A list of puns related to "Environmental Hazard"
Title says it all really. I've been interested in this hobby/business for a while, but I cannot get down with this incredible plastic waste. At best people should be using corn derived plastic, but from the people that use this method that I've talked to, none of them do. I'm surprised growers aren't more environmentally conscious and responsible, to be honest.
I just went through the Conflagration with my BWC/TM Shieldbreaker and I just burnt everything to a crisp from a distance, including the Aether Crystals standing smack dab in the middle of Aetherfire.
And then there is the Amalgamation that seems to love running around the Aetherfire parts of the enclosure...
I wonder how melee attackers are supposed to deal with these. I prefer playing ranged/mage character, but I wanted to try a Blademaster build and I am now wondering how a pure melee build is supposed to deal with these?
I'd like to make the hazardous terrain that my players are operating in feel more alive and interesting without having to resort to different wandering monsters. Does anyone have good tables for things like: Rivers blocking the path, landslides, tar pits, etc?
Bonus points if they're separated by biome!
Doing a project for college and I love to fish. I need as many answers as possible by tomorrow.
Level Up's "Advanced 5E" book has some great environmental hazard ideas statted out - tornados, sinkholes, collapsing tunnels, forest fires...
What are your favorite environmental challenges to throw at players mundane, magical, or otherwise?
I've been searching around but coming up dry. I'm working on my own lists but finding them underwhelming, have very little experience running the hex crawl, but recently dove into Hex Talk and have been excitedly constructing my own.
I've got some standard fare (I think), mud slides, ravines, some bad weather, but I can't find any actual lists online for some reason. I'm just curious to know what's out there or if anyone has found a particularly neat way to handle this.
I've got monster encounters and dungeons and all that stuff, but when it comes to environmental hazards specifically, I can't find anything at all, except that they should be included.
Running my first session using all these tables tomorrow, so any guidance would be greatly appreciated!!
Iβm going to be playing in Reign of Winter once Iβm finished with my campaign, and Iβm thinking of playing a Witch (not the winter variety, but I havenβt settled on a patron yet.) For RP purposes, Iβm going to have a cat familiar to start with and then upgrade it to a silvanshee at 7th level with Improved Familiar.
I started thinking about how to keep my witch safe from the cold, at least until I have magical or other means to do it (endure elements, boots of the winter lands, etc) when I realized that I should do the same for my cat. I found a couple of items that may or may not help with this situation, and was hoping to get some insight from everyone here. Either Iβm overthinking this or I stumbled across a legitimate concern.
Familiar Satchel - provides total cover to Tiny or smaller creatures contained inside. Doesnβt say anything about environmental protection though.
Carrier Backpack - kind of like the familiar satchel but in an extra pouch inside your backpack. Doesnβt give total cover or mention the environment, but if itβs in your backpack would you treat it like any other item in there?
Companion Cold-Weather Outfit - it seems like this could work for some of the issue, but could you put one of these on a familiar at all?
If you can think of any other items (magical or otherwise) that may help, or Reign of Winter first-time player advice, I would greatly appreciate it. Thanks!
Edit: I should clarify, Iβm just looking for ways to protect the cat until I hit level 7. The Silvanshee has resist cold 10 so itβll be good for cold weather at that point.
Just a thought I had over my morning cup of joe.
The problem we have with many work places I've noticed over the years, is that stress-levels are never considered as an environmental hazard.
Let's face it, we have seen this in interviews, job adds, and even, some mind-numbing workshops on "how to manage your work-stress" or "Must be able to deal with high-stress, hectic schedules".
The onus is placed on the employee, to manage their stress levels, rather than explore WHY there is a stressful environment in the first place.
If you compare this to fire hazards, it is akin to expect the employee to be a fireman on top of their duties.
This has to stop. It is not the employee's job to deal with the stress. It's management's job to ensure that there are protocols in place to deal with stressors, just like it's management's job to ensure that there are first aid kits, fire extinguishers and fire drills to ensure safety.
So why aren't these put in place already? Please tell me I am not the only here who thinks that's the case.
Dark Souls 2 is all about knowledge. If you know what youβre doing, the game become way easier than if you want to play relying only on your skills.
To help beginners and to provide handy information to veterans, I tried to put everything I know together, area per area. Some of them are really well-known within the community, some are more obscure. I hope youβll learn something you didnβt know. If you noticed something useful that I forgot, please share it. So here we go :
Things Betwixt :
- If you light all the torches in the area, an NPC invader will spawn. If killed, heβll always drop a petrified something to trade with Dyna and Tillo.
- The coffin on the beach where the 2 ogres are allows you to change your characterβs gender.
- If you talk to Milibeth after killing the 2 Ogres, she will give you the Ladle.
Forest of the Fallen Giants :
- There are a lot of barrels in some parts of the area. They are actually filled with powder and they explose if they are in contact with fire. You can use that to make the turtle guys kill themselves if they hit them with their mace. Thereβs also a shortcut to the Cardinal Tower bonfire that you can unlock by exploding barrels to break a well. A hollow soldier lauches firebombs can help you, or you can buy firebombs to Melentia to do it yourself. Fun fact : you can unlock the shortcut from the other side of the wall with the correct angle. Also works with any fire infused weapon, including the Fire Longsword you can find in this area. One of the ballistas in the room with 4 hollow soldiers can also be used to destroy the barrels where the sleeping hollows are.
- There is a locked door under the room with 4 ballistas. This door cannot be opened, but if you hit him, the noise will allure the hollow soldiers inside the room and theyβll open the door for you.
- The Pursuer appears on the balcony next to the previously mentioned shortcut. If you kill him there, he will not appear in his boss room. This is a one time thing though, if you die or leave the place, he will never comes back here. You can also cheese him from this location : climb up the ladder to make him appear and then run to the Cardinal Bonfire and rest. Pursuer will despawn and permanently die, youβll receive his soul.
- Very well-known, but you can kill the Pursuer with the ballista in his boss arena. This can be done by only rolling through his first attack, or you can parry him to make it easier to set up.
- You can cut the L
... keep reading on reddit β‘What's your head canon to justify this?
Not gonna lie I like shoving people off of cliffs and into fire as much as the next guy but it feels kinda cheap that I can do that in a duel. A duel is supposed to be a 1v1 opportunity to prove your skill and outplay your opponent but I just find myself playing "Who can gb the other next to the ledge first" which, as funny as ledging opponents is, as I said, feels cheap to me.
I'm about to run the Sea Ghost session for my players next session. I'm planning on adding in the following lair actions (initiative count 20) to the combat to spice things up. My PC's are all pretty experienced and 3 of the 4 have healing so I'm worried the battle will feel too easy. I'll also put a few more of the crew below deck to pop up at an appropriate moment.
For context, my PC's managed to piss off a thunder god and there is a massive storm brewing as they approach the ship.
Roll a D20, on a 1-7 a wave crashes into the ship. Each character must made a DC10 athletics or acrobatics check or be knocked prone. (Inspired by the pirates sea legs ability)
Rolla D20. on a 15+ the storm hits. on each subsequent turn the storm doesn't hit, add 2 to your dice roll.
The Storm: Heavy rain obscures your vision, characters can see clearly within 15ft. Ranged attacks at 16-30ft have disadvantage. Characters are blind past 30ft. Additionally all characters have Disadvantage on perception checks (pray no-one gets knocked overboard).
i could be misremembering but i remember playing on a map in where an avalanche occurs, razorhail and a sandstorm. we should bring mechanics like that into gears 5 as variants for the current maps we have, it would mix things up and make old maps feel fresh.
even if i am misremembering it would still be cool to have to hunker in a house when a sandstorm is absolutely decimating the outside. staying in the sandstorm does very small damage but limits what you can see and once youre inside a building you are protected from the elements, the locust/swarm stuck in the storm are damaged as well. or if youre playing on dam, the dam breaks and floods the map with fast rushing water that makes it hard to move so you move to an area out of reach of the water. or on the bunker map theres a massive moving swarm of kryll or leeches that patrol the map swarming players and enemies alike.
just a few examples. the maps shouldnt be always a hazard map as it could end up being annoying, but just randomly chosen or used as a daily horde mission.
Pick your favorite one
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