• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Some like it hot

WombleHunter

First Post
A question that I've been asking, without satisfactory answer so far:

What happens to a creature that drinks a flask of acid (as per the PHB p114)?

The drinking could be voluntary or part of a Bluff or some sanction... but what would the in-game effects be?
 

log in or register to remove this ad

Well, first acid is very apperent by the smell. Even if not that, then the tast (and burning sensation in one's mouth) would be a dead give away. So, I highly doubt that it would be swallowed. However, normal damage and the inability to speak.

However, if somebody did drink it I'd require a fort save or die. If they make the fort save they take double damage. That's my rules, not book rules.
 

Crothian said:
However, if somebody did drink it I'd require a fort save or die. If they make the fort save they take double damage. That's my rules, not book rules.

Thank the gods I was only fooled into swallowing poison! If it had been acid I would have been in real trouble.
 

I don't think I would allow a save against anything that was voluntarily consumed. Maybe if the acid was being forced down a person's throat, but otherwise I'd say they automatically take full damage and might suffer from side effects such as ruptured vocal cords, and/or an inability to smell/taste much of anything for some time afterwards. Possibly until 24 hours had passed, magical healing was applied, or a healing check DC 15 was made. Successful save negates the secondary effects and only causing half damage as normal.
 

I would say max damage,since it's swallowed it has no place to go, and a fort. save or die. Maybe double double damage. Since this is D&D, that feels in keeping with the rule.

Realisticly? What save?:D
 
Last edited:


I agree with gamecat. I would use the CDG rule here. Damage is 2d6. Fort save at DC 10 + damage or die. Or just use the massive damage rule. Fort save at DC 15 or die.

By the rules, though, he would take 1d6 damage and should have to save vs. poison (DC 13) for 1/1d4 temporary Con damage.


Edit: On second thought, I would not treat this like a CDG. I might increase the damage to 2d6 or 3d6, though. And he should have to make the save vs. poison for inhaling the acidic fumes (DMG).
 
Last edited:

gamecat said:
... you just coup de graced yourself...

The coup de grace rule is for melee weapons, bows, and crossbows only. (PH p. 133)
Grenadelike weapons (such as acid or alchemist's fire) are never applicable.
 
Last edited:

ouch. Unlike combat and the variables dealing with luck, vitality, and heroicalitisocitynessness, this looks like pure flesh damage. Therefore-

Looks like its time to give the character's esophagal (sp) lining a hardness and HP value! if it manages to obliterate the throat or what have you, it might go straight to suffocation rules without someone there to do a good heal check.
 

Ridley's Cohort said:


Thank the gods I was only fooled into swallowing poison! If it had been acid I would have been in real trouble.


LMAO! :D


I would have it do: 10d6 damage and one point of Con damage. An additional 4 con damage after one min unless you can get treatment. If you do get treatment, you get a DC13 Fort save and the damage is 1d4 if you fail.
A combination of total immersion and breathing acidic fumes.


Mr Yuck says: Don't drink acid you stupid kids!!!
mryuck.gif



Astlin
 

Into the Woods

Remove ads

Top