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Need seasonal effects for a special encounter

NewJeffCT

First Post
Going off the idea by [MENTION=6679828]marelion[/MENTION] in my thread below about an evil fey controller - he had her "lair" in the feywild as changing seasons each round and imposing different penalties due to the seasonal conditions.

This is for a high level boss fight to end our campaign, so this would make it memorable.

What sort of penalty or bonus should be related to each season?

Spring - driving rain (a la April showers) imposes a -2 penalty on ranged attacks. Fey controller gains Resist 15 to Fire attacks due to the rains.

Summer - high heat grants Resist 15 Cold due to the heat. Anything else?

Fall - per marelion, the falling leaves impose a -2 penalty on ranged attacks and grant partial cover & concealment beyond 5 squares. ____ grants Resist 15 ____ due to the ____

Winter - snows & ice require a moderate Acrobatics check to move more than 2 squares. Chill conditions impose a Resist 15 to Fire attacks due to the cold.

I don't want to keep penalizing ranged attacks, as we have one guy that is an archer ranger, and I also don't want to penalize fire attacks twice in the four seasons. Any other ideas? Resist Acid?

Thanks
 

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contraserrene

First Post
Spring - Driving rains make all squares obscured. One Flowering Minion appears next to each non-flying PC at the beginning of the round and tries to use a non-damaging Reflex restrain attack (restrain ends at start of next round, as the flowering minions wither away in the dryness). Escape DC is low.

Summer - Great blistering heat and brilliant sourceless sunlight fill the area, and the PCs find out why all their foes are wearing smoked-glass goggles. Anyone without some protection (goggles, blindfighting ability, etc) can choose to close their eyes for the round or risk an attack at the end of the round vs Fort that blinds (save ends). Zones of shadow and obscuring mists provide protection, and a high Nature check with a standard action can rig up eye protection that lasts until the end of the encounter.

Fall - Blowing leaves make all squares difficult terrain (for PCs and enemies alike, except the main enemy and anyone with forestwalk). The winds also carry gentle music and wonderful odors, nostalgic tunes and scents that are different- and special- to everyone. Any PC who takes no damage this round is struck (at the end of the round) by a Nostalgia attack, Will, that Dazes (save ends) as memories rise within. A PC can trade his minor action to deal 5 damage to himself, thereby avoiding the attack.

Winter - The winds rise to a shrieking gale, driving snow and ice everywhere. Any water in the room (pool, stream, etc) becomes solid and walkable. All enemies are encrusted with ice, gaining +2 AC and Resist All 20. Any enemy hit by a Fire attack loses this protection immediately (the fire attack does full damage) and any enemy hit by a Cold attack is Immobilized until the end of the round.
 

contraserrene

First Post
An additional thought: Have a penultimate encounter, with guards or enslaved beasts, range across four caverns/rooms/areas, each of which is constantly subjected to one of the above seasonal effects. So enemy archers are hanging out at the edge of the Spring Rains, allowing them to benefit from cover while striking outside of it; enemy melee types try to stick to the Winter Ice; Lurkers slink about the Falling Leaves to take advantage of those caught by Nostalgia.

This gives the PCs a chance to learn how to deal with each situation, allowing them to engage more with the final battle without being able to simply ignore the effects.
 

Quickleaf

Legend
Maybe have the change of seasons linked to the BBEG's hit points? So from 100% the dominant season is Spring, 75% Summer, 50% Fall, 25% Winter.

Also, I'd think about including a psychological aspect to each season since this is a fey we're talking about. Spring is about vibrance and new life, Summer about "innocence" and hot tempers, Fall is wistfulness and reflection, Winter about death and hibernation. I'd also introduce a vulnerability for the BBEG which shifts according to season...

For example, when the aspect of Summer is invoked, all charm attacks gain combat advantage, all creatures gain Vulnerability (psychic) 5, and the BBEG becomes flighty/erratic and cannot sustain any powers but gains extra immediate save against immobilize/restrain conditions, maybe an increased flight speed.

For Summer you might add an aura akin to the Volcano Dragon (MM3) to the BBEG if you want to emphasize the building extreme heat idea.

Good luck!
 


NewJeffCT

First Post
Maybe have the change of seasons linked to the BBEG's hit points? So from 100% the dominant season is Spring, 75% Summer, 50% Fall, 25% Winter.

Also, I'd think about including a psychological aspect to each season since this is a fey we're talking about. Spring is about vibrance and new life, Summer about "innocence" and hot tempers, Fall is wistfulness and reflection, Winter about death and hibernation. I'd also introduce a vulnerability for the BBEG which shifts according to season...

For example, when the aspect of Summer is invoked, all charm attacks gain combat advantage, all creatures gain Vulnerability (psychic) 5, and the BBEG becomes flighty/erratic and cannot sustain any powers but gains extra immediate save against immobilize/restrain conditions, maybe an increased flight speed.

For Summer you might add an aura akin to the Volcano Dragon (MM3) to the BBEG if you want to emphasize the building extreme heat idea.

Good luck!

good ideas - thanks.
 




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