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    Throwdown gladiator creation part1

    Saturday, October 22, 2011, 8:21 AM

    The Dark Sun Throwdown! Didn’t go off without a few hitches in execution…However, the gladiator creation wasn’t one of the problems. It worked out pretty well and gave me some ideas for my home game. Preparing the tools for use at the table took the most time, trying to balance clarity of a given power or modifier with available, and practical workspace. Also, in the interest of making choices easier, there had to be less of them to make; this meant not every race or class, or even power, would be offered. Dark Sun made some of this easier, as with the encounter creation, I could limit character choices to “classically” Dark Sun tropes (fewer classes, fewer races.)

    I apologize in advance for the quality of the images...

    The process began with the character sheet. I tried to make it a one-sheet utility in order to make for quick prep and easily accessed information during the game. Each player would pick a race, a class, and an array of ability modifiers. I decided for simplicity to use modifiers only, since the score really wasn’t needed during combat and would eliminate a step in calculating bonuses. Based on the arrays available, three profiles were as follows:

    Talented [+3, +2, +2, 0, 0, 0]

    Focused [+4, +2, 0, 0, 0, -1]

    Balanced [+3, +3, +1, +0, +0, -1]

    The small circles next to a skill were marked to indicate training, and the bonus was written to the right of the skill name. Looking at it now, I still see things I could improve and changes I want to make.

    The racial info cards contained ability modifiers, speed, vision, skill bonuses, and a racial trait relevant to the arena setting, along with a short flavor description of the race for the player to aid in visualization. Note some racial abilities not overtly useful in combat are not included for brevity’s sake.

    The class info cards contained a flavor description of the class, hit point calculation (“Con” indicates constitution modifier. multiplied by 2, plus a set value determined by the class, plus a value per level after 1st), number of surges, defense modifications, and information about weapons, armor, and class skills. I see now I didn’t put bloodied value or surge value on the cards; since those calculations are fairly easy and easy enough for the DM to provide, they would only clutter the card. Again, some class information was not necessary, just the basics…

    Once all these were incorporated into the sheet, the player received cards for their racial power, and class power cards. All gladiators were set at 3rd level, and so, in most cases, were able to choose:

    2 at-will, 2 encounter, 1 daily, 1 utility, 1 feat

    Where exceptions occurred, the character sheet for that class reflected the difference. I created custom character sheets, based on the original above, for each class choice available. I also played with the classes a little: sorcerers got 2 options, primal (a storm sorcerer with no arcane defiling,) and arcane (a dragon blood sorcerer with the defiling trait.) Ranger powers based on animal names got an overhaul: the names were altered to reflect uniquely Dark Sun monsters (Aspect of the Silt Shark.) Again, I tried to reduce the character choices as much as possible to speed creation along and increase play time by eliminating “analysis paralysis.” The gladiator build process needed to be basic: class, race, some powers, and a feat or two; this provided for a balance between quick preparation and customization. The creation process went off well, even with two players new to 4E.

    Since each class has some unique powers and I had a different sheet for each one, they will need more space. To be continued…

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    Of Playtesting and Defiling

    Sunday, September 11, 2011, 8:13 AM

    Bubonicon has come and gone (the same weekend as PAX), and the Dark Sun Throwdown went off with more than one hitch… I think I learned something from what went right as well as what went wrong.

    A few things changed In our game play, before the con, but some things weren’t used and still haven’t seen the light of play in our group. I thought I would lay them out here before I talk about the gladiator creation process.  One thing we changed very quickly, was using second wind as a minor action. It worked really well in play to keep characters in the action, but having it available twice per round (or at-will for dwarves) was just prolonging combat; it worked best as a minor encounter power (free encounter power for dwarves.)

    We altered magic missile to make the mage a little more effective as a combatant (even though no one chose it.) Its damage value in our game is 1d4 per tier plus Intelligence modifier. We also added feats for improved missile (1d6 per tier) and multiple missiles (one extra missile per point of Intelligence modifier not used for damage, so +3 Int will give you up to 3 extra missiles but reduce damage overall by up to 3 points.)

     Standard Action At-Will

    Magic Missile Wizard Attack 1

    A glowing blue bolt of magical energy hurtles from your finger and unerringly strikes your target.

    Ranged 20

    Target: One creature

    Effect: 1d4 + Intelligence force damage.

    Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

     

    We also changed defiling to better reflect its effect on story in the game. Going back to second edition Dark Sun, defiling: “plants are destroyed and living creatures are caused great pain.” Also, the act of defiling was supposed to generate a feeling of disruption among all creatures while preserving required a conscious decision and commitment on the part of the mage and a slow buildup of power so as not to damage the surrounding area. Preserving requires sacrificing a minor action as part of the attack to reflect that choice to forgo defiling effects and the controlled drawing of energy. Defiling is free (default) but has effects on all creatures within a specified range around the caster, causing problems for both ally and enemy alike and making everyone annoyed with defilers. Every creature within 10 squares of the caster is dazed for one turn unless the minor action is used to preserve, reflecting the unease and pain caused by defilers. In addition, if the power is a daily, simulating the massive draw of life force, all creatures in range suffer loss of hp equal to the caster’s surge value, ignoring immunities and damage reduction.

     

     Free Action At-Will

    Arcane Defiling Arcane Feature

    You draw upon the vitality of nearby life to fuel your magic, plants are destroyed within the radius, and living creatures are caused great pain.

    Personal, Arcane

    Trigger: You make an attack roll or a damage roll as part of an arcane power.

    Effect: You can use a minor action to draw power slowly (“preserve&rdquo. Otherwise, each creature (willing or unwilling) within 10 squares of you is dazed until the end of its own next turn. If this power was a Daily, the creature suffers hp loss equal to your healing surge value. This damage ignores immunities and cannot be reduced in any way.

    Special: Use this power once per turn as part of an arcane effect originated by you.

     

    As it turned out, neither if these powers were used, since the players never chose any of the arcane classes…no arcane gladiators. I guess I shouldn’t wonder that the players chose only strikers and defenders, but I was hoping to see the primal sorcerer in action.

