Saagael
First Post
Note to my players of At World's End, if you want to be surprised, turn back now.
EDIT: To clarify, I put this in the house rules section because this combat is using a mostly customized format. I wasn't sure which forum to put it in, so I went with this one; hope i made the right choice.
I'm setting up an airship encounter that will pit six level 12 players against several waves of flying monsters, culminating with them facing off against 2 black dragons. The purpose of posting this is to get some feedback as well as help others who might want to do something similar but don't know where to start. The main gimmick of this fight is that the players will mostly use ship-based weaponry to attack the enemies, using the idea of "terrain powers" introduced in the DMG2. The players will be able to control the weaponry on the ship: two cannons, a ballista and an electricity generator. Below is a summary of the terrain powers I have so far.
Dwarven Airship
HP 200
AC 4; Fort 20, Ref 2
Speed 0, fly 12 (hover), overland flight 15
---------------------------------------------------------------------------------------
Cannons
Fire Cannon
At-Will - Standard Action - Ranged 20/40
Target: One creature
Attack: +17 vs AC
Hit: 5d10+25 damage, and the target is pushed 1d6 squares. If this attack bloodies the target, it is knocked prone.
Special: On a critical hit, the target is dazed until the end of the operator's next turn.
Explosive Shot
Encounter - Standard Action - Area burst 2 within 20
Target: One creature
Attack: +13 vs Reflex
Hit: 2d10+15 damage, and the target is pushed 4 squares.
Aim Cannon
At-Will - Minor Action
Effect: The next attack made with the canon gains a +2 bonus to its attack roll. This can only be used 1/round.
---------------------------------------------------------------------------------------
Ballista
Fire Ballista
At-Will - Standard Action - Ranged 10/20
Target: One creature
Attack: +17 vs AC
Hit: 3d10+25 damage.
Special: On a critical hit, the target takes ongoing 10 damage (save ends).
Harpoon
At-Will - Standard Action - Ranged 10/20
Target: One creature
Attack: +17 vs AC
Hit: 3d10+15 damage, and the target is grabbed (until escape). The DC to escape is 22.
Sustain standard: 2d10+5 damage and the target is pulled 4 squares.
Aim
At-Will - Minor Action
Effect: The next attack made with the ballista gains a +2 bonus to its attack roll. This can only be used 1/round.
---------------------------------------------------------------------------------------
Pilot
Sharp Turn
At-Will - Standard Action
Target: Each creatures perched on the airship
Attack: +15 vs Fortitude
Hit: The creature is pushed 5 squares away from the ship.
Effect: Each creature on the ship slides 1d4 squares.
Ramming Speed
At-Will - Standard Action - Close blast 5 (origin is the front of the ship)
Target: Each creature in blast
Attack: +15 vs Reflex
Hit: 3d10+15 damage and the target slides 5 squares.
Order Crew
At-Will - Minor Action (1/round)
Effect: The ship regains 3d6+5 hit points. The pilot grants combat advantage until the start of his/her next turn.
---------------------------------------------------------------------------------------
Lightning Generator
Electric Discharge
Recharge 5 - Standard Action - Close burst 5 (around ship)
Target: Each creature in burst not on ship
Attack: +13 vs Reflex
Hit: 2d10+15 lightning damage and the target is immobilized until the end of the operator's next turn.
Special: Roll to recharge this power at the beginning of the current operator's turns.
---------------------------------------------------------------------------------------
Enemy Powers
Grab Ship
At-Will - Free Action - Melee 1
Target: The airship
Effect: The creature is perched on the ship.
Shake
At-Will - Minor Action (1/round)
Requirement: Must be perched on the ship
Target: Each creature on the ship
Attack: +13 vs Fort
Hit: 1d6+5 damage and the target is knocked prone.
Effect: The ship takes 3d6+5 damage.
Tilt
At-Will - Minor Action (1/round)
Requirement: Must be perched on the ship
Target: Each creature on the ship
Attack: +13 vs Fort
Hit: 1d6+5 damage and the target is pulled 3 squares.
Effect: The ship takes 3d6+5 damage.
---------------------------------------------------------------------------------------
There's the basic idea. Any opinions or criticisms is greatly appreciated. Suggestions on new types of weapons the players can use, or other type of "terrain powers" the players can use to interact with the ship and attack with would be great.
