D&D Word Problem Quiz


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#15 Lucky triggered the water trap. An entire ocean is now flooding the room he is in at an alarming rate of 100 gallons per second. He manages to get out of the 20x20x10 room and close the 3 inch thick well-made wooden door behind him all in one round. Lucky is now busy running at breakneck speed down the LONG 240x5x7 foot shaft that got him there. Will the door hold or burst from the water pressure? If it breaks, when? And how fast will the tidal wave travel to engulf him? Enquiring DMs want to know. (Note: This situation is not all unlike something that *I* had to arbitrate as DM once. ARGH. I needed a slideruler. It's times like this most DMs would just start pulling numbers out of their...well, you know.)

enless you've been through some calculus and engineering statics/dynamics courses i doubt you could 'accurately' answer this problem ... i wont solve all of it in its infinite niceities to save everyone an head ache of looking at calc but just for starters

room size = 20ftx20ftx10ft = 4000ft^3(cubic ft)
hallway size = 240ftx7ftx5ft = 8400 ft^3
flow rate of water = 100gallons / second = 13.36ft^3/sec

at this rate it would take

4000ft^3/( 13.36ft^3/sec) = 299.4sec / (6sec/round) = 49.9 rounds = 4.99 minutes

to fill the room assuming the seal on the door and that the door will hold under the pressure

it will also take

8400ft^3/( 13.36ft^3/sec) = 628.7sec / (6sec/round) = 104.7 rounds

to fill the corridor at a total of about 155 rounds comes to 15.5 minutes to fill the entire volume of space provided

given that at an all out run and with a base speed of 30 lucky could run (30x4 = 120 ft/round) the length of the corridor in 12 seconds ... i dont think lucky has _anything_ to be afraid of on his way out .. he could walk the way out and not have anything to worry about ...

~Zehaeva

[edit] note: in the 12 seconds it takes lucky to run down that hall the 100gal/sec flow rate of water has dumped only 160ft^3 of water it could fit into a 6x6x6 cube = 216ft^3 ... which really isnt all that large .. a 5x5x5 ft cube is only 125ft^3
 
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Thanks everyone for participating. Very creative!

Zehaeva, I can't believe someone actually tried to address this one. Impressive. I KNEW I should have said 1000 gallons a second! 100 seemed low to me at the time I typed it off the top of my head.

Anyway, in all honesty I did not use a slideruler or anything along those lines when a similar water situation came up for me. I once again agree with Steverooo: when things get this complex, just wing it. To blazes with slowing the game down with calculus. Just make things work out in the coolest and dramatic way possible. Well, I WOULD throw in some type of roll at the end, with a bad result inconveniencing the PCs in some way. For instance, Lucky may have had to swim and/or hold his breath for the last few yards. ;)
 
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Re: Re: D&D Word Problem Quiz #10

Steverooo said:


Poor Sam is in deep Kim-Chi! No 3e mechanic exists for this, and even the Deflect Arrows Feat calls for empty hands, not a Katanna!


Sword and Fist Duelist prestige class has a mid level class ability for deflecting missiles with a weapon.
 

#1. Evaldood wants to kill Damselin Dystress because Nytin Armur is about to burst into the hidden dungeon any second now. There is a bottomless pit 50 feet away. Evaldood wants to physically grab Damselin, drag her to the pit, and then push her in. He is obviously in a hurry and she is is obviously going to fight back. Will Nytin make it there in time?

Roll initiative for Evaldood and Damselin.

On Evaldood's turn he rolls touch attack to initiate a grapple. Presuming Damselin's last name is in fact Dystress, she probably is unarmed and does not have IUS. So no AoO because Dystress does not threaten a space. If Evaldood's touch attack is successful he rolls a grapple check. This resolves the initial grapple check. If Evaldood lives up to his name, he will probably opt to deal damage with his successful grapple check (I am guessing subdual). At the same time (and as a free action) he is intimidating her with an intimidation check vs. her level in hopes of convincing her to stop struggling (or she might get a few more fists in the face). With the grapple resolved, if Evaldood has actions left (like iterive attacks, expert tactician and he won initiative, haste, or whatever) he makes an opposed grapple check to pin. If he does not he will have to do this on his next turn.

On Damselin's turn, I would presume she would run (probably full out run as her last name is Dystress and I doubt she is thinking about tactical movement (the equivalent of a double move). This would cause her to lose her dex and open herself up to an AoO from Evaldude which he will use to grapple as above if he lost iniative. If she loses initiative she will probably attempt Escape Artist Checks rather than opposed grapple checks as I envision her trying to escape rather than beat Evaldood at the grapple to then let go. Let's presume she loses.

