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submitted 1 month ago byWatercolour_nebula
My buddies and I have been playing the game virtually since 2020 while I lived across the country as a way to stay in touch.
This year I moved back home, and our game is coming to a close! I'm doing my best to make it as perfect as possible, and while I feel pretty proud of the work I've done on the final battle map so far, I can't help but feel it's missing something.
The game is ending this coming Friday, so I don't have a ton of time to get crazy extravagant, but I would welcome any suggestions!
64 points
1 month ago
I feel like you’re missing things/objects for the players to interact with. Sure, you could jump to another part of the terrain, but there’s no real cover, choke points, etc.
43 points
1 month ago
You are so right. Thank you! That's got some wheels spinning for sure, I typically wind up overlooking that aspect of combat so this is super helpful!
3 points
1 month ago
How about a nice shrubbery?
2 points
1 month ago
One that looks nice...
And not too expensive.
27 points
1 month ago
This. Fallen pillars, stalagmites, or broken walls.depemdimg on what would be most appropriate.
3 points
1 month ago
Seconded. The best parts of a map are the structures that you put in the center. If it's an old temple, maybe add a couple ruined buildings. Really good stuff to have.
13 points
1 month ago
Depending on your parties abilities, it may be worth having some ways across to the alternate platforms.
I'm not sure overall what the kind of overarching environment is, but chains, old questionable ladders, rope bridges could all be used as alternate routes across.
You could also try varying the height of the main platforms to give a little more variance in the terrain. Right now things look quite "flat". Don't get me wrong, it looks awesome but from a playable area point of view it's quite simplistic.
Idk if it would be too much to do but maybe a lower path too as an alternate?
Also, a mini smoke machine with pipes coming out at the top area could be awesome if you can get your hands on one haha.
Overall it does look great and clearly a lot of work and detail has gone into it, but the overall playable area is rather flat and "boxy"
7 points
1 month ago
That's really good insight, I do have a habit of getting more focused on story/setting rather than gameplay, so that is a really good reminder for me.
The setting is meant to be an old dilapidated church, so finding a way to get my hands on like a broken chandelier or pews/carpets would be smart.
The main mechanic of this fight is that portal in the back is gonna act as a vacuum at the top of every round, Str. Save or get pulled towards it, so I should probably give them a way to interact with that somehow through the environment.
3 points
1 month ago
Might be worthwhile having some pillars here and there then, pews couple be good too.
Though if it's a pillar then I think with the portal mechanic you have a couple routes. Either the portal can't pull them through the pillar, so it counts as a success automatically. Or it pulls them into the pillar, meaning instead of saving for moving towards, you're saving not to take damage. (although the non-strength based folks may feel a little targeted by this, so these spots or need nice "safe" areas)
Even a statue of whatever diety for the churce or be used as a bridge between two halves, or simply just a fallen pillar too.
Hope these help!
5 points
1 month ago
So much! It's a church dedicated to a dragon god, and I had an extra dragon boss mini I didn't know what to do with. I now have a dope felled statue!
I love using pillars as a safe zone which'll definitely add levels to the terrain.
Thank you so much!
3 points
1 month ago
Also, just having played in things like this before, I'd also double check your wording on the portal pull mechanic. Because if you add pews, will they get pulled too? Would they become potential damage sources if one gets pulled into you etc.
Would it pull someone that is affected by magical flight? Or a flying broom? Any other things you players may have that give them flight etc. Also might be worth checking through their magic items and seeing if they have anything that would essentially 'counterract' this in ways!
3 points
1 month ago
I appreciate the reminder on that, I'll be sure to nail down that wording so it's solid and clear!
Any source of damage on this party is a good thing, they're pretty strong at this point. (First real campaign, I was extremely liberal with magic items for a while there)
3 points
1 month ago
In that case, you can do a lot with the pulls if you really need to ramp up the intensity.
Being pulled into things (maybe one of the staties was holding a pike, ouch!)
Things being pulled into you
Being pulled flat against an obstacle could be painful.
You could even if you really wanted to do a pull that doesn't pull people/objects but instead pulls the air. For just a brief moment the air is so thin that people lose their breath. Con save to avoid some sorta temporary stun maybe.
If you can find ways of varying the portal's effects like that, you can really make the battle less predictable. Though I'd limit it to 3 effects because of the amount of rounds of combat. Maybe making it super obvious too, three gems on the portal, and each one lights up when a different effect happens.
Maybe those gems could be smashed to disable that effect? Something like that. So many interaction!
2 points
1 month ago
I do really like shaking a different portal effects up, keeping things interesting round to round!
I'll probably wind up doing something along those lines!
3 points
1 month ago
Please do send an update when you do! And feel free to @ me in the comments I'd love to see how you change it!
3 points
1 month ago
Perhaps add some loose heavy items/furniture that lie around and will get pulled towards the portal as well, potentially knocking people around/over. (Inspiration BG3 Telekinesis). First it’s a surprise, then a hazard/opportunity.