EDIT: To clarify, I put this in the house rules section because this combat is using a mostly customized format. I wasn't sure which forum to put it in, so I went with this one; hope i made the right choice.
I'm setting up an airship encounter that will pit six level 12 players against several waves of flying monsters, culminating with them facing off against 2 black dragons. The purpose of posting this is to get some feedback as well as help others who might want to do something similar but don't know where to start. The main gimmick of this fight is that the players will mostly use ship-based weaponry to attack the enemies, using the idea of "terrain powers" introduced in the DMG2. The players will be able to control the weaponry on the ship: two cannons, a ballista and an electricity generator. Below is a summary of the terrain powers I have so far.
Dwarven Airship
HP 200
AC 4; Fort 20, Ref 2
Speed 0, fly 12 (hover), overland flight 15
---------------------------------------------------------------------------------------
Cannons
Fire Cannon
At-Will - Standard Action - Ranged 20/40
Target: One creature
Attack: +17 vs AC
Hit: 5d10+25 damage, and the target is pushed 1d6 squares. If this attack bloodies the target, it is knocked prone.
Special: On a critical hit, the target is dazed until the end of the operator's next turn.
Explosive Shot
Encounter - Standard Action - Area burst 2 within 20
Target: One creature
Attack: +13 vs Reflex
Hit: 2d10+15 damage, and the target is pushed 4 squares.
Aim Cannon
At-Will - Minor Action
Effect: The next attack made with the canon gains a +2 bonus to its attack roll. This can only be used 1/round.
---------------------------------------------------------------------------------------
Ballista
Fire Ballista
At-Will - Standard Action - Ranged 10/20
Target: One creature
Attack: +17 vs AC
Hit: 3d10+25 damage.
Special: On a critical hit, the target takes ongoing 10 damage (save ends).
Harpoon
At-Will - Standard Action - Ranged 10/20
Target: One creature
Attack: +17 vs AC
Hit: 3d10+15 damage, and the target is grabbed (until escape). The DC to escape is 22.
Sustain standard: 2d10+5 damage and the target is pulled 4 squares.
Aim
At-Will - Minor Action
Effect: The next attack made with the ballista gains a +2 bonus to its attack roll. This can only be used 1/round.
---------------------------------------------------------------------------------------
Pilot
Sharp Turn
At-Will - Standard Action
Target: Each creatures perched on the airship
Attack: +15 vs Fortitude
Hit: The creature is pushed 5 squares away from the ship.
Effect: Each creature on the ship slides 1d4 squares.
Ramming Speed
At-Will - Standard Action - Close blast 5 (origin is the front of the ship)
Target: Each creature in blast
Attack: +15 vs Reflex
Hit: 3d10+15 damage and the target slides 5 squares.
Order Crew
At-Will - Minor Action (1/round)
Effect: The ship regains 3d6+5 hit points. The pilot grants combat advantage until the start of his/her next turn.
---------------------------------------------------------------------------------------
Lightning Generator
Electric Discharge
Recharge 5 - Standard Action - Close burst 5 (around ship)
Target: Each creature in burst not on ship
Attack: +13 vs Reflex
Hit: 2d10+15 lightning damage and the target is immobilized until the end of the operator's next turn.
Special: Roll to recharge this power at the beginning of the current operator's turns.
---------------------------------------------------------------------------------------
Enemy Powers
Grab Ship
At-Will - Free Action - Melee 1
Target: The airship
Effect: The creature is perched on the ship.
Shake
At-Will - Minor Action (1/round)
Requirement: Must be perched on the ship
Target: Each creature on the ship
Attack: +13 vs Fort
Hit: 1d6+5 damage and the target is knocked prone.
Effect: The ship takes 3d6+5 damage.
Tilt
At-Will - Minor Action (1/round)
Requirement: Must be perched on the ship
Target: Each creature on the ship
Attack: +13 vs Fort
Hit: 1d6+5 damage and the target is pulled 3 squares.
Effect: The ship takes 3d6+5 damage.
---------------------------------------------------------------------------------------
There's the basic idea. Any opinions or criticisms is greatly appreciated. Suggestions on new types of weapons the players can use, or other type of "terrain powers" the players can use to interact with the ship and attack with would be great.
Last edited: