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Tuesday, June 15, 2010

Keeping Track of Miniatures

A battlemap covered in identical miniatures can pose a difficult challenge to DMs and players alike when it comes to tracking hitpoints and statuses or indicating targets.  Some of this can be mitigated through the use of aids like tokens, chits, or flags for marking conditions, but DMs often still need a way of distinguishing between monsters in their notes, and players shouldn't have to resort to latitude, longitude, and GPS coordinates just to say which minion they are attacking.

Fortunately, if you're using D&D miniatures, it generally isn't too difficult to find a way of marking the bases in order to identify them.  Avery makes round, colored, 1/4 inch, removable labels that work great for the task, and you can pick up a pack of 760 of them for less than five bucks at Staples.

The labels come in four colors:  green, yellow, blue, and red. The red and yellow ones are perhaps the most useful as the provide the greatest contrast for black ink.  You'll probably find that something like an Ultra Fine Point Sharpie is your best bet for writing dark, crisp numbers.

Having multiple colored labels can prove useful for distinguishing between different but similar miniatures that are likely to appear together in an encounter.  A perfect example are the Kruthik minis, which are all basically the same except for size and slight variations in color.  Using a different colored label for each type of Kruthik makes them stand apart a bit more, ensuring that you won't accidentally confuse your young with your hatchlings.

You could, of course, simply buy a metallic Sharpie to mark your miniatures, but that's permanent and why mar a figure when a removable sticker works just as well, if not better.  Besides, you might want to sell your collection on eBay some day so you can, I dunno, spend the money on a Gargantuan Orcus.

Sunday, June 13, 2010

Custom Miniature: Crawling Claw

Crawling Claws are creepy little undead creatures that have been around since the early days of D&D.  In 4th Edition they made their appearance in Open Grave: Secrets of the Undead, and have several variants (Crawling Claw Swarm, Crawling Gauntlet, Lich Claw, etc.), but it in each case represent severed hands, paws, or claws, reanimated by necrotic powers or necromancy.

In a recent game, my players entered a tomb in which the skeletal remains of failed tomb robbers had been reanimated to protect it.  To enhance feeling that some magic force was manipulating these remains, I threw a few Crawling Claws at the party, in the form of reanimated skeletal hands.  Since Wizards of the Coast had not, to my knowledge, produce a suitable miniature, I had to go in search of a substitute.

After much searching, I finally managed to find a pewter hand charm sold by an online jewelry supply shop that would make due in a pinch.  The size was perfect:  not much more than half an inch long.  Of course, since they were supposed to represent skeleton hands, I slapped a quick couple coats of white paint on them.  I also clipped off the loops since I obviously wasn't planning on using them as charms. Finally, to make them easier to manipulate, I affixed them each to a plastic chip with a bit of sticky tack.  Voila, instant Crawling Claw!

Thursday, June 10, 2010

More On Spiders: Monster Manual 3

Apparently I'm on the same wavelength as someone at Wizards of the Coast.  Last week I blogged about Giant Spiders, Spiderling Minions, and a Giant Spiderweb trap appropriate for a 1st level party.  This week I picked up Monster Manual 3 and what does it have in it?  A 2nd level spider, spiderlings, and a web trap.

The Ambush Spider is a level 2 lurker with the ability to become hidden if it has cover or concealment (i.e. it doesn't require superior cover/total concealment).  Strangely, its only while it is hidden that its attack delivers the additional ongoing poison damage and effect associated with it.  I'm not sure how one would explain this "in-world":  Does the spider have shy venom sacs that can only produce when no one is watching?

The Spiderling is a level 4 skirmisher minion with a mechanic that makes it imperative to kill most of them as quickly as possible.  When a spiderling hits with its attack, the target gains vulnerability to poison.  If the target already had vulnerability (i.e. from a previous attack), the vulnerability increases.  What starts off as a typical dinky minion can soon turn into a threat capable of inflicting massive damage.

