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D&D 4e Preview Week 5/19 - 5/23
Posted: 20 May 2008 08:56 AM   [ Ignore ]   [ # 16 ]  
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I like that one much better.  The heads are natural and don’t look superimposed on the skeleton body.  The legs and arms are bones.  And the creature looks skeletal.  The new version looks like they took the body of a fully fleshed muscular human and just swapped out the head.

As is/was the case with Skeletor.  IIRC the original Skeletor design was essentially that - Remove He-Man’s head, slap on a skull, and then play with color.

The Skeletor picture is pretty funny and the problems I have with the new version of the Skeleton Lord equally apply to my feelings on Skeletor in general, although I’m willing to suspend those problems considering that it’s He-Man and not D&D.

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Posted: 20 May 2008 09:18 PM   [ Ignore ]   [ # 17 ]  
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Trolls look different…

05/21: Trolls
Art by Sam Wood
A troll eats anything that moves, from grubs to humans, and is rightly feared for its ravenous appetite, feral cunning, and remarkable regenerative power.

20080521_114869_0.jpg

Archons are the other excerpt
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excerpt_4E_archon1.jpg

We designed archons to serve a parallel function to the angels: smart, organized extraplanar monsters that work for the movers and shakers beyond the world. In the case of the archons, they work for the primordials. Their backstory describes them as an important step at the dawn of time in the arms race between the deities and the primordials. When the primordials saw armies of angels, they developed an army of their own: elementals-turned-soldiers called archons, each invested with the power of a specific element.

The battle between the primordials and the deities is over—at least for the time being. But the archons remain in the service of great powers that reside within the Elemental Chaos: Efreeti pashas, primordial nagas, salamander lords, and not a few demon princes. They’re also used as guardians at larger githzerai monasteries. Most remain amid the Elemental Chaos, but over the centuries many have found their way to the world, where they roam free or are bound to primordial cults, powerful spellcasters, liches, and other individuals and groups that typically bind elementals to service.

It’s also obvious that the Monster Manual only scratches the surface of available archons. We give you three fire archons (at levels 12, 19, and 20) and three ice archons (at levels 16, 19, and 20). But the Elemental Chaos is vast, and fire and ice are only two of the many forms it takes. Now that we’ve (thankfully!) separated the word “elemental” in the D&D sense from the classical Greek elements of earth, fire, air, and water, there’s plenty of room for archons of your own design. (And I imagine you’ll see more archons from us, too.)

How to Use Archons in Your Game

Archons are useful because of their single-mindedness. They’re intelligent, but they have no culture or society of their own. They’re intentionally disconnected from their roots so that every big bad evil guy can have archons in his employ—probably acquired in some dark ritual or bargain with the sinister forces from the Abyss or wider Elemental Chaos. Likewise, every soon-to-be-disturbed tomb or secret fortress can have archon guardians; they don’t age and they don’t mind waiting centuries for interlopers (read: the PCs) to come along.

Archons share some similarities with elementals, but two important differences will often point you toward one or the other when you’re designing a D&D adventure. First, archons are a lot smarter than elementals, so they’re a good choice when you want social interaction with the PCs or a monster that shows more than ordinary cunning during a combat encounter. Second, archons are focused on a single damage type, while elementals generally display aspects of multiple elements and damage types. Archons are thus good when you want to really emphasize a single element, whether you’re mixing them with other monsters that share that damage type or deliberately choosing complementary monsters.
--Dave Noonan

excerpt_4E_archon.jpg

Archons are militaristic creatures native to the Elemental Chaos. Vaguely humanoid in form, they serve powerful primordial entities as well as various elemental lords and princelings.

Archons trace back to an ancient time when the world had hardly been formed, when primordial beings battled the gods for control of creation. In this cataclysmic conflict, the deities marshaled armies of angels and cadres of exarchs, and though the primordials could call forth titanic beasts and giants, they could not muster a true military to face their enemies until they found the means by which elemental creatures could be reshaped and hammered into soldiers. The warriors formed through this process were the first archons.


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Posted: 21 May 2008 04:25 AM   [ Ignore ]   [ # 18 ]  
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Ohhh I love the new troll.  It kind of reminds me of the Iron Kingdom trolls (iirc).

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 21 May 2008 09:36 AM   [ Ignore ]   [ # 19 ]  
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Those trolls are AWESOME!

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Posted: 21 May 2008 10:03 PM   [ Ignore ]   [ # 20 ]  
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05/22: Rot Harbinger
Art by Dave Allsop
Sometimes known as angels of decay, rot harbingers are hateful winged undead that inflict a rotting curse with their touch.

I tend to like the Marilyn Monroe air blowing effect.

