ca20_timetravel

82
4 th engine The bonus bestiary Mesh Hong’s Devious Devices Now With the Feature Columns!! 3x BREAK ENTER ...and the Previews!! 2x

Upload: alocerxul

Post on 06-Apr-2018

217 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 1/82

4th

engine

The

bonus bestiaryMesh Hong’sDevious Devices

Now With the Feature Columns!!

3x

BREAK 

ENTER

...and the Previews!!

2x

Page 2: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 2/82

Page 3: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 3/82

For addit ionaltime travel

content,look for

this symbol

throughoutCA20.

or

Time is what we want most, but... what we use worst.- William Penn

By Todd Crapper

‘d like to start out with a frightening possibility, the same given to me when I was told the mysteries of time travel. “Never shall it happen,” the mentor told me during my academy days. “e risks are far toogreat. One wrong step and the whole of existence will collapse in on itself and wipe out all Life as we know 

it. Or worse. Portions of the multiverse will be wiped out, leaving the surviving dominions and material worldsto scrape out a living without an afterlife. e heavens of the Celestial Mountain could be obliterated, leaving only the minions of Hell to take over as they see fit; the Far Realm may no longer be a distant threat but the

new state of reality; even water and air may cease to exist. ere’s why time travel is a myth, pupil – the risks far outweigh the rewards.”

I

FEATURE

Page 4: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 4/82

4

Had I known twenty years ago that this lesson would becomea forefront concern in my mind and that I would discover a meansto debunk this paranoid concern by sheer accident, I would havelaughed. Loudly. I believed the threats back then and there aremoments today when I cannot shake those stereotypes. Chrono-logical distancing, as those scroll hounds called it, was the forbid-den fruit of the arcane world; rumors abound of the number of 

 wizards and sorcerers attempting to cheat time only to be removedfrom existence entirely. Casters who were never heard from againbecame the fodder for these spook stories, despite the inaccuraciesof such legends. Wizards spitting out hypocrisy to keep those withgumption from overpowering them – if someone were to be wipedfrom all Life, as they say, then there would be no knowledge of that

 wizard’s deeds or else there would be no need to distinguish them.According to their own bedtime stories, complications to the fabricof time would result in your removal f rom all time, meaning you

 were never born, so how could anyone miss you in the first place?As I say, it is only now that I laugh. In my youth, I gasped at these

tales as gullibly as the rest.Today is another matter. At this very moment, as the quill

scratches across the parchment, I am five hundred years into thefuture of my home world, seated on the crumbling balcony of my 

 very bedchamber. I am sad to say that my world did not surviveprogress and appears to have ended in devastation rather thanevolution. Not so for the empire that conquered it through acampaign of xenophobia and eagerness to kill all magi. Suffice itto say, they have done quite well for themselves. Yet all this is farfrom proof in your eyes, I am sure, simply the inane ramblings of arandom document encountered on whichever travels your road hastaken you. erefore, it is not fair of me to expect you will believe

 what I am about to tell you. All I can accomplish is to complete my task and hope my estimates are indeed correct.

For this and other reasons, I shall not identify myself, nor share with you the exploits of my travels across all reaches of when, not where. Primarily, I find secrecy to be the greatest tool as one mustconstantly blend into his surroundings. By leaving a c lear-cut mark of individuality on this document, I risk leaving a trail for others tofollow and potentially intercept. Yet, there is also a pleasant aromaof suspense for you, the reader, not knowing who I am or who I

may have been or could become. All that is known of my approachis that I came to you on some glorious or fateful day and left thisbehind in my wake when you least suspected it.

e whole of existence is not threatened, dare I say. My research and experiments have proven otherwise, my own contin-ued existence dictates such. Life can handle the strain of timetravel, as far as a single individual’s accomplishments can prove.

And based on my findings, it has been doing so for a number of  years. Nevertheless, there are dangers –real dangers – you must be wary of. e life of a time traveler is indeed threatened, thoughnot by forces we originally suspected. Allow me to teach you in amanner that was never provided to me when I encountered my firstpocket.

Jumping:The Art of Time TravelConditions before warnings; how can you be af raid of what you donot understand? Time travel, or chronowalking , as I prefer to callit, is a remarkably simple feat when the prerequisites fall into place.

 e recipe calls for only one ingredient: time travel.Chronowalking relies on a circular principle: in order to bend

time and reappear in another era, time must already be bent. Or, toput it simply, to kneed dough, you must already have dough. eonly difference is that you cannot mix ingredients to create timetravel as you would with dough. You must learn where time travelalready exists.

For all intents and purposes, this very essential element tochronowalking indicates the stability of such a practice. It cannot

be possible to travel forward or backwards in time without theprevious effort of time travel, hence it is a concept as real as gravity and elemental manipulation. You would be surprised just how frequent chronowalking occurs, as every incidence of such an actleaves a trail. ese trails are called  pockets.

Pockets are residual auras of prior successes in chronowalking. ey are locations where time has been bent, and once a locationhas been witness to time travel, the pocket remains eternal. Eachpocket is a wound in the fabric of reality, much like tearing acurtain to step behind the stage. Even when you sew the tear back up, the stitching remains and it takes nothing more than a meretug to rend it open again.

Page 5: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 5/82

5

ese tears are difficult to detect at first, much like tasting thefinest spices in a piping hot soup, until you have acquired a tastefor them. You cannot see, touch, or smell them, yet they are there.As you discover more and more pockets, you begin to discerntheir qualities and feel their presence as a tingling on the back of 

 your neck. Most people experience it as a sense of dread, an innate warning that something bad is about to happen. is is likely 

 why most pockets are found in abandoned ruins and deep withinhaunted forests – their presence frightens off the majority of thepopulation. Far from a random causality of the pocket ’s presence,this dread (known as a ripple) is the direct result of the pocket,a self defense mechanism of sorts drawing the attention of numerous evil beasts, dragons, and temporal creatures.

e second phase of chronowalking involves tearing thepocket back open and, truthfully, making it worse. Awarenessof a pocket is not enough to pass through time; you must makeit larger (a purely metaphysical term, as pockets can never beseen by any but the most experienced and powerful walkers).

Each pocket carries its own conditions for opening, so theadvice I grant you is limited to my own experiences. eredoes appear to be one constant in a sea of possibilities;pockets are sensitive to change. Alter events around a pocketand it will open wider to embrace you.

For example, one pocket buried deep within a mine was opened when I unleashed a powerful burst of thunder, causing a cave-in;another was torn open when I slew a banshee standing watch overthe pocket ’s graveyard home; and yet another required nothingmore than plucking a rare flower f rom the grass and crushing it.Each pocket, as I said, is different. Experiencing it requires a ratherdevious mind, if I do say so myself.

Opening a pocket and stepping through time is called  jumping  and it is a rather nauseating event, let me warn you. (I had origi-nally called this process “heaving” to match the constant vomitingexperienced with every jump but decided at the last minute suchterminology did not present as pleasant an outcome as arriving at

 your temporal destination.) When the pocket is activated, you aresucked inside and instantly transported to a new time, forwardsor backwards. Now I must warn you, as of the penning of thisdocument, there does not appear to be any solid means of control-

ling the distance traveled (metaphorically, of course) but there

are aids to your effort.Additional supports can be used toboost and control the precision of your jump.

I carry three devices at my side at all times. e first is anitem known as a “pistolier,” described by those in my original timeas a “crossbow-like weapon” replacing the twang of a bowstring

 with the force of a small explosion inside a barrel to propel a bullet. While the item itself is actually broken and incapable of firing, it was acquired during one of my first jumps into the future. I alsohave a pelt of fur from a rare beast purchased from a shop almost2000 years before my birth and a signet ring given to me by my father when I was but a child. Each of these items grants me theopportunity to travel forwards or backwards in time, dependingon when I am located. Each of these items is called a conduit andthey give a pocket the directions to your destined time of arrival.

Continued on page 7

Page 6: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 6/82

6

SKILL CHALLENGE: JUMPINGUse the following skill challenge to attempt jumpingthrough a pocket.

Pocket Jump Level (Varies)Skill Challenge XP (varies)

You can feel the ripple wearing down your strength. Youcan sense the pocket and want to access its power. Youwant to travel through time.This skill challenge encompasses the entire procedure forpassing through a time pocket, including its discovery andtransportation. When multiple characters attempt to use apocket, they must remain adjacent to at least one ally forthe final success or else they will be left behind.

Complexity: 2 (requires 6 successes before 3 failures)

PRIMARY SKILLSArcana, History, Intimidate, Religion

Arcana DC easy (2 successes, maximum 3 successes)Your arcane senses can feel the energies of the pocket; allyou need is to pinpoint its exact location and learn how toopen it.  1 success – You have found the pocket’s exact location.  2 successes – You can feel a residual energy coming froman object within line of effect from the pocket. This objectcarries direct/suggestive evidence of a task to activate thepocket. You cannot make any further skill checks for thischallenge until you have completed the task.

History DC moderate (2 successes)With all the keys in place, all you need now is totalconcentration and a clear mind. Missing even the slightestcalculation and you could end up at any random point intime. You cannot make a History check until you have 2successes in either Arcana or Religion.  1 success – Your mind has processed and predicted thebest possible outcomes and is ready to pass through thepocket accurately.

  2 successes – The pocket’s energies have begun toenvelope you and its power becomes evident. All yourthoughts focus on the past or the future as you hold yourbreath and hope for the best.

Intimidate DC hard (1 success)Confidence is required here for this is a contest of braveryagainst the chaotic possibilities of the pocket.

  1 success – You have control over mind and do not foldunder the immense power before you.

Religion DC easy (1 success, maximum 2 success)Knowledge of the gods and their rule in the universeprovides you with guidance as you search for the pocketand pray for a safe journey.  1 success – You can feel the energies of the pocket.

SECONDARY SKILLSEndurance, Insight, Perception

Endurance DC moderate (maximum 1 success)

You cannot use your Endurance skill until you have 5successes. If you make this check, you are not dazed andweakened at the end of this skill challenge.

Insight DC hard (maximum 1 success)This pocket has set out a puzzle for you to solve. You canuse an Insight check to replace one Arcana, History, orReligion check.

Perception DC moderate (maximum 1 success)Your keen eyes turn over every corner of this site.Somewhere in here is a clue telling you how to use the

pocket. You can use a Perception check to replace oneArcana or Religion check.

VICTORYYou have found the pocket and passed through it toanother time. However, the event has left you dazed andweakened (save ends both) unless you made an Endurancecheck during the skill challenge.

DEFEATNothing happens and you feel foolish. You cannot tryagain until after an extended rest.

Page 7: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 7/82

7

For example, if I have traveled back in time and hold the pistolierfirmly in hand during a jump, the pocket will pick up on theenergies of the futuristic relic and use it to send me forward to atime when it was known to the common populace. When travelingbackwards, I use the pelt to go backwards and the signet ring aidsme in reaching a time closer to my own natural timeline. For this

reason, the pelt’s rarity is detrimental to reaching the past. Becausethis animal does not exist in the future, it can only be found in thepast and this grants me the opportunity to steer backwards.Some pockets carry wilder energies than others. ey are attunedto the particular day in which it was torn and can only be used toenter that particular date. If you step through these pockets in aneffort to venture to another time, you will only arrive back at thestart of this preset date and must relive the experiences again. eselocked pockets, or  fallen pockets, are exceedingly dangerous as they are connected to epic disasters, moments of horrific tragedy, and

other occasions of drastic consequence. Whatever you do, never let your curiosity get the better of you unless this jump is planned as your last.

The Wilds of Time Travel When you jump, you will end up in the exact same spot as you left,only in a different time (so never jump within a building if you canhelp it – most of them do not survive or exist in the past and you

 would be surprised by how many castles have been carved from theside of a cliff ). Allowing time for the vile sickness to pass, thereare several challenges yet for you to face before the wonder of thislatest predicament begins to sink in. e adapted terrain, nearby creatures that may call the pocket home, environmental factors, andthe possibility of witnesses are just some of the immediate dangersto confront before you can begin to observe and appreciate your

 journey.

NEW CONDITION: TEMPORALAny creature existing within a timeline to which they werenot born in gains the new temporal condition. As soon asthe creature returns to a timeline in which it was born, it isno longer temporal.

Inexperienced Knowledge: Temporal creatures havea -5 penalty to all Intelligence-based skill checks. If the

temporal creature is trained in a skill, this penalty isreduced to -2.

Temporal Attraction: Temporal creatures can markanother temporal creature within line of sight as a freeaction. Only one temporal creature can be marked at atime.

Paradoxes: When the temporal creature rolls a natural1 or 20, it gains a paradox (see Paradoxes, below).

 ose of you who may have already found yourself jumping and

having never mastered the art of reading should learn the written word now. Local history around a pocket – and the wider kingdomaround it – shall be your new best friend. Reality may be able to

 withstand the effects of jumping, but societies cannot. ose very fears I learned about in my youth are prevalent through every eraof civilization. You must keep a low profile for two reasons: youractions may be seen as an abomination and sentence you to alifetime of imprisonment or, most likely, death; and there are some

 who must never gain awareness of this art: power mad tyrants,religious zealots, and others who view the events from their past as

burdens ripe for change. Already these figures exist in our world,leading to the Foretold War, about which I will answer your ques-tions later.

Once you have jumped and survived long enough to worry about such matters, tread carefully. Whereas a pocket embracesthe dangers of altering time, nothing else does. Time has a way of fixing itself and if you break too much, you will pay the fine.

 ese consequences are known as  paradoxes and just like pockets,they come in all shapes and sizes unknown to the ignorant

 walker. Initially encountered as bizarre coincidences, paradoxes

Continued from page 5

Page 8: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 8/82

8

quickly increase in magnitude until they are unavoidable efforts toeliminate your presence. e longer you remain within a time, thegreater the paradox becomes.

Chronowalkers seem to fall victim to bizarre paradoxes. elonger you remain within a time in which you were not born, thegreater the chance its environment will begin to turn on you andattempt to repel you back to where you belong (or at least any other time than your current one). Paradoxes grow exponentially as

 you utilize technology from another era or use your knowledge of the future for personal gain, a risk generally reserved when jumpingahead in time. Going backwards carries a greater risk: changinghistory.

PARADOXESWhen a temporal creature rolls a natural 1 or 20 on anattack roll or skill check, they gain a paradox.

Paradox Cards: When a paradox occurs, the playerreceives a paradox card. Each card is randomly drawnfrom the deck and cannot be substituted once taken. Eachcard provides a boost (when a natural 20 is rolled) and abane (for natural 1’s). Once the boost/bane and the proba-bility have occurred, the paradox card can be returned tothe bottom of the deck.

  Boosts (Natural 20): The player can use this card at anyappropriate time of their choosing so long as they meet therequirements for the paradox.

  Banes (Natural 1): When the requirement for a bane ismet, the temporal creature must use their paradox card.

  Probability: Each paradox card also contains aProbability to be used by the GM. When the player usestheir paradox card, the GM can use the Probability at anytime of their choosing, as suited for the campaign.

Turn to page 16 and 17 for ten Paradox Cardsready to use in your next time travelling

enterprise. These cards are customized to print

on any standard busidness card sheet.

Page 9: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 9/82

9

The Foretold WarEvery generation has its greatest tragedy. Once the thrill and anxi-ety of time travel passes, the first reaction is to change particularevents to make inert this one event, potentially saving the lives of hundreds or thousands, or just one special individual. On this topic,I must admit, I am not an expert. Other are and they are knownas crashers. Determined chronowalkers set on using their jumps to

shift history in their favor or for the salvation of their population. eir understanding of time dictates the need to change the pastand invert the future: the mere fact that they are able to travelthrough time indicates such mass paradoxes are not only possible,but permitted. According to them, time travel has broken thecardinal rule of physics to allow both co-existence between multi-ple eras and the multiverse to continue to exist. By that principle, isit not possible for larger alterations to occur safely, merely resultingin the emergence of an alternate reality f rom which this avertedtragedy never happened? Perhaps, but it can be near impossible(or improbable) to tell. e best analogy I can give in comparisonto time is a taught rope across a deep chasm. Sturdy and knottedto a tree, the rope remains capable of supporting vast amounts of 

 weight until it snaps. e only way to test the tensile strength of the rope is for it to fail. Worse yet, however, is that while the ropemay hold, the tree it is tied to cannot hold this burden for long andeventually breaks. By this analogy, how many paradoxes can timebear before it snaps?

So it comes to me that I must warn you of another danger onthis temporal plain: the Observers. Self-described liberators of 

 Time, they have learned the magics of chronowalking and, rather

than embrace its power, have sworn to eliminate all those whoblaspheme against it. Ignoring the obvious fault of their purpose,Observers have taken to their deadly vow with all heart and willgive up their lives to preserve the sanctity of Time. ey say it isparadoxes themselves leading the way, following the patterns of energy created by a paradox to the guilty culprit and eliminatinghim post haste. I, myself, have escaped the Observers’ grasp twice,and they are exceedingly efficient. is is the Foretold War I spokeof earlier, as the Observers doctrine states that as there has neverbeen evidence of time travel before, it has been successfully eradi-cated. As far as they are concerned, their victory is only a matter of 

 Time.

Witnessing HistoryAs any good citizen of any culture, once you know the laws, youcan begin to enjoy your stay. Maintaining a silent stature, minding

 your manners, and learning to adapt to your surroundings grant youa remarkable advantage in your new life. You can stand in history as no book could illustrate, walk the roads of the future when

 your lifespan would have given out long ago, and interact with

legendary figures from both ends of the spectrum. You will witnessthe good and wicked aspects of your world and others far beyond

 your wildest imagination. ere is no end to where this means of transportation can take you. But it’s not without its bumps.

As a requirement for reading this document, I hope to share with you some guidelines and recommendations for chronowalkingas one experienced traveler to another, rather than fall victim to thequirks of this unique road as I have done countless times before.Heed these lessons well for they come f rom years of experience.

1. Blend into your environment. Once again, I cannot stressthis enough for more than one reason. Aside from negating themetaphysical dangers of recklessness, you are an observer aboveall else. Remember this well. A single man on the road does notseek to rebuild the road but to follow it to his destination. Keephandy resources of disguise, keep an open mind to limitless culturaloptions, and never use your real name. e less evidence of yourexistence in an era, the cleaner your trip will be.

2. Keep your party small. Should you be fortunate enough totravel with companions, keep your numbers low. Large groups havea greater chance of being noticed and this conflicts with the lesson

given above.

3. Conduits are more than souvenirs. While the oddsof your ability to return to your natural timeline are slim tononexistant, it does increase exponentially with conduits in ways

 you cannot imagine. Aside from acting as stamps for a particularera, conduits become sources of their own temporal energy onceremoved from their natural timeline. ey can emit arcane ordivine energies much like an artifact, and draw unlikely attentionfrom powerful creatures, predominantly through paradoxes. Keepthem secret and keep them safe, for they produce great strife when

neglected.

Page 10: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 10/82

10

4. It is possible to go too far. Once your mind can wrap itshead around the intricacies of time travel, all possibilities becomeopen... including the possibility that Life does not exist in any fashion at certain points in time. Truthfully, it is entirely possiblethat time ends. Reaching that point just before it all ends clearly spells nothing but disaster for you, so be wary. If you arrive in atime where all societies and wildlife cease to be, take it as a hint

that your tenure is about to run dry.5. Forego all attachments. In particular, your home, family,and friends. e possibility of returning to the exact time in which

 you left and picking up where you left off are unbelievably slim.Even if you could return to the latter half of your natural lifespan,the changes can be quite dramatic. Family members will havepassed away and a long lost love will have moved on. It is alsopossible (as proven from personal experience) that your thwartingof time and reality have made you less than a memory to those

 you hold so precious. In this way, perhaps there is consequence to jumping through time.

The Proof Is In the PocketI have concluded my treatise, good reader, and have nothing left toteach you but one lesson. Whatever conclusions you have drawnfrom this document – by they shock, hope, or trip towards apitiful fraud – I must make the assumption that you have read thisfrom beginning to the very end. All I have given you is words thatcould have been written by an individual with the proper tools soI have no choice but to prove myself.

You have been given this parchment for a reason. I have seen

the wildest events across the reaches of time and space and savedhistory for countless worlds. In this time, I have seen momentsthat shall lead to unpleasant outcomes for you and those under

 your guard. I am but one person on a path forming a circle ontoitself. e time has come for you to embrace your destiny.

With this information, I present your final lesson. Not far from where you reside, there is a cave at the base of a seaside cliff to thesoutheast. e climb down is treacherous as the crashing wavesof the ocean have moistened the stone but I am confident you

 will find your way down safely. At the back of the cave, there is a

carving on the wall behind what is called the Teeth of the Beast,

a series of stalagmites and stalactites arranged to resemble thehorrid mouth of a wicked beast. One of these shapes has already been broken. Local stories reveal this cavern to be the home of aterrible sea beast and you will feel a powerful ripple in the cave andmust act quickly before the waters rise to drown you. Be sure tobring this document with you and produce it at your arrival to the

 Teeth, for it was written long after your body becomes one with thesoil. You may break another of the teeth as I have done. e rest

 will come on its own.Good travels, fellow walker. We shall meet soon.

Page 11: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 11/82

11

All Knowing (21st

level): You can act on anenemy’s surprise round.

Beyond Death (24th

level): When you arereduced to 0 hp or less,

 you can use your second wind as an immediatereaction. At the start of 

 your next turn, you regainthe use of your second

 wind.

Reshaping Time (30th

level): Once per day, when an enemy rolls a crit within your line of sight,the attack instead targets

the triggering enemy andany additional enemies

 within the attack’s burstor blast range. Any alliesstill caught in the burst orblast remain affected by the attacking power.

Chronowalker

Powers

 Epic Destinies ese are the heroes (and villains) who have seen it al l, not only from one end of the multiverse to the other, but from the begin-ning to the very end. is section provides two new epic destiniesfor use in any time travelling campaign.

CHRONOWALKER  ere is no past, present, or future. ere is only Time as a whole,an endless road traveled by few and mastered by you.

Prerequisite: 21st level arcane or divine class

How long has it been since you passed through your first pocket?Glimpsed the vast spectacle of the future or stood on the brink of prehistoric time? Such measurements are trivial now as the experi-ences of chronowalking have taken you to incredible vistas andlocales in your career, so much so that you have begun to become

one with Time.For a true chronowalker, the term “jumper” refers to anamateur, someone who stumbled onto the mysteries of Time andhas currently managed to survive on luck alone. Chronowalkersembrace the power of Time and would never travel home for thesheer fact that life doesn’t hold any significance unless you arethrough a pocket.

