<timeanddate.com>
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At most times and in
most places,
the physical conditions of the environment
do not generally present any hindrance to the successful performance of
normal activities.
However, when one or more extreme conditions
are evident,
the effect on performing even the simplest
task or maneuver can be so drastic as to make success virtually or actually
impossible.
Temperature && Wind +
<note: dungeons
are noted as "relatively cold places" - cf.
Giant Scorpion>
<note: cold
does send the body into 'shock', and it raises the metabolism, in theory>
<try to combine the following
table with the table on page 26, if possible>
When the DM first asseses
the effect of the environment
on characters && creatures, he
first takes into acct. the
ET
&& the current wind velocity.
Other considerations may also apply in
special cases, and those effects
may either augment or supersede the effects
of temperature and
wind velocity.
Table 4: TEMPERATURE EFFECTS <corrected: check!>
Personal Temperature | Str | Dex | Con | Land Move | Attack Rolls | Celsius |
-40 or lower | -2 / -1 | -5 / -4 | -2 / -1 | 1/2 | -4 | -40 |
-39 to -30 | -2 / -1 | -4 / -3 | -2 / -1 | 1/2 | -3 | -39 to -34 |
-29 to -20 | -1 / 0 | -3 / -2 | -1 / 0 | 2/3 | -2 | -33 to -29 |
-19 to -10 | -1 / 0 | -2 / -1 | -1 / 0 | 2/3 | -1 | -28 to -23 |
-9 to 0 | - | -2 / -1 | - | 3/4 | -1 | -22 to -17 |
1 to 10 | - | -1 / 0 | - | 3/4 | - | -16 to -13 |
11 to 20 | - | -1 / 0 | - | - | - | -12 to -7 |
21
to 79 |
-
- - |
-
- - |
-
- - |
-
- - |
-
- - |
- |
80 to 89 | - | - | 0 / -1 | 3/4 | - | 27 to 31 |
90 to 99 | 0 / -1 | - | -1 / -2 | 3/4 | -1 | 32 to 36 |
100 to 109 | -1 / -2 | 0 / -1 | -2 / -3 | 2/3 | -2 | 37 to 42 |
110 to 119 | -1 / -3 | -1 / -2 | -3 / -4 | 1/2 | -3 | 43 to 48 |
120 or higher | -2 / -4 | -1 / -3 | -4 / -5 | 1/2 | -4 | 48 or higher |
<correct this> Pink = 'your face is flushed, because you are performing strenuous activity, or you have performed strenuous activity within the last 2 turns"
<[Notes on the Temperature
Effects Table : It seems that the rules are written for playability at
the table, or, rather, that was a consideration in their design.
(Is that the most counter-intuitive
thing you've read all day, or what?).
Specifically, the changes
to Land Move && Attack Rolls, and primarily the fact that Str,
Dex, Con, do not affect the ability scores per se, but checks made with
those ability scores.
Maybe some things on the
Temperature Damage table as well.
Would it be easier, and
more realistic, to code the above as the actual ability scores? <nope
for the latter>]>
How to USE the Temperature Effects Table
First, the DM must determine
the PT for the character in question.
<e>
Reading across on the appro. line will
give the effects of that temperature upon the physical abilities of the
character and some activities he might attempt.
STR:
This column shows the reduction in a character's STR score that applies
for as long as his PT
remains within the indicated range.
Numbers to the left of the / indicate
the reduction if the character is performing non-strenuous activity; <define>
#s to the right of the / are usd when
the character is performing strenuous activity, <define>
or if such activity has been performed
within two turns.
Example:
A character is walking around in an environment where his personal temperature
is 105
degrees. If he attempts to accomplish something that
requires
a bend bars roll to succeed, the success of that attempt is
determined
as if he had a strength of one less than his actual
score.
(Any exceptional strength score is reduced to a score of 18
for purposes
of the determination.) If the character has been
performing
strenuous activity, <l> or has undertaken such activity within
two turns
of the time of the bend bars attempt, then success is
determined
as if the character had a strength of two less than his actual
score.
(Any exceptional strength score is reduced to 17 for purposes
of this
determination).
The columns for Dex
and Con are used in much the same way
as the Str column:
A character’s scores in these areas are lowered
by the indicated amount whenever an Ability
Check or some
other use of the ability score is required.
For purposes of these
determinations, percentile scores for
a cavalier or a paladin in
dexterity and constitution are disregarded
and only the part of the
score represented by a whole number is
used.
