen the madness and lived to bring a message: the end is coming!
products and we’ll be pumping
out as many previews, glances,
and blogs about this 4E guide
to bringing your characters Combat Advantage #13
back from the dead until it hits Design: Todd Crapper with Tim Rose
Artwork: Cerberus Royalty Free Art Pack
the virtual shelves. Including a Layout: Todd Crapper
full preview of the chaostician Editor: Vincent Harper
on page 17.
First Publication 2009,
Emerald Press PDF Publishing
Todd Crapper
Editor-in-Chief All written content within remains the property of its author and is used with permission
Combat Advantage for this issue. All content in this publication meet the requirements of the Game System
License, as provided on the last page of this publication.

Cover:
This is an actual X-ray of my head when I was 16 - the result of a concussion when a
buddy of mine put me in the sleeper hold and I passed out, banging my head on the
www.emeraldpresspdf.com floor. Boys will be boys. - TC
A Haunted Encounter for
Various Levels
by Tim Rose

OSTS GS
GHTIEFLpaIsNt of
Read the following aloud to
the players: Our worlds are inhabited by ancient kingdom,
lost ruins, and crypts of the walking dead -
The forested glade, cloaked emblems of a forgotten past still seeping into our
in eerie silence, stretches 150 feet present campaigns. We never forget the paths
before you from left to right. You of the dead and those who remain behind to guard
can sense that it is equally deep. these entrances, these wards connecting
The foliage is still, despite the slight the shadowy realm of Death to the vibrant
breeze. As you move closer you can land of the Living. While some do so willingly,
hear the wailing of ghosts, for that others cannot break themselves from the bonds
is what they certainly are. of the past and remain as haunting spirits
At the edge and near the center eternally locked in our world.
you can also make out the fleeting
shapes of soldiers, fighting in Ghosts of Tieflings Past is a unique hazard
phalanx, defending the place against designed for multiple party levels in a variety
an even larger ghostly foe. As you of locations. Spicing up an existing encounter
move deeper into the glade your with these undead spirits, this hazard makes use
body and soul are assaulted by the of the gloom and dread of a haunted battlefield
stench of waiting death. awakened by the spilling of fresh blood.
And as you move to attack the This hazard can be especially useful in the final
ghost before you, you are set upon battle of an adventure as the spectral remains
by necromantic forces bent on your of these tiefling warriors take their wrath out
destruction and assimilation into on both sides of the conflict or ally themselves
their pain. with a powerful necromancer summoning them
into service.
Ghosts of Tieflings Past Level 5+ Obstacle
Hazard XP 250

A long valley of eerie silence, this is an ancient battlefield where the fallen
never rest. Any living creature in their restless domain incites their anger.
Hazard: This ancient battlefield covers an area generally in a 30 by 30 square
(the exact shape is left to GM) inside of which each square must touch at least
one side of an adjacent square. Ideally it is situated on a valley floor with
at least two of its sides touching the base of a cliff or between two parallel
mountain walls, effectively cutting off a “straight through” passage, so that the
party must venture through the battlefield to get to an ultimate destination.
The hazard is occupied by various ghosts (all minions), as determined
by the GM. These ghosts are the creatures referred to when an attack by
the hazard refers to a “creature associated with the hazard.” In addition to
additional qualities (mentioned below in Triggers), the number and level of
ghost minions can be used to increase the level of the hazard.
Where appropriate the mechanics demonstrate how to increase the
level of the hazard.

Perception
• DC 0: Your skin prickles and the hairs on your neck and arms seems to stand
as you approach. This is a place of grave danger, best avoided.
Additional Skills: Religion, Arcana, History
• Religion: DC 7; The area pulses with necromantic energy. If the hero makes
an active check and is a follower of the Raven Queen, the presence of her
exarchs flavor the energy. The necromantic energy is not necessarily evil, but
is warped into believing it must fight to be released. Increase the DC to 10 at
10th level, 11 at 15th level, 14 at 20th level, and 17 at 25th level.
• Arcana: DC 7; There is definitely a portal to the Shadowfell that does not
seem to be working. It seems to be in stasis, holding back portions of the
energy required of the Shadowfell from those that seem to have fallen in battle
here. Increase the DC to 10 at 10th level, 11 at 15th level, 14 at 20th level,
and 17 at 25th level.
• History: DC 17; 2,500 years ago a great battle took place here between a
tiefling army and a massive beast from the Elemental Chaos. Tradition and epic
poetic sagas tell of a rift that opened into the world from there and unleashed
a powerful behemoth, larger and stronger than any dragon. The beast was
defeated, but destroyed not just the entire tiefling army, but the nation that sent
them to defeat it. Increase the DC to 21 at 10th level, 23 at 15th level, 27 at
20th level, and 31 at 25th level.
*Success on any of these checks allows the PC to know the required skills
(not necessarily the specific actions) that can be used as countermeasures.

Triggers
The hazard has a stench of resonant decay that acts as soon as any creature
enters into it. The hazard also uses behave in my sanctuary as an opportunity
attack that activates when a character makes an attack against any creature
associated with the hazard. The hazard has additional qualities that can be
added to increase its level.

4
Attacks
• Stench of Resonant Decay
Immediate Reaction Aura 5
Trigger: The hazard attacks any character that starts its turn in the aura.
Target: Each creature in aura.
Attack: + 7 vs. Fortitude (+11 at 10th Level; +15 at 15th Level; +19 at 20th
Level; +23 at 25th Level)
Hit: Ongoing 3 necrotic and the target is slowed (save ends). Increase ongoing
damage to 5 at 15th Level and 7 at 25th Level.
Special: The aura is not limited only to the area around the hazard but extends
throughout the entire area.

