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Subject: Do we still need this?

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Redgar
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08/14/2005 9:14 PM  
recovered topic 7165:

Hi all: I think this is the scenarioes thread...

Do we still need it?

Alea jacta est!

Redgar
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08/14/2005 9:14 PM  
I know Jai did up the Dragons Hoard map (thanks by the way [:)]) but is it in a Vassal update yet?

If so, then the proposed scenarios sound grrrrrreat! (Sorry, full moon [)]). If not, how about Moral Victory then Stragglers or vice versa?

Also, I have a new scenario I'd like to suggest, inspired by the "extra" GWC scenario Frightful Wood, printed in Dragon and put up on Jerek Gnoll's page:

Terror Not Forgotten...


Throughout the ages there have been many evil warlord, but few were as reviled and feared as Ihn. He was a harsh and vindictive ruler, but nobody dared to challenge Ihn, for his prowess in both martial and magical pursuits was as legendary as his creulty. At the head of his Undead Hordes, Ihn spread panic and terror throughout much of the known world until one day a valorious prince mortally wounded him in single combat. He dragged himself back to his nearby fortress, whereupon Ihn died.

The villiagers, fearing that Ihn might arise from his "sleep" more monstrous then before, buried him with his possessions in his dungeon and sealed the enterence. Even today, despite the passage of time, Ihn's very name strikes fear into even the hardest of hearts. Now, two warbands have accidentally uncovered his resting place, and who knows what waits in the shadows and the dark corners of imaginations...


Terrain Choices:

All Assembly Tiles are legal, but terrain choices are limited to the following: Abattior, Aftermath, Audience Chamber, Blood Rock Cave, Burial Chamber, Shrine of Slaughter, Mummy's Crypt, Torture Chamber.

Special Rule

On terrain tiles, roll a d20 before attempting any moral save, rally check, or save against a fear effect: on a roll of 10 or less the check automatically fails. (Since fearless creatures still attempt but automatically succeed such checks, this rule applies to them too!)

Anyway, that's my first offering; I might have a couple more to follow when I'm less tired. Please everyone, tell me what you think, and I'd love to see other folk's ideas.

Just my 2 ep worth,

Redgar

Edit: Curse you Formatting! You have foiled my evil plan again, but I shall return! MWAHAHAHAHAHHAHA

Alea jacta est!

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tullywi
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08/15/2005 12:43 AM  
Stragglers is a nasty nasty scenerio that usually ends up with whomever wins terrain init wins the match. I vote we either switch it from the 5th round to the 10th round or we skip it.

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jai
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08/15/2005 10:57 AM  
I believe for wandering monsters on DragonHoard you can use the orange diff terrain or you can designate the *islands* (or floating walls) in the middle of the board as "terrain" and randomly roll against those.

orcmonk220
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08/15/2005 11:15 AM  
quote:
Originally posted by Zippy

1) Vassal DDM Mod 1.7-2 includes the Dragon Hoard map, courtesy Jai and Tullywi (& others?). Go get it, or I can email it to you if you don't have it yet. Tullywi has a url for it I believe.



I don't think mine has it, unless I just missed it.

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08/19/2005 10:30 AM  
http://www.maxminis.com/files/ddm_1-7-2.zip

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tullywi
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08/19/2005 2:15 PM  
Thanks for posting the link Jai.

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galneweinhaw
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08/24/2005 11:47 PM  
quote:
Originally posted by Redgar


Terror Not Forgotten...

...
Anyway, that's my first offering; I might have a couple more to follow when I'm less tired. Please everyone, tell me what you think, and I'd love to see other folk's ideas.


I think this is an excellent scenario!

nice job. I look forward to more of them =)

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galneweinhaw
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09/01/2005 1:19 AM  
Just started some interplanar D&D adventuring that has given me some ideas for scenarios....

Astral Battle

You meet your opponent for battle in the inter-planar space of the Astral plane.

Special Rule - Astral Traits:
1. Enhanced Magic: All spells are cast as swift actions (still limited to one swift action per turn);
2. Timeless: Poison has no effect; and

Special Rule - Githyanki Mercanaries: Githyanki Fighters are available to any faction for a cost 25 points per creature (as opposed to their normal 35 points). The Githyanki Fighters take on the faction of the warband who hired them, and gain the Requires Commander ability.

