VOLCANOES



 
 
 
 
 
 
 
 
 
 
Lava Eruptions
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Ash Eruptions
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Explosive Eruptions
Sargonnas (god of volcanoes)
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Joramy (god of volcanoes)
Natural Hazards in the Wilderness
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WSG

    Volcanic eruptions are perhaps the most visually spectacular,
and certainly among the most dangerous,
of all the natural hazards that can occur in the wilderness.
A volcano can lie dormant for such a long time that it is all but forgotten about,
even in local lejends handed down from those who survived the last eruption generations ago.
Then,
in the space of days or even hours,
it can come "alive" and mercilessly unleash all the fury it has been storing up.
Other volcanoes are almost perpetually active;
once every few weeks,
they spit out a bit of ash && smoke --
not enough to greatly affect the environment or those who live nearby,
but enough to remind anyone within eyeshot that someday it may do more than merely huff and puff.

    Three types of volcanic eruptions are described here for game
purposes. Any single volcano will always erupt in only one of the
three types; a volcano will not spout a lava eruption one time and
an ash eruption the next. Each type is distinctly different, no only
in what the eruption produces but in the effects it will have on anyone
or anything in the vicinity.
 

Lava Eruptions

Volcanoes that exude red-hot, molten lava are colorful and
look quite threatening, but actually have a relatively small potential
to harm characters who are within sight range when it is erupting
-- unless, of course, they stay in one spot and allow the
flowing lava to touch them.

In an eruption, lava is pushed up and out from a layer of molten
rock beneath the mouth of the volcano. (The molten rock is properly
called magma when it is inside the volcano, and lava after it is
expelled.) The red-hot liquid can actually spray out of the center
of the crater, if it is forced out by fairly high pressure from beneath
and if the molten rock is relatively thick. Often the lava merely
“gurgles” up, out, and down the sides of the volcano. The more
fluid the magma beneath the surface, the less violent the explosion
that occurs when it is propelled up to the surface. Sometimes,
some of the lava will find its way out through fissures in the
sides of the volcano if the mountain has such structural weaknesses.
This helps to dissipate the force of the eruption out of the
mouth of the crater, but does not eliminate the possibility; lava
can come out of the top and sides of a volcano at the same time.

Lava can flow for miles before it cools and hardens; the distance
it travels depends upon the slope of the volcano and the
configuration of the surrounding terrain. The liquid will incinerate
any combustible objects it comes into contact with, even after it
has cooled so much that it is barely still flowing. And even after it
has stopped flowing and looks cooled, the lava will retain enough
heat for 2d3 weeks thereafter to seriously burn any character or
creature who touches it.

A character who is capable of movement and in control of his
faculties can almost certainly avoid coming into contact with flowing
lava if he is standing even a short distance from the source of
the flow. The stuff doesn’t move very rapidly - a speed of 250
yards per hour is about average for a lava flow - and it doesn’t
usually come gushing forth in massive quantities at one time.

A greater danger to characters nearby comes from the expulsion
of pyroclastic material - blobs of semi-hardened magma
and chunks of rock that have been carried along in the upward
flow of the liquid. These “bombs” and “blocks,” as they are
called, can be thrown high and far by the force of the eruption,
and someone standing in the wrong place at the wrong time
might be hit by one or more of these sizzling chunks.

For a random determination of what kind of lava eruption occurs,
the DM can roll 1d4 and refer to the indicated
result from this list:

