11.19.2012

E1M9: RUN!

by C. Steven Ross

Trap Gauntlets: The map consists of an infinite number of rooms, called Trap Gauntlets. Each Trap Gauntlet is 4 squares wide by 8 squares long. Each is filled with a deadly trap and ends with a solid wall and a locked door as the only means of egress. When a creature unlocks the door, it reveals the next Trap Gauntlet. New Trap Gauntlets can either be chosen randomly or predetermined by the Dungeon Master, with both the Trap and the Door being variable.
After the initial placement, Trap Gauntlets are not considered in play until revealed by opening/solving the previous door leading to the Trap Gauntlet.

Designer's Note: This map is extremely modular in nature, allowing for any number of combinations of Trap Gauntlets to be used. The author encourages others to submit their ideas for new and creative Traps and Doors.

Constellation of Living Spheres of Annihilation
Gargantuan (4x4) Hazardous Terrain
The Constellation of Living Spheres of Annihilation begins the match to the Left of the first Trap Gauntlet. On the Dungeon Master's turn, the Constellation of Living Spheres of Annihilation moves 1d6+2 squares Right; consuming all matter, space, and time.
Creatures entering or starting their turn in the area of the Constellation of Living Spheres of Annihilation immediately die.

It’s A Trap!       Terrain Power
At-Will (1/turn)
Trigger: You are the first dungeoneer to leave a Trap Gauntlet.
Effect (Free Action): Each ally may shift up to 3 squares and the trap associated with the triggering Trap Gauntlet attacks as specified in its description, with an origin point of the Trap Gauntlet’s door. The Dungeon Master is considered the source of all trap attacks.

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 any unoccupied square adjacent to the Constellation of Living Spheres of Annihilation of your choice.

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.

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.



(1) SLEEP RAY GEMS (Trap)
The eyes of the demon’s face fire azure rays that incapacitate those that might try to breach the gauntlet.
Attack: Ranged 7 (each creature in Trap Gauntlet); +6 vs. Will
Hit: The target is slowed (save ends).

(2) ACIDIC SALIVA-FILLED PITS (Trap)
When this trap is first triggered, place four (4) Large pits (hazardous terrain) in any unoccupied squares in the Trap Gauntlet.
Creatures falling into the pit take 5 damage and are knocked prone.
Creatures starting their turn in the pit take 5 acid damage.
A creature can climb out of the pit with a successful Athletics DC 10 check (Move Action).

(3) ADHESIVE WALLS (Trap)
Creatures starting or ending their turn adjacent to a wall on either the Top or Bottom of the Trap Gauntlet are restrained (escape DC 15).

(4) TOMB-TOUCHED VORPAL RAZORJACKS (Trap)
Blood-soaked slits in the wall fire a hail of cursed bladed discs into the hallway.
Attack: Ranged 7 (each creature in Trap Gauntlet); +8 vs. Armor Class
Hit: 5 damage
Critical Hit: The target is decapitated and dies. Their body burns away to ash, while the skin and hair surrounding their skull peel away, revealing a lesser demilich construct. Until the end of the encounter, creatures take starting their turn in this Trap Gauntlet take 5 necrotic damage as the demilich floats about the room and casts a spell of flesh rot.

(5) RUPTURED PORTAL (Trap)
This damaged portal leaks a cloud of unstable magic.
When this trap is first triggered, place a Large portal cloud (hazardous terrain) in any unoccupied squares in the Trap Gauntlet.
Creatures starting or entering their turn in the portal cloud are teleported 2 squares in a random direction (d8); line of sight and line of effect are not needed. A creature teleported into a square occupied by another creature kills that creature. A creature teleported into solid terrain is instantly killed.

(6) LAVA-FILLED GAUNTLET PITS (Trap)
When this trap is first triggered, place four (4) Large pits (hazardous terrain) in any unoccupied squares in the Trap Gauntlet.
Creatures falling into the pit take 5 damage and are knocked prone.
Creatures starting their turn in the pit take 5 fire damage and are grabbed by animated brimstone gauntlets lining the bottom of the pits (escape DC 10).
A creature can climb out of the pit with a successful Athletics DC 10 check (Move Action).

(7) MEAT GRINDER (Trap)
When this trap is first triggered, place a Gargantuan pit (hazardous terrain) in any unoccupied squares in the Trap Gauntlet.
Creatures entering or starting their turn in the pit are instantly killed.

