Glossary of Terms: Difference between revisions
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:Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, but even if they survive they might be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending beyond the bury zone. | :Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, but even if they survive they might be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending beyond the bury zone. | ||
:A weakened ceiling can be spotted with a DC 20 Knowledge ( | :A weakened ceiling can be spotted with a DC 20 [[Knowledge (Engineering)]] or DC 20 [[Profession]] (Stonemasonry) check. Remember that [[Profession]] checks can be made untrained as [[Intelligence check]]s. A [[Dwarf]] can make such a check if he simply passes within 10 feet of a weakened ceiling. | ||
:A weakened ceiling might collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding up the ceiling. | :A weakened ceiling might collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding up the ceiling. | ||
:Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 | :Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 [[REFL]] save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 [[REFL]] save. Characters in the slide zone who fail their saves are buried. | ||
:Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead. | :Characters take 1d6 points of [[nonlethal damage]] per minute while buried. If such a character falls unconscious, he must make a DC 15 [[Constitution check]] each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead. | ||
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===Earth Glide (Ex)=== | ===Earth Glide (Ex)=== | ||
When the creature [[burrow]]s, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against [[fire]] damage, it can even glide through lava. Its [[burrowing]] leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A [[Move Earth (Spell)]] cast on an area containing the [[burrowing]] creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 [[FORT]] save. | When the creature [[burrow]]s, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against [[fire]] damage, it can even glide through lava. Its [[burrowing]] leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A [[Move Earth (Spell)]] cast on an area containing the [[burrowing]] creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 [[FORT]] save. |