ImmortalityNo more just a passenger, your absorption of temporal energy hasmade you immune to the ravages of age. Eternally locked at the agein which you gained this power, your body’s heart rate drops to afraction and your lungs sustain themselves on less air than mortally possible.

Chronowalker FeaturesAll Chronowalkers have the following class features.

Paradox Master (21st level): You can draw two paradox cards when you create a paradox. Choose one card and return the otherto the bottom of the deck.

EncounterFree Action PersonalTrigger: You roll initiative.Effect: You can swap initiative results with any enemy withinline of sight.

Speed of Ages  Chronowalker Utility 26In the time it takes your enemy to plot his first move, you have already stepped into action.

Page 12: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 12/82

12

OBSERVER OF TIME Time travel is an abomination and you shall track down theseapocalyptic scavengers until the last one is wiped out.

Prerequisite: 21st level

 When you first learned about the mysteries of chronowalking,

 you felt the thrill of anticipation. ere was little to stop you fromflying through the nearest pocket and discovering history with yourown eyes. But as you’ve begun to witness the potential disasters

 waiting to happen, and experienced the dangers of jumping for yourself, you have taken the vow to bring these heretics of Time to justice. You have been gifted with the ability to jump and will use itagainst those who abuse that power.

ImmortalityFor Observers like yourself, immortality is perhaps the greatest

sin of chronowalkers. Mortals were never meant to inhabit thesame body for eternity; such luxuries are reserved for celestials anddemons. Mortals cannot ascend and gain true immortality untilthey pass judgment by holy forces and attain entry to the divineplanes. Your place in the afterlife remains as it always was, thoughthe knowledge that your deeds will endow you with a higherstatus in your realm makes the promise of that place sweeter. Few may ever hear of the actions you undertake to save the multiversefrom elimination, but you will take comfort in knowing that theirignorance is a measure of your success.

Observer of Time FeaturesAll Observers of Time have the following class features.

Fighting the Good Fight (21st level): Once per day, you canignore one boon from any paradox card you gain. You also gain a+5 class bonus to all Arcana and Religion rolls when using a pocketto track down another temporal creature.

Retribution Mark (24th level): When you are temporal andmark another temporal creature, it gains vulnerability 15 to any damage type you inflict with an at-will attack power. is lasts untilthe end of your next turn.

Witness the End (30th level): When a temporal creature youhave marked is bloodied or uses a healing surge, it is stunned as animmediate interrupt until the end of your next turn. Until the endof the encounter, it must make a saving throw at the start of eachturn or be dazed until the start of its next turn.

Observer of Time Powers

At-WillImmediate Reaction Close burst 5Trigger: A temporal creature marked by you moves or shifts.Target: One ally in the burst.Effect: The target can move or shift an equal number of squares as the triggering enemy.

Predictable Response  Observer of Time Utiltiy 26When the accused takes a step, you have already prepared a responseand prompt an ally to change position.

Page 13: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 13/82

13

Manipulating the Sands: Rituals for Time TravellingRituals are sorely underrated by anyone who never uses them.

 While generally ineffective in combat, they are a godsend whenit comes to divination, particularly when you’re unsure of whereand when you are. is section provides a small collection of timetravelling rituals for every jumper out there caught between a stone

age and an elemental vortex.

 ABSORB KNOWLEDGE Ignorance no longer hinders your jump as you instantly garner as muchinformation as your brain can handle about your new time.

Level: 3 Component Cost: 25 gp(special)

Category: Divination Market Price: 125 gp

Time: 10 minutes Key Skill: Arcana (no check)

Duration: Instantaneous

At the end of this ritual, you do not suffer any penalties to Intel-ligence-based skill checks while temporal. Should you wish toaffect other allies with this ritual, the component cost increases by an additional 25 gp for each ally.

HASTE As the final incantation is spoken, you and your comrades feel aninvigorating sensation in your limbs. Speed becomes your ally, causing  you to leap about the battlefield to overpower your enemies.

Level: 12 Component Cost: 500 gp

Category: Exploration Market Price: 2,600 gp

Time: 10 minutes Key Skill: Arcana

Duration: 1 hour (special)

 You and your allies become incredibly fast and agile, bending timeto your fashion to gain the upper hand in combat. When youperform this ritual, everyone must maintain physical contact witheach other until it is complete. If a character should break contact

at any point, for any reason, they do not gain its benefits.At the end of the ritual, make an Arcana check to determinethe exact benefits endowed.

Arcana CheckResult

Bonusto Speed

# of AdditionalActions

19 or lower +1 1

20-29 +2 2

30-39 +3* 3

40 or higher +4* 5*As a move action, you can shift 2 squares.

Each participant gains a bonus to their speed and a predeterminednumber of additional actions available to them until either theduration expires, all additional actions have been used, or theparticipant uses a healing surge. Once any of these conditions havebeen met, they are no longer affected by this ritual and lose theirspeed bonus and any remaining additional actions.

On each participant’s turn, he or she can use one additionalaction, including a standard, move, or minor action. Any partici-

pant affected by this ritual cannot take more than two standardactions on their turn, including the use of an action point.Participants can also use a minor action outside of their turn as animmediate reaction when targeted by an attack roll. As a minoraction, a participant can gain a +2 bonus to their AC and Reflexdefenses until the end of his or her next turn.

You cannot perform this ritual again until after your nextextended rest.

 SENSE PARADOX

Biding your time, you can hold back the effects of a paradox for just alittle longer.

Level: 6 Component Cost: 140 gp

Category: Warding Market Price: 360 gp

Time: 10 minutes Key Skill: Arcana (no check)

Duration: 24 hours

Sense Paradox allows you and your allies to ignore one paradoxfor the duration of the ritual. While the ritual is performed, allparticipants must maintain physical contact with each other. If a

character should break contact at any point, for any reason, they donot gain its benefits. Until the duration has passed, each participant

Page 14: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 14/82

14

gains immunity to one paradox meaning he can refuse to take asingle paradox card of his choice when he rolls a natural 1 or 20. If he does, he cannot benefit from this ritual again until after he hastriggered a paradox card’s boon effect.

TEAR POCKET Invoking powerful energies, you render the pocket asunder and force it to

become visible, revealing many of its dark secrets.Level: 8 Component Cost: 250 gp

Category: Divination Market Price: 680 gp

Time: 1 minute Key Skill: Arcana (no check)

Duration: Instantaneous

 Tear Pocket must be performed within line of effect of a temporalpocket. You do not require knowledge of the pocket or awarenessof its exact location. During the ritual, the pocket becomes visibleand appears as a glowing tear in the middle of an empty space in

 which flowing lines of white light roll about. You gain a number of successes to the Pocket Jump skill challenge equal to one-half yourIntelligence modifier (minimum 1).

TEMPORAL LEAPWhen time is not on your side, you forego such limitation and transport  yourself forward to bypass the entire predicament.

Level: 18 Component Cost: 5,000 gp

Category: Travel Market Price: 17,000 gp

Time: 10 minutes Key Skill: Arcana

Duration: Instantaneous

 To perform Temporal Leap, you must have an hourglass filled withfine crystal. is hourglass must be held erect for the entire lengthof the ritual with the last ounce of crystal falling into the lowerchamber as you speak the final words.

At the end of the ritual, make an Arcana check to determinehow far ahead in time you can travel. You may choose to travel lessthan the rolled length of time in increments of 24 hours.For example, if you roll a 35 and can jump ahead by 1 week,

 you may choose to leap 4 days instead. When you reappear in thefuture, you remain in the same location at the exact time of day as

 when you left.

Arcana Check Result Time Traveled

19 or lower 24 hours

20-29 48 hours

30-39 72 hours

40 or higher 1 week

WORMHOLE A pocket can now transport you across space as well as time.

Level: 24 Component Cost: 21,000 gpplus a focus f rom the desired era

Category: Travel Market Price: 105,000 gp

Time: 10 minutes Key Skill: Arcana (no check)

Duration: Instantaneous

 is ritual must be performed in the presence of a pocket and prior

to its activation. Once the ritual is complete, the pocket will be ableto transport you to a different physical destination in another time.As with all pockets, there is little control over how far you travelforwards or backwards in time.

You are not limited to traveling to destinations you have visitedbefore or to individuals you have met before, and must clearly stateat the end of the ritual where you want to be transported to or who

 you desire to meet. You must describe the location clearly by usingthe name of the location or the individual who frequents that loca-tion. If the area is not stable when you arrive, you are placed on theborder of the desired location. If your description is insufficient todetermine a specific location, the ritual fails, but no components areexpended. If your description causes the ritual to lead somewhereother than your intended destination, the ritual still functions andits components are expended. If you fail to activate the pocket, theritual fails and no components are expended.

If the destination is blocked by a warding ritual, you arrive at apoint just outside the desired location’s border.

Focus: An item from the desired time and location. is itemmust be unique to your location or the individual sought.

Page 15: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 15/82

15

 A GM’s Guide toParadox CardsPages 16 and 17 of this article provide ten(10) paradox cards for use in your timetravelling campaign... but there is moreto paradoxes than what’s on those cards.

 ese cards are meant for players to benefit

or suffer under, depending on their diceroll. Paradoxes inflict additional causes andeffects on the reality around them; these arecalled probabilities.

When a player draws a paradox card,consult the probabilities for each card below.

Card #1: WrathDuring a combat encounter, when an ally uses its second wind, the GM can resurrect

one fallen enemy. is risen enemy beginstheir next turn in the same initiative orderas before they died and has full hit pointsand all powers recharged as if it was never incombat in the first place.

Card #2: PainAt any time of the GM’s choosing, one ally can be affected by an area, blast, or burstattack power as if it were an enemy. eGM can do this once per encounter untilthe boost/bane has taken effect and thisparadox card can be returned to the bottomof the deck.

Card #3: Skill When an enemy fails a Perception orInsight check in combat, it becomesinstantly aware of all targets within line of effect. is enemy does not grant combatadvantage during the encounter. is prob-

ability ends when this enemy is killed.

Card #4: ProwessRoll a d10. If the player received thisparadox card as a boost, the DC of the nextAcrobatics, Athletics, Endurance, Stealth, or

 ievery check is reduced by this amount.If the player received this paradox card as abane, the DC is increased by this amount.

 is probability ends as soon as at least oneplayer succeeds at this altered skill check.

Card #5: KnowledgeIf the player received this card as a boost,they are marked by the furthest enemy atthe start of the next encounter (save ends).If another ally kills this enemy, the playercannot return this paradox card back to thedeck and will continue to suffer this effectevery encounter until it kills the marking

enemy. If the player received this card as abane, any target with vulnerabilities doesnot take extra damage from this player if the target is attacked with a damage typelisted under their vulnerabilities. If theplayer attacks the target with any otherdamage type other than those listed underthe enemy’s vulnerabilities, the player willcontinue to suffer this effect in the nextencounter.

Card #6: Senses Whenever the player affected by thisparadox card or at least one ally is hidden orhas superior cover or total concealment, allremaining allies cannot benefit from coveror concealment. is effect ends as soon as ittakes effect in at least one encounter and theboost/bane has been used.

Card #7: Conf idenceIf an enemy rolls a natural 20 duringcombat, all enemies within 5 squares of thetriggering enemy inflict maximum damageon their next successful attack roll. iseffect lasts until the probability occurs andthe boost/bane has been used by the player.

Card #8: CertaintyChoose a set of enemies in the next encoun-ter. Roll 1d6: this becomes the new numberof enemies from that set, regardless of theoutcome. e XP reward for the encounterdoes not change.

Card #9: PhysicsChoose one enemy. at enemy gains theinsubstantial quality until the end of theencounter. If another player rolls a natural20, you can choose another enemy tobecome insubstantial. is effect ends whenthe first enemy chosen to be insubstantial iskilled.

Card #10: OrderOnce this paradox card is in play, you canre-roll initiative for any enemies in combat

 when an enemy is killed. is effect ends

once the boost/bane has been used.

Page 16: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 16/82

   P  a  r  a   d  o  x

   C  a  r   d

   P

  a  r  a   d  o  x   C

  a  r   d

   P  a  r  a   d  o  x

   C  a  r   d

   P

  a  r  a   d  o  x   C

  a  r   d

   P  a  r  a   d  o  x

   C  a  r   d

   P

  a  r  a   d  o  x   C

  a  r   d

   P  a  r  a   d  o  x

   C  a  r   d

   P

  a  r  a   d  o  x   C

  a  r   d

   P  a  r  a   d  o  x

   C  a  r   d

   P

  a  r  a   d  o  x   C

  a  r   d

Page 17: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 17/82

Page 18: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 18/82

18

One of the greatest dangers in permitting time travel in your campaign is weaponry. Not even just guns from our modern era, but the unspeakable,unimaginable machinations produced by the future. Of all the horriblethings humankind has discovered, radiation may be the worst and in

 weaponized form, it can be deadly.

 What you will find here is a gathering of rules for radioactive weapons,powers, and diseases. These are simply the basis for what can becomea sickening addition to your 4e game. Don’t forget to wear gloves.

Page 19: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 19/82

19

FOR PLAYERS

NEW WEAPON KEYWORDS Laser

Any condensed, well-defined beam of energy can beconsidered a laser. There are laser pistols, rifles, andthumper cannons.

Power (Daily): Free action. If you score a hit, the targetstruck is blinded (save ends).

Special: If you strike successfully with a laser, you gain a+1 bonus to attack that same target until the end of yournext turn. This is not cumulative. Some lasers also carrythe radiation keyword.

PlasmaAny weapon employing ionized gasis considered a plasma weapon. This

involves either using the magneticallyconductive matter as a delivery deviceor as a weapon itself.

Property: On a successful hit, youmay deal your enhancement bonus inadditional damage to either one targetin an adjacent square to the initialenemy or on the same enemy at thebeginning of your next turn.

Power (Daily): Free action. On a

successful hit, you may deal half the damage of the hitin additional damage to either one target in an adjacentsquare to the initial enemy or on the same enemy at thebeginning of your next turn.

Special: Some plasma weapons also carry the radiationkeyword.

 RadiationEnergy from electromagnetic sources, often lasers andplasma weapons.

Power (Encounter): Free action. If you score a hit, thetarget is weakened and suffers a -3 penalty to all savingthrows (save ends all).

FOR MONSTERSRadiation [Keyword]: A type of damage.

Guide to Add Radiation Attacks: Attacks with the radiationkeyword may cause ARS. ey also generally inflict penalties tosaving throws as well as weakened and dazed effects. If combine

 with the Laser or Plasma keyword, they may also blind and burntargets.

FOR DUNGEON MASTERS

ACUTE RADIATION

SYNDROME (ARS) 

Acute Radiation SyndromeIonizing radiation from energy sources that cause mild to severe organ tissue damage.

Variable Level DiseaseAttack: 4+ Monster Level vs. FortitudeEndurance: improve DC 15 + 1/2 monster’s level,maintain DC 10 + 1/2 monster’s level,

worsen DC 9 +1/2 monster’s level or lower

The target iscured.

The target isweakened.

Initial EffectThe target isweakened andloses a healingsurge that it cannotrecover until thetarget is cured.

Final State The target isweakened and nolonger recovershealing surges.

›‹‹

Page 20: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 20/82

4th

engine

The

By Chris Dias

I: A Philosophy Is WhatYou Make Of It

If you’ve picked up the Amethyst campaignsetting from Dias Ex Machina (and published byGoodman Games), then you know Chris Dias.

But it doesn’t end there. Neurospasta is a soon-to-be-released alternative 4e system for science

fiction roleplaying.

As the sole publisher for modern and sci-fi 4ematerial, The 4th Engine provides an ongoinglook into the design challenges of converting

a fantasy game into science fiction.

During the final stages in the development of the Amethyst systemunder the umbrella of 4th edition Dungeons & Dragons, the staff (okay, me) started to consider using the sci-fi rules being testedoutside of the canon setting, separate from all fantasy elements.

 e word on “the street” alleged WOTC had abandoned theirdevelopment of 4th Edition modern, if it ever existed at all. isoffered us at Dias Ex Machina games an open field to approachthis idea however we wished.

 What followed was two years of development hell. A rulesystem emerged that required constant tweaking. What worked

 well initially fell apart soon after, not by mechanical flaws, but by our insistence that the system be able to do anything, even to theextent of allowing it to mate with its original D&D ancestor.

It’s important to explain the direction we intended with thissystem. e first step was to create a variation of traditionalcharacter creation that would allow a player to create any archetypeimaginable for any setting imaginable. e set of rules to createa monk would be the same set of rules to create a diplomat or an

engineer. Additionally, we didn’t want to limit attribute priority  with classes, so a diplomat should be able to use Intelligence or

RULES

Page 21: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 21/82

21

 Wisdom. e same should be said for any melee classes as well,not limiting them to only Strength. We accomplished this by creating ladders.

Ladders were inspired by a similar system employed by Fantasy Flight’s Midnight game, which was intended to compensate for thelack of magic items. Ladders do the same, except they also alterthe class you go into. is included altering your primary attack attribute, offering alternate powers, adjusting your hit points, oreven allowing exceptions to staple D&D rules every other playerhas to follow. In addition, as your character advances through thelevels, you have the option to either gain a monetary windfall topurchase gear or accept an ability associated with your ladder.

 is idea remained unchanged until late 2009 when we decidedto make the system backwards compatible with D&D, a concept to

 which we initially believed ourselves not obligated. In many ways,this system would be more appropriate for a non-magical fantasy setting than traditional D&D. To accommodate this, these laddersbegan to incorporate enhancements as well. By the end of the

initial draft, we had completed six ladders (with a possible seventhon the way). Each one is tied not to one attribute, but to two (aprimary and a secondary). ese are not the Strong, Smart, orCharismatic heroes people may recall from D20 modern. For one,the ladders are not classes. Ours are based around a theme and notone attribute. We offer ones like Juggernaut, Runner, and Savant.

Ladders also offer alternate class powers at certain levels. When reaching a level to gain or swap a power, the player canselect from his class or his ladder. is allowed us to reduce thesizes of c lasses, offering two or three powers compared to D&D’sfour or five. As a result, the number of classes we can offer in

the same page count grew from six to eleven. Because nearly any ladder can be matched to any class, the number of unique char-acters increases from 11 to 66. Readers might think that certainladders/class combinations wouldn’t work, or that certain pairs

 would be an obvious selection for powergamers, yet my playtestershave discovered amazing combinations from unexpected pairings.And yes, you could use ladders in your traditional D&D game if 

 you wanted to, allowing players to tailor their classes to their owndesire. It would also work if you wanted to create a game devoid of magic.

So let’s look at one...

 RUNNER  With an unmatched physical discipline, you have perfected a body designed for raw speed and agility. In your youth, you were anathlete who was encouraged to race to the finish. If you servedtime in an army, your talents were utilized as a scout, lightly armored and light on your feet. Not satisfied with medals or pips

 you began finding more challenging ways to get from point A to

point B. Climbing walls, jumping across roofs, sliding under cars--nothing stood in your way. is is not just about being athletic. You have to keep your eyes

and mind sharp, gauging distances, spotting crawlspaces, and deter-mining the shortest possible route, even if it involves some death-defying feat of acrobatic skill. You can keep an entire landscapein your mind, analyzing paths and knowing routes of escape, even

 when everyone else just sees walls. is may not be raw brainpowerbut a natural awareness of the surrounding environment. In yourspare time, you’re always running.

Key Abilities: Dexterity, Intelligence/Wisdom

LADDER FEATURESCharacter CreationAs a runner, you gain all the following ladder features at charactergeneration.

Cat Balance (Feature): You do not grant combat advan-tage while balancing.

Power to Weight Ratio (Feature): You may use

Dexterity instead of Strength for Athletics skill checkswhen performing a climb or a jump. You may also useDexterity instead of Strength for melee-based powers whenrolling for attack or damage with unarmed attacks or withone-handed melee weapons.

Saut de Precision (Feature): You are trained inAcrobatics.

Page 22: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 22/82

22

Trained for a Flight (Feature): Instead of selecting adaily attack power upon reaching an appropriate level,you can instead select a utility power from any lower levelfrom the runner ladder. This applies only to daily attackpowers but you can replace them with any utility power(daily, encounter, or at-will).

Wall Vault (Feature): If you are adjacent to a wall

when you jump, increase your jump skill check by yourIntelligence or Wisdom modifier.

 You can begin to see a theme with these abilities. Most are situ-ational, not required to be remembered in every encounter. Othersonly occur during character creation. e important feature tonote is Power to Weight Ratio, allowing you to swap Strength

 with Dexterity for one-handed melee weapons. We don’t need tomention ranged weapons, since the default for that is Dexterity, theRunner’s primary attribute.

 Trained for a Flight is another development commonly seen

 with ladders. ey adjust your character’s path by allowing powers you normally wouldn’t be able to select. ough this ability may seem detrimental, it does allow the option to create a non-violentclass. is ladder could mesh quite well with a stealth class,perhaps even a leader or healer. Of course, you could also use thisto select powers f rom the Runner ladder.

3rd Level

Enhancement Bonuses: +1 AC; +1 Ref; +1 WillSelect either the ability below or 1040$

Speed Vault (Feature): If you perform a run towards awall and move at least 2 squares towards the wall, you cancontinue any remaining movement of that run up the wallwithout having to make a climb skill check. If you havenot cleared the wall by the end of the run, you have tobegin a climb at that point.

 ese are the real meat of ladders, the level benefits. Each oneis slightly different from other ladders. With the Runner, heobviously gains a bonus to his Reflex defense, but he doesn’t gainanything for Fortitude. A ladder like the Constitution-based

 Juggernaut would gain a bonus to Fortitude defense at the expenseof Will or Reflex. Since these are all enhancement bonuses, they can be replaced with magical gear in a fantasy setting. e secondfeature is an option. Gain the monetary windfall or gain the ladderfeature. is may appear a peculiar alternative—to become a betterperson or suddenly find oneself in possession of cash. ere wasno pretty way to employ this. Don’t consider it money as much asa desire to acquire more shiny gear in lieu of working out; Work 

 your job instead of working out.

6th Level

Enhancement Bonuses: +2 AC; +1 Attack; +2 Ref;+2 WillSelect either the ability below or 3,600$

Induced Acceleration (Feature): When you charge orrun, your speed increases by +1.

All the features you can gain through character progression are tiedto the theme of your ladder. e monetary windfall increases sothe feature also becomes more powerful. Players will also notice6th level is the level where the runner gains a bonus to attack. If this were a Warrior ladder, the player would gain this at 3rd level.

11th Level

Enhancement Bonuses: +3 AC; +2 Attack; +1 Fort;+3 Ref; +3 WillSelect either both abilities below or 18,000$

Front Flip (Feature): With every move action, you cantreat 1 square of difficult terrain as if it was normal terrain.

