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Help me design a D20 Past diving bell!
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<blockquote data-quote="Stormborn" data-source="post: 3532023" data-attributes="member: 14041"><p>I would suggest taking your que from the original adventure and not worring about stats. Instead decide what you want to happen or, if you prefer, what is most likley to happen.</p><p></p><p>For example: You could say that if the pike attacks the bell succesfully 3 times it starts to take on water, filling the cabin at the rate of 1/2 foot per round. If attacked succefuly a 4th time the water fills the bell at the rate of 1 foor per round. A 5th succesful attack means the bell is hulled and completly open to the water, but if being lowered or raised ifrom the surface it continues to do so. It also would provide partial cover for anyone clinging to the inside. A 6th attack severs it from the lifting mechanism and it begins to plummit rapidly toward the bottom. If you wish the PCs to be able to stem the damage done allow for appropriate craft checks; DC 10 to negate/mitigate an attack before the third succesful one (treating the bell as if it had one less attack than total with a successful check) DC 15 at once water start comin in going to DC 20 after the 4th attack. The pike faces a Defense of 10 for attacking the bell (its big, slow moving, cannot dodge, etc) and on a critical hit treat the damage as if 2 succeful hits were scored. </p><p></p><p>I am unfamiliar with the original, but that should give you sufficient rules and time for the PCs to do what needs to be done.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3532023, member: 14041"] I would suggest taking your que from the original adventure and not worring about stats. Instead decide what you want to happen or, if you prefer, what is most likley to happen. For example: You could say that if the pike attacks the bell succesfully 3 times it starts to take on water, filling the cabin at the rate of 1/2 foot per round. If attacked succefuly a 4th time the water fills the bell at the rate of 1 foor per round. A 5th succesful attack means the bell is hulled and completly open to the water, but if being lowered or raised ifrom the surface it continues to do so. It also would provide partial cover for anyone clinging to the inside. A 6th attack severs it from the lifting mechanism and it begins to plummit rapidly toward the bottom. If you wish the PCs to be able to stem the damage done allow for appropriate craft checks; DC 10 to negate/mitigate an attack before the third succesful one (treating the bell as if it had one less attack than total with a successful check) DC 15 at once water start comin in going to DC 20 after the 4th attack. The pike faces a Defense of 10 for attacking the bell (its big, slow moving, cannot dodge, etc) and on a critical hit treat the damage as if 2 succeful hits were scored. I am unfamiliar with the original, but that should give you sufficient rules and time for the PCs to do what needs to be done. [/QUOTE]
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