Environmental Effects: Difference between revisions

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In all cases, if you are rendered [[unconscious]] by the non-lethal high altitude damage, you begin taking this non-lethal damage as lethal damage!  It's almost primal....
In all cases, if you are rendered [[unconscious]] by the non-lethal high altitude damage, you begin taking this non-lethal damage as lethal damage!  It's almost primal....
===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.
All such effects can be attributed to a similar High Altitude effect and run with the same rules.  Whether or not it is possible to have acclimated creatures to such effects is up to the GM, but it certainly works.


==Avalanche==
==Avalanche==

Revision as of 19:55, 12 December 2018