Victory: Same as standard scenario.


Comments appreciated.

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galneweinhaw
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09/01/2005 2:48 AM  
Chaos on Limbo

Your battle takes place on the wild unstable terrain of the plane of Limbo

Special Rule - Limbo Traits:
1. Highly Morphic: Before each initiative, roll to determine the traits obtained by all non-terrain tile terrain untill the next initiative:
01-20 Earth: The land becomes covered in rubble (Difficult terrain)
21-40 Fire: The land melts away into pools of magma (Each square moved onto deals 5 fire damage)
41-60 Water: The land is flooded with water (Difficult terrain, no creature may attack while within the water except water elementals and sahuagin, and no flying creature may "take off" from the water)
61-80 Air: The land falls away to nothingness (only flying creatures may pass through this terrain, and creatures without flight that are Pushed into this terrain are destroyed)
81-00 Normal

2. Wild Magic: Spell cast have a chance of going awry. After every spell cast, roll 1d20, on a roll of 1-5 roll on the following table to determine the effect that replaces the spell (the spell is used up unless otherwise noted):
01-20 Spell rebounds to become targeted on the castor if Range Sight or Touch, or the spell fails if range Cone or Self (castor may place radius 4)
21-40 Every creature within Radius 4 of the castor Heals 20 HP (castor may place radius 4)
41-60 The spell is Hieghtened, Enlarged, and Empowered (See scrolls for details)
61-80 Nothing occurs
81-00 Nothing occurs, but the spell is not used up

Victory: Same as standard scenario.


Comments appreciated.

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jai
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09/01/2005 9:39 AM  
First one sounds like it could be fun.
Second one sounds like *way* too much work ... awesome idea, but too many variables.

Craw
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09/01/2005 12:06 PM  
The wild magic idea is cool. But for simplicity's sake, how about a 50/50 chance that all spells that round are swift or on the flip side, everybody gets magic resistance 11 that round.

Featherfall??! Who needs featherfaaaalll. .

Richard II
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09/01/2005 12:45 PM  
I think they're both kind of overpowered. Overpowered might not be the correct word, but they both put too much influence on the game. Most of the miniature handbook scenarios are minor changes to victory conditions it seems, not totally adding new (and random) variables to the game.


rgrayua
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09/01/2005 1:02 PM  
I agree too variable. On a personal note, my spellcasting warlord would be totally hosed by the second one, where a non-spellcasting warlord would just choose no spellcasters. If the spellcaster were a higher level and giving say 40+ points of support troops, no point in playing.

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galneweinhaw
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09/01/2005 1:16 PM  
I agree the LImbo one is WAY too chaotic... but it was fun to create [:p]

I disagree that the Astral Battle would be too overpowering for spellcasters. Remember, ALL spells are swift actions and you can only do ONE swift action per turn. And even if it was, every faction has tons of spellcasters.

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rgrayua
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09/01/2005 3:32 PM  
I thought that Limbo was tilted against spellcasters, not in their favor. I missed the part about having to roll 1-5 on a D20 to roll on the table, so I thought the spells had a great likelihood of something bad occurring. Since there is only a 5% chance of the spell going awry it's not as bad as I originally thought. Although it is complicated, I would probably screw it up.

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galneweinhaw
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09/01/2005 3:39 PM  
quote:
Originally posted by rgrayua

I meant that it was tilted against spellcasters, not in their favor. I missed the part about having to roll 1-5 on a D20 to roll on the table, so I thought the spells had a great likelihood of something bad occurring. Since there is only a 5% chance of the spell going awry it's not as bad as I originally thought. Although it is complicated, I would probably screw it up.



I have to admit, that Limbo one is a scenario I would NEVER want to play in myself ;)

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Richard II
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09/03/2005 12:27 PM  
I'll nominate Shattered Ruins and Eternal Battle. I don't think I played those weeks.

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galneweinhaw
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09/08/2005 1:32 PM  
ASTRAL BATTLE! ASTRAL BATTLE! [:D]

???

