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Airwalkrr's Temple of Elemental Evil (IC)
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<blockquote data-quote="airwalkrr" data-source="post: 3981536" data-attributes="member: 12460"><p>Dolan's hammer strikes the beast, but not with enough force to overcome its thick hide. The blow glances off without incident. Vicroar's next arrow lands very close to the frog, but is just a hair short of a hit. Meanwhile, Aredal has thrown himself full into the battle and connects a resounding blow with his mace to the frog in front of him; the frog wobbles, clearly disabled by the hit. As the frog tries to stumble away, Mulnock steps in with a quick jab that lays the beast low. Dryneth dashes over to the other side of the frog facing Daonil, attempting to distract it. As he moves by the beast, he utters a quick spell to deflect the snapping of the amphibian's jaws. Unfortunately, his spell is insufficient to secure his safety and the frog chomps at his arm, leaving a nasty flesh wound (6 damage). However, the frog is sufficiently distracted for Daonil to land a solid blow to the beast.</p><p></p><p>Several of the frogs lie dead and the severely wounded one that hopped away submerges itself in the pool. The frog struck by Daonil's blade wheels about again to face him and bites deep into his flesh (8 points). Daonil falls limp in the creature's jaws. The frog shakes him around a bit before dropping him to the ground to focus on other foes. Dolan continues to stave off the other frog's attacks.</p><p></p><p>[sblock=OOC]</p><p>This is the first time a PC has fallen unconscious so let me remind you of how the rules for death and dying work. I rolled Daonil's Fortitude save (DC 10) to see if he was still standing after the attack, which he failed. He is now at 0 hit points and dying. Each round he will have to make a DC 10 Fort save (+1 per previous round) to avoid dying. Failing this save means he dies, so this is potentially more lethal than the core rules. Passing by less than 5 means he is still alive but not stable. Passing by 5 to 9 means he is stable. Passing by 10 or more means he becomes conscious and disabled. <strong>The critical element to take home is that Daonil has a 30% chance of dying on his next turn so it would be very prudent to make sure someone makes a successful Heal check to stabilize him or casts a healing spell on him before then.</strong></p><p></p><p>And before anyone asks, yes, I choose a more lethal rule on purpose to evoke an old-school feel. It isn't quite as deadly as AD&D rules however. I'm not an ogre.[/sblock]</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3981536, member: 12460"] Dolan's hammer strikes the beast, but not with enough force to overcome its thick hide. The blow glances off without incident. Vicroar's next arrow lands very close to the frog, but is just a hair short of a hit. Meanwhile, Aredal has thrown himself full into the battle and connects a resounding blow with his mace to the frog in front of him; the frog wobbles, clearly disabled by the hit. As the frog tries to stumble away, Mulnock steps in with a quick jab that lays the beast low. Dryneth dashes over to the other side of the frog facing Daonil, attempting to distract it. As he moves by the beast, he utters a quick spell to deflect the snapping of the amphibian's jaws. Unfortunately, his spell is insufficient to secure his safety and the frog chomps at his arm, leaving a nasty flesh wound (6 damage). However, the frog is sufficiently distracted for Daonil to land a solid blow to the beast. Several of the frogs lie dead and the severely wounded one that hopped away submerges itself in the pool. The frog struck by Daonil's blade wheels about again to face him and bites deep into his flesh (8 points). Daonil falls limp in the creature's jaws. The frog shakes him around a bit before dropping him to the ground to focus on other foes. Dolan continues to stave off the other frog's attacks. [sblock=OOC] This is the first time a PC has fallen unconscious so let me remind you of how the rules for death and dying work. I rolled Daonil's Fortitude save (DC 10) to see if he was still standing after the attack, which he failed. He is now at 0 hit points and dying. Each round he will have to make a DC 10 Fort save (+1 per previous round) to avoid dying. Failing this save means he dies, so this is potentially more lethal than the core rules. Passing by less than 5 means he is still alive but not stable. Passing by 5 to 9 means he is stable. Passing by 10 or more means he becomes conscious and disabled. [B]The critical element to take home is that Daonil has a 30% chance of dying on his next turn so it would be very prudent to make sure someone makes a successful Heal check to stabilize him or casts a healing spell on him before then.[/B] And before anyone asks, yes, I choose a more lethal rule on purpose to evoke an old-school feel. It isn't quite as deadly as AD&D rules however. I'm not an ogre.[/sblock] [/QUOTE]
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