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Entries in 4E (7)

Sunday
Jan242010

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
May292009

Killer Encounter Combos #3 - The Path Through Darkness

Back in the saddle!

The Path Through Darkness encounter should appeal to you for a few reasons. First, it's a very simple map to draw. Second, it'll work with any number of critters, whether they're walkers, crawlers, or flyers. Third, it can be rather deadly for a group that isn't willing to take the right precautions. Fourth, it may stretch the legs of various underappreciated skills and specialist characters.

Anyway, here's the map.

 The critter minis are random (but viable) choices. Strong climbers and flyers are especially good choices for this encounter.

Read this to your players as they approach the room:

A cacophany of screeching seems to crescendo as you approach, but it's the smell that worries you—the air has become a heavy miasmic blend of rot and feces that you can taste as it stings your eyes. The room is a small cavern with a narrow, meandering stone walkway of dubious strength reaching from your entrance to an exit along another wall. A roof of centuries-old stalactites stretches for the floor. The ground well below the walkway is covered with great, dark mounds that shudder and writhe. The deafening sound is from a million bats roosting in the stalactites, and the terrible smell is from what must be centuries of their waste, coating everything.

Fun! Naturally, flying, spider-climbing, and teleporting PCs will have an EASY time navigating the path through darkness, but this encounter provides a quadruple-threat for lower-level or more 'traditional' groups with varied abilities, regardless of the edition you're playing or the critters you use.

1. The critters themselves are obviously there to eat the PCs; see my suggestions for a 3.5 edition and 4th edition encounter farther down.

2. The walkway is slick with guano, requiring some care or skill to cross safely. Obviously, fighting on precarious footing risks a terrible plunge (see #4).

3. The bats, if disturbed, will fill every square inch of this chamber for several rounds, blocking sight, impeding movement, and potentially knocking anyone not securely anchored right off the walkway. (The bats filter out through a narrow hole or two in the roof, in case someone asks.) I made this a straight 5% cumulative chance for every round the PCs are present and acting rowdy.

4. The floor of the chamber is not just coated, but filled with guano that reaches as high as you like it—I made mine 10 feet deep, and made it the home of an advanced otyugh that had feasted on rather nutritious guano for years.

The Advanced Otyugh, 3.5E, CR 6ish

Here are the statistics from my advanced otyugh. It's a CR 5 critter, but the additional dangers certainly warrant an extra point or two of rewards.

The mountain of guano and filth shifts and slides off of a disgusting, 12-foot mound of obese flesh with three stumpy legs and a cavernous mouth filled with thorny teeth. Two fleshy clubs covered with sharp barbs and hooks quiver excitedly on the end of tentacles as the beast labors forwards, gasping "Fresh meat! Fresh meat!"

OTYUGH +

Huge Aberration

Hit Dice: 9d8+27 (61 hp)

Initiative: +0

Speed: 15 ft. (3 squares)

Armor Class: 17 (–2 size, -3 dex, +12 natural), touch 7, flat-footed 18

Base Attack/Grapple: +6/+18

Attack: Tentacle +9 melee (1d8+4)

Full Attack: 2 tentacles +9 melee (1d8+4) and bite +3 melee (1d6+2)

Space/Reach: 15 ft./15 ft. (20 ft. with tentacle)

Special Attacks: Constrict 1d8+4, disease, improved grab

Special Qualities: Darkvision 60 ft., scent

Saves: Fort +6, Ref +0, Will +7

Abilities: Str 19, Dex 5, Con 17, Int 5, Wis 12, Cha 6

Skills: Hide +0*, Listen +5, Spot +4

Feats: Toughness, Weapon Focus (tentacle), Ability Focus: (Disease), Improved natural armour

Environment: Underground

Organization: Solitary, pair, or cluster (3–4)

Challenge Rating: 5

Treasure: Standard

Alignment: Neutral

A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds. This version has dimensions approaching 13 feet and weighing a good 4000 pounds. A steady, years-long diet of only partially digested bat guano has made it incredibly fat, heavy, and slow, but it's still a serious threat to anything that drops into its lair.

