Author Topic: PLANNED DESIGN: Friedrich's Fault  (Read 7505 times)

Offline Dinonykos

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PLANNED DESIGN: Friedrich's Fault
« on: December 06, 2013, 02:25:50 PM »
I have decided to postpone my work on "Snow Tigress" and to do a short design  called "Friedrich's Fault" with the newest version of the editor. This time, I do not want to use the "multiple-choice-event-based-combat thing", but the standard combats. I aim at doing this during the x-mas days.

But I could need some help concerning monster statistics/data. Although I have never designed an AD&D adventure, I would like to use typical statistics for the monsters. Maybe somebody even has the data needed prepared for DC. The monsters I want to use are:

  • Amazon (with knife)
  • Knight (with mace)
  • Warlock
  • Draconian
  • Priest (different levels)
  • Medusa
  • Erinys
  • Giant Pseudoscorpion
  • Allosaurus


I am not even sure if these are regular monsters. Additionally, maybe someone can tell me which level a party consisting of six members would need to beat the strongest of these monsters...
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #1 on: December 06, 2013, 02:44:10 PM »
Amazon, Knight, Warlock and Priest are PC/NPC classes, so you would use the rules from the races database and then figure it out for the appropriate level. :)
There is a medusa in the default monster database, so you can look there for her.
Medusa:
\(BEGIN)
name = Medusa
icon file = icon_Medusa.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveStep.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 13
armor class = 5
movement rate = 9
hit dice = 6.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 13
magic resistance = 0
size = medium
morale = 35
experience point value = 869
Special Ability = monsterLevel,6
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = monsterMedusaFleshToStone
attack = 4,1,0,attacks,monsterPoison
attack = 1,1,0,gazes,
Undead = none
\(END)

Erinyes:
\(BEGIN)
name = Erinyes
icon file = icon_Erinyes.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveStep.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 14
armor class = 2
movement rate = 12
hit dice = 6
treat HD as hit points = yes
hit dice bonus = 3
THAC0 = 13
magic resistance = 30
size = medium
morale = 30
experience point value = 29500
Special Ability = monsterLevel,7
Special Ability = monsterCombatantAlignment,evil
Special Ability = monsterWeaponImmunity,1
Special Ability = Summoned,plane
Class = Fighter
Race = Baatezu
form = none
penalty = none
immunity = death magic + confusion + none
Misc Options = none
item = none
attack = 4,1,0,attacks,
Undead = Special
\(END)

Draconians:
\(BEGIN)
name = Aurak
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 16
armor class = 0
movement rate = 15
hit dice = 8.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 13
magic resistance = 30
size = medium
morale = 40
experience point value = 2160
Special Ability = monsterLevel,8
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 8,1,2,attacks,
attack = 8,1,2,attacks,
Undead = none
\(END)

\(BEGIN)
name = Baaz
icon file = icon_DraconianBaaz.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 9
armor class = 4
movement rate = 6
hit dice = 2.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 19
magic resistance = 20
size = medium
morale = 40
experience point value = 90
Special Ability = draconianBaaz
Special Ability = monsterLevel,2
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 4,1,0,attacks,
attack = 4,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Bozak
icon file = icon_DraconianBozak.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 14
armor class = 2
movement rate = 6
hit dice = 4.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 17
magic resistance = 20
size = medium
morale = 40
experience point value = 250
Special Ability = draconianBozak
Special Ability = monsterLevel,4
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 4,1,0,attacks,
attack = 4,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Kapak
icon file = icon_DraconianKapak.png,0,2,48,48,0,1,2
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 9
armor class = 4
movement rate = 6
hit dice = 3.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 18
magic resistance = 20
size = medium
morale = 40
experience point value = 145
Special Ability = draconianKapak
Special Ability = monsterLevel,3
Special Ability = monster_CombatantAlignment,evil
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 6,1,0,attacks,
Undead = none
\(END)

\(BEGIN)
name = Sivak
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 14
armor class = 1
movement rate = 6
hit dice = 6.000000
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 15
magic resistance = 20
size = medium
morale = 40
experience point value = 500
Special Ability = monsterLevel,6
Class = Fighter
Race = Monster
form = none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 6,1,0,attacks,
attack = 6,1,0,attacks,
attack = 6,2,0,attacks,
Undead = none
\(END)

Giant Pseudoscorpion:
No idea, will stats for a giant scorpion help?

