Showing posts with label Monster Manual. Show all posts
Showing posts with label Monster Manual. Show all posts

Thursday, August 6, 2009

Minimum Threat

I think the statblock for the Barlgura changed between Thunderspire Labyrinth being conceived and typeset.

There's a couple of reasons for that belief; one is that the writers don't seem to know how 4th Edition Barlguras work, mechanically. The other is that they put a lone Barlgura up against a five-man party.

Barlguras, for those not aware, are a type of brutish low-level demon. They're a natural fit to a location called the "Well of Demons" and indeed they feature throughout the area.

The Well of Demons utilises a system of random encounters, much like the ones I've described earlier. Rather than providing interesting sidequests, these encounters are designed to discourage adventurers from slowing down while assaulting the Well. The Well works best when it's blown through in only two harrowing adventuring days, and the random encounters are a rather clumsy way of expressing that.

It works like this: you roll on the table each time the adventurers take a rest, whether short or extended, and apply the resulting events. Consequences range from the spooky (ghostly minotaurs haunt the players) through to the disturbing (a rift opens to the Abyss), with a dash of the oddly helpful (a quasit shows up and offers to answer the party's questions in exchange for cash).

One of the encounters is a lone Barlgura.

The Barlgura is a level 8 brute. It's got a lot of HP and it hits hard, but it's got a very narrow range of attack options, isn't very mobile, and has defences that would look poor on a monster two levels lower.

A fight against a lone Barlgura goes like this: the defender tanks the Barlgura, and then everyone else drops their highest damage encounter power into it. It lasts a maximum of two rounds and doesn't move or do anything interesting. It gets two attacks a round, each of which is at a less than 50% chance of hitting a level 6 defender's AC, for a maximum of 62 damage if all four crit, or a more likely output of about 20 damage if two hits land and do average damage.

The average damage over its lifespan is only slightly higher than a healing surge, and that's assuming it doesn't roll badly and the PCs don't drop dailies.

In short, the Barlgura doesn't reach the minimum threat level - it's simply not capable of costing the PCs any meaningful resources that won't renew at the end of the enccounter. Rather than actually running the combat, the DM is better off just asking players to describe how they think the fight is going to go, and letting them off unscathed providing they describe an awesome enough battle.

Minimum threat is something 4E struggles with. The line between a weak encounter and a pointless one is very fine. Smart, optimised parties can find same-level battles so trivial as to be dull. Newer groups or ones with deliberately gimped builds will often struggle with those same encounters. It causes problems for module writers - how do you write an encounter that challenges a good party without making it a TPK for a more casual group?

It's not a question that Thunderspire has good answers to.

Thursday, July 23, 2009

Bonus Post: The Cutest Lil' Displacer Beast

Today, instead of me being too lazy to do a post, you get this picture of the world's cutest displacer beast. It's arted by Wuffie, who is starting up a pretty awesome Etsy shop at Elsie Levels Up. You can also find her on Twitter and Livejournal. Her profile info is my writing so if awesome geek art isn't your thing you should at least go have a read.

Wuffie plays Horatio Beverage, elven cleric, in my weekly Maptool game, which has just polished off Rescue at Rivenroar and is moving on to the Siege of Bordrin's Watch after a short hiatus.

If anyone else has D&D themed art or craft they want to show off you should feel free to send it through to starfall2317, at gmail.com, with links you'd like connected to it. If I get a bunch I'll do a post of it.

Wednesday, June 24, 2009

Poll Result: Mind Flayers

A day late and a dollar short; Tycho and Gabe at Penny Arcade have already declared open season on mind flayers. I'm coming in after the first shots have been fired, it seems.

I'm actually a bit blown away by the poll result; the good old illithid was my pick for victor but I'd expected the drow to be running a close second, lavender eyes flashing in the darkness. Possibly it's time for Bob Salvatore to start up a new series about a good-hearted mind flayer living in self-imposed exile, tortured by the brain-eating ways of his kin?

I'm a bit baffled by the two guys who voted for Derro (or possibly one guy on two computers). Really? Derro? I'd love to hear a compelling argument for their awesomeness; I've always considered them the also-rans in the evil dwarf marathon. I guess this is why we have polls; to establish that Kuo Toa are scientifically three times as popular as Derro, despite apparently not even having a Wikipedia page my incorrect spelling of their name.

But let's look at why the mind flayer wins.

Mind flayer and illithid are interchangeable terms; I'm not sure if they're used in connection with each other as far back as the mind flayer's original appearance in 1975 but certainly by the late 80s and the birth of AD&D 2nd Edition they're inseparably pinned together.