    At the table, the players in the Throwdown included two experienced at 4E and two who had never played it before (one was firmly entrenched in a 3.5 campaign, the other had not played anything for several years.) In retrospect, I should have spent a little more time on understanding powers and moves such as bull rush,  which are available to everyone. I think if I did something in the future with new players I would put a cheat sheet on the table with some of the more “common” hand to hand maneuvers for reference and reminder.

    I am still trying to format the information about the gladiator creation process, its mostly a collection of random notes and reference cards, but it will be next…

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    Throwdown Elimination

    Tuesday, August 16, 2011, 10:03 PM

    The elimination portion of the Dark Sun Throwdown sounded easy in the beginning. Make your own gladiator, see how long it can survive a series of progressively harder matches until only one is left alive; sort of Dark Sun meets Highlander. The first problem would be players at the table who, if eliminated, would have nothing to do. My first thought was to let those players take control of the opponents. That sounded easy as well.

    What is that old saying about how everything looks great on paper?

    Letting the players control the monsters is an old strategy that I believe originated about the same time as the “PC-is-a-doppelganger” story. (Sadly, I am guilty of that one as well. But hey, where would we be without the clichés? When everything is original, nothing is...)

    But, structuring the matches for the arena changed things. I had to account for multiple creatures in the event I had multiple characters killed off, but I couldn’t just throw multiples in willy-nilly. And I couldn’t just throw minions in; how fun would it be to play a minion? So I made a list… (something I learned from my wife. I resisted list-making for a while, but its advantages are simply undeniable.

    I won’t give too many final details (no spoilers until after the convention) but the process went like this.

    1.       Opponents needed to be uniquely Dark Sun (it was a Dark Sun arena after all). Athasian undead, Belgoi, the Gith, and the Tembo (my personal favorite; the tembo is as much fun to roleplay as it is deadly).

    2.       There would have to be more opponents with each successive match in order to allow for potential players. But I also wanted the difficulty to ramp up without seeming artificial; it would be too simplistic to make it more difficult by piling on the monsters (I think I mentioned in the previous blog about introducing difficulty by attrition).

    3.       The battlemaps should be interactive (again, this is Dark Sun; Athas is as much an opponent as the monsters.) And the terrain is constrained by the arena walls (two reasons: limited table space at the convention and limiting the space to inspire creativity.) These two factors should work together to keep the hazards from upstaging the monsters. If I have a player controlling a monster, the spotlight should still be on the player. It also allows me to challenge every player, whether they are a gladiator or an opponent.

     

    The list allowed me to consider whether I had missed anything. I could get a better idea of how things might work together and see my thoughts in concrete form; sometimes my thoughts race ahead and I end up leaving something behind. With the list as a guide, I started to work on my initial ideas.

     

    I consider the tembo to be the diva of solo monsters, it requires a lot of attention, and it works very well on its own. It would be alone, maybe a few blocks to break up the battlemap, nice and simple, therefore it would be perfect for the first match, (or maybe I just want to be assured of playing it myself&hellip Anyway, the tembo was in.

    The belgoi are a great, scary monster (and definitely Dark Sun) but they suffered the same stigma as Athasian undead when I considered them for the arena: creep factor. They are scary, but in a creepy way, not the kind of tension I wanted. This is not a Halloween game, so the dead are out.

    Elements are a big part of Athas as well, so I considered using an elemental, but I already had a solo, so it had to be a multiple. Looking through the creature guide, the salt golems grabbed my attention: their auras do double duty like a terrain effect and a monster. A pair of salt golems would allow for one or two possible eliminated characters from the first fight. I added a sliding sand battlefield, so the characters would have to worry about not only the golem’s aura, but also sliding into them or off the field (inspired by the Maw arena of Raam.) I had my second encounter.

    Gith move in groups, and they are movers and flyers (the encounter in Fury of the Wastewalker was pretty epic—at least it was in our Encounters group) I also had an inspiration from another encounter for this match which allowed for satisfying the other two factors on the list: lots of level changes for jumping, flying and of course falling. The gith were in, but they showed me one more thing to consider: variance. Having multiple types of gith would allow for players to pick a preferred fighting style. Even if their gladiator was no more, the player would still be able to have some choice of play. Two matches down, three to go, but those opponents will be a surprise…

     

    Next, the abbreviated character creation so players can make gladiators and get to the fight as soon as possible.

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    More on the Dark Sun Throwdown!

    Thursday, July 14, 2011, 9:57 AM

    "Dark Sun Throwdown: Blood, Sweat, and Rock.” Athas is a savage, desert world where metal is scarce and magic sucks the life out of every living thing. Life is harsh and death comes easy; gladiator games serve to distract the populace. A quick gladiator build system puts you in an arena tournament where the fights get more and more deadly and not every gladiator will walk away. But even in this land of despair, if you are eliminated, you can get vengeance! Take control of an opponent in the next battle. Welcome to the arena; how long can you survive?

    I don’t blog very often, but when I started working on my Dark Sun idea I thought it might help my process if I could put my thoughts to form and even reach out for suggestions.

    When I proposed my game idea to the Bubonicon staff, there were several goals in my head: I definitely wanted to run something in the world of Athas, I wanted it to be competitive (an arena-based elimination tournament fit both of those), I wanted every player to be able to create their own gladiator at the table (so I was going to need a condensed version of character creation), and I wanted it to be fun.

    I like the delve design (3 encounters in a narrative arc) as a base to work from for most adventures, even if they never stay in that form, but the arena would definitely be more than 3 battles, and having more than one method of doing things keeps things from getting stale. I use some modifications to my home game in the interest of avoiding the “3-encounter workday,” and to create opportunities for cinematic style play; these, I thought, would probably serve me here.

