| Terquem |
I have revised that table it looks like this now
1-6 Monster Only. Go to Table VII.
7-8 A Treasure. Go to VIII.
9-10 A Trick or trap Go to Table VI.
11-14 A Monster and a Treasure
15-17 A Monster and a Trick or Trap
18-19 A Treasure and a Trick or Trap
20 A Monster, A Treasure, and A Trick or trap
There is no longer a chance for a Special Contents to also be empty, but I may switch it back, or switch up to add an empty chance
| Terquem |
Tricks are fun, we haven't had one yet. The trick or trap table looks like this
1-8 A Trick. Go to Table VI. A.
7-12 A Trap with a CR equal to the APL
13-16 A Trap with a CR equal to the APL +1
17-19 A Trap with a CR equal to the APL +2
20 A Trap with a CR equal to the APL +3
and the tricks
1 A Slime, Mold, or Fungus
2-5 Chutes in the floor. The Chutes open under the feet of all characters as soon as they are all in the area where this Trick occurs. The DC to spot this Trick (Perception or Intuition) is equal to 25 plus the Dungeon Level and the Chutes cannot be deactivated. A Reflex Save with a DC equal to 15 plus the Dungeon Level is allowed to avoid falling into the Chute once it has opened. Each Chute is a 5’ x 5’ “tube” that twists and turns depositing the characters (together) in a 40’ x 40’ Chamber (with four randomly determined exits from Table V. C. 2. one on each wall, 1 to 4 levels below the current Dungeon level. Roll a d4 to determine how far down the Chutes descend. The characters take no damage from the descent. The Chutes close after the characters are deposited and cannot be accessed from below to return to where the characters came from.
6-9 A Magical Alarm. The Alarm increases the chance for Wandering Monster Encounters to 3 in 6 for the next three checks that are made.
10-14 An area lighting effect. Roll a d6; on a 1-3 the area is affected by Magical Darkness; on a 4-6 the area is affected by Magical Light. The Spell Level of the Spell that creates this affect will be equal to the APL + 3.
15-16 Hostile Levitation (an area effect). This affects the total Room/Chamber or the next 30’ of Passageway. The DC to notice this affect (Perception or Intuition) before a character enters it is equal to 20 plus the Dungeon Level. A character who is “Taking 20” on these Skills while exploring the Dungeon, typically, will detect that something is odd about the area before they enter it, but cannot determine exactly what the effect is.
17-18 A Spinning Floor. The Passageway or Room/Chamber rotates 90 degrees. The characters can attempt a Reflex Save with a DC equal to 10 plus the Dungeon Level, to escape. The spinning of the area will occur in 1 to 6 rounds (roll a d6) after the last party member enters the affected area.
19 Hostile Levitation (an area effect) and a Spinning Floor. Escape from this trick is nearly impossible. The characters cannot escape unless they can overcome the effect of the Hostile Levitation and move out of the area before the area Spins (using the same time lag as listed in result 17-18 above).
20 Teleportation. This is a powerful spell that effects all in 40’ diameter measured from the center of the area where this Trick occurs. The characters are Teleported back to a starting area room.
| Terquem |
Also, ahem, I have been a bit lazy with this document and have not worked out all of the details for all of the Special Contents (I use a lot of notes I have from 37 years as a Dungeon master).
here is a draft idea for alters. Can I get some feed back, maybe there is something in Pathfinder I am not aware of that an Alter can do that the players would think is helpful
1-6 An Alter that will remove One Ability drain or damage effect per character. The offering must be an item worth 100 gp per point of damage removed
7-8 An Alter that removes one disease. The offering must be an item worth 100 gp times the DC of the save required by the Disease
9-10 An Alter that removes all Conditions affecting a Character. The offering must be equal to 100 gp times the character’s level
11-14 An Alter that heals hit points of damage. Heals 1d8 of damage for every 100 gp of offering
15-17 An Alter that removes negative levels. The offering must be equal to 1,000 gp x the number of negative levels removed
18-19 An Alter that restores a character’s prepared spells. The offering must be equal to 100 gp x the level of each spell restored.
20 An Alter that will return a magic item to the character that has been removed by a Statue. The offering ,must be one days rations
Once a special feature is identified it will alwasy be on the map (like the pool that absorbs channeled positive energy and creates a healing potion that last a short time that was found on level 1).
| Berenwyr |
Maybe the Altar is subject to consecrate or desecrate spells or hallow or unhallow effects.
| Terquem |
Those would be good ideas for more of a programmed scenario, don't you think? In this sort of random generated environment I thing I want to keep the dependence on characters being able to do a particular thing to get a reward to a minimum, that is why I have the pools react to simple channel of positive or negative energy.
Also, I have uploaded a newer version of Appendix A to the drop box folder and put a permanent link to it at the top for anyone who wants to have a copy, it is still not complete (it is not at 100% finished, hey I'm working on it).
| Berenwyr |
I don't know, consecrate and desecrate are pretty cut and dried. As for the hallow and unhallow, you can make random tables to determine deity, associated spell effects, etc. But, it's your game. If doesn't fit, it doesn't fit.
As for a rereleased Appendix A, I don't think it's out of the question. WOTC would have to do it for copyright reasons I'm sure, so it would probably be set for D&D 5.
| Jerrica DeLamis |
Initiative : 1d20 + 1 ⇒ (10) + 1 = 11
-Posted with Wayfinder
| Terquem |
The average party level is now (7x3) /4 or 5, so we have a CR 7 trap somewhere in this room
Why didn't someone check my math, gah I'm an idiot. The party is 2nd level not third.
(7x2)/4 = 3.5 so the trap is a CR 5 trap
Oh by the way, everyone should chose an Intuition or Perception roll to make when first entering the room
| Jim Seeker |
Don't forget me! I make a great door stop. Or perhaps a hat rack?
-Posted with Wayfinder
| Terquem |
Once the mist is clear, you can examine the Altar, and take care of the party of statues (let's say that there is enough blood to treat all three, okay). Someone can roll d20, to establish the Altar type, but you will need to succeed on Knowledge Arcana rolls to understand how an Altar works. You can also examine the room.
| Terquem |
I apologize for the delay. The following post is being made in all my game threads, it is not meant to be directed at anyone in particular
First, thank each and every one of you for being patient with me
Second
This is a bit of a complaint and I want to be clear that it isn’t pointed at any of you in particular.
I hate perception checks, intuition checks and knowledge checks.
My experience with these games goes back a long time and I miss, more than anything, the interactions I once had with players. I miss the questions and the discussions that we had as players asked questions and I told them things that made them think of more questions and this was how the players learned about the world around them and this was what I enjoyed more than anything, the interaction.
But now that is gone. Players want to post a roll and be told everything they need to know. It seems that no one wants to try and think about what they could ask to get the information they need by dialoging with the DM, they just expect it to be told to them because they rolled well. I hate it.
But I understand why it has become part of the game. No one likes to feel as if they were beat up upon by an encounter because the DM played a trick on them and didn’t give them at least a few clues that might have helped, I get that. But I was never that kind of DM. If you ask enough questions, a s a player, I will tell you everything your character could possible know, and hopefully with that information you can figure out the way to success without feeling like you were blindsided.
I prefer questions like, “Do these plants look familiar to me?”
“Has anyone ever told me about this kind of building? Have I seen this kind of Door before? Are the hinges made of metal?”
If you ask a question like this, you are going to get an answer that I think you will think is fair.
I prefer direct stated actions such as, “I listen at the door,” or “I approach the wall carefully keeping an eye on the floor, but looking to the sides when I can.”
I realize this is a long grumpfest on my part, but I had to get it off my chest.