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<blockquote data-quote="jimmifett" data-source="post: 5529114" data-attributes="member: 55006"><p>Awesome! Don't forget, Taverns have windows too. Give your hobos an acrobatics check (easy or med DC, fail, they dive through, but land prone) as part of thier movement to dive through the window and into the tavern from angles they aren't expecting.</p><p> </p><p>You also have the option of setting the tavern on fire. The hobos, finding stiff resistence, decide to just light the place on fire. Have one or more (preferably more) hobos adjacent to the building take a standard action with a torch to set the roof on fire, which collapses into the building as a Tavern Fire hazard at the end of the current round. After the end of each round there after, the fires spread further into the tavern, essentially become an expanding burst.</p><p>Lets simplify and make that more legible as a hazard...</p><p> </p><p>---------------------</p><p>Expanding Taven Fire (modified Raging Fire hazard) Level x Blaster</p><p>Hazard XP xxx</p><p><em>The fire on the roof has collapsed a large section into the building. The fire is now out of control and spreading quickly across the room due to all the alcohol. At the start of the fire, the fire fills a 4 by 4 square area.</em></p><p> </p><p>Hazard: A 4-by-4 square area of fire. The fire increases it's area by 1 square (from 4-by-4 to 5-by-5, etc.) in all directions at the end of every round. Cannot extend beyond the walls of the tavern unless another building is adjacent.</p><p> </p><p>Perception</p><p>* No check to notice the fire</p><p>* DC 16: Character notices the fire spreading</p><p> </p><p>Trigger: When a creature enters a space adjacent to the Tavern Fire or starts its turn in a space adjacent to or inside the Tavern Fire, the Tavern Fire attacks.</p><p> </p><p>Attack</p><p>Free Action Melee 1</p><p>Target: The triggering creature</p><p>Attack: +6 vs Reflex (+11 if target is inside the fire)</p><p>Hit: 2d6 Fire damage and ongoing 5 fire damage (save ends)</p><p>Miss: Half Damage</p><p>Effect: The fire also provides concealment due to smoke to all creatures inside it and within 2 squares of it. Any creature in this smoke must make an easy DC Endurance check at the start of thier turn to hold thier breath (medium DC if they have taken damage since their last turn). Failure: target grants combat advantage from choking.</p><p>Special: Each time the fire attacks, it spreads into it's target's space whether it hits or misses.</p><p> </p><p>Countermeasures</p><p>* Acrobatics DC 20: A creature can move into a square of Tavern Fire or a square adjacent to it without triggering the attack on success.</p><p>* Two gallons of fire destroys 1 square of Tavern Fire.</p><p>* Targeting 1 or more squares with a water attack automatically destroys the fire in those squares.</p><p>---------------------</p></blockquote><p></p>
[QUOTE="jimmifett, post: 5529114, member: 55006"] Awesome! Don't forget, Taverns have windows too. Give your hobos an acrobatics check (easy or med DC, fail, they dive through, but land prone) as part of thier movement to dive through the window and into the tavern from angles they aren't expecting. You also have the option of setting the tavern on fire. The hobos, finding stiff resistence, decide to just light the place on fire. Have one or more (preferably more) hobos adjacent to the building take a standard action with a torch to set the roof on fire, which collapses into the building as a Tavern Fire hazard at the end of the current round. After the end of each round there after, the fires spread further into the tavern, essentially become an expanding burst. Lets simplify and make that more legible as a hazard... --------------------- Expanding Taven Fire (modified Raging Fire hazard) Level x Blaster Hazard XP xxx [I]The fire on the roof has collapsed a large section into the building. The fire is now out of control and spreading quickly across the room due to all the alcohol. At the start of the fire, the fire fills a 4 by 4 square area.[/I] Hazard: A 4-by-4 square area of fire. The fire increases it's area by 1 square (from 4-by-4 to 5-by-5, etc.) in all directions at the end of every round. Cannot extend beyond the walls of the tavern unless another building is adjacent. Perception * No check to notice the fire * DC 16: Character notices the fire spreading Trigger: When a creature enters a space adjacent to the Tavern Fire or starts its turn in a space adjacent to or inside the Tavern Fire, the Tavern Fire attacks. Attack Free Action Melee 1 Target: The triggering creature Attack: +6 vs Reflex (+11 if target is inside the fire) Hit: 2d6 Fire damage and ongoing 5 fire damage (save ends) Miss: Half Damage Effect: The fire also provides concealment due to smoke to all creatures inside it and within 2 squares of it. Any creature in this smoke must make an easy DC Endurance check at the start of thier turn to hold thier breath (medium DC if they have taken damage since their last turn). Failure: target grants combat advantage from choking. Special: Each time the fire attacks, it spreads into it's target's space whether it hits or misses. Countermeasures * Acrobatics DC 20: A creature can move into a square of Tavern Fire or a square adjacent to it without triggering the attack on success. * Two gallons of fire destroys 1 square of Tavern Fire. * Targeting 1 or more squares with a water attack automatically destroys the fire in those squares. --------------------- [/QUOTE]
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