• Behave In My Sanctuary
Opportunity Attack Melee 1
Trigger: Any creature that makes an attack against any creature associated with
the hazard.
Target: Each creature in the area of effect
Attack: + 7 vs. Fortitude (+11 at 10th Level; +15 at 15th Level; +19 at 20th
Level; +23 at 25th Level)
Hit: 1d6+4 necrotic damage, the target is dazed (save ends), and the target loses
a healing surge. Increase damage to 1d6+5 at 10th Level, 2d6+6 at 15th Level,
2d6+7 at 20th Level, and 3d6+8 at 25th Level.
Miss: The target is dazed (save ends).

Countermeasures
• Religion: DC 7; As a move action, with a successful check the PC is able to
negate the ongoing damage from the stench of resonant decay until the end of
her next turn. Increase the DC to 10 at 10th level, 11 at 15th level, 14 at 20th
level, and 17 at 25th level.
• Arcana: DC 17; As a standard action, with a successful check the PC is able
to open a portion of the portal. A number of random squares equal to the check
result divided by 5 are no longer under the effect of the stench of resonant
decay. Increase the DC to 21 at 10th level, 23 at 15th level, 27 at 20th level,
and 31 at 25th level.
• Dungoneering: DC 17; As a standard action, with a successful check the PC
is able to “stabilize” the squares in a close burst 1 (with the square in which
the PC does the action as the target square). Any creature that starts its turn in
a stabilized square automatically saves against the stench of resonant decay.
Increase the DC to 21 at 10th level, 23 at 15th level, 27 at 20th level, and 31 at
25th level.
• Nature: DC 12; As a standard action, with a successful check the PC is able
to remove the condition applied by the stench of resonant decay for the rest of
the encounter. The PC can apply this success to himself or to an ally. He can
attempt this check only one time during the encounter. Increase the DC to 16
at 10th level, 18 at 15th level, 22 at 20th level, and 26 at 25th level.
• Thievery: DC 7; As a standard action, with a successful check the PC is able
to find a number of ancient coins worth the value in gold pieces equivalent to
the check. This check can only be done twice by any PC. Increase the value of
gold pieces to five times at 11th level and ten times as 21st level. Increase the
DC to 10 at 10th level, 11 at 15th level, 14 at 20th level, and 17 at 25th level.
*The minions of the battlefield are unaffected by squares that become
5 stabilized by successful arcana and dungeoneering countermeasure checks.
Special
• Discordant Calling
The hazard applies bonuses or penalties to specific races, as noted below.
Tiefling: +5 bonus on one attack or check during the encounter (player’s
choice).
Human: +2 bonus on one attack or check during the encounter (player’s
choice).
Deva: +5 to two different skill or ability checks during the encounter (player’s
choice).
Fey Origin: -5 penalty to first attack or check during the encounter. -2 penalty
to second attack or check during the encounter.
Shadow Origin: +1 bonus to all attacks and checks during the encounter.

Upgrade to Higher Level


By adding the features below, the GM can increase the level of the hazard to
more appropriately fit the needs of his adventure or the party.

Upgrade to Level 10 (500 XP)


• You Are Not Allowed Here
Immediate Interrupt Melee 1
Trigger: Creature makes a divine attack
Attack: + 11 vs Reflex
Hit: The triggering attack misses.
Miss: The triggering attack is considered a critical hit.
Increase the attack bonus to +15 at 15th level, +19 at 20th level, and +23 at
25th level.

Upgrade to Level 15 (1,200 XP)


• Death Rears Its Ugly Horned Head
At-Will Special
Initiative: + 7 (+10 at 20th; +12 at 25th)
Target: Any creature within the hazard.
Attack: + 20 vs AC (+25 at 20th; +30 at 25th)
Hit: 2d8+7 necrotic damage.
Miss: The target can spend a healing surge or gains +2 to all defenses until the
start of its next turn (player’s choice).
Increase damage to 2d8+8 necrotic at 20th and 3d8+9 necrotic at 25th.

• Demon Owns Your Soul


Immediate Reaction Melee 1
Trigger: Creature makes an arcane attack.
Target: The creature that made the arcane attack.
Attack: + 15 vs Will (+19 at 20th; +23 at 25th)
Hit: Target is dominated (save ends).
Miss: Target gains temporary hit points equal to one-half of its level.
Special: If the target creature is not a follower of a deity of death, it takes a -2
penalty on the saving throw against the domination. The target is only subject
to move actions.

6
Upgrade to Level 20 (2,800 XP)
• Death’s Icy Grasp
At-Will Melee 1
Initiative: +10 (+12 at 25th)
Target: Any non-undead creature within the hazard.
Attack: + 19 vs Reflex (+23 at 25th)
Hit: 2d8+8 cold and necrotic damage and the target is grabbed. (Treat the DC
to escape the grab as 10+one-half the character’s level.)
Miss: Half damage.

Upgrade to Level 25 (7,000 XP)


• Behemoth’s Smash
Immediate Reaction Close burst 3
Trigger: Creature makes a divine attack and the creature is not a follower of a
deity of death.
Target: The target square is the square occupied by the creature that made the
divine attack.
Attack: + 23 vs Fortitude
Hit: 4d10+7 force damage, and the target is knocked prone and grabbed. (Treat
the DC to escape the grab as 10+one-half the character’s level.)
Miss: Half damage and the target is knocked prone.

