The Three Act Goblin

I like the idea of having a "reverse mark", but I feel like that would be better handled by just being "-2 to hit the Goblin Chief until the end of his next turn" rather than requiring a full round of not whacking him. That's unfun for the players if they don't have anything else to whack. I'd say give him encounter/recharge powers that let him mark multiple players, though.
 

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Actually, that's a very cool approach. I like it. If I do staged bosses, that's definitely the approach I'd take.

Thanks. :)

Although actually I see a lot of different ways you can handle the transition between stages. One of the first transitions I thought of was how Robert DeNiro took that beating in Cape Fear from the hired thugs. Act 1, he takes a vicious beating that would put men twice his size down. But for Act 2, he's kinda like "ok, you boys had your turn, now it's mine," and he gives even worse than he got. In this case there was no Act 3. :) But an interesting transition could be in Act 1, the players think it's a cakewalk, the DM musta flubbed the stats. Then in act 2, the boss stands back up, does one of those Bruce Willis neck-cracking things, grins, and then lays out the heat.

I agree 100% that video-game style transitions are out (except maybe as a one-off, for a laugh or something). Hopefully much of the fun in designing multi-act boss fights is going to be figuring out how to do the transitions in such a way that they don't distract or stick out in a mechanical way.
 

Most solos already have two acts built into them; they get some power boost when they're bloodied. Sometimes it's very subtle, like a dragon recharging its breath weapon and using it immediately. Sometimes it's extremely obvious, like Lolth transforming into a huge drider. Mostly it's in between, like an aura that grows or becomes more deadly, a damage boost, or something like that. The DMG2 tells you that solos should become more dangerous when they're bloodied, because of the two act thing being more fun than having the solo get weaker and weaker, or just stay the same.
 

Exactly! I always meant to do a "2 act" monster to expand on this.

My idea is to make the base solo on the weak side, but give it a couple of fairly strong "when bloodied" powers, add some "when bloodied" extra damage/hit clauses to to other key attributes. And give it a "shake it off when first bloodied" encounter power ("The goblin stands up, cricks it's neck and says 'Right, now you've pissed me off!'" and all conditions currently imposed on it are cleared).

Just haven't got aroudn to it yet :) Seems like an interesting and uncomplicated way for doing a multi-staged solo.
 

Camelot, I think the major difference between the published solos and the 3-act concept is that after the transition, all effects are wiped away as if the next stage were a new monster. To me, this is the defining mechanic. I've seen way too many solo encounters end in the players just beating on a pinata until the candy comes out, because most of the time all the exciting things happen in the first couple rounds. Now having said that, I still haven't tried it in actual play. It will be interesting to see how it works out.

surfarcher, I like your idea of a normal (maybe "elite") monster shaking off all effects at the point he's bloodied and picking up some new features. Kind of a scaled down take on the 3-act boss. I might try to expand on that.
 

Staged bosses always strike me as being very "videogamey", if you know what I mean. I certainly wouldn't make all solos that way, although once in a while, maybe.

I think if the boss appears to the players as 'staged,' then the designer and/or DM is doing something wrong. ...

I agree. If it's played right (by the DM), the stages should be mostly transparent to the players. It should just seem like the NPC/Monster is simply changing attitude or tactics. If done wrong though, like telling the players what you're doing ("Ahh, that hit brought his HP down to where he starts Stage 2. You guys are in trouble now!"), that would definitely come across as video gamey.

But, like Jester said, I would probably only use this occasionally. Not for every solo type NPC/Monster, but definitely "Boss" (BBEG) creatures.

I love this idea, and you've got some intriguing ideas on how to use it. I hope you post how it works out in play for you. I might look at applying this concept to some of my bad guys too. I think this could also be relatively universal and useable in any system. It's a very cool idea. Thanks.

:cool:
 

Well, here's the first go-round on the 3-act 1st level Goblin solo. In the first act, Nograg is self-assured and cocky. He hops around the battle map tossing javelins at easy targets. If cornered, he'll use his spin kick to give himself some room. When Stage 1 drops to zero, Nograg is now angry. He's not near as mobile anymore, but he's a lot more dangerous and dishes out the most damage in this stage. When Stage 2 drops to zero, Nograg starts to contemplate his own mortality. He shifts his tactics to trying to lock attackers down in hopes of making a get-away. He's not as damaging as Stage 2, but he still has some teeth left. If he succeeds in putting some distance in between himself and the PCs, he'll run to fight another day.

