Newsgroup: it.hobby.giochi.gdr.dnd
Titolo: QUARTA edizione 4th - info info info da Keep on the Shadowfell

da enworld news da "Keep on the Shadowfell"
http://www.enworld.org/showthread.php?t=225592
Scoop - Keep on the Shadowfell preview
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Just got the store preview copy of Keep on the Shadowfell
The included pregens are:
Dwarf Fighter: Maul (2-handed), dagger, Scale mail
Halfling Rogue: Daggers, leather
Human Wizard: Quarterstaff, wand
Half-Elf Cleric: Mace, crowwsbow, Chain Mail
Dragonborn Paladin: Longsword, javelin, Heavy Plate, Heavy Shield
The adventure is an 80 page book, including front cover. Full color
throughout, includes small shots of poster maps as encounter keys.
Also includes a couple of non-tactical maps (like a map of the area,
map of a walled village.)
The 3 double-sided poster maps cover dungeon and wilderness encounter
areas.
The Quick-Start Rules booklet is 16 pages, including front cover. Ten
pages are the pregens, which include level-up info for 2nd and 3rd
levels. The other 5 pages are pretty much what we have seen from the
DDXP demos.
Yes, rules are embedded in the adventure. There is a chart for Attack
Modifiers, a page of combat conditions, 2 pages on using skills and
DCs including nearly a fulll column on Knowledge Skills. (By the way,
Intimidate is against the target's Will defense).
Space provided to fill in the Pregen's name and gender.
Racial benefits are built into the characters, some are listed.
Dragonborn gets Dragonborn Fury, Draconic Heritage, and Dragon Breath
(Encounter Power - Minor Action - Blast 3 - +4 vs Reflex - 1d6 + 1
damage.)
Characters seem to be different. Aside from Dwarf Fighter, the race-
class combos are different, and some of the powers are different than
those chosen for XP.
From the chart:
  Weakened
   Your attacks deal half damage.
   Ongoing damage you deal is not affected
se v'interessa qui c'è l'elenco dei mostri presenti nell'avventura
http://www.enworld.org/showpost.php?p=4209084&postcount=34
Q: Does the damage increase every two levels?
A: Not that I see. Attacks, defenses, initiative, and skill check
modifiers increase every even level (ie at level 2)
new power/spell/details:
Dragonborn Fury: When you're bloodied, you gain a +1 racial bonus to
attack rolls
Draconic Heritage: Your Healing Surge value is equal to one-quarter of
you maximum hit points + your Constitution modifier.
Wizard Spells: Expeditious Retreat (Wizard Utility 2) Daily
Fire Shroud (Wizard Attack 3) Encounter
Rogue Daily: Trick Strike
"Through a series of feints and lures, you maneuver your foe right
where you want him."
Martial, Weapon
Standard Action Melee or Ranged weapon
Target one creature
Attack +8 vs AC (normal)
Hit 3d4+4 damage, and you can slide the target 1 square. (standard is
1d4+1 for character)
Effect: Until the end of the encounter, each time you hit the target
you can slide it 1 square.
Minions: HP 1; a missed attack never damages a minion.
Winterhaven is a small walled village, population 977. Town consists
of 11 buildings plus a half-dozen houses, plus a number of small
thatch-roofed homes in the surroundings.
Divine Challenge fix: On your turn, you must engage the target you
challenged or challenge a different target. To engage it, you must
either attack it or end you turn adjacent to it. If none of these
events occur by the end of your turn, the marked condition ends and
you can't use Divine Challenge on your next turn.
You can use Divine Challenge once per turn.
Immediate reactions occur after the action that triggered them, not
after the whole turn.
Dragonborn Str 18, Con 12, Dex 10, Int 11, Wis 13, Cha 16
Rogue Str 12, Con 13, Dex 18, Int 11, Wis 10, Cha 16
(compatibili con il metodo b delle rules collection sul 5' clone)
Poteri Paladino nuovi:
Valiant Strike
At-Will
Standard Melee
Target One creature
Attack basic bonus PLUS +1 per enemy adjacent to you
Hit normal
Radiant Smite
Encounter Divine, Radiant, Weapon
Standard Action Melee weapon
Target One creature
Attack basic vs Ac
Hit 2(w) +5 radiant (no normal bonus damage)
Paladin's Judgement
Daily Divine, Healing, Weapon
Standard Melee weapon
Target One creature
Attack basic
Hit: 3 (w) + basic bonus, and one ally within 5 squares of you can
spend a healing surge.
Miss: One ally within 5 squares of you can spend a healing surge.
Martyr's Blessing Paladin Utility 2
You step into an attack made against an adjacent ally
Daily Divine
Immediate Interrupt Close burst 1
Trigger: An adjacent ally is hit by a melee or a ranged attack
Effect: You are hit by the attack instead
Staggering Smite Paladin Attack 3
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: basic vs AC
Hit: 2 (w) + basic, and you can push the target 1 square
++++fine poteri paladino nuovi++++++++
--
Fabio

