Critical Hits

The Journal of Gamer Culture

Contest: Yes! Please tell me about your PC…on Twitter

Regular readers will know that I have a thing for Twitter. If you’ve never heard of it, it allows you to post micro posts of maximum 140 characters in length.  It also allows you to follow specific twitter accounts, like mine here, to see what people you care about are saying.

Well a few weeks ago, I was messing around with and decided to send out a question along the lines of :

How ’bout another  Twitter experience? Tell me about your Character and tag it #aboutmyPC

The responses I got from it were astounding.  So much so that people I knew weren’t following my antics of Twitter were sending short, condensed stories about their Player Character.  In fact it can be quite an exercice to cram so much in so little.

For instance, James Wyatt of Wizards of the Coast sent three tweets about his D&D 4e PCs:

  • Jaeric is the eldest son of the thane, but his fey blood made him crazy as well as a sorcerer.
  • Adrin had a terrifying experience in the wood that left him with a fey pact. His return from death left him more haunted.
  • Baredd is a paladin of Erathis on a lifelong quest to rebuild civilization.

As the above example attests, this little meme was noticed by Wizards of the Coast and they asked me if I wanted to join them for a contest:

The Twitter #AboutmyPC contest!

Starting today and lasting until next Monday August 17th at 5h00 PM (Eastern Time-Savings Time) Wizards and myself are asking you to tell us about your Player Characters in less than 130 characters (See below) according to the following rules:

  • Each entry must be 130 characters or less and must include the #aboutmypc tag somewhere in the entry (so we can find it).
  • The entry is done using Twitter. If you don’t have a Twitter account, You can optionally enter the contest by leaving a comment to this entry.
  • Although the contest is not edition/game specific, prizes are going to be given by Wizards of the Coast.
  • You are allowed to enter the contest more than once, but we reserve the right to ignore frivolous answers or ‘spamming’ entries.

After the contest, we’ll review all entries and will determine 5 winners based on 5 super secret categories we’ve drawn for the contest.  All five winners will receive some cool Wizards of the Coast prizes.

So go ahead, tell me all about your PCs!  I can take it!  And follow my Gen Con adventures over Twitter!

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Minimum Session Prep: Listen

Hi, I’m Brent P. Newhall, and I feel bad about this post.  I originally promised Chatty a post aimed at newbie DMs, describing the absolute minimum prep needed for a D&D 4th Edition session.  And while I’ll cover that, I realized there’s a bigger issue that needs to be addressed.

The amount of preparation required for a session is directly related to how much the DM reacts to the players’ behavior from the previous session.

First, prep.  You really only need a ridiculously small amount of actual data for each 4E session.  In fact, you only need to worry about two things:  people to talk to and monsters to kill.

When it comes to the people, each NPC needs (again, at an absolute minimum) two things: a personality and a goal.  The personality should center on behavior–how you will physically act when playing the character.  What does the character’s voice sound like?  What about body language, like hand gestures?  Or posture?  Get a grip on one or two things that make this character unique compared to other characters.

That’s not quite enough, though.  Ever had an NPC conversation fall flat?  Or just not go anywhere?  Every major NPC needs a goal.  By knowing what your NPC wants, you can direct the conversation in that direction.  You’ll always have that to return to, and you’ll know when to end the conversation (when that goal has been addressed as much as it can).

Monsters are pretty easy in 4E, too.  You need to know:

  • How many monsters are in the encounter
  • Their HP, AC, Fortitude, Reflex, and Will
  • Their powers (+X vs. Y, dealing Z damage, plus effects)

Seriously, that’s it.  More is better, especially in 4E, but you can run a combat encounter with just this.

But as I mentioned at the beginning, this isn’t the big issue.  I’m sure some of you are wondering, “But how do I know what NPCs to think up?  How do I decide on which monsters to use, and how powerful they should be?”

Simple:  After every session, think about what your players did.

Who did they talk to?  Where did they go?  Were the encounters difficult or easy?

That will tell you what to plan for next session.  If the players are asking a lot of questions, create more NPCs for them to ask questions of.  If the players are really interested in that abandoned mine north of town, create a few encounters centered in that mine.  If the players are eager to talk to that dwarf, work out the dwarf’s personality and his relationships.

This may sound like an anemic amount of work.  Is there more you can do?  Absolutely! Create lots of encounters and towns and NPCs and weather formations.  Draw up detailed family trees and city maps.  Making your world a more detailed place is a Good Thing.

But, please, listen to your players.  That will tell you what you need to do.

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Review: "Adventurer's Vault 2"

Adventurer'sVaultII.inddOverview: The second arms and equipment resource book, Adventurer’s Vault 2 is much like the first installment but this time presenting a myriad of items for (as the cover says) ALL character classes.  This book begins to fill out some of the under represented classes such as the Swordmage and most of the PHB2 classes that missed out on the items in the first Player’s Handbook and Adventurer’s Vault.  Many of the items introduce new mechanics, but perhaps most interesting in this book is the amount of fluff that has been poured into the sidebars about many of the items presented within.  If you can’t get enough variety with your 4E magic items, or have really wanted some magical ammunition for those ever-so special occasions, or want to spice things up with sets of items that confer bonuses the more items you wear, then Adventurer’s Vault 2 is definitely a book you will want to pick up.

In-Depth: This book presents a slew of new weapons, armors, implements, accessories, consumables, and woundrous items for both players and DMs.  It also re-introduces the concept of magical ammunition to 4th Edition, a decidedly classic move which confused me at first but upon reading I think adds something new and unique that players will enjoy.  Also new in this book are Lair items which are stationary objects used to enhance specific locations, magical tattoos that can benefit an individual or multiple members of a party, and last but not least are item sets that bestow additional benefits depending upon the number of items from the set that are worn.

