TEXT: 1
  
  22
  Advanced Encounters:
  Alternate Objectives
  Written by
  Matthew J. Hanson
  Edited by
  Troy Taylor
  Cover Art by
  Malcolm McClinton
  Interior Art by
  Joyce Maureira, Miguel Santos, Ståle Tevik
  Cartography by
  Tom Fayen
  Plestested by
  Michael Border, Daniel Marshall, Mike Sixel, Victor Reyes
  Advanced Encounters: Alternate Objectives Published by Sneak Attack Press, Copyright 2012.
  Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak Attack Press.
  www.sneakattackpress.com
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  Table of Contents
  Introduction: About This Book 
  4
   
  What are Alternate Objectives? 
  4
   
  Why use Alternate Objectives? 
  5
  Chapter 1: Objective Types 
  6
   
  Achieve 
  6
   
  Escape 
  8
   
  Variation: Breach 
  9
   
  Hold 
  9
   
  Obtain 
  11
   
  Prevent 
  13
   
  Variant: Protect 
  14
   
  Combinations 
  15
  Chapter 2: Other Considerations 
  16
   
  Fatal or Important 
  16
   
  Extended Encounters 
  17
   
  Skills 
  17
   
  Preparation 
  18
   
  Non-Combat NPCs 
  18
   
  Rituals 
  18
   
  Winning without a Fight 
  19
  Chapter 3: Sample Encounters 
  20
   
  Necklace Stealing 
  20
   
  Caves of Ice 
  23
   
  The Arson 
  26
   
  The Assassination 
  29
   
  Escape the City of Brass 
  32
   
  Fallen Angel 
  36
  
  44
  Introduction:
  About This Book
  Welcome to the Alternate Objectives, the second of 
  the Advanced Encounters series. Like all books in the 
  series, it provides advice and tools for the DM to cre-
  ate more memorable encounters. Alternate Objectives 
  focuses on creating encounters where they PCs have 
  combat goals beyond just slaying the bad guys.
   
  The rest of this introduction describes what alter-
  nate objectives are and why you might use them.
   
  Chapter 1: Objective Types details several types 
  of objectives and things to consider when building 
  them.
   
  Chapter 2: Other Consideration describes other 
  elements that could be relevant in a range of encoun-
  ters containing alternate objectives but are not tied to 
  specific objectives.
   
  Chapter 3: Sample Encounters provides six sam-
  ple encounters along with adventure hooks and varia-
  tions.
  What are Alternate Objectives?
  In most D&D games, the goal of each combat encoun-
  ter is simple: kill the bad guys (or force them to surren-
  der or run away).
   
  Alternate objectives are other goals that you can 
  include in your combats. These encounters still feature 
  bad guys to fight, but they also feature other tasks for the 
  PCs to complete. This could be anything from rescuing 
  hostages, to destroying an evil relic, to just holding on 
  to a scrap of land long enough for reinforcements to 
  arrive.
  
  5
  Why use Alternate Objectives?
  You can include alternate objectives in your adventures 
  for a range of reasons.
  Story Suggests It
  At Sneak Attack Press, we believe that a good story is 
  at the heart of any good adventure or encounter, so the 
  best reason to include alternate objectives is because 
  the story suggests that the PCs should attempt some-
  thing other than just beating up their foes. This creates 
  a richer experience for the players, and prevents the me-
  ta-game separation of roleplaying from combat.
   
  For example, perhaps your story tells of a power-
  ful artifact, the Spear of Slaughter, a terrible weapon 
  once wielded by the patron god of orcs. Now an orcish 
  army is growing and its war-leader has dispatched a 
  small team to track down and retrieve the spear. The 
  PCs must race against the orcs through an ancient tomb 
  in a quest to regain the spear. When they finally reach 
  the spear’s resting spot, the heroes discover that the orcs 
  have beat them to it, but just barely. The head of the 
  orcish expedition has just opened the casket containing 
  the spear and claimed it as his prize.
   
  While you could run the ensuing fight as typical 
  battle (the orcs fight the PCs), the story suggests that it 
  would be better to run with an alternate goal. The orc 
  leader takes the spear and flees, while he orders the rest 
  of his group to hold off the PCs. The goal is not just to 
  kill the orcs, but to prevent the leader from escaping.
  A Change of Pace
  As players grow accustomed to their characters, they 
  likely develop tried and true tactics. While this helps 
  them work efficiently, it also can cause stagnation as 
  battles against different monsters replay themselves in 
  similar ways.
   
  Alternate objectives can shake this up by giving 
  the PCs something new to deal with. Their tactics work 
  great when slaying monsters, but they might need to ad-
  just to achieve their new goal. 
   
  In our example featuring the Spear of Slaughter, 
  the PCs may need to alter their tactics to prevent the 
  orc leader from escaping. An archer who normally uses 
  mobility to avoid her foes might need that same mobil-
  ity to chase the orc.
  A Chance of Failure
  When the goal of the battle is simply to kill all foes, the 
  foes’ goal is kill the heroes. This means that the PCs ei-
  ther win, retreat, or are wiped out.
   
  Alternate objectives can create a third option. The 
  heroes need not worry only about saving their own 
  skin, but also completing a secondary task (or prevent 
  foes from completing their task). In this case the PCs 
  might fail the secondary objective, but still live to tell 
  the tale. Such a failure often leads to further adventures, 
  rather than rolling up new PCs.
   
  In our orc example, the PCs might succeed in slay-
  ing most of the orcs, but only after the leader escapes 
  with the spear. The PCs failed this initial stage of their 
  quest, but this opens up other possibilities. They might 
  hunt down the orc leader, or defend the local village 
  from the orc assault that they know is coming.
  
  66
  To help you create encounters with alternate objectives, 
  we’ve classified some of the most common objectives 
  into broad categories. 
   
  In Achieve encounters the PCs attempt to com-
  plete some kind of task. In Escape encounters the char-
  acters must flee from a danger they cannot defeat. A 
  variation of Escape is Breach, in which the PCs are 
  fighting past foes instead of running away from them. 
  In Hold encounters the heroes seek to protect an area 
  for a limited amount of time. Prevent encounters are 
  the reverse of Achieve encounters, in that the PCs seek 
  to stop their enemies from completing a task. Protect 
  is a variation of Prevent, where the goal is to stop the 
  villains from killing an ally or destroying an object.
   
  Because many encounter do not fit these defini-
  tions precisely, this chapter also includes information 
  Chapter 1:
  Objective Types
  about combining elements from different objective 
  types.
  Achieve
  In an Achieve encounter the PCs have a goal that they 
  need to  accomplish that eats up their actions. Often, 
  working toward this goal achieves little else (tactically) 
  until the end of the encounter. The PCs might be strug-
  gling to release a chained silver dragon from its bonds 
  or convincing an opposing general that he has been 
  tricked into fighting you.
  Skill Check or Action
  In many Achieve encounters the goal requires that the 
  PCs make skill checks. There should typically be multi-
  ple skills that the PCs can use. For example, convincing 
  
  7
  the enemy general of the party’s innocence might al-
  low characters to use Bluff, Diplomacy, Intimidate, or 
  History. For more about skills see the Skills section in 
  Chapter 2.
   
  Some objectives might not require the PCs to 
  make a skill check simply to spend an action in the ap-
  propriate location. For example, if they need to quell a 
  god’s anger by returning her three sacred statues, they 
  might simply need to carry one statue to each of the 
  three holy daises and set the statues there.
   
  In some circumstance the PCs might even use 
  attacks to achieve their objective. If they are trying to 
  collapse a tunnel to prevent an invasion from the Un-
  derlands, you might allow them to attack the support 
  beams and rule that the tunnel collapse after the PCs 
  have dealt a certain amount of damage.
   
  Other Achieve encounters might require the PCs 
  spend another resource, such as sacrificing a healing 
  surge to activate an artifact powered by blood magic 
  or inserting a gem into an altar dedicated to the god of 
  greed.
  Multiple Steps
  An Achieve encounter should rarely be accomplished 
  in a single action, Instead there are typically multiple 
  steps for the PCs to complete. These may may be sim-
  ilar (such as activating all seven mystical pillars), or 
  each step might be something different (first some-
  body needs to use Athletics to move a large bar block-
  ing the door, then Thievery to unlock it, and finally 
  Arcana to dispel the magical wards).
   
  Consider creating additional consequences as 
  the PCs complete each step of the encounter. More 
  enemies might appear, enemies already present might 
  gain additional powers, or the the environment might 
  change around the PCs. For example, as the PCs try to 
  close a planer gate to Hell, legions of devils scramble 
  through the gate hoping to stop them.
  Activation Locations
  Sometimes the PCs can work toward the victory con-
  dition of the Achieve encounter from any location, 
  while other scenarios will require them to be at spe-
  cific spot. Sometimes these choices are obvious. If the 
  goal involves talking, the heroes can accomplish it 
  from nearly anywhere on the battlefield. But should 
  an objective require the heroes to move a pedestal, 
  they probably have to be next to the pedestal. In other 
  encounters the answer might not be quite as obvious. 
  Maybe the PCs need to manipulate a magical aura to 
  stop an arcane time bomb. Do the PCs need to touch 
  the device to manipulate the aura or do they just stand 
  close to it? If they need to come close, how close?
   
  If it makes sense to do so, you should spread out 
  the components and require that no two of them can 
  be activated from same location. This encourages the 
  PCs to move throughout the battle, possibly splitting 
  the party into multiple groups and offering interesting 
  tactical choices.
  Reactive Opponents
  It’s possible to a run an achieve encounter where the 
  monsters just happen to be attacking the PCs while 
  they work to complete their task. However, it is more 
  dramatic if the enemies actively oppose the PCs as 
  they try to accomplish their goal. Enemies might fo-
  cus their attacks on the PC who is working hardest to 
  accomplish the goal. If the objective requires that the 
  heroes reach a particular place on the battlefield, the 
  enemies might form a protective line to stop the PCs 
  from reaching that point.
   
  There might even be some kind of way for the foes 
  to actively undo the PCs’ progress. For example, if the 
  heroes need to place the orbs of light on three altars to 
  cleanse the temple of an evil curse, enemies might seek 
  to remove the orbs once the PCs have placed them. 
  This can encourage the PCs to act creatively, possibly 
  by leaving one person to guard the orbs or by having 
  three PCs each take an orb and activate them simulta-
  neously.
  Stats With That
  For each objective type, we’ve included a sidebar with 
  game statistics to show how you might implement one 
  or two of the examples mentioned in the main advice 
  section. These are meant to easily scale, and thus refer 
  to Skill DCs by their difficulty (consult your core rule-
  book for more details). In addition, each has a sample 
  level that you could immediately use, where the DC is 
  provided.
   
  A few of the sample stats also include reference to 
  damage based on level. To calculate average damage, 
  add eight to the level, and then multiply the total by 
  one and one-half ([L+5] x 1.5). You can then cover the 
  average damage to a number of dice plus a static num-
  ber. A d6 has an average damage of 3.5, so the average 
  damage would be 20, you could covert it to 4d6 + 6).
  
  88
  Escape
  In an Escape scenario, the PCs must flee an area while 
  battling monsters and avoiding traps and hazards. The 
  heroes might dash up the steps of a mage’s flooding tow-
  er or flee an orcish encampment after their magical dis-
  guises have worn off.
  Constant Danger
  For an Escape encounter to work it needs to be clear to 
  the PCs that the danger is too great for them to defeat. 
  You might accomplish this through the sheer number of 
  or power of foes. For example, the PCs might be in the 
  heart of a city teeming with drow or they have awakened 
  a sleeping dragon that is far beyond their pay grade.
   
  Environmental dangers can also motivate the PCs 
  to make a quick exit. This might be the cave that col-
  lapses around the heroes or toxic fumes that quickly fill 
  the area. Environmental dangers work well when they 
  are either clearly increasing in danger (such as the col-
  lapsing cave) or that are clearly expanding in a direc-
  tion  toward where the PCs want to go (such as toxic 
  fumes). These environmental dangers rarely are danger-
  ous enough to kill a PC instantly. But constant exposure 
  will quickly wear them down (about 5 to 10 points of 
  damage per tier is plenty to keep a PC motivated).
   
  When you pair monsters with environmental haz-
  ards, consider including monsters that have no fear of 
  the environment. The monsters might simply not know 
  enough to recognize the danger (often the case with 
  constructs and undead) or the creature might be adapt-
  ed to the conditions. For example, salamanders are im-
  mune to spreading fire and amphibious creatures are 
  not threatened by a flooding dungeon.
  Light at the End of the Tunnel
  To help motive the players, they generally should have 
  a rough idea of how far their characters need to go to 
  escape. Frequently, characters escape the same way that 
  they came in. In this case they know exactly where they 
  need to go.
   
  Other times the characters need to escape through 
  a different route. In these cases you can find other ways 
  to give the PCs clues about how far they are from their 
  goal. In an open setting (wilderness or urban area) they 
  might be able to see their objective a long ways off. If 
  more confined settings (dungeons) you can drops hints 
  based on the types of foes they face (more profession-
  al warriors near the exits) or the environment around 
  them (the smell of fresh air wafts in from an opening).
  Room to Run
  Determined PCs can cover a lot of ground in a single 
  turn. A basic elf who runs and uses a double move can 
  go 18 squares. Characters who invest in movement can 
  go much farther. Because of this, maps for Escape en-
  counters need to be significantly bigger than for stan-
  dard encounters. 
   
  Establish the minimum number of rounds you 
  want the encounter to last. As a rule of thumb, assume 
  that your PCs will be able to dedicate a move action each 
  round to fleeing, so multiply the slowest PC’s speed by 
  the number of rounds you want the encounter to last, 
  and use this as your starting point for the size of escape 
  path. For example, if you want the encounter to last six 
  rounds, and the slowest PC has a speed of 5, the escape 
  path should be at least 25 squares. This does not neces-
  sarily mean that the encounter map has to be 25 squares 
  on a side, only that the total path the PCs must run is 25 
  squares. You may add considerable length to the escape 
  route by placing twists and turns in the path and forcing 
  the PCs to double back.
  Stats With That: Achieve
  Tricked Foe (Sample Level 12): A powerful gener-
  al hunts the PCs for crimes they did not commit. To 
  convince the general of their innocence, the PCs may 
  attempt to use make a Bluff, Diplomacy, Intimidate, or 
  History check against a moderate DC (20). Each check 
  requires a minor action and each PC may attempt such 
  a check only once per round. If the PCs manage eight 
  successes before three failures, they convince the gen-
  eral and he orders his men to stand down. If they fail 
  three times, the general is convinced of their guilt and 
  nothing can change his mind.
   
