:
FRIEND && FOE


Precautions and Perils
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Uncontrollable Fires
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Damage from Fire
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Hastsezini (god of fire)
Girru (god of fire)
Brigit (goddess of fire)
Huhueteotl (god of fire)
Cthuga (god of fire)
Agni (god of fire)
Kakatal (god of fire)
Red God (god of fire)
Loki (god of fire)
Sargonnas (god of fire)
Joramy (god of fire)
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Pyremius (god of fire)
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WSG
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While a campfire is not an integral part of a campsite,
characters usu. will want to build a small fire when they stop for the night.
Although a fire is needed for cooking,
that function is incidental for the purposes of these rules;
technically,
practically any food that characters can obtain by hunting || foraging is just as edible,
and at least as nutritious, if it is eaten raw.
(However,
some plants are poisonousunless they are cooked,
so characters who do not habitually cook their food may eventually regret their indiscretion.)
<note which ones at DMG.J> <DMG.J2(unofficial)> <OSRIC: cook>

The primary function of a campfire,
of course,
is to provide warmth --
warmth that can sometimes make the diffirence between life && death.
Depending on the size of the party and the amount of warmth needed || desired,
a campfire can be built in one<1> of three<3> sizes.

Table 38: CAMPFIRE CHARACTERISTICS
Size Fuel START Refuel Wind Res. Cap Vis
Small 6 2d20 3 20 6 240
Medium 12 2d20+5 6 30 10 360
Large 18 2d20+10 9 40 15 540

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                   ...... Warmth Provided at Given Distance ......
- 1 3 5 10 20 30 40 50 60
Small 80 60 40 30 20 10 0 0 0
Medium - 80 60 40 30 20 10 0 0
Large - - 80 60 40 30 20 10 0

Fuel gives a value,
in turns,
for how long it takes a single character to gather enough wood || other combustible {material} to keep a fire of a certain size burning for eight<8> hours.
This assumes,
of course,
that firewood is available in the environment;
see the text below for how the availability of fuel varies depending on the climate,
type of terrain,
and time of year.

START gives the # of rounds it takes for a character without proficiency in fire-building to ignite the fuel and stoke the blaze until it reaches the indicated size. <?>
This assumes that the character has the tools for fire-starting (flint && steel, and a tinderbox),
the fuel is dry and easy to ignite,
and the fire is exposed to a breeze of no more than 15 mph.
If the wind velocity is greater than 15 mph or the fuel is wet,
the time needed to start the fire is 3d20 instead of 2d20 (plus the extra time for a medium or large fire).
A character without proficiency in fire-building cannot start a fire without the {aid} of tools,
and no character can start a fire in a wind of more than 30 mph without magical assistance. <e>
<See the Fire-building skill, for more info.>

Refuel,
expressed in turns,
refersr to how often a fire's fuel must be replenished in order for it to remain at a certain size.
If a fire is not refueled at least this often,
it will shrink to a fire of the next lower size.
A small fire will not go out if it is not refueled within three turns,
but it will get so small that it provides no warmth.

Wind Res. stands for wind resistance.
This quality pertains only to unprotected fires or those that are built in front of shelters that do not keep out all the wind that blows against them.
In a wind greater than the indicated velocity,
the fire will falter and flicker,
providing no warmth.
In +addition+,
there is a chance that the wind will spread the fire to nearby combustible materials and may start a larger,
uncontrollable fire.

Cap.,
or capacity,
gives the #number# of human-sized characters or creatures that can bed down at a distance of 10 feet from the fire and receive the full benefit of its warmth throughout a night of sleeping.
A fire's capacity doubles for each additional 10 feet of distance.
For instance,
six men can bed down in a rough circle 10 feet away from a small fire,
and the same fire will warm 12 men equally if they all position themselves 20 feet away.
If characters cluster around a fire at a distance of less than 10 feet,
the fire's capacity diminishes by one-third at five feet,
by one-half at three feet,
and by two-thirds at one foot away.
Four characters can bed down within five feet of a small fire,
three characters can cluster within three feet of the fire,
and two characters can be within one foot of a small fire at the same time.