On Evaldude's next turn, if he has already pinned, he now moves. Here is where I forget what happens next (IDHMBWM). I forget whether rules require him to make another opposed grapple to maintain the pin for this round. I don't think it is necessary, but it may be so. Also, as he is now going to move with her (only possible after he pinned her) I also forget whether or not he has to take a -20 to his opposed grapple check. I know that a creature with improved grab takes the -20 to drag the opponent, but I think that is so they are not considered grappling. I will have to check when I get home. However, it works, he can still take the move this round (whether he has to make the pin roll again or not). So he moves his speed - probably with a base of 30'. He will be encumbered by her weight and his own equipement and most likely will be at least under the category of medium encumberance reducing that movement to 20'.

Rinse and repeat next round.

Final round he moves 10' and then rolls another grapple to release her. This is not a free action as it might otherwise be because as soon as Damselin realizes she is going to be thrown into the pit she is no longer trying to escape but grapple Evaldude. So he has to make another grapple to effectively get himself free. However, Damselin is still in his square when he releases her according to the rules. I would rule that here the -20 would apply and he could roll an opposed grapple to release her into the pit - probably makes the most cinematic sense - rather than into his own square. If he instead just wanted to release her and she is in his square I believe he would actually have to move out of the square as he initiated the grapple in the first place. So he could release her at no penalty to the check and then step out of the square he is in with her or fall prone. I would probably rule that the only way for him to maintain his position is to go back to the -20 check (effectively choosing the square she ends up in). However, let's say he does decide to go with the non-penalty option.

In this case he has already moved and made a grapple check to get out of the grapple so his turn is done. On Damselin's turn she is going to try and get away from the pit. She irrationally attempts to run again (don't forget her last name is Dystress, this is not another adventurer we are talking about). Evaldude trips her with his AoO. Because she never moved more than 5' (and a run = 2 partial runs) she still has a partial action left which she uses to stand back up.

Evaldude's turn - moves into position to bullrush her into the pit. This could also all have been done if Evaldude was prone. However, he would have to have prone attack such that when he tripped Damselin he would have regained his feet at the same time.

I have not forgotten about Nytin. Nytin is entering combat after the first round of combat (I presume) so when he comes through the door, he goes immediately - aka with initiative 20+modifiers for the round that he enters. Moreover, he will definitely not be surprised because Damselin is going to be screaming the whole time.

In his round he will charge Evaldude. Let's assume Ntyin Armur's middle name is Medium or Heavy so that his movement is also 20'. So he can move a total of 40' with the charge. The charge will be either to enter the grapple or to trip Evaldude, unless he thinks he can take out Evaldude with one or two blows. Nytin has a total of 5 rounds to stop Evaldude. If Nytin gets there in that time he can attempt to enter the grapple with Evaldude, trip Evaldude or kill Evaldude. If Evaldude switches attention to Nytin, Nytin has won the day so let's presume Evaldude is truly psychotic and ignores Nytin. Can Nytin still save Ms. Dystress?

He can attempt to overrun Evaldude (who is denied dex because in a grapple) to both trip Evaldude and get beyond him to prevent him from moving to the pit. However, Evaldude can just soak the AoO and move around him. So it will be a function of Evaldude's HP's and tactics.

Good Luck Nytin.

Tune in tomorrow for Gaiden's PoV on #2.
 

Gaiden said:
Roll initiative for Evaldood and Damselin....

Holy Smokes, Gaiden. I guess that settles THAT matter. If I ever need someone to write me a graduate-level thesis, your hired. :)

I have to admit your post was enjoyable to read and made me LOL (literally) several times.

One thing though: It's "EvalDOOD", not "EvalDUDE". Get it straight. Or you might wind up in a bottomless pit. ;)

Looking forward to your next exposition.
 

Holy Smokes, Gaiden. I guess that settles THAT matter. If I ever need someone to write me a graduate-level thesis, your hired.

Not sure if this is sarcastic or not. Regardless, thanks for the props. I was being a bit fecious with the tune in part :).
 

Gaiden said:


Not sure if this is sarcastic or not. Regardless, thanks for the props. I was being a bit fecious with the tune in part :).

No sarcasm! Just awe and amazement. As far as I'm concerned you got head of the class for effort alone. :cool:
 
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#2. In order to impress the locals, Litefoot wants to do a backward somersault off the bar table and throw his dagger to hit the bull's eye on the dart board 20 feet away...all at the same time.

There are only two methods of attacking while actually moving (in cinematic terms). One is with the spring attack like form - using spring attack, shot on the run, ride by attack, or flyby attack. The other is mounted archery. Every single form says that the person resolves their attack some point during their move but after a certain amount of movement and before the next portion of their movement. In other words, the person is considered to be in a certain position while attacking.

For example, mounted archery dictates that all shots fired are done at exactly half the double (or run) move of the mount. Spring attack says the attack allows a move, attack, move. Clearly, one must be stationary at the time of the attack during the attack (that is not to say that the person is stationary during their turn.

edit - there is atually a third form of movement - moving after casting a spell that holds a charge as is the case for a touch attack. Just added for thoroughness.