Mind flayers are notable for their humanoid appearance, topped by a squidlike head festooned with writhing tentacles. These tentacles burrow into the brain of the mind flayer's victim to feast on the goo inside. They are deeply intelligent, often displaying genius-level cognition, and are naturally psionic, able to deploy a devastating mind blast from which they partly derive their name. In addition, many illithids are accomplished magic-users and they make use of cutting edge magicpunk-style technology (culminating in the titular extraplanar vessels of the Spelljammer campaign setting).

I think the reason the mind flayer has become so iconic is the way it straddles so many horror and fantasy tropes so effectively. Not only is an individual mind flayer a mastermind-level campaign villain, it comes from an entire civilisation of such beings. It's a deadly psion, able to turn your own thoughts against you, and at the same time it's a powerful archmage (some mind flayers ascend to undeath to become a ridiculously-named illithilich.) Its humanoid appearance lets it fit any number of regular character roles, but at the same time it's a Lovecraftian abomination, a Thing-That-Was-Not-Meant-To-Be. 4th Edition has mind flayers once again hailing from the Far Realm, which is in keeping with their whole Elder Gods flavour.

There's also the ongoing theme of penetration and invasion. The mind flayer is one of the horror genre's rape-surrogates. The illithid invades your thoughts; its tentacles drill into your brain; and its spawn, the repellant illithid larvae, grow to adulthood by entering a parasitic and ultimately lethal relationship with a living human host.

Mind flayers are a huge number of successful horror monsters rolled into one; and if the basic illithid doesn't completely meet your antagonist needs you can graft an illithid larvae onto any number of other monsters to create a ridiculous mind flayer hybrid - anything from the half-svirfneblin "mozgriken" to the beholder-illithid "mindwitness" through to the too-awesome-to-be-silly "brainstealer dragon".

Personally the image that stays with me of the mind flayer is of an illithid, its arms folded within its voluminous robes. It doesn't need to unfold its arms to kill you. It doesn't need to move. It controls your brain, and you walk towards it, and it feeds.

Man, I love those guys.

Monday, June 1, 2009

Duergar

Duergar are silly.

There is the germ of a good idea lurking in the Duergar soul, but they are in essence, concept, and execution silly.

It starts with their name. Duergar (pronounced "DWER-gar") hardly rolls off the tongue; that's not really their fault, though. Although the Duergar mythos seems more akin to the Norse "Dvergar" (dark dwarves), the particular D&D spelling is lifted straight from the Northumberland dwarf-men of English mythology.

The silliness continues in their concept. Dark Elves, their spiritual kin, have a strong hook - they're backwards elves. They live in caves instead of forests, they worship evil instead of good, and they have dark skin instead of fair. Everyone can get on board with the idea of things having an evil twin.

Duergar don't quite make the cut, though. As "backwards dwarves" go, they're sub-par. Their "evilness" largely amounts to living underground, being relentlessly mercenary, and having a fundamentally grumpy disposition. An untrained observer might find it tough distinguishing them from the good version.

It gets worse. Time and subsequent editions have not been kind to the dark dwarves.

D&D 3.5 established that Duergar were naturally psionic. Possibly it was hoped that "evil psychic dwarves" was more memorable than mere "evil dwarves". Among the inherent powers of these psychic dwarves was the ability to increase their size, becoming giant dwarves. (As Order of the Stick points out, an oxymoron.) Evil psychic dwarves have many excellent roles in literature, all of them played by Michael J Anderson, but the ability to "hulk out" defeats any aspirations the psionic Duergar had to pulling off "creepy" rather than "ludicrous".

4th Edition delivers another savage beating to Duergar self-respect. Says Thunderspire Labyrinth: "Duergar beards and hair conceal long, stiff spines that carry a burning venom. They can pluck and hurl these quills like daggers."

Apparently so ubiquitous is this quill-plucking that the Monster Manual 2 defines it as their racial trait. Dragonborn breathe fire, Eladrin teleport and Duergar throw their hair at people. This is in addition to their psionics, apparently - the Duergar Champion is still kitted out with his super-growth hormones, and will not hesitate to deploy a Large miniature base the second he gets bloodied.

These, then, are the theme enemy for the second of Thunderspire Labyrinth's mini-dungeons. As players get ready to explore the Horned Hold, they'll be looking forward to a whole mess of fighting against size-changing mind-reading hair-throwing little people. The stuff epics are made of.

Thursday, April 2, 2009

Poll Result: Beholder

I've closed the current Eleven Foot Poll early because I'd accidentally set it to run for an absurdly long period. Luckily we've ended up with a clear winner, with the Beholder pulling ahead of the Gelatinous Cube over last night and claiming a whopping 34% of the vote.

You two guys who voted for the Carrion Crawler, I feel your pain.

The Beholder is a mainstay of Dungeons & Dragons right from its earliest editions. It's been a regular foe of mid-to-high-level adventurers, it's headlined multiple sets of the D&D Miniatures line, and it's been the star villain of its own computer game in Westwood's excellent Eye of the Beholder (and to a lesser extent the two mediocre sequels).

