Chaos Scar - [Lvl 1] - Chance Encounter.pdf

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ACHANCEENCOUNTER
A Chaos Scar Adventure
By Robert J. Schwalb
Illustrations by Jorge Lacera
Cartography by Jason A. Engle
“A Chance Encounter” is a single combat encounter for a group of ive 1st-level charac-
ters set in the Chaos Scar. The adventurers ind a wagon sinking into a hole despite the
best eforts by the struggling horse pulling it. Yellow-robed attendants ight to pull the
wagon free, but the wagon’s slide and the horse’s screams suggest their eforts are futile.
Should the PCs lend a hand, however, they ind their good intentions met with cold
steel, bitter curses, and a wild three-way ight.
If you’re not playing a Chaos Scar campaign, you can still use this adventure by
integrating it into any existing campaign on a road through a remote wilderness area.
For details on the Chaos Scar and its environs, read the Chaos Scar introduction
and check out the map of the entire valley.
TM & © 2009 Wizards of the Coast LLC All rights reserved.
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CHAOSSCAR:
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ACHANCEENCOUNTER
BACKGROUND
THE GLASS CUBE
The glass cube is behind Pung’s madness, for it
imprisons an otherworldly entity known as a fell taint.
The creature wants to be freed and has been working
on its prison for years until now; the slightest jostle
will break it. Once a resident in the Chaos Scar, lurk-
ing with several others of its kind (see “The Tainted
Spiral” in Dungeon #173), the fell taint was captured
by a curious mage passing nearby, imprisoned, and
studied. The mage learned all he could, however, and
sold the box as a curio as a (admittedly cruel) joke.
The monster was able to exert some inf luence from
its prison, however, and has gradually passed through
many hands, each urging the bearer to bring the box
back to the Chaos Scar. Now, nearly free from its
prison, it is almost home.
PCs might leave some or all of the loot behind. Should
this be the case, add the missing value to the treasure
they find when they next gain a parcel.
CONCLUSION
Once Pung and the other creatures are defeated, the
PCs are free to go about their business. However, you
might expand this encounter into a full adventure.
The ant tunnels might lead to the hive, wherein the
PCs can fight giant ants to their hearts’ content. Or,
they might access one of the many dungeons littering
the valley.
There’s also the matter of the glass cube. Who sold
the cube to Pung and why? Where did it come from?
Is there some conspiracy behind its sale or is it just
some strange trinket recovered from the Scar?
In a village not far from the Chaos Scar, a simple
trader named Pung made a poor investment. A curi-
ous glass box came into his possession by way of a
grubby adventurer. It was curious, but a crude piece
compared to the jewels and other items the seller
offered. With the adventurer a few gold pieces richer,
Pung went about his business, the box nearly forgot-
ten. But that night, unsettling images plagued his
dreams, and they continued each night thereafter,
growing more disturbing, until his fraying sanity
unraveled altogether. Each dream was unique, but
each featured one common element: the strange glass
box he’d purchased.
A god was speaking to him, Pung was certain. And
it was speaking to him through the cube. So Pung shut
the doors to his general store, sold all of his posses-
sions except for the glass box and a few yellow robes,
and set out to make a new life for himself as a prog-
nosticator—there was no doubt the visions portended
the future. His predictions grew stranger and more
sinister until his fellow visitors urged him to find some
other home—at the point of pitchfork and with f lames
from their torches licking the back of his wagon.
Pung and the few unstable fellows who saw
something special in him abandoned civilization for
the wonders of the Chaos Scar, for the prophet was
convince the god in his dreams slumbered some-
where in the valley. A tragic development, however,
has derailed his plans, for his wagon has fallen afoul
of a pit. If he and his fellows don’t act quickly, his
wagon, his horse, his possessions, and his dreams will
disappear.
GETTINGTHE
CHARACTERS INVOLVED
You can use this encounter at any point while the
adventurers explore the lands just outside the valley
proper. The heroes might stumble on the wagon while
heading to a dungeon or on their way out, returning
from a successful mission. You can use the following
text to draw the PCs into the encounter.
A horse’s shrill scream splits the air, followed by panicked
shouting and the sound of splintering wood. You think it
came from just behind the trees ahead.
TREASURE PREPARATION
“A Chance Encounter” rewards a party with parcel 8
(see “Treasure Parcels” in the Dungeon Master’s Guide ).
Since the 120 gp worth of treasure is composed of a
riding horse, wagon, and sack filled with silver, the
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SINKINGFORTUNES
Pung (P) Level 2 Artillery (Leader)
Medium natural humanoid, human
4 Pung’s Believers (B)
Level 1 Minion Brute
XP 125
Medium natural humanoid, human
XP 25 each
Initiative +1 Senses Perception +0
Ecstatic Fury aura 3; any ally that starts its turn in the aura
slides 1 square and gains a +1 bonus to attack rolls until
the start of its next turn.
