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Deadly Gardens with a DC 18 Acrobatics check the surface layer of soil is on the verge of collapse The ground above an uncollapsed sinkhole will often be slightly depressed A sinkhole can be identified and avoided with a DC 18 Knowledge (nature) check Walking across an uncollapsed sinkhole will cause it to collapse, dropping anyone in the area (10 foot square) down 20 feet to the bottom of the sinkhole causing 2d6 falling damage A DC 20 Reflex save avoids falling in the collapsing sinkhole Patch of Deathcaps (CR 2) A patch of small, black mushrooms that grow in damp soil or on a wet rock surface A patch of deathcaps can be identified with a DC 16 Knowledge (dungeoneering) check If the patch of deathcaps (10 ft x 10 ft.) is disturbed, due to rough handling or a creature walking on them for example, it will release a burst of negative energy (2d6 negative energy damage, 30 ft radius, DC 14 Will save reduces the damage by half) A patch of deathcaps can only release one such burst every 24 hours Deathcaps only grow underground or in similar dark places Larger patches of deathcaps release 1d6 negative energy for every two foot squares that they cover Terrain Types Kudzu Kudzu is a type of rapidly growing vine that quickly spreads to cover all available space often choking out other types of plants Moving into a space covered with Kudzu vines is difficult, costing squares of movement At the beginning of each move action to move through Kudzu a character must make a DC 13 Acrobatics check or become entangled in the clinging vines Characters entangled in Kudzu cannot move out of that space until they spend a standard action to free themselves Small or smaller creatures gain concealment while in an area covered in Kudzu Quagmire (CR2) A quagmire is an area of sucking mud that will pull creatures down into its depths These muddy areas appear deceptively solid A creature approaching a quagmire makes a DC 12 Survival check to spot the hazard Creatures running or charging are not allowed to make this check Quagmires are typically about 20 feet in diameter The momentum of a running or charging creature carries it 1d2x5 feet into the Quagmire A creature entering a quagmire becomes entangled and cannot move while it remains entangled As a standard action a creature may attempt a DC 15 Strength or Escape Artist check to free itself A creature unable to free itself will slowing sink into the quagmire After minutes the creature will be completely under the mud The creature is then considered helpless and may not take any actions except for holding its breath and waiting to be rescued To rescue a completely submerged creature takes a DC 20 Strength check Razor Shale Razor shale is a type of rock usually found in arid badlands and rocky desert environments The stone gains its name from its tendency to break off in large flakes that leave sharp edges of exposed rock Climbing a wall or cliff of razor shale can be a dangerous proposition Climbing a natural wall of razor shale requires a DC 30 Climb check Any creature climbing razor shale must also succeed at a DC 30 Reflex save or take 1d6 slashing damage from the sharp edges of the stone Using a rope to help climb a razor shale wall gives a +10 circumstance bonus on the Climb check Additionally when using a rope to climb a razor shale surface, a failed climb check will cause the rope to take 1d4 slashing damage Rockslide (CR4) When rocks or boulders are perched on the side of a hill or mountain there is the chance they could come crashing down Anyone caught in the area of a rockslide is subject to battering by the falling rocks (Atk +15, 4d6 damage) Anyone struck by the attack must make a DC 15 Reflex save to avoid being knocked prone and possibly trapped in the debris The chance of being trapped is 20% plus the amount of damage taken A trapped character can free herself with a DC 25 Strength check or her companions can spend several (1d10) minutes digging them out Salt Flats Salt flats are formed when standing water from a marsh or lake evaporates, leaving behind an area of flat ground covered with deposits of salt and other minerals In sunlight, or other bright lighting conditions, the mineral deposits reflect the light, shining a bright white Creatures in the area are dazzled (-1 on attack rolls and -1 on sight based Perception checks) Creatures with light blindness or light sensitivity take a -2 on attack rolls and -2 on sight based Perception checks instead of the Sinkhole (CR 1) A sinkhole is a hidden void in the ground where

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