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Posted: 21 May 2008 10:11 PM   [ Ignore ]   [ # 21 ]  
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Uh… the swing of the thing’s hips also remind me of Marilyn Monroe. Which is not good.  ohh

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Posted: 21 May 2008 10:48 PM   [ Ignore ]   [ # 22 ]  
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Seems like we get some extra stuff for a Thursday:

Extra Character Sheet for Keep on the Shadowfell: Tiefling Warlord

H1 Keep on the Shadowfell has now released—the first official 4th Edition adventure and your chance to play 4th Edition Dungeons & Dragons in advance of the core rulebooks!

Keep on the Shadowfell’s Quick-Start Rules booklet already contains five ready-to-play 1st level D&D characters: Dwarf Fighter, Halfling Rogue, Human Wizard, Half-Elf Cleric, and Dragonborn Paladin. For your additional use, we’re pleased to offer a sixth ready-to-play character as a web exclusive: the Tielfling Warlord.

Each character sheet includes the character’s hit points, initiative, defenses, attacks, powers, feats, skills, and equipment. Select the character you want to play, give it a name, and you’re ready to adventure. Your character earns experience points (XP) as the adventure progresses. You earn XP by defeating monsters, overcoming traps, and solving the mysteries of the adventure. When you earn enough XP to level up, the character sheet explains what your character gets at 2nd and 3rd level. (In the Player’s Handbook, you get to make your own choices from a huge selection of options, but for this Quick-Start, we’ve done all the work for you.)

We hope you enjoy the adventure, and look forward to the official release of 4th Edition Dungeons & Dragons this June. Be sure to check the list of locations participating in Worldwide D&D Game Day for the one closest to you!

Skill Challenge addition to the adventure

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Posted: 22 May 2008 04:38 AM   [ Ignore ]   [ # 23 ]  
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I think I like the artwork for Angel of Decay better in the Libris Mortis.

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Posted: 22 May 2008 08:20 AM   [ Ignore ]   [ # 24 ]  
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CURSES! I was getting ready to post that Warlord. Oh well.smile

And yea that Rot Harbinger looks like he is trying to put the moves on me.  Sorry but I am married… oh, you -ARE- a naughty, naughty Rot Harbinger!

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 22 May 2008 11:36 AM   [ Ignore ]   [ # 25 ]  
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SuperJosh - 22 May 2008 08:20 AM

And yea that Rot Harbinger looks like he is trying to put the moves on me.  Sorry but I am married… oh, you -ARE- a naughty, naughty Rot Harbinger!

Seriously, its a good thing I was not taking a drink when I read that, because I would have spewed it all over my monitor!

Too funny! smile

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Posted: 22 May 2008 11:56 AM   [ Ignore ]   [ # 26 ]  
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Hehe, glad someone fgot some enjoyment out of it besides me.  I hate to admit it but I actually was giggling to myself as I wrote it… alas my co-worker just did not “get it”.

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 23 May 2008 12:16 AM   [ Ignore ]   [ # 27 ]  
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05/23: Zombies
Art by Steve Argyle
Most zombies are created using a foul ritual. Once roused, a zombie obeys its creator and wants nothing more than to kill and consume the living.

20080523_114889_0.jpg

http://wizards.com/default.asp?x=dnd/4ex/20080523a

Well, the release of the new game is right around the corner, so it’s time to blow the lid off this thing. Since 4E was first announced, gamers have besieged us with phone calls, emails, and even a protest march demanding one thing above all else: How do swarms work in 4E?

Well, the day is at hand. We’re about to pull back the curtain on what might be the greatest stride forward in swarm design known to mankind. But first, how did we end up in this glorious state?

Well, swarms are cool, but researching how we think swarms might actually work into D&D was not so cool. For this, we locked a designer in a sealed box with 100,000 ants. We threw rocks at hornets’ nests, drop kicked beehives, and stuck our hands into crates of scorpions. From these experiences, we drew the following conclusions:

1. Oh my god, insects can sting.
2. No, seriously. That HURTS.
3. We decided that any of those feats were more fun than the 3E swarm rules.

The 3E swarm rules fell into the trap of simply trying to model reality as we know it, from movies, comics, or the real world. That might be a great move if you want to build a simulator, but it isn’t so hot for a game. Instead, we wanted rules that were evocative. You should feel like you’re fighting a swarm, but that feeling should be less like boredom and more like “GET THESE THINGS OFF OF ME.”

So, a few highlights about 4E swarms:

1. Swarms are hard to hurt. Hacking at a pile of bugs with a sword is inefficient, but it’s also scary to face a monster that’s hard to hurt. The swarm marches on in a relentless wave. We liked that feel, and we could easily set the swarm’s hit points to balance the effect.
2. They’re hard to push around, again to make them feel relentless.
3. They can go almost anywhere. Closing a door doesn’t do much to slow down a swarm. The bugs simply crawl under it, or through the cracks in the door’s frame.

