Many are the monsters from
the Pleistocene Epoch roaming
the pages of the AD&D™
Monster
Manual. But for the most part,
I’ve let them stay there.
I mean, why would players want to go
adventuring in the Ice Age?
There’s no metal-workjng — ergo
no armor, no steel for weapons,
and no money. There’s no
civilization — ergo no castles,
no cities, no society (as we tend
to think of it) to adventure
in. There’s no agriculture, no commerce,
and no writing: just lots
of ice, dangerous animals, and
death lurking in every corner.
So what is there about the Ice Age
that could hold a player’s
attention? The answer: lots.
After reading The Clan
of the Cave Bear by Jean Auel, I got a
hankering to adventure in
the Pleistocene. Cave halflings
danced before my eyes, blizzards
blew through my fevered
brain, and survival became
the only game in town. In the end, I
thought of three basic role-playing
modes that could send one
off into the Ice Age.
Number One: The Clan. The
object of this mode is the preservation
of the Clan, a small tribal
society of hunter-gatherers
who must depend on each
other to survive. I drew up a clan of
about 20 halflings and singled
out the player character types:
1st-level individuals who
can rise in the clan pecking order,
becoming its leaders and
providers. The challenge to the players
is to ensure the clan’s
survival in an incredibly hostile world.
Food must be secured. Shelter
must be found. Outsiders must
be kept away. Offspring
must be propagated. Weather, predators,
and disease must be overcome.
And everything hangs on
the intelligence and cooperation
of the party (the group of PCs
within the clan). In short,
even with no castles or coins, this sort
of situation has all the
makings of a desperate and noble
enterprise.
Number Two: The Individual.
Take a first-level player character,
make him an outcast or an
orphan, and set him down to
make his way alone in the
savagery of the Pleistocene. Very
challenging: this even has
possibilities for solo adventuring.
The object here is to explore
while securing food, shelter, and
other necessities. The individual
must survive. And along the
way, this hero could build
up followers and henchmen to form
the nucleus of a new clan
— the surest ticket to survival.
Number Three: Mix and Match.
A regular party of adventurers,
bored with dungeons and
slums, might go for a trip to the
Ice Age. Maybe they get
dumped there through the ire of a
super-powerful wizard? Maybe
they enter a time warp? Maybe
there is a corner of your
campaign area that never got over the
glacial period? Or, you
could dump some Ice Age characters
and creatures into a regular
AD&D
campaign. Either way, you
can make players see things
through new eyes, and have a lot of
fun besides.
Okay. Having justified the
trip, then how does one go about
setting up a Pleistocene
campaign? The first thing is to understand
what the absence of civilization
means. No cities. No
structures more complicated
than a lean-to, a hide tent, or a
cage. No agriculture beyond
gathering whatever grows where
it happens to grow. No politics
beyond the clan/tribal gathering
or an occasional encounter
with outsiders. No organized war.
No crowds. No books, scrolls,
glass, wheels, metal, woven
fabrics, or machines. Not
even much leisure time.
So what do Pleistocene folks
do? Basically, they work: most
of the time either gathering
food, hunting food, processing
food, or manufacturing clothing,
tools, and weapons. (Except
in winter, when they hole
up in their cave(s), snowed in, dealing
with a monumental case of
community cabin fever.) “Adventuring”
consists mostly of hunting
trips, migrations, going to gatherings
every few years, and coping
with an occasional raid by
(or on) a pack of predatory
creatures.
Of course, there is story-telling
and worship and play and
even romance, but all these
are an integral part of clan life; there
are very few solitary pursuits
in this society. Numbers mean
strength, but too many mouths
strip an area of food. Balancing
out the equation of survival
in your favor is the only way to keep
alive, and an individual
acting with an individual purpose has
almost no chance of surviving.
It’s a hard life, and it never gets
easier. Since treasure is
almost non-existent (except for rough
gems), the only way to rise
in levels is to kill beasts and defend
the clan. Experience can
be gained in no other way. So let us
consider how Ice Agers spend
their time.
To nutritionally sustain
one person for one month requires 1
hit die of meat-bearing
animal or fish, plus 2 bushels of roots,
grains, and assorted vegetable
matter. Children require half of
what adults do, but do not
contribute significant labor for our
broad generalizations. (A
month has four weeks, and there are
13 weeks in a solar year.)
Keep in mind that animal/vegetable
sources must be kept in
this 1 h.d./2 bu. ratio.