I’ll address the Item Sets first, as its possibly the most interesting part of the book.  Right away this must stand out as the sweetest vindication for those that believe 4th Edition is just World of Warcraft, but the fact remains that it is a really interesting reward and customization mechanic that I can see being incredibly fun in a tabletop setting.  AV2 presents more than ten item sets in the heroic and paragon tiers, and five epic tier sets, each which consists of between 4 and 6 individual items that make up the set.  Each set is typically attuned to one or two specific classes and grant abilities that are extremely useful for those classes, such as the Blade Dancer’s Regalia that allows a fully outfitted Ranger to use Hunter’s Quarry as a free action.  Every set has a unique theme that brings a lot of character defining potential to the table, that is of course assuming your character is in any way identified by what they are wearing!

Apart from the different tiers of item sets, there are also several Group Sets that grant bonuses based upon the number of party members that wield or wear a piece of the set.  This idea bothered me at first, but then the thought of a party all weilding weapons from a specific set or each wearing a different magic ring that work together magically sounds pretty damn cool in the end.  Besides, now you can finally put aside that Captain Planet RPG and just play D&D instead!

As mentioned in the overview, this book seems to be filling in some magic items for classes like the Swordmage with the aegis blade and the farbond spellblade and the Bard with some new songblades and songbows.  There are also some new holy symbols that encourage multiclassing that can function as both a holy symbol and a totem or arcane implement.  The magical ammunition adds another layer to magical ranged weapons with items like Dispelling bolt which ends magical effects on enemies and Phasing arrow which can pass through walls, none of them is as unbalanced as some ammunition was in earlier editions but they seem to create some nice variety that players will really enjoy.

Before reading this book I thought that there were too many items available for 4E, I had trouble finding what I was looking for and it usually became too much of a chore.  What I discovered with this book is that is not the case, it’s simply that they have not been indexed correctly until now.  In the back of Adventurer’s Vault 2 is an Appendix:  Item Tables just like in the first one, but this time the items are presented by level and (thank god) split based upon type of item.  So if you’re looking for level 10 armor, you go to the level 10 section and find a nice list of 7-8 armors that are available at that level.  The only unfortunate part is that this index does not include items from previous books.

Now that they are properly indexed, we can more easily enjoy all of the additional treasures to obtain or hand out!  The biggest and most noticeable change with AV2 is that just about one item from each page features its own sidebar that explains a rich and juicy history of that item, along with some specific quest or plot tie-ins that can be used to incorporate this item into your character or game.  These descriptions are the little extra push that this book needs to go from a standard resource of numerous items to an interesting resource that can actually help you with an initial spark of inspiration.

Details: AV2 is 159 pages thick, almost all of which are full of new magic items.  Its overall quality seems to be equal to or perhaps just a step above the first Adventurer’s Vault book, though it sacrifices a bit in the number of items the fluff that takes up that space makes the ones that are available a lot more interesting and provides many plot ideas to players and DMs alike.  If you didn’t like the first Adventurer’s Vault, then this book is probably not one you’ll want to pick up, however the improved indexing greatly reduces the “too damn many items” feeling that I got from the first AV and all of the subsequent books that have introduced more magic items.

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Dude, You Gotta Try Mutant Future!

mutantFutureCover

WalkerP is the co-host and producer of The RPG Haven Podcast. Check out the latest episode on how to enjoy GenCon when you can’t actually go.

I would like to thank ChattyDM for giving me this opportunity to share my love for Mutant Future with you. I think it’s great that he is having guest posters on to showcase some other games on his blog and I hope some people get exposed to something cool they might not have otherwise heard about.

Like many of you, I started gaming way back in the day with Basic Dungeons & Dragons. My real love at the time, though, was Gamma World. My early experiences with that game (and my dad taking me to see the Road Warrior when I was 15) left me with a life-long love of the post-apocalyptic genre. Since I got back into gaming over 8 years ago (drawn in by the launch of 3rd edition), I’ve been looking for the holy grail of post-apocalyptic gaming. While many games have served me well for this genre, nothing really hit the sweet spot until Mutant Future came out.

Let’s Make a Mutant!
I think the best way to convince you of the insane awesomeness of Mutant Future is to just jump right in and roll up a character. Feel free to join me in this process as Mutant Future is a free pdf download from Goblinoid Games (there is also a print version available through Lulu).

Core Statistics
The base rule to generate your core stats is to roll3d6 in order, though there are options that are a bit less stringent. I’ll stick with the core for the sake of this review. Here are my results:

Strength: 11
Dexterity: 12
Constitution: 11
Intelligence: 8
Willpower: 17 (!)
Charisma: 13

So I’ve got a very willful, slightly dumb, slightly charming, physically average mutant. For now…

MFraces

Character Races and Mutations
Let’s get into the fun stuff. There are five broad Character Races: androids, mutant humans, mutant animals, mutant plants and pure humans. Let’s go with a mutant human, which gives me 1d4 physical mutations and 1d4 mental mutations. I rolled a 4 for physical and a 3 for mutant, which is great. Lots of mutations means lots of crazy Mutant Future fun.

