Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Friday, April 3, 2009

How I play in the sandbox (campaign)

Today I got a PM through a gamer forum that I frequent. In it, a fellow gamer asked me about sandbox campaign game play. There has been much talk about sandbox campaigns on various old school blogs. But I'm not sure that has been a lot of explicit detail about exactly how these sandbox campaigns develop. I learn best by example. So I tried to to answer with examples from my current experiment with old school gaming, Blue Dancer. My PM reply turned into a very long message. And so to make it worth my while, I've edited a version for this blog.

My fellow gamer wrote:

I wanted to ask you something about "sandbox" style campaigns. Do you still have events going on in the background that may or may not influence the PC's? What about the PC's influencing those events?

Where I am going with this is that I too often run into the pitfalls of the story arc. It sounds great at first, but the PC's don't get that one clue they should have, or they don't kill the guy they should have, or maybe they killed somebody they SHOULDN'T have.
In answer to the question, I do not have events going on in the background that may or may not affect the PCs. At least, not at first. And maybe not the way one would expect. Instead, I have factions of monsters and NPCs that are set in place within the campaign world that are poised to react to the PCs if they are encountered. From there, stories might spontaneously generate themselves through the improvisation of both the PCs and the DM.

For example, I've started a 1e campaign with some folks I met through KnoxGamers. I have Castle Xeva, a tent pole mega-dungeon, outlined but I've only mapped out a couple of levels. At the beginning, I told the players that one of them acquired a map to a secret entrance. We had the obligatory tavern scene. They were expecting various adventure hooks but I gave them none. The way was paved to the entrance of the dungeon. I had random lists of various types of names that I could fish from to assign to NPCs. On the way to the dungeon, I rolled a random encounter in the woods. Goblins! They laid ambush. I was surprised that they took one goblin prisoner and questioned him. I had absolutely positively nothing prepared. I improvised. The goblin said he was part of a patrol sent out from the castle dungeon (where the party was going). While the PCs were arguing about whether or not to slay the goblin, a treant snatched the goblin and ran off into the woods. This gave me ideas about where the goblin came from, what the treant was up to, and what might happen in the future.

When they got to the castle's dungeon, I still hadn't filled all the rooms with details, monsters, and traps. I had noted some of the monsters near the entrance. When the players traveled beyond what I noted, I randomly picked out appropriately powerful monsters and improvised. Their tentative explorations have given me ideas about how to flesh out the dungeon further. The PCs have been discussing their theories about how the various monster factions within the dungeon are interacting based upon my sparse (and sometimes improvised) hints. Privately, I've been taking note and preparing for future adventures.

I've repeatedly explained to the PCs that I would not be easy on them. I would not look the other way at bad dice rolls. Thus they burst into a goblin training room without listening at the door and two of their characters went down. They rest barely managed to escape and regroup. Were the players upset? Absolutely not. They all had a good laugh and were ready to roll up new characters. But, since the players were taken prisoner and not permanently destroyed, I told them to hang on until the next session. You see, I had some vague ideas about how the PCs could find their way out of this mess.

In their previous encounter with goblins, one of the players asked if they bore a common symbol on their armor or shields. Perhaps this would indicated what tribe they were from or what organization they represented. That caught me off guard and so I said they did not wear any sort of symbol. But that gave me ideas for the future. When they encountered goblins in the dungeon, I said that they all had white symbols on their armor.

The following week, I introduced an NPC thief, a character I had used last year in this same campaign world but with a different group. With her help, the PCs escaped. The NPC thief promised that she could repay them by introducing the party to a powerful magic-user that she knew in the nearby capital city. (Yet another character I used in a previous campaign.)

When the PCs left the dungeon, they encountered an elf and a treant holding a tied-up goblin. The elf explained that he was a ranger from a nearby faerie city in the woods to the north-east (the name of which I randomly chose from a list right there at the table while we were playing). The treant, of course, was the one they had encountered before entering the dungeon. The elf explained that the goblin was not from the castle dungeon but was actually from a tribe that had occupied a nearby abandoned manor house somewhere to the west. This explained the goblin's lack of identifying symbol. The PCs decided to go check it out next time. This has somewhat eased up on my session prep because I plan to use an existing published module. That's why they called them modules, after all. So you could modularly insert them into any campaign world.

At the beginning of the campaign, all I had prepared were some spare dungeon notes and some general ideas about the surrounding wilderness. There were no adventure hooks other than the map to the secret dungeon entrance. Now that they are returning to town for the first time, they have at least three or four choices of where they could take their adventures. My main castle mega-dungeon is, of course, the central focus of my campaign and allows for endless adventure possibilities. But there are other places that they can now explore.

What matters is that the PCs are given an adventure that proceeds at an interesting pace. And at their own pace. What matters is that they have monsters to slay, traps to avoid, treasure to find, and NPCs with whom to interact. What matters is that each player can be given challenges appropriate to their PCs' classes. Their ultimate goal is to reach higher levels so that they may attract henchmen, build strongholds, create temples, start guilds, or whatever the players want to do. Each class has an endgame that is specified in the earliest editions of D&D but were abandoned in later editions. PCs need to be able to carve out their niche in the untamed chaotic wilderness between the "points of light" that are the waning remnants of lawful civilization. How they do it is up to them. It's up to the DM to provide realistic obstacles to whatever the players want to do. But a DM planning out every last level and room of a dungeon that the PCs might not completely explore is folly.

Along with rule books full of monsters to fight, spells to cast, treasure to loot, and magic items to wield, all of these parameters allow the DM to easily improvise a "story" right there on the spot as they are playing the game. Based on what happens in previous sessions, further story developments can be improvised. As more information about the game world is accumulated, the easier it is to improvise new story developments.

