Environmental Effects: Difference between revisions

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===Inimical Gases===
===Inimical Gases===
The High Altitude rules can easily be expanded to include all cases where the air is less than nice. This can be dense layers of swamp gas clinging heavily to the lungs of feckless explorers, it can be a bad case of 'mine damp' smothering those who wander into it, it can be a magical effect in a Alchemists' lab where the air around a bubbling cauldron is not longer exactly the right kind of air, or it can be due to Planar effects leaking into the Prime material, cloying shadowstuff clogging the lungs in a dark barrow, and many other things besides.  
The High Altitude rules can easily be expanded to include all cases where the air is less than nice. This can be dense layers of swamp gas clinging heavily to the lungs of feckless explorers, it can be a bad case of 'mine damp' smothering those who wander into it, it can be a magical effect in an Alchemists' lab where the air around a bubbling cauldron is not longer exactly the right kind of air, or it can be due to Planar effects leaking into the Prime material, cloying shadowstuff clogging the lungs in a dark barrow, and many other things besides.  


All such effects can be attributed to a similar High Altitude effect and run with the same rules.  For highly noxious environments, the amount of damage can be increased to 2d6 or even 3d6 per hour.  For places where the air is densely fouled, the frequency of the check can be increased to every half hour, or even every ten minutes.  If the GM is feeling particularly cruel, do both!  The inside of a volcano is a classic place where the noxious fumes choking the air may inflict 3d6 of non-lethal environmental damage every ten minutes, and that's on top of the Heat or Wildfire conditions. Yikes! Whether or not it is possible to have acclimated creatures to such effects is up to the GM, but it certainly works to have a tribe of specially adapted Fire Trolls living in the volcano....
All such effects can be attributed to a similar High Altitude effect and run with the same rules.  For highly noxious environments, the amount of damage can be increased to 2d6 or even 3d6 per hour.  For places where the air is densely fouled, the frequency of the check can be increased to every half hour, or even every ten minutes.  If the GM is feeling particularly cruel, do both!  The inside of a volcano is a classic place where the noxious fumes choking the air may inflict 3d6 of non-lethal environmental damage every ten minutes, and that's on top of the Heat or Wildfire conditions. Yikes! Whether or not it is possible to have acclimated creatures to such effects is up to the GM, but it certainly works to have a tribe of specially adapted Fire Trolls living in the volcano....

Revision as of 16:28, 13 December 2018