The PCs have been fighting monsters lately that, when destroyed, turn into a pile of dried clay. Eventually the PCs hear about a man that is skilled at both sculpting and magic. He sculpts monsters out of clay, uses his magic to bring them to life, and sells them for a reasonable profit. He is known only as The Claymaker. His monsters are called Claymade. They have 20 HP less then they would if they were real, but they have the power Clay Dissolve:
    • Clay Dissolve
    • Any Claymade defence 6
    • The monster turns to clay, avoiding all pain and remaining a statue.
    • Encounter •
    • Standard
    • Personal
    • Prerequisite: Claymade
    • Target: User
    • Effect: The user turns to clay for three turns. In these three turns the user is like a statue.
    • Created with DungeonMastering.com’s DM Tools
The PCs should face several Claymades outside the Claymaker’s “shop”. Once inside, read this: As you enter the Claymaker’s lair, the first thing you notice is a giant throne. On the throne is an old, frail man. He is sculpting something reptillian with wings. At his feet are two sculptures of trolls. He looks up and says “Hello. Would you like a bodyguard? A servant? Possibly an assassin?” _If the PCs try to buy something, it costs 10,000 gp. However, if the PCs engage the Claymaker in battle, he will instantly use this Life to Clay.
    • Life To Clay
    • Artillery Lifebringing 7
    • You cast a mighty spell. All around you, clay figures grow and come to life.
    • Encounter •
    • Standard
    • Personal
    • Target: All clay figures in room
    • Hit: The clay figures turn into Claymade monsters of whatever they portray.
    • Created with DungeonMastering.com’s DM Tools

This starts an encounter. The following monsters are against the PCs:

2 Claymade Troll Bodyguards with flails (1d10 damage; 1 Claymade Red Dragon Hatchling; and The Claymaker
    • Level 6 Elite Soldier
    • Red Dragon Hatchling
    • Large Natural Magical Beast (dragon)
    • XP 500
    • Initiative +4
    • Senses Perception +5, darkvision
    • HP 175; Bloodied 87
    • AC 21; Fortitude 19, Reflex 17, Will 19
    • Immunities Resist 12
    • Saving throws+2
    • Speed 6, fly 8 (hover), fly overland 12
    • Action points1
    • Bite (standard; at-will)  •  Fire
    • Reach 2; +12 vs. AC; 1d6+5+1d6 damage
    • Claw (standard; at-will)
    • Reach 2; +12 vs. AC; 1d6+5 damage
    • Double Attack (standard; at-will)
    • The hatchling makes two claw attacks. Costs an action point.
    • Breath Weapon (standard; Recharge 6)  •  Fire
    • Close Blast 5; +10 vs. Reflex; 1d10+3 fire damage. Miss: half damage.
    • Align. Evil
    • Lang.
    • Skills Bluff +8, Insight +9, Intimidate +13
    • Str 21 (+8)
    • Dex 12 (+4)
    • Wis 9 (+2)
    • Con 14 (+5)
    • Int 7 (+1)
    • Cha 11 (+3)
    • Equipment -
    • Description A young dragon, about the size of a horse. A hatchling can carry a different creature of up to Large size.
    • Created with DungeonMastering.com’s DM Tools
    • Level 5 Soldier
    • Troll Bodyguard
    • Large Natural Humanoid
    • XP 200
    • Initiative +4
    • Senses Perception +2
    • HP 80; Bloodied 40
    • AC 19; Fortitude 19, Reflex 16, Will 16
    • Saving throws+2
    • Speed 8
    • Action points1
    • Indomitable Presence
    • Everytime this troll attacks an enemy, whether it hits or misses, it marks the target. The mark lasts till the end of the troll’s next turn. When a target is marked, it takes a -2 attack roll to all attacks that don’t include the troll.
    • Shieldbearer
    • Allies adjacent to the troll gain a +2 power bonus to AC.
    • Flail (standard; at-will)
    • 1d10 damage
    • Align. Chaotic Evil
    • Lang. Giant
    • Skills Athletics +11, Endurance +10
    • Str 20 (+7)
    • Dex 13 (+3)
    • Wis 13 (+3)
    • Con 16 (+5)
    • Int 5 (—1)
    • Cha 12 (+3)
    • Equipment -
    • Description These trolls will defend their master to the death.
    • Tactics The troll bodyguard will block enemies from their master if possible
    • Created with DungeonMastering.com’s DM Tools
    • Level 7 Elite Controller
    • The Claymaker
    • Medium Natural Humanoid
    • XP 600
    • Initiative +8
    • Senses Perception +10
    • HP 155; Bloodied 77
    • AC 21; Fortitude 20, Reflex 18, Will 19
    • Saving throws+2
    • Speed 6
    • Action points1
    • Life to Clay (instant when encounter starts; encounter)
    • Magic Missile (standard; at-will)
    • 1d12+4 damage
    • Align. Evil
    • Lang. Common
    • Skills Arcana +9, Athletics +8
    • Str 13 (+4)
    • Dex 17 (+6)
    • Wis 13 (+4)
    • Con 13 (+4)
    • Int 12 (+4)
    • Cha 8 (+2)
    • Equipment robes, quarterstaff, wand
    • Description A man who brings life to clay
    • Created with DungeonMastering.com’s DM Tools
In the battle, the Hatchling will carry one troll to the other side of the bridge as soon as all PCs are on the bridge. The PCs will be blocked from crossing the bridge by the other troll. After the troll is across, The dragon will carry The Claymaker and swoop at the PCs while they are on the bridge. If the PCs destroy The Claymaker and his Claymades, read the following words: _You see The Claymaker’s corpse dry up up into clay. Among his remains is a key. It fits into a slit in the wall. When you turn the key, part of the wall falls out. Behind the wall is the same old frail man you just fought. The Claymaker was apparently not evil. Have him say, “Thank you for saving me. I am the true Claymaker. I decided to increase the number of people with my ability, so i made a clay man of me. However, he turned evil, turned on me, and used his abilities for personal gain.” End off the campaign with a bang by having The Claymaker offer to give the PCs a Claymade army if they should ever need one. Have a war campaign soon after this, with a Claymade army fighting for the PCs.

The Claymaker