Tiefling Revenant Level 5 Minion


Medium shadow humanoid (undead) XP 50
Initiative +2 Senses Perception +8; darkvision
HP 1; a miss never damages a minion
AC 18, Fortitude 16, Reflex 16, Will 16
Speed 6, fly 6 (hover); phasing
M Phasing Yatagan (standard; at-will) • Necrotic, Weapon
+10 vs. AC; 5 necrotic damage
Unaligned Languages: -
Str 10 (+2) Dex 16 (+5) Wis 12 (+3)
Con 12 (+3) Int 10 (+2) Cha 14 (+4)

Revenant Tiefling Sergeant Level 8 Minion


Medium shadow humanoid (undead) XP 88
Initiative +4 Senses Perception +10; darkvision
HP 1; a miss never damages a minion
AC 20, Fortitude 18, Reflex 18, Will 18
Speed 6, fly 6 (hover); phasing
M Phasing Spatha (standard; at-will) • Necrotic, Weapon
+13 vs. AC; 5 necrotic damage
Unaligned Languages: -
Str 12 (+5) Dex 18 (+8) Wis 12 (+5)
Con 12 (+5) Int 10 (+4) Cha 14 (+6)

7
Revenant Tiefling Officer Level 12 Minion
Medium shadow humanoid (undead) XP 175
Initiative +6 Senses Perception +12; darkvision
HP 1; a miss never damages a minion
AC 24, Fortitude 22, Reflex 22, Will 22
Speed 6, fly 6 (hover); phasing
M Phasing Tulwar (standard; at-will) • Necrotic, Weapon
+17 vs. AC; 6 necrotic damage
Haunting Scare (standard; encounter) • Fear, Necrotic
Close burst 1; +11 vs. Will; target is dazed (save ends)
Unaligned Languages: -
Str 14 (+8) Dex 15 (+8) Wis 13 (+7)
Con 13 (+7) Int 11 (+6) Cha 19 (+10)

Revenant Tiefling Commander Level 18 Minion


Medium shadow humanoid (undead) XP 500
Initiative +9 Senses Perception +15; darkvision
HP 1; a miss never damages a minion
AC 28, Fortitude 26, Reflex 26, Will 26
Speed 6, fly 6 (hover); phasing
M Phasing Voulge (standard; at-will) • Necrotic, Weapon
Reach 2; +23 vs. AC; 8 necrotic damage
Haunting Scare (standard; encounter) • Fear, Necrotic
Close burst 2; +17 vs. Will; target is dazed (save ends)
Unaligned Languages: -
Str 15 (+11) Dex 15 (+11) Wis 13 (+10)
Con 13 (+10) Int 11 (+9) Cha 20 (+14)

Tiefling Shadow Revenant Level 23 Minion


Medium shadow humanoid (undead) XP 1275
Initiative +11 Senses Perception +18; darkvision
HP 1; a miss never damages a minion
AC 32, Fortitude 30, Reflex 30, Will 30
Speed 6, fly 6 (hover); phasing
M Phasing Rapier (standard; at-will) • Necrotic, Weapon
+25 vs. AC; 9 necrotic damage
Haunting Scare (standard; encounter) • Fear, Necrotic
Close burst 1; +21 vs. Will; target is dazed (save ends)
Phasing Arcus (standard; at-will) • Necrotic
Range 20/40; +28 vs. AC; 9 necrotic damage
Unaligned Languages: -
Str 17 (+14) Dex 22 (+19) Wis 14 (+13)
Con 14 (+13) Int 12 (+12) Cha 18 (+15)
8
Revenant Tiefling Warlord Level 24 Minion
Medium shadow humanoid (undead) XP 1513
Initiative +11 Senses Perception +18; darkvision
HP 1; a miss never damages a minion
AC 33, Fortitude 31, Reflex 31, Will 31
Speed 6, fly 6 (hover); phasing
M Phasing Kampilan (standard; at-will) • Necrotic, Weapon
+29 vs. AC; 10 necrotic damage
Haunting Scare (standard; encounter) • Fear, Necrotic
Close burst 1; +22 vs. Will; target is dazed (save ends)
Cull the Fallen (standard; recharge 5,6) • Healing, Necrotic
Close burst 5; the revenant warlord raises all ghosts fallen in the current encounter
within the burst. These culled fallen do not subject a character to the hazard’s
behave in my santuary power. Once they are slain a second time, the character
that does so regains a number of hit points equal to the minion’s level and can
immediately make a saving throw against any condition that can be ended with a
saving throw. The character gains a +2 bonus on the saving throw.
Unaligned Languages: -
Str 17 (+14) Dex 22 (+19) Wis 14 (+13)
Con 14 (+13) Int 12 (+12) Cha 18 (+15)

9
A New PC Race by Todd Crapper

Some creatures have the fortune of regarding death as a legend; a myth


passed down from one generation to the next as an unfortunate mistake
of the gods to the rest of the Known World. For the morue, they are the
blessed few laughing all the way to immortality. Not because they were born
with the ability to cheat death, but because they have mastered the long lost
art of slipping.
Morue (singular and plural) are a race of ethereal creatures able to
inhabit the bodies of the deceased and reanimate them as their own vessels.
Initially encountered as a spectral figure without detail or individuality,
they can “slip” into a dead body and use it as their own. Masters of disguise
and infiltration, the morue defile the basic standards of many cultures
and find themselves on the dangerous end of a spear, not in the glory
and praise they feel is deserved.

RACIAL TRAITS
Average Height: Varies (always Medium or Small)
Average Weight: Varies

Ability Scores: +2 Wisdom (see body slip)


Size: Medium or Small (see body slip)
Speed: 6 squares (see body slip)
Vision: Normal

