by Brendan Flattery
with acknowledgments to Rob Waluchow 
and C. Steven Ross.


Sidescroll Mayhem: Dungeoneers may walk to squares of solid ground as normal, and target any adjacent square as normal. Dungeoneers have line of sight through solid ground, but not line of effect.

Jump Around: All creatures gain a fly speed of 4.

Undeniable Gravity:
At the end of each turn, all creatures not on solid ground fall directly down and take falling damage as appropriate. Creatures who fall in Columns 1, 2, 14 & 15 take 100 falling damage. If a creature falls into an occupied square, all creatures in that square take an equal amount of falling damage. The falling cannot be reduced or negated in any way.

Escalating Returns: Conscious unbloodied creatures automatically succeed on saving throws to catch themselves from falling. Unconscious creatures automatically fail saving throws to catch themselves.

Melee attacks that hit and do damage also have the following effects based on the hit points of the target after the triggering attack is resolved:

Unbloodied: push 1
Bloodied: push 2
Dying: push 5

Death From Above:
Melee attacks targeting creatures on a row below the attacker gain a +5 bonus to damage rolls.

Failure: A dungeoneer who rolls a natural 1 on an attack roll automatically falls prone. This cannot be negated in any way.

Special Items: On the Dungeon Master’s turn during odd-numbered rounds, a Special Item spawns randomly on one of 4 the crate icons. Unless described otherwise on the card, all Special Items are 5 lb. objects that do not require free hands to use. Dungeoneers who fall prone immediately drop all held Special Items. Special Items disappear when dropped.

Terrain Powers

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 respawn platform. If the destination platform is occupied, that creature dies.

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

Shifting Lands: 

During even-number rounds on the Dungeon Masters turn rounds, a random terrain power activates. Each terrain has a new feature and a predominant terrain power that remains active until the end of the next round.

Planet Zebes: All squares in rows I and below are filled will lava. The lava counts as solid ground but difficult terrain. Each creature who willingly enters or starts its turn in the lava takes 10 fire damage.

Dream Land:
While this card is in play, one 20 ft. tall Whispering Tree (difficult terrain) appears in columns 6-8. It makes the following attack on the dungeon master’s turn:

Wispy Woods                                       Terrain Power
Target: All creatures on the map.
+6 vs Fort
Push 3 squares from the left edge of the map.

Sector Z:
New Terrain: While this card is in play, two Fighter Jets (solid ground) appear in locations chosen by the Dungeon Master. 

Arwing Assault                                   Terrain Power
A creature starts it turn on solid ground that is not a fighter jet.
Target: The triggering creature.
+8 vs AC
2d8 damage, and knocked prone.


Hyrule Castle:
While this card is in play, a  15-foot tall whirlwind appears in square L8. The whirlwind is difficult terrain, and blocks line of sight and line of effect. At the end of each turn, it moves 3 squares in a random direction (left or right). 

Hyrule Whirlwind                               Terrain Power
A dungeoneer willingly enters or starts its turn in the whirlwind.
The triggering dungeoneer.
+6 vs Ref
2d6 cold and thunder damage and push 3 squares from the center of the whirlwind. 

Item Cards:

Home Run Bat                                                   Item
Wondrous Item
Property: Targets of your melee attacks are considered unconscious for the purposes of Escalating Returns.

Free Action

Effect: Gain immunity to forced movement and resist 5 all until the end of your next turn.

Wondrous Item
Property: You are dazed and cannot fly.
Aura 1
Creatures within the aura are subject to the following attack:
+7 vs. Fort
Hit: 20 damage
Miss: 10 damage
Effect: push 3

Ray Gun                                                                 Item

Wondrous Item
Property: Ranged attacks made using this weapon can benefit from Escalating Returns (i.e. gain push effects based on the hit point totals of the target after resolving the triggering attack. Unbloodied: Push 1; Bloodied: push 2; Dying: push 5)

At Will                                                          Range 10
Minor Action
+6 vs Ref
5 radiant damage.

Heart Container                                                  Item
Free Action
You are restored to full health and automatically save against all conditions currently affecting you.

Poké Ball                                                             Item
Consumable + Conjuration                    Range 5               
Standard Action

A dungeoneer can throw the ball at an unoccupied square within range to summon a random Pokémon.

1.  Snorlax
Snorlax emerges from the Poké Ball and flies straight into the air, only to fall back down crush all below.
Close Burst 3
Special: The Snorlax has line of effect to all squares.
+6 vs Fort
2d6 force damage, and knocked unconscious (save ends).

2.  Starmie                                                   
Starmee fires repeated unrelenting blasts in a line across the map.
Close Line 5 in a random direction (left or right) from origin square.
+8 vs AC
1d8 radiant damage , push 1, and repeat the attack against the target.

3.  Charizard  
     Charizard fires a blast to either side, dealing fire damage and pushing all around it.
Close Burst 3

+6 vs Ref

2d6 fire damage and push 2 squares.

4.  Koffing  
     Koffing spews smoke, luring opponents closer.
Close Burst 4
+6 vs Will
: pull 2 and the target takes ongoing 10 poison damage and is dazed (save ends).


  1. Well... that pretty much covers it perfectly. The music and sound effects are so incredibly stuck in my head now!

  2. Great work, man. It's relatively streamlined (there is so much going on in the source material), yet it captures the feel of Super Smash Bros. really well.

    I'm looking forward to seeing this guy in play.

  3. Thanks to both of you!

    As you know I tried to streamline it even more, but Ross was right in that it was lacking in awesomeness.

    I'm thinking of running this pbp in September.

  4. For Special Items, do PCs drop items when they are given the prone condition by attacks (Arwing Assault) or only when they "fall" prone?

    Do conscious, bloodied PCs make saves as normal to prevent forced movement off of precipices or into hindering terrain?

  5. having the jets appear to the DM's discretion might raise issues of fairness in a game. I would suggest picking for or six potential spots and then rolling to see where they end up.

  6. question. Is a charge from one platform to another legal? can I charge from L8 to H11 if there's an enemy at H12?

    1. Sorry for not responding sooner. It's my intention to have them stay where they are in the pic above.