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Thursday, April 25, 2013

A-to-Z Challenge Day 22
Chi (Χ): Crossing the Chasm

Entry 22 for The Lost Catacombs of Kadmos

For information on the "dual track" encounters below, see Upsilon (Υ): The Paths of Vice & Virtue.

Chi (Χ) Encounter on PATH OF VICE

The center of this massive 60' wide by 100' long room is broken by a similarly massive chasm, creating two distinct areas of the room... the area where you are, and the area where you need to get. The chasm is 40' across, 30' deep, and runs the width of the room. Spanning the chasm, spaced at approximately 5' apart, are a series of 7 “floating” stepping stones that appear to allow passage across the chasm.

Any time a creature/character steps on one of the stepping stones, all creatures and characters to the south of the chasm in rooms Chi and Phi (as well as the adjoining hallways) will take 1 point of damage on a failed saving throw vs. spells (for each step taken). Nothing will happen if inanimate objects are placed/thrown onto the stones.

The walls of the chasm are moderately easy to climb and all attempts to climb (sheer surfaces) are performed with a +5% bonus. Falling into the chasm does 3d6 points of damage per 10' fallen.

Chi (Χ) Encounter on PATH OF VIRTUE

The center of this massive 60' wide by 100' long room is broken by a similarly massive chasm, creating two distinct areas of the room... the area where you are, and the area where you need to get. The chasm is 40' across, 30' deep, and runs the width of the room. Hanging from the ceiling (about 40' above the center of the chasm) are 6 hooks (spaced about 5' apart) that appear strong enough to sustain you should you attach a rope and swing across one by one.

All of the hooks are designed to seem sturdy when pulled from the “starting” side of the chasm, but come loose as anything hanging from the hooks moves to the “ending” side of the chasm, causing anything suspended from the hook to fall into the chasm.

A wizard lock spell will hold the mechanism in place, assuming the spellcaster can get within the appropriate range of the mechanism for the spell to be effective (e.g., if someone attaches a rope to one of the hooks and pulls with enough force to allow the spellcaster to climb the rope); standing on the very edge of the chasm directly in front of a hook will place a spellcaster approximately 45’ from the hook’s mechanism.

The walls of the chasm are easy to climb and all attempts to climb (sheer surfaces) are performed with a +5% bonus. Falling into the chasm does 3d6 points of damage per 10' fallen. Falling into the chasm from a rope (on a hook that has dislodged) does 3d6 points of damage.

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