ZEITGEIST Gale in Summer? (adv5 stats)

efreund

Explorer
Can someone share the 4e stats for Gale in adv 5?

I only have the PF version of the adventure, and in that adventure she's just a level 9 sorcerer, with some control winds ability.
However, in the story: "he imbued her with a sliver of the power of summer, giving her destructive weather magic that she never possessed before."

I'm curious if this is reflected as any unique abilities on the 4e side of things.

I don't need the "top half" of the stat block ... just curious if there's anything thematic in the powers section.

Thanks!
 

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arkwright

Explorer
Hey,

I'm at work, I won't be able to send you the statblock for a few hours. But I can confirm that her 4e statblock has unique abilities; indeed, a hallmark of 4e Zeitgeist is that most enemies have unique powers, or even are completely different and far more unique when compared with their PF counterparts. I would strongly suggest that you pick up the 4e version of the entire adventure; if only for the little 'fluff text' with every ability, which can be really useful for giving enemies dialogue or simply describing her powers.
 

In addition to what arkwright has mentioned above, the 4e version of Gale is a level 14 elite artillery, with the standard reduction in hit points that 4e Zeitgeist monsters receive. It is important that if a 4e party is supposed to fight Gale, they should start off relatively close to her, and in an area with plenty of cover to hide behind; otherwise, Gale's aura and her absolutely ridiculous, nigh-unprecedented range will completely destroy any party fighting her in a wide and open space.
 

gideonpepys

Pay no attention to that man behind the curtain.
It is important that if a 4e party is supposed to fight Gale, they should start off relatively close to her, and in an area with plenty of cover to hide behind; otherwise, Gale's aura and her absolutely ridiculous, nigh-unprecedented range will completely destroy any party fighting her in a wide and open space.

Assuming you’re going for the ‘combat as sport’ option, that is. The great thing about Zeitgeist is it gives you plenty of outs if the party loses. This point in the adventure is a good example. I’d start Gale off in the tree line. Heh heh heh.
 

Having Gale start off in the tree line is to the party's benefit in the hypothetical 4e scenario above, because then they have more cover to work with for circumventing the aura.

The real difficulty would be facing Gale in one of the agricultural fields elsewhere in the Cloudwood district. That would be so hard, using the regular 4e combat mechanics, that it would be better handled as some sort of skill challenge.
 
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efreund

Explorer
I'm less interested in running the combat, and more interested in trying to understand what was thematically intended by being imbued with the power of summer.

From the stats that were sent to me (thank you hirou and arkwright!) looks like it principally involves creating storms. (As opposed to droughts, animal mating stuff, wildfires, heat magic in general, etc) So, violent weather involving high winds and lightning.
(Though I admit the mechanics look neat. I'm not well versed in 4e: is the whole "I create some extra terrain elements on the map, and they function as a finite external debuff-soak-bank" (i.e. the four winds defense) a common design trope, is is that fairly unique to this build?)

The reason I asked is to help flavor the social encounter (my party wouldn't attack Gale; they're contemplating allying with Ekossigan), and I'm contemplating creating a one or two more vassals for Ekossigan, thinking through what it would look like for them to interact not just with Gale, but also a Lord of Autumn, etc.
 

arkwright

Explorer
I'd note that those age Gale's combat stats. The lack of any more fluffy abilities related to droughts, animal mating, sun-tanning etc doesn't necessarily mean it's impossible she lacks those abilities.

Creating terrain elements is fairly common, I'd say that 'finite external debuff-soak-bank' is unique.

I would hesitantly suggest that you might not want to create more vassals for Ekossigan willy-nilly. Best not to confuse your party with too many NPCs. I'd suggest you either give his leopards an ability to mutter a few words, or perhaps grab a fey NPC from Book 9 and put them on Ekossigan's team.
 

hirou

Explorer
Re:vassal of Ekossigan - consider Copperhat the Headless, originally introduced in adv.6. He's described as a minion to the Voice of Rot, but fey titan's plans are multilayered. Maybe Copperhat is indebted to Ekossigan and tries to set him up for defeat, so he can be freed and fully available to his true master. Maybe Ekossigan is driven by subtle visions sent by Voice of Rot himself, who's trying to keep the Obscurati on the verge of success, but still in enough danger to be able to sabotage their ritual at the last moment, and Copperhat is his eyes in this adventure.
 

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