AIR SUPPLY


 
1.Duration
2. Fire
3. Smoke
4. Poisonous and Noxious Gases
5. Ventilation
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6. Odor Detection
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THE UNDERGROUND ENVIRONMENT
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DSG

A particular problem that surface dwellers virtually never face
is inadequate air supply. In many underground situations, of
course, this is not a problem either: an underground chamber
may be so large that even the presence of many creatures does
not consume oxygen faster than it can be replaced; or natural or
artificially channeled ventilation may insure that old air is steadily
replaced with new.

The potential for air supply problems beneath the surface
should not be overlooked. If a cave-in occurs, ventilation sources
may be cut off; if a chamber is small, it may become so crowded
that a meager ventilation system is incapable of replacing oxygen
as fast as it is depleted. In any event, air supply is occasionally a
factor in underground adventuring.

1.1 Duration
Assuming no ventilation whatsoever, a human-sized creature
at complete REST depletes the oxygen in <a 10' cube of air: -x> within
24 hours. If the creature performs even moderate physical activity, <define moderate>
the duration of air supply is reduced to 12 hours. If the creature
spends its time in any kind of strenuous exertion, the
duration of the air supply is reduced to a mere six hours.

If a character spends some time engaged in heavy or light
exertion and rests at other times, simply calculate the oxygen
consumption in multiples of the resting rate. Thus, a character
who is working strenuously uses oxygen four times faster than a
resting character, and a moderately exercising character uses
the oxygen up twice as fast as a character at rest. A character
who rests for three hours and then works hard for five hours has
used up as much oxygen as he would in 23 hours (3 hours + 4 x 5
hours) of REST.

A DM can apply this ratio to all characters and to any creatures,
such as mules or dogs, that accompany them. An accurate duration
figure can be achieved by figuring the weight of the creature
into human equivalents. A dwarf or elf, for example, consumes 213
as much oxygen as a human, while a halfling or a dog uses only
half as much. A mule or an ogre, on the other hand, consumes
oxygen at twice the rate of a human.

A character does not instantly die when his air supply has been
used up, but serious problems arise. Each turn following the
exhaustion of the oxygen, the character must make a CON
Check. Every time the check fails, each of his ability scores
and his hit point total are reduced by one. Each additional CON
Check is made against the reduced CON score.
Thus, a character grows more and more feeble as he gulps the
last remnants of the oxygen supply. When all of a character’s ability
scores have dropped to 0, he is unconscious. When a character’s
hit point total reaches -10, he is dead. Even for a character
with a large number of hit points, this fate becomes automatic
once the CON score reaches 0, since all further CON
Checks automatically fail. This system is used only for characters
in an area with air; it cannot be used for characters who are
holding their breath.

If fresh air is introduced to a character before death occurs, he
begins to recover immediately. Hit points and ability scores all
climb at the rate of three points per turn until the character
reaches his original levels in all areas.

1.2 Fire

Fire is a more voracious consumer of oxygen than even the
most heavily working character, and consequently presents a
severe threat to characters in situations of limited air supply.
Even a flickering torch can. create problems in a small chamber
that has little or no ventilation.

A small fire (one foot or less in diameter) consumes all of the
oxygen in a ten-foot cubic space in two hours (1 2 turns). A flaming
torch consumes all of the oxygen in the same space in eight
hours. Of course, when all of the oxygen is consumed, the fire
goes out. The oxygen consumption of larger fires is based on the
number of small fires they equal. A fire four times larger than a
small fire consumes oxygen four times as fast.

A flask of burning oil does not burn for very long, but uses up a
lot of oxygen while it burns. In general, oil in a flask or similar
small container burns for three rounds. For purposes of oxygen
consumption, however, treat the burning oil as a small fire (as
explained above) and treat each round of burning as a full turn.
Thus, an oil fire that lasts three rounds uses up as much oxygen
as a small wood fire burning for three turns.

1.3 Smoke

    The smoke that accompanies fires causes additional problems.
While fire consumes the oxygen that characters need to
breathe, smoke acts as a poisonous gas that fills enclosed areas
and is unavoidably inhaled along with any remaining oxygen.
While it is possible to burn extremely dry and flammable materials
with little or no smoke, most fires are not this efficient. If any
of the fuel for the fire is wet, or if green or living branches, twigs,
or leaves are used, smoke is produced. Any kind of burning fabric
creates smoke, as does burning oil.

