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By Luke Johnson Cover Art: Nick Greenwood

Concept Design and Cartographer: Jeremy Simmons Graphic Design: Alvin Helms

Interior Art: Nick Greenwood Editor: Aeryn “Blackdirge” Rudel

Editor-in-Chief: Luke Johnson Publisher: Joseph Goodman

Playtesters: Seth House, James Johnson, and Jason Nilsen

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T H R O W D O W N W I T H T H E A R M - R I P P E R T H R O W D O W N W I T H T H E A R M - R I P P E R

www.goodman-games.com

THROWDOWN WITH THE ARM-RIPPER

TwtAR:WFF 9/19/2007 11:22 AM Page 1

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INTRODUCTION Y

our adventures are already exciting. Characters explore

dungeons, crush monsters, and score loot. But maybe you want your adventures to be more. Maybe you want adventures that are over-the-top, in-your-face, BADASS THRILL RIDES!

Maybe you want adventures that are things of LEGEND! Maybe you want adventures that are WICKED SICK! That’s what Wicked Fantasy Factory gives you: axes hacking, spells exploding, and blood spewing. Don’t just crawl through dungeons — make them sorry they ever met you!

Throwdown with the Arm-Ripper is a Wicked Fantasy Factory adventure for four to six heroes of 2nd–4th level. The party’s total levels should be 12–18. All characters will have a good time in this adventure; the party should include at least one healer (like a cleric) and one or two characters with serious combat potential (fighters, barbarians, paladins, and so forth). An athletic, dexterous character (like a rogue or monk with ranks in skills like Balance, Climb, Jump, and Tumble) will find be in high in demand in some places. A slippery character that is adept at escaping grapples or an unusual character with a through-the-roof grapple check (+20 or higher) will be useful when the party confronts the Arm-Ripper. In addition, a character with a permanent injury (blindness, a missing limb, or the like) might find himself cured by the end.

Though it’s designed for characters of around 3rd level, you can easily adjust the adventure to challenge heroes of higher or lower level. See the “Adjusting the Challenges” sidebar for ideas.

Adventure Summary:In Throwdown with the Arm-Ripper, the heroes lend a hand to Prince Roberre. The prince is missing an arm, but he knows how to regain it, and he hires the heroes to help him journey to a magic altar rumored to repair things that are broken. The heroes descend into a cave in Darkpine Forest, confront numerous creatures that have taken up residence in the cave, as well as guardians placed by Roberre’s nemesis, and at the end confront the Arm-Ripper and the beast’s druidic master.

Roberre then regains his arm… but the magic also triggers his dormant lycanthropy, and, as a werewolf, Roberre speeds into the nearby town to kill. The final phase of the adventure is a moonlit dash over rooftops to stop the transformed prince.

ADVENTURE BACKGROUND

W

hen Roberre, prince of Sundan (or whatever nation you’d care to substitute in your campaign) was sixteen, he and a group of friends went on an adventure to Darkpine Forest.

Their excursion would have been simple teenage foolishness, ex- cept they ran into someone who lived in the forest and didn’t like to be disturbed: the druid-witch Mythra. Tales called her the Mistress of Change, for she studied how druidic and arcane magic could enact changes both permanent and temporary in living creatures. Mythra didn’t take kindly to a bunch of adoles- cent pranksters poking around near her home, but she also saw them as ripe specimens for her experiments.

Mythra captured the boys and, over long days, infused them with permanent, “natural” lycanthropy. Then, to teach the civi-

lized folk a lesson, she released them back into Almack, Sun- dan’s capital city.

The boys’ families were overjoyed when they returned, but at the next moon, their lycanthropy took hold. They became vicious werebeasts and rampaged throughout the city, slaying almost a dozen people.

The series of events that followed was brutal and lengthy. By im- perial mandate, all the boys were locked in a dungeon — permanently. All the boys, that is, except Prince Roberre;

since his father was the king, his family had enough power, influence, and favors to afford numerous expensive scholars, wizards, and clerics who, after almost a year, succeeded in curing Roberre’s lycanthropy. Or so they thought.

While guards were hurling the boys into the dungeon, the king- dom sent soldiers and spellcasters into Darkpine Forest to find this Mythra “witch” and make her pay. However, the forest is a place of shadows and thorns, and creatures stranger and dead- lier than Mythra dwell within. Besides, the woods were Mythra’s territory, and she knew how to avoid detection. After losing sev- eral of their number, the soldiers fled the forest. Subsequently, the king declared the place permanently off-limits.

Years passed. Most people forgot about the events surrounding Darkpine Forest and the so-called Night of Blood, in which sev- eral young noblemen turned into beasts and slew Almack citi- zens. Some people, however, didn’t forget. Roberre never did, nor did Mythra. The witch was bitter that Roberre had escaped her punishment, but she bided her time, knowing that an op- portunity would present itself eventually.

That opportunity came shortly after Roberre turned twenty-six, ten years after his fateful excursion. Over the preceding year, the people of Sundan had been making an effort to tame and har- vest Darkpine Forest. Woodsmen had been cutting down trees on the fringes, while soldiers protected them and rangers hunted and destroyed some of the more dangerous creatures within.

Prince Roberre was involved in these efforts, as he had a per- sonal stake in the forest. Mythra noted his presence, and she knew it was time to show the civilized savages that they were what it meant to toy with her or her forest.

Mythra, a band of goblin cohorts, and her newest creation, an enormous, once-human brute, ambushed the prince and his small train of soldiers, as they wound their way among the trees.

The combat was short and barbaric. The goblins overwhelmed the soldiers with their numbers, and the witch’s great brute had a tendency to grab people, twist off their arms, and fling them into trees. One such victim was Prince Roberre, who, at the end of the battle, lay bleeding and broken at the base of a tree.

