18. oktober 2009
Fixing solos and conditions
Så kan man sætte en solo der er meget højere level mod players, men så har den bare enormt mange hit points og høje defenses. Det giver bare lange ufarlige kampe, eller korte kampe der ender med et TPK. Sætter man level ned på soloen, og smider en masse andre monstre med, fungerer det bedre. Problemet er bare at det med at monsteret har allies fungerer ikke optimalt for alle monstre.
Summa Summarum, så er ideen at hvis man kan fixe condition-problemet mht soloer, så har vi med de andre generelle ændringer som jeg har brugt længe (damage og forskellige actions til soloer, mere dam når bloodied osv) en god balance.
Oppe i sommerhuset fik jeg den idé at man kunne lave en skala af conditions, og sige at hvis en solo er påvirket af en condition og failer dens normale +5 save i slutningen af runden, så mindskes effekten alligevel til den næste på listen.
Jeg har lavet 3 grupperinger.
Sleep / Helpless
Stun / No Attack / Dominated
Daze
Slowed
Blind
-2 to hit
Restrained
Immobilized
Slowed
Weakened
Eksempel:
Runde 1
Wizard har 32 tiv
Fighter har 27 tiv
Rogue har 21 tiv
Orcus har 17 tiv
Wizard stunner (save ends) Orcus. Fighter og rogue slår på ham, og da det bliver Orcus' tur, får han et save (med sin solo +5-bonus. Klarer han forsvinder stun som sædvanlig, men misser han savet, er han dazed (save ends) istedet. Man skal jo huske at en solo der er stunned svarer jo til at et normalt monster der er stunned i 5 runder - det er meget damage man slipper for osv.
Jeg har tilføjet en -2 condition "under" blinded, mest fordi at det virkede som et logisk næste skridt. Ellers er der et ret stort spring fra Blinded til at være condition-free.
Desværre har jeg ikke lige nogle gode idéer mht Weakened, men det er vist kun Carrics Beacon of Hope der gør det - fra jeres side anyway. Men der er jo massere af andre classes (og/eller powers) der har Weakened Powers, så man ved aldrig, hvornår der er en der skal spille en ny class.
Feedback gives gerne!
13. oktober 2009
A little appetizer for the weekend...
The Abyss is the home of the demons, creatures devoted to death and destruction. A demon on its home plane is as likely to slay a planewalker or force him into serving in the Blood War or some other horrid duty. The best thing (for a traveler) about the demon is that they have no sense of responsibility, honor, or loyalty. They'll gladly accept a little garnish to look the other way - if the mood strikes them.
Their behavior is always unpredictable. It's important to remember, too, that what's deadly to a human or a githzerai may literally be harmless to a demon. Just because they dwell safely in an area doesn't mean that it's safe for other planars. In fact, a number of layers of the Abyss are so terrible that non-demon who enter them get put in the dead-book immediately. Therefore, even the toughest bloods need to be leery about shuffling about these layers.
Crucial to planar travelers is the uppermost layer of the Abyss, the Plain of Thousands Portals. Aside from being the easiest ingress and egress to the Astral Sea, Elemental Chaos and mortal world, crevice-gates here lead down into the other layers of the Abyss. Anyone passing through this layer should stop at Broken Reach, a fortress town run by a erinyes (a type of female demon) named Red Shroud. Her rule is harsh and absolute, but it's not a bad place to find food, rest, and safety. Don't cross her, and she'll probably leave a basher unscathed - which is about the best a body can hope for in the Abyss.
The demon lord Graz'zt rules three Abyssal layers, at least one of which is filled with trees with poisonous snakes for branches. Despite the danger, though, Graz'zt is one of the few Abyssal lords who allows unhindered travel into and out of his realm. A planewalker willing to chance it can make a hefty bit of jink bringing goods to the market here.
Besides, chant's that a powerful mage died among those viper trees, and that his decomposing bones still hold an artifact that renders a cutter immune to the harsh environs of the Abyss itself.
There's also said to be a layer where time moves backward in regard to aging. This could be used to a body's advantage to restore lost youth. However, it is also said that the reverse aging moves at random speeds, and it's likely that a basher who stays too long will revelt to an infant, or be aged back out of existence altogether.
You could also choose to look for a Vrock called Rcreen (not his real name, duh) who dwells on the first layer. It is said that for a bit (a lot probably) of garnish, he will show a body around the Abyss. Chant is he's got a grudge of some type against his superiors and looks at this as a way of getting back at them.
11. oktober 2009
Level 20 loot
Ring of Regeneration
This ring of plain silver is adorned with a blood red ruby.
