Copying my notes from a private to a public source, in case anyone wants them.
Blog #8
Posted 22nd April 2009 at 02:37 PM by FunkBGR
Meant to post this Monday, but forgot.
There are a number of "ghost effects" that occur during Hangman's Noose, which are basically traps that the PC's can't do anything about. They're meant to be ghostly manifestations of Jarbin Mord's hate or something.
Here's what I did for a couple of them. Notice instead of Perception, I used Insight for a couple of the hazards . . . it makes more sense, since it's all ghostly and stuff.
Crystal Chandelier Level 1 Lurker
Hazard XP 100
Hazard: The chandelier falls and hits all below it
Perception
DC 20: The character notices the chandelier moves in a non-existent wind
Initiative +3
Trigger
The chandelier is triggered by someone walking under it
Attack
Standard - Reaction - Close burst 2
Targets: All creatures within burst
Attack: +5 vs Ref
Hit: 2d6 damage
Miss: Half damage
Falling Mural and Flying Axe Level 2 Blaster
Hazard XP 125
Hazard: Part of the floor above is weak, and hits an axe just right to send it flying across the room
Perception
DC 20: The character notices the loose marble just above the evidence table
Insight
DC 20: Something feels wrong to the character about the axe
Initiative +5
Trigger
Approaching within 1 square of the evidence table
Attack
Standard - Reaction - Close Burst 2
Targets: All creatures within range
Attack: +5 vs Ref
Hit: 2d6 damage
Miss: Half damage
Followup:
Targets: All creatures in a line between evidence table and juror's box
Attack: +8 vs AC
Hit: 1d6 damage
Miss: No damage
This one was really good, I remember! I grabbed someone, and had another monster come out of somewhere else to attack the party - so they're trying to free his bonds while fighting off some zombie thing. Awesome.
Confessional Chair Level 2 Lurker
Hazard XP 125
Hazard: A chair takes on a life of its own
Insight
DC 22: The character feels something empathetically wrong with the chair.
Initiative +4
Trigger
Approaching within 3 squares of the chair
Attack
Standard - Reaction - Ranged Attack - Range 3
Targets: Closest creature
Attack: +5 vs Fortitude
Hit: Pull 3 squares, plus followup
Followup: 1d6 damage per round (escape ends); target can make an opposed grab (DC 20) or an acrobatics check (DC 20) to be released
Flying Books Level 1 Blaster
Hazard XP 100
Hazard: A fallen spirit is tossing books at the PCs
Perception
Initiative +4
Trigger
Searching the room
Attack
Standard - Reaction - Area Range 10
Targets: All creatures within range
Attack: +7 vs AC
Hit: 1d4+1 necrotic damage
Miss: No damage
This was another great one. While this one occurs in the same room as the Chandelier, I used it first since it happens when you enter the room. Then I had a bunch of rats appear, including a swarm or two. The player's had a hell of a time getting destroying it, and taking out all the rats.
Cacophonous Clock Level 1 Lurker
Hazard XP 100
Hazard: The clock affects all who listen to it
Perception
None
Initiative +3
Trigger
The clock is triggered by someone entering the same room as it
Attack
Standard - Reaction - Area Range 20
Targets: All enemies within area
Aura 20 -> does 2 necrotic damage to all within aura, for 7 rounds (7 o'clock!)
There are a number of "ghost effects" that occur during Hangman's Noose, which are basically traps that the PC's can't do anything about. They're meant to be ghostly manifestations of Jarbin Mord's hate or something.
Here's what I did for a couple of them. Notice instead of Perception, I used Insight for a couple of the hazards . . . it makes more sense, since it's all ghostly and stuff.
Crystal Chandelier Level 1 Lurker
Hazard XP 100
Hazard: The chandelier falls and hits all below it
Perception
DC 20: The character notices the chandelier moves in a non-existent wind
Initiative +3
Trigger
The chandelier is triggered by someone walking under it
Attack
Standard - Reaction - Close burst 2
Targets: All creatures within burst
Attack: +5 vs Ref
Hit: 2d6 damage
Miss: Half damage
Falling Mural and Flying Axe Level 2 Blaster
Hazard XP 125
Hazard: Part of the floor above is weak, and hits an axe just right to send it flying across the room
Perception
DC 20: The character notices the loose marble just above the evidence table
Insight
DC 20: Something feels wrong to the character about the axe
Initiative +5
Trigger
Approaching within 1 square of the evidence table
Attack
Standard - Reaction - Close Burst 2
Targets: All creatures within range
Attack: +5 vs Ref
Hit: 2d6 damage
Miss: Half damage
Followup:
Targets: All creatures in a line between evidence table and juror's box
Attack: +8 vs AC
Hit: 1d6 damage
Miss: No damage
This one was really good, I remember! I grabbed someone, and had another monster come out of somewhere else to attack the party - so they're trying to free his bonds while fighting off some zombie thing. Awesome.
Confessional Chair Level 2 Lurker
Hazard XP 125
Hazard: A chair takes on a life of its own
Insight
DC 22: The character feels something empathetically wrong with the chair.
Initiative +4
Trigger
Approaching within 3 squares of the chair
Attack
Standard - Reaction - Ranged Attack - Range 3
Targets: Closest creature
Attack: +5 vs Fortitude
Hit: Pull 3 squares, plus followup
Followup: 1d6 damage per round (escape ends); target can make an opposed grab (DC 20) or an acrobatics check (DC 20) to be released
Flying Books Level 1 Blaster
Hazard XP 100
Hazard: A fallen spirit is tossing books at the PCs
Perception
Initiative +4
Trigger
Searching the room
Attack
Standard - Reaction - Area Range 10
Targets: All creatures within range
Attack: +7 vs AC
Hit: 1d4+1 necrotic damage
Miss: No damage
This was another great one. While this one occurs in the same room as the Chandelier, I used it first since it happens when you enter the room. Then I had a bunch of rats appear, including a swarm or two. The player's had a hell of a time getting destroying it, and taking out all the rats.
Cacophonous Clock Level 1 Lurker
Hazard XP 100
Hazard: The clock affects all who listen to it
Perception
None
Initiative +3
Trigger
The clock is triggered by someone entering the same room as it
Attack
Standard - Reaction - Area Range 20
Targets: All enemies within area
Aura 20 -> does 2 necrotic damage to all within aura, for 7 rounds (7 o'clock!)
Tags: hazard
Total Comments 0
Comments
Total Trackbacks 0

















And yet another word from our sponsors
