D&D 4E Suggestions for building 4e adventures

I invested in Mage Knight instead of DDM years ago so I use their dungeon tiles. The Other Keep will be built from them. I bought their Trap Pack and Dungeon Stuff pack which has lots of odd doodads. I also rummage through 99 cent stores for weird toys and bits that make great 3D terrain. The challenge seems to be the idea that "The Room" is going to be the entire center of the game table for most every fight.
 

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Lessons from building the "Raiders of Oakhurst" series -- not all of which is 4E-specific advice:

- Ignore scale when you build rooms. A room 60' on a side is unrealistic in most construction, but makes for a great room to have a fantastic mobile combat. Learn to balance realism with fun gameplay.

- Make rooms and corridors bigger than you are used to -- or if you make them the same size, understand that you will be significantly limiting PC abilities.

- Challenge and encourage movement by adding more interesting terrain -- stairs, tables to climb over, pits to jump, rope bridges to cross, areas that provide combat advantage if used correctly, different height terrain, etc.

- Consider more integrated and linked encounter areas. Instead of a single room as an encounter, link the monsters in several areas into one big encounter that causes them to join in in a realistic manner as the "alarm" is raised, or the sound of fighting reaches them. Multiple rooms then provide a complex level appropriate encounter.

- Combine complementary monsters. For example, a brute, an artillery, and two skirmishers provide a range of tactical options for the foes and for players to counter.

- Provide a range of challenges. On average for 1st level, 100XP per character is a "normal" difficulty encounter -- but put a few that are below normal, and a few that are above, with the occasional solo or elite to provide a different challenge. That means a lot of monsters are available, as a challenging but surviveable encounter for 5 level 1 PCs could be up to 700XP of monsters or thereabouts.

- Remember minions. They are a great way to add "volume" to a 1st level encounter without making it overwhelming to PCs. Nothing says cinematic like a horde of zombie minions ...

- Consider adding "trap effects" to make encounters more interesting ... caltrops, rolling boulders, pits or fire you can push someone into, etc.

- Pace encounters. Provide a mix of skill challenges, combat, and roleplaying encounters to break up the sequence and ensure the adventure isn't a grind of one combat sequence after another.

- Enable player choice. Ideally, there should always be two (or more) viable choices available that are more than "go forward or go back". For example, they can go right and fight through undead before raching the bad guy's lair, or go left and face an og re to get there. When facing the ogre, they can fight or negotiate, etc.

- Be careful about single-point failures ... for example, the one door the PCs must pass through to negotiate the adventure, but it's locked and there is only one way to get through it and they missed that. You can use these sorts of bottlenecks, but if so, either make them easily manageable, provide lots of hints as to how they work, or provide multiple ways to bypass them.

- Don't forget that everything you place should have a purpose within the adventure's overall ecology -- even if that purpose is to impart the message that "some things are bigger that you are, so step softly". If there is a room of kobolds followed by a room of hobgoblins, why are both there? What is their relationship?

- Add history and ecology. Where do the monsters get their food from? Water? How long have they been there, and why? Step back from the overall picture and ask if it makes sense and if you can imagine creatures living like that -- it will help your creation seem more believeable.

- If this is part of a larger adventure or campaign, leave a few mysteries for later. They could be strange references to past history, maps to unknown places, an odd magic place they just can't negotiate yet, etc. If you can turn one of the foes into a recurringn villain, great -- just don't steal victory from the PC's hands via dues ex machina to pull it off. It's better for a planned recurring villain to die untimely at the PCs hands than to undermine good play with DM fiat.

- Add a few memorable personalities to spice up the adventure. He isn't just a kobold, he's Ichio-Ichi the skirmisher, with a scar over his left eye and a penchant for talking in the third person.

- Add dungeon dressing. Sights, sounds, smells .... If you can, tie things into the adventure or others that you have in mind, as you never know when a new hook might come in handy.

- Don't get so concerned with mechanical minutia that you forget to take a step back and look at the big picture. No one is checking your work except your players, and the most important thing is that they have fun!
 