When I started my recent campaign, I had no idea that they would encounter some goblins in the woods. But this inspired the use of the module with the goblin-infested manor house that the PCs can explore. The treant encounter, which I had vaguely planned before the start of the campaign, inspired a possible future plot development and a "mission" that the PCs can complete. The elf encounter, which I had also vaguely planned before the start of the campaign, might allow potential allies for the PCs. The thief that helped their escape created a powerful connection in the nearby city. But I hadn't planned this connection at any time before the PCs were captured by the goblins. And the big bad guy? He/she/it is within the castle ruins and has yet to notice the PCs. I'm not even sure about the agenda of all the factions yet. Whatever it is, it's up to the players (and the DM) to figure it out. There is always a possibility that the players will figure out the bad guy's nefarious plot before the DM!

With sandbox campaigns, there is no railroading. The possibility of the PCs doing or saying the wrong thing is irrelevant. Excessive game world design is pointless. It's good to have some extremely general details worked out about what's nearby the first dungeon that the players explore. But there is no point in planning out agendas and rolling up NPCs until you know that the players are going to have anything to do with them in any significant way. Over time, NPCs flesh themselves out. Plots play themselves out in an improvisational manner. The so-called "plot" of the campaign could very well result in Total Party Kill. So be it! It is a game, after all. Adventure paths with story arcs are what I call "gaming entertainment" and are not actually games in the true sense of the word. The players can roll up new characters. And when they do, the DM already has the campaign world fleshed out even more than when the group first started out. It gets easier and the pace of the game moves faster than before because both the DM and the players are already familiar with the established stories of previous game sessions. I had already played a campaign with another group within this game world and so I have several characters that I can call upon as NPCs. Back when I still thought campaigns needed story arcs, I had even developed a rough outline of a world-shaking event for this campaign world. Will that story develop in this campaign? Only if it seems relevant to the actions of the PCs. I could care less if they pursue that plot hook.

My gamer friend also asked me:

Anyway, I was just wondering more about this free form stuff. Are you running anything like this during the 3 River Con? If so, I would be very interested in playing or, if you are already full, just observing.
As for running a sandbox campaign at 3 River Con, I don't think that will happen. The very nature of a sandbox campaign is that it's a multi-session thing that snowballs over time. Gygax and all the rest of the old schoolers carefully prepared adventures in advance for their convention games. These were known as tournaments and even had their own scoring system.

It's been theorized that Gygax's 1st edition AD&D was actually a formalized version of the original edition in order to be used for tournament play. (James M. over at Grognardia mentioned this but I can't find the specific post at the moment.) Many of the tournament games from way back when were eventually published as some of the famous modules that we know today. This probably encouraged gamers everywhere to emulate the style of carefully pre-planned modules and eventually encouraged the development of adventure paths with story arcs. I don't think there was ever a formal presentation or "how-to" guide for playing RPGs like they did back in the early days. Lately, folks like me have been re-examining what playing D&D is really all about. I've been wondering about this for the last couple of years. To my delight, I've found through the magic of the internet that there are many other people who are of a like mind. Thus, we seem to be having an "old school renaissance."

Wednesday, March 25, 2009

Blue Dancer session #6


Yes, it's been a month since the last campaign update. There hasn't been much to report other than that the dungeon crawl has been proceeding at a slow to moderate pace. But the pace is picking up as we become more familiar with 1e rules and discuss the establishment of house rules. Nevertheless, I think we are succeeding in our attempt to return to the old school roots of D&D.

During the second session, the PCs entered the valley of the faerie and followed the overgrown road to Castle Xeva. On they way, they had an encounter with some goblins and a mysterious treant. In the third session, they reached the location of the castle. A high stone bridge spanned a crevice above a wide river next to a huge waterfall. On the other side, upon a tall rock formation, rests the castle. Cautiously, they crossed the bridge and find the secret trail up to the collapsed wall beneath a curtain tower that opens to a corner of the underground dungeon.

I did my best to describe this first room of the dungeon as safe place to set up a "base camp." This became more apparent when they discovered that much of the corridors and rooms immeadiately beyond this first room had only non-intelligent monsters. Some of the rooms seemed to be neglected, forgotten, or at least didn't see much traffic.

The first creatures they encountered were a bunch of giant centipedes inhabiting a forgotten latrine. After squishing these horrors, the players were confronted with a monster that challenged them. One of the PCs, Cedric the cleric of the Flying Spaghetti Monster, correctly guessed what was going on. The first clue was the unusual cleanliness of the corridor. The second was the floating skeleton coming down the corridor. Undead! And a weird, powerful undead. Not some run-of-the-mill skeleton warrior. This threw everyone else off. It took a while for them to figure out that it was just a gelatinous cube. The point is that I didn't just say, "A gelatinous cube is approaching." I tried to describe it in indirect terms and I successfully added some flavor and mystery. The PC playing Himo Liadon, the elven fighter, commented that he immensely enjoyed being challenged by an old school monster that he never thought much about. He was impressed by the fact that I had placed this monster in the dungeon and had it fulfilling its intended purpose: dungeon cleaning. I explained that I was trying to achieve what James Maliszewski termed as Gygaxian Naturalism. I'd like to have the dungeon monsters to have some sort of reason for their placement.

At the beginning of the fourth game session, the players slayed the gelatinous cube with flasks of burning oil. (Unfortunately, Cedric couldn't make it for this session.) The PCs cautiously explored further. After Milo Tosscobble, the thief, disarmed and unlocked a door trapped with a chopping blade, they found a cobweb-filled corridor and a dark figure shooting a hand crossbow at them! The elf goes down, the bolt tipped with sleep poison. The mysterious enemy disappears behind a door. Before the thief could unlock it, he was long gone. They try to follow his trail but they waste further time trying to sneak past a sleeping gryphon.