Physical Mutations
We go to the Mutation charts starting on page 21 and we roll a d% for each one. There is a chart for mental, physical and plant mutations (which we won’t be using with this character). The beneficial mutations and drawbacks are on the same chart, so these rolls can go either way. I’ve got 4 rolls on the physical mutations table coming my way:

Physical mutation #1: [58] Albinism (a drawback)
Physical mutation #2: [72] Pain Insensitivity (another drawback!)
Physical mutation #3: [34] Natural Armor (okay, now we’re talking)
Physical mutation #4: [25] Gigantism (even better)

A quick summary of each of these results tells me that my guy suffers a -2 penalty when in daylight, he can’t feel pain so the player will not know how many hit points he has left (that’s up to the GM to track). However, he has a natural armour (whose form I can choose, so let’s say it’s a thick matted fur) which gives him a starting AC of 4. With Gigantism, I have to roll 3d6 and add it to the base height of 6′. I rolled an 11, so now my guy is 17′ tall, which gives him a +2 damage bonus for non-powered hand weapons.

So far, I have a giant albino covered in thick white fur who can feel no pain.

Mental Mutations
Now let’s get to his mutated brain. I have 3 rolls on the mental mutation chart coming to me.

Mental mutation #1: [78] Quick Mind
Mental mutation #2: [41] Increased Willpower
Mental mutation #3: [99]Weak Will (drawback)

Quick Mind is nice! I get a 30% advantage to learn new tech. Mental attacks against me are much tougher and I can always determine if someone is telling the truth. Increased Willpower gives me 4 more points to my already butt-kicking Willpower and another 10% bonus for tech rolls. Rocking! But wait, what is this last one? Weak Will? “The Willpower of the mutant is reduced to 3.” What?! Argh!? Ouch! Now that really truly hurts. But this is an important lesson for you, kiddies. The Mutant Future is a cruel one. The radiation giveth and taketh away. Now, I may throw a tantrum here or offer to pay for the pizza to see if I can sway the Mutant Master to let me re-roll that last mutation. But for the sake of this review, we’ll play it as it lays.

And really, my guy is still pretty cool. Despite his puny willpower, which makes him totally wimpy against any kind of mental attacks, he still has a +40% to being able to use technology of the ancients, which is a huge advantage.

I just wanted to give you a taste of the fun of character creation in Mutant Future, so I’ll stop here. But let me at least give him a name. I’ll call him Dranem. He’s a giant furry albino with a knack for technology and he looks like a blast to play in the scarred wastelands of the mutated future. Let’s hope he survives!

Are you hooked yet?

Even if you may never play the game, I highly recommend you at least pick a race and roll up some mutations just for the hell of it. The results can be highly entertaining. I’d love to see what people come up with, so if you make a cool mutant, paste him or her (or it) into the comments!

The Basics
Mutant Future is based on the Labyrinth Lord rules, which is in turn a retro-clone of Tom Moldvay’s Basic/Expert Set of Dungeons & Dragons. It was written by Dan Proctor and Ryan Denison, strong believers in keeping the spirit (and the rules) of the original games alive. It is 156 pages, with everything you need to play, with an excellent bestiary of mutant baddies (including the infamous Spider Goat), lists of artifacts and gamemastering advice. It has instructions for building your mutant future setting (with a regional hex map of the “Explored Lands”), a sample scenario and a section on mixing Mutant Future with Labyrinth Lord.

Pigmen!
Pigmen are nasty, hateful creatures…

For those of you not familiar with the Basic D&D rules, you will find it a very simplified and open-ended version of D20. One may even say “primitive”, but meaning that in the most positive sense. You roll D20 to attack and compare the result to a table (there is one table for PCs and another one for monsters), looking at the PC’s level and the opponent’s armor class. There is a separate table for mental attacks, which is also based on a D20 roll, but this time you compare the combatant’s Willpower (as you can see Dranem better hopes he finds a tinfoil hat soon!).

Mutant Future is well-suited to campaign play, but it’s also a blast for a one shot. It requires very little prep on the GM’s part. You can play an entire session just using the random charts for wandering monsters and artifacts.

The Old School Playstyle
As you can see, Mutant Future is pretty over the top and at the same time can be quite open-ended. It is meant to be played in the old school style, where the GM makes the rulings on situations that aren’t covered by the rules (and this will be often), but I have found that a back and forth negotiation with my players can also be fun. The important thing is that everyone sits down at the table with the right spirit and expectations. Combat balance is right out the window. Characters can die quickly and easily, but who cares when they are so much fun to roll up!

You can get a good sense of this playstyle over at Jeff’s Gameblog, where he’s been writing up reports of his Mutant Future Sessions.

I tend to be a GM who likes to see a story develop. I give my players some wiggle room and am reluctant to kill their characters, unless it’s in a really cool way that the player is okay with. Mutant Future really opened my eyes to a different way of playing. While it hasn’t changed my default style, it has made me appreciate the fun of taking the gloves off at the table and letting the dice fall where they may.

...but none are as loathed as the dreaded Spider Goat!

...but none are as loathed as the dreaded Spider Goat!

I ran a one-shot of Mutant Future at our local convention and made sure to print up tons of blank character sheets. I had a premise and a quest for the mutants, but we ended up having a lot more fun just rolling on the wandering monster charts and seeing what chaos ensued. Among the players, we had a sentient (but not very smart) oak tree, a nasty little ‘possum-man and a malfunctioning cleaning android (who could nevertheless dish out a lot of damage) among others.

When they camped for the first night, I rolled up a Mummy Vine, which attaches to and then poisons its victims, making them unable to cause harm to the plant. I ended up with a TPK, except all the PCs were still alive and conscious, swaying on a hillside as the Mummy Vines slowly sucked the life out of them at the rate of 1d4 hit points per week! We got a big laugh out of that and went back to the character sheets.

I strongly recommend Mutant Future. It captures the gonzo feel of Gamma World and is also a great way to get a taste of old school style gaming in a new flavour. It’s a great way to introduce your group to something new that requires very little commitment.  I hope I’ve been able to share some of my enthusiasm for you for Mutant Future and that it may appeal to those of you who want to test their mettle in the radiated ruins of man’s folly.  The wasteland awaits! Game on, people!