Vis.,
or visibility,
gives a #,
in yards,
indicating the distance at which a fire of the given size is visible in moonlight || darkness.
In twilight conditions,
this figure is reduced by 1/3;
in daylight,
by 1/2.
In all cases,
the viewer's line of sight must be relatively unobstructed:
The flame of a large fire will be easily visible at night from 540 yards away on a flat,
featureless plain.
Likewise,
the glow of the fire will be seen from an equal distance even if it is being viewed through a moderately dense forest.
It will not be visible from a very long distance away if the viewer and the fire are on opposite sides of a steep hill.
In twilight or daylight conditions,
the flame of a fire may not be visible from the indicated distance --
but the smoke given off by the fire will reveal its presence nonetheless.
For information on how well a campfire illuminates the surrounding AREA (from the perspective of those within its radius of illumination),
see the section on Vision and Visibility.

Warmth Provided at Given Distance shows how much a fire increases the effective temperature of the surrounding air at various distances from the fire (expressed in feet).
The min. safe distance for a certain fire is the distance at which the air temperature is raised by 80 degrees;
a character or creature who gets closer to a fire than the safe distance and does not MOVE away promptly
(within 5 segments)
may suffer damage as a result.
An entry of "--" on the table indicates such a case;
an unprotected character cannot remain closer than 3 feet from a medium fire or 5 feet from a large fire without being burned.

The warming capabilities described on the table assume that the fire is not exposed to a wind velocity of more than 10 mph.
If the wind blowing on the fire is greater than 10 mph,
the warmth it provides on the side facing the wind is reduced by 5 degrees for every 10 mph or fraction thereof of additional velocity.
On the side facing away from the wind,
the safe distance is increased by 10 feet or one increment on the table
(whichever is less)
for every 10 mph or fraction thereof of wind velocity greater than 10 mph.

Example:
A medium fire is blazing away in a north wind that is blowing at 30 mph.
A character bedded down on the north side of the fire 20 feet away benefits from only a 20-degree increase in warmth
(instead of 30,
which is the amount of warmth the fire provides in a calmer wind),
and someone on the south side of the fire must be at least 10 feet away from it to avoid the possibility of suffering damage from the heat
(instead of 3 feet, which is the safe distance for a medium fire in a calmer wind).

Table 39: AVAILABILITY OF FUEL
- Winter Spring Summer Autumn
Desert 20 20 20 20
Forest 70 100 100 100
Hills 40 70 70 60
Mountains 20 30 40 40
Plains 50 70 80 70
Swamp 40 30 30 40

The above table gives the percentage chance that characters will be able to gather fuel (wood) for a fire from their immediate surroundings,
assuming that the given terrain is in a temperate climate.
Modifiers for other climates are as follows:
 
- Arctic Subarctic Subtropical Tropical
Desert -20 -10 -10 -20
Forest -100 -30 +30 +30
Hills -30 -20 +10 +20
Mountains -40 -30 +20 +30
Plains -60 -40 +20 +20
Swamp -40 -20 +10 +20

If a check for availability of fuel indicates that none can be scavenged from the immediate area,
and characters keep moving in hopes of finding a better spot to make camp,
the DM should allow further checks every two turns.

<check the targets on the cac.htm page>


 
 

Precautions and Perils


 

    In the outdoors, there is no such thing as a safe fire. If a campfire
is left untended for more than a few minutes or not properly
extinguished when it's time to move on, it can spread and grow
with amazing SPEED into a conflagration that may be impossible
to bring back under control.

    The cardinal rules of fire safety are the same in the game universe
as they are in the real world. In summary, the rules are:

    1. Do not build a fire on top of combustible material.
Always find a large patch of bare ground, or clear an AREA of all living and
dead vegetation, before building a fire on that spot. It will take
from 1 to 3 turns for a single character to clear an AREA (DM's discretion),
depending on the size of the fire to be built
and the current wind velocity; in a resonably strong wind, sparks
and ash from a fire can be carried as far as 100 feet away.

