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Here are the missing rules from KotS
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<blockquote data-quote="Kitsune" data-source="post: 4249552" data-attributes="member: 4877"><p>These are things that DMs will need to know for the module, but were left out from the rules in the module.</p><p></p><p><strong>Immediate Reactions (for the Kobold Dragonshields)</strong> </p><p></p><p>Reaction: An immediate reaction lets you act in response to a trigger. The triggering action, event, or condition occurs and is completely resolved before you take your reaction, except that you can interrupt a creature’s movement. If a creature triggers your immediate reaction while moving (by coming into range, for example), you take your action before the creature finishes moving but after it has moved at least 1 square.</p><p></p><p><strong>Lighting</strong></p><p></p><p>Bright Light: This category includes the light provided by most portable light sources, daylight, and the light cast by surrounding fires or lava. There are no special rules for vision in bright light.</p><p></p><p>Dim Light: This category includes the light provided by a candle or another dim light source, moonlight, indirect illumination (such as in a cave interior whose entrance is nearby or in a subterranean passageway that has narrow shafts extending to the surface), and the light cast by things such as phosphorescent fungi. Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.</p><p></p><p>Darkness: Darkness prevails outside on a moonless night or in rooms with no light sources. Characters who have normal vision or low-light vision can’t see creatures or objects in darkness. Characters who have darkvision can see without penalty.</p><p></p><p>Torches provide bright light in a 5-square radius and last for an hour. Sunrods provide bright light in a 20-square radius and last for four hours. The rules make no mention of the light scaling down with distance (i.e. the torch gives only the 5 squares of bright light, not 5 of bright and another 5 of dim.)</p><p></p><p><strong>Invisibility</strong></p><p></p><p>Being invisible counts as total concealment (-5 to hit, and of course the attacker has to know you're there or make a lucky guess). In addition, you have combat advantage over anything that can't see you, and do not provoke AofOs from anything that can't see you. Close and Area powers are NOT affected by this and aren't at -5 to hit; fireballing the invisible guy is a viable option, assuming you catch him within its area.</p><p></p><p><strong>Chain Mail</strong></p><p></p><p>If you should run across chain mail and someone wants to wear it, the stats for non-magical chain are thus: +6 AC, -1 check penalty, -1 movement, 40 lbs.</p><p></p><p></p><p>Those are the only things that jump out at me as being omitted from KotS; if anyone runs across anything else that needs to be looked up, just let me know.</p></blockquote><p></p>
[QUOTE="Kitsune, post: 4249552, member: 4877"] These are things that DMs will need to know for the module, but were left out from the rules in the module. [B]Immediate Reactions (for the Kobold Dragonshields)[/B] Reaction: An immediate reaction lets you act in response to a trigger. The triggering action, event, or condition occurs and is completely resolved before you take your reaction, except that you can interrupt a creature’s movement. If a creature triggers your immediate reaction while moving (by coming into range, for example), you take your action before the creature finishes moving but after it has moved at least 1 square. [B]Lighting[/B] Bright Light: This category includes the light provided by most portable light sources, daylight, and the light cast by surrounding fires or lava. There are no special rules for vision in bright light. Dim Light: This category includes the light provided by a candle or another dim light source, moonlight, indirect illumination (such as in a cave interior whose entrance is nearby or in a subterranean passageway that has narrow shafts extending to the surface), and the light cast by things such as phosphorescent fungi. Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light. Darkness: Darkness prevails outside on a moonless night or in rooms with no light sources. Characters who have normal vision or low-light vision can’t see creatures or objects in darkness. Characters who have darkvision can see without penalty. Torches provide bright light in a 5-square radius and last for an hour. Sunrods provide bright light in a 20-square radius and last for four hours. The rules make no mention of the light scaling down with distance (i.e. the torch gives only the 5 squares of bright light, not 5 of bright and another 5 of dim.) [B]Invisibility[/b] Being invisible counts as total concealment (-5 to hit, and of course the attacker has to know you're there or make a lucky guess). In addition, you have combat advantage over anything that can't see you, and do not provoke AofOs from anything that can't see you. Close and Area powers are NOT affected by this and aren't at -5 to hit; fireballing the invisible guy is a viable option, assuming you catch him within its area. [b]Chain Mail[/b] If you should run across chain mail and someone wants to wear it, the stats for non-magical chain are thus: +6 AC, -1 check penalty, -1 movement, 40 lbs. Those are the only things that jump out at me as being omitted from KotS; if anyone runs across anything else that needs to be looked up, just let me know. [/QUOTE]
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Here are the missing rules from KotS
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