Difference between revisions of "Arctic Conditions"

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::''It wasn't much fun — but the only one to whimper was Sam McGee.''
 
::''It wasn't much fun — but the only one to whimper was Sam McGee.''
  
These bleak, inhospitable temperatures range between -35° to -39° celsius (-30° to -39° F), but to the fantasy mindset they are known only as '''arctic'''.
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'''Arctic conditions''' describes a temperature range between -31 and -40°F.  The  air plunges into an unbearably frigid and penetrating cold, presenting an immediate and severe threat to characters' survival. Bundling up in multiple layers of the thickest, heavily insulated clothing becomes absolutely imperative to endure the relentless deep freeze. The terrain lies in a harsh grip of unyielding ice and snow, rendering travel treacherous with icy, hazardous paths. Outdoor activities become virtually impossible, demanding robust protection against the extreme and life-threatening cold.
  
== Clothing ==
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Settlement life faces an unprecedented crisis under these extreme freezing conditions, relying desperately on the most intense and continuous heating sources to maintain even a modicum of warmth indoors. Clothing becomes excessively padded and layered, offering critical defense against the merciless cold. Homes struggle to retain any hint of a comfortable indoor temperature, often resorting to extreme measures such as additional heating and insulation. Resource management becomes dire, with food preservation entirely dependent on the extreme freezing temperatures, while fresh produce becomes virtually unattainable.
Safety requires a minimum of 29 lbs. of clothing.  Exposed skin will freeze in 2 minutes and become frostbitten with 12-14. Suggested clothing includes breeches, doublet, fur boots, fur hat & mittens, gabardine jacket & trousers, heavy fur coat, heavy woolen scarf, hose, knitwear mittens, leather bootcovers, loin cloth, mantle, robe, stockings, woolen jumper & shirt, wool coat and hat. Inner and outer mittens provide two very much needed layers, with wool hat and fur hat giving two layers atop the head. A scarf is needed to protect the face. If extra weight is needed, a full woollen jumper and heavy fur coat can be added.
 
  
== Effects & Limitations ==
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Community gatherings cease entirely in these perilous conditions, with most activities confined indoors to evade the lethal cold's unrelenting grasp. Trade and commerce adapt to offer goods specifically suited for the perilous and inhospitable winter climate. Character interactions within communities revolve around survival and mutual support amidst the extreme and life-threatening freezing conditions.
[[Wind Speed|Any amount of wind]] will drastically reduce conditions, with a light breeze causing [[Arctic Conditions]] and a gentle breeze bringing [[Polar Conditions]].  As such, [[travelling]] or working in these conditions is dangerous except when the air is still or nearly so. Most times, these temperatures will occur in places where long nights and darkness exists for a good part of the year. The presence of snow is almost assured and storms will become blizzards with white-out conditions.  Becoming lost in these conditions will almost certainly mean death.  If the character fails to contract [[Hypothermia|hypothermia]], after '''1½ hours''' in bitterly cold weather the character will begin to suffer 1 [[Hit Points|hit point]] of [[Damage (hit points)|damage]] per [[Experience Level|level]], per 14 minutes, until finding shelter or [[Death|dying]].
 
  
== Hypothermia ==
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Exploration encounters insurmountable weather-related obstacles, with quests brought to an abrupt halt by the extreme cold that poses an immediate threat to characters' lives. Predictable wildlife behavior witnesses creatures seeking extreme shelter or becoming entirely dormant due to the lethal and hostile temperatures. Encounters with snow-dwelling creatures become overwhelmingly prevalent, adapted to survive in the unforgiving and frozen environment.
Because so much clothing must be worn to keep warm, there is danger of sweating inside one's clothes.  The danger is that once this inner wet permeates to the outside, the clothes will freeze through and affect the body's health. When performing heavy activity, such as chopping wood, construction or digging, the character must make a [[Ability Checks|constitution check]] '''every 6 minutes''' against hypothermia. If engaging in [[Combat|combat]] in these conditions, a check must be made in the 8th [[Combat Round|round]], and every 8 rounds thereafter.
 