The fifth session was at a new location, in the basement of player running Hibob, the magic-user. Here there was more space and a larger table. And his huge collection of WotC plastic minatures was amazing. But me and my 1e monsters! The first monster I asked him to pull out didn't exist in 3rd edition. Unfortunately, two players were missing this time around, Cedric and Himo. Exploring another room, they found a pool of black water feeding tree roots hanging from the ceiling. Beyond the draped roots they encountered whipweeds that were a good challenge.

The sixth session, which took place last night, was the most exciting session we've had so far. But before we began, we went over some house rules. (I'll address these in a separate blog post.) All five of the players were present and we we all felt much more comfortable with the rules. After the PCs had their night's rest, I peppered their night with semi-random texture. During the first watch, Himo the elf spotted a dragon-like creature flying from the castle to the mountains to the east. Right before dawn, Royor, the half-orc fighter, spotted the gryphon flying off for its morning hunt. Milo, playing the perfect thief, wanted to go back and steal the eggs! But the others wanted to explore other dungeon rooms. Thus they burst into a goblin training room and a glorious battle ensued. Things were going badly for the goblins at first. But then then Milo went chasing after a goblin spear-chucker. This brought the attention of more goblin spear-chuckers and things went south for our heroes.

As I explained to my players during several previous sessions, I would not be going easy on them. I do not have any sort of long-term plot in the works for this campaign. I have no adventure path. There is just the players and the dungeon. If they die, they die. It's the nature of the old school game. Thus it came to pass that Royor and Hibob went down. Cedric made the rational decision to take Hibob's wand and make a hasty retreat with Himo. Milo, when he went after the goblin earlier, had become separated. But the thief managed to escape and, with succuessful climb rolls, managed to work his way around the cliffs and back to the dungeon entrance. I explained to Royor and Hibob that they awake in a dungeon cell guarded by golblins.

Gloom and doom! But we all had a good laugh. The adventure has taken a turn that no one expected, least of all myself. This has sparked yet more ideas about the future of the campaign. And everyone is very much looking forward to next week's session.

Wednesday, February 25, 2009

The Blue Dancer campaign begins!


Actually, it begins again. But this time, I'm focusing on a megadungeon.

In the last several months, I've been reading various old school blogs. One of the key elements that I think were lacking in all my previous campaign starts was a so-called tent pole megadungeon. I knew that Greyhawk and Blackmoor started with a large dungeon. But I suppose that I hadn't considered such dungeons essential until recently.

For the last several years, I had been tremendously interested in the imminent release of Castle Zagyg, Gary Gygax's legendary dungeon. In anticipation of it's release, I obtained a copy of WGR1 Ruins of Greyhawk and a copy of the Free City of Greyhawk boxed set. Impatient for the release of Castle Zagyg, I purchased the Yggsburg hardback and examined the region surrounding the castle dungeon. Finally, Castle Zagyg: The Upper Works was released. As I examined the module, I wondered if I could do better? Now I'm trying to put that to the test.

I had never gamed with any of the players before. But our common interest was playing 1e (OSRIC) in the old school style. Our first session was mostly spent getting to know each other, rolling up characters, and re-familiarizing ourselves with the rules. Of primary importance to me was knowing what the players expected out of playing D&D. The real learning experience for me was the second session, which took place last night, when I could learn more about how the players wished to conducted the game.

This time around, I made very minimal world building notes before I started the first actual session of game play. Excessive world building can cause infant campaign death syndrome. The best way to prepare for a sandbox campaign is to make a map of the local country side, place a few monsters here and there, note some important NPCs, briefly detail the "home base" town of the adventure, and prepare the first dungeon.

But although I knew the essentials of starting a sandbox campaign, I spent almost no time working on anything other than the megadungeon itself and the map how to get there. Because of previous attempts at starting this campaign, I had already worked out some general details about the campaign world. With this group, I was starting it again at a new locale. I knew the name of the home base town, Walton, but I wrote up absolutely no detail about it other than the name of the tavern and who owned it. I knew that there was a chain of forts linked together, Hadrian's Wall-style, on the nearby frontier border but I drew up no floor plans or details of any NPCs. I knew that beyond the wall was a valley that was a part of the Feywild that was permanently affixed to the Prime Material Plane but I detailed nothing other than a random monster encounter table. And although I had focused most of my attention on Castle Xeva, the megadungeon sitting in the middle of this magical valley, I had only drawn up one or two complete levels and I had only sketchy notes about the inhabitants.

One might think I was horribly unprepared for DMing a new campaign. Especially in the last decade, it seemed standard practice to work out all of the details of a campaign world before it actually begins. But it seems to me that tremendous preparation yeilds little in the way of anticipated results. Unless you're trying to railroad the players. And my ability to anticipate the actions of players I had never gamed with before was nearly zero. So what was the point of rolling up stats for the captain of the town guard? The players might not interact with that NPC at all. What if the players make a bee-line to the megadungeon and purposefully skip any nifty side adventures? This time around, I really did not want to put any work into anything that had less than a good chance of being used.

So I prepared a list of randomly-generated names of people, places, and things. I typed up one-page briefings of the campaign world and the history of Castle Xeva for the players. The campaign details I gave them were very general and allowed for tremendous latitude. Before I start filling in details of this campaign world, I want to see how the PCs behave. Indeed, I learned much during the first session of game play.

Luckily, this crew of players turned out to be excellent, experienced gamers. All of them had played various editions of D&D before. Although few had actually played 1e, this wasn't a problem. To my delight, the players had plenty of ideas that gave me fodder for future encounters. They all knew the cliches of D&D adventures. It turns out that I could have thrown a few adventure hooks at them because they were expecting them. But since I was laying out a clear path straight to the megadungeon, I didn't put such distractions before them.

