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  1. - Top - End - #1
    Dwarf in the Playground
     
    EvilClericGuy

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    Default Every Breath You Take

    Spoiler Alert for Expedition to Castle Ravenloft

    So my Ravenloft party is about to go to the cemetery, which cannot be a good idea. I plan on having the ghouls trap the party in an underground cave, so they will begin dying from lack of air. The party will trigger a collapsing earth trap, and then they will have to dig their way out. The party is 6th level, so no teleportation magic.

    Let's say the cave is 20x30x10. How long can they last? The portable hole gives 10 minutes of breath in a 60 cubic feet space. The cave is 100x that in size, so does 1000 minutes sound right? For the 5 person party that equates to 3 1/3 hours a piece.

    Any thoughts on how they party might easily escape?

    Thanks for the feedback.
    Last edited by Scipio; 2009-12-04 at 03:09 PM.
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  2. - Top - End - #2
    Banned
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    Default Re: Every Breath You Take

    Don't forget that if they have any fire with them (like a light source) they'll run out of air that much faster.

    An easy easy out:
    Use summon monster spells to summon celestial badgers to burrow out. If there's a druid, they could wildshape and dig themselves out.

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    Tyndmyr's Avatar

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    Default Re: Every Breath You Take

    Rope trick. Apparently, there's air in there. Also, every bag of holding has 10 minutes worth of air.

    I'd guesstimate several hours on the air question, tho.

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    Dwarf in the Playground
     
    EvilClericGuy

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    Default Re: Every Breath You Take

    Thanks for the reminder on the fire. They have that covered with magic, but you never know.

    They have a ranger cleric instead of a druid, so no badgers for them. The wizard won't have any summon spells either.
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    Titan in the Playground
     
    chiasaur11's Avatar

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    Default Re: Every Breath You Take

    Quote Originally Posted by Scipio View Post
    Thanks for the reminder on the fire. They have that covered with magic, but you never know.

    They have a ranger cleric instead of a druid, so no badgers for them. The wizard won't have any summon spells either.
    So, they didn't need no steenking badgers?
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    Dwarf in the Playground
     
    EvilClericGuy

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    Default Re: Every Breath You Take

    Quote Originally Posted by chiasaur11 View Post
    So, they didn't need no steenking badgers?
    That is awful. Just plain awful.
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    Mystic Muse's Avatar

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    Default Re: Every Breath You Take

    Quote Originally Posted by chiasaur11 View Post
    So, they didn't need no steenking badgers?
    what's that from? UHF or somethign else?

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    Pixie in the Playground
     
    Beholder

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    Default Re: Every Breath You Take

    Quote Originally Posted by chiasaur11 View Post
    So, they didn't need no steenking badgers?
    That pun is simultaneously so awesome and terrible that I don't know whether to laugh or groan.

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    Bugbear in the Playground
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    Default Re: Every Breath You Take

    Quote Originally Posted by Kyuubi View Post
    what's that from? UHF or somethign else?
    It is originally a line about 'badges' from The Treasure of the Sierra Madre:

    Badges? We ain't got no badges. We don't need no badges! I don't have to show you any stinkin' badges!'

    It is often misquoted as "We don't need no stinkin' badges".

    And this is likely neither the first time nor the last time the "badgers" pun was independently invented.

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    Default Re: Every Breath You Take

    Quote Originally Posted by Random832 View Post
    It is often misquoted as "We don't need no stinkin' badges".
    That's because that's the version of the line that showed up in Blazing Saddles, I believe.
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    Optimystik's Avatar

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    Default Re: Every Breath You Take

    If the Ghouls come close (say, to observe their handiwork) then the wizard might be able to command one or more to dig them out. Have the party hang out in the rope trick while the ghouls work. If the ghouls are outside the rubble, it becomes harder to target them, but it also negates the opposed Charisma check (since digging through rubble to get closer to prey is not opposed to a ghoul's interests.)
    Last edited by Optimystik; 2009-12-04 at 04:02 PM.

  12. - Top - End - #12
    Ogre in the Playground
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    Default Re: Every Breath You Take

    Do the party have shovles? If so how thick is the collapse they might just be able to dig them selves out.

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    Dwarf in the Playground
     
    EvilClericGuy

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    Default Re: Every Breath You Take

    Quote Originally Posted by Optimystik View Post
    If the Ghouls come close (say, to observe their handiwork) then the wizard might be able to command one or more to dig them out. Have the party hang out in the rope trick while the ghouls work. If the ghouls are outside the rubble, it becomes harder to target them, but it also negates the opposed Charisma check (since digging through rubble to get closer to prey is not opposed to a ghoul's interests.)
    The party wizard has been making use of Command Undead, so he might just do that. I have changed up the ghouls, so they are all swarm shifters. The lead ghoul can burrow around, and the others can find hiding places. The spell will only work if they are not in swarm form.
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    Dwarf in the Playground
     
    EvilClericGuy

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    Default Re: Every Breath You Take

    Quote Originally Posted by awa View Post
    Do the party have shovles? If so how thick is the collapse they might just be able to dig them selves out.
    I doubt any of them have shovels, but they may be able to dig themselves out. It will be about ten feet of solid earth. I wonder how long that takes if you are digging by hand or with improvised tools (i.e. weapons not designed to dig).
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    Optimystik's Avatar

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    Default Re: Every Breath You Take

    Another consideration - Tyndmyr's Rope Trick suggestion. Party members inside it shouldn't be consuming air in the enclosure, because the trick is on another plane. So by taking 6 hour shifts, they can make the air in the enclosure last even longer.

    The Rope Trick can't be used to refresh the air, however, because the air inside it can't cross over the planar boundary.

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    Dwarf in the Playground
     
    EvilClericGuy

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    Default Re: Every Breath You Take

    Quote Originally Posted by Optimystik View Post
    Another consideration - Tyndmyr's Rope Trick suggestion. Party members inside it shouldn't be consuming air in the enclosure, because the trick is on another plane. So by taking 6 hour shifts, they can make the air in the enclosure last even longer.

    The Rope Trick can't be used to refresh the air, however, because the air inside it can't cross over the planar boundary.
    That is a good idea, but my party has a portable hole. Even though the party wizard is a transmuter, he does not normally prepare Rope Trick, because of the issues with extradimensional spaces within other extradimensional spaces.
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    Ettin in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Every Breath You Take

    You could always have factors that allow you to dictate how much air there is. Maybe the collapse has caused a natural gas leak into the cave (boy, that could get fun if your wizard isn't careful with their spells), or maybe a dwarf in the party realizes that geothermal currents are carrying hot air into the cave, which is making the cooler air sink lower in the cave network, and the hotter air will soon become unbreathable.

    Just some ideas.
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