
Morgenes |
After having my warforged players negate two issues with their character traits in the first two sessions (walking on the bottom of the bay to reach the Blue Nixie and poison immunity) I was thinking about what's going to happen when they encounter the Savage Tide. Being immune to disease, the warforged will not really face any true threat from the Savage Tide.
My current plan is to say that the tide will affect any living being, being a supernatural disease, but I'm not sure my players will really buy it.
I'm wondering how other Eberron DMs are handling this, any insights?

Somnambulant |

I hadn't really thought that far ahead... I have one warforged artificer in my campaign... so it might not be a huge issue if only one of them is immune to the effects.
But, I would like there to be some threat. Making it supernatural and not stopped by his immunities would make them freak out for sure... but I'm not sure if it's fair or not. It does take away from one of the benefits of their race. Even if they are a pretty powerful race.
Perhaps it only partially affects them?
I think that's what I'm going to do, unless I can think of something better, or unless someone here can present me with a better option.
BTW - I think I'm going to try my hand at some of the World Works stuff this holiday! Thanks for the inspiration the other thread!

Morgenes |
I hadn't really thought that far ahead... I have one warforged artificer in my campaign... so it might not be a huge issue if only one of them is immune to the effects.
Ya, I've only got 2 out of 7 party members that are warforged. It is a racial benefit, and I have a feeling as they move along there will be worse issues than the fort saves from the tide.
But, I would like there to be some threat. Making it supernatural and not stopped by his immunities would make them freak out for sure... but I'm not sure if it's fair or not. It does take away from one of the benefits of their race. Even if they are a pretty powerful race.
Perhaps it only partially affects them?
Perhaps, but partially how?
BTW - I think I'm going to try my hand at some of the World Works stuff this holiday! Thanks for the inspiration the other thread!
That's what I was hoping for! Let me know if you want my plans for the dungeons in Excel and/or PDF format, I can shoot them your way. It includes my modified layouts and piece counts on how many pieces it takes to make each layout as well as how many pages you need to print to get that many pieces.

Somnambulant |

Perhaps, but partially how?
Yeah, that I don't know... I'll have to take a look at the effects in the magazine when I get home tonight. I can't really see a warforged growing another head, but that is the supernatural part of the disease...
Maybe it doesn't have a partial effect, maybe it is a completely different effect...
That's what I was hoping for! Let me know if you want my plans for the dungeons in Excel and/or PDF format, I can shoot them your way. It includes my modified layouts and piece counts on how many pieces it takes to make each layout as well as how many pages you need to print to get that many pieces.
Would I? Yes sirree!
If you could send 'em to:
chris (underscore) slater (at) telus (dot) net
that'd be great! Thanks! Could you send them in both PDF and Excel? If the file sizes aren't too big. PDF will be good to look at, and the Excel will be handy if I feel up to making my own modifications.
Thanks again!
Chris.

erian_7 |

Here's a thought, perhaps the disease only affects the organic parts of the warforged--perhaps any wooden bits start sprouting nodules that erupt into sappy puss, maybe it gives them a split personality, or causes an arm to act independently, etc. Don't have any warforged in my game (we're in Mystara, though I'd work in a 'forged if somebody wanted to play one) but it's an interesting thing to consider.

Morgenes |
Here's a thought, perhaps the disease only affects the organic parts of the warforged--perhaps any wooden bits start sprouting nodules that erupt into sappy puss, maybe it gives them a split personality, or causes an arm to act independently, etc. Don't have any warforged in my game (we're in Mystara, though I'd work in a 'forged if somebody wanted to play one) but it's an interesting thing to consider.
Actually, if I remember right it doesn't affect plant matter. In Kracken's Cover the Violent Fungus is not affected by the Savage Tide. Good thought though.

James Keegan |

If you would allow a paladin character with disease immunity to be affected by it, I would say that a warforged should also be affected. This is a bizarre extraplanar disease, after all. I would even hazard to make it as much a psychosis as a physically mutating effect, since the tide deals intelligence damage. Perhaps they don't take on a more fish-like appearance, but maybe they just go mad with this newfound desire to consume, which should be very disturbing to a warforged character. If they were bitten by a freakish creature and then a short time later started to feel an inexplicable urge to tear human meat with their metal jaws and ingest them, it would be a major shock to the character's system.

