Salt and Oozes

trav_laney

First Post
We have a bit of a slug problem here in Washington State. I got up one morning and noticed that there was a small army of these slimy cephalopods all over the sidewalk. And like everything else, I started thinking about them in game terms...specifically, what salt would do to them under the D20 system. And then, before I knew it, I was scribbling down some notes for a house rule that I think would be really cool.

Oozes are sort of like slugs, right? If you agree, then you might like this house rule.

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Dry salt damages creatures of the Ooze type almost as if it were acid.

Salt is sold in heavy paper bags, tied at one end. (Cost: 2 copper, weight: 1 lb.) These bags of salt break when thrown against a solid object or a corrosive ooze. Alternately, they can be opened and poured out onto an adjacent target; doing so is a ranged touch attack that does not provoke attacks of opportunity.

Creatures of the Ooze type take 2d4 points of damage from a direct hit. Every Ooze-type creature within 5 feet of the point of impact takes 1 point of splash damage.

Salt may be poured out on the floor to ward an area against an ooze. An ooze passing through a salted area takes 2d4 points of damage per round of contact, or for 1d3 rounds if the ooze cannot leave the area. One bag of salt will treat a 5-foot square. While other shapes are possible (such as a thin line of salt across a doorway), all but the smallest oozes can usually avoid such a trap by flowing over it.

Dry salt is particularly dangerous to Oozes when consumed. If an Ooze-type creature engulfs dry salt (most often when attempting to eat a character who is carrying a few bags of salt), the Ooze takes full damage (8 points) for 3 rounds or until the salt is expelled. This often causes the Ooze to immediately “spit out” the salt, as well as any creature carrying it.

Damp salt is less potent (inflicts half damage to oozes), and aqueous salt solution is harmless to oozes...the salt must be dry and concentrated for full effect.

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What do you think? This rule probably won't get a lot of "game time" compared to other ones, but it might be cool for an ooze-themed adventure. And it might be a great way for low-level parties to "even the score" with a pesky gray ooze infestation.
 
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Sounds fun -
I ruled that a player got a lot of damage from pouring his sack of Lye (base) soap on an acidic ooze. It was fun for the one use but, I mentioned that it might not work on the next ooze they found.
He even used it as a negative conditioning to keep it at bay - similar to your ward circle idea.

I would hesitate to make it a general rule.
 

I think salt should be more expensive, especially if there is a combat use for it. It's specialized, but so is holy water. I'd charge 12 gp for a tied & dried bag. (Now we know why Roman soldiers were paid in salt -- to fight ancient aquatic oozes!)

-- N
 

Nifft said:
I think salt should be more expensive, especially if there is a combat use for it. It's specialized, but so is holy water. I'd charge 12 gp for a tied & dried bag. (Now we know why Roman soldiers were paid in salt -- to fight ancient aquatic oozes!)
Aak! That's why Rome fell! They were overrun with oozes on payday, and there were no salt stores in the city...

...um...maybe not. Anyway.

In my game economy, 1 gold piece represents a day's wages for an unskilled laborer (or about $50, in today's terms). So it isn't too hard to believe that a pound of salt would only cost about a dollar. But if your game economy is different, you should adjust the cost accordingly.

If the cost of salt causes problems in other ways (perhaps it is too cheap of a weapon, too easily available, etc.) you could always make it a "special" salt. Perhaps an alchemical blend of specific salts, instead of common table salt?

So far, we haven't had any balance issues with it. At higher levels, salt is still a pretty pitiful weapon to use, considering all of the spells available.
 

I looked over how many undead I've thrown at the PCs vs. how many oozes, and 1 GP sounds just fine. It's 25 times less useful than holy water, fer shure. :)

Anything that's a reasonable limit -- and 1 gp is a totally reasonable limit -- to low level PCs filling up a cart with it "just in case".

Cool, I'm stealing the idea at 1 gp. Thanks! -- N
 

I'm pretty sure an old dragon article that dealt with improvised weapons dealt with irritants such as ash, lye, pepper and salt. Salt was listed as doing damage to creatures like giant slugs and green slimes.
 


trav_laney said:
So far, we haven't had any balance issues with it. At higher levels, salt is still a pretty pitiful weapon to use, considering all of the spells available.
Yeah, and at low levels, oozes can kill.


Nice idea.
 

I'm surprised because this situation actually came up in one of my games several years ago and I made almost the same ruleing except for i ruled damage as 1d8. I think I'll change to 2d4 because I prefer the consistancy.
 

While I don't have salt affect all creatures, in my game certain monsters (usually with Far Realms connections) have DR x/salt. The "salt" here is generally an alchemical salting; so far I haven't made any permanent items that penetrate DR x/salt.

I like the idea of salt doing damage against certain oozes, but I prefer to save it for a special weakness rather than making it a general rule.
 

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