4.10.2006
  Rulings
First things first.

Monks don't get new saving throws where originally none are allowed. There's no opportunity for a successful save, meaning that you can't save in this case for no damage, i.e., ,when there's no saving throw in the first place, as in Ice Storm. This is 1E canon, although it may not be explicitly clear in the PH. So, as the title of the post indicated, Ice Storm is no save, meaning Marivhon takes the full 21 hp.

Second, Wall of Ice can be cast as an Ice Storm. It's sort of weird- why would any mage take Ice Storm when another 4th circle spell gives you all that and more? But anyway, there's the Ice Storm for you.

Third, I didn't realize that the Wall of Ice was an innate ability, thanks for clearing that up. That round, the death knight will also Power Word: Stun the polar bear that round, taking him out of commission for the fight.

Fourth, there's no 5' fear effect going on. So either you aren't fighting a by-the-book death knight, which would be perfectly valid, or two, something weird is going on, which is probably true in any case. (See below.)

Fifth, I think it's completely fair for one summoned creature to interpose with another, especially given the geometry of the combat- how many people can be surrounding one medium sized creature in the back of a room? Plus a golem? The demon gets in the way. And yes, the demon's attacks are considered blunt weapons- unarmed attacks are automatically classified as such.

Brogg, you already cast Invisibility to Undead, but if you took it twice and want to re-do it, go ahead. Of course, if you'll read Paul's post, you see that death knights can Detect Invisibility, but cast what you'd like. Potion drank. Actually, I just looked at your character sheet. You only took this spell once, so please choose another action.

Looking at stats, a hasted clay golem probably has it over the demon, and it looks like the golem is winning, but they're still presently engaged.

Renwick, BR 98, the first Magic Missile gets through. "Ouch," says the death knight. The second round, BR 5, it's reflected back. You take 6 this time, and the death knight laughs. Third round, which brings us current, you MM Skullbones for 9, it gets through, and now he looks pissed. "Here's some magic for you, asshole," he says bitterly, and 20d6 fireballs you.

Oh, and yes, Cinder took that 21 hp, so he's dead too. Marivhon and Rodger the Ranger slip lower, and it's up to the two priests to cleanse the world of this outrageously powerful and overmatched evil. Skullbones looks hurt though, so it might be possible- you've done 38 to him so far. How will D1: The Rod of Orcus finally conclude?
 
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Descent into Depths is an old school 1st Edition AD&D adventure run by the Infinity Group.

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