1.17.2011

E1M1: SLAUGHTERHOUSE



by C. Steven Ross and Jasmine Barlow




Distance Between Floors: 20 ft. drop

Controls Platform: The controls platform is a 1x1 square, located on the Upper Level and hovering above the meat grinder. All creatures on the Lower Level have line of sight and line of effect with cover to any creature standing on the controls platform, and vice versa. The Athletics check to jump to the controls platform from the Upper Level edge is DC 15 (or DC 7 if running).

Floor-to-Floor: Creatures do not have line of sight or line of effect between floors (except at the controls platform, see above).

Humiliation: A creature rolling a natural 1 on an attack roll is knocked prone immediately after the attack. Being knocked prone in this way cannot be negated in any way.

Respawn: Before the respawn die roll is made, the dungeoneer must declare which floor (upper or lower) he or she is appearing on.

Respawn                                 Terrain Power
At-Will (teleportation)
Trigger: You start your turn dead, dying or begin your first turn of the encounter.
Effect (No Action): If you are dying, you die. You regain all hit points and healing surges, remove all failed death saves and conditions, refresh all encounter powers and power points, and teleport to a random teleport square on a floor of your choosing. If the destination teleport square is occupied, that creature dies.

Killing Spree                                 Terrain Power
At-Will (1/turn)
Trigger: You reduce 2 or more enemies with at least 1 hit point to 0 hit points or fewer during the same turn.
Effect (Free Action): Gain an action point. You may spend more than one action point per encounter, but only one action point per round.

Teleportation Archway (random)         Terrain Power
At-Will + teleportation
Trigger: You move onto a teleportation archway.
Effect (No Action): You teleport to a random teleportation archway on a floor of your choosing. If the destination teleportation archway is occupied, that creature dies.
Special: The teleportation arhway is difficult terrain.

Forced Teleportation (random)                        Terrain Power
At-Will + teleportation
Trigger: You push, pull, or slide a creature onto a teleportation archway.
Target: The creature that you pushed, pulled, or slid.
Effect (No Action): You teleport the target to a random teleportation archway on a floor of your choosing. If the destination teleport square is occupied, that creature dies.

Conveyor Belt                            Challenging Terrain
Creatures moving into each square of, starting their turn, or ending their turn on a conveyor belt on the lower level slide 1 square towards the meat grinder.
Creatures moving into each square of, starting their turn, or ending their turn on a conveyor belt on the upper level slide 1 square towards the drop to the lower level.
Special: This movement cannot be negated or reduced in any way.

Meat Grinder                         Hindering Terrain
Creatures entering or starting their turn in the meat grinder die. The surface of the meat grinder is 20 ft. below the Lower Level.

Controls (Nailgun)                   Terrain Power
At-Will (1/turn)
Requirement: You must be on the central control platform.
Minor Action
Effect: Choose one nailgun origin square. Make an attack from that square.
Attack: Close blast 5 (creatures in blast); +8 vs. Armor Class;
Hit: 1d10+7 damage and the target is pushed 1 square.

Controls (Conveyor)                   Terrain Power
At-Will (1/turn)
Requirement: You must be on the central control platform.
Minor Action
Effect: All creatures on conveyor belts slide 3 squares, as determined by the conveyor belt (upper or lower). Creatures slid into hazardous terrain because of this effect are not entitled to a saving throw to negate the forced movement.
Special: This movement cannot be negated or reduced in any way.

Magic Item Font                    Terrain Power
Minor Action (1/turn)
Requirement: You must be adjacent to a magic item font.
Effect: Gain a random magic item from those listed below. Unless described otherwise, all magic items are 5 lb. objects that do not require free hands to use.

(01-02) Boots of Speed           Magic Item
Feet Slot Item
Power + At-Will
Minor Action
Effect:
 Move up to your Speed.

(03) Chaos Device           Magic Item
Wondrous Item
Power
 (teleportation) + Consumable
Minor Action
Effect:
 You are teleported to a random respawn point on a floor of your choosing. If the destination teleport square is occupied, that creature dies.

(04-05) Disc of Repulsion           Magic Item
Wondrous Item
Power
 + At-Will
Standard Action
Attack:
 Close blast 5 (creatures in blast); +6 vs. Fortitude
Hit: The target is pushed up to 3 squares.

(06) Banishment Device           Magic Item
Wondrous Item
Power
 (teleportation) + Consumable
Move Action
Attack:
 Ranged 10 (one creature); +6 vs. Will
Hit: The target is teleported to a random respawn point on a floor of your choosing. If the destination teleport square is occupied, that creature dies.

