AVALANCHE

    An avalanche can occur on a moderate || severe slope in any
mountainous region where the terrain has a heavy snow cover
(12 inches or more). The most favorable conditions are present
during the daytime when the sun is shining and the temperature
is abnormally warm or at least higher than the average. The heat partially
melts the snow, which becomes heavier because of its
greater water content. If some areas of bare rock are present in
the vicinity of a large accumulation of snow, the chance of an avalanche
is even greater because the heat of the sun and the air
warms the rock. This heat radiates throught the rock beneath the
snow as well, giving it a higher temperature than the snow on top
of it and further weakening the bond that keeps the snow attached
to the surface it is covering. When the heat differential
and the weight of the snow both reach sufficient proportions, the
mass of snow will come loose from the slope and begin its trip
down the mountainside.

    An avalanche increases in volume and speed as it falls, because
more snow is pulled loose by the weight and friction of the
mass that is already falling. There is no good place to be in the
path of an avalanche, but a character’s chance of survival is considerably
smaller if he is standing at the base of a slope than if he
is located some distance up the slope - assuming that he is able
to avoid being carried down the slope by the force of the falling
snow.

    A character caught in an avalanche will take anywhere from
2d10 to 3d20 points of damage from impact with the falling snow
and debris that is carried along with it. The damage dice are determined
by the Dungeon Master, depending on the size of the
avalanche and the character’s location when he is hit by it. This
damage is halved for a character who, knowing he is going to be
hit, falls to the ground and curls into a ball to offer himself as
much protection as possible. If a character is standing or moving
when an avalanche hits him, he must make a successful bend
bars roll to avoid becoming part of the avalanche. A character
who is huddled in a protective position has a 50% chance of
maintaining his position and not being swept away by the snow.
Whether he is swept along in the avalanche or not, a character
will find himself buried under 2d3 feet of snow when the avalanche
subsides (or 4d3, if he is at the bottom of the slope). If he is
still alive, the character must make a Constitution Check. Success
on this check indicates that he is conscious and may be able
to dig himself out; failure indicates that he is unconscious and
must be rescued by others.

    A character who remains conscious can dig through the snow
at the rate of 1 foot per round and thereby free himself - but he
won’t necessarily know which way is up. A character who was
huddled on the ground and was not swept away when the avalanche
passed over him will be properly oriented and will always
dig in the right direction. All other characters must make a successful
Wisdom Check (rolled in secret by the Dungeon Master)
before they will know the right direction in which to dig. This
check is rolled once per round for a character who is trying to dig
himself out until a check is successful. If the first and subsequent
checks are failed, the character is spending his effort digging parallel
to the surface instead of toward it. When a check succeeds,
the character has realized his error and turned in the right direction
- but he may still have a long way to go before he breaks the
surface.

    If some characters have escaped the fury of the avalanche (by
aerial movement or magical protection, for instance) or if they
have managed to dig ?hemselves out quickly, they may be able to
locate the position of characters who are still buried and get them
out. The base chance of finding the right spot to dig in one round
of searching is lo%, modified upward by 1% per point of intelligence
of the searcher and further modified by + 25% if the buried
character is trying to dig himself out. (The snow on the surface
will be disturbed by the actions of the character underneath.) This
chance is checked separately for each character searching and
for each character being sought. For instance, if three characters
are searching in an area where four of their comrades are buried,
a total of twelve checks will be called for in the first round of
searching, and the odds are that at least one searcher will locate
at least one victim. The chance to find a buried character can be
re-checked on a round-by-round basis as long as the search is
continued.

    A character digging down to a trapped comrade can do so at
the rate of 2 feet per round if moving snow with his hands, or 3
feet per round if using an implement (weapon, pole, etc.) to
loosen the snow and make it easier to move. Up to three characters
can dig for the same victim at the same time, and for each extra
character beyond the first one an extra 1 foot of snow can be
moved per round.

    The snow cover over a victim is not airtight and may contain
trapped pockets of air, so that a character need not worry immediately
about being able to breathe. However, the air supply will
only last for 5-10 rounds (ld6 +4). After that time has expired, the
character is treated as though he is holding his breath, but without
a chance to take a deep breath before doing so; see the section
on Swimming for details on how this is handled. When the
character’s time limit for holding his breath expires, he must begin
to make successful Constitution Checks as described in the
section on Swimming. A failed Constitution Check indicates that
the victim has suffocated.


 
 
Natural Hazards in the Wilderness WSG