Otyughs speak Common.

COMBAT

An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.

Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever—bite, Fortitude DC 19, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

3.5E Path through Darkness Tactics and Tips

  • The advanced otyugh is canny enough to place a bit of bait—some weapons, some armour, an old skeleton with the armour still on—near the surface of the guano. Be sure to mention that the object is shiny—PCs are like raccoons this way. The otyugh will wait until a target presents itself. The guano should provide effective camouflage and protection from attacks without hindering its tentacles.
  • A single sorceror with spider climb will make all the slick guano in the game world moot. Be prepared for this, and maybe use different critters that can engage the PCs without them falling into the guano pool (A couple of carrion crawlers clinging to the underside of the walkway make for a fine CR 6 encounter, especially if they creep towards the PCs and only uncover themselves when within striking distance. It could also be particularly cinematic if the bats are disturbed, obscuring sight, and once the PCs can see again they find the crawlers in their faces. :)
  • Consider how difficult it would be for a PC in a pile of guano to fight effectively. I would reduce movement speed and hinder their action rolls, depending on the depth.
  • Not deadly enough? Toss an insect swarm into the guano. Still no good? Make a prolonged stay breathing the guano fumes cause sickness.
  • There's a fair chance that, at some point in this battle, somebody's going to get improved grabbed while spider-climbing on the wall or walkway. By the rules, spiderclimb is an undefeatable spell in terms of forced movement on the surface. Pretty lame, right? In my game we instituted a house rule whereby a creature with a strength matching 15 + the spell's caster level can pull the creature off the surface, and a successful grapple check (countered, of course, by the target) deals strength mod damage to the target as he/she is twisted around by the attacker.

Grells for the Win, 4E, Level 10-11 Encounter, 2500 XP

Grells are are mix of disturbing or silly, but always deadly. The spider was my otyugh.

Critters: 1 Grell, level 7 elite soldier; 1 Grell Philosopher, level 11 elite controller, 6 Grell Gnawbrains, level 9 minions.

---

Grell Gnawbrain (silliest name in existence)

level 9 minion; small aberrant magical beast (blind), XP 100

Initiative +3; Senses Perception +10, Blindsight 12

HP 1; a missed attack never damages a minion.

AC 21; Fortitude 19, Reflex 21, Will 19

Immune gaze

Speed 1 (clumsy), Fly 6 (hover)

Tentacle Grab (Standard; at-will)

+12 melee vs. Reflex; target is grabbed.

Bite (minor; at-will) Poison

Grabbed target only; +12 vs. Fortitude; 4 damage and ongoing 3 damage.

Alignment Evil; Languages Deep Speech

Skills Stealth +14

Str 13 (+5)  Dex 20 (+9)  Wis 12 (+5)

Con 14 (+6)  Int 10 (+4)  Cha 9 (+3)

---

4E Path Through Darkness Tactics and Tips

  • The grells should stay hidden under the walkways or above in the shadows of the stalactites until they're ready to attack (ideally, when the bats are swarming about since they don't use vision to see). You'll notice that all grells are rather stealthy.
  • Be aware that the environment favours your grells heavily, so be ready to award a bit more XP if your PCs aren't all dead.
  • Is a particular PC giving you trouble? Have the grell grab them, bite them, stun them, and then move them off the edge of the walkway and drop them to be dealt with later.
  • Split the gnawbrains up among the PCs so each is trying to grab hold and bite (it probably won't really pay to focus those little nibbles on single targets).
  • Have the philosopher lightning lance any mobile strikers or controllers early and often to keep them blinded.
  • Have the grell tentacle rake a target or two before choosing one to tentacle grab onto (don't shy away from one that already has a gnawbrain attached to him) and be sure to use venomous bite on them repeatedly while moving them off the edge of the walkway (escape will only mean they can look forward to a fall).

Phew—that should do it. Apologies for the length, but I hope you have as much fun running this encounter as I have had. If you have any comments, positive or not, please leave 'em!