  Doomsday Clock (Sample Level 7): An ancient 
  device is ticking down the time to when it sets off a 
  massive volcanic eruption that will likely destroy the 
  nearby city. The clock has only one hand, which starts 
  pointing toward the six. At the end of each round the 
  hand advances one number. Any creature within five 
  squares of the clock may attempt to wind it back by 
  making a moderate DC (16) Arcana check as a stan-
  dard action, or a high DC (23) check as a minor ac-
  tion. Each PC may gain a single success per round. For 
  each success, the hand moves back one number.
   
  If clock’s hand reaches twelve, the arcane device 
  explodes, dealing level based damage (3d8+11) to ev-
  erybody within a burst 5. It also triggers the aforemen-
  tioned volcanic eruption. If the hand reaches one, the 
  device deactivates and is no longer a threat.
  
  9
  Speed Bumps
  In an Escape scenario there should also be numerous 
  “speed bumps” to slow the PCs down. These may be 
  simple terrain features such as difficult terrain, small 
  walls, or shallow pits, or they might be more complex 
  terrain such as magical fields that increase gravity (and 
  slow the PCs) or animated vines that entangle the PCs.
   
  Creatures can also serve as speed bumps. The PCs 
  need to expend actions to slay the monsters or risk be-
  ing attacked as they run by. The creatures might also 
  possess powers that can slow the PCs. Grabbing the PCs 
  can also be quite effective, but beware powers that im-
  mobilize, stun, or dominate, as these deny the PC the 
  opportunity to run for their lives that they so desperate-
  ly need. If you include any of these effects, they should 
  only last a single round.
   
  Traps also work well to slow down the PCs. These 
  frequently force them to chose whether they wish to 
  risk damage from swinging blades and gouts of flame, 
  or take the time to delicately disarm the trap while the 
  world falls apart around them.
  Minions, Ranged Attackers, and Exit Guards
  A large number of standard enemies (or worse, elite or 
  solo monsters) take too long to kill for an Escape en-
  counter to work well. Because of this, most monsters in 
  an Escape encounter should be minions. This forces the 
  PCs to spend an action to attack the minion (preventing 
  a double move), but then allows the PCs to move freely 
  after slaying it.
   
  One exception is to include a standard monster or 
  two that focuses on ranged attacks (artillery and some 
  controller type monsters). These monsters might chase 
  behind the PCs firing arrows or slinging spells at them 
  and the PCs must choose to either attack back or ignore 
  the monster and just keep running.
   
  Finally you may place just about any kind of mon-
  ster just before the exit. This presents a major obstacle 
  just before the PCs earn their freedom and has great po-
  tential for drama. Do the heroes try to slip by, possibly 
  leaving an ally at the mercy of the monster, or do they 
  finish off their enemy yet risk being overtaken from 
  behind by the advancing lava flow? These exit guards 
  should still be less challenging than a full encounter, 
  possibly using one to three standard monsters or one 
  elite with levels equal to or lower than the PCs.
  Variation: Breach
  A breach objective describes the PCs trying to enter an 
  area. This maybe be storming an enemy stronghold or 
  breaking into a treasure vault. It is essentially just an es-
  cape in reverse, and most of the advice for an escape still 
  applies. 
   
  Just as with an Escape encounter, the PCs need 
  to be in constant danger to prevent the PCs from just 
  slaying all the monsters before waltzing in unopposed. 
  Though environmental dangers are possible, in a breach 
  encounter the threat more frequently comes from mon-
  sters. One fairly easy strategy to force upon the PCs is 
  for slain enemies to be quickly replaced. For mundane 
  creatures, this might represent enforcements coming to 
  stop the PCs. Likewise, undead creatures might reani-
  mate and outsiders might be constantly summoned.
   
  In a breach encounter, the PCs are more likely be 
  running toward their opponents than away from them, 
  so you may well be able to give monsters more defensi-
  ble positions. Minions should still constitute the major-
  ity of the foes, though you can place a standard monster 
  or two at choke points to slow down the heroes.
   
  Another main point to consider when running a 
  breach encounter is what happens to the PCs once they 
  break into their target. Again, a large portion of this de-
  pends on the story that you are trying to tell. It may well 
  be that even after the heroes make it inside, they are still 
  at risk of attack from the same or different enemies. In 
  this case you may wish to look at a phased encounter 
  (see Combinations later this chapter).
   
  Foes do not always follow the PCs after a breach. 
  The heroes might be able to seal the entrance behind 
  them, preventing their enemy from coming through, or 
  the enemy might not want or be able to come through. 
  For example, creatures defending the breach might be 
  too large to enter or the breach encounter might take 
  place underwater and the the monsters they fought 
  might not be able to survive on land. Finally, you might 
  allow the PCs to hide in a safe spot and catch their 
  breath.
  Hold
  In the Hold objective the characters must defend a par-
  ticular area against foes for a duration of time. The he-
  roes might fight off undead until sunrise or protect a 
  group of NPCs until they complete a crucial ritual. 
  Ticking Clock
  The hold objective depends on the heroes remaining in 
  a location for a given amount of time. The main options 
  for this are a set number of rounds or the PCs succeed-
  ing a certain number of skill checks. 
   
  When using a set number of rounds, keep track of 
  
  10
  10
  how many rounds pass. As long as the PCs can make it 
  to the final round, they succeed. This might be a situ-
  ation where the PCs are waiting for reinforcements to 
  arrive or charging up a super weapon. The advantage of 
  this is that PCs are free to focus on shoring up their de-
  fenses and slaying their foes. It also reduces the chance 
  that a few bad rolls will force the PCs into an even more 
  grueling combat.
   
  The other option is that heroes need to actively 
  succeed at skill checks and when they reach that num-
  ber of successes, they “win” the encounter. This might 
  represent the PCs performing a ritual or trying to break 
  through a stone wall that blocks their escape route. 
  These checks should either be minor actions, or actions 
  that have one DC as a minor action and another (eas-
  ier) DC as a standard action (see Skills in Chapter 2 
  for more). You likely want to limit either the number of 
  successes that the PCs can achieve or skill checks they 
  can attempt each round. This prevents the PCs from 
  completing the challenge too quickly. The advantage of 
  the skill check approach is it actively involves the PCs in 
  bringing the encounter to a close, and PCs who might 
  not have much to do while defending the fortress can 
  participate in the skill challenge.
   
  Whichever method you chose, it helps to let the 
  PCs know ahead of time how long they have until the 
  defeat the encounter. This provides a sense of a story arc 
  for the players and ramps up tension as the end comes 
  into sight.
  Unending Horde of Foes
  In a Hold encounter, the PCs should never be able to 
  slay all of their foes because there should always be new 
  ones coming. This might mean a consistent stream of 
  a monster or two each round, or there might be waves 
  of more foes with a few rounds of nothing in between 
  them. For a truly prolonged battle, you might have min-
  utes pass between waves (be careful to decide if it is long 
  enough for a short rest).
   
  Typically, the battle starts with the weakest foes, 
  such as minions and standard monsters of the PCs’ level 
  or lower. Then as the battle continues, introduce higher 
  level monsters and elites. You might even throw in a solo 
  at the very end of the adventure just to scare the players. 
  Just as the power of the foes increases each round, the 
  number of foes that enter the battle also increases, until 
  the heroes are clearly faced with overwhelming num-
  bers.
  Defensible Position
  Hold encounters work best when the PCs begin in a de-
  fensible position. This might be a traditional fortress, a 
  cabin in the woods, or even a single room in a dungeon. 
  The area should, at a minimum, have a limited number 
  of entrances that foes can enter through (probably one 
  to three). You should consider including extra defenses 
  such as arrow slits or siege weapons that the PCs can 
  use. If you grant the PCs time to prepare the area, they 
  will likely come up with their own defenses. For exam-
  ple, PCs might want to use tables and chairs in the area 
  to create a barricade. In cases like this you might allow 
  them to simply add terrain to the battle, or call for a 
  skill check to see how successful they are. The barricade 
  might be blocking terrain that the foes have to climb 
  over or break through. Perhaps the PC in charge of con-
  struction makes a Dungeoneering check that sets the 
  Stats With That: Escape
  Flooding Tower (Sample Level 5): The ancient wiz-
  ard’s tower sank into the swamp, still full of treasure 
  and magic, so the PCs enter through a hatch in the 
  former roof (now on ground level) and descend. The 
  tower is seven stories, but each floor is only thirty feet 
  across. After the PCs reach the bottom of the tower it 
  begins to flood.
   
  At the end of each round, the water rises five 
  feet (one square). Each floor of the tower is ten feet (2 
  squares) high. Any PC caught on a floor while the wa-
  ter is five feet high may chose to swim with an moder-
  ate Athletics check (DC 15) or treat the area as difficult 
  terrain. When the water is 10 feet high the PCs must 
  swim. To make matters worse, as soon as the tower be-
  gins to flood, several air and water elementals bound 
  by the wizard escape and attack the PCs.
   
  The Orc’s Camp (Sample Level 3): The PCs used 
  magic disguises to infiltrate an orcish encampment 
  and gather important intelligence. However, when 
  they least expect it, their magic wears off. Now they 
  must flee the encampment. They know that this band 
  of orcs is particularly afraid of water, and if the PCs 
  can cross the nearby river, the orcs likely will not fol-
  low.
   
  As the battle begins, the river is 30 squares away. 
  The orcs are slow to take up the alarm. By each round 
  2d6 more orcs (minions appropriate to the PCs’ level) 
  emerge from their tents. Two orc champions (standard 
  monsters appropriate to the PCs’ level) await them at 
  the riverbank. The river is a total of 6 squares wide, 
  and swimming across requires an easy (DC 9) Athlet-
  ics check.
  
  11
  Athletics DC that the enemy needs to make in order to 
  burst through the blocking terrain.
   
  The defensible position gives the PCs somewhat 
  of an advantage, but they will need it to compensate 
  for the waves of foes that would otherwise overwhelm 
  them. Choke points will prevent too many monsters 
  from swarming the PCs in case things go poorly the first 
  few rounds.
  Breach in the Defenses
  Having just said that the PCs should be in a defensi-
  ble position, if the defense is too strong, the battle can 
  become easy and monotonous. You can prevent this by 
  having creatures who can get past the defenses. There 
  are many ways to do this, but they generally fall into 
  two categories, monsters that can slip past defenses and 
  those that can break them down.
   
  Creatures who can slip past the defenses simply 
  bypass them, but the defenses remain in place to stop 
  other foes. These might be  incorporeal wraiths, tele-
  porting mages, or swarms of spiders that can crawl 
  through arrows slits. These creatures serve primarily to 
  distract the players from the threat outside and remind 
  them that they are still vulnerable.
   
  Other threats may destroy the heroes’ fortifica-
  tions or otherwise render them useless so that the entire 
  horde can freely swoop down upon the heroes. These 
  might be specialized creatures, such as a giant to shatter 
  the gate, or a tamed purple worm to tunnel under the 
  fort. The threat might also come from equipment such 
  as battering rams, siege engines, or ladders. Finally, it 
  may be possible for any foe to slowly chip away at the 
  defenses until they eventually fall.
   
  You can use either or both approaches while build-
  ing your encounter. If you use both, you should have 
  creatures that slip past the defenses do so before others 
  try to break them down. After all, what is the point of 
  slipping past the defenses if there are already in ruins? 
  Also, consider having both threats attack the PCs at the 
  same time. This might force them to choose between 
  the immediate danger already within the gates or the 
  potential danger outside it.
   
  Finally, if you do have creatures that break down 
  defenses, consider adding several tiers or rings of de-
  fense (such as outer and inner gates) as this will add 
  to the arc of the encounter when the PCs seem to lose 
  valuable ground.
  Obtain
  In an obtain encounter, the PCs are trying to get their 
  hands on an object. This might a sword lodged in a 
  stone, a staff entombed with a powerful wizard, or an 
  amulet worn by one of their foes.
  Guards, Competitors, or Squatters
  Monsters encountered as part of an Obtain encounter 
  fall into three broad categories: guards, competitors, 
  and squatters. While these are primarily story distinc-
  tions, they impact the tactics that the foes use in the 
  battle.
   
  Guards are there specifically to prevent the PCs 
  from obtaining the object that is their goal. They might 
  protect it because they have been assigned this task or 
  Stats With That: Hold
  Landing Site (Sample Level 9): The PCs are scouts 
  for a powerful army that will soon be coming ashore. 
  All the heroes need to do is hold the landing site until 
  more troops arrive. Fortunately the landing site also 
  has several defenses, including a 20-foot (4 square) 
  tall wooden palisade (moderate DC [17] Athletics to 
  climb), and two 40-foot (8 square) high watch towers. 
   
  Unfortunately, the enemy knows of the 
  landing and is desperate to stop it. It throws wave 
  after wave of soldiers at the PCs. Most are common 
  foot soldiers (minions), but a few are veteran warriors 
  and elite warriors who try to climb the palisade. 
  Finally, an ogre mercenary is enlisted o break down 
  the gate (difficult DC [25] Athletics check).
  
  12
  12
  because the object belongs to them. These might be 
  constructs built to guard a wizard’s tomb or a dragon 
  protecting its hoard. One of the creatures might even 
  have the object in its possession. Guards actively block 
  the PCs from obtaining the MacGuffin. They target 
  the PC closest to it, and if one of the PCs gets hold of 
  the MacGuffin, they do not rest until that PC is slain. 
  Guards often start between the PCs and the MacGuffin, 
  and use defensive strategies to stop the heroes. Guards 
  often include soldier and controller type monsters.
   
