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<blockquote data-quote="Imaculata" data-source="post: 7290560" data-attributes="member: 6801286"><p>If the party is traveling through an area with volcanic activity, they may run into any of the following encounters:</p><p></p><p><strong>Lava Flow</strong></p><p></p><p>The party encounters a river of lava. If a player tries to swim in the lava, they take 10d10 fire damage, or 18d10 fire damage if they are fully submerged. The only way across is to either jump (if the river is not too wide), go around (which may add several hours to the party's travel time), or try and create a bridge. A tree could be cut down to form a temporary bridge, but it would then of course catch fire, and wouldn't last very long. A flammable object immediately starts to dissolve and sink into the lava, and thus walking across the object requires a successful DC 12 Dexterity (acrobatics) check to not lose your footing. Although the lava is very hot, the players can stand pretty close to it without actually taking any damage. The lava sheds bright light in a 30ft. radius, and dim light in an additional 30 ft. radius.</p><p></p><p><strong>Pyroclastic Surge</strong></p><p></p><p>A thick cloud of turbulent and pressurized gas erupts from cracks in the ground. These eruptions can be seen from a fair distance by the party. The clouds block all normal sight for creatures inside the clouds, and deal 2d10 bludgeoning damage per round, as the players are struck by rock fragments. Optionally a legendary creature could also strike the ground to create these cracks as a legendary action, and release such a surge from the earth.</p><p></p><p><strong>Lava Fall</strong></p><p></p><p>A lava fall offers the party an additional way to bypass a flow of lava, by passing behind the deadly flow as it drops to a lower level. Doing so however it not without its own risks. The lava splashes and sparks violently. Passing behind a lava flow requires a successful DC 10 Dexterity (acrobatics) check, or the player takes 1d10 fire damage from falling lava and may also catch fire.</p><p></p><p><strong>Flame Spout</strong></p><p></p><p>A flame spout is a dangerous fountain of flame and lava, usually from a lava lake or river. Flame spouts shoot upward from the lava, reaching heights between 15ft and 30ft., with a width between 5ft. and 15ft. Anyone struck by the flame spout takes 2d10 fire damage and may catch fire. Flame spout eruptions often last about 2d6 rounds, or they may even be permanent to an area. Flame spouts can give birth to Fire Elementals, who heal 1d10 hitpoints per round while inside the spout.</p><p></p><p><strong>Pyroclastic Fall</strong></p><p></p><p>The area in the immediately vicinity of a volcano is often struck by ash and falling rock from volcanic explosions. Depending on the wind direction, this debris can strike an area up to 8,200,000ft (1553 miles) away from the volcano itself and is propelled up to an altitude of 42,000ft. (7 miles). Any players in the area take 1d6 bludgeoning damage per round from falling debris. Some legendary creatures could also create this effect as a lair action, which lasts for 1d10 rounds, and covers the entire area that the creature is in.</p><p></p><p><strong>Steam Devils</strong></p><p></p><p>Any area where volcanic eruptions emerge from the ground, can give rise to a special kind of air elemental called a Steam Devil. A Steam Devil behaves just like an air elemental, only it deals boil damage whenever anything touches it, and it hovers just above the ground (it cannot fly). Any creature that is within 5ft. of the Steam Devil and touches it, strikes it with a melee attack, or ends their turn on the creature's space, take 1d6+1 boil damage. They then take the same damage at the start of subsequent rounds, for 2 rounds. </p><p></p><p>If the Steam Devil is of a size category larger than medium, add an extra die of damage (per size category) for it's boil effect. Boil damage only affects organic creatures (living or dead) and does not affect non-organic creatures, such as constructs. Boil damage does not stack. If a player takes boil damage from multiple sources, only the strongest effect counts. Boil damage counts as fire damage, for the purpose of resistances. A Steam Devil cannot set a creature on fire with its attacks. Steam Devils often appear in small groups of 3 or 4.</p><p></p><p><strong>Lava lake</strong></p><p></p><p>A lava lake usually forms inside a crater, on top of a volcanic vent. Volcanic lake's often have sudden eruptions of flame spouts (see above) and are often home to Fire Elementals. Sometimes semi-solid slabs of rock float on top of the lava, formed by debris broken from the side of the crater. Jumping across such floating platforms requires a Strength (Athletics) check DC 12, or the player falls into the lava, taking 10d10 fire damage, or 18d10 fire damage if fully submerged. Additionally, Lava Lake's often emit noxious fumes, similar in effect to a stationary Stinking Cloud (see the spell description).</p><p></p><p><strong>Acidic Crater Lake</strong></p><p></p><p>An acidic crater lake, is a volcanic crater that has filled with acidic water. The acidity of the lake can vary between mild (1 acid damage to organic creatures per round, no effect on objects), medium (2d4 acid damage per round), to strong (2d8 acid damage per round), which can dissolve a boat in mere minutes.</p><p></p><p><strong>Boiling Crater Lake</strong></p><p></p><p>A boiling crater lake, is a volcanic crater filled with water, with underwater volcanic activity. The heat from below causes the water on the surface to boil, dealing 1d6+1 boil damage to organic creatures (living or dead) per round, but leaving objects unharmed.