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Subject: Eternal Campaign Scenarios V2 - Closed

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Deoxy
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12/19/2005 8:43 AM  
Technically, as I read it, Rikka MUST start off the map and have somewhere to waylay to: "This creature starts off the battle grid..."

But that's being technical, and we could just allow her to start with the rest of her band, I suppose.

The whole "difficult terrain" thing seems odd, as the difficult terrain is not balanced on this map.

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eMpTy Kay
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12/19/2005 8:52 AM  
Oh good catch on Rikka. WotC probably thought you would always use waylay, so no reason to say otherwise...

It may have been the difficult terrain with the little circles with the four lines coming out, or something. I just have a little gremlin in the back of my head waving and yelling it goes in the difficult terrain. Can someone find the official ruling so I can squash him?


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12/19/2005 10:04 AM  
Guy has clarifications on the Lost Temple map. The rules are for the Limited GoL event played on the Lost Temple map. Here is the link: http://homepage.mac.com/guyf/DDM/GOLAlternate.html and the relevant rules covered:

Scout: Each creature with the Scout ability sets up inside any area of difficult terrain (there are three such areas on the map) that does not already have a creature on it. All squares of the creature's spsace must be within the designated area.

Wandering Monster: Each creature with the Wandering Monsters ability sets up inside a randomly determined area of difficult terrain (there are three such areas on the map). All squares of the creature's space must be within the designated area.

Of course, this was printed before Rikka was created. Since the Scout and Wandering Monster abilities esentially replace "feature tile" with "area of difficult terrain". I think that is the right solution to use for Rikka.


robbdaman
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12/19/2005 10:50 AM  
Actually if you read the rules insert for Underdark it specifies that Rikka "can" start off the battle grid/map which means it's optional. You can choose to start on the Start Area if you wish.

Hey, were we going to specify that at least one pig needed to be caught for the player to be victorious during the Greased Pig Contest?

R~

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12/24/2005 11:46 AM  
Pigs don't respawn or get released from somewhere? I find the fact that there are only 6 pigs disappointing.A farm-boy pastime decides two warlord’s fates. With only 6 pigs it's much more a matter of 'could' decide. Lots of creatures are worth more then 30% of the warband size and survive through a game.


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12/24/2005 1:59 PM  
Question about Greased Pig:

Are the pigs considered enemies? Do they block line of sight for spells or ranged attacks meaning to I have to target the closer pig or the closer enemy. If it is the pig that makes this game pretty useless

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Zippy
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12/25/2005 9:26 PM  
If fewer than 6 feature tiles are on the board, how is that last little piggy placed?

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robbdaman
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12/26/2005 1:58 AM  
These are just my thoughts on it but since it's my scenario I think I'm entitled.

quote:
If fewer than 6 feature tiles are on the board, how is that last little piggy placed?


I'm guessing it can't be placed. This eliminates a piggy for one (or both) player(s) to catch. Tile placement could mess with that but is it worth it to be able to elminate a pig for your opponent and possibly place tiles in an otherwise tactically disadvantaged way for yourself?

quote:
Question about Greased Pig:

Are the pigs considered enemies? Do they block line of sight for spells or ranged attacks meaning to I have to target the closer pig or the closer enemy. If it is the pig that makes this game pretty useless


Not sure if jjb will agree but I'd say pigs do provide cover as if they were your own creatures but do not count as enemies for victory purposes. Meaning there's no melee bonus given from adjacent pigs either. You can't ranged attack or kill a piggy, only grab them.

quote:
Pigs don't respawn or get released from somewhere? I find the fact that there are only 6 pigs disappointing. A farm-boy pastime decides two warlord’s fates. With only 6 pigs it's much more a matter of 'could' decide. Lots of creatures are worth more then 30% of the warband size and survive through a game.


It's not an all or nothing thing, jjb is just being dramatic with a silly scenario. It just adds a factor for victory points instead of normal victory areas or tiles. I never intended it to be a "you grab the pigs or lose" scenario as it could be annoying to some players. It's supposed to be fun and silly.

R~

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12/26/2005 12:44 PM  
So, since the pigs are neutral, they'd be neither nearest enemy nor nearest ally, and would not affect targeting. The scenario post already says the pigs provide cover as any other creature would.

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jjbeezer
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12/26/2005 3:32 PM  
quote:
Originally posted by Zippy

So, since the pigs are neutral, they'd be neither nearest enemy nor nearest ally, and would not affect targeting. The scenario post already says the pigs provide cover as any other creature would.



Exactly. The pigs are not nearest ally or enemy. I meant to include that note before. I will add it now.