Languages: Common plus two more


Skill Bonuses: +2 Bluff, +2 Thievery
Shadow Origin: You have the shadow origin.
Essential Form: When not inhabiting a body with your body slip
power, you are a vague, incorporeal humanoid figure. You cannot
manipulate physical objects but have concealment at all times and
can phase through solid objects as a move action. You cannot use
any powers or make ability and skill checks except those linked to
your Intelligence, Wisdom, and Charisma ability scores. This form is
known as your essence.
Mimicry: You may use the racial power of your inhabited body.
When you no longer inhabit that body, you can no longer use this
power.
10 Body Slip: You can use body slip as a daily power.
Body Slip Morue Racial Power
As easy as putting on clothes, your ethereal form slips inside the deceased and renews the
vigor of life for your benefit.
Daily
Standard Action Personal (special)
Prerequisite: You must stand adjacent to a preserved deceased body of
a Medium or Small humanoid. This power will not work on a decapitated
or otherwise mutilated corpse. You cannot inhabit a body more than once.
Effect: You inhabit a dead body and reanimate it as your own. At the end
of your turn, the body remains completely in control so long as your
essence remains inside. The inhabited body is restored to appear healthy
and all wounds are removed. Your hit points remain exactly as they were
when you last inhabited a body minus 2 hp (see below).
Your size, speed, and vision are determined by the body you inhabit.
You may select one of the physical ability scores (Strength, Dexterity,
or Constitution) and gain an increase of 2 points to that score for as long
as you inhabit this body. You can select the highest attribute of an average
member of the race you inhabit, or any physical ability score you choose.
When you reach 0 hp while inhabiting your body, your essence
is instantly rejected and shifts adjacent to the now useless body. Your hit
Selecting Racial point total is reduced by 2 every time you are ejected from a body. You
Powers may also depart an inhabited body as a minor action but you still suffer
One of the main benefits the loss of total hit points.
to playing a morue is Special: You cannot inhabit another body prior to using this power.
versatility, all the way You must have departed your previous body (willingly or by force) at least
down to racial powers. one round prior to using this power.
Their mimicry power
allows them to alter their
available racial power to PHYSICAL FEATURES
suit the inhabited body. There are two forms of the morue: their natural ethereal essence
This can easily get out of and the inhabited body. A morue essence is nothing more than a translucent
hand without limitations humanoid shape barely hovering over the ground; this essence has no visible
between the GM and the
features or characteristics and appears as a typical ghost or spectre to the eyes
player.
of the unsuspecting. A morue essence cannot manipulate physical objects
As a general rule, any
selected racial power or communicate verbally with other creatures, but has the phase ability
cannot inflict damage and has concealment at all times.
unless as a minor action Once a morue slips into a dead body, they can manipulate its features
(such as the dragonborn’s just as any other mortal creature with their own natural body. The morue’s
dragon breath racial essence repairs a significant amount of damage and harm inflicted on the
power). inhabited body upon their initial slip and assumes all characteristics of
See the example morue the original character (physical features, voice, etc.). In addition, they are
provided on page 13 (Ta- able to access one racial power belonging to the inhabited body (see below).
sha the Red). Rather than
grant her the succubus’
corrupting touch, she is ROLEPLAYING A MORUE
limited to change self. Life is a simple game to the morue and their natural ability to occupy
the dead leaves them with a bizarre emotional combination of zest and fear.
Without any reason to permanently suffer the consequences inflicted on the
mortal body, they view danger and risk as a penalty for the fleshbound.
Living multiple lives gives them a lust for experimentation, luring them
11
into places most never tread and trying out any number of experiences they
can get their hands on. Yet they remain hollow and empty without the ability
to complete these tasks themselves – morue will only reveal their essence
willingly to anyone deeply bonded or connected to the morue.
Curiousity and eagerness aside, the morue are not considered heavy
thinkers and philosophers. Impulsive, headstrong, and determined, they
never have to worry about failure as an option, at least at first. As the morue
continually slip from one body to another, they begin to loose their grasp on
their soul and their essence becomes weaker until they fade out of existence.
Morue shy away from personal attachments save for those like-minded
individuals who share a penchant for exploration, experience, and danger.
Restricting their powers to secrecy, they reveal their true nature only to those
worthy of their approval (or anyone within line of sight if the morue loses the
use of his inhabited body in combat) with a minimal amount of control over
the amount of information shared around the campfire. They regale comrades
with tales of intrigue experienced hundreds of years ago, yet never share
stories of love and compassion. This is not to say they are beyond or careless
towards such emotions, but it takes a truly touching moment to wretch such
thoughts from a morue.
Morue have no culture – they are nomadic wanderers with very little
knowledge of their kind or any linked history between them. As far as they
are concerned, they are but a small humanoid breed able to transcend
physical form. When a morue inhabiting a body impregnates or becomes
pregnant, the child is never told of their origin and will likely be deserted
by the morue parent.

NEW FEATS
Burrowing Memories
Requirement: Morue
Benefit: You can re-roll a History check up to a number of times equal
to your Charisma modifier per day.

Burst of Fortitude
Requirement: Morue, inhabiting the body with a Constitution score of 18+
Benefit: When you take your second wind, you gain +1d6 hit points.

Burst of Speed
Requirement: Morue, inhabiting the body with a Dexterity score of 16+
Benefit: Once per encounter, you can shift an additional square as part
of your move action.

Burst of Strength
Requirement: Morue, inhabiting the body with a Strength score of 18+
Benefit: When you roll a critical hit, you gain a +2 feat bonus to damage,
charge attacks, and bull rushes until the end of your next turn.

12
Morue Ancestry
Prerequisite: You have never died prior to selecting this feat.
Benefits: You are descended from a morue parent and are yet unaware of your
heritage. The first time you are reduced to 0 hp and fail your third save throw,
you become a morue essence and leave your body. From this point on, you are
a morue and can slip into a new body as per the body slip racial power above.
Special: You cannot slip into your previous body as your essence already
occupied it.

