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Old 09-02-2009, 10:49 PM   #21
Crakkerjakk
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Default Re: DF: Supernatural Outdoor Hazards

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Originally Posted by Kenneth Latrans View Post
The skull gives DR 2 in addition to whatever you're wearing. So just put a cap on.
Max damage on 2d is 12.

More importantly, what about the unarmored pack animals?
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Old 09-02-2009, 10:51 PM   #22
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Default Re: DF: Supernatural Outdoor Hazards

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Max damage on 2d is 12.

More importantly, what about the unarmored pack animals?
-4. So max of 8, but the average is going to be 3.

The pack animals are going to need shelter.
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Old 09-02-2009, 10:55 PM   #23
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Default Re: DF: Supernatural Outdoor Hazards

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-4. So max of 8, but the average is going to be 3.

The pack animals are going to need shelter.
An average of three every few seconds over the course of however long it takes you to get out of the downpour, with every 12th hit an eight. The blunt force trauma would pulp you.
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Old 09-02-2009, 10:59 PM   #24
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Default Re: DF: Supernatural Outdoor Hazards

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An average of three every few seconds over the course of however long it takes you to get out of the downpour, with every 12th hit an eight. The blunt force trauma would pulp you.
Yeah, I wouldn't have the frogs be too much in the Goliath range. I'd have most of the frogs be little ones, making the terrain difficult at least and ONE every few seconds or so be a two die OMG frog.

Now... if they were all little enough to do hardly any damage at all, but were CARNIVOROUS with razor sharp teeth...

Go read up on the Stephen King short story "Rainy Season."
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Old 09-03-2009, 06:27 AM   #25
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Default Re: DF: Supernatural Outdoor Hazards

My full notes for the rain of frog event say that each delver is attacked by 2d-4+SM large frogs per hour of the storm, for 2d-2 cr damage each. The frogs automatically hit an upper body location but the delver can make an Active Defense roll.

I'm pretty much assuming that they're mostly being pelted by small frogs, but a few times per hour a large one comes down and clobbers them.

Sane delvers are most likely going to seek shelter, but a failed Survival roll could potentially leave them in a bad way.
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Old 09-04-2009, 01:35 AM   #26
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How about a nether root? These trees have their roots descend deep into the infernal realm via some sort of planar nexus. They are strongly aspected towards evil and would delight in dragging the souls of the living into Hell.
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Old 09-04-2009, 01:41 AM   #27
simply Nathan
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Default Re: DF: Supernatural Outdoor Hazards

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Originally Posted by Crakkerjakk View Post
Max damage on 2d is 12.

More importantly, what about the unarmored pack animals?
Sorry, I keep forgetting that not every wizard is smart enough to take a DR 2 wooden cap and cast Essential Wood on it to make it DR 6 (6 + 2 = 8, the max damage on he hazard in question), and that's before Fortify enchantments.

The only pack animals I've ever been familiar with in fantasy were Triceratops and Pachycephalasaurus (my GM likes dinosaurs). Doesn't seem like they'd need much help against rain of frogs.
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Old 09-04-2009, 05:57 AM   #28
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Default Re: DF: Supernatural Outdoor Hazards

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How about a nether root? These trees have their roots descend deep into the infernal realm via some sort of planar nexus. They are strongly aspected towards evil and would delight in dragging the souls of the living into Hell.
Interesting. In general, I'm reserving active plants (crushrooms, tangler vines, venus man-eaters, spitting ivy, etc) for a different spot on the random encounter charts so I can customize them by terrain. These hazards are meant to be more static and impersonal forces of the magical universe.

Demonic trees sound interesting, though. What would the mechanics be like?
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Old 09-04-2009, 10:01 AM   #29
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If the Nether root was a fruiting tree the results could get interesting. It'd be a good source of poisoned apples or cursed pears. Berry bushes with a link to the underworld would make for some interesting encounters in the area as well, as the ill effects of the taint works it's way up the food chain.

In fact, it could be a good source of naturally occurring Inanimals. You are what you eat, and such.

What about a swarm of lesser fey in a playful mood, who sweep through the party and create some fairly convincing (and stubborn) illusions that switch up the party's appearances and their equipment.

Suddenly the wizard is wearing the soldier's plate armor, but it looks like the thief's tunic and leathers. Though the weight and other characteristics remain the same, of course.
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Old 09-04-2009, 09:15 PM   #30
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Default Re: DF: Supernatural Outdoor Hazards

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Demonic trees sound interesting, though. What would the mechanics be like?
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If the Nether root was a fruiting tree the results could get interesting. It'd be a good source of poisoned apples or cursed pears. Berry bushes with a link to the underworld would make for some interesting encounters in the area as well, as the ill effects of the taint works it's way up the food chain.
Beware with the fig tree.

That can curse and taint an entire setting.
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