Combat Advantage #13 - Dark October
Combat Advantage #13 - Dark October
Finder's Keepers
A new race of body snatchers... pg. 10
special preview::
October 2009
#13
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.
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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.
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.
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)
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A New PC Race by Todd Crapper
RACIAL TRAITS
Average Height: Varies (always Medium or Small)
Average Weight: Varies
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: 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).
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.
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.
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.
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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