The life of the clan requires both sorts of
nutrients. Game and fish
provide fur, leather, fat for lighting,
waterskins, ivory, and other
materials, in addition to food. The
grains and roots gathered
also will include reeds for weaving
bags, sticks to make into
utensils, medicinal plants, and so
forth. If the food ratio
gets lopsided, the clan can survive by
consuming 1 additional h.d.
of meat per person per month in
place of the 2 bu. of grains,
or vice versa, but in these cases the
DM should consider incorporating
such effects as an increased
chance for disease (because
of vitamin deficiency), a higher
likelihood of important
equipment (such as protective clothing)
wearing out, and so forth.
The DM can assume that as long as
both proportions are supplied,
most of the necessities of living
will be taken care of. The
only alternative to these general rules
is to keep a detailed account
of everybody’s production and
consumption of everything,
which would be a colossal bore.
Thus, a clan of 15 adults
and 4 children = 17 full consumers. In
one year, they must kill,
gather, and process 221 hit dice of
game (above and beyond an
occasional rabbit or pigeon) and
442 bushels of wild grains,
yams, seeds, and so on. The task for
the summer task is not only
to keep alive, but to store away stuff
for the winter, when one
can neither hunt nor gather. Starvation,
if it happens, usually comes
in early spring, when there is
no food to be found and
the winter’s stores are depleted (or
ruined by vermin).
The facts
of Ice Age life
Gathering of grains, plants,
and so forth may take place in
earnest starting the first
week after the last frost (usually the
11th week of spring) up
until 4 weeks after the first frost of the
coming (usually the 2nd
week in autumn). The growing season
averages 91 days. Gathering
can usually be done, then, over a
period of 18 weeks; during
the 7th through 11th weeks, gathering
may be done at 150% efficiency
(this is when the “crops” are
most bountiful and convenient
to pick). One adult may gather
1½ bushels of usable
stuff in a day. The same area cannot be
gathered in more than one
week in six. Note also that mountains
contain vegetation, but
are not worth picking at. The DM
might want to make an assessment
of the relative bounty of the
area; there is no distinction
made here between hills, plains,
forests, and swamps: edible
stuff exists in all these places.
Hunting, unlike gathering,
is not an “automatic” activity. This
is where the DM and players
can get down to adventuring. You
must work for every hit
die of beast trapped or hunted. I would
allow a basic 1 in 12 chance
of an encounter twice or thrice a
day (morning &evening,
plus one more during the night, if the
party is camping out). Not
only game would be encountered,
but also predators, vermin,
and other creatures (see encounter
tables). Good hunters (especially
rangers)
could probably
track well enough to better
the odds of having an encounter.
However, hunting and gathering
are both alike in one respect:
they are only a part of
life. Only 2 days per week per
person can be spent doing
either or both. The other 5 days are
taken up with the other
business of life: processing food, making
weapons and clothes, repairing
and manufacturing the stuff
of daily existence, worshiping.
Groups from the clan can take
hunting trips of 7 days’
duration once in every 5-week period
(weather permitting).
This all is not to suggest
that all life means is work, work, and
more work: only that, in
general, one must accept major claims
on one’s time for the purpose
of ensuring survival. Ceremonies,
story-telling, raids, and
daily problems “caused” by the DM
may go on as one pleases
without causing any problems in
simulating the survival
needs of the Pleistocene. But limiting
hunting and gathering to
only 2 days a week per person and
staking out most of the
rest of an individual’s time as already
obligated to some thing
or another is a game device to ensure
that sufficient time is
spent on necessities without the players
having to keep track of
how many flint knives and fur robes they
make. Flexibility in the
monitoring of clan activities is required;
the DM should note an increasing
disruption of the clan’s lifestyle
only when a significant
number of man-hours are lost.
When sickness, injury, raids,
or whatnot cause the number of
“work days” to fall below
the minimum, the DM may announce
that such-and-such piece
of equipment has worn out, or the
clan’s supply of this or
that material has been exhausted; rectifying
this problem then becomes
the challenge to meet. The
Races
among the glaciers
The lack of agriculture and
technology in the Pleistocene
affects each of the player-character
races. Cavemen (as in the
Monster Manual) require
no adjustments to their specifics to
place in the Pleistocene
world. For that matter, a group of
nomads (afoot; horses and
cattle have not been domesticated
yet) armed with stone weapons
would fit right in. So would
stone-age berserkers. But
PC races are another matter; some
thought needs to be given
to their cultural differences.
Dwarves should be very few,
secreted in their deep places. To
these types alone, if the
DM allows it at all, some primitive
metallurgy could be attributed.