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12/28/2005 9:12 PM  
Is it total warlord level or warlord prestige classes? both I did we did warlord prestige class levels, but other matches im watching im seeing total warlord level used....

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Zarnof
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12/29/2005 1:18 AM  
quote:
Originally posted by SilentG


Caught in the Spider's Web
"Your warband is exploring deep beneath the surface when the path opens into a massive web-lined cavern. Dessicated bodies and the cries of another warband alert you to the dangers deep within."




SO, this scenario has intrigued me for a while, there was some interest in it, when is it happening?

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jjbeezer
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12/29/2005 8:32 AM  
The DC for the pigs is based on prestige class levels not creature level + prestige class level.

quote:
Originally posted by Zarnof

quote:
Originally posted by SilentG


Caught in the Spider's Web
"Your warband is exploring deep beneath the surface when the path opens into a massive web-lined cavern. Dessicated bodies and the cries of another warband alert you to the dangers deep within."




SO, this scenario has intrigued me for a while, there was some interest in it, when is it happening?



The holdup I have with this scenario is that the rules are very long and we are using stats for figures which are not their actual stats.

The main holdup is the length of the rules. Can they be shortened or some things be put into simple formulas so the spider stats don't have to be spelled out at the different spider levels?


eMpTy Kay
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12/29/2005 8:50 AM  
Just so we are clear before the Tombs of Decay begin, the winner is the first person to the point total, at any point in the match, not the winner with the most at the end of the round. Correct? So the fact that the person with the most VP has to roll first for additional damage can result in a game going from a round end score of 190 - 105, and then after initiative is rolled, the person with the score of 190 rolls and if enough creatures die from the additional 5 damage rolled (Say Elimister rolled a 13 when he had 5 HP left), the game ends there with the 2nd player winning without having to roll?


Now that I think of Elimister, we should change the number to 10 or below to take damage. As the rule is written now, it sounds like the creature is rolling, so Elimister's Mystra's Curse would actually help the creature it was affecting (roll twice take lowest result). Or, simply say the PLAYER is rolling. It has already been ruled on another roll (I think incorp vs Mystra's Curse) that the curse only affects when the creature is "said" to roll, but not when the Creature's controller would roll.


jjbeezer
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12/30/2005 10:50 PM  
In a game of assault, does a player automatically win if their assault points take them over the limit, or do they have to play another round?

My leaning on eMpTy Kay's question would be that the game would end immediately when someone reached the victory target.

I could also see the arguement being made that all of the decay rolls would be made and then scores would be compared. If both players gained points during the decay rolls such that they were both over the target point total, the person with the higher VP total would win.

Here's hoping both sides don't lose their last figure in the same decay roll in this scenario!

Anyone else have imput on this before the rules finalize (at the time of the matchup posting)?


robbdaman
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12/30/2005 11:12 PM  
I believe in assault format it's the first player to meet the required points whether through killing creatures or victory points. In a 200 point game the first person to reach 200 wins instantly.

R~

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Richard II
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12/30/2005 11:14 PM  
quote:
Originally posted by jjbeezer

In a game of assault, does a player automatically win if their assault points take them over the limit, or do they have to play another round?

My leaning on eMpTy Kay's question would be that the game would end immediately when someone reached the victory target.

I could also see the arguement being made that all of the decay rolls would be made and then scores would be compared. If both players gained points during the decay rolls such that they were both over the target point total, the person with the higher VP total would win.

Here's hoping both sides don't lose their last figure in the same decay roll in this scenario!

Anyone else have imput on this before the rules finalize (at the time of the matchup posting)?



I would say that decay should be completely resolved and then points compared after that if it matters. If both players went over the warband cost at the same time, whoever had more pts would win.


Zippy
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12/30/2005 11:25 PM  
Another option for Halls of Decay is to alternate decay checks, highest VP player starting the checks.

Then you could maintain the standard DDM rule of instant win once VP are reached, whlie not making the scenario unfair.

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eMpTy Kay
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01/01/2006 11:15 AM  
Alternating rolls, starting with the player with the most VP makes sence to me. That will also add another point of strategy (ie. the order you roll for the creatures).

Just to clarify, if the Decay damage brought a unit to half health, there would also need to be a morale check and possible rout and AoO rolls.

Boy, this sound like a fun week!


SilentG
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01/01/2006 3:57 PM  
quote:
Originally posted by jjbeezer
The holdup I have with this scenario is that the rules are very long and we are using stats for figures which are not their actual stats.

The main holdup is the length of the rules. Can they be shortened or some things be put into simple formulas so the spider stats don't have to be spelled out at the different spider levels?



