GM Rennai's Reign of Winter (Inactive)

Game Master Rennaivx

Current Fight Map | Loot

All travel is currently at half-speed due to snow.


Cold Weather

Cold Dangers:
Cold: Cold and exposure deal nonlethal damage to their victims. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
  • Cold Weather: An unprotected character in cold weather (below 40° F) must succeed at a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well.
  • Severe Cold Weather: In conditions of severe cold or exposure (below 0° F), an unprotected character must attempt a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers from the nonlethal damage she took from the cold and exposure. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
  • Extreme Cold Weather: In conditions of extreme cold (below –20° F), an unprotected chareacter takes 1d6 points of lethal damage per minute (no save). In addition, a character must succeed at a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers from the nonlethal damage she took from the cold and exposure. Characters wearing a cold weather outfit must attempt a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well.
Ice Effects: Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Acrobatics checks increases by 5. Characters in prolonged contact with ice might run the risk of taking damage from severe cold (exposure).
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Acrobatics checks there increases by 5. A successful DC 10 Acrobatics check is required to run or charge across an ice sheet.

Weather Effects:
Snow: Falling snow has the same effects on visibility (reduces visibility ranges by half), ranged weapon attacks (-2 penalty), and skill checks as rain (–4 penalty on Perception checks), and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.
Heavy Snow: Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (obscures all sight beyond 5 feet, including darkvision; creatures 5 or more feet away have concealment), and increases the penalty to ranged weapon attacks (-4 penalty). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 × 5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. Heavy snow has the same effect on flames as moderate wind.
Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%), and it has the same effect as snow once on the ground.
Hail: Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.
Snowstorm: The combined effects of snow and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a –8 penalty on Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. Creatures of medium size or smaller are unable to move forward against the force of the storm unless the succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly check if airborne (with a -8 penalty). Snowstorms leave 1d6 inches of snow on the ground afterward.
Blizzard: Very high winds and heavy snow precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures of medium size or smaller are unable to move forward against the force of the storm unless the succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly check if airborne (with a -8 penalty). Blizzards leave 1d3 feet of snow on the ground afterward.

Protection:
Cold-Weather Outfit: This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the
outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. The character is considered protected for regarding cold climates.
Furs: The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit. The character is considered protected for regarding cold climates.
Energy Resistance: Even if the damage dealt by cold climate is untyped, I'll rule that they are cold damage so cold resistance will apply normally.