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100 Far Realm Occurrences (3.5e Other)

780 bytes added, 12:04, 25 May 2011
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5 rounds after the party gets there, the gravity triples, resulting in a -4 penalty to the aforementioned skills and attack rolls, weights are tripled, weapon ranges cut to a third, and characters take 3d8 fall damage per 10 feet. The caster level check to ''plane shift'' and ''teleport'' rises by +5. The energy spheres also move noticeably closer. Every 5 rounds, the gravity increases to four, five, and six times normal gravity, increasing the penalties as appropriate and fall damage following the progression of 6d8, 8d8, and 12d8 per 10 feet. On the seventh instance the layer collapses into a sphere of nuclear fusion, obliterating everything on the layer.
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| 80 || class="left" | Stuff Paranoia || More StuffThe DM may consult this result and looked shocked at how bad it is. Suggest that "the PCs see or hear nothing unusual" but look grim (or sandistic if that's your choice), second guessing all their actions and asking "are you sure?" to even seemingly innocent things. Nothing is wrong, their players are just paranoid.
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| 81 || class="left" | Stuff RPG || More StuffThe party is subject to a sudden blur of colors, resulting a DC 20 [[Will]] save or becoming dazed for 1 round. Regardless of their save they are blinded by the colors for 1 round. When their vision clears, they will be in an enemy encounter. On defeating the enemies, the bodies vanish in a red outline, and they leave bags of gold, potions, and other things monsters of their sort should not reasonably be carrying, as well as some ghostly fanfare which comes out of nowhere.
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| 82 || class="left" | Stuff || More Stuff

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