    An extended rest would not be practical between challenges, but the characters needed to be able to replenish themselves: I didn’t want to introduce challenge by attrition. The surviving characters are able to take a short rest between the battles, where they can spend healing surges to buy back hit points or Daily powers. The use of healing surges as currency retains the sense of wearing down as the day progresses without making the characters instantly vulnerable at the start of each fight; if they are willing to spend the surges, they can be near to fresh each encounter. Also, I didn’t want the players to worry over whether to save their big attacks, I wanted each battle to have the opportunity to become epic. Which brings me to my next item…

    For the arena battles: Characters would receive 1 action point before each fight, they can have a maximum of 2 at one time, and action points can be used during a fight to buy back used encounter- or daily- powers. In my home game, players can buy back encounters and dailies during a fight with action points. I love giving options, and it provides a little more flexibility to the players; they can choose to take an extra attack, or they can have the chance to use their more effective powers one more time. Also, in the spirit of flexibility, in my home games second wind is a minor action, usable twice per encounter; this means the characters can heal up during the fight without feeling like they’re out of the action for that round. Of course, that means Dwarves get second wind as a free action, at-will. It also alters some dwarven feats, but that was not a priority right now, that would come later in the process.

    Next, I wanted to structure the elimination component so that players aren’t out of play when they lose their gladiator…

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    A preview of my Dark Sun Throwdown!

    Saturday, July 9, 2011, 7:35 AM

    Bubonicon is coming up again, and I am preparing an elimination tournament. I will post my progress here. Check out the Bubonicon site for more info about this little convention from my homeland...(link)

    "Dark Sun Throwdown: Blood, Sweat, and Rock.” Athas is a savage, desert world where metal is scarce and magic sucks the life out of every living thing. Life is harsh and death comes easy; gladiator games serve to distract the populace. A quick gladiator build system puts you in an arena tournament where the fights get more and more deadly and not every gladiator will walk away. But even in this land of despair, if you are eliminated, you can get vengeance! Take control of an opponent in the next battle. Welcome to the arena; how long can you survive?

    My gladiator creation system is shaping up now; more to come...


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    So you want to play a Kor...

    Monday, December 13, 2010, 11:22 AM

    My friend Lord Archaon has been working for some time on a site dedicated to playing D&D 4E in the world of Zendikar from the Magic CCG.

    Some of his work can be seen here:

    Zendikar D&D Campaign Setting

    I took very quickly to the Kor race, a nomadic people very akin to the Native Americans or the Australian Aborigines. They are wanderers by nature, but very spiritual and always mindful of the strong connections in life: connections to each other, to the environment, (it begins to sound very "Force-like" without the telekinesis part).

    So, I set out to create a character for this setting, envisioning a very swashbuckling type of Grapnel-wielding Seeker. I dug into the magic cards concerned with the Kor, read all the Kor-inspired flavor text (some of that made its way into my Power's flavor text) trying to get a feel for where my character came from. By understanding my history, I could begin building my present and envision my future.

    Out of that research I discovered some unique professions the Kor follow, such as the Skyfisher, the Firewalker, and the Threader (which comes in different types, such as: cliff, marsh,) The threaders intrigued me even further, and I saw my Seeker as a former threader who wanted more for himself than "scouting." When I created the character, I was again inspired by the Dark Sun Themes to create a Threader Theme for the Kor.

    Following is the Kor racial rules outlined by Lord Archaon, with the addition of a few Kor racial feats by Lord Archaon and myself, and the Draft of the Kor Threader theme written by me.

    Let me know what you think.

    KOR

    "The Kor forsake roots for the winding of the path; forsake voices for the silence of the mind; forsake all else for the poverty of isolation.
    -Nomads en-Kor"

    Racial traits

    Average Height: 170-190 cm
    Average Weight: 45-85 Kg

    Ability Scores: +2 Wis; +2 Dex or +2 Str
    Size: Medium
    Speed: 6 squares
    Vision: Normal

    Languages: Common, Kor
    Skill bonuses: +2 Acrobatics, +2 any skill

    White Aligned: You have Resist Radiant 5 + one half your level.
    Air Superiority: While flying, falling, or suspended mid-air through any means you gain a +2 bonus to your Speed and a +4 bonus to your defenses against Opportunity Attacks.
    Armament Master: You are proficient with the Grappling Hook and a Superior Weapon or Implement of your choice.
    Perfect Balance: You can move across any horizontal surface at least 3 inches with no check. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.  

    Skyhooking - Kor Racial Power

    You attach your grapnel hook to a secure spot and use the momentum and your uncanny racial expertise with ropes to dart around in the air as no other human or humanoid would be able to.

    At-Will     Weapon
    Minor Action      Area burst 2 centered on a climbable surface's square within 5 squares, at least 3 squares away

    Level 11: Area burst 3, within 10
    Level 21: Area burst 5, within 15

    Requirement: You must wield a free (not attached) Grapnel Hook
    Attack: Strength/Dexterity/Wisdom vs. Atheltics DC to climb the surface

    Hit: The power creates a zone that lasts until the start of your next turn. You can fly your speed in the zone. If at the start of your next turn you're not standing on a solid surface, you fly towards the nearest horizontal surface's square directly below the zone's center as a free action. If there is no horizontal surface within this power's range from the center of the zone, you remain suspended 5 squares below the zone's center, and you're considered to be climbing. You can climb the rope with a move action, or fall as a free action, leaving the Grapnel Hook behind.
    Miss: You must use another minor action to wield your Grapnel Hook correctly again.

    SUPERIOR MELEE WEAPON
    Grappling Hook, +3 prof, 1d6 damage, light blade/flail; reach, light thrown 3/6

     

    Kor feats:

    CHAINED WEAPONS
    Benefit: every one handed melee weapon you wield gains the light thrown 2/4 property.



    HOOK EXPERTISE
    Benefit: you can treat the Grappling Hook as a double weapon. One end is considered to have the Stout and Reach properties and a Flail, the other end is a Light Blade with Off-Hand property.(So that Kor Rangers can use Grappling Hooks efficiently ) 

    SPIRIT-GUIDED HOOKING

    Requirement: Kor, Spiritbond Seeker 

    Benefit: When you hit an enemy with your grapnel hook, you can slide it up to 2 squares adjacent to a creature or square you hit on your previous turn.

     

    WE ARE ALL CONNECTED (inspired by the Kor damage redirection in MTG)

    Requirement: Kor 

    Benefit: Spend 1 Healing Surge to give one ally within 3 squares 5 temporary hp. 

