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<blockquote data-quote="Manbearcat" data-source="post: 6070025" data-attributes="member: 6696971"><p>Here is one you might use:</p><p></p><p>SULFUR DIOXIDE!</p><p></p><p>Meta - Sulfur dioxide (SO2) is a toxic gas with a pungent, irritating smell, that is released by volcanoes. Inhaling sulfur dioxide is associated with increased respiratory symptoms and disease, difficulty in breathing, and premature death. The short-term exposure limit (about 15 minute period) is somewhere around 5 PPM. The immediate threat level (this would literally be a hazard that would be probably be an Att vs Fort with large ongoing damage [save ends] and a reduced aftereffect [save ends]) is about 100 PPM. </p><p></p><p>The Setup - One of the mountain levels contains many natural vents to volcanic lava plumes. SO2 levels are elevated here (perhaps at the 5 PPM threshold or just below). The pungent stench is overwhelming and the inability to take a composed breath and get requisite oxygen is smothering, exhausting. The kobolds have been exposed to this over the course of millennia and their lungs and physiology have evolved to accommodate. It is no threat to them. To the PCs, it is deadly if exposed to these conditions for too long. The air is not stagnant; there is flow. If you want, there could also be a hanging, acidic causticness in the air that may damage the PCs in some fashion as well.</p><p></p><p>The Stakes - The PCs have to find their way out of these chambers to an above (or below) level before their body clocks tick out. Success in the Skill Challenge means they have found their way out of the area/level with the elevated PPM; the stench, the asphyxia, the hacking cough, the light-headedness all go away quickly as their bodies return to normal. Failure in the Skill Challenge means they have to start all over again...GULP!</p><p></p><p>Miscellaneous - No Extended Rests during the Exposure Skill Challenge. Perhaps they can find some of fissures to the lava plumes, clog them and buy them some time as well? Perhaps that yields an accrued success and a + 2 for the PCs next roll (morale - it wouldn't have an immediate effect on the PPM of the SO2. The lag would be too much to matter for this challenge). Perhaps the dwarves had an old ventilation system for when this occurred? If it can be located, perhaps it can be turned on (a mini Skill Challenge) and it will provide 2 successes and a + 2 for the rest of the extended Skill Challenge? Perhaps the PCs have to pass an intermittent group Endurance check (aiding for bonus and low man rolls it). Failure equals an accrued failure in the Skill Challenge, loss of 2 healing surges, and no Extended Rests effects/resource recharge until the group is out of the area. A large success (beat DC by 5 or more) can provide some reprieve perhaps; a small sheltered area where the PPM is decreased...but this area has guardians - tough combat encounter to claim the territory! Perhaps here they can take a makeshift version of an extended rest - recover 1 Daily or 2 Healing Surges...something like that. I would probably make all physical check failures (perhaps all check failures period...depending on how deadly you want it to be) cost all the PCs a healing surge as well as the accrued failure in the Skill Challenge (and some other trouble/pressure/adversity).</p><p></p><p>On a failed check, I would include an event with the Hazard with the extreme/deadly PPM somewhere in there as well. Something like this:</p><p></p><p><span style="color: #ffa500"><strong>SO2 Vent (Elite)</strong></span></p><p><span style="color: #ffa500">Hazard</span></p><p><span style="color: #ffa500">Level 12 Elite Blaster</span></p><p><span style="color: #ffa500">XP 1400</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Pouring from the vent is an air parcel saturated with noxious, super-heated sulfur dioxide. The smell of rotten eggs permeates the air, the eyes sting, the air takes a yellowish hue. Your mind reels and your lungs choke.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Hazard: The vent is only 1 square in size. Any creature adjacent to it is obscured and has partial concealment.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Perception: No check is necessary to notice the vent. It is much larger than a fissure. It almost looks like a secret passage to exit the chamber... </span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Nature: Once attacked by the gas, DC18 to idenify it and its effects. </span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Trigger: When a creature enters within 15 feet (CB3) of the SO2 Vent's space, they are attacked by the deadly gas.</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Attack</span></p><p><span style="color: #ffa500"> Opportunity Action Close burst 3</span></p><p><span style="color: #ffa500"> Target: Each creature in burst</span></p><p><span style="color: #ffa500"> Attack: +15 vs. Fortitude</span></p><p><span style="color: #ffa500"> Hit: 2d8 + 5 poison damage. The target is immobilized and takes ongoing 10 poison damage (save ends). </span></p><p><span style="color: #ffa500">Aftereffect: The target takes 5 ongoing poison damage (save ends)</span></p><p><span style="color: #ffa500"> Miss: Half damage and 5 ongoing poison damage (save ends).