This is the OOC and general thread for my campaign The Dark Prophecy.
We're playing at the same time that Sorrow of Heaven was at and such. You guys know the drill by this point. I am combining my OOC and IC threads now because it's just easier and less hassle to keep everything to one thread. Any objections to this guys?
This game is set in Eberron and should be super awesome. As a general "plot hint" when writing backgrounds, this game is very centralized around the Mournland (an area where a nation was destroyed and turned into a horrible undead filled nightmare) and around Dragonmarks and Aberrant marks. The lingering memory of Cyre and the Last War are essential themes!
This game is run with
Maptools beta 70 and
ventrilo.
Andraos Zakarash - Kalashtar Battlemind - (Defender)
Dain - Human Sentinel Druid - (Leader)
Hajan - Cindersoul Genasi Barbarian - (Striker)
Ryske - Drow Rogue - (Striker)
Dr. Tybalt Ximil - Human Artificer - (Leader)
Those who fell to the machinations of the prophecy.
Marhu - Hobgoblin Paladin (Defender) - The prophecy had it in for him. Dark Prophecy.
Squinter - Gnome Wizard (Controller) - Had one last final embrace before dying, except she had eight legs and fangs. Dark Prophecy.
Walker - Warforged Assassin (Striker) - Not even fantasy terminator comes back from a crystalline appendage to the chest. Dark Prophecy.
The Glorious Dead list. Characters whom, in any campaign I've run have been permanently killed in gameplay.
Abigail - Half-Elf Avenger (Striker) - Couldn't handle the ocher jellies jelly or the ongoing acid damage. Shipwrecked on the Dark Continent.
Calfrune - Razorclaw Shifter Druid (Controller) - Clubbed to death, literally. Shipwrecked on the Dark Continent.
Drexel - Half-Elf Paladin (Defender) - What happened in the forest stays in the forest. Dark Rain.
DVG - Changeling Bard (Leader) - Eaten alive by Black Dogs and something worse. Artist of Sharn.
Frost - Shifter Runepriest (Leader) - Garroted by a shadow and his soul consumed. May he rest in pieces. Marauders of the Astral Sea.
Fuzzbutt - Minotaur Barbarian (Striker) - Clawed down by a dretch and then ingloriously fried by lightning. Marauders of the Astral Sea.
Marhu - Hobgoblin Paladin (Defender) - The prophecy had it in for him. Dark Prophecy.
Mongoose - Half-Orc Monk (Striker) - On the ground bleeding to death when the constructs sword finished the job by removing his head. Shipwrecked on the Dark Continent.
Squinter - Gnome Wizard (Controller) - Had one last final embrace before dying, except she had eight legs and fangs. Dark Prophecy.
Woshor the Unknown - Genasi Swordmage (Defender) - Figured he could solo a solo, he couldn't and was stuffed into a trap to stop the gas. Tides of Dust.
Walker - Warforged Assassin (Striker) - Not even fantasy terminator comes back from a crystalline appendage to the chest. Dark Prophecy.
Zephan - Human Athasian Minstrel Executioner (Striker) - The anakore's lust for blood overwrote its need for survival and it tore into the fallen man with deadly results. The Builder's Cry.
For your convenience here is a list of my current "houserules" for commentary if you desire.
Coup de Grace
It no longer exists and neither PCs or monsters can perform this action anymore.
Free actions (Problematic and subject to change!)
Free actions at the moment will generally act like immediate reactions to whatever triggered them. Noting the normal rules for immediate actions apply - this does mean they can interrupt multiple attacks though, which is already explicitly something immediate reactions can do. I felt the need to point that clarification out. There are issues with this ruling, because some free actions are actually non-functional as working like immediate interrupts. I haven't thought of a good and clear solution to this yet. So expect this to be updated once I've read a variety of opinions and tried a few things.
Right now a potential rule is that free actions on your own turn are immediate interrupts. For example wand of accuracy can "interrupt" the normal attack order and boost the attack roll at any point - as an immediate reaction you'll realize that wand of accuracy can't work like this. Free actions outside of your turn function like immediate reactions. They need to wait for whatever triggered them to resolve. In either case, a creatures immediate interrupt takes precedence over a free action immediate action, and an immediate reaction beats a free action. In other words, immediate actions are ALWAYS superior to a free action and will always beat their respective free action when reacting to a trigger.