Land Move
gives a fraction that represents the amount of reduction
a character must take in his normal max.
movement
rate at a certain PT.
For example,
a character
with a normal maximum move of 12” can only move at 6” in an personal temperature
of -30 degrees or lower.
Round
all fractional results up to the nearest whole number;
half
of 9” is 5”,
and three-quarters
of 6” is 5“.
Attack
Rolls shows the penalty on “to hit” and damage rolls
that a character must take when using
either a missile weapon or
a melee weapon at a certain personal temperature.
This penalty
is cumulative with any penalties that
may apply because of a reduction
in strength. For instance, at a temperature
of 100 degrees
a character with 17 STR is treated as
if he had a
strength score of 16 or 15 (depending
on the kind of activity he is
engaged in). This automatically prohibits
him from enjoying the
“to hit” bonus that he would normally
have by virtue of his 17
strength. In addition, he takes a penalty
of -2 on “to hit” and
damage rolls, as prescribed by this column
of the table. A damage
result can never be reduced below 1 point
as the result of
these penalties.
All of the entries on this table assume
that a character is appropriately
attired and outfitted for the temperature;
for instance, the
DEX
penalties for cold temperatures take into account the
fact that a character has wisely clothed
himself and covered his
hands - reducing his mobility and flexibility,
but enabling him to
avoid the possibly fatal effects that
would occur if he was not
properly protected against the elements.
The effects of the environment
on a character who is not properly protected
are described
later in this section.
Wind +
Cyclone/Hurricane/Typhoon | Drought | Gale | Mist or Fog | Sandstorm/Dust
Storm/
Blowing Snow |
Tornado | Hailstorm | Ice/Sleet Storm | Lightning Storm | Severe Snowstorm |
Several unusual or infrequently occurring weather conditions
can present special problems to characters who try to perform
what would otherwise be normal, nonstrenuous activities. Those
effects are summarized below.
Gale:
The special effects
of this type of weather are covered
in the sections
on Encumbrance && Movement and Vision && Visibility.
Sandstorm/Dust Storm/Blowing Snow:
Ice/Sleet Storm:
As fearsome as it may seem, this type of precipitation
does not normally cause damage to characters
who are
caught out in the open when it occurs, as long
as the characters
take simple precautions and as long as they keep
moving.
Exposed skin and lightly clothed parts of the
body must be covered
promptly, regardless of whether the characters
are stationary
or moving. Failure to do this will result in
characters taking
cold damage as
described below in the section on Damage from
Heat and Cold.
It is important to keep moving, if this is possible,
because the
body heat generated by physical exertion helps
to offset the effects
of ice buildup on a character’s clothing and
forestall the
possibility of damage
from exposure (see the section on Damage from Heat and Cold). <e>
“Moving” does not necessarily mean forward
movement; even simple calisthenics will suffice,
if characters
are unable or unwilling to travel. Unconscious
or immobilized
characters can be protected from icing up by
simply shielding
them with canvas, skins, or other characters’
bodies.
A character who keeps moving will not be hindered
in terms of
movement or dexterity by the accumulation of
ice on his armor
and clothing; the ice will not form around the
joints in a suit of armor,
for instance, as long as the joints are frequently
moved.
Severe Snowstorm:
This is another type
of special weather that
isn’t as treacherous
as it might seem, as long as characters are
well prepared for
it or are able to take appropriate precautions at
the outset of the
storm. In addition to what is described on the
Temperature Effects
Table && Wind Velocity Effects Table
above, a severe
snowstorm will affect visibility (see the section on
Vision and Visibility)
and may cause exposure damage in addition
to possible damage
from cold for a character who is unable to
take precautions
(see the following section).
In addition to the effects of temperature on a character’s ability
to perform certain functions (see the Temperature Effects
Table,
above), extremely hot and cold temperatures can also cause
damage to a character - sometimes even if he has taken every
possible precaution to prevent such an occurrence. However, a
character who has properly outfitted himself and who allows the
conditions to govern his activity to some degree has a smaller
chance of suffering damage as a result of those conditions.
