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===Frostbite===
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===FROSTBITE===
 
Frostbitten extremities become numb and pale as the supply of blood decreases due to cold temperatures. As stated in Chapter 8 of the Dungeon Masters Guide, a character who takes any nonlethal damage from cold or exposure is beset by frostbite and suffers a -2 penalty to his Dexterity score.
 
Frostbitten extremities become numb and pale as the supply of blood decreases due to cold temperatures. As stated in Chapter 8 of the Dungeon Masters Guide, a character who takes any nonlethal damage from cold or exposure is beset by frostbite and suffers a -2 penalty to his Dexterity score.
 
Touching metal with bare skin can cause the moisture on your skin to freeze to the metal. When you pull away, you may leave a layer of skin behind.
 
Touching metal with bare skin can cause the moisture on your skin to freeze to the metal. When you pull away, you may leave a layer of skin behind.
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A successful DC 15 Heal check can cure frostbite, eliminating the fatigue. The DC is modified by the conditions listed in the table below.
 
A successful DC 15 Heal check can cure frostbite, eliminating the fatigue. The DC is modified by the conditions listed in the table below.
  
====TABLE 1-5: Frostbite conditions====
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====TABLE 1-5: FROSTBITE CONDITIONS====
 
Condition……………………………………..Heal DC Modifier<br>
 
Condition……………………………………..Heal DC Modifier<br>
 
Cold environment………………………..+3<br>
 
Cold environment………………………..+3<br>
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Protection against cold does not confer any resistance to cold—a character dressed in cold weather clothing with an endure elements spell still takes damage normally from a cone of cold spell or a white dragon's breath. However, equipment that provides a bonus on saving throws against cold dangers contributes its bonus whether it is complete, partial, or ineffective protection. For example, even though a cold weather outfit is not sufficient to offer even partial protection against extreme cold, a character in a cold weather outfit still adds the item's +5 circumstance bonus on his saves against the nonlethal damage of the extreme cold environment.
 
Protection against cold does not confer any resistance to cold—a character dressed in cold weather clothing with an endure elements spell still takes damage normally from a cone of cold spell or a white dragon's breath. However, equipment that provides a bonus on saving throws against cold dangers contributes its bonus whether it is complete, partial, or ineffective protection. For example, even though a cold weather outfit is not sufficient to offer even partial protection against extreme cold, a character in a cold weather outfit still adds the item's +5 circumstance bonus on his saves against the nonlethal damage of the extreme cold environment.
  
====TABLE 1-6: Base Level of Protection====
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====TABLE 1-6: BASE LEVEL OF PROTECTION====
 
0…. Character or creature with no cold adaptations<br>
 
0…. Character or creature with no cold adaptations<br>
 
1 …. Cold Endurance feat Nonarctic animal with fur Monsters native to cold terrain<br>
 
1 …. Cold Endurance feat Nonarctic animal with fur Monsters native to cold terrain<br>
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'''Resistance to Cold: ''' A character with a spell or effect granting cold resistance applies his resistance to both lethal and nonlethal damage from cold temperatures. For example, a creature with resistance to cold 5 subtracts 5 points from the ld6 points of cold damage dealt per 10 minutes by extreme cold (and therefore might take 1 point of cold damage, if a 6 is rolled) and 5 points from the ld4 points of nonlethal damage dealt. Since the character never takes any nonlethal damage from the cold, he will not suffer hypothermia or frostbite (see below).
 
'''Resistance to Cold: ''' A character with a spell or effect granting cold resistance applies his resistance to both lethal and nonlethal damage from cold temperatures. For example, a creature with resistance to cold 5 subtracts 5 points from the ld6 points of cold damage dealt per 10 minutes by extreme cold (and therefore might take 1 point of cold damage, if a 6 is rolled) and 5 points from the ld4 points of nonlethal damage dealt. Since the character never takes any nonlethal damage from the cold, he will not suffer hypothermia or frostbite (see below).
  
==== TABLE 1-7 Equipment modifier====
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==== TABLE 1-7 EQUIPMENT MODIFIER====
 
0 …….. No special clothing<br>
 
0 …….. No special clothing<br>
 
+1 …… Armor insulation / Cold weather outfit / Fur clothing <br>
 
+1 …… Armor insulation / Cold weather outfit / Fur clothing <br>
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Example: A neanderthal hunter wearing fur clothing has a protective level of 3 (2 for his race, +1 for his equipment). He can survive conditions of extreme cold indefinitely without harm.
 
Example: A neanderthal hunter wearing fur clothing has a protective level of 3 (2 for his race, +1 for his equipment). He can survive conditions of extreme cold indefinitely without harm.
  
===Hypothermia===
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===HYPOTHERMIA===
 
In any situation in which freezing temperatures are present, hypothermia is a potentially lethal risk. Hypothermia is a condition that results from the lowering of the body's core temperature (whether caused quickly by immersion in freezing waters or over a long period of time by exposure to cold temperatures) and is marked by pale skin, rigid muscles, and loss of consciousness. The three stages of hypothermia are mild, moderate, and severe.
 
In any situation in which freezing temperatures are present, hypothermia is a potentially lethal risk. Hypothermia is a condition that results from the lowering of the body's core temperature (whether caused quickly by immersion in freezing waters or over a long period of time by exposure to cold temperatures) and is marked by pale skin, rigid muscles, and loss of consciousness. The three stages of hypothermia are mild, moderate, and severe.
 
As stated in Chapter 8 of the Dungeon Master's Guide, a character who takes any nonlethal damage from cold or exposure is beset by mild hypothermia and therefore treated as fatigued. Immersion in chilled waters calls for an immediate check to resist the effects of cold or exposure and increases the DC of all Fortitude saves to avoid taking damage from cold or resisting cold-based spells and effects by 10 until the character and his clothes become dry.
 
As stated in Chapter 8 of the Dungeon Master's Guide, a character who takes any nonlethal damage from cold or exposure is beset by mild hypothermia and therefore treated as fatigued. Immersion in chilled waters calls for an immediate check to resist the effects of cold or exposure and increases the DC of all Fortitude saves to avoid taking damage from cold or resisting cold-based spells and effects by 10 until the character and his clothes become dry.
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A successful DC 15 Heal check can lower the level of hypothermia of the victim by one level (severe to moderate, moderate to mild, mild to none). The DC is modified by the conditions listed in the table below.
 
A successful DC 15 Heal check can lower the level of hypothermia of the victim by one level (severe to moderate, moderate to mild, mild to none). The DC is modified by the conditions listed in the table below.
  
==== TABLE 1-7: Hypothermia modifier ====
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==== TABLE 1-7: HYPOTHERMIA MODIFIERS ====
 
Condition…………………………………….. Heal DC Modifier<br>
 
Condition…………………………………….. Heal DC Modifier<br>
 
Wet clothing………………………………… +2<br>
 
Wet clothing………………………………… +2<br>

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