This is just a temporary rule and feedback is more than appreciated. Noting that this ironically is very similar to what wizards came up with.
Free Action Attacks
Class features that grant attacks, like power strike, rage strike and similar do not count against your 1/turn free action attack restriction. Because that is just silly.
Hindering Terrain, Zones and automatic damage effects and saving throws
Hindering Terrain, zones and other things and saves.
So I have been thinking about this for some time now, as it comes up from time to time and I've decided to change my ruling on how terrain, zones and similar work and interact with the saving throw for hindering terrain. After a lot of thought, this is how such things will work in my games from now onwards (This applies to both monsters and PCs - noting that lethal terrain rules are different for PCs than monsters. PCs if they would be killed automatically by say a ridiculous fall of 800+ feet or a black hole of doom terrain feature, get 3 saves - exactly like death saving throws and not a "save or die", which is stupid and not fun for PCs).
When do you get a saving throw?
You get a saving throw any time forced movement would send you into terrain, hazardous zones, traps or similar effects
that cause automatic damage or status effects. For example, if you are pushed into a Wall of Fire, you get a saving throw to fall prone at the edge of the Wall before being pushed into it. This is because the wall of fire does automatic damage on the forced movement, so will count as hindering terrain despite being a power. A giant pit will count as well and this is similar for any situation where you are falling off a ledge.
You get multiple saving throws as well for every time you are moved in and out of a dangerous terrain feature, trap or zone. For example you are slid 10 squares into a wall of fire, you fail your save and are slid in to take damage. The power slides you out of the zone and then back in,
you get a second save to avoid being forced into the terrain again. As soon as you save you are knocked prone at the edge of the hazard and you cannot be moved any further.
Another example, you are slid into a pool of acid that inflicts 1d8+8 acid damage (I'm making this up off the top of my head btw) on entering a square. You get a save. If you fail and are slid into a second square, if that ALSO inflicts damage you get another save and so on until you save. If you make a save you fall prone in the acid (which isn't probably the best resolution) and go no further. This is an example where every square of movement in the terrain does damage - you get a save for every square of movement that would inflict damage. Noting that if you are pushed 12 into a zone/terrain feature that doesn't do more damage for every square you move if you fail the initial save you can be moved where-ever the creature that did it wants.
Examples
A pit trap that has been exposed and is now a 10 foot deep pit. You get a save before falling in.
A ledge with a long fall.
A wall of fire after the wall has been created (As it inflicts damage when you enter it).
A zone that inflicts automatic damage when you enter the zone.
A river of lava.
Falling into a lake of acid.
Essentially: Will this inflict automatic damage or damage
without an attack roll when you enter it? Then it counts as hindering terrain and you get a saving throw.
When don't you get a saving throw?
Monster auras are
specifically excluded from this, as well as powers that make a conjuration such as a Flaming sphere (the damage is inflicted on your turn). In the case of a monsters Aura, it never grants a saving throw and in the case of powers, if they do not inflict damage at the time your movement is forced you don't get a saving throw. For example the hidden pit trap above before it is triggered doesn't grant a saving throw, because when the trap is triggered the attack against your reflex is the saving throw. Any trap, zone or terrain that requires an attack roll when you enter it does
not grant a saving throw - your "saving throw" is the attack against whatever defense it is attacking. This means you cannot save when being pushed into a zone like grease, that makes an attack against your defense but you will get a saving throw when pushed into a trap/zone that does automatic damage when you are forced into it (Like an exposed pit trap's falling damage or a Wall of Fire).
Examples
A hidden pit trap that will make an attack against your defense upon entering - but after it is exposed see above.
A trap with a non-damaging trigger (like a pressure plate or similar - unless the traps activation would inflict automatic damage and you were aware of the trap).
A zone that inflicts automatic damage at the beginning of your turn, but not when you are pushed into it. Similarly, you get no save if you are pushed into the zone or terrain and it has to attack you for its effect.
Terrain, zones and powers
that do not inflict damage when you enter them. This never grants a saving throw, so if a zone would damage you at the beginning of your turn it won't grant a save. The ruling here is meant to deal with stacking large amounts of automatic unpreventable damage with forced movement, for example a shift 12 power that lets you move a monster (Or PC for that matter) through a Wall of fire multiple times stacking up huge amounts of automatic damage. Or pushing something into and out of a zone multiple times that does damage for every square of movement the creature is pushed/slid/pulled through. Similarly for a terrain features that deal damage on entry like a puddle of acid, brimstone hail and a howling wind (all examples from my two current games).