Table 9: TEMPERATURE DAMAGE
TO CHARACTERS
Personal Temperature | Unprotected: Con | Unprotected: Dmg | Protected: Con | Protected: Dmg |
-60 or lower | +14 | 8 | +9 | 4 |
-59 to -50 | +13 | 8 | +8 | 4 |
-49 to -40 | +12 | 7 | +7 | 3 |
-39 to -30 | +11 | 7 | +6 | 3 |
-29 to -25 | +10 | 6 | +5 | 3 |
-24 to -20 | +10 | 6 | +5 | 2 |
-19 to -15 | +9 | 5 | +4 | 2 |
-14 to -10 | +8 | 5 | +3 | 2 |
-9 to -5 | +7 | 4 | +2 | 1 |
-4 to 0 | +6 | 4 | +1 | 1 |
1 to 5 | +5 | 3 | 0 | 1 |
6 to 10 | +4 | 3 | - | - |
11 to 15 | +3 | 2 | - | - |
16 to 20 | +2 | 2 | - | - |
21 to 25 | +1 | 1 | - | - |
26 to 30 | 0 | 1 | - | - |
31 to 84 | -- | -- | - | - |
85 to 89 | 0 | 1 | - | - |
90 to 94 | 0 | 1 | 0 | 1 |
95 to 99 | +1 | 2 | 0 | 1 |
100 to 104 | +2 | 3 | 0 | 2 |
105 to 109 | +3 | 3 | 0 | 2 |
110 to 114 | +3 | 4 | 0 | 3 |
115 to 119 | +5 | 5 | 0 | 3 |
120 or higher | +6 | 6 | +1 | 4 |
Damage Adjustments
- | Cold | Hot |
Stationary/inactive | +1 to +3 | -1 to -3 |
Strenuous activity | +1 to +2 | +1 to +4 |
Fatigued and not resting | +1 to +6 | +1 to +6 |
Constitution Check Adjustments
Character level 4-6 | -1 |
Character level 7-9 | -2 |
Character level 10-12 | -3 |
Character level 13-15 | -4 |
Character level 16+ | -5 |
How to Use the Temperature Damage to Characters Table
The DM should locate the line referring to the current
effective temperature and determine the status (protected or
unprotected) of the character in question. For general definitions
of “protected” and “unprotected,” see the section on Dressing
for the Weather.
Con: This column shows
whether or not a CON Check is
required, and if so the amount of the die roll modifier for that
check. An entry of "--" means that no check is required; an entry
of “0” means that a check is required, but no die roll modifier is
used. The modifiers at the extreme ends of the table take into account
the reduction in a character’s CON score that is
called for by the Temperature Effects Table. A CON
Check should be made every three turns, and all such die rolls
are made by the DM in secret. For characters of 4th
level or higher, the adjustments given below the table should be
applied to the die roll before success or failure on the check is determined.
A failed check indicates that the character in question
has suffered damage because of the heat or cold.
Dmg: This column shows the max.
amount of damage
that a character can suffer as the result of a failed CONCheck.
The actual damage suffered is either a random number
between 1 and the given maximum, or 10% of the character’s
current hit points, whichever is less. (To determine damage in the
range from 1 to 7 points, simply roll 1 d8 and reroll if a result of
8 is
obtained.) The damage figures in the table assume that a character
is engaged in normal, nonstrenuous activity. If this is not the
case, the appropriate damage adjustment given below the table
should be used; generate a random number within the prescribed
range and apply it as an addition or subtraction to the
damage figure. (The negative adjustment for being stationary or
inactive in hot weather can negate any damage that would otherwise
have been taken.)
To be eligible for a damage adjustment, a character must have
been engaged in something other than normal activity for at least
one full turn out of the three turns that elapse between Constitution
Checks. If more than one of the categories applies to the activity
a character has undertaken during the three-turn period, the
Dungeon Master should use the category least favorable to the
character unless common sense dictates otherwise. Example of
an exception: A character is resting in 100-degree heat when
suddenly he is ambushed. He jumps to his feet and engages in
melee combat for one turn, successfully dispatching or beating
off his attacker. He rests again afterward, and is resting when it
comes time for a Constitution Check. Even though he has engaged
in strenuous activity for one turn out of the three, the
Dungeon Master should consider the circumstances and the
character’s intent and apply the damage adjustment for being inactive
instead of the adjustment for strenuous activity - or perhaps
make no adjustment at all, considering the fact that the
character did indeed engage in strenuous activity but it wasn’t of
his choosing.