The average amount of smoke produced by a small fire in one
turn is enough to create a one-foot-thick smoke layer in a 10 foot x
10 foot square AREA. The smoke rises to the highest part of a room
and collects in a layer against the ceiling. The next turn’s worth of
smoke collects immediately below the first layer, and so on, until
the breathable air is concentrated in the few feet nearest the floor.
Finally the entire room fills with smoke and even characters lying
on the floor are affected.

An oil fire creates the same amount of smoke as an average
fire, except that in an oil fire the rate is calculated by round
instead of by turn. The smoke rate of a larger fire is calculated just
as the oxygen consumption, so a fire that is three times as big as
a one-foot-diameter fire creates smoke three times as fast.
A character forced to breathe smoke must make a CON Check each round that the smoke is inhaled. A failed check
means that he suffers ld6 hit points of smoke damage.
Smoke damage is temporary. If a character has a chance to
breathe fresh air, the smoke damage goes away at the same rate
that it was acquired-i.e., the character makes a CON  Check every round of breathing fresh air, with success meaning
that he has regained 1d6 points. Although temporary, smoke
damage is real in the sense that any other damage taken while a
character suffers from smoke damage must be considered
cumulative with it. Example: A character who has a total of 33 hit
points loses 28 of them due to smoke inhalation. If he gets struck
by an orc for 5 points of damage before he has had a chance to
regains any of his smoke damage losses, he is killed.

1.4 Poisonous and Noxious Gases

"... I do not like the smell of the left-hand way: there is foul air down there, or I am no guide." - Gandalf, The Fellowship of the Ring

Gases can originate from a number of underground sources.
Volcanic activity can create deadly emissions of sulphuric gas that are every bit as poisonous as the bite of a venomous creature,
while garbage || sewage can generate noxious gases such as methane whose smells are so overpowering that characters have a difficult time breathing them.

The occurence of such gases is primarily a campaign function to be handled by a DM at the appropriate time.

Poisonous Gases: As in most situations involving poison,
poisonous gases generally require characters to make saves vs. Poison.


 

Noxious gasesNoxious gases should force characters to make CON Checks every round;
failure results in a general lowering of ability scores by <3> three,
with a similar penalty applied to attack rolls.
The modern example of tear gas falls into this category.
Characters can be rendered quite helpless by the effects of noxious gases (when all ability scores are reduced to 0),
but they are not killed because there is no loss of hit points.
Ability scores are raised at the rate of <3> three per turn when the character has a chance to breathe fresh air again.

Modifiers to the saving throw or Constitution Check can be applied as the DM sees fit,
to account for exceptionally lethal or mild poisons or to simulate degrees of noxiousness.

Certain types of gases,
such as natural gas,
are either odorless or possess such a mild odor that the characters may not be aware that the gas is present until they start making checks or saving throws.
Other types of gases,
such as sulphur,
carry such a strong odor  that the characters might have a chance to hold their breath <link> before the full force of the gas can take effect.

Natural Gas: Natural gas,
often encountered in regions where coal && oil are common,
has the additional hazard of being explosive.
If characters encounter natural gas and are carrying a torch,
candle,
lantern or any other source of open flame,
the natural gas has a base 20% chance per round of exploding.
Such an explosion causes 1d6 points of damage to all characters and creatures in the AREA containing the gas.
Characters entering a region containing natural gas in such quantities might be allowed to make Wis Checks if they are moving slowly and investigating their surroundings carefully.

More heavily concentrated natural gas,
or other types of explosive gases,
are possible.
The DM can modify the gas's chance of exploding and damage inflicted upward as follows:
each 10% increase in the chance of explosion adds another d6 to the damage inflicted to the characters.
Higher concentrations should also increase the character's Wisdom scores by 1 per 10% potency increase,
for purposes of this Wisdom Check only.

Note that if a gas is completely odor-free,
no WIS Check should be allowed,
since the check represents the character's awareness of the gas's odor and an odorless gas gives no opportunity for a check.

Any gas,
whether poisonous,
noxious,
or harmless,
can cause problems to characters by replacing the oxygen in a given AREA.
In this case,
the effects should be treated as if part or all of the oxygen in a location has been used up,
as explained earlier. <link>

Certain creatures,
most notably small birds,
are more sensitive to poisonous gases than humans and other character races are.
If,
perchance,
a party has a small bird with them and becomes exposed to a gradually increasing amount of poisonous gas (not including noxious gases),
the DM should make a secret saving throw vs. poison for the bird <1> one turn before the characters must save.
The bird saves as a 0th-level human,
and if the saving throw fails,
the bird dies.

