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scenario_e_the_water_temple [2019/01/03 12:36]
triptycho [Tweaks]
scenario_e_the_water_temple [2019/01/03 12:38]
triptycho [Tweaks]
Line 117: Line 117:
 It's assumed that any player in the lower area is taking frequent trips to the surface to breathe; rounds in this scenario take anywhere from 5-10 minutes, so the 1d4 damage doesn'​t represent asphyxiation. Rather, interpret it as a combination of the extra effort needed to swim about, the questionable quality of the water that's filling and draining in this ancient place, and the hazards of swimming into sharp or hard things while moving about underwater. You can apply the Fatigue damage type to it if you want, or even Cold if you want the water to be frigid. If you do, consider upping the base damage to 1d6. You're also welcome to remove the damage effect if you want to reduce the emphasis on changing the water levels. It's assumed that any player in the lower area is taking frequent trips to the surface to breathe; rounds in this scenario take anywhere from 5-10 minutes, so the 1d4 damage doesn'​t represent asphyxiation. Rather, interpret it as a combination of the extra effort needed to swim about, the questionable quality of the water that's filling and draining in this ancient place, and the hazards of swimming into sharp or hard things while moving about underwater. You can apply the Fatigue damage type to it if you want, or even Cold if you want the water to be frigid. If you do, consider upping the base damage to 1d6. You're also welcome to remove the damage effect if you want to reduce the emphasis on changing the water levels.
  
-If you want to remove the water level effect entirely (perhaps because in your setting this place is neither magical nor technologically advanced enough to manage such a feat), reduce the Height values on the Obstacles to 2 and make the 1F regions always submerged (though without the automatic damage effect). The Murky Pools are always in play with this setup.+If you want to remove the water level effect entirely (perhaps because in your setting this place is neither magical nor technologically advanced enough to manage such a feat), reduce the Height values on the Obstacles to 2 and make the 1F regions always submerged (though without the automatic damage effect). The Murky Pools are always in play with this setup. Yoy may want to have the Steam Vents in A remain as well, though you could also replace them with something else like [[analects_book_4_part_2_chapter_3#​unsettling_ambiance|Unsettling Ambiance]].
  
 On the other hand if you want to further emphasize the water level mechanic, you can upgrade the Slimy Walls to extremely high-level climbing Obstacles, essentially forcing the PCs to use the switches to go up. On the other hand if you want to further emphasize the water level mechanic, you can upgrade the Slimy Walls to extremely high-level climbing Obstacles, essentially forcing the PCs to use the switches to go up.
  
 [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]] [[dm_s_toolbox_book_2_chapter_3|More level 3 exploration scenarios]]
scenario_e_the_water_temple.txt ยท Last modified: 2019/01/03 12:38 by triptycho