     

    LINE SLINGER

    Requirement: Kor, Threader Theme 

    Benefit: Until the end of your next turn, you grant one ally within 3 squares of you, or your Skyhooking target square, a power bonus equal to your Strength modifier. This bonus can be used for one of the following: a move-related DC, AC, or Reflex. 

     

    BEST POSITION

    Requirement: Kor, Threader Theme, Line Positioning Feature 

    Benefit: When one of your allies affected by your Line Positioning shifts adjacent to an enemy, he or she gains Combat Advantage against that enemy until the end of your next turn. 

     

    HOLD FAST

    Requirement: Kor 

    Benefit: When one of your allies within 5 squares of you misses an athletics or acrobatics check. You may spend a Healing Surge; the ally may reroll the the check, keeping the second result.

     

    Kor Theme

    From the MTG Salvation Wiki- "The kor follow a nomadic lifestyle, chasing the winds across Zendikar, hunting the mikunga—a leathery, vicious species of flying eel that soars on the Roil-churned air currents. Hunting the windrider eel is tricky business for people who don't themselves fly, but the kor have a secret advantage. They believe deeply in the importance of connection: connection between the individual and community, between the spirit and the unknown, between the self and the land, and between hunter and prey. And as you'll see in Zendikar card art, the kor rely on their gear to extend this idea of connection into the physical realm; they use lines, ropes, and hooks to literally connect themselves to their surroundings. As any skyfisher knows, a good line isn't just a symbol of a spiritual bond, but the perfect thing to snare an enemy or to hook a two-ton flying eel behind the gills."

    The threaders are the scouts and pioneers of the Kor culture. They set the paths for the tribes to follow by setting up rope pathways through swamps, up cliffsides, and even on floating hedrons. The theme focuses on the threader's ability to boost his allies' movement and hinder his enemies'.

    Threader

    Secondary Role: Leader 

    Power Source: Martial 

    Granted Power: You gain the line positioning power. 

    Kor Threader Powers

    Level 1 Threader Feature

    Line Positioning
    Life on the threads is all about where you are; specifically, not falling to the ground.” 

    Encounter, Martial, Weapon

    Standard Action, Melee or Ranged weapon
    Target One creature 

    Attack Primary ability vs. AC 

    Hit 1[W] +ability modifier damage, and either you shift 4 squares, or each ally within 5 squares of you can shift 2 squares as a free action. 

    Level 11: 2[W] + ability modifier damage.

    Level 21: 3[W] + ability modifier damage.

     

    Level 2 Utility Exploit

    Thread the Way
    "Give me a sturdy rope over the advice of any so-called expert. I can thread the dark wilds better than anyone." 

    Encounter, Martial

    Minor Action, Personal 

    Requirement You must be wielding a Kor Grapnel
    Effect Choose 5 contiguous squares of vertical surface within your weapon range that you can see. The DC for climbing this surface is reduced by twice your Dex mod. until the end of the encounter. 

     

    Level 3 Encounter Exploit

    Snag in the Line
    Like a master of the whip, you snare a foe with your line and call allies to bring him down.

    Encounter, Martial, Weapon

    Standard Action, Melee or Ranged weapon
    Target One creature 

    Attack Primary ability vs. Reflex 

    Hit 2[W] + ability modifier damage, and target is slowed until the end of your next turn. 

    Effect Any ally within 2 squares of the target can shift 1 square toward the target, and make a basic attack as a free action. 

    Level 13: 3[W] + ability modifier damage.

    Level 21: 4[W] + ability modifier damage.

     

    Level 5 Daily Exploit

    Anchoring Hooks
    Hooking your enemy, you leverage the foe to a better position. 

    Daily, Martial, Weapon

    Standard Action, Melee or Ranged weapon
    Requirement You must be wielding 2 Kor Grapnels 

    Target One creature 

    Attack Primary ability modifier vs. AC. Make the attack twice, once for your main hand and once for your off-hand. 

    Hit 2[W] + ability modifier damage and you slide the target one square. If both attacks hit, the target is restrained until the end of your next turn. 

    Miss If both attacks miss, the target takes half damage and is slowed (save ends.) 

    Level 15: Hit As above, but 3[W] + ability modifier damage.

    Level 25: Hit As above, but 4[W] + ability modifier damage.

     

    Level 6 Utility Exploit

     Hold the Thread
    Carving lines through the sky, kite sailors map trails for the pilgrims below to follow.” 

    Encounter, Martial

    Move Action, Range 5
    Requirement You must be wielding a Kor Grapnel 

    Effect One ally in range moves as a free action, ignoring difficult terrain and climb DCs. 

     

    Level 7 Encounter Exploit

    Whip the Line
    You spin and circle like the wind, scattering enemies and carving a path with your hooks. 

    Encounter, Martial, Weapon

    Standard Action, Close burst 2
    RequirementYou must be wielding a Kor Grapnel

    Effect Each enemy in burst shifts 1 square away from you or you may make the following attack as a free action. 

    Target Each enemy remaining in burst you can see..

    Attack Primary ability vs. AC 

    Hit 2[W] + ability modifier damage and you may shift a number of squares equal to the number of enemies which shifted, or were hit by this attack. During the shift you may move through squares occupied by enemies affected by this attack. 

    Level 17: Hit As above, but 3[W] + ability modifier damage.

    Level 27: Hit As above, but 4[W] + ability modifier damage.

     

    Level 9 Daily Exploit

    Knotted Lines
    A web of lines did I see, a web of hooks, which hindered me.” -Kor verse 

    Daily, Martial, Weapon

    Minor Action, Range 5 

    Effect You place four hooks in four different squares. They last until the end of the encounter. As a standard action, you can make the following melee 1 attack from each hook’s square. 

    Target One, two, three, or four creatures, each adjacent to at least one hook.
    Attack Primary ability vs. Reflex 

    Hit 1[W] damage and the target is restrained and takes ongoing 5 damage (save ends both). Remove one hook from play. 

    Miss Target is slowed and takes ongoing 5 damage (save ends both). 

    Level 19: Hit As above, but 2[W] damage and the target is restrained and takes ongoing 5 damage (save ends both).

