by allowing it to reuse a key power when it becomes bloodied. A bodak skulk with bloodied rechar8e can unleash an extra and unexpected death8aze. Bloodied Recharge (free, when first bloodied; encounter) One of this creature's encounter attack powers recharges, and this creature uses it. DRAGON BREATH A single monster that has dra80n breath might not make much of an impression ... but a horde ofsuch monsters does. Use this power with brutes, controllers, skirmishers, and soldiers to achieve the
template, and choose powers for the monster from the class. Here are general guidelines on how to do this. • At-Will Attack Powers: Typically you'll pick one. Sometimes you might want to choose more, but do so sparingly. Pick two when you apply the druid template, since druids split their at-will attacks between their normal form and beast form. • Encounter Attack Powers: Choose one power of a level equal to or lower than the monster's level. For monsters of 21st level or higher, choose one
approach can also help you reinforce campaign themes of heroic choice and consequences, particularly if deciding to use the artifact clearly helps the characters accomplish one goal, but might prove a hindrance in other ways. On the other hand, if your campaign includes the idea that characters are born to a heroic destiny, you can reinforce that idea by having an artifact seek them out. Arthur didn't go on a quest to find Exca/ibur so he could become king; the fact that he was destined to be a
events portrayed from what their characters know. DM'S WORKSHOP: REPORT TO THE EMPEROR In a saga-length campaign in which each ofthe PCs rules a province of the Arcathian Empire, the characters level up, triggering one of the campaign's periodic one-year breaks. You ask each player to come to the next session, which starts with a meeting of provincial governors before the emperor, with an accomplishment to brag about. A dry recap of interim events becomes a fun competitive scene, in which each
technique is to give the PCs a secondary goal to fulfill during the encounter, in addition to overcoming the traps and defeating the creatures. If the PCs achieve the goal in a set number of rounds, the plot takes a positive turn. If the PCs take longer or fail, their next obstacle reflects a narrative setback. A secondary goal might include a Simple task, such as reaching a specified square and then succeeding on a skill check. Chapter 2 discusses encounter goals in more depth, but Simple