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Help with Salamander encounters!
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<blockquote data-quote="Celebrim" data-source="post: 5107348" data-attributes="member: 4937"><p>I can't really tell the edition from the description, but I'm assuming 4th which is going to prevent you from giving you much crunch advice.</p><p></p><p>Ok, so this area has been in prolong contact with the plain of fire. The result is that its basically eat most of the rock out of some areas, with the result that some floors and walls are basically pretty thin brittle sheets of blackened and cracked glass. A character without alot of knowledge or rock or with poor perception can break through the floor in places and find themselves landing on top hot lava crusts or even plunging directly onto pools of hot lava (not in to, lava is to dense). This is dangerous in itself, but it will also cause rapid influxes of superheated air into the cooler upper chambers pushing things back (as per a gust of wind) from the hole and doing heat damage to those left in the upper chamber. </p><p></p><p>Also some walls are seriously unstable and easily shattered, releasing flows of hot rock (think peanut butter rather than water) into rooms, slowly filling up and burying squares next to the disturbance.</p><p></p><p>Prior hot flows have tunneled through the rock and then emptied, leaving large tubes and ramps cutting across the area at random. Some are basically horizontal, but others are nearly vertical (and everything in between). Dungeon inhabitants that can fly use these passages to make odd connections between rooms. This is an especially nasty trick if you have regenerating creatures (or a centrally placed fire priest) such that you can do hit and runs on the players and room to room running battles where the foes have a manueverability advantage.</p><p></p><p>If the dungeon inhabitants are magically capable, they may have created permenent walls of fire within the dungeon (or shooting jets/sheets of flame may be the natural result of contact with the elemental plane of fire). These can be used to give the inhabitants additional manueverability advantages, which can be enhanced if you rule (hee hee, being DM is fun) that such sheets of flame are opaque to non-elementals, but partially translucent to elemental creatures (who afterall live in a world of flame, not air, and hense must see through fire to have distance vision). </p><p></p><p>For a more dramatic, dynamic environment, you have have these sheets and jets activate randomly. A little more tactical though is to have them 'faithful' geysers of flame that go off at predictable intervals, but that's harder to run.</p><p></p><p>Straight forward traps like glyphs of warding (depending on the system, dispel magic traps in hostile enviroments are often interesting) and fire traps on makeshift doorways/iron gates are also possibilities. While we are talking classics here, moving heated iron grills/walls to crush the party or heard them toward some hotter hazard could be nice.</p><p></p><p>Intersections of this environment with the outside can be interesting. For example, a lower section of the dungeon enviroment might intersect the local water table, resuting in geysers of steam and a network of rooms permentally filled with steam and mist at various temperatures. These chambers while possessing dangers of their own, might be impentrable to or at least very dangerous to flame inhabitants so the intelligent party can use them as a stronghold to retreat to - particularly if the can elimenate or reach a diplomatic agreement with the steam loving creatures (steam mephit? steam loving marid(?); a CG/CN marid or djinn with a fire template could be interesteing.) that dwell their.</p><p></p><p>Likewise, at other points of intersection there might be coal seam, whose slow burning fire fills an air with choking smoke and sulpherous fumes (somewhere you might have a pool of hot sulpheric acid, which is always fun). </p><p></p><p>More when I have more time to think.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5107348, member: 4937"] I can't really tell the edition from the description, but I'm assuming 4th which is going to prevent you from giving you much crunch advice. Ok, so this area has been in prolong contact with the plain of fire. The result is that its basically eat most of the rock out of some areas, with the result that some floors and walls are basically pretty thin brittle sheets of blackened and cracked glass. A character without alot of knowledge or rock or with poor perception can break through the floor in places and find themselves landing on top hot lava crusts or even plunging directly onto pools of hot lava (not in to, lava is to dense). This is dangerous in itself, but it will also cause rapid influxes of superheated air into the cooler upper chambers pushing things back (as per a gust of wind) from the hole and doing heat damage to those left in the upper chamber. Also some walls are seriously unstable and easily shattered, releasing flows of hot rock (think peanut butter rather than water) into rooms, slowly filling up and burying squares next to the disturbance. Prior hot flows have tunneled through the rock and then emptied, leaving large tubes and ramps cutting across the area at random. Some are basically horizontal, but others are nearly vertical (and everything in between). Dungeon inhabitants that can fly use these passages to make odd connections between rooms. This is an especially nasty trick if you have regenerating creatures (or a centrally placed fire priest) such that you can do hit and runs on the players and room to room running battles where the foes have a manueverability advantage. If the dungeon inhabitants are magically capable, they may have created permenent walls of fire within the dungeon (or shooting jets/sheets of flame may be the natural result of contact with the elemental plane of fire). These can be used to give the inhabitants additional manueverability advantages, which can be enhanced if you rule (hee hee, being DM is fun) that such sheets of flame are opaque to non-elementals, but partially translucent to elemental creatures (who afterall live in a world of flame, not air, and hense must see through fire to have distance vision). For a more dramatic, dynamic environment, you have have these sheets and jets activate randomly. A little more tactical though is to have them 'faithful' geysers of flame that go off at predictable intervals, but that's harder to run. Straight forward traps like glyphs of warding (depending on the system, dispel magic traps in hostile enviroments are often interesting) and fire traps on makeshift doorways/iron gates are also possibilities. While we are talking classics here, moving heated iron grills/walls to crush the party or heard them toward some hotter hazard could be nice. Intersections of this environment with the outside can be interesting. For example, a lower section of the dungeon enviroment might intersect the local water table, resuting in geysers of steam and a network of rooms permentally filled with steam and mist at various temperatures. These chambers while possessing dangers of their own, might be impentrable to or at least very dangerous to flame inhabitants so the intelligent party can use them as a stronghold to retreat to - particularly if the can elimenate or reach a diplomatic agreement with the steam loving creatures (steam mephit? steam loving marid(?); a CG/CN marid or djinn with a fire template could be interesteing.) that dwell their. Likewise, at other points of intersection there might be coal seam, whose slow burning fire fills an air with choking smoke and sulpherous fumes (somewhere you might have a pool of hot sulpheric acid, which is always fun). More when I have more time to think. [/QUOTE]
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