    Miss As above, plus half damage. 

    Level 29: Hit As above, but 3[W] + damage and the target is restrained and take ongoing 5 damage (save ends both).

    Miss As above, plus half damage. 

     

     

    Level 10 Utility Exploit

     

    Tangling Line Slack
    “You don’t need to restrain an enemy to make them helpless.” 

    Encounter, Martial, Weapon

    Standard Action, Burst 3 

    Requirement Must wield Kor Grapnel
    Trigger Two enemies in burst you can see 

    Target The triggering enemies 

    Effect If you or any ally makes an attack on the triggering enemies before the end of your next turn, the attacker gains a +2 power bonus to the attack and does 1[W} bonus damage. 

    Special If you or any ally misses with the next attack, you regain the use of this power.

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    My play-by-post character

    Tuesday, December 7, 2010, 1:42 PM

    Hoist en-Kor Show

    portrait of Hoist en-Kor Show

    artwork by Svetlin Velinov

    Race: Kor
    Class: Seeker

    Level: 4
    Alignment: Good
    Languages: Common, Kor
    Theme: Threader

    Background: World Walker (+2 Nature)

    Abilities STR 18, CON 12, DEX 14, INT 9, WIS 18, CHA 10
    hp 39, healing surges 8, surge value 9
    AC 20, Fort 17, Reflex 16, Will 18;
    Initiative +4, Speed 6, Passive Insight 16, Passive Perception 16;
    Skills trained Acrobatics +11, Athletics +13, Intimidate +7, Nature +13

    untrained, Arcana +1, Bluff +2, Diplomacy +2, Dungeoneering +6, Endurance +3, Heal +6, History +1,Insight +6, Perception +6, Religion +1, Stealth +4, Streetwise +2, Thievery +4

    Kor Traits

    Air Superiority: While flying, falling, or suspended mid-air through any means you gain a +2 bonus to your Speed and a +4 bonus to your defenses against Opportunity Attacks.
    Armament Master: You are proficient with the Grappling Hook and a Superior Weapon or Implement of your choice. (Hoist is proficient with Hook and Spiked Chain)
    Perfect Balance: You can move across any horizontal surface at least 3 inches with no check. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

    Class Feature

    Inevitable Shot (Enc, Free) free basic attack if you miss with a ranged attack; enemy within 5 squares originating at the missed target. Regain use after spending an Action Point.

     Spiritbond +1 with light/heavy thrown, weapon returns to your hand, Spirits’ Rebuke.

    Feats

    Light Blade Expertise +1 to attack rolls with Light Blades, +1 damage if Combat advantage
    Slow Fall (Reduce falling damage by Acrobatics check result)

    Inescapable Shot (inevitable shot affects an enemy within 10 squares of original missed target

    Powers

     Grappling Spirits,  Guardian Harrier,  Know Direction, Skyhooking (Racial), Bounding Leap (utility), Inevitable Shot, Quick Formation (Kor Threader Theme), Serpent Arrow, Spectral Scorpion Sting, Spirits’ Rebuke (Seeker), Swarming Bats
    Possessions

    Adventurer's Kit, Climber’s Kit, Defensive Leather armor +1, Shielding Blade Grapnel +1, Grappling Hooks (20), Silk Rope (50ft), Chain (10ft), ; 26gp

    Grappling Hooks, +3 Prof., 1d6 Dam.

    (Kor Grappling Hook: Double weapon, with Stout/Reach flail and Off-Hand light blade)

    light blade/flail, Reach; light thrown, 3/6

    Combat Statblock Show

    AC 20, Fort 17, Reflex 16, Will 18; Speed 6/6
    HP 39/39

    Bloodied 19
    Healing Surges 8/8
    Init +4
    Status
    Action Points 1 [ ]


    []Minor Action
    []Move Action
    []Standard Action
    []Immediate Action

    Melee Basic Attack
    ”This hook connects us, hunter and prey. If I can look into your eyes, I will remember you forever as a worthy opponent.” Show

    Standard Action, Melee weapon
    Attack +11vs. AC
    Target One creature
    Hit 1d6+5 damage

    Ranged Basic Attack
    "Swords cannot reach far enough. Chains cannot strike hard enough. An eternal dilemma, but a simple one." -Kor Duellist proverb. Show

    Standard Action, Ranged weapon
    Attack +9vs. AC
    Target One creature
    Hit 1d6+3 damage

    Grappling Spirits

    "For us, a rope represents the ties that bind the kor. For you, it's more literal." Hook and line entangle a foe’s limbs, impeding its movement. Show

    At-Will, Standard Action, Ranged weapon
    Target One creature
    Attack +11 vs. AC

    Hit 1d6 +5

    Effect Target is slowed and can’t shift until the end of its next turn.

    Special You can use this power as a ranged basic attack.

    Guardian Harrier
    Hook and line sail forth to strike an enemy. With a deft flick of his wrist Hoist pulls back, striking the foe who does not take the time to move. Show

    At-Will, Standard Action, Melee or Ranged weapon

    (Requires light thrown or heavy thrown to make a melee attack with this power.)

    Target One creature

    Attack +11 vs. AC

    Hit 1d6 +5 damage. If the target doesn’t end its next turn at least 2 squares away from its starting position, it takes damage equal to your Strength modifier (+4).

    Special You can use this power as a ranged basic attack.

    Know Direction

     “Orienteering is in my soul.” –Kor saying. Show

    At-Will, Minor Action

    Personal

    Effect You determine which way is north. For 1 hour, you gain a +2 power bonus to checks to navigate natural terrain using either Perception or Nature.

    Skyhooking (Racial)

    You attach your Hook to a secure spot and use the momentum and your uncanny racial expertise with ropes to dart around in the air as no other human or humanoid would be able to. Show

    At-Will, Minor Action, Grappling Hook
    Must be wielding a non-attached Grappling Hook 

    Area burst 2
    Target climbable surface within 5 squares, at least 3 squares away
    Attack +10 vs. Athletics DC to climb surface

    Effect Creates a zone until the end of your next turn. You can fly your speed in the zone. If you are not on a solid surface at the beginning of your next turn, you fly toward the nearest horizontal surface’s square directly below the zone’s center as a free action. If there is no horizontal surface within this power’s zone-center, you remain suspended 5 squares below the zone-center and you are considered climbing. You can climb with a move action or fall as a free action, leaving the grappling hook behind.

