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License v1.0a.
WATER
Any character can wade in
relatively calm water that isn’t over his head, no check required.
Swimming in calm water only
requires skill checks with a DC of 10. Trained swimmers can just take 10.
Fast-moving water is much more
dangerous. On a successful Swim or Strength check (DC 15), it deals 1d3 points
of subdual damage per round (1d6 points of normal damage if flowing over rocks
and cascades). On a failed check, the character must make another check that
round to avoid going under. If the
character goes under, the character is drowning.
Very deep water is not only
generally pitch black, posing a navigational hazard, but worse, it deals water
pressure damage of 1d6 points per minute for every 100 feet the character is
below the surface. A successful Fortitude saving throw (DC 15, +1 for each
previous check) means the diver takes no damage in that minute.
Very cold water deals 1d6 points
of subdual damage from hypothermia per minute of exposure.
Drowning
Any character can hold her breath
for a number of rounds equal to twice her Constitution score. After this period
of time, the character must make a Constitution check (DC 10) every round in
order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails
her Constitution check, she begins to drown. In the first round, she falls
unconscious (0 hp). In the following round, she drops to –1 hit points and is
dying. In the third round, she dies.
It is possible to drown in
substances other than water, such as sand, quicksand, fine dust, and silos full
of grain.
STARVATION AND THIRST
In normal climates, Medium-size
characters need at least a gallon of fluids and about a pound of decent food
per day to avoid starvation. (Small characters need half as much.) In very hot
climates, characters need two or three times as much water to avoid
dehydration.
A character can go without water
for 1 day plus a number of hours equal to his Constitution score. After this
time, the character must make a Constitution check each hour (DC 10, +1 for each
previous check) or sustain 1d6 points of subdual damage.
A character can go without food
for 3 days, in growing discomfort. After this time, the character must make a
Constitution check each day (DC 10, +1 for each previous check) or sustain 1d6
points of subdual damage.
Characters who have taken subdual
damage from lack of food or water are fatigued. Subdual damage from thirst or
starvation cannot be recovered until the character gets food or water, as
needed—not even magic that restores hit points heals this damage.
HEAT
Heat deals subdual damage that
cannot be recovered until the character gets cooled off. Once rendered
unconscious through the accumulation of subdual damage, the character begins to
take normal damage at the same rate.
A character in very hot conditions
(above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each
previous check) or sustain 1d4 points of subdual damage. Characters wearing
heavy clothing or armor of any sort have a –4 penalty to their saves. A
character with the Wilderness Lore skill may receive a bonus to this saving
throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking normal damage (1d4 points
per hour).
In extreme heat (above 110° F), a
character must make a Fortitude save once every 10 minutes (DC 15, +1 for each
previous check) or sustain 1d4 points of subdual damage. Characters wearing
heavy clothing or armor of any sort have a –4 penalty to their saving throws. A
character with the Wilderness Lore skill may receive a bonus to this saving
throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking normal damage (1d4 points
per each 10-minute period).
A character who sustains any
subdual damage from heat exposure now suffers from heatstroke and is fatigued.
These penalties end when the character recovers the subdual damage she took
from the heat.
Abysmal heat (air temperature over
140° F, fire, boiling water, lava) deals normal damage. Breathing air in these
temperatures deals 1d6 points of damage per minute (no save). In addition, a
character must make a Fortitude save every 5 minutes (DC 15, +1 per previous
check) or sustain 1d4 points of subdual damage. Those wearing heavy clothing or
any sort of armor have a –4 penalty to their saving throws. In addition, those
wearing metal armor or coming into contact with very hot metal are affected as
if by a heat metal spell.
Boiling water deals 1d6 points of
scalding damage, unless the character is fully immersed, in which case it deals
10d6 points of damage per round of exposure.
Catching on Fire
Characters at risk of catching
fire are allowed a Reflex saving throw (DC 15) to avoid this fate. If a
character’s clothes or hair catch fire, he takes 1d6 points of damage
immediately. In each subsequent round, the burning character must make another
Reflex saving throw. Failure means he takes another 1d6 points of damage that
round. Success means that the fire has gone out. (That is, once he succeeds at
his saving throw, he’s no longer on fire.)
A character on fire may
automatically extinguish the flames by jumping into enough water to douse
himself. If no body of water is at hand, rolling on the ground or smothering
the fire with cloaks or the like permits the character another save with a +4
bonus.
Those unlucky enough to have their
clothes or equipment catch fire must make Reflex saving throws (DC 15) for each
item. Flammable items that fail sustain the same amount of damage as the
character.
COLD
Cold and exposure deal subdual
damage to the victim. This subdual damage cannot be recovered until the
character gets out of the cold and warms up again. Once a character is rendered
unconscious through the accumulation of subdual damage, the cold and exposure
begins to deal normal damage at the same rate.
