gamefiend said:The Horizon is a bit more complex than Menace, but not by much. Instead of accumulating action points, extended rests and other actions accumulate points that advance along a track. Reaching the track’s end unlocks an significant story event. The mummy finally rises from it’s tomb; the ritual completes summoning the Starborn; the monster tracking you has finally caught up with you.
You can approach the Horizon as a way to unlock a bonus encounter –players might decide they want to fight it and take a bunch of extended rests in a row — or you can use it as pressure. Knowing that the fate of the town depends on them should motivate characters to push ahead instead of rest.
On your 1a, the original module only gave the Strike Force something like 55 kobolds, so if I go by that, eventually the PCs can eliminate the commandos altogether. So if the "eyes" only affect the next encounter, no skill challenge or ritual would be needed. However, if the "eyes" have mountain-wide lingering effects (which I think is more interesting), then some ways to undo them are needed. If I use a number track for a "horizon" then there should be actions the PCs can take to reduce their place on that number track. For example:As an addendum to the above, if you go with the 1st option, you are either going to need to;
1 - Determine a mechanic for the PCs to shunt off the extra-encounter effects of Weight of a Hundred Eyes - A Skill Challenge or a Ritual.
2a - Expressly convey the mechanical impact via meta-game explication (which it seems your table has an aversion to).
2b - Connect the dots via a great job of relating the color of the effect to its mechanical impact without invoking the meta-game.
My hesitation in making it a curse/condition is two-fold. First, it doesnt take into account the kobold surveillance and adaptation (whihc i realize its not intended to). Second, a character could have the "paranoid" condition without the player having buy-in (either themself feeling a bit paranoid or being game to roleplay being paranoid). Let me explain...Given the above, I think option 2 (the curse/condition) has less overhead and given that its a player-side effect, it has much more clearly delineated mechanical impact and means of resolution.
We don't have a problem with "shouting wounds closed" because I know how to narrate wounding in 4e. There were some jokes, but once I got it, they quickly subsided.Manbearcat said:Beyond that, we may be talking about the Martial/Supernatural divide. Does your table have an issue with mundane effects upon another creatures will or well being ("Warlords shouting wounds closed" or CaGI)?
That said...this is totally what I'm going for!! And it makes sense since the dragon Infyrana is a high-level diviner.If you need to, you could just color/fluff it as "you can feel the weight of a powerful force, perhaps the dragon...perhaps the mountain itself, observing your every move, every breath, and planning...plotting your demise." Supernatural. Would they be more inclined to accept the infringement upon their absolute autonomy at that point?
Sorry, no, I didn't really follow the links on that. I meant the mechanical aspects you mentioned - some penalties now, some buffs to the kobolds on future attacks, and your idea about how to communicate this to the players so that they can take steps about the "100 eyes" in future.[MENTION=42582]pemerton[/MENTION] You mean using the "horizon" concept?
As to the stuff you and @Manbearcat have been discussing in the last few posts - I've only skimmed it, but you could use a Fear keyword on the "100 eyes" debuffs, and/or psychic damage, to help bridge the gap between mechanics, martial/supernatural, and player autonomy over the PCs.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.