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Inq. of the Week: The Most Wonderful Time of the Year

Last Week’s Poll

Last week, we asked about what non-RPG content you’d like to see here. A strong pluarality of you want to see more about board games, which is fine with me, since I go off and play board games every week (and occasionally design them). Video games were second, which thanks to MDoggie, we have been trying to get more of here. Overall, you wanted more games, which makes sense, except there was no love for poker, so consider it gone! The mysterious “Other” option somehow managed to secure -123% of the vote, meaning we should have more other? Or less other? I don’t know how to process negative percentages, and if I were a computer, my head would explode.

I didn’t get much of a chance to weigh in and respond to comments left on that particular post, but please be assured that I read and took to heart every single one. For the time being especially, RPGs will remain our primary content, but there’s often an urge for us to look at other stuff we find cool, and we cannot resist that urge. (Also, sometimes people give us free stuff that’s not an RPG, and we want to talk about that too). For those who want only RPG content, I will make the friendly reminder that we do have an RPG-only feed that can pop into your RSS dowhacky if you partake of such things.

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This Week’s Poll

For this week, I am going to subject you all to another question about what you’d like to see here, but focused on our immediate future:

What are you interested in seeing for convention coverage?

View Results

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Critical Bits for the week ending 2009-08-08

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4th Edition D&D: Beyond Level 30

EpicLevelHandbookCharacter level is one of the core concepts behind many roleplaying games, and it has been at the core of D&D from the very beginning as an indication of a character’s abilities, power, and influence in the world.  Back in Original D&D they were so distinguished that each level had a different name depending on your class – a Fighter became a Veteran, Warrior, Swordsman, Hero, and eventually Myrmidon, Champion, and finally a Lord.

OD&D in the beginning had a level range from 1 to 11, with only the Magic-User able to reach the highest level after becoming an Enchanter, Warlock, Sorcerer, Necromancer, and finally a Wizard.  The first Basic Set only included rules to take characters from levels 1-3, which was then added on to with the Expert Set which expanded the range with levels 4-14.  Next in the early 80′s the “Companion Rules” were released which allowed adventurers to play level 15 all the way up through level 25, the “Master Rules” which included levels 26-36, and the “Immortal Rules” which let characters go beyond level 36 effectively transcending the level system.

It was with Advanced Dungeons & Dragons 2nd Edition that level 20 became the standard maximum level for all races and classes, with some different rules for humans/demi-humans and what level they could achieve.  3rd Edition D&D continued the trend by presenting a clear chart of levels 1 through 20 for every character in the core rules, and was expanded upon with the Epic Level Handbook that let characters progress through levels 21 and up.  4th Edition combined the epic levels into the core rules and allows characters to progress from levels 1 through 30, which is supposedly the first time since the “Master Rules” of classic D&D that the core rules included progression beyond level 20.

I haven’t heard of many people playing 4E who want to progress beyond level 30, which is understandable because 30 levels is a long time to be playing a character and the Epic Destinies that carry your character from level 21-30 set up a story for how the character ends their adventuring career.  However, even with the first Monster Manual we saw Orcus as a threat higher than level 30 and with the subsequent release of more products we’ve seen Tiamat, Vecna, and many dangerous primordials reach up to level 35.  When I first saw that a solo monster was equivalent to 235,000 xp I started to wonder exactly how many epic level characters would be needed for this to not be a ridiculously hard fight, so a while ago I put these numbers together as inferred from the existing 4E rules assuming they follow the same progression. [Read the rest of this article]

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Chatty's Gen Con Plans

There’s an unexpected  hole in my Guest post schedule, my Gen Con prep is finally done and I miss talking to you all, so I thought I’d share my convention plans.

This is going to be my second attendance in as many years.  Last time I came to the Con thinking I was a nobody and I left it feeling like a Rock Star and I took home some great lessons.  This year, I’ve almost finished making my transition from ‘blogger’ to ‘industry freelancer’.  I say almost because my Goodman Games adventure has been pushed back to November. Boo!  That means that I come to Gen Con with different objectives than last year: that of networking with industry professionals and look for people willing to buy into my crazy D&D ideas.

Oh and have fun too!

So here’s a hodge podge list of what I have planned for the Convention.

Drunken D&D

Oh yeah, we’re so doing this.  On Wednesday night, a group of friends (mostly bloggers who co-founded the RPGblogger’s network) and a very special guest are going to play a cross between a drinking game and D&D.

The adventure, conceptualized by myself and written by the highly talented John Richter (of South Africa), is a heavily modified version of the Dungeon Reality Show: Dungeonball adventure.  We created a High School Comedy/drama called ‘Saved by the Grell’ where students of St-Tequilus high School play a Dungeonball game against their rivals of Wandering Monsters High School.

You can be sure that we’ll talk about the game once we return from Gen Con and the adventure will be available for download.

DCC tournament

I’ll be spending a lot of my time over at the Crowne Plaza, DMing Goodman Games Dungeon Crawl Classic tournament.  This year the 4e adventure is called the Scroll of Ruin and it is a paragon-tier romp in a sunken desert dungeon.  You can find the adventure’s backstory here.

I’m curious to see how different DMing an organized play adventure (Paizo’s Pathfinder Chronicles) will be from DMing a tournament.

Blogging Panels

I’ll be participating on 2 panels this year.  At 4h PM on Thursday, I’ll be on the RPGbloggers panel along with my co-founder friends to discuss the network, our future plans for it and how it came to be.  This is the perfect time to meet with the network’s bloggers.

