Editing DnD Desert Raiders Campaign Heat Dangers
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | |||
− | |||
== HEAT DANGERS == | == HEAT DANGERS == | ||
For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1. | For game purposes, air temperature falls into one of the nine temperature bands described on Table 1-1. | ||
==== TABLE 1-1: TEMPERATURE BANDS ==== | ==== TABLE 1-1: TEMPERATURE BANDS ==== | ||
− | + | * -510 F or lower - Unearthly cold | |
− | + | * -50° F 10 _21° F - Extreme cold | |
− | + | * -20° F to 0° F - Severe cold | |
− | + | * 1° F 10 40° F - Cold | |
− | + | * 41° F to 60° F - Moderate | |
− | + | * 61° F 10 90° F - Warm | |
− | + | * 91° F to 1100 F - Hot | |
− | + | * 111° F to 140° F - Severe heat | |
− | + | * 1410 F to 1800 F - Extreme heat | |
− | + | * 1810 F to 210° F - Unearthly heat | |
− | + | * 2110 F 01 higher - Burning heat | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 37: | Line 26: | ||
(DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. | (DC 15 + 1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. | ||
Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save. | Characters whose protection against heat is at least level 1 (such as from the Heat Endurance fear or carrying a parasol) are safe at this temperature range and need not make the save. | ||
− | + | Severe Heat: In this temperature band, unprotected characters must make successful Fortitude saving throws Once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves, | |
− | |||
− | |||
To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour, | To be completely protected against severe heat, a character must have protection level 2 or higher (such as from wearing keepcool salve and carrying a parasol). A character with protection level 1 is considered partially protected, and such characters must attempt this saving throw only once per hour, | ||
− | '''Extreme Heat:''' In this temperature band, unprotected characters take | + | '''Extreme Heat:''' In this temperature band, unprotected characters take ld6 points of lethal damage per 10 minutes (no save). In addition, unprotected characters must make successful Fortitude saving throws (DC 15, +1 per previous check) every 10 minutes or take ld4 points of nonlethal damage. Characters wearing heavy clothing or any kind of armor take -4 penalties on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of extreme heat). |
A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection. | A character must have protection level 3 or higher to be protected against extreme heat. Level 2 is considered partial protection, and such characters take damage and make saving throws once per hour instead of once per 10 minutes. Level 1 provides no protection. | ||
Line 54: | Line 41: | ||
In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire. | In a region in this temperature band (also known as a fire-dominant area), characters take 3d10 points of fire damage per round. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell (which lasts as long as the character remains in the area of burning heat). Generally, nonsupernatural methods of protection against heat offer no protection in areas of burning heat, and various levels of heat protection are meaningless if a creature is on fire unless it is immune or resistant to fire. | ||
− | === Treating Heatstroke === | + | |
+ | ==== Treating Heatstroke ==== | ||
Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end. | Nonlethal damage from heatstroke (including the accompanying fatigue) cannot be recovered until a character gets cooled off-by reaching shade, surviving until nightfall, getting doused in water, being targeted by endure elements, or the equivalent. Once the character is cooled or reaches a cooler environment (a temperature of 90 degrees or lower), the character responds normally to healing that removes nonlethal damage. When the character recovers the nonlethal damage taken from heatstroke, the fatigue penalties also end. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− |