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Post by Scott on Jan 13, 2005 21:12:13 GMT -5
I've seen this discussed before, but don't know if Ive ever seen a conclusive answer. How long does a ghoul's paralysis last? Scott
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Falconer
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Post by Falconer on Jan 14, 2005 3:04:13 GMT -5
"Any human or demi-human creature struck by a ghoul must save versus paralyzation or become immobile for 3-12 turns." T1 The Village of Hommlet, p. 15. Regards.
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Post by geneweigel on Jan 14, 2005 11:12:03 GMT -5
Here's a post I did on Dragonsfoot about the subject a while back:
Here's a bit on paralyzation from various Sage Advice columns in Dragon Magazine:
#37
Question: How long does the paralysis caused by a car- rion crawler, ghast or ghoul last?
Answer: I have always assumed it to be 24 hours. However, since the duration of the paralysis is not clearly defined in any of the books, I suggest that each DM decide the duration in his particular campaign. * * *
#39
Question: In TD-37 Sage Advice there was a ques- tion referring to the paralysis caused by ghouls, ghasts and carrion crawlers. The reply stated that the duration of the paralysis was not clearly defined in any of the rule books. However, a duration for the paralysis inflicted by ghouls is given on page 15 of T1, The Village of Hommlet. It states that "Any human or demi-human must save vs. paralyzation or become immobile for 3-12 turns." I suppose this is the official word. Still, what is the duration of the paralysis caused by ghasts and carrion crawlers?
Answer: According to Lawrence Schick, Vice-President for Production and Design at TSR Hobbies, the paralyzation caused by carrion crawlers is of the same duration as that caused by ghouls 3-12 turns. Paralyzation caused by a ghast takes twice as long 6-24 turns to wear off. * * *
#43
Question: Does one saving throw, apply to multiple attacks (e.g. If three ghouls hit one character simultaneously are three saves necessary to negate paralyzation?)?
Answer: The act of rolling a saving throw is the end result of the concept that there is a chance for an occurrence to not adversely influ- ence a character for one reason or another. In the case of three ghouls making paralyzation attacks, there are three separate chances to be in- fluenced by the magic of the ghouls and thus a need for three separ- ate saving throws. Just because a character is lucky enough to resist the influence of two ghouls does not mean that the luck he has will or will not run out with that third attack. J. Ward, W. Niebling
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Post by Scott on Jan 14, 2005 21:29:57 GMT -5
That is rough. On average that in an hour and 20 minutes of time waiting for the paralysis to wear off. I'll be enforcing this rule a lot stricter in the future. The Slayers Guide to Undead has the best explaination for the ability I've read, "In essence, the ghoul's attack transfers the rigor mortis, that by rights should constrain the ghoul, onto the victim." Scott
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GT
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Post by GT on Jan 16, 2005 10:40:28 GMT -5
OK... How 'bout the Rod of Lordly Might? Wasn't there a Sage Advice or early Polyhedron column that put its Paralysis at 1 - 4 turns? i can't remember, but I believe that was the case... ^__^
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GT
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Post by GT on Jun 7, 2009 10:40:48 GMT -5
Here's another, this answer definitely from the Gar-Bear himself: Ghoul and Carrion Crawler paralysis lasts 5D4 rounds (Polyhedron #2, pg. 3)
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Post by GRWelsh on Aug 17, 2009 19:54:22 GMT -5
I like the 5-20 rounds duration best. It allows for potential of wearing off while a melee is still going on, which creates drama. The same applies to the hold person spell cast by lower level casters.
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GT
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Post by GT on Aug 18, 2009 7:20:53 GMT -5
I do agree with the one save per successful hit bit from above... and yes, I like the 5 - 20 rds better, too. ^__^
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Post by geneweigel on Aug 18, 2009 20:23:14 GMT -5
I would have a chance for each effect plus the DM's choice would be a few rounds but with floppy wrists for several days... Just kidding!
