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Natural threats in a mine
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<blockquote data-quote="Sam Witt" data-source="post: 1431203" data-attributes="member: 1449"><p>Primitive mining would make lots and lots of short, narrow tunnels. The miners followed the veins where they could and carved out as little rock as possible while doing so. This means your lowest level should be short and cramped, very difficult to use anything but light or natural weapons and I'd cap everyone's Dexterity bonus at +2 to reflect the difficulty in moving around. Small creatures probably wouldn't have these penalties, giving kobolds and their ilk a huge advantage.</p><p></p><p></p><p></p><p>Poisonous gases are a constant threat in mines. These tend to gather in pockets, so you're going down a corridor and where it dips or rises, the air is suddenly poisonous. Anyone with a torch will probably notice it flicker (give 'em a Spot check (DC 15)) as the air quality drops within 10 feet of the gas pocket. Most of these gases will do Con damage of some sort, adjust the save and lethality for the resources of your party.</p><p></p><p>Flammable gases are dangerous, as well and collect in much the same way. Use the same Spot check for folks to notice their torch suddenly burning brighter and faster as the trace amounts of fuel in the area begin to burn. Those who proceed into the pocket of flammable gas with burning torches should expect an explosion - probably 5d6 or so, with a Reflex save for half.</p><p></p><p>Those who enter without a torch still have the problem of not being able to breathe - again, treat it as poisonous gas with varying Con damage based on the strength of your party.</p><p></p><p>Water is a hazard in mines, as well. Have a weakened section of tunnel with water dripping from the ceiling - any fighting in here could collapse the ceiling and flood one level of the mine.</p><p></p><p>As you noted, deadfalls and cave-ins are a serious danger in an abandoned mine and, if it's a wet mine, rotting support timbers will be ready to give way at any moment.</p><p></p><p>If I were doing this, I'd have one narrow section of the bottom level flooded and then have some amphibious creatures on the other side. They haven't bothered the bandits, because the creatures never go out into the upper parts of the mine. Have an entrance to the underdark to explain how they eat and whatnot.</p><p></p><p>Then, have one or more bandits flee down into the bottom level of the tunnel and swim through the submerged part looking for an escape route. He irritates the monsters, who come out to see what all the ruckus is .. .</p></blockquote><p></p>
[QUOTE="Sam Witt, post: 1431203, member: 1449"] Primitive mining would make lots and lots of short, narrow tunnels. The miners followed the veins where they could and carved out as little rock as possible while doing so. This means your lowest level should be short and cramped, very difficult to use anything but light or natural weapons and I'd cap everyone's Dexterity bonus at +2 to reflect the difficulty in moving around. Small creatures probably wouldn't have these penalties, giving kobolds and their ilk a huge advantage. Poisonous gases are a constant threat in mines. These tend to gather in pockets, so you're going down a corridor and where it dips or rises, the air is suddenly poisonous. Anyone with a torch will probably notice it flicker (give 'em a Spot check (DC 15)) as the air quality drops within 10 feet of the gas pocket. Most of these gases will do Con damage of some sort, adjust the save and lethality for the resources of your party. Flammable gases are dangerous, as well and collect in much the same way. Use the same Spot check for folks to notice their torch suddenly burning brighter and faster as the trace amounts of fuel in the area begin to burn. Those who proceed into the pocket of flammable gas with burning torches should expect an explosion - probably 5d6 or so, with a Reflex save for half. Those who enter without a torch still have the problem of not being able to breathe - again, treat it as poisonous gas with varying Con damage based on the strength of your party. Water is a hazard in mines, as well. Have a weakened section of tunnel with water dripping from the ceiling - any fighting in here could collapse the ceiling and flood one level of the mine. As you noted, deadfalls and cave-ins are a serious danger in an abandoned mine and, if it's a wet mine, rotting support timbers will be ready to give way at any moment. If I were doing this, I'd have one narrow section of the bottom level flooded and then have some amphibious creatures on the other side. They haven't bothered the bandits, because the creatures never go out into the upper parts of the mine. Have an entrance to the underdark to explain how they eat and whatnot. Then, have one or more bandits flee down into the bottom level of the tunnel and swim through the submerged part looking for an escape route. He irritates the monsters, who come out to see what all the ruckus is .. . [/QUOTE]
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