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<blockquote data-quote="Old One" data-source="post: 1353056" data-attributes="member: 83"><p><strong>Possible set-up...</strong></p><p></p><p></p><p></p><p>Deep in the dwarven caverns is a wide mining area with low ceilings (5'-7'). The ceiling is supported by rock support column spaced unevenly about (left in place by the dwarves when mining). The dwaves used a series of polished metal mirrors (ala <em>Legend</em>) to filter light down from above. The dwarves abandoned the mining area because they struck an underground source of naphtha-(a naturally occuring flammable, volatile and liquid bitumenous asphalt - essentially a natural crude oil offshoot) contaminated groundwater. This contaminated ground water seeps now soaks the floor to a depth of 3-6 inches.</p><p></p><p>As the PCs approach the chamber, they catch a glimpse of the enemy PC party in one of the polished mirrors (and the enemy party catches a glimpse of them). The enemy begins preparing for battle, but, because of the placement of the mirrors, the two sides can't exactly see each other yet. They can hear each other, since the sound carries well across the water-covered floor and they can see reflected lantern light, but some of the large support columns block line of sight in the beginning.</p><p></p><p>Any dwarven PC or other PC with any mining skills or background will recognize the smell/texture of the naphtha-laced ground water and strongly recommend that no flame causing spells be used, since it could cause the whole area to catch on fire. Sharp-eyed PCs might notice that the reflected enemy are all using hooded lanterns or magical light sources. An open flame, such as a torch, dropped into the contaminated water, has a 50% chance of staring a small fire. Any magical flames will do so automatically.</p><p></p><p>If a fire is started, it eddies and swirls along the top of the water in random fashion, since the naphtha doesn't cover the entire area. This essentially creates small rivers of fire flowing throughout the area. Anyone within 10' of a burning area must make a DC 15 Reflex save or be singed for 1d6 of damage. Once a fire starts, it begins sucking the available oxygen slowly from the air. 5 rounds after the fire starts, anyone in the area must make a DC 12 Fort save or suffer 1-2 points of Con damage from choking fumes. 4 rounds later, the next save comes, but the DC goes up by 2 (14). Three rounds later, the next save comes, but the DC again increases by 2 (16). Two rounds later, the next save comes (DC 18). After that, a DC 20 Fort save is needed each round as the oxygen supply dwindles.</p><p></p><p>Due to the low ceiling height, missile fire is extremely difficult, so all range increments are halved and all range penalties doubled (since you have to put some arc on shots beyond point-blank range). In addition, the large support columns provide pretty good cover until foes are within melee range.</p><p></p><p>If you want to make the fight even more fun, the naphtha-laced water makes the floor somewhat slippery, requiring a DC 12 or 15 Reflex (or DC 5 or 8 Dex Check) to avoid falling if a combatent: hustles, runs, attempts a bullrush, charges or tumbles to avoid falling down. In addition, the slippery nature of the floor gives a +2 bonus to trip and bullrush attempts. Anyone who falls into the water must make a DC 15 Fort save or get naphtha-laced water in his/her eyes (blinded for 1 round, intense burning for 1d4+4 rounds unless washed out, -2 to hit/-2 to AC, ranged attack range penalties doubled) and is soaked in flammable naphtha. If a soaked target is hit with fire-producing magic, they suffer 1d4 points of residual burning for 1d4+2 rounds. Being hit with a torch has a 25% chance of lighting the target on fire.</p><p></p><p>My 2 coppers...</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1353056, member: 83"] [b]Possible set-up...[/b] Deep in the dwarven caverns is a wide mining area with low ceilings (5'-7'). The ceiling is supported by rock support column spaced unevenly about (left in place by the dwarves when mining). The dwaves used a series of polished metal mirrors (ala [I]Legend[/I]) to filter light down from above. The dwarves abandoned the mining area because they struck an underground source of naphtha-(a naturally occuring flammable, volatile and liquid bitumenous asphalt - essentially a natural crude oil offshoot) contaminated groundwater. This contaminated ground water seeps now soaks the floor to a depth of 3-6 inches. As the PCs approach the chamber, they catch a glimpse of the enemy PC party in one of the polished mirrors (and the enemy party catches a glimpse of them). The enemy begins preparing for battle, but, because of the placement of the mirrors, the two sides can't exactly see each other yet. They can hear each other, since the sound carries well across the water-covered floor and they can see reflected lantern light, but some of the large support columns block line of sight in the beginning. Any dwarven PC or other PC with any mining skills or background will recognize the smell/texture of the naphtha-laced ground water and strongly recommend that no flame causing spells be used, since it could cause the whole area to catch on fire. Sharp-eyed PCs might notice that the reflected enemy are all using hooded lanterns or magical light sources. An open flame, such as a torch, dropped into the contaminated water, has a 50% chance of staring a small fire. Any magical flames will do so automatically. If a fire is started, it eddies and swirls along the top of the water in random fashion, since the naphtha doesn't cover the entire area. This essentially creates small rivers of fire flowing throughout the area. Anyone within 10' of a burning area must make a DC 15 Reflex save or be singed for 1d6 of damage. Once a fire starts, it begins sucking the available oxygen slowly from the air. 5 rounds after the fire starts, anyone in the area must make a DC 12 Fort save or suffer 1-2 points of Con damage from choking fumes. 4 rounds later, the next save comes, but the DC goes up by 2 (14). Three rounds later, the next save comes, but the DC again increases by 2 (16). Two rounds later, the next save comes (DC 18). After that, a DC 20 Fort save is needed each round as the oxygen supply dwindles. Due to the low ceiling height, missile fire is extremely difficult, so all range increments are halved and all range penalties doubled (since you have to put some arc on shots beyond point-blank range). In addition, the large support columns provide pretty good cover until foes are within melee range. If you want to make the fight even more fun, the naphtha-laced water makes the floor somewhat slippery, requiring a DC 12 or 15 Reflex (or DC 5 or 8 Dex Check) to avoid falling if a combatent: hustles, runs, attempts a bullrush, charges or tumbles to avoid falling down. In addition, the slippery nature of the floor gives a +2 bonus to trip and bullrush attempts. Anyone who falls into the water must make a DC 15 Fort save or get naphtha-laced water in his/her eyes (blinded for 1 round, intense burning for 1d4+4 rounds unless washed out, -2 to hit/-2 to AC, ranged attack range penalties doubled) and is soaked in flammable naphtha. If a soaked target is hit with fire-producing magic, they suffer 1d4 points of residual burning for 1d4+2 rounds. Being hit with a torch has a 25% chance of lighting the target on fire. My 2 coppers... ~ Old One [/QUOTE]
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