High-level tribal leaders might
have crude metal weapons
(+2, at least in comparison with the
normal stone weapons) and
studded leather armor. This benefit
would place dwarves higher
on the technological ladder than
any other race. Therefore
they ought to be very rare.
Elves would be +1 with spear
and sling (instead of bow and
sword, neither having been
invented). While all races would
have discovered ritual fermented
or narcotic potations, to the
elves would belong the specialty
of making wine from wild
grapes. Also, only wood
elves would be around in Ice Age
times. (Editor’s note: Since
the Players Handbook says all player <cf. snow elves>
character elves are considered
to be high elves, abiding by
this stipulation would make
it impossible for player-character
elves to exist in this environment.
If the issue must be resolved,
DMs will have to either
ignore the author’s recommendation or
choose to allow a relaxation
of the rule.)
Gnomes,
the best stonecutters in the usual AD&D world,
would be the best flint
workers in the Ice Age. All their stone
weapons should be considered
+1 relative to those produced
by non-gnomes.
Half-elves are virtually
non-existent. Their racial specialty
would be in woodcraft. Rangers,
druids, and bards lead this
society.
Halflings are the tamers
of wild dogs. While other groups
might capture an animal,
only the halflings have domesticated
them and learned to breed
them. They even use them in hunting.
A clan will consist of all
tallfellows, all hairfeet, or all stouts,
with no intermingling of
the various racial strains and no “halfbreed”
halflings.
Half-orcs are the only race
to use poisoned darts, and are the
inventors of the blowgun
used to fire them.
Humans have the advantage
of having all classes open to
them, with unlimited advancement
potential, as is the case in
the AD&D rules.
Cavemen (humans), should
the DM allow such types to be
player characters, should
be +1 with a spear and -1 with all
throwing weapons.
Considering that a clan
would be xenophobic in the extreme,
certain problems are presented.
If the player-character group
must be all dwarves or all
elves, for instance, then eligibility in
certain character classes
needs to be extended to the race in
question. Also, the level
of technology and civilization (or lack
thereof) in the Pleistocene
epoch influences the maximum level
attainable in certain character
classes. The table in the Players
Handbook on “Class Level
Limitations” is modified for the Ice
Age, so that it looks like
this chart:
- | Dw | Elf | Gn | 1/2Elf | Hlf | 1/2Orc | Human |
CLERIC | 8 | 7 | 7 | 5 | no | 4 | U |
Druid | no | no | no | U | 6 | no | U |
FIGHTER | 9 | 7 | 6 | 8 | 6 | 10 | U |
Ranger | no | no | no | 8 | no | no | U |
MAGIC-USER | no | 11 | no | 8 | no | no | U |
Illusionist | no | no | 7 | no | no | no | U |
THIEF | 5 | no | no | 5 | U | 5 | U |
Assassin | no | no | no | no | no | U | U |
Bard | no | no | no | U | 6 | U | U |
All restrictions noted in
the Players Handbook not changed
above should be observed.
Note that paladins and monks simply
do not exist. Thieves are
very rare (What is there to steal?
Where is the society to
steal from?), but the class is open to
dwarves, so they can sneak
around dungeons; to halflings and
half-elves, to enable them
to be used as scouts and as preparatory
to bard status; and to half-orcs,
who also use thieving
ability to act as scouts,
and are nasty to boot. Humans can be
thieves because no class
is closed to them. The assassin class
is a half-orc prerogative,
but of course also open to humans.
Note that even though the
cleric class is opened to PC dwarves,
elves, and gnomes, non-human
PCs still must be multi-classed
clerics. Halflings are allowed
to be bards because they can also
be druids, fighters, and
thieves, the three classes represented
within the bard class. The
DM might consider including shamans,
witch doctors, and witches
as (rare) character classes.
Language also presents a
problem. There is no “common”
tongue. Nor do demi-humans
speak other than their own languages.
Cavemen and humans speak
different tongues. What
language a speaking dragon
talks is a matter for the DM to
decide. It would depend
on what humanoids the dragon has
associated with, I suppose.
Q: "Thrills and Chills"
(issue #68) noted
that there would be assassins
operating
during the Ice Age. How
is this possible?
A: Assassins could
be thought of as a form
of commando warrior, used
by various
tribes as scouts, spies,
or advance assault
fighters who slay from ambush
or by surprise.
Assassins could also perform
their
usual sorts of tasks (getting
rid of undesirable
tribesmen), at the direction
of a
chieftain or other "boss."
