Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Play by Post
24 - 4e style
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mal Malenkirk" data-source="post: 4609455" data-attributes="member: 834"><p><a href="http://www.4shared.com/file/78548689/bda19489/Ritual1.html" target="_blank">4shared.com - photo sharing - download image Ritual1.jpg</a></p><p></p><p><img src="http://dc106.4shared.com/img/78548689/bda19489/Ritual1.jpg?sizeM=3" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>OOC : Important notes.</p><p></p><p><strong>The corridors</strong> (Rows 6+7 and 28+29 and the columns F+G and AB+AC) are substantially higher than the inner chamber. We are talking 20 feet (4 square). </p><p></p><p>Note the dotted spots along the wall surounding the inner chamber (Such as H14). These are the access panels to the chamber. As a minor action you scan slide the cover of a peephole and see inside. You can't attack through that peephole; you can barely see in fact. A minor action allows you to pull a lever and drops the panel forward, like a drawbridge (except it goes all the way down since there is no floor to stop it). It is impossible to then raise the panel within the time frame of a fight (You'd need to grab the hooked pole next to panel and fish it up). These panels are here for protection from whatever happens inside but are designed to open very fast to allow for a rescue. There is a roped ladder tied to the panel, it drops along with the panel.</p><p></p><p>Refer to PHB 182 for climbing, with the following addendum; it takes a move action just to put yourself in position to climb down. The set up and the fact that this a rope ladder rather than a wooden one conspire to make it akward to use. Once you spent that move to get in position, it is an automatic success (DC 0) to take another move to climb down half your speed.</p><p></p><p>The fall from that height would be 2d10; remember that acrobatic trained PC can reduce that. If you reach 5 feet high you can drop as a free action with out risks of injury.</p><p></p><p><strong>The Yellow Rooms</strong> are simply the ritual components storage room. Lots of bat guano, faerie powder and whatnot.</p><p></p><p>The <strong>Black Pillars</strong> inside the chamber are humming with power and have an eerie green aura. It is obvious to the dimmest mind that they shouldn't be touched. It causes 1d10 of force damage to do so. If using forced movemement, remember the saving throw.</p><p></p><p><strong>All the doors are locked</strong>. Except, obviously, the one you just unlocked (hence the fact it ain't on the map). None of the others are trapped. DC 22 to open with a standard action + a minor to draw lock picking tools.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4609455, member: 834"] [url=http://www.4shared.com/file/78548689/bda19489/Ritual1.html]4shared.com - photo sharing - download image Ritual1.jpg[/url] [IMG]http://dc106.4shared.com/img/78548689/bda19489/Ritual1.jpg?sizeM=3[/IMG] OOC : Important notes. [B]The corridors[/B] (Rows 6+7 and 28+29 and the columns F+G and AB+AC) are substantially higher than the inner chamber. We are talking 20 feet (4 square). Note the dotted spots along the wall surounding the inner chamber (Such as H14). These are the access panels to the chamber. As a minor action you scan slide the cover of a peephole and see inside. You can't attack through that peephole; you can barely see in fact. A minor action allows you to pull a lever and drops the panel forward, like a drawbridge (except it goes all the way down since there is no floor to stop it). It is impossible to then raise the panel within the time frame of a fight (You'd need to grab the hooked pole next to panel and fish it up). These panels are here for protection from whatever happens inside but are designed to open very fast to allow for a rescue. There is a roped ladder tied to the panel, it drops along with the panel. Refer to PHB 182 for climbing, with the following addendum; it takes a move action just to put yourself in position to climb down. The set up and the fact that this a rope ladder rather than a wooden one conspire to make it akward to use. Once you spent that move to get in position, it is an automatic success (DC 0) to take another move to climb down half your speed. The fall from that height would be 2d10; remember that acrobatic trained PC can reduce that. If you reach 5 feet high you can drop as a free action with out risks of injury. [B]The Yellow Rooms[/B] are simply the ritual components storage room. Lots of bat guano, faerie powder and whatnot. The [B]Black Pillars[/B] inside the chamber are humming with power and have an eerie green aura. It is obvious to the dimmest mind that they shouldn't be touched. It causes 1d10 of force damage to do so. If using forced movemement, remember the saving throw. [B]All the doors are locked[/B]. Except, obviously, the one you just unlocked (hence the fact it ain't on the map). None of the others are trapped. DC 22 to open with a standard action + a minor to draw lock picking tools. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
24 - 4e style
Top