Saturday, January 14, 2012

A Sample Savage

So, here is a sample of the new monster type I am working on. I mention it in an earlier post. Check out how it is all incorporated.

The creature I made is named Sorin Yeate. He is a half-orc with a major skin disease. As a result, he not only lives far from civilization, but he is also just dangerous to be near, as his condition gives off a poisonous and acidic mist of vapor. The properties of the mist can also be hallucinogenic. He uses this condition to protect himself. Unfortunately he is also deranged and will not listen to reason.

Sorin
is a good creature to use if the PCs are in an isolated region. If they stumble on his lair, they will certainly smell an acrid stench if they get within 10 squares of him.

I would be interested if anyone has thoughts. I have attached a pdf of the creature. I have given him just the bare minimum to qualify as a Savage so that the features are clearly represented. This creature has a chance to hit the PCs fairly hard without taking all night.

Tactics are simple-spend your action points as quickly as possible and make as many attacks as possible in order to get the best use out of Savage. This should run really well against 5 Level 8 PCs; that would be the "sweet spot". Obviously, the higher the PC level, the easier it will become. This will be too easy for PCs over level 10.

Note-I have updated the pdf, and I also have a link to download the monster file, so you can easily put it in your games.






Sorin Yeate Monster file

Sorin Yeate PDF update

Tuesday, January 10, 2012

5e Announced

oh well, looks like 4th is going to be ending pretty soon. i plan on keeping playing of course, but cannot help being a little saddened by the short life of the edition. 4th kind of revitalized the game for me, and though there are a few things to work around, it is a lot of fun. anyway, i love the game and will continue this little blog about it.

Friday, December 23, 2011

A New 4e Monster Type: The Savage

I have been playing around with a new monster type, the Savage. A Savage is an Elite monster that is buffed up enough to challenge a party as a Solo. They can hit hard without taking without taking all night to run. Since they die more quickly than a traditional Solo monster, you can afford to be a little swingy with their offensive power; their lower hit points are balanced by their "savagery".

 A Savage will typically have many, if not all, of these features:

-Immunity to status effects such as stun and dominate
-Saving throws at the beginning and end of turn
-Attacking at their Initiative and Initiative + 10
-Multiple attacks per turn as a single Standard Action and/or Minor and Free Action attacks
-Elusiveness
-Free Action attacks when bloodied and/or dying
-2 action points
-An auto-damaging Aura or the equivalent

I'm using them in Ravenloft currently and they can hit you hard without taking all day.

Look for some example Savages on my blog soon!

Thursday, December 15, 2011

Random Encounters in 4e

On the 4e forums the subject of random encounters came up. Most complaints really came down to encounter speed in 4e, or just hatred of random aspects in the game.

Random encounters can work great, but remember you are rolling for 'wandering monsters'. If used correctly this adds flavor and doesn't necessarily lead to combat.

In B/X D&D,  movement as you might recall was a little different. There was the combat round but also a unit of time called a 'turn'; this is 10 minutes. Your speed in an encounter, say you have speed 6 on your PC, that is 1/3 of your 'exploration speed', or how far you can go in a dungeon in a turn (10 minutes). This assumes you are kind of being cautious and 'mapping' where you are at. So, say for a 4e PC w speed 6, your exploration speed is 3*6 or 18 squares

Any encounter is assumed to take a turn even if it doesn't; the rest is made up by the short rest or looking for treasure or what have you. Any time you disable a trap, that takes a turn. Stop to work on a stuck door, takes a turn etc. and anytime you have a PC move 18 sqrs thru a dungeon it has taken a turn. In B/X, you had to rest once every 5 turns, or 10 minutes of every hour.

Then you say ok, every so many turns, say 3 or 4, I will roll for wandering monsters. Roll a d6, and a 1 (or a 2 if you want more to happen) means they encounter wandering monsters.

Now remember in old editions a monster was really just a blanket term for anything you came across; in 4e it is more accurate to say 'roll for random creatures'. You can have memorable, flavorful random 'encounters' that dont all have to be combat based. There is also some cool random flavor. Here is an example table.

Roll for wandering creatures once every 3 turns.
A roll of 1 on a 1d6 indicates an encounter. Then roll a d8. If you roll the same thing twice, reroll it.

1. 3-8 Eladrin explorers looking for a relic
2. 5-10 Gnomes carrying the carcass of a large creature
3. A sleeping (snoring) adventurer lying in the hallway
4. A large swarm of bats flies by; the walls are covered in guano
5. 2-12 giant rats feeding on dead bodies; they scatter when seen
6. A woman tied up in a corner with a gag over her mouth
7. 5-10 rot grub swarms gestating
8. 3-10 monks meditating in front of a strange image on stone a wall

If you really want to kick it old school and test your ability as a DM to improvise, you can roll the reactions of intelligent creatures randomly.

Roll a d6
1. Run from the pcs/scared
2. Hostile
3. Indifferent
4. Friendly
5. Beg the PCs for help
6. Act friendly and ask to join PCs, then betray them first chance

This is literally just off the top of my head. Hopefully it gives you some ideas on how it could add a little unpredictable flavor to your game.

Wednesday, December 14, 2011

Brutal Minions

rarely do I use a minion these days that doesn't have some kind of extra oomph.

try having minions explode in an aura 1, leaving a zone (noxious fumes perhaps?) that does level appropriate damage when a creature starts in it or enters it. it changes the movement strategy of the pcs quickly and makes it more interesting.

another favorite is having your minions attack everything adjacent to them when they die, berserker style. or mix the two; when you kill one minion it chain reaction kills the other which explodes into noxious gas. try using a ton of these on the table for an unpredictable explosion of violence.

make those little suckers count.

Simple Solo and Elite "Templates"

As everyone knows, Solos and Elites get locked down and abused waaay too easily. Here are simple "templates" to boost Solos and Elites that are easy to remember.

-Elites-Immune stun, dominate

-Solos-Immune stun, dominate; save at beginning and end of turn

-Give them both a multi-attack if they don't have one.

-Add an aura or effect that does automatic damage if the creature doesn't already have one. about 10 damage at the end of heroic, 15ish by the end of paragon, and 20+ at epic depending on your party.


These things are easy to remember and they work. You have probably started doing some of these things already.