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Sunday
24Jan2010

4E Monster Book Review: Blackdirge's Dungeon Denizens

Tired of Facing the Same Old Kobolds?The cover art.

Indeed I am.

Blackdirge’s Dungeon Denizens (140 pages, Goodman Games, 2008) offers over 100 monsters for your 4E game ranging in levels from 1–30. The print package is billed at $24.99. Is it monstrous enough for the price, or are Blackdirge’s original and updated critters doomed to be dusted off only for the occasional online mocking? Let’s find out.

Background

Blackdirge is the handle of Aeryn Rudel, a “monster artiste without peer” who made his name at EN World before being hired at Goodman Games to (among many other projects) convert some of the original monsters that appeared in the Dungeon Crawl Classics line to be compiled into a single book. The result is Blackdirge’s Dungeon Denizens (BDD), which Blackdirge himself promises is much more than an update or simple conversion, but rather a “complete re-envisioning,” including many new monsters.

The Critters

What really matters here are the critters, of course, and by-and-large BDD delivers the goods.

There are some cool and fun critter designs, including quill-firing terrestrial urchins and enormous drakes that are used as mobile weapons platforms with multiple riders. The puppeteer vine is more than a little horrific with some fun mechanics, and the vargouille is back with a bad-ass level 29 elite skirmishing swarm. The grave swarm, coin golem, and living hoard are all fresh enough to earn their use in your game (and are bound to surprise and disturb your players), and they’re in generally fine company. Each statistics block ends with a description of the monster—similar to what you'll see in our very own Critter Crate—and new monsters bring new diseases (and new ways to contract them) to your encounters. Finally, there are a handful of aquatic critters presented here, which is nice considering the MM left that niche empty.

While the monsters are very strong overall, there are a few that seek to crowd niches that are already crammed full. Dragonborn atavists cover 8 pages of the book, and offer little that is new to differentiate them in any meaningful way from regular dragonborn. The aphyss are reptilian humanoids superficially akin to Yuan-ti; rooks offer little more than harpies already do; and drakons are more serpentine humanoid reptilians that resemble the flame-clad salamanders from other editions.

It’s a soft complaint that BDD offers more choices where some already existed, but even so there’s no compelling reason to choose one over the other in these cases (although the level differences and a simple “reskinning” allows you to use similar critters for much greater level ranges, which is certainly a bonus). I should also mention that the Octophis (an octopus with a fanged serpent for each of its tentacles) is bound to find its way online alongside such “joke” critters as the flumph.

Presentation and Layout

Blackdirge’s Dungeon Denizens is a fine-looking hardcover book filled with statistics blocks and content layout that will be very familiar to you if you play 4E. The content gets the job done, with the only innovation being the critter descriptions at the end of each statistics block.

The art, however, leaves a lot to be desired. Images range from stylish and evocative all the way to downright goofy, with some illustrations definitely lessening the chance that I would take a given critter seriously. I dislike the bearded, robed, and pointy-hat wearing wizards we’ve seen so often in pre-3E editions of D&D, but I’d prefer their inherent, awkward nerdiness to a few of the images in BDD.

Still, art is subjective and has no effect on the quality of the mechanics that Blackdirge has put together for us here. Good organization of the monsters by origin, type, and keyword are nice, although they would be nicer if they included critter levels in these lists. Fortunately, appendix II lays the monsters out for us by level, role, and page number, and Appendix I offers up three new playable races for your players.

Overall

Despite a few deficiencies in presentation, Blackdirge’s Dungeon Denizens is a fine collection of 4E monsters varied in level and type, and is well worth owning.

Friday
04Dec2009

The road to helm is paved with good mechanics.

Like crossbows, helmets are not getting the respect they deserve in D&D. A character’s head and neck are awfully important, but the mechanics make no distinction between wearing hairspray or a greathelm. Unless they are magical, of course.

 Magical hairspray? Someone aughta create a D20 Brutal Legend setting. Also, Tim Curry has an awesome laugh.

If your D20 game appreciates just a slice more granularity, customization, and flavor, all without being bogged down by complex mechanics, read on.

Potential

Helmets mean serious business—there’s something around that might maim or kill you, so you put it on. Half and full (great) helms often hide the features of the wearer, presenting a machine that has no expression and feels no pain. Lack of emotion is terrifying to people because we are passionate creatures, and it is difficult to trust people who want to hide their emotions. Samurai presented tusked demon faces. Gladiators; pitiless gods. Knights in greathelms became metal men with no features whatsoever. Helms are protection and weaponry, and tell us a lot about their wearer.

 

In short, it would be a shame not to explore helmets in your campaign, and it can be done simply.

The Helmets

I’ve created three helmet categories to correspond with each armor type. Their statistics and descriptions follow. I threw the scutum in there in the spirit of extra character customization.

 

Helmets: Helmets protect your head, with heavier varieties protecting your face and neck, and come in three basic varieties (light, medium, and heavy). Each offers increasing bonuses to your AC when your enemy tries to confirm a critical hit. Unfortunately, many helms are heavy, interfere with vision and hearing, and make it more difficult to cast spells with somatic components. Masterwork helms are just as protective with better materials and weight distribution (reducing armor check penalties by 1).

Scutum (Greatshield): Greatshields are modeled after the roman scutum (SCOOT-um), which was a more advanced heavy shield shaped more like a man than the previous round shields. Great shields were oval or rectangular with their length being vertical rather than horizontal, and they quickly replaced previous shield types. Great shields provide excellent protection, but are so heavy that you can't shield bash with them, or use your shield hand for anything else. Two (or more) great shield bearers can be linked together to form a shield wall, providing cover to themselves and to anything behind them. Cover provides a +4 bonus to AC and prevents attacks of opportunity.

Armor / Cost / AC Bonus / Perception Penalty / Armor Check Penalty / Arcane SF / Weight

Helmet, light 5gp +1 to AC vs. confirm critical rolls 0 0 5% 2lbs.

Helmet, medium 12gp +2 to AC vs. confirm critical rolls -1 -1 10% 4lbs.

Helmet, heavy (greathelm) 35gp +3 to AC vs. confirm critical rolls -2 -2 15% 6 lbs.

Scutum (greatshield) 25gp +3 N/A -6 25% 25lbs.

Light helms are donned with a move action and removed as a free action.

Medium helms are donned with a standard action and removed with a move action.

Heavy helms are donned as a full round action and removed as a standard action.

Rationale

Obviously you would have difficulty maintaining balance if helmets added directly to the AC of a suit of armor, but there are few rules out there that deal with the confirm critical roll, and none that I have seen that add to the defense. I like the flavor fit here, and the mechanics seem sound and simple.

 

A few more ideas. You could create helmets that are designed to block out sound. A cannoneer’s helmet, for example, would carry heavy penalties for perception checks while affording damage resistance to sonic attacks and immunity to deafness. Wolf- or demon-faced greathelms could provide bonuses to intimidate checks and penalties to diplomacy checks, with any helmet incorporating even a half-mask providing bonuses to bluff checks. Some helms could provide bonuses to saves vs. gaze attacks, and so on. 

 

What do you think?

Do you like the mechanics? Any interest in using them, or something like them, in your upcoming game? Will your next character be known as the Smiling Knight or as simply “Faceless” thanks to her helm and demeanor?

Feel free to leave a comment, and thanks for stopping by.