Auras - Special example as a monsters aura never concedes a saving throw. It's an exception.
Summary
Do I get a saving throw?
A) Does it inflict automatic damage without an attack roll on entry or being moved next to it?
Is it a terrain feature, a zone, a conjuration or a trap?
If both are yes, then the answer is yes.
Lethal Terrain
Purpose: This is a new terrain type I've made for 4E. It's definition is any terrain that would instantly kill or remove a creature from combat straight away. It actually doesn't affect monsters beyond solos, but it primarily affects PCs. An example of lethal terrain would be an obscenely high drop - EG thousands of feet. This either outright kills a PC or removes them from the fight entirely - neither is very fun!
Effect: PCs and solo monsters - but nobody else unless specified - always have three saving throws before being affected by "lethal" terrain. The example of the drop indicates first a failure to catch yourself before falling, then you end up just "hanging" off the edge. You can take no other actions while in this state except a saving throw. Unlike death saving throws, any successful save means you climb back up, crawl out of whatever it was you were caught in or similar. If you fail three saving throws you're affected by whatever the lethal terrain is and horribly mangled/fall to your doom whatever.
Solo monsters also get the same protection if this is ever actually required (probably rarely).
Levels and Extended Rests
Basically when you level up you automatically get the benefit of an extended rest with it (though this sets any gained action points to 1). This is to keep on adventuring through those long dungeons, even if it seems a bit video gamish. I just like doing this. So there.
6)
Campaign Starting Stuff
Loadstone Lure
This power has some curious wording as to how it works. Under one interpretation it can almost act like a melee immobilize as well, if the creature isn't pulled preventing it from moving anywhere at all. After some thought and it appearing not once, but twice in two games and thinking about it the power will be interpreted as such: If the creature is non-adjacent to the battlemind to begin with, it can still move but it must end that move in a square adjacent to the battlemind and each square of movement must take it closer to an adjacent square. This is closer to the intent of the power I feel and means it doesn't get a secondary rider effect - effectively immobilize - that I don't think is originally intended by the power.
5)
Campaign Starting Stuff
You can play any race and similar you want from Eberron/FR (Genasi and Drow are legal in Eberron) or any of the PHBs. I don't really mind. Psionics are perfectly acceptable and such forth. Thri-Kreen may be acceptable, depending on my mood.
You have 100 GP of starting gold.
You start in a small Cyrean refugee town called New Cyre within Breland. It seems they are in the height of a festival of some kind....
Any other questions direct them to me and we'll see where we get!
Posts
That would be Doctor Tybalt Augustus Ximil. After discussion with Aegeri, he is a refined Cyrean gentleman (with an American South accent I'm going to have a heck of a time trying to pull off) scientist turned sheriff of New Metrol. The people of the city are his flock, and he, with his trusty handmade weapon he calls a "rifle" (reflavored Superior Crossbow) are sure to bring a hurtin' to any who think to profit offin' these fine gennelfolk. Likewise, the NPCs and background material I have submitted tend toward this Old American West kind of theme. I'm particularly fond of the amount of whimsy that went into some of the names. From Charleston d'Ancona (pronounced "Dan-cona" by the young doctor) to Beverly Beatrice Watson ("That woman always gits mah goat!"), it should be pretty obvious which NPCs I submitted. I don't think I can overstate just how much I love some of these names.
I suspect that the "House Cannith Craftsman" theme may have been designed around him, as during his scientist days he did a great deal of work for House Cannith. He is, as it so happens, an Artificer, but he's heavily reflavored. He's replaced the "magic" of the class with full-on science, and has no known magical affinity at all. All his powers are the result of batches of chemicals he has mixed together, or effects inflicted on enemies from the special ammunition he can load into his firearm.
Aegeri, if you get lazy and don't feel like writing up that House Cannith Craftsman theme, I can just reflavor either the Veiled Alliance or Templar theme and call it something like "Sheriff" or "Official Buttkicker."
