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100 Far Realm Occurrences (3.5e Other)

536 bytes added, 07:48, 25 May 2011
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| 58 || class="left" | Hole || A toothy maw-like hole appears under a random creature, provoking a DC 15 [[Reflex]] save vs falling in. The pit appears to be bottomless and lined with teeth and strange colors. Each round, the pit expands in a 5 foot radius, letting anything in its path fall in until it eventually consumes the entire layer. Those who fall inare randomly shifted to another plane besides the Far Realm, and there is a 20% chance that they are hopelessly [[SRD:Insanity|insane]] when they arrive.
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| 59 || class="left" | Railroading || A set of twisted railroad tracks criss-crosses this area, sometimes splitting and sometimes converging but always going from point A to B. PCs can travel anywhere along it but a magical force prevents them from leaving it. Monsters and other native creatures are not so constrained. The magical force can be broken with a DC 30 [[strength]] check but the moment the PCs leave the railroad they are pummeled with magical rocks falling from out of nowhere, dealing 6d6 5d6 damage a round, no save. The rocks stop when they return to the railroad. The ends of the railroad always lead to valid exits off the layer.
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| 60 || class="left" | Stuff Overstep Yourself || More StuffRoll 1d3, on a 1 for each square of movement a creature makes it instead moves two squares ahead, stopping only for a solid obstacle. You cannot willingly move less distance, and you always travel in the direction. In effect your movement of, say, 6 squares is 6 squares of 10 foot intervals (making your move speed 60 feet instead of 30). On a roll of 2, you move three squares of movement, and on a roll of 3 you move four squares of movement. 5-foot steps are also altered by this effect, and it lasts until you leave the area.
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| 61 || class="left" | Stuff || More Stuff

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