Here's something I've used before to great effect. It is fun and full of destruction. I gaurantee that when you put one (or several) of these in an encounter, fun things happen. The basic premise is that the encounter features a tall structure with an unstable point near the base. A character comes up, pushes or hits the thing in just the right spot, and it comes crumbling down. At heroic, the effect is represented well with some ancient ruins (think of The Pantheon ruins in Greece); at Paragon Tier, a three-story house; at Epic Tier, your players are knocking over entire castle towers.
The mechanics were inspired by the wizard spell Wake of Fire from Class Acts: Wizard in Dragon 388. The gist of it is a three-stage collapse with the tower/house/column twisting in whatever way the character decides during its descent. You end up with a very cinematic effect. What more can I say, this one is really cool.
c Collapsing Column Single Use Terrain (Level 5)
You find the weak spot in the structure of the ancient ruins and give it a good hit.Single Use
Standard Action Close blast 2
Check: Dungeoneering DC 22
Target: Each creature in blast.
Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack
using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 2.
Secondary Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 2.
Tertairy Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
c Collapsing House Single Use Terrain (Level 15)
You find the weak spot in the structure of the house and give it a good hit.Single Use
Standard Action Close blast 3
Check: Dungeoneering DC 30
Target: Each creature in blast.
Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 3.
Secondary Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 3.
Tertairy Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
c Collapsing Tower Single Use Terrain (Level 25)
You find the weak spot in the structure of the castle tower and give it a good hit.Single Use
Standard Action Close blast 5
Check: Dungeoneering DC 38
Target: Each creature in blast.
Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 5.
Secondary Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 5.
Tertairy Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
You find the weak spot in the structure of the ancient ruins and give it a good hit.Single Use
Standard Action Close blast 2
Check: Dungeoneering DC 22
Target: Each creature in blast.
Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack
using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 2.
Secondary Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 2.
Tertairy Attack: +10 vs. Armor Class
Hit: 2d8+10 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
c Collapsing House Single Use Terrain (Level 15)
You find the weak spot in the structure of the house and give it a good hit.Single Use
Standard Action Close blast 3
Check: Dungeoneering DC 30
Target: Each creature in blast.
Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 3.
Secondary Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 3.
Tertairy Attack: +20 vs. Armor Class
Hit: 2d12+21 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
c Collapsing Tower Single Use Terrain (Level 25)
You find the weak spot in the structure of the castle tower and give it a good hit.Single Use
Standard Action Close blast 5
Check: Dungeoneering DC 38
Target: Each creature in blast.
Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a second attack using any square along the edge of the blast as the origin square.
Secondary Target: Each creature in a close blast 5.
Secondary Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain, and make a third attack
using any square along the edge of the blast as the origin square.
Tertiary Target: Each creature in a close blast 5.
Tertairy Attack: +30 vs. Armor Class
Hit: 4d8+30 damage and the target is knocked prone.
Miss: Half damage.
Effect: The zone becomes difficult terrain.
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