Damage from heat or cold is different from damage that a character
takes as the result of a wound or some other physical
trauma. A character can die from the effects of hot or cold temperature,
but if he survives then he can regain hit points lost from
heat or cold at the rate of one per hour. To be eligible for this
speedy recovery, the effective temperature for the character
must be within the tolerable range (where no Constitution Check
is required) and the character must be resting or performing only
minimal physical activity. (Building a campfire and cooking a
meal is minimal physical activity; moving at normal speed is not.)
Hypothermia:
When an unprotected character fails three consecutive
CON Checks
for cold damage, or when a protected
character fails six consecutive Constitution
Checks for
cold damage, he begins to suffer the effects
of hypothermia. Until
he helps himself or is aided by someone else,
he will lose 1 point
per turn thereafter from his physical ability
scores (strength, dexterity,
and constitution) and 1 point every two turns
from his wisdom
score, to a minimum of 3 in any category. If
two of his
physical ability scores drop to 3, the character
is incapacitated. In
1d3 turns thereafter, he falls unconscious, and
2d4 turns after
that he will die, regardless of hit points remaining.
An afflicted character can be aided by getting
him into a tolerable
environment (warm enough so that no Constitution
Check for
cold damage is required). As long as the effective
temperature for
the victim remains tolerable, he will regain
lost ability-score
points at the rate of 1 point per category per
hour. Until all of his
ability scores are restored to their original
levels, he will be susceptible
to a relapse if he moves back into the cold;
every time he
fails a Constitution Check after re-entering
the cold, he has a
50% chance of again suffering hypothermia.
Frostbite: Whenever
the effective temperature for a character
is 0 or lower and his hands, feet, or ears are
exposed or improperly
covered, any cold damage he suffers will affect
the vulnerable
extremities first, and the character may develop
frostbite.
Table
10: FROSTBITE DAMAGE TO CHARACTERS
Body Part Vulnerable | Damage Caused To | Frostbite Occurs At |
Feet | Feet all | 4 pts. |
Ears | Ears all | 6 pts. |
Hands | Hands all | 8 pts. |
Hands & Ears | Ears 1/2, Hands 1/2 | - |
Feet & Ears | Feet 2/3, Ears 1/3 | - |
Hands & Feet | Feet 1/2, Hands 1/2 | - |
All Three | Feet 1/3, Ears 1/3, Hands 1/3 | - |
When a character susceptible to frostbite suffers
cold damage,
the first points of that damage are applied to
any vulnerable extremities
for the purpose of determining whether frostbite
occurs.
If more than one body part is vulnerable and
the damage cannot
be distributed evenly among the parts, apply
the “leftover” damage
to the body part(s) named first, making the distribution
as
even as possible. Examples: If hands and ears
are vulnerable
and 3 points of damage is indicated, apply 2
points to ears and 1
point to hands. If feet, ears, and hands are
all vulnerable and 7
points of damage is indicated, apply 3 to feet
and 2 each to ears
and hands. If all three are vulnerable and 5
points of damage is
taken, apply 2 to feet, 2 to ears, and 1 to hands.
The right-hand column of the table shows the amount
of cold
damage that will cause a certain body part to
become frostbitten.
Damage continues to accrue after frostbite occurs,
until a body
part receives an additional four points of damage;
at that point,
severe frostbite occurs.
Frostbitten ears will cause discomfort and distraction;
the victim
takes a - 1 penalty on all initiative rolls,
and any opponent’s
chance to surprise him is increased by 1 in 6.
Severely frostbitten
ears are numb; the victim suffers no noticeable
discomfort, and
the penalties given above no longer apply - but
if the victim does
not treat or receive treatment for the frostbite
within two turns after
it becomes severe, his ear(s) will be permanently
damaged.
Frostbitten feet are a great hindrance to mobility
and maneuverability
for a character on foot; he moves at one-half
normal
speed and takes a two-step penalty to armor class
in any situation
that requires dodging ability or abrupt changes
of position
(such as defending himself in combat). Severely
frostbitten feet
are no longer painful, and because of this the
character can once
again move on foot at normal speed, but the penalty
to armor
class still applies.
A victim who is riding or being carried or is
otherwise elevated
so that his feet are not touching the ground
does not suffer either
of the above penalties, but is still in danger
of serious injury from
the frostbite. If the victim does not receive
treatment for severely
frostbitten feet within one turn after the onset
of that condition,
his feet will be permanently damaged.
