8.03.2012

E1M8: DEATH WYVERNS' CRUCIBLE

Death Wyverns' Crucible is an homage to the Fourthcore swan song adventure, Fane of the Heresiarch, by Sersa Victory.  This Deathmatch Map steals liberally from a pulse-pounding, adrenaline-filled ambush. If you find yourself enjoying this map even one iota, it behooves you to visit yourself upon its inspiration.

Design by C. Steven Ross
Cartography by Robert Waluchow
Inspiration by Sersa Victory



Eight slabs of black marble jut from a pool of hissing dracolisk bile that swallows this vast wrought-iron crucible. Hundreds of humanoid shapes writhe in the bile, their limbs broken and flesh peeling like parchment. Winged shadows circle in the gloom overhead.

Caged Platforms: Each 3x3 platform is covered by a floor-to-ceiling iron cage with openings as indicated. The cage bars provide cover. (-2 penalty to melee and ranged attacks). The edges of the cage openings are hard corners.

Dracolisk Bile (Hazardous Terrain, Difficult Terrain): All squares that are not a caged platform are covered in viscous dracolisk bile extending for miles all around. The surface of the fluid is only a few inches lower than the platforms.
Creatures willingly entering the dracolisk bile take 5 acid damage for each square of dracolisk bile entered.

Designer's Notes: The intent here is to make hopping from one cage to the next relatively easy, a simple Athletics check, but enticing dungeoneers to use the teleportation archways to get to the far ends of the map.

Death Wyverns: Creatures who end their turn in the dracolisk bile are immediately attacked by circling Death Wyverns and must roll a saving throw. On a failure, the creature dies.

Respawn Terrain Power
At-Will + teleportation
Trigger: You start your turn dead or begin your first turn of the encounter.
Effect (No Action): You regain all hit points and healing surges, refresh all encounter powers, remove all conditions, and teleport to a random teleportation archway. If the destination teleportation archway is occupied, that creature dies.

Teleportation Archway Terrain Power
At-Will + teleportation
Trigger: You move onto a teleportation archway.
Effect (No Action): You teleport to a random, different teleportation archway. (Roll 1d8, rerolling if the current platform number shows.) If the destination teleportation archway is occupied, that creature dies.

Forced Teleportation               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, different teleportation archway. (Roll 1d8, rerolling if the current platform number shows.) If the destination teleportation archway is occupied, that creature dies.

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

Humiliation: A creature rolling a natural 1 on an attack roll immediately teleports to a random teleportation archway. If the destination teleport square is occupied, that creature dies.

2 comments:

  1. Simple yet dynamic.

    I can't wait to try it out.

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  2. Yeah, looks great. I'd love to see two melee-oriented teams slug it out on this one.

    ReplyDelete