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Most of the time,
characters who are properly mindful of the
need for good shelter in the wilderness
will carry the appropriate
materials with them. If even a single
mount or size M pack animal
is in the group, it can easily transport
all the gear needed for
many types of shelters with plenty of
carrying capacity left over.
In the absence of an animal to do the
work, a single character of
average strength can usu. haul on his
back enough shelter
materials to keep himself and a small
group of companions comfortable
during their REST stops. <too many
words!>
In its simplest
form, a portable shelter consists of a single
wooden pole of 6-10 feet in length +plus+
a fairly large expanse of
heavy, waterproofed cloth or some similarly
pliable material. (The
DM may decide that a pole used for the
framework
of a portable shelter need not be a single
piece, but may
instead be a two- or three-piece apparatus,
with the parts held together
by lashings or pegs when they are assembled.
Obviously,
this will make the poles easier to transport.)
To pitch a simple
tent, a character anchors
the pole at an angle of 30° to 40°
by bracing one end on the ground and the
other end a few feet in
the air and then drapes the covering material
over the pole. The
edges of the covering material should
touch the ground or come
close enough to the ground that they can
be tied down with ropes
&& stakes. Of course, the tent
should be pitched so that the
opening in front faces the opposite direction
the wind is coming from.
This kind of simple shelter provides enough
space for one
human or a pair of smaller characters,
and in a pinch two men
can USE it w/ no appreciable loss of protection
|| comfort.
More elaborate and larger
shelters are possible to obtain or
manufacture, and will be necessary if
the weather is especially vicious
or if all of the characters in a decent-sized
group intend to
huddle inside the same tent. For game
purposes, portable shelters
come in a variety of categories related
to the quality of protection
they provide and the number of man-sized
characters
they can comfortably contain.
TABLE 36: PORTABLE SHELTER CHARACTERISTICS
- | Enc. Value | Cost | Setup Time | Moisture
Res. |
Wind
Res. |
Life
Span |
Poor | - | - | - | - | - | - |
Small | 350 | 10 | 1d2 + 1 | Light | 20 | 40 |
Medium | 450 | 20 | 1d2 + 2 | Light | 20 | 40 |
Large | 600 | 30 | 1d2 + 3 | Light | 20 | 40 |
Adequate | ||||||
Small | 500 | 30 | 1d3 + 1 | Moderate | 30 | 80 |
Medium | 600 | 50 | 1d3 + 2 | Moderate | 30 | 80 |
Large | 750 | 75 | 1d3 + 3 | Moderate | 30 | 80 |
Good | ||||||
Small | 600 | 75 | 1d3 + 1 | Heavy | 40 | 120 |
Medium | 800 | 120 | 1d3 + 2 | Heavy | 40 | 120 |
Large | 1000 | 180 | 1d4 + 2 | Heavy | 40 | 120 |
Superior | ||||||
Small | 750 | 200 | 1d4 + 1 | Downpour | 50 | 180 |
Medium | 1000 | 300 | 1d4 + 2 | Downpour | 50 | 180 |
Large | 1500 | 400 | 1d4 + 3 | Downpour | 50 | 180 |
A poor shelter
is one of the simplest sort, as described in
the text preceding
the table. The gear consists of a single pole and a
single piece of covering material in the
appropriate size and
shape. However, this “single piece” is
actually made up of several
pieces of material (cloth, animal skins,
etc.) that have been
loosely stitched together with rawhide
|| cord that is nor particularly
strong or durable. Wind
can easily find its way in through the
seams in the covering, and, although the
individual pieces of material
making up the covering are waterproof,
the covering does
not completely keep out rain or snow because
of its loose construction.
The edges of the covering must be anchored
with.rocks
or other weights at hand, or perhaps handmade
stakes whittled
from branches; no special anchoring equipment
is provided with
the shelter. The “kit” also does not include
rope, which is usually
necessary to lash the pole to its support
and to keep the cover in
place when it is draped over the pole.
Characters probably will
not want to purchase a shelter of this
quality, unless it’s all that’s
available. If a character without special
skill in a pertinent area attempts
to manufacture a portable shelter, this
is what he will end
up with.
An adequate
shelter is noticeably improved in appearance and
performance over a poor one. The gear
includes at least two
poles (one for a “backbone,” or ridgepole,
and one for a crossbrace),
covering material of the right size and
shape, and a collection
of wooden or metal stakes that are driven
through the
edges of the covering and into the ground
to hold it in place. (As
with a poor shelter, characters must provide
their own rope.) The
covering is made of multiple sections
of cloth, skin, etc., just as
for a poor shelter; however, the edges
of the pieces are more
closely matched and the stitching is tighter
and stronger. The
covering does not let in wind or precipitation
as easily as that of a
poor shelter.
A good shelter
is quite satisfactory in any conditions except extremely
inclement weather. The gear includes at
least four poles
(a ridgepole, a cross-brace, and two side
poles for added
strength and stability), appropriate covering
material, and stakes
such as those provided with an adequate
shelter. The package
also contains cord or rope cut to lengths
ideally suited for lashing
down the poles and the cover. There are
two major differences in
the covering material that set it apart
from an adequate shelter:
* The pieces it is
made from are not only stitched tightly together,
they are overlapped
(similar to the way shingles are laid) so that
no seams are directly
exposed on the outer surface.