AKA: The Red Myst Tasha the Red Level 19 Solo Skirmisher
Known in the under-
world as “the Red Myst,”
Medium shadow humanoid, morue XP 12,000
Inhabiting the body of a gorgeous succubus, the sly grin and sparkle in those hazel eyes
Tasha’s true identity reveals the slightest hint of deception.
remains hidden from
all but her most trusted Initiative +14 Senses Perception +15
advisors. Preferring to HP 725; Bloodied 362 (see body slip)
remain within the body AC 30, Fortitude 24, Reflex 26, Will 28
of a succubus (whom she Saving Throws +5
proudly hunted down in
her previous body), she Speed 6
uses the devil’s change Action Points 2
shape ability to instantly M Flurry of Rapiers (standard; at-will) • Weapon
disappear in a crowd. +24 vs AC; 2d8+6 damage plus 5 ongoing damage (save ends)
Leader of the Fallen Secondary Attack: +18 vs AC; 1d10+6
Shadow assassin’s guild,
c Blinding Escape (move; encounter) • Weapon
many opponents have
Close blast 5; +19 vs Reflex; 3d8+3 damage and target is blind (save ends)
fallen under her rapiers
+2, even month after Unleash the Wings (standard; encounter) • Polymorph
they thought her dead. Close burst 1; +19 vs Fortitude; 3d8+6 damage and target is pushed 2 squares;
Tasha finds herself Tasha uses flurry of rapiers on a critical hit
at wit’s end with many Body Slip (immediate reaction, when reduced to 0 hp; recharge 5,6)
heroes over her years Tasha’s essence leaves the inhabited body. She cannot manipulate physical
of intrigue, deception, objects, gains concealment, and can phase.
and murder. The perfect
Change Shape (minor; at-will) • Polymorph
archvillain, her body slip
Tasha can alter her physical form to take on the appearance of any Medium
racial power grants her
to opportunity to re- humanoid, including a unique individual. Just as the succubus power (see the 4E
emerge in a party’s life, Monster Manual).
openingly twarting them, Unaligned Languages: Common, Supernal
masquerading as a trust- Skills Athletics +12, Bluff +15, Stealth +15, Thievery +13
ed ally, or subtly plotting Str 12 (+9) Dex 21 (+14) Wis 16 (+12)
against them over the
course of a campaign. Con 15 (+12) Int 14 (+11) Cha 18 (+13)
Equipment black studded leather armor, 2 rapiers +2, cloak, thieves’ picks

13
An Interview with...

Andrew Wilson
While some look to the past Combat Advantage: Thanks for the time, Andrew. Much appreciated.
for reminiscence and a refresh
of past editions, there are
Andrew Wilson: No problem!
a lot of fresh ideas for the
4th edition of D&D. CA: The first thing I wanted to ask you
Silent 7 Games is one of
them, producing a steady
about was your inspiration for your
flow of new products, latest release, Huxtropy. What started
including Advanced Classes your concept for using cards at a 4E
and the Lunar Scrolls.
Their latest product is
game?
Huxtropy, a sourcebook with AW: Deadlands Reloaded. I was
multiple means to introduce listening to the Gamer’s Haven
playing cards to the game
(even as a weapon - picture
actual play podcast of Deadlands
your favorite character Reloaded (www.canadiancrusaders.
shooting cards like Gamit, com) and one of the players is a
people). I had a chat with
Andrew Wilson, Huxtropy’s
huckster. He wields cards, though
author, to talk about his work differently than the deckslinger or
and what made him want other huxtropy-wielding D&D
to give his ranger the Ace of
Spades.
characters, but it was my first
inspiration. Using a deck of cards
just seemed like something that
could work in 4E.

CA: The first thing that caught my attention about it was the reference
to gypsies using cards to tell the future - it reminded me about Ravenloft
and the Vistani . You cover a few options for huxtropy in the game -
what concepts can Huxtropy present to a campaign?
AW: I’m actually pretty unfamiliar with specifics of Ravenloft, so that’s
an interesting coincidence. As for huxtropy-oriented campaigns . . . well,
there’re obviously the elemental gamblers. I can imagine a cultish group
(gypsies or otherwise) dedicated to unleashing the elemental gamblers,
and the players may have to eventually fight Malifeign, Saif-al-dayh,
Ambaniel and Thjok themselves. Of course, there could be a gypsy
group of gamblers, a single huxtropy-wielding thief NPC villain, or the
huxtropy-wielding PC could see more and more unluck seeded into his
life throughout the campaign—keeping the huxtropy storyline in the
background of the normal campaign.

CA: The system of damage using a magic deck was a nice touch. Your
website talks a lot of about offering unique changes to 4E, even ranks
them on a scale. Is this a very active consideration for you when you
design or something that just seems to happen?
14
AW: My ideas just tend to be pretty weird. It became clear within
the first couple of our releases that this weirdness wasn’t attractive
to everyone. To help out, I created the 7scale to rate the ‘novelty and
complexity’ of our products, along with a short description, to help
skeptical buyers. We don’t want anyone to buy our product and then be
freaked out or find it way too ‘out there’ for them to use—so the 7scale
essential offers a warning label. We don’t try to make strange stuff with
high 7scale values; we just make what we want then figure out the
rating.
Huxtropy got a five out of a possible seven. The general description
for that value is, “The mechanics and/or assumptions of this product go
far enough beyond the core game to challenge your 4E comfort zone.”
Apart from the deck mechanic, the product is pretty straightforward,
but I felt that the added complexity and novelty of using a deck instead
of dice (and therefore bringing along with it all the associated rules) was
enough to bring the value up to 5.

CA: So if Huxtropy is a 5, what kind of ideas are going on over


there for 7scale?
AW: Well higher 7scale values aren’t always good. As I said, it’s kind of
a warning label for people not interested in crazy stuff. The more novel
and complex products get, the number of people interested grows fewer
and fewer. That said, our site currently indicates that we’ve got a class
called ‘the enchanter’ in the works that would rank as seven. Player-
based material isn’t really as popular, though, because of the character
builder, so the enchanter may never see the light of day. I only had a few
notes on it, anyway . . .

CA: That’s something I’m hearing from a lot from other publishers
- they really feel DDI has taken out some of the punch and opportunity
for 3pp stuff. So much so that One Bad Egg just called it quits. How
do you feel about the impact of DDI as a third party?
AW: They’ve given me the GSL and they don’t owe me anything, so
I can’t complain. I’m even a DDI subscriber myself, and I get a lot
of value out of the magazines (I don’t really use the software tools as
much, though the compendium comes in handy every once in a while).
However, I think it would be spectacular if the character builder
opened up to allow third party publishers and homebrew DMs to
program in their own content. Imagine building a ranger and having
the CB ask if you wanted to choose the deckslinger’s Cards Fighting
Style option!