Apologies for the ghetto stat blocks. I'm not sure how WotC treats their stat block format, and didn't want to violate any copyrights.



Nograg the Scrapper (Stage 1) Level 1 Solo Skirmisher
Small natural humanoid (goblin) XP 0
---------------------------------------------------------
HP 39
AC 18; Fortitude 13; Reflex 14; Will 12
Speed 6
Saving Throws +5; Action Points 1
Initiative +6
Perception +1
Low-Light Vision
---------------------------------------------------------
Traits
---------------------------------------------------------
Great Position
If, on its turn, Nograg the Scrapper ends his move at least 4 squares away from his starting point, he deals 1d6 extra damage on his ranged attacks until the start of his next turn.
---------------------------------------------------------
Unbloodiable
This stage of Nograg the Scrapper cannot be bloodied, regardless of his hit point total. When Nograg is dropped to zero or fewer hit points, he is replaced with Nograg the Scrapper (Stage 2). (See "Nograg Very Angry Now" encounter power)
---------------------------------------------------------
Standard Actions
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Spear (weapon) • At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d8 + 3 damage.

Javelin (weapon) • At-Will
Attack: Ranged 10/20 (one creature); +6 vs. AC
Hit: 1d6 + 4 damage.

Mobile Ranged Attack (weapon) • At-Will
Effect: Nograg the Scrapper moves up to half his speed. At any point during that movement, he makes one ranged attack without provoking opportunity attacks.

Spin Kick • Recharge whenever an enemy spends a healing surge.
Attack: Close Burst 1 (Nograg plants a javelin on the ground and spins around it to deliver a kick to the chest of each target in range); +2 vs. Reflex
Hit: 1d3 + 0 damage and the target is pushed 1 square. Nograg can choose to "push off" one target he has pushed, by shifting to an opposite unoccupied square before affecting another target in range. If Nograg chooses to push off a target, this attack ends.
---------------------------------------------------------
Triggered Actions
---------------------------------------------------------
Goblin Tactics • At-Will
Trigger: When missed by a melee weapon.
Effect (Immediate Reaction): Nograg shifts 1 square.

Nograg Very Angry Now • Encounter
Effect (Immediate Interrupt): Nograg the Scrapper throws his spear to the ground and removes the club from his back as a free action. After movement and all attacks are fully resolved, Nograg the Scrapper is removed from the battlefield and replaced with Nograg the Scrapper (Stage 2). Nograg the Scrapper (Stage 2) rolls initiative and fights normally as a new creature.
---------------------------------------------------------
Skills Stealth +11, Thievery +11, Athletics +8
Str 16 (+3) Dex 18 (+4) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Alignment evil Languages Common, Goblin
Equipment leather armor, spear, javelin x5, greatclub, thorny net x5

////////////////////////////////////////////////////////////////////////////////////

