Posted by : David Guyll September 08, 2009

Working on a horror-themed adventure for October that takes place in a swamp. Here are some common terrain features that I crapped out while working on the opening string of encounters.

  • Mud: Acts as difficult terrain and gets your boots dirty. Like, mega dirty.
  • Shallow Water: Also acts as difficult terrain, but if you hit it with a cold keyword power you can get make a secondary attack. Secondary Attack: +3 vs. Fortitude; 2 cold damage and the target is immobilized (save ends).
  • Deep Water: Deep water is deep. Requires swim checks to tread. Can also be affected by cold keyword powers. Can be handy for avoiding some area-effect attacks if you are submerged (like gases). Secondary Attack: +5 vs. Fortitude; 4 cold damage, and the target is immobilized (save ends). The attack bonus is higher since generally you're going to be up to your neck in water, instead of just your waist.
  • Dead Trees: Dead trees provide cover, but can also be pushed over with a DC 15 Strength check. If they are pushed onto a creature, you get to make an attack as well. Attack: Strength + 2 vs. Reflex; 1d6 damage, and the target is knocked prone and immobilized until the end of their next turn.
  • Trees: They can be used for cover, and may be lit on fire if targeted with a fire keyword power. They can be knocked over as well, but the Strength check is DC 21 to do so and the damage is 1d8.

{ 2 comments... read them below or Comment }

  1. Some good stuff here, especially since I'm working on an adventure that will have a swamp scene. But the PC's will be on a small boat and attacked by zombies that are submerged who'll try to capsize their boat. But I think I'll have enough shallow spots too (hinted at by trees growing there or some such) that this will definitely help.

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  2. /zoidberg "Hooray, I'm useful!" Having done a zombie attack on a series of rafts, one interesting thing you can do is have the zombies submerge and spring out at random points to try and drag players into the water. Having a few nameless NPCs on deck to try this on will drive the point home for them. Helps to have the swim rules handy, too.

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