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  • Basic Tutorial: Adding a Monster

    1. To create a new monster, click on 'Database' on the upper menu, and from the drop-down menu, choose 'Add Monsters...' or by using 'CTRL+M' hotkey combination.

    1. Select 'Add' to open the Monster Properties window.

    1. The name of this new monster is 'Goblin Scout' and goes in this field.
    2. It is of average intelligence, which is on the smart side for goblins - a '10' is placed in this field.
    3. It has the worst possible Armor Class, '10' which may be modified later by giving armor to the Goblin Scout.
    4. The mosnter gets a good movement rate of '12' to represent it being a scout.
    5. THAC0 (To Hit Armor Class 0) is '20' to represent the relatively unskilled nature of this monster.
    6. I have decided that if this monster is defeated by the party that it is worth '50' XP (Experience Points) to them.
    7. The Goblin Scout has a bonus of '1' to represent it's elite (for a goblin) status.
    8. The Goblin Scout is a '1' hit dice monster - meaning it may have from 1 to 8 hit points, not counting the bonus.
    9. The size of the monster is 'M' (the default) as it is nearly human-sized.
    10. This monster is not resistant to magic, so I leave this value alone.
    11. Choose the race of the monster from the dropdown list. The goblin scout is of race, "Monster".
    12. Choose the class of the monster from the dropdown list. The goblin scout is of class, "Fighter".
    13. A morale score of '25' will be added to the Combat Events base score (0 to 50) to give a value in the 0 to 100 range which represents the morale for this monsters. At 0, they will turn and run away as soon as combat begins, at teh other end, a score of 100 means they will always stay and fight until death or victory.
    14. This monster is not undead, so I left this field alone.
    15. This button opens the Monster Attacks window.

    17a.   Press the 'Add' button to open the Monster Attack Details window. As I only want the Goblin Scout to have one unarmed attack per round, I only do this once.

    1. Goblin Scouts, like all goblins are relatively weak, and there only do 1d2 hit points of damage with their unarmed attack.
    2. Goblin Scouts do not do any bonus damage, so this field is left alone.
    3. I decided to leave the defalt Attack Message in place, so that this attacks will display as "Goblin Scout attacks..."
    4. No spells are to be attached to the attack, so this option is left alone.

    1. This button selects the icon to be used for the monster - I selected it and navigated into my design's Resources folder and chose 'icon_Goblin.png'.
    2. I left this as 'DEFAULT' to let Dungeon Craft populate this with a sound.
    3. I left this as 'DEFAULT' to let Dungeon Craft populate this with a sound.
    4. I left this as 'DEFAULT' to let Dungeon Craft populate this with a sound.
    5. I left this as 'DEFAULT' to let Dungeon Craft populate this with a sound.
    6. I didn't give the Goblin Scout any items, so I left this button alone. I can always edit the Goblin Scout at a later time to give it the desired items.
    7. I decided Goblin Scouts didn't carry money of any sort, so I ignored this option.
    8. The Goblin Scout is a basic creature and does not have any Special Abilities.
    9. While not selectable in and of itself, this is where the icon chosen in step 21 is displayed.
    10. For their Form, I decided that Goblin Scouts are none of these.
    11. Goblin Scouts have no immunities, so all boxes were left unchecked.
    12. Goblin Scouts have the selected penalties, basically meaning that they are easier to hit for dwarves and gnomes, to of the monsters racial enemies.
    13. As Goblin Scouts can be Held and Charmed by spell, I selected this option. As I've now completed the Goblin Scout, I selected 'OK' until I was back to the base editor for Dungeon Craft and saved my work.