A Walk in the Dark A look in to the mind of an RPG designer

      

17Jun/11Off

Creating a Non-Lethal Solo Monster

WARNING: This post contains some serious spoilers for the end of Act One of my campaign, The Coming Dark. If you are currently one of my players on the WotC forums, I would prefer you stop reading now.

Almost every "solo" monster I've seen in the world of D&D has one specific purpose: kill the party. There's no question about it, a solo's objective is to inflict as much pain and misery as possible. It even says so in the Dungeon Master's Guide on page 55:

They have more hit points in order to absorb the damage output of multiple PCs, and they deal more damage in order to approximate the damage output of a group of monsters.

But does it really have to be that way? For that matter, do they have to deal any damage at all?

Scene Description

At the end of Act One in my campaign, there is a distinct possibility that one of the enemy will surrender and be taken alive. He will beg and plead that the party protect him from "it", and if they do he'll tell them anything they want to know. He never says what "it" is... But the party finds out soon enough: a creature has been sent to get him.

This creature is called a "Shadow Retriever". It has one specific purpose: recover the prisoner before he talks. And, for whatever reason it may be, they don't just want to silence him; they want him alive. So rather than send an army to get him, they send one creature. And it's a big one.

For the record, this creature is a Level 3 Solo Controller, going up against five level 1 PCs and an NPC ally (a Level 2 Soldier). Most people would consider that a TPK in the making, but that's assuming the Shadow Retriever actually attacks the party.

By design, the Shadow Retriever advances directly towards its intended target, effectively avoiding the rest of the party that gets in its way, until it accomplishes its mission. And only then does that it turns in to a no holds barred killing machine, but it should be considerably weakened by then.

The Retriever was an exercise to see how the party handles a creature that doesn't actually want them dead. In the original design it was meant to drop a boatload of detrimental effects on the party, leaving them to wonder how exactly they were going to kill this thing, only to realize there may not be a reason to take it on in the first place. The Retriever turns in to more of an annoyance than a threat.

Differing Tactics

In order to define the tactics of this creature, I made the creature have two different modes: a "recovery mode" and an "assault mode".

"Recovery mode" is its not-so-threatening version, when it has to complete its mission by targeting a single individual. In this mode it's not a destructive killing machine of chaos and hate, but rather it has tunnel vision and zeroes in on a single target until it has it. It honestly doesn't care about anyone else.

"Assault mode" is just what it sounds like: the destructive killing machine that everyone expects a solo to be. But, by the time it gets to this mode, it should have taken a fair share of damage while moving towards its intended target. Where most solo monsters have special powers that takes over when they become bloodied, this creature radically changes tactics by then and uses the powers it had since the beginning. It is now a credible threat.

There is one problem with the above: if the party leaves no prisoners, the retriever has no reason to go in to "recovery mode". Fine then... that's what the party gets for being so mean, I guess.

If a DM sees the stat block and uses that only, it will most definitely be a TPK. This creature can do a ton of damage while being rather resistant itself (since it's insubstantial) if played straight up according to the stat block and not taking its mode and related tactics in to consideration. It has destructive attacks just waiting to be used, but the DM must be aware that the creature wouldn't use them in whatever mode it's in. For this reason I considered making two separate stat blocks, but I thought that may be even more confusing.

A History of Revisions

This monster has gone through at least four major revisions. The first time I ran this monster in a playtest it was significantly weaker and the party plowed through it without any problem. So when I beefed it up a little, it became overly dangerous.

Here are some of the recent changes:

  • The Retriever is a controller, so it has the ability to drop a truckload of effects on the party: it spawns wisps that restrain their targets (-2 to attacks, grant CA), it created a cloud (as a sustainable effect) that reduced lighting condition in an Aura 3 (so creatures with normal vision have to fight it as if it was partially concealed), and it had a rechargable power that could potentially blind the entire party (everything gets total concealment). With all those attack penalties, despite it having fairly low defenses the party could barely hit it.
  • Originally, powers like Cloud Drift and Obscuring Cloud were rechargable powers. I made them both encounter powers now.
  • The Retriever was originally "insubstantial", and that wasn't the modern day "insubstantial" (force damage doesn't get reduced, radiant damage removes trait until end of next turn)... It was "insubstantial" all the time. That effectively doubled its hit points to close to 300, which is comparable to solos many levels higher.
  • The Smoke Wisps it generated now immobilize instead of restrain. Restraining had too many detrimental effects to be imposed by a Level 2 Minion.

