Tilted "dungeon"... side-effects???

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Hey all...

I have a few ideas... but I wanted to see what others think I should consider for my next session. The large majority of that session will take place in a tower underground that is leaning at an angle... It's supported by the cavern wall and is stable (for the most part) ;)

The angle I had in mind isn't too severe but I still want it to be noticeable and have an effect on the proceedings...

I know something like has be done by others... what did you do, besides the occassional balance roll or reflex save??? Did/would you modify combat in any way???
 

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balance checks for all movements or the fall and take some damage...make fighting wierd and piles of furniture against the down ward walls, doors hanging open or shut deopending on which way they need opened. spider climb will be very useful.....
 

You could give a +1 higher ground bonus to those on the high side. It would make the characters really try to get that extra edge (unless they already outclass their opponents) by positioning themselves.

In addition, anyone moving directly towards the "up" direction could have their speed decreased by 5 ft., while those moving "down" could have it increased by 5 ft. Ambushes would, of course, be set on the higher ground side as it gives significant advantage.
 

you could have bad guys at the highest end of the place with boulders that the just let go. They have posisitoned boards and furniture in postions allowing the boulders to bounce around but not get stuck......
 

Crothian said:
you could have bad guys at the highest end of the place with boulders that the just let go. They have posisitoned boards and furniture in postions allowing the boulders to bounce around but not get stuck......


Is it a DC 10 or 15 check to leap over them as they come racing towards you? :)
 

That's a pretty cool idea for a dungeon. Maybe you could have a hallway that's more tilted than the rest (like maybe it connected two larger parts and broke) and they have to slide down the hallway. Throw monsters in for an interesting sliding encounter.
 

I had a portion of tilted dungeon one time that had a low pool of water in the bottom end. Any failed balence check and the charactersslid on down the floor to the pool. It became quite threatening when they discovered the green slime living in the pool though, and making your balance checks quickly became VERY important to them.
 

With regard to balance checks, a sloped floor only requires a DC 10 balance check if the character is running or charging. If you are moving slower, there is no balance check required.


However, this should be dependent on the degree of the slope.

As a rough rule of thumb, you could make it something like (assuming an uneven surface):

10 DC 5 Balance if Running or Charging
20 DC 10 Balance if Running or Charging
30 DC 15 Balance if Running or Charging, DC 5 Balance if Moving
40 DC 20 Balance if Running or Charging, DC 10 Balance if Moving
50 DC 0 Climb
60 DC 5 Climb
70 DC 10 Climb
80 DC 15 Climb
90 DC 20 Climb

Remember, when climbing, you need both hands. So if you used something like this, once you get above a 45 degree angle, it becomes difficult to both move and fight.
 

Entanglement or something similar might occur if a character misses the afforementioned balance checks and slides into piles of furniture and refuse against the walls.
Unless thoroughly fortified structurally with magic, the building will most likely have some weak points since it's not distributing its weight as it was designed to. It may have weak walls and floors that would give way even if the majority of the building was able to support its weight.
Ominous groaning, crackling, buckling, and shifting noises from time to time would keep players on edge or warn them of unsteady areas.
Vertigo might eventually become an issue as the PC's visual input doesn't match what their inner ear is telling them about which way 'down' is..Will save DC 10+1/hour spent in the dungeon every hour, failure indicating minor penalties to range attacks, balance checks, concentration while spellcasting, or ac?
 

thanks for the ideas... a few of the these I had in some manner... but as usually enWorld comes to the rescue :) especially the vertigo... never thought of that...

anyone else have a "tilted" idea or relay an experience using this???
 

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