    Miss You must use another minor action to wield your grappling hook correctly again.

    Bounding Leap (utility)
    As you spring through the air, you tuck in your legs and arms, spinning to eke out a little extra distance Show

    Encounter, Move Action
    Personal
    Effect You make an Athletics check to jump with a +5 power bonus. You are considered to have a running start, and the distance you jump can exceed your speed.

    Inevitable Shot (Seeker)

    “When threading, always consider more than one possible attachment point.” Even as your target ducks under your shot, the hook continues in its arc to another enemy. Show

    Encounter, Free, Ranged weapon
    Personal
    Trigger You miss with a ranged attack

    Target One enemy within 10 squares of the original target (Inescapable Shot feat)
    Effect Make a ranged basic attack using the original target square as origin.

    Special Regain use of this power when you spend an action point.

    Line Positioning (Threader)
    Life on the threads is all about where you are; specifically, not falling to the ground. Show

    Encounter, Standard Action, Melee or Ranged weapon
    Attack +11 vs. AC 

    Hit 1d6+5 damage and either you shift 4 squares, or each ally within 5 squares of you can shift 2 squares as a free action.

    Serpent Arrow

    Hoist whirls line and hook through the air like a constrictor serpent. Where they strike, they entangle and bind with menacing strength. With a pull to release, foes scatter like leaves. Show

    Encounter, Standard Action, Melee or Ranged weapon

    (Requires light thrown or heavy thrown to make a melee attack with this power.)
    Target One creature
    Attack +11 vs. AC 

    Hit 2d6+5 damage.

    Effect At the end of the target’s next turn, you slide the target and each enemy adjacent to it 4 squares (Spiritbond).

    Spectral Scorpion Sting

    "Sometimes I snare the unexpected, but I know its purpose will be revealed in time." A ready hook snags any who try to sever its connection. Show

    Encounter, Standard Action, Melee or Ranged weapon
    (Requires light thrown or heavy thrown to make a melee attack with this power.) 

    Target One creature
    Attack +11 vs. AC 

    Hit 2d6+5 poison damage.

    Effect You conjure a spirit scorpion in an unoccupied square adjacent to the target. The scorpion lasts until the end of your next turn. Any enemy that starts its turn adjacent to the scorpion takes 5 poison damage if it ends its turn not adjacent to the scorpion.

    Spirits’ Rebuke (Seeker)
    You dodge your enemy’s attack and use the momentum of the dodge to lash out, sending the foe away from you. Show

    Encounter, Immediate Reaction Melee weapon
    (Requires light thrown or heavy thrown)
    Trigger An enemy misses you with a melee attack 

    Target Triggering enemy

    Effect The taget takes 1d6+5 damage and you push it 1 square.

    Swarming Bats
    Hoist’s limbs and body churn rhythmically, allowing the momentum of the chain and hook to ebb and flow within a focused area. Anyone caught within the circle of this “dance” finds it very difficult to do anything but avoid getting hit. Show

    Daily, Standard Action, Ranged weapon

    Area burst 2 within 10 squares
    Target Each enemy within burst
    Attack +11 vs. Reflex 

    Hit 1d6+5 damage.
    Effect You slide each target 1 square. The burst creates a zone of difficult terrain that lasts until the end of your next turn. The zone is also difficult terrain for flying creatures. While within the zone, enemies grant combat advantage. As a move action, you can move the zone 4 squares.

    Sustain Minor: The zone persists.

    Amulet of Life +1 Show

    Neck slot, level 5

    +1 Fort, Ref, Will

    Power (Enc, Healing): Free Action. Trigger: Use this power when you spend a healing surge. Effect: You can spend an additional healing surge.

    Shielding Blade Grapnel +1 Show

    Weapon, level 4

    Damage: 1d6

    Prof.: +3

    Range:3/6

    Properties: Double Weapon; Stout/Reach Flail, Off-hand/Light blade

    Enhancement: +1 attack rolls and damage rolls

    Critical: +1d6 damage

    Property: You gain a +1 shield bonus to AC.

    Defensive leather armor +1 Show

    Armor, level 3

    Armor Bonus: 2

    Enhancement: +1 AC

    Power (Daily, Augmentable): Immediate interrupt. Trigger: An enemy hits you. Effect: Until the start of your next turn, you gain a +2 bonus to the defense that the triggering enemy hit. Augment 1: The bonus increases to +5.

    Background Show

    All that I need is here on my person. My hooks, my lines, my chains. Yes, my chain. It is the legacy of my many hunts; every metal link is a finished hunt. Every circlet of iron reminds me of my prey. They stay with my through the chain, and they lend me support when I need it: forged strong, fashioned of metal and linked just as we were trained, hardened and linked in life. The difference between friends and enemies is whether I give you my life, or take yours.

    My Threadmaster said I had a gift. Show

    I could make my hooks do things not seen in ages. They seemed to obey my very thoughts. When a hook leaves my grasp, it goes where it must. I am simply the instrument, the hook knows the way. My hook and line draws life together.

    Tool, weapon, life, connection Show

    My chain is the record of my life so far. See that fifth chain link? The one with the sparkling notch? Kalae his name was; a merchant by trade, a thief by necessity. He took that which was not his to possess and he attempted to bargain for his stolen property. He shamed the bonds of trade. He will not do so again.

    The scrap of map-cloth I carry was on Kalae’s person when I caught him. But truly, it is a gift from Kamsa; she gave it in reward for the successful hunt of Kalae. The parchment shows something of the lands. Parts of it seem familiar, but in its totality it seems imprecise… I will find its location. I have all the time I need.

    Appearance Show

    Hoist stands 6'10" tall (180cm); lean and athletic. His eyes are dark, piercing and cast his face with a keen intensity.  His pale hair is pulled back and tied with a strand of leather to dangle between his shoulders.