15
CA: Let’s go with your DM-oriented projects then - what do you have in
mind for DMs?
AW: The product I’m working on right now is called Rugged
Adventures, which offers an alternative rest system. For DMs who
aren’t running their campaigns in dungeons, it answers the question,
“What if I don’t want to run more than one encounter each day, or even
every several days?” Beyond that point, I have a couple ideas for advice
about what D&D levels mean in the game world and something else
(I know I had a second idea, but I can’t remember it now . . . ) Then
of course, there are obvious things like new monster supplements,
adventures, story-based items, and NPC and villain groups. A lot of
stuff from that latter list may well end up under the Elemental Crux
title.

CA: How did Silent 7 get started? When did you first start putting
these ideas to paper, so to speak.
AW: Well, I’ve always been interested in game design, but I never really
thought about writing for D&D too much until 4E was announced.
The 3.5 scene seemed too big and crowded for me to enter in, but with
a new edition came new chances and new beginnings. When I knew the
GSL was coming, I started work on the first idea I had, which ended
up The Lunar Scrolls, and things just went from there.

CA: What other systems do you play and how much of an impact do
they have on your 4E designs? How much of your designs come from
your own campaigns?
AW: I like to read about new game systems, but I hardly get to play any.
In fact, various players’ scheduling makes it hard for me to keep my two
current 4E games going consistently. Most recently, I’ve read Savage
Worlds and Alpha Omega RPG. For the most part, though, my ideas
come from within the 4E system itself and from random inspiration.
As for my home games, I haven’t really had any ideas yet that I thought
would work both in my campaign and as a published product.

CA: What are you working on right now? What’s the next release for
Silent 7?
AW: Well we’re always working on the rune soldier (the heroic tier of
which is available as a free playtest). But as I said, my current primary
project is Rugged Adventures, and David Sirois is working on the
tomeborn: a race of constructs born from books who were created to
seek knowledge.

16
Those who pass through ancient portals speak of a universe where the laws of reality no
longer exist and the mind is an engine of magnificent power.
Heroes lost to this realm are never heard from again but sometimes - just sometimes
- one finds the power, tapping into the chaotic energies of the plane and converting
them to a new form. Crawling their way back home, they defend the Known World
from the ravages of these abominations.

Enjoy the complete entry for the chaostician from Risen: The Guide to Resurrected
Characters from Emerald Press. You can pick up the standard edition ($4.99)
or the EPIC edition ($5.99, or FREE for applicable EPIC Rewards members).

On Sale October 26, 2009


www.emeraldpresspdf.com/upcoming
They think you’re crazy. They all think you’re nuts... and they’re probably right.
Dammit. That may be but I don’t have time for this right now. Just stick with the plan, get into
the shop, pick up the supplies, and get the Nine Hells out of there before someone recognizes you.
That’s it, nothing more, no surprises. And yeah, I’m probably nuts. I’m talking to myself, aren’t I?
Snapping back to reality, I find I’ve wandered just a little too far past the shop. Huh, look at
that, I’ve headed to the brothel. No time for that today, promised the paladin this would just be
a simple in-and-out procedure. Everyone else is too banged up and the squidheads think I’m dead
– no one sits around watching for a dead guy to walk into the shop of the town they control.
Not even squidheads. So I turn around and make like I’m a stupid lost tourist. I find the shop,
right where it always was.
Hmm, there was never a guard there before. He looks human, but I can tell he’s more than that.
He’s a squidhead slave, his mind’s wiped clean and they’re using him as a puppet. Whatever he sees,
they see. And he’s standing right next to the door. I can smell their stench on him, that hollowed out
cavity where his brain once was. If you’ve ever caught a whiff of a dead body wrapped in seaweed
at the bottom of a river, then you’ve smelled squidheads. So what do I do? Screw it and walk right
past him, step inside the shop.
“Good day, sir.” Oooh, and such a nice smile too. Typical hollow-brained answer, just a nod
and a blank look on his face.
I must be crazy.
Horace, the old shopkeep, he’s still around. Doesn’t smell like squidhead either, but he’s been near
them. And he recognizes me the second I walk into his deserted store.
“Artos?” he whispers. “Is that you?”
I place my finger to my lips and nod. Damn fool’s deaf and speaks louder than he needs to.
This whole idea is turning into a really bad pun right now. “Morning, Horace. Any chance for
some healing salves, rations, and whatever else you can spare a group of heroes?”
“Sakes alive, I heard you were dead,” the shopkeep replies. He didn’t hear me and he’s getting
louder by the second. “Heard those bastards got you.”
I silence him again and he gets it this time. “They did. What do you have for us? We need
whatever you can give us.” And I slip the purse of coins on the counter.
No sooner does the old man grab the purse and start leafing through his remaining inventory
then the door opens behind me and the smell of squids run over by a wagon cart of snow peas waft
over my nose again. Looks like they’ve sent in the guard to check things out.
“Artos Neverhouse?” the guard says, his voice droned like any slave who’s had his brain scooped
out like iced cream.
Looks like we’ll have to do this the hard way.
“Not anymore,” I reply back. I’m trying to be loud enough for Horace to hear me with his back
turned to us and give him the bloody clue to get the hell down. All the while, I’m reaching for
my sword and letting my arms relax a little bit. “Now they call me Artos the Mad.” Then I turn
my head just enough to face the drone guard with a glare of insanity, that one the thief says I give
him almost every time he gets creeped out at me.
Just as the drone guard unsheathes his blade, I whip out my sword and stretch out my arms,
reaching across the floor of the shop to chop his head off. It’s the most humane thing to do to those
that don’t have a brain anymore...
I turn back and look at Horace, standing there with his mouth agape, staring at my sword arm.
Like he’s never seen a human who’s been tainted by the absolute Chaos and become physically
altered by the insanity it brews and developed the ability to grow his arms twice as long.
Guess they do think I’m insane.
CHAOSTICIAN
“I have seen beyond the Veil. It is not darkness - it is chaos.
And I will stop it.”
Prerequisites: Wis 15. Your character must have died prior
to gaining this path.