Roulade (Feature): If you take no damage in a fall,ignore the fall distance and you can continue any unspentmovement. You are counted as not fallen and can treat theaction as a normal move.

Page 23: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 23/82

23

By the paragon tier, the windfalls become considerable. To balancethis, the ladder offers two features instead of one. You can gain the

 windfall or opt for both features.

16th Level

Enhancement Bonuses: +4 AC; +3 Attack; +2 Fort;+4 Ref; +4 Will

Select either both abilities below or 90,000$Improved Front Flip (Feature): With every moveaction, you can treat 1 additional square of difficult terrainas if it was normal terrain (2 total if combined with FrontFlip).

Split-Slide (Feature): If you move at least 2 squaresbefore initiating a crawl or squeeze, all remainingmovement with this action is not reduced. You fall proneas a free action before a crawl and stand up as a freeaction if you are able to at the end of the move.

21st Level

Enhancement Bonuses: +5 AC; +4 Attack; +3 Fort;+5 Ref; +5 WillSelect either both abilities below or 550,000$

Devout Traceur (Feature): Gain +1 speed whenwearing light or no armor.

Unstoppable Athlete (Feature): No Action. You canspend a healing surge and reset any one power from thisladder that you have expended.

26th Level

Enhancement Bonuses: +6 AC; +5 Attack; +4 Fort;+6 Ref; +6 WillSelect either both the abilities below or 2,250,000$

Parkour Master (Feature): You can shift a square as aminor action.

Reflex Path (Feature): You gain a move action whengranted an action on an enemy’s or an ally’s turn. This isin addition to the basic attack. You do not gain this move

action with immediate powers.

 ALTERNATE POWERSPlayers also have the option to select a power from their ladderover their class. All ladders have an alternate 1st level at-willpower. With the veteran or savant, these are non-damaging attack powers. e runner has one as well called Kinesics. Non-damag-ing powers were initially proposed for Amethyst. Several classesand ladders have these, once again to offer alternatives in games

that may not be as violent. With the runner, the objective is speedand enemy avoidance. is can work well with both a meleefighter as well as a stealthy scout.

At-Will • Martial, ManeuverMove Action Ranged 10Target: One enemy

Attack: Intelligence +2 or Wisdom +2 vs. Reflex.Hit: No damage. The target cannot target you with opportunityattacks. You can pass through the target’s occupied square asif it wasn’t occupied. These effects last until the beginning of your next turn. If you move more than 3 squares from youroriginal position, you gain a +2 power bonus to AC and Reflexdefense against the target.Effect: You can move up to your speed -2.

Kinesics  Runner Attack 1You study an enemy’s movements and countermove to best avoid them.

Encounter • Martial, Maneuver, ReliableMove Action Close burst 10Target: Two targetsAttack: Dexterity +2 vs ReflexHit: No damage. The targets cannot attack you until thebeginning of your next turn. You can shift as many squaresas your speed. You can pass through the targets’ occupiedsquares as if they weren’t occupied. You count difficult terrainas normal terrain.Special: Reliable is only in effect if both attacks miss.

Slippery Bugger  Runner Attack 1You employ all the tools your body gave you in order to evade enemy attacks.

Page 24: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 24/82

24

Daily • Martial, ManeuverMove Action Ranged 10Effect: Shift as many squares as double your Intelligence ordouble your Wisdom modifier, ignoring all occupied squares.Target: All enemies in squares you jumped over and in

adjacent squares to squares you jumped over.Attack: Dexterity +2 vs. Reflex.Hit: No damage. The target cannot target you with any directattacks until the beginning of your next turn (you can still bestruck with burst and blast attacks).Miss: You still clear the target and land in the proper squarebut you don’t gain the benefits from the hit.

Worthy of the Replay  Runner Attack 1You clear the heads of your opponents in a single jump, getting their attention, but not their attacks.

Encounter • MartialMove Action PersonalEffect: Move your speed and gain a +4 bonus to AC and Reflexdefense. You also grant no opportunity attacks or combatadvantage. All effects last until the beginning of your next turn.

Head Down  Runner Utility 2You keep your profile low and move defensively.

Encounter • MartialNo Action PersonalEffect: Gain a +10 power bonus to one Acrobatics check. This

may be done after the roll. You may also apply this bonus to anAthletics check if performing a jump or a climb. If you still failthe roll, this power resets.

Brilliant Display  Runner Utility 2You could have won the gold medal for that stunt.

At-Will • MartialImmediate Interrupt Close burst 1Trigger: You are hit with ranged or melee attack from anopponent in an adjacent square.Target: One enemy.Effect: You gain a +2 bonus to Reflex and AC against theattack. If the attack misses, you may shift 1 square.

Flip Dodge  Runner Utility 2You throw your legs and toss yourself in the air, avoiding an enemy’sattack. The level of flamboyance is up to you.

Daily • Martial, Maneuver, TeleportationMove Action Close burst 10Target: One enemy.Effect: The target can only hit you with a natural roll of 20until the end of your next turn. Teleport up to 8 squares. You

must have line of sight on the destination square. You cannotteleport to any square you have no way of entering (through awall, safe, or closed door, for example).Sustain Move: You can sustain this power for one additionalturn.Secondary Effect: At the end of the move, you gain a standardaction that you must use before the end of this turn.

Unachievable Transition Runner Attack 5Onlookers haven’t a clue how you got from here to there. It was almost as if you walked on air or phased through matter.

Daily • Martial, WeaponNo Action PersonalEffect: Gain your Intelligence or Wisdom modifier as a powerbonus to Initiative.Special: If you have a higher initiative result than any enemyin the encounter, you gain a +3 power bonus to attack anddamage rolls until you hit or until the end of your first turn(whichever comes last).

Somatic Reflex Arc  Runner Utility 6Weeks practicing in front of a mirror have finally paid off.

Page 25: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 25/82

25

Encounter • MartialImmediate Interrupt PersonalTrigger: An opponent initiates a bull rush or charge againstyou.Effect: You shift as many squares as your 1+ Dexterity modifier

and gain combat advantage on the trigger.

Step Aside  Runner Utility 6You don’t freak out. As your opponent lunges forwards you take analmost casual sidestep.

Encounter • MartialFree Action PersonalEffect: Until the end of this turn, you may pass through alloccupied squares as if they were unoccupied. Enemies cannottarget you with opportunity attacks. You cannot end yourmovement in an occupied square.

Only Way Out Is Through  Runner Utility 6The only way to escape is through the enemy line. You analyze the position of every opponent and plan a dash to avoid them.

Daily • MartialNo Action PersonalTrigger: After initiative order is settled.Effect: Gain two move actions and use them immediately. Thisoccurs even if you act first in the encounter. You can combineboth move actions into a single standard action.

Running Abnormally Fast  Runner Utility 10You knew there was danger, and jump into action.

Mad Dash  Runner Utility 10Papers fly off shelves and bystanders are blown down as you rocket  past them all.

Encounter • MartialMinor Action PersonalEffect: Your speed is doubled until the end of your next turn.

Instant Recovery  Runner Utility 10You stumble but your instincts take over and you recover to prevent something catastrophic from happening.

Daily • MartialNo Action PersonalRequirement: You fail any Athletics or Acrobatics skill checkby 5 or more.Effect: Add +20 to the roll.

Daily • MartialNo Action PersonalEffect: Gain a +10 power bonus to Acrobatics to escape fromrestraints or from a grab. This effect remains until you escape.If breaking free from a grab, you cannot be grabbed by thesame enemy until after the end of your next turn. You may alsoshift a square. You also gain a +3 bonus to defense against

attacks that can grab a target for the rest of the encounter.

Loose Joints  Runner Utility 16You wriggle your way free and do so without knives, broken bones,or even untying any knots.

Focus Everything  Runner Utility 16Eyes on the target. Eyes on the target. Think of nothing else. Think of nothing else.

At-Will • MartialMove Action PersonalEffect: Gain a +3 power bonus to your next Acrobatics orAthletics skill check.

Daily • MartialImmediate Interrupt Close burst 5Trigger: You are hit with a non-critical, non-area attack fromone enemy in range. This includes taking damage from a“miss” effect. The attack cannot be a hack-based power.Effect: The hit is thwarted. Shift to any unoccupied squarewithin 2 squares of the target. You can shift through enemyoccupied squares and ignore difficult terrain for this move. Youalso gain combat advantage on the target.

Where They Don’t Expect You Runner Utility 16You fake out your opponent and slip under an arm to position yourself behind.

Page 26: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 26/82

26

Daily • MartialImmediate Interrupt PersonalTrigger: You are hit by an area effect. The attack cannot be ahack-based power.Effect: Shift to the nearest unoccupied square outside the area

of effect. Gain a +5 power bonus to AC and Reflex defenseuntil the end of your next turn.

I Can Hear Bells Ringing  Runner Utility 22 A blast occurs nearby. You narrowly escape its effects.

Daily • MartialFree Action PersonalEffect: All movement until the end of your next turn isconsidered a shift. Your speed is not reduced through difficultterrain. You instantly can crawl and squeeze and can movefrom prone to standing, taking no additional action (it isconsidered part of the move). You automatically pass allbalance rolls as part of the move. You can pass through enemyoccupied squares. You gain a +10 power bonus to all jumprolls you initiate until the end of your next turn.Special: If you reach a milestone, this power automaticallyresets.

Moment of Truth  Runner Utility 22You slide like water with the speed of a cheetah, effortlessly avoiding any attack, never losing an inch of momentum in your run.

 Technically it is possible to create a character with virtually nopowers from your class. You still refer to your class for skills, hitpoints, healing surges, and all class features. Classes are smaller

but combine the c lass with your ladder, and the number of optionsshould match those of a traditional fantasy c lass; more so, as half the powers available come from outside the class, and derive from asource that you choose.

Page 27: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 27/82

bonus bestiaryMesh Hong’s

Heroic TierNixul Worker – Level 1 MinionNixul Warrior – Level 2 SkirmisherNixul Spore Farmer – Level 2 ControllerNixul Scout – Level 3 LurkerNixul Fanatic – Level 3 BruteFungal Polyp – Level 1 SoldierFungal Hive – Level 2 Brute (swarm)Rotten Fungal Sentinel – Level 2 Soldier (undead)

Paragon TierGlowing Death Centipede – Level 15 Elite Skirmisher

 Epic Tier Temporal F iend – Level 26 Elite Skirmisher Temporal Ripper  – Level 23 Brute

From the mundane to the bizarre, from the simpleto the complex, the Bonus Bestiary is designed to become

a growing reference manual of threats, villains,and encounters over all levels.

MONSTERS / NPCs

Page 28: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 28/82

28

NixulNixul (Nik Zul) are small grey skinned humanoid aberrationsoriginally from the Far Realms that crossed over centuries agoand secreted themselves into isolated cave systems and forgottendungeons.

It is believed that the Nixul were perhaps once some sort of slave race, a theory backed up by the scant evidence collected

from the few lairs that have been discovered. ese subterraneansettlements showed signs of only primitive technologies mainly centred around fungus farming and insect herding; the only itemsfound with any decorative quality were a small selection of crystalsdelicately etched with strange symbols.

To outsiders, Nixul society seems to operate in a state of anarchy with no signs of a social hierarchy or chain of command.In fact the Nixul are highly organised but their great sense of equality and hive mind telepathy allows them to operate in analmost perfect communal state. eir alien lack of ego or emotiongrants them the mental attitude required to always act for the

community’s greater good rather than their own self interest.is attitude can make social encounters with the Nixul

strangely uncomfortable as they have no real concept of themselvesas individuals, but rather independent parts of a greater whole. eresult of this is that any single Nixul is able to speak on behalf of its whole community. eir communal hive mind allows Nixul thecapability of making quick decisions and reacting to any situationin unison which can have the effect of turning any single slight

 wrong step into an irreversible calamity as the whole community instantly turns from neutral to aggressive in a matter of seconds.

e one saving grace for residents of the Middle World is theNixul’s universal desire for solitude and isolation which ultimately leads to a community retreating and withdrawing from an area

 when it is discovered, after any initial threat has been dealt with.Nixul have yet to go on an offensive; this natural instinct is anotherindication of their slave race history and their desire to remainhidden from their original overlords.

HP 1, a missed attack never damages a minionAC 15, Fortitude 13, Reflex 14, Will 13Speed 6, climb 4Immune poison

Hive Mind (telepathy)

The Nixul Worker is telepathically aware of anything that any otherNixul in the encounter is aware of.Co-ordinated Effort (telepathy)The Nixul Worker gains a +1 bonus to attack rolls against creaturesthat have been targeted by another Nixul this turn.

M Spear Jab • At-Will  Attack: Melee 1 (one creature); +6 vs ACHit: 4 damage and the Nixul Worker may shift 1 square

Co-ordinated Advance • At-WillEffect: The Nixul Worker moves half its speed and one other Nixul

Worker within 2 squares moves half its speed as a free action.

Strike Back • At-WillTrigger: The Nixul Worker is missed by a melee attackEffect (Immediate Reaction): The Nixul Worker or another NixulWorker within 2 squares makes a Spear Jab attack against thetriggering targetSkills Acrobatics +8, Dungeoneering +7, Nature +7, Stealth +8Str 12 (+1) Dex 16 (+3) Wis 14 (+2)Con 10 (+0) Int 8 (-1) Cha 6 (-2)Unaligned  Languages: Deep Speech, TelepathyEquipment: cloth armour, spear

Nixul Worker  Level 1 MinionSmall aberrant humanoid XP 25

Initiative +3

Senses Perception +2;darkvision

Nixul WorkerNixul Workers are typical examples of their race in that they aresmall, grey skinned, and hairless. Workers represent the bulk of a Nixul community and can be found assisting in any task thecommunity is undertaking.

Tactics: Nixul Workers will always try to stay close to at leasttwo others of their kind, usually using co-ordinated advance tomaintain proximity and focusing on a single target if possible togain benefit from co-ordinated effort. If they become separatedthey are more likely to withdraw and regroup rather than face an

enemy alone.

Page 29: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 29/82

29

Nixul Warrior Warriors represent Nixul that have gained some experiencethrough communal activities and developed a minor specialisationin community defence and hunting.

Tactics: Nixul Warriors favour movement in combat and rely ontheir ability to surround or slip past their enemies to gain combatadvantage using mobile strike. Like most Nixul, they prefer to work 

in unison with their co-ordinated effort, but their combat experi-ence has also granted them the nixul anticipation that allows theman instinctive defence against ranged attacks.

If a Nixul Warrior becomes isolated or surrounded it will break the spore ball it carries by throwing it at its feet and releasing abrief cloud of poisonous fungal spores that can hinder its enemies’advance and hopefully allow it to return to its allies.

HP 36, Bloodied 18AC 16, Fortitude 14, Reflex 15, Will 14Speed 6, climb 4Immune poison

Hive Mind (telepathy)

The Nixul Warrior is telepathically aware of anything that any otherNixul in the encounter is aware of.Co-ordinated Effort (telepathy)The Nixul Warrior gains a +1 bonus to attack rolls against creaturesthat have been targeted by another Nixul this turn.

M Spear Strike • At-Will  Attack: Melee 1 (one creature); +7 vs ACHit: 1d6+5 damagem Mobile Strike • At-WillEffect: The Nixul Warrior may shift a total of 2 squares before orafter making the following attack

 Attack: Melee 1 (one creature); +7 vs ACHit: 1d8+5 damage, 1d10+5 damage if the target is granting theNixul Warrior combat advantage.

c Spore Ball • Encounter Attack: Close burst 1 (creatures in burst); +5 vs FortitudeHit: The target takes 3 ongoing poison damage and is slowed (saveends both)

Nixul Anticipation • At-WillTrigger: The Nixul Warrior is targeted by a ranged attackEffect (Immediate Reaction): The Nixul Warrior gains a +2 bonus toits AC and Reflex defences against the attack.

Skills Acrobatics +9, Dungeoneering +8, Nature +8, Stealth +9Str 13(+2) Dex 17(+4) Wis 14(+3)Con 12(+2) Int 9(+0) Cha 7(-1)Unaligned  Languages: Deep Speech, TelepathyEquipment: leather armour, shield, spear, 1x spore ball

Nixul Warrior  Level 2 SkirmisherSmall aberrant humanoid XP 125

Initiative +7

Senses Perception +3;darkvision

Page 30: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 30/82

30

Nixul Spore FarmerNixul Spore Farmers are responsible for providing the vast majority of a community’s food, and between them they cultivate and tendlarge colonies of fungi and insects. Interestingly, their telepathicability somehow allows the Spore Farmers a greater degree of attachment and control over their herds so that they can herd themfrom location to location or even press them into battle.

Tactics: In combat a Spore Farmer will try to surround itself withany Fungus creatures present so that its familiar odour power willbolster both the Spore Farmers defences and the Fungi’s offence. It

 will try to target the most serious threat with its potent spore balland then use its three spore balls to hinder its enemies’ movementas necessary.

HP 36, Bloodied 18AC 16, Fortitude 14, Reflex 15, Will 14Speed 6, climb 4Immune poison

Familiar Odour • Aura 3

All Fungus creatures inside the aura gain a +1 power bonus toattack rolls and saving throws, while at least 1 Fungus creatureis inside the aura the Spore Farmer gains a +1 bonus to all itsdefences.Co-ordinated Effort (telepathy)The Spore Farmer gains a +1 bonus to attack rolls against creaturesthat have been targeted by another Nixul this turn.

M Stick Whack • At-Will  Attack: Melee 1 (one creature); +6 vs ACHit: 1d8+4 damageFungal Affinity • At-WillEffect: One Fungus ally within 10 squares may take an immediatefree standard actiona Spore Ball (poison, zone) • At-WillRequirement: Expends one Spore Ball

 Attack: Area burst 1 within 6 (creatures in burst); +5 vs FortiudeHit: 1d6+4 poison damage and slowed (save ends)Special: This attack creates a zone that lasts until the start of theSpore Farmers next turn, all creatures entering or starting their turninside the zone take 3 poison damagea Potent Spore Ball (poison) • Encounter

 Attack: Area burst 2 within 10 (creatures in burst); +6 vs FortiudeHit: 1d8+7 poison damage and weakened (save ends)Miss: Half damage

Fungal Friends • At-WillTrigger: The Spore Farmer is hit or missed by a melee attackEffect (Immediate Reaction): Two Fungus allies within 5 squaresmay shift their speed but must end this movement within 2 squaresof the Spore Farmer.Skills Acrobatics +8, Dungeoneering +9, Nature +9, Stealth +8Str 10(+1) Dex 14(+3) Wis 16(+4)Con 12(+2) Int 10(+1) Cha 10(+1)Unaligned  Languages: Deep Speech, TelepathyEquipment: stout stick, 3x spore ball, 1x potent spore ball

Nixul Spore Farmer  Level 2 ControllerSmall aberrant humanoid XP 125

Initiative +4

Senses Perception +4;darkvision

Page 31: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 31/82

31

Nixul Scout Nixul Scouts are the eyes and ears of a Nixul community; as suchthey are generally employed patrolling the extremities of thecommunity’s territory or assisting hunting parties by tracking andsubduing prey.

Tactics: Nixul Scouts are quiet and cautious hunters and prefer tostudy a target before initiating an attack so as to assess its strengths

and weaknesses. A Scout will generally use the combination of patient hunter then dizzying dart to put their enemy in a vulner-able state which can be exploited by its allies. A Scout will preferto stay at range as it is comparatively weak, but if necessary it willclose in on a target to use its dagger slash if a target is provokingcombat advantage or it is bloodied and stands a reasonable chanceof being slain with a skilful blow.

HP 36, Bloodied 18AC 17, Fortitude 14, Reflex 16, Will 15Speed 6, climb 4Immune poison

Hive Mind (telepathy)

The Nixul Scout is telepathically aware of anything that any otherNixul in the encounter is aware of.

M Dagger Slash • At-Will  Attack: Melee 1 (one creature); +8 vs ACHit: 1d8+6 damage, if the target is granting the Nixul Scout combatadvantage this attack instead deals 1d10+6 damager Poison Dart (poison) • At-Will

 Attack: Range 5/10 (one creature); +8 vs ACHit: 1d8+6 poison damager Dizzying Dart (poison) • Recharge 5 6

 Attack: Range 5/10 (one creature); +8 vs ACHit: 1d6+6 poison damage and the target takes the followingsecondary attack  Secondary Attack: +6 vs Fortitude  Hit: 6 poison damage and the target grants combat advantage(save ends)

Nimble Footwork • 1/RoundEffect: The Nixul Scout shifts 2 squares.

Practised Hunter • EncounterEffect: The Nixul Scout rerolls an attack or damage roll just made,but must keep the new result.

Patient Hunter • At-WillTrigger: The Nixul Scout ends its turn without making an attack.Effect: The Nixul Scout selects an enemy it can see, until the end of its next turn the Nixul Scout deals an additional 2d6 damage withits next successful ranged attack against that target.Skills Acrobatics +9, Dungeoneering +8, Nature +8, Stealth +9Str 12(+2) Dex 17(+4) Wis 14(+3)Con 10(+1) Int 10(+1) Cha 8(+0)Unaligned  Languages: Deep Speech, TelepathyEquipment: dagger, blowgun and darts

Nixul Scout  Level 3 LurkerSmall aberrant humanoid XP 150

Initiative +8

Senses Perception +8;darkvision

Page 32: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 32/82

32

Nixul FanaticNixul Fanatics hold a strange position in a Nixul community,: they are usually the product of a warrior that has either seen extensivecombat or had contact with humanoids of another species. roughtheir telepathic link the community can sense the Fanatics subtlechange of personality which holds the seed of individual thought.

 is is seen as contamination from the outside world and feared

by the greater community. Unfortunately Nixul society has no realanswer for the dangers of independence other than to assign theindividual to duties on the edge of the community or ensure it ispart of any dangerous or aggressive action.

Tactics: Nixul Fanatics are straight forward and tenacious, they  will generally choose a target and stick with it until it is neutralised.If the target tries to escape, the Fanatic will follow it, using Fanati-cal Advance if possible.

Other Nixul in an encounter with the Fanatic are generally  wary of its Telepathic Uncertainty aura that disorientates andconfuses them.

HP 52, Bloodied 26AC 15, Fortitude 16, Reflex 15, Will 14Speed 6, climb 4Immune fear, poisonSaving Throws +2

Telepathic Uncertainty • Aura 1All Nixul other than Fanatics inside the aura take a -2 penalty toattack rolls.Hive Mind (telepathy)The Nixul Fanatic is telepathically aware of anything that any otherNixul in the encounter is aware of.

