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<blockquote data-quote="VorpalBunny" data-source="post: 1019828" data-attributes="member: 4772"><p>Better late than never.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I'm working on a conversion of it now. Here's what I have for the cavern...</p><p></p><p>SPOILERS!!</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p>.</p><p></p><p></p><p><em>Geyser A spouts once every 5 rounds. Geyser B spouts once every three rounds. When the geysers erupt, characters standing on a disk during an eruption must make a Balance check (DC 15) to stay on the disk. Each disk away from an erupting geyser subtracts 1 from the DC of the check. Additionally, damage varies as the distance from the geyser. Adjacent disk to a geyser: 5d10 hit points; one away: 4d10, and so on: 3d10, 2d10, 1d10, 1d6, and 1d4 for anyone in the cavern. Characters may make a Reflex save (DC 20) for half damage. A character that falls into the mud takes 20d6 damage per round from the boiling mud, and must make a Swim check (DC 15) every round to stay afloat.</em></p><p><em></em></p><p><em>If the party survives the geyser eruptions and makes it to the other side of the cavern, award experience for a CR 4 encounter.</em></p><p><em></em></p><p></p><p>I changed the size of the disks to 5 feet in diameter to better work with size scaling in 3e. Since the disks are 3 feet apart, no Jump check should be required, but if you're a real SOB you can call for a Balance check when a character hops onto a disk.</p></blockquote><p></p>
[QUOTE="VorpalBunny, post: 1019828, member: 4772"] Better late than never.... ;) I'm working on a conversion of it now. Here's what I have for the cavern... SPOILERS!! . . . . . . . [i]Geyser A spouts once every 5 rounds. Geyser B spouts once every three rounds. When the geysers erupt, characters standing on a disk during an eruption must make a Balance check (DC 15) to stay on the disk. Each disk away from an erupting geyser subtracts 1 from the DC of the check. Additionally, damage varies as the distance from the geyser. Adjacent disk to a geyser: 5d10 hit points; one away: 4d10, and so on: 3d10, 2d10, 1d10, 1d6, and 1d4 for anyone in the cavern. Characters may make a Reflex save (DC 20) for half damage. A character that falls into the mud takes 20d6 damage per round from the boiling mud, and must make a Swim check (DC 15) every round to stay afloat. If the party survives the geyser eruptions and makes it to the other side of the cavern, award experience for a CR 4 encounter. [/i] I changed the size of the disks to 5 feet in diameter to better work with size scaling in 3e. Since the disks are 3 feet apart, no Jump check should be required, but if you're a real SOB you can call for a Balance check when a character hops onto a disk. [/QUOTE]
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