In my current playtest (on the Wizards of the Coast online forums), almost the entire party is blind and one of them is restrained. They can't hit the broad side of the barn at this point, so the retriever happily waded through them and grabbed its target.

I've had one player already say that he "expects this to be a TPK" for the reasons I describe above: they can't hit the thing, are suffering through a ton of effects, and the creature seems to be able to do whatever the hell it wants.

In a manner of speaking, this monster becomes something closer to a trap/hazard or skill challenge: the creature has its intended target and is slowly lumbering away... How do you stop it? How do you free the captive prisoner? Do you even want to? Do you care that the guy that tried to kill you twenty minutes ago is being dragged off by something rather evil looking?

Suggestions

Even though this is a major spoiler for my campaign, I'm posting this so that others can see it and comment on it.

What do you think? Is this creature too lethal, too weak or just right?

Download PDF: The Coming Dark, Scene 1-8: The Shadow Retriever

(EDIT: Sorry... Corrected link. I'm having some issues with my hosting provider right now, and had a hard time uploading the PDF in the first place)

13May/11Off

Hazard/Monster: The Black Obelisk

WARNING: Possible campaign spoilers.

I've recently been having a bit of a mental dilemma with certain traps in my campaign.

My previous post talked about a specific hazard that has both positive and detrimental effects, and issues that come up as it relates to forced movement. Now I'm dealing with a solo trap that... well... I'm not sure if it should be a "trap" in the first place, at least in terms of how a "trap" is defined by the 4e rulebooks.

NOTE: In order to avoid spoilers, I will be talking in a general sense and have created a radically different object that has the same issues: the Black Obelisk.

You see, there's this object that is extremely powerful. One could argue that it's also intelligent, in the same manner that artifacts are but at a much more powerful scale. And it has friends, creatures that want to protect it and the area ahead.

One could argue that that's a trap or hazard, but I have some issues with that:

  • The object's mechanics are beyond the scope of the traditional trap's statistic block. Most traps have a single attack or action they take; this object would have more options.
  • The object provides an aura that protects its allies, so it technically functions as a controller. If it were to have healing or regenerative properties, it could also be considered a "leader".
  • The object has multiple attack types, and some of those attacks or actions are not as intense as its bigger hits, so it has Minor and Standard actions. It could also conceivably have interrupt actions and make opportunity attacks.
  • The object is powerful enough that it can't simply be dispelled by a few rolls (such as the traditional Arcana-/Religion/Thievery-based skill challenge, for example), and there's no chance of it being defeated by a single Thievery roll. It should take significantly more work to disable it, so much so that it's probably easier to destroy than to disable.

With that in mind, a thought occurred to me: what if this was a creature? That also has some issues:

  • It is an object, and as such falls under certain guidelines in terms of defenses and durability (see "Object Properties" in the Dungeon Master's Guide). Granted, those defenses will probably be boosted because of the nature of the object, but it's still an object nonetheless.
  • It has no brain or mind of its own (one could argue its attacks are by design or due to some sort of programming), so it doesn't have a Will defense. It would also be immune to other mind-affecting keywords and specific attack types: disease, poison, gaze, psychic, charm, fear and so on.
  • It's anchored to the ground, which means it can't be force moved and probably cannot fall prone.
  • It doesn't provoke opportunity attacks because its physical state never changes; it cannot "let its guard down" (see the definition of "Opportunity Actions" in the Player's Handbook) because it really doesn't have a dynamic guard like a living creature would. It also doesn't have eyes, so it qualifies as having "all around vision" and blindsight.
  • Unless one of the creatures in the encounter is a mason, it can't heal. For that matter, it doesn't know what it is to be "bloodied" either. When it drops to 0 hit points, it is destroyed.

