Venture 4th Ice River Battle.pdf

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Venture 4th: Ice River Battle
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Ice River Battle
YOUR EARS ARE MET BY THE SOUND OF RUSHING WATER, AND YOU
SQUINT AGAINST THE GLARE OF REFLECTED SUNLIGHT. THE MOUNTAIN
RIVER HAS BEGUN ITS SPRING THAW, THE FROZEN SURFACE BREAK-
ING UP INTO ICE FLOES OF VARYING SIZE, ALL BEING CARRIED DOWN-
STREAM.
WITH YOUR ENEMY IN SIGHT, YOU HAVE NO CHOICE BUT TO VENTURE
OUT ONTO THE TREACHEROUS ICE, STRUGGLING FOR BALANCE AS YOU
FIGHT FOR YOUR LIVES.
Ice River Battle is the irst of Adamant Entertainment’s VENTURE 4TH line. This product features a unique
setting for a combat encounter, providing full-color printable tiles usable for miniatures, as well as special
rules governing the location.
The Tiles
The Rules
Pages 3 through 10 of this PDF feature full-color tiles
for you to print out and use with miniatures. The tiles
are gridded in one-inch squares. The tiles include:
There are two ways to play the Ice River Battle en-
counter: Flowing or Static.
Static is the basic method. Under this version, the
river is barely lowing, and so the ice loes do not
move. The Game Master places the loes where he
or she wishes at the start of the encounter, and they
remain there for the entire encounter.
Page 3: Shore A (usable as either shore)
Page 4: River (so that you can make the river as
wide as you wish)
Page 5: Shore B (usable as either shore)
Page 6: 1-, 2-, and 3-Square Ice Floes
Page 7: 4-Square Ice Floes
Page 8: 5- and 6-Square Ice Floes
Page 9: 7- and 8-Square Ice Floes
Page 10: 9- and 12-Square Ice Floes
Flowing is more complicated, and can be played with
two variations.
In the irst variation, the Game Master rolls a d6 at
the beginning of the encounter. All ice loes move
downstream this number of squares at the beginning of
every turn.
You can print as many of the tiles as you wish, making
the river as long or as wide as suits your encounter,
and featuring as many ice loes of whatever sizes you
prefer.
In the second variation, different sizes of loes move
at different speeds, as they are carried by the river ac-
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cording to their weight. The size categories are:
• Attacking an ice loe directly can result in the loe
splitting into two loes of half size (a 12-square loe
becomes 2 6-square loes, a 7-square loe becomes
two 3-square loes, etc.). A 1-Square loe is destroyed
entirely. To achieve this, you need to do reduce the
loe’s HP to zero. A loe has 20 HP per square in size.
Small: 1-, 2- and 3-Square Ice Floes
Medium: 4-, 5-, and 6-Square Ice Floes
Large: 7- and 8-Square Ice Floes
Huge: 9- and 12-Square Ice Floes
The movement rates are:
• Heat-based attacks ( ireball, laming sword , etc.) do
double damage if used directly against an ice loe, and
if used against a target located on an ice loe, the loe
itself will take 1/2 of the damage as a collateral effect.
(for example, a ireball strikes an orc on an ice loe,
doing 20 points of damage. The ice loe itself takes
10 points.
Small: 6 squares
Medium: 4 squares
Large: 2 squares
Huge: 1 square
As an option, Game Masters can choose to have ice
loes travel erratically, rather than in a straight line.
• Conversely, cold-based effects can “heal” damage
to ice loes (at 1 HP for every 2 damage points done),
and can even make loes bigger by one size class, if
used against an undamaged loe.
• When a Player Character moves onto an ice loe,
they need to make a Dexterity check to avoid falling
into the river. The DC for this check is 15 for Small
and Medium loes, and 10 for the more stable Large
and Huge loes.
• The effects of other magics should be judged situ-
ationally by the Game Master.
• Any Player Character falling into the river may
drown (use the drowning rules of whichever edition
you’re playing), and will also take 1d4 points of cold
damage, every turn. Assuming a character can swim
(or even loat -- not a given, in armor), climbing back
onto an ice loe is a DC 25 task.
• Moving on ice loes large enough to support move-
ment is considered movement through dificult terrain.
If a PC wants to move at their regular speed, they
will need to make a Dexterity check for every square
moved, as if they were moving onto a loe for the irst
time (as above). Falling while not on an edge will
not result in falling into the river, but rather dropping
prone, and the movement ends. The PC can attempt
to rise next turn.
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