Players in dungeon adventures are often
confronted with situations
involving poison gas, heavy smoke, and
various magickal clouds.
DMs who have to do the refereeing on gas
attacks find
no help in the existing rules, even for
such basic questions as, “How
long until the smoke
clears?”
1st, let’s take a look at what we’re dealing
with. The three kinds of
noxious vapors normally encountered in
dungeons vary considerably
in nature and deadliness, so they should
be examined separately.
| Smoke | Poison gas | Magical clouds | Clearing time | Gas masks |
| Healing gas damage | - | - | - | Placement of gas traps |
| Dragon | Poisonous and noxious gases (DSG) | - | Dragon 45 | 1st Edition AD&D |
Smoke
Smoke
is the least lethal of the gases found in dungeons. Although
smoke contains carbon monoxide and other
unpleasant substances, it
rarely kills adventurers because the unpleasant
effects of smoke force
everyone to flee long before the lethal
effects arise. A smoke-filled
chamber in a dungeon is inaccessible because
no one can function
while coughing and gagging, not because
they’ll be dead if they enter.
by Tabletop Witchcraft
Poison gas,
on the other hand, should ideally be detectable only in
near-lethal quantities, and should kill
very quickly. It should also be
highly volatile so that it will fill a
room quickly and then be dissipated
without leaving residue on the room’s surfaces.
Three gases that fit
most of these specifications are phosgene,
chlorine, and hydrogen
cyanide.
Phosgene is a choking gas which kills in
less than 3 hours
through lung damage. It smells like green
apples or fresh-cut grass.
Chlorine is a greenish-yellow
gas which kills in the same manner as
phosgene. It has a very strong odor (like
bleach), but is suitable for
traps where the gas is released from a
sealed container. Chlorine kills
in just a few minutes.
Hydrogen cyanide is a colorless gas which
smells very faintly of
bitter almonds. It kills by poisoning the
central nervous system and by
interfering with oxygen transfer in hemoglobin.
Hydrogen cyanide
kills in 15 minutes or less, and is probably
the best gas for dungeon
traps.
A typical poison-gas trap is a glass container
full of highly pressurized poison gas.
When the container is cracked it explodes, filling
the room with poison gas almost instantly.
Preparation of poison gases is difficult
and dangerous. The
chemical reactions that produce these gases
are generally explosive,
and Alchemists
find it difficult to make equipment sturdy enough to
keep from killing all involved. This tends
to keep poison gas rare and
expensive. Flasks of poison gas recovered
from dungeons are salable
to Alchemists for 500 to 1,500 GP each
Chlorine is prepared by dripping hydrochloric
acid (from animal
stomachs) onto pyrolusite (a mineral).
Alternatively, it can be obtained
from Green
Dragon’s breath.
Phosgene is prepared by mixing chlorine
and carbon monoxide in
the presence of activated charcoal at 200
degrees C.
Hydrogen cyanide is prepared by passing
a mixture of ammonia
(distilled from the horns of oxen), methane
(from dung), and oxygen
(made by heating mercuric oxide) through
a slowing platinum gauze.
There are many other poison gases, as well
as semi-poisonous
gases, which do not kill instantly, but
are good for “smoking out”
enemies. Semi-poisonous gases include ammonia,
burnt sulfur, and
many others.
Magickal clouds
Magical clouds come in many different forms.
They obviously don’t
last any longer than the duration of the
spell, but what happens as you
try to dilute a magical cloud is not entirely
clear. In my campaign I
treat magical clouds as objects that resist
dispersion — breezes blow
them around without blowing them apart.
Magical clouds expand
until they fill the volume listed in the
spell description, and then stop.
They don’t keep growing, they don’t diffuse
into the surrounding air,
and they resist being pushed out of shape.
A large cloud will resist
being sucked down a small
ventilation shaft, so room ventilation
tends
to have little or no effect on magical
clouds.
Clearing time
Now that we know what we’re dealing with,
let’s look at how to
handle noxious vapors in the dungeon.
The ventilation
system (provided there is one) will, in time, flush
away poison gas. There is a simple method
for finding how much is
left at any time after the gas is introduced.
In the case of a smoke-filled room it seems
reasonable to assume
that when 90% of the smoke is gone, the
room will have a bearable
atmosphere.
For poison gas, however, even tiny concentrations
can cause
permanent damage. For example, chlorine
is safe for only short exposures in doses as low as 1/800 the concentration
preferred in warfare.
This means that dungeon explorers will have to wait
until the poison gas in a room is less
than 0.125% of its original concentration.
Using the rule-of-thumb design specs of
500 cubic feet per person
of room volume and 24 cubic feet per minute
per person of ventilating
air, and
applying a little algebra, we find that the ratio of incoming air
volume to room volume is about 1:20.83.
This doesn’t mean that all of the air in
the room is going to be replaced in 21 minutes, because the new air mixes
with the old air and
this mixture is what leaves the room. The
solution is actually a decaying exponential curve.
For those who care, the
function is
C(t) = C(0)exp(-tVi/Vr)
Where
C(t) = concentration of poison gas at time t,
C(0) = initial concentration of poison gas,
Vi is the rate of ventilation in cubic feet per minute,
Vr is the room volume in cubic feet.
Those who don’t care don’t have to know
how to handle the
algebra to apply the results.