  Competitors also try to get the MacGuffin. They 
  are just as motivated to stop the PCs from reaching the 
  MacGuffin as the guards, but in addition, they want to 
  obtain the MacGuffin for themselves. They focus not 
  only on slowing down the PCs, but also having at least 
  one of their own make their way to the MacGuffin. 
  When one side obtains the object, there will be fierce 
  battles to control it. When PCs face competitors, both 
  sides should start at relatively equal distances away 
  from the MacGuffin. They might be on opposite side of 
  a room or have entered from adjacent tunnels.
   
  Squatters are monsters that occupy the same area 
  as the MacGuffin, but have little interest in it. A band 
  of kobolds might have taken residence in the cave that 
  holds the Sword of Kings, a mythic artifact that has 
  been lodged into a block of stone. The kobolds cannot 
  get the sword out of the stone and have little use for it. 
  That being said, they are still kobolds and will attack 
  anybody who dares enter their warren. Squatters’ tactics 
  tend to ignore the MacGuffin. Because squatters are un-
  interested in the MacGuffin, PCs might find other ways 
  to obtain it, such a by bribing the monsters or scaring 
  them off. 
   
  Obtain encounters might combine multiple types 
  of foes in it, such as some guards and some compet-
  itors. This makes the fight more complex to run, but 
  also introduces interesting tactical choices for the he-
  roes. Should they focus their attacks on the guards or 
  the competitors, or try to pit the enemies against each 
  other?
  Hard to Get (But Not Too Hard)
  For an obtain objective, it’s important to strike a bal-
  ance between the object being too easy and too hard 
  too obtain. On the one hand, it can be anticlimactic if 
  they obtain it on the first round of combat. But the PCs 
  can also become frustrated if they have to slog through 
  an hour-long battle before they even get a chance to get 
  what they need.
   
  As a rule of thumb, figure it should take about 2 
  to3 rounds to obtain an object if the that’s all that a PC 
  does (completely ignoring monsters) or about 4 to 5 
  rounds if the hero also spends time attacking foes. You 
  can scale this up or down depending on the impact of 
  what happens when the PCs get it. If it ends the battle, 
  for example, it should take longer than just if the item 
  just grants a bonus.
   
  If you want to slow down the PCs on their way to 
  the object, you can use many of the same techniques 
  listed under the Speed Bumps section of Escape, in-
  cluding monsters, terrain, and traps. You can also put 
  the object in a container requires some kind of addi-
  tional action to retrieve, possibly a skill or ability check. 
  It might be in a locked chest (Thievery), around the 
  neck of an opponent (Athletics or Acrobatics), or im-
  What’s a MacGuffin?
  Several objectives in the book refer to MacGuffins. The 
  term was first popularized by Alfred Hitchcock and re-
  fers to an object or person (or sometimes abstract con-
  cept) that impels the plot forward. It can be just about 
  anything as long as the main heroes or villains want 
  it badly. Examples of MacGuffins include the golden 
  fleece, the holy grail, the One Ring, and Voldemort’s 
  horcruxes. 
  
  13
  paled in a slab of stone (Athletics or Strength). 
   
  If the enemies in the battle are also seeking the 
  MacGuffin, this, of course, further complicates the PCs’ 
  ability to retrieve it. The PCs and NPCs might try to 
  rip it from each others’ hands by using Acrobatics or 
  Athletics checks. The DCs for these might be the target’s 
  Reflex or Fortitude defenses, or be a medium DC based 
  on the level of the creature who holds the object.
   
  The object the PCs try to obtain might also incon-
  venience whoever holds it. A heavy item might slow the 
  creature, while a magic item might lower the creature’s 
  defenses or make it vulnerable to damage.
  What Happens When They Get It?
  To keep an Obtain encounter different from the stan-
  dard “kill them all” encounter, there must be a reason 
  for the PCs to try to get it before they just slay every-
  body. If the enemies are competition for the PCs, this 
  is already taken care of, but in other circumstances you 
  should create other incentives for the PCs.
   
  At its most extreme, obtaining the object might 
  end the encounter. If a powerful holy symbol of the Sun 
  King fell into the hands of undead who hope to prevent 
  its use, it might release a blast of light that reduces the 
  undead guardians to dust when the PCs hold it aloft. 
  You can even make obtaining the object the only way 
  of winning the battle. For example, the fallen undead 
  might rise again until the PCs attain the symbol.
   
  Even if obtaining the object does not end the en-
  counter, it can make it easier. You can tailor a magic 
  item’s powers and properties to help overcome the mon-
  sters, traps, and terrain in the battle. In a fight against ice 
  elementals, the PCs have the opportunity to get a ring 
  that gives them resistance to cold damage. An ancient 
  worm might have a dragonslayer weapon in its hoard.
   
  Instead of giving the PCs a boost when they obtain 
  the object, the foes might gain a bonus while the PCs do 
  not have it. This is likely the case if an opponent pos-
  sesses the item, but it is not the only such situation. A 
  magical crystal might power a host of traps that plague 
  the characters until they remove it from its pedestal.
   
  Finally, you might create a scenario where the foes 
  are overwhelmingly powerful, and the PCs’ only op-
  tions is to get the item and get out. In these cases there 
  must be a clear story reason for them to want the item 
  (maybe a powerful wizard will pay good coin for it). Try 
  to make it clear early on that the foes will be too difficult 
  for the PCs to defeat in a fair fight or they might not 
  focus on grabbing the item until it’s too late.
  Prevent
  In a Prevent encounter, the heroes must struggle to stop 
  enemies from carrying out a task that will have terrible 
  ramifications. This could be cultists trying to complete a 
  terrible ritual or goblin sappers trying to destroy a dam 
  and flood the cropland.
  Threats and Blockers
  When you create a prevent scenario, only a small num-
  ber of foes should actually pose a threat of completing 
  the task the PCs hope to prevent. For example, only the 
  head cultist works on the ritual or two sappers carry the 
  explosive powder. 
   
  The rest of the enemies in the fight are blockers. 
  Their job it to keep the PCs from reaching the true 
  threats. These are typically soldier, brute, or melee con-
  troller type monsters. Blockers often have powers that 
  punish the PCs for ignoring them or attacking other 
  monsters. When setting up the encounter, the block-
  ers should typically start in between the PCs and the 
  threats. 
   
  In some Prevent encounters blockers can change 
  into threats and the other way around. For example if 
  the PCs immobilize one of the goblin sappers, it might 
  pass its explosives to an ally who then dashes toward the 
  vulnerable dam.
  Threats are Hard to Reach
  Monsters are not the only thing that might keep the PCs 
  from threats. Distance is the most basic way to do this. 
  The threats should begin far enough away that it takes at 
  least a full-round move to reach them.
   
  Traps and terrain also play a critical roll in keep-
  ing the PCs away from the threats, or at least deal some 
  damage along the way. Simple examples include rub-
  ble, pit traps, and placing the threats on higher ground. 
  More fantastical ideas might include floating islands, or 
  magic chains that bind anybody nearby. 
   
  Also consider using terrain to hamper ranged at-
  tackers. A cloud of mist may surround the threats, or 
  pillars might block shots from certain angles.
  How Much Time?
  In some encounters it is easy to tell how close the ene-
  mies are to achieving their goals. In the goblin sapper 
  example, the PCs can see how close the explosives are 
  to the dam. With other encounters, such as completing 
  the ritual, things are not quite as obvious. In these en-
  counters it is still a good idea to give the PCs some idea 
  of how close the villains are to succeeding. You might 
  
  14
  14
  allow the PCs an Arcana check to let them know how 
  close the ritual is to completion, or you might describe 
  the ritual to give the PCs the impression that it is nearly 
  over. For example, near the end of the ritual a dark por-
  tal might appear and slowly expand in size.
  Variant: Protect
  A Protect encounter is a kind of Prevent objective when 
  the enemy goal is to slay a particular creature (or crea-
  tures) or destroy a particular object (or objects). This 
  could be anything from protecting a noble dignitary 
  from assassins to transporting the precious (but frag-
  ile) orbs of light through giant territory. The advice for 
  prevent encounters still applies, plus there are a few ad-
  ditional factors to consider.
  A Helpless MacGuffin
  Whether it is an NPC or an object, whatever the PCs are 
  protecting should not be able to do much (if anything) 
  to defend itself, and should be rather fragile. It need not 
  die from a single strike, but there should be a genuine 
  fear that it will not survive long if left to itself. 
   
  You might also consider having several MacGuf-
  fins that all need protection rather than a single one. 
  This serves several purposes. It forces the PCs to split 
  their resources, defending all of the MacGuffins instead 
  of focusing fire on protecting just one. It also allows for 
  gradations of success and failure (rather than a binary 
  win/lose), and can contribute to a dramatic story. If the 
  PCs need only one of the three orb of light to activate 
  the holy defense of the Sun’s Temple, they might not 
  mourn the loss of one. The loss of a second might strike 
  fear into them, and they will go all-out to keep the final 
  one safe.
  Stats With That: Obtain
  The Lost Sword (Sample Level 14): The PCs are an a 
  quest to find a powerful sword famed for its ability to 
  slay undead and have tracked it to an ancient crypt. 
  Alas, the sword is surrounded by a hoard of skeletons 
  and lodged in a stone about 15 squares from where 
  the PCs begin. If one of them can fight their way past 
  the skeletons, the PCs must them make either make 
  a moderate Religion check (DC 21) or spend a use 
  of channel divinity to prove that  their worthiness to 
  wield the sword.
   
  Once drawn, the sword shines with a holy light. 
  Among any other properties it might have, it deals 
  additional 5 radiant damage to undead. At the same 
  time, the skeletons become so enraged that they focus 
  their attacks completely on whoever wields the sword.
   
  The Load Stone of Mire (Sample Level 4): The 
  PCs are sent to retrieve the ancient Load Stone of Mire, 
  but a rival band of mercenaries serving an evil lord ar-
  rive at the same time. Both groups begin the battle on 
  opposite sides of a  40-square wide chamber with the 
  loadstone in the middle (20 squares from each side). 
   
  The Load Stone Itself has strange magical prop-
  erties. Though it is no bigger than a man’s fist and it 
  can easily be thrown, it weighs down the person who 
  carries it (the target is slowed) and it attracts weapons 
  to it (-2 to defenses against weapon attacks).
   
  A creature can throw the stone with an Acro-
  batics or Athletics check. It goes a number of squares 
  equal to the result divided by five. It this would cause it 
  to go into another creature’s square, that creatures may 
  attempt to grab it as an opportunity action by making 
  an easy DC (10) Athletics or Acrobatics check. If the 
  creature does not already have a free hand, he must 
  drop one object he carries to grab the stone.
   
  A creature with a free hand may pick the stone 
  up off the floor or from a willing creature as a minor 
  action, or try to pry it from an enemy as a move action. 
  To take the stone away from an unwilling target the 
  creature must make an Acrobatics check against the 
  creatures’ Reflex defense, or an Athletics check with a 
  DC equal to the target’s Fortitude.
  
  15
  Dedicated Foes
  To make a protect encounter work, some of the foes 
  must be dedicated to destroying the MacGuffin. Indeed, 
  they must be so dedicated that they risk their own lives, 
  suffering opportunity attacks and mark punishment 
  from the PCs to fulfill their mission. If none are so ded-
  icated, the PCs may quickly engage the foes and keep 
  them away from the MacGuffin, which removes the risk 
  to the MacGuffin, making the encounter similar to the 
  typical slay all monsters battle.
  Combinations
  The objectives presented above give a wide range of op-
  tions for encounters, but alone they do not cover every 
  possible situation you can imagine. Some possible sce-
  narios might be made by combining two or more of the 
  above objectives into a single encounter.
  Phases
  One way to combine objectives is for the encounter to 
  have multiple phases, and for each phase to feature a dif-
  ferent objective. The PCs might need to break into the 
  fortress of the Dark Overlord, steal the a magic sword 
  from his treasure trove, and flee before the bulk of his 
  guards arrive. You might have the encounter begin as 
  breach objectives (to enter the fortress), then become an 
  obtain encounter (to get the sword), and finally switch 
  to an escape encounter once the have the sword.
   
  Most of the time (but not always) the PCs will face 
  different monsters during the different phases of the the 
  battle, so you have the option to build it as though it 
  were really two or three separate encounters. However, 
  if you do this, consider giving the PCs an alternate re-
  fresher (see Extended Encounters in Chapter 2) so they 
  are not completely out of resources for the second half 
  of the battle. 
  Simultaneous Objectives
  Instead of having different objectives one after each oth-
  er, the PCs might need complete multiple objectives at 
  the same time. They might need to keep a war band at 
  bay (Hold) while at the same time protecting a key dip-
  lomat from phasing assassins (Protect).
   
  Simultaneous objectives often force the PCs to 
  make difficult decisions. Should they continue to guard 
  the gate or attempt to slay the assassins? This often leads 
  to the party splitting to tackle different objectives.
   
  Unlike a phased encounter, calculate your encoun-
  ter budget as though it were a single encounter (but as a 
  major set piece it will probably be on the higher end). 
  Stats With That: Prevent
  Sappers (Sample Level 2): The heroes must prevent 
  a group of goblin sappers from destroying a dam. At 
  the beginning of the battle a large band of goblins has 
  two bombs. Each is lit and will explode in five rounds. 
  The goblins begin 30 squares away from the dam. The 
  goblins with the bombs spend their entire turn mov-
  ing, while others engage the PCs. The bombs are too 
  heavy to throw, but another goblin adjacent to bomb 
  can take it as a minor action. A PC can pick up an 
  unattended bomb as a minor action, or try to pry it 
  from a goblin by making an Acrobatics check opposed 
  by the goblin’s Reflex or an Athletics check against the 
  goblin’s Fortitude.
   
  At the end of the fifth round, the bombs both 
  explode. Each deals level-appropriate fire damage 
  (2d8+6) to everybody with a burst 3. If the dam is 
  within the area of either blast, it begins to collapse.
  Multiple Options
  An offshoot of simultaneous objectives is granting the 
  PCs multiple paths to victory. The difference from si-
  multaneous objectives is that PCs do not necessarily 
  need to worry about all of the objectives, but any of 
  them could lead to victory. In an encounter with multi-
  ple options, slaying all the monsters may well be a viable 
  choice.
   