aggiunte
poteri dello gnomo come mostro:
Fade Away (immediate reaction, when the gnome skulk takes damage from
any source, encounter) Illusion The gnome skulk turns invisible until
it attacks or until the end of its next turn (whichever comes first.)
Reactive Stealth If a gnome has cover or concealment when it rolls an
initiative check at the start of an encounter, it can make a Stealth
check to escape notice as a free action.
Shadow Skulk When a gnome skulk makes a melee or ranged attack from
hiding and misses, it is still considered to be hiding.
++++++fine poteri gnomo++++++++
tipi di mostri
Ochre Jelly, Blue Slime and Gelatinous Cube are all: Large Natural
Beast (ooze)
Dark Creeper Small shadow humanoid
skill challenges nell'avventura:
the only skill challenges I have seen involve the traps, which really
are Thievery skill challenges. There are many skill checks throughout
the adventure. I saw no mention of Grappling or Encumbrance.
There is definitely a Social Encounter in the adventure.
le mappe dell'avventura:
Yes, they are poster maps much like found in the Fantastic Location
products, with one notable difference: they contain no DDM notations
like "Victory Area".
dettagli sui personaggi:
This Paladin has only one Channel Divinity power: Divine Strength
(adds Str mod again to damage), no more at 2nd or 3rd.
The Cleric has 3 options:
+ Divine Fortune (+1 bonus to next attack roll OR saving throw before
end of next turn)
+ Turn Undead, and
+ Armor of Bahamut (Feat Power, Immediate Interrupt, turn a Critical
Hit against you or an ally into a normal hit)
all are Encounter powers. No change on levelling up. No mention
whether can only use 1 of the Channels.
No mention for the Wizard daily pick changing when leveling, though he
does gain a level 2 utility daily: Expeditious Retreat.
dettagli avventura:
The adventure announces to the DM where some "Safe Havens" are, places
the party can take an extended rest. Also, notes where characters may
have leveled up at the end of a couple encounters.
There are some encounter areas which are not included on the poster
maps, so a Battle Mat or Dungeon Tiles will be helpful (no layouts
suggested for the Dungeon Tiles, unfortunately). Perhaps DDI will
provide downloadable maps?
edit: The back of the package does say "For use with these ...
products:" then lists the core books, D&D Miniatures, and D&D Dungeon
Tiles.
No playtester credits
--
Fabio

ancora news dal tipo che ha l'avventura Keep on the Shadowfell
a partire da qui
http://www.enworld.org/showthread.php?t=225592&page=20&pp=15
Fighter's Combat Challenge: Every time you attack an enemy, whether
that attack hits or misses, you can choose to mark that target. The
mark lasts until the end of your next turn. While a target is marked,
it takes a -2 penalty to attack rolls if its attack doesn't include
you as a target. A creature can be subject to only one mark at a time.
A new mark supersedes a mark that was already in place.
In addition whenever an enemy that is adjacent to you shifts or makes
an attack that does not include you, you can make a melee basic attack
against that enemy as an immediate interrupt.
Combat Superiority has changed.
Combat Superiority: You gain a +2 bonus to opportunity attacks.
--
Fabio

ancora news dal thread d'anteprime da "Keep on the Shadowfell" su
enworld
http://www.enworld.org/showthread.php?p=4211811#post4211811
avanzare di livello
level-ups are announced after sufficient XPs have been made available
if no encounters have been skipped. Instructions are then given how to
level, after the characters take an extended rest.
imboscate
There is a sidebar describing how to handle an ambush. Essentially,
anyone failing Perception checks is surprised and gives the opponants
Combat Advantage. Those who make their P check may act during the
surprise round, those that fail do not act until their Initiative the
next round.
spostamenti forzati
Some creatures, like the dwarf, are resistant to forced shifts, moving
X squares less than the forced shift would otherwise move them.
Perhaps Iron Golems and large creatures have similar?
mappe
I am not intimately familiar with all the maps from DDM or from
Fantastic Locations, but I was informed by a DDM champion at my store
that some of the maps are recycled, though cleaned up and possibly
altered (like Blood Rock removed).
Q: Does it mention how and when an enemy will retreat and what
penalties and tactics are used?
A: Yes. Tactics for each encounter, retreat info for some.
abilità di un npc
There is an ability possessed by an npc called
Battle Fury
Immediate Reaction when first Bloodied; Encounter
...makes a melee basic attack with a +4 bonus to the attack roll, and
does a bonus +1d6 on a hit.
Divine Challenge
At-Will Divine, Radiant
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. If the creature was already marked, your
mark supersedes the previous one. The target remains marked until you
use this power against another target, or you fail to engage the
target (see below). A creature can be subject to only one mark at a
time. A new mark supersedes a mark that was already in place.
While a target is marked, it takes a -2 penalty to attack rolls and
takes 6 radiant damage if it makes an attack doesn't include you as a
target. The target takes this damage only once per turn. (me. Hmm.
Looks like this would also affect OAs)
On your turn, you must engage the target you challenged or challenge a
different target. To engage the target, you must either attack it or
end your turn adjacent to it. If none of these events occur by the end
of your turn, the marked condition ends and you can't use Divine
Challenge on your next turn.
You can use Divine Challenge once per turn.
--
Fabio