Therefore, for someone to pull of this amazing feat (no pun intended), Litefoot requires shot on the run. What he is doing is tumbling both before and after his attack (during as well, but ruleswise he is considered stationary). So he has to roll a tumble check for the portion of his move before his attack and tumble check for the portion of his move after his attack.

The tumble check ought not to be obscenely difficult. Afterall, anyone who knows how to tumble ought to be able to do a backwards somersalt. Although, I would imagine a back hand spring would be more along the idea of the poster, as a backwards somersalt would mean he was rolling on his back off the bar top. Of course, a bartop is not more than 5' off the ground and this would prevent the additional tumble check to land after falling 10' (which would happen if the Litefoot did a handspring). But regardless, standard tumble check probably at DC15. I would introduce some circumstance penalties depending on the environment. If there were alot of people in close quarters and he was effectively tumbling through another's space the DC would increase to 25 (as is standard per the PHB). Of course this is going to be alot easier than tumbling through the space of someone actually trying to attack him so I would probably introduce a circumstances bonus in either case of somewhere between +2 and +4 depending on how many people were around and a circumstances penalty 0f -2 to -4 for the amount of clutter (barstools, ale pints, beernuts, etc.) So after the initial tumble check to get into the air he then has to make an attack roll. This would be the attack portion of shot on the run.

The attack roll would be vs. a miniscule stationary target (sorry IDHMBWM). I don't know the exact AC but I think it is something like 10 (base) -5 (stationary, effectively 0 dex), +8 or+9 (for the size). Also, there is the range increment penalty (since the dagger has 10' range incment so that would be a -2 on the attack). I would also introduce another circumstances penalty for the difficulty of the maneuvar. First off he is throwing a dagger at a dart board Depending on the dart board I may also introduce a -1 cirucmstances penalty because some dart boards have metal round each section ( and for the bull's eye, that dagger is going to have to be at the dead center of the bull's eye or be angle there because if it's not the metal will deflect it - this would not be the case for the dart because dart's are so much smaller than a dagger). Also, given the akward angle of the attack, I would probably apply a -2 to -5 to the attack roll depending on what orientation the character wanted to be in while throwing the dagger. If he wanted to do it from behind (while not looking at the target, the target would effectively have 100% concealment giving a 50% miss chance). Then the character would have to roll another tumble check to land ok. This would be again at DC 15 unless he went for the handspring and was trying to effectively land safely after falling 10'.

So

Tumble check one DC 15 or 25 base with modifiers for circumstances (-2 to -4 and +2 to +4).

Ranged attack roll at at least -2 (+ a -2 to -5 for circumstances) at AC of 13 or 14 with a possible 50% chance miss rate.

Tumble check two DC 15 or higher base depending on height with similar modifiers to check 1.

This would be simple enough for a mid to high level character which it should be, pretty difficult but not impossible for low level characters which it should be. I would hope that a low level character who focused on throwing weapons would be able to pull of this maneuver because it is not all that difficult.

If successful I would give a circumstances bonus to all chr based social interaction skills of anywhere from +2 to +8 depending on where Litefoot was. If he was in waterdeep, probably only a +2. However, if he was in a small farming village where the most action the farmers see is a bit of rain, I would probably go for +8. This would be most useful for diplomacy or intimidation and I would probably also houserule that no matter the checks on either of the rolls, the characters starting status would be at least one more category more favorable than the NPC started out at. (Just because the roleplaying was so cool and I try and encourage cinematics). Of course that would be houseruling.

Alternatively to the throwing the dagger while moving I would also offer the possiblity to the PC of attacking moving and attacking. Throw a dagger before the somersalt which would be during the surprise round and then roll initiative (most like the PC is going to win vs all the farmers at least) then do the tumble and throw anoher. This or some version of it would alleviate the problem of not having shot on the run - which many characters do not have. The tumble check would the be same as in part one. The last option would be to do this without shot on the run. However, doing so would be difficult for the PC because he would make the first tumble check then the attack but he would then be considering falling after the attack and even if he made the tumble check, it would be described a lot different than a character with shot on the run would be described and I would probably halve all of the circumstances bonuses received from success.
 
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The tumble check ought not to be obscenely difficult. Afterall, anyone who knows how to tumble ought to be able to do a backwards somersalt. Although, I would imagine a back hand spring would be more along the idea of the poster, as a backwards somersalt would mean he was rolling on his back off the bar top.

Careful with ambiguous terms :)

'somersault' is used in two ways - a roll, or a flip. I believe - although I could be wrong - that the 'roll' sense is an Americanism, since I've only ever seen it used that way in books by American authors. To me, a 'backward somersault' means jumping up, turning 360 degrees in mid-air heels-over-head, and landing on one's feet again.

A handspring would involve one's hands making contact with the ground halfway through, which would make dagger-throwing tricky...

-Hyp.
 

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