erucsbo said:Region J fear effect
I have a paladin in the party. From the SRD
"Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead."
From Region J (re. Tyrus' presence)
"Since this Region's theme is despair the PCs are always shaken while they remain in Region J. If they become shaken again, they become frightened and so on."
The frightful presence of Dragons normally allows a saving throw (will)
Should I allow the paladin to be immune?
Should I allow those within 10' to get a saving throw (even if they need a 20 or something else similarly high) to avoid being shaken?
raynbow said:Hey guys, I'm walking through Area B, and I'm a bit confused by Room B12.
The whole description of the room just doesn't make any sense to me.
I'm especially confused about the whole 'groove' thing? I can't picture what in the world they mean by a groove with a 6 inch floor? Six inches thick? Six inches wide? And why does the trap have to be disabled for them to use the groove? I just don't understand it at all? The description makes it sound like the trap has already been set off, but if it has, why does it still have to be disabled?
Also, where does the bridge extend from? I can't make much sense of that either. Is it from that little lip by the south door straight across (east/west)? If so, it doesn't really take them to the other door? To they have to make the balance check to get to the west door from the bridge?
Or are there supposed to be slightly wider/safer ledges running up the north and south walls? That's sort of how it looks on the map,but there's nothing in the room description that suggests that.
Totally confused here and could really use help visualizing or re-writing the room if anyone can assist.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.