(8) ROLLING MARBLE ELEPHANT (Trap)
When freed, a giant statue of a marble elephant rolls out on wheels and crushes all before it.
Attack: Close line 7 (each creature in line); +6 vs. Fortitude
Hit: 15 damage and the target is knocked prone.
Miss: 5 damage.

(9) RUST MONSTER SALIVA-COATED DARTS (Trap)
An array of holes in the walls continuously shoots a cloud of darts coated in both acid and the corrosive saliva of rust monsters.
Attack: Ranged 7 (each creature in the trap gauntlet); +8 vs. AC
Hit:  5 acid damage, and the target takes a cumulative -1 penalty to AC until the end of the encounter.

(10) BLACKFIRE JETS (Trap)
Snarling stone demon faces set into the walls vomit forth a fountain of burning black pitch. Those hit by the blackfire are wreathed in icy black flames that consume their life force as a campfire consumes air.
Attack: Close blast 7 (each creature in the Trap Gauntlet); +6 vs. Will
Hit: The target takes 1 cold damage for each healing surge it has and 1 necrotic damage for each healing surge it has.

(11) SLAYING SCREEN (Trap)
A rolling wall of Negative Energy moves through the room, incinerating all flesh.
Attack: Close blast 7 (each creature in the Trap Gauntlet); +6 vs. Fortitude
Hit: The target’s internal organs are liquified. The target is dazed, but may otherwise still act normally (save sustains).
First Failed Save: The target dies.

(12) DREAD MARILITH STATUES (Trap)
These statues are life-sized depictions of reptilian demon queens riddled with piercings. Both statues grip long shards of cold iron in each of their six arms. The arms rotate and spin wildly.
When this trap is first triggered, place two (2) Medium statues (blocking terrain) in any unoccupied squares in the Trap Gauntlet. Creatures willingly entering or starting their turn adjacent to a statue are attacked.
Attack: Melee 1 (one creature); +8 vs. Armor Class
Hit: 10 damage
Critical Hit: The target is cut in half and dies.
"Marilith" by Sam Wood
http://oblivionyr0083.deviantart.com/art/Marilith-By-Sam-Wood-200916202


(1) IRON-BANDED ELECTRIFIED DOOR (1 square door)
An adjacent creature can open this door with a DC 15 Strength or Thievery check (minor action).
Each Failed Check: Electricity to courses through the door, dealing 10 lightning damage to the triggering creature.

(2) HEAVY STONE DOOR (2 squares door)
An adjacent, standing creature can open this door with a Standard Action, without any check. If there are ever no standing creatures adjacent to the open door, it slams shut and attacks all creatures immediately below it.
Attack: Area 2 (each creature in area); +6 vs. Reflex
Hit: 30 damage
Miss: The creature slides 1 square to the Left of the door.

(3) ADAMANTINE PORTCULLIS OF IMPALEMENT (4 squares door)
The portcullis provides cover to combatants on opposite sides of the Door, but does not block line of sight or line of effect. An adjacent creature can open this door with a Minor Action, without any check. If there are ever no standing creatures adjacent to the open door, it slams shut and attacks all creatures immediately below it.
Attack: Area 4 (each creature in area); +6 vs. Reflex
Hit: 10 damage and the target is restrained and takes ongoing 10 damage (escape DC 20).
Miss: The creature slides 1 square to the Left of the door.

(4) OVERCHARGED SWINGING MITHRIL GATE (1 square door)
A set of adamantium doors swing easily on their hinges, however powerful bolts of lightning burn any who touch them.
This door is unlocked and open, but is difficult terrain. A creature moving through the area of the door takes 5 lightning damage and may deal 5 lightning damage to another creature in the Trap Gauntlet.

(5) SUPERHEATED DEMON DOOR (2 square door)
A superheated iron plate is bolted to the bottom of this wall’s front face. Two iron balor skulls are also set into the top of the wall’s front face. Lastly, exit through the wall can only be accomplished by squeezing through automated mechanical jaws at the center of the wall.
A creature that ends its turn adjacent to the door takes 5 fire damage.
An adjacent creature can move through the center of the door with a successful DC 10 Acrobatics check (move action).
Each Failed Check: The triggering creature takes 15 damage.