     

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    KIck some Aspis!

    Tuesday, September 14, 2010, 11:42 AM

    A few weeks back I went to Bubonicon, a science fiction/fantasy/gaming  in New Mexico (my homeland!) A good friend of mine in charge of the gaming portion of the program offered me a table, and I had an idea to translate The AD&D module: A1, Slavepits of the Undercity into a Con-friendly, 4E adventure. I would like to say up front, I give many thanks to David Cook for writing the original module! I remember this module very fondly from my high school gaming days in the 80s.

    I feel like I learned a lot about 4E mechanics as I worked on this. (but I have also been listening to several 4E podcasts ahem-The Tome Show, 4G4E! so that may have helped as well...

    The players seemed to have a wonderful time. I actually got to run the adventure for two separate groups: one at the con, and another with some of my old gaming friends and their children (40 year-old men and their teenaged sons bonding over the game we all love--it was quite a weekend). I think I may have to write something about this experience: gaming at age 17 in 1985 compared to age 42 in 2010.

    Anyway, I thought I might share some of the challenges I devised for the players. The module's unique monsters are included here the way I used them (the Sundew was a monster in the original module, but I used it as a hazard in a sprawling battlefield supporting two venom-eye basilisks).

    I also had a skill challenge for dealing with one of the slavemasters if the characters decided to bluff their way into the adventure, but I will put that up later (it was handwritten, and I'm a slow typist, part of the reason this has taken several weeks).

    Again, this is not my original material; I was very inspired by Dave Cook's ideas and wished to share my favorite bits of the dnd game with my children and other 4E players.



    Giant Sundew

    Level 3 Elite Obstacle

    Hazard                      

    XP 300

    Giant Sundews appear as 3’to 4’mounds of tarry ropes or rags. They are carnivorous and detect movement within 10 feet, snaring prey with their sticky, acidic tendrils/roots and pulling it in to be consumed/absorbed. They emit a thick syrupy sweet odor, and are often surrounded by flies. 


    Hazard: The Sundew fills one square (acts as concealment). When anything comes within 2 squares of the Sundew, it grabs with its tendrils.


    Perception

    No check needed to see mound.

    Nature

    DC 20: character identifies Giant Sundew and its properties.

    Trigger

    Moving or beginning a move within 2 squares of Sundew provokes attack.

    Attack

    Immediate Reaction

    Target: The creature that triggered the hazard

    Attack: +6 vs. Reflex

    Hit: Target is immobilized and pulled 2 squares plus secondary attack

    Secondary attack

    Attack: +8 vs. AC

    Hit: 2d6 + 3 Acid damage (ongoing 5; save ends)

    Miss: The target is restrained until the end of its next turn

    Countermeasures

    • A character may attack the Sundew (AC15, other defenses 15; Hp36) Reducing the Sundew’s hp to 0 stops its attacks.
    • A character may attack a tendril (AC15, Fortitude15, Reflex15; Hp15 Immune to Will based attacks).
    • Athletics DC20 to escape; escaping target takes 5 Acid damage.
    • Wine, or any strong solvent (turpentine) neutralizes acidic qualities with a successful thievery check, negating further acid damage.
    • Applying strong solvent to the main body renders the Sundew inert for 1d6 rounds.

    Next, the Aspis Grub Hatchery. Again, originally a monster, I used it as a trap.

    Aspis Grub Hatchery

    Level 5 Obstacle

    Trap

    XP 200

    The floor of this room is completely covered with muck, the air is steamy 

    with the heat of rotting garbage, and the odor of rot filling the air is

    nauseating in its intensity. The only way is forward is to wade through.

    Trap: The entire room is difficult terrain. A DC 20 Acrobatics check is

    required for more than 3 squares  of movement in one turn; failure

    means the moving character falls prone, ending their turn.

    Standing up requires a move action.

    Perception

    DC 22: character detects moving forms within the muck.

    DC 27: character can find a closed or clogged drainage port.

    Trigger

    Larvae attack when a creature begins its turn in a sewage square, or when

    a creature stands up from prone in a sewage square.

    Attack

    Opportunity Action

    Melee

    Target: The creature that triggered the trap.

    Attack: +10 vs. AC

    Hit: 2d6 + 4

    Countermeasures

    A character can engage in a skill challenge to open drainage port, letting

    sewage and larvae out of room. Lv1 (4 successes before 2 failures; Thievery

    or Athletics DC 22 to unlatch or force drainage cover/clog) one skill roll per

    character, per round.


     

     

     

     

    In the Breeding Chamber, The Aspis cow acted as both fantastic terrain and an opponent for the characters. She was essentially a 1-square by 3-square giant white caterpillar (I made a miniature out of paper for the battlemat)


    Aspis Cow    Level 6 Controller (Leader)
    Large natural beast     XP 250
    HP 74; Bloodied 37
    AC 20; Fortitude 22; Reflex 9; Will 17
    Speed 4
    Initiative +7
    Perception +4
    Low-Light Vision, Tremorsense 10
    Traits
    Obscuring Miasma • Aura 5
    All squares in aura are filled with a milky steam and considered obscured.
    Standard Actions
    Spasm (acid) • At-Will
    Attack: Close blast 2 (targets enemies); +9 vs. Reflex
    Hit: 1d8 + 6 acid damage, and the target is knocked prone and dazed (save ends).
    Move Actions
    Rolling Crush • Recharge recharge when bloodied.
    Attack: Close blast 4 (All creatures within 4 squares of the cow's side.); +10 vs. Fortitude
    Hit: 4d6 + 6 Cow rolls sideways, crushing any creature in its path, knocking them prone and inflicting ongoing 5 acid damage (save ends).
    Triggered Actions
    m Bite • At-Will
    Trigger: Creature enters any of the six squares adjacent to the front of the cow.
    Attack (Immediate Reaction): +11 vs. AC
    Hit: 3d6 + 4 damage.
    Str 20 (+8)    Dex 18 (+7)    Wis 12 (+4)
    Con 18 (+7)    Int 4 (+0)    Cha 10 (+3)
    Alignment unaligned     Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.

