Protoss119
02-02-2006, 02:02 PM
I just brainstormed an idea last night about how to improve Elemental Battlegrounds: HAZARDS. In each area, have a specific hazard that harms players in there. And by that, I mean ALL players. Here's what I have in mind.
Canals of Filth - "We're in a sewer, Eddy! An incubator for every parasite known to man!" Double Dee, Ed, Edd, and Eddy. Yes, the sewer is a disease-ridden filth cavern. What I have in mind is that every minute a character is in an area, he/she must make a Fortitude save or be struck with a random disease (as per the Contagion spell). Since you CAN rest in the arenas, this makes diseases quite deadly when it comes to ability scores. Also have encounters of 1-2 rats or 1 dire rat.
Astral City - Two words: GITHYANKI PIRATES. Have encounters of about 3-4 githyanki pirates and 1-2 githyanki elites. Give all the githyanki silver swords (Greatswords) with extra melee damage types piercing and slashing to make up for the fact that they can't blow up enemy spinal cords like they can in PnP D&D. Also, make it so if a character dies by their hands, he/she loses a small amount of gold (around 50).
Endless Sands - Quicksand pits are particularly deadly. Have places where if a character lands there, he/she must make a reflex save or be trapped in quicksand (paralyzed). While trapped, the quicksand trigger has 4 "layers" so to speak. Each round, the character must make another reflex save or go down another layer. When the character reaches the fourth layer, he/she must make a reflex save or die. If you succeed at a reflex save while trapped, you go up a layer. For example, if you were on the third layer of quicksand and succeeded at the reflex save, you would go up to the second layer. If you succeed at the reflex save required to avoid the quicksand trigger altogether, you are not trapped, but must succeed at another reflex save for every round you're in that area until you leave that area.
Deadly Abode - Did you notice that the wooden bridges are highly unstable? Make a trigger that rolls a 1d10. If it rolls a 10, the character must make a reflex save or fall and thus die. This does not affect the character when he/she is not on the wooden bridges.
Haunted Ruins - This one, I have two ideas for.
1. Each round, have a random waypoint be bombarded with stone. If the character is near the falling stones, he takes 2d4 points of bludgeoning damage. A successful reflex save halves the damage.
Every 5 minutes, the character hears a ghostly sound, call, etc. He/she must make a will save or be stricken with a fear effect that lasts 2 rounds.
The Molten Lake II - First of all, may I ask what happened to the original Molten Lake? Well, anyway, make a trigger that rolls a 1d6. If it rolls a 4, then a fiery wave of lava should strike the bridges leading to the middle and/or the edges of the middle, doing 4d10 divine damage.
So what do you think? Is there anything I need to improve?
Canals of Filth - "We're in a sewer, Eddy! An incubator for every parasite known to man!" Double Dee, Ed, Edd, and Eddy. Yes, the sewer is a disease-ridden filth cavern. What I have in mind is that every minute a character is in an area, he/she must make a Fortitude save or be struck with a random disease (as per the Contagion spell). Since you CAN rest in the arenas, this makes diseases quite deadly when it comes to ability scores. Also have encounters of 1-2 rats or 1 dire rat.
Astral City - Two words: GITHYANKI PIRATES. Have encounters of about 3-4 githyanki pirates and 1-2 githyanki elites. Give all the githyanki silver swords (Greatswords) with extra melee damage types piercing and slashing to make up for the fact that they can't blow up enemy spinal cords like they can in PnP D&D. Also, make it so if a character dies by their hands, he/she loses a small amount of gold (around 50).
Endless Sands - Quicksand pits are particularly deadly. Have places where if a character lands there, he/she must make a reflex save or be trapped in quicksand (paralyzed). While trapped, the quicksand trigger has 4 "layers" so to speak. Each round, the character must make another reflex save or go down another layer. When the character reaches the fourth layer, he/she must make a reflex save or die. If you succeed at a reflex save while trapped, you go up a layer. For example, if you were on the third layer of quicksand and succeeded at the reflex save, you would go up to the second layer. If you succeed at the reflex save required to avoid the quicksand trigger altogether, you are not trapped, but must succeed at another reflex save for every round you're in that area until you leave that area.
Deadly Abode - Did you notice that the wooden bridges are highly unstable? Make a trigger that rolls a 1d10. If it rolls a 10, the character must make a reflex save or fall and thus die. This does not affect the character when he/she is not on the wooden bridges.
Haunted Ruins - This one, I have two ideas for.
1. Each round, have a random waypoint be bombarded with stone. If the character is near the falling stones, he takes 2d4 points of bludgeoning damage. A successful reflex save halves the damage.
Every 5 minutes, the character hears a ghostly sound, call, etc. He/she must make a will save or be stricken with a fear effect that lasts 2 rounds.
The Molten Lake II - First of all, may I ask what happened to the original Molten Lake? Well, anyway, make a trigger that rolls a 1d6. If it rolls a 4, then a fiery wave of lava should strike the bridges leading to the middle and/or the edges of the middle, doing 4d10 divine damage.
So what do you think? Is there anything I need to improve?