(79.15)
The arms
race, or lack thereof
The level of Pleistocene
weapons technology is very low. The
only “armor” available is
the equivalent of leather or padded
armor (hides and furs).
Shields are rare, since there is no military
science. You don’t use shields
in hunting, so unless you
encounter a warlike race
that uses shields, you would have no
knowledge of shields. Thus,
the best non-magical armor class
which can be achieved is
AC 3 (leather + shield, on a character
with 18 dexterity). The
tables on missile fire cover and concealment
adjustments (p. 64, Dungeon
Masters Guide) would
play a large part in the
hide-and-seek style of warfare dictated
by Ice Age technology.
The sling comes into its
own in the Ice Age, since bows have
not been invented. The table
below illustrates the extent of
Pleistocene weapons technology.
- | Damage: S/M | Damage: L | Fire rate | S | M | L |
Stone knife | 1-4 | 1-3 | —1 | — | — | — |
Stone axe | 1-6 | 1-4 | —1 | — | — | — |
Stone-head hammer | 2-5 | 1-4 | 1 | 1 | 2 | 3 |
Spear3 | 1-6 | 1-8 | 1 | 1 | 2 | 3 |
Bola (trip)2 | 1-3 | 1-2 | 1 | 2 | 4 | 6 |
Sling (stones only) | 1-4 | 1-4 | 1 | 4 | 8 | 16 |
Staff | 1-6 | 1-6 | — | — | — | — |
Club | 1-6 | 1-3 | 1 | 1 | 2 | 3 |
Javelin3 | 1-6 | 1-6 | 1 | 2 | 4 | 6 |
Dart (blowgun) | 1-3 | 1-2 | 3 | 11/2 | 3 | 41/2 |
Net (entangle) | — | — | 1 | 1/2 | 1 | 11/2 |
Fist | (4) | (4) | — | — | — | — |
Flaming oil | (5) | (5) | 1 | 1 | 2 | 3 |
1 — Not balanced for throwing.
2 — Saving throw vs. trip
allowed; monsters of more than 9 h.d. are not trippable.
3 — Double damage when set
vs. charge.
4 — See weaponless combat
tables.
5 — Splash does 1-3, direct
hit 2-12 vs. any size creature.
Religion,
magic, and “modern” life
Magic and religion undergo
some radical changes in the
Pleistocene. Magic items
are very, very rare. There are no
scrolls, because there is
no written language. Magic-users and
illusionists employ carved
sticks and sacred rocks as mnemonic
aids to relearn their spells.
The basic form of a magic item is
the potion, of which there
are many in this herbalist’s paradise.
Disease and injury are not
just mere nuisances; where curative
spells are rare (it takes
a 5th level cleric to cure disease), such
things need to be paid attention
to. The DM must be scrupulous
in making disease
checks (p. 13, DMG).
The highly developed religions
described in the DEITIES &
DEMIGODS™
Cyclopedia are not much in evidence. Most humans,
at least, will be into totemism.
Under this system, each
person has a totem (guardian
spirit). An encounter with a wolf
is thus a “divine,” or at
least uncanny, encounter for someone
with a wolf totem.
Lucky and unlucky days play
a significant role in the clan’s
life. The best days for
hunting and ceremonies must be chosen.
Roll d10 (or have the clan’s
priest roll, if he/she is a PC): 1-3 =
unlucky day; 4-7 = nothing
special; 8-0 = lucky day. An augury
spell might be used for
this purpose. On an unlucky day, the
clan (or the person for
whom it is unlucky) would have a -1
penalty on all dice rolls,
while their opponents would have a +1
penalty on all rolls. This
situation is reversed on a lucky day.
Generally, the following
divinities and pseudo-divinities from
the DDG book would “fit
in” with the Ice Age milieu: Raven,
Heng,
Hotoru,
Shakak
(very important), Thunder Bird, Yanauluha,
Tobadzistsini,
Loviatar,
Thrym,
Surtur,
Prometheus,
Norns,
and the Non-human deities. And so would the Hound of
III Omen and the Elemental
Princes of Evil from the FIEND
FOLIO™ Tome.
Druidism would be much more
primitive and nature-oriented
than as presented in the
DDG book. The American Indian
mythos drawn upon above
seems the most congenial to Pleistocene
religion, but other congenial
types have been added.
Note that undead and spirit
(astral) world encounters would be
very significant in the
religious life of the period; not that they
should be common, but they
would have a telling effect. Dryads
and the like would be considered
supernatural beings by many
races (and so might even
elves and gnolls, come to think of it).
