11.13.2011

E1M2: THE CITADEL









The first draft of The Citadel (or at least, the one that was used at GenCon and that we're using for Match 01 of the play-by-post games) isn't quite what I want out of a FTDM map. It's too big, for one thing, and too symmetrical. I've updated the map significantly with this new version. I've cut down the size, make the lava less punishing (but more pervasive), and added a lot of fun and interesting options to the siege weapons without adding any additional die rolls to take up valuable killing time. The siege weapons are also much more Fourthcore in theme, with more grotesque, over-the-top effects than the previously represented and more realistic catapults and ballista. I'm also playing around with a type of "king of the hill" scenario, where the dungeoneers will be fighting to get to the high points of the citadel walls where those siege weapons lie.

Hellish Landscape: The oppressive cloud cover negates any direct sunlight.
Stairs, Rubble: Difficult terrain.
Castle Walls: The castle walls are 10 ft. and 20 ft. tall, as indicated. A climb check (Athletics DC 10) is required to scale the walls.
Battlements: Creatures cannot be placed outside of The Citadel walls.

Siege Weapons: Creatures adjacent to the catapult, ballista, or burning pitch can use these terrain powers. Each of the siege weapons is blocking terrain, but does not block line of sight or line of effect.

River of Lava: Creatures moving into each square of or starting their turn in the river of lava take 10 fire damage (1/turn). The river of lava is shallow, has no effect on movement, and is thus not considered hindering terrain.
The air immediately above the lava is searingly hot. Creatures flying into or starting their turn flying above the river of lava take 5 fire damage (1/turn).

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     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 failed death saves and conditions, refresh all encounter powers and power points, and teleport to a random teleport square. 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.

r Catapult Gelatinous Cube     Terrain Power
At-Will + acid, weapon
Requirement: You must be adjacent to a catapult.
Standard Action
Attack:
Ranged 10 (one creature); +6 vs. Reflex
Hit: The target is grabbed and takes ongoing 10 acid damage until escape (escape DC 13).

a Catapult Hive of Giant Fiendish Stinging Hornets     Terrain Power
At-Will + poison, weapon
Requirement: You must be adjacent to a catapult.
Standard Action
Attack:
Area burst 1 with 10 squares (creatures in burst); +6 vs. Reflex
Hit: 1d8 + 5 poison damage, and the target is vulnerable 5 all and takes 5 poison damage at the start of each turn until the target dies.

r Pinning Bolt Ballista     Terrain Power
At-Will + weapon
Requirement: You must be adjacent to a ballista.
Standard Action
Attack:
Ranged 10 (one creature); +8 vs. Armor Class
Hit: 1d10 + 7 damage and the target is grabbed (escape DC 9) and pulled to the nearest unoccupied adjacent square to the ballista.

a Unstoppable Ballista     Terrain Power
At-Will + weapon
Requirement: You must be adjacent to a ballista.
Standard Action
Attack:
Area line 10 (creatures in line); +8 vs. Armor Class
Hit: 1d10 + 7 damage and the target is pushed to the furthest unoccupied square in the line.

c Cauldron of Burning Pitch     Terrain Hazard
At-Will + fire
Requirement: You must be adjacent to a cauldron.
Standard Action
Attack: Close blast 3 (creatures in blast); +6 vs. Reflex
Hit: The target is blind until the target dies.
Effect: The target takes 5 fire damage.
Special: Using this terrain power provokes an opportunity attack.

c Cauldron of Rot Grubs     Terrain Power
At-Will + necrotic
Requirement: You must be adjacent to a cauldron.
Standard Action
Attack:
Close blast 3 (creatures in blast); +6 vs. Fortitude
Hit: The target is infested with rot grubs until the target dies. While infested with rot grubs, the target takes 10 necrotic damage at the start of his or her turn and any creature that ends its turn adjacent to the target also becomes infested with rot grubs until he or she dies.
Special: Using this terrain power provokes an opportunity attack.

The Armory of Last Resort: One of these legendary treasures, chosen at random at the start of the match, is placed on top of the southeast tower. Unless described otherwise on the card, this magic item weighs 5 lb. and does not require free hands to use.

(1) Wand of Lightning Bolt (FTDM)                  Magic Item
from the Fourthcore Armory
Lightning Bolt (lightning, implement) + At-Will
Standard Action     Close line 10
Target: Each creature in line
Attack: +6 vs. Reflex
Hit: 6d6 lightning damage.
Miss: Half damage.

(2) Lost Crown of Tesh-Naga           Magic Item
from the adventure The Lost Crown of Tesh-Naga
Head Slot Item
Kneel Before Dhakaan (charm) + Encounter (special)
Standard Action     Ranged 10
Target: One creature
Attack: +6 vs. Will
Hit: The target is dominated until you die.
Miss: The power is not expended.
Special: This power recharges when you die or the target dies.

(3) Frost-Staff of Deras (FTDM)           Magic Item
Icy Tomb (cold, implement) + At-Will
Attack: Ranged 5 (one creature)
Effect: The target takes 6 cold damage and is restrained until the end of its next turn.
Cone of Cold (cold, implement) + Recharge 6
Attack: Close blast 5 (creatures in blast); +6 vs. Fortitude
Hit: 6d6 cold damage and the target is slowed until the end of its next turn.
Miss: Half damage.


(4) Blackrazor           Magic Item
Simple one-handed melee weapon
Damage 1d10, Proficient +3;  Versatile, High crit; Heavy Blade
Property: Gain a +2 power bonus to all attack rolls against bloodied enemies.
Frostbite (cold, necrotic, weapon) + At-Will
Standard Action
Attack:
 Melee 1 (one creature); +6 vs. Fortitude
Hit: 2d10+10 cold and necrotic damage
Miss: You take 10 damage. This damage cannot be resisted or negated in any way.
Special: You may use this attack in place of a melee basic attack.
Soul Stealer (healing) + At-Will
Minor Action
Effect: One adjacent unconscious creature dies and you may then spend a healing surge.

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