Archive for the ‘DM Briefing Room’ Category

29
Jul

DM Briefing Room: Giant Spider

   Posted by: PJStoneson

DM Briefing Room provides a look into some of my personal ideas on game design.

I’ve previously mentioned some plans for a game for my kids. For the drama I really want to lay out a huge miniature in front of them during their first adventure. I still want to start them out as Level 1 characters, and their opponents in this adventure include a variety of bugs and insects, so I decided that the climax of the adventure would include a Giant Spider.

Since the lowest level huge spider is far too high in level, I decided to create the Giant Spider at 5th Level. I’m expecting them to hit Level 2 before they meet the Giant Spider, so while it will be a tough encounter, it won’t be impossible.

After going back and forth a little bit, I decided to base the Giant Spider on a Deathrattle Viper from the Monster Manual (pg. 240).

Here’s what I’ve got for now, though it is certainly subject to change, especially now that I’ve put it out here for public comment:

Giant Spider                                                                                             Level 5 Brute
Huge natural humanoid                                                                                    XP 200

Initiative +6 Senses Perception +7; low-light vision
HP 75; Bloodied 37
AC 17; Fortitude 16, Reflex 18, Will 16
Resist 10 poison
Speed 6, climb 6 (spider climb)
Melee – Bite (Standard, at-will) * Poison
              +8 vs Armor Class; 1d6+4 damage, and the Giant Spider makes
               a secondary attack against the same target.
Secondary Attack
               +6 vs Fortitude; 1d8+2 poison damage and ongoing 5 poison
               damage (save ends).

Ranged – Bloodied Web (free, when first bloodied; encounter)
                  Ranged 10; +11 vs Reflex; the target is immobilized (save ends).

Alignment Unaligned Languages
Str 12 (+3) Dex 19 (+6) Wis 10 (+2)
Con 15 (+4) Int 2 (-2) Cha 14 (+4)

 

My main concern is that just the number of squares threatened by the huge spider make the spider a bit rougher than the original creature, though I also took away a fear aura which would have penalized attack rolls to anyone close enough for a melee attack.  I partially balanced this by adding the web attack when the spider becomes bloodied with the idea that the spider will try to retreat at that point into an area protected by some hazardous terrain (Web covered).

I’m also curious to see just how something like this might turn out when the Monster Builder is added to DDI. 

Please leave comments letting me know any adjustments you might reccomend.

13
Jul

DM Briefing Room: DDI Compendium In Action

   Posted by: PJStoneson

In previous posts I’ve mentioned a game I’m planning for my kids, and sang the praises of the Dungeons and Dragons Insider Compendium. Today we’ll combine the two.

I’m planning on using a collection of insects and related creatures in their first adventure. So I logged onto the Compendium and started doing some searches. Here’s a partial list of terms I searched for: spider, ant, beetle, stirge, worm, scarab, scorpion, wasp, bee, huge. For most of the searches I did ‘name only’ and set my level range to from 1 – 10, though in reality I focused my attention on creatures up to level 5.

Based on those searches I came up with this list of potential foes:

Fire Beetle (Lvl 1 Brute)
Stirge (Lvl 1 Lurker)
Stormclaw Scorpion (Lvl 1 Soldier)
Centipede Swarm (Lvl 2 Brute)
Blood Scarab (Lvl 3 Lurker)
Feyborn Ant Swarm (Lvl 3 Elite Skirmisher)
Stirge* (Lvl 3 Lurker)
Dire Stirge* (Lvl 5 Lurker)
Deathjump Spider (Lvl 4 Skirmisher)
Centipede Scuttler (Lvl 4 Skirmisher)
Carrion Crawler* (Lvl 4)
Giant Ant (Lvl 4 SKirmisher)
Stonetrap Scarab (Lvl 5 Soldier)
Tangler Beetle (Lvl 5 Controller)
Death Boar Level (6 Elite Brute)

You may note a couple oddities on the list. The items with an * are non-standard versions of published creatures, most of them coming from RPGA sources. I’m not sure I’ll use it, but seeing a Carrion Crawler set up at 4th level certainly will make me consider it.

And the Death Boar is definately not an insect, but I want to use a Huge Spider in the adventure, so I tried to find the lowest level huge creature to help me create a spider suitable for a low level adventure.

Overall I’ve got a nice collection of creatures to choose from. Not that I’ll use all of them, but it gives me a great base selection. Scarabs and scorpions make me thing about desert adventures, but I think I’ll use the scarabs and simply call them beetles, though I’ll probably skip the scorpions for now.

As I said, I’m planning this adventure for my kids, so our party will probably be a little short handed. Because of this I’d like to see a few more creatures in the level 1-3 range, so I’ll creat a few modified versions of spiders and ants, as well as that huge spider at level 4 or 5 to use in the final encounter.

When I create my final encounter list, and those custom critters I’ll post them here for your enjoyment and comments.

26
Jun

DM Briefing Room: Charting the path

   Posted by: PJStoneson

Not Exactly a Map
DM Briefing Room provides a look into some of my personal ideas on game design.

While the picture above certainly resembles a map, and in the end it may become one, but it doesn’t have to. Whether for plot, or for mapping, I like using simple flow charts to plan out my game.

I created this chart for an adventure I’m planning for my kids. The area they’ll be exploring consists of natural caverns and tunnels occupied by an assorment of bugs, giant bugs, and related creatures.

I’m not worried about the exact direction or path of the tunnels between the caverns, so I don’t have to create an exact map. Because I want to add some random encounters I may decide to note the length of each tunnel, or perhaps just mark certain segments as predetermined locations for random encounters. The latter might make them a little less random, though I’ll probably build in the chance that no encounter actually occurs a percentage of the time. Of course I can also increase and decrease the chances of random encounters based on how well the party is handling the planned encounters.

On my chart, the different exit choices will represent simple choices between left and right tunnel branches. I’m using circles to represent encounter locations, and I could just scribble a semi-random shape on a battlemat during play, but I think dungeon tiles would impress the kids more, so I’ll probably lay out some dungeon tilesin advance and sketch each room on an index card so I’ll remember which tiles I want to use.

I also use a similar charting method when drawing out more traditional dungeon maps. In that case each circle would represent a major encounter, and while there might be other rooms and areas in the final dungeon map, this type of chart would help me keep in mind which areas I want linked, and in what order encounters should occur. In a more elaborate dungeon there would be more paths that lead to the location of the climatic encounter for the dungeon.

The intention is not to force the party on a specific path through the adventure, but to make sure that the party doesn’t move straight from the low level kobolds to a high level dragon without getting a chance to gain a level or two. This could also make sure the party gets the chance to discover some clues about the nature of the climatic encounter before they arrive at it, such as finding a coffin full or dirt if the warrior they’re expecting to battle is actually a vampire.

This kind of charting can also serve as a plot brainstorm as well either for a single adventure, or an entire campaign, though the actions of players might mean that you have to add links in unexpected places.

Do you use flow charts when planning your maps and adventures? I’d love to hear some of your examples in the comment section.