Grenade-Like Missiles:
Boulders and Containers of Acid,
Holy/Unholy Water, Oil, Poison



 
 
 
 
 
 
 
Size
Effect
Range
Hits
Poison Special
Splash Hits
Boulders
Misses
Lighting Oil
Crossing Flaming Oil
-
-
Holy/Unholy Water
-
-
Combat
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<(64)>
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DMG

Hurling various contoiners of liquid is a common tactic in dungeon adventures in particular.
For game purposes it is necessary to make certain assumptions regarding all such missiles.

Size
Acid -- 1/2 pint (8 oz.)
Holy/Unholy Water -- 1/4 pint (4 oz.)
Oil -- 1 pint (16 oz.)
Poison -- 1/4 pint (4 oz.)

Effect
Liquid Contents Area of Effect Splash Direct Hit
-- acid 1' diameter 1 h.p. <(Item Saves)> 2-8 h.p.
-- holy/unholy water 1' diameter 2 h.p. 2-7 h.p.
-- oil, alight 3 diameter 1-3 h.p. * 2-12 h.p. + 1-6 h.p. **
-- poison 1' diameter special special

* Flaming oil splashed on a creature will burn for 1-3 segments, causing 1 hit point of damage per segment.

** Direct hit with flaming oil causes 2-12 hit points of damage the first round,
and 1-6 additional hit points of damage the second round, but then burns out.

Range: The range of all such container missiles is 3”.
Beyond 1” is medium, and beyond 2” is long (-2 and -5 “to hit” respectively).

Hits: When the die roll indicates the missile has hit, then it is necessary to
roll again to see if the container shatters or not - use the BLOW, CRUSHING
column on the ITEM SAVING THROW MATRIX - unless special procedures
were taken to weaken the container, i.e. the container was specially scored, it is particularly fragile, etc.
Damage occurs only if the container breaks, except with regard to oil which must be alight (flaming) to cause damage.
If oil has been specially prepared by insertion of a rag into the opening of the container
(or wrapped around the neck of the container) and set afire prior to hurling,
it will burst into flame when the container breaks upon target impact;
otherwise, a torch or other means of causing combustion must be brought into contact with the oil.

Poison special is dependent upon whether or not the poison is a contact
poison or if the container was hurled into the ingestive or respiratory
orifice on the target creature. In the latter case, breakage is not necessary
if the container was unstoppered; if stoppered check saving throw for
breakage using the BLOW, NORMAL column of the ITEM SAVING THROW MATRIX.

Splash Hits: All creatures within three feet of the impact and breaking point of the container missile must save versus poison or be splashed with the contents of the shattered container.

Boulders:

by Peter Mullen

Boulders, for game purposes, are considered to be 1’ in diameter for giants,
2’ in diameter for siege engines.
Range and damage specifications for siege machines are given in the appropriate section.
(See MM for giants‘ abilities.)

A dropped boulder (or any heavy weight) will do damage as follows:
each 14 lbs. of weight will inflict one point of damage per foot of distance
dropped between 10 and 60’ (distances above 60’ are treated as 60‘).
Alternately, each 14 Ibs. of weight will inflict a flat 1-6 hit points of damage.
 

Misses: If the ”to hit” die roll indicates a miss, roll 1d6 and 1d8.
The d6 indicates the distance in feet the missile was off TARGET.
(If the target was large,
simply compute the distance from the appropriote portion of the target,
i.e. the character aims at a section of the floor which is 1’ square,
and miss distance is measured from the oppropriate edge as explained below.)
The d8 indicates the direction in which the distance in feet of the miss is measured:

1 = long right
2 = right
3 = short right
4 = short (before)
5 = short left
6 = left
7 = long left
8 = long (over)

At short range you may optionally use d4 to determine distance off TARGET,
but then use d8 for long range distance determination.
If the missile is hurled ot a plane such as a wall,
read long as high, short as low,
measuring up the wall and then along the ceiling or down and then along the floor.

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A.
d6, for distance in feet (optional: d4 for short range |or| d8 for long range)

B.
d8, for direction
8 1 2
7 T 3
6 5 4

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Lighting Oil:

If a torch is used to attempt to light spilled oil, use above procedures for misses,
as it still could land in the puddle of oil or oil covered AREA.
A lantern should be handled similarly, but also allow it a 2' diameter flaming oil AREA.

Crossing Flaming Oil: Leaping over a puddle of flaming oil will cause no damage,
unless the creature so doing is highly inflammable.
Creatures with garments of cloth must save versus FIRE, NORMAL on the ITEM SAVING THROW MATRIX or have their garments catch fire.
Walking through or standing in flaming oil will cause the creature to take 1-6 HP of damage per melee round.