  For example, the PCs might battle against a horde 
  of undead in the heart of a  defiled temple. They could 
  simply slay all the monsters, or they might be able to 
  control the undead if they get their hands on a dark 
  holy symbol in the center of the temple (obtain) or they 
  might be able to reactivate an ancient magic item that 
  fills the temple with holy light that reduces all the un-
  dead to dust (achieve).
  Blends
  Since the objective categories in this book are general 
  guidelines rather than rigid categories, many elements 
  of your story will call for an objective that seems to fit 
  multiple categories. In these cases, feel free to take some 
  elements from each category to create the encounter 
  you want. For example, a rescue mission might include 
  elements of a protect objective (helpless MacGuffin and 
  dedicated attackers) with an obtain objective (guards 
  and difficult to reach).
   
  Unlike phased or simultaneous objectives, in a 
  blend the characters only have one goal. It just contains 
  elements of multiple objectives described above.
  
  16
  16
  There are many elements of encounter building that are 
  relevant to creating encounters with alternate objec-
  tives, but which are not tied to a specific objective. 
  Clear Expectations
  It is important for the players and their PCs to know 
  early on that they are dealing with an alternate objec-
  tive. If they don’t know going into the battle, they should 
  discover it within the first round or two of combat. Oth-
  erwise, players may get frustrated to discover that after 
  five rounds of combat they are no closer to ending it 
  than when they began. 
   
  Depending on your play style you can warn them 
  in character (the wizened sage warns that the necrocrys-
  tal constantly animates undead around it until cleansed 
  with divine magic) or out of character (“Hey guys, just 
  so you know, the undead will keep spawning until you 
  cleanse the crystal”).
  Fatal or Important
  In a combat encounter, alternate objectives can be fit 
  into two categories, those that will result in a total party 
  kill if the PCs fail (fatal) or they might just be an im-
  portant to the PCs plans. For example, protecting an 
  ancient sage who knows how to defeat the King of Lies 
  is certainly important, but if the heroes somehow fail, 
  they can go on a quest to discover another means. On 
  the other hand, if the party is rushing to escape from 
  the fire-giant’s volcanic fortress before it erupts, failure 
  to escape likely means the PCs are entombed in lava and 
  ash. 
   
  While both options provide for a change of pace, 
  only the first option introduces the chance of failure 
  Chapter 2:
  Other Considerations
  
  17
  (without a total party kill). Ultimately, we recommend 
  making the choice that best fits the story. In some cas-
  es there will be no way to avoid death. However, when 
  building your encounter, take at least a moment to con-
  sider what might happen if the PCs fail. Maybe if they 
  PCs fail to escape the volcanic stronghold, they are not 
  instantly killed, but instead trapped within the fortress. 
  They might be able to find a secret tunnel leading into 
  the Underlands. The heroes must then make the dan-
  gerous journey through the Underlands before they re-
  turn to the surface world and resume their quests.
  Extended Encounters
  The DMG recommends a certain amount of monsters 
  for a balanced fight, but sometimes the story behind 
  your encounter suggests more monsters. This is partic-
  ularity appropriate when the PCs face waves of mon-
  sters such as in Hold encounters or those with multiple 
  phases. If you run these battles with standard rules, even 
  if the PCs are able to eventually defeat the encounter, 
  they likely will end up with few resources remaining, 
  and be reduced to slowly grinding down their foes with 
  at-will attacks.
   
  To add more energy to these extended encounters, 
  we recommend including some form of alternate re-
  freshers. These alternate refreshers allow the PCs to do 
  things like spend healing surges and regain powers. The 
  simplest way to do this is to state that the PCs gain the 
  benefit of a short rest at a certain point. You might also 
  spread these benefits out over a the course of the battle. 
  For example maybe they can spend a healing surge and 
  recharge a single encounter power three times during 
  the encounter.
   
  There are several ways to determine when the PCs 
  are able to refresh their powers. You might simply keep 
  track of how many rounds the encounter lasts and grant 
  the PCs a recharge on certain round. You could also tie 
  the recharge to slaying certain foes or certain numbers 
  of enemies. Recharges for slaying monsters should nor-
  mally still be given to the whole group and not the in-
  dividual who made the kill because certain characters 
  are better at dealing out damage. The refresh might also 
  be based on the encounter’s objective. In a multiphase 
  encounter, its easy to have a refresher occur as the en-
  counter switches phases. In an Escape encounter the 
  PCs might gain a bonus when they reach certain way 
  points, while in an Achieve objective the PCs might 
  gain refreshers as they come closer to achieving their 
  goals.
   
  Another strategy you can use to make extended 
  encounters more interesting is to include terrain powers 
  that are tied to the battlefield, such as buckets of flaming 
  oil that the PCs can drop on their enemies or a magi-
  cal healing font that lets the PCs spend a healing surge. 
  These terrain powers will allow the heroes to continue 
  making interesting attacks without depleting their typi-
  cal resources.
  Skills
  Skills play a part in many alternate objectives, and some 
  encounters (especially Achieve encounters) require 
  many skill checks. Three important questions to consid-
  er when building encounters with alternate objectives 
  are:
   
  How high should the DC be?
   
  What kind of action should it take to use the skill?
   
  What criteria you want to use to decide when the 
  PCs succeed?
   
  Skills in alternate objective encounters are rarely 
  something that every PC needs to pass, or even attempt, 
  and there is often little consequence for individual fail-
  ure. Because of this we recommend not using easy DCs, 
  
  18
  18
  and instead focus on medium and difficult DCs.  (For 
  specific DCs, consult your Core Rulebooks).
   
  Skills also generally take at least some amount of 
  time to use. Some skill use might require a standard ac-
  tion, especially if success has a particularly large impact 
  on the battle. Standard actions are well suited when a 
  success not only works towards accomplishing the fi-
  nal goal, but also has an immediate effect. For example, 
  when trying to convince an enemy to join the PCs’ side, 
  a successful skill check might immediately stun the foe 
  for a round and when they reach a total of six successful 
  checks, he is finally convinced to join the PCs. 
   
  However, if the encounter requires many uses of 
  such a skill, and if success does not have an immediate 
  impact, PCs might feel like they’ve “wasted” their ac-
  tion. In these cases it can be nice to let the PCs attempt 
  the check as a minor action, or at least provide it as an 
  option. 
   
  One solution that works well is to change the skill 
  DC based on the type of action that the PC uses. If the 
  PC uses a standard action, success requires a medium 
  DC, but if the hero uses a minor action, it requires a 
  difficult DC.
   
  Skill challenges (first presented in the Dungeon 
  Master’s Guide) are one tool that you can use to deter-
  mine the PC’s success of failure with a more extended 
  skill check. They work well in some situations (par-
  ticularly diplomatic ones), but in other situations you 
  might want to use a different resolution system. In some 
  encounters it will not matter how many times the PCs 
  fail — only count the successes —and when they have 
  achieved the required number, they “win.” In another 
  system the total number of successes might be in flux, 
  such as the doomsday clock that progresses a little each 
  turn (thus requiring more total successes the longer the 
  PCs take to complete the task).
   
  When deciding what criteria to use when the PCs 
  succeed at a multiple skill check challenge, think first 
  about what the PCs are trying to achieve in story terms, 
  and then apply the method that seems most appropri-
  ate.
  Preparation
  Many encounters featuring alternate objectives allow 
  the heroes additional time to prepare for battle. They 
  might be defending a citadel from attack or planning an 
  ambush against enemy supplies. In these cases, consider 
  things that the PCs might be able to do during that time. 
  They might set up traps, build barricades, or gather in-
  telligence on the enemy.
   
  And while it’s good to prepare some options for 
  your players, they will likely come up with additional 
  tactics. Try to reward creative players by letting their 
  strategies play out during the ensuing battle.
   
  As a general rule of thumb, the more time that PCs 
  have to prepare, the more advantage the will gain in the 
  coming battle. Therefore, you may wish to give greater 
  time to prepare for more challenging battles. Of course 
  you also want to consider story implications when de-
  ciding how much time the PCs have to prepare. When 
  they have  been discovered in a cave network by goblin 
  scouts, the PCs might have only rounds or minutes to 
  prepare, but when preparing a city for an invasion, the 
  PCs should have days if not weeks.
  Non-Combat NPCs
  Many encounters with alternate objectives feature 
  NPCs who are not intended to be combat challenges to 
  the heroes. They might be clients that the PCs are trying 
  to protect, targets they are trying to eliminate, or just 
  innocent bystanders caught in the crossfire.
   
  When the NPC is not intended to challenge the 
  PCs, it’s easiest to keep the NPC stats as simple as pos-
  sible. They likely need little more than defenses and hit 
  points and might not need a single power. If you want 
  the NPC to contribute something to the battle, consider 
  giving him powers that aid the heroes. For example the 
  NPC might be able to heal the hero, grant a bonus to 
  attack or damage rolls, or allow the PC to make a basic 
  attack as a free action.
  Rituals
  Completing or disrupting rituals are a frequent goal of 
  adventures with alternate objective, however the default 
  rules for rituals do not always make for the most dy-
  namic battles. Some rituals take an extremely long time 
  and you can only have so many battles that conveniently 
  start just a few rounds before the ritual is over.
   
  You may wish to slightly modify ritual mechanics, 
  especially if the PCs are casting them while in combat. 
  Rather than having a set casting time, you might require 
  the ritual casters to achieve a certain number of suc-
  cessful skill checks in order to completely cast the ritual. 
  Failed checks will not cause the ritual to fail, they just 
  mean that the PCs make no progress toward completing 
  the ritual. These skill check likely eat up actions (see the 
  section on Skills earlier this chapter), but the casters can 
  otherwise participate in the battle. If you are worried 
  that the heroes might complete the ritual too quickly, 
  
  19
  limit the number of attempts or successes that PCs can 
  make each round.
   
  Depending on the nature of the story, you might 
  design a new ritual that is very narrow in focus (such as 
  a ritual designed to open a specific dimensional gate). 
  In this case, you should probably not require the PCs 
  to spend any money to copy the ritual into their ritual 
  books.
  Winning without a Fight
  When the objective is something beyond slaying all 
  the monsters, the players may come up with a way to 
  achieve their goal without actually making a single at-
  tack. This is especially true when the PCs have time to 
  prepare for the encounter ahead of time.
   
  For example, PCs might be on a quest to steal a sin-
  gle gem from the under the nose of a terrible three-head-
  ed watch dog. You thought that the PCs would have the 
  fighter engage the dog while a rogue runs to the gem 
  and pockets it. Instead, the PC wizard casts invisibility 
  on the rogue, who sneaks in and lifts the gem without 
  ever being seen.
   
  In most cases, unless the combat is absolutely cru-
  cial to the story, we recommend that you at least give 
  the PCs a decent chance for success. Just as you work 
  hard to come up with creative encounters, your players 
  work hard to come up with creative solutions, and you 
  should reward creative play.
   
  That is not to say that you should let them succeed 
  without any risk. They will likely need to make several 
  skill checks to pull off their plan without a hitch. In the 
  above example you would require the rogue to make 
  Stealth checks, and you might also require the heroes to 
  distract the dog at the moment the rogue picks up the 
  gem (so that the dog does not notice the stone disap-
  pearing). Perhaps the bard steps up and plays a sooth-
  ing tune.
  
  20
  20
  The following encounters all contain alternate objec-
  tives. They are designed as examples to help you create 
  your own encounters and as complete encounters that 
  you can drop directly into your game.
  Necklace Stealing
  This encounter features an Obtain objective with multi-
  ple paths to victory. The PC must relieve a noble woman 
  of her necklace. It is recommend for PCs levels 1-4
  A woman enters the bar, escorted by three men with 
  swords at their hips. Even under her thick cloak, and 
  layer of “grime” you see the delicate features of a no-
  ble birth. More importantly, you see a thin line of gold 
  around her neck.
  Adventure Hooks
  Stealing from a Thief:  The Lady Esthar’s necklace is 
  not rightfully hers. She either stole it herself or paid 
  others to acquire it. However, because of Lady Esthar’s 
  wealth and political connections, the true owner cannot 
  pursue the matter through standard channels. With no 
  other alternatives, the owner hires the PCs to obtain the 
  necklace.
   
  In a variation of this, the PCs’ employer claims to 
  be the rightful owner of the necklace, but really is just 
  duping the heroes into doing her dirty work.
   
  Holy Relic: While Lady Esthar regards the neck-
  lace as another trinket, the followers of the Sun King 
  consider the necklace is a holy relic. A priest who has 
  since risen to sainthood crafted it centuries ago by. The 
  local temple of the Sun King is outraged that Lady Est-
  har treats the relic so flippantly. To make matters worse, 
  rumors abound that Lady Esthar secretly worships dark 
  gods outlawed in any civilized society. 
   
  The Map: Within the intricate patterns engraved 
  on the necklace are directions to the legendary golden 
  city Saldonir. The city is rumored to hold vast treasures 
  Chapter 3:
  Sample Encounters
  
  21
  and powerful magic, but since its disappearance, no one 
  has found Saldonir and lived to tell the tale.
   
  Once the PCs obtain the necklace, they may need 
  to find an ancient sage or book to decode it. It is a long 
  and dangerous journey to the mythic city (if it exists).
  Preparations
  For this encounter the PCs should know that Lady Es-
  thar will be in the tavern to meet a wizard named Cal-
  baro. The reason they meet might depend on your plot 
  hook. Perhaps he is a fence selling more stolen jewelry 
  or a member of Esthar’s dark cult. Calbaro likely arrives 
  at the tavern an hour before Lady Esthar.
   
  The heroes should have anywhere from a few hours 
  to a few days to scout the tavern and plot their attack. 
  The heroes should be warned that Lady Esthar’s guards 
  are all more powerful than the PCs.
  Distraction
  It is difficult for the PCs to obtain the necklace while 
  Lady Esthar’s guards are at their best, so the PCs may 
  decide (and a friendly NPC might suggest) to create a 
  distraction. Below are a few possible suggestions, but 
  feel free to reward your PCs for creative play.
    
  Bar Fight: The PCs instigate a bar fight, either a 
  staged fight among themselves or by provoking a patron 
  or even one of Esthar’s guards. If the fight is real, the 
  distraction automatically succeeds. But if it is merely a 
  staged fight, the PCs must succeed a DC 13 skill check. 
  Possible skills include Acrobatics, Athletics, or Bluff. 
    