A character with frostbitten hands has a -6 penalty
to hit with
any thrown or fired missile weapon, and is -4
to hit with a melee
weapon. If his hands become severely frostbitten,
the penalty to
hit with a melee weapon lessens to -2, but the
-6 penalty for
missile weapons still applies. Other penalties
and restrictions
may apply, depending upon the circumstances and
the DM’s judgment.
For instance, it should be very difficult (if
not
impossible) for the victim to make a successful
Proficiency Check
for rope use. If the
victim does not receive treatment for severely
frostbitten hands within two turns of the onset
of that condition,
his hands will be permanently damaged.
Heat exhaustion: The “hot” end of the Temperature
Damage
to Characters Table accounts for the effects
of heat exhaustion,
which is the milder of the two temperature-related
maladies that
can affect characters in hot weather. As described
in the text following
that table, damage suffered as a result of the
heat can be
negated if the character moves into a cooler
environment and
does not engage in strenuous activity. Heat exhaustion
is not the
same as “normal” exhaustion,
as described in the section on Fatigue
and Exhaustion; heat exhaustion (or, simply,
damage taken
from exposure to hot weather) can occur even
if a character is not
fatigued.
Heatstroke: If a character becomes exhausted
when the ET for that character is high
enough to require a
CON Check for damage (see the Temperature Damage
to
Characters Table), then he has suffered heatstroke.
He will immediately
collapse, with a 50°/o chance of lapsing
into unconsciousness.
Even if he remains conscious, he will be incapable
of
moving or defending himself (unlike a normally
exhausted character,
who can still fight if necessary). From this
time until he recovers,
all of his constitution Checks will automatically
fail, and
he will suffer maximum damage whenever damage
from heat is
indicated.
The treatment for heatstroke involves much more
than simply
getting the victim into a tolerable environment
- he must be
cooled quickly and drastically by immersion in
very cold water or
by some magical means that cools him and keeps
him cool for at
least an hour (see the section on Magic in the
Wilderness).
If a heatstroke victim does not receive treatment
within three
turns after the onset of the condition, he will
suffer a drop in constitution
of one point per turn thereafter, and if constitution
reaches zero, the character dies. If he is treated
after the constitution
loss has begun, he will naturally regain one
point of constitution
for every turn that he remains in the treatment
up to a
maximum of two-thirds (rounded up) of the points
that were lost.
The remainder of his constitution points are
permanently lost (although
they may be restored by magical means).
Example: A protected character with a constitution
of 13 gets
lost in the desert when his personal temperature
is 105 degrees
and becomes exhausted from continually moving
at a fast pace in
search of his comrades. He has taken some damage
from heat,
but fortunately he started with enough hit points
to stay away
from death’s door during his search. Now, however,
he succumbs
to heatstroke. On the failed Constitution Check
that signaled
the onset of heatstroke, he suffers 8 points
of damage (the
maximum of 2 for the temperature plus the maximum
adjustment
of 6 for being fatigued and not resting). Three
turns after collapsing,
he automatically fails another Constitution Check
for heat
damage and suffers 1 point of damage (the maximum
of 2 for the
temperature, plus the least beneficial adjustment
of - 1 for being
inactive). Now he begins losing constitution
points at the rate of
one per turn (and, in addition, suffers another
1 point of heat damage
every three turns). A total of 10 turns pass
before he is found
by his comrades, who immediately begin treatment
for heatstroke.
The victim is down to a constitution of 3 at
this point, but
after at least seven consecutive turns of treatment
he will have regained
seven CON points (*/3 of 10, rounded up). The
other three constitution points are lost forever
(unless magically
restored), and the character will have a constitution
of 10 even after
he has fully recovered from his brush with death.
Ice, water, dust, and sand can do much more damage
to clothing
and equipment than to the characters who are
wearing or carrying
the gear. However, damage to equipment often
cannot be
expressed in terms of game mechanics -- and even
when it can,
frequently the DM must consider the circumstances
to determine whether a character suffers adverse
effects, and if
so what those effects are.
This section is composed primarily of general
statements and
suggestions, the sum total of which does not
begin to cover all the
possibilities that can arise. But with these
guidelines in mind, the
DM should be able to make reasonable and consistent
decisions on what happens to equipment that is
exposed to
the elements - and players, likewise, should
be able to decide
how their characters can minimize or avoid damage
to their
equipment by taking precautions or making repairs.
In addition to
what is given here, see the section on Dressing
for the Weather
for more information on proper attire and the
possible adverse effects
of not being properly outfitted and equipped.
