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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6741125" data-attributes="member: 5834"><p><strong>XP Values for Terrain Features</strong></p><p></p><p><strong>XP Values for Terrain Features:</strong> If it's not on the list, I didn't think the terrain feature should give xp.</p><p></p><p><em>A. Steam Vent:</em> CR 1/4 (50): Affects a single creature for minor damage with an slightly above average save number.</p><p></p><p><em>B. Lava Swell:</em> CR 2 (450): Affects everyone for high damage with an average save number. Not continuous.</p><p></p><p><em>C. Gas Leak:</em> CR 1/2 (100): Fairly high passive perception to detect. Damages the group if undetected. Slows travel avoiding. Easily avoided if detected.</p><p></p><p><em>D. Cliff and Ladder:</em> CR 1/4 (50): Requires a moderately high climb check. Slows travel if climb check fails. No damage to group.</p><p></p><p><em>E. Rockfall:</em> CR 5 (1800): Requires multiple saves almost ensuring the party takes some damage. Save is above average difficulty. Affects entire party. I raised the CR substantially for this hazard. This hazard hammered a level 3 party hard requiring substantial use of hit dice and healing resources. It knocked one party member unconscious and nearly two others. It did more group damage than a <em>fireball</em>. Nasty hazard. If it were coupled with a creature, it would make for an extremely dangerous encounter. I believe the party could have killed a CR 5 creatures using less resources.</p><p></p><p><em>F. Gorge:</em> CR variable: You can make this feature as difficult as you want to make. It slows travel by a day, I'd probably go with CR 1/4 (50) if that is the only penalty. If you require climb checks with potential, boost the CR according to the danger in accordance with the difficulty of the climb checks and potential damage taken. I tend to give a CR 1 for ever 3d6 damage dealt with a moderate climb check. I'd increase the CR by 1 for every 5 increase in the climb check and another 1 for every additional 3d6 damage.</p><p></p><p><em>G. High Ledge:</em> CR 1 to 2. Average save. Easy to get advantage. 20 to 60 feet CR 1 (200). 70 to 120 feet CR 2 (450).</p><p></p><p><em>H. Horrid Sounds:</em> CR 1/2 (100). This only gives xp if you are using the Madness rules. If not, don't bother giving xp.</p><p></p><p><em>I. Muck Pit:</em> CR 1/4 (50). Minor difficulty that slows travel. Could be a problem if combined with a creature attack. </p><p></p><p><em>J. Rope Bridge.</em> No xp or CR 1 (200).Only give xp if combined with a creature encounter where the bridge becomes a hazard that increases the difficulty of the encounter.</p><p></p><p><em>K. Sinkhole.</em> CR 1/4 (50). Affects one party member. Slightly above average save. Easy to rescue affected PC.</p><p></p><p><em>L. Slime or Mold.</em> Brown Mold CR 2 (450). Does high damage with above average save. Green Slime CR 1/2 (100). Fairly easy to spot and avoid. If not avoided, can be costly. Yellow Mold CR 2 (450): Difficult save. Moderate damage, but powerful continuous effect.</p><p></p><p><em>M. Webs.</em> CR 1/4 (50): Slows travel for the day, but no great danger.</p><p></p><p></p><p><strong>DM Note</strong></p><p></p><p>I made this list because I like hazards other than combat to give xp. I feel xp makes a hazard feel substantial and worthwhile. When you get xp only for combat, it makes many players feel like they are wasting their time with activities other than combat. Feel free to use this list for your campaign. If someone wants to toss it on a Google doc or similar document for easier distribution, feel free to do so.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6741125, member: 5834"] [b]XP Values for Terrain Features[/b] [b]XP Values for Terrain Features:[/b] If it's not on the list, I didn't think the terrain feature should give xp. [I]A. Steam Vent:[/I] CR 1/4 (50): Affects a single creature for minor damage with an slightly above average save number. [I]B. Lava Swell:[/I] CR 2 (450): Affects everyone for high damage with an average save number. Not continuous. [I]C. Gas Leak:[/I] CR 1/2 (100): Fairly high passive perception to detect. Damages the group if undetected. Slows travel avoiding. Easily avoided if detected. [I]D. Cliff and Ladder:[/I] CR 1/4 (50): Requires a moderately high climb check. Slows travel if climb check fails. No damage to group. [I]E. Rockfall:[/I] CR 5 (1800): Requires multiple saves almost ensuring the party takes some damage. Save is above average difficulty. Affects entire party. I raised the CR substantially for this hazard. This hazard hammered a level 3 party hard requiring substantial use of hit dice and healing resources. It knocked one party member unconscious and nearly two others. It did more group damage than a [I]fireball[/I]. Nasty hazard. If it were coupled with a creature, it would make for an extremely dangerous encounter. I believe the party could have killed a CR 5 creatures using less resources. [I]F. Gorge:[/I] CR variable: You can make this feature as difficult as you want to make. It slows travel by a day, I'd probably go with CR 1/4 (50) if that is the only penalty. If you require climb checks with potential, boost the CR according to the danger in accordance with the difficulty of the climb checks and potential damage taken. I tend to give a CR 1 for ever 3d6 damage dealt with a moderate climb check. I'd increase the CR by 1 for every 5 increase in the climb check and another 1 for every additional 3d6 damage. [I]G. High Ledge:[/I] CR 1 to 2. Average save. Easy to get advantage. 20 to 60 feet CR 1 (200). 70 to 120 feet CR 2 (450). [I]H. Horrid Sounds:[/I] CR 1/2 (100). This only gives xp if you are using the Madness rules. If not, don't bother giving xp. [I]I. Muck Pit:[/I] CR 1/4 (50). Minor difficulty that slows travel. Could be a problem if combined with a creature attack. [I]J. Rope Bridge.[/I] No xp or CR 1 (200).Only give xp if combined with a creature encounter where the bridge becomes a hazard that increases the difficulty of the encounter. [I]K. Sinkhole.[/I] CR 1/4 (50). Affects one party member. Slightly above average save. Easy to rescue affected PC. [I]L. Slime or Mold.[/I] Brown Mold CR 2 (450). Does high damage with above average save. Green Slime CR 1/2 (100). Fairly easy to spot and avoid. If not avoided, can be costly. Yellow Mold CR 2 (450): Difficult save. Moderate damage, but powerful continuous effect. [I]M. Webs.[/I] CR 1/4 (50): Slows travel for the day, but no great danger. [b]DM Note[/b] I made this list because I like hazards other than combat to give xp. I feel xp makes a hazard feel substantial and worthwhile. When you get xp only for combat, it makes many players feel like they are wasting their time with activities other than combat. Feel free to use this list for your campaign. If someone wants to toss it on a Google doc or similar document for easier distribution, feel free to do so. [/QUOTE]
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