M Mace Clobber • At-Will  Attack: Melee 1 (one creature); +8 vs ACHit: 1d10+6 damagem Mace Cleave • At-Will

 Attack: Melee 1 (one creature); +7 vs ACHit: 1d8+6 damage and a secondary target adjacent to the NixulFanatic takes 5 damage

Fanatical Advantage • At-WillTrigger: An adjacent enemy shifts.Effect (Immediate Reaction): The Nixul Fanatic shifts 1 square butmust end this move adjacent to the triggering enemy.Fanatical Effort • EncounterTrigger: The Nixul Fanatic misses with a melee attackEffect (Free Action): The Nixul Fanatic rerolls the attack but musttake the new result.Skills Acrobatics +8, Dungeoneering +7, Nature +7, Stealth +8Str 16(+4) Dex 14(+3) Wis 12(+2)

Con 12(+2) Int 10(+1) Cha 8(+0)Unaligned  Languages: Deep Speech, TelepathyEquipment: heavy mace

Nixul Fanatic  Level 3 BruteSmall aberrant humanoid XP 150

Initiative +3

Senses Perception +2;darkvision

Page 33: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 33/82

33

HP 24; Bloodied 12AC 17, Fortitude 12, Reflex 12, Will 14Speed 5Immune poison, Vulnerable 5 cold

M Fungal Slam (poison) • At-Will 

 Attack: Melee 1 (one creature); +6 vs ACHit: 1d6+4 poison damagem Sticky Slam (poison) • At-Will 

 Attack: Melee 1 (one creature); +4 vs ReflexHit: 1d4+4 poison damage and the target cannot shift until the startof the Fungal Polyps next turn.

Fungal Drift • At-WillEffect: The Fungal Polyp shifts 1 square.

c Spore Release (poison) • EncounterTrigger: The Fungal Polyp is reduced to 0 HPs

 Attack (Free Action): Close burst 1 (creatures in burst); +4 vsFortitudeHit: 4 ongoing poison damage (save ends)Miss: 2 ongoing poison damage (save ends)

Str 10(+0) Dex 12(+1) Wis 14(+2)Con 8(-1) Int 3(-4) Cha 3(-4)Unaligned Languages: -

Initiative +3

Senses Perception +2;blindsight

Fungal Polyp  Level 1 SoldierSmall natural beast (blind, fungus) XP 100

Fungal PolypFungal Polyp’s are small amalgamations of potent fungi, bred andmanipulated to increase their durability and crop yield. Nixul SporeFarmers use special growing techniques coupled with secret ritualsand telepathic abilities to somehow grant the fungi surprisingmobility and an aggressive streak.

Tactics: As advanced as Fungal Polyps are they lack any form of 

finesse in combat. However they are happy to follow the telepathiccommands of any Spore Farmer present in an encounter; otherwisethey will usually try to clump together and surround the closestenemy.

Page 34: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 34/82

34

Fungal HiveFungal Hives are dense clouds of assorted insects that feed on andare an integral part of a colony of the Fungal Polyps ecosystem.

 eir usual purpose is to assist in the control and dispersal of spores released by the Polyps, with a skilful Spore Farmer directingand controlling them with its telepathic abilities.

Tactics: In combat, a Spore Farmer can turn this cloud of insects

into a potent and distracting fighting force that can slowly over-power its foes with its poisonous presence.

HP 30; Bloodied 15AC 14, Fortitude 13, Reflex 15, Will 13Speed 5Immune poison, Resist 10 melee and ranged attacks,Vulnerable 5 close and area attacks

Stinging Cloud (poison) • Aura 1All creatures entering or starting their turn inside the aura take 2poison damage.SwarmThe Fungal Hive can occupy the same space as another creature,and an enemy can enter its space which is difficult terrain. TheFungal Hive cannot be pulled, pushed, or slid by melee or rangedattacks and can squeeze through openings 1 inch or larger.

M Biting Cloud (poison) • At-Will Special: The Fungal Hive makes the following attack twice againstthe same target.

 Attack: Melee 1 (one creature); +5 vs FortitudeHit: 1d4+4 poison damage if both attacks hit the target isimmobilised until the start of Fungal Hives next turn.c Wave of Sickness (poison) • Recharge 6 

 Attack: Close burst 2 (creatures in burst); +4 vs FortitudeHit: 1d6+4 poison damage and the target takes a cumulative-1 penalty to Fortitude defence until the end of the encounter.

Sudden Surge • EncounterEffect: The Fungal Hive shifts 5 squares.

Swirling Mass • At-WillTrigger: The Fungal Spore is hit by a close or area attack.

Effect (Immediate Reaction): The Fungal Spore shifts 5 squares.

Str 10(+1) Dex 16(+4) Wis 12(+2)Con 12(+2) Int 3(-3) Cha 3(-3)Unaligned Languages: -

Fungal Hive  Level 2 BruteLarge natural beast (swarm, blind, fungus) XP 125

Initiative +4

Senses Perception +2;blindsight

Page 35: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 35/82

35

HP 36; Bloodied 18AC 18, Fortitude 15, Reflex 12, Will 13Speed 5Immune disease, poison Resist 10 necrotic,Vulnerable 5 radiant

Solid StanceThe Fungal Sentinel reduces all push, pull and slide effects it issubject to by 5 squares

M Fungal Slam (necrotic, poison) • At-Will  Attack: Melee 2 (one creature); +7 vs ACHit: 1d8+5 necrotic and poison damagem Sticky Slam (necrotic, poison) • At-Will 

 Attack: Melee 2 (one creature); +5 vs ReflexHit: 1d6+4 necrotic and poison damage and the target is pulled1 square and cannot shift until the start of Fungal Sentinels nextturn.

Necrotic Bloom (necrotic) • At-WillTrigger: The Fungal Sentinel takes radiant damageEffect (No Action): All creatures adjacent to the Fungal Sentinel take2 necrotic damage.

Str 16(+4) Dex 10(+1) Wis 12(+2)Con 12(+2) Int 3(-3) Cha 3(-3)Unaligned Languages: -

Rotten Fungal Sentinel  Level 2 SoldierLarge natural animate (undead, blind, fungus) XP 125

Initiative +3

Senses Perception +2;blindsight

Rotten Fungal SentinelNixul Spore Farmers are resourceful and usually efficient in theirfungus breeding regime. However sometimes, due to abnormalconditions or other situations out of their control, a harvest of fungus may exceed the Nixuls’ needs for a season. When this occursa group of Spore Farmers will gather the surplus stock togetherand perform a series of rituals on them to transform them into a

large sentinel that can be put to use defending next season’s crop.Rotten Fungal Sentinels are large bulbous amalgamationsranging from 6 to 8 feet tall, with large twisted limbs and wide,slimy bases. Secretions from the Sentinels base help them stick toany surface like suction pads, making them very difficult to moveagainst their will.

Tactics: In combat Rotten Fungal Sentinels will act as instructedby a Spore Farmer, using their sticky slam to pull enemies towardthem and hold them in position in an attempt to protect theirallies.

Page 36: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 36/82

36

Glowing Death CentipedeGlowing Death Centipedes are monstrous armoured insectsapproximately ten to fifteen feet long with mottled grey chitinousbodies. From their dome shaped heads sprout a pair of wickedblack mandibles and a row of four sunken white eyes. e featurethat makes the Glowing Death Centipede relatively easy to identi-fy to those in the know is the soft pulsing light that is visible from

beneath its armoured hide as its body flexes as it scurries along.Scholars who have studied the Centipede have noted that theintensity of the light it emits rises and falls according to its mood.

 When dormant or calm the light is practically extinguished, but

r Glowing Beam (radiant) • Encounter  Attack: Ranged 10 (one creature); +18 vs ReflexHit: 3d10+14 radiant damage and the target is blinded (saveends)Miss: Half damage.

Armoured Skitter • Encounter

Effect:The Centipede shifts its speed and gains a +2 bonus toall defences until the start of its next turn.

c Glowing Death (radiant) • Recharge 6  Attack: Close burst 5 (one target in burst); +18 vs WillHit: Until the start of the Centipede’s next turn, each timethe target attempts to use a power with the arcane or divinekeyword, it takes 10 radiant damage and makes an immediatesaving throw; on failure, the power fails but is not expended(save ends)Effect: The Centipede grants combat advantage to all enemiesuntil the start of its next turn

Reactive Slam • Recharge 5 6 Trigger: The Centipede is hit by a melee attack.Effect (Immediate Reaction): The Centipede makes a GlowingSlam attack against the triggering target.

Skills Dungeoneering +16Str 20(+12) Dex 24(+14) Wis 18(+11)Con 22(+13) Int 6(+5) Cha 3(+3)Unaligned Languages -

HP 300; Bloodied 150AC 29, Fortitude 27, Reflex 29, Will 26Speed 8Resist 10 radiant, Vulnerable 5 necroticSaving Throws +2, +5 vs radiant effects

Action Points 1

Active ThreatAny enemy adjacent to a Centipede grants combat advantage to allits allies.

M Bite • At-Will  Attack: Melee 2 (one crea ture); +20 vs ACHit: 2d6+13 damage and the target gains vulnerability 5 radiant(save ends)Special: If a creature receives multiple instances of vulnerabilityfrom this attack it instead increases the number of saving throwsrequired to end the effect by 1 each time.m Glowing Slam (radiant) • At-Will 

 Attack: Melee 1 (one crea ture); +18 vs WillHit: 1d10+13 radiant damage and the target takes the followingsecondary attack  Secondary Attack: +18 vs Fortitude  Hit: The target is pushed 4 squares and takes 10 ongoing radiantdamage (save ends)m Bite and Glowing Slam • At-Will 

 Attack: Melee 2 (one crea ture); +20 vs ACHit: 2d8+13 damage and the Centipede may shift 3 squaresEffect: The Centipede makes a Glowing Slam attack.c Glowing Pulse (radiant) • Recharge 5 6 

 Attack: Close burst 3 (creatures in burst); +18 vs FortitudeHit: 2d10+10 radiant damage and the target cannot make saving

throws against radiant effects until the start of the Centipede’s nextturn.

Glowing Death Centipede  Level 15 Elite SkirmisherLarge magical beast XP 2,400

Initiative +16

Senses Perception +11;low-light vision

as the Centipede becomes more aggressive it burns with a greaterferocity until when fully angered it unleashes focused beams of light that have sufficient strength to rip flesh f rom bones.

It is believed that the Glowing Death Centipedes wereoriginally bred by a secret cabal of thieves as guardians for their

 vaults in ancient times. Indeed the Centipede’s ability to hamper

both arcane and divine spellcasting could not possible have arisennaturally. Due to this folk history several stories have arisen of suchbeasts guarding fabulous treasure troves and lost relics.

Continued on page 37

Page 37: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 37/82

37

Tactics: A Glowing Death Centipede will not usually prey oncreatures much large than itself, but once it engages its only instinctis to kill. A lone Centipede will usually target the largest enemy 

 with its Glowing Beam attack before moving in and spendingits action point to catch the same target with its Glowing Pulse.

 While the largest threat is neutralised it will attempt to engage any 

arcane or divine characters, unleashing its Glowing Death burstand attacking anything in range with its melee attacks.

Glowing Death Centipedes have arrived at their name for agood reason: they are serious threats, and are all the more danger-ous when encountered in pairs.

Glowing Death Centipede, cont’dTemporal FiendIn the uncharted space between planesand in the unfathomable eddies thatswirl in the paradox of possibility thatpermeates the air around temporalportals many threats linger, or lurk inthe darkness ready to consume the

unwary or the unfortunate.No one knows where Temporal Fiends come from. Some have whispered that they are spawned as projected nightmares when theinsane travel in time, a traveller’s subconscious mind making reala nemesis to thwart their unnatural action. Others state that thesecreatures are native to a previously unknown plane that somehow intersects our own when temporal portals are formed. Whatevertheir origin, a traveller who meets a Temporal Fiend is in diredanger and will be lucky to live to tell the tale.

Temporal Fiends have no consistent form other than beingapproximately ten feet tall with at least one pair of long sinewy 

arms ending in three vicious claws. All Temporal Fiends have anaffinity with Time itself and are able to use it as a weapon againsttheir targets. It is not uncommon for a Fiend’s target to havemomentary flashbacks or recall childhood memories in its presence.Stranger still, a target may witness his allies aging before his eyesas waves of temporal energy shift reality backwards and forwarddisconcertingly from moment to moment.

Tactics: In combat, a Temporal Fiend will almost always start by targeting the enemy it considers most offensive with its TemporalAnomaly power to remove it from the encounter for a short while.

 e Fiend will then attempt to use Temporal Blast against thequickest or most agile enemy that it can discern in an attempt toreduce their advantage or mobility. It will then close in as rapidly aspossible and use Double Swipe to rip at its enemies and shift away from them so that it can gain repeated benefit from its reateningReach.

Page 38: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 38/82

38

Mass Haste • EncounterEffect: All allies within burst 5 gain an additional move actionand a +1 power bonus to attack rolls until the start of theTemporal Fiend’s next turn.Fold Space (teleport) • Encounter Requirement: The Temporal Fiend is bloodied. Attack: Close Burst 5 (enemies in burst); +28 vs WillHit: The Temporal Fiend teleports the target 5 squares.Effect: The Temporal Fiend teleports 10 squares and removesany ongoing effects from which it currently suffers.

Mass Dispel • Encounter Requirement:The Temporal Fiend is bloodied.Effect: The Temporal Fiend dispels all zones within 20 squares.

Variable Resistance • 3/Encounter Trigger: The Temporal Fiend takes acid, cold, fire, lightning, orthunder damage.Effect (Free Action): The Temporal Fiend gains 20 resist of the

triggering damage type until the end of the encounter or untilit uses Variable Resistance again.Temporal Distortion • Recharge 6 Trigger: An enemy that the Temporal Fiend can see makes anattack or damage roll.Effect: The triggering enemy rerolls the attack or damage diceand must take the new result.Sympathetic Energy • Recharge 5 6 Requirement:The Temporal Fiend is not bloodied.Trigger: An enemy that the Temporal Fiend can see spends anaction point.Effect (Immediate Interrupt): The Temporal Fiend gains anaction point that it must use before the end of its next turn.

Skills Arcana +23, History +23, Insight +25, Intimidate +27,Stealth +26Str 30(+23) Dex 26(+21) Wis 24(+20)Con 24(+20) Int 20(+18) Cha 28(+22)Chaotic evil Languages abyssal, common

HP 480; Bloodied 240AC 40, Fortitude 40, Reflex 38, Will 39Speed 6, teleport 5Saving Throws +2Action Points 1

Slow Field • Aura 3All enemies starting their turn inside the aura are slowed until thestart of their next turn.Threatening ReachThe Temporal Fiend has threatening reach (2) with its Claw Swipeattack.Master of the FluxOnce per turn, the Temporal Fiend may reroll any one saving throw,recharge roll, or skill check; it must take the result of the new roll.

M Claw Swipe • At-Will  Attack: Melee 2 (one creature); +31 vs ACHit: 4d6+16 damage; if the target is granting the Temporal Fiend

combat advantage, this attack instead deals 4d8+20 damage.Double Swipe • At-WillEffect: The Temporal Fiend makes 2 Claw Swipe attacks and mayshift 2 squares after each attack.r Temporal Blast • Recharge 5 6 

 Attack: Ranged 15 (one creature); +29 vs Fortitude or Will(whichever is higher)Hit: 4d10+20 damage and the target is dazed (save ends)Miss: Half damage and the target grants combat advantage to allenemies until the start of its next turn.r Temporal Anomaly (teleport) • Encounter 

 Attack: Ranged 10 (one creature); +29 vs Will

Hit: The target is teleported to a pocket dimension (removed fromplay) and is stunned and takes 25 ongoing damage (save ends both);on save the target returns to play in same location.

 Aftereffect: The target is dazed until the end of its next turn.

Temporal Fiend  Level 26 Elite Skirmisher (Leader)Large elemental humanoid XP 18,000

Initiative +30

Senses Perception +25;truesight 10

Page 39: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 39/82

39

Temporal Ripper Temporal Rippers are similar in appear-ance to Temporal Fiends, only smallerand slightly more indistinct as theirform seems to bleed off and warp underdirect observation. Like TemporalFiends the only constant image of themis of long sinewy arms ending in three

 vicious claws.

Tactics: Temporal Rippers are brutal in their approach to combat,usually charging the nearest enemy and using Claw Gash orRipping Claws when available. e first time a Ripper is targetedby a melee or ranged attack it will use its Temporal Uncertainty power to attempt to dodge the attack and teleport past the enemies’front line if possible.

HP 262; Bloodied 131AC 35, Fortitude 37, Reflex 35, Will 34Speed 6, teleport 3

Bleeding Flux • Aura 1

All enemies inside the aura take a -1 penalty to saving throws.

M Claw Gash • At-Will  Attack: Melee 1 (one creature); +28 vs ACHit: 3d10+20 damagem Rending Claws • Recharge 4 5 6 Special: The Temporal Ripper makes the following attack twiceagainst the same target.

 Attack: Melee 1 (one creature); +27 vs ACHit: 2d6+15 damageSpecial: If both attacks hit, the target also takes 20 ongoing bleedingdamage (save ends).

Variable Resistance • EncounterTrigger: The Temporal Ripper takes acid, cold, fire, lightning, orthunder damage.Effect (Free Action): The Temporal Ripper gains 20 resist of thetriggering damage type until the end of the encounter.Temporal Uncertainly (teleport) • EncounterTrigger: The Temporal Ripper is targeted by a melee or ranged attackEffect (Immediate Interrupt): The Temporal Ripper teleports5 squares but may not end this movement adjacent to anothercreature.

Skills Acrobatics +23, Arcana +15, Intimidate +22

Str 28(+20) Dex 24(+18) Wis 16(+14)Con 22(+17) Int 8(+10) Cha 22(+17)Chaotic evil Languages abyssal, common

Temporal Ripper  Level 23 BruteMedium Elemental Humanoid XP 5,100

Initiative +20

Senses Perception +14;truesight

TRAPS / HAZARDS

Page 40: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 40/82

 Traps in D&D and other RPG’s help a DM make combat encounters dynamic and exciting, as well as maintain a feeling of dangerand suspense while outside of combat. I’m sure we’ve all played in a game or two where exploring a dungeon felt like downtimebetween combat encounters, like waiting in line at an amusement park between rides; or where even the combat encounters felt too repetitive. A good dungeon shouldbe designed less like riding the same ride over and over again at an amusement park, and more like a thrilling narrative filled with action and suspense that challengesthe protagonists at every turn. However, as any seasoned DM will note, creating that perfectly suspenseful and challenging dungeon is much easier said than done.Fortunately, Combat Advantage and I are here to help.

is column is designed to help you challenge and surprise your players in new, exciting and inventive ways. Each future article will have helpful tips and advice oncreating non-combat dangers, as well as provide you with an assortment of traps and hazards across each tier of play that go beyond the simple tripwire and poison dartmold we’re so used to. Going along with the time travel theme in this month’s issue of Combat Advantage, I’ve included some nifty new science-fiction genre trapsand hazards as well. Prepare yourselves for the torturous “Plasma Portal Trap” and the horrifying “Multi-Dimensional Planar Rift”. So take a moment and enjoy thismonth’s Devious Devices, I assure you they are quite devious indeed...

Devious DevicesBy Kurt Sparkuhl

ne of my favorite hobbiesas a dungeon master iscoming up with new and

interesting ways to cause physicaland emotional harm to my player’s

characters. There’s just somethingsadistically heart-warming about watching a character be luredunwittingly into harm’s way, only  to realize their error a moment  too late. It never seems to get oldwatching a greedy rogue open one too many chests, or seeing that overly cautious wizard finally stepin the wrong place. Sadism asidehowever, a good DM always hasa few tricks, traps and hazards up the ole’ sleeve.

O

TRAPS / HAZARDS

Page 41: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 41/82

4141

Trap: Rocks rain down from the crawlspace and make

a burst 3 attack.PerceptionDC 16: The character notices that the ladder is attached toa lever in the crawlspace.TriggerThe trap is triggered when a creature attempts to climb theladder or equivalent force is used to pull on it. ATTACK Opportunity Action Close burst 3Target: Creatures in burstAttack: +4 vs. ReflexHit: 3d6 + 3 damage.Miss: Half damageCOUNTERMEASURESA successful DC 20 Acrobatics or Athletics check can bemade to avoid some of the falling rocks. A character whomakes a successful check takes half damage.UPRADE

Rope Ladder Trap  Level 1 Minion LurkerTrap XP 25This rope ladder appears to lead to a crawlspace in the ceiling but is actually attached to a lever that, when pulled, causes a rockslide from above.

Trap: The chest is located in a 20 ft deep pool of water. Once

unlatched, the lid springs open and locks in place. Inside thechest is a drain that creates a powerful whirlpool, sucking thetarget into the chest while it drains.PerceptionDC 18: The character notices that the chest appears sealedto the bottom of the pool.DC 23: The character notices the locks on the back hinges andthat they can be disarmed.TriggerThe trap is triggered when a character unlatches the chestto open it. ATTACK Standard Action Close burst 1Target: Any creature in the pool of water.Attack: +8 vs. FortitudeHit: The character is dragged to the bottom of the pool andimmobilized until the end of their next turn. The trap attacksevery round until it is disarmed, the players have escaped, orat least one player has been reduced to half of their hit pointsfrom suffocation damage.COUNTERMEASURES• A DC 23 Thievery check will allow a player to disarm thelocks on the hinges after completing a successful DC 23

Perception check. The lid can then be closed, disarming thetrap.• The drain can be plugged with an appropriate item at theDM’s discretion.

Sunken Chest Trap  Level 1 LurkerTrap XP 200The only treasure inside of this large chest is a drain that creates a powerful whirlpool when opened.

Page 42: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 42/82

4242

Trap: When used to scan the eyes of an unsuspecting target it

unleashes a painful blast that blinds the user.PerceptionDC 20: The character notices that the laser used in the scanneris much more powerful than a normal retinal scanning device.TriggerA creature uses the scanner. ATTACK Standard Action MeleeTarget: The creature operating the device.Attack: +12 vs. ReflexHit: 2d8 + 5 damage and the target is blinded until itcompletes an extended rest. The target also suffers AcuteRadiation Syndrome (ARS; see page XX).

Retinal Scanner Trap  Level 9 Minion BlasterTrap XP 100This device appears to be an ordinary retinal scanner; however it actually unleashes a powerful laser blast to the eyes of an unsuspecting user.