  Performance: Heroes less prone to violence might 
  try to distract the guard with a performance. To do so 
  the PCs must make a DC 13 skill check. Possible skills 
  might include Acrobatics, Bluff, or Diplomacy. You 
  might also allow a bard (or similar character) to auto-
  matically succeed at such a distraction.
    
  Disturbance: The PCs might think to create an-
  other disturbance, such as by lighting a small fire or re-
  leasing a box of snakes in the tavern. Depending on the 
  plan, you might allow it to automatically succeed, or ask 
  the PCs to make a DC 13 skill check (Nature might be 
  used for the fire or snake examples).
  Theft
  At some point the PCs have to actually take the necklace 
  from around Lady Esthar’s neck. PCs may attempt to do 
  this either through stealth or force. Of the two, stealth 
  is safer.
    
  Stealth: To sneak the necklace off Lady Esthar, a 
  PC adjacent to her must make a Thievery check. If the 
  distraction succeeded, the PC needs to make a DC 13 
  check. But if it failed, the hero instead needs to make a 
  DC 20 check. Further, this check only allows the char-
  acter to get the necklace away from Lady Esthar. The PC 
  must also make a Stealth check with a similar DC (13 
  with distraction or DC 20 without) to do so without be-
  ing noticed. A character who fails both checks not only 
  comes up empty handed, but the guards notice and at-
  tack the PC.
    
  Force: The heroes may also try to simply snatch 
  the necklace from Lady Esthar. To do so, a PC needs to 
  make either an Acrobatics or Athletics check. The DC is 
  13 if the distraction succeeded or 20 if it failed. In this 
  case, even if the PC succeeds the guards automatically 
  notice and attack.
  Set Up
  Lady Esthar (E)
  3 Esthar’s Body Guards (G)
  1 Calbaro, Human Wizard (C)
  12 Drunken Brawlers (B)
  Tactics
  The bodyguards do everything the can to keep Lady 
  Esthar safe. They try to escort her out of the tavern, if 
  possible, or otherwise form a human wall around her. 
  The wizard Calbaro prefers to keep foes away from him, 
  using his icy grasp and ice wall if possible.
   
  The drunken brawlers all just like a good fight and 
  will attack whoever is nearest (maybe other enemies of 
  the PCs).
  Terrain
  Furniture:  The tables and chairs are difficult terrain. A 
  character can tip over a table as a minor action and use 
  it to gain cover.
  Variation: Town Guards
  To make things more complicated, the town guards 
  could get involved. This might come up during the plan-
  ning stage of the encounter and the PCs might know 
  about how quickly they arrive. This puts an extra time 
  pressure on the PCs to obtain the necklace and get away 
  quickly. This might also prompt Lady Esthar to depart 
  quickly, as she does not want to be found in a tavern of 
  such low repute.
   
  Depending on the how the encounter plays out, 
  the guards may try to take the PCs into custody when 
  they arrive. The PCs are welcome to fight them or flee, 
  but if they do, the “heroes” become wanted men.
  
  22
  22
  Lady Esthar 
  Level 2 Lurker
  Medium natural humanoid (human) 
  XP 125
  Initiative +7 
  Senses Perception +2
  HP 22; Bloodied 11 
  AC 14; Fortitude 11; Reflex 14; Will 15 
  Speed  6
  Traits
  Noncombatant
  Lady Esthar cannot make attacks. Allies flanking with her 
  do not gain combat advantage.
  Skills Bluff +9, Diplomacy +9, History +6
  Str 9 (+0) 
  Dex 14 (+3) 
  Wis 12 (+2)
  Con 10 (+1) 
  Int 11 (+1) 
  Cha 17 (+4)
  Alignment Evil Languages Abyssal, Common
  Drunken Brawler 
  Level 1 Minion Brute
  Medium humanoid (human) 
  XP 25
  Initiative +2 
  Senses Perception +0
  HP 1; a miss never damage a minion 
  AC 13; Fortitude 14; Reflex 13; Will 11 
  Traits
  Non-Lethal Combat
  A creature reduced to 0 hp by a drunken brawler is 
  knocked unconscious, but is not at risk of dying.
  Standard Actions
  M Improvised Weapon (weapon) ● At-Will
  Attack: Melee 1 (one creature) +6 vs. AC
  Hit: 6 damage.
  Skills: Arcana +10, Insight +9
  Str 8 (+1) 
  Dex 12 (+3) 
  Wis 15 (+4)
  Con 12 (+3) 
  Int 18 (+5) 
  Cha 10 (+2)
  Alignment Evil Languages Common, Draconic
  Calbaro 
  4 Elite Controller
  Medium natural humanoid (human) 
  XP 400
  Initiative +3 
  Senses Perception +4
  HP 104; Bloodied 52 
  AC 18; Fortitude 15; Reflex 17; Will 16 
  Speed  5 
  Saving Throws  +2; Action Point 1
  Standard Actions
  M Thunder Staff (thunder, weapon) ● At-Will
  Attack: Melee 1 (one creature) +9 vs. AC
  Hit:  1d8 + 5 thunder damage and push the target 2 
  squares.
  r Force Ram  (force) ● At-Will
  Attack: Ranted 10 (one creatures) +7 vs. Fortitude
  Hit:  2d6 + 5 force damage and the target is knocked 
  prone.
  a Icy Grasp (cold) ● Recharge 5, 6
  Attack:  Area blast 1 within 10 (all creatures in burst)
  Hit: 3d6 + 5 cold damage and the target is immobilized 
  (save ends).
  a Ice Wall  (cold)  ● Encounter
  Effect: Area wall 6 within 10; The wizard creates a wall 
  of ice 2 squares high in any unoccupied squares within 
  range. The wall is blocking terrain. Each square has 30 
  hp, it is vulnerable 10 fire, and it automatically hit by any 
  attack that target AC, Fortitude, or Reflex.
   
  Any creature that ends its turn adjacent to the 
  wall takes 1d6 + 5 cold damage. The wall lasts until the 
  end of the encounter.
  Skills Arcana +10, Insight +9
  Str 8 (+1) 
  Dex 12 (+3) 
  Wis 15 (+4)
  Con 12 (+3) 
  Int 18 (+5) 
  Cha 10 (+2)
  Alignment Evil Languages Common,  Draconic
  Esthar’s Guards 
  Level 3 Elite Soldier
  Medium natural humanoid (human) 
  XP 300
  Initiative +5 
  Senses Perception +7
  HP 92; Bloodied 46 
  AC 19; Fortitude 16; Reflex 14; Will 15 
  Speed  5 
  Saving Throws  +2; Action Point 1
  Standard Actions
  M Longsword (weapon) ● At-Will
  Attack: Melee 1 (one creature) +8 vs. AC
  Hit:  1d8 + 6 damage.
  Effect:  The target is marked.
  m Shield Bash  (weapon) ● At-Will
  Attack: Melee 1 (one creatures) +8 vs. Fortitude
  Hit:  6 damage and the target is knocked prone.
  m Slash and Bash (weapon) ● At-Will
  Effect: The body guard makes a longsword and shield 
  bash attack against the same target.
  c Flurry of Blades  (weapon)  ● Recharge When First 
  Bloodied
  Attack:  Close burst 1 (all enemies in burst); +8 vs. AC
  Hit : 2d8 + 6 damage.
  Effect:  The target is marked.
  Move Actions
  To the Side of My Master ● Encounter
  Effect:  The body guard shifts up to its speed (5 squares). 
  It must end this move adjacent to an ally.
  Reactions
  m Retributive Strike (weapon) ● At-Will
  Trigger: An enemy marked by the bodyguard shifts or 
  makes an attack that does not include the bodyguard.
  Effect:  The bodyguard makes a longsword attack against 
  the target.
  Skills Insight +7
  Str 18 (+5) 
  Dex 15 (+3) 
  Wis 12 (+2)
  Con 14 (+3) 
  Int 10 (+1) 
  Cha 9 (+0)
  Alignment Unaligned 
  Language Common
  
  23
  Caves of Ice
  In this encounter the heroes must escape from a collaps-
  ing ice cave. This encounter features an Escape objec-
  tive, which can be easily modified to a Breach objective 
  (see Variation: Into the Ice Cave). It is recommended for 
  characters levels 3-6.
  The massive dome of ice above you begins to buckle, 
  and few a icicles crash to the ground. You suspect that 
  the entire cave system will be on your head, in just a 
  few seconds.
  Adventure Hooks
  Dragon’s Lair: The young white dragon Winter Fang 
  has been terrorizing the surrounding community. The 
  heroes track the dragon back to its lair and defeat it in 
  glorious battle, but as it falls, the PCs realize that Win-
  ter Fang’s life force was tied to the cavern. It collapses 
  around them while fragments of the dragon’s powerful 
  essence animate the ice in the cave walls.
   
  Winter’s Kiss: The PCs hear word of a power-
  ful magic item called Winter’s Kiss (the item may be a 
  weapon or implement that your PCs would enjoy). As 
  they travel to the caves of ice they encounter yeti, win-
  ter wolves, and a band of barbarians that insist the PCs 
  abandon their quest for Winter’s Kiss. When they ar-
  rive, the caves are eerily quiet, that is until a PC removes 
  Winter’s Kiss from its icy casement and the entire cav-
  ern begins to fall in.
   
  Ice Above the Fire: A cabal of powerful wizards 
  has discovered an arcane weapon sealed in a long dor-
  mant volcano. To guard the weapon, those who hide it 
  constructed magical guardians from the ice that sur-
  rounded the volcano’s entrance. Unfortunately, these 
  guardians did not stop the cabal. They are now at work 
  in the heart of the volcano attempting to reactivate the 
  weapon. 
  E
  C
  G
  G
  B
  B
  B
  B
  B
  B
  B
  B
  B
  B
  B
  B
  G
  
  24
  24
   
  After the PCs battle their way past the icy guard-
  ians, they must battle the wizards from the cabal in the 
  ancient lava tubes and stop them before they reclaim 
  the arcane weapon. (This adventure hook uses the Into 
  the Ice Cave variation listed below.
  Cave In
  The ice caves begin to collapse on the first round, and 
  the fall expands each additional round. There are two 
  stages to the collapse, partial and total collapse.
   
  Any creature that ends its turn in an area of partial 
  collapse suffers 2d6 points of damage, but is otherwise 
  unhindered. Any creature that ends its turn in an area 
  of total collapse suffers 6d6 points of damage and ongo-
  ing 10 cold damage (save ends). Further, the character 
  is buried under several feet of ice. It can attempt to dig 
  itself out with a DC 22 Athletics check (each attempt 
  takes one minute), or friends from above who can lo-
  cate the character (DC 15 Perception), can dig him out 
  automatically.
   
  At the end of the first round the area marked on 
  the map begins to partially collapse. Each round after 
  that the area that was partially collapsing totally collaps-
  es, and a new zone of partial collapse extends 6 squares 
  down all the tunnels. 
  Set Up
  2 Icicle Casters (C)
  12 Icelings (I)
  Tactics
  The ice elementals are part of an ancient magic meant 
  to trap the intruders in the cave. They do their best to 
  hamper the PCs movement to prevent them from flee-
  ing.
  Terrain
  Ice Sheet: A character may move safely over the ice sheet 
  by treating it as difficult terrain. A character who treats 
  the ice as normal terrain must make a DC 15 Acrobatics 
  check of fall prone.
   
  Ice Walls: Characters can attempt to burst through 
  any wall, though some are easier than others. All walls 
  are automatically hit by any attack that targets AC, Re-
  C
  I
  I
  I
  I
  I
  I
  I
  I
  C
  
  25
  flex, or Fortitude, and all are vulnerable 10 fire. The 
  thin walls (on borders between squares) have 20 hp per 
  square, while the thick walls (occupying whole squares) 
  have 80 hp per square.
   
  Fissure: The fissures in the ground are 20 feet deep 
  (2d10 falling damage). It requires a DC 10 Athletics 
  check to climb out of one.
  Variation: Into the Cave
  Instead of the PCs trying to escape from a collapsing 
  cave, they might be trying to fight their way past the 
  guardians. In the Ice Above the Fire adventure hook, 
  there should be an opening in the floor of the large 
  chamber at the eastern end of the cave. This is a fif-
  ty-foot drop that leads to the volcano below. The same 
  room should be the goal for other breach encounters, 
  and it might hold a powerful magic item, or a prisoner 
  in need of rescue.
   
  As a breach encounter the cave does not collapse 
  around the PCs. To keep the pressure up, the ice ele-
  mentals instead constantly reform after their destruc-
  tion. The starting locations for the elementals become 
  their spawn points. At the end of each round, roll 1d6 
  for each slain elemental. On a result of five or six the 
  enemy reemerges from the ice at its spawning loca-
  tion.  
   
