1.15.2012

E5M2: ARMY OF DARKNESS

All right you primitive screwheads, listen up! You see this? This is the Necromonicon ex Mortis. This book awoke something dark in the woods. Something evil. Close as you can figure, the year is 1300 AD and you're being sent to your death (over and over again). Deadites are everywhere, and as much as you're trying to defeat your enemies, staying alive is more important.

Special Items: All Map Items are unique, and are dropped in a dungeoneer's space when they die. Unless described otherwise on the card, all Map Items are 5 lb. objects that do not require free hands to use.
The Forge: The front half of the forge is considered difficult terrain, and deals 5 fire damage for each square willingly entered. The back half and walls are considered blocking terrain. The walls are 10' high.
The Forbidden Altar: Any dungeoneer adjacent to the altar grants combat advantage.
'73 Oldsmobile Delta 88: The Olds is considered difficult terrain, but anyone standing on it gains combat advantage.
The Broken Temple: The walls of the broken temple are 20' high and considered blocking terrain. Deadites cannot enter the broken temple.

Humiliation (terrain power)

No Action • At-Will Trigger: You are targeted by an attack where the attacker rolled a natural 1. Target: The triggering enemy. Effect: You choose one unoccupied square adjacent to the target. It becomes filled with Deadites.

Groovy! (terrain power)

No Action • At-Will Trigger: You roll a natural 20 on an attack roll. Effect: Until you die you are immune to the effects of the Deadites. (You ignore Rattling Bones and Deadly Presence. You can still be targeted by Humiliation and Feast on the Living.)

Respawn (terrain power)

No Action • At-Will 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 drop any special items, regain all hit points, remove all failed death saves and glossary conditions, refresh all encounter powers and power points, and teleport to a random starting square. If the destination starting square is occupied, that creature dies. (please note the omission of healing surges)

Killing Spree (terrain power)

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

Hail to the King, Baby! (terrain power)

Free Action • At-Will (once per round) Trigger: You reduce 3 or more dungeoneers with at least 1 hit point to 0 hit points or fewer during the same turn. Effect: You regain all hit points and healing surges, and refresh all encounter powers and power points.

Will of the Living (terrain power)

Minor Action • At-Will • Close Burst 1 (once per round) Target: each creature you can see in the burst Effect: 1 radiant damage. You lose a healing surge. You cannot use this power if you have no healing surges. Religion: If you are trained in Religion, deal 5 radiant damage. Special: Once per turn, when you are targeted by a Healing power outside of your turn, this power can be activated as a free action. If you spend a surge as a result of the Healing power, you do not lose another one.

Boomstick wondrous item

Good? Bad? I'm the guy with the gun. The Boomstick starts on the hood of the Oldsmobile.

Slugshot weapon, force, thunder

Standard Action • At-Will • Ranged 10 Target: one creature Attack: +8 vs AC Hit: 3d6+6 force and thunder damage, and the target is knocked prone Perception: If you are trained in Perception, increase the range to 20.

Buckshot weapon, force, thunder

Standard Action • At-Will • Close Blast 3 Target: each creature in the blast Attack: +6 vs Reflex Hit: 1d12+6 force and thunder damage Special: if you have the Necronomicon, this attack deals force and radiant damage instead

Chainsaw wondrous item

Who wants some? Who's next? The Chainsaw starts in the trunk of the Oldsmobile.

Wild Swing weapon

Standard Action • At-Will • Close Burst 1 Target: each creature you can see in the burst Attack: +8 vs AC Hit: 1d12+8 damage Miss: half damage Special: if you have the Necronomicon, this attack deals radiant damage

From Groin to Grin weapon

Standard Action • At-Will • Melee 1 Target: one creature Attack: +8 vs AC Hit: 2d12+10 damage, and ongoing 5 damage (save ends) Miss: half damage

Necronomicon any implement

Klaatu... barada... ni–*cough*... The Necronomicon starts on the forbidden altar. Enhancement: +2 to attack and damage Special: You must lose a healing surge to obtain the Necronomicon.

Feast on the Living cold, necrotic

Standard Action • At-Will • Close Burst 5 Target: one creature adjacent to Deadites within the burst Attack: +6 vs Fort Hit: 2d4+6 cold and necrotic damage, and the target loses a healing surge. If they have no surges to lose, they die.

Command the Dead

Move Action • At-Will • Ranged 10 Target: one square of Deadites Effect: slide the Deadites one square (Deadites can be slid through Deadite or dungeoneer squares, but must end their slide in an unoccupied square) Special: When you use this power, you may lose any number of healing surges. For each healing surge lost in this way, the number of targeted squares increases by 2, and the slide distance increases by 2.

S-Mart Brand Kevlar Vest neck slot

Shop smart. Shop S-Mart. The Vest starts on the pedestal in the broken temple. Enhancement: +2 to all defenses Property: If you have proficiency with any heavy armor, this item grants resist 10 force and resist 10 thunder. Special: Once per turn, when you spend a surge as a result of being targeted by a Healing power outside of your turn, you also gain 5 temporary hit points.

Stainless Steel Upgrade any weapon

Your primitive intellect wouldn't understand alloys and compositions and things with... molecular structures. The Upgrade starts on the forge. Enhancement: +2 to attack and damage Acrobatics: If you are trained in Acrobatics, once per turn, you may shift 1 square as a free action after making a basic attack. Athletics: If you are trained in Athletics, add 2 to the distance of any forced movement effects from your weapon powers. Thievery: If you are trained in Thievery, your melee weapon reach increases by 1.

Deadites Terrain minion
Medium undead humanoid

I'll swallow your soul! Initiative end of round HP 1; a missed attack never damages a minion. Resist all 10 Vulnerable radiant 10 AC 8; Fort 8; Reflex 6; Will 6 Rattling bones: a dungeoneer can enter a space filled with Deadites, but it is considered difficult terrain and deals 5 necrotic damage for each square willingly entered Deadly presence: a dungeoneer starting their turn in a space filled with Deadites dies immediately Encroaching horde: At the end of the round, every unoccupied square adjacent to Deadites becomes filled with Deadites. Terrain creature: As terrain, the Deadites are immune to forced movement (except from the Necronomicon), is not considered an enemy, and is hindering terrain. The Deadites can be targeted, killed, made prone, flanked, and provide soft cover as a creature.

4 comments:

  1. I just love the addition of the Oldsmobile. Nice touch!

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  2. Hmm...so the deadites can't hurt you unless commanded to by the necronomicon, or if you enter their square, correct? So if you can get into an empty square, you can be surrounded on all sides but you won't ever be attacked?

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  3. @David - It was an absolute requirement of the map. With how many movies it's been in, it's surprising how difficult it was to find a reference image!

    @huntershaven - anything specific?

    @Jon - Well. The Deadites won't attack you. But the other team's controller better would! I actually had it so they would Encroach right into players' squares, but that might be... too deadly. As it is, in 4 rounds the starting squares are almost surrounded, and in 6 (our apparent PbP playtesting standard) without player interaction, it looks like this! Humiliation and Command the Dead will just exacerbate the situation. I can't wait to see it in action!

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