I’ll also be on the ‘So you want to be a RPG blogger’ panel on Saturday at 9h00 AM, where we’ll discuss our experiences in this wonderful little niche of ours.

Come if you are there!

Magic the Gathering

Last year, I narrowly beat Dave the Game in a Magic Draft and I ended up splitting the 1st prize with another player because we ran out of time.  This year, I intend to repeat my performance with Dave and take the 1st prize.  He he he.  I haven’t played competitive magic since last year; we’ll see if I lost my touch.

Beercon

As a Goodman Games DM and author, I got invited to a party called Beercon.  The list of potential invitees seems to cover most of the spectrum of the industry.  I can’t want to see how it turns out.

The Ennies

I missed the Ennies last year because I was DMing in a 125 player Paizo event.  This year I’ll be there to support my good friends from Critical Hits as well as my other friends and designers such as Wolfgang Baur and Monte Cook.

More beer

After the Ennies, I’ll be off to grab a few beers with some WotC developpers and freelance writers.  I’ll meet up with them to discuss my D&D for kids adventure concept and I hope we’ll just relax and swap war stories.

Oh and my liver is going to kill me… so much booze!

Tracy Hickman’s Killer Breakfast

If time allows, I’ll go and meet Tracy Hickman at his killer breatfast to meet him face to face.  He was kind enough to provide me with a copy of his X-DM book and I’ll go and thank him in person. I’ll also post a review soon enough.

Late Night with Chgowiz

I got invited to a late night Sword&Sorcery game, DMed by Chgowiz.  I can’t wait to try one of the rare versions of D&D I never played.  I don’t know what class I’ll play.  I guess I’ll have to see what I roll up.

Meet with D&D Developers

I’ve been offered some face time with D&D developers and I’ve asked to discuss two things:

  • Have a walk through of the latest D&D insider tools and discuss how far WotC has gone since I wrote my Open Letter to them, decrying their horrible track record with Software.
  • Discuss with developers what’s in store for DMs in the upcoming year.  Get an preview of the cool things that will make running this game easier and more fun.

If you have any particular questions you’d like me to ask them, I’d be happy to oblige.

As you can see I’m going to have a busy Gen Con, but that’s all right, that’s how I like it.

I’ll also be live blogging a bit, if I can find some time and some cheap WiFi.

Talk to you later!

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Monster Manual 2 – In Depth #4

kenkuContinuing a series of posts I did in May, I take a more in depth look at each monster entry in the 4th Edition Monster Manual 2!

Kenku – The Kenku are a great additional humanoid for the early heroic tier, with the obvious uniqueness that they are bird-men to set them apart from all the rest.  Their most interesting aspects are an emphasis on stealth and deception with the Mimicry ability that lets them immitate sounds and voices, plus Flock Effect which grants a kenku +3 to hit with combat advantage and when aiding another instead of the normal +2.  The varieties presented in the book are each very interesting, with focuses on fighting as a group and avian themed spells (including one that lets the Kenku Wing Mage fly for the rest of the encounter).

Krenshar – A very odd monster, the Krenshar is a catlike creature that can peel back the skin on its face to scare its enemies.  The normal Krenshar is an interesting level 4 controller with a roar that dazes and weakens enemies or a unnerving skull attack that gives heroes a -2 penalty to attack rolls.  It also has a fearsome visage aura that gives those within it a -2 penalty to saving throws against fear effects which can make for some really intense status effect driven battles.

Lizardfolk – The new additions to the lizardfolk monster entry are all of the Poisonscale variety.  Like the kenku the new lizardfolk are a great addition to the lower heroic tier, with a lot of good encounter combinations possible amongst them.  The Poisonscale Magus can do lots of poison damage and ongoing poison damage, but perhaps most deadly is the poison barrage area attack that makes targets vulnerable 5 to poison.  The Poisonscale Slitherer is not pictured but I imagine them more like snakes than humanoids, they use javelins and have stability that makes them impossible to knock prone or be forced to move.

The Poisonscale Savage is particularly vicious with an aura of poison that gives enemies a -2 to saving throws versus ongoing poison damage, in addition to two attacks that can cause ongoing poison damage on its own.  The Poisonscale Collector and Poisonscale Myrmidon round out their brethren with the Poison Strike ability that gives them a +2 bonus to damage rolls against enemies suffering from ongoing poison damage!

Lycanthrope - Here we have three new varieties of Lycanthrope, the first is the level 6 brute Wereboar who can infect PCs with Moontusk Fever and has one hell of a maul attack.  The Weretiger on the other hand is a quicker and more subtle foe as an level 11 elite skirmisher, with a choice between two high crit katar attacks a round or a pounce attack that does lots of damage, pushes you one square, and knocks you prone.  Weretigers also have a slashing recoil that means if you miss them with an attack they get to immediately strike back and shift two squares away.  The last new addition might be the coolest, the Werewolf Lord is an level 13 elite bruter (leader) that has a Blood Moon aura which gives it and its allies a bonus to hit and a huge bonus to damage against bloodied targets.  Like the Weretiger, the Werewolf Lord can also make two attacks in a round but with a falchion instead, he also gets the vicious Speed of the Wolf ability which lets him shift 6 squares and make a bite attack in wolf form and a Savage Howl that heals its allies and allows them each to make a free bite attack!  Each of them is vulnerable to silver, of course, so you should have no problems taking care of them….right?