Remember the paranoia of
the time. Everything but one’s own
clan or tribe is to be feared
and viewed as probably hostile.
Your adventure is now almost
ready; only a few more details
to consider, like terrain,
encounters, weather and seasons. To
make matters simpler, I
have simplified the terrain categories in
the following Pleistocene
encounter tables. “Ruins” do not
exist in this era; there
has been nothing built to be ruined. Keep
in mind the glaciation (and
vulcanism?) of the time. This will
affect your campaign area.
I have not been picky on
the encounter sub-tables. One is
more likely to encounter
a badger than a displacer beast any
day, now or then, but I
didn’t want to be rolling dice forever in
setting up an encounter.
After the encounter table gives you the
sub-table to look at, you
may roll to see what is encountered,
and then feel free to roll
again if you feel what comes up doesn’t
make sense. Also, do adjust
the numbers. A herd of game will
be much larger in the Pleistocene
than a herd of game would be
now. And anthropoids would
be very few: no “30-300 orcs”
nonsense. No anthropoid
encounter should be more than 2d12
adults, plus a few children
(2d4?). And half of those adults will
be females. Probably no
more than 40% of all adults would be
hunter-fighter types.
PLEISTOCENE
ENCOUNTER TABLE
Find column for pertinent
terrain type, roll d%, and refer to the
subtable for the resulting
of encounter.
Subtable | Plain | Forest | Hills | Mtns. | River,
lake, marsh |
Sea | Underground |
Aerial | 01-15 | 01-05 | 01-20 | 01-30 | 01-02 | 01-05 | — |
Anthropoid | 16-19 | 06-12 | 21-40 | 31-55 | 03-20 | 06-15 | 01-20 |
Dungeon/Cavern | — | — | — | — | — | — | 21-55 |
Fresh Water/Swamp | — | 13-20 | — | — | 21-50 | — | 56-65 |
Game | 20-59 | 21-35 | 41-55 | 56-65 | 51-60 | 16-20 | 66-70 |
Insectoid | 60-67 | 36-50 | 56-60 | — | 61-70 | — | 71-80 |
Predator | 68-92 | 51-80 | 61-85 | 66-80 | 71-80 | 21-30 | 81-85 |
Reptile | 93-97 | 81-95 | 86-93 | 81-00 | 81-90 | 31-35 | 86-95 |
Salt Water/Seashore | — | — | — | — | — | 36-00 | — |
Vermin | 98-00 | 96-00 | 94-00 | — | 91-00 | 31-35 | 96-00 |
Aerial
encounter subtable (d12)
1. Bat,
giant +
2. Blood
hawk
3. Eagle, giant
4. Dragon or pseudo-dragon
5. Ki-rin
6. Griffon
7. Hippogriff
8. Owl, giant
9. Pegasus
10. Roc
11. Wasp or hornet, giant
12. Wind walker
Anthropoid
encounter subtable (d20)
1-7: Human | 8-10: Demi-human | 11-12: Giant | 13-18: Humanoid | 19: Lycanthrope | 20: Miscellaneous |
1-7:
Human (roll d6)
1. Berserkers
+
2. Cavemen
3. Character party
4. Frost man
5. Nomads
6. 10% chance of divine
encounter (see text)
8-10:
Demi-human (roll d6)
1. Dwarf
+
2. Elf (sylvan)
3. Gnome
4. Half-elf
5. Halfling
(roll
d6:
1-3
= Hairfeet;
4-5
= Stout;
6
= Tallfellow)
6. Half-orc
11-12:
Giant (roll d8)
1. Ettin
+
2. Giant, fire
3. Giant, frost
4. Giant, hill
5. Giant, mountain
6. Giant, stone
7. Ogre
8. Treant
13-18:
Humanoid (roll d20)
1. Bugbear
+
2. Doppleganger
3. Dryad
4. Flind
5. Gnoll
6. Goblin
7. Hobgoblin
8. Kobold
9. Lizard man
10. Nixie
11. Nymph
12. Ogrillon
13. Orc
14. Sylph
15. Troglodyte
16. Troll
17. Troll, giant
18. Troll, ice
19. Umpleby
20. Yeti
19:
Lycanthrope (roll d6)
1. Jackalwere
+
2. Werebear
3. Wereboar
4. Wererat
5. Weretiger
6. Werewolf
20:
Miscellaneous (roll d10)
1. Demon, manes
+
2. Devil, ice
3. Ghost/astral
searcher
4. Merman
5. Sahuagin
6. Skeleton
7. Umber hulk