The vast bulk of the rules is just stats for the big spider - which I think will prove easier to use than formulas based on warlord levels. I think that having several versions of Liceusetryx will just be easier to deal with, despite meaning the rules seem long, than calculating her stats beforehand. It certainly makes her a more equivalent threat for each level.

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Zarnof
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01/01/2006 7:37 PM  
While the rules look a little long, they really aren't much longer than all the caveats for Eternal Battle, for example, and most of the length just comes from the different versions of the big spider, and since players will just glance at the one that is relevant to their game, it doesn't seem a terribly big deal.

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01/02/2006 11:21 AM  
quote:
Originally posted by eMpTy Kay

Just so we are clear before the Tombs of Decay begin, the winner is the first person to the point total, at any point in the match, not the winner with the most at the end of the round. Correct? So the fact that the person with the most VP has to roll first for additional damage can result in a game going from a round end score of 190 - 105, and then after initiative is rolled, the person with the score of 190 rolls and if enough creatures die from the additional 5 damage rolled (Say Elimister rolled a 13 when he had 5 HP left), the game ends there with the 2nd player winning without having to roll?


Now that I think of Elimister, we should change the number to 10 or below to take damage. As the rule is written now, it sounds like the creature is rolling, so Elimister's Mystra's Curse would actually help the creature it was affecting (roll twice take lowest result). Or, simply say the PLAYER is rolling. It has already been ruled on another roll (I think incorp vs Mystra's Curse) that the curse only affects when the creature is "said" to roll, but not when the Creature's controller would roll.



Just fyi, I think it was clarified that elminsters curse lowest should be worst roll. I cant remember where I saw that though...

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jjbeezer
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01/02/2006 4:13 PM  
Thanks for the input folks.

SilentG and Zarnof, very good points. As I was typing up the eternal battle stuff I though, "the spider scenario couldn't be much longer than this one." :)

It will go on the schedule. I will make sure to read it again and determine if I have other questions that I need answered.


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01/02/2006 4:23 PM  
quote:
Originally posted by jjbeezer

Thanks for the input folks.

SilentG and Zarnof, very good points. As I was typing up the eternal battle stuff I though, "the spider scenario couldn't be much longer than this one." :)

It will go on the schedule. I will make sure to read it again and determine if I have other questions that I need answered.



Awesome.

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Richard II
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01/03/2006 2:14 PM  
How does Eternal Battle work for exp in terms of dying/not dying? If a warlord dies once he only gets 500 exp? What about lieutenants? If a lieutenant dies once he's not eligible for lieutenant exp?

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01/03/2006 2:15 PM  
quote:
Originally posted by Richard II

How does Eternal Battle work for exp in terms of dying/not dying? If a warlord dies once he only gets 500 exp? What about lieutenants? If a lieutenant dies once he's not eligible for lieutenant exp?



If the warlord is alive at the end of the game, he gets full xp. same for a lt. if they are alive the moment a game is over it counts. I love this scenario its so fun

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Zippy
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01/03/2006 3:03 PM  
Yup - massive brawl = FUN! Last time we played we followed AesD's advice - alive at end of game = alive for XP purposes.

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robbdaman
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01/05/2006 5:23 AM  
Looking at Risky Terrain tonight on the Mushroom Cavern map I thought we should do a Risky Terrain/Blood Rock type scenario where the whole map is both. Call it "Blood and Risk". We should make the Risky Terrain part optional because 10 damage at low point levels could be devestating. Creatures can choose to get the +5 damage bonus but in doing so they must roll the Risky Terrain where 1-5 is 10 damage. Blood Rock is always active. Perhaps do it on the Dragon's Horde since it almost never sees use. This might have already been done but I don't feel like looking back for the log of all the old games in the past 50 weeks. [:p]

R~

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ShadowLord XT
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01/05/2006 10:41 AM  
How about this senario:

Destroy the Fortress
Two opposing warbands face off across a great land. Only a hill separtarates the two forces. Each force has one thing in mind, destroy the enemy's fortress and protect theirs.
We will be using the King of the Hill map. Take 3 double walls and set them up horizontally on A 10, 11, 12 for Starting area A then HH 10, 11, 12 for Starting area B.
You must either eliminate your oppoent's army or his/her fortress. The victory area on the map is covered in the fog and acts like the fog from the Hellspike map.
Fortress stats:
Highest level X 10 + 30 =Total HP
Highest level + 15 =Total AC
Construct
Spell Resisitance All

It still needs work, but will be fun (I'm sure) when finished.

Disipline is the only way to overcome chaos.
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Zippy
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01/05/2006 8:25 PM  
How does the Hellspike fog function?