Note that this procedure is of little help if gas is suddenly introduced to an area in high concentration.
The party must encounter a gradually increasing amount of gas in order for a bird to provide any early warning.

SUMMARY
* Characters can be rendered quite helpless by the effects of noxious gases (when all ability scores are reduced to 0), but they are not killed as there is no loss of HP.

* If characters encounter natural gas and are carrying a torch, candle, lantern or any other source of open flame, the natural gas has a base 20% chance per round of exploding.
* Such an explosion causes 1d6 points of damage to all characters and creatures in the AREA of the gas.

* The DM can modify the gas's chance of exploding and damage inflicted upward as follows: each 10% increase in th chance of explosion adds another d6 to the damage inflicted to the characters.
* Higher concentrations should also increase the character's Wisdom scores by 1 per 10% potency increase, for purposes of this Wisdom check only.

* The bird saves as a 0th-level human, and if the saving throw fails, the bird dies.

1.5 Ventilation

SUMMARY

* Smoke from small fires or torches does not accumulate in moderately ventilated areas,
while smoke from large fires or from burning oil only accumulates at 1/2 the rate listed for enclosed areas.

* No matter how long or how winding the connecting passages may be, these AREAS collect <l> smoke from small fires at 1/2 the rate previously listed.
* <l> Poisonous or noxious gases remain in such an AREA for 2-5 hours (1d4+1).

* <l> Poisonous or noxious gases remain in such an AREA for 2-5 hours (1d4+1).

* <l> Poisonous or noxious gases, unless specifically noted as being heavier than air, remain in such an AREA for 24 hours.

* <l> Smoke that collects in such a room lingers for 1d6 hours after the fire that created it goes out.

Ventilation of an underground area depends on several factors.
Chief among these is fresh air flowing into and through the
AREA. Any underground chamber with a noticeable airflow is considered
well-ventilated. Smoke does not accumulate in such an
area, nor is the oxygen exhausted by characters breathing or by
fire. The duration of all gas-based spells is halved in such an
area. Poisonous or noxious gases remain in a ventilated area for
two turns unless more of the gas is introduced.

More subtle air movement can be detected by the flickering of
a torch or candle. Even when characters cannot discern this
movement through their own sense of touch, fresh air for breathing
is not a problem in these areas. Gas-based spells linger for
their normal durations, and poisonous or noxious gases remain
effective for one hour.

Smoke from small fires or torches does not accumulate in moderately
ventilated areas, while smoke from large fires or from burning
oil only accumulates at 1/2 the rate listed for enclosed areas.
Some areas appear to contain no ventilation, but are actually
connected either to ventilated areas or to the earth’s surface. No
matter how long or winding the connecting passages may be,
these areas collect smoke from small fires at 1/2 the rate previously
listed. Large or oil fires fill the area with smoke at the usual
rate. Characters do not use up all of the air through breathing;
even this minimal amount of ventilation allows enough air movement
for respiration. Poisonous or noxious gases remain in such
an area for 2-5 hours (1d4+1). The duration of all gas-based
spells is normal.

An area that contains no noticeable ventilation and has no
place for smoke to flow out horizontally or upward captures
smoke at the normal rate (even from small fires). Poisonous or
noxious gases, unless specifically noted as being heavier than
air, remain in such an area for a full 24 hours.

Areas that are completely sealed off from any outside passages,
either through cave-ins, constructed barriers such as mortared
stone walls, or magical barriers such as walls of force, are
subject to all of the effects listed, at their normal rates of accumulation
and effect. The air supply is finite, and once used up, cannot
be replaced except through the introduction of fresh air.
Smoke that collects in such a room lingers for 1d6 hours after
the fire that created it goes out. Poisonous or noxious gases
remain in the area until vented out by the admission of fresh air.
Again, the duration of all gas-based spells is normal.

1.6 Odor Detection




    The sense of smell,
while relatively insignificant when compared to those of sight and sound,
occasionally provides a character
with advance warning of some nearby hazard || obstacle.
This sense is only useful to a character when no other overpowering
scent is in close proximity to him or permeating the AREA.

    The basic procedure for a character to detect an odor is a WIS Check made when the scent is first encountered.
Another check may be made if the scent grows very strong, or a change in the wind carries it to the character with increased force.

