Saving vs Gas in a contained room...


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From your description of the continous presence of the gas, I would possibly allow a check of some kind (Listen, Spot (if gas is a cload or colored)) to determine if they notice the gas before they get the first dose.
Then follow by the steps below:
1. If not holding their breath, save or be affected by the gas. If they pass this save they can choose to hold their breath and avoid further gas saves until they pass out or resume breathing. (this might give them an extra few minutes before needing to save again)
2. If gas is still present go to Step 1.
Rather simple and realistic in that if you are stuck in a room with a gas and no way out, eventually you are going to succumb to the gas. A high level fighter might take an extra long time (if they need to roll a 1 to fail), but as long as they are not immune to the said gas, eventually it will affect them.

The real question is can they escape before they succumb. If they have a chance (no matter how slim) of finding a hidden door, unlocking the door, disabling the trap, breaking out of the room, teleporting out, or some similar way of escaping they should get the chance. If the DCs happen to be too high for any of them to make and they have no way of getting out, then tough luck.
 

another vote for it depends.


if the gas is continually pumped into the room or kicked up by the PCs movement... i'd make them roll every round.

if not... i'd say it settled ... for a heavy gas... or it remains in the upper part of the chamber for a light one... and make the PCs bend or crawl.

or if you just want them to roll. make them roll.

saving throws mean a lot of things. they mean the trap didn't work correctly. they mean the PC smoked the joint but didn't inhale. they mean the dose wasn't effective, but continued exposure could be hazardous. they mean the PC has a genetic predisposition either immunity or oversensitivity depending on the roll..etc...

edit: you've got to make the call as the DM/referee
 

I'd force the initial save, then allow them to hold their breath if they were still conscious.

They would have a few rounds of breath-holding to try and find a way out--at that point, they'd have to make another save as they gasped for air (probably at a +2 DC)

If they thought to cover their nose and mouth with cloth, I'd probably give them a +2 on each save.

Even the tough fighter (Con 16, Fort save +12) wouldn't last more than a few minutes before failing a save. Of course, that might be enough for him to power-attack his way through the wall...

Spider
 

Crothian said:
Or I'd have them save each round but start the DC low and raise it by one each round.
This is what I'd do, but without increasing the DC. Eventual rolls of 1's take care of this, I think.
 

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