It's hard to get a handle on what makes the Beholder so memorable. Its it merely that it is an abomination, a thing-that-should-not-be? So too are the Galeb Duhr, the Xorn, the Gibbering Mouther and the Otyugh, and none of those creatures have reached the Beholder's level of celebrity.

Possibly some of what makes the Beholder memorable comes from the way we react to faces. We have a natural talent for identifying human faces; we are so naturally inclined to react to our own kind that we can see faces in the grills and headlights of cars, in the gnarls of tree trunks, and in the random scatter of rubbish. What's more, we react strongly to vulnerable faces. The reason we regard large eyes as "cute" is because we are reacting to a perceived newborn; the eyes of a baby are disproportionately large compared to its skull and it is only with growth that the proportions align to adult norms.

The Beholder subverts those expectations; it uses the shape of a human face, complete with "hair", to create something wholly aberrant and unnatural. Its large main eye and plethora of secondary orbs are not its vulnerability but its strength, able to fire beams that bring death or debilitation.

Part of the charm of the Beholder, too, is its versatility. Much like the Dragon, who is able to fly, claw, use breath weapons, spells, and a fear aura, the Beholder is not bound to any single tactic or method of offence. Each eye delivers a different yet potent attack, and an enemy of the "eye tyrant" can never be sure exactly what being hit by a Beholder's beam will do, other than have a surety that it will not be pleasant.

The move to 4th Edition has not left the Beholder unscathed. 4th Edition puts an end to "save vs death" effects. As a result, the Beholder can no longer kill or petrify enemies with a single attack. How does it compensate?

4th Edition offers Beholders in all flavours and level ranges, but the Beholder Eye Tyrant is the most archetypal version on offer. As a level 19 solo, this monstrosity is well suited to act as an endgame adversary for the Paragon Tier of play.

The Eye Tyrant packs 900 hit points, gets a free beam attack on each and every enemy that starts its turn within 5 squares of the monster, and delivers a further two beams on its turn, increasing to four when it gets bloodied.

The Death Ray's still there, but like most death effects it's now a track, with the target needing to fail two saves without passing one in order to actually die, and getting weaker along the way. The Petrification Ray works much the same. There's a Charm Ray that causes characters to make a basic attack against their allies, and a Sleep Ray that sends characters unconscious until they make a save.

The star of the show is the devastating Disintegration Ray, dealing 2d10+9 followed by an ongoing 2d20 untyped damage. Making your save against the ongoing doesn't end the effect - you'll just be dialling it down to 2d6 ongoing, requiring another save to escape completely.

Unfortunately like all 4th Edition solos the Beholder Eye Tyrant is disproportionately affected by debuffs. Despite being theoretically as tough as five equivalent level monsters, it still only takes one successful hit to leave it dazed, stunned, or paralysed. Wise DMs will give the Beholder favourable terrain and an array of minions to make sure it presents an appropriate challenge.

Still, the Beholder retains its charm and flavour in this new edition, and I'm personally looking forward to running my players into one at the first opportunity.

Thursday, March 26, 2009

Corridors of the Cube


It seems like a safe bet the Gelatinous Cube will not be winning the current Eleven Foot Poll, so I'm going to go ahead and talk about it in the context of my favourite encounter in Keep on the Shadowfell, the Corridors of the Cube.

Ten foot square corridors are a staple of D&D. I love them dearly, but they don't make the slightest bit of sense. After all, excavation is hard, expensive work. It is not cost effective to make tunnels any wider or higher than they absolutely have to be.

Here in what is ostensibly a military keep you might have expected cramped passages, maybe four foot across, only just wide enough for two people to move quickly in opposite directions - but no, the builders have decided what is good enough for Gygax is good enough for them. You see it, too, in dwarven architecture, where the stubby little diggers have allowed themselves enough headroom to give each other piggy-back rides. Hell, the corridor in my house is only three feet wide, and it seems to get the job done.

One of the things I love about D&D is that these kind of mechanical cliches are not just prevalent, but so prevalent that entire ecologies have grown around them. In the Corridors of the Cube we encounter the Gelatinous Cube, a transparent ooze in the precise shape of the corridor. It is a ten foot invisible cube, with its edges exactly scraping the corridor walls.

Let's point out this isn't just a monster specifically evolved to live within a standard RPG dungeon. It's a creature specfically evolved to hunt adventurers in an RPG dungeon. One of the Cube's biggest advantages is its transparency. You can see right through it, which means that, like a particularly fine spiderweb, you can not even notice it's there until you've already walked into it.

That only works on humanoids. Creatures with heightened hearing - like, say, anything naturally living underground - won't be fooled by transparency, and will hear it coming a mile away. Anything that can see in the infra-red will notice its distinctive heat signature. It's only humanoids, with their reliance on traditional light sources and edge-recognition, who'll fall prey to its camouflage.