Originally, a single swarm “monster” was four Medium size groups of creatures. They worked similarly to minions, but the effect on the table was disappointing. Swarms didn’t feel like tides of hungry critters, more like disposable bags of hit points. We tried toughening them, but that worked against the 4-for-1 discount they offered. In the end, we dropped the split and worked to simplify and streamline our existing rules.

So, now the swarm piece of the 4E puzzle has fallen into place. 4th Edition is right around the corner, and with it endless waves of hungry bugs, drakes, and other nasties.
--Mike Mearls

From the Monster Manual Glossary:

Swarm: A swarm is considered a single monster even though it is composed of several Tiny creatures. Most single swarms are Medium, but some can be larger.

A swarm takes half damage from melee and ranged attacks. It is vulnerable to close and area attacks, as indicated in the monster’s stat block.

A swarm is immune to forced movement (pull, push, and slide) effects from melee and ranged attacks. Close or area attacks that impose forced movement affect the swarm normally.

A swarm can enter or move through an enemy’s space; this movement does not provoke opportunity attacks. An enemy can enter a space occupied by a swarm, but the space occupied by the swarm is considered difficult terrain, and doing so provokes an opportunity attack.

A swarm can squeeze through any opening large enough to accommodate even one of its constituent creatures. For example, a swarm of bats can squeeze through any opening large enough for one of the bats to squeeze through. See the Player’s Handbook for squeezing rules.

Needlefang Drake Swarm

Savage marauders the size of cats, needlefang drakes swarm over their victims, pull them to ground, and strip them to the bone in seconds.
Needlefang Drake Swarm
Level 2 Soldier
Medium natural beast (reptile, swarm)
XP 125
Initiative +7Senses Perception +7
Swarm Attack aura 1; the needlefang drake swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 38; Bloodied 19
AC 18; Fortitude 15, Reflex 17, Will 14
Immune fear; Resist half damage from melee and ranged attacks;
Vulnerable 5 against close and area attacks.
Speed 7
MeleeSwarm of Teeth (standard; at-will)
+8 vs. AC; 1d10 + 4 damage, or 2d10 + 4 damage against a prone target.
MeleePull Down (minor; at-will)
+7 vs. Fortitude; the target is knocked prone.
Alignment Unaligned
Languages —
Str 15 (+3)
Dex 18 (+5)
Wis 12 (+2)
Con 14 (+3)
Int 2 (-3)
Cha 10 (+1)

Needlefang Drake Tactics
Incited by hunger, needlefang drakes fearlessly rush toward their prey, knock it prone (using pull down), and use their swarm of teeth to feast upon it.

Stirge Swarm

Stirges are bloodsucking, bat-like horrors that lurk in caves and ruins. Lone stirges are little more than pests and nuisances—but they are rarely encountered alone. Stirges tend to gather in large flocks that can exsanguinate an adult human in a matter of minutes.
Stirge Swarm
Level 12 Brute
Medium natural beast (swarm)
XP 700
Initiative +9Senses Perception +6; darkvision
Swarm Attack aura 1; the stirge swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 141; Bloodied 70
AC 24; Fortitude 21, Reflex 24, Will 23
Resist half damage from melee and ranged attacks;
Vulnerable 10 against close and area attacks
Speed 2, fly 6 (hover)
MeleeBloodsucking Swarm (standard; at-will)
+15 vs. AC; 2d6 + 4 damage, and ongoing 5 damage (save ends).
Alignment Unaligned
Languages —
Skills Stealth +14
Str 8 (+5)
Dex 16 (+9)
Wis 10 (+6)
Con 11 (+6)
Int 1 (+1)
Cha 4 (+3)

Stirge Swarm Tactics
Stirge swarms gave rise to the old dwarven saying: “I don’t have to outrun the stirges, I only have to outrun you.” A hungry swarm will chase its prey for miles, if need be.

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Posted: 23 May 2008 04:02 AM   [ Ignore ]   [ # 28 ]  
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Since 4E was first announced, gamers have besieged us with phone calls, emails, and even a protest march demanding one thing above all else: How do swarms work in 4E?

Uhhhh is my sarcasm meter broken or was swarms really a hot topic that I missed? The info is cool (although I do not think that swarms will feel that different from regular medium monsters) but I just do not remember people begging for this info like the were saaaaaaay duel wielding?

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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Posted: 23 May 2008 05:29 AM   [ Ignore ]   [ # 29 ]  
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Agree with Josh.

OMFG those zombies...rock!

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Posted: 23 May 2008 07:19 AM   [ Ignore ]   [ # 30 ]  
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I agree with Cameron.

"Josh is an awesome speller. One of his best sentence in my game is ‘Taes will make planes with Narthos to meat in the ally.’ “- Darken

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