8. Wight
9. Yellow musk zombie
10. Zombie
Dungeon/cavern
encounter subtable (d24)
1. Bat,
giant +
2. Black pudding
3. Cold
woman*/Cold Spawn*
4. Fungi, violet
5. Gas spore
6. Gelatinous cube
7. Gorgon
8. Gray ooze
9. Green slime
10. Lava children
11. Lizard, subterranean
12. Lurker above/Trapper
13. Mimic/Will-o-wisp
14. Mold, brown
15. Mold, yellow
16. Ochre jelly
17. Piercer
18. Purple worm
19. Roper
20. Salamander
21. Shambling mound/shrieker
22. Slithering tracker
23. Slug, giant
24. Stirge
Fresh
water/swamp encounter table (d24)
1. Beetle, giant water +
2. Catoblepas
+
3. Crayfish, giant
4. Crocodile
5. Dragon turtle
6. Eel, electric
7. Eel, weed
8. Fire toad
9. Frog, giant
10. Frog, killer
11. Frog, poisonous
12. Gar, giant
13. Lamprey
14. Lamprey, giant
15. Leech, giant
16. Naga, water
17. Pike, giant
18. Quipper
19. Spider, giant water
20. Toad, giant
21. Toad, ice
22. Toad, poisonous
23. Turtle, giant snapping
24. Will-o-wisp/Mottled
worm
Game
encounter subtable (d24)
1. Axe
beak +
2. Baluchitherium
3. Beaver, giant
4. Boar, giant
5. Boar, warthog
6. Boar, wild
7. Buffalo
8. Bull
9. Camel, wild
10. Cattle, wild
11. Flightless bird
12. Herd animal
13. Horse, pony
14. Horse, wild
15. Irish deer*
16. Mammoth
17. Mastodon
18. Porcupine, giant
19. Ram, giant
20. Rhinoceros, woolly
21. Stag
22. Stag, giant
23. Titanothere
24. Unicorn/rothe
* Irish deer, like all such
beasts, rut in the fall, not the spring.
Ignore the Monster Manual
on this point.
Insectoid/arachnid
encounter subtable (d12)
1. Ant,
giant +
2. Beetle, bombardier
3. Beetle, boring
4. Beetle, fire
5. Beetle, rhino
6. Beetle, stag
7. Hornet, giant
8. Spider, giant
9. Spider, huge
10. Spider, large
11. Spider, phase
12. Wasp, giant
Predator
encounter subtable (d30)
1. Anhkheg +
2. Astral
wolf
3. Badger
+
4. Badger, giant
5. Bear, black
6. Bear, brown
7. Bear, cave
8. Blink dog
9. Caterwaul
10. Devil dog
11. Displacer beast
12. Dog, wild
13. Hoar fox
14. Hyena
15. Hyena, giant
16. Jackal
17. Leopard
18. Lion, mountain
19. Lion, spotted
20. Lynx, giant
21. Otter, giant
22. Rat, giant
23. Skunk, giant
24. Tiger, sabretooth
25. Weasel, giant
26. Wolf
27. Wolf, dire
28. Wolf, winter
29. Wolverine
30. Wolverine, giant
Reptile
encounter subtable (d20)
1. Dragon,
black +
2. Dragon, bronze
3. Dragon, green
4. Dragon, red
5. Dragon, white
6. Firedrake
7. Fire snake
8. Hydra
9. Hydra, lernaean
10. Hydra, pyro-
11. Lizard, ice
12. Lizard, fire
13. Lizard, giant
14. Pseudo-dragon
15. Remorhaz
16. Snake, amphisbaena
17. Snake, constrictor
18. Snake, poisonous
19. Snake, spitting
20. Snow
serpent
Salt
water/seashore encounter subtable (d16)
1. Bunyip
+
2. Crab, giant
3. Crocodile, giant
4. Dolphin
5. Dragon turtle
6. Eel, giant
7. Eel, weed
8. Lamprey
9. Lamprey, giant
10. Man-o-war, giant
11. Octopus, giant
12. Shark, giant
13. Snake, sea
14. Squid, giant
15. Turtle, giant sea
16. Whale
Vermin
encounter subtable (d8)
1. Carrion
crawler +
2. Centipede, giant
3. Ear seeker
4. Rot grub
5. Stirge
6. Throat leech
7. Tick, giant
8. Yellow musk creeper
Climate
and the calendar
Weather in the Pleistocene
environment presents many problems
and challenges. Taking cold
damage was (is) a real possibility
in the days of the woolly
rhinoceros. Given later in this
article are some tables
adapted from records of the weather
around Hudson Bay which
will enable DMs to simulate the
Pleistocene climate.
