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5e conversion notes for S2 - White Plume Mountain
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<blockquote data-quote="Blue Phoenix RPG" data-source="post: 6522497" data-attributes="member: 86560"><p>I hope you don't mind but I think I improved upon the area 7 geyser room a bit. Let me know what you think I'd appreciate any constructive criticism.</p><p></p><p><strong><span style="color: #FF0000">7. Geyser Cavern:</span></strong></p><p></p><p> <strong>Wooden disks.</strong> Between the two stone platforms, a series of wooden disks is suspended from the ceiling by massive steel chains. The disks are about four feet in diameter, and three feet apart. Each disk is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight is placed upon them. Creatures can move from disk to disk by taking their action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. It takes 54 seconds (6 seconds x 9 platforms) for a creature to cross the cavern this way, assuming no failed checks. For every failed check it costs 12 more seconds until they jump to the other disc. For every success it takes only 6 seconds. If at any time a check fails by more than 5 points the creature falls off the disc into the boiling mud. <em>Advantage:</em> If the creature has a total of 25 or more points in Strength and Dexterity and had Athletics or Acrobatics trained they gain an advantage on dice rolls. <em>Disadvantage:</em> If the creature has less than a total of 20 or more points in Strength and Dexterity and does not have Athletics or Acrobatics trained they suffer a disadvantage on dice rolls.</p><p></p><p><strong>Phosphorescent scum. </strong>The disks and chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum that lives on the water and nutrients spewed up from the geysers. </p><p></p><p><strong>Geysers. </strong>Points A and B mark the locations of geysers. Geyser A spouts once every five minutes. Geyser B spouts once every three minutes, with both geysers firing at the same time once every 15 minutes. When the geysers erupt, they reach nearly to the roof of the cavern, and creatures holding onto the disks or chains will take damage from the scalding hot water and may be washed off to fall into the mud below. Hanging on requires a successful Strength check, with the DC depending on which geyser is erupting and which disk the creature is standing on (see chart for DC and base damage). If the creature succeeds on a Dexterity saving throw with the same DC they only take half damage from the scalding water, as they were able to quickly shield sensitive portions of their body from the blast. Any PC observing 18 minutes will see the pattern and go after both have spouted.</p><p></p><p>[ATTACH]66705[/ATTACH]</p><p></p><p><strong>Boiling Mud.</strong> 50’ below the wooden disks is a deep pool of boiling mud. Falling into the mud (failing a Strength DC check) causes 50 feet of falling damage (5d6). Creatures starting their turn in the mud take 5d10 fire damage. Additionally, the mud is very thick and hard to swim or maneuver in, requiring a successful DC 20 Strength (Athletics) check to stay afloat or maneuver. If the creature is in the mud but adjacent when a spout erupts they will take 5d10 damage and be thrown upwards to the nearest platform, causing 6 seconds on the clock to go by. However, this will allow for a Dexterity (Acrobatics) or Strength (Athletics) check of the same DC which corresponds to the chart above. If the DC check fails then the creature again falls and the whole process of taking damage starts again.</p><p></p><p>(end notes)</p><p></p><p>Some of my logic here is obvious probably others not. I don't believe players should get an automatic disadvantage because of the slime it's already in the DC. For those like mages who don't have strength or dexterity going for them the whole thing is really scary but for dexterous or strong characters should be easy. I also included timing mechanisms so DMs can keep track of everything. I'm uncertain if 12 seconds is long enough to penalize a bad save, I was thinking of going 18 seconds instead because of a back and forth the PCs would have to do to get the discs in sink. Let me know what you think...</p></blockquote><p></p>
[QUOTE="Blue Phoenix RPG, post: 6522497, member: 86560"] I hope you don't mind but I think I improved upon the area 7 geyser room a bit. Let me know what you think I'd appreciate any constructive criticism. [B][COLOR="#FF0000"]7. Geyser Cavern:[/COLOR][/B] [B]Wooden disks.[/B] Between the two stone platforms, a series of wooden disks is suspended from the ceiling by massive steel chains. The disks are about four feet in diameter, and three feet apart. Each disk is attached to its chain by a giant staple fixed in its center. The disks swing freely and will tilt when weight is placed upon them. Creatures can move from disk to disk by taking their action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. It takes 54 seconds (6 seconds x 9 platforms) for a creature to cross the cavern this way, assuming no failed checks. For every failed check it costs 12 more seconds until they jump to the other disc. For every success it takes only 6 seconds. If at any time a check fails by more than 5 points the creature falls off the disc into the boiling mud. [I]Advantage:[/I] If the creature has a total of 25 or more points in Strength and Dexterity and had Athletics or Acrobatics trained they gain an advantage on dice rolls. [I]Disadvantage:[/I] If the creature has less than a total of 20 or more points in Strength and Dexterity and does not have Athletics or Acrobatics trained they suffer a disadvantage on dice rolls. [B]Phosphorescent scum. [/B]The disks and chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum that lives on the water and nutrients spewed up from the geysers. [B]Geysers. [/B]Points A and B mark the locations of geysers. Geyser A spouts once every five minutes. Geyser B spouts once every three minutes, with both geysers firing at the same time once every 15 minutes. When the geysers erupt, they reach nearly to the roof of the cavern, and creatures holding onto the disks or chains will take damage from the scalding hot water and may be washed off to fall into the mud below. Hanging on requires a successful Strength check, with the DC depending on which geyser is erupting and which disk the creature is standing on (see chart for DC and base damage). If the creature succeeds on a Dexterity saving throw with the same DC they only take half damage from the scalding water, as they were able to quickly shield sensitive portions of their body from the blast. Any PC observing 18 minutes will see the pattern and go after both have spouted. [ATTACH=CONFIG]66705._xfImport[/ATTACH] [B]Boiling Mud.[/B] 50’ below the wooden disks is a deep pool of boiling mud. Falling into the mud (failing a Strength DC check) causes 50 feet of falling damage (5d6). Creatures starting their turn in the mud take 5d10 fire damage. Additionally, the mud is very thick and hard to swim or maneuver in, requiring a successful DC 20 Strength (Athletics) check to stay afloat or maneuver. If the creature is in the mud but adjacent when a spout erupts they will take 5d10 damage and be thrown upwards to the nearest platform, causing 6 seconds on the clock to go by. However, this will allow for a Dexterity (Acrobatics) or Strength (Athletics) check of the same DC which corresponds to the chart above. If the DC check fails then the creature again falls and the whole process of taking damage starts again. (end notes) Some of my logic here is obvious probably others not. I don't believe players should get an automatic disadvantage because of the slime it's already in the DC. For those like mages who don't have strength or dexterity going for them the whole thing is really scary but for dexterous or strong characters should be easy. I also included timing mechanisms so DMs can keep track of everything. I'm uncertain if 12 seconds is long enough to penalize a bad save, I was thinking of going 18 seconds instead because of a back and forth the PCs would have to do to get the discs in sink. Let me know what you think... [/QUOTE]
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5e conversion notes for S2 - White Plume Mountain
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