So I decided to make my object a "object monster", treating it as an Elite monster with a somewhat modified stat block.

As an example, I have created the Black Obelisk "creature" below. I admit I threw this one together rather quickly (I even had to make post-production changes to the image in Photoshop to remove spoilers) and only made it for this blog post to give you an idea of the sort of thing I had in mind.

The Black Obelisk

As you may notice, the important differences are in the top section (hit points) and in the "Traits" section, where the obvious differences between a monster and a common trap are. Beyond that, it's a monster. I hesitated including the attributes at the bottom since they don't apply and are hardly used, but whatever.

Now this "creature" is not meant to be alone; it comes with any number of other guys. Those guys in turn draw power from the obelisk, regenerating their wounds and gaining protection from the obelisk's own attacks.

Now that I've decided on this hybrid, I might end up using it in multiple places. I don't know... I somehow prefer creature mechanics compared to trap mechanics, at least for the simpler non-deathtrap traps.

6May/11Off

Contest Results (Finally)!

First of all, once again I apologize... This has been a hellish month, and had I known that it was going to end up like this I probably would have handled the contest differently. It is my first contest after all.

Due to my inability to focus in a time of adversity, I put the call out for judges. Four people responded (all of them have chosen to remain nameless), and one of those four never responded to me sending them information, so I'm basing the following results on the other three. Each judge was to take all five entries and rank five of them them in order from 5 (best) to 1 (worst). All three judges' score would then be added and the highest score (out of a possible 15 points) would be declared the winner.

Using that mechanism, after a few days of deliberation on their part, we ended up with a two-way tie for 1st place and a two-way tie for 3rd place.

Due to the delay in prize selection, and adding the fact that I did not choose to be the tiebreaker myself (if I wasn't capable of judging before, I don't consider it proper to be judging now), I have decided to award all four with a prize in one way or another.

After seeing all the entries, I did notice something: Although "standard" and "elite" monsters are pretty well defined and everyone handles them the same way more or less, the "solo" encounter is a whole other story. I've seen multiple ways that the request for a "solo" is encounter was interpreted... Some did a very basic and plain solo creature surrounded by traps and hazards. Others created a sort of hybrid, where it's one creature that goes through three elite stages (once the "elite" version of the monster is destroyed, it's replaced by a different version of it). And others didn't put many mechanics in to the encounter and preferred the story and the potential roleplaying aspects of the situation play out.

So here are the results, as chosen by my crack team of judges, in no particular order except for the prize grouping.

TIE FOR FIRST (no particular order)... Prize: Heroes of Shadow (or equivalent) from Wizards of the Coast

  • "The Fountains of Unbearable Grief" by Caoimhe Ora Snow (@dazedsaveends on Twitter): The background story won over most of the judges. It also includes a very detailed encounter area with a variety of different terrains, and the solo itself is quite the intriguing concept.
  • "Fountain of Sorrow" by The Id DM (@TheIDDM on Twitter): This was more than I personally expected and reads like a full adventure (it's close to being longer than most the other contest entries combined), complete with an adventure summary, a social scene leading up to the encounter, a random encounter table, custom magic items and more. I would have taken points off for making the enemy my name spelled backwards though, so be lucky I didn't judge it... 😉

HONORABLE MENTIONS, TIE FOR THIRD (no particular order)... Prize: $10 Amazon gift card

