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<blockquote data-quote="Imaculata" data-source="post: 7825675" data-attributes="member: 6801286"><p><strong>The Clocktower</strong></p><p></p><p>This room is a 200ft. tall rectangular tower made of stone bricks and supported by thick wooden beams. Dozens of iron gears, pendulums and axles rotate to power a large clock. There is an old wooden ladder that used to bridge the upper and lower section of the clocktower, connecting to other areas of the dungeon. However, the ladder has broken down a long time ago and no longer looks safe to climb. The players can fix it with a spell, or attempt to climb it anyway. If the players attempt to climb the ladder (without fixing it), roll a D100.</p><p></p><p>1-15: The ladder doesn't break.</p><p>16-25: The ladder breaks at a height of 50 ft.</p><p>26-50: The ladder breaks at a height of 100 ft. (Half way)</p><p>51-75: The ladder breaks at a height of 150 ft.</p><p>76-90: The ladder breaks at a height of 175 ft.</p><p>91-100: The ladder breaks just before the player reaches the top at 200ft. (Top)</p><p></p><p>The players can also attempt to climb the clocktower by leaping across the gears. Treat the climb as 3 separate challenges with a DC that increases with each check. With the first check the player climbs to 50ft., the second to 100 ft., and the third to 175 ft. So if the player fails one of these checks, they fall from that height.</p><p></p><p>To add additional difficulty, you can also make the players dodge a pendulum at the halfway point, or be knocked off the tower (suffering 1d12+8 bludgeoning damage from the pendulum and any falling damage depending on the height). The pendulum has to make an attack against the player as if it were an attacker.</p><p></p><p>There is also a possibility for the players to stop the clock by jamming the gears. Any object made of wood will be crushed by the gears and have no effect, but a metal or stone object of medium size or larger can jam the gears. Reduce the DC of climbing the clocktower by 10 for each of the 3 challenges, and the players no longer need to dodge a pendulum either.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7825675, member: 6801286"] [B]The Clocktower[/B] This room is a 200ft. tall rectangular tower made of stone bricks and supported by thick wooden beams. Dozens of iron gears, pendulums and axles rotate to power a large clock. There is an old wooden ladder that used to bridge the upper and lower section of the clocktower, connecting to other areas of the dungeon. However, the ladder has broken down a long time ago and no longer looks safe to climb. The players can fix it with a spell, or attempt to climb it anyway. If the players attempt to climb the ladder (without fixing it), roll a D100. 1-15: The ladder doesn't break. 16-25: The ladder breaks at a height of 50 ft. 26-50: The ladder breaks at a height of 100 ft. (Half way) 51-75: The ladder breaks at a height of 150 ft. 76-90: The ladder breaks at a height of 175 ft. 91-100: The ladder breaks just before the player reaches the top at 200ft. (Top) The players can also attempt to climb the clocktower by leaping across the gears. Treat the climb as 3 separate challenges with a DC that increases with each check. With the first check the player climbs to 50ft., the second to 100 ft., and the third to 175 ft. So if the player fails one of these checks, they fall from that height. To add additional difficulty, you can also make the players dodge a pendulum at the halfway point, or be knocked off the tower (suffering 1d12+8 bludgeoning damage from the pendulum and any falling damage depending on the height). The pendulum has to make an attack against the player as if it were an attacker. There is also a possibility for the players to stop the clock by jamming the gears. Any object made of wood will be crushed by the gears and have no effect, but a metal or stone object of medium size or larger can jam the gears. Reduce the DC of climbing the clocktower by 10 for each of the 3 challenges, and the players no longer need to dodge a pendulum either. [/QUOTE]
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