Trap: The statue takes up the space of a large creature. Whentriggered, the statue spins swiftly in circles; attacking nearbycreatures.PerceptionDC 22: The character notices that the axe held by the statue israzor sharp.DC 24: The character notices the pressure plates in the floorthat surround the statue, and how to disarm them. TriggerThe trap is triggered when a medium-sized or larger creaturesteps onto a square adjacent to the statue. After the initialattack, the trap will continue to attack any creature that starts

or ends their turn in the burst. ATTACK Immediate Reaction Close burst 2Target: All creatures in burst.Attack: +16 vs. ACHit: 3d6 + 5 damage.COUNTERMEASURES• A DC 27 Thievery check can be made to disarm one of thepressure plates adjacent to the statue, thereby disabling thetrap.• As an immediate interrupt, a DC 27 Acrobatics check can

be made to dodge the attack.

Executioner Statue  Level 11 LurkerTrap XP 600This large statue of a masked executioner swinging an axe guards theway beyond it. When triggered, it cleaves all around it in a whirlwind of slaughter.

Page 43: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 43/82

4343

Trap: When a creature gazes at their reflection in the Mirror of 

Masochism, the image attacks them with their own power.PerceptionDC 28: The character notices faint blood splatters along themirror’s frame, suggesting that some form of violence hastaken place in front of the mirror.ArcanaDC 24: The character senses the presence of powerful illusionmagic within the mirror.TriggerA creature looks into the mirror from a distance of 15ft or less. ATTACK Immediate Reaction Ranged 3Target: All triggering creatures.Attack: +18 vs. WillHit: The mirror attacks the character with one of thecharacter’s own non-daily powers. The DM chooses the power,using the character’s stats and bonuses to determine damage.This attack does not expend a character’s encounter powers.COUNTERMEASURES• The mirror can be broken by making an AC 29 physicalattack against it with an HP of 10.• Two consecutive and successful DC 28 Arcana checks canbe made to dispel the mirror. However, the process requires

that the character look into the mirror while performing thechecks.

Mirror of Masochism  Level 15 ControllerTrap XP 1,200This large, ornate mirror appears ordinary but is possessed by powerful magicthat can turn the powers of a hero upon herself.

Trap: This trap is disguised as a single-user teleportation

chamber, and operated by a control panel from within. Oncethe control panel is activated, the chamber locks the creatureinside; attacking it with plasma beams.PerceptionDC 22: The character recognizes the addition of a plasmagenerator behind the teleportation chamber; this appears to bean unnecessary and hazardous modification.DC 24: The character understands how to disable the plasmagenerator using the Thievery skill.TriggerA creature activates the chamber from within. The attackcontinues each round until the trap is disarmed. ATTACK Standard Action MeleeTarget: A single creature within the chamber.Attack: +16 vs. ACHit: 3d6 + 5 damage.Miss: Half damage.Effect: The character is dazed until the end of their next turnand suffers Acute Radiation Syndrome (ARS; see page XX).COUNTERMEASURES• Two consecutive and successful DC 26 Thievery checks canbe made to disable the plasma generator from the outside,

disarming the chamber and unlocking it.• A successful DC 27 Thievery check can be made to unlockthe door from within the chamber.

Plasma Portal Trap  Level 12 LurkerTrap XP 700Disguised as an ordinary teleportation chamber, it is actually designed to lock a player inside and torture them with deadly plasma beams.

Page 44: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 44/82

4444

Trap: The altar attacks the minds of nearby enemies, taking

partial control of their actions.PerceptionDC 20: Strange hieroglyphs adorn the sides of the altar.DC 32: The character correctly interprets the hieroglyphswhich depict a demon controlling the minds of lesser beings.DC 33: The character notices a slight imperfection in the baseof the altar that could allow it to be toppled over.ArcanaDC 28: The character senses the presence of demonic magicemanating from the altar.TriggerA character ends their turn within 10 feet of the altar. ATTACK Immediate Reaction Ranged 2Target: Any character ending their turn in a space within 10feet of the altar.Attack: +25 vs. WillHit: The character is partially possessed, save ends. The DMrolls a d20 to determine which character action the altarcontrols; standard action on an odd number roll or moveaction on an even number roll. The DM then decides how theaction is used. The altar cannot use a character’s daily powers,but encounter powers can be used and expended.

COUNTERMEASURES• Two consecutive and successful DC 32 Arcana checks canbe made to dispel the altar.• A DC 33 Athletics check can be made to topple the altar,shattering it to pieces and nullifying its effect.

Altar of Possession  Level 21 ControllerTrap XP 3,200This demonic altar possesses nearby enemies, forcing them to act out against their will.

Hazard: A thin, virtually invisible crack in the casing of 

the reactor is causing harmful radiation to spill into thesurrounding area.PerceptionDC 22: The character notices an unnatural heat in the room.DC 30: The character notices that there is a crack in the casingof the reactor causing radiation leakage.TriggerAt the start of every round roll the following attack against anycreature within range of the aura. ATTACK Passive Aura Ranged 6Target: All creatures within range of the aura.Attack: +27 vs. FortitudeHit: 2d6 + 8 radiation damage and the target is slowed andweakened. Save ends.Miss: The target is weakened until the end of its next turn.Effect: The target suffers Acute Radiation Syndrome (ARS; seepage XX).COUNTERMEASURES• Two consecutive and successful DC 34 Thievery checks can be made to deactivate the reactor once the leak has beenfound with a DC 30 Perception check.

Damaged Plasma Reactor  Level 23 LurkerHazard XP 5,100The casing of this large plasma reactor has been damaged, spreading intenseradiation throughout the area surrounding it.

Page 45: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 45/82

Multi-Dimensional Planar Rift  Level 28 Elite LurkerHazard XP 26,000While dimensional rifts between planes are commonly found throughout theuniverse, sometimes multi-dimensional rifts may occur. These dangerous and bizarre rifts are born when multiple planes of existence intersect at the same point; creating a uniquely destructive and unstable rift in the cosmos.

Hazard: This large rift randomly ingests and ejects matter from

nearby planes of existence. Creatures and objects near therift are often sucked in and ejected into another plane. Someunlucky creatures are ejected in pieces into multiple planes;this is not a rift you want to trip.PerceptionDC 34: The character recognizes that this is a multi-dimensional rift and dangerously unstable.ArcanaDC 29: The character can sense the presence of multipledimensions colliding inside of the rift.TriggerA creature enters a space within 25 feet of the rift. Roll 1d4, if the result is 1 make the following attack: ATTACK Immediate Reaction Close burst 5Target: All creatures in burst.Attack: +31 vs. ReflexHit: 5d10 + 9 damage and the target is teleported to a randomplane of existence on the other side of the rift. Roll 1d4 todetermine which plane:

1 – The Feyrealm2 – The Shadoworld3 – The Elemental Mist

4 – The Astral DeepEffect: An equal level monster from a random plane isteleported to the space that the target used to occupy. Thiscreature must be destroyed before the character can reenterthe original plane. If a teleported character attempts to reenterthe rift before the creature has been destroyed, the charactersuffers 5d10 damage and the creature is healed for the sameamount.COUNTERMEASURES• Once Identified as a multi-dimensional planar rift, 3consecutive and successful DC 38 Arcana checks can bemade to temporarily close the rift for a duration of 1 year. Any

characters stuck in another plane of existence must find adifferent way back or wait 1 year to try and reenter the rift.

4545

NOW! 

Mystery The 

Begins... 

Turn the page for a Special Preview!!

Stay up-to-date on this and otherPREVIEW

Page 46: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 46/82

upcoming products atwww.emeraldpresspdf.com

 T he re ’ s a l wa y s  bee n

  so me t h i n g  a bo u t  D& D 

e nco u n te r s  t ha t ’ s  s

 t r uc k  me a s 

 f u n n y.  Odd, ac t ua l l y.  Eac h e

 nco u n te r  t h ro u g  ho

 u t  t he  h i s to r y o f  t h

e  g a me, 

a nd  fa n ta s y  ro le p la

 y i n g   i n  g e ne ra l,  ha s

  bee n  ba sed o n a  p

 re-de te r m i ned 

d i f fic u l t y.  Le ve l  1 c ha rac te

 r s  ne ve r  ta ke o n e l

e me n ta l s,  t he y  fi g  h

 t  g o b l i n s 

a nd  ko bo ld s.  E p ic 

 le ve l c ha rac te r s  wo u ld  ne ve r

  be  bo t he red  w i t h 

 sc ra p-

 p i n g   w i t h a  g e la t i no

 u s c u be ( u n le s s  t ha t

 c u be  wa s ca pa b le o f  s wa l lo w

 i n g  a 

 g od a nd o b l i te ra t i n g 

  t he  u n i ve r se  w i t h  b

 u t a  t ho u g  h t ).  E ve n

  t ho se  ra ndo m 

e nco u n te r s,  t he o n

e s  w he re  yo u  fi nd a

  b u nc h o f  so ld ie r s  p

 ic k i n g  o n  so me 

 poo r  me rc ha n t s a nd

  yo u dec ide  to  teac h

  t ho se  g  u y s  so me  ma n ne r s.  D

oe s n ’ t 

 wo r k  t ha t  wa y  i n  re

a l  l i fe, doe s  i t ?

  G ra n ted  t ha t  fa n ta s

 y  ne ve r  i m p l ie s  rea l i

 t y,  b u t  i t doe s  need  b

e l ie va b i l i t y. 

 So me  ve r i s i m i l i t ud

e a nd  p la u s i b i l i t y  h

e l p s  f ue l  t he  fa n ta s y

 a s  we e m b race 

 t he  b i za r re a nd  u n rea l ea s ie r

  t ha n  i f  we  sa t  t he r

e q ue s t io n i n g   t he c r

ea to r ’ s 

 lo g  ic.  W he n  i t co me s  to co m ba t,  t h i s  pa r

 t  ha s a l wa y s  s t r uc k 

 me.  E ON S  wa s 

de s i g  ned  to co u n te

 r  i t.

   I a m  t he  Wa rde n (o r  Todd  C ra p

 pe r, a s  t he  na me  sa y

 s o n  t he  boo k co ve r ) 

a nd  I a m  t he  lead d

e s i g  ne r o n  E ON S # 1

:  T he  E nd le s s  Va u l t.

 A s  pa r t o f  t he 

 E ON S  l i ne,  t h i s  ad ve

 n t u re  p re se n t s  a  o

 ne-o f-a- k i nd  so l u t io

 n  to  add re s s 

 ba la nce  i n  e nco u n

 te r  de s i g  n:  m u l t i p le

  le ve l s.  E ON S  ad ve n

 t u re s  p ro v ide 

 t h ree d i f fe re n t  le ve l

 s o f  p la y  fo r  ma x i m u m a p p l ica b i

 l i t y ac ro s s a n y  n u m b

e r 

o f ca m pa i g  n s o u t  t h

e re. A nd  I ’ m  g o i n g   to e

 x p la i n  t he  p roce s s  b

e h i nd  E ON S 

a nd  s ho w  yo u  ho w  we  b u i ld  t h

e se  u n iq ue e nco u n t

e r s a nd,  pe r ha p s  m

o re 

 i m po r ta n t l y,  w h y  w

e  b u i ld  t he m  l i ke  t h i s.

Yeah, why build them that way?at’s a good question. Aside from the thought

process given above, EONS was created asa series of one-shot adventures for GMs inneed of a quick fix at the table. Player drop-outs, hazardous roads, family obligations, andso many other perils of being a grown up canlead to that dreaded phrase: “Tonight’s game iscancelled.”

Every EONS adventure is what’s called a“one-shot,” meaning it starts and ends on thesame night you crack it open, and we’ve taken

this to the next level. In design, EONS hasconsidered the worst case scenario and presentseach adventure so that you only need an hour toprepare. All information is presented in a clear,concise manner for easy reference and organiza-tion. is includes skill checks, DCs, and othertechnical material you’ll need, material normal-ly mixed into the standard text format of mostadventures.

But as we started working on this design,we started to think further than just formatting:what level does each adventure have to be? Andwhy stick to just one level? If we’re assumingthe worst case scenario and you only have a fewhours before game time, the level of the adven-

PREVIEW

Page 47: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 47/82

ture is perhaps the mostimportant factor in selection.

If we made multiple levelsavailable to our customers,the product’s value would begreater. And that’s when wecalled on our old friend, theGem of True Seeing layer.

OK, So What’s theGem of True SeeingLayer? Isn’t That A

Magic Item From Pathfinder?e obvious reference to the mystical crystaldemonstrates the exact effect of our special PDFlayers. Since 2006’s release of e Book of Align-ment, we’ve been playing with “layered effects”in our PDFs to provide our customers with morethan any print publication. Adding layers to thePDF grants us the opportunity to include bonusmaterial originally slated for the recycling bin,

designer commentary, and more. e name of this feature came from a reference in the Bookof Alignment to using the gem of true seeing onits pages: any additional material written into theBook was absorbed into its pages and can only beseen by viewing it through the gem.

Oh, So Then Using LayersMeans...?...we could allow the text, DCs, and stat blocksto change with each level EONS adventure isdesigned for. And with a click of the button,the level you want to play is displayed on yourscreen. is can be done from the title page of each EONS adventure or by clicking the Layerstab of your PDF reader.

When we do this, each level exists on itsown without any reference to the other levels. Soyou’ll never accidentally read the wrong DC, oruse a power never intended for heroic charactersto face. By selecting your preferred adventurelevel, you create a complete text with every vari-able locked in place.

You Can’ t Have One AdventureWritten For Different Levels,

Dude.Yes, you can. First, let me explain that EONS hasbeen meticulously tested to ensure each levelprovided in e Endless Vault works on its ownand maintains the appropriate challenge every time. e Endless Vault went through extensiveplaytesting over a six-month period and some of our playtesters played all three levels to providehonest feedback for each challenge.

Second, think about the foundation of 4e.All DCs are level-based; aside from the standarddifficulty of kicking down a reinforced iron door,your skill checks, a monster’s attack modifiers,and everything else you roll for are determinedby the adventure’s level. Difficulty is flexible.Working under a matching storyline, you cantweak each level to create a significant trial foryour players to battle, and up the ante as eachlevel increases. Using the Gem of True Seeing

layers, one simple click allows you to change thelevel and each monster’s stat block, encounterdesign, skill challenges, and more.. Meanwhile,the story remains the same.

Cool, huh?Wanna see how we build an EONS encounter?

Page 48: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 48/82

To do this, we’re going to use the first EONSencounter from e Endless Vault, EncounterA: Dealing With Intruders (included at the endof this preview). Makes sense since it’s the firstone we ever wrote!

Let’s establish the plot for e Endless Vaultfirst: the players are mercenaries hired by the

local boss, Sedrik, to break into NevermoreManor’s vault. Cecil Nevanmoor, a reclusivewizard and collector of rare artifacts, has anelaborate vault in his house and Sedrik wantswhat’s inside. is encounter takes place whenthe players are caught sticking their hands in thecookie jar. Now, let’s begin.

Step 1:Establish Your Constantsere is one common factor binding each levelin an EONS adventure: story. All the events andindividuals presented to your players remainthe same every time; what changes is the power

they wield. In this particular encounter, we haveCecil Nevanmoor and his house, NevermoreManor. Every room of the house remains thesame throughout (save for various DCs requiredfor breaking in) and the location of every itemnever changes. Cecil wants to prevent anyonefrom breaking into his vault. ese are ourconstants, the fixed material of our encounter.

In most cases, these constants include theSetup and Features of the encounter. In the case

of Encounter A: Dealing With Intruders, thereare no features as this encounter can take placeanywhere in the house and all that informationis provided elsewhere. It’s also a giant housethey’re fighting in, so there’s just too much detailto put here.

A Step-by-Step Guideto Building EONS Encounters

Step 2: Building Your

Monsters: Starting LowNow your first, and most important, variable:monsters. In any EONS encounter, the monsters(or NPCs, if you will) of the adventure will alwaysbe different. ey need to present a challenge toyour players, regardless of their chosen level.is means you need to create your monstersthree times and it’s better to start at the lowestlevel you’ve chosen. For this encounter, we’llstart at Level 6.

As this encounter features only a solomonster, all we need is Cecil for our stat blockexample and here he is at Level 6. Make note of the following powers and traits possessed by thisstat block because we’re going to replicate themagain for higher levels:

Cecil is a psion, a solo controller. is meanshe needs to take a beating and gain the upper

hand against four or five assailants. UsingBrainscan, Cecil can read a target’s mind andgain additional powers against them later on.In this case, Read Your Mind grants Cecil adefensive bonus when an attacking targetgrants combat advantage.

Cecil Nevanmoor  Level 6 Solo ControllerMedium natural humanoid (human) XP 1,250M k i b ild d ild i hi ld l fi lk i h li h h h

Page 49: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 49/82

As the encounter takes place across an entirehouse, including a staircase, doorways,

windows, and loads of furniture, Cecil needsto hold his ground against any number of forced movement attacks. Motionless allowshim the opportunity to hold his position solong as he does not physically move himself in combat.

Battering Debris is a fairly standard rechargepower, but its dazed effect won’t hold out athigher levels. Remember, as a solo monster,

Cecil needs to offer a valiant fight all by himself!

Step 3:Raising the StakesNow we’ll build this creation up to Level 11, thesecond selection for e Endless Vault. e firstthing we need to do is increase all the numbersaccording to the common standard for any 

other level 11 solo monster. Hit points, attackbonuses, damage output, and everything all theway down to ability score modifiers are raised.Aer that, we still have some work to do.

Two significant changes are made to Cecil atthis level:

MotionlessIf Cecil does not move from his square during histurn, he is immune to all forced movement untilthe start of his next turn. Any target attempting tomove Cecil is slid a number of squares equal to theattempt as a free action. If the target slides into anobject or another character, both targets fall prone.

Check out Motionless. At Level 6, it simply prevented forced movement, but that means

little by the time our players reach the paragontier. Hell, a dwarf never really moves much, andCecil still has to deal with at least four paragoncharacters. By stepping it up to cause the trig-gering target to slide a number of squares equalto the attempted forced movement, the psionpresents a tougher challenge. is was especial-ly handy when playtesters stood on the upperbalcony and suddenly found themselves pushed3 squares over the railing.

HP 240; Bloodied 120AC 23, Fortitude 17, Reflex 19, Will 20(see Read Your Mind)

Speed 6Immune all attacks from undead creatures, Resist 20 necroticSaving Throws +2 Action Points 2

Brainscan • Aura 1Any creature who enters or starts their turn within the aura grantscombat advantage.MotionlessIf Cecil does not move from his square during his turn (except forteleportation), he is immune to all forced movement until the start of his next turn.

r Concussive Assault (force) • At-Will  Attack: Ranged 5 (two attacks; one creature each); +9 vs FortitudeHit: 2d6+10 force damage and target is pushed 2 squares. The targetis pushed 5 squares on a critical hit.

  Secondary Effect: If the target is pushed against an object oranother creature, it loses a healing surge and falls prone.a Battering Debris • Recharge 5 6 

 Attack: Area 1 within 10 squares (all creatures); +11 vs ACHit: 1d10+6 damage and target is dazed (save ends)

Gift of the Vault (teleportation) • At-WillEffect: Cecil teleports a number of squares equal to his speed.

Read Your Mind • At-Will Trigger: An enemy grants Cecil combat advantage.Effect (Free): Cecil gains a +1 bonus to all defenses from any attackmade by the target and does not provoke opportunity attacks from

the target. This power ends when the target no longer grants combatadvantage.c Stand Back! (force) • EncounterTrigger: When bloodied

 Attack (Immediate Reaction): Close burst 2; +9 vs FortitudeHit: 2d10 force damage and target is pushed 5 squares.  Secondary Effect: If the target is pushed against an object oranother creature, it falls prone and suffers an additional 1d10damageContinue to Serve (healing) • EncounterTrigger: Cecil is reduced to 0 hp.Effect (Immediate Interrupt): Cecil gains 60 hp.

Skills Arcana +10, Religion +10Str 11(+2) Dex 12(+3) Wis 17(+5)Con 13(+3) Int 22(+8) Cha 16(+5)Unaligned  Languages common, draconic, dwarven, elven

Meek in build and mild in temper, this elderly figure walks with a slight hunchfrom years of investigating tiny objects and studying books. He looks as if aslight breeze could bowl him over.

Initiative +7

Senses Perception +7;(+12 within 100’

of the Endless Vault)

Page 50: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 50/82

Cecil Nevanmoor  Level 16 Solo ControllerMedium natural humanoid (human) XP 7,000Meek in build and mild in temper this elderly figure walks with a slight hunch

Cecil Nevanmoor  Level 11 Solo ControllerMedium natural humanoid (human) XP 3,000Meek in build and mild in temper this elderly figure walks with a slight hunch

Page 51: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 51/82

Step 4:

The Last Step: TacticsNow that you have your completed statblocks, your monsters will change tactics

 just based on their power selection alone.Rebuild the fight in your head using theserevised powers and devise a tactical strat-egy based on the madness you’ve created.

And that, my friends, is how we createdEONS’ encounters. With that, feel free to

try out the very encounter we just covered,Encounter A: Dealing With Intruders.EONS #1: e Endless Vault is now onsale at all OneBookShelf sites.

HP 720; Bloodied 360AC 33, Fortitude 26, Reflex 28, Will 30(see Read Your Mind)

Speed 6 (8 when teleporting)Immune all attacks from undead creatures, Resist 20 necroticSaving Throws +2 Action Points 2

Brainscan • Aura 2Any creature who enters or starts their turn within the aura grantscombat advantage.DuplicateWhen an enemy attempts to push, pull, or slide Cecil, an identicalduplicate is created a number of squares equal to the forcedmovement from Cecil’s current location. This duplicate can makeattacks from its square as par t of Cecil’s turn, provides flanking andcan make an opportunity attack. Any melee or ranged attack madeagainst Cecil allows for a saving throw to negate the attack andeliminate one duplicate (GM’s choice).

r Concussive Assault (force) • At-Will  Attack: Ranged 5 (two attacks; one creature each); +19 vs Fortitude

Hit: 3d8+11 force damage and target is pushed 2 squares. Thetarget is pushed 5 squares on a critical hit.  Secondary Effect: If the target is pushed against an object oranother creature, it loses a healing surge and falls prone.a Battering Debris • Recharge 5 6 

 Attack: Area 1 within 10 squares (all creatures); +21 vs ACHit: 3d8+6 damage and target is immobilized (save ends)

Gift of the Vault (teleportation) • At-WillEffect: Cecil teleports 8 squares.

Read Your Mind • At-Will Trigger: An enemy grants Cecil combat advantage.Effect (Free): Cecil gains a +3 bonus to all defenses from any attack

made by the target and does not provoke opportunity attacks fromthe target. This power ends when the target no longer grants combatadvantage.c Stand Back! (force) • EncounterTrigger: When bloodied

 Attack (Immediate Reaction): Close burst 2; +19 vs FortitudeHit: 3d8+6 force damage and target is pushed 5 squares.  Secondary Effect: If the target is pushed against an object oranother creature, it falls prone and suffers an additional 3d10damageContinue to Serve (healing) • EncounterTrigger: Cecil is reduced to 0 hp.Effect (Immediate Interrupt): Cecil gains 100 hp.

