4E Planescape Planar Dangers

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4E Planescape Planar Dangers

Yes, I know it’s a terrible title because there’s no end to what may be termed a “planar danger” in Planescape. It’s my work on trying to fit 4E mechanics for environmental dangers across the planes, such as the River Styx, madness from the winds of Pandemonium, cube collision in Acheron, etc.

 

Pandemonium Madness Level 18 Disease

The winds of Pandemonium howl endlessly in the victim’s mind, driving it towards neurotic compulsions.

Attack: +20 vs.Will. Endurance: improve DC 27, maintain DC 22, worsen DC 21 or lower

The target is cured.

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Initial Effect. Frustration: The target becomes irritated and obsesses with moving on. It takes -1 to Cha-based checks and in combat must move from its position every turn.

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Despair: The target feels hopeless and acts passively and apathetic. It takes -1 to Cha-based checks, -5 to Initiative, and its speed is reduced by 1 (to a minimum of 1).

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Hysteria: The target has fits of desperation making it run madly about to escape the noise and moments of isolation to shut it out. It takes -2 to Cha-based checks and in combat must take the Run action at least once every turn.

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Resignation: The target accepts the noise as inescapable, but develops a compulsive neurosis as an outlet. It takes -2 to Cha-based checks and in combat must waste one Minor Action each turn catering to its quirk.

 

The River Styx Level 27 Obstacle

Hazard XP 11000

This treacherous dark red river runs throughout the Lower Planes, tempting thirsty Clueless wanderers despite its foul appearance. The touch of its waters robs the victim of memory, eventually leading to total amnesia.

Hazard: The Styx runs through all the first layers of the Lower Planes and in some of the deeper layers as well. It can be calm or stormy, wide or narrow, but it is always treacherous and none but the marraenoloth boatmen can reliably navigate it.

Perception: No check is necessary to notice the Styx.

Additional Skill: Arcana or History. DC 25: The character recognizes the river as the Styx and recalls its properties (most long-time resident of the Outer Planes have heard of the Styx and receive considerate bonuses to recognize it for what it is).

Trigger: When a creature comes in contact with the River or starts its turn in it. This usually happens by fall or forced movement, but a creature adjacent to the riverbank can also be splashed by directing an attack to the nearby waters, using Dexterity -2 vs Reflex and targeting everyone adjacent to the splash point of origin.

Attack: Opportunity Action, Melee

Target: Creature in contact with Styx water

Attack: +29 vs. Will

Hit: The target forgets the events of the encounter and loses the use of its highest level unused daily power as if it has been expended; 2nd consecutive hit: the target also forgets the events of the day; 3rd consecutive hit: the target also suffers total amnesia.

Miss: The target forgets the events of the last round.

Effect: If the target was sustaining any powers, it seizes to do so. The target takes a -2 penalty to skill checks until it takes an extended rest.

Countermeasures

Only special epic rituals can restore complete memory loss from the Styx.

Like any normal obstacle, the Styx can be crossed by jumping, flying, or teleporting across.

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.