Ventures into the Aberrant Realm are discouraged for many


good reasons, the first of which is the absolute insanity
adventurers are subjected to as soon as they arrive on this
chaotic plane. Those who perish there become fodder for the
whims of bizarre creatures, their bodies fusing with the plane
to feed its insatiable appetite. But not all of these lost souls
remain there. They stay just long enough to absorb the energies
of the Realm and fuel their own rebirth, stepping back into the
mortal world with unearthly powers and a drive to prevent others
from falling into the same trap they did.
Chaosticians are corrupted souls brought back from the dead by
the energies of the Aberrant Realm. Seemingly normal, they never
reveal their warped abilities until the heat of combat strikes and their
bodies unveil unnatural benefits. They have seen the horrors of the
plane of true chaos and stake their new lives on a near impossible
mission to remove all traces of the Aberrant Realm from existence.

Chaostician Path Features


Immutable Form (11th level): Choose one of the following
physical forms.
Inhuman Reach: Your arms stretch to inhuman lengths giving
you reach with any basic melee attack or power with the Weapon
keyword. Unlike standard reach, you cannot be adjacent to
a target with your inhuman reach feature. You lose this feature
as soon as you use a healing surge and cannot use it again until
after an extended rest.
Amorphous: Once per day until the start of your next turn,
your body polymorphs into an amorphous blob as an immediate
interrupt and avoids a single attack of your choice. You can also
move into tight spaces without any speed restriction. While in this form, you only move half your speed.
Incorporeal: Once per encounter, you can phase through solid objects as a move action until the start of your
next turn. Once you become corporeal again, you must stand on an unoccupied square. If you start your next turn
in an unavailable square (such as a wall), you are automatically moved to the closest available square and take
enough damage to be bloodied, or suffer 2d6 damage if already bloodied.
Aberrant Knowledge (11th level): You are trained in Dungeoneering or gain an additional bonus equal to
your Wisdom modifier if you are already trained.
Chaotic Advantage (11th level): When you spend an action point against any aberration, you can push, pull,
or slide the target one square before or after your action. The aberration grants you combat advantage until
the end of your next turn.
Unstable Form (16th level): You can alter your physical appearance slightly to assume the form of
another person with a +5 power bonus to Disguise checks. This feature allows you to impersonate
voices as well as skin tones and other important features. If you attempt to mimic another person
known to the target, you must make a Disguise +2 vs Will check as a minor action as the start of
every round that you are within line of sight of the target.
Chaostician Powers
Mark of the Turned Chaostician Attack 11
Reality warps under your control, centered on one soul in particular...
Encounter • Psionic, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Intelligence/Wisdom/Charisma modifier damage.
Secondary Attack: Wisdom vs Will
Secondary Effect: The target is marked and grabbed by tentacles rising from the floor. As a minor
action, you can push or pull the target one square. The tentacles disappear into the floor when the
target breaks the grab.
Special: You may choose between using your Intelligence, Wisdom, or Charisma modifier for this
attack. Once your selection has been made, it remains for the life of your character.

Chaotic Instinct Chaostician Utility 12


You can sense their presence. That lingering smell of chaos reeks from their pores.
At-Will • Psionic, Zone
Minor Action Close burst 5
Target: Any creature in the burst.
Effect: You can detect the presence of aberrations within the zone. If the target uses cover,
concealment, or any other method of stealth, you can make a Perception check as per the standard
rules to detectt the aberration’s prsence without the need for line of sight. You are never surprised by
aberrations detected with this power.
Sustain: Minor. Using a standard action to sustain provides the name, races, and power keywords
of the most powerful aberration within the zone as if you had successfully made the appropriate
knowledge check.
Special: You can detect the exact location and number of aberrations preesent even if hidden or
obscured by illusions such as invisibility.

Whirlwind of Chaos Chaostician Attack 20


Slamming your fist on the ground, a swirling mass of tentacles burst out from a black vortex.
Daily • Psionic, Teleportation, Zone
Standard Action Area 2 within 10 squares
Target: Any creature within the area.
Attack: Intelligence vs Reflex
Hit: 3d8 + Intelligence modifier damage and target is pushed 3 squares.
Special: On a critical hit, the target is teleported to the Aberrant Realm until the end of its next turn
and returns to the same square from which it was teleported. If the square is occupied, the target
reappaears on a any adjacent square.
PHYSICAL APPEARANCE
The true power of chaosticians is their ability to appear perfectly normal
as they did prior to their death, with only minor cosmetic differences.
The aberrant First, they generally have a streak of pure white running through their
Realm hair. These streaks have been known to appear as a pattern or even
chaotic symbols known only to the wisest of warlocks and sorcerers,
Birthplace of aberrations
and mark the chaostician as clearly as if he had announced his name.
and other undiscovered To the common villager, however, these streaks are nothing more than
horrors, this plane exists a unique hair style.
as a chaotic opponent to Chaosticians also have a tendency to develop an odd twitch or
the others in the multiverse. obsessive habit upon their return from the Aberrant Realm. Sorting food
Heavily influenced by the rations by size, facial twitches, folding the arms of the dead over their
psionic power source, this chest, and obsessing over the cleanliness of their weapon, are example
plane is perhaps one of the of this odd form of behavior. Most of these compulsions begin as soon
most dangerous locations as the chaostician assumes his new form and have no conceptual origin
in the campaign. – they simply start as soon as the chaostician is reborn.