Level: 24
Price: 525,000 gp
Item Slot: Ring
Property: Gain a +3 item bonus to your healing surge value.
If you’ve reached at least one milestone today, you also gain regeneration 10 until the end of the encounter or until you spend a healing surge.
First published in Player's Handbook.
Instant Portal (for Sigil)
Shattering this glass marble against a hard surface releases the short-lived portal within.
Level: 23
Price: 425,000 gp
Wondrous Item
The portal is misty, restricting vision to 5 squares into the destination. Until the portal closes, creatures can move freely between the portal and the location to which its connected.
First published in Manual of the Planes.
Necklace of Fate
This necklace of acorns and woven vines tethers your spirit to nature, helping you shake off the effects of combat.
Level: 22
Price: 325,000 gp
Item Slot: Neck
Enhancement: +5 Fortitude, Reflex, and Will
Power (Encounter): No Action. Trigger: You make a saving throw at a time other than the end of your turn. Effect: You gain an item bonus to that saving throw equal to the necklace’s enhancement bonus.
First published in Adventurer's Vault 2.
Ioun Stone of Adaptation
This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects.
Level: 21
Price: 225,000 gp
Item Slot: Head
Property: You do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit or from precipitation.
First published in Manual of the Planes.
Level 19 loot
Executioner’s Bracers
These ornamental gold bracers help you to hit harder.
Level: 23
Price: 425,000 gp
Item Slot: Arms
Property: When you score a critical hit, the attack deals 3d6 extra damage.
First published in Adventurer's Vault 2.
Boots of Speed
These durable boots are designed to take you farther, faster.
Level: 22
Price: 325,000 gp
Item Slot: Feet
Property: Gain a +2 item bonus to speed.
First published in Adventurer's Vault.
The Hand of Fate
Gargantuan vehicle
HP 400 Space 6 squares by 12 squares Cost 185,000 gp
AC 4; Fortitude 20, Reflex 2
Speed 0, fly 12 (hover), overland flight 15 (75 miles per day, 7,5 miles per hour, 750 feet per minute)
Pilot
The pilot must stand at a control wheel, typically at the front of the topmost deck of the airship cabin.
Crew
In addition to the pilot, an airship requires a crew of five, all of whom use a standard action each round to help control the vessel. Reduce the ship’s speed by 4 for each missing crew member. At fly speed 0, the ship is unable to travel and flies out of control.
Load
Thirty Medium creatures; twenty tons of cargo.
Out of Control
An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed.
Decks
The airship’s cabin has four decks: an exterior observation platform, the topmost crew deck, a middle deck for passengers, and a lower cargo hold.
Fragile Propulsion
For every 50 damage the airship takes, its speed is reduced by 2 squares. At fly speed 0, the ship is unable to travel and floats out of control.
55th session
At the end, the shadow won the right to live to another day, and the Swords headed out in their ship to find the lair of Infernus.
Traveling west for the island with an average speed of 75 miles a day, the Swords arrived after 7 days or so.
Onsday 26 Deecambor
As they get close to the island, they find a pirate ship hiding in a natural harbor. Calling a parlay, it turns out that the captain is none other than Griyar Ravenhair, Scourge of the 4 Seas, the famous pirate that rules the local area.
Via the parlay the Swords obtain knowledge of Infernus' lair's location and how to get in touch with him. The two parties part on a truce.
Once they dispatch some Azer servants and Hell Hounds on the slopes of Mount Infernal, the Swords find themselves in a fight for their lives inside the volcano. The Azers have made a device that can tear the fabric of the universe and create a rift to the Elemental Chaos, and they have set it off as the Swords enter their "lair". Once the doomsday device is deactivated and the virgin is saved, the Swords head on down to have a little meet and greed with Infernus. Not before sending Shasa the Sorceress up via the same Shadow Bridges the Swords used to get down into the volcano.
Infernus proved to be an annoying one, very arrogant, but all the same, and despite an earthquake during the combat - at the end, he died, although both Carric and Targron almost died. In his lair they found the Heart of Fire, another sizable rock with more or less incomprehensible arcane and divine symbols on it.
They also found a staff and 75.000 gp in assorted gems and coins. and a Brimstone Cloak +4.
Brimstone Cloak
This cloak smells faintly of sulfur and helps resist both fire and poison.
Level: 20
Power (Daily • Fire): Immediate Reaction. Use this power when you are hit by a melee attack. The attacker takes ongoing 10 fire damage (save ends).
Price: 125,000 gp
Item Slot: Neck
Enhancement: +4 Fortitude, Reflex, and Will
Property: Gain resist 10 fire and resist 10 poison.First published in Manual of the Planes.