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Rechan said:
Given that you need a lot of room to work with, does this mean the end of 'kobolds in tiny tunnels, thus limiting PCs'?

I don't think so ... it's just that you'll want to either (1) make this the exception rather than the norm, or (2) make then encounter area of tunnels itself very large with many small tunnels and many kobolds ... you aren't fighting two kobolds in a narrow tunnel as an encounter; you're fighting 12 kobolds in a warren of tunnels as an encounter.

It's a matter of framing as much as a matter of physical scale.
 

Once again I will reference I-Con on Long Island last month. We asked Mearls this question at a workshop entitled "How to begin planning for 4e now" (or something like that.)
He said the most important part of designing levels would be to "cluster" encounters.
In the example he drew he had a long hallway with a door on the west halfway down. That room was a 20x20 or so. At the end was a closed door to a 30x30 or so room. A hallway leading off this door had a bend in it that led to a 20x 20 room or so.
If you followed that he had a guard outside the door halfway dow the hall. If the guard gets the chance he opens the door and pulls out his two buddies to fight the PCs. If the fight goes 3 rounds the door at the end of the hall opens and more reinforcements enter the battle. If that fight gets really loud 2 trolls who were hanging out in that other room enter the fray as well.
Hence the "cluster."
On a side note Mearls is currently running a 4e village of Homlet and showed the Keep there using this new design paradigm. It looked ridiculously cool the way he had set up archers on the walls interacting with their leader, and the geography of trying to get into melee range.
 

One simple piece of advice...Don't use the same mnsters that have already been used over and over again. The kobolds, hobgoblins and flaming skeletons have probably been done to death by those that have been curious about 4e. I know our group has and whilst soldiers and skirmishers aren't that bad again, the hobgoblin warcaster should certainly be left out. (Great when NPC spellcasters are easier to handle, but not very exiting facing the same powers over again - if this guy is used in several adventures).

Use some new ones. There are various sources for monsters out there now. Steer clear of the ones used at dnd XP. ;)
C
 

vladbat said:
Once again I will reference I-Con on Long Island last month. We asked Mearls this question at a workshop entitled "How to begin planning for 4e now" (or something like that.)
He said the most important part of designing levels would be to "cluster" encounters.
In the example he drew he had a long hallway with a door on the west halfway down. That room was a 20x20 or so. At the end was a closed door to a 30x30 or so room. A hallway leading off this door had a bend in it that led to a 20x 20 room or so.
If you followed that he had a guard outside the door halfway dow the hall. If the guard gets the chance he opens the door and pulls out his two buddies to fight the PCs. If the fight goes 3 rounds the door at the end of the hall opens and more reinforcements enter the battle. If that fight gets really loud 2 trolls who were hanging out in that other room enter the fray as well.
Hence the "cluster."
That sounds like a ton of monsters being poured into one Encounter. (or, multiple encounters worth of monsters funneled into one). Which... is bad, when you have encounter based powers.
 


No, not necessarily. This is for PLANNING. So you PLAN the whole are as one encounter. Makes much more sense too. Never liked a lot of 3e modules that for sake of keeping CR right 'creatures in the next room ignore the sounds of battle (for whatever reasons)???'. With 4e having roughly a foe per PC, and many more being able to be added with minions, this type of design is fantstic. Now those pesky goblins CAN actually protect their lair.
 

What I mean is that it sounds like too many monsters for one encounter, in the sense that it's 4-5 monsters for one encounter; the above example had more.

Also, if you're staggering the wave of monsters (3, several rounds later 2 more, several rounds later 2 more), then I think that's a MUCH weaker encounter. If the party stomps the first three before the first two show up, then they can take the second two on.

It would be much easier than a situation where all 7 monsters were in the same immediate area. I can understand arriving a round or two behind and having them all there, but ou split them up too much, the first monsters on ground zero are going to be corpses by the time reinforcements get there.
 

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