Mythra and the goblins left him for dead.

Yet Roberre was tougher than he appeared (in a large part be- cause of the healing magic items he carried). He regained con- sciousness and staggered back to civilization, covered with blood and missing his right arm. He never got a good look at the spell- caster who was behind the ambush (and does not suspect Mythra, his old nemesis), but he certainly got up close and per- sonal with the creature that tore off his arm. He called it the Arm-Ripper.

Roberre made it back to his castle. He wasn’t content to live the rest of his days as a cripple, so he leveraged his position, and what money he could obtain, to conduct extensive research. The kingdom had entered lean times: war threatened on the borders, Continued on page 5…

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T H R O W D O W N W I T H T H E A R M - R I P P E R T H R O W D O W N W I T H T H E A R M - R I P P E R

W

icked Fantasy Factory adventures are like other adven- tures, but with XTREME!! added in big, red, under- lined letters. Send your game blasting to the next level with the following (optional) components!

Phat Lewt!

All WFF adventures have awesome loot scattered through- out, but only one piece of phat lewt, somewhere in the adven- ture — maybe in the boss’s stash, maybe in some secret room. This piece of phat lewt is — wait for it — worth at least as much as the rest of the adventure’s treasure combined!

Yes, that’s right: WFF adventures provide double the normal amount of treasure compared to your standard adventure, and half that loot is wrapped up in a single item. That means there’s at least one crazy-cool piece of loot in each adven- ture, and it also means that GMs can easily remove the phat lewt if they prefer adventures of a poorer nature.

Finish Him!

You chop the monster. It dies. Cool, but how much cooler would it be if you planted a foot on its chest, ripped out its arms, and golf-clubbed its head out of the dungeon?

In WFF adventures, heroes have finishing moves. Each hero gets to make up his own finishing moves. Here’s what you need to know about them:

¤ The most important thing about finishing moves is that they are flashy and over-the-top. Think video games in which you dismember, decapitate, and explode your op- ponent — and seven rib cages clatter from the sky. You want your finishing move to strike terror into your ene- mies; to make even the staunchest dragon piddle its scales when it sees you tear out its ally’s intestines, or incinerate its head with a blast of fire, or plug arrows into — BAM!

BAM! BAM! — both eyes and its crotch.

¤ A finishing move is a separate sort of attack. It is com- pletely different than your skills, feats, proficiencies, and everything else. It is independent of your weaponry and your specific spells. You can create a finishing move that uses your weapons or spells if you like, of course, but you can also create finishing moves in which you do interest- ing things without them. (See below for some examples.)

¤ When can you use a finishing move? You can attempt a finishing move only once per combat. Other than that, you can attempt it whenever you like, but if it doesn’t take out your opponent (i.e., if you fail), you screw it up somehow and probably wish you had just swung your sword in the time-honored tradition.

¤ What if you succeed on your finishing move? You de- stroy your enemy in some gruesome, impressive, and/or awe-inspiring way. And you get bonus XP!

¤ How do you know when to use your finishing move? In a WFF adventure, the GM should let you know when an enemy is nearing finishing move range. He should say, “This guy’s looking pretty woozy!” or “You could probably bring

the pain to this guy!” or maybe “Finish him!” The general rule of thumb is that the GM should let slip this information when the bad guy is down to about 10% of his hit points. Of course, if you think you can take him out before this point, you’re welcome to try your finishing move at any time.

¤ Finishing moves work the same way on all monsters, no matter if they’re incorporeal, ethereal, or whatever. Even if your finishing move doesn’t incorporate a magic weapon, you do not suffer a miss chance against these creatures.

I NVENTING Y OUR F INISHING M OVE

The first step is to decide what your finishing move looks like.

Remember: flashy, gruesome, and over-the-top! Remember that you might have to use it on creatures with various anatomies, so make sure it’s versatile, or invent a different one for different creature types (or just variants on your pri- mary move). Also remember that your finishing moves don’t have to involve the weapon you normally wield or the spells you normally cast — or, in fact, any weapon or spell at all.

Then, determine whether your finishing move is melee, ranged, or magic. The answer should be obvious, since you’ve already decided what it looks like.

P ERFORMING Y OUR F INISHING M OVE

A finishing move is a full-round action that does not provoke attacks of opportunity. To perform it, follow these steps:

1)Select the target. If your finishing move is a melee move, the target must be within your melee reach. If your finishing move is ranged or magic, you must have line of sight to the target, and it must be within 30 feet.

2) Roll a d20. Add the following:

¤ If you have a melee finishing move, add your base attack bonus + your Strength bonus. (If you have Weapon Fi- nesse, you can instead add your Dexterity bonus.)

¤ If you have a ranged finishing move, add your base at- tack bonus + your Dexterity bonus. If the target has cover from you or is in melee, your roll takes the ap- propriate penalties — but Precise Shot and similar feats can help you overcome these, as normal.

¤ If you have a magic finishing move, add your (highest) caster level + your key spellcasting ability (Intelligence, Wisdom, or Charisma).

Note that you don’t get to add bonuses for magic weapons, Weapon Focus, and so forth on this roll!

3) If your total is greater than or equal to the bad guy’s AC, you might take him down! (Note that the bad guy might benefit from cover and/or concealment, however.) Roll a number of d6 equal to half your character level, rounded up. (For example, a 3rd-level hero rolls 2d6. A 10th-level hero rolls 5d6.)If your total is greater than or equal to the number of hit points the target has remaining, your finishing move is successful. Describe it in gory detail!

JUICE UP YOUR GAME!

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TwtAR:WFF 9/19/2007 11:23 AM Page 3

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