Holy/Unholy Water: All forms of undead,
as well as creatures from the lower planes
(demons, devils, night hags, nightmares, nycadaemons, etc.) are affected by HOLY WATER.
Paladins, lammasu, shedu, ki-rin, and similar creatures of good alignment
(or from the upper planes) are affected by UNHOLY WATER.
The liquid causes the affected creature to suffer a burning as if struck by acid.
Undead in non-material form cannot be harmed by holy water,
i.e. until a ghost takes on material form, it is unaffected,
and a vampire in gaseous form cannot be harmed by holy water.
    SIZE: 1/4 pint (4 oz.)
    AREA OF EFFECT: 1' diameter
    SPLASH: 2 h.p.
    DIRECT HIT: 2-7 h.p.

Q: Will unholy water harm a paladin?
A: Yes. It is created by an evil ritual and is
harmful to paladins and good creatures of
extraplanar origin such as devas and solars.
(150.38)
 



 

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Example: 140 lb. weight
Fall 11' 12' 13' 14' 15' 16' 17' 18' 19' 20' 21' 22' 23' 24' 25' 26' 27' 28' 29' 30'
Damage 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 210

(theory)

damage starts at 11', not 10' (game school)

step1. (Altitude of falling object or character) - (Height of the target) = Fall
    ex. halfling(4') is 20'(hairy) above a stone giant(12'). total Fall = 8'. neither takes any damage

in UA+, to keep things simple, the halfling is on top of the stone giant like a hat.
if the stone giant moves 1 *or* 2 squares in any direction, the halfling falls to the floor.

when the halfling gets the initiative, he can climb down the giant (if he is a thief or has mountaineering proficiency and tools!)

*stone giant size = 4 cubes, 2 stacked atop one another (12' rounds to 10')*
halfling size = 1 cube (4' rounds to 5')

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<move this to: climbing>
Climbing Monsters in Combat

Remember, the first 10 feet of a climb are always free. (No rolls are needed to go up and down a 10' pit.)
    (UA: the default is ... you don't need to make a check to get 1 cube up (6-10'), but you need to make a check to get 2 cubes up (11'-15')

The default is Cliff, smooth, no ledges (most difficult). Some rare creatures, like stone giants, tridrones, and earth elementals might classify as other surfaces.
    For most creatures, this equates to a climbing movement rate of 10', with a -20 to the climbing roll.

* The default is : "Climbing Monsters in Combat" can only be attempted by thieves, ninjas, those with mountaineering skill, etc..

Going back to the halfling example, the halfling decides to climb down. In UA terms, the distance is 2 cubes (10 rounded feet). No check needed.
Usually, the climbing movement rate on other creatures is 10' per round.
However, let's say that stone giants are cliff, rough, with ledges : 25' per round.
The halfling climbs down 10', remembers that he left his pipe on the brow-ledge of the stone giant, and climbs back up 10'.
Then he climbs down the back of the (2 cube high) stone giant. He is now 1 cube off the ground.
The stone giant has a +2 backscratcher, and, all things told, the halfling has 50% (the default for a character on someone's back) cover : -4 AC.
The halfling has -2 to hit, -2 damage, and -2 on all "reflex" saves (see PH).
If the halfling was attacking from the front, there would be an altitude bonus (in this case : +2 to hit for the giant, -2 to hit for the halfling).

Theory, game school (UA) :
exact front square = take altitude into account (if climber is 50% or less of the height of the "the surface", then apply the altitude bonus.
exact back square = remember the 50% cover bonus

Epilogue
Now, while the stone giant has his hands occupied, the halfling's 23rd level gnome friend charges from the front (move 6 x 2 = 12). He's 4 cubes away.
1, 2, 3, 4
    {Running broad jump, d6 + 15 - 2 = 15 (rounded 17).} + {High jump, d6 + 1 - 2 = 5 (rounded 3)}
5 (diagonal 1), 6 (diagonal 2)
the gnome is now standing on top of the stone giant's head, wondering what to do next. He DELAYS.

Here's how it works (as usual, try using a chess board to help visualize this).
When a character jumps, 2 numbers are generated : your broad, and your high.

if i get 15(3 cubes) on the broad, i can move 3 "squares" in any horizontal (broad) direction (48 squares 'light up')
if i get 5(2 cubes) on the high, another 98 (49 + 49)  vertical (high) squares 'light up')
146 squares in total!
(actually, 140, at the most, because of a gnome, a stone giant, and a halfling)

wuxia: there's gno rule that says that you have to jump in a straight line!

game school: don't count an extra square for the diagonals!

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