hbarsquared
Quantum Chronomancer
You're super-awesome.thalmin said:Very close
*gets back to work on a 4E adventure*
You're super-awesome.thalmin said:Very close
Talaeden_Denthiir said:Thank You Thalmin, and the Zombie Abilities?
I have not seen the module, but I would guess the Dwarf can speak 3 languages (Common, Dwarf, and another).FitzTheRuke said:I've had Keep on the Shadowfell since Wednesday night myself. I was going to brag, but I noticed this thread filling up already, and rather than spending my time reading this monster of a thread, I decided I'd read the module first.
So count me in in answering questions when I've got the time. I haven't read all the thread posts yet, so forgive me if this is already being discussed:
Off the top of my head I found a few things surprising (speaking as someone who's been playing 4E solid since DDXP and have been keeping up with ALL the rules spoilers...)
The Half-Elf doesn't appear to have any multiclass powers at all. (Could it be an option?)
The dwarf fighter only has three trained skills. (Could there be bonus skills from int?)
The dragonborn's breath does ONE D6 (presumably it can be increased with a racial feat?)
There really ISN'T a "staggered" condition in the RPG. Just the minis.
Humans appear to have a bonus skill, as well as a bonus at-will.
Overall, the format of the module is really great and the three double-sided grid maps are really useful. I hope all the new modules are done this way. I'm going to start running it on thursday.
Fitz
thalmin said:1) 3, including bonus granted for human
2) Magic Missile, Ray of Frost, Scorching Blast
3) 5, including racial bonus skill
4&5) 2, Light and Ghost Sound (both at-will)
6) Acid Arrow and Sleep (no mention of choosing, maybe he can cast both) with Expeditious Retreat added at 2nd Level
FitzTheRuke said:The Zombie Rotters (Level 3 Minions) just slam (+6 vs AC for 5) but the Zombies (Level 2 Brutes) have a Grab (+4 vs Fortitude) which Immobilizes the target until it escapes by rolling Athletics vs Fort or Acrobatics vs Ref (as a move action) and any crits automatically kill zombies (head shots, I would guess) which is called Zombie Weakness. Other than that they're slow (Spd 4, init -1) but have lots of HP (40)
Rechan said:General question: What's your OPINION of the module? What do you THINK? Is the story good? Do the situations seem exciting? And here's something important: are there any encounter terrain features that make a scene really interesting? (Like chandeliers to swing on, to use a crass example)?
Thanks, Fitz!FitzTheRuke said:The Zombie Rotters (Level 3 Minions) just slam (+6 vs AC for 5)
but the Zombies (Level 2 Brutes) have a Grab (+4 vs Fortitude) which Immobilizes the target until it escapes by rolling Athletics vs Fort or Acrobatics vs Ref (as a move action)
And any crits automatically kill zombies (head shots, I would guess) which is called Zombie Weakness.
Other than that they're slow (Spd 4, init -1) but have lots of HP (40)
Fitz
Aria Silverhands said:That'll make for some interesting one-shot games with a zombocalypse.![]()