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Heat Exhaustion in D&D!
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<blockquote data-quote="frankthedm" data-source="post: 1857497" data-attributes="member: 1164"><p><span style="color: Lime"><span style="font-size: 9px">HEAT DANGERS</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">These penalties end when the character recovers the nonlethal damage she took from the heat.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty 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.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">......</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">STARVATION AND THIRST</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px">Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.</span></span></p><p><span style="color: Lime"><span style="font-size: 9px"></span></span></p><p><span style="color: Lime"><span style="font-size: 9px"></span></span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime"></span></p><p></p><p></p><p></p><p>1. The Characters won't likly make it to the 8 hour mark in the hot sun unprotected. They set out, and start to get tired quite quickly. when the weaker members start passing out, the others should assume that it is time to head back and make a new plan. Packing a few <em>Ray of Frost</em> scrolls may be usefull to freeze water into ice to cool off the adventurers. Carrying large umbrellas might help.</p><p></p><p>2. Traveling by night is normally a Good Idea [tm] in hot climates. But if you want to discourage it... A. Traveling by night is going to make getting lost easy. B.. how does the party see? Unless they like walking blind at night then disease bearing swarms of insects may be attracted to thier light. If the players are really unlucky the big thirsty bugs might come out [treat as desert dwelling stirge swarms].</p><p></p><p><span style="color: Cyan">STIRGE</span></p><p> <span style="color: Cyan">-Tiny Magical Beast</span></p><p><span style="color: Cyan">Hit Dice:-1d10 (5 hp)</span></p><p><span style="color: Cyan">Initiative:-+4</span></p><p><span style="color: Cyan">Speed:-10 ft (2 squares), fly 40 ft. (average)</span></p><p><span style="color: Cyan">Armor Class:-16 (+2 size, +4 Dex), touch 16, flat-footed 12</span></p><p><span style="color: Cyan">Base Attack/Grapple:-+1/–11 (+1 when attached)</span></p><p><span style="color: Cyan">Attack:-Touch +7 melee (attach)</span></p><p><span style="color: Cyan">Full Attack:-Touch +7 melee (attach)</span></p><p><span style="color: Cyan">Space/Reach:-2-1/2 ft./0 ft.</span></p><p><span style="color: Cyan">Special Attacks:-Attach, blood drain</span></p><p><span style="color: Cyan">Special Qualities:-Darkvision 60 ft., low-light vision</span></p><p><span style="color: Cyan">Saves:-Fort +2, Ref +6, Will +1</span></p><p><span style="color: Cyan">Abilities<img src="http://www.enworld.org/forum/images/smilies/worried.png" class="smilie" loading="lazy" alt=":-S" title="Uhm :-S" data-shortname=":-S" />tr 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6</span></p><p><span style="color: Cyan">Skills:-Hide +14, Listen +4, Spot +4</span></p><p><span style="color: Cyan">Feats:-Alertness, Weapon Finesse B</span></p><p><span style="color: Cyan">Environment:-Warm marshes</span></p><p><span style="color: Cyan">Organization:-Colony (2–4), flock (5–8), or storm (9–14)</span></p><p><span style="color: Cyan">Challenge Rating:-1/2</span></p><p><span style="color: Cyan">Treasure:-None</span></p><p><span style="color: Cyan">Alignment:-Always neutral</span></p><p><span style="color: Cyan">Advancement:-—</span></p><p><span style="color: Cyan">Level Adjustment:-—</span></p><p><span style="color: Cyan">A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.</span></p><p><span style="color: Cyan">A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.</span></p><p><span style="color: Cyan">COMBAT</span></p><p><span style="color: Cyan">A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.</span></p><p><span style="color: Cyan">Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).</span></p><p><span style="color: Cyan">An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.</span></p><p><span style="color: Cyan">Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.</span></p><p> <span style="color: Cyan"></span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1857497, member: 1164"] [COLOR=Lime][SIZE=1]HEAT DANGERS Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour). In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period). A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat. Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty 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. Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure. ...... STARVATION AND THIRST Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration. A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage. [/SIZE] [/COLOR] 1. The Characters won't likly make it to the 8 hour mark in the hot sun unprotected. They set out, and start to get tired quite quickly. when the weaker members start passing out, the others should assume that it is time to head back and make a new plan. Packing a few [I]Ray of Frost[/I] scrolls may be usefull to freeze water into ice to cool off the adventurers. Carrying large umbrellas might help. 2. Traveling by night is normally a Good Idea [tm] in hot climates. But if you want to discourage it... A. Traveling by night is going to make getting lost easy. B.. how does the party see? Unless they like walking blind at night then disease bearing swarms of insects may be attracted to thier light. If the players are really unlucky the big thirsty bugs might come out [treat as desert dwelling stirge swarms]. [COLOR=Cyan]STIRGE -Tiny Magical Beast Hit Dice:-1d10 (5 hp) Initiative:-+4 Speed:-10 ft (2 squares), fly 40 ft. (average) Armor Class:-16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple:-+1/–11 (+1 when attached) Attack:-Touch +7 melee (attach) Full Attack:-Touch +7 melee (attach) Space/Reach:-2-1/2 ft./0 ft. Special Attacks:-Attach, blood drain Special Qualities:-Darkvision 60 ft., low-light vision Saves:-Fort +2, Ref +6, Will +1 Abilities:-Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6 Skills:-Hide +14, Listen +4, Spot +4 Feats:-Alertness, Weapon Finesse B Environment:-Warm marshes Organization:-Colony (2–4), flock (5–8), or storm (9–14) Challenge Rating:-1/2 Treasure:-None Alignment:-Always neutral Advancement:-— Level Adjustment:-— A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base. A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound. COMBAT A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures. Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge. Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target. [/COLOR] [/QUOTE]
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