In a sidebar, the section on spiders also discusses Spider Webs.  MM3 describes a terrain called Web Sheets which has all the hallmarks of a simple trap (perception DC, attack and effects, and countermeasures) but for whatever reason they stop short of making it an actual trap.  In my implementation, I chose to make the trap automatically hit when a character failed perception and walked into it.  In their version, it makes an attack versus reflex (like most traps).  I probably should have done something similar in my implementation, but I wanted the drama of the players having to deal with being stuck in a web while a giant spider descended upon them.  They also chose to make it simply immobilize a character (can't move) whereas I reasoned that a web meant to trap a meal would be more likely to restrain the individual (can't move, -2 to attacks, grant combat advantage).

Thursday, June 3, 2010

Trapped: Giant Spiderweb

If you're going to fill a cave, dungeon, or forest with Giant Spiders, there has to be a way for them to catch their prey, doesn't there.  To go along with my custom 2nd level arachnid I created a Giant Spiderweb trap designed to snag unsuspecting adventurers.  Because it does no damage and is essentially one-shot (I reasoned that anyone escaping essentially destroys the web in the process), I decided it was a Minion trap and worth 25XP.

Giant Spiderweb
Trap
Level 1 Minion
XP 25

This giant spiderweb is barely visible... until it's too late.
Trap: A giant spiderweb.Perception✦  DC 15: The character notices the spiderweb.Nature✦  DC 10: The character identifies the web as the creation of a giant spider, and recalls its properties.TriggerThe trap attacks the creature when it enters its square.AttackImmediate Reaction      MeleeTarget: The triggering creatureEffect: The target is restrained (cannot move, grants combat advantage, -2 to attacks).Countermeasures✦  Acrobatics DC 10 or Athletics DC 10: A character restrained by a web can make a successful check as a standard action to free themselves from the web.  The web is completely destroyed in the process.
✦  A character can attack the web (AC 4, REF 4, FORT 12; hp 15; vulnerable 5 fire, 5 acid; immune poison, psychic, necrotic, and attacks against will).

In play, the trap works well stretched across entryways or narrow spaces.  And of course, in the process of trapping the adventurer, the trap is also likely to inform its creator (the aforementioned Giant Spider) that dinner has arrived.

Update:  The Monster Manual 3 describes a terrain called web sheets (MM3 p.183) which is very similar to my Giant Spiderweb Trap design.  It makes an attack versus reflex (which the Giant Spiderweb Trap should probably do to be consistent with trap design) but only immobilizes victims (can't move).  I think restrained (can't move, -2 to attacks, grants combat advantage) is more consistent with how a giant web would work (and be more useful to the spider spinning it) but to each their own.

Tuesday, June 1, 2010

Creature Variant: Giant Spider and Spiderlings

"The cavern is littered with carcasses and webbing, some strands looking as thick as braided rope.  The torchlight spills into the cavern, reflecting off of web, and stone, and dozens of round, black eyes.  The abnormally large creatures scurry about, eager for a meal, while up above their mother silently descends from the ceiling, hoping to catch her prey unaware...."

I've always liked giant spiders as denizens of fantasy worlds, ever since my young mind was introduced to them by way of The Hobbit.  Spiders are creepy to begin with in the real world, so it seems only natural to imagine bigger and deadlier versions lurking in the dark places between the points of light in D&D.  Imagine my surprise when 4th edition only offered up a couple of variants of this classic monstrous vermin, and none that were simply a low-level Giant Spider (as vanilla as that may be).  (Update: the Monster Manual 3 offers up the Ambush Spider, a 2nd level lurker).

Desiring an creepy but simple-to-run arachnid for my game, I quickly threw together a Giant Spider of my own, using the Deathjump Spider (MM) and Bristle Spider (MM2) as templates.



To add to the creepy-crawliness of the encounter, I also whipped up some Spiderlings, minion versions of the Giant Spider.  They lack the poisonous sting of their mother, but possess that uncanny spider talent to move out of the way just as you're swinging a shoe sword their way.


Add in a few squares of spiderweb terrain (DMG p.69) and a couple of Giant Spiderweb Traps, and you have an encounter fit for beginning adventurers.  (The newly released Monster Manual 3 contains a sidebar [MM3 p.183] presenting cobwebs in which spiders can hide and web sheets which are similar, but less potent, than my homebrew Giant Spiderweb Trap.)