Wondrous Item, very rare

This is the zipline that crosses from the Jawbone to Dragon Skull Island, and it is replete with dangers. Anyone using the zipline to cross from one side to the other must make a DC12 Intelligence saving throw or be subject to some type of dangerous trouble.  

Use a d100 on the chart below to determine the outcome.  (1d100) Trouble

TROUBLE

1-18: Gear loss: Shoes, hats, or other belongings could get dislodged during the ride, potentially creating hazards for others.

19-37: Psychological trauma: For individuals with a fear of heights or enclosed spaces, ziplining could cause anxiety, panic attacks, or even phobias.

38-56 Environmental Hazards: 

1-2. Falling objects: Unsecured branches, rocks, or other debris could dislodge and hit the rider mid-air.
3-4. Animal encounters: Birds, bats, or other wildlife might collide with the rider, causing unexpected disruptions.
5-6. Adverse weather: Strong winds, lightning, or heavy rain could create dangerous conditions while crossing the zip line.

(1d6) Trouble

57-17: Human Error: 47 to 62

1-2. Loss of balance: Riders, especially those inexperienced or afraid of heights, might lose their grip and fall.
3-4. Mid-air sickness: Dizziness or vertigo triggered by the motion and height could lead to disorientation and potential accidents.
5-6. Panic or recklessness: Unfamiliarity with the course or impulsive behavior could result in dangerous maneuvers and mistakes.

(1d6) Trouble

 76-94: Physical Injuries: 

1-2. High-speed collisions: Riders might collide with each other, obstacles, or the landing platform due to miscalculations or unforeseen circumstances.
3-4. Burns and abrasions: Friction against the line or obstacles could cause skin burns and scrapes.
5-6. Bone fractures and dislocations: Sudden stops or impacts could lead to injuries, especially if landing incorrectly.

(1d6) Trouble

 

 

95-100: Equipment Failure: 

1-2. Harness or Carabiner malfunction: Improperly secured or worn equipment could detach, leading to a fall.
3-4. Broken pulley or cable: If the zip line's infrastructure fails, the rider could crash mid-air.
5-6. Improper braking: Defective brakes or misjudgment while stopping could result in a harsh collision at the end of the line.

(1d6) Trouble

Maddogjls74

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