Effects of Water (Precipitation or Immersion)
Clothing that becomes water-soaked will not be
damaged as
such, but if it is porous and becomes waterlogged
by prolonged
exposure to moisture it will lose some of its
insulating quality until
it is taken off and dried out. The wetness and
loss of insulating
ability may result in an alteration of the personal
temperature for
the character wearing the clothes: Someone decked
out in wet
clothing when the environment is at an effective
temperature of
30 degrees may be treated as if the effective
temperature (for
purposes of determining his personal temperature)
was 10 degrees
colder.
Remember that clothing worn under metal armor
is not neces-
sarily safe from moisture, unless a character
is completely covered
with tight-fitting, leakproof armor -- and this
sort of attire
can be dangerous in cool or cold weather, since
it does not allow
the body to “breathe” naturally.
Metal armor or equipment
that is exposed to significant moisture
will begin to rust if it is not dried off or
dried out at least once
every two days and oiled or otherwise protected
at least once
every two weeks. Rusted armor will not suffer
a penalty to armor
class, but the DM may wish to allow the possibility
that such armor will weaken or break if it is
hit; for instance, if an
opponent in melee combat makes an unmodified
“to hit” roll of
20 and does more than four points of damage with
a weapon,
there is a 1 in 3 chance that the armor will
crack or split and thereafter
be treated as if it had an AC one step worse.
On a
second hit of this sort, the armor will break
entirely and be useless
until it is repaired.
A rusted shield will serve its bearer well until
an opponent in
melee combat records a “to hit” roll one number
less than the
number needed to score damage. This indicates
that the opponent’s
blow hit the rusted shield, and there is a 50%
chance that
the blow split or shattered the shield, so that
it is useless thereafter.
A rusted weapon will not perform any differently
than a normal
one until the wielder records an unmodified “to
hit” roll of 1,
whereupon there is a 1 in 3 chance that the weapon
will break
and become useless.
The precautions to avoid rusting are simple, and
most characters
will perform them as part of their regular routine
to keep their
own equipment in good working order. But it should
be remembered
by DM and players alike that any metal items
that characters scavenge during a journey in
the wilderness will
in all probability be at least partially rusted
(if they are found in the
open in an environment where moisture is a factor).
A character
who recovers a chain
mail vest from the body of an adventurer
found along the trail may find out later that
the chain mail didn’t
protect him as well as he expected.
Articles of leather
(such as boots, armor, and backpacks
or
other accessory equipment) are not usually damaged
by excess
moisture as long as they are waterproofed periodically;
even an
item of leather that is not waterproofed will
not be directly harmed
by becoming waterlogged, but the water may seep
through and
moisten or harm materials (clothing, equipment,
etc.) on the inside
of the leather. Boots are somewhat of an exception
to this
general statement; because of the stress they
are under when
they are being used, water-soaked boots may begin
to come
apart at the seams as the hide softens and weakens
from being
moistened. If boots are not thoroughly dried
out once every two
days or so, they may start to show signs of this
deterioration.
Generally, the greatest danger to waterlogged
leather is the
owner’s failure to dry it out properly. If too
much heat is applied to
the leather, it will certainly dry out - but
in the process it will become
cracked, and the seams will be weakened even
more than
they might have been if they had been allowed
to remain wet.
(Treat cracked leather armor the same as rusted
metal armor for
determining whether it is affected by a blow
during combat.)
Leather gear should also be kept free of mud
and grime; an excessive
amount of dried mud can crack leather almost
as quickly
as an excessive application of heat.
Rope expands when it
gets wet. A knot made in a dry rope will
be very difficult to untie quickly if the rope
has been drenched in
the meantime. Conversely, a knot made with a
wet rope will be
weaker or looser, or both, after the rope dries
out.
Certain items of equipment will be less useful,
or perhaps altogether
useless, if they take on moisture. For instance:
If the container for a magic-user’s spell components
is not
moistureproof, he may find that the pinch of
sand he needs for a
sleep spell has become a soggy clump, or the
pinch of powdered
brass for his push spell must be dried out before
he can puff the
particles off the palm of his hand.
Vegetable matter (food, medicinal plants,
spell components)
may develop mold or begin to rot if it is kept
for too long in a
moisture-laden environment, especially at high
temperatures.
Nonmagical ink will run and bleed across the
surface it is written
on, making instructions and maps at least partially
illegible.