  • "Ego-Tastrophy" by Jeff Gupton of Blackbyrne Publishing (@BlkbyrnePublish on Twitter): It probably helped that two of the three judges were creative designers, and one of which is a published designer. Very straight up encounter against a golem, but the inclusion of a tactical map was nice. And the judges were simply fascinated with the name of the creature: the "Horace Brigland Borgtite Golem".
  • "Lair of the Tentacled Horror" by Raja (NOTE: PDF does not contain the area map; don't have access to it right now, so it will be posted separately soon): The judges liked the concept of a monster that spawned minions repeatedly (similar to SvD's Endless Hordes, but instead of being a separate hazard it's part of the creature's mechanics). Mixed that with a very Cthulhu-esque atmosphere and enemies (cultists and tentacles! Woo!)  and it looks quite entertaining. This was yet another submission that went above and beyond presenting more than just an encounter; it included an entire underground system of caverns through which the "tentacled horror" can pretty much move at will. PCs would probably have to slice through several tentacles shooting up from out of the water before the BBEC ("big bad evil cehalopod") shows up.

Thanks to everyone for their submissions. I promise the next contest will be simpler, will be easier for anyone to enter without much effort, and will be decided upon significantly faster.

If you are one of the winners above, please contact me privately (through email or through Twitter DM) to make arrangements.

I may include some of the other submissions in a future post; I don't know yet.

11Apr/11Off

Contest Winner: Goblins go BOOM!

It's no secret that I love minions. They are an easy answer to making an encounter seem like more than it really is. Sometimes just a handful of monsters is dull... I want droves upon droves of enemies coming at them from all sides! And when I don't want them to die so easily I toughen them up, but sometimes I want them to die in an unnaturally glorious way.

Recently Wastex Games had a contest called Minions Encountered, where the objective was to create an encounter where the boss used his minions in an "interesting way." I decided to submit one encounter that was inspired by my campaign.

To be quite honest, besides what you seen on this blog I've never actually submitted anything to a contest of this nature. Heck, I even failed miserably at NaNoWriMo and the NYC Midnight Short Story competition (I never even got close to finishing a submission for either one). So I looked at this competition a different way: to see if I can physically put something together in a format that others could actually use.

You see, there's a big difference in designing a campaign that you will run and designing a campaign that someone else will run. If you're doing it for yourself, you can fill in the blanks as you go, adjusting the encounter based on the how the players react to it. But when designing it for use by the general public, you either tell them very little (and hope they can fill in the blanks themselves) or explain every little detail so that there's no room for doubt. The former is meaningless for the competition, so I decided to build the encounter in the traditional format that Wizards of the Coast has used on multiple occasions.

And it allowed me to get a little more practice with Adobe InDesign CS5, for that matter. I'm not a graphic designer, so this too was somewhat of a new experience.

Now, about the encounter itself... The encounter is relatively low level, so I chose to use a concept that I'm surprised isn't used very often: the "Goblin Suicide Bomber", which is loosely based on the "Goblin Grenade" from Magic: The Gathering. Whereas most goblins are rather cowardly and flee at the first sign of trouble, these little buggers race forward to protect their leader and their sacred temple, light their fuse, then jump on the backs of unsuspecting PCs while laughing maniacally and waiting for their fuse to burn down.

But that wasn't enough! These guys would die almost immediately and they would have little effect; a poor initiative roll combined with a well placed burst attack can take them out of the equation almost instantly. What we needed is LOTS of goblins. Like... oh, I don't know... dozens of these little guys! I needed something that would keep creating wave after unrelenting wave of happy-go-lucky suicide bombers. So I turned to Save Versus Death and their "Endless Hordes"... Now things really come together! Four suicide bombers per turn, ad infinitum, should get fun quick!

But that still wasn't enough! Players could simply step aside, push them out of the way, or simply move faster than the bombers. What I needed is something to funnel the bombers so the players would have no choice but to charge in themselves, taking a boatload of damage in the process. So I chose to put the entire encounter atop narrow stone bridges over a river of lava.

Apparently that was enough.

I would like to thank Wastex Games for choosing me as the winner! I'm honored, guys! I'm sorry I can't take photos of the prize (I don't have a working digital camera; will try to get one soon), but I really do appreciate the Beholder Eye Tyrant and other minis!

Here, for your enjoyment, is my winning entry on the Wastex Games site:

The "Chamber of Fire"... or, as I like to call it, "Goblin Go BOOM!" (PDF)

6Apr/11Off

Contest: Win “Heroes of Shadow”!

