Saturday, June 29, 2013

Interesting Environments

Warehouse
This room is full of boxes and barrel and bags of stuff. Every combatant is considered to have cover for ranged attacks. Whenever a combatant misses in combat, melee, ranged or damaging spell, there is a 1 in 6 chance of breaking a container and releasing it's contents into the room. Roll a 1d6 for what type of contents-
1. Oil. This barrel is broken open and the floor becomes coated with flammable oil. Any fire attack or spell has a 1 in 4 chance of igniting the oil. The fire will cause 1d3 damage to every combatant in the room on the first round, 1d6 damage on the second round, and 1d10 damage for the rest of the turn. At then end of the turn, the fire dies out.
2. Flour. A bag of flour explodes and coats the room. Sneaking rolls for theives is at a DC 20 for the rest of the combat, and invisible creatures lose their invisibility advantage for the rest of the combat.
3.  Apples. A barrel is broken open and it's contents of apples spill onto the floor. Each round, every combatant must make a Ref check vs DC 15 or be off balance, suffering -2 to attacks and checks that require movement or dexterity. A critical 1 on the Ref check indicates that the combatant has fallen prone.
4. Molasses. This barrel is broken open and spills it's contents of sticky molasses on the floor. Every combatant must make a Str test vs DC 15 or be off balance, suffering -2 to to attacks and checks that require movement or dexterity. A critical 1 on the test indicates that the combatant has gotten molasses all over their weapon and suffer the -2 to attacks (non-cumulative) until they spend a round wiping the molasses off.
5. Grain. This sack is punctured and it's contents of grain spill onto the floor. There is no effect on combat unless combatants can think of one. (The grain is fine for flinging into an opponents eyes)
6. Empty crate. Aside from wood fragments and splinters, there is no effect on combat.

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