An unprotected character in cold
weather (below 40° F) must make a Fortitude saving throw each hour (DC 15, + 1
per previous check) or sustain 1d6 points of subdual damage. A character who
has the Wilderness Lore skill may receive a bonus to this saving throw and may
be able to apply this bonus to other characters as well.
In conditions of extreme cold or
exposure (below 0° F), an unprotected character must make a Fortitude save once
every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of subdual
damage on each failed save. A character who has the Wilderness Lore skill may
receive a bonus to this saving throw and may be able to apply this bonus to
other characters as well. Characters wearing winter clothing only need check
once per hour for cold and exposure damage.
A character who sustains any
subdual damage from cold or exposure suffers from frostbite or hypothermia and
is fatigued. These penalties end when the character recovers the subdual damage
she took from the cold and exposure.
WEATHER HAZARDS
Winds: Winds can create a stinging
spray of sand or dust, fan a large fire, heel over a small boat, and blow gases
or vapors away. If powerful enough, they can even knock characters down (Table:
Wind Effects), interfere with ranged attacks, or impose penalties on some skill
checks.
Light Wind: A gentle breeze,
having little or no game effect.
Moderate Wind: A steady wind with
a 50% chance of extinguishing small unprotected flames, such as candles.
Strong Wind: Gusts that
automatically extinguish unprotected flames (candles, torches, and the like).
Such gusts impose a –2 penalty to ranged attacks and to Listen checks.
Severe Wind: In addition to
automatically extinguishing any unprotected flames, winds of this magnitude
cause protected flames (such as those of lanterns) to dance wildly and have a
50% chance of extinguishing these lights. Ranged weapon attacks and Listen
checks are at a –4 penalty. This is the velocity of wind produced by the gust
of wind spell.
Windstorm: Powerful enough to
bring down branches if not whole trees, windstorms automatically extinguish
unprotected flames and have a 75% chance of blowing out protected flames, such
as those of lanterns. Ranged weapon attacks are impossible, and even siege
weapons have a –4 penalty to attack. Listen checks are at a –8 penalty due to
the howling of the wind.
Hurricane-Force Wind: All flames
are extinguished. Ranged attacks are impossible (except with siege weapons,
which have a –8 penalty to attack). Listen checks are impossible: All
characters can hear is the roaring of the wind. Hurricane-force winds often
fell trees.
Tornado: All flames are
extinguished. All ranged attacks are impossible (even with siege weapons), as are
Listen checks. Instead of being blown away (see Table: Wind Effects),
characters in close proximity to a tornado who fail their Fortitude saves are
sucked toward the tornado. Those who come in contact with the actual funnel
cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of
damage per round, before being violently expelled (falling damage may apply).
While a tornado’s rotational speed can be as great as 300 mph, the funnel
itself moves forward at an average of 30 mph. A tornado uproots trees, destroys
buildings, and causes other similar forms of major destruction.
Precipitation: Most precipitation
is in the form of rain, but in cold conditions it can manifest as snow, sleet,
or hail. Precipitation of any kind followed by a cold snap in which the
temperature dips from above freezing to 30° F or below may produce ice.
Rain: Rain reduces visibility
ranges by half, resulting in a –4 penalty to Spot and Search checks. It has the
same effect on flames, ranged weapon attacks, and Listen checks as severe wind
(see above).
Snow: While falling, snow reduces
visibility as rain (–4 penalty to ranged weapon attacks, Spot checks, and
Search checks). Once on the ground, it reduces movement by half. Snow has the
same effect on flames as moderate wind (see above).
Sleet: Essentially frozen rain,
sleet has the same effect as rain while falling (except that its chance to
extinguish protected flames is 75%) and the same effect as snow once on the
ground.
Hail: Hail does not reduce
visibility, but the sound of falling hail makes Listen checks more difficult
(–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1
point of damage (per storm) to anything in the open. Once on the ground, hail
has the same effect on movement as snow.
Storms: The combined effects of
precipitation (or dust) and wind that accompany all storms reduce visibility
ranges by three quarters, imposing a –8 penalty to all Spot, Search, and Listen
checks. Storms make ranged weapon attacks impossible, except for with siege
weapons, which have a –4 penalty to attack. They automatically extinguish
candles, torches, and similar unprotected flames. They cause protected flames,
such as those of lanterns, to dance wildly and have a 50% chance to extinguish
these lights. See Table: Wind Effects for possible consequences to creatures
caught outside without shelter during such a storm. Storms are divided into the
following three types:
Duststorm: These desert storms
differ from other storms in that they have no precipitation. Instead, a
duststorm blows fine grains of sand that obscure vision, smother unprotected
flames, and can even choke protected flames (50% chance). Most duststorms are
accompanied by severe winds (see above) and leave behind a deposit of 1d6
inches of sand. However, there is a 10% chance of a greater duststorm
accompanied by windstorm-magnitude winds (see above and Table: Wind Effects).
