Difference between revisions of "Polar Conditions"

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[[File:Polar Conditions.jpg|right|560px|thumb|Humanoid habitation is rare indeed in polar climates, where such temperatures occur consistently]]
 
::''The short-lived sun had a leaden glare and the darkness came too soon.  The winter fell with a sudden swoop as the wind bespoke our doom.  The heavy clouds sagged low; and with a whirl of driving snow, the earth and sky were hewn.''
 
::''The short-lived sun had a leaden glare and the darkness came too soon.  The winter fell with a sudden swoop as the wind bespoke our doom.  The heavy clouds sagged low; and with a whirl of driving snow, the earth and sky were hewn.''
  
These severe, boreal temperatures range below -40° celsius (-40° F), but to the fantasy mindset they are known only as '''polar'''.
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'''Polar conditions''' describes a temperature range below -40°F.  The air becomes a bone-numbing, outright dangerous cold, instantly threatening characters' survival. The biting freeze demands layers upon layers of the thickest, heavily insulated clothing just to endure a few moments outdoors. The terrain is locked in an unyielding, icy grip, turning paths into treacherous, frozen expanses. Any outdoor activity becomes utterly impossible, necessitating extreme protection against the life-threatening cold.
  
== Clothing ==
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Settlement life faces an unparalleled crisis in these extreme freezing conditions, clinging to the faintest warmth from intense and continuous heating sources. Clothing becomes excessively padded and layered, offering vital defense against the relentless and merciless cold. Homes struggle to preserve any semblance of a bearable indoor temperature, often resorting to desperate measures such as constant intense heating and insulation. Resource management turns dire, with food preservation entirely reliant on the unrelenting freezing temperatures, while fresh produce becomes an inconceivable luxury.
Safety requires a minimum of 33 lbs. of clothing.  Exposed skin will freeze in 1-2 minutes and become frostbitten with 10-11. Suggested clothing includes breeches, doublet, fur boots & cowl, fur hat & mittens, gabardine jacket & overcoat, gabardine trousers, heavy fur coat, heavy woolen scarf, hose, knitwear mittens, leather bootcovers, loin cloth, mantle, robe, stockings, woolen jumper & shirt and wool 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 and mask 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 all activities confined indoors to evade the lethal cold's relentless onslaught. Trade and commerce adapt to offer goods tailored exclusively for the perilous and inhospitable winter climate. Character interactions within communities center solely 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 '''1 hour''' 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 12 minutes, until finding shelter or [[Death|dying]].
 
  
== Hypothermia ==
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Exploration encounters insurmountable weather-related obstacles, with quests abruptly halted by the extreme cold that poses an immediate and existential 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 wastelands.
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 5 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 '''4-14 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 '''6-15 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 echoes the external weather conditions, presenting challenges nearly impossible to overcome due to the life-threatening cold. Dungeons might feature frozen elements or insurmountable frost-based obstacles, making navigation perilous to the extreme. Adventurers confront these deadly obstacles while grappling with the unrelenting and freezing climate, often requiring miraculous strategies or highly specialized equipment to navigate through these 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 08:34, 29 November 2023

Humanoid habitation is rare indeed in polar climates, where such temperatures occur consistently
The short-lived sun had a leaden glare and the darkness came too soon. The winter fell with a sudden swoop as the wind bespoke our doom. The heavy clouds sagged low; and with a whirl of driving snow, the earth and sky were hewn.

Polar conditions describes a temperature range below -40°F. The air becomes a bone-numbing, outright dangerous cold, instantly threatening characters' survival. The biting freeze demands layers upon layers of the thickest, heavily insulated clothing just to endure a few moments outdoors. The terrain is locked in an unyielding, icy grip, turning paths into treacherous, frozen expanses. Any outdoor activity becomes utterly impossible, necessitating extreme protection against the life-threatening cold.

Settlement life faces an unparalleled crisis in these extreme freezing conditions, clinging to the faintest warmth from intense and continuous heating sources. Clothing becomes excessively padded and layered, offering vital defense against the relentless and merciless cold. Homes struggle to preserve any semblance of a bearable indoor temperature, often resorting to desperate measures such as constant intense heating and insulation. Resource management turns dire, with food preservation entirely reliant on the unrelenting freezing temperatures, while fresh produce becomes an inconceivable luxury.

Community gatherings cease entirely in these perilous conditions, with all activities confined indoors to evade the lethal cold's relentless onslaught. Trade and commerce adapt to offer goods tailored exclusively for the perilous and inhospitable winter climate. Character interactions within communities center solely around survival and mutual support amidst the extreme and life-threatening freezing conditions.

Exploration encounters insurmountable weather-related obstacles, with quests abruptly halted by the extreme cold that poses an immediate and existential 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 wastelands.

Dungeon exploration echoes the external weather conditions, presenting challenges nearly impossible to overcome due to the life-threatening cold. Dungeons might feature frozen elements or insurmountable frost-based obstacles, making navigation perilous to the extreme. Adventurers confront these deadly obstacles while grappling with the unrelenting and freezing climate, often requiring miraculous strategies or highly specialized equipment to navigate through these harsh and lethal conditions.


See Temperature Grades