Mammoth – This normal animal entry almost seems out of place in the book, but the single creature presented is actually very cool – the Nyfellar Mammoth.  This level 17 brute, whom I shall call “Stampy”, naturally has a standard mammoth gore and stamp attacks but can also use a slew of interesting abilities that will tear your party to pieces.  Blizzard Trample, which recharges when the mammoth becomes bloodied OR when it takes cold damage, lets it shift 8 squares through enemy spaces and make one stamp attack against each enemy it walks over!  Tusk Toss is definitely one of the most interesting abilities that I’ve seen so far, it’s a reach 2 attack that does 1d10+5 damage but also launches the target up to 30 feet (yes 4E actually uses feet first sometimes) into the air until they land 5 squares away and take falling damage.  Oh, I almost forgot to mention that this elemental beasty is a mount and when mounted it can use blizzard trample OR tusk toss while charging.

Marut – Here we see three curious new additions to this immortal monster entry, the Marut Castigator (level 21 skirmisher), the Marut Prosecutor (level 21 controller-leader), and the Marut Executioner (level 22 brute).  The Castigator wields a double sword and can teleport using Thunderbolt Strike to surprise PCs with double sword attacks.  The Prosecutor is one of the few monsters in the MM2 that attempts to take the ‘non-combat’ monster approach, using its Dictum power to immobilize foes and (I kid you not) a power called Biting Testimony that does psychic damage along with giving a -2 penalty to attack rolls, skill checks, and ability checks.  Lastly the Executioner is like the Castigator except uses he uses a double axe, has a power that if it drops a PC to zero hitpoints the marut gains an action point, and an Executioner’s Call that pulls all creatures in a close blast 5 adjacent to him.

Myconid – Finally our fungal friends make an appearnace, unfortunately the Myconid only get three entries in this book and all of them are in the low heroic tier.  The Myconid Rotpriest is a fey plant creature with regeneration that does not function if it takes radiant damage (I thought plants liked the light?) and has a power called Decomposing Spray.  Each of the Myconids has the Roots of the Colony ability that lets them split damage they take half and half with a myconid ally within 5 squares.  While the Myconid Soveriegn can boss other plants around, the Myconid Guard can use Pacification Spores to deal poison damage and prevent enemies from taking standard actions for one turn.

Neogi – The first sentence of this monster entry should pretty well sum things up, “Neogi see the world in terms of ownership.”  What we have here is the Neogi Slaver (level 10 controller-leader) who has a bite attack that does on going poison damage and on a failed save slows the target.  He also uses a Charm Bolt that gives a penalty to attacks and on a failed save makes the slaver invisible to the target, and  a close blast 3 power called Psychis Shackle that dazes targets for one round…is anyone else really not looking forward to fighting these guys yet?  Oh and the power Thrall Goad that lets all allies within 6 squares make a saving throw with a +5 bonus.  The Neogi Spawn Swarm is a swarm that mostly just bites and screams…and the Neogi Great Old Master is just gruesome.  For starters it has a Thrall Field aura 1 that gives enemies a -4 penalty to saving throws (now think back to the slaver and all the saves he was making you fail), next up is the Enslaving Bolt power which slows, then on a failed save a penalty to attack rolls, on a second failed save you are dominated, and finally on a third failed save if you are bloodied then you are dominated by the Neogi until you take an extended rest (not that you get to choose when).

nothicNothic – These creepy one-eyed abberant baddies are not to be messed with casually, and will definitely make great additions to the backrow of any paragon level encounter.  The Nothic Cackler (level 15 artillery) can use its ranged Mind Rot power to deal psychic damage and slide a target 6 squares followed by the target making a melee basic attack against a target of the Nothic’s choice.  It can do that power at-will.  It’s other at-will ranged attack is Rotting Gaze which can target up to three creatures, does necrotic damage, and inflicts a -2 penalty to all defenses (save ends).  It’s Maddening Cackle is a close burst 3 that does psychic damage and pushes targets 2 squares and then another 2 squares at the start of the target’s next turn.

The Nothic Mindblight (level 19 controller) has an aura that lets it slide creatures that start their turns within it, and it has an Eye of Insanity attack that dominates foes.  Perhaps more dangerous is its Mesmerizing Visage ranged power that gives targets a -1 penalty to saving throws, and if failed then grants a -3 penalty to saving throws!  The last variety is the delightful sounding Nothic Eye of Vecna (level 22 lurker-leader), whose aura lets undead make free attacks if they start their turns within it and it can make a mobile melee attack which immobilizes targets and gives them a -2 penalty to saving throws.  Its main eye attack is Eye Rot which only makes one attack roll versus all enemies in a close burt 10 and on a hit it becomes invisible to them (save ends), which works great in combination with its Invisible Advantage that causes an ally to attack targets that it hits who can’t see it.  As you can probably tell, all three of these Nothics are sure to drive PCs insane in record time.

Oni – The first Monster Manual provided us with two interesting types of japanese-ghosts, now we have three more to add to the group all of which can change their appearance in dasterly ways.  The Oni Devourer is a medium-sized level 7 soldier that claws and devours (which gives a -5 penalty to saving throws) in addition to its Hypnotic Glare that pulls and dazes targets.  The Oni Overlord (level 12 elite brute-leader) is a large oni that has an aura that boosts its allies damage but also hurts them if they miss with all of their attacks.  It wields a greatclub and can make enemies vulnerable to poison and necrotic damage, but it also boosts allies with the Violent Reward immediate reaction at-will which gives an ally 5 temporary hit points whenever they damage an enemy.  The last new monster in this entry is the Onie Thunderer (level 22 skirmisher) that wields a spiked chain to grab and pull foes towards it, then it uses Thunderclap Portal to attack everything in close burst 2 and teleport 8 squares away.  As if its not bad enough that one of its move forms is teleport 8, it also teleports 3 squares as a reaction to being hit by attacks.

