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GREYHAWK CY963 GOLDEN ERA CAMPAIGN: HEROES OF DYVERS: CHAPTER 4
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7211116" data-attributes="member: 6790669"><p><strong>Exploring the caves...</strong></p><p></p><p>The party begins to explore the passageways...</p><p></p><p></p><p></p><p><strong>Vale:</strong> You concentrate for several long moments, trying to discern whether or not the axe has detected anything, but the weapon remains silent, and its glow dim, almost non-existent. </p><p></p><p></p><p></p><p>[gm]</p><p>OTTER Custom Rule:</p><p>==============</p><p>Throwing Distance = 75 Feet Base</p><p>+1d10 feet per point of BAB</p><p>+1d6 feet per point of STR Bonus</p><p>-1d10 feet per 10 lbs. of weight.</p><p></p><p>So, to throw a stone less than 10 lbs. in weight, a 1st level Fighter with a 15 Str would throw (75) + (1d10) + (2d6) for a maximum of 97 feet (32 yards.) Taking average = 75+6+7 = 88 feet (29 yards.)</p><p></p><p><strong>Lathir:</strong> BAB = +6, Str = 15, so: 75+6d10+2d6 = Max 147 feet (49 yards). <strong>Taking average = 75+33+7 = <span style="color: #FF0000">115 feet</span> (<span style="color: #0000FF">38 yards.</span>)</strong></p><p></p><p>[/gm]</p><p></p><p>Lathir lights up two stones, throwing one down each passageway. Each stone makes it a little more than a hundred feet before skipping to a stop. <strong>Passageway A</strong> seems to lead to another large cavern, while <strong>Passageway B </strong>seems to continue for quite some way without coming to any sort of opening.</p><p></p><p>[gm]</p><p>Yellow areas are WELL LIT. Grey areas are dimly lit / shadowy.</p><p>[/gm]</p><p></p><p style="text-align: center"></p> <p style="text-align: center">[ATTACH]88005[/ATTACH]</p> <p style="text-align: center"></p><p></p><p></p><p></p><p><strong>Respen:</strong> The Golem went down Passage A, which is only lightly traveled. But many tracks lead back and forth along Passage B.</p><p></p><p>[gm]</p><p>Both passageways are slimy and slippery; movement down either passageway will be at a -10 ft. penalty to movement rate; people with 30 ft. move will have a 20 ft. move; those with 20 ft. move will be reduced to 10 ft. move. Double move carries no penalty, but running will require a Reflex save, DC = 10 + 1 per 5 ft. of distance; so running a 20 foot distance would be DC 14 Reflex save to avoid a fall. Falls deal no damage, but they DO halt forward movement after traveling half the intended distance, and render the runner PRONE.</p><p>[/gm]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7211116, member: 6790669"] [b]Exploring the caves...[/b] The party begins to explore the passageways... [B]Vale:[/B] You concentrate for several long moments, trying to discern whether or not the axe has detected anything, but the weapon remains silent, and its glow dim, almost non-existent. [gm] OTTER Custom Rule: ============== Throwing Distance = 75 Feet Base +1d10 feet per point of BAB +1d6 feet per point of STR Bonus -1d10 feet per 10 lbs. of weight. So, to throw a stone less than 10 lbs. in weight, a 1st level Fighter with a 15 Str would throw (75) + (1d10) + (2d6) for a maximum of 97 feet (32 yards.) Taking average = 75+6+7 = 88 feet (29 yards.) [B]Lathir:[/B] BAB = +6, Str = 15, so: 75+6d10+2d6 = Max 147 feet (49 yards). [B]Taking average = 75+33+7 = [COLOR=#FF0000]115 feet[/COLOR] ([COLOR=#0000FF]38 yards.[/COLOR])[/B] [/gm] Lathir lights up two stones, throwing one down each passageway. Each stone makes it a little more than a hundred feet before skipping to a stop. [B]Passageway A[/B] seems to lead to another large cavern, while [B]Passageway B [/B]seems to continue for quite some way without coming to any sort of opening. [gm] Yellow areas are WELL LIT. Grey areas are dimly lit / shadowy. [/gm] [CENTER] [ATTACH]88005._xfImport[/ATTACH] [/CENTER] [B]Respen:[/B] The Golem went down Passage A, which is only lightly traveled. But many tracks lead back and forth along Passage B. [gm] Both passageways are slimy and slippery; movement down either passageway will be at a -10 ft. penalty to movement rate; people with 30 ft. move will have a 20 ft. move; those with 20 ft. move will be reduced to 10 ft. move. Double move carries no penalty, but running will require a Reflex save, DC = 10 + 1 per 5 ft. of distance; so running a 20 foot distance would be DC 14 Reflex save to avoid a fall. Falls deal no damage, but they DO halt forward movement after traveling half the intended distance, and render the runner PRONE. [/gm] [/QUOTE]
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