Just got The Shadowfell: Gloomwrought and Beyond

You better be careful with all this praise, or your reputation will suffer
MY REPUTATIONS!!!1
I'm not sure I follow. Isn't this worse than the Mad wraith's dazing aura? What is it that is so amazing (or am I incorrect in thinking that dazed prevents immediate actions)?
Dazed gives you 1 action, no immediate actions and no opportunity actions. This creatures aura pretty much restricts an enemy to only attacking on their turn: So no warlord or leader granted attacks, which can really crimp a slayer or thieves day. It also inherently prevents all mark enforcement, because they are mostly out of turn attacks of one sort or another (so they make defenders cry). It prevents rangers doing much of their shenanigans as well, but they can still attack multiple times. What I like about them is that they really change up how some classes play, without being crippling like the original terribly designed mad wraith. The aura is interesting tactically, without being as overpowered as the mad wraiths auto-daze and damage was. It's also quite a reasonable aura 1.

As an amusing aside, 1 of these creatures becoming a friend of the parties Knight automatically makes him irrelevant for the entire encounter (making it a higher priority to kill than some elites!). Another monster to throw onto the pile of creatures that make Knights weep. God wizards, leave the Knight alone already!
Can you give an example and a summary of why it is 'decent'?
Sure the Rooftop Chase is a wonderful (and fun looking) skill challenge. I wouldn't run this with fixed successes/failures (or at least I would interpret that differently), but I love the concept of the rooftop chase. It allows for a wide variety of different skills to be used, including attacking the pursuing enemies to remove a failure the PCs gained (the PCs are assumed to be running from the enemies in the challenge btw). It also has good suggestions for how to end the challenge on a failure with an interesting combat encounter (which also gives a good explanation for why the PCs failed to escape too).
Please explain
Basically these resemble minion creatures, except are widely immune to conditions, poison, necrotic, psychic damage, forced movement and ongoing damage (so basically everything). They can be attacked and destroyed like a creature, or you can disable them using skills. Being minions, they let you split up a trap into multiple individual components easily and without needing to think too much about how it would affect the XP. It's actually quite a nice way of doing this and it's something I wish they highlighted earlier: It's a great idea!

The stone tentacle I feel is the best example of it. Basically they cover a bridge and are a part of the natural defenses. Whenever they are activated, the tentacle comes to life and attacks. Individually the tentacle is terrible, but because there are tons of them this is a good way of representing such a trap without getting bogged down in working out how balanced it is. Especially because you get 5 minions for a standard monster at paragon: That's a *lot* of tentacles.

Yes, they can be disabled with minor actions but bear in mind there will be 5 of them for one standard trap. So you need some effort to get rid of them, but not a terrible amount more than a standard trap.
 

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Interesting. Thanks for the exposition. I can see how this is a different design philosophy than the mad wraith aura.

I'm not sure I agree with you the the wraith was terrible, but I know why this bit of design is exciting.

As an amusing aside, 1 of these creatures becoming a friend of the parties Knight automatically makes him irrelevant for the entire encounter (making it a higher priority to kill than some elites!). Another monster to throw onto the pile of creatures that make Knights weep. God wizards, leave the Knight alone already!

Ah, your reputation's safe again :)

Sure the Rooftop Chase is a wonderful (and fun looking) skill challenge.

I was hoping for more mechanical exposition, but I understand if you don't want to go into it further for copyright etc reasons.

Basically these resemble minion creatures, except are widely immune to conditions, poison, necrotic, psychic damage, forced movement and ongoing damage (so basically everything). They can be attacked and destroyed like a creature, or you can disable them using skills... It's a great idea!

I agree. Now how do I XP WotC?

Can someone XP Aegeri and Incenjucar for me?
 

I think I will have to go pick this up now. While I am in fact interested in the Despair Deck, and setting also sounds fun, it's those monsters that sound delightfully evil (especially seeing what they've shown in the previews so far) and I like the sound of that. Good review, Aegeri.

I'm sure whatever rules govern the Despair Deck I'll be making alterations to, just like the magic item system in core D&D isn't for me, so "cute" is probably all they'll be as they're one less thing I'd have to print out and give a player when I feel they should be cursed for rolling well or Weakening my Solo. . . erm, not that I'm that kind of DM . . .
 

The despair deck really has a lot of utility if your players are into gambling, like wild mages.

It's just that you could do the same thing with a d20 table. Prior editions had tons of d100 tables for just this sort of thing. It's basically a way to turn half a page of rules into a product for those with more tactile inclinations.
 

Nice to hear something you can be positive about, you grumpy git. ;P

Thanks for the review, very useful. Between this and other commentary, I think this is a must-buy for me.
 

I admit curiosity as to how Shemeska is going to respond to this book. Nobody can say they know Planescape if they don't get flashbacks from reading it. There's even someone with the nickname "Basher," which almost has to be a wink from one of the writers.
 


It is pretty good. I've had more time with it now and I am liking the fluff a lot as well. It is *so* planescape like. The more I've read of it the more I've become rather enthused with running some kind of largely shadowfell based adventure. Maybe even one that is distinctly pirate themed at that. This is going to take careful consideration! But I won't be lacking monsters that is for sure (as undead are everywhere in 4E).

I am pleased my comments have encouraged a few people to pick this up. It's a great product and deserves some love.
 

Excellent review! Thanks for the detailed review. I have to say that I too now consider this a must buy. Now if only I could come up with some spare cash. :p

Would XP you for the review, but alas you seem to have too many XP-worthy posts. :)
 

Excellent review! Thanks for the detailed review. I have to say that I too now consider this a must buy. Now if only I could come up with some spare cash. :p

Would XP you for the review, but alas you seem to have too many XP-worthy posts. :)

Not a must-buy for me; but then, I'm still only a player, not a DM.

Can't help Riastlin with the XP for Aegeri; I just covered for Colmarr, so I'm out of the running on that, now.
 

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