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Zippy
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Whitewater, WI

09/12/2005 6:34 PM  
Post any comments about Astral Battle rules (see above) by 9/14/05.

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

TKort
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09/13/2005 9:02 PM  
quote:
Originally posted by Zippy

Post any comments about Astral Battle rules (see above) by 9/14/05.



Hay, as far as I'm concerned, anything that is fun, new, and a little off the wall is great!! I've played nearly 40 EC matches now, and the standard variations from the MHB are getting a little tired. Some of them are cool, but some are just silly :). Having said that, I think every 10th week or so should just be standard... I guess it's close depending on when the releases are, but a release week is different again, it'd just be nice to play plain-ol'-plain-ol'.

The people that complain that the thing is too complicated or is too hard or too random are usually new people (Rgray you're on the borderline now and I suspect in a few months you will be dying for weird overpowered matches once in a while ;)). What do you lose if one week it's a really weird scenario that blows your building and skirmishing skills out the window?? I think Wild Magic would be a friggin' blast.. I'd go out of my way to bring as many casters as possible hehehe..

Having said all that..

ASTRAL BATTLE!! ASTRAL BATTLE!!

Tkort.


lowlevelstatic
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09/13/2005 10:08 PM  
Astral Battle question - Do CE warbands have the option of paying full price (35) for a Githyanki Fighter that doesn't have "requires commander"?
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galneweinhaw
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09/14/2005 4:00 AM  
quote:
Originally posted by lowlevelstatic

Astral Battle question - Do CE warbands have the option of paying full price (35) for a Githyanki Fighter that doesn't have "requires commander"?
Sounds reasonable to me =)

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jai
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09/14/2005 9:36 AM  
What about Githzerai? Can we get them for 3 points since we get Githyanki for 25? [)]
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galneweinhaw
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09/14/2005 10:40 AM  
quote:
Originally posted by jai

What about Githzerai? Can we get them for 3 points since we get Githyanki for 25? [)]

Maybe in Chaos of Limo!

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rgrayua
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09/14/2005 11:03 AM  
quote:
Originally posted by galneweinhaw

Special Rule - Astral Traits:
1. Enhanced Magic: All spells are cast as swift actions (still limited to one swift action per turn);


So if you already have Quick Cast it does nothing in this campaign? I would like to propose that if you already have a quick cast, you can use it with the swift action; allowing you to cast two spells in one turn once in the game like normal. On a similar note, I can use my other Feats along with the Swift Action spells right?

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galneweinhaw
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09/14/2005 3:28 PM  
quote:
Originally posted by rgrayua

So if you already have Quick Cast it does nothing in this campaign?
Nothing in this scenario... nothing in the campaign is a little harsh don't you think [)] I'm not too keen on introducing any exceptions to the rules. They are quite simple as they stand, which is nice, and every scenario is going to have warbands that benefit more than others. Take our poor fearless friends in some of the past ferw scenarios as an example.

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rgrayua
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09/14/2005 3:30 PM  
quote:
Originally posted by galneweinhaw

Nothing in this scenario... nothing in the campaign is a little harsh don't you think [)] I'm not too keen on introducing any exceptions to the rules. They are quite simple as they stand, which is nice, and every scenario is going to have warbands that benefit more than others. Take our poor fearless friends in some of the past ferw scenarios as an example.


Whoops. Sorry used the wrong word, I meant scenario.

Right certain scenarios may benefit some characters and hurt others, that's part of it. How about using other feats, e.g. sudden empower, etc., the swift action shouldn't prevent their use should it?


Dino
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09/15/2005 12:08 AM  
quote:
Originally posted by galneweinhaw

Special Rule - Githyanki Mercanaries: Githyanki Fighters are available to any faction for a cost 25 points per creature (as opposed to their normal 35 points). The Githyanki Fighters take on the faction of the warband who hired them, and gain the Requires Commander ability.



