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  1. - Top - End - #31
    Troll in the Playground
     
    SangoProduction's Avatar

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    Default Re: GitP Regulars as...Waste Hazards.

    Quote Originally Posted by unseenmage View Post
    Gah. Why is it these theoretically interesting threads always devolve into badwrongfun complaint spam so quickly. IT really makes them unreadable.
    Well, to be fair, a single GIF does take up almost an entire screen on its own. Having them in Spoilers would preserve both the GIFs and not make it be such a large post.

  2. - Top - End - #32
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    Default Re: GitP Regulars as...Waste Hazards.

    Quote Originally Posted by SangoProduction View Post
    Well, to be fair, a single GIF does take up almost an entire screen on its own. Having them in Spoilers would preserve both the GIFs and not make it be such a large post.
    A reasonable request reasonably made. Thank you for showing that such can be accomplished politely.

  3. - Top - End - #33
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    Default Re: GitP Regulars as...Waste Hazards.

    Quote Originally Posted by unseenmage View Post
    A reasonable request reasonably made. Thank you for showing that such can be accomplished politely.
    Appreciated, and duly noted.

  4. - Top - End - #34
    Firbolg in the Playground
     
    RogueGuy

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    Default Re: GitP Regulars as...Waste Hazards.

    SNOWBLUFF

    A snowbluff is a mundane hazard in dry places with snow and blowing winds. After a storm large bluffs of lightly packed show can be piled up. Such structures appear to be normal show covered hills at first glance, but a DC 15 survival check reveals them to have no solid core. Creatures wearing snowshoes or using other means to walk on top of snow can walk up and onto such a false hill. This is dangerous as such structures are unsound. Every round a small or larger creature walks on a snowbluff roll a percentile die. Small creatures have a 10% chance to fall into the snowbluff. Medium creatures have a 20% chance. Large creatures have a 40% chance. Huge and larger creatures cannot walk onto a snowbluff. Tiny or smaller creatures have no risk of sinking. Creatures without snowshoes automatically collapse a snowbluff as soon as they attempt to walk on it, but are generally on the edge and do not get caught in the effect. ANY creature that lands on a snowbluff from the air with any force automatically falls in.

    A creature that sinks into a snowbluff drops immediately to bottom of the false bluff and the surface, now disturbed, collapses. The bluff decreases to half it's height, causing anyone on it to fall. The snow is soft, cushioning their landing and preventing fall damage. The danger is for the individual who fell though initially. They are fully enclosed under the now solidly compact snow. The primary danger is now suffocation as they must hold their breath as if underwater. All visibility is lost. They may attempt to "swim" 1ft a round with a DC 20 strength check or DC 25 escape artist check. The snow is much easier to dig from the outside. A creature can dig only in a square within it's natural reach. A individual not caught may dig at a rate of 2 ft per round, or 4 with a shovel or such tool. If the person who falls in is tied to a rope that someone outside the fallen bluff they may be pulled up with a DC 15 strength check. Such an attempt is a standard action and allows the puller to drag the victim up 5ft. The second advantage to having a rope is that the victem will be stopped by the rope and only sink up to the rope length into the collapsed bluff.

    Small bluffs are not particularly dangerous. Most are only 10-15 foot tall and 20-40 foot on a side. Huge snowbluffs have been recorded though, ranging 30-40 feet tall and 100's of feet on a side. Hills are generally dune shaped, with a long side and short side. The long side normally runs perpendicular to the wind direction of the last storm.

    Some places, like cold snowy valleys, have been known to generate whole landscapes of snowbluffs. Such locations are dangerous to the unprepared.

    Snowbluffs on slopes are expecially dangerous. A snowbluff on a hill automatically turns into an avalanche as soon as it collapses. This moves all creatures on it to the bottom of the hill, deals 5d6 bludgeoning damage, and places all creatures on the bluff or in it's path in a random place within the settled snow.

    Creatures tied together with rope in such a nasty event stay tied together unless the rope snaps. The avalanche makes a break check with a +10 strength score for each segment of rope holding creatures together. If the check exceeds the rope's break DC that section of rope snaps.

  5. - Top - End - #35
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    Default Re: GitP Regulars as...Waste Hazards.

    Oh our first Mundane Waste Hazard. And so detailed. Nice.

  6. - Top - End - #36
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    RogueGuy

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    Default Re: GitP Regulars as...Waste Hazards.