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Post by davegibsongreyhawkdm on Jan 28, 2018 10:55:39 GMT -5
Here's another, this answer definitely from the Gar-Bear himself: Ghoul and Carrion Crawler paralysis lasts 5D4 rounds (Polyhedron #2, pg. 3) I've typically gone with the longer turn paralysis per VOH, but this is an interesting alternative? Maybe a combination - if save is failed, roll system shock, failed system shock results in the longer duration per VOH, successful system shock results in the 5D4 rounds of paralysis?
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Post by geneweigel on Jan 28, 2018 12:39:47 GMT -5
Here is the official answer that GT mentioned from POLYHEDRON #2 (it says "Autumn 1981 but it was specifically out August 1981):
and here was a non-AD&D question for "D&D" in POLYHEDRON #19 (SEP 1984):
NOTE BY ME: Ghasts ARE NOT "directly related" to ghouls rather they are super ghouls.
And here is how it relates to glyph of warding from POLYHEDRON #21 (JAN 1985):
POLYHEDRON #16 (FEB 1984):
D1 SHRINE OF THE KUO-TOA (1978) had permanent paralyzation as a one-time poison:
S3 EXPEDITION TO BARRIER PEAKS (1980) had a paralysis pistol:
MONSTER MANUAL II (1983) has pentadrone modrons with paralysis gas:
This isn't exhaustive. This is just what I was able to compile as examples.
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Post by davegibsongreyhawkdm on Jan 29, 2018 4:53:49 GMT -5
Here's another, this answer definitely from the Gar-Bear himself: Ghoul and Carrion Crawler paralysis lasts 5D4 rounds (Polyhedron #2, pg. 3) I've typically gone with the longer turn paralysis per VOH, but this is an interesting alternative? Maybe a combination - if save is failed, roll system shock, failed system shock results in the longer duration per VOH, successful system shock results in the 5D4 rounds of paralysis? The duration of the paralysis has been a largely moot point in all of the gaming sessions I can recall, due to how I have ghouls immediately fall to dragging off, rending and gnashing the flesh of any paralysis victims at the first available opportunity, even in the midst of melee combat if they can get away with it! If the party doesn't fight off ghouls from any paralyzed prey right away, the deaths come quickly!
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Post by davegibsongreyhawkdm on Jan 31, 2018 17:20:16 GMT -5
Here is the official answer that GT mentioned from POLYHEDRON #2 (it says "Autumn 1981 but it was specifically out August 1981): and here was a non-AD&D question for "D&D" in POLYHEDRON #19 (SEP 1984): NOTE BY ME: Ghasts ARE NOT "directly related" to ghouls rather they are super ghouls. And here is how it relates to glyph of warding from POLYHEDRON #21 (JAN 1985): POLYHEDRON #16 (FEB 1984): D1 SHRINE OF THE KUO-TOA (1978) had permanent paralyzation as a one-time poison: S3 EXPEDITION TO BARRIER PEAKS (1980) had a paralysis pistol: MONSTER MANUAL II (1983) has pentadrone modrons with paralysis gas: This isn't exhaustive. This is just what I was able to compile as examples. I have DM'ed ghouls and ghasts that it is their two claw {touch causes paralysis per MM} attacks that can cause paralysis, and not their bite attack? So if a PC is hit three times claw/claw/bite by one ghoul or ghast within a melee round, then two paralysis saving throws are applicable - is this a correct ruling? Is bite attack considered touch also requiring a paralysis saving throw as well? Cold iron weapons cause double damage to ghasts, would this also apply to ghouls? Why or why not?
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Post by geneweigel on Jan 31, 2018 20:47:57 GMT -5
Its three. As they were once 3 attacks so it was grandfathered in but there are some contradictory paralysis info due to mix ups:
From DRAGON #39 Sage Advice (JUL 1980) which was not official:
From DRAGON #43 (NOV 1980)
From MONSTER CARDS (1981) Ghoul card:
I believe the three attacks paralyze is pretty legit as in SLAYER'S GUIDE TO THE UNDEAD (2002) Gary wrote:
As for cold iron, I'd assume its "demonic" because they're derived from manes demons. The "iron weapons" do damage to demons and not devils.
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