Allosaurus:
I can't find stats for this, but I can for a Tyranosaurus Rex

Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #2 on: December 06, 2013, 02:52:46 PM »
Level 4 probably for adventurers should be good to start with i guess, meaning they are already experienced and capable. They probably could deal with draconians and with one medusa.

Offline steve_mcdee

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #3 on: December 06, 2013, 03:08:22 PM »
Hmmm.... Draconian special abilities. Are these functioning then?

Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #4 on: December 06, 2013, 03:37:09 PM »
Hm i think most of those can be simulated maybe. Like with text message after fight that they have turned to stone, or with some dmg rolls if they exploded ect. If not you can always use some excuse why they didn't worked.

Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #5 on: December 06, 2013, 03:40:12 PM »
Hmmm.... Draconian special abilities. Are these functioning then?

3 of the 5, yes. :) Aurak and Sivak have not been written yet.

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #6 on: December 06, 2013, 04:57:02 PM »
Wow, thank you all for the quick reaction.

Stats for a Giant Scorpion would do, the main difference is that Pseudoscorpions have the poison glands in their scissors.
I will not need some of the special abilities - only those that are not based on magic, for example posion - yes, petrifying - no.

(Well, the petrifying in Medusas is not real magic, I am aware of that.)

Tyrannosaurus rex is okay, I could slightly alter the stats then.
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #7 on: December 06, 2013, 05:22:01 PM »
Here are the remaining 2...

Giant Scorpion:
\(BEGIN)
name = Giant Scorpion
icon file = icon_GiantScorpion.png,0,2,48,48,0,1,2
miss sound = sound_Miss.wav
hit sound = sound_Hit.wav
move sound = sound_MonsterMoveInsect.wav
death sound = sound_MonsterDeathMedium.wav
intelligence = 0
armor class = 3
movement rate = 15
hit dice = 5.000000
treat HD as hit points = yes
hit dice bonus = 5
THAC0 = 13
magic resistance = 0
size = medium
morale = 40
experience point value = 800
Special Ability = monsterLevel,7
Class = Fighter
form = animal + none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 10,1,0,attacks,
attack = 10,1,0,attacks,
attack = 4,1,0,stings,monsterPoison
Undead = none
\(END)

Tyranosaurus Rex:
\(BEGIN)
name = Tyanosaurus Rex
icon file = DEFAULT
miss sound = DEFAULT
hit sound = DEFAULT
move sound = DEFAULT
death sound = DEFAULT
intelligence = 0
armor class = 5
movement rate = 15
hit dice = 18
treat HD as hit points = yes
hit dice bonus = 0
THAC0 = 5
magic resistance = 0
size = large
morale = 25
experience point value = 5000
Special Ability = monsterLevel,18
Class = Fighter
form = animal + none
penalty = none
immunity = none
Misc Options = none
item = none
attack = 12,1,0,attacks,
attack = 12,1,0,attacks,
attack = 8,5,0,bites,
Undead = none
\(END)


now, for your Special Abilities (SA), look through the SA database. For the most part, I have named each SA to relflect what it's used for and/or who it is used by. :D When you get too frustrated, ask me for help. :D :D :D

Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #8 on: December 07, 2013, 02:31:25 AM »
Yeah lol that was quick :) i have to learn to make monsters stats for DC :D

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #9 on: December 07, 2013, 03:16:34 PM »
Nice, this will help very much!
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Offline manikus

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #10 on: December 07, 2013, 03:55:07 PM »
I had all of these except the t. rex already done, and since I've done this hundreds of times, it doesn't take very long for me to create a new one. It takes a bit longer if I need to write special abilities (sometimes a lot longer).

Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #11 on: December 07, 2013, 04:06:12 PM »
Interesting thanks for explanation :) i hope i will be able to add my own soon if needed, most likely NPCs but maybe some other races too.