Skills Arcana +20, Religion +20Str 11(+8) Dex 12(+9) Wis 17(+11)Con 13(+9) Int 22(+14) Cha 16(+11)Unaligned  Languages common, draconic, dwarven, elven

Meek in build and mild in temper, this elderly figure walks with a slight hunchfrom years of investigating tiny objects and studying books. He looks as if aslight breeze could bowl him over.

Initiative +10

Senses Perception+15; (+20 within 100’

of the Endless Vault)

HP 400; Bloodied 200AC 28, Fortitude 23, Reflex 24, Will 25(see Read Your Mind)

Speed 6Immune all attacks from undead creatures, Resist 20 necroticSaving Throws +2 Action Points 2

Brainscan • Aura 1Any creature who enters or starts their turn within the aura grantscombat advantage.MotionlessIf Cecil does not move from his square during his turn, he isimmune to all forced movement until the start of his next turn. Anytarget attempting to move Cecil is slid a number of squares equalto the attempt as a free action. If the target slides into an object oranother character, both targets fall prone.

r Concussive Assault (force) • At-Will  Attack: Ranged 5 (two attacks; one creature each); +14 vs FortitudeHit: 3d6+12 force damage and target is pushed 2 squares. The

target is pushed 5 squares on a critical hit.  Secondary Effect: If the target is pushed against an object oranother creature, it loses a healing surge and falls prone.a Battering Debris • Recharge 5 6  Attack: Area 1 within 10 squares (all creatures); +16 vs ACHit: 2d8+8 damage and target is stunned (save ends)

Gift of the Vault (teleportation) • At-WillEffect: Cecil teleports a number of squares equal to his speed.

Read Your Mind • At-Will Trigger: An enemy grants Cecil combat advantage.Effect (Free): Cecil gains a +2 bonus to all defenses from any attack

made by the target and does not provoke opportunity attacks fromthe target. This power ends when the target no longer grants combatadvantage.c Stand Back! (force) • EncounterTrigger: When bloodied Attack (Immediate Reaction): Close burst 2; +14 vs FortitudeHit: 2d10+10 force damage and target is pushed 5 squares.  Secondary Effect: If the target is pushed against an object oranother creature, it falls prone and suffers an additional 2d10damageContinue to Serve (healing) • EncounterTrigger: Cecil is reduced to 0 hp.Effect (Immediate Interrupt): Cecil gains 100 hp.

Skills Arcana +15, Religion +15Str 11(+5) Dex 12(+6) Wis 17(+8)Con 13(+6) Int 22(+11) Cha 16(+8)Unaligned  Languages common, draconic, dwarven, elven

Meek in build and mild in temper, this elderly figure walks with a slight hunchfrom years of investigating tiny objects and studying books. He looks as if aslight breeze could bowl him over.

Initiative +8

Senses Perception+12; (+15 within 100’

of the Endless Vault)

Page 52: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 52/82

Were She Not

MercilessBy Vincent Harper

“You have cut off the heads of thechildren of others, and these youwear as a garland around your neck.”

– Ramprasad Sen

h, you brought your son!”

Father beamed and made to straightenmy collar. e lady’s hair glowed gold from thesunlight back dropping her head.

“Yes. is is his first time.” His pride smoth-ered me nearly as much as the noonday humid-ity. Mother stared, and tickled the back of my neck with her long nails.

I looked around and saw formally dressedothers filing quietly toward the entrance to thehall. Most were couples, no smiles and eyes down

as they shuffled ahead. A few clumps of peopleincluded children my age, some my friends, aboutfive in all. Benjamin’s parents were engaged muchas my folks were, his father’s chest about to burstand smile to touch his ears, his mother hoveringnear him like a gargoyle.

“Well, you better get inside,” the lady with thebee’s nest hair said. “She’s about to start. Balance,

Light, and Oneness,” she sang, and walked away.Father looked at me.“Are you ready?”Mother’s fingernails guided me toward the

hall.“He’s ready,” she said.

***e hall was cool and dark, and as we took ourseats I breathed in deeply the cedar and sandal-

wood scents, and some smoky smell more earthy and sweet that I could not, at the time, place. Asthe lights dimmed, the hall became hazy withsmoke. I looked up and spied rows of balconieslined with women puffing on pipes, their facesobscured by the shadows and gray veil swirlingabout their heads.

A clatter of cymbals and a rattle of percussionbrought my attention to the stage. It was bathedin red and gold lights and seemed an aquarium

of smoke as the chaotic hammering and clashingof percussion subtly found a rhythm.And then she appeared.

From the right of the stage, an arm wavedlanguidly down and then up. e filtered lightmade the arm leave trails as it moved, as if the

arm were not one arm but many arms, all tippedwith needlepoint nails.

A sudden flourish of blasting horns broughther tumbling to center stage, and then a slowrhythm moved her like a puppet. Dark hairpoured down her back and shoulders, and I real-ized, with a flutter in my belly, that she wore noclothes. Her movements hypnotized as she swayedup and down, side to side, curving her body likea charmed cobra. e light and smoke made itimpossible to determine too many details, but Icould see her body begin to glisten with sweat,

her dark nipples hardening as the tempo subtly increased.

She was whirling from one side of the stageto the other, hair a frenzied whipping of darktendrils, when I saw them. I tensed, and grabbedmy mother’s leg. I think my heart even skippeda beat as I involuntarily jerked my eyes away tostare at my mother. She was smiling and turnedtoward me.

“Look,” she whispered, and turned her atten-

tion back to the stage. My grasp on my mother’sthigh grew more firm and anxious, and I did thesame.

ey were still there. As the dancer archedher back, arms extended above her body, twomore arms stabbed parallel to the stage, and two

�O

Page 53: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 53/82

more trailed sharp nails down her thighs. Stilltwo more rocked smoothly in front of her, as if 

floating on water, making complex signs withlong, bony, fingers. Two more arms clapped therhythm, while another pair pointed at the audi-ence, at me, as if in accusation.

ere were more pairs, infinite and diversein their occupation, and I began to cry. I becameaware of a sound like fingernails on a chalkboardand realized that my mother was laughing. esound began to echo, and the pipe smokingwomen in the balconies added their voices to the

laughter. My heart was pounding, my head spin-ning.

“Look!” my mother shouted, and I did, butthe dancer was gone, the stage dark.

Mother wiped the tears from my cheek andkissed me.

***e hall was nearly empty, yet my parents and Istill sat in our chairs. My mother’s hands cradled

one of mine in her lap, while my father rubbedhis hands back and forth on his trouser legs.Benjamin’s family was the last to leave, and as Iwatched them go, his parents glanced quickly atme and then away. But Benjamin stared at me as

his father’s hand guided him out, and his hatredof me was obvious in that stare, though I doubt

either of us would have been able to explain why this was so. And then they were gone, and wewere alone.

I heard the doors to the hall close, and thenmy parents were rising, pulling me with them. Wewalked down to the stage and then to the rightand into a dark access portal to the hall’s innards.My mother’s heels made a rhythmic click click aswe strode down a corridor drenched in syrupy red light. My mother stopped at a door to our

right, and knocked. My father’s hands tightenedon my shoulder.

e door opened and a young man, maybethree years older than me, bowed his head andbeckoned for us to enter. He was clothed loose-ly in red and black, and his head was shavedexcept for a thick braid extending to his shoulderblades.

“Welcome,” he said and shut the door behindhim as we entered and he exited.

“Bring him,” a smoky voice called frombehind a set of tall rice paper screens. I examinedthem briefly as my parents guided me aroundthem, and was frightened by their depictions of 

 violence and destruction, misery and suffering.

But we were soon around them and stood facingthe dancer.

She was beautiful as she lounged there, twoyoung men rubbing oil into her shoulders andbreasts. Her hair was pulled back and I wasrelieved to see that she only had two arms.

She smiled at me, beckoned me closer.My father gave me a gentle shove, and the

dancer’s hands lied my face so that she couldstare into my eyes. Again I stiffened with fear as Ilooked into eyes that were swirling mists of color.I felt her stare suck in a part of me that I didn’t

want to let go, but I was powerless before thatgaze. Every sense was deadened except for my 

 vision, and the swirling that was her eyes becamemy entire world, my entire existence. It was as if I stared into a void that would have been terrify-ing in its chaos had it not been so numbing.

And then she looked away and released me,and I almost fell. I turned to my parents, but they were gone. I ran around the screens and sawthem exiting the room.

“Mother!” I screamed.She stopped, and her shoulder tensed as she

fought against the urge to turn. She failed, andspun toward me. 

Page 54: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 54/82

“She is your mother now,” she whispered.“Balance, Light, and Oneness.”

“But why?” I was crying again, wanting my mother to hold me, but she warded me away from her by threatening to leave.

“Shhh,” she hissed.I smelled the sandalwood oil as the dancer

glided up behind me. Te hairs on my neck stiff-ened.

“Why?” I asked again, but I knew theanswer.

My mother looked into my eyes and smiled,

the features of her face soening.“Because you saw her arms,” she said, as I felt

a thousand fingers caress my skin and pull meback into an eternal embrace.

I: he comes from lands besieged by cold

– the freeze!  

Wields staff with ease, and bold he travels, through wood and woldChasing hints of dreams foretold!  

w e  re  s h e   n o t M e  rc I  e s s lT he  Gr aphi c  Se r i e s

PREVIEW Stay up-to-date on this and otherupcoming products at

Page 55: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 55/82

BREAK  ENTER“Secrets are made for two things: hiding

and finding. Ask any rogue and they’lltell ya finding’s the fun part, but it comes with certain risks. Times change.In this day and age, no one can surviveon their own, not even the wily rogueand his trusted sidekick, the bard.You need the muscles of a fighter,

the protection of a cleric, the keen eyeof a seeker, and others to watch yourback. Used to be a rogue would haveto do all the sneaking by himself. LikeI said, times change.”

Anonymous Rogue

upcoming products atwww.emeraldpresspdf.com

M

Page 56: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 56/82

56

agnus stood in the tree’s shadow and gazedat the clouds in the night sky. Patiently hewaited, as he had for nearly an hour, occa-

sionally trying to catch sight of the others across thewooded outline of the road. Nowhere to be seen, he hadto trust they were there – they had as much invested inthis operation as he did and had never let him down

before. Satisfied his back-up would be in place, Magnusturned back to the sky and waited for the clouds toswell.

“C’mon, you damned clouds,” he cursed to himself.“Get moving!” Furlin had told him it would be a cloudynight tonight, and that the brilliance of the full moonwould be completely draped over, but Magnus was neverone to trust magic. Half an hour of chanting and sprin-kling crumbs over a map of the area seemed like such awaste of energy and incantation when there was a much easier way to predict the weather; His bones. Years of combat and injury left him susceptible to crazy knee painon cloudy, rainy nights. And since they weren’t hurting,there wasn’t going to be rain or clouds. Magic was noreplacement for common sense, yet the rest of the party heeded the ritual’s prediction nonetheless. Outnumbered,Magnus watched the sky for further proof of just howunnecessary magic was.

To pass the time, the burly fighter triple-checked hisgear. The chainmail had been laid aside, leaving himwith an old vest of studded leather to avoid clinking his

way around the keep; the shaft of a shortbow ran along his back, the bowstring angled down his chest with twosmall quivers of arrows hooked to either side of hiswaist; daggers replaced his beloved bastard sword and apair of katars sat in special scabbards attached to hisarmored breast; his boots were padded and his clothingwas dark. Everything was in place and he was ready togo, still, as he had been for the past hour.

When the faint blue hues of moonlight suddenlyfaded to darkness, Magnus was amazingly unprepared.Damn spellcaster had been right all along. Thick cloudsenveloped the moon like a cupped pair of hands, andthe open road before him was cloaked in darkness. That was the cue; time to move. Crouching low to the ground,Magnus sped towards the edge of the road fronting the

keep’s main gate.Stopping at the base of the road sign, he looked

back to make out any of the others coming up behind him. “Curse that damn wizard,” he hissed. It was incred-ibly dark tonight. The others were more adept at stealth than he, so it was no surprise he couldn’t see them. Hecould only trust that they were there. Magnus proceededforward, keeping his attention on nothing but the flicker-ing torchlight to either side of the iron gate.

Drawing a katar from the scabbard, Magnus made

a slow, steady approach, peering through the darknessfor the first sentry. Where was that bastard? Damn, it was dark. Then he was there – the tall guard steppingout into full view and moving toward the trees. Right towards him, reaching down to undo his breaches andtake a piss on his foot. There was no time to act, notime to give the signal. Magnus had to take him down.Now.

Lunging out of the covering ditch, Magnus grabbed hold of the guard by the back of his head and shovedthe katar’s blade up under his chin and into his brain.

  There was gurgling, but no scream. Using the dyingguard as cover, Magnus looked around for the secondone and quickly caught him standing in the illuminateddoorway of the shack beside the gate. Almost fifty feet away, Magnus would never make it there in time to kill him in melee. He slipped a dagger from his belt andmade ready to throw it... but there was no need.

M

Page 57: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 57/82

57

A dark figure pulled the second guard from the door-way into the shadows and the muffled sound of a strug-gle was quickly extinguished. Magnus turned to his ownvictim and saw the life drain from the guard’s eyes, felt the life pour over his hand. The fighter dragged the life-less body to the woods, wrenched out the katar, and left  him behind a bush.

“You were supposed to wait for the signal,” Remus  hissed. The thief dragged his own guard towards thebushes on the other side of the road.

“Shut it, he was coming right at me,” Magnusanswered fiercely, cleaning the katar’s blood on his pant leg. When Remus returned from the bush, he could seethe grin on his face and remembered how much he hateddealing with the thief.

“S’okay, I saw.” Remus patted him on the back andplaced a thin reed to his lips. The sound of a loud

cricket called out and two more figures approachedfrom beyond the road; Furlin the wizard and Jamas thewarden. Everyone was in place.

As they had practiced time and time before, Furlinknelt before the gate while the others readied their bows.Banging on the gate – a mammoth structure of thickwood reinforced with iron bars – Furlin waited for theslit in the gate to slide open. When it did, Furlin loosenedone of his most basic spells and assumed the voice of one of the dead guards.

“Three to enter,” the wizard spoke, his voice suddenly

gruff and worn.The slit slammed shut and locks on the other side of 

the gate clanged open, followed by the creaking hinges of the gate opening. In the time it took for the gate to open,the four intruders fell back out of sight. They waited forthe curious guards to come to them. When they did, fivearrows felled the two guards before they were aware of 

the attack and the foursome advanced quickly inside thekeep, closing the gate behind them without a sound toannounce their arrival.

Jamas waved his hands and extinguished the torchesnearby, encasing them in darkness once again. Unableto see any other threats nearby, Remus took the lead asthey raced under the stairs leading to the heights of the

outer walls, ducking between various crates and barrelstowards a side door of the main structure. At any open-ing along the path, Remus passed first and signaledfor the others to follow. His elven eyes were best suitedfor the darkness, and his incredible skills of infiltration,couple with years of experience in such matters, made him the best candidate for getting them inside the keepalive. And to their prize.

Within five minutes of entering the central courtyard,they stood no more than ten feet from their next destina-

tion – a plain wooden door. Past that were stairs leadingto every level of the keep. If their intelligence was correct,this door was locked.

“How much longer do we have?” Furlin whispered.Remus flashed the five fingers of his hands three times.Fifteen minutes. The wizard nodded and they settled intheir hiding places while Jamas held his gaze on thedoor.

Time crawled to a halt and the intruders could not tell how long they waited. Without the moon overhead,they had nothing to gauge the minutes and could only

guess. When the latch of the door clicked open, theysprang into position and watched a dozen relief guardspour out and walk to their posts. As the last guardpassed through the doorway, Jamas pointed his fingersat the door and thick vines sprouted from the packedsoil, growing fast enough to keep the it propped open. Seizing the moment, all of them rushed through and

Page 58: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 58/82

58

made their way up the dimly lit stairs. Jamas touchedthe vines as he passed, and they receded back into theground, allowing the door to close and lock once more.

Shuffling up the curving, stone steps, Magnus and Jamas hung their shortbows back over their shoulders andprepared their katars and hammers. At each approach-ing floor, Remus took point and carefully poked his

 head around the open doorway, giving the all clear forthe others to pass on ahead. When they reached thefourth floor, Remus waved them through and they madetheir way down the hall towards the master bedroom.In these private chambers, there were no guards to standwatch, only those who called the keep home; and theywere all fast asleep. They altered speed for precision andcautiously made their way across the floor by memory.Furlin counted doors on the right and signaled the partyto stop at the seventh door, at which they

paired up on either side and made ready.  This was what they came here for. The time was now!

 Break & EnterBook I: Stealth Encountersby Todd Crapper and Tim Rose

Release Date: March 2011

There are only a couple of months left untilB&E makes its way to your table, but it’s

not enough to simply tell you about stealthencounters. You want to see one in action.

This special preview of B&E provides youwith the Introduction to Book I, plus a sample

stealth encounter. Anyone who’s playedKey of the Fey might just recognize this

particular section of the Feyrealm...

Page 59: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 59/82

59

Our world is filled with legends of deadly warriors who struckwithout being seen and incapacitated their enemy before they could sound an alarm. For thousands of years, stealth has beenan integral part of war, politics, and the underworld. Whetherit is the ninja’s uncanny ability to eliminate a target, a spy riflingthrough documents to uncover truth behind the lies, or the

grave robber pinching gold from the tomb of a pharaoh, thesefigures are renowned for their accomplishments while remain-ing in near-total obscurity.

Stealth has long been an element in the fantasy roleplayinggame as well, though commonly relegated to the thief (or rogue,as he later came to call himself ). e sneak attack is their great-est weapon and only by attacking their opponent while unpre-pared or unaware can they inflict as much damage as they can.Some rogues are deadlier with a dagger than a barbarian with amaul. Yet the core components of 4e remains focused on open

combat...Until now.

  Break & Enter is a series of 4e supplements designed exclu-sively to highlight stealth for all characters in your campaignthrough a combination of various creations. While the initialgoal of this series was to create rules that incorporate stealthas a new form of encounter, it has expanded into a series of guides for diversifying the skills and powers of all classes forchallenges beyond attack rolls and weapon damage. With this

book, your players will be able to equally participate in a vari-ety of skill challenges while those with training can boost theirallies in new directions; bulky fighters can sneak up on a targetand dispatch them quickly and quietly. And you will be ableto confound them with incredible traps capable of wiping outthe entire party unless they all work together and survive. ekey ingredient to all these provisions is that no one will have

to revise their powers or skill selection: everything in Break &

Enter (or B&E, as we like to call it) works with existing charac-ters.

Be forewarned. What you are about to read providesoptional and variant rules that may redefine how you run yourcampaign. Players may feel a renewed sense of power and versa-

tility upon partaking of its secrets and your encounters may soon swell into outright moments of slaughter and mayhem.Use with caution.

XPANDED: DEFINING THE RULESBreak & Enter is the first in a series of releases from EmeraldPress PDF Publishing focusing on increasing the challengesof the 4e game through new and updated rules. e key tosuch concepts is versatility: each supplement in the Xpandedline provides numerous options with which GMs and play-ers can experiment until they find a match that best suits theircampaign. Many of these optional and variant rules can becombined or used separately to achieve the desired effect, suchas better infiltration and stealth rules, increased skill uses, orboth. More importantly, these new rules are designed to workwith the existing ones, avoiding any major overhauls of thegame you’ve enjoyed over the years.

THE ROLE OF STEALTHPerhaps the first question anyone asks about this book is: “Why should I use stealth when I can simply run in and bash someskulls open?” ere are two answers to that question. First,bashing skulls is loads of fun but there are times when bashingskulls is not feasible and this brings us to our second answer.Sometimes, the odds are stacked against you. If bashing ina guard’s skull in full view of the entire castle brings out the

Page 60: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 60/82

60

entire regiment, it could lead to any number of difficulties inyour quest. Sometimes, just sometimes, you need to achieveyour objective before you starting crushing skulls. at iswhere stealth comes in.

To better explain the role of stealth in your game and howis can be an aid to your players, their characters, and more

importantly, your story, let’s take a look at a previous adventurereleased by Emerald Press. The Key of the Fey is a heroic tieradventure for 1st to 3rd level characters and involves an encoun-ter where the PCs must steal a holy symbol from a paladin inthe midst of an encampment of followers. All told, there areforty people in the encampment with more than half of themarmed. Rather than simply run this encounter as combat, weprovided numerous options for the PCs to achieve their goal,one of which was stealth; sneak into the encampment and takeit before anyone spots you. Using the rules as presented in its

original form turned out to be incredibly tricky and basically meant only the rogues and anyone else trained in Stealth couldgo... slowly. During playtesting, most players who tried stealthran into numerous problems that resulted in open combat. eonly way to dispatch a guard was to run him down to 0 hitpoints or engage in a risky skill challenge where failure resultedin an alarm. It dawned on us that stealth seemed limited in the

4e rules, relegated as a specialty to a select few. So B&E wasborn.

By using stealth in a format that identifies and correctsthe flaws of those not specially suited for the task, you createnew options for players to consider. If you knew that a warlorddonning plate mail armor could still make the trek across adarkened hallway without alerting the guards, you would takethat option. If you knew you could eliminate a threat withoutsending notice to another target on the other side of the bridge,

you would take it. By using stealth as an option, you provideyour players with a level of control over their adventure andexpand their roleplaying opportunities. Since one of the corepleasures of roleplaying games is their versatility, makingstealth accessible to all characters builds on that fundamental.

PIECES OF THE PUZZLEB&E is divided into three sections, each one designed to workalone or alongside the others. While you may not find thisentire series useful, you can easily pick and choose your owncombinations to provide options for your players.

  Book I: Stealth Encounters provides complete rules andcreation guidelines for creating stealth encounters. Includedin this book are sample trials, new conditions, and ready-to-roll stealth encounters for your campaign. is supplement iswritten for both players and GMs, with most material designedprimarily for GMs.

  Book II: The Art of Stealth offers a comprehensive list of new skill uses, including expanded aid options for trained anduntrained skill checks; feats and feat trees to augment existingskill uses; and a specialty class called the Collector suited toblend with many core classes for a new direction in characteradvancement. is supplement is designed primarily for play-ers.

Finally, Book III: Master Traps provides a selection of 

master traps (also known as solo traps) designed to challengethe entire party. Only by working together can your charactershope to survive these powerful traps and live to tell the tale.is supplement is designed for GMs only.

Page 61: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 61/82

61

Encounter Level 5 (1100 XP)Tere ain’t much here, but what stands can still providea lot of cover.