  
A failed roll indicates the character has caught a chill. Within '''4-18 rounds''', they will begin to '''shiver''' uncontrollably; once this stage occurs, the character will become '''-4 to hit and suffer a temporary loss of 'two levels'''.  They will not be able to [[Spellcasting|cast spells]].  Five rounds later, they won't be able to fight at all, and will drop their weapons and feel dizzy.  At this time, they have '''8-18 minutes''' in bitterly cold conditions to find shelter, or else they will become delirious and incapable of saving themselves.  Death from the cold will follow in 1-4 minutes per point of constitution.
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Dungeon exploration mirrors the external weather conditions, presenting challenges heavily influenced by the life-threatening cold. Dungeons might feature frozen elements or insurmountable frost-based obstacles, making navigation impossibly dangerous. Adventurers confront these perilous obstacles while battling the relentless and freezing climate, often requiring extraordinary strategies or specialized equipment to navigate through the harsh and lethal conditions.
  
If exposed to a fire, the wet clothes removed and at least 12½ lbs. of clothes worn while remaining next to a fire, the character can be made partially sensible again; however, they will not be able to cast spells or take part in combat, due to weariness, until a full day's rest can be had inside a sustainable shelter.
 
  
=== Building a Fire ===
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See [[Temperature Grades]]
If a strong fire can be built in these conditions, it will double the survival time of those who cannot find or make shelter of any kind.  However, often it is hard to find sufficient fuel to maintain a fire, and impossible if there is more than an inch of snow covering on the ground.  Therefore, fuel must be conjured by magical means or brought along with the character.
 
 
 
 
 
See Also,<br>
 
[[Temperature Grades]]<br>
 
[[The Adventure]]
 

Latest revision as of 08:31, 29 November 2023

Residents of this type of building abandon these in winter; only igloos and below-ground lairs provide the shelter that's needed when the weather is always this cold
On a Christmas Day we mushed our way over a northern trail;
Talk of your cold! Through the parka’s fold it stabbed like a driven nail.
If our eyes we’d close, then the lashes froze till sometimes we couldn’t see;
It wasn't much fun — but the only one to whimper was Sam McGee.

Arctic conditions describes a temperature range between -31 and -40°F. The air plunges into an unbearably frigid and penetrating cold, presenting an immediate and severe threat to characters' survival. Bundling up in multiple layers of the thickest, heavily insulated clothing becomes absolutely imperative to endure the relentless deep freeze. The terrain lies in a harsh grip of unyielding ice and snow, rendering travel treacherous with icy, hazardous paths. Outdoor activities become virtually impossible, demanding robust protection against the extreme and life-threatening cold.

Settlement life faces an unprecedented crisis under these extreme freezing conditions, relying desperately on the most intense and continuous heating sources to maintain even a modicum of warmth indoors. Clothing becomes excessively padded and layered, offering critical defense against the merciless cold. Homes struggle to retain any hint of a comfortable indoor temperature, often resorting to extreme measures such as additional heating and insulation. Resource management becomes dire, with food preservation entirely dependent on the extreme freezing temperatures, while fresh produce becomes virtually unattainable.

Community gatherings cease entirely in these perilous conditions, with most activities confined indoors to evade the lethal cold's unrelenting grasp. Trade and commerce adapt to offer goods specifically suited for the perilous and inhospitable winter climate. Character interactions within communities revolve around survival and mutual support amidst the extreme and life-threatening freezing conditions.

Exploration encounters insurmountable weather-related obstacles, with quests brought to an abrupt halt by the extreme cold that poses an immediate threat to characters' lives. Predictable wildlife behavior witnesses creatures seeking extreme shelter or becoming entirely dormant due to the lethal and hostile temperatures. Encounters with snow-dwelling creatures become overwhelmingly prevalent, adapted to survive in the unforgiving and frozen environment.

Dungeon exploration mirrors the external weather conditions, presenting challenges heavily influenced by the life-threatening cold. Dungeons might feature frozen elements or insurmountable frost-based obstacles, making navigation impossibly dangerous. Adventurers confront these perilous obstacles while battling the relentless and freezing climate, often requiring extraordinary strategies or specialized equipment to navigate through the harsh and lethal conditions.


See Temperature Grades