*Also, the edges of
the covering contain reinforced holes through which a
stake can be driven
or a rope strung, making it possible to anchor
the edges without damaging
the covering material in the process.
A superior
shelter is just that: the next best thing to finding a
miner’s
shack || a log cabin along the way. The gear includes at
least six
poles -- enough to actually make a simple but strong
frame for the cover -- plus the appropriate
# of stakes (and
a few extra, to allow for loss or breakage),
specially cut cord and
rope for lashing the poles and anchoring
the cover, and a specially
tailored piece of covering material. The
covering material is
extremely well waterproofed and is made
out of as few separate
pieces as possible. Where two pieces must
be joined (to form a
sharp angle between ceiling panel and
wall panel, for instance),
the seam is reinforced with another thickness
of covering material.
The result is a true structure that can
keep out all but the
strongest wind and heaviest precipitation
- perhaps even better
than the miner’s shack can.
A small
shelter will hold one human-sized character
|| two
smaller characters (dwarves,
gnomes, or halflings) comfortably,
plus all their personal gear (backpacks,
sacks, etc.). It can be
used to shelter up to twice as many occupants
in close quarters.
A medium
shelter will easily accommodate two human-sized
<M-sized>
characters (or the equivalent in smaller
characters), or up to twice
as many in close quarters.
A large
shelter is designed to hold
four human-sized
characters,
and can sleepfive
or six men if the group can store some of
its gear outside the shelter. It will
hold seven or eight men in close
quarters, but no more than eight can sleep
inside it without some
of the occupants being literally on top
of others - very close
quarters indeed.
The figures for Encumbrance Value and Cost are in g.p...
Setup Time
is a variable number of turns representing how
long it takes for a single character to
break out the gear, set up
the pole(s), drape the covering material,
and anchor the edges of
the cover. In the case of a poor or adequate
shelter, this assumes
that characters have rope (and, for a
poor shelter, some objects
with which to anchor the cover). A second
character can assist,
reducing the time by 1 turn. If a character
with proficiency in rope
use does the job, with or without help,
he can set up the shelter in
half the time (rounded up) indicated by
the die roll. In any case, it
takes at least 1 turn to set up a small
shelter, 2 turns for a medium
one, and 3 turns for a large one.
Taking down the shelter and re-packing
it can be done in 1 turn
less than it took to put it up (regardless
of how many characters
assist). A character with proficiency
in rope use can dismantle
and properly pack a shelter in half the
time that it takes a nonproficient
character. In any case, it takes at least
five rounds to dismantle
and pack a small shelter, 1 turn for a
medium one, and 2
turns for a large one.
Moisture Resistance
refers to the greatest intensity of precipitation
that
a shelter can keep out. If the rain or
snow is heavier
than the indicated value, some of it gets
through the shelter and
falls down on the occupants as though
they were in a storm of one
step lighter in intensity. For instance,
a poor shelter will protect
those inside from a light rainfall or
snowfall. But if the precipitation
is of moderate intensity, those inside
will be doused as if they
were in the open during a light storm
(and so on up the scale of intensity).
A superior shelter will protect those
inside from even a
downpour, as long as the wind is not too
strong (see Wind Resistance,
below) and as long as the force of the
storm does not separate
the shelter from its moorings.
Wind
Resistance is a number representing
the greatest velocity
of wind that the shelter can withstand
without “leaking.” For
every 10 mph of actual wind velocity greater
than the indicated
number, those inside the tent will feel
a wind of 5 mph (and the effective
temperature inside the shelter will change
accordingly). If
the wind velocity exceeds twice the indicated
number, there is a
25% chance for each 10 mph of additional
velocity (checked
each hour) that the shelter will be damaged
by the wind, and useless
until it is repaired. For example: A poor
shelter provides complete
protection from the wind at speeds of
up to 20 mph. If the
wind is blowing at 30 mph, those inside
the shelter will feel a
breeze of 5 mph. At 40 rnph, the breeze
inside is 10 mph. At 50
mph, the breeze inside is 15 mph and there
is a 25% chance per
hour that the shelter will suffer wind
damage. At 60 rnph, the
“breeze” inside has reached a hefty 20
rnph, and the chance of
wind damage is 50% per hour.
Life Span may
be thought of as a shelter’s “hit points,”
reflecting
the fact that nothing lasts forever. A
new or freshly repaired
shelter has the indicated number of “life
span points,” which are
deducted at the following rates:
<
Moisture Res. : Hi, sorry, Light,
Moderate, Heavy, and Downpour should have been defined.
See WSG.110
for the definitions.
>
<
Note: make links to the precise definitions,
for ease of ref.
>
<
Wind Res. : Keep in mind
that WIND VELOCITY is the worst (the gusts) that it can get during
a day. WSG.110 explains this.
As a baseline, use WV(Wind Velocity) /
2, and then reference that number to the above table (Table 36), in
theory.
For example, if the WV = 50, then reference
25 on the Wind Res. column, above.
>
<check wsg.table.htm for additional
notes>