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #12 on: December 10, 2013, 04:24:16 AM »
I had some ideas to spice this design up, but it would be helpful if somebody could answer the following questions:

1) Has anybody experimented with setting the time back in a design? (Time travel, so to speak?) Would this cause problems?

2) I recognized there is a "destroy drow equipment" option for items. What exactly is it and does it work in the newest version of DC?
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Offline Milos Gulan

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #13 on: December 10, 2013, 07:44:06 AM »
1. I was thinking lately about seasons in a module for example events in autumn, winter, spring and summer. I wasn't thinking to do time travel but it could work meaning to do things before few years making some decision. I guess it could work but depending on what you are up to it probably would have to be a bit harder then usual.

2. Well drow equipment like vampires don't like sun so it gets destryed in contact with bright sunlight. I am not sure for newest version of DC how it goes.

Few more advices from my point of view, what i would like to see though of course i realize it is not easy to do, from my designing expereinces:

I am not sure how the perfect game looks like but it shouldn't be too difficult to finish,

I would like to see developed characters like being able to make them exportable or at least recognizable. Also some info about races and world should be in games just to make it more real and believeable,

Story to be not dependent of characters who are playing.  It would be cool if characters could be used in game no matter if they are already in party.

Would like to see some nice NPC pregens to be also available at start if player is to lazy to make characters. They also could be met later in the game. I am not sure if this is possible to check if the NPC is in the party already :) but still it could be possible just to certain NPC asks something from the party no matter if he is in already or just been met.

Anyway those are my suggestions, hope it helps. Would like to play it and well just would like to talk of anything that might improve it, Friedrich revenge still waits for me btw, hope i will finish it this time :D.

Offline Dinonykos

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Re: PLANNED DESIGN: Friedrich's Fault
« Reply #14 on: December 10, 2013, 06:37:06 PM »
1) Has anybody experimented with setting the time back in a design? (Time travel, so to speak?) Would this cause problems?
1. I was thinking lately about seasons in a module for example events in autumn, winter, spring and summer. I wasn't thinking to do time travel but it could work meaning to do things before few years making some decision. I guess it could work but depending on what you are up to it probably would have to be a bit harder then usual.
Well, my question was not so much how hard it will be to do it... :) I only thought that the game could perhaps crash or something like that. Maybe nobody has ever tried it...

Doing seasons is not really a problem, you would need a step event keeping track of the days and then the environment should change accordingly. Manikus' moon phase tutorial is the same thing with another cycle...

2. Well drow equipment like vampires don't like sun so it gets destryed in contact with bright sunlight.
Aha! I must have a closer look at this.

Few more advices from my point of view, what i would like to see though of course i realize it is not easy to do, from my designing expereinces:
I am not sure how the perfect game looks like but it shouldn't be too difficult to finish,
I would like to see developed characters like being able to make them exportable or at least recognizable. Also some info about races and world should be in games just to make it more real and believeable,
Story to be not dependent of characters who are playing.  It would be cool if characters could be used in game no matter if they are already in party.
Would like to see some nice NPC pregens to be also available at start if player is to lazy to make characters. They also could be met later in the game. I am not sure if this is possible to check if the NPC is in the party already :) but still it could be possible just to certain NPC asks something from the party no matter if he is in already or just been met.

There will only be pre-generated characters, and no choice concerning party composition - it is a design that connects Friedrich's Revenge with Helmetlands - Praeludium, so there is not much freedom concerning who should be envolved. I will surely also do a design the way you want it (with exchangable characters), but not in this case.

There will be computer terminals in the game allowing get some information about the world. Information about the characters can also be gained by using computers and other objects, and by activating dialogs between the characters.

By the way: NPC in party/not in party is one of the usable event triggers. So if you plan on doing an own design with the option of NPCs joining the party at different times, that wold not be a problem.

The game will look like Friedrich's Revenge, but this time probably with red frames:


« Last Edit: December 11, 2013, 04:30:28 AM by Dinonykos »
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anything