Perhaps players have been conditioned to expect plot hooks. I intentionally started with just one. This band of heroes are all friends for whatever reason they want to work out amongst themselves. The half-orc fighter and halfling thief won in a game of chance a map to a secret entrance to Castle Xeva. With the help of the cleric and magic-user, the party obtained official permission to travel beyond the wall. They were there in the town of Walton to equip for an expedition to this legendary dungeon. All PC inquires about local threats and kidnapped merchant daughters turned up nil.

Was this lack of side adventure hooks a mistake? Maybe. But I have every intention of providing new adventure hooks later on in the campaign. But not now. I tried my best to make this clear to the players. They seek gold, fame, and fortune. And gold. When/if they come back from the dungeon, they'll gain a bit of noteriety. But right now, they are just 1st level nobodies.

The first encounter was randomly generated. A group of four goblins were out on patrol on the trail leading to the castle. After the ambush and capture, the PCs questioned the goblins. Uh, oh! I didn't expect that. I figured that the PCs would probably just slay them and take their stuff. The players wanted information! So I made it up on the spot. The goblins, of course, were based in the castle. Their chief brought them there from the mountains to the north. And, along with other tribes of demi-humans, they work for a group of humans that seem to be calling the shots. But these lowly goblin chumps knew little else. While the PCs argued about what to do with the surviving golbin prisoner, an unnoticed treant standing behind them snatched up the golbin and ran off into the forest. Why did that happen? Did the treant rescue the goblin? Or was something else going on? Did I make up all of this on the spur of the moment? Some parts yes, some parts no. But I won't be specific because my players will more than likely read this blog. The point is that I had some general ideas about wilderness surrounding the megadungeon and I'm letting random events shape the course of things to come.

Not all of the encounters that happen in this campaign will be random. But it's been my experience that random events can precipitate new directions. This one little random encounter has set a chain of events into motion. Not only has it given me ideas, it has given my players some ideas as well. One player thought it might be good to take the goblin shortbow and arrows and use them to kill members of rival demi-human tribes within Castle Xeva in order to precipate fueds. Brilliant! I had no idea that they would think of something like this. Maybe it will work! Go for it!

Another interesting PC-inspired development was that our cleric decided that he was a follower of the Flying Spaghetti Monster. Sure! Why not? I expected the player to pick from the defined set of deities from the rule books. I could have set up a big campaign story arc involving the scheming of gods that used their priests as pawns. Or maybe a world-shaking divine threat needed to be thwarted. All such long-term story planning would have been shot to hell because the cleric PC decided to take on a joke god. So I'll probably address the campaign gods in a more humorous manner for the time being. And lots of pasta jokes.

Our first session of game play ended with the goblin encounter. No doubt next week they will enter the dungeon proper. And already the plot thickens like a good tomato sauce.

Wednesday, October 8, 2008

4e Monster: Aerial Servant

This is my first monster that I've created for 4e. It is the first monster listed in the 1e Monster Manual and I've added it to my list of 1e Monster Manual monsters for 4e. You might notice that I've added Frequency, Environment, No. Appearing, % In Lair, and Treasure Type. This is because I'm putting together my own house rule Monster Manual with the intent of playing 4e D&D in the old school fashion.

For reference, I used the descriptions of the aerial servant from the 1e MM p. 6 and the 3.5e Tome of Horrors p. 9. If you are familiar with the AD&D aerial servant, you'll know that it can be summoned by a PC cleric. In 4e terms, this obviously requires some sort of ritual spell. Unfortunately, I have not defined such a ritual here.


AERIAL SERVANT

Frequency: Very rare
Environment: The Elemental Chaos
Number Appearing: 1
% In Lair: 0
Treasure Type: Nil

The aerial servant is a semi-intelligent form of an air elemental. It is typically encountered only due to summoning.

Aerial Servant Level 16 Solo Lurker
Medium elemental magical beast (air) XP 7000
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Initiative +17 Senses Perception +8
HP 770; Bloodied 385
AC 32; Fortitude 29, Reflex 30, Will 25
Immune disease, poison, non-magical weapons; Vulnerable 10 thunder
Speed fly 12 (hover)
Action points: 2
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M Airy Crush (standard; at-will)
+21 vs. AC; 2d8+7 damage, and the target is grabbed (until escape). The grabbed target takes 2d8+7 damage at the start of its turn while grabbed.
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r Wind Blast (standard; recharge 4 5 6)
An aerial servant can release a blast of wind. Ranged 8/16; +21 vs. AC; 4d10+7.
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Natural Invisibility
This ability is constant, allowing an aerial servant to remain invisible even when attacking. This ability is inherent. This ability does not function when an aerial servant is on the Astral Plane or Ethereal Plane, but instead grants the creature lightly obscured concealment.
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Spellcaster Link
When summoned, an aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it has been assigned, it returns to the caster and attacks him. The aerial servant can find the caster as long as they both are on the same plane of existence. If the caster leaves the plane, the link is temporarily broken. Once the caster returns or the aerial servant enters the plane the caster is on, the link is immediately reestablished and the aerial servant moves at full speed toward the caster's current location. Only when the aerial servant or caster is destroyed, is the link permanently broken.
-------------------------
Str: 23 (+14) Dex: 21 (+13) Wis: 10 (+8)
Con: 18 (+12) Int: 4 (+5) Cha: 11 (+8)

AERIAL SERVANT TACTICS

Aerial servants attack by using a shearing blast of wind as a weapon or by grabbing an opponent and crushing it within their powerful grasp. Aerial servants can only be killed on their native plane. If slain elsewhere, they simply dissolve into wisps of vapor and return to their home plane. An aerial servant's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

AERIAL SERVANT LORE

A character knows the following information with a successful check.

