MortalPlague
Adventurer
For next session, I have prepared an encounter that will be fought ankle-deep in torrential water. An earthquake shattered the floor of this room, and it slopes gently towards a gaping chasm. The majestic fountain at one end lost the basin entirely, and its rushing waters form a long, rapid torrent from the north wall to the cliff, thundering over and down into darkness. The battlefield varies in length, from 7 to 10 squares between the north wall and the cliff.
The fight is designed to be a very tough one for my ninth level party. They will be fighting the necromancer ally of a powerful undead knight. The big gimmick to the fight will be the water; this is what I'm thinking:
At the start of each player's turn, they slide two squares towards the cliff. If they begin their turn prone, they slide two additional squares towards the cliff (four total). Any movement made against the current costs two squares per, while any movement with the current may be doubled. A character who moves more than two squares on their turn must succeed on an acrobatics check (DC 20) or fall prone.
This is a balancing act; I want to have some neat terrain rules for the water, but I don't want to cripple the ability of characters to move around. I'm mostly concerned about the 'moving over two squares' bit; is it too harsh? I'd remove it, but I'd like to involve acrobatics in some way. People who train in acrobatics (and thus gain the benefits of 'balance') ought to have an advantage in this sort of terrain.
The fight is designed to be a very tough one for my ninth level party. They will be fighting the necromancer ally of a powerful undead knight. The big gimmick to the fight will be the water; this is what I'm thinking:
At the start of each player's turn, they slide two squares towards the cliff. If they begin their turn prone, they slide two additional squares towards the cliff (four total). Any movement made against the current costs two squares per, while any movement with the current may be doubled. A character who moves more than two squares on their turn must succeed on an acrobatics check (DC 20) or fall prone.
This is a balancing act; I want to have some neat terrain rules for the water, but I don't want to cripple the ability of characters to move around. I'm mostly concerned about the 'moving over two squares' bit; is it too harsh? I'd remove it, but I'd like to involve acrobatics in some way. People who train in acrobatics (and thus gain the benefits of 'balance') ought to have an advantage in this sort of terrain.