</p><p></p><p><strong>Rare ores</strong></p><p></p><p>Due to recent volcanic activity, chunks of stone containing a rare ore have been ejected from a volcano and are scattered around the area. The players can harvest these ores and use them to forge special equipment.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7290560, member: 6801286"] If the party is traveling through an area with volcanic activity, they may run into any of the following encounters: [B]Lava Flow[/B] The party encounters a river of lava. If a player tries to swim in the lava, they take 10d10 fire damage, or 18d10 fire damage if they are fully submerged. The only way across is to either jump (if the river is not too wide), go around (which may add several hours to the party's travel time), or try and create a bridge. A tree could be cut down to form a temporary bridge, but it would then of course catch fire, and wouldn't last very long. A flammable object immediately starts to dissolve and sink into the lava, and thus walking across the object requires a successful DC 12 Dexterity (acrobatics) check to not lose your footing. Although the lava is very hot, the players can stand pretty close to it without actually taking any damage. The lava sheds bright light in a 30ft. radius, and dim light in an additional 30 ft. radius. [B]Pyroclastic Surge[/B] A thick cloud of turbulent and pressurized gas erupts from cracks in the ground. These eruptions can be seen from a fair distance by the party. The clouds block all normal sight for creatures inside the clouds, and deal 2d10 bludgeoning damage per round, as the players are struck by rock fragments. Optionally a legendary creature could also strike the ground to create these cracks as a legendary action, and release such a surge from the earth. [B]Lava Fall[/B] A lava fall offers the party an additional way to bypass a flow of lava, by passing behind the deadly flow as it drops to a lower level. Doing so however it not without its own risks. The lava splashes and sparks violently. Passing behind a lava flow requires a successful DC 10 Dexterity (acrobatics) check, or the player takes 1d10 fire damage from falling lava and may also catch fire. [B]Flame Spout[/B] A flame spout is a dangerous fountain of flame and lava, usually from a lava lake or river. Flame spouts shoot upward from the lava, reaching heights between 15ft and 30ft., with a width between 5ft. and 15ft. Anyone struck by the flame spout takes 2d10 fire damage and may catch fire. Flame spout eruptions often last about 2d6 rounds, or they may even be permanent to an area. Flame spouts can give birth to Fire Elementals, who heal 1d10 hitpoints per round while inside the spout. [B]Pyroclastic Fall[/B] The area in the immediately vicinity of a volcano is often struck by ash and falling rock from volcanic explosions. Depending on the wind direction, this debris can strike an area up to 8,200,000ft (1553 miles) away from the volcano itself and is propelled up to an altitude of 42,000ft. (7 miles). Any players in the area take 1d6 bludgeoning damage per round from falling debris. Some legendary creatures could also create this effect as a lair action, which lasts for 1d10 rounds, and covers the entire area that the creature is in. [B]Steam Devils[/B] Any area where volcanic eruptions emerge from the ground, can give rise to a special kind of air elemental called a Steam Devil. A Steam Devil behaves just like an air elemental, only it deals boil damage whenever anything touches it, and it hovers just above the ground (it cannot fly). Any creature that is within 5ft. of the Steam Devil and touches it, strikes it with a melee attack, or ends their turn on the creature's space, take 1d6+1 boil damage. They then take the same damage at the start of subsequent rounds, for 2 rounds. If the Steam Devil is of a size category larger than medium, add an extra die of damage (per size category) for it's boil effect. Boil damage only affects organic creatures (living or dead) and does not affect non-organic creatures, such as constructs. Boil damage does not stack. If a player takes boil damage from multiple sources, only the strongest effect counts. Boil damage counts as fire damage, for the purpose of resistances. A Steam Devil cannot set a creature on fire with its attacks. Steam Devils often appear in small groups of 3 or 4. [B]Lava lake[/B] A lava lake usually forms inside a crater, on top of a volcanic vent. Volcanic lake's often have sudden eruptions of flame spouts (see above) and are often home to Fire Elementals. Sometimes semi-solid slabs of rock float on top of the lava, formed by debris broken from the side of the crater. Jumping across such floating platforms requires a Strength (Athletics) check DC 12, or the player falls into the lava, taking 10d10 fire damage, or 18d10 fire damage if fully submerged. Additionally, Lava Lake's often emit noxious fumes, similar in effect to a stationary Stinking Cloud (see the spell description). [B]Acidic Crater Lake[/B] An acidic crater lake, is a volcanic crater that has filled with acidic water. The acidity of the lake can vary between mild (1 acid damage to organic creatures per round, no effect on objects), medium (2d4 acid damage per round), to strong (2d8 acid damage per round), which can dissolve a boat in mere minutes. [B]Boiling Crater Lake[/B] A boiling crater lake, is a volcanic crater filled with water, with underwater volcanic activity. The heat from below causes the water on the surface to boil, dealing 1d6+1 boil damage to organic creatures (living or dead) per round, but leaving objects unharmed. [B]Rare ores[/B] Due to recent volcanic activity, chunks of stone containing a rare ore have been ejected from a volcano and are scattered around the area. The players can harvest these ores and use them to forge special equipment. [/QUOTE]
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