Spell scrolls, protection scrolls, and other
types of magical writing
are presumed to be written in waterproof ink
- but the substance
on which the ink was placed is not necessarily
waterproof
as well.
Arrows that get wet
will not fly true until the fletching is dried
out; any character who is not a specialist in
the use of his bow will
take a - 1 penalty “to hit” and damage when firing
a waterlogged
arrow.
Effects of Blowing Sand or Dust
Flying grains of sand have an abrasive quality,
but under less
than extraordinary circumstances the abrasion
does not have
any appreciable short-term effect on exposed
surfaces - skin,
leather, metal, wood, or anything else. This
is not necessarily the
case in extraordinary circumstances, such as
a very strong wind
combined with a massive amount of sand being
lifted into the air,
but the vast majority of sandstorms are not this
severe.
Effects from abrasion may occur as the result
of exposure to
several sandstorms over a long period of time,
but this is not relevant
to characters or their possessions since they
won’t normally
find themselves in such a situation. A suit of
armor that has been
abandoned in the desert and then “sand blasted”
during several
storms may have a pitted, mirror-bright finish
on its exposed surfaces
- but more often than not, an object lying on
the ground
will be not so well polished because it will
be alternately exposed
and covered by blowing sand, and is only vulnerable
to abrasion
when it is exposed.
The effect of blowing sand that characters will
often find themselves
having to cope with is the aftermath of a storm.
Sand can
find its way between joints and panels in armor,
between seams
in clothing and backpacks, into a pouch that
is not closed absolutely
tight. Rations that are not protected will be
rendered unpalatable,
if not inedible. Liquids in open or loosely stoppered
containers will be contaminated, but not necessarily
undrinkable.
In a water skin or water bottle, sand will settle
to the bottom and
not impair the drinkability of the water. A magical
potion
that is
contaminated by sand may be untainted - or, at
the DM’s discretion,
it may be ruined or even turned to poison by
interaction with the foreign substance.
After a sandstorm subsides, characters should
spend some
time getting the sand out of their clothing,
armor, and gear - especially
and most importantly the former. Sand that has
collected
inside clothing and boots may chafe the skin
as a character
moves, causing discomfort and distraction. An
opponent’s
chance to surprise such a character is increased
by 1 in 6. If a
character is unable or unwilling to alleviate
the chafing, it can become
severe enough to inhibit his movement (% of normal
speed) or decrease his mobility (- 1 to dexterity
for dodging and
abrupt movements) or both.
Dust is not abrasive, but is even more insidious
than sand because
the particles are smaller. The residue from a
dust storm
will find its way into places that not even blowing
sand can penetrate.
Characters should check for contamination of
food and liquids,
which (as with sand) may or may not be ruined
by the
foreign substance. Dust inside clothing does
not chafe the way
sand does, so “dusted” characters need not worry
about cleaning
out the residue promptly.
Notes:
The recipient of this spell is provided
with
protection from normal extremes of cold
or heat (depending on which
application is used). He or she can stand
unclothed in temperatures
as low as -30° F. or as high as 130°
F. (depending on application) with
no ill effect. A temperature extreme beyond
either of those limits will
cause 1 hit point of exposure damage per
hour for every single degree
above or below those limits. (Without
the benefit of protection such as
this, exposure damage is 1 hit point per
turn for each degree of temperature.)