Ooze – While WotC was smart enough to put the gelatinous cube in the first MM, there were still several classic entries in the Ooze category that were missing.  While Abolethic Skum wasn’t necessarily one of those, it is pretty damn cool having a level 18 minion brute ooze to throw at a group of PCs, these bad boys have a small aura that makes opponents vulnerable to psychic damage.  Black Pudding is the star of the show this time though, a level 8 elite brute that can engulf opponents with a close blast 3 power and splits off Black Pudding Spawn (level 8 minion brute) whenever it is hit by a weapon attack.  The Gray Ooze (level 2 skirmisher) is a devious threat for low level adventurers with a stench aura that gives a penalty to attack rolls and the Bone Melt basica attack which gives a target a cumulative -2 penalty to Fortitude for each time it hits with an attack.  The last new ooze presented here is the Green Slime (level 4 lurker) which uses its main attack to engulf a foe and split any future damage between itself and the target it has engulfed while it slowly dissolves them.

Phoelarch – The two types of monster presented here are actually described as stages in the same creature’s life cycle, a Phoelarch is a half-natural and half-elemental being that begin as humanoids with fire rippling over their skin and when they are slain a fiery bird called a Phoera emerges from the corpse to seek revenge.  A Phoerlarch Mage (level 12 artillery) has a damaging fire aura and when it dies it creates a zone of fire damage for the rest of the encounter that then summons a Phoera.  The Phoelarch Warrior (level 12 skirmisher) has the same abilities but with a focus on melee instead of ranged attacks, and the Phoera (level 12 skirmisher) that they both summon is an elemental flying bird that can do flyby attacks and cause a lot of ongoing fire damage.  When a Phoera is reduced to zero hit points it explodes in a death burst for a lot of fire damage and also creates a zone of damaging fire for the rest of the encounter.

Remorhaz – This monster would definitely place high in a competition of monsters whose names are insanely fun to say with funny accents.  Remorhaaaaaaaz!  This level 21 elite brute elemental insect-like beasty loves to live in arctic climates so much that it has a Blistering Heat aura that deals fire damage to nearby foes.  It really likes to grab you with its main bite attack, followed promptly (and as a minor action I might add) by the inevitable Swallow which causes the lovely restrained condition and ongoing 10 damage plus ongoing 10 fire damage just for funsies!  Thankfully if a swallowed creature deals a certain amount of damage to the beast it will regurgitate them into an adjacent square.  If its not busy eating you, it also has a trample attack that lets it move 6 squares and knock everyone it touches prone and several abilities that deal fire damage to creatures who are next to it or damaging it in melee.  Hooray!

retrieverRetriever – I don’t know what the Retriever did to lose its demon status, but I think it’s doing just fine as an elemental animate level 27 soldier.  As its name suggests, this creature excels in taking things as it can grab a target and move with them without ever making a strength attack.  It also follows the standard formula that eye rays make everything cooler, as it gets to use all four of its eye rays each against a different target on its first turn and then one random eye ray recharges each subsequent turn.  These consist of an Acid, Cold, Fire, and Thunder Ray each doing pretty much exactly what you’d expect them to do.  On top of the retrieving and the eye rays, it can also Self-Repair and use its Unerring Accuracy to sense the general location of the specific type of target it was tasked with sniffing out, and then teleport to within 10 squares of that target.  Yes, it even says, “the target need not be on the same plane as the retriever when it uses this power“.

Rust Monster – Quite possibly the most debated monster when it comes to 4th Edition, you’ll find no shortage of hatred for this iteration.  The Rust Monster comes to 4E as a level 6 skirmisher with a bite attack that instills the ‘rusting’ property on heavy armor which causes the item to take a cumulative -1 penalty to AC up to a maximum of -5.  This is the same as its Rusting Defense ability that targets an attackers weapon and causes the same property but with a penalty to damage rolls instead.  It can then use its Dissolve Metal ability to target any rusting item and completely destroy that item.  One of the big changes is that the Residuum of these items can be recovered from the monster’s body and is worth the full market value of the item rather than a percentage.  A new iteration of the monster is the Young Rust Monster Swarm (level 9 solder) which can rust a PCs armor and weapons but cannot dissolve them so they are more of a hindrance unless they are combined with other rust monsters.

The last new addition to this entry is the level 11 skirmisher Dweomer Eater, who functions exactly like the regular Rust Monster but specifically targets armor and weapons with magic enhancement bonuses and causes them to decay (and then eats them).  If you find yourself playing 4th Edition but longing for the days of the “more risky” Rust Monster than it’s an easy change for a DM to say that residuum can’t be recovered, or even to double the penalties it instills on items and let it eat multiple items per encounter.  That is, of course, assuming as a PC you like losing items and as a DM you like having a monster that your players plan on never even going near.

Shadar-kai – To compliment the four varieties of Shadar-kai from the first MM, we have four new kinds with a special new ability.  Each of these Shadar-kai have attacks that cause a target to be subject to a status called shrouded in gloom (always on a save ends basis).  Shrouded in Gloom causes a creature to take a -2 penalty on attack rolls and gain only half the benefit of healing effects.  The Shadar-Kai Blacksoul (level 14 controller) has a deadly ranged base attack power that shrouds enemies in gloom in addition to a ranged area power that does the same, but they can also Corrupt Soul a target effected by the gloom to dominate them.  The Shadar-Kai Dawnkiller (level 14 lurker) has melee attacks that cause the gloom and can also blind targets, which stacks with the Shadows of the Raven Queen ability which grants 2d6 extra necrotic damage against targets that can’t see the Dawnkiller.

