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AtaraxianBear
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A boss room that slowly floods with water (or blood) [69x67] (Patreon Version)

As always, everything else can be found in the zip files below. (There are also the high res versions of the water variant)
Who necessarily needs the VTT files should comment under this post. Then I'll feed my router a few carrots and let it work a few hours overtime.

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"Hans... The floor is bleeding!"

This boss room was designed with the idea that you can lock up your characters, engage them in a fight and increase the threat with slowly rising fluid. To do this, you can simply lay the maps on top of each other and let the water level rise after each round (or two, three).

The first three maps have a little less fluid and should help to build a narrative.

Map 1 shows the empty boss room without any water or blood. Here your characters can move freely and reach their goal (e.g. an artifact, a sarcophagus, etc.). When something is triggered (e.g. a certain mechanism), holes appear on map 2. Liquid is pumped through these holes. Before your heroes can escape, the entrance in map 3 gets buried with stones. From this moment on, the liquid rises a little higher with each map until the room is filled to the ceiling at the end.


Tips: Each height level, represented by the wall paths, which together form the map, is about 1.5 meters high and a little slanted. It is therefore possible to climb it in normal movement without any major problems (perhaps a slight penalty on the range of movement, e.g. difficult terrain). But if two paths are directly on top of each other, our heroes have a 3 meter high wall in front of them, which definitely requires climbing.


In addition: Build in a mechanism that makes the fight more interesting and gives your heroes the perspective of being able to escape from the start. For example, one of the opponents is the key to reversing the mechanism of rising fluid. The problem is that this enemy does not have to be killed but has to fall alive into the hands of your heroes. This opponent will try to flee all the time and use ranged attacks while other normal opponents seek deadly combat with our heroes.
If your heroes manage to catch him and thus reverse the mechanism, then the liquid will fall again. But if other opponents are still alive, they can of course free him again.
If all goes well, this fight turns into a fun and desperate battle in which the water level both rises and falls.

For the greatest effect you can try to influence it in such a way that in the end the liquid reaches to the ceiling and your heroes, without air, wrestle the enemy down in the last second. (If you are afraid of a TPK, you can plan right from the start that if your heroes are defeated, they will be captured by their enemies to use them for a quest.)

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Credit for the used asset packs goes to Essendi, Synecdoche, Crosshead, Geordi, Krager, Cannyjacks, JChunick, and the Apprentice of Aule. (for the latter two i have acquired the commerciele license)

A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version) A boss room that slowly floods with water (or blood) [69x67] (Patreon Version)

Comments

Very cool!

Fraxinus


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