HP 31; Bloodied 15; see also wild swing
AC 13; Fortitude 14, Reflex 13, Will 16
Speed 6
m Flail (standard; at-will) F Weapon
+7 vs. AC; 1d10 + 1 damage.
r Bitter Epithets (standard; at-will) F Fear, Psychic
Ranged 10; +7 vs. Will; 1d6 + 3 psychic damage, and the
target takes 3 extra psychic damage if it ends its next turn
closer to the mad prophet than where he began.
R Perilous Order (standard; at-will)
Ranged 5; targets one ally; the target makes a charge
attack and deals 3 extra damage.
C Incite Bloodlust (standard; encounter)
Close burst 5; targets allies; the target makes a melee basic
attack and deals 3 extra damage on hit (6 extra damage
against prone targets).
C Wild Swing (standard; requires flail; recharges when first
bloodied) F Weapon
Close burst 1; targets 1d4 random creatures in the burst;
+5 vs. AC; 1d10 + 1 damage, and the target is knocked
prone.
M Rise Fool! (minor; recharge ) F Healing
Targets one dead ally; the target regains 1 hit point and
stands up as a free action.
Alignment Unaligned Languages Common
Skills Endurance +7, Intimidate +9
Str 12 (+2)
Initiative +1 Senses Perception - 1
HP 1; a missed attack never damages a minion.
AC 13; Fortitude 15, Reflex 13, Will 12
Speed 6
m Kukri (standard; at-will) F Weapon
+4 vs. AC; 5 damage.
C Pung! (when a Pung’s believer drops to 0 hit points)
Close burst 5; target’s Pung; Pung shifts 1 square toward
the minion and rolls to recharge rise fool!
Alignment Unaligned
encounter Level 1 (600 XP)
SETUP
Pung (P)
4 Pung’s believers (B)
1 hive soldier (S)
5 hive workers (A)
1 fell taint lasher (F)
Languages Common
Str 16 (+3)
Dex 12 (+1) Wis 8 ( - 1)
Pung led his companions off the trail and into an
open field. He didn’t have the prophetic ability to note
the ant tunnels riddling the earth beneath the grassy
terrain. When his wagon rolled overtop a tunnel, the
rear wheels dropped through the thin earth into the
tunnel just below.
Pung stands on top of the wagon. His believers
work to pull the wagon free from the hole. Don’t place
the giant ants or the fell taint yet (see Tactics, below).
Con 14 (+2)
Int 8 ( - 1)
Cha 10 (+0)
Equipment yellow robes, kukri
Hive Soldier (S) Level 3 Soldier
Medium natural beast XP 150
Initiative +6 Senses Perception +0; low-light vision,
tremorsense 10
HP 46; Bloodied 23; see also death convulsion
AC 18; Fortitude 16, Reflex 15, Will 12
Speed 6, climb 6
m Grasping Mandibles (standard; usable only while the hive
soldier does not have a creature grabbed; at-will)
+10 vs. AC; 1d8 + 3 damage, and the target is grabbed.
M Acid Sting (standard; at-will) F Acid
Targets a creature grabbed by the hive soldier; +10 vs. AC;
1d6 + 3 acid damage, and ongoing 5 acid damage
(save ends).
C Death Convulsions (when the hive soldier drops to
0 hit points)
Close burst 1; targets enemies; +8 vs. Reflex; the target is
knocked prone.
Hive Soldier Frenzy (when any giant ant within 10 squares of
the hive soldier drops to 0 hit points; at-will)
The soldier gains a +2 bonus to attack rolls until the end
of its next turn.
Alignment Unaligned
When the PCs come upon the scene, read:
Through the trees, you spot a wagon sinking into the
ground. The horse tied to the wagon screams and thrashes
as it is pulled back to the hole. Several men and women
dressed in yellow robes and matching round, brimless
hats run about in panic. Climbing on top of the wagon
and helping the situation not at all is a wild-eyed lunatic
wielding a length of chain with a chunk of stone at the end.
He looks around, spots you, and screams, “I have foreseen
this! A trap! Kill them! Kill them all!”
Dex 10 (+1) Wis 8 (+0)
Con 13 (+2)
Int 8 (+0)
Cha 16 (+4)
Equipment robes, flail
Languages ¾
Str 17 (+4)
Dex 15 (+3) Wis 9 (+0)
Con 14 (+3)
Int 2 ( - 3)
Cha 4 ( - 2)
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ACHANCEENCOUNTER
Fell Taint Lasher (F)
Level 1 Soldier
5 Hive Workers (A) Level 1 Minion Skirmisher
Medium natural beast XP 25 each
Initiative +0 Senses Perception - 1; low-light vision,
tremorsense 10
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 13, Will 10
Speed 6, climb 6, burrow 2 (tunneling)
m Bite ( standard; at-will)
+6 vs. AC; 4 damage.
Hive Worker Frenzy (free, when any giant ant within 10
squares of the hive soldier is reduced to 0 hit points; at-will)
The hive worker shifts 2 squares.
Alignment Unaligned Languages ¾
Str 17 (+3) Dex 15 (+2) Wis 9 ( - 1)
Con 14 (+2)
Small aberrant magical beast
XP 100
Initiative +3
Senses Perception +8
HP 20; Bloodied 10
AC 15; Fortitude 12, Reflex 12, Will 14
Resist insubstantial; Vulnerable 5 psychic
Speed 1, fly 6 (hover)
m Tendril Caress (standard; at-will) F Psychic
+5 vs. Reflex; 1d6 + 4 psychic damage.