Nograg the Scrapper (Stage 2) Level 1 Solo Brute
Small natural humanoid (goblin) XP 0
---------------------------------------------------------
HP 39
AC 16; Fortitude 13; Reflex 14; Will 12
Speed 6
Saving Throws +5; Action Points 1
Initiative +4
Perception +1
Low-Light Vision
---------------------------------------------------------
Traits
---------------------------------------------------------
Unbloodiable
This stage of Nograg the Scrapper cannot be bloodied, regardless of his hit point total. When Nograg is dropped to zero or fewer hit points, he is replaced with Nograg the Scrapper (Stage 3). (See "Nograg Little Bit Scared Now" encounter power)
---------------------------------------------------------
Standard Actions
Greatclub (weapon) • At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 2d4 + 6 damage.
---------------------------------------------------------
Javelin (weapon) • At-Will
Attack: Ranged 10/20 (one creature); +4 vs. AC
Hit: 1d6 + 4 damage.
---------------------------------------------------------
Flying Body Kick • Recharge whenever nograg bloodies an opponent.
Attack: +3 vs. Reflex
Hit: 1d6 + 3 damage, and Nograg pushes the target 2 squares and knocks it prone.
---------------------------------------------------------
Triggered Actions
---------------------------------------------------------
Enraged Frenzy • Encounter
Trigger: When Nograg is missed by a melee attack.
Effect (Immediate Reaction): Nograg makes a melee basic attack. Nograg can use this power twice per encounter, but only once per round.
---------------------------------------------------------
Nograg Little Bit Scared Now • Encounter
Effect (Immediate Interrupt): Nograg the Scrapper immediately moves up to 4 squares away from as many enemies as possible, without drawing opportunity attacks. After the movement and all attacks are fully resolved, Nograg the Scrapper is removed from the battlefield and replaced with Nograg the Scrapper (Stage 3). Nograg the Scrapper (Stage 3) rolls initiative and fights normally as a new creature.
---------------------------------------------------------
Skills Stealth +11, Thievery +11, Athletics +8
Str 16 (+3) Dex 18 (+4) Wis 12 (+1)
Con 13 (+1) Int 8 (–1) Cha 8 (–1)
Alignment evil Languages Common, Goblin
Equipment leather armor, spear, javelin x5, greatclub, thorny net x5

////////////////////////////////////////////////////////////////////////////////////

Nograg the Scrapper (Stage 3) Level 1 Solo Controller
Small natural humanoid (goblin) XP 500
---------------------------------------------------------
HP 39; Bloodied 39
AC 18; Fortitude 13; Reflex 14; Will 12
Speed 6
Saving Throws +5
Initiative +4
Perception +1
Low-Light Vision
---------------------------------------------------------
Traits
---------------------------------------------------------
Bloodied
This stage of Nograg the Scrapper is considered bloodied.
---------------------------------------------------------
Standard Actions
---------------------------------------------------------
Javelin (weapon) • At-Will
Attack: Ranged 10/20 (one creature); +6 vs. AC
Hit: 1d6 + 4 damage.
---------------------------------------------------------
Flying Body Kick • Encounter
Attack: +6 vs. Reflex
Hit: 1d6 + 3 damage, and Nograg pushes the target 2 squares and knocks it prone.
---------------------------------------------------------
Greatclub (weapon) • At-Will
Attack: Melee 1 (one creature); +8 vs. AC
Hit: 2d4 + 6 damage.
---------------------------------------------------------
Thorny Net (weapon) • At-Will
Attack: Area 1 within 5 (creatures in burst); +3 vs. Reflex
Hit: The target is restrained (save ends).
First Failed Saving Throw: 1d3 + 0 damage.
---------------------------------------------------------
Triggered Actions
---------------------------------------------------------
Goblin Tactics • At-Will
Trigger: When missed by a melee attack.
Effect (Immediate Reaction): Nograg shifts 1 square.
---------------------------------------------------------
Skills Stealth +11, Thievery +11, Athletics +8
Str 16 (+3) Dex 18 (+4) Wis 12 (+1)
Con 7 (–2) Int 8 (–1) Cha 8 (–1)
Alignment evil Languages Common, Goblin
Equipment leather armor, spear, javelin x5, greatclub, thorny net x5
 

Looking good. A few comments:

1d3 doesn't exist in 4e, but by all means use it if you like it.

As a solo, he needs the ability to make 2 attacks as a standard action/2 attacks as a minor action/1 attack as an immediate interrupt, or some similar combination (5 attacks per round, not including his action points). You can also replace some of those attacks with area or close attacks that do normal attack damage.

I don't think he should roll a new initiative, but I don't know the pros or cons of doing so.

Have fun!
 

Thanks for the input Camelot! I guess I was pulling my punches because it's somewhat bad form to kill 1st level PCs. :) One idea I rejected but maybe will re-implement was giving him a reach weapon (like a glaive) instead of the spear, with attacks on up to 3 creatures. I might give him a ranged minor action too, such as some kind of bomb to harass ranged attackers.
 

Sounds like a good idea! If you want to see an example of a level 1 solo, pick up the Dark Sun Creature Catalog. The monsters in there can make for a great desert/horror/abberant game! Also, next week I'm planning on posting a level 1 solo skirmisher on my blog... =)
 

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