Having recently won a contest myself, I'm in a charitable mood. So I thought I'd try a little experiment and run a contest of my own.

If you're wondering whether you can afford to buy upcoming Wizards of the Coast books like Heroes of Shadow or The Shadowfell: Gloomwrought and Beyond, well here's your chance to win one of them!

 

DISCLAIMER: You will not get any manual before the dates listed below. We're giving it to you for free; we're not magicians and do not hold any power over Wizards of the Coast that allows us to get these books early.

 

The following information can be found on the official Contest page...

 

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

 

We'd like to see what you can come up with for a "solo" encounter... but asking for a simple encounter is just not enough. So we elected to choose a random element that the encounter or area must contain.

The element, randomly selected using the "Chamber Features" table (Dungeon Master's Guide, pg 192): 10(1d20) = "Pool, fountain or basin".

 

So here are the guidelines:

  • Encounter must be compatible with the Dungeons and Dragons 4e mechanic. This includes fourthcore, if you are so inclined.
  • The minimum requirement must be a single, actual encounter with a SOLO creature. You can add anything you want in and around the encounter - skill challenge, trap, hazard, special terrain, magic effects, other monsters, etc... - but the main adversary must be a solo monster and it must be an actual tactical encounter in which the solo monster must be defeated (Note: "defeated" need not mean "dead").
  • You must create your own solo creature, complete with monster stat block. You can base it of an existing creature from any official source, but it must be sufficiently altered to be unique.
  • The area must contain some sort of "pool, fountain or basin", and it must have some meaning to the encounter beyond being set decoration. We will leave the interpretation of that to you.
  • Encounter could be of any level, but must be designed for no less than five PCs.
  • Encounter must include a tactical map. Map could be dungeon tiles, digitally generated or drawn by hand, so long as it has a tactical grid of 5'x5' squares.
  • Encounter must stand on its own in that it cannot assume any previous actions by the party besides showing up.
  • You need not define monetary or item reward, but that is up to you.
  • It doesn't necessarily have to be in the traditional format that Wizards of the Coast likes to use, but it has to be put together in such a way that any DM can understand it.
  • Resulting document must be either PDF or a format compatible with Microsoft Word (any version).
  • For legal reasons, do not include any artwork that is not yours. For example, do not use copyrighted images from any Wizards of the Coast publication. Official WotC dungeon tiles are acceptable; we mean things like drawings of actual monsters.
  • We reserve the right to publish your submission on our site, regardless of whether it wins or not. You will of course be given full credit and, if applicable, we will direct link to your website or Twitter account.

 

Entry Submission: All entries must be emailed to contest@brainclouds.net before 12:00am Eastern Time on April 25th. You can either attach the entry to the email or link to it. Please include your contact information (name, address, email address, Twitter account, website, etc...). If you do not wish to be referred to by your real name, tell is what you want us to call you.

Entry Deadline: 12:00am Eastern Time on April 25th, 2011.

Judging: Honestly, I'm not sure who will be doing the judging yet. Worst case, it will be me... But we'll see who we can recruit.

 

GRAND PRIZE: ONE (and only one) of the following...

Heroes of Shadow (available April 19th, 2011) - Should be immediately available at contest end.

The Shadowfell: Gloomwrought and Beyond (available May 17th, 2011)

Monster Vault: Threats to the Nentir Vale (available June 21, 2011)

Neverwinter Campaign Setting (available August 16th, 2011)

NOTE: If you wish for any alternate Wizards of the Coast manual (core manuals, Essentials guides, Monster Vault, etc... Even official modules) , we may be able to make that arrangement so long as said book is available on Amazon. You are welcome to ask, and we'll see what we could do.

Prize will be ordered through Amazon and delivered once they become available for shipping. Subject to availability.

Prize includes shipping within the United States and Canada. Can ship abroad, but that all depends on the cost of shipping the item.

 

So let's see what you can do!