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Paladins should be immune to savage fever. To say they're not makes an already relatively useless ability even worse. The same goes for warforged; they're immune to savage fever as well. In fact, they're immune to the savage tide itself since they're constructs, and you can't put the savage creature template on a construct.
If you want to make it so savage fever works on paladins and warforged, you shouldn't call it a disease at all. Call it a curse instead. Of course, that makes it slightly more powerful than before, since less creatures are immune to curses than diseases...

Morgenes |
Paladins should be immune to savage fever. To say they're not makes an already relatively useless ability even worse. The same goes for warforged; they're immune to savage fever as well. In fact, they're immune to the savage tide itself since they're constructs, and you can't put the savage creature template on a construct.
If you want to make it so savage fever works on paladins and warforged, you shouldn't call it a disease at all. Call it a curse instead. Of course, that makes it slightly more powerful than before, since less creatures are immune to curses than diseases...
Thanks for the clarification and the level setting. If a paladin would be immune, so should a warforged. I think they'll see enough other challenges, plus trying to keep the other characters from getting infected to make it interesting all the same.

Derek Poppink |

After having my warforged players negate two issues with their character traits in the first two sessions (walking on the bottom of the bay to reach the Blue Nixie and poison immunity) I was thinking about what's going to happen when they encounter the Savage Tide. Being immune to disease, the warforged will not really face any true threat from the Savage Tide.
Warforged are even luckier in the Age of Worms. They are immune to many typical undead attacks, and can improve it by going Warforged Juggernaut.

Ghengis Ska |

ikki wrote:err.. ever heard of pesticides? ;)True, true, but oddly enough apparently the act of becoming a sentient plant renders one immune to such things! Let's just hope the tomatoes and cucumbers hereabout don't get wind of this...
Er i think you mean Herbicide becuase a pesticide is any thing that "destroys, repelles, or mitigates any pest", a very broad term that includes toxic compounds directed at bacteria, nematodes, insects, rodents, and others as well as weeds.
The weed is where i think you want to go becuase a herbicide is a pesticide used to kill unwanted plants.
But oddly many herbicides are based on plant hormones, Agent Orange the classic herbicide is a mixture of two syntetic plant hormones (2,4-D and 2,4,5-T) that are in many plant growth formual powders you can buy at garden shops, when used in small amounts they Help the plant.
But Hi Morgens... Did my post over at WWG start this thread?

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To help balance things out:
For There is No Honor:
I gave rust monster abilities to the Rhagodessa.For Bullywug Gambit:
I beefed up the Rust Monster encounter.For Here There Be Monsters:
I house ruled that the Advanced Black Pudding do triple damage against warforged.
Seems a bit much to me.
Just curious, folks with warforged (except the artificer)are remembering that the cure spells are only half effective, right?

Morgenes |
Just curious, folks with warforged (except the artificer)are remembering that the cure spells are only half effective, right?
Yes, however they can craft and heal themselves overnight with a DC16+ roll. (15 is the minimum needed, you get 1 healing per point above 15). Since they need no sleep, and currently are in the city that's how they're healing themselves. Once they hit the remote areas and need to be helping with watches I have a feeling it'll go worse for them.

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Thanks Morgenes,
I just wanted to make sure the disadvantages in the race were already taken into account. (I personally love the race)
Oh, and to be clear, I didn't think the rust monster effect of the rhagodessa was too much (did you adjust its CR since this will affect a lot of things?) I was worried more about the black pudding tripple damage thing mentioned in Takasi's post.
After the shipwreck and the run through the jungle, yeah, I think the 'forged will have problems.

DMaple |

They can actually swim pretty well, and even then they can't drown. Not nearly as much of a threat as to the dwarf in half plate.
Oh yeah, because while they might be twice as dense as a normal human it sees to have no effect on their buoyancy, that makes sense... :(
And a dwarf in half plate deserves everything he gets for wearing armour at sea.