Ooo, a game of Destroy the Fort!

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ShadowLord XT
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Plane of Shadow

01/06/2006 10:53 AM  
quote:
Originally posted by Zippy

How does the Hellspike fog function?

Ooo, a game of Destroy the Fort!



I'm not sure how the fog works since I haven't played on that map before, but there has to be someone with a ruleing.

Disipline is the only way to overcome chaos.
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Richard II
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01/06/2006 11:01 AM  
quote:
Originally posted by Zippy

How does the Hellspike fog function?




It basically blocks LoS like a wall, although you can move through it. Something to keep those beholders from dominating 500 pt games.


ShadowLord XT
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Plane of Shadow

01/06/2006 11:24 AM  
Ok I just finished talking with alepulp about the fog and here's what he said:
Fog blocks LoS (Unless you have blindsight), commanders have to be within 6 squares of allies to have them under command while they're in the fog, and if you're not within 6 you're OOC and don't benefit from commander effects and morale bonuses and all that jazz as usual.

Disipline is the only way to overcome chaos.
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jjbeezer
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01/06/2006 1:52 PM  
Will we be playing with the terrain rules for the hill like the King of the Hill Scenario we played? That is, does going up a "ring" cost extra movement and can you only see up 1 "ring"?


ShadowLord XT
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Plane of Shadow

01/06/2006 2:21 PM  
quote:
Originally posted by jjbeezer

Will we be playing with the terrain rules for the hill like the King of the Hill Scenario we played? That is, does going up a "ring" cost extra movement and can you only see up 1 "ring"?



Yes, we will use the terrain rules from the king of the hill senario (Whatever they might be). I'll say going up one ring allows you to see up the next ring.

Disipline is the only way to overcome chaos.
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Zippy
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Whitewater, WI

01/06/2006 2:35 PM  
quote:
Originally posted by jjbeezer

Will we be playing with the terrain rules for the hill like the King of the Hill Scenario we played? That is, does going up a "ring" cost extra movement and can you only see up 1 "ring"?



How about something a little simpler and new - treat ring 2 as fog, trees as rough (or as statues), and all other terrain as normal / open [?]

There are 10 kinds of people in the world; those who understand binary, and those who don't.
Reference Thread, H/W List, Champion of the Catoblepas

ShadowLord XT
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Plane of Shadow

01/06/2006 11:13 PM  
quote:
Originally posted by Zippy

quote:
Originally posted by jjbeezer

Will we be playing with the terrain rules for the hill like the King of the Hill Scenario we played? That is, does going up a "ring" cost extra movement and can you only see up 1 "ring"?



How about something a little simpler and new - treat ring 2 as fog, trees as rough (or as statues), and all other terrain as normal / open [?]



Hmmmmm, how about:
-Trees are rough terrain
-You can only see up the next ring
-Fog on ring 2
-When on ring 3 and the top of the hill, you can see over the fog

Disipline is the only way to overcome chaos.
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"anyway..shadow..you've figured women out. KUDOS." - raye_kino16

eMpTy Kay
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01/06/2006 11:40 PM  
I have been looking at the King of the hill map and have a couple questions.

1) are the six stone pillars all treated as difficult terrain, or just the two, and the rest as impassable terrain?

2) are the shrine of war and wheel of luck a 2x2 or 4x4 area?


ShadowLord XT
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Plane of Shadow

01/07/2006 10:03 PM  
quote:
Originally posted by eMpTy Kay

I have been looking at the King of the hill map and have a couple questions.

1) are the six stone pillars all treated as difficult terrain, or just the two, and the rest as impassable terrain?

2) are the shrine of war and wheel of luck a 2x2 or 4x4 area?



1) I think they are all difficult terrain.

2) It looks to me like 4x4.

Zippy when can I suspect to see this senario as an EC week senario?? Sorry, I'm so excited.

Disipline is the only way to overcome chaos.
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"anyway..shadow..you've figured women out. KUDOS." - raye_kino16

Bleys
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01/08/2006 3:53 PM  
Working Title: Cave of Confusion
A cloud of confusion effects commanders in this place. All commanders must keep their wits about them for victory.
Special Rule: Commanders gain special ability Incite. If other creatures are incited, Commander must activate first. Commanders must roll a dc save upon each activation. If they fail, they are confused (roll on confusion table. Confused commanders cannot put others under command, lose commander effect, lose CR for MC, rally checks, and next round init, or make attacks of opportunity.
1-4 controlled by other player/confused
6-15 no action/confused
16-20 normal activation/confused

Map: Dragon's Hoard

Victory Conditions (standard eliminate pts equal to warband)

All roads lead to Amber
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