ROLEPLAYING A CHAOSTICIAN
Insanity is a harsh word for the actions of a chaostician and they take
great offense to it. Preferring not to be insane, they consider themselves
passionate, quick-tempered, and aware of the deeper meaning behind
simple events. They have seen things in the multiverse that would make
most adventurers weep for death and yet they have pushed on.
Their behavior is certainly more eccentric and bizarre, but quite
healthy under the circumstances.
Chaosticians display bursts of spontaneous mood swings and long
rants of nonsensical translations. They tend to lock their focus on obscure
topics and wander off easily. They are creatures of sudden thought,
and exhibit a childlike forgetfulness at times. For example, those with
the ability to phase through walls often forget to unlock the door from
the other side as they explore the room for themselves. Only when the
schemes of aberrations confront them do they shift into an incredible
dedication to removing that threat. At times, they fall into a blind rage
from which they never recall their actions. They are brutal opponents
against aberrations and show them no quarter in combat.
Above all else, chaosticians are constantly at war with their own
minds, and forever feel the pull of the Aberrant Realm calling them
home. To keep their minds calm, some have taken to caring for small
living things such as flowers or tiny pets. While such devotion allows
them to retain their humanity a while longer, it remains a frightening
sight to see a chaostician tending to a potted plant one minute and sliding
into a frenzy of elongated arms the next.

WINNING THE WAR ON CHAOS


Chaosticians exist to fight off the oncoming approach of the Aberrant
Realm using the gifts granted by the mists of insanity from which
all aberrations are born. Since destroying an entire plane
of existence would be impossible (only by the sheer difficulty
of such actions, as many a chaostician has weighed the
options of destroying the Aberrant Realm completely),
they seek out their own way to bring the war to a close.
Pseudocreatures: All manner of beasts and humanoid creatures stalk the surreal wilderness of this bizarre plane,
feasting on the conscious thoughts of mortals like fine dining. Chaosticians seek out these creatures like a hunter
tracks a deer and show them no mercy in battle. Decapitation is a common finishing move and a good first step
to making sure they never get back up again.
Salvation: Dipped in a vat of chaos, chaosticians feel they have been given this curse for a reason. They have
chosen to accept this fate so that others may be protected and saved from the Aberrant Realm. This grants the
chaostician purpose and guidance as they forever battle with their own psyche, pushing back the madness waging
war against their own sanity. For them it is all about sacrifice, and chaosticians will gladly lay down their life
to protect the sanity of others, including party members.
Closing the Gap: Portals are the simplest and most common form of travel to the Aberrant Realm and they tend
not to require portal keys. Sealing off these gateways is a high priority for chaosticians, along with the destruction
of any other means for accessing the plane. Those who would willingly open such doorways fall prey to the wrath
of the chaostician, and ignorance is never an excuse forestalling obliteration.

IN THE END...
No one is entirely sure what happens to a chaostician when their quest is complete. Some theorize their minds
return to the Aberrant Realm to assume a purely psionic form, merging with the plane itself or carrying on
the fight from the inside. Others suggest the chaostician simply fades into the background, assumes another
physical form, and seeks out other approaches that aberrations take to enter the Known World. Whatever it is,
the answer is as mysterious as their very existence.

Chaostician Resurrection Feats


They say time passes in its own unique way on the Aberrant Realm and chaosticians can attest to this.
A mere moment of death can be a lifetime for these poor souls subjected to the maddening mists. Ingesting
stronger doses of chaos can lead to dramatic alterations and some chaosticians learn to tune themselves to their
new bodies to create ghastly and incredible powers.

Detect Thoughts
Prerequisite: Chaostician
Benefit: When you kill a target, you can use a standard action on your next turn to attune your mind and pick up
a psychic frequency of any other creature of the target’s origin and type until you take a short rest. For example,
if you kill a goblin and use this feat, you can use it on any other natural humanoid until your next short rest.
You gain a feat bonus equal to your Wisdom modifier on all Insight and Perception checks.

Flat to the Wall


Prerequisite: Chaostician, Immutable Form (Amorphous) path feature
Benefit: You can use your amorphous form to gain a feat bonus equal to your Wisdom modifier on Stealth checks.

Inhuman Burst
Prerequisite: Chaostician, Immutable Form (Inhuman Reach) path feature
Benefit: You use one of your at-will powers as a daily power with a close burst 1.

Inner Sheath
Prerequisite: Chaostician, Immutable Form (Amorphous) path feature
Benefit: You can store a single one-handed weapon inside your body and draw it as a free action
once per day. Your speed decreases by one square until the weapon is drawn.

Spectral Glide
Prerequisite: Chaostician, Immutable Form (Incorporeal) path feature
Benefit: You can move twice your speed while phasing as a move action. This does not count
as a double move or a run.
Stench of Chaos
Prerequisite: Chaostician 21st level
Benefit: You increase the burst of your chaotic instinct power by a number of squares equal
to your Wisdom modifier.

Suction
Prerequisite: Chaostician, Immutable Form (Inhuman Reach) path feature
Benefit: When using your inhuman reach, you gain a +5 feat bonus to grab a target and a +2 bonus
to your Fortitude or Reflex defense when the target attempts an escape.

Turn Aberrations
Prerequisite: Chaostician, Channel Divinity class feature
Benefit: You can turn aberrations just as you would undead with your channel divinity: turn undead
encounter power.

Unseen
Prerequisite: Chaostician, Immutable Form (Incorporeal) path feature
Benefit: As a standard action, you can become invisible while phasing (sustain standard). When you have
phased through a solid object, you will become visible at the start of your next turn or immediately upon making
an attack roll against a target.
Combat Advantage is a series of free supplemental material for the
Dungeon & Dragons 4E Roleplaying Game™ courtesy of

www.emeraldpresspdf.com

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