    2. Do not build a larger fire than you need. If a small fire will
serve your purpose, don't heap fuel on it until it grows to medium
or large size. It's usu. better to build two small fires instead of
one medium fire; small fires are easier to control and can be extinguished
more quickly (see below).

   3. Never leave a fire untended. The primary duty of a sentry is to
be alert for threats to the safety of the group, and the threat of a
fire getting out of control is always present unless the characters
on sentry duty are on the lookout for sparks and bits of glowing
ash. A campfire will throw off sparks && ash once every 1d3
turns, and those bits of flame will be carried in the direction of the
wind for 10-30 feet (10 feet for a small fire, 20 feet for a medium
one, 30 feet for a large one), plus one foot for every 1 mph of wind
velocity. If the sparks and ash land on combustible material,
there is a 1 in 6 chance that the material will catch on fire. If this
"wild fire" is not extinguished promptly, it may grow into a large
blaze that could end up charring the terrain for several miles
around. How quickly and how far a fire spreads is determined by
the DM depending on the circumstances. If the wind
velocity is very strong and the combustible material is very drry, a
fire with plenty of fuel can reach uncontrollable proportions in a
matter of minutes. If the wind is calm and the combustible material
is very sparse or very wet, the fire may go out by itself. In an
average case (light to moderate breeze, fairly combustible material),
a tiny flame will gow into a small fire in 1 turn, into a medium
fire in 2 turns, and into a large fire in 4 turns. If the fire is not extinguished
within 6 turns (one hour) after it started, it will have grown
to uncontrollable size, either because of the height of the blaze (a
flaming grove of trees) or because of the AREA it covers (a grass
fire sweeping across the plains). See the following text on Uncontrollable Fires for
info on the effects of a very large blaze.

   4. Always put out what you started. The fire that kept you cozy
all night might be nothing more than a pile of glowing embers at
sunrise -- but it's still a fire, and it still can spread if characters
leave the campsite before extinguishing it. A single character can
extinguish a small fire built on bare ground in 5 rounds by stirring
and separating the ashes, stamping on the larger pieces that are
still burning, and covering the remains with dirt. A medium fire
can be extinguished in this way in 1 turn, and a large fire can be
put out in 2 turns. This time is cut in half if a second character assists,
or if a sufficient amount of water is sprinkled or poured on
the embers -- 1 gallon for a small fire, 2 gallons for a medium fire,
or 4 gallons for a large one. If the fire had to be built on top of combustible
material, the time needed to extinguish it is twice as long
as given above, because the material beneath the fire must also
be separated and stirred. Even if all the proper precautions are
taken, there is a 1 in 10 chance that a fire built on top of combustible
material will not be completely extinguished. If a campfire is
left alive, it will flare up in 2d4 turns after the characters leave the
AREA and may then spread to the surrounding terrain as described
above.

Uncontrollable Fires

A fire that gets out of control will spread and grow as long as it
remains in contact with fuel, or until some outside force (a rainstorm,
creation of water by magical means, etc.) acts upon it to
slow it or put it out. Such a fire will fan out from the place where it
started, at first burning in a rough circle and then gradually
“stringing out” until it becomes a line or wall of fire advancing in
the direction of the wind. Animals - and characters, if they are
wise - will flee from the path of the fire, either by running ahead
of the flames or (if the creature is at least semi-intelligent) by trying
to skirt one end or the other of the advancing wall.
An uncontrollable fire will advance at a speed equal to one-half
of the wind velocity, or at a speed of 5 mph in any case. In calm air
or a light breeze, a man or animal moving at a trot can stay safely
ahead of the flames; however, most creatures threatened by a
fire will probably move faster than that for as long as they are
able.