<added type and headings>
d4 Roll Type Details
1-2 Type I 
(Fluid 
Magma 
Volcano)
The eruption is fluid magma that will spew from the volcano for 2d6 days. 
The lava comes out very slowly, but it is very hot. 
Any character closer than 500 yards to a significant source of flowing lava will take at least 1d6 points of damage per turn from radiant heat, 
and possibly much more than that if he is considerably closer than 500 yards. 
The effective temperature of the air 1/4 mile 
from the site of the eruption will increase by 50 degrees and remain at that temperature for as long as the eruption continues. 
Of course, the temperature increase will be much more than 50 degrees in close proximity to the site. 
The increase will taper off by 10 degrees per 1/4 mile of additional distance from the site, 
until no heat difference is detectable from 11/2 miles away.
3 Type II
(Thick 
Magma 
Volcano)
The eruption is thick magma that will spray out into the air 
as well as flow out around the edges of the mouth of the 
volcano. The lava will continue coming out for 2d4 days, 
and during that time, any character closer than 500 
yards to a sizable quantity of it will suffer at least 1d4 
points of damage per turn. The effective temperature of 
the air 1/4 mile from the site of the eruption will increase 
by 30 degrees; this increase diminishes by 10 degrees 
for every 1/4 mile farther away, so that at 1 mile away no 
heat difference is felt. 
4 Type III
(Thick 
Meteor 
Storm
Volcano)
The eruption is thick magma plus pyroclastic material. 
In addition to the effects described in the preceding paragraph, 
the bombs and blocks produced by this eruption 
can hurt or kill any character who is too close to the mouth of the 
volcano. 
There is a 1% chance per hour that 
a character within 1,000 yards of the site of the 
eruption will be hit by one or more chunks of pyroclastic 
material, causing him to lose 2d6 hit points of from burn 
damage and impact damage. For every 100 yards <(60 5squares)> of 
distance less than 1000 yards <(600 5squares)>, the chance of being hit
increases by 5% per hour and the damage from a hit increases by 1d6.
<theory: first d6 is impact, second d6 is heat. the distinction might be needed for the Burn rules, elsewhere in the WSG> 

<theory: youtube/vid examples can be given for the 3 types of volcanoes, vid being preferable to youtube>
<maybe re-arrange the volcano types, in order of deadliness>


Quote:
Originally Posted by fett527
Gary,

If you fall in lava, do you get a saving throw?


Yah, right! 


1 or less of 10d10 saves.

Gary
 

Quote:
Originally Posted by Holy Bovine
If Gary Gygax falls in lava the lava doesn't get a saving throw.

Everyone else just dies.


This brings to mind the use of certain potent magical devices that would indeed pretty much negate the effects of lava or magma--anything having to do with compatibility with Elemental Fire.

Having been divorced from my first wife, I no longer need such magical protection 

Cheerio,
Gary


Ash Eruptions

Check image. These people died of thermal shock. Ash eruption?

Volcanoes that have ash eruptions can and often do expel
some lava at the same time, but the molten rock is overshadowed
-- quite literally -- by huge clouds of thick, hot ash. Aside from
the initial “blast” that begins the eruption, volcanoes of this sort
are seldom violent; the danger they pose comes not from explosive
force or heat, but from the enormous amount of ash, dust,
and minuscule lava particles (all referred to hereafter as “ash”)
that they expel and spread over the surrounding AREA.

An ash eruption usually begins fairly abruptly, as a great portion
of the pent-up force inside the volcano expends itself by
throwing a billowing mass of ash into the air. The original cloud
can easily be 2,000 or 3,000 feet high directly above the mouth of
the volcano, and so thick that one cannot see into it, much less
through it. The lighter particles can be carried by the wind for
dozens of miles before settling to the ground; even at that distance,
the accumulation on solid surfaces can be as great as
three or four inches over the course of an average-length eruption
of moderate intensity. The ash blanket is much thicker, and
much heavier, in areas closer to the eruption site where the
greater mass of the material comes to earth.

The ash will choke and kill any green plant life that receives
even a moderate dusting. Ironically, though, the chemical composition
of volcanic ash makes it one of nature’s best fertilizers:
Within as little as a few months after an ash eruption, the slopes
of a volcano will again be covered with plants that have thrived on
the rich soil that killed their predecessors.