  You might describe how a magical glow moves 
  from every destroyed foe into the ice walls of the cave.
  Icicle Caster 
  Level 4 Artillery
  Medium elemental animate (ice) 
  XP 200
  Initiative +6 
  Senses Perception +2
  HP 45; Bloodied 22 
  AC 16 Fortitude 16; Reflex 17; Will 14 
  Resist 10 cold; Vulnerable 5 fire
  Speed 7 ( Ice walk)
  Traits
  Aura of Cold
  Aura 1; Enemies in the aura cannot shift.
  Standard Actions
  M Freezing Claw (cold) ● At-Will
  Attack: Melee 1 (one creature) +9 vs. AC
  Hit:  1d8 + 5 cold damage.
  R Icicle (cold) ● At-Will
  Attack: Ranged 10 (one creature) +11 vs. AC
  Hit:  2d6 + 5 cold damage and the target is slowed.
  a Icicle Blast (cold) ● Recharge when first bloodied
  Attack: Area burst 1 within 10 (all creatures in burst) +9 
  vs. Reflexes
  Hit: 1d8 + 5 cold.
  Effect: The blast creates a zone that lasts until the 
  end of the encounter. The zone is difficult terrain, and 
  any creature that ends its turn in the zone takes 5 cold 
  damage.
  Str 12 (+3) 
  Dex 18 (+6) 
  Wis 11 (+2)
  Con 15 (+4) 
  Int 3 (-2) 
  Cha 7 (+0)
  Alignment Unaligned 
  Languages Understands 
  primordial
  Iceling  
  Level 6 Soldier Minion
  Medium elemental animate (ice) 
  XP 63
  Initiative +8 
  Senses Perception +5
  HP 1; a miss never damage a minion 
  Darkvision 
  AC 22; Fortitude 19; Reflex 18; Will 15 
  Resist 10 cold
  Speed 8 ( Ice walk)
  Traits
  Aura of Cold
  Aura 1; Enemies in the aura cannot shift.
  Standard Actions
  M Icy Grasp (cold) ● At-Will
  Attack: Melee 1 (one creature) +11 vs. AC
  Hit:  5 cold damage and the target is slowed
  Triggered Actions
  c Death Burst (cold) ● At-Will
  Trigger: The iceling is reduced to 0 hp by an attack that 
  does not deal fire damage.
  Attack: Close burst 1 (all creature in burst) +9 vs. 
  Fortitude
  Hit: 5 cold damage and the target is slowed until the end 
  of its next turn.
  Str 19 (+7) 
  Dex 16 (+6) 
  Wis 10 (+3)
  Con 14 (+5) 
  Int 3 (-1) 
  Cha 8 (+2)
  Alignment Unaligned 
  Languages Understands 
  primordial
  
  26
  26
  The Arson
  This encounter features the heroes battling to extin-
  guish a raging fire in an abandoned warehouse before 
  the flame spreads to the rest of the city. It is an Achieve 
  encounter and recommended for characters level 7-10.
  Onlookers stare at the long-abandoned warehouse as 
  smoke bellow from the windows. Nearby buildings of 
  shoddy construction will likely catch alight soon unless 
  somebody stops the fire.
  Adventure Hooks
  Exotic Smugglers:  A gang of smugglers has been us-
  ing the abandoned warehouse to store their goods. They 
  brought in the fire beasts for a tiefling pyromancer who 
  wants them for his experiments. While the smugglers 
  frequently deal with dangerous animals, in this case, 
  they underestimated the pens’ ability to hold the pyro-
  pede and fire bugs. If you want to complicate matters, 
  there might be other strange creatures in the warehouse. 
  They might be caged and needing rescue, or free crea-
  tures that threaten the PCs. 
   
  If the heroes succeed in extinguishing the fire be-
  fore things get out of control, they might be able to find 
  more clues about the smugglers and their pyromancer 
  client.
   
  A Burnt Offering:  A cult worshiping a primordial 
  lord of fire operated secretly in the city for some time. 
  It kept a low profile while quietly growing in strength. 
  Now the cult seeks to draw their fire lord’s attention by 
  setting massive blazes throughout the city.
   
  PCs who pay attention to the crowd outside might 
  notice several of them bear a strange brand on their 
  wrist. These are cult members who have come to wit-
  ness their holy work. If the PCs fail to notice the cults 
  involvement with this fire, the cult will surely strike 
  again.
   
  Cleansing Flame:  The fire creatures were left de-
  liberately in the warehouse to start a fire that looked like 
  an accident. The target was not the abandoned ware-
  house, but the brothel next door. The perpetrator is an 
  overly zealous priest of the Sun King who despises the 
  house of ill repute and hates himself for succumbing to 
  temptation within.
   
  If the PCs succeed in extinguishing the fire, there 
  may be further attacks against the brothel or the women 
  who work there. If the PCs fail, some of the women who 
  escape the blaze might give the heroes a clue to what 
  really happened.
  The Smoke
  Any creature that breathes and does not have the fire 
  subtype that ends its turn inside the warehouse risks 
  smoke inhalation. Such a creature must make a DC 12 
  Endurance check at the end of its turn or lose one heal-
  ing surge. 
  The Fire
  As the encounter begins, there are 18 squares of fire 
  terrain in the warehouse (marked with and @@ on the 
  map). The fire naturally spreads on its own, but can be 
  put out by clever PCs.
  Fire Terrain : Any creature that ends its turn adjacent to 
  a square fire terrain suffers 5 fire damage. Any creature 
  that ends its turn in a square containing fire suffers 10 
  fire damage.
  Spreading the Fire:  At the end of each round, roll 1d6 
  for each square of terrain currently on fire. For each 
  die that results in a 6, the fire spreads to one additional 
  square. Choose the new fire squares in any space adja-
  cent to a current fire square.
   
  If the fire ever spreads to 36 or more squares, the 
  warehouse is beyond redemption, and the fire spreads 
  to adjoining buildings. How devastating the final dam-
  age is depends on the DM.
  Fighting the Fire
  Here a few suggestions of ways that the PCs might be 
  able to combat the fire. Feel free to  reward PCs clever 
  ideas for additional ways to combat the blaze.
   
  Unless otherwise stated, PCs using the skills may 
  make a check as a standard action with a DC of 17, or 
  as a minor action with a DC of 26. PCs may attempt as 
  many checks as they have actions for each turn.
   
  Smother the Fire:  A character can attempt to 
  smother a single adjacent square of fire. If the character 
  tries to deftly avoid the fire, he may use Acrobatics. If 
  he tries to use force to quench the fire quickly, he may 
  use Athletics. If he tries to resist the heat, he may use 
  Endurance. A character may also chose to ignore the 
  danger and automatically put out the fire, but in doing 
  so takes 10 fire damage (in addition to any damage in-
  curred from ending in or adjacent to fire.
   
  Bucket Brigade:  A PC can try to organize nearby 
  citizens to form a bucket brigade to help extinguish the 
  fire. They can attempt this using either Bluff, Diploma-
  cy, or Intimidate. Using this method, the squares near-
  est the street are extinguished first and one square is 
  extinguished for each successful check.
  
  27
  Pyropede 
  Level Skirmisher 9
  Medium elemental magical beast (fire) 
  XP 400
  Initiative +11 
  Senses Perception +4
  HP 97; Bloodied 48 
  AC 23; Fortitude 21; Reflex 23; Will 18 
  Resist 10 fire
  Speed 8; climb 6
  Traits
  Burning Blood
  An adjacent creature that hits the pyropede with a melee 
  attack takes 5 fire damage.
  Standard Actions
  M Bite  (fire) ● At-Will
  Attack: Melee 1 (one creature) +14 vs. AC
  Hit:  1d8 + 8 damage and 1d8 fire damage.
  r Flaming Spittle (fire) ● At-Will
  Attack: Ranged 5 (one creature); +12 vs. Reflex
  Hit:  2d6 + 6 fire damage and ongoing 5 fire damage.
  c Blast of Flame (fire) ● Recharge when first bloodied
  Attack: Close blast 5 (all creatures in blast); +12 vs. 
  Reflex
  Hit: 3d6 + 10 fire damage.
  Miss: Half damage.
  Move Actions
  Scuttle ● At-Will
  Effect: The pyropede shifts half its speed (4 squares).
  Str 14 (+6) 
  Dex 20 (+9) 
  Wis 13 (+4)
  Con 17 (+7) 
  Int 1 (-1) 
  Cha 6 (+1)
  Alignment Unaligned 
  Languages —
   
  Cold Attacks:  A character can use attacks with 
  the cold descriptor to fight the fire. A square may be 
  targeted as though it were an enemy creature, but the 
  PC does not need to make an attack roll. The character 
  makes an Arcana, Nature, or Religion check depending 
  on whether it is an arcane, primal, or divine power (DM 
  may decide the skill for other powers). If the power also 
  targets an actual creature, treat the DC as though it were 
  a minor action even if the power requires a standard 
  action to use. If the power targets multiple squares, roll 
  for each square separately.
  Set Up
  3 Pyropedes (P)
  10 Fire Bugs (B)
  Tactics
  The fire creature are motivated by hunger. They are not 
  very intelligent, but their instincts tell them to go after 
  the weakest targets. The pyropedes attempt to flee if re-
  duced to half their bloodied value (24 hp).
  Terrain
  Fire Squares:  See The Fire above.
  Odds and Ends:  The various crates, boxes, and barrels 
  in the warehouse are difficult terrain.
  Variation: Explosive Barrels
  If you want to add another factor for the PCs to deal 
  with, you can make some or all of the barrels in the bat-
  tle potentially explosive. They might be filled with oil, 
  alcohol, or explosive powder.
   
  In this scenario, if at the end of the round (before 
  the fire spreads) an explosive barrel is in a square of fire 
  terrain, it explodes, making the following attack:
  C Barrel Explosion 
  Attack: Close burst 1 (all creature in burst) +11 vs. Reflex
  Hit:  2d8 + 7 fire damage.
  Effect: The area of the burst is filled with fire terrain.
  
  28
  28
  Fire Bug  
  Level 10 Controller Minion
  Small elemental magical beast (fire) 
  XP 125
  Initiative +10 
  Senses Perception +11
  HP 1; a miss never damage a minion 
   
  AC 24; Fortitude 22; Reflex 23; Will 19 
  Resist 10 fire
  Speed 6
  Standard Actions
  M Bite (fire) ● At-Will
  Attack: Melee 1 (one creature) +15 vs. AC
  Hit: 9 fire damage.
  Triggered Actions
  c Death Burst (fire) ● At-Will
  Trigger: The iceling is reduced to 0 hp by an attack that 
  does not deal cold damage.
  Attack: Close burst 1 (all creature in burst) +13 vs. Reflex
  Hit: 9 fire damage.
  Effect: The square that the fire bug occupied is filled with 
  fire terrain.
  Str 8 (+4) 
  Dex 21 (+10) 
  Wis 12 (+6)
  Con 18 (+9) 
  Int 1 (+0) 
  Cha 1 (+0)
  Alignment Unaligned 
  Languages --
  P
  P
  P
  B
  B
  B
  B
  B
  B
  B
  B
  B
  
  29
  The Assassination
  In this encounter the PCs must protect a young prince 
  from a dedicated band of assassins. It is a Protect en-
  counter (subset of Prevent) and suggested for characters 
  level 11-13.
  As you come around the bend, you see armored war-
  riors protecting a robbed woman who points a glowing 
  staff to you.
  Adventure Hooks
  A Father’s Love:  The young Prince Ulgair desires to 
  see his kingdom for what it really is and believes that 
  to do so he must escape his father’s guard. Prince Ul-
  gair ran away from the castle in the dead of night to ex-
  plore the world. The King could simply have his guards 
  bring Prince Ulgair back, but he fears that this will only 
  prompt the Prince to escape again.
   
  Instead the king hires the PCs to act as secret 
  guards. They are to protect Prince Ulgair, but must not 
  reveal the King’s role in their protections.
   
  The King expects little more than brigands to trou-
  ble the prince, but the King’s brother takes the oppor-
  tunity to eliminate the King’s only son, making himself 
  the heir to the throne. Of course the assassin do not tru-
  ly know who hired them.
   
  The Lost King:  The PCs are hired to protect a rag-
  ged man who claims to be nothing more than a simple 
  traveler. However, when the assassins attack, the truth 
  becomes clear. The ragged man is in fact Prince Ulgair, 
  son of the previous King who was disposed and murder 
  after a civil war some ten years ago.
   
  To complicate matters, Prince Ulgair does not re-
  member being a prince, indeed he remembers nothing 
  from the time before the rebellion. His earliest memo-
  ries are being raised by a kind but secretive merchant.
  The Gray Men
  The assassins hired to kill Prince Ulgair are known as 
  the Gray Men. They recruit their members young from 
  orphanages and off the street. They Gray Men hold no 
  allegiance to any kingdom organization, and will take 
  any mission if the client can afford to pay. While the 
  Gray Men in this encounter are all half-orcs, Gray Men 
  come from any race. 
   
  Despite the name, there are many women among 
  the Gray Men.
  Preparation
  At the start of the encounter, the Gray Men war mage, 
  warriors, and initiates are visible in the middle of the 
  road. The assassins lurk in the woods, but PCs with a 
  passive Perception of 25 or higher may notice them.
  Set Up
  1 Gray Men War Mage (M)
  2 Gray Men Warriors (W)
  2 Gray Men Assassin (A)
  3 Gray Man Initiate (I)
  Tactics
  The Gray Men begin by trying to draw the PCs away 
  from Prince Ulgair. The war mage unleashes a fireball 
  on the party and the initiates open fire with their cross-
  bows. When a sizable portion of the PCs have engaged 
  the main group in melee, the assassins trigger the falling 
  trees and attack Prince Ulgair. The assassins focus en-
  tirely on Prince Ulgair, to the point where they ignore 
  PC marks and opportunity attacks.
  Terrain
  Trees:  The trees are difficult terrain and provide cover.
  Falling Trees:  The assassins have prepared two of the 
  trees to fall with a slight push. As a minor action the 
  trees fall down and block the area in a line between the 
  two trees. In order to make it through the branches and 
  over the trunk, a creature must make a DC 20 Athletics 
  of Acrobatics check, and even then they treat the area as 
  difficult terrain.
  
