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dangerousdungeons:chapter8 [2019/05/29 20:10] – created robertfreemandaydangerousdungeons:chapter8 [2019/06/21 13:33] (current) – Formatting clean up robertfreemanday
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 **KILARG (Civilized Settlement)****: ** Kilarg is the smallest of the Border Cities (about 2,000 inhabitants, built on a hilltop that looks on the river and surrounding a small central keep), and was once part of the **Duchy of Bermnoth**.  **KILARG (Civilized Settlement)****: ** Kilarg is the smallest of the Border Cities (about 2,000 inhabitants, built on a hilltop that looks on the river and surrounding a small central keep), and was once part of the **Duchy of Bermnoth**. 
- Kilarg is a typical border town, bustling with activity. The people of Kilarg are a practical and hardy folk, ready to take arms to defend themselves. Kilarg's militia is well known for its extraordinary morale and its competent spearmen. + 
 +Kilarg is a typical border town, bustling with activity. The people of Kilarg are a practical and hardy folk, ready to take arms to defend themselves. Kilarg's militia is well known for its extraordinary morale and its competent spearmen. 
  
 **ENCOUNTERS**: Men (Patrols, Merchants, Pilgrims) **ENCOUNTERS**: Men (Patrols, Merchants, Pilgrims)
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 **ENCOUNTERS**: Men **ENCOUNTERS**: Men
  
-** **+
  
 **TREVAKE, THE FOREST OF (Civilized, Temperate Forest)****: **The Trevake is a moderately dense forest. It is home to several allied clans of elves and half-elves who tolerate humans to some extent but brook no incursions by humanoids. It is patrolled by the Alboranese Rangers, who are on friendly terms with the Elf Queen of Trevake.  **TREVAKE, THE FOREST OF (Civilized, Temperate Forest)****: **The Trevake is a moderately dense forest. It is home to several allied clans of elves and half-elves who tolerate humans to some extent but brook no incursions by humanoids. It is patrolled by the Alboranese Rangers, who are on friendly terms with the Elf Queen of Trevake. 
  
-** ENCOUNTERS**Elves, fey, bandits, brigands, rangers, owlbears+**ENCOUNTERS**Elves, fey, bandits, brigands, rangers, owlbears
  
  
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- Several methods exist for breathing underwater, including mundane pieces of equipment, magic spells and items, and natural abilities. +Several methods exist for breathing underwater, including mundane pieces of equipment, magic spells and items, and natural abilities. 
  
   
  
-** Mundane Items**: Individuals may use a scroll case, unstoppered at both ends, as a makeshift snorkel. Characters may also purchase a tube specifically constructed for such use. In both cases, the user can only breathe through such a tube when just below the surface (up to 1'). In order to breathe continuously through such a tube, a character may only swim at half normal speed (c.f. Swimming rules below) or quarter normal speed if using a scroll tube.  Characters may elect to dive or swim at maximum speed and the normal rules for breathing underwater and drowning will apply. +**Mundane Items**: Individuals may use a scroll case, unstoppered at both ends, as a makeshift snorkel. Characters may also purchase a tube specifically constructed for such use. In both cases, the user can only breathe through such a tube when just below the surface (up to 1'). In order to breathe continuously through such a tube, a character may only swim at half normal speed (c.f. Swimming rules below) or quarter normal speed if using a scroll tube.  Characters may elect to dive or swim at maximum speed and the normal rules for breathing underwater and drowning will apply. 
  
- At the GM's discretion, mundane diving bells may also be available, which will allow characters to descend to greater depths and maintain a constant flow of fresh air from the surface via long pipes or tubing.  Such advanced equipment should be appropriately expensive and difficult to obtain.  +At the GM's discretion, mundane diving bells may also be available, which will allow characters to descend to greater depths and maintain a constant flow of fresh air from the surface via long pipes or tubing.  Such advanced equipment should be appropriately expensive and difficult to obtain.  
  
- **Magic**: Spells such as //Water Breathing// (3<sup>rd</sup>-lvl Arcane/Druidic spell) and //Airy Water //(5<sup>th</sup>-lvl Arcane spell), some magical items (i.e. a //**potion of water breathing**// or the //**helm of **////**underwater**////** action**//) allow characters to breathe (and possibly move) underwater without penalty. +**Magic**: Spells such as //Water Breathing// (3<sup>rd</sup>-lvl Arcane/Druidic spell) and //Airy Water //(5<sup>th</sup>-lvl Arcane spell), some magical items (i.e. a //**potion of water breathing**// or the //**helm of **////**underwater**////** action**//) allow characters to breathe (and possibly move) underwater without penalty. 
  