Arcana DC 10: Aerial servants are semi-intelligent creatures from the Elemental Chaoes that often roam the Astral Sea. They normally are only found on this world as a result of some sort of summoning ritual and commanded to perform some task, often being required to use their immense strength to carry objects or aid the summoner.

Arcana DC 15: Aerial servants can carry weights in excess of 400 pounds.

Arcana DC 20: If the aerial servant is frustrated from completion of its assigned mission it becomes insane, returns to the spellcaster which sent it forth.

[Disclaimer: I'm relatively new to making 4e monsters. Although I'm pretty sure I did a good job, I may have missed a few details. If you think there needs to be changes, let me know.]

Tuesday, October 7, 2008

1e Monster Manual monsters for 4e

This is an index of all the monsters listed in the first edition of the Dungeons & Dragons Monster Manual written by E. Gary Gygax and originally published in 1977. Each entry has either a link to home brewed statistics written for the fourth edition of D&D, a page number indicating where it can be found in the 4e MM, or page number references to information that can be found about the monster in various previous editions of the game.

Most of the monsters are from The Monster Project over at EN World. That effort has the goal of creating 4e stats for monsters that appeared in any of the previous editions of the D&D. My index focuses exclusively on the 1e Monster Manual. My index is not intended to supersede The Monster Project in any way. If you create your own 4e version of monsters from any of the previous editions, I highly encourage you to post it there.

As part of my ongoing blog, I will occasionally post my own 4e versions of 1e MM monsters. I will, of course, update this blog entry with a link to my own work.

I will try to continually update this blog entry. Click on this link and then create a bookmark for this blog entry so you can check for updates in the future.

Entries that are colored red and in bold face have yet to be defined in 4e terms.

If anyone knows of 4e statistics of any of the listed monsters, please let me know.

In this list, I use the following abreviations:

1e: First edition D&D rules. a.k.a. AD&D.
3.0e: Third edition D&D rules.
3.5e: The revised third edition D&D rules.
DaD: Deities and Demigods
DMG: Dungeon Master's Guide
ESH: Expanded Psionics Handbook
FC1: Fiendish Codex I
FC2: Fiendish Codex II
Frb: Frostburn
LoM: Lords of Madness
MoF: Monsters of Faerun
MotP: Manual of the Planes
MM: Monster Manual
Snd: Sandstorm
ToH: Tome of Horrors

A

Aerial Servant
Anhkeg
Ant, Giant
Ape, Gorilla
Ape, Carnivorous
Axe Beak

B

Baboon
Badger
Badger, Giant
Baluchitherium (1e MM p. 8)
Barracuda (1e MM p. 8)
Basilisk (4e MM p. 26)
Bear, Black
Bear, Brown
Bear, Cave (4e MM p. 29)
Beaver, Giant (1e MM p. 9)
Beetle, Giant, Bombardier (1e MM p. 9)
Beetle, Giant, Boring (1e MM p. 9)
Beetle, Giant, Fire (4e MM p. 30)
Beetle, Giant, Rhinoceros (1e MM p. 9)
Beetle, Giant, Stag (1e MM p. 9)
Beetle, Giant, Water (1e MM p. 9)
Beholder (4e MM p. 32)
Black Pudding (1e MM p. 10; 3.5e MM p. 201)
Blink Dog
Boar, Wild (1e MM p. 11; 3.5e MM p. 270)
Boar, Giant (4e MM p. 35)
Boar, Warthog (1e MM p. 11)
Brain Mole (1e MM p. 11)
Brownie (1e MM p. 11; 3.5e ToH p. 48)
Buffalo (1e MM p. 11)
Bugbear (4e MM p. 135)
Bulette (4e MM p. 38)
Bull (1e MM p. 12)

C

Camel, Wild (1e MM p. 13)
Carrion Crawler (4e MM p. 40)
Catoplepas (1e MM p. 13)
Cattle, Wild (1e MM p. 13)
Centaur (1e MM p. 14)
Centipede, Giant
Cerebral Parasite (1e MM p. 14)
Chimera (4e MM p. 41)
Cockatrice
Couatl (1e MM p. 15; 3.5e MM p. 37)
Crab, Giant
Crayfish, Giant (1e MM p. 15; 3.5e ToH p. 73)
Crocodile

