FOURTHCORE TEAM DEATHMATCH

January 18, 2011

Terrain Power: Chained Beast

Here's another example of progressing a terrain power through the three tiers. From a tiger, to a displacer beast, to a ragng demon; an iconic and dangerous beast is presented where appropriate for the power level of the heroes that face off against it.

This started with my attempt to add some interesting effects to the Chamber of Eyes finale in Thunderspire Labyrinth. In it, the heroes storm the lair of Hobgoblin slavers and end with a climactic duel, which also happens to link some new participants in the battle into the next phase of the plot. In the description of the scene, there are chains pinned to the floor and an angry Dire Wolf pet of the Hobgoblin chief. I felt that these two great tastes would taste together, and so chained down the pet onto the floor, removing it as a standard combatant per se, and creating a dangerous terrain feature that could be exploited by clever thinkers on either side of the DM Screen. I've also included a similar setup for a chained down wild boar, which also appears in Thunderspire Labyrinth.



m Chained Tiger
Terrain Effect (Level 6)
A tiger is chained to the ground here, furiously lashing out at anyone foolish enough to step near.
Terrain Effect
Immediate Reaction; Melee 1
Effect: Any creature that begins its turn adjacent to the chained tiger is subject to the following effect.
Attack: +10 vs. Armor Class
Hit: 1d10+8 damage

Features of the Area
Chains Holding the Tiger: The chains have 20 HP each; AC 10, Reflex 5, Fortitude 10. A character adjacent to the chains can use a minor action to make a Thievery check (DC 23) to pick the lock holding the chains, or a Strength check (DC 16) to yank the chains out of the floor. Once the chains have been disabled in this way, the tiger immediately runs away from the battle.

m Bound Wild Boar
Terrain Effect (Level 7)
A wild boar is roped down to the ground here, incensed by the arrows of the gnolls, and furiously lashing out at anyone foolish enough to step near.
Terrain Effect
Immediate Reaction; Melee 1
Effect: Any creature that begins its turn adjacent to the bound wild boar is subject to the following effect.
Attack: +9 vs. Fortitude
Hit: 1d10+6 damage, and the target is pushed 2 squares and knocked prone.

Features of the Area
Ropes Holding the Boar: The ropes have 10 HP each; AC 10, Reflex 5, Fortitude 10. A character adjacent to the ropes can use a minor action to make a Strength check (DC 16) to yank the ropes out of the floor. Once the ropes have been disabled in this way, the boar immediately runs away from the battle.

m Chained Displacer Beast
Terrain Effect (Level 16)
A displacer beast from the heart of the Feywild is chained to the ground here, furiously lashing out at anyone foolish enough to step near.
Terrain Effect
Immediate Reaction; Melee 2
Effect: Any creature that begins its turn within 2 squares of the chained displacer beast is subject to the following effect.
Attack: +18 vs. Reflex
Hit: 3d6+13 damage, and the target is knocked prone.

Features of the Area
Chains Holding the Displacer Beast: The chains have 50 HP each; AC 20, Reflex 5, Fortitude 20. A character adjacent to the chains can use a minor action to make a Thievery check (DC 31) to pick the lock holding the chains, or a Strength check (DC 22) to yank the chains out of the floor. Once the chains have been disabled in this way, the displacer beast immediately runs away from the battle.
Dimensional Shackles: Creatures adjacent to the chained displacer beast cannot use powers with the teleportation keyword.

m Chained Demon
Terrain Effect (Level 26)
A horrid demon from the heart of the Abyss is chained to the ground here, furiously lashing out at anyone foolish enough to step near. The demon hurls globule of sticky spittle, which burn, freeze, and shock with roiling chaos.
Terrain Effect (acid, cold, fire, lightning)
Immediate ReactionClose blast 3
Trigger: A creature begins its turn within 3 squares of the chained demon.
Target: Each creature in blast.
Attack: +26 vs. Fortitude
Hit: 3d10+17 acid and cold damage and ongoing 15 fire and lightning damage (save ends).

Features of the Area
Chains Holding the Demon: The chains have 100 HP each; AC 20, Reflex 5, Fortitude 20, Resist 10 all. A character adjacent to the chains can use a minor action to make a Thievery check (DC 39) to pick the lock holding the chains, or a Strength check (DC 29) to yank the chains out of the floor. Once the chains have been disabled in this way, each character adjacent to the chains takes 4d8+25 necrotic damage and the demon immediately flies away from the battle.
Dimensional Shackles: Creatures adjacent to the chained demon cannot use powers with the teleportation keyword.

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