    Eldan Oasis.

    Eldan Oasis are a particularly dangerous hazard that shows up in dry locations that are connected to the paraelemental plane of slime. Normally a location that has a connection to the plane of slime is quite wet, but when such a connection forms in a place that is naturally very dry it creates a single wet oasis of tainted life that can poison a much larger area. The oasis takes the form of a normal looking oasis. Closer inspection shows the water to have a slimy film and the plants to be fungus and algae rather than actual plantlife. A DC 15 survival check will reveal that the oasis is not natural. A DC 20 knowledge (the planes) check will reveal the name and nature of the hazard. Drinking the water is a mistake. Drinking the water causes the subject to contract a particularly nasty strain of slimy doom (Save DC 18). At the bottom of the pool is always a open portal to the paraelemental plane of slime. The portal is frequently very small, but slimes and oozes can pass though even a pinhole given enough time. There is a 75% chance a creature from the Paralemental plane of slime is residing in the oaisis and will likely attack any creature who comes near. Roll a random encounter from the paraelemental plane of slime. Such creatures rarely stand the dry desert and will be unlikely to stray from the waters of the pool. If the portal is large enough any creature can pass freely between the desert and the plane of slime

    What is worse is that this threat naturally causes travelers to blunder into it. The slime water drys into a light dust that is picked up by the desert wind. Any creature down wind from the oasis up to one mile per step of wind intensity is exposed and must save VS the poison for every 15 minutes of exposure. The dust acts as inhaled poison called Eldan Dust.

    Eldan Dust - Poison (inhaled) DC 14 - Initial damage, 1d2 wisdom - Secondary damage, dehydration (the target becomes intensely thirsty. The immediately start dehydrating as if they failed to drink water. This effect is cumluative with multiple doses and natural dehydration. Drinking water removes this condition as normal) - Special, Eldan Dust is powdered contagious slime. Any creature who contacts it with their skin, injests, or inhales contracts slimy doom. A dose of this poison, added to water, taints thousands of gallons with the disease. Adding water to Eldan dust removes it's poisonous properties though. The wisdom damage cannot be healed naturally if the subject is dehydrated.

    Creatures who inhale the poisonous dust will likely seek out a source of water. Such creatures die of dehydration, sickness, or an ooze predator living in the pool.

    Eldan Oasis are a planer phenomenon. Any effect that can close a portal will stop the source of the ooze. The oasis will then dry out naturally and the slime and dust dissipate into harmless quantities over the next month or so. Some Eldan Oasis are fixtures in an area, others are cyclical, forming and fading on a regular pattern as the portal that fuels them turns on and off based on planer movement. Still more show up randomly and disappear just as randomly.

    Despite the dangers of such a location there is a black market in Eldan Dust around some of the more predictable oasis. The dust is highly illegal to have or use as it is both a poison AND disease. Still, there is a market for such things, and unscrupulous beings willing to brave exposure for money.
    Last edited by Fouredged Sword; 2017-08-24 at 08:58 AM.

  7. - Top - End - #37
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    Default Re: GitP Regulars as...Waste Hazards.

    Who is that based on? Or is it just a waste hazard?

  8. - Top - End - #38
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    RogueGuy

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    Default Re: GitP Regulars as...Waste Hazards.

    Eldan, post #4. Requested a disease or ooze based concept. I didn't work in illusion, but rather a naturally sneaky threat.

  9. - Top - End - #39
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    Default Re: GitP Regulars as...Waste Hazards.

    Aww, that's lovely, thank you.
    Resident Vancian Apologist

  10. - Top - End - #40
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    Default Re: GitP Regulars as...Waste Hazards.

    Quote Originally Posted by Fouredged Sword View Post
    SNOWBLUFF
    Oh man actual Snowbluffs.

    I could kiss you!
    Avatar of Rudisplork Avatar of PC-dom and Slayer of the Internet. Extended sig
    GitP Regulars as: Vestiges Spells Weapons Races Deities Feats Soulmelds/Veils
    Quote Originally Posted by Darrin View Post
    Quote Originally Posted by Snowbluff View Post
    All gaming systems should be terribly flawed and exploitable if you want everyone to be happy with them. This allows for a wide variety of power levels for games for different levels of players.
    I dub this the Snowbluff Axiom.

  11. - Top - End - #41
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    Default Re: GitP Regulars as...Waste Hazards.

    Spoiler: Harsh language!!!
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