D

Demon, Demogorogon (1e MM p. 16; 3.5e FC1 p. 61)
Demon, Juiblex (1e MM p. 17; 3.5e FC1 p. 66)
Demon, Manes (1e MM p. 17; 3.5e MM p. 45)
Demon, Orcus (4e MM p. 206)
Demon, Succubus (4 MM p. 67)
Demon, Type I (Vrock) (4e MM p. 58)
Demon, Type II (Hezrou) (4e MM p. 56)
Demon, Type III (Glabrezu) (4e MM p. 54)
Demon, Type IV (Nalfeshnee, etc.) (1e MM p. 19; 3.5e MM p. 45)
Demon, Type V (Marilith, etc.) (1e MM p. 19; 3.5e MM p. 44)
Demon, Type VI (Balor, etc.) (4e MM p. 52)
Demon, Yeenoghu (1e MM p. 19; 3.5e FC1 p. 78)
Devil, Asmodeus (1e MM p. 20; 3.5e FC2 p. 155)
Devil, Baalzebul (1e MM p. 21; 3.5e FC2 p. 151)
Devil, Barbed (1e MM p. 21; 3.5e MM p. 51 "Hamatula")
Devil, Bone (4e MM p. 62)
Devil, Dispater (1e MM p. 21; 3.5e FC2 p. 143)
Devil, Erinyes (1e MM p. 22; 3.5e MM p. 54)
Devil, Geryon (1e MM p. 22)
Devil, Horned (Malebranche) (4e MM p. 67)
Devil, Ice (4e MM p. 63)
Devil, Lemure (1e MM p. 23; 3.5e MM p. 57)
Devil, Pit Fiend (4e MM p. 65)
Dinosaur (list incomplete)
Displacer Beast (4e MM p. 70)
Djinni (1e MM p. 28; 3.5e MM p. 114)
Dog, War (1e MM p. 29)
Dog, Wild (1e MM p. 29; 3.5e MM p. 271)
Dolphin (1e MM p. 29)
Doppelganger (4e MM p. 71)
Dragon, Black (4e MM p. 75)
Dragon, Blue (4e MM p. 77)
Dragon, Brass (1e MM p. 31; 3.5e MM p. 79)
Dragon, Bronze (1e MM p. 32; 3.5e MM p. 80)
Dragon, Chromatic (Tiamat) (1e MM p. 32; 3.0 MotP p. 118; 3.0 DaD p. 93)
Dragon, Copper (1e MM p. 32; 3.5e MM p. 82)
Dragon, Gold (1e MM p. 32; 3.5e MM p. 84)
Dragon, Green (4e MM p. 79)
Dragon, Platinum (Bahamut) (1e MM p. 33; 3.0 MotP p. 133; 3.0 DaD p. 58)
Dragon, Red (4e MM p. 82)
Dragon, Silver (1e MM p. 34; 3.5e MM p. 86)
Dragon, White (4e MM p. 84)
Dragonne (1e MM p. 34; 3.5e MM p. 89)
Dragon Turtle
Dryad (4e MM p. 96)
Dwarf (4e MM p. 97)
Dwarf, Mountain (1e MM p. 36)

E

Eagle, Giant (1e MM p. 36; 3.5e MM p. 93)
Ear Seekers (1e MM p. 36)
Eel, Electric (1e MM p. 36)
Eel, Giant (1e MM p. 36)
Eel, Weed (1e MM p. 36)
Efreeti (4e MM p. 98)
Elemental, Air (1e MM p. 37; 3.5e MM p. 95)
Elemental, Earth (1e MM p. 38; 3.5e MM p. 98)
Elemental, Fire (1e MM p. 38; 3.5e MM p. 98)
Elemental, Water (1e MM p. 38; 3.5e MM p. 98)
Elephant, Asiatic (1e MM p. 38; 3.5e MM p. 272)
Elephant, African (1e MM p. 38; 3.5e MM p. 272)
Elf (4e MM p. 106)
Elf, Aquatic (1e MM p. 39; 3.5e MM p. 103)
Elf, Gray (1e MM p. 39; 3.5e MM p. 104)
Elf, Half- (1e MM p. 39; 3.5e MM p. 102)
Elf, Wood (1e MM p. 40; 3.5e MM p. 104)
Ettin (4e MM p. 108)
Eye, Floating (1e MM p. 40)
Eye of the Deep (1e MM p. 41)

F

Flightless Bird (1e MM p. 41)
Frog, Giant
Frog, Killer
Frog, Poisonous
Fungi, Violet

G

Gar, Giant
Gargoyle (4e MM p. 115)
Gas Spore (1e MM p. 42; 3.5e LoM p. 148)
Gelatinous Cube (4e MM p. 202)
Ghast (1e MM p. 43; 3.5e MM p. 119)
Ghost (4e MM p. 116)
Ghoul (4e MM p. 118)
Giant, Cloud (1e MM p. 44; 3.5e MM p. 120)
Giant, Fire (4e MM p. 123)
Giant, Frost (1e MM p. 44; 3.5e MM p. 122)
Giant, Hill (4e MM p. 121)
Giant, Stone (1e MM p. 45; 3.5e MM p. 124)
Giant, Storm (4e MM p. 124)
Gnoll (4e MM p. 132)
Gnome (4e MM p. 134)
Goat, Giant (1e MM p. 47)
Goblin (4e MM p. 135)
Golem, Clay (1e MM p. 47; 3.5e MM p. 134)
Golem, Flesh (4e MM p. 142)
Golem, Iron (1e MM p. 48; 3.5e MM p. 136)
Golem, Stone (4e MM p. 142)
Gorgon (1e MM p. 49; 3.5e MM p. 137)
Gray Ooze
Green Slime (1e MM p. 49; 3.5e DMG p. 76)
Griffon (4e MM p. 146)
Groaning Spirit (1e MM p. 50)

H

Halfling (4e MM p. 152)
Halfling, Hairfeet (1e MM p. 50)
Halfling, Stout (4e MM p. 152)
Halfling, Tallfellow (1e MM p. 50; 3.5e MM p. 149)
Harpy (4e MM p. 154)
Hell Hound (4e MM p. 160)
Herd Animal (1e MM p. 51)
Hippocampus (1e MM p. 51)
Hippogriff (4e MM p. 146)
Hippopotamus (1e MM p. 52)
Hobgoblin (4e MM p. 138)
Homunculous (4e MM p. 156)
Horse, Draft (1e MM p. 53)
Horse, Heavy (4e MM p. 159)
Horse, Light (1e MM p. 53; 3.5e MM p. 273)
Horse, Medium (1e MM p. 53)
Horse, Pony (1e MM p. 53)
Horse, Wild (1e MM p. 53)
Hydra (4e MM p. 164)
Hyena (1e MM p. 54; 3.5e MM p. 274)
Hyena, Giant (1e MM p. 54; 3.5e MM p. 150)

I

Imp (4e MM p. 63)
Intellect Devourer (1e MM p. 54; 3.5e ESH p. 202)
Invisible Stalker
Irish Deer (1e MM p. 55)
Ixitxachitl