    Of course, this WISCheck should be made by the DM so
that the players are not alerted that they should be on the lookout
for something. The reason that the check is not repeated more
frequently is that if an odor is not noticed when it is first encountered,
it will probably not be noticed thereafter unless something
occurs to draw the characters' attention to it.


If the party has any dogs accompanying them, the DM may
also check for the dogs if they would be alerted by the scent. The
scent of a monster would almost certainly alert them, for example,
while the odor of a campfire probably would not. Dogs are all
assumed to have a Wisdom of 16, for purposes of this check only.
If a dog smells something, the DM should describe the dog's
reaction in appropriate terms: a growl of warning, perhaps, or a
cringe of fear. If a dog has been trained to react in a certain way,
then this reaction should be used. Sophisticated responses
require considerable training, however, and should only be used
if the dog has been trained. <note: i'm sure that some other AD&D monsters, psb. incl. ferrets/weasels, are noted as having a strong sense of smell>

    The WIS Check is only made using the character's full WIS
score if the odor is strong enough to be easily noticed. The
strength of an odor is obviously going to req. a DM judgment
call, but general guidelines (for distance, type of odor, etc.) and
WIS modifiers are given in Table 15: Odor Detection.
If a dog is making the check, double the distacne listed before implementing the negative modifiers.

Table 15: ODOR DETECTION

                                                                                                                Distance from Character
Source of Odor 1-120 ft 121-360 ft 316-1000 ft 1000-5000 ft
Fires: - - - -
  small 0 -4 -8 -
  large +2 0 -4 -8
  oil +4 +2 0 -4
  conflagration +8 +4 +2 0
Odorous gas +4 +2 0 -4
Creatures: - - - -
  strong-odor 0 -2 -6 -10
  mild-odor -2 -6 -10 -
  no-odor -6 -10 - -
Cooking food +2 0 -2 -6

<update table to incl. a M fire category>

The number found by cross-referencing the source of the odor
with the character’s distance from the source of the odor is a
modifier to the Wisdom Check. A “-” indicates that the odor
cannot be detected that far away.

Small fires are used for cooking or keeping a small group of
individuals warm. They are generally one foot or less in diameter.

Large fires are bonfires, large campfires, funeral pyres, and
other relatively sizeable but controlled blazes. A large fire can be
6-8 feet in diameter, with the flames rising even higher.

Oil fires are fires where oil, creosote, or coal is burning.
Some pungent chemicals, when burned, create fires in this category.

Conflagrations are huge fires, often burning out of control.
A large boat, a bridge, or a building creates a conflagration when it
burns.

Odorous gases are those with distinctive smells, such as sulphur || methane (swamp gas).

Strong-odor creatures use an odor as a means of marking terrain
(such as males among the great cats) or defending themselves
themselves
(such as skunks). The area near the lair of such creatures
always carries this distinctive scent, but it is only 50% likely to be
encountered if the creature is prowling outside of its lair.

Mild-odor creatures are those whose living quarters or presence
is generally accompanied by a distinctive odor. Pigs, while
relatively clean animals, nonetheless tend to emit a fairly strong
odor around their lairs. Most herd animals, especially those kept
domestically by intelligent creatures, emit some sort of lair odor.
Bands of orcs or other humanoid types with somewhat casual
personal hygiene habits fall into this category as well.

No-odor creatures are those that take care to remove sources
of odor from their lairs. Humans fall into this category, as do birds
and reptiles.

Cooking food is just that.
If any currents of air are prevalent in the underground area, the
wind direction can serve as an additional modifier. Table 16:
Wind Effects on Odors lists the modifications to the distances at
which odors are detectable. If a distance is listed as “1/2,” for
example, the distances for each of the categories listed on Table
15: Odor Detection should be reduced to 11/2 of the original.

Table 16: WIND EFFECTS ON ODORS
                                                            Direction of Source
Wind Force Upwind Crosswind Downwind
Strong Normal 1/2 No detection
Medium Double 1/2 1/10
Light Double Normal 1/4

Upwind sources mean that the wind is blowing from the direction
of the odor’s source toward the character.
Downwind means that the wind is blowing the odor away from the character, and
crosswind means that the wind is blowing perpendicular to the
direction between the character and the source of odor.
Strong winds are those capable of extinguishing torches and
other small fires, and of raising clouds of dust.
Medium winds cause torches to flicker, and extinguish small flames such as candles.
Light winds are almost unnoticeable to characters.
<define winds in terms of mph>