  30
  30
  Gray Men Warrior  
  Level 12 Soldier
  Medium natural humanoid (half-orc) 
  XP 700
  Initiative +11 
  Senses Perception +10
  HP 122; Bloodied 61 
  Low-light vision 
  AC 28; Fortitude 26; Reflex 22; Will 24 
  Speed 5
  Standard Actions
  M Battle Axe (weapon) ● At-Will
  Attack: Melee 1 (one creature) +17 vs. AC
  Hit: 2d10 + 10 damage and the target is marked until the 
  end of the Gray Man warrior’s next turn.
  R Crossbow  (weapon) ● At-Will
  Attack:  Ranged 15/30 (one creature) +15 vs. AC
  Hit: 2d8 +10 damage.
  m Superior Strike  (weapon) ● Recharge when first 
  bloodied
  Attack: Melee 1 (one creature) +17 vs. AC
  Hit: 3d10 + 15 damage, and the target is dazed (save 
  ends) and knocked prone.
  Triggered Actions
  Ferocious Assault ● Encounter
  Trigger: The Gray Men warrior hits with an attack
  Effect (No action): The attack deals an additional 1d10 
  points of damage.
  Warrior’s Training ● At-Will
  Trigger: A creature marked by the warrior shifts or makes 
  an attack that does not include the warrior.
  Effect: The warrior makes a battle axe attack against the 
  triggering target.
  Str 22 (+12) 
  Dex 8 (+5) 
  Wis 19 (+10)
  Con 18 (+10) 
  Int 14 (+8) 
  Cha 10 (+6)
  Alignment Evil Languages Common, Orc 
  Possessions  Battle axe, crossbow with 20 bolts, plate 
  armor, heavy steel shield. 
  Grey Men War Mage 
  Level 13 Artillery
  Medium natural humanoid (half-orc) 
  XP 800
  Initiative +6 
  Senses Perception +6
  HP 100; Bloodied 50 
  Low-light vision 
  AC 25; Fortitude 24; Reflex 27; Will 25 
  Speed 6
  Standard Actions
  M  Staff (weapon) ● At-Will
  Attack: Melee 1 (one creature) +18 vs. AC
  Hit: 1d10 + 7 damage.
  a Force Explosion  (Force) ● At=Will
  Attack: Area burst 1 within 10 (all creatures in burst); +18 
  vs. Fortitude
  Hit:  2d8 + 7 force damage and the target is knocked 
  prone.
  a Ball of Fire  (Fire) ● Encounter
  Attack:  Area burst 3 within 20 (all creatures in burst); +18 
  vs. Reflex
  Hit: 5d6 + 7 fire damage and ongoing 10 fire damage 
  (save ends).
  Miss:  Half damage.
  c Dazzling Blast  (Radiant) ● Recharge when first 
  bloodied
  Attack: Close burst 5 (all creatures in burst); +18 vs. Will
  Hit: 3d8 + 7 radiant damage and the target is dazed 
  (save ends).
  Miss: Half damage.
  Triggered Actions
  Ferocious Assault ● Encounter 
  Trigger: The Gray Men war mage hits with an attack
  Effect (No action): The attack deals an additional 1d8 
  points of damage.
  Dimensional Retreat  ● Encounter
  Trigger: The war mage takes damage from a close or 
  melee attack.
  Effect: (Immediate reaction); The war mage teleports 10 
  squares.
  Skills Arcana +17
  Str 8 (+5) 
  Dex 10 (+6) 
  Wis 11 (+6)
  Con 16 (+9) 
  Int 22 (+12) 
  Cha 19 (+10)
  Alignment Evil Languages Common, Draconic
  Possessions Staff, robes
  
  31
  Gray Men Assassin  
  Level 11 Lurker
  Medium natural humanoid (half-orc) 
  XP 600
  Initiative +14 
  Senses Perception +5
  HP 97; Bloodied 48 
  Low-light vision 
  AC 23; Fortitude 23; Reflex 24; Will 22 
  Speed 6; teleport 4
  Traits
  Combat Advantage
  The Gray Men assassin deals an extra 2d6 damage 
  whenever it has combat advantage.
  Standard Actions
  M/R Dagger (weapon) ● At-Will
  Attack: Melee 1 (one creature) or Ranged 5/10 (one 
  creature);  +16 vs. AC
  Hit:  2d6 + 8 damage.
  m Eye Slash (weapon) ● Encounter
  Attack:  Melee 1 (one creature) +16 vs. AC
  Hit:  3d6 + 8 damage and the target is blinded (save 
  ends).
  Move Actions
  Dimensional Charge  ● Encounter
  Effect: The shadow assassin teleports 10 squares.
  Triggered Actions
  Ferocious Assault ● Encounter
  Trigger: The Gray Men assassin hits with an attack
  Effect (No action): The attack deals an additional 1d6 
  points of damage.
  Str 18 (+9) 
  Dex 21 (+10) 
  Wis 11 (+5)
  Con 14 (+7) 
  Int 14 (+7) 
  Cha 17 (+8)
  Alignment Evil Languages Common, Orc
  Possessions  4 daggers, leather armor
  Gray Men Initiate 
  Level 12 Minion Artillery
  Medium natural humanoid (half-orc) 
  XP 200
  Initiative +12 
  Senses Perception +8
  HP 1; a miss never damages a minion 
  Low-light vision 
  AC 24; Fortitude 24; Reflex 26; Will 22 
  Speed 6
  Standard Actions
  M Short Sword (weapon) ● At-Will
  Attack: Melee 1 (one creature); +17 vs. AC
  Hit:  10 damage.
  R Crossbow  (weapon) ● At-Will
  Attack: Melee 1 (one creature); +19 vs. AC
  Hit:  10 damage.
  Str 15 (+8) 
  Dex 22 (+12) 
  Wis 14 (+8)
  Con 19 (+10) 
  Int 10 (+6) 
  Cha 8 (+5)
  Alignment Evil Languages Common, Orc
  Possessions  Crossbow with 40 bolts, short sword, 
  leather armor
  Prince Ulgair  
   Level 10 Skirmisher
  Medium humanoid (human) 
  XP —
  Initiative +8 
  Senses Perception +5
  HP 98; Bloodied 49 
  AC 24; Fortitude 19; Reflex 22; Will 23 
  Speed 6
  Standard Actions
  M Rapier (weapon) ● At-Will
  Effect: Melee 1 (one creature) 8 damage.
  Skills Diplomacy +15, Insight +10
  Str 12 (+6) 
  Dex 15 (+7) 
  Wis 11 (+5)
  Con  10 (+5) 
  Int 10 (+5) 
  Cha 20 (+10)
  Alignment Unaligned 
  Languages Common
  Possessions Rapier
  PC Start
  M
  W
  W
  A
  A
  I
  I
  I
  
  32
  32
  Escape the City of Brass
  As the name implies, in this encounter the PCs must 
  escape the City of Brass. To do so, they must keep efreeti 
  and the servants at bay while the PCs activate a plan-
  er portal. This Hold encounter also has some elements 
  of an Achieve objectives, and is designed for characters 
  level 17-20.
  You find the planer portal, a circle engraved on the wall 
  surrounded by ten crimson gems. Something is wrong. 
  The portal lies inert, and in its present condition will 
  not take you anywhere.
   
  Noise from behind you alerts you that your pursu-
  ers are nearly upon you.
  Adventure Hooks
  Rescue: Somebody dear to the PCs, such as family 
  member or love interest, was captured by planer slavers 
  and brought to the City of Brass. After the PCs go to the 
  city and rescue their target, the heroes must flee the city. 
  They know of a portal that will take them home, and 
  now they just have to activate it.
   
  Blazing Sword: The Queen of Winter threatens to 
  plunge the world into eternal cold. To defeat her, the 
  PCs must find the magical sword blaze, which is held by 
  a powerful efreet noble who dwells in the City of Brass. 
  After they sneak into the efreet’s home and liberate the 
  sword, the PCs must activate the portal to escape the 
  city.
  Activating the Portal
  In order for the PCs to activate the planer portal, they 
  must energize all ten magical gems around its border. 
  Characters adjacent to the portal can activate a stone as 
  a minor action with a DC 32 Arcana check, or as stan-
  dard action with a DC 23 Arcana check. Only one stone 
  may be activated each round (once any character has 
  activated a gem, no other PC can activate one until the 
  next round begins).
   
  Once all ten stones have been activated, the portal 
  opens. The PCs have three rounds to enter it before it 
  closes. Once it closes, the foes will be unable to track 
  where the PCs went.
  Waves
  The enemies continue to enter the battle as it progress-
  es. To simplify things, these attack have been separated 
  into three waves:
  Wave 1: Salamanders
  Round 1: 2 salamander flame spears
  Round 2: 1 salamander flame bows 
  Round 3: 1 salamander flame spear
  Round 4: Nothing
  Wave 1 Tactics: The salamanders use fairly straightfor-
  ward tactics. The flame spears charge forward and at-
  tack the front lines, while the flame bow attacks from a 
  distance.
  Wave 2: Slaves and Slavers
  Round 5: 8 azer bound berserkers
  Round 6: 4 azer bound berserkers, 1 efreet slave master
  Round 7: 4 azer bound berserkers, 1 efreet pyromancer 
  Round 8: Nothing
  Wave 2 Tactics: The azer berserkers swarm their foes, 
  and those that cannot reach the PCs throw their ham-
  mers. If PCs are holding a choke point, the slave master 
  uses his flight to fly over the PCs and then uses his whip 
  to move the PC. The pyromancer flies five squares up 
  (so foes are still in range of his aura) and blasts the PCs 
  from a distance.
  Wave 3: The Surge
  Round 9: 2 salamander flame spears, 1 salamander 
  flame bow
  Round 10: 8 azer bound fighters, 1 efreet slave master, 1 
  efreet pyromancer
  Round 11: 16 azer bound fighters
  Round 12: Nothing
  Wave 3 Tactics: The opponents use similar tactics in 
  this wave to what they used in the other waves.
  Wave N
  Since this battle does not end until the PCs escape, more 
  enemies continue to attack after they activate the portal. 
  For round 13, and each round after that, roll on the fol-
  lowing table to determine what new foes enter the fray.
  1-4
  Nothing
  5-7
  1 salamander flame spear
  8-10
  1 salamander flame bow
  11-13
  4 azer bound berserkers
  14-16
  1 efreet slave master
  18-19
  1 efreet pyromancer
  20
  Roll again twice
  
  33
  Terrain
  Bronze spheres: There are large bronze spheres in the 
  courtyard near the portal. These spheres are blocking 
  terrain. Any creature can to move a bronze sphere as 
  a minor action  with a DC 32 Athletics check or as a 
  standard action with a DC 23 check. If successful, the 
  creature pushes the sphere 1 square, plus an addition-
  al square for every 5 by which the check beats the DC. 
  Creatures may attempt to climb over a sphere with a DC 
  23 Athletics check.
  Alternate Refreshers
  The PCs face far more foes than normal in this battle, so 
  periodically they gain minor benefits similar to (but dif-
  ferent from) short rests. These refreshers occur on the 
  following rounds.
  Round 4
  •	
  Each PC (including unconscious ones) may imme-
  diately spend one healing surge and gain hit points 
  as normal. 
  •	
  The characters earn one encounter toward a mile-
  stone (even though they have not completed this 
  encounter). A PC who has already used an action 
  point regains the opportunity to use one this en-
  counter (those who have not used one this encoun-
  ter gain no benefit).
  •	
  Character regains one encounter attack or utility 
  power. (Psionic classes regain 4 power points. Char-
  acters from classes that do not posses encounter at-
  tack powers may regain one encounter class power).
  Round 8
  •	
  All PCs may immediately spend one healing surge 
  and gain hit points as normal. 
  •	
  The characters earn one encounter towards a mile-
  stone. A PC who has already used an action point 
  regains the opportunity to use one this encounter.
  •	
  PCs who used their second wind regains the ability 
  to do so.
  •	
  All PCs regain their racial encounter powers (if ap-
  plicable) and any encounter powers that are class 
  features. (If the class feature has multiple uses, they 
  gain 1 use if the power deals damage, but otherwise 
  regain all uses).
  •	
  Characters regain one encounter attack or utility 
  power.
  Variation: Slave Revolt
  In this variation the PCs can turn the azer slaves against 
  their masters. To do this the PCs may attempt a DC 23 
  Bluff, Diplomacy, or Intimidate check as a minor action. 
  If successful, the PC convinces one azer bound berserk-
  er to rebel against its slave masters and join the PCs. 
  For every 5 by which the PC’s result beats the DC, one 
  additional azer bound berserker joins the PCs.
   
  To make the battle easier to manage, you can mark 
  the turned azers with a token, and allow the player who 
  succeeded the check to control the azer. 
   
  This variation present the PCs with an interesting 
  roleplaying conundrum after the battle: namely what to 
  do with the azers they have freed?
  PC Start
  
  34
  34
  Azer Bound Berserker  
  Level 18 minion skirmisher
  Medium elemental humanoid (fire) 
  XP 500
  Initiative +16 
  Senses Perception +13
  HP 1; a miss never damage a minion 
   
  AC 32; Fortitude 31; Reflex 29; Will 28 
  Speed 6
  Resist 20 fire
  Traits
  Flame Ward
  An enemy that starts its turn adjacent to two or more 
  creatures with this trait takes 5 fire damage.
  Standard Actions
  M Warhammer (fire, weapon) ● At-Will
  Attack: Melee 1 (one creature) +23 vs. AC
  Hit: 9 damage plus 5 fire damage; or 11 damage plus 5 
  fire damage on a charge.
  R Throwing Hammer (fire, weapons) ● At-Will
  Attack: Ranged 20/40 (one or two creatures); +22 vs. AC
  Hit: 1d10 + 8 damage and 1d8 fire damage.
  Triggered Actions
  Revenge Me
  Trigger: The Azer bound berserker is reduced to 0 hp.
  Effect: One minion ally within 5 squares makes a basic 
  melee attack or charges the creature that reduced the 
  azer to 0 hp (as an opportunity action). If the ally charges, 
  it does not provoke opportunity attacks from the charge.
  Str 25 (+16) 
  Dex 20 (+14) 
  Wis 18 (+13)
  Con 24 (+16) 
  Int 10 (+9) 
  Cha 9 (+8)
  Alignment Unaligned 
  Languages Dwarven, Primordial
  Possessions Scale armor, heavy shield, warhammer, 3 
  throwing hammers.
  Salamander Flame Bow 
  Level 15 Artillery
  Large elemental humanoid (fire, reptile) 
  XP 1,200
  Initiative +13 
  Senses Perception +11
  HP 110; Bloodied 55 
   
  AC 27; Fortitude 25; Reflex 26; Will 24 
  Speed 6
  Resist 20 fire
  Standard Actions
  M Scimitar (fire, weapon) ● At-Will
  Attack: Melee 2 (one creature); +20 vs. AC
  Hit: 2d8 + 8 damage and ongoing 10 fire damage (save 
  ends).
  R Twin Arrows (fire, weapon) ● At-Will
  Attack: Ranged 20/40 (one or two creatures); +22 vs. AC
  Hit: 1d10 + 8 damage and 1d8 fire damage.
  r Rain of Fire (fire, weapon) ● Encounter
  Requirement: The salamander flame bow must be 
  bloodied.
  Attack: Ranged 20/40 (every enemy within range); +22 
  vs. AC
  Hit: 1d10 + 8 damage and 1d8 fire damage.
  Str 16 (+10) 
  Dex 23 (+13) 
  Wis 18 (+11)
  Con 20 (+12) 
  Int 12 (+8) 
  Cha 10 (+7)
  Alignment Evil Languages Primordial
  Possessions scimitar, longbow, 20 arrows
  Salamander Flame Spear 
  Level 16 Soldier
  Large elemental humanoid (fire, reptile) 
  XP 1,400
  Initiative +15 
  Senses Perception +6
  HP 156; Bloodied 78 
   