OBJECTIVEA small platoon of eladrin stand guard within the vine-encrust-ed ruins of a forgotten temple. e PCs must pass throughundetected by the remaining security and will receive full XPfor this encounter under the following conditions:

ey are able to slip past all trials undetectedor kill all eladrin;None of the eladrin are able to set off a flare wand.

e southwestern corner of the grounds features the main

guard tower and the only one in decent condition. e smallplatoon of eladrin stand guard here: snipers peer through arrowslits in Tower A while guardians shelter in Tower B. Each guardwears a tiny crystal around their neck, granting a special bonusto they fey step.

e Ruined Tower provides an introduction to stealthencounters. ere are no hidden elements and a clear cutobjective to obtain: eliminate the guardians to reach the nextobjective.

e encounter uses the following trials.

4 eladrin guardians (G)3 eladrin snipers (S)3 flare wands

Read the following description aloud to the player at the

start of this encounter: A 40-foot tall sandstone wall peers out from behind the trees,appearing unexpectedly. Te curve distinguishes it as a tower wall, its roof caved in long ago. Further back, a much smaller 

wall barely stands, large chunks of stone scattered beneath the gaps.

Smell the Campfire: Each PC can make a DC 17 Perception

check to smell the faint smell of campfire and cooking meatcoming from the direction of the towers.

FEATURES:Illumination (dim light): A full moon wanes in the night

sky.Campfire: Falling on the campfire results in 1d6 fire damageand 4 ongoing fire damage (save ends). A well-cooked duckturns on a spit over the fire.

Fissure (cover): A large tear in the earth runs along the northcorner of Tower B. Standing on or adjacent to one of thesesquares requires a DC 12 Athletics check or fall prone. If thecharacter rolls a natural 1, they fall in the fissure and suffer 1d8damage but gain cover.

Trees (cover/superior cover; elevation): A character canuse any tree for cover. If a tree covers four or more squares, itprovides superior cover.

Walls (invisible/superior cover; elevation): Carved fromsandstone, they were built to last, despite the devastation thattoppled them thousands of years ago. Tower A’s walls havearrow slits, providing superior cover. (Break DC 35)

     T     H     E

     R     U     I     N     E

     D     T     O     W     E     R

Page 62: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 62/82

62

TACTICSEladrin snipers in Tower A stand guard and keep an eyethrough the arrow slits for intruders. Two eladrin guardians inTower B are preparing to eat with two others on patrol around

their tower – their perimeter is marked by the red lines on themap and they start at the locations marked by their red circleson the battlemap. When the PCs are spotted, the snipers openfire and the guardians charge out to engage in melee.

Flare Wands: Each eladrin carries a flare wand (see below).ey will fire it into the air and alert any guardians within 150feet of their location. If the flare wand successfully fires, alltrials will be active for the remainder of the day.

Feygrab Amulet: Each eladrin wears a tiny crystal necklace,or a feygrab amulet, granting them an enhancement to their

fey step. Once per encounter, the wearer can use their fey stepability to teleport to an ally’s side.

SUCCESSWhen all objectives are met, the PCs can pass unhindered tothe next encounter.

FAILUREIf any eladrin in this encounter sets off their flare wand,

all remaining security forces beyond the Tower are on highalert. All guardians double their alertness ranges for the next24 hours and there is a 25% per short rest of a wandering patroldiscovering the PCs. Use the stats from this encounter for any wandering patrols.     T     H     E

     R     U     I     N     E

     D     T     O     W     E     R

Trigger: When activated by the flare wand’s user as a standard

action, it sends a flare (see below). ATTACK Standard Action Area burst 5 within 20Effect: The wand creates a burst of daylight. Any guardianswithin line of sight of the burst are not considered unawarefor the next 24 hours and use their standard alertness range astheir active alertness range. The flare wand can fire once perday.COUNTERMEASURES Arcana DC 16 (Immediate Interrupt): Cancels out the flare toa whimpering puff of smoke. You must be within 5 squares of the wand’s user and have a standard action available during this

round. Athletics DC 12 (Immediate Interrupt): You grab the flare wand just as it launches and redirect the flare to the ground. The alarmfails.

Flare Wand (x3)  Level 1 AlarmTiny light XP 100Nothing more than a standard wand, these rather mundane items launch abrilliant white flare to alert others of your intrusion.

S1S2 S3

G3

G4

G1

G2

Page 63: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 63/82

63

     T     H     E

     R     U     I     N     E

     D     T     O     W     E     R

HP 20; Bloodied 10; Unaware 3AC 16, Fortitude 13, Reflex 12, Will 10Speed 6Awareness active 5/standard 10Saving Throws +5 against charm effects

Allied StrikeEladrin guardians gain a +2 bonus to defenses while adjacentto an ally.Feygrab AmuletThe eladrin guardian can use Fey Step to teleport to an ally’sadjacent square when they have line of sight to each other.

M Longsword • At-Will 

 Attack: Melee 1 (one creature); +7 vs ACHit: 1d8+4 damager Eladrin Darkbow • At-Will 

 Attack: Ranged 15 (one creature); +7 vs ACHit: 1d8 damage

Fey Step (teleportation) • EncounterEffect: The eladrin guardian teleports 5 squares or adjacent toanother eladrin guardian (see Feygrab Amulet).

Skills Nature +7, Stealth +7Str 17(+3) Dex 14(+2) Wis 14(+2)Con 17(+3) Int 13(+1) Cha 15(+2)

Lawful Good  Languages common, elvenEquipment scale mail, longsword, darkbow (treat as longbowscoated in black ochre paint), 40 arrows, black cloak, feygrab amulet

Eladrin Guardian (x4)  Level 2 GuardianMedium fey humanoid XP 125Charged with the protection of their ward over generations, these eladrin arefierce defenders and use their teleportation abilities to their advantage.

Initiative +3

Senses Perception +2;passive 12; low-light vision

HP 15; Bloodied 7; Unaware 2AC 15, Fortitude 11, Reflex 13, Will 10Speed 6Awareness active 5/standard 10Saving Throws +5 against charm effects

M Eladrin Darkbow • At-Will  Attack: Ranged 15 (one creature); +6 vs ACHit: 1d8+2 damager Flaming Arrow (fire) • At-Will 

 Attack: Ranged 10 (one creature); +6 vs ACHit: 1d6+2 damage plus 2 ongoing fire damage (save ends)r Poison Gas Arrow (poison) • At-Will 

 Attack: Ranged 10 (one creature); +6 vs AC

Hit: 1d6+2 damage plus 2 ongoing poison damage (save ends)

Fey Step (teleportation) • EncounterEffect: The eladrin sniper teleports 5 squares.

Perfect Camouflage (illusion) • Recharge6Effect: The eladrin sniper is invisible until the start of its next turnor makes an attack.

Skills Nature +7, Stealth +7Str 14(+2) Dex 17(+3) Wis 16(+3)Con 14(+2) Int 14(+2) Cha 15(+2)Lawful Good  Languages common, elven

Equipment black leather armor, darkbow (treat as longbows coatedin black ochre paint), 40 arrows (including flaming and poison gasarrows), black cloak, flare wand (level 1 alarm)

Eladrin Sniper (x3)  Level 1 GuardianMedium fey humanoid XP 100Dressed for camouflage, these specialized eladrin blend in shadows and pick off intruders with ease. They are sworn to protect their ward with their lives.

Initiative +3

Senses Perception +2;passive 12; low-light vision

6 Diffi ltH i

Page 64: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 64/82

Timeless is a short adventure designed or ve 6th to

8th-level players. The Tower o Temporus is under at-

tack rom within by a chronomancer’s rogue appren-

tice, Huductis. The players must enter the tower and

put an end to the chronomancer’s plans, traveling

through time as the ght progresses.

 BACKGROUND

Time has always been the one immutable strictureof the world; the one truth on which all others gain

purchase. Even the sun must obey the power of time,

rising and falling with rigid consistency; indeed,

nothing escapes the grasp of passing days, months,

or years. Though, as with every law and rule, some

disagree.

The brave few, familiar with dire need and urgen-

cy, know better than to trust the rules of the world,

and declare—with absolute certainty—that time is

instead a fickle beast, pandering to chaos and unrest. When most desired, it evaporates into nothing—gone

in an instant—leaving behind regrets and missed

opportunities. If willed to pass, it mocks with a cruel

ubiquity, slowing its pace to a near halt. Whatever at-

tributes and relativity it might hold, time is, after all,

full of mystery.

Exploring these changes of time is an order of 

chronomancers called the Ageless. Such mages are

found within the Tower of Temporus, a magic struc-

ture that is able to contain the temporal anomalies

 within its impossibly ancient walls. Here, the  Age-

less bend the rules of time and space to peer into

the future and, sometimes, attempt to correct the

past. Such acts can have disastrous consequences; a

conservative mind and steady will are irreplaceable

for time mages looking to breach and transcend be-

 yond the invisible limits of the universe; a seemingly

meaningless mistake can ripple throughout history in

less than an instant. Because of this, those wishing to

learn the secrets of chronomancy must undergo themost rigorous tests and trials; if even one malicious

apprentice gained knowledge of the order’s magic,

kingdoms would fall, worlds would crumble, and

lives would cease to ever have existed.

Though they do their best to defend against evil

intentions, any member of the order would say that

time is, at its heart, a wait for the inevitabilities of 

life. As if to prove their point, an apprentice of the

order—a particularly powerful and ambitious chro-

nomancer named Huductis—suddenly unleashed aserious of attacks on the other mages in an attempt to

seize control of the tower.

Suffering heavy losses, the Ageless was able to

eventually fight off Huductis and, sealing the young

chronomancer in a temporal prison deep within the

tower. But Huductis, not to be forgotten, retained

control of many of the order’s most powerful artifacts

and been growing in power; he has begun breaking

down the chronomancers’ spells, threatening to tear

the tower and the Ageless apart with his escape. It ap-

pears, ironically, that it is only a matter of time before

Huductis is released, and there’s no telling where—or

 when—he will unleash his wrath.

USING THEADVENTURE

Timeless is designed as a short, one-shot adventure

that guides the players through the story with a

series o sequential encounters. These encounters

are designed to be played one ater another, and are

shorter and quicker than most to accommodate or

that. There are several hooks provided to move the

adventure along, and each encounter includes avor

text to transition into the next area.

Encounter 1: The Tower, Now

The players enter the depths o the tower to deeat Huductis.

Encounter 2: The Tower, Beore

 Huductis transports the players back in time, where he is

 joined by a younger version o himsel.

Encounter 3: The Tower, Beore, Again

 Huductis takes the players back even urther in time, joined

again by the younger version and, additionally, an older

 version o himsel.

T imeless A short adventure or fve players

 By Corwin Riddle

6

6 Complexity

 Difficulty Heroic

7

USING THE MAPS When the players enter the tower, read:  You can have also Martus give them several hints or

Page 65: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 65/82

USING THE MAPS

Each o the encounters has a map you can cut out

and use:

Encounter 1: The Tower, Now

 Maps: M1a, M1b, M1c, M1d

Encounter 2: The Tower, Beore

 Maps: M2a, M2b, M2c, M2d

Encounter 3: The Tower, Beore, Again

 Maps: M1a, M1b, M1c, M1d

 INTRODUCTION

To start the adventure, the players should arrive at

the Tower o Temporus while Huductis is extremely

close to escaping his temporal prison. The chrono-

mancers within the tower are worried and stressed,aware that Huductis has grown ar more powerul

than the rest o the order and will be near unstop-

pable once he escapes. The players can learn more

about the tower with a appropriate checks.

When the players rst see the Tower o Tempo-

rus, read:

 Ahead, an enormous tower stretches toward the sky. The

stones appear to be changing beore your eyes, turning

 rom pristine ivory to moss-ridden rubble, and back again. Nearby, trees grow into verdant behemoths, then shrink

into saplings, beore repeating the cycle. The tower and the

area around it appear as both an impressive structure and a

crumbling ruin, though you can’t decide which. Regardless,

a solid iron door is visible at the tower’s base, unchanging.

 Arcana (DC 12): You sense a lot o unusual magicalenergy, unique to temporal anomalies and the energy o altered time.

 History (DC 12): The Tower o Temporus has been men-tioned in archives o ancient texts and some o the earliest scrolls ever identied—it seems that it has always been.

 Entering the tower, you see move o the condition witnessed

outside. Walls and urniture icker through time, rotting

away and reorming in mere seconds. Several glowing

artiacts, however, maintain their consistent orm, oating

above the disappearing desks and tables, unaected. A pair

o mages hold a giant spellbook as it passes through time,

 rantically turning the pages and trying to read during the

 ew seconds it appears solid.

 Noticing your presence, a tall, calm el approaches, a look

o amiliarity in his eyes. “There you are!” he says, look-

ing pleased, then pausing, conused as he eyes each o you

individually. “How did you revive ater such a gruesome

death? And you, you have both eyes! And you, your arm

has regrown? Oh! Oh, I understand now. Let me start over:

 welcome to the Temporus... or the rst time, correct?” 

Hook:

losT

  in

T ime

The man who approached the players introduces

himsel as Martus, the high chronomancer o Tem-

porus. While talking to the players, he oten pauses

and apologizes or repeating himsel, as i he thinks

the players have already heard everything beore. He

seems to be somewhat lost in thought, as i his atten-

tion is only hal in the present.

He tells the players o Huductis—his apprentice-

ship, betrayal, and imprisonment—lling them in on

the current situation. Huductis was locked in withsome o the tower’s most powerul artiacts and each

day his strength grows. Not only will he be able to

escape soon, but his power will be ar beyond that

o the Ageless; losing the tower seems inevitable.

 Although he reminds the players that they’ve already

agreed and started this quest, he oers a tidy sum to

enter the tower’s lower level and kill Huductis.

Martus will escort the players to the door and stop

time to grant entry beore Huductis can react.

Quest XP: 600 XP or killing Huductis.

the battle:

• Tampering with time as Huductis has done will

undoubtably release a slew o temporal para-

sites—arcane creatures drawn to the unstable

energy. Huductis will easily turn them against

the players, i any exist.

The chamber has several devices known as tem-poral dampeners, which can provide temporary

relie rom time-altering aects. They can only

be activated once, but using at least three at the

same time will ampliy the eect by a consider-

able amount.

SPECIAL FEATURES

The ollowing special eatures apply to all three

encounters:

T emporal Dampeners

There are our temporal dampeners in the tower’s

basement, which provide relie rom Huductis’s

status eects.

•  A player adjacent to a temporal dampener can

spend a minor action to activate it. When acti-

 vated, the dampener creates a burst 5 zone that

remains active until the end o that player’s next

turn.

•  Any player that starts in or enters one o the

zone’s squares is immune to slow until the end o 

their next turn and loses all temporal charges.

• Once a temporal dampener has been activated, it

cannot be used again during the encounter.

• Each encounter will also have an eect or i at

least three temporal dampeners are activated at

the same time. Find these in each encounter’s

section.

T emporal CHarges broken, dull and unmoving. “As you can see,” Martus says, Huductis Level 8 Controller

Page 66: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 66/82

m ora C ar

Throughout the encounters, Huductis and the

temporal parasites will inict players with temporal

charges.

•  A player loses 1 temporal charge at the start o 

their turn, or all temporal charges i they enter

the area o an activated temporal dampener.

• Parasites will remove these charges to deal dam-age.

• I a player reaches 5 temporal charges, they im-

mediately take 15 damage and are slowed (save

ends).

• I a player reaches 10 temporal charges, Huduc-

tis immediately uses Time Walk.

 ENCOUNTER 1:

THe Tower, now

E n c o u n t e r L e v e l 6 ( 1 , 3 5 0 X P )

The players will descend to the bottom o the tower,

led by Martus. When they are ready, he will reeze

time or a ew seconds, leaving the players una-

ected, and unlock the door, letting the players slip

in while Huductis is temporarily rozen. Read the

ollowing to lead up to this encounter.

When your players head toward the basement,read:

 Martus leads you down a winding staircase, lined with

torches that ash into re and disappear like most else

in Temporus. Fortunately, the steps below you seem to be

a consistent stone. “This part o the tower has been here

 orever,” Martus explains, motioning you to keep up. “And

that is no exaggeration.” 

 At the bottom o the staircase is a strange door, lined

 with runes, its archway adorned with spinning crystals

that pulse and hum. Several o the crystals are cracked and

“Huductis is close to breaking the seal. It’s a shame that it 

had to come to this—he was a most promising apprentice.” 

 Perception (DC 12): You think you recognize the door rom somewhere, but can’t quite place it. In act, several o the objects in Temporus seem amiliar to you, though you’renot sure exactly why.

When your players are ready to begin, read:

“Prepare yourselves,” Martus says, waving his hands andchanting. “You’ll only have a ew seconds to slip in un-

noticed.” Suddenly the room becomes absolutely quiet—the

crystals have stopped rotating, and the aming torches sit 

still, the ames unmoving. The door slides open, revealing

a bright chamber, and Martus quickly ushers you into the

room.

 As the door closes behind you, the room comes to lie,

books and artiacts oat around the perimeter, while

strange balls o energy pulse as they surround the center. In

the middle o the room, a thin human spins, his eyes eager with excitement. “Aww, come on!” he yells, annoyed. “One

second too late! And you again! I suppose I should oer a

short quip beore we ght, but I’m araid I’ve already used

the best ones throughout our previous engagements.” 

 Perception (DC 12): You see our large, oating stonescovered with runes—most likely the temporal dampeners Martus described.

 Arcana (DC 14): You recognize the balls o energy astemporal parasites, mindless entities attracted to the magic

o altered time.

THe map

Use maps M1a, M1b, M1c, M1d.

s eTup1 Huductis (H)

5 Temporal Parasites (P)

Medium natural humanoid (human) XP 350

HP 80; Bloodied 40 AC 21, Fortitude 20, Reex 21, Will 20Speed 6Saving Throws +2 against slowing eects

Initiative +7Perception +5

 Traits

Ending the BloodlineFor each point o damage that Young Huductis takes, Huductis takes hal o that damage, rounded down.

Living Through the Past

As long as Young Huductis is alive, Huductis cannot be reduced to lessthan 1 hit point (and is not considered subdued when at 1 hit point).Standard Actions

b Quarterstaf (weapon)✦ At-Will Attack: +13 vs. ACHit: 2d4 + 4 damage.

r Temporal Lance (psychic)✦ At-Will Attack: Ranged 10; two attacks total against two creatures; +13 vs. RefexHit: 1d8 + 6 psychic damage and the target gains 2 temporal charges.Efect: One o the targets is slowed until the end o their next turn.

a Chronosurge (psychic)✦Encounter Attack: Close burst 5; 13 vs. FortitudeHit: 2d4 + 8 damage.Efect: Each enemy in the burst gains 3 temporal charges.

Minor Actions

 Time Lapse✦EncounterEfect: All enemies adjacent to Huductis are pushed 3 squares and sloweduntil the end o their next turn.

Move Actions

Recall✦Recharge456Efect: Huductis teleports his speed and loses all marks and negative

status eects. Triggered Actions

 Time Walk✦ At-WillTrigger: A player reaches 10 temporal charges.Efect: That player loses all temporal charges and Huductis immediatelytakes a ull turn.

Str 14 (+6)Con 19 (+8)

Dex 16 (+7)Int 13 (+5)

 Wis 13 (+5)Cha 17 (+7)

 Alignment Evil Languages Common, elven, dwarvenEquipment Quartersta 

 Temporal ParasiteSmall magical beast (worm)

Level 5 BruteXP 200

HP 40; Bloodied 20 AC 17, Fortitude 16, Reex 18, Will 15Speed 6

Initiative +5Perception +4

 Traits

Brutal FlankThe temporal parasite gains a +1 bonus to its attack and damage roll oreach temporal charge on the target o its attack. This bonus is cumulative.

Standard Actions

b Consume Time (psychic)✦ At-Will Attack: +9 vs ACHit: 1d6 damage.

Efect: I the target has at least 1 temporal charge, this attack deals 4 ad-ditional damage and removes 1 temporal charge rom the target.

 F eaTures oF THe area overwhelm particular players, and will save Time instantaneously gaining a second turn, taken at that

Page 67: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 67/82

Illumination: The room is well lit.

Temporal Dampeners: Marked as stones surround-

ed by glowing green runes, these are 10 t. tall and

block line o sight. See Special Features.

Columns: Marked as grey pillars, these extend to the

ceiling.

T emporal Dampener e FFeCTI at least three temporal dampeners are activated

at the same time, Huductis and temporal parasites

in the aected area take an immediate 15 damage

and are slowed (save ends). All players in the aected

area lose all temporal charges.

T emporal parasiTes  in CombaT

 Although the parasites do not belong to Huductis,he controls the magic in the room and essentially

commands them on where to go. He can really only

direct them to an area o the room, where they will

attack the closest player. They have no knowledge o 

tactics and will not ank or intentionally team up on

an individual player just to be more eective.

The parasites are drawn to attack whichever player

near them has the most temporal charges, using Con-

sume Time to deal damage and remove a charge. The

parasites are immune to Huductis’s slow eects.

HuDuCTis  in CombaTHuductis is aware o the power he gains through

temporal charges, and will try to stack them on

individual players in hopes o reaching 5 (and i 

possible, 10) charges and gaining a bonus. Huductis

ghts aggressively, with the arrogance and vivacity o 

a young mage.

He will use Temporal Lance rom range to apply

temporal charges and encourage the parasites to

 Lapse and Recall to help him escape tough situations

and get out o melee. Once per encounter, Huduc-

tis will use Chronosurge to give all players temporal

charges and slow them.

I any player reaches 10 temporal charges, Huduc-

tis will cast Time Walk as an immediate interrupt,

time. This can only happen once per round, but can

happen multiple times in the encounter. Huductis

does not change place in the initiative order, this is

counted as a one-time turn that disappears rom the

initiative order ater it has been taken.

PlyEEx

D evelopmenT locks, Martus is convinced that, or now, the seal is

ll h ld l k d d h h b

When the players enter the chamber, read:

Page 68: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 68/82

 When Huductis is deeated, read the ollowing:

 Falling to his knees, Huductis pulls out a small, glowing

hourglass, which ashes brightly, reezing everything in

 place. As you watch helplessly, Huductis pulls himsel to his

 eet, laughing. “Enjoy the now, heroes,” he says. ipping the

hourglass upside down, allowing the sand to pour. “I’ll be

 nishing my work in the past, ree rom your distractions.You’d better hope I don’t run into any o your parents,

either—I might be tempted to prevent the possibility o your

 uture insolence.” 