(6) PICTURE PUZZLE DOOR (4 square door)
A sliding picture puzzle is set into this wall.
A dungeoneer adjacent to the wall can slide one of the puzzle plates as a minor action. Once a total of 3 plates have been slid by any number of dungeoneers, the puzzle is solved and this wall becomes ethereal, allowing all creatures to pass through without penalty.

(7) WALL OF PRIMORDIAL ICE (4 square door)
This wall is a solid block of obsidian colored ice that has giant arctic death mold spores suspended within.
HP 25
AC/Fortitude/Reflex 5
Immune cold
Vulnerable 20 fire, 20 thunder
Each time the ice wall takes untyped weapon damage, a cloud of spores is released and each creature adjacent to the wall must make a saving throw against poison or die.
Once the wall is reduced to 0 hit points, it shatters into difficult terrain and all creatures are free to pass through.

(8) BARBED CHAIN DOOR OF THE KYTON (1 square door)
A spindle of demonic barbed chains forms a web across the opening between two walls.
The chains are interlocked with each other and must be untangled with a DC 20 Thievery check (Minor Action).
Each Failed Check: The triggering creature is whipped by the animated barbed chains and takes 15 damage.

(9) ECTOPLASMIC DOOR (2 square door)
An oval portal filled with a translucent mass of rippling ectoplasm, reinforced with writhing magenta veins. Creatures within 3 squares of the ectoplasmic door can either make a DC 10 Intelligence, Wisdom, or Charisma check (move action) to open or close the door.
Special: A creature may expend a psionic power point (minor action) to automatically open or close the door.

(10) SECRET DOOR (1 square door)
A creature adjacent to the wall must succeed on a DC 20 Perception check (minor action) to find the door. On a success, a door is placed in a random square on the wall and easily opened by an adjacent creature with a minor action.

(11) BARRIER OF LOST SOULS (4 square door)
A thick wall of force contains dozens of weeping and wailing souls. An adjacent dungeoneer can dispel a barrier with a successful DC 20 Arcana or Religion check (minor action).

(12) DELAYED EXIT SEALING DEADFALL (4 square trap)
This door starts open when revealed and also reveals the next Trap Gauntlet. A creature adjacent to the door and trained in Dungeoneering may make the ceiling collapse with a Standard Action, no check needed. A collapsed ceiling attacks each creature below it.
Attack: Area wall 4 (creatures in area); +6 vs. Reflex
Hit: 30 damage
Miss: 15 damage and the creature slides 1 square to the Right of the door.
Aftereffect: At the start of your next turn, the door is permanently sealed. Creatures sealed into the Trap Gauntlet in this way may kill themselves and use Respawn at the start of their turn.

6 comments:

  1. Assuming a 4 on 4 team, the constellation is going to move 8 squares every round, where the average player speed is only 6. Even if you get your full 6 squares of movement, the other team doesn't even have to touch you for you to die before your next turn. Is that supposed to be the case?

    Also, are we just turning every room in Fane into an FTDM map? :P

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    Replies
    1. That's what I thought too. Like, basically, you have to have someone on your team who's a friendly forced movement specialist to keep their team ahead of the constellation.

      I think the intention is to add and remove a geomorphic tile every round, keeping the map constantly moving, but if the Inevitable Death Effect is faster than the dungeoneers... maybe I'm missing something. I just see the players using their entire turn mitigating death-by-map rather than reaping their enemies.

      Perhaps that's the point. Survival of the fittest? It's always been deaths, not kills, that drive the score.

      I think a classic sticky fighter would be awesome in this. They'd die each round, but so would every enemy who tried to get past.

      Delete
  2. Hmm...what if instead of moving 1 square after every player's turn, the constellation went on the DM's turn and moved 1d10 squares (or possibly at initiative count 10 and 0, and moved 1d6 squares)? That way you'd need to keep running, but there would be an element of luck & risk/reward. "If I move to this square 6 spaces away from the constellation I can attack 2 people, but if I move to the square 8 squares away from the constellation I can only attack 1. Is it worth it?"

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    Replies
    1. I see what you're saying and I smell what youre cookin'. I like it! It also makes the map viable for 3-team.

      Delete
    2. Oh yeah, that's much better. I like the double move with 1d6 each time better than once with 1d10

      Delete
  3. Constellation of Living Spheres of Annihilation movement changed to 1d6+3 on the Dungeon Master's turn.

    ReplyDelete