     

     

    And the Aspis warriors I translated to cover several different roles. They had to be able to fight over the pits themselves, which I had more than one character and Aspis fall into, and I tried to capitalize on their multiple arms. (this was pre-thri-kreen)


    Aspis, Skirmisher    Level 4 Skirmisher
    Medium natural humanoid     XP 175
    HP 52; Bloodied 26
    AC 18; Fortitude 16; Reflex 17; Will 16
    Speed 6
    Immune cold, lightning; Resist 5 fire
    Initiative +8
    Perception +3

    Standard Actions
    Four Arms (weapon) • At-Will
    Attack: +9 vs. AC
    Hit: 1d10 + 5.
    Tide of Iron (weapon) • At-Will
    Attack: Requires shield; +8 vs. AC
    Hit: 1d8 + 5 damage, and the target is pushed 1 square if it is Large or smaller. The Aspis Drone can shift 1 square into the space vacated by the target.
    Twin Weapon Strike (weapon) • At-Will
    Attack: +9 vs. AC
    Hit: 1d10 + 5.
    Frenzied Slash • Encounter
    Attack: Close burst 1; +9 vs. AC
    Hit: 1d10 + 5.
    Str 12 (+3)    Dex 18 (+6)    Wis 12 (+3)
    Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.





    Aspis, Dart    Level 4 Artillery
    Medium natural humanoid     XP 175
    HP 42; Bloodied 21
    AC 16; Fortitude 16; Reflex 17; Will 16
    Speed 6
    Immune cold, lightning; Resist 5 fire
    Initiative +6
    Perception +3

    Standard Actions
    Acid Dart (acid) • At-Will
    Attack: Ranged 10; +9 vs. Reflex
    Hit: 1d10 + 5 acid damage, and ongoing 5 acid damage (save ends).
    Twin Weapon Strike (weapon) • At-Will
    Attack: +11 vs. AC
    Hit: 1d10 + 5.
    Four Arms (weapon) • At-Will
    Attack: +11 vs. AC
    Hit: 1d10 + 5.
    Frenzied Slash • Encounter
    Attack: Close burst 1; +11 vs. AC
    Hit: 1d10 + 5.
    Str 12 (+3)    Dex 18 (+6)    Wis 12 (+3)
    Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.




    Aspis, Brute    Level 4 Brute
    Medium natural humanoid     XP 175
    HP 68; Bloodied 34
    AC 16; Fortitude 17; Reflex 16; Will 16
    Speed 6
    Immune cold, lightning; Resist 5 fire
    Initiative +3
    Perception +3

    Standard Actions
    Four Arms (weapon) • At-Will
    Attack: +7 vs. AC
    Hit: 1d10 + 5.
    Cleave (weapon) • At-Will
    Attack: +7 vs. AC; +1 to hit while bloodied
    Hit: 1d8 + 7 damage, and another enemy adjacent to the Brute takes 6 damage.
    Twin Weapon Strike (weapon) • At-Will
    Attack: +7 vs. AC
    Hit: 1d10 + 5.
    Frenzied Slash • Encounter
    Attack: Close burst 1; +7 vs. AC
    Hit: 1d10 + 5.
    Str 12 (+3)    Dex 12 (+3)    Wis 12 (+3)
    Con 18 (+6)    Int 12 (+3)    Cha 12 (+3)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.




    Aspis, Drone    Level 4 Minion Skirmisher
    Medium natural humanoid     XP 44
    HP 1; a missed attack never damages a minion
    AC 18; Fortitude 16; Reflex 17; Will 16
    Speed 6
    Immune cold, lightning; Resist 5 fire
    Initiative +8
    Perception +3

    Standard Actions
    Four Arms (weapon) • At-Will
    Attack: +9 vs. AC
    Hit: 5.
    Tide of Iron (weapon) • At-Will
    Attack: Requires shield; +8 vs. AC
    Hit: 9 damage, and the target is pushed 1 square if it is Large or smaller. The Aspis Drone can shift 1 square into the space vacated by the target.
    Twin Weapon Strike (weapon) • At-Will
    Attack: +9 vs. AC
    Hit: 5.
    Frenzied Slash • Encounter
    Attack: Close burst 1; +9 vs. AC
    Hit: 5.
    Str 12 (+3)    Dex 18 (+6)    Wis 12 (+3)
    Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
    Alignment      Languages —

    © 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.




    In building this, I also had the notion that, considering some of the themes present in this module: slavery, cannibalistic bugmen, and killer plants, it would make a great adventure for Dark Sun. Maybe the Thri-kreen and the Aspis have some shared history, or maybe they are the Hatfields and McCoys of Athas.

    Well, my players had fun with this, and if anyone wants to see more, I will certainly share.


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    Warforged on Athas; a meandering thought...

    Sunday, July 25, 2010, 6:32 PM

    My son and I were kicking around character concepts the other day, an discussing my own Dark Sun campaign we'll start when Encounters closes and the subject of how the warforged would fit in came up.

    I had a flash in my mind of a warforged reawakened in a tomb, who had no knowledge of Athas' spell-blasted landscape or savage nature, so the whole environment would be a learning experience! A perfect 1st level, newbie character. It would, however, have memories of the Green Age and all the land's "wonders" (i.e. your standard fantasy setting environment).

    He or she might fascinate--or annoy--the other characters with tales, and stir up trouble with misconceptions or preconceptions of beasts or races. In short, it could be a fun mix of C-3PO and Data.

    This led to musings on the general nature of warforged in Dark Sun. I have read the Bone, obsidian, and wood golem interpretations in other forums, but I was thinking in more general terms of the existence of the race.

    They would probably be obvious laborers and gladiators, probably mostly in service to  SKs and their private work details, or high ranking Templars. But would they be universally feared? Would they create wide open paths on the road as everyone avoided them? Would they be subject to attack out of hatred or greed? Could they disguise their nature with wrappings like Bedouins or Lepers? What if one was made of metal? would its functioning be impaired by heat? or would it create and aura of intense heat around itself, damaging anyone or anything that came too near?

    Just some of my thoughts as I wait for the book. I thought I would see what others thought on the subject.

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