There is another ash, and you’ re walking down the

stairway o the tower again as Martus leads you. “This part 

o the tower has been here orever,” Martus explains, mo-

tioning you to keep up. “And that is no exaggeration.” At the

bottom o the staircase is a strange door, lined with runes,

its archway adorned with spinning crystals that pulse and

hum.

r egaining a biliTies Ater appearing outside o the chamber, back in time,

the characters eel rereshed. They regain the use

o all encounter powers, but no daily powers. They

can also choose to spend healing surges to regain hit

points without taking a short rest, though they are

still limited by the day’s total number o surges. You

can explain the loss o dailies and healing surges by

the mental exhaustion that time travel brings.

Hook: T ime, a gainOnce the players explain to Martus what has just

happened, he seems to snap out o his strange,

oaty existence, becoming suddenly very aware o 

the current moment. He tells the players that their

having retained memory o the incident means the

temporal prison is extremely weak and could break

at any moment. Ater consulting several o the crystal

still holding, locking Huductis inside the chamber,

regardless o how ar orward or back in time he trav-

els. However, the temporal prison’s normally innite

reach is slowly retracting, and i Huductis travels ar

enough back in time, he might be able to escape it.

Martus asks the players to enter the chamber again

and deeat Huductis again, interrupting his current

ritual and keeping him rom travelling even artherback in time, out o the prison’s temporal reach. He

inorms the players that the temporal dampeners

can once again be used to weaken Huductis, and that

they will likely be more eective now than beore,

sensing a disturbance in the temporal continuity.

Quest XP: 300 XP or killing Huductis. Again.

 ENCOUNTER 2:

THe Tower, b eForeE n c o u n t e r L e v e l 7 ( 1 , 6 0 0 X P )

Martus briey stops time again to allow the players

to enter the chamber once again, unnoticed. Inside,

Huductis is attempting to continue his ritual rom

beore. Once inside, read the ollowing to introduce

the encounter.

 As the players pass into the chamber, read:

You recognize the chamber’s architecture rom beore, but  you are clearly not in the same place. The once-solid walls

have been replaced with rubble and broken stone, and the

 oors above have collapsed, lling the room with debris.

 Moss and dirt cover the tower’s broken walls—it seems to

have been abandoned or quite some time. Regardless, there

is a slight shimmer around the chamber—the temporal

 prison, you assume—conning its contents to stay inside.

 Near the center o the chamber is Huductis, who seems to

be talking to himsel. “No, no, no!” he yells, waving his arms.

“This piece goes here , not there—have you learned noth-

 ing in your studies? I swear, the quality o education has

declined—what’s that? What do you mean someone’s here?

 Don’t be ridiculous, the tower has been abandoned or a

thousand years, not even you should be here.” 

The chronomancer stands and turns to ace you, reveal-

ing a second, younger man, who looks at you quizzically.

 Huductis shakes his head, annoyed. “Is there no end to your

meddling? When do I have to go to be ree o interruption?

 Huductis, these are the ools I spoke o. Fools, meet Huduc-

tis the younger, who shall assist me—er, himsel—well, us , in

 your very timely and necessary demise.” 

THe map

Use maps M2a, M2b, M3c, M3d.

s eTup1 Huductis (H)

1 Young Huductis (Y)

5 Temporal Parasites (P)

 F eaTures oF THe area

Illumination: The room is well lit.

Temporal Dampeners: Marked as stones surround-ed by glowing green runes, these are 10 t. tall and

block line o sight. See Special Features.

Columns: Marked as grey pillars, these are 10 t. tall.

Rubble: Marked as piles o grey stones, these count

as difcult terrain.

T emporal Dampener e FFeCT Young HuDuCTis  in CombaT charges, depending on the outcome. Other than

h h i ll d i h d ill

Page 69: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 69/82

I at least three temporal dampeners are activated

at the same time, Huductis, Young Huductis, and

temporal parasites in the aected area take an im-

mediate 15 damage and are slowed (save ends). All

players in the aected area lose all temporal charges.

In addition, all players and enemies in the aected

area reroll initiative or the encounter, rolling twice.The players take their highest roll, and the enemies

take the lowest roll (i the lowest roll is still higher

than their current initiative, keep their current initia-

tive).

HuDuCTis  in CombaTHuductis ghts as beore, with one additional

change. Whenever Young Huductis takes dam-

age, Huductis takes hal o that damage, rounded

down, through Ending the Bloodline. As long as YoungHuductis is alive, Huductis will remain at 1 hit point

through Living in the Past .

Y Young Huductis is powerul but insecure, and un-

able to control most o his spells with the necessary

accuracy. He is intimidated by the power o both the

older Huductis and the players, and will try to keep

his distance and attack the most vulnerable player,

making sure he is sae rom retaliation.

He will attempt to add temporal charges to players with Chronobolt , which can either add or subtract

that, he is not well-versed in chronomancy, and will

rely on Chains o Ice to slow the players or the older

Huductis.

 Young Huductis will use Sporadic Displacement each

turn i possible to keep his distance rom danger. The

temporal parasites do not attack or bother him.

I Huductis manages to cast Time Walk, Young Hu-

ductis will benet, gaining an immediate standardaction with Riding the Temporal Coat-Tails.

Ex

 Young HuductisMedium natural humanoid (human)

Level 6 ArtilleryXP 250

HP 70; Bloodied 35 AC 18, Fortitude 18, Reex 19, Will 17Speed 6

Initiative +5Perception+4

Standard Actions

bQuarterstaf (weapon)✦ At-Will Attack: +11 vs. ACHit: 1d4 + 4 damage.

r Chronobolt (psychic)✦ At-Will

 Attack: Ranged 10; +11 vs. RefexHit: 1d6 + 5 psychic damage and roll 1d20. On a 1-10, the target gains atemporal charge. On a 11-20, the target l oses a temporal charge.

a Chains o Ice (cold)✦ At-Will Attack: Close burst 2; 11 vs. FortitudeHit: 1d6 + 6 damage.Efect: One enemy in the blast moves at hal speed until the end o theirnext turn (Young Huductis chooses which).

Move Actions

Sporadic Displacement✦Recharge456Efect: Young Huductis teleports 2d4 squares in a random direction. Roll

1d8 to determine the direction, with 1 being north and moving clock-wise around him in each direction (2 being NE, 3 being East, etc.).

 Triggered Actions

Riding the Temporal Coat-Tails✦ At-WillTrigger: Huductis casts Time Walk.Efect: Young Huductis immediately takes one standard action.

D evelopmenT although ailing, should still be powerul enough to

t H d ti ’ ll b k d t i hi

 Arcana (DC 14): The temporal dampeners are extremelypowerul artiacts much more so than you’ ve seen the two

Page 70: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 70/82

Both Huductis and Young Huductis will ght to the

death. When they are both deeated, read:

 As the chronomancer alls, time seems to gradually slow

down around you, though your minds remain sharp. Near

the center o the room, a number o temporal parasites

appear in the air, as i wriggling out o invisible holes in

space. Suddenly, a small, glowing orb appears, pulsing witha strange, green glow.

You notice the door open, and Martus enters, running

toward the orbs as his movements begin to slow. Within

seconds, he is rozen in time with the rest o you. “Damn

that Huductis,” he yells, his words slow and echoed. “He’s

anchored his lieorce to another point in time—it’s going to

 pull us through i... we... don’t...” 

There is a ash, and you’ re walking down the stairway o 

the tower again as Martus leads you. “This part o the tower

has been here orever,” Martus explains, motioning you tokeep up. “And that is no exaggeration.” At the bottom o 

the staircase is a strange door, lined with runes, its archway

adorned with spinning crystals that pulse and hum.

r egaining more a biliTiesThis works the same as ater the rst encounter, giv-

ing them encounters back but no dailies—they can

spend surges.

Hook: m igHT as w ell k ill H im o ne more T ime

Martus seems to remember what happened, but

seems conused, as i a thousand other possible out-

comes had also occurred. Once the players explain

the events to him, he nods and ponders the inorma-

tion. He explains that Huductis has been anchoring

his lieorce to the past to ensure that, i killed, he

 would be reanimated in the previous time period.

Fortunately, Martus explains, the temporal prison,

trace Huductis’s spell back and contain him or a

short while longer.

Martus explains to the players that Huductis made

a grievous mistake, returning to the point o the

tower’s inception—besides being a paradox in itsel,

the temporal dampeners were ull o unimaginable

power, and, i at least three were activated, the tem-

poral disturbances should be undone and Huductis’spower considerably weakened. Regardless, their

existence should prevent him rom tampering any

urther with the existing time line.

Martus asks the players to enter the chamber and

kill Huductis one last time. He stresses that the play-

ers should activate at least three temporal dampeners

at the same time to weaken Huductis.

Quest XP: 300 XP or killing Huductis one more

time.

 ENCOUNTER 3:THe Tower, b eFore, a gain

E n c o u n t e r L e v e l 8 ( 1 , 8 0 0 X P )

Martus lets the players into the chamber again, but

 warns the players that the prison will ail shortly, and

he won’t be able to help them again. He also advises

to make it quick, because i the prison ails while

they are inside, they might not make it back to the

present.

 As the players pass into the chamber, read:

 Entering the chamber, again, you notice that the tower is

in pristine condition—in act, it looks brand new. The ivory

stones t perectly together, ree o cracks and chipping. The

 walls seem to emit a kind o sot radiance, humming along

 with the temporal dampeners, which spin more quickly

than beore.

 powerul artiacts, much more so than you ve seen the two previous times.

When the players enter the chamber, read:

You see the amiliar sight o Huductis near the center o the

room, standing next to the younger version o himsel. They

both seem to looking toward something else, nodding in

agreement. Sensing your presence, the th ird person standsto ace you. You instantly recognize the amiliar robes o 

 Huductis, but the man is extremely old, though standing

tall with an air o power and dignity.

“I thought I would nd you here,” the old man says,

shaking his head. “Doesn’ t my presence already tell you that 

 you’re going to ail? Very well, let’s get on with it. I think I’ll

take something rom each o you so that you remember this;

an eye, perhaps? And you, are you let or right-handed? You

don’t have to answer. Ater all, time will tell.” 

THe map

Use maps M1a, M1b, M1c, M1d.

s eTup1 Huductis (H)

1 Young Huductis (Y)

1 Elder Huductis (E)

4 Temporal Parasites (P)

 F eaTures oF THe area

Illumination: The room is well lit.

Temporal Dampeners: Marked as stones surround-

ed by glowing green runes, these are 10 t. tall and

block line o sight. See Special Features.

Columns: Marked as grey pillars, these are 10 t. tall.

T emporal Dampener e FFeCT Young HuDuCTis anD HuDuCTis ductis, but more powerul. He also gains more dam-

d th h t l h

Page 71: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 71/82

I at least three temporal dampeners are activated

at the same time, Huductis, Young Huductis, Elder

Huductis, and temporal parasites in the aected area

take an immediate 25 damage and are slowed and

 weakened (save ends). All players in the aected area

lose all temporal charges.

In addition, all players immediately take an ad-ditional turn at the end o the turn in which all o the

dampeners are activated, using their initiative in this

encounter to determine order. Once these turns are

resolved, it reverts back to the end o the turn o the

player who activated the third and nal dampener

 Young Huductis and Huductis act as beore, in the

second encounter. Huductis still takes hal o the

damage (rounded down) o any damage dealt to

 Young Huductis through Ending the Bloodline.

 elDer HuDuCTis  in CombaT

Elder Huductis is wise, patient, and powerul. He hashad many years to practice and hone his abilities. He

 will not panic and cannot be blued or intimidated.

Most o his abilities are shared with the original Hu-

age and power through temporal charges.

Elder Huductis is not araid o melee attacks, as his

Time Spike  Aura will punish those adjacent to him. I 

a player reaches 10 temporal charges, Elder Huduc-

tis will use Time Walk along with Huductis to take an

additional turn.

 When either Young Huductis or Huductis takes

damage, Elder Huductis takes hal that amounto damage through Ending the Bloodline. As long as

either Young Huductis or Huductis is alive, Elder

Huductis survive with Living in the Past .

Elder HuductisMedium natural humanoid (human)

Level 9 ControllerXP 400

HP 100; Bloodied 50 AC 22, Fortitude 22, Reex 21, Will 21Speed 6

Saving Throws +5 against slowing eects

Initiative +9Perception +6

 Traits

R Time Spike Aura✦ Aura 1Any enemy that enters or starts their turn in the aura takes damage equalto 3 + the number o temporal charges they currently have.

Ending the BloodlineFor each point o damage that Young Huductis or Huducits takes, Elder-Huductis takes hal o that damage, rounded down.

Living Through the PastAs long as Young Huductis or Huductis is alive, Elder Huductis cannot bereduced to less than 1 hit point (and is not considered subdued).

Standard Actions

b Enchanted Quarterstaf (weapon)✦ At-Will Attack: +15 vs. ACHit: 2d4 + 6 damage and the target gains a temporal charge.

r Empowered Temporal Lance (psychic)✦ At-Will Attack: Ranged 15; +16 vs. RefexHit: 1d8 + 8 psychic damage and the target gains a temporal charge.Efect: The target takes an additional 2 damage or each temporal chargethey have (not counting the one added by this attack).

Minor Actions

 Time Lapse✦EncounterEfect: All enemies adjacent to Elder Huductis are pushed 6 squares.

Move Actions

Recall✦Recharge56Efect: Elder Huductis teleports his speed and loses all marks and negative

status eects. Triggered Actions

 Time Walk✦ At-WillTrigger: A player reaches 10 temporal charges.Efect: That player loses all temporal charges and Elder Huductis immedi-ately takes a ull turn.

 ConClusion  even more D evelopmenT When a player enters the area o a temporal

dampener:

Page 72: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 72/82

 When Elder Huductis is killed, read:

The elder Huductis alls to his knees, grinning through

bloody teeth as he removes a small hourglass rom his robe.

 He whispers a ew words, then, looking surprised, begins to

shake the hourglass. Cursing, he dashes it upon a nearby

stone, holding up a hand. “Now,” he says, “this is both

embarrassing and ironic, but I must ask you to give me just a moment.” 

 He relaxes as the lie begins to leave his body, speaking in

a calm and serene tone. “I just wanted to know where it all

ended,” he continues, shrugging. “Who would have thought 

to look or the end beore the beginning? That ’s time or

 you—always ull o surprises, and always running out when

needed the most. Such a ck le riend.” 

The players will nd a level 8 magic item on Elder

Huductis and a pouch lled with 2,000 gp. Ater his

death, the temporal dampeners spin up to ull speed,uninhibited by any temporal anomalies. Frozen in

place, the players are shot through time in an instant,

seeing blurs o buildings and skies and years pass by

in ront o them. When they return to the present,

read the ollowing:

There is a ash, and you’re walking down the stairway o 

the tower again as Martus leads you. “This part o the tower

has been here orever,” Martus explains, motioning you to

keep up. “And that is no exaggeration.” At the bottom o 

the staircase is a strange door, lined with runes, its archway

adorned with spinning crystals that pulse and hum.

 Martus consults the crystals and produces a small mirror,

 which he places on the wall and looks through as i a win-

dow. “Well,” he says, sounded annoyed. “Looks like I won’t 

be needing your help ater all—there’s nothing out o the

ordinary here. Isn’t that just like you travelling adventurers?

 Always showing up late—no respect or the laws o time. O 

 with you, then. We don’t have all eternity, you know.” 

No time has passed since the characters have rst

arrived at the tower, so eel ree to use that to aect

other parts o your campaign. The tower itsel could

come up several times, i you so desire, to send your

characters into the past or uture. However, Martus

and the other chronomancers are selsh and wary o 

letting others use their power, so they could prohibitthe characters rom interacting with the tower again,

keeping them in this time period.

 Also, Martus reuses the pay the characters or a

 job-already-done, but they should have ound ample

reward on the body o the Elder Huductis to com-

pensate them or their time.

 FLAVOR TEXT

I you dislike reading powers and eects to yourplayers, give them hints with the ollowing avor text.

Though the avor text overlaps or each encounter,

use the separation below to locate the correct text by

the thing that triggers it:

T emporal Dampeners

When a player activates a temporal dampener:

The device reacts to your presence, expanding a shimmer-

ing shield o magic to cover a considerable area. Inside, you eel in ull control o your actions and time—unaected by

outside orces.

When at least three temporal dampeners are

activated:

 As three dampeners activate and their shields touch, a

quick ash o light reezes the temporal anomalies in place,

reecting their magic back upon them.

dampener:

While inside the zone, you eel in ull control o your actions

and time—unaected by outside orces.

T emporal CHarges

When a player receives a temporal charge, read:

 A quick eeling o deja vu passes over you, as i the last ew

seconds have already happened.

When a player reaches 5 temporal charges, read:

You start to eel out o sync with those around you. Your

actions are slightly slower than you predict, as i you are

slipping through time.

When a player loses a temporal charge, read:

 As time passes, your reality slowly catches up with those

around you.

T emporal parasiTes

When a parasite uses Consume Charge, read:

The parasite latches on or a ew seconds, viciously at-

tacking you in an eort to siphon o some o the temporal

energy.

HuDuCTis

When Huductis uses Temporal Lance, read:

 Huductis launches a bolt o energy at you, which seems to

displace the surrounding time and space as it travels. On

impact, you eel time near you begin to speed up, leaving

 you a split-second behind.

When Huductis uses Recall, read:

 Huductis seems to move rapidly back through time, return-

ing to a previous location in the room beore you can land

an attack.

When Huductis uses Time Lapse, read: When young Huductis uses Sporadic Displace-

ment:

(i they land an attack, they lose a charge, or exam-ple) Both o these xes can be applied during combat

Page 73: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 73/82

 Letting out a burst o temporal energy, Huductis holds those

around him in time, slowing them as they catch up to the

 present.

When Huductis uses Chronosurge, read:

The chronomancer calls upon a large ash o temporal

energy, displacing the time and space o everything in the

 present moment.

When Huductis uses Time Walk, read:

 Huductis laughs as he s iphons the temporal charges rom

 your body, beginning to move so ast that you eel rozen in

time while he acts.

When Huductis makes use o  Living in the Past :

 Huductis begins to all, but suddenly regains his energy

and stands tall. “ You can’t deeat me in the past, you ool ,” 

he says, laughing. “As long as my younger sel survives, I’ llalways be here.” 

Young HuDuCTis

When young Huductis is damaged and triggers

 Ending the Bloodline, read:

 As your attack lands on the younger sel o the chronomanc-

er, the older Huductis cries out in pain. “Be careul, you

twit!” he yells, scolding the younger him. “You’re changing

the uture in the worst way possible!” 

When young Huductis uses Riding the Temporal

Coat-tails, read:

The young chronomancer makes use o the sudden surge in

time, taking the opportunity to assist himsel in battle.

When young Huductis uses Chronobolt , read:

The younger sel creates and throws a bolt o temporal

energy, though he looks surprised as it leaves his hands, as i 

the rst time.

 ment :

The younger Huductis attempts to distort t ime and space as

he passes through, though even he seems surprised by the

result.

 elDer HuDuCTis

When a player is afected by the Time Spike Aura:

The elder Huductis has a near-perect control o time,

eortlessly splitting the past, present, and uture o those

around him. Such an intense temporal displacement is jar-

ring to the mind o those nearby.

ADJUSTMENTS

Below is some advice on how to run and adjust the

adventure according to the needs o your particulargroup:

We have too ew or too many players:

 For 4 players, remove a temporal parasite and consideronly using two temporal dampeners. In addition, increasethe number o temporal charge penalties rom 5/10 to8/15. For 6 players, add two temporal parasites and reducethe temporal charge penalty to 4/8.

We aren’t the right level:

The temporal parasites are based o any simple lurker inthe Monster Builder. The chronomancers are based onany controller, with custom powers and abilities.

It’s too easy/hard:

• Alloftheencountershaveaverysimplestrategyofusing the temporal parasites to eat enough charges tokeep Huductis rom using Time Walk, while saving thetemporal dampeners or an emergency or to weakenthe enemies. Consider the ollowing changes to adjust the difculty o these eects:

•  I things are too hard, increase the number o times atemporal dampener can be used (as i they reset), orallow a player to remove more than 1 charge each turn

 ple). Both o these xes can be applied during combat once you see how things are going. You could also havedamage dealt to the older Huductises be ull instead o hal (rom attacking the younger selves).

•  I things are too easy, have the chronomancers team upto apply as many charges as possible to a particular player, reaping the benets o Time Walk. You couldalso limit the area covered by the temporal dampeners.

My players ound an inconsistency in the timeline:

Well the entire adventure is an inconsistency in the t imeline, so no surprise there. Nothing in these encountersmakes any kind o applicable sense, but that’s why it’smagical, right? Just act as surprised as your players that these things are allowed to happen, as i even Martus and Huductis (and you, the DM) just accept the weirdness o these temporal encounters.

My players want to mess with the past:

 Fortunately, you have a cure-all or this almost-too-pre-dictable act o player trouble-making: the temporal prison. Regardless o the time, everything inside is containedinside—that’s why Huductis is trying to escape it. I he, a practiced chronomancer, can’t even get out to mess withthe past, then your players certainly shouldn’t be capable o escaping to cause any trouble. Whenever they are out o the prison, they are returned to the present (and the stairway,normally).

 Enjoy this adventure? Visit www.readyanaction.com for more freeencounters, with a new one added each week!

Cut the maps out and place the pieces so that all the arrows face the same way: M1a M1bM1c M1d M1a

Page 74: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 74/82

M1b

Page 75: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 75/82

M1c

Page 76: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 76/82

M1d

Page 77: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 77/82

M2aM2a M2bM2c M2d

Page 78: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 78/82

M2b

Page 79: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 79/82

M2c

Page 80: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 80/82

M2d

Page 81: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 81/82

Page 82: CA20_TimeTravel

8/3/2019 CA20_TimeTravel

http://slidepdf.com/reader/full/ca20timetravel 82/82

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo,

D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, DUNGEON MASTER’S

GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURER’S

VAULT are trademarks of Wizards of the Coast in the USA and other countries and are

used with permission. Certain materials, including 4E References in this publication,

D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are

property of Wizards of the Coast, and are used with permission under the Dungeons &

Dragons 4th Edition Game System License. All 4E References are listed in the 4E System

Reference Document, available at www.wizards.com/d20.

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

Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by

James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and

James Wyatt; PLAYER’S HANDBOOK 2, written by Jeremy Crawford, Mike Mearls,

and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims;

Adventurer’s Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008,

2009 Wizards of the Coast. All rights reserved.

Combat Advantage is a series of free supplemental material courtesy of Emerald Press PDF Publishing, Todd Crapper and its participating 

contributors. All artwork and material created specifically for thisissue remains under the ownership of its creator and permission was

 granted for publication.

 www.emeraldpresspdf.com