- **Natural Abilities**: Most aquatic creatures are naturally able to breathe underwater and require no special equipment or magical aid. Aquatic elves, tritons, mermen and sahuagin for example, may remain submerged indefinitely. Other aquatic, semi-aquatic and ampibious creatures (e.g. lizard men, batrachians, cetacians etc.) may not be able to breathe underwater naturally but are capable of submerging for lengthy periods before needing to return to the surface for air. +**Natural Abilities**: Most aquatic creatures are naturally able to breathe underwater and require no special equipment or magical aid. Aquatic elves, tritons, mermen and sahuagin for example, may remain submerged indefinitely. Other aquatic, semi-aquatic and ampibious creatures (e.g. lizard men, batrachians, cetacians etc.) may not be able to breathe underwater naturally but are capable of submerging for lengthy periods before needing to return to the surface for air. 
  
  
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 Metal armours (banded, mail, plate, scale) are extremely susceptible to rust. For every full day spent underwater, the armour must make a Saving Throw vs. Acid or be reduced one step in effectiveness (i.e. AC 3 becomes 4, 4 becomes 5 etc.). For saltwater conditions this Saving Throw is penalized by -1. Once out of the water any reductions will permanent unless the armor is repaired by a skilled armourer. Such repairs will cost 25% of the total cost of the armour. Note that magic armour is also susceptible to rusting, but will gain the standard +2 to the Saving Throw in freshwater or +1 in saltwater.  Metal armours (banded, mail, plate, scale) are extremely susceptible to rust. For every full day spent underwater, the armour must make a Saving Throw vs. Acid or be reduced one step in effectiveness (i.e. AC 3 becomes 4, 4 becomes 5 etc.). For saltwater conditions this Saving Throw is penalized by -1. Once out of the water any reductions will permanent unless the armor is repaired by a skilled armourer. Such repairs will cost 25% of the total cost of the armour. Note that magic armour is also susceptible to rusting, but will gain the standard +2 to the Saving Throw in freshwater or +1 in saltwater. 
  
- Certain aquatic races and land-dwelling races that live near the sea have  constructed armours made from lighter non-metallic materials that are more practical for underwater use, although they still confer the same overall encumbrance penalties for swimming. These types should be considered rare on land and can only be manufactured by those accustomed to the specific materials in question.+Certain aquatic races and land-dwelling races that live near the sea have constructed armours made from lighter non-metallic materials that are more practical for underwater use, although they still confer the same overall encumbrance penalties for swimming. These types should be considered rare on land and can only be manufactured by those accustomed to the specific materials in question.
  
  
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 //**Feign Death**// - Targets of this spell will begin to sink or float (see Swimming above) as well as be pushed along with the prevailing current (see //Currents// above). //**Feign Death**// - Targets of this spell will begin to sink or float (see Swimming above) as well as be pushed along with the prevailing current (see //Currents// above).
  
- //**Fire Trap**// - not useable underwater+//**Fire Trap**// - not useable underwater
  
 //**Flame Blade**// - not useable underwater //**Flame Blade**// - not useable underwater
  
- //**Heat Metal**// - not useable underwater. The reverse, //Chill Metal// may be used normally.+//**Heat Metal**// - not useable underwater. The reverse, //Chill Metal// may be used normally.
  
- //**Produce Flame**// - not useable underwater+//**Produce Flame**// - not useable underwater
  
 //**Reflecting Pool**// - not useable underwater //**Reflecting Pool**// - not useable underwater
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 **RANDOM ENCOUNTERS BY TERRAIN TYPE** **RANDOM ENCOUNTERS BY TERRAIN TYPE**
 ---- ----
-<code oobas> 
  
-</code> 
 **ARCTIC ENCOUNTERS** **ARCTIC ENCOUNTERS**
  
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 |  10  |**4** **Winter Wolves** (HD6, hp 24 each) lying in wait (automatic surprise)| |  10  |**4** **Winter Wolves** (HD6, hp 24 each) lying in wait (automatic surprise)|
  
-<code oobas> 
- 
-</code> 
  
  
 **SUB-ARCTIC ENCOUNTERS** **SUB-ARCTIC ENCOUNTERS**
 ---- ----
-<code oobas>+
  
 |  **Sub-arctic Plains/Tundra**  || |  **Sub-arctic Plains/Tundra**  ||
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 |  10  |**3 Mammoths** (HD13, hp 65 each) eating| |  10  |**3 Mammoths** (HD13, hp 65 each) eating|
  
-</code> 
  
  
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 |  10  |A group of **6 ****NE**** Tribesmen** (F1, hp 8 each) led by a **Sub-chief** (F4, hp 25) marching north| |  10  |A group of **6 ****NE**** Tribesmen** (F1, hp 8 each) led by a **Sub-chief** (F4, hp 25) marching north|
  
-<code oobas> 
  
 |  **Sub-arctic Forest**  || |  **Sub-arctic Forest**  ||
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 |  10  |**4 Wolves** (HD2+2, hp 11) eating a reindeer| |  10  |**4 Wolves** (HD2+2, hp 11) eating a reindeer|
  