 

The eruption of Mount St. Helens in the northwestern United
States during 1980 and 1981 (actually, there were six separate incidents
over a 10-month period) was an ash eruption. In addition
to the damage done by the ash and rock that was spewed from
the volcano’s mouth, the eruption had other effects that demonstrate
how devastating an ash eruption can be. The superheated
gas expelled from the summit of the volcano melted the surrounding
snow cover, which led to mudslides that covered more
than 100,000 acres of land in the vicinity. The initial blast on May
18, 1980, had a force equal to a 10-megaton hydrogen bomb; the
concussive force knocked over trees as far as 4 miles away. During
the entire time when the volcano remained active, the summit
of the mountain was pulverized; the peak of Mount St. Helens
was 9,677 feet above sea level before the eruption and only 8,364
feet when the last expulsion of ash subsided.
In game terms, an ash eruption will be one of three general
types; for a random determination, the DM should
roll 1d6 and refer to the following list:
 
1-3 The eruption will be light to moderate in intensity but of
extended duration; ash will be expelled for at least 12
hours each day for a period of 3-6 weeks (ld4+2). During
the entire duration of the eruption, a significant
amount of ash (at least 2 inches of total accumulation)
will be carried 16-25 miles (ld10 + 15) away from the
eruption site in the direction of the prevailing winds, and
heavier amounts of ash (6 inches or more) will settle
everywhere within a radius of 5-1 0 miles (1 d6 +4) of the
site. A character within 2,000 yards of the eruption site
will suffer ld3 points of burn damage per turn from the
hot particles that settle on his body (unless, of course,
he is in a shelter or otherwise protected). In addition,
such a character must make a saving throw versus
breath weapon once per turn to avoid going into a choking
fit (-4 on attack rolls, +4 to be hit). A character who
fails two saving throws in succession is in danger of being
asphyxiated or suffocated; he will take ld4 points of
damage per round, and will die unless he can receive
aid within one turn.
4-5 The eruption will be heavy in intensity but of relatively
short duration; ash will be expelled for 6-11 hours
(1 d6 + 5) each day for a period of 1 d3 weeks. A significant
amount of ash will accumulate 10-15 miles
(ld6+9) away from the site in the direction of the wind,
and a heavy accumulation (9 inches or more) will come
down everywhere within a radius of 3-8 miles (ld6+2) 
from the site. The danger zone for characters is 4,000
yards, with effects as described above upon those who
are unprotected and within that area.
5-6 The eruption will be heavy (as described in the preceding
paragraph), and in addition the first 3-8 days of the
eruption will be marked by the expulsion of pyroclastic
material. See the last paragraph of the above section on
lava eruptions for the possible effects on characters
who are in the area of falling bombs and blocks.

Explosive Eruptions

This type of eruption is impossible to characterize in general
terms because it can take so many forms. The one thing that all
explosive volcanoes have in common is power. When the eruption
begins, the opening salvo can be strong enough to literally
blow the top off the volcano. A volume of several million cubic feet
of rock around the mouth of the crater cracks and crumbles, and
the peak of the volcano collapses into the chamber of magma or
ash (or both) that lies beneath the surface.

Any characters or creatures within sight range of an explosive
eruption are in mortal danger from a variety of sources. A huge
cloud of ash && pyroclastic material will spew forth and rain
down on the surrounding countryside. A glowing avalanche of
thick lava && heavy ash will flow out and down from the newly
enlarged mouth of the volcano, threatening to incinerate and
then inundate anything within a radius of 3-5 miles. Either the ash
cloud or the glowing avalanche, or both, will exude superheated
air and noxious gases with the effect of a double-strength
cloudkillspell: Breathing the air for as little as one-half round will
slay anything with fewer than 8 + 1 HD. Those with 8 + 1 to
10+1 HD must save versus poison at -4, and those with
more than 10 + 1 HD must save versus poison normally to
avoid death.

Fortunately, an explosive eruption gives those in the AREA sufficient
warning before its fury is unleashed. The volcano will puff
out small ash clouds, leak small amounts of lava, and perhaps
send moderate tremors through the ground for 1d3 days before
the eruption begins with full force. Anyone who remains in the vicinity
despite these signals will get what he deserves.