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| #1sir_sparhawkSep 15, 2010 0:05:46 | Below is something that I put together that I'd like critiqued. As for the Caller in Darkness, I still wanted to give it that 2e feel and I felt running it as a disease fit best. As for the Gray Death, well it is a disease so hurray. I was dissapointed that they didn't make stats for it, so I made my own and again would like some constructive critism. Keep in mind, this first adventure when they're exploring the surface of Giustenal (not including the Palace or Blasted Spire...yet) and are level 3 by the time they get there. I know the original boxed set had characters around 5th or 6th but I'm DM so I make the rules. Part of the perks I guess. I have it as "Players Level +2" because even epic level characters should not be immune to natural hazards such as the Gray Death. My adventure will see the players progress to Epic level after defeating the Caller in Darkness as a means to graduate from the Paragon tier. The Caller's Lure Characters Level +2 Disease The Caller in Darkness senses the energy of life and begins to probe for contact. Attack: +6 vs. Will Endurance Improve DC 17, Maintain DC 12, Worsen DC 11 or lower The Target is cured ◄Initial Effect The target suffers a -2 to its Will Defense ◄► The target suffers from hysteria and must make a save every round in combat or become dazed. ► The target runs as quickly as possible to Dregoth's Palace and unless physically restrained, and kill themselves.
Gray Death Characters Level +2 Disease The fine silt in the air coagulates in your lungs and solidifies in your lungs effectively drowning it's victim. Endurance Improve DC 17, Maintain DC 12, Worsen DC 11 or lower ◄Initial Effect The target loses a healing surge. ◄► The target is considered weakened while in combat encounters. ► The target suffocates and dies.
There it is, let me know what you all think.
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| #2claytoniantombSep 15, 2010 6:37:39 | Instead of the target just running somewhere and killing themself, how about the Caller, a stated monster from Open Grave, comes to collect the player who will be dominated the entire time. Gray death should be carried by monsters and hazards in the area. Grey death zombies sound awesome. Or maybe adapt the drowned ghost from Open Grave. |
| #3sir_sparhawkSep 15, 2010 15:31:24 | I'm using the old 2e "City by the Silt Sea" boxed set as reference material and I'm trying to get as close as possible to it. The Caller in Darkness is a lvl 19 Solo and definitely not something I want manifesting before a party of 3rd lvl heroes just yet. At this time in their adventuring career, I still want the Caller as a strange and horrifying phenomenon within the ruins. As for the Gray Death, it wasn't something spread from one creature to another. It was contracted by simply breathing in silt in the air which would then solidify into mud in the creatures lungs, effectively drowning or suffocating them slowly. They lable it a disease which is why I made it such but that was the old 2e canon. I've weighed many options and right now, unless others find better options, I see using the "disease" mechanics as the best way of achieving the old effects. Any other opinions out there? |
| #4claytoniantombSep 15, 2010 17:07:53 | I know about how the Grey Death gets you, but I think it would be cool if creatures could give it to you. But remember I also said hazards. Dust devils could touch down to give it. |
| #5Duke5150Sep 15, 2010 17:16:12 | The caller's lure is a serious TPK waiting to happen and doesn't look like it would be much fun for the players. If the entire group slips into stage 3, it's tpk. Those that don't,end up restraining allies, effectively ending the game for them until they are cured. The caller's lure can attack every day, making it completely frustrating to deal with. I'd either rework this or abandon it all together. Working it into the adventure as a skill challenge might help reduce the facepalm factor of the disease. Personally, I'm redesigning the caller from the ground up, because it's not as fun as it could be in 4e. You could also have a version for each tier of play, so the caller could be encountered in any tier. As for the gray death, what you have is fine if that's what you want. Personally, I wouldn't be so gentle. The gray death is going to be one of the most feared diseases in my games. Reducing hp to bloodied, reducing reflex and fort defenses, slowing and dazing the victim and finally ending with death that eventually results in undeath. But I see nothing wrong with your version. |
| #6sir_sparhawkSep 15, 2010 17:45:56 | The caller's lure is a serious TPK waiting to happen and doesn't look like it would be much fun for the players. If the entire group slips into stage 3, it's tpk. Those that don't,end up restraining allies, effectively ending the game for them until they are cured. The caller's lure can attack every day, making it completely frustrating to deal with. I'd either rework this or abandon it all together. Working it into the adventure as a skill challenge might help reduce the facepalm factor of the disease. That would be an interesting skill challenge. Off the top of my head, I'm not entirely sure what skills would be used though. I see what you're saying about it being a possible TPK now that I look at it more closely. If I go with the current design, should the bonus to attack be lowered? Or should I just scrap it and go with something else like a skill challenge as you propose? As for the Gray Death...I like your thinking. My version is a bit soft but I don't want to get overly crazy on them. Giustenal is a dangerous place but I don't want to make it impossible to survive. I mean with the Caller and the inhabitants already there, it's very easy to go overboard. |