Welcome once again to Foursaken Feature. As you are probably already aware, EXPLOSIONS! Week is already in full swing, and today is no exception, so I hope that you’re ready for an action-packed article full of things that go “boom” to spice up your 4th edition game.
In fact, I have three explosive hazards ready to be placed (carefully, mind, they’re highly volatile) in any encounter. Though they’re technically hazards (see the Dungeon Master’s Guide for details on hazards), most of the ones included in today’s article are less “hazards” than they are dynamic attack options for cinematically-inclined players, and if used properly will be far more to the PCs’ advantage than their detriment (though, at the same time, they could conceivably be used by monsters and NPCs against the PCs). Generally speaking, if the hazard is making the encounter easier for the PCs, it probably shouldn’t grant experience, though if it’s making it harder for them than it should.
Cauldron of Boiling Oil Level 8 Blaster
Hazard XP 350
This gigantic metal cauldron is made of sheer iron, and contains quite a large quantity of bubbling, fuming oil. It is tenuously supported by a makeshift framework which looks like it might buckle under a well-placed blow.
Hazard: A cauldron of boiling oil fills an area three squares by three squares, providing cover and blocking movement. When triggered, it unleashes its scalding payload in a blast, and is unable to be triggered again.
Perception
No check is required to see the cauldron.
Additional Skill: Dungeoneering
DC 22: The character identifies how to trigger the cauldron, as well as what effect it will have once triggered.
Trigger
In order to be triggered, 15 points of damage must be dealt to the chains holding the cauldron upright (the chains have AC/Reflex of 10 and Fortitude 5). When the cauldron is triggered, it releases its blast on the opposite side from the direction of the triggering attack.
Attack
Opportunity Action Close Blast 3
Targets: All creatures in blast
Attack: +11 vs. Reflex
Hit: 3d6+8 fire damage, and ongoing 5 fire damage (save ends).
Miss: Half damage, no ongoing fire damage.
Countermeasure
Characters with ongoing fire damage from this attack can spend a full round attempting to scrape off the boiling oil, granting them an additional saving throw that round.
Pitch-Covered Logs Level 4 Blaster
Hazard XP 175
This stack of logs has been soaked in pitch, making them exceptionally flammable, and placed at the top of a large slope, held in place only by a thin binding of twine.
Hazard: Pitch-covered logs fill two contiguous squares, providing cover and blocking movement. When triggered, they roll down on foes, knocking them off their feet and bludgeoning them in a chaotic descent.
Perception
No check is required to see the logs.
Additional Skill: Dungeoneering
DC 18: The character identifies how to trigger the logs, as well as what effect they will have once triggered.
Trigger
In order to be triggered, 1 point of damage must be dealt to the twine holding the logs in place (the twine has AC/Reflex of 10 and Fortitude 5). Alternatively, 1 point of fire damage can be dealt to the logs themselves, which quickly ignite, burning away the twine as they do so (the logs have AC/Reflex of 4 and Fortitude 12). When the logs are triggered, they tumble downhill, making an attack against each creature they encounter until they reach the bottom, and an additional two squares after that.
Attack
Opportunity Action Melee
Targets: Each creature in the logs’ path
Attack: +9 vs. Reflex
Hit: 2d6+3 damage and the target is prone. If the logs are on fire, they do an additional 2d6+3 fire damage.
Black Powder Barrel Level 12 Blaster
Hazard XP 700
These wooden barrels are caked in a strange, black grit. Warnings in large red paint are printed on the side of the barrels, warning you to handle them with care.
Hazard: Each black powder barrel takes up one square, providing cover but not inhibiting movement. When triggered, they explode in a destructive and fiery burst, possibly triggering other nearby barrels.
Perception
No check is required to see the barrels, but a DC 30 Perception check allows a character to notice the traces of black powder on the outside of the barrel.
Additional Skill: Dungeoneering
DC 28: The character identifies how to trigger the barrel, as well as what effect it will have once triggered.
Trigger
In order to be triggered, 5 points of fire damage must be dealt to the barrel, igniting its volatile contents (the barrel has AC/Reflex of 5 and Fortitude 10). When triggered, the barrel rolls initiative. Between the trigger and the barrel’s attack, characters that can see the barrel know that it is about to explode. On its turn, the barrel explodes in a fireball.
Attack
Standard Action Close burst 3
Targets: Each target in the burst
Attack: +16 vs. Reflex
Hit: 4d6+6 fire damage
Miss: Half damage
Countermeasure
At any time before the barrel explodes, a character can deal 20 damage to the barrel, breaking it and allowing the black powder within to spill out harmlessly, rendering the hazard impotent.