What items will 5 points of acid damage destroy?

Menexenus

First Post
Ok, I'm running an old 3.0 module for my gaming group (Necromancer Games' "The Hall of the Rainbow Mage"). In one of its more dastardly traps, a room full of acid is released. The text says that the acid does 2d4 points of damage per round to "all PCs, metal, leather, wood, cloth equipment and clothing" coming in contact with it. The text also specifies that "the powerful acid ignores Hardness values..." (p. 43 of the module). FYI, one character was splashed with the acid from head to toe while another got hit only up to waist-high.

It was reasonable for both characters to be able to exit the acid area within one round, so I rolled the dice and everything touched by the acid took 5 points of damage (an average roll). Now we were trying to figure out what could and what could not sustain 5 points of damage, ignoring hardness. We learned that magical weapons and armor have 10 extra hitpoints per +1 enhancement bonus. So they will be damaged but they will survive.

We are wondering, though, about other magic items, such as cloaks, gloves, and boots. We have not been able to find a rule saying that they get bonus hit points as well. Would they be toast? What about Bags of Holding? Would they be toast, too? (If so, I assume they would disgorge their contents onto the floor around the character that had been carrying them. Is that correct?) What about scabbards? Do they share the bonus of their magic items, or would they fall apart, causing the weapons they contained to fall to the floor (ie. into the acid)?

Any help you can provide would be appreciated. Thanks.
 

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Its been a while since I used 3.0, but I don't think the basic rules changed that much.

In 3.5, worn/carried items are not affected unless the character rolls a 1 on the save, and even then its only one randomly selected item...and that item gets a save of its own, as shown here.

Regarding objects hardness and hit points, the text covers weapons and armor pretty well, but this table is all the guidence they offer on other stuff... which means this wanders off into HR territory pretty quick.

By the text you gave, with the acid ignoring hardness and affecting *all* items touched, pretty much everything the characters are wearing that is not metal would be destroyed with 5 points of damage.
The rules for extra hardness and hit points specificly apply to weapons/armor.. but I would apply them to other magical items as well...otherwise a 'Rope of Entanglement' is pretty easy to cut out from :)

Losing all your gear like that is not usually taken well to, so I would suggest that the item resists dissintegration 1 round for every point of hardness it has, and allow a full round action to remove the acid from the character with some sort of scraping implement {which gets to take the damage and is destroyed at the end of the action}. This allows the players to do something about the pending sudden un-equipage.

And yes, that is a dastardly trap :)
 

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