The concept I had was for a more standard-looking lever-action rifle. Ignition heat would be created by a fragment of a fire elemental; pulling the trigger opens a sluice between the fragment and the shell casing. There would almost need to be a clip because reloading even a modern gun takes way more than a minor action. The lever action would eject the spent shell from near the top, away from the user's face on the downward pull and on the return pull allow the next cartridge into the chamber. A ratchet system winds the spring controlling the elemental sluice like clockwork and would be wound prior to combat.
I've got a drawing I made that I can scan and post here I suppose. Also, if it's the same to you I think I'd prefer the Superior Crossbow model. Aside from wanting a more accurate weapon as a Leader, I think it's more fitting with the way an engineer would develop a weapon: reliability first.
P.S. powerpuppies, I'm not sure what class you're making but an Arcane Striker would work particularly well with the Spell Commander Paragon Path that Doctor Ximil will likely be taking.
Squinter is an old gnome who was once a travelling illusionist. He was perfectly happy to wander around and dazzle people with his magics. Since this did not always pay as well as he liked Squinter also crafts wondrous items! This was until the "Last War," which Squinter probably fought in. For the "good guys, you know?"
He was a bit out of place on the battlefield having specialized in illusions and his ability to maim the enemy was not what the battle-mages he fought along with. He was put to good use distracting the enemy troops and concealing his allies though. And he fought as bravely as any of the tall-folk despite what some of the battle-mages might have joked.
That all changed though. In pitched battle near the end of the war Squinter was gravely wounded while attempting to frighten a squad of enemy sorcerers and archers by "summoning," a giant dire bear in their midst. The elderly gnome was blasted in the chest with volleys of arcane magic. His scraggly beard fluttered in the air as his little body was propelled backward.
He was left for dead.
But that was not Squinter's time. For he awoke. And with scars unlike any he'd ever seen. The old gnome wondered somewhat offhandedly which side had won. It didn't seem to matter much at the moment.. He stumbled away from the eerily quiet battlefield with all of it's rotting corpses and carrion. The only things that hadn't been looted from his person post-battle were a half-filled canteen and some traveller's bread which was smashed from him laying on it.
After he was sufficiently far from the gory scene Squinter started thinking about what happened. After sometime he was able to piece together the last for seconds that he contributed to the battle. He remembered the illusion he'd used at the last moment but he forgot how the spell went. He sat down under an apple tree and thought about it for a good little while as he munched quite happily on apples and bread.
A light breeze jostled the tree branches just enough to break the stem that held one of the glorious fruit and it fell quite near Squinter. It fell so close that it startled him somewhat out of his thinking. He shouted defiantly and swatted a hand toward the source of the noise for he was still a bit jumpy from combat.
Much to his relief and surprise Squinter peered through his spectacles to see a somewhat charred apple. He didn't know it yet but this strange scar altered the way our little gnome perceives and manipulates magic.
I'm without access to Character Builder until I load my little plastic card and resub to WotC so it will be a bit before I can have a sheet up.
Now that I think of it this feels somewhat similar to Antoch but I think the aberrant mark angle could be played up some to give him somewhat of a different feel. I know these marks will likely garner him some ill will but do they have any physical effects say health-wise? I feel like it would really freak him out and he would want nothing more than the get rid of it if he could.
Since I don't have the Hobgoblin racial writeup or the theme, I'm, of course, not quite done.
I like this. I'm hoping to have my gnome craft wondrous items! Is that a feat I can get early on or is it paragon?
you can't take immediate reactions on your turn, and even if you could you can't take them if you're dazed, stunned, etc.
I think Hobgoblin Resilience needs to be a No Action.
Squinter v.01
Edit: Constructive criticism welcome
Ok.
The Raven Queen isn't a god in Eberron. The Keeper is the only God of Death in Eberron, but he's not nearly as...well, likeable:
That said, no actual contact with the Gods in Eberron occurs, and there's no particular alignment required to worship or even be a servant of a god; there's no particular reason your gnome couldn't believe in a kinder, gentler Kol Korran. Or not.
My only other thought is that you may want to look at the new essentials at-wills for wizards, some of them are really good and quite useful.
I'm not sure about the Mark of Madness feat, but that's probably something that Aegeri has a greater conception of than I do anyways, so I'll let him say anything, if he has anything to say.
I hope your first run through has better luck than mine last night. Me and the wife drew all hard monsters and died within about 6 turns
I should probably make my token at some point though.