The calendar is simple: four
“seasons” of 91 days (13 sevenday
weeks) each, plus “Naming
Day” on the first day of spring.
“Naming Day” would be the
time for all babies to receive their
totems (or however you decide
that should be handled). I would
also advise that it be the
official “birthday” of all clan members,
like the “birthday” of all
thoroughbred horses is January 1. That
way, you advance the entire
clan a year of age on each Naming
Day. It is a day of ceremonies
and holiday.
Every four years, add a “Gathering
Day” here to even out the
calendar. This could be
the time for all the clans of the race to
gather together for high
and holy ceremonies. Or you could
give it some other significance,
but you’ve got to incorporate a
leap year to keep the calendar
straight (at least, by Earth reckoning)
— not that the Ice Agers
would think of it, but it’s easy
enough to do once you know
how.
Pleistocene Campaign Calendar
and Average Weekly Temperatures
(°F.)
Week | Spring | Summer | Fall | Winter |
1 | 91 | 50 | 35 | -16 |
2 | 13 | 52 | 31 | -19 |
3 | 17 | 54 | 27 | -21 |
4 | 21 | 54 | 22 | -20 |
5 | 24 | 53 | 16 | -19 |
6 | 27 | 52 | 11 | -18 |
7 | 30 | 52 | 6 | -17 |
8 | 34 | 50 | 2 | -14 |
9 | 37 | 47 | -2 | -10 |
10 | 40 44 -6 -6 | 44 | -6 | -6 |
11 | 442 | 42 | -11 | -2 |
12 | 46 | 40 | -13 | 4 |
13 | 48 | 38 | -15 | 7 |
(averages) | (27) | (40) | (8) | (-12) |
Average yearly temperature = 18° F
1 — Includes Naming Day (and
Gathering Day).
2 — Frost definitely ends
in week 11 of spring, could
start as soon as week 11
of summer, giving a growing
season of approximately
91 frost-free days.
Temperature
changes and their effects
To determine the day’s high
temperature, roll a d20 on which
one set of digits (0-9)
is distinguishable from the other. (For this
example, we’ll say one set
is colored red, the other black.)
Read
the red numbers from 1-9
as that many degrees above the
average temperature for
that week. Bead the black numbers
from 0-9 in the same way,
except that these results represent a
number of degrees below
the average. (A result of black 0
means an average day.) If
the result is a red 0, roll again and add
10 (if the second result
is red) or subtract 10 (if the second
result is black), to yield
a result in the range of 19 degrees below
average to 19 degrees above
average temperature.
Example: A red 0 is rolled
during the third week of winter,
when the average temperature
is -21°. The die is rolled again,
and a red 3 comes up, so
the day is 13° (3 + 10) warmer than
usual, and the high temperature
that day is 8 degrees below
zero. If a black 6 follows
the red 0, the same day would be 16
degrees colder than usual,
for a high temperature that day of
-37°. The hottest and
coldest high readings obtainable using
this system are 73°
(summer) and -40° (winter).
In such a climate, cold
damage (freezing to death) becomes a
real possibility. No one
in his right mind goes out in a Pleistocene
winter if he can avoid it.
Cold damage is figured as follows:
One makes a saving throw
(vs. constitution, on d20) every turn
one is out in the cold.
One begins making saving throws at the
equivalent temperature (see
definition below) of -20°. The save
is made at +2 at a temperature
equivalent to -20°. This adjustment
to the saving throw drops
by 1 for every 10° drop in
equivalent temperature.
Thus, at -30° the save is only at +1; at
-120° (and it does get
that cold), the save is made at -8.
Wearing metal armor (possible
only for characters from outside
the Pleistocene adventuring
through the AREA) further reduces
the saving throw vs. cold
by -2, and adds an extra point in
cold damage each time damage
is assessed.
Every turn that a character
fails a save vs. cold, he or she
takes 1 point of cold damage
for every 10 degrees below zero of
equivalent temperature (3
points at -30°) 6 points at -60°, etc.).
In addition, when a character
is exposed to the cold and fails
a saving throw, there is
a 5% chance of losing 1 or 2 points of
constitution, permanently,
at -10°. This chance of constitution
loss increases by an additional
5% for each additional 10 degrees
of cold, so that the chance
is 20% at -40°. Any loss in
constitution
requires a system shock check.