 6) what daily he have and can it chose them?
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
organizzazione delle info nell'avventura (risponde a un tipo che vuole
preparare un'avventura per dungeon ed è interessato ai dettagli)
Setup
Includes approach info, who is found and in the area and what they are
doing prior to adventurers entrance, list of creatures/npcs,
Perception check needed and what will be revealed (color-coded
responses to be read to players, like DC 10 "You hear several Orc
voices in celebration." or DC 15 "You hear Orcs bragging about winning
the Quiditch match".) [obviously these are examples I made up],
finally a description to read aloud once players enter area.
Stat Blocks
one for each grouping of monsters
Tactics
A paragraph or three with tactics for each monster type involved, how
motivated they are to fight.
Features
Illumination, description of terrain factors
treasures (under a seperate sub-heading) including magic treasures
last.
Level Up
If appropriate
A map of the encounter with party and monster starting positions is
also located on the 2-page spread.
un'altro che ha l'avventura commenta:
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.
--
Fabio

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)
--
Fabio

ancora dal thread sullo Shadowfell
KotS Human Wizard: Str 11, Con 13, Dex 14, Int 18, Wis 12, Cha 10
(il che fa pensare che i cantrip sono legati all'Int, visto che il
tiefling con 20 di Int ha 3 cantrip contro i 2 di questo mago qua)
Fighter utility power (2' livello): you gain 2d6+[Str or Con] temp HP
as a minor action, daily
Poteri del Clerico
1) Cleric's 1st encounter power is a strong radiant damage melee
attack that marks and gives a healing surge.
2) 1st daily power is a great area heal (that also buffs your healings
to the targets for the encounter) that weakens you enemy.
3) 2nd encounter power is a pretty standard ranged attack that gives
someone Combat Advantage on the target.
--
Fabio

both)
Non e' vero, la menzione viene fatta anziche' nel potere (come
nell'anteprima) nelle note sui tratti di classe.
Parvati V
-- 
"Cosa e' celvello? Pai non ha cosa del genele" - Pai, 3x3 occhi
UnaMoleDiDadi (TreEmme Torino): 
http://umdd.altervista.org/
http://parvatiquinta.blogspot.com/

sempre dal thread Keep on the....
The Blue Slime Level 3 Solo Brute
Large Natural Beast (Ooze) XP 750
Init 0, Perception +7, Tremorsense 10 (can "feel" any creature in
contact with the ground within 10" without a Perc check)
HP 204/102 AC 18 Fort 15 Ref 17 Will 14
Immune Charm, Fear, Resist Acid 5
Saves +3, Action Points 2, Speed 5, Swim 5
 Slam (Stand, AW) Reach 2, +8 vs AC, 1D6+6 & ongoing 5 Acid (save)
 Double (St, AW) 2 Basics
Slime Erruption (Stand, Rech   ) Close Burst 3, +6 vs Ref, 1D6+6 Acid
damage, Miss 1/2
Stench Pulse (Stand, Encounter) Close Burst 4, +6 vs Will, Targets
Dazed and Weakened (save ends)
Bloodied Erruption (Immed, when hits 0 HP) Slime Erruption without
recharge
Align, UN
Str 13 (+2) Con 11 (+1) Dex 8 (0) Int 1 (-4) Wis 12 (+2) Cha 1 (-4)
Description: The Amorphous form of this creature seems to engulf
everything around it. The Blue ooze of its body bulges and reaches
outward with fluid appendages.
There you go.
Don't know why it's Bloodied erruption is called "bloodied" when it's
"dead" at the time, but oh well.
The blue slime starts underwater in a dark flooded cave and presumably
surprises the party.
--
Fabio

 nell'anteprima) nelle note sui tratti di classe.
giusto :)
--
Fabio