In Corridors of the Cube, we find the Cube in its natural habitat. Players enter from the north and then have the choice of heading east or west. The Cube waits in its alcove to the east, and won't be detected unless players specifically walk into that space. Once players have picked an end of the corridor to walk to, the Cube emerges and gets between them and the exit.

If they've gone east, the Cube will take a leisurely ooze down the corridor and engulf the players at its leisure. Once engulfed, players take 10 ongoing acid damage and become dazed, and have to make an escape check (Acrobatics vs Reflex or Athletics vs Fortitude) to get out. It can engulf multiple players on a single turn, and characters who escape end up back next to the Cube with their turn used up, so actually getting away from the thing is next to impossible.

If players go west, they're in for even more problems. The room to the southwest holds two Corruption Corpses, a disgusting kind of zombie that throws pieces of its own flesh from range and deals aura damage to anyone who gets close. The Cube will literally drive the players into the corpses, until they're taking the zombies' aura damage even while engulfed.

When players eventually triumph over Cube and Corpses, they get the chance to ransack the room to the east of the zombies. Here they find a collection of children's toys belonging to Ceinwein and Drystan Keegan. Reading between the lines, it's not hard to draw the conclusion that the two zombies outside are intended to be the resurrected bodies of Sir Keegan's murdered children, which potentially makes for a poignant, yet disturbing, moment.

Alternatively, if you're not keen on your players beating up child zombies, a second possibility is that the children still rest in their graves, and the zombies are the knights set to guard over their corpses. Although one has to again wonder where Sir Keegan found time to build coffins and set guards during his busy schedule of slaughtering every man, woman and child in the keep and then killing himself.

This is a nearly perfect encounter. It's mechanically sound, it's tactically interesting, it's clearly explained, it surprises the players without being unfair, it ties in to the backstory, and there's worthwhile treasure at the end of it in the form of a safewing amulet +1.

Questions:

[1] Where did the Cube come from? The door into the area has been hastily boarded up and marked "Closed", but it's unclear whether this is hobgoblin work or an act of the keep's original inhabitants. The ecology of the Gelatinous Cube is something that does not bear much scrutiny.

Monday, February 16, 2009

Kruthik Lair

In my couple of games through Keep on the Shadowfell, I've never seen the Kruthik Lair played, either as a player or a DM. That's probably because it's an unappealing dead end tacked onto the back of the Maze of Caves. There's absolutely no reason to come here, and the general atmosphere conspires to subtly hint to the players that they're going the wrong way.

I've always felt that if you want to subtly hint that the players are going the wrong way, a brick wall barring their passage is more effective than making them fight bugs for 40 minutes, but clearly the writers of Keep are of a different persuasion. At least it's a reasonably decent encounter, if anyone ever finds it.

Kruthiks come from the long tradition of D&D monster design that involves taking two unpleasant animals and jamming them together. In this case, they're "six-limbed reptiles with insectlike traits", so a kind of ant-lizard, if you will. This encounter involves the players taking on a hive of the little buggers on what is unquestionably their home turf.

Apparently the players aren't the first humanoids to come this way. Kalarel's goblins have had a go at containing the kruthiks (although I'm not sure how they got past the rats and the ochre jelly to do so). They've dug some concealed pits to try and trap the ant-lizards, but all they've succeeded in doing is making the lair even more deadly. The kruthiks avoid the traps, but the players will have to dodge them.

I've talked before about Keep on the Shadowfell being a kind of player tutorial; we've seen where the bull rush was introduced, and a variety of split-level combats establishing the principles of Athletics and Acrobatics as skills. Here we're seeing a new type of combat action - the squeeze - and a new monster ability - the aura.

As you'll see on the map, the kruthiks are initially separated from the the players by a selection of narrow tunnels. The kruthiks can move up and down these crallways without significant difficulties, but if players want to use them they'll have to squeeze through. Squeezing involves moving at half speed, granting combat advantage, and making attacks at -5; a squeeze move also provokes opportunity attacks. This is really a sucker-test for players; as soon as someone tries it, the kruthiks will block off the exits from the narrow tunnel and take turns ripping the trapped player to shreds.

The other new mechanic is the aura. Kruthiks have the ability: "Gnashing Horde: aura 1; an enemy that ends its turn in the aura takes 2 damage." This isn't a big penalty; that's less than 10% of a first-level character's hit points. In addition, the Monster Manual reveals that similar auras don't stack, so there's no particular horror in being surrounded by these things. (Pity the group playing this module as envisaged though, without the then-unpublished core rulebooks.) The relatively small penalty is a good sign this is intended more as a learning experience than as a real threat in the encounter.

Players who overcome the kruthiks will be able to loot a small pile of gold, and a potion of healing. They'll likely be left wondering what the point of the whole encounter was, which puts them in exactly the same boat as me.