Using the standard ventilation, the time
for the smoke in a room to
clear to 10% of its original value is about
50 minutes. For
poison gas to set down to 0.125 percent
takes 2 hours and 20 minutes.
If you figure that the ventilation is better
than average in a particular
room (as it would be in places like Alchemists’
workshops), then you
guess at how much better it is and divide
the Time by that amount. For
example, if you had a smoke-filled room
with ventilation 5 times
better than normal, the time to clear would
be 50 minutes divided by 5,
or 10 minutes. For inferior ventilation
you increase the time to
clear; if the smoke-filled room had only
1/2 normal ventilation,
the time to clear would be twice as long,
or 100 minutes.
If there’s no ventilation at all, poison
gas will NOT hang around forever. Poison gases are highly reactive — that’s
what makes them so
deadly — and will form relatively harmless
compounds eventually.
Chlorine, for example, will bleach everything
in the room until all of it
is combined with something. Although there
is no way of telling
exactly how long this would take in a typical
slimy dungeon chamber,
it’s not a very fast process, so for gaming
purposes let’s say that it
takes a month for poison gas to dissipate
in a sealed room. Since all of
the poison gases are corrosive, non-magical
metals will be heavily corroded, scrolls will be bleached clean, locks
will be rusted shut, etc.
A sealed room filled with smoke would remain
foul forever, since
there is a lack of oxygen in addition to
the presence of poisons. Unsealing the room and waiting a few hours to
let some fresh air in
should work for smaller rooms.
For huge chambers the waiting time
could be weeks or months, due to the poor
air circulation and large
room volume.
These figures assume that the initial concentrations
of poison gas or
smoke are always the same. They aren’t,
of course, but we can rationalize an excuse for this assumption, as follows:
Gas masks
Sometimes an enterprising PC decides that
he needs a
gas mask.
Gas masks are fairly simple devices mechanically,
the active part
being made of activated charcoal and soda
lime. They would be easy
for an alchemist
and a leather worker to put together,
but in the
AD&D universe
the gas mask hasn’t been invented yet.
If you allow a PC to think of the idea of
a gas mask, he
will be able to attempt to find an Alchemist
to take on the job of finding out how to make one.
This will TAKE Time
and a lot of Money; I
would suggest from 2-8 months and 2,000-7,000
GP, with a
50% chance that the gas mask design doesn’t
really work.
Healing gas damage
Poison gas is easy to referee. The player
is entitled to a saving
throw; if
he makes his saving throw he manages to hold
his breath and
leave the gas, taking no damage. If he
fails, he breathes the gas and
dies.
Death does
not occur instantly. The character is immediately unconscious, but doesn’t
actually die for 5 rounds. This allows others
to go back into the cloud (and roll another
saving throw at + 4 to see if
they die this time) and rescue the victim.
Slow Poison and Neutralize
Poison
spells are effective on poison-gas victims, but general wound-curing spells
are not.
Placement of
gas traps
Poison gas is a very nasty kind of trap,
and DMs
should use it sparingly at low levels.
Even for advanced players,
an improperly run poison-gas trap can fall into the “instant death,
no saving
throw” category, which causes people to
switch to someone else’s
campaign in a hurry. Smoke is more mundane,
and any Time the party
does something stupid with flaming
oil or fireballs the DM shouldn’t
hesitate to let everything smoke and burn
that can do so. A dungeon
should be designed to be survivable, but
during the expedition itself
the DM should never let the players get
away with anything, no matter
how much they grovel.
Table 1
Poisonous and semi-poisonous gases
| Poison Gases | Type | Rate of Action | Odor |
| Phosgene | Choking gas | Instant to 3 hrs | New-mown hay |
| Chlorine | Choking gas | Instant to 3 hrs | Bleach |
| Distilled Mustard* | Blister gas | Delayed 4 to 6 hrs | Garlic |
| Nitrogen Mustard* | Blister gas | Delayed 12 or more hrs | Fishy or musty |
| Tabun, sarin, soman* | Nerve gases | 0-15 minutes | None when pure |
| Hydrogen cyanide | Blood gas | 0-15 minutes | Bitter almonds |
| Cyanogen chloride* | Blood gas | Immediate | None |
| Arsine* | Blood gas | 2 hrs to 11 days | None |
| Semi-Poisonous Gases | Type | Rate of Action | Odor |
| Ammonia | Tear gas | 1 minute | Ammonia |
| Burnt sulfur | Choking gas | 1 minute | Sulfur |
| Adamsite* | Vomiting gas | 1 minute | None |
| Chloracetophenone* | Tear gas | 1 minute | Apple blossoms |
* — indicates a gas beyond the ability of Alchemists to produce.
Semi-poisonous gases cause damage at the
rate of 1-4 hit points
per melee round of exposure. Exposure to
smoke causes 1 point of
damage per round.
Choking gases cause death from lung damage.
Blister gases destroy tissue; especially
in moist areas, such as the
lungs and mucous membranes.
Blood gases are systemic poisons, directly
affecting heart or nerve
action.
Nerve gases inhibit an enzyme, which allows
accumulation of the
toxin acetylcholine.
Vomiting gases and tear gases induce vomiting
and tears, as you
would expect.
Information on poison gases
was obtained from the Encyclopaedia Brittannica, 1969. Vol. V, pp. 382-387.