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Burning Oil

Posted: Thu Mar 30, 2017 8:26 pm
by Bree_Yark
I was told by my CK that there are no rules for throwing a flask of Burning Oil.

Any guidance on this one?

Re: Burning Oil

Posted: Thu Mar 30, 2017 9:24 pm
by mmbutter
No specific rules, but it just is a thrown weapon like any other, I would use a range of increment of 30. I would ignore armor (a "ranged touch attack") and a miss lands in an adjacent hex or square. I would judge the fire damage as 2d6 for anyone where the flask hit, 1d6 for adjacent hexes / squares. Damage continues until the target(s) moves out of the way, and it burns for 6 rounds (1 minute).

Re: Burning Oil

Posted: Thu Mar 30, 2017 9:56 pm
by alcyone
There is something written on the CK screen about it, but mmbutter's way is probably better.

Re: Burning Oil

Posted: Thu Mar 30, 2017 10:21 pm
by Tadhg
I've always gone with 1d6 based on things like the flaming sword or many of the fire based spells doing 1d6 at first caster lvl.

Re: Burning Oil

Posted: Thu Mar 30, 2017 10:56 pm
by Go0gleplex
I know there is something written for it though it may be in one of the adventures. Can't find it at the moment but I remember it distinctly due to my ex-wife's ranger using it to defeat a medium sized giant spider. Below is how I have always used it in our games since.

Flask of Oil Range:15' Dmg: 1d6/rnd x3 rounds AoE: 8-10' diameter splash

Re: Burning Oil

Posted: Thu Mar 30, 2017 11:12 pm
by alcyone

Code: Select all

LIQUID COMBAT DAMAGE                   |  AREA      | DMG  |  SAVING THROW
                                       | OF EFFECT* |      |
---------------------------------------------------_--------------------------
Acid                                   |  5 feet    | 1-12 | dex save for half
Flammable gel                          |  5 feet    | 2-12 | con save for half
Flammable liquid (oil, greek fire, etc)| 10 feet    | 1-8  | dex save for half  
Gas (poison, etc)                      | 20 feet    | 2-8  | con save for half
Holy Water/Unholy Water**              |  2 feet    | 1-8  | n/a
Poison                                 |  1 foot    | 1-2  | con save for half
*The area of affect is calculated in diameter.
**Holy Water can only be used this way against undead and evil elemental and extraplanar creatures. Unholy water can only be used this way against paladins, lawful good clerics, and good elementals and extraplanar creatures.

From TLG 8012 Castle Keepers Screen

This is almost certainly inconsistent with other sources. The latest CKG gives 2d4 for holy water and says there are 4 doses in a flask, for instance.

Re: Burning Oil

Posted: Thu Mar 30, 2017 11:26 pm
by Tadhg
Ahh, now I remember . . thanks to Aergraith's chart.

From the M&T free download before the book was released, I use 2d4 for holy water (from the skeleton entry) and I remember the hellhound did 1d6 fire damage on a bite (still does) - so that stuck with me along with some of the other things I mentioned above.

:P

Re: Burning Oil

Posted: Thu Mar 30, 2017 11:27 pm
by Tadhg
Oh, but I'm likin' the 1d8 for fire damage now. Might have to start using that! ;)

Re: Burning Oil

Posted: Thu Mar 30, 2017 11:41 pm
by alcyone
I remember running A1, in the Vargolg, and the party was sneaking up on a goblin barracks. One of the players decided to throw a flask of oil, imagining the chaos and devastation that would follow as it landed on the table where they were drinking and gambling, certainly resulting in a conflagration that few could survive.

But I used the screen, and was like, yeah, you hurt 4 of them slightly, and 3 of those save for half. They take no further damage, and while there's a lot of smoke, it's really not a big deal.

Sometimes I am not a very good CK.

I think it definitely should burn for 1d4 or 1d6 rounds, and start everything flammable on fire, and do continuing damage to anyone until they save or the fire is out. Scrolls and other flammable items go up in flames. But if it was too good an idea no one would need fireball.

In d20 if you catch fire it does 1d6 damage to you until you make a reflex save. Fireballs typically don't start you on fire because they use up the oxygen in the room and go out in an instant.

Re: Burning Oil

Posted: Fri Mar 31, 2017 12:57 am
by maximus
Thought I might have needed this last weekend. The party was up against a troll, but didn't have the space to toss a fireball without lighting up the whole party. I was going to wing it but they killed it another way. I like the 1d8 damage along with burning for 1d4 rounds.

Re: Burning Oil

Posted: Fri Mar 31, 2017 1:11 am
by Rigon
I thought this was covered in the CKG. I could be wrong, though.

R-

Re: Burning Oil

Posted: Fri Mar 31, 2017 1:43 am
by Go0gleplex
Rigon wrote:I thought this was covered in the CKG. I could be wrong, though.

R-
I looked. Could not find it. Though I did not do a page by page search. ;)

Re: Burning Oil

Posted: Sun Apr 09, 2017 3:40 am
by Bree_Yark
My CK ruled 1D8 for one round 1D4 x2 rounds after.

Re: Burning Oil

Posted: Sun Apr 09, 2017 12:20 pm
by mmbutter
Rigon wrote:I thought this was covered in the CKG. I could be wrong, though.
It's on the CK screen.

Re: Burning Oil

Posted: Thu May 18, 2017 9:40 pm
by Captain_K
I holy water is good against all undead, why is unholy water only good against LG clerics, why not all clerics of good alignment.. seems only fair.