</span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">Countermeasures </span></p><p><span style="color: #ffa500"></span></p><p><span style="color: #ffa500">- Athletics DC 24: A character can heft or roll a large piece of adjacent rock over and "stopper" the vent. The Attack suffers a - 2, the damage goes to 1d8 + 5 and the immobilized rider goes away.</span></p><p><span style="color: #ffa500">- Endurance DC 20: A character missed by the attack can move himself and 2 allies out of the area of effect.</span></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6070025, member: 6696971"] Here is one you might use: SULFUR DIOXIDE! Meta - Sulfur dioxide (SO2) is a toxic gas with a pungent, irritating smell, that is released by volcanoes. Inhaling sulfur dioxide is associated with increased respiratory symptoms and disease, difficulty in breathing, and premature death. The short-term exposure limit (about 15 minute period) is somewhere around 5 PPM. The immediate threat level (this would literally be a hazard that would be probably be an Att vs Fort with large ongoing damage [save ends] and a reduced aftereffect [save ends]) is about 100 PPM. The Setup - One of the mountain levels contains many natural vents to volcanic lava plumes. SO2 levels are elevated here (perhaps at the 5 PPM threshold or just below). The pungent stench is overwhelming and the inability to take a composed breath and get requisite oxygen is smothering, exhausting. The kobolds have been exposed to this over the course of millennia and their lungs and physiology have evolved to accommodate. It is no threat to them. To the PCs, it is deadly if exposed to these conditions for too long. The air is not stagnant; there is flow. If you want, there could also be a hanging, acidic causticness in the air that may damage the PCs in some fashion as well. The Stakes - The PCs have to find their way out of these chambers to an above (or below) level before their body clocks tick out. Success in the Skill Challenge means they have found their way out of the area/level with the elevated PPM; the stench, the asphyxia, the hacking cough, the light-headedness all go away quickly as their bodies return to normal. Failure in the Skill Challenge means they have to start all over again...GULP! Miscellaneous - No Extended Rests during the Exposure Skill Challenge. Perhaps they can find some of fissures to the lava plumes, clog them and buy them some time as well? Perhaps that yields an accrued success and a + 2 for the PCs next roll (morale - it wouldn't have an immediate effect on the PPM of the SO2. The lag would be too much to matter for this challenge). Perhaps the dwarves had an old ventilation system for when this occurred? If it can be located, perhaps it can be turned on (a mini Skill Challenge) and it will provide 2 successes and a + 2 for the rest of the extended Skill Challenge? Perhaps the PCs have to pass an intermittent group Endurance check (aiding for bonus and low man rolls it). Failure equals an accrued failure in the Skill Challenge, loss of 2 healing surges, and no Extended Rests effects/resource recharge until the group is out of the area. A large success (beat DC by 5 or more) can provide some reprieve perhaps; a small sheltered area where the PPM is decreased...but this area has guardians - tough combat encounter to claim the territory! Perhaps here they can take a makeshift version of an extended rest - recover 1 Daily or 2 Healing Surges...something like that. I would probably make all physical check failures (perhaps all check failures period...depending on how deadly you want it to be) cost all the PCs a healing surge as well as the accrued failure in the Skill Challenge (and some other trouble/pressure/adversity). On a failed check, I would include an event with the Hazard with the extreme/deadly PPM somewhere in there as well. Something like this: [COLOR=#ffa500][B]SO2 Vent (Elite)[/B] Hazard Level 12 Elite Blaster XP 1400 Pouring from the vent is an air parcel saturated with noxious, super-heated sulfur dioxide. The smell of rotten eggs permeates the air, the eyes sting, the air takes a yellowish hue. Your mind reels and your lungs choke. Hazard: The vent is only 1 square in size. Any creature adjacent to it is obscured and has partial concealment. Perception: No check is necessary to notice the vent. It is much larger than a fissure. It almost looks like a secret passage to exit the chamber... Nature: Once attacked by the gas, DC18 to idenify it and its effects. Trigger: When a creature enters within 15 feet (CB3) of the SO2 Vent's space, they are attacked by the deadly gas. Attack Opportunity Action Close burst 3 Target: Each creature in burst Attack: +15 vs. Fortitude Hit: 2d8 + 5 poison damage. The target is immobilized and takes ongoing 10 poison damage (save ends). Aftereffect: The target takes 5 ongoing poison damage (save ends) Miss: Half damage and 5 ongoing poison damage (save ends). Countermeasures - Athletics DC 24: A character can heft or roll a large piece of adjacent rock over and "stopper" the vent. The Attack suffers a - 2, the damage goes to 1d8 + 5 and the immobilized rider goes away. - Endurance DC 20: A character missed by the attack can move himself and 2 allies out of the area of effect.[/COLOR] [/QUOTE]
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