Thajocoth
2009-10-23, 10:34 AM
Are the following traps, or simply interesting terrain? If they're traps, what level do you estimate they are? Basically I'm trying to get XP estimates for things. Party level will be between 4 & 6 at the dungeon's start.
Reversing Wind: Every round, the wind in the room alternated between going towards or away from the room's entrance on it's initiative. At the start of each creature's turn, they must make a save not to be moved 2 squares in the direction the wind is going. Flying creatures take a -2 penalty to the save. Creatures holding on to something in the room gain a +2 bonus to the save. This movement provokes opportunity attacks.
Flammable Air: The first time in the encounter that somebody uses a power with the fire keyword, or carries into the room/ignites any source of fire, all creatures in the room take 2d6 fire damage and ongoing 5 fire damage (save ends). An acrobatics check with a hard DC (Approx 20+1/2 level) takes half damage and ongoing 2 fire damage (save ends).
Acid Pool: If a creature starts their turn in or enters a square of acid, they take 1d6 acid damage + ongoing 3 acid damage (save ends). They cannot take this damage more than once per round and they cannot save from the condition while standing in a square of acid. The acid is also difficult terrain.
Enemy is as normal, but tethered to the wall by a chain, unable to exceed a certain distance from it unless cut free. If released, it'll probably run away (but still grant XP). How much less XP are they worth for having that restriction?
What these are all for:
The players will be exploring some caves in a nearby mountain range. Unknown to them, it's a primordial who fall in the battle of the primordials vs the gods long ago. However, she's not dead... She's just in a coma. The Flammable Air is for the main entrance (she's facing away from the players), and there will also be Green Slime Traps, rats, ooze creatures... And very uneven terrain (for simplicity, most intestinal walls have crumbled, but it leaves behind some walls, some low ceilings, some ledges, and lots of difficult terrain.) The Acid Pool is for the stomach, and the Reversing Wind (and stirges) for the lungs. There's a hole in one lung leading to the heart, which has a cracked orb or arcane energy, that if healed (via macguffin), the players will need to escape before the primordial fully heals (escape scene) and if pulled out (probably Athletics, if they're not too creative), it's worth $$$. The macguffin to heal it is found south from the exit (mouth) in another cave guarded by Chuuls. Inside is a rock golem of some sort chained to a wall as described above and two powerful healing orbs. They can be used as an implement, and have the following power: (consumable) As the Raise Dead ritual, but with no cost. (Sell value: As one casting of Raise Dead each.) Using them both on the heart would heal the primordial, and they could make a very big friend (who's also stuck in the ground for now).
Healing her's worth a lot more XP (but requires lots of knowledge checks to learn what's going on here) while looting her's worth a lot more $$$. The party's druid, being a biologist IRL, will probably figure it out... Maybe.
I haven't added/decided what's in all the offshoot rooms yet (like the pancreas).
EDIT: I've just realized that this might belong in Homebrew... If so, is this movable?
Reversing Wind: Every round, the wind in the room alternated between going towards or away from the room's entrance on it's initiative. At the start of each creature's turn, they must make a save not to be moved 2 squares in the direction the wind is going. Flying creatures take a -2 penalty to the save. Creatures holding on to something in the room gain a +2 bonus to the save. This movement provokes opportunity attacks.
Flammable Air: The first time in the encounter that somebody uses a power with the fire keyword, or carries into the room/ignites any source of fire, all creatures in the room take 2d6 fire damage and ongoing 5 fire damage (save ends). An acrobatics check with a hard DC (Approx 20+1/2 level) takes half damage and ongoing 2 fire damage (save ends).
Acid Pool: If a creature starts their turn in or enters a square of acid, they take 1d6 acid damage + ongoing 3 acid damage (save ends). They cannot take this damage more than once per round and they cannot save from the condition while standing in a square of acid. The acid is also difficult terrain.
Enemy is as normal, but tethered to the wall by a chain, unable to exceed a certain distance from it unless cut free. If released, it'll probably run away (but still grant XP). How much less XP are they worth for having that restriction?
What these are all for:
The players will be exploring some caves in a nearby mountain range. Unknown to them, it's a primordial who fall in the battle of the primordials vs the gods long ago. However, she's not dead... She's just in a coma. The Flammable Air is for the main entrance (she's facing away from the players), and there will also be Green Slime Traps, rats, ooze creatures... And very uneven terrain (for simplicity, most intestinal walls have crumbled, but it leaves behind some walls, some low ceilings, some ledges, and lots of difficult terrain.) The Acid Pool is for the stomach, and the Reversing Wind (and stirges) for the lungs. There's a hole in one lung leading to the heart, which has a cracked orb or arcane energy, that if healed (via macguffin), the players will need to escape before the primordial fully heals (escape scene) and if pulled out (probably Athletics, if they're not too creative), it's worth $$$. The macguffin to heal it is found south from the exit (mouth) in another cave guarded by Chuuls. Inside is a rock golem of some sort chained to a wall as described above and two powerful healing orbs. They can be used as an implement, and have the following power: (consumable) As the Raise Dead ritual, but with no cost. (Sell value: As one casting of Raise Dead each.) Using them both on the heart would heal the primordial, and they could make a very big friend (who's also stuck in the ground for now).
Healing her's worth a lot more XP (but requires lots of knowledge checks to learn what's going on here) while looting her's worth a lot more $$$. The party's druid, being a biologist IRL, will probably figure it out... Maybe.
I haven't added/decided what's in all the offshoot rooms yet (like the pancreas).
EDIT: I've just realized that this might belong in Homebrew... If so, is this movable?