These greater duststorms deal 1d3 points of subdual damage each round on anyone
caught out in the open without shelter and also pose a choking hazard (see The
Drowning Rule—except that a character with a scarf or similar protection across
her mouth and nose does not begin to choke until after a number of rounds equal
to ten times her Constitution score). Greater duststorms leave 2d3–1 feet of
fine sand in their wake.
Snowstorm: In addition to the wind
and precipitation common to other storms, snowstorms leave 1d6 inches of snow
on the ground afterward.
Thunderstorm: In addition to wind
and precipitation (usually rain, but sometimes also hail), thunderstorms are
accompanied by lightning that can pose a hazard to characters without proper
shelter (especially those in metal armor). As a rule of thumb, assume one bolt
per minute for a 1-hour period at the center of the storm. Each bolt causes
electrical damage equal to 1d10 eight-sided dice. One in ten thunderstorms is
accompanied by a tornado (see below).
Powerful Storms: Very high winds
and torrential precipitation reduce visibility to zero, making Spot and Search
rolls, Listen checks, and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and even protected flames have a 75%
chance of being doused. Creatures caught in the area can make a Fortitude
saving throw (DC 20) or face the following effects based on the size of the
creature. Powerful storms are divided into the following four types:
Windstorm: While accompanied by
little or no precipitation, windstorms can cause considerable damage simply
through the force of their wind (see Table: Wind Effects).
Blizzard: The combination of high
winds (see Table: Wind Effects), heavy snow (typically 1d3 feet), and bitter
cold make blizzards deadly for all who are unprepared for them.
Hurricane: In addition to very
high winds (see Table: Wind Effects) and heavy rain, hurricanes are accompanied
by flash floods (see below). Most adventuring activity is impossible under such
conditions.
Tornado: One in ten thunderstorms
is accompanied by a tornado (see Table: Wind Effects).
Fog: Whether in the form of a
low-lying cloud or a mist rising from the ground, fog obscures all sight,
including darkvision, beyond 5 feet. Creatures within 5 feet have one-half
concealment (attacks by or against them have a 20% miss chance).
Flash Floods: Runoff from heavy
rain forces creatures in its path to make a Fortitude save (DC 15). Large or
smaller creatures who fail the save are swept away by the rushing water, taking
1d6 points of subdual damage per round (1d3 points on a successful Swim check).
Huge creatures who fail are knocked down and face potential drowning.
Gargantuan and Colossal creatures are checked, but they only drown if the
waters rise above their heads.
Table: Wind Effects
Wind Force |
Wind Speed |
Ranged Attacks (Normal/Siege Weapons*) |
Creature Size** |
Wind Effect on Creatures |
Fort Save DC |
----- |
----- |
--------------------- |
-------- |
--------- |
---- |
Light |
0–10 mph |
—/— |
Any |
None |
— |
Moderate |
11–20 mph |
—/— |
Any |
None |
— |
Strong |
21–30 mph |
–2/— |
Tiny or smaller |
Knocked down |
10 |
|
|
|
Small or larger |
None |
|
Severe |
31–50 mph |
–4/— |
Tiny |
Blown away |
15 |
|
|
|
Small |
Knocked down |
|
|
|
|
Medium-size |
Checked |
|
|
|
|
Large or larger |
None |
|
Windstorm |
51–74 mph |
Impossible/–4 |
Small or smaller |
Blown away |
18 |
|
|
|
Medium-size |
Knocked down |
|
|
|
|
Large or Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Hurricane |
75–174 mph |
Impossible/–8 |
Medium-size or smaller |
Blown away |
20 |
|
|
|
Large |
Knocked down |
|
|
|
|
Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Tornado |
175–300 mph |
Impossible/impossible |
Large or smaller |
Blown away |
30 |
|
|
|
Huge |
Knocked down |
|
|
|
|
Gargantuan or Colossal |
Checked |
|
*The siege weapon category
includes ballista and catapult attacks as well as boulders tossed by giants.
**Flying or airborne creatures are
treated as one size class smaller than their actual size, so an airborne
Gargantuan dragon is treated as Huge for purposes of wind effects.
Checked: Creatures are unable to
move forward against the force of the wind. Flying creatures are blown back
1d6x5 feet.
Knocked Down: Creatures are
knocked prone by the force of the wind. Flying creatures are instead blown back
1d6x10 feet.
Blown Away: Creatures on the
ground are knocked prone and rolled 1d4?10 feet, sustaining 1d4 points of
subdual damage per 10 feet. Flying creatures are blown back 2d6?10 feet and
sustain 2d6 points of subdual damage due to battering and buffeting.
OTHER DANGERS
Use the following guidelines to
cover the other sorts of dangers a character can face.