The aptly named Shadar-Kai Gloom Lord (level 14 artillery) has the same ranged attacks as the Blacksoul, but instead of dominating the Gloom Lord has the Shadowcage power which targets a creature that is shrouded in gloom, deals necrotic damage, restrains the target, and they cannot see targets more than two squares away from them.  The last new entry is the Shadar-Kai Painbearer (level 15 skirmisher-leader), which is effectively a beefed up version of the original MM chainfighter.  The Painbearer can Shadow Dance to shift 7 squares and attack three targets with a shadow chain, with the second and third attacks dealing extra damage if the one before them hits in addition to blinding targets that are already shrouded in gloom.

Shark – Similar to the mammoth this entry stands out for being a normal animal entry, but the level 10 brute Fleshtearer Shark is no ordinary monster.  This aquatic terror is a perfect fit for the book featuring Demogorgon on the cover, with a damaging bite attack but the more fearsome power is Lockjaw Charge.  This attack lets the shark charge, make a basic attack, and grab the target (when the grab ends the target takes 5 ongoing damage too).  Once a creature is grabbed by the shark it uses Shredding Teeth which requires no attack roll and does 3d8+7 damage.  Thankfully it could be effected by a Feeding Frenzy which happens if it starts a turn within 5 squares of a bloodied creature then it drops a creature it has grabbed and makes an attack against an adjacent creature.  It also gets a natural Waterborne advantage of +2 damage against any creature in the water that does not have a swim speed.

Skeleton – The last monster entry for this in depth analysis, the two new additions to the very popular Skeleton listing.  The first is the Bonecrusher Skeleton (level 7 soldeir) which is a large minotaur undead monster that swings a greatclub and can use Crushing Blow to knock enemies prone, but its most dangerous ability is its Threatening Reach.  The next entry is rather curious, the level 3 skirmisher Skeletal Steed, can make mobile melee attacks and allow a rider to make attacks instead of its attack during the move.  It also has a Death Shriek that gives a penalty to attack rolls.  I assume this will become the favored mount for any low level bad guys that DMs choose to put a party up against, it should be a good filler until the villain can reach Nightmare mount status.

Monster Manual 2 – In Depth #1
Monster Manual 2 – In Depth #2
Monster Manual 2 – In Depth #3
Monster Manual 2 – In Depth #4
Monster Manual 2 – In Depth #5 (coming soon)

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Silly DM, minor quests are for players

About a year ago, I read a post about sharing narrative control with players over on Gnome Stew that just blew my mind. After my initial reaction of “Are you kidding me? The DM is the narrator, end of story,” I realized that I already did some narrative sharing because I encouraged the players to describe their attacks during combat.

When I read Chatty’s article about using 4E action points to grant narrative control, I decided I needed to explore some additional ways to allow player narrative that I would be comfortable with. As I started preparing for the current 4E campaign I am DMing, it occurred to me that the minor quests mechanic might be an excellent method for sharing narrative control with my players.

Declaring your major and minor
Quests are a new mechanic in 4E Dungeons & Dragons. Well, “new” is a bit of a misnomer. Quests have been around forever in the form adventure hooks. They’ve just been given a little extra bling in 4E in the form of an XP award. This is an obvious nod to a principle CRPGs and MMOs put into practice long ago: reward the players for investing in the story.

There are two types of quests in 4E: major and minor. If you have seen any of the published 4E modules, you’ve noticed that major quests are the central goals of the adventure. Minor quests are subplots that don’t necessarily impact the outcome of a major quest. More importantly, minor quests are tied to individual characters. From page 103 of the 4E DMG:

Often, minor quests matter primarily to a particular character or perhaps a subset of the party. Such quests might be related to a character’s background, a player goal, or the ongoing events in the campaign relevant to one or more characters.

Major quests are pretty easy to implement. You come up with them when you are designing the adventure (or they are provided by the module if you are using published material). Minor quests can be a lot more work, even if, like me, you ask your players for information on their character’s background, beliefs, and goals. That kind of customization requires a lot of analysis and preparation on the part of the DM.

But they don’t have to. Toward the bottom of page 103 in the 4E DMG, there is a little paragraph about player-designed quests. Who better to come up with quests tied to their personal goals and background than the players?

A minor quest for narrative control
In our game, I hand out index cards for the major quests. To facilitate player-designed minor quests, I hand out 3 blank cards to each player. If a player thinks of a goal related to the current adventure that they would like to accomplish, they write it down and pass the card back to me. I then do my best to incorporate it into the adventure. When a player runs out of cards, I will give them another set of 3 blanks.

We had a successful implementation of this in our last game session. One of the PCs is an apprentice in the local mages’ guild. During an audience with the local lord (which produced a major quest), the player noticed the veiled disrespect for his master in some of the NPCs’ comments. He decided he wanted to investigate and uncover the reasons behind this behavior.

Before the party left town for their delve, I had the player roll a Diplomacy check and we did a little spotlight roleplaying where he reported back to his master about his observations. His check was successful, so he learned that the High Septarch of the guild had only just been an apprentice himself when the old guild was destroyed during the Bloodspear War. This, along with the fact that few other arcanists living near or passing though Fallcrest have seen reason to join the new guild, led many to hold the view that the High Septarch has a rather inflated opinion of his abilities.

Completing this quest earned the party an additional 100 XP at the end of the session, which broke down to 20 XP per player. This amount is less than half of what I used to give individual players as awards for good roleplaying back when we played 2E AD&D. More importantly, it gave the player who designed the minor quest a little bit of narrative control, and that’s really what I was hoping to achieve.

Kameron Franklin is a published fantasy fiction author and a 26-year RPG veteran. He is currently DMing his first 4E Dungeons & Dragons campaign, and blogging about it and other explorations of RPG play and design at pathsofadventure.com.

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