J

Jackal (1e MM p. 56)
Jackalwere
Jaguar (1e MM p. 56)

K

Ki-rin (1e MM p. 57; 3e MM p. 170)
Kobold (4e MM p. 167)

L

Lamia (1e MM p. 59; 3.5e MM p. 165)
Lammasu (1e MM p. 59; 3.5e MM p. 165)
Lamprey, Normal (1e MM p.59)
Lamprey, Giant (1e MM p.59)
Larva (1e MM p. 59; 3.5e FC1 p. 108)
Leech, Giant (1e MM p. 60; 3.5e ToH p. 255)
Leopard (1e MM p. 60; 3.5e MM p. 274)
Leprechaun (1e MM p. 60; 3.5e ToH p. 256)
Leucrotta
Lich (4e MM p. 176)
Lion (1e MM p. 61; 3.5e MM p. 274)
Lion, Mountain (1e MM p. 61)
Lion, Spotted (1e MM p. 61)
Lizard, Fire (1e MM p. 61)
Lizard, Giant
Lizard, Minotaur (1e MM p. 61)
Lizard, Subterranean (1e MM p. 61)
Lizard Man (4e MM p. 178)
Locathah (1e MM p. 62; 3.5e MM p. 169)
Lurker Above (1e MM p. 62; 3.5e MM p. 38)
Lycanthrope, Werebear (1e MM p. 63; 3.5e MM p. 171)
Lycanthrope, Wereboar (1e MM p. 63; 3.5e MM p. 170)
Lycanthrope, Wererat (4e MM p. 180)
Lycanthrope, Weretiger (1e MM p. 63; 3.5e MM p. 172)
Lycanthrope, Werewolf (4e MM p. 181)
Lynx, Giant (1e MM p. 64)

M

Mammoth (1e MM p. 65; 3.5e MM p. 272)
Manticore (4e MM p. 184)
Masher (1e MM p. 65)
Mastadon (1e MM p. 65; 3.5e MM p. 272)
Medusa (4e MM p. 186)
Men, Bandit (4e MM p. 162)
Men, Berserker (4e MM p. 163)
Men, Buccaneer (1e MM p. 67)
Men, Brigand (1e MM p. 67)
Men, Caveman (1e MM p. 67; 3.5e Frb p. 145 "Neanderthal")
Men, Dervish (1e MM p. 68)
Men, Merchant (1e MM p. 69)
Men, Nomad (1e MM p. 68)
Men, Pilgrim (1e MM p. 69)
Men, Tribesman (1e MM p. 68)
Merman (1e MM p. 70)
Mimic
Mind Flayer (4e MM p. 188)
Minotaur (4e MM p. 190)
Mold, Brown (1e MM p. 71; 3.5e DMG p. 76)
Mold, Yellow (1e MM p. 71; 3.5e DMG p. 76)
Morkoth
Mule (1e MM p. 72; 3.5e MM p. 276)
Mummy (4e MM p. 192)

N

Naga, Guardian (4e MM p. 194)
Naga, Spirit (1e MM p. 72; 3.5e MM p. 192)
Naga, Water (1e MM p. 72; 3.5e MM p. 193)
Neo-otyugh (1e MM p. 73)
Night Hag (4e MM p. 151)
Nightmare (4e MM p. 196)
Nixie (1e MM p. 74; 3.5e MM p. 235)
Nymph (1e MM p. 74; 3.5e MM p. 197)

O

Ochre Jelly (4e MM p. 202)
Octopus, Giant
Ogre (4e MM p. 198)
Ogre Mage (4e MM p. 201)
Orc (4e MM p. 203)
Otter, Giant (1e MM p. 77)
Otyugh (4e MM p. 211)
Owl, Giant (1e MM p. 77; 3.5e MM p. 205)
Owlbear (4e MM p. 212)

P

Pegasus (1e MM p. 78; 3.5e MM p. 206)
Peryton
Piercer (1e MM p. 78; 3.5e ToH p. 420)
Pike, Giant
Pixie (1e MM p. 79; 3.5e MM p. 235)
Porcupine, Giant (1e MM p. 79)
Portuguese Man-O-War, Giant
Pseudo-Dragon (4e MM p. 91)
Purple Worm (4e MM p. 214)

Q

Quasit (1e MM p. 80; 3.5e MM p. 46)

R

Rakshasa (4e MM p. 216)
Ram, Giant (1e MM p. 81)
Rat, Giant (4e MM p. 219)
Ray, Manta (1e MM p. 81; 3.5e MM p. 275)
Ray, Pungi (1e MM p. 81)
Ray, Sting (1e MM p. 81)
Remorhaz (1e MM p. 82; 3.5e MM p. 214)
Rhinoceros
Rhinoceros, Wooly
Roc (1e MM p. 82; 3.5e MM p. 215)
Roper (1e MM p. 83; 3.5e MM p. 215)
Rot Grub (1e MM p. 83; 3.5e MM p. 421)
Rust Monster