Acid
Corrosive acids deals 1d6 points
of damage per round of exposure except in the case of total immersion (such as
into a vat of acid), which deals 10d6 points of damage per round. An attack
with acid, such as from a hurled vial or a monster’s spittle, counts as a round
of exposure.
The fumes from most acids are
inhalant poisons. Those who come close enough to a large body of acid to dunk a
creature in it must make a Fortitude save (DC 13) or take 1 point of temporary
Constitution damage. All such characters must make a second save 1 minute later
or take another 1d4 points of temporary Constitution damage.
Creatures immune to acid’s caustic
properties might still drown in it if they are totally immersed.
Ice
Characters walking on ice must
make Balance checks (DC 15) to avoid slipping and falling. Over long distances,
a character must make a check each minute. Characters in prolonged contact with
ice may run the risk of cold damage.
Lack of Air/High Altitude
Characters in conditions of low
oxygen, such as on top of a mountain, must roll a Fortitude saving throw each
hour (DC 15, +1 per previous check), taking 1d6 points of subdual damage each
time they fail.
A character who sustains any
subdual damage from lack of oxygen is automatically fatigued. These penalties
end when the character recovers the subdual damage he took from low oxygen.
Altitude Sickness: Long-term
oxygen deprivation due to high altitude affects mental and physical ability
scores. After each 6-hour period a character spends at an altitude of over
20,000 feet, he must make a Fortitude save (DC 15, +1 per previous check) or
take 1 point of temporary damage to all ability scores.
Suffocation
A character who has no air to
breathe can hold her breath for 2 rounds per point of Constitution. After this
period of time, the character must make a Constitution check (DC 10) in order
to continue holding her breath. The save must be repeated each round, with the
DC increasing by +1 for each previous success.
When the character fails one of
these Constitution checks, she begins to suffocate. In the first round, she
falls unconscious (0 hp). In the following round, she drops to –1 hit points
and is dying. In the third round, she suffocates.
Slow Suffocation: A Medium-size
character can breathe easily for 6 hours in a sealed chamber measuring 10 feet
on a side. After that time, the character takes 1d6 points of subdual damage
every 15 minutes. Each additional Medium-size character or significant fire
source (a torch, for example) proportionally reduces the time the air will
last. Thus, two people can last for 3 hours, after which they each take 1d6
points per 15 minutes. If they have a torch (equivalent to another Medium-size
character in terms of the air it uses), the air runs out in only 2 hours.
Small characters consume half as
much air as Medium-size characters. A larger volume of air, of course, lasts
for a longer time. So, for instance, if two humans and a gnome are in a sealed
chamber measuring 20 feet by 20 feet by 10 feet, and they have a torch, the air
will last almost 7 hours (6 hours/3.5 people and torches x 4 10-ft. cubes =
6.86 hours).
Lava
Lava or magma deals 2d6 points of
damage per round of exposure, except in the case of total immersion (such as
when a character falls into the crater of an active volcano), which deals 20d6
points of damage per round. Damage from magma continues for 1d3 rounds after
exposure ceases, but this additional damage is only half of that dealt during
actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to heat
or fire serves as an immunity to lava or magma. However, a creature immune to
heat might still drown if completely immersed in lava.
Smoke
A character who breathes heavy
smoke must make a Fortitude saving throw each round (DC 15, +1 per previous
check) or spend that round choking and coughing. A character who chokes for two
consecutive rounds takes 1d6 points of subdual damage.
Smoke obscures vision, giving
one-half concealment (20% miss chance) to characters within it.
Falling Objects
Just as characters take damage
when they fall more than 10 feet, so too do they take damage when they are hit
by falling objects. Objects that fall upon characters deal damage based on
their weight and the distance they have fallen.
For each 200 pounds of an object’s
weight, the object deals 1d6 points of damage, provided it falls at least 10
feet. Distance also comes into play, adding an additional 1d6 points of damage
for every 10-foot increment it falls beyond the first (to a maximum of 20d6
points of damage).
Objects smaller than 200 pounds
also deal damage when dropped, but they must fall farther to deal the same
damage. Use Table: Damage from Falling Objects to see how far an object of a
given weight must drop to deal 1d6 points of damage.
Table: Damage from Falling Objects
Object Weight |
Falling Distance |
------------- |
---------------- |
200–101 lb. |
20 ft. |
100–51 lb. |
30 ft. |
50–31 lb. |
40 ft. |
30–11 lb. |
50 ft. |
10–6 lb. |
60 ft. |
5–1 lb. |
70 ft. |
For each additional increment an
object falls, it deals an additional 1d6 points of damage. For example, since a
30-pound metal sphere must fall 50 feet to deal damage (1d6 points of damage),
such a sphere that fell 150 feet would deal 3d6 points of damage. Objects
weighing less than 1 pound do not deal damage to those they land upon, no
matter how far they have fallen.