Just a Quick question if u were an CE band and u used the Githyanki at 25 points for ASTRAL BATTLE.. and u won the match could u give him LT. XP??? and then the following week use him back at normal 35 points?? or how would that work?? or can u give him XP at all
Thanks Dino

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galneweinhaw
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09/15/2005 12:30 AM  
quote:
Originally posted by Dino

Just a Quick question if u were an CE band and u used the Githyanki at 25 points for ASTRAL BATTLE.. and u won the match could u give him LT. XP??? and then the following week use him back at normal 35 points?? or how would that work?? or can u give him XP at all
Thanks Dino

Good question. Nope, they're mercanaries =)

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Veliq
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09/15/2005 1:36 AM  
[/quote]Good question. Nope, they're mercanaries =)[/quote]

Now that doesn't sound right. What? Mercenaries never stick around for more loot and plunder which is guaranteed seeing as he's signing up to be a Lt and not some lowly grunt?
The only real question should be whether the other factions could give them exp. Which brought me to a whole other list of questions, such as if they were all part of the same 'stable' they should be able to be given to that characters CE faction, seeing as how they should be able to be chosen the following week and what, don't want to continue their battles?


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09/15/2005 9:11 AM  
quote:
Originally posted by rgrayua

How about using other feats, e.g. sudden empower, etc., the swift action shouldn't prevent their use should it?


Still needing an answer to this part. Does the swift spell prevent the caster from using other abilities like Sudden Empower or Elementalist?


Richard II
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09/15/2005 10:27 AM  
quote:
Originally posted by rgrayua

quote:
Originally posted by rgrayua

How about using other feats, e.g. sudden empower, etc., the swift action shouldn't prevent their use should it?


Still needing an answer to this part. Does the swift spell prevent the caster from using other abilities like Sudden Empower or Elementalist?



No, why would it?


rgrayua
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09/15/2005 10:36 AM  
quote:
Originally posted by Richard II

No, why would it?


They are both described as swift actions, every spell is cast as a swift action and the rules say the normal rule of only one swift action per turn. Therefore it could be argued that if every spell is a swift action I could not use my Sudden Empower (swift action) or Elementalist feat (swift action) with any spell cast.

Another question, is there a special map for this or is this tiles? If tiles are there any limitations on tiles?

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galneweinhaw
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09/15/2005 10:50 AM  
quote:
Originally posted by Veliq

The only real question should be whether the other factions could give them exp. Which brought me to a whole other list of questions, such as if they were all part of the same 'stable' they should be able to be given to that characters CE faction, seeing as how they should be able to be chosen the following week and what, don't want to continue their battles?
No, these are scenario specific creatures. They cannot become Lts.

Maybe they will return to fight for you next time your warlord travels the Astral Plane [)]

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jai
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09/15/2005 10:51 AM  
I would guess that casting a Sudden Feats would then make the spell work per normal standard action (cause you are using your swift action to add the metamagic feat, not cast the spell swiftly).
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galneweinhaw
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09/15/2005 11:36 AM  
quote:
Originally posted by jai

I would guess that casting a Sudden Feats would then make the spell work per normal standard action (cause you are using your swift action to add the metamagic feat, not cast the spell swiftly).

This sounds like a good solution:

"A creature that uses a swift action before casting a spell, may still cast a spell normally"

Zippy, can you add this to the Enhanced Magic rule?

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Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss
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galneweinhaw
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09/15/2005 11:37 AM  
quote:
Originally posted by rgrayua

Another question, is there a special map for this or is this tiles? If tiles are there any limitations on tiles?

Everything else is as per Standard Scenario... same defaults as all scenarios.

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Craw
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09/15/2005 11:42 AM  
Storm Fury: Battle in the heart of a thunderstorm.
Gusting wind: -2 penalty to ranged attacks and flyers treat all terrain as difficult.
Blinding rain: limits line of sight to 6 (or 8 or whatever sounds good.)
Lightning strikes in the area: roll a D20 at the start of each round. 1-15 = distant strike [no effect]. 16-18 = close strike [DC13 save v stun for all pieces](electric resistance gives +4 to save, not immunity as the stun is partially from the thundercrack). 19-20 = direct strike [DC15 save v 5 electric damage and stun](same +4 bonus for electric resistance against the stun --no damage).

Otherwise as per standard scenario or assault as desired.

Featherfall??! Who needs featherfaaaalll. .
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09/15/2005 2:53 PM  
nice, no sonic resist for thunder tho?
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