| Post/Author/DateTime | Post |
|---|---|
| nytemare370104-05-07, 04:21 AM | I'm trying to create a dungeon with the following special qualities: Rubber is the primary substance from which the dungeon will be crafted. Small hyperactive creatures! (BOING!) Electric based traps, or traps that play off of bouncing (pit trap that makes you take damage repeatedly) oh, and one more thing, it's SUPPOSED to be silly. |
| Elvez4ever04-05-07, 10:19 AM | Ha! I just had a great idea for a trap! How about a modified "Room fills with water" trap where it fills with brightly colored plastic balls? Just a random thought...:D |
| Return of the Flumph04-05-07, 01:03 PM | The hallway opens up into the side of a tall, cylindrical room, about twenty feet above the floor. The circular room is about twenty feet across and one hundred feet high. A single goblin wearing a brightly colored helmet is bouncing on the trampalene like floor of this room, each jump launching him about twenty five feet. Every other round, he passes in front of the door of the hallway, and fires his +3 unholy heavy crossbow of piercing at the PC's. He has a +4 dodge bonus to AC on account of his rapid up and down movements. |
| nytemare370104-05-07, 06:26 PM | love both ideas! keep em coming!;) |
| Prator_the_Legendary04-05-07, 07:33 PM | To move your speed, you must make a DC 5 jump check. If you fail, you move the wrong way or just fall on your face on the rubber floor. However, on this kind of terrain, you can move up to three times your speed with a successful jump check. The DC increases by 1 point for every 5 feet extra. Furthermore, the act of charging or moving and attacking requires a DC 10 jump check (which stacks with the DCs for anything else), or else you either miss the enemy (if you fail the attack role) and bounce by him, or you slam into him (if you succeed). Turning and jumping in a different direction can be hard to do, what with forward momentum and all. Another DC 5 (this stacks too) jump check is needed to change direction any time you feel a need to move in anything other than a straight line. Failure to make the check means you bounce the wrong way. |