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(5.24 PBP) Vault Redux (OOC) Fitz's Refresher
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<blockquote data-quote="FitzTheRuke" data-source="post: 9693506" data-attributes="member: 59816"><p>I'm going to repost the stuff about Team Lake's hazards here, for anyone who wants to discuss it without having to go back-and-forth between the IC and here. Everyone feel free to comment, no matter which group you're in, if you have questions, concerns, or comments. Oh, and if it isn't obvious: The current goes left to right, AKA eastward.</p><p></p><p>Oh, and one more thing: You can move through Loklafd's space if you need. He won't stay there.</p><p></p><p>[spoiler="Map"][ATTACH=full]409957[/ATTACH]</p><p>[/spoiler][spoiler="Hazards"]</p><p><strong>Hazard #1: The Big Drop</strong>. The boat plunges nearly 10ft into the river and bobs back up. Unlike the general rules shown in the OOC Thread (dc12 STR Athletics or DEX Acrobatics to be able to move 30ft (once) - it's like the river always tries to grapple you and drag you 30ft downstream), HERE, the Drop grapples you and stops you dead. So in this case, if the lead boat fails to move this round, the following boat WILL fall on top of you, dealing 2d6 Bludgeoning (dc12 DEX Save for Half). In addition, if this happens, the 2nd boat will have disadvantage on their own checks to move, stuck as they'd be on the other kayak. IF the 1st Kayak breaks free, the 2nd Kayak still has the chance of getting stuck, but can roll normally. Both of you can roll, but only one of you needs to succeed. You can "Dash" with your Action to get extra attempt(s).</p><p><strong>Hazard #2: Sharp Rocks. </strong>Unfortunately, you can't just paddle away without worrying about these Sharp Rocks. They Threaten the way out of the Big Drop's space. They'll attack you if you row away without fending them off with your paddles (be it literally, by shoving off with a paddle, or figuratively, by digging the paddles into the water and paddling) Either way, we're looking for a successful Attack roll, with the paddle working like a Quarterstaff (simple versatile melee weapon). If it threatens you, and it does, you can reach it. There's no need to roll damage. A successful attack gives your kayak the equivalent of a Disengage (from this Hazard only). Both of you can roll, but only one of you needs to succeed.</p><p><strong>Hazard #3: Large Rocks. </strong>Probably won't come into play until Round 2, but these rocks are even worse than the first. They work similarly (in that you can fend them off if you get close enough), but it's gonna have a bigger attack. It also has a pulling effect, as the water flows around it, but that'll happen on my turn. Give it space, is what I'm suggesting.</p><p><strong>Hazard #4: Swift Current.</strong> Unfortunately, this area also has a pulling effect that is bigger than the usual "30ft downstream if you fail to control your movement". Like the Large Rocks, this will come up more on 'my turn' (depending on where you are) and more likely after Round One. But you can tell that it's dangerous over there!</p><p><strong>Familiars: </strong>Both Familiars are doing their best to warn of trouble, so both can grant their 'masters' Advantage on any single roll of the round, if the familiar itself first makes (in this case, the familiar can take their turns ahead of their masters) a dc12 WIS Perception or INT Investigation check. They can do this each round. You know, as long as Bill doesn't get squashed by a falling boat, or dashed on rocks.[/spoiler]</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9693506, member: 59816"] I'm going to repost the stuff about Team Lake's hazards here, for anyone who wants to discuss it without having to go back-and-forth between the IC and here. Everyone feel free to comment, no matter which group you're in, if you have questions, concerns, or comments. Oh, and if it isn't obvious: The current goes left to right, AKA eastward. Oh, and one more thing: You can move through Loklafd's space if you need. He won't stay there. [spoiler="Map"][ATTACH type="full" alt="1751092314856.png"]409957[/ATTACH] [/spoiler][spoiler="Hazards"] [B]Hazard #1: The Big Drop[/B]. The boat plunges nearly 10ft into the river and bobs back up. Unlike the general rules shown in the OOC Thread (dc12 STR Athletics or DEX Acrobatics to be able to move 30ft (once) - it's like the river always tries to grapple you and drag you 30ft downstream), HERE, the Drop grapples you and stops you dead. So in this case, if the lead boat fails to move this round, the following boat WILL fall on top of you, dealing 2d6 Bludgeoning (dc12 DEX Save for Half). In addition, if this happens, the 2nd boat will have disadvantage on their own checks to move, stuck as they'd be on the other kayak. IF the 1st Kayak breaks free, the 2nd Kayak still has the chance of getting stuck, but can roll normally. Both of you can roll, but only one of you needs to succeed. You can "Dash" with your Action to get extra attempt(s). [B]Hazard #2: Sharp Rocks. [/B]Unfortunately, you can't just paddle away without worrying about these Sharp Rocks. They Threaten the way out of the Big Drop's space. They'll attack you if you row away without fending them off with your paddles (be it literally, by shoving off with a paddle, or figuratively, by digging the paddles into the water and paddling) Either way, we're looking for a successful Attack roll, with the paddle working like a Quarterstaff (simple versatile melee weapon). If it threatens you, and it does, you can reach it. There's no need to roll damage. A successful attack gives your kayak the equivalent of a Disengage (from this Hazard only). Both of you can roll, but only one of you needs to succeed. [B]Hazard #3: Large Rocks. [/B]Probably won't come into play until Round 2, but these rocks are even worse than the first. They work similarly (in that you can fend them off if you get close enough), but it's gonna have a bigger attack. It also has a pulling effect, as the water flows around it, but that'll happen on my turn. Give it space, is what I'm suggesting. [B]Hazard #4: Swift Current.[/B] Unfortunately, this area also has a pulling effect that is bigger than the usual "30ft downstream if you fail to control your movement". Like the Large Rocks, this will come up more on 'my turn' (depending on where you are) and more likely after Round One. But you can tell that it's dangerous over there! [B]Familiars: [/B]Both Familiars are doing their best to warn of trouble, so both can grant their 'masters' Advantage on any single roll of the round, if the familiar itself first makes (in this case, the familiar can take their turns ahead of their masters) a dc12 WIS Perception or INT Investigation check. They can do this each round. You know, as long as Bill doesn't get squashed by a falling boat, or dashed on rocks.[/spoiler] [/QUOTE]
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