Jeffrey K. Bedrick - Forestfire.jpg

One way to halt the advance of an out-of-control fire without using
water is to build a firebreak - an area of ground in the path of
the fire that has been churned up and cleared to remove most or
all of the combustible material. Spells such as dig and move earth
are helpful in this effort. A party containing a fighter with 18
strength and a spade of colossal excavation may also be able to
kill a fire in this fashion. Even if a very extensive fire cannot be entirely
extinguished by a single firebreak, the firebreak can be
used to cut the blaze in half, so that characters can deal with two
smaller fires instead of one large one. If characters do not have
the means to extinguish an uncontrollable blaze, they may be
able to at least save themselves by clearing an area and remaining
in that spot while the fire burns around them and then moves
on farther downwind. However, the characters may still suffer
damage from heat or flames (see below) if they do not clear a
large enough space and the fire gets too close to them.
 

<(BATTLESYSTEM)>
Q: How fast will a forest burn?

A: Assuming the the trees are very dry and
the wind is calm, a fire started by a single
figure stand begins as a ½?-diameter
circle and expands ½? per turn until
extinguished. If there is a light wind, the
fire starts as a rectangle ½? wide and 1?
long, aligned with the wind. Each turn
thereafter, the fire spreads 1? downwind
and ½" to either side. If the wind is
strong, the windward expansion is 2? per
turn. Forest fires can spread much more
slowly or quickly than this (damp, live
trees are almost fireproof, save in exceptionally
strong fires), but the foregoing is
sufficient for most game situations. If you
think a variant on these rules is in order,
decide on one before the game starts.
(132.34)

Damage from Fire


 

    In reality, no unprotected character can be immersed in or
closely surrounded by flames for very long without dying. In the
realm of heroic fantasy, direct exposure to fire is not always lethal
-- but it’s still not something to be taken lightly.

    As a general rule, a character who is engulfed in flames will suffer
10-15 points of damage (1d6+9) per round. This damage is
cut in half (rounded up) if the victim makes a successful CON
Check with a +4 modifier to the die roll. If a character suffers
damage of this sort equal to one-third of his full normal hit-point
total, he has been rendered unconscious from the trauma of the
burns, and is no longer allowed CON Checks to offset part
of the damage.

    The preceding rule applies only when the victim is fully within a
fire, or when most of the surface of his body (clothing and gear) is
actually aflame.

    A character who comes into brief contact with a
fire (for instance, when he leaps through a wall of fire) suffers 1d8
points of damage, and every major piece of clothing or equipment
he is carrying must save vs. Normal Fire to avoid being
ignited. For every major item that catches fire, the character will
suffer an additional 1d3 points of damage per round until the
flame is extinguished or the item is discarded. A character whose
gear catches fire can avoid damage by making a successful WIS
Check, indicating that the character has remained calm, hit
the ground, and rolled in order to put out the flames. An unsuccessful
WIS Check indicates that the character has panicked;
he will run at top speed in a random direction (away from
the fire, if possible) and will take ld4 points of damage per round
until another character catches him and helps to put out the
flames.

    A character need not be in direct contact with fire in order to be
hurt by it; at short distances, extreme heat can be almost as damaging
as actual fire. A character who is closer than 5 feet to a
large fire (such as a forest fire || a grass fire) or closer than 3 feet
to a medium fire will suffer damage as if he was exposed to a temperature
of 120 degrees or higher. (See the Temperature Damage <>
to Characters Table in the section on Effects of the
Environment.) However, in this case the damage adjustments for
level of activity do not apply; someone who is inactive will take
just as much damage from the fire’s heat as someone who is engaged
in strenuous activity. If the distance between the character
and the fire is greater than the amounts given above, the character
is relatively safe but may still suffer damage from exposure to
extremely high temperatures (as shown on the Temperature
Damage to Characters Table). <link>

    Obviously, there are a large # of possible situations not
covered by these rules for damage from fire. Using what is given
here as a guideline, the DM must make reasonable
rulings on the amount of damage and the chance of avoiding
damage that are appropriate in a particular situation. In any
event, fire is something that characters should respect, if not
fear: “Playing with fire” can have disastrous consequences if its
destructive power is allowed to spread.