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GREYHAWK CY963 GOLDEN ERA CAMPAIGN: HEROES OF DYVERS: CHAPTER 4
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7258933" data-attributes="member: 6790669"><p><strong>Lathir Vanquishes a Troll!</strong></p><p></p><p>Lathir claps his hands, and the fury of nature slams down onto the Troll once more.</p><p></p><p>[gm]</p><p>Troll Reflex Save, DC 19 = 10 (Fail)</p><p><strong><span style="color: BLUE">Troll takes 24 pts. of electrical damage.</span></strong></p><p>Trolls are susceptible to being set on fire (OTTER Rule); Lightning spark can ignite their skin.</p><p>Fort Save, DC = Damage Taken. (DC 24)</p><p>Rainy conditions = +4 bonus.</p><p>Troll Fort Save 1d20+11+4 = 21 (Fail)</p><p>Troll catches on fire!</p><p><strong><span style="color: #FF0000">Fire Damage = 8 Pts.</span></strong></p><p></p><p><strong><u>(The rules for Trolls catching on fire are similar to those for characters, found on pages 303-304 of the 3.5 DMG.)</u></strong></p><p><strong><span style="color: #FF0000">If a Troll’s skin or hair catch fire, he takes 1d8 points of damage immediately.</span></strong> In each subsequent round, the burning Troll must make another Fortitude saving throw (Same DC as damage that ignited him). Failure means he takes another 1d8 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A Troll on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the Troll another save with a +4 bonus. Rolling in wet, soggy mud permits the Troll another save with a +6 bonus.</p><p></p><p><strong><u>Troll #2 has taken 67 points damage total so far, the first 37 of which cannot be regenerated. (New Hit Pt Max = 26)</u></strong></p><p><strong><span style="color: #0000FF">Troll #2 =</span> <span style="color: #FF0000">Unconscious, burning, not regenerating. [-4]</span></strong></p><p>[/gm]</p><p></p><p>The lightning is stronger this time around, and the Troll screams in terror as the white-hot bolt ignites his skin! The flames engulf him far more quickly than they would a normal person, immolating him almost instantly. With a gurgling scream, the Troll collapses into the wet, soggy clay, still burning.</p><p></p><p>[gm]</p><p>On Troll's next turn, he will get another Fort Save, DC 24. His roll will be 1d20+17. If he fails, he will take MAX potential fire damage (8 pts.) which will destroy him. If he succeeds, he will cease burning, and start regenerating, although regeneration won't kick in until his NEXT turn. (OTTER Rule: Trolls that take fire damage while unconscious always take the maximum amount possible from the given attack source.)</p><p>[/gm]</p><p></p><p>[gm]</p><p><u><strong>Current Positions:</strong></u></p><p style="text-align: center"></p> <p style="text-align: center">[ATTACH]90107[/ATTACH]</p> <p style="text-align: center"></p><p>[/gm]</p><p></p><p><strong><em>KLEBORN: It's your turn! What do you do?</em></strong></p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7258933, member: 6790669"] [b]Lathir Vanquishes a Troll![/b] Lathir claps his hands, and the fury of nature slams down onto the Troll once more. [gm] Troll Reflex Save, DC 19 = 10 (Fail) [B][COLOR=BLUE]Troll takes 24 pts. of electrical damage.[/COLOR][/B] Trolls are susceptible to being set on fire (OTTER Rule); Lightning spark can ignite their skin. Fort Save, DC = Damage Taken. (DC 24) Rainy conditions = +4 bonus. Troll Fort Save 1d20+11+4 = 21 (Fail) Troll catches on fire! [B][COLOR=#FF0000]Fire Damage = 8 Pts.[/COLOR][/B] [B][U](The rules for Trolls catching on fire are similar to those for characters, found on pages 303-304 of the 3.5 DMG.)[/U][/B] [B][COLOR=#FF0000]If a Troll’s skin or hair catch fire, he takes 1d8 points of damage immediately.[/COLOR][/B] In each subsequent round, the burning Troll must make another Fortitude saving throw (Same DC as damage that ignited him). Failure means he takes another 1d8 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A Troll on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the Troll another save with a +4 bonus. Rolling in wet, soggy mud permits the Troll another save with a +6 bonus. [B][U]Troll #2 has taken 67 points damage total so far, the first 37 of which cannot be regenerated. (New Hit Pt Max = 26)[/U][/B] [B][COLOR=#0000FF]Troll #2 =[/COLOR] [COLOR=#FF0000]Unconscious, burning, not regenerating. [-4][/COLOR][/B] [/gm] The lightning is stronger this time around, and the Troll screams in terror as the white-hot bolt ignites his skin! The flames engulf him far more quickly than they would a normal person, immolating him almost instantly. With a gurgling scream, the Troll collapses into the wet, soggy clay, still burning. [gm] On Troll's next turn, he will get another Fort Save, DC 24. His roll will be 1d20+17. If he fails, he will take MAX potential fire damage (8 pts.) which will destroy him. If he succeeds, he will cease burning, and start regenerating, although regeneration won't kick in until his NEXT turn. (OTTER Rule: Trolls that take fire damage while unconscious always take the maximum amount possible from the given attack source.) [/gm] [gm] [U][B]Current Positions:[/B][/U] [center] [ATTACH]90107._xfImport[/ATTACH] [/center] [/gm] [B][I]KLEBORN: It's your turn! What do you do?[/I][/B] [/QUOTE]
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