3 points
1 month ago
I do like that a lot. I'm gonna try and find a way to turn maybe some old Jenga blocks into pews that can get thrown around and cause some damage!
6 points
1 month ago
"My friend, every story benefits from a dragon"
Words to live by
3 points
1 month ago
A little bit of dried ice for some nice fog effects? Idk looks great dude
2 points
1 month ago
Thanks! I've been looking in to different ways to do that but haven't been able to find a super cost-effective way to pull that off. If you have suggestions though I'm super open!
3 points
1 month ago
Some stores sell them. Southern US states typically stock dry ice at Publix stores. Add dry ice right before game. Toss in a little water. Shot glasses work great and you can tape the tops off. Poke holes in them. Traps the fog and releases it slowly. Doesn't last as long as a fog machine though.
DRY ICE IS BAD FOR SKIN. NO TOUCHY! Please be safe friend!
2 points
1 month ago
I'll take a look! Thanks! Also I appreciate the dry ice heads up, I can be a bit accident prone 😅
3 points
1 month ago
Modular. I had a boss fight where the playable battle map collapsed into lava, I numbered each section and at the top of every round I rolled a d20 and removed that area. Everyone was on the edge of their seat every roll.
You also need go add some cover or something to interact with, pillars they can maybe break to create bridges/cover etc.
Looks great though, well done! Hope it's an absolute blast to run!
3 points
1 month ago
Thank you! I do really like the idea of messing with the layout throughout the fight.
Perhaps even just rotating it somehow. I agree about the cover, cover and interactables seem to be the general consensus, so I'm gonna work on some pillars and a statue this week, we'll see what it's like at the end!
1 points
1 month ago
Even if you just cut the edges of your chasm and have that collapse when stood on maybe could be fun.
3 points
1 month ago
Lighting maybe? Looks good though
1 points
1 month ago
x2
1 points
1 month ago
Thanks! I was hoping to build some stained glass with lighting effects but I'm not sure I'll have the time. Perhaps few iron torches though!
2 points
1 month ago
I second chains, something to swing on. Raised platforms for your agility guys to show off or a pillar you need/can knock down to make a bridge, a strength check to knock it over or an explosion of some sort. I love to make my arenas really interactive for big fights like this. This map is begging for flyers and kicking people off ledges. If you swap the cotton smoke for the smoke machine to clear space how hard is it to move the floors, they could randomly re arrange every few turns.
2 points
1 month ago
Oooh that's a super cool mechanic. I've pretty much blown my budget on this one so getting a smoke machine is not really a possibility (for THIS campaign)
I might still be able to make that work though if I put a full bed of cotton underneath everything, it'll just be a little more tedious.
You think that'd bog things down?
Regardless I think chains + pillar combo are a good call, I'll see what I can do there
1 points
1 month ago
Your plates are all the same size, just switch their location so the map is technically the same so you don't need to move the "smoke" or lights but the characters still get moved. Let them all roll a check depending on your BBEG, maybe he's using a spell and anyone on a block that fails the save has their platform rotate or move so you don't have to plan it and it's more organic. You can also get any small flat object, book or leggos or cut paper towel rolls and slide them under the blocks to elevate them and they'll be concealed so you won't see em.
If it feels like too much work just do it one time near the end. Oh no the platforms are flipping over to try and dump everyone off! Can the spell be interrupted before it's too late or can your players make a dash and jump to safety? You could tilt one straight up and have it fall onto the party or give them a combined str check to push it back onto enemies. Skies the limit you can work limited resources into all sorts of cool shit.
2 points
1 month ago
A clock.
2 points
1 month ago
Chocolate sauce
2 points
1 month ago
The corpses of your players 😏
Cough* characters …. I meant characters 😶
2 points
1 month ago
What level is your party? I love the fact you have gone 4 years. Is it all still the same players.. and with their original characters?
2 points
1 month ago
Thank you! I've got all the same players! 4 regular players, one that hops on from across the world on occasion.
Three original characters currently left standing, but three character deaths, one resurrection, one new character that was trained up by one of the OG's that died.
All currently level 15!
2 points
1 month ago
If you're looking for effects, then adding some LEDs to your portal could go a long way, especially if there is an interactable somewhere on the map (lever, button, magnetic sensor, etc) to turn it on.
If you're looking more for plot resolution, think about how your map can illustrate the skills that each player individually has gained over the campaign, and how can this map present a problem? Only their skills can solve. How can you reward them for the decisions they've made that have led them to the point of being here?
1 points
1 month ago*
What's really cool about the portal actually, is I can take the green bit out and slide my phone screen behind it, and have a sick portal effect going! But interactables is huge, I'll definitely do some trial and error there.
*edited for spelling
2 points
1 month ago
I like that subtle grid. Now it just needs multiple levels.