- Endure
Cold / Endure Heat (Unearthed Arcana)
<make a compiled table!>
Table
9: TEMPERATURE DAMAGE TO CHARACTERS
Personal Temperature | Con | Dmg | Con | Dmg |
-60 or lower | +14 | 8 | +9 | 4 |
-59 to -50 | +13 | 8 | +8 | 4 |
-49 to -40 | +12 | 7 | +7 | 3 |
-39 to -30 | +11 | 7 | +6 | 3 |
-29 to -25 | +10 | 6 | +5 | 3 |
-24 to -20 | +10 | 6 | +5 | 2 |
-19 to -15 | +9 | 5 | +4 | 2 |
-14 to -10 | +8 | 5 | +3 | 2 |
-9 to -5 | +7 | 4 | +2 | 1 |
-4 to 0 | +6 | 4 | +1 | 1 |
1 to 5 | +5 | 3 | 0 | 1 |
6 to 10 | +4 | 3 | - | - |
11 to 15 | +3 | 2 | - | - |
16 to 20 | +2 | 2 | - | - |
21 to 25 | +1 | 1 | - | - |
26 to 30 | 0 | 1 | - | - |
31 to 84 | -- | -- | - | - |
85 to 89 | 0 | 1 | - | - |
90 to 94 | 0 | 1 | 0 | 1 |
95 to 99 | +1 | 2 | 0 | 1 |
100 to 104 | +2 | 3 | 0 | 2 |
105 to 109 | +3 | 3 | 0 | 2 |
110 to 114 | +3 | 4 | 0 | 3 |
115 to 119 | +5 | 5 | 0 | 3 |
120 or higher | +6 | 6 | +1 | 4 |
X, Strenuous, Unprotected:
X, Strenuous, Protected:
X, Nonstrenuous, Unprotected:
X, Nonstrenuous, Protected:
96.5 Farenheit = 0/-1 STR, -1/-2
CON, 3/4 Move, -1 Hit & Damage
Protected: Con save every half
hour (d1 or 10% HP damage, use less)
Unprotected: Con save at +1 every
half hour (d2 or 10% HP damage, use less)
36: 96.8 Farenheit, Protected:
-1 CON, 3/4 Move, -1 Hit &
Damage, Con save every 1/2 hour (d1 or 10% HP damage, use less)
36: 96.8 Farenheit, Unprotected:
-1 STR, -2 CON, 3/4 Move, -1 Hit
& Damage, Con save at +1 every half hour (d2 or 10% HP damage, use
less)
104F, Protected,
104F, Unprotected:
110F, Protected: -1 STR, -1 DEX,
-3 CON, 1/2 move, -3 Hit & Damage, Con save every 1/2 hour (fail =
d3 or 10% HP damage, use less).
110F, Unprotected: -3 STR, -2
DEX, -4 CON, 1/2 move, -3 Hit & Damage, Con save at +3 penalty every
1/2 hour (fail = d4 or 10% HP damage, use less).
120F+, Protected: -2s/-4n STR,
-1 DEX, -4 CON, 1/2 move, -4 Hit & Damage, Con save at +1 penalty every
1/2 hour (fail = d4 10% HP damage, use less).
120F+, Unprotected: -2s/-4n STR,
-3 DEX, -5 CON, 1/2 move, -4 Hit & Damage, Con save at +6 penalty every
1/2 hour (fail = d6 or 10% HP damage, use less).
95-99,
Strenuous, Unprotected: STR -1, CON-2, Land Move 3/4, Attack Rolls -1,
Con save at +1 penalty every 1/2 hour (fail = d2 or 10% HP damage, use
less)
95-99, Strenuous, Protected: STR -1, CON-2,
Land Move 3/4, Attack Rolls -1, Con save every 1/2 hour (fail = d1 or 10%
HP damage, use less)
95-99, Nonstrenuous, Unprotected: CON-1,
Land Move 3/4, Attack Rolls -1, Con save at +1 penalty every 1/2 hour (fail
= d2 or 10% HP damage, use less)
95-99, Nonstrenuous, Protected: CON-1,
Land Move 3/4, Attack Rolls -1, Con save every 1/2 hour (fail = d1 or 10%
HP damage, use less)
100-104, Strenuous, Unprotected: STR -2,
DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save at +2 penalty
every 1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Strenuous, Protected: STR -2,
DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour
(fail = d2 or 10% HP damage, use less)
100-104, Nonstrenuous, Unprotected: STR
-1, CON -2, Land Move 2/3, Attack Rolls -2, Con save at +2 penalty every
1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Nonstrenuous, Protected: STR
-1, CON -2, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail
= d2 or 10% HP damage, use less)
105-109,
Strenuous, Unprotected: STR -2, DEX -1, CON -3, Land Move 2/3, Attack Rolls
-2, Con save at +3 penalty every 1/2 hour (fail = d3 or 10% HP damage,
use less)
100-104, Strenuous, Protected: STR -2,
DEX -1, CON -3, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour
(fail = d2 or 10% HP damage, use less)
100-104, Nonstrenuous, Unprotected: STR
-1, CON -2, Land Move 2/3, Attack Rolls -2, Con save at +3 penalty every
1/2 hour (fail = d3 or 10% HP damage, use less)
100-104, Nonstrenuous, Protected: STR
-1, CON -2, Land Move 2/3, Attack Rolls -2, Con save every 1/2 hour (fail
= d2 or 10% HP damage, use less)
Degrees F. being smaller
than those C. are more understandable for weather temperature as well as
for body temperature I am sure.