Environmental Effects: Difference between revisions

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==Volcano==
==Volcano==
Source: Gamemastery Guide.




===Volcanic Climate===
The area around a volcano, and especially in a volcano, are subject to environmental heat. The level of heat is left to the GM, but it generally starts as hot a good distance away and proceeds to the highest level of environmental heat on the outer slopes.  Inside a volcano is usually handled as being inside a Wildfire. Yuck.


===Lava===
===Lava===


Lava or magma deals 2d6 points of fire damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of fire damage per round.
Lava or magma is a strange sort of terrain.  It can be very runny, or thicker than pitch.  As such, the GM adjudicates whether you can move with Walk, Burrow, Vaulting, Teleport, or other surface/material interacting movement types on lava.  In all cases, Lava counts as difficult terrain, as does all the air above it to the limit of Altitude Effects coming into play, due to savage up-blasts of heated air erratically pummeling flyers.
 
Being adjacent to Lava, touching it or not, inflicts the [[Immolated]] condition doing fire damage according to the CR of the area or the characters CR, whichever is higher.  Just being within fifteen feet of a lava square inflicts the [[Singed]] condition until you move away.
 
For the difficulties of swimming in a very dense but very runny lava, see the [[Movement]] skill.
 
Burrowing through a stiff lava is possible as if it were soft earth, except for the whole Immolated condition it inflicts. Being completely surrounded by lava (swimming down into it if its runny, or burrowing through it if its stiff) DOUBLES the amount of damage the Immolated condition inflicts, as there's few things more insane than swimming in lava.
 
Immunity or resistance to fire works against lava.  A creature immune or resistant to fire might still drown if completely immersed in lava (see Suffocation).
 
Lava flows and that great classic, the lava lake, are usually associated with nonexplosive eruptions, and can be a permanent fixture of active volcanoes. Most lava flows are quite slow, moving at 15 feet per round. Hotter flows move faster, achieving speeds up to 60 feet per round. Lava in a channel such as a lava tube is especially dangerous, moving too fast to escape, and is treated as an Avalanche...of FIRE. Getting hit with a laval flow inflicts full Avalanche damage AND the Immolated condition.


Damage from lava continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round). Immunity or resistance to fire serves as an immunity or resistance to lava or magma. A creature immune or resistant to fire might still drown if completely immersed in lava (see Drowning).
Creatures overrun by a lava flow must make a save as per the Avalanche rules or be engulfed in the lava, taking double Immolated damage. Success indicates that they are in contact with the lava (and thus Immolated) but not immersed.


Lava flows are usually associated with nonexplosive eruptions, and can be a permanent fixture of active volcanoes. Most lava flows are quite slow, moving at 15 feet per round. Hotter flows move faster, achieving speeds up to 60 feet per round. Lava in a channel such as a lava tube is especially dangerous, moving as fast as 120 feet per round (a CR 6 hazard). Creatures overrun by a lava flow must make a DC 20 Reflex save or be engulfed in the lava. Success indicates that they are in contact with the lava but not immersed.
===Lava Bombs===


Lava Bombs (CR 2 or 8)
Blobs of molten rock may be hurled several miles from an erupting volcano, cooling into solid rock before they land. A typical lava bomb is treated as a spectacularly deadly Falling Object, typically being size Small and up, falling from 200 feet high, and gaining +2 points of damage per die with the caveat that the bonus damage is Fire damage. The minimum damage from a Lava Bomb is thus 21d6 of falling damage plus 42 points of fire damage, Reflex save for half, and a Titanic+ lava Bomb does 54 dice of Falling plus 108 of fire, to a huge area. This is sufficient damage to make ANY character wary around a busy volcano!


Blobs of molten rock may be hurled several miles from an erupting volcano, cooling into solid rock before they land. A typical lava bomb strikes a point designated by the GM and explodes in a 30-foot radius. All creatures in the area must make a DC 15 Reflex save or take 4d6 points of damage. Creatures under cover or capable of covering themselves (like with a shield) gain a +2 bonus on this save. Particularly large lava bombs might sometimes occur, dealing 12d6 points of damage. Normal lava bombs have a CR of 2, large lava bombs have a CR of 5.


Poisonous Gas (CR 5)
===Volcanic Gas===


One of the more insidious threats of a volcano is toxic gas, often escaping notice amid the fire and destruction. A wide variety of poisonous vapors can result from a volcanic eruption, some visible, some unseen. Poisonous gas causes 1d6 points of Constitution damage per round if inhaled (Fortitude DC 15 negates, the DC increases by 1 per previous save), and visible gases also function as heavy smoke. Poisonous gas clouds flow toward low ground, and are .
The area around a volcano is usually treated as High Altitude with the Inimical Gas option, although there may be pockets of Heavy Smoke from the Wildfire rules. All these effects are detailed above.


===Pyroclastic Flow (CR 10)===
===Pyroclastic Flow (CR 10)===


Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche traveling at 500 feet per round, combined with the effects of poisonous gas listed above. Contact with the searing-hot debris of the flow causes 2d6 points of fire damage per round, while any creature buried in the flow suffers 10d6 points of damage per round. Only reality-warping magic like miracle or wish can turn aside or impede a pyroclastic flow.
Some volcanic eruptions create a devastating wave of burning ash, hot gases, and volcanic debris called a pyroclastic flow that can travel for miles. Treat a pyroclastic flow as an avalanche combined with a wildfire, that also inflicts the [[Burned]] condition doing [[Fire]] damage to all those struck by it. If you fail the save, the Burned damage is doubled until you can escape. Note that because a pyroclastic flow is also a fire, you cannot fly above it to escape, taking heavy smoke damage.


==Water==
==Water==

Revision as of 20:20, 12 December 2018