MortalPlague
Adventurer
So I'm planning to run an 11th level one-shot pretty soon, and I've got an encounter that I'm putting together with some interesting mechanics. Beneath a monastery, the adventurers will find themselves in a room in an ancient ruin. The floor was once supported by a host of pillars, but that floor has rotted and crumbled away entirely, leaving only the broad pillar-tops as surface. The pillars themselves are slender, widening out as they hit the top, making them rather top-heavy. And fragile.
At their age, any movement across them will set them in motion, knocking over pillars like dominoes.
There will also be a combat in this room. Some, but not all of the adversaries will be flying. So there's a chance to knock some of the non-flying monsters off pillars, but the fight can't be won purely by doing so.
The pillar rules are what I'm focusing on mostly, however. The way I have it setup, as soon as someone jumps onto a pillar, it begins to fall in the direction they moved onto it. The pillars act on two initiative counts: 30 and 15. So they begin to fall quite swiftly, knocking into other pillars, and taking them down.
Obviously, left to their own devices, a row of pillars would overtake the PCs and deny them a route. However, I'm going to give each pillar that's knocked by another pillar a saving throw: on a 12+, they don't fall. That way it's likely for the domino effect to continue, but not a certainty.
The second thing is that I'm going to allow PCs to make an athletics, acrobatics, or dungeoneering check as a free action upon landing to force a pillar to fall a particular way. The pillars, by their bases, will only fall along the domino lines (they can't knock them diagonally, for instance), but they can make it so their own routes aren't compromised.
Thirdly; pillars that have fallen for one round are still up at the top; PCs can jump to them, run across them, and jump off of them. However, since they're on a slant, they're difficult terrain unless the PC succeeds on a DC 15 acrobatics check. And the DC to jump from them is 5 higher, since they need to make up the elevation. Failing the jump DC as a result of the 5 will have them hanging on to the next pillar over.
The floor of the room is 100 feet down; a fall like that is unlikely to outright kill an 11th level PC. But it's enough damage to make them think twice about plummeting. Also, the PCs will enter the room via chute, which splits. I plan to roll a d6, and they enter the room on the row indicated (the numbers across the left). That way they're likely to be out of each others way when they begin crossing.
Any thoughts?
At their age, any movement across them will set them in motion, knocking over pillars like dominoes.
There will also be a combat in this room. Some, but not all of the adversaries will be flying. So there's a chance to knock some of the non-flying monsters off pillars, but the fight can't be won purely by doing so.
The pillar rules are what I'm focusing on mostly, however. The way I have it setup, as soon as someone jumps onto a pillar, it begins to fall in the direction they moved onto it. The pillars act on two initiative counts: 30 and 15. So they begin to fall quite swiftly, knocking into other pillars, and taking them down.
Obviously, left to their own devices, a row of pillars would overtake the PCs and deny them a route. However, I'm going to give each pillar that's knocked by another pillar a saving throw: on a 12+, they don't fall. That way it's likely for the domino effect to continue, but not a certainty.
The second thing is that I'm going to allow PCs to make an athletics, acrobatics, or dungeoneering check as a free action upon landing to force a pillar to fall a particular way. The pillars, by their bases, will only fall along the domino lines (they can't knock them diagonally, for instance), but they can make it so their own routes aren't compromised.
Thirdly; pillars that have fallen for one round are still up at the top; PCs can jump to them, run across them, and jump off of them. However, since they're on a slant, they're difficult terrain unless the PC succeeds on a DC 15 acrobatics check. And the DC to jump from them is 5 higher, since they need to make up the elevation. Failing the jump DC as a result of the 5 will have them hanging on to the next pillar over.
The floor of the room is 100 feet down; a fall like that is unlikely to outright kill an 11th level PC. But it's enough damage to make them think twice about plummeting. Also, the PCs will enter the room via chute, which splits. I plan to roll a d6, and they enter the room on the row indicated (the numbers across the left). That way they're likely to be out of each others way when they begin crossing.
Any thoughts?