-</code> 
  
  
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 |  10  |A** ****LN**** Tribesmen** (F1, Hp 5) led by a **Sub-chief** (F4, Hp 16), eating in camp| |  10  |A** ****LN**** Tribesmen** (F1, Hp 5) led by a **Sub-chief** (F4, Hp 16), eating in camp|
  
-<code oobas> 
  
-</code> 
- 
- 
-<code oobas> 
 TEMPERATE WILDERNESS ENCOUNTERS TEMPERATE WILDERNESS ENCOUNTERS
-</code> 
  
  
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 |  10  |**11 Gargoyles** (HD4+4, hp 15) hunting for food| |  10  |**11 Gargoyles** (HD4+4, hp 15) hunting for food|
  
-<code oobas> 
  
 |  **Temperate Wilderness Scrub**  || |  **Temperate Wilderness Scrub**  ||
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 |  9  |**5 Fire Drakes** (HD4, hp 22 each) hunting for food| |  9  |**5 Fire Drakes** (HD4, hp 22 each) hunting for food|
 |  10  |**2 Green Dragons** (hp 45, 31) fighting **3 Trolls** (HD6+6, hp 38 each)| |  10  |**2 Green Dragons** (hp 45, 31) fighting **3 Trolls** (HD6+6, hp 38 each)|
- 
- 
-</code> 
  
  
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 |  9  |A large band of **52 Orcs** (HD 1, hp 2 each) arguing amongst themselves in their lair, a well-fortified stockade| |  9  |A large band of **52 Orcs** (HD 1, hp 2 each) arguing amongst themselves in their lair, a well-fortified stockade|
 |  10  |A **Will-o-the-wisp** (HD9, hp 30) haunting the area| |  10  |A **Will-o-the-wisp** (HD9, hp 30) haunting the area|
- 
-<code oobas> 
- 
  
  
-</code> 
 **TEMPERATE CIVILIZED ENCOUNTERS** **TEMPERATE CIVILIZED ENCOUNTERS**
 ---- ----
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 |  9  |A group of **36 ****LG**** Tribesmen** (F1, hp 7 each) led by a **Chief** (F5, hp 20), searching a ruin| |  9  |A group of **36 ****LG**** Tribesmen** (F1, hp 7 each) led by a **Chief** (F5, hp 20), searching a ruin|
 |  10  |**6 Ghasts** (HD4, hp 23 each) haunting the area| |  10  |**6 Ghasts** (HD4, hp 23 each) haunting the area|
- 
-<code oobas> 
- 
- 
  
  
 TROPICAL WILDERNESS ENCOUNTERS TROPICAL WILDERNESS ENCOUNTERS
-</code> 
  
  
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 |  9  |A **Will-o-the-wisp** (HD9, hp 41) haunting the area| |  9  |A **Will-o-the-wisp** (HD9, hp 41) haunting the area|
 |  10  |**5 Huecuvas** (HD 2, hp 9 each) attacking a gang of **12 Brigands** (F1, hp 5 each)| |  10  |**5 Huecuvas** (HD 2, hp 9 each) attacking a gang of **12 Brigands** (F1, hp 5 each)|
- 
-<code oobas> 
- 
- 
- 
- 
- 
  
  
 TROPICAL CIVILIZED ENCOUNTERS TROPICAL CIVILIZED ENCOUNTERS
-</code> 
  
  
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 |  9  |A lone CN adventurer (**8th-lvl Assassin**, hp 20), setting up an ambush| |  9  |A lone CN adventurer (**8th-lvl Assassin**, hp 20), setting up an ambush|
 |  10  |**4 Algoids** (HD5, hp 24 each) travelling east| |  10  |**4 Algoids** (HD5, hp 24 each) travelling east|
- 
-<code oobas> 
- 
- 
- 
- 
  
 FRESHWATER ENCOUNTERS FRESHWATER ENCOUNTERS
-</code> 
  
  
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 |  10  |Whirlpool| |  10  |Whirlpool|
  
-<code oobas>+
  
 |  **Surface Freshwater - Large Body of Water**  || |  **Surface Freshwater - Large Body of Water**  ||
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 |  9  |Seaweed Beds| |  9  |Seaweed Beds|
 |  10  |**9 Crocodiles** (HD3, hp 13 each)| |  10  |**9 Crocodiles** (HD3, hp 13 each)|
- 
-</code> 
  
  
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 |  9  |**3 Giant Crayfish** (HD4+4, hp 31)| |  9  |**3 Giant Crayfish** (HD4+4, hp 31)|
 |  10  |A sunken longship, now serving as a lair for the 15 undead crew (**Lacedon Ghouls** ~ HD2, hp 5 each)| |  10  |A sunken longship, now serving as a lair for the 15 undead crew (**Lacedon Ghouls** ~ HD2, hp 5 each)|
- 
-<code oobas> 
- 
  
  
 SALTWATER ENCOUNTERS SALTWATER ENCOUNTERS
-</code> 
  
  
dangerousdungeons/chapter8.txt · Last modified: 2019/06/21 13:33 by robertfreemanday

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