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In an effort to be extremely clever and witty I’m calling the module I’m writing for an upcoming session Running With Zizzors. Bow before my awesomeness and weep in joy. This module is for players new to 4th Edition and in the case of one, new to PnP RPG’ing due to hype and hysteria surrounding the hobby in it’s early days. Ah those were the days, sitting around the pentagrams trying to summon Orcus using the spells out of the players handbook. Sweet times indeed.
This is my current “Read Aloud” text that I will be presenting the players with at the start of the adventure -
œYou are all residents of a medium sized fishing village on the shores of the Timpani sea. The climate is moderate with mild winters. The fishing fleets go out every week and return loaded with fish. These fish are preserved, some in heavy brine, others dried and the very best ones are subject to rituals by the village ritualist and his apprentice that slow their decay so they can arrive at the city markets as fresh as they were pulled from the waters.
The area has many dangers, bandits from the hills to the south like to prey on travelers, wild animals and worse wander the countryside™s thick forests and low hills making travel a very dangerous thing for the solitary or weak. To the east lay the dense marshes of Fenglidden (Black Marsh) swamps. Tribes of reptilian humanoids known as Zizzors live on the edges of these fetid waters and stories abound of the greater dangers that lay deeper inward.
It was a successful trip and you have good news to report to the village, disease has wiped out a good portion of the beef herds so meat is at a premium and your barrels of fish brought a good price. Youre in a hurry to get home and the three day trip seems to drag on forever but finally the trip is drawing to a close.
But what’s this? A sullen glow lines the night sky south. And as morning breaks, you see billowing smoke columns are on the horizon from where you know your village lies although several hours distant at the speed of the wagons. You draw straws to see who will take the few horses and hurry on ahead leaving the plodding oxen to continue pulling the wagons of empty barrels.
As you come over the last rise the village lays before you. Several houses on the east side are nothing but burning embers, others further in are partially burned or scorched.  Two of the big warehouses and the docks are in ruins.
You hurry down, weapons drawn to find the a pile of zizzor bodies, easily 20 or 30 of them and many shroud covered forms you know to be the bodies of your friends and relatives.
Elders of the village fill you in and answer your questions, a large force of zizzors attacked in the middle of the night setting fire to buildings and destroying and killing. The villagers fought back but took heavy losses much as the hated reptiles had.
The one thing that sticks out to you from the stories is that the Zizzors seemed to be raiding with a purpose other than just random pillaging. Â Â A head count reveals that several children are missing and feared taken but the remaining villagers are too few and there are too many wounded and injured to go after them.
But now that youre here perhaps that can change, perhaps a quick chase could recover the children… or their bodies if the worst has already happened.
The party, in my case, will consist of villagers, the best of the best so to speak and as a result they’re the only ones on hand able and capable of going after the zizzors with any speed or hope of success. It could just as easily be a group that’s passing through the village in the time of it’s need by land or perhaps they pulled into dock after spotting the fires and smoke from the oceans, whatever the reason they’re here now and tasked with saving the children. That’s the good thing about using children, everyone with an ounce of compassion is going to make the attempt. If the zizzors had raided the Home for Criminally Insane then perhaps it might not be as critical to save them.
And here’s one of the many types of Zizzor’s that I’ve created, not sure why I felt the need to make unique monsters for everything for this module since the people playing aren’t familiar with all the 4E monsters anyway but what the hell right?
Zizzor Spinethrower
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| HP 38; Bloodied 19 | ||||||
| AC 14; Fortitude 14, Reflex 13, Will 13 | ||||||
| Speed 6 | ||||||
| :basicmelee: Claw Strike (Standard; at-will) | ||||||
| +9 vs. AC; 1d6+3 damage. | ||||||
| :basicranged: Spine (Standard; at-will) ♦ Weapon | ||||||
| Ranged 10/20; +9 vs. AC; 1d10+3 damage. | ||||||
| :range: Poisoned Spines (Standard; encounter) ♦ Poison | ||||||
| Ranged 10/20; 1d10+3 damage and target suffers 5 ongoing poison damage and is immobilized (save ends both). | ||||||
| :burst: Spine Volley (Standard; encounter) | ||||||
| Area burst 1 within 20; +9 vs. AC; 2d6+3 damage. | ||||||
| Bloodrush (Immediate Reaction (when adjacent enemy is bloodied)) | ||||||
| The Zizzer makes a Claw Strike as an immediate action when an adjacent target is bloodied. | ||||||
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| Skills Nature +7, Stealth +7 | ||||||
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April 16th, 2010 at 5:54 pm
The image for this article inadvertently had the link to the original not showing up against normal procedure. Image removed and link added for your perusal.