Cold also slows down movement,
over and above the difficulty
of wading through snowdrifts
and blizzards. After one
hour, movement in the intense
cold is slowed to 75% of normal
at -20°; 50% of normal
at -50°; and 25% of normal at -80°.
Equivalent temperature is
merely the actual temperature
modified by the Wind Chill
Factor: what the air outside feels
like. The thermometer might
read 10°, but if the wind is whipping
around at 25 mph, then the
temperature feels like -29° to
your body, and your body
will freeze accordingly. One form of
the traditional Wind Chill
Table is given below, to help estimate
equivalent temperatures.
WIND CHILL TABLE
Actual thermometer reading
(°F) <Top row across>
Equivalent temperature
(°F) --> <Table entries>
Wind
speed (mph) |
50 | 40 | 30 | 20 | 10 | 0 | -10 | -20 | -30 | -40 |
Calm | 50 | 40 | 30 | 20 | 10 | 0 | -10 | -20 | -30 | -40 |
5 | 48 | 37 | 27 | 16 | 6 | -5 | -15 | -16 | -36 | -47 |
10 | 40 | 28 | 16 | 4 | -9 | -21 | -33 | -46 | -58 | -70 |
15 | 36 | 28 | 9 | -5 | -18 | -32 | -45 | -58 | -72 | -85 |
20 | 32 | 18 | 4 | -10 | -25 | -39 | -53 | -67 | -82 | -96 |
25 | 30 | 16 | 0 | -15 | -29 | -44 | -59 | -74 | -88 | -104 |
30 | 28 | 13 | -2 | -18 | -33 | -48 | -63 | -79 | -94 | -109 |
35 | 27 | 11 | -4 | -20 | -35 | -51 | -67 | -82 | -98 | -113 |
40 | 26 | 10 | -6 | -21 | -37 | -53 | -64 | -85 | -100 | -116 |
(wind speeds
greater than 40 mph have little additive effect) |
- | - | - | - | - | - | - | - | - | - |
Danger of freezing exposed flesh:
up to -21 = Little danger
(to properly clad person)
up to -72 = Increased danger
-73 and greater = Great
danger
When
it rains, it usually snows
The final weather consideration
is precipitation. A wind table
— not ideal for this purpose,
but okay — is found on p. 54 of the
DMG. Again using records
from the Hudson Bay area, here is
an outline of a Subpolar/Pleistocene
precipitation schedule:
The chance of precipitation
on a given day varies with the
season: 5% in winter, 7%
in spring, 11% in summer, and 6% in
autumn. If precipitation
is indicated on that day, roll d6 to
determine the time of day
when the precipitation starts: 1-2,
morning; 3-4, evening; 5-6,
nighttime.
To determine accumulation
and duration of precipitation
when it occurs, roll d%
and use this table:
Dice | Result |
01-07 | Storm: 1.9 to 2.4 inches over 1-3 hours |
08-20 | Heavy: 1.3 to 1.8 inches over 1-6 hours |
21-40 | Medium: .7 to 1.2 inches over 1-4 hours |
41-70 | Light: .1 to .6 inches over 1-8 hours |
71-00 | Drizzle: no appreciable accumulation over 1-10 hours |
To determine exact amount
of precipitation, roll d6,
each digit standing for
.1 inch of accumulated precipitation;
add .6,1.2, or 1.8, as necessary
according to the
table above, to yield final
numbers in the desired
range. This number represents
liquid accumulation;
snowfall of the same intensity
would result in three
times the accumulation of
the same amount of rain.
Precipitation varies in
form depending on the temperature. At
25° or below, it falls
as snow; from 26° to 39° it is a variety of
sleet or freezing rain (30%
chance of hail in Storm or Heavy
conditions); above this
(40°+) it is rain (15% chance of hail in
Storm or Heavy conditions).
Tornadoes, lightning strikes, flash
floods, and so forth are
left to the whims of the individual DM. If
conditions seem favorable
for such an occurrence, assign a
percentage chance and roll
the dice. Or, if you decide a disaster
is needed, whip one out
of your bag of tricks.
This article has gone far
afield, from considering the reasons
for adventuring in the Ice
Age, through what is involved in
converting races and classes
to the Pleistocene cultural level,
through clan survival mechanics,
and finally the climate. I hope
you begin to see some of
the inherent possibilities in playing an
AD&D
adventure in the Ice Age — perhaps by now, visions of
cave hobbits are dancing
in your head.