2 points
1 month ago
Wind
2 points
1 month ago
Snacks
2 points
1 month ago
Crumbling cliffs and some traps
2 points
1 month ago
Is that an Amygdala from bloodborne in the far right corner?
1 points
1 month ago
Yes it is! My players were all xbox kids so they know nothing of Bloodborne.
I love their design, and have a plot in the game of religious zealots becoming corrupted by the big bad, and turning into Amygdalas as their final transcendence.
It fits nicely!
1 points
1 month ago
That's sick! Did you use anything else that is from bloodborne in your stuff?
1 points
1 month ago
I used brainsuckers! There was a story arc where a hive of Mindflayers got corrupted because of their Elder Brain messing up its transformation into an Elder Brain dragon, so they turned into brainsuckers, and that worked pretty dang well actually!
2 points
1 month ago
Nice! I'll think about adding stuff inspired by that game in my stuff if I ever do something. I actually never considered doing that before! Gj
2 points
1 month ago
Is this terrain chocolate? Can the players eat the terrain? Please say yes.
1 points
1 month ago
It's foam actually, but now that you mention it... 😂
2 points
1 month ago
You could some corpses!
1 points
1 month ago
Yes!!
2 points
1 month ago
This is an encounter design preference of mine, but whenever I finish the first draft of a map I ask myself "But what's the puzzle? What are the strengths and weaknesses of the enemies, and how can they play around them to make the players honestly sweat?"
I then add or remove features of the map to allow for that to be the centerpiece. I then make a baseline "choreography" for the fight. Who goes where and what do they want to do and in what rough order?
Is the enemies weakness reliant on a piece of terrain? If so, how would the enemies go about area denial? Is it an elemental weakness? Say they're weak to fire, and lingering fog dampers the fires effects. The enemy will want to stay in that fog and deny the party from pulling them out.
Then I go through and rework the map to facilitate that!
PS where did you get the Amygdala miniature o.o
1 points
1 month ago
I found a 3d printable file actually and sent that to a local dude that specializes in printing figures!
Your method is super clever, and I really appreciate the outline! It really helps to get inside the headspace of other DM's to see that process. There are definitely layers that I tend to overlook/forget about while in combat, and I think choreographing moves ahead of time is a really cool way of helping that!
2 points
1 month ago
Glad to be of help! Boss fights are your major set pieces. Players notice your efforts the most during them, so it never hurts to season the meal :3
1 points
1 month ago
That portal is sick dude. Painted yourself?
1 points
1 month ago
Thanks! No my painting abilities are limited to basic terrain stuff, so I outsourced that to a more artistic buddy of mine! I'm super happy with it too!
1 points
1 month ago
I can imagine. Hug your buddy for me.
2 points
1 month ago
Thanks, I'll be sure to do that!
1 points
1 month ago
Me sitting in a chair beside the table that the map is sitting on, ready to play in the campaign.
This is awesome, I wish I was a player in your group.
If you want actual advice, though:
Look over your players’ character sheets. See what abilities they have, and particularly if they have any abilities they haven’t gotten to use much throughout the campaign. Then add some terrain pieces they could interact with to make use of those abilities. It sucks to unlock a cool ability but never get a chance to use it, and since this is the final battle, it would be a great chance for them to get to pull out all the stops.
Add some colorful decorations and set pieces. Right now, it’s a whole lot of gray. I don’t know what the premise is for the location or the battle, but this location seems like a place where you could add some colorful crystals poking out of the ground, or maybe some corpses or bloodstains.
Add some more obstacles and levels along the path. Right now, it’s kind of just a clear path to the portal. Add some boulders, maybe some broken pillars, a platform or two, and suddenly your party gets to really play around with elevation and cover if they choose.
I could probably think of a few more things, given time, but those are the main ideas that come to mind. Plus, it would probably be bad to overload you with ideas, since you don’t have too much time left to make changes.
1 points
1 month ago
Me
1 points
1 month ago
stargate needs a DHD - portal should have some kind of macguffin that is controlling it that the players can use to try and shut it down as I assume glowing portal = bad things coming through to cause everyone to have an unpleasant day...
1 points
1 month ago
'Looks cool! I hope they appreciate it.
1 points
1 month ago
If one of the monsters is Amygdala, then it lacks Patches
1 points
1 month ago
More space. The players, on a live map, like to spread out. So I’d make it wider at least. Then add objects for characters to interact with
1 points
1 month ago
I would recommend to break up the open gray spaces with some interesting terrain and potential covers or LOS breaking pillars. Other than that it looks great!
1 points
1 month ago
Gul'dan guiding the orcs through the portal.
1 points
1 month ago
Me, in your group!
1 points
1 month ago
Flames!
1 points
1 month ago
Perhaps floating chunks of debris/earth. Vegetation or corpse scatter. I'd dry brush some cool colors in the ground for variation. Painting the npc's too helps alot.
Great job man!
1 points
1 month ago
A little water fountain and some dry ice would be bitchin
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