  AC 32; Fortitude 30; Reflex 28; Will 26 
  Speed 6
  Resist 20 fire
  Standard Actions
  M  Longspear (fire, weapon) ● At-Will
  Attack: Melee 3 (one creature); +21 vs. AC
  Hit: 3d8 + 11 damage and ongoing 10 fire damage (save 
  ends).
  Triggered Actions
  m Tail Sweep (fire) ● At-Will
  Trigger: An enemy adjacent to the salamander flame 
  spear shifts.
  Attack (Immediate Interrupt): Melee 1 (triggering 
  creature); +21 vs. AC
  Hit: 1d10 + 6 fire damage and the target is knocked 
  prone.
  Str 24 (+5) 
  Dex 21 (+13) 
  Wis 17 (+11)
  Con 20 (+13) 
  Int 10 (+8) 
  Cha 12 (+9)
  Alignment Evil Languages Primordial
  Possessions longspear
  
  35
  Efreet Pyromancer 
  Level 19 Artillery
  Large elemental humanoid (fire) 
  XP 2,400
  Initiative +14 
  Senses Perception +11
  HP 138; Bloodied 69 
   
  AC 31; Fortitude 29; Reflex 32; Will 31 
  Speed 6, fly 8 (hover)
  Immune fire
  Traits
  Intense Flame (fire) ● Aura 5
  Any enemy in the aura loses any fire resistance it 
  possesses. Any enemy immune to fire is treated as 
  though it had resist 20 fire instead.
  Flaming Soul (fire) ● Aura 1
  Any enemy in the aura that takes ongoing fire damage 
  takes an additional 5 fire damage.
  Freezing Flame
  Whenever the efreet slave master takes cold damage it is 
  slowed until the end of its next turn. 
  Standard Actions
  M Scimitar (fire, weapon) ● At-Will
  Attack: Melee 2 (one creature) +25 vs. AC
  Hit: 2d10 + 11 damage and ongoing 10 fire damage 
  (save ends).
  a Flame Burst (fire) ● At-Will
  Attack: Area burst 1 within 20 (all creatures in burst); +25 
  vs. Reflex
  Hit: 3d8 + 14  fire damage.
  r Flame Bolt (fire) ● At-Will
  Attack: Ranged 20 (one creature); +21 vs. Reflex
  Hit: 3d6 + 10 fire damage and ongoing 10 fire damage 
  (save ends).
  a Consuming Flame (fire) ● Recharge 5, 6
  Attack: Close burst 10 within (all creatures in burst 
  currently taking ongoing fire damage); +25 vs. Fortitude
  Hit: 5d10 + 14  fire damage.
  Miss: Half damage
  Effect: Any ongoing fire damage on the target ends.
  Skills Arcana +21
  Str 17 (+12) 
  Dex 20 (+14) 
  Wis 14 (+11)
  Con 18 (+13) 
  Int 25 (+16) 
  Cha 22 (+15)
  Alignment Evil Languages Common, Primordial
  Possessions Staff
  Efreet Slave Master 
  Level 18 Controller
  Large elemental humanoid (fire) 
  XP 2,000
  Initiative +15 
  Senses Perception +10
  HP 170; Bloodied 85 
   
  AC 32; Fortitude 28; Reflex 30; Will 31 
  Speed 6, fly 8 (hover)
  Immune fire
  Traits
  Flaming Soul (fire) ● Aura 1
  Any enemy in the aura that takes ongoing fire damage 
  takes an additional 5 fire damage.
  Freezing Flame
  Whenever the efreet slave master takes cold damage it is 
  slowed until the end of its next turn. 
  Standard Actions
  M Scimitar (fire, weapon) ● At-Will
  Attack: Melee 2 (one creature) +23 vs. AC
  Hit: 3d8 + 10 damage and ongoing 10 fire damage (save 
  ends).
  m Whip (fire, weapons) ● At-Will
  Attack:  3d6 + 10 fire damage and the target is knocked 
  prone and pulled 3 squares.
  r Flame Bolt (fire) ● At-Will
  Attack: Ranged 20 (one creature); +21 vs. Reflex
  Hit: 3d6 + 10 fire damage and ongoing 10 fire damage 
  (save ends).
  a Sacrificial Pyre (fire) ● Recharge when first 
  bloodied
  Attack: Area burst 1 with 10 centered on a minion ally (all 
  creatures in burst); +21 vs. Reflex.
  Hit: 5d6 + 10 fire damage.
  Effect: The minion centered in the blast dies. It does NOT 
  trigger any effects normally triggered by it being reduced 
  to 0 hp.
   
  The area of the burst becomes a zone of fire that 
  lasts until the end of the efreet’s next turn. Any creature 
  that starts its turn in the zone or willingly enters it takes 
  10 fire damage.
  Skills Intimidate +21
  Str 20 (+14) 
  Dex 22 (+15) 
  Wis 13 (+10)
  Con 18 (+13) 
  Int 15 (+11) 
  Cha 25 (+16)
  Alignment Evil Languages Primordial
  Possessions scimitar, whip
  
  36
  36
  Fallen Angel
  In this encounter the PCs must either redeem a fallen 
  angel or slay him. It offers multiple paths to success, in-
  cluding an Achieve or the standard slay objective, (and 
  a variation offers an Obtain objective). The encounter is 
  suited for characters level 22-25.
  The angel’s once resplendent wings have turned to black 
  and drip with blood. A diabolical host rallies behind it, 
  awaiting the angel’s command.
  Adventure Hooks
  A Fallen Friend: Eligor was once a friend and ally to the 
  heroes. He brought the heroes messages from their god 
  and offered them crucial advice. But somewhere along 
  the way Eligor was tempted to leave the path of righ-
  teousness, possibly as an indirect result of the heroes’ 
  actions. Now that Eligor has thrown his lot in with Hell, 
  the heroes need to stop him by any means necessary. 
  But many among the heroes believe that Eligor can still 
  be redeemed. 
   
  Secret Keeper: Before he turned to the dark side, 
  Eligor went on an important quest for his god to un-
  earth a secret so secure that it was hidden even from 
  the gods. Eligor’s patron believes the angel succeeded, 
  but he fell from grace before delivering the information. 
  Now a messenger of the god asks the heroes to retrieve 
  the information from Eligor.
   
  The messenger refuses to discuss the information 
  Eligor sought. The fact that the angel fell so shortly after 
  learning the secret may not be a coincidence.
   
  Dark Artifact:  When he served the cause of good, 
  Eligor helped create defenses for an unholy artifact 
  known as God’s Bane. Now that he has fallen, Eligor 
  seeks to steal the blade and use it against the very gods 
  he once served.
    
  If you use this hook, you likely also want to include 
  the variations listed under God’s Bane. 
  Redemption
  If the PCs wish to redeem Eligor, the first step is to con-
  vince him to join the heroes in their fight. To do so, they 
  must make a series of six DC 29 Bluff, Diplomacy, In-
  timidate, or Religion checks. Each check requires a mi-
  nor action, but a single character may attempt only one 
  check per round.
   
  Any time that a character makes a successful check, 
  Eligor is dazed until the end of that character’s next turn 
  or another character fails such a check. If Eligor is al-
  ready dazed, he is instead stunned.
   
  If the PCs fail three checks before succeeding six 
  times, they lose all hope of convincing Eligor to join 
  their cause. He is no longer dazed or stunned when 
  they make succeed a check.
   
  If the character make six successful checks before 
  three failures, Eligor joins the PCs and attacks the dev-
  ils. For ease of play you may allow one of the players to 
  run Eligor for the rest of the battle.
  Set Up
  Eligor, Fallen Angel (E)
  3 Barbed Devil Impalers (I)
  16 Bearded Devil Legionaries (L)
  Tactics
  Eligor is an intelligent tactical leader. He begins by dis-
  patching the bearded devils to swarm the heroes. He 
  then orders the barbed devils to teleport behind the 
  PCs’ lines and attack vulnerable foes like mages and 
  archers. Eligor himself then strikes where the foes look 
  weakest. He uses his word of god power if he can hit at 
  least three foes even if it also hits an ally or two.
  
  37
  Terrain
  Floating Stones:  Several large blocks of stone float above 
  the battle field (heights are indicated on the map). Any 
  creature standing on such a stone can attempt to move 
  as a move action by making a DC 27 Arcana or Religion 
  check. Success means that the PC can move the stone 1 
  square in any direction (including vertically) plus one 
  additional square for ever 5 that the PC beats the DC by 
  (32 for 2 squares, 37 for 3 squares, etc).
  Variant: God’s Bane
   If you are chose to run this encounter using the dark ar-
  tifact story hook, you should make a few minor changes 
  to the battle.
   
  First, the sword itself should be placed on the large 
  floating stone in the center of the map (thirty feet eleva-
  tion). The sword in magically lodged within the stone, 
  and to remove it a character must make a DC 24 Cha-
  risma check or a DC 29 Arcana or Religion check as a 
  minor action.
    
  The God’s Bane also slightly alters the tactics of the 
  battle. In addition to the tactics above, Eligor dispatches 
  one of the barbed devils to retrieve the sword, and if it 
  fails, he goes to retrieve it himself.)
  Eligor, Fallen Angel 
  Level 25 Elite Soldier (Leader)
  Large immortal humanoid (angel) 
  XP 14,000
  Initiative +19 
  Senses Perception +22
  HP 456; Bloodied 228 
   
  AC 41; Fortitude 37; Reflex 35; Will 39
  Speed 8, fly 10 (hover)
  Saving Throws  +2; Action Point 1
  Traits
  Angelic Presence
  While Eligor is not bloodied, enemies suffer a -2 penalty 
  to all attack rolls against him.
  Standard Actions
  M Greatsword (necrotic, radiant, weapon) ● At-Will
  Attack: Melee 2 (one creature) +30 vs. AC
  Hit: 2d6 + 19 necrotic and radiant damage, and each 
  enemy adjacent to the target takes 15 radiant and 
  necrotic damage.
  c Words of God  (thunder) ● Recharge when first 
  bloodied
  Attack:  Close blast 5 (all creatures in burst); +30 vs. 
  Fortitude
  Hit: 6d6 + 19 thunder damage and the target is dazed 
  (save ends).
  Effect: Half damage.
  r Words of Command ● At-Will
  Effect: Ranged 10 (one or two allies); the target makes a 
  basic melee attack as a free action.
  Triggered Actions
  Dominate the Battle ● At-Will
  Trigger:  An enemy within 2 squares makes an attack that 
  does not include Eligor.
  Effect:  Eligor makes a greatsword attack against the 
  triggering enemy.
  Skills Religion +22
  Str 25 (+19) 
  Dex 20 (+17) 
  Wis 21 (+17)
  Con 20 (+17) 
  Int 10 (+12) 
  Cha 28 (+21)
  Alignment Evil Languages Supernal
  Possessions:  Greatsword.
  
  38
  38
  Bearded Devil Legionnaire 
  Level 23 Minion Soldier
  Medium immortal humanoid (devil) 
  XP 1,275
  Initiative +20 
  Senses Perception +14
  HP 1; a miss never damage a minion 
   
  AC 37; Fortitude 38; Reflex 37; Will 35
  Speed 6
  Resist 20 fire
  Traits
  Threatening Reach
  The bearded devil legionnaire can make opportunity 
  attack against any creature within it weapon’s reach (2 
  squares).
  Standard Actions
  M Glaive (weapon) ● At-Will
  Attack: Melee 2 (one creature) +28 vs. AC
  Hit: 15 damage and the target is marked until the end of 
  the bearded devil legion’s next turn.
  Skills Intimidate +25
  Str 27 (+19) 
  Dex 24 (+18) 
  Wis 16 (+14)
  Con 18 (+15) 
  Int 10 (+11) 
  Cha 20 (+16)
  Alignment Evil Languages Supernal
  Equipment glaive
  Barbed Devil Impaler 
  Level 22 Skirmisher
  Large immortal humanoid (devil) 
  XP 4,150
  Initiative +19 
  Senses Perception +14
  HP 204; Bloodied 102 
   
  AC 36; Fortitude 35; Reflex 33; Will 33
  Speed 7, teleport 7
  Resist 20 fire
  Traits
  Barbs
  Any adjacent creature that makes a melee attack against 
  the barbed devil impaler takes 10 damage.
  Combat Advantage
  The barbed devil impaler deals and additional 2d6 
  damage when it has combat advantage.
  Standard Actions
  M Claws ● At-Will
  Attack: Melee 1 (one creature); +27 vs. AC
  Hit: 2d6 + 8 damage.
  m Double Attack  ● At-Will
  Effect: The barbed devil impaler makes two claw attacks. 
  If both hit the target also takes 10 ongoing damage (save 
  ends).
  r Hurl Flames (fire) ● Recharge 5, 6
  Attack: Ranged 10 (one creature); +25 vs. Reflex
  Hit: 4d6 + 16 fire damage, and the target is dazed and 
  takes ongoing 10 fire damage (save ends both).
  Skills Athletics +24, Intimidate +27
  Str 27 (+19) 
  Dex 23 (+17) 
  Wis 16 (+14)
  Con 20 (+16) 
  Int 13 (+12) 
  Cha 22 (+17)
  Alignment Evil Languages Supernal
  +30
  +20
  +15
  +10
  +5
  +40
  +25
  +20
  +15
  +10
  PC Start
  E
  I
  I
  L
  L
  L
  L
  L
  L
  L
  L
  L
  L
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  Future 
  Bleak
  The future needs heroes.
  A genre and setting 
  book for superheroes in 
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  An advice and resource book to help create more 
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  qualifies as a ‘must have’ for 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Sneak Attack Press/Advanced Encounters - Alternate Objectives.pdf