(07-08) Amulet of Warding           Magic Item
Neck Slot Item
Property: Gain an Armor Class of 20. This replaces your normal Armor Class value.


(09-10) Wings of Wrath           Magic Item
Wondrous Item
Power
 + Consumable
Minor Action
Effect: Gain a fly (hover) speed equal to your Speed until the end of your next turn.
Power + Consumable
Trigger: You fall.
Effect (Immediate Interrupt): You gain 
a fly (hover) speed equal to your Speed until the end of your next turn.


(11-12) Flechette           Magic Item
Wondrous Item
Power
 (poison, zone) + Consumable
Standard Action
Attack:
 Area burst 1 within 10 (creatures in burst)
Effect: You create a zone of poisonous gas in the burst that lasts until the end of your next turn. Creatures ending their turn in the zone take 15 poison damage.

(13) Icon of the Defender           Magic Item
Wondrous Item
Power
 + Consumable
Minor Action
Effect: You cannot be made the target of attacks until the end of your next turn.

(14-15) Krater of Might           Magic Item
Wondrous Item
Power
 + Consumable
Minor Action
Effect: Regain all of your used encounter and daily powers.

(16-17) Mystic Ambit Incant           Magic Item
Wondrous Item
Power
 + Consumable
Minor Action
Effect: Gain one of the following benefits, limited by your role:
Defender: Gain a +2 power bonus to Armor Class until the end pf your next turn.
Leader: You or one ally may spend a healing surge.
Controller: Recharge one of your used encounter or daily powers.
Striker: You have combat advantage against all creatures until the end of your next turn.

(18) Mystic Urn           Magic Item
Wondrous Item
Power
 (healing) + Consumable
Minor Action
Effect: Regain all hit points and gain 10 temporary hit points.

(19) Dark Servant           Magic Item
Wondrous Item
Power
 (summoning) + Consumable
Standard Action
Effect: Create a Dark Servant in an adjacent unoccupied square that lasts until destroyed. The Dark Servant has identical abilities to you except it has 1 Hit Point and can only use At-Will powers. It has a full set of actions that it takes immediately after your turn.

(20) Porkalator           Magic Item
Wondrous Item
Power
 (polymorph) + Consumable
Standard Action
Attack:
 Close blast 3 (creatures in blast); +6 vs. Fortitude
Hit: The target is polymorphed into a pig (save ends). While a pig, the target has 1 hit point and cannot make attacks.
Aftereffect: The target regains all hit points and used encounter powers.

7 comments:

  1. Is the slide 3 from the Controls (Conveyor) power irresistible like the Conveyer Belt terrain?

    Also, do you save against unwillfully entering the Belt?

    ReplyDelete
  2. The Controls slide cannot be resisted (will update in a second).

    The belts are not hazardous terrain (so no save), however the drop and the meat grinder are.

    ReplyDelete
  3. New map looks cool. Maybe put some faint gridlines on the top floor, so there's no confusion about the size of a space.
    Also, a couple questions about the conveyors.
    Does a conveyor affect a character that has moved onto it by forced movement?
    If the above is 'yes'; if I force move a character onto a conveyor on the upper floor, and through the conveyor property that player is dropped onto the lower floor, do I get to continue moving the player through the rest of the forced movement, or will line of effect be lost?
    If a player drops from the top conveyor onto the bottom conveyor, did they just 'enter' that new conveyor space, and are they moved again?

    ReplyDelete
  4. Forced Movement: No, but it does hit you at the start of your turn. Similarly, the drop from upper floor to lower floor via the conveyors is from forced movement, and so doesn't automatically trigger more conveyor movement.

    ReplyDelete
  5. The Frenchman in me suggests that you rename "Flechette" (small projectile) to "Flacon" (flask).

    ReplyDelete
    Replies
    1. Yeah, I always thought that was weird when playing HeXen. (ha! Autocorrect decided that x oughtta be capitalized)

      Anyway, I think it's sticking fairly well to the source material. (well, the items at least align with Heretic/heXen tropes)

      Delete
  6. Ahh, NOW I remember why all these items, and most of the Fourthcore mythos, seemed vaguely familiar. Must have been the "incense" in my dormmate's room in 1995/6 interfering with my memory formation. (And yes, I was annoyed by the faux-French malapropism in 1995/6 too)

    ReplyDelete