M Tendrils of Stasis (standard; at-will) F Psychic
+5 vs. Will; 1d4 + 4 psychic damage, and the target
is immobilized until the end of the fell taint lasher’s
next turn.
Fell Taint Feeding (standard; at-will) F Healing
Targets a helpless or unconscious creature; the fell taint
lasher loses insubstantial and its fly speed until the end of
its next turn, and it makes a coup de grace against
the target. If the lasher kills the target, it regains all of its
hit points.
Flowing Tendrils (free, when the fell taint lasher makes an
opportunity attack; at-will)
The lasher shifts 1 square.
Alignment Unaligned
Int 2 ( - 4)
Cha 4 ( - 3)
Languages ¾
giant Ants: The hive soldier and hive workers join
the fight starting at the beginning of round 2. The hive
soldier comes out first, entering an unoccupied square
adjacent to the wagon. Each round thereafter, add one
hive worker until you account for all five of them. The
hive soldier uses grasping mandibles against the closest
creature it can reach, targeting a PC before a believer
or Pung. The soldier focuses its attacks against a single
target at a time using acid sting when possible. The
hive workers attack the closest enemy they can reach.
Whenever a hive worker starts its turn adjacent to a
dead or unconscious creature, it uses a minor action to
pick up the creature and then moves to the hole with
its meal in tow. All ants fight to the death.
Fell Taint: The fell taint only joins the combat
when the glass cube shatters or when the wagon falls
in the hole (thus shattering the cube). It appears in
an unoccupied square adjacent to wherever it was
released. The fell taint attacks the closest creature,
giving preference to Pung. It never attacks the ants.
Start with tendrils of stasis to keep an opponent pinned
down and then follow up with tendril caress until it
can use its fell taint feeding power.
Str 11 (+0)
Dex 12 (+1) Wis 16 (+3)
Con 13 (+1)
Int 4 ( - 3)
Cha 10 (+0)
TACTICS
The encounter is composed of three groups of ene-
mies: Pung and his believers, the giant ants, and the
fell taint. Each group regards the other as an enemy.
Pung’s group: Pung holds his position atop the
wagon until he falls off (see Wagon, below). He uses
perilous order to hurl his allies against the PCs, while
peppering the adventurers with bitter epithets. Once his
minions are engaged, Pung uses incite bloodlust . Pung
can restore dead minions to life with rise fool! When a
believer is slain, don’t remove its miniature from the
battlefield until Pung himself is dead. Pung fights to
the death. When he drops, his surviving minions f lee.
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ACHANCEENCOUNTER
and 100 hit points. Entering the wagon’s space costs
2 extra squares of movement. Each square in the
wagon’s space counts as difficult terrain.
A creature can climb inside the wagon’s enclosed
interior by entering the wagon’s space and succeed-
ing on a DC 5 Acrobatics check. Each round after the
first, the DC increases by 5.
At the end of each round, the wagon shifts in the
hole, forcing each creature on the wagon to make a
DC 10 Acrobatics check. A failure means the creature
falls prone in the wagon’s square, while a failure by 5
or more means the creature falls prone in an unoccu-
pied square adjacent to the wagon.
Ant Tunnel: Below the wagon is a 2-square wide
tunnel that extends away from the hole in the direc-
tion of the Chaos Scar, and also a short way off to the
east. The tunnel is tall enough to allow a Medium
creature to stand. Climbing out from the tunnel
requires a DC 10 Athletics check (DC 5 if the wagon
has fallen).
Treasure: The characters can calm and claim the
horse with a DC 5 Nature check. It is a riding horse
worth 75 gp. The wagon is worth another 20 gp.
Inside the wagon is a modest leather sack containing
250 sp. A DC 20 Arcana check made on the remains
of the glass cube reveal it is the product of a Binding
ritual. Success by 5 or more also reveals that when
broken, the creature it contained was freed.
About the Author
Robert J. Schwalb is an award-winning game designer
whose more recent work can be found in Martial Power ™ 2,
Draconomicon: Metallic Dragons , and Primal Power ™. Robert
lives in Tennessee.
FEATURES OF THE AREA
Panicked Horse (H): On the fourth round during
initiative count 10, the horse slips and falls, pulled
after the wagon into the hole. It and the wagon take
20 damage.
Adjacent characters can prevent this by succeed-
ing on three checks using the Acrobatics, Diplomacy,
Insight, or Nature skills (DC 10). Each time a charac-
ter fails a check, the horse makes a kick attack as an
opportunity action: +4 vs. AC; 1d6 + 4 damage. If the
characters make three successful checks before the
start of the fourth round, the horse is loosed from the
wagon, which falls into the pit alone, automatically
killing any hive workers still in the tunnel below.
Once freed, the horse runs off to the battlefield’s edge.
Wagon (W): The wagon is a Large vehicle with
an enclosed bed. It has AC 3, Fortitude 10, Ref lex 3,
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