S

Sahaugin (1e MM p. 84; 3.5e MM p. 217)
Salamander (1e MM p. 85; 3.5e MM p. 218)
Satyr (1e MM p. 85; 3.5e MM p. 219)
Scorpion, Giant
Sea Hag (1e MM p. 86; 3.5e MM p. 144)
Sea Horse, Giant (1e MM p. 86)
Sea Lion (1e MM p. 86)
Shadow
Shambling Mound (4e MM p. 232)
Shark
Shark, Giant (1e MM p. 87; 3.5e MM p. 279)
Shedu (1e MM p. 87; 3.5e FF p. 153)
Shrieker (1e MM p. 87; 3.5e MM p. 112)
Skeleton (4e MM p. 234)
Skunk, Giant (1e MM p. 88)
Slithering Tracker (1e MM p. 88)
Slug, Giant
Snake, Giant, Amphisbaena (1e MM p. 88)
Snake, Giant, Constrictor (1e MM p. 88; 3.5e MM p. 280)
Snake, Giant, Poisonous (1e MM p. 88; 3.5e MM p. 281)
Snake, Giant, Sea (1e MM p. 88)
Snake, Giant, Spitting (1e MM p. 88)
Specter (4e MM p. 244)
Sphinx, Andro- (1e MM p. 89; 3.5e MM p. 232)
Sphinx, Crio- (1e MM p. 89; 3.5e MM p. 233)
Sphinx, Gyno- (1e MM p. 89; 3.5e MM p. 233)
Sphinx, Hieraco- (1e MM p. 89; 3.5e MM p. 234)
Spider, Giant (1e MM p. 90; 3.5e MM p. 288)
Spider, Huge
Spider, Large
Spider, Phase
Spider, Giant Water (1e MM p. 90)
Sprite (1e MM p. 92; 3.5e MM p. 235)
Squid, Giant (1e MM p. 92; 3.5e MM p. 281)
Stag (1e MM p. 92)
Stag, Giant (1e MM p. 92)
Stirge (4e MM p. 248)
Strangle Weed (1e MM p. 93; 3.5e MM p. 334)
Su-Monster
Sylph (1e MM p. 93; 3.0e MM2 p. 192)

T

Thought Eater (1e MM p. 94; 3.5e EPH p. 211)
Tick, Giant
Tiger
Tiger, Sabre-Tooth
Titan (1e MM p. 94; 3.5e MM p. 242)
Titanothere (1e MM p. 95)
Toad, Giant (1e MM p. 95)
Toad, Ice (1e MM p. 95)
Toad, Poisonous (1e MM p. 95)
Trapper (1e MM p. 95; 3.5e ToH p. 346)
Treant (4e MM p. 251)
Triton (1e MM p. 96; 3.5e MM p. 245)
Troglodyte (4e MM p. 252)
Troll (4e MM p. 254)
Turtle, Giant Sea (1e MM p. 97)
Turtle, Giant Snapping

U

Umber Hulk (1e MM p. 98; 3.5e MM p. 248)
Unicorn (4e MM p. 257)

V

Vampire (4e MM p. 258)

W

Wasp, Giant
Water Weird
Weasel, Giant
Whale (1e MM p. 100; 3.5e MM p. 282)
Wight (4e MM p. 262)
Will-O-(The)-Wisp
Wind Walker (1e MM p. 101; 3.5e ToH p. 365)
Wolf (4e MM p. 264)
Wolf, Dire (Worg) (4e MM p. 265)
Wolf, Winter (1e MM p. 101; 3.5e MM p. 256)
Wolverine (1e MM p. 101; 3.5e MM p. 283)
Wolverine, Giant (1e MM p. 101)
Wraith (4e MM p. 266)
Wyvern (4e MM p. 268)

X

Xorn

Y

Yeti

Z

Zombie (4e MM p. 274)


Version History

2008-10-08
Corrected errors: Blue Dragon, Green Dragon, Flesh Golem, Stone Golem, Homunculus, Guardian Naga, and Shambling Mound now listed as being present in the 4e MM.
Added link: Huge Spider (Thanks, Gregor LeBlaque!).

2008-10-07
Created original list.

My book of 4e stats of 1e monsters

Well, it's not a book that I'll personally publish. It's my own house rule book. In my last entry, I complained about the lack of 1e monsters in the 4e Monster Manual. Since a 4e Tome of Horrors is not going to be published anytime soon, I seem to have little alternative.

Several gamers on the internet have created many 4e monsters. But the pace of production is slow, at best. And there seems to be only a few places that have focused on compiling monsters for 4e. The first place I found is the Monsters section of ENWiki over at ENworld. Another place I found 4e monsters is at the WotC forum thread, 4e Monster Compendium. If there are other places, please let me know.

So what am I going to do? Well, as I said, I'm putting together my own house rule monster book. To this end, I've made up a list of all the monsters in the 1e Monster Manual and I'm systematically finding any 4e versions of those monsters on the internet. I've been able to find several of them. But many more have yet to be made. So I'll try to make a few of my own.

In the 4e Dungeon Master's Guide, there are rules given for creation of original monsters. Thankfully, this system is less ambiguous than any of the previous editions. New monsters can have its combat statistics clearly defined from the outset and further details can be ironed out by looking at similar examples in the 4e Monster Manual. Defining the powers is the tricky part. But it's far from impossible.

I will create a single entry on this blog that I will bookmark and periodically update. It will contain a list of all the monsters in the 1e Monster Manual. Each entry will link to known home brewed 4e stats for each monster. Some of them will link to monsters that I create myself. Others on the internet can bookmark this blog entry and link to it. This will be an experiment and I don't know how well this will work out. If it doesn't work out, it's no big deal. Ultimately, I might have to move the list to a proper web page on my own web site.

Monday, October 6, 2008

WANTED: 4e Tome of Horrors

The one thing keeping me from running pre-4e modules with 4e rules is a severe lack of updated monsters. Every time I think I want to plan a game with an old module, I'm always blocked by this obstacle. Bullshitting the rest of any given module is no problem. But if I want to use specific monsters, I need to have them prepared ahead of time. And 4e does a really good job with its new method of handling monsters. But I can't run Castle Zagyg in 4e without many of the old monsters from the 1e MM.

I don't pretend to understand the liscensing controversies surrounding